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Repair Ship
From Discovery Wiki
Jump to navigationJump to searchRepair 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.
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Review by Chad Jones