Mass:
Beams: Torps: Cargo: |
120 4 2 300 |
Fuel:
Engines: Tech: Crew: |
300 2 2 258 |
Cost:
Trit: Dur: Moly: |
120 61 32 5 |
CAT'S PAW CLASS DESTROYER is the Robot's one torpedo ship. And for the Robots, it is quite sufficient for most situations. 300 cargo and 4x minelaying capacity supplies all the minelaying needs of the Robot fleet. In combat, the Cat's Paw rarely is sufficient as a front ship for the Robot carriers.
Mass:
Beams: F-Bays: Cargo: |
60 1 2 70 |
Fuel:
Engines: Tech: Crew: |
320 1 2 258 |
Cost:
Trit: Dur: Moly: |
80 23 22 10 |
IRON SLAVE CLASS BASESHIP is a good scout, anti-probe defense, money runner and best of all, low cost fighter factory. It has the advantage that it can fight battles and win where the Q Tanker, being a much better fuel mover and fighter production center gets captured. For overall effectiveness, the Robot is better served with Iron Slaves than with Q Tankers.
Mass:
Beams: F-Bays: Cargo: |
80 0 1 120 |
Fuel:
Engines: Tech: Crew: |
600 2 3 50 |
Cost:
Trit: Dur: Moly: |
2 2 10 20 |
Q TANKER is a dual purpose ship for the Robots. It moves nice amounts of fuel and can build up to 12 fighters per turn. The drawback to this ship is that it has such a low crew count that it often gets captured and the single fighter bay often never launches fighters resulting in a combat ineffective ship.
Mass:
Beams: F-Bays: Cargo: |
260 2 2 40 |
Fuel:
Engines: Tech: Crew: |
720 2 3 358 |
Cost:
Trit: Dur: Moly: |
130 23 342 10 |
PAWN CLASS BASESHIP has the best Bioscanner in the game. 100% guaranteed to detect "Something". It actually can be used in a similar fashion as the Empire's Dark Sense. The Bioscanner can detect if your neighbor is nearby with colonies that are just starting out. Also, knowing that 20+ defense posts causes the scanner to fail, the planet that you DON'T detect early can be an enemy homeworld!