Interdictor Cruiser (TradeWars 2002)
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Cost | ||
---|---|---|
Basic Hold Cost | 5,000 | |
Main Drive Cost | 50,000 | |
Computer Cost | 380,000 | |
Ship Hull Cost | 104,000 | |
Ship Base Cost | 539,000 | |
Total Cost (Fully Loaded) | 586,170 | |
Combat Specifications | ||
Max Fighters | 100,000 | |
Max Figs Per Attack | 15,000 | |
Maximum Shields | 4,000 | |
Offensive Odds | 1.2:1 | |
Defensive Odds | 1.2:1 | |
Safety Rating | 124,800 | |
Trading Efficiency | ||
Maximum Holds | 40 | |
Initial Holds | 10 | |
Turns Per Warp | 15 | |
TransWarp Drive | No | |
Trading Efficiency Factor | 5 | |
Miscellaneous | ||
Mine Max | 200 | |
Genesis Max | 20 | |
Transport Range | 20 | |
Beacon Max | 100 | |
Long Range Scan | Yes | |
Planet Scanner | Yes | |
Photon Missiles | No |
The Interdictor Cruiser is the only ship in the fictional TradeWars 2002 universe to have an interdictor generator. This device prevents any ship from leaving the sector once it is in battle with the Cruiser. Since enemy ships tends to flee as their defenses are worn down, this capability is useful for capturing ships, especially the Ferrengi Scorpion. The Cruisers combat odds are above average, and it carries a massive number of fighters and shields; this makes it useful for invasions. The Cruiser's main weaknesses are its slowness and the fact that it can't land on planets.
[edit] See also
- Interdictor Cruiser (Star Wars ship type by the same name)
[edit] References
- Trade Wars Ship Details
- How To Play TradeWars And Stay Alive! (dead link as of 12/17/2005)