Class: |
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Tanker (TN) |
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Crew: |
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20 |
D.W.T.: |
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2,000,000 Kilotons |
Power: |
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2 Reactors providing 35eu each. |
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2 Batteries with a capacity of 90eu
each. |
Weaponry: |
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1 suicide bomb equal to 100
antimatter pods. |
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(ed: to simulate the destructive
power of the cargo, I imagine) |
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Defense: |
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6 Shield generators each supplying
50eu of protection with 40% absorption. Power usage is 10eu per
shield with a regeneration of 0.90% |
Propulsion: |
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1 Warp drive providing 100eu with an
efficiency of 75% per drive. Maximum warp is 4.0 and cruise is 3.0
with a turn rate ranging from 20˚ to 5˚ at maximum warp. |
Analysis: |
|
This ship has little strategic value. It is slow, lumbering, and
turns on a C-note. The main use for this might be to set up a fleet
escort battle where you defend them from commerce raiders. One thing I
have discovered is that whatever the tankers have onboard, it is easy to set
off. A tanker will explode violently if hit by a matter/anti-matter
explosion. A torpedo can easily detonate one of these ships, so if
you're an opposing nation and you're trying to capture them, stick to
phasers whenever possible. Also of note, if you set the self destruct
charges to scuttle a tanker, the explosion is pretty fierce. I've
commanded tankers to collide with Starbases and Outposts and set off the
scuttle charges as close as possible and have seen the resulting explosion
actually detonate the structure I was near. It is incredibly difficult
to actually make a Starbase or Outpost explode, but a well placed tanker can
definitely do it. |