Scout Marauder
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Cost | ||
---|---|---|
Basic Hold Cost | 5,000 | |
Main Drive Cost | 3,000 | |
Computer Cost | 5,200 | |
Ship Hull Cost | 2,750 | |
Ship Base Cost | 15,950 | |
Total Cost (Fully Loaded) | 27,785 | |
Combat Specifications | ||
Max Fighters | 250 | |
Max Figs Per Attack | 250 | |
Maximum Shields | 100 | |
Offensive Odds | 2.0 | |
Defensive Odds | 2.0 | |
Safety Rating | 500 | |
Trading Efficiency | ||
Maximum Holds | 25 | |
Initial Holds | 10 | |
Turns Per Warp | 2 | |
TransWarp Drive | No | |
Trading Efficiency Factor | 41 | |
Miscellaneous | ||
Mine Max | 0 | |
Genesis Max | 0 | |
Transport Range | 0 | |
Beacon Max | 10 | |
Long Range Scan | Yes | |
Planet Scanner | Yes | |
Photon Missiles | No |
The Scout Marauder is a speedy, inexpensive vessel in the fictional TradeWars 2002 universe. It has high combat odds (2.0) but lacks a transporter and can carry only a density scanner. In addition, it has a small cargo capacity (25 holds) and can carry only 250 fighters and 100 shields. It is too small to carry an escape pod, making it unsuitable for mothing quasar cannons. Many TW2002 veterans consider the Scout a flying deathtrap.
Still, the Scout Marauder may be well-suited to new players. Many opponents are reluctant to attack a Scout (especially a fully-armed one), since its salvage value is usually not worth the cost of the fighters needed to overcome its combat odds (not to mention the risk of corbomite explosions). In games where attack is not an imminent concern, a player may want to opt for the equally-fast but more efficient Merchant Freighter, which carries 2.6 times as many holds.
New players to TradeWars 2002 start out with a Merchant Cruiser, but if their ship and escape pod are destroyed, they will have to start again with a Scout Marauder. Players left in an escape pod without any credits can trade in the more valuable pod for a Scout Marauder.