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Repair Ship

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Repair Ship
Ship Class Freighter
Built by Civilian
Technical information
Guns/Turrets 0 / 3
Opt. weapon class 6
Max. weapon class 7
Other equipment None
Hull strength 10,100
Max. shield class 6
Cargo space 350 units
Nanobots/Batteries 4000/4000
Max. impulse speed 80 m/s
Max. thrust speed 199 m/s
Max. cruise speed 350 m/s
Power output 15,000 u
Power recharge 2,000 u/s
Additional information
Ship price $2,745,000
Package price $3,031,750

With the hazards of business, commerce, expansion, and exploration, ships sustain damage. These units are part of the damage control team.


Weapon hardpoints

Reviews

The Repair Ship is a specifically pigeon holed ship. Once you've bought this ship there is only one thing you can do that’s within reason and logic; Repair and Service. This ship is very good accessory for factions willing to give up the time and money to use them as an alternative site of repair. The repair ship only has one factor that allows it to even be considered to be used for it's purpose. It has single highest capacity for nanobots and shield batteries ever recorded on a single vessel in Sirius. An enormous 4000 of each can be traded between pilots for the person in need of repairs to use. I cannot see a situation where this ship would pirate or be pirated but the ship also makes a good re-supplier of regens to those already engaged; thanks to its hefty hull. Luckily this ship is used Siriuswide, even though it was designed for corporate repairs it can easily be adapted for repairs at Crete, Malta, Quillan, Freital or even Zhukovski. There’s no limit to how many factions this ship can be used in, except for maybe the Nomads. Anyhow, for those of you interested, the repair ship has only three Class 7 Turrets, but it seems reasonable as the repair ship has little chassis for it to fit them onto.
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Review by Chad Jones


Availability