[[Jump Freighter]] |
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Nomad | |
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Hull | Fenrir |
Developer | Thukker Mix |
Fitting | |
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1 MW |
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0 |
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0 |
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0 |
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1 tf |
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0 |
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0 |
Variations | |
Tech I | Fenrir |
Tech II | Nomad |
Ship Focus | |
Weapon Systems | No Weapon Systems |
Defense Systems | No Defense Systems |
Specialty Systems | No Specialty Devices |
Other Images | |
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There is continuing speculation as to how exactly the Thukkers manage to move their vast caravans throughout space relatively undetected, but their expertise with jump drive technology became glaringly apparent when they created the Nomad. Now seeing widespread service with roving Thukker outrider detachments, the Nomad is rapidly becoming an essential part of Thukker life away from the great caravans.
Thukkers spend their entire lives forever wandering the infinite in their vast caravans. As such their technology is based as much upon necessity as their ingenious ability to tinker. Their ship designs therefore tend to based upon the standard empire templates but extensively modified for the Thukkers unique needs.
Special Abilities[edit | edit source]
- Minmatar Freighter Skill Bonus: 5% bonus to cargo hold capacity and 5% bonus to maximum velocity per level
- Jump Freighters Skill Bonus: 10% bonus to hull hitpoints and 5% reduction in jump fuel need per level
Shields | |
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6,750 HP |
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10 % |
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60 % |
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40 % |
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20 % |
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1875000 ms |
Armor | |
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25,500 HP |
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73 % |
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10 % |
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25 % |
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35 % |
Structure | |
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120,000 HP |
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0 % |
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0 % |
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0 % |
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0 % |
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216,000 m3 |
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1,025,000,000.00 kg |
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15,500,000.00 m3 |
Capacitor | |
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30,000 Energy |
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184780 ms |
Drones | |
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0 m3 |
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0 Mbit/sec |
Navigation | |
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0.95 % |
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3100 |
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5 ly |
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96 m/sec |
Targeting | |
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82 points |
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0 |
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0 km |
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0 mm |
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2,708 m |
Skills Required | |
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Primary Skill | Minmatar Freighter IV |
Primary Skill | Advanced Spaceship Command IV |
Primary Skill | Jump Drive Calibration I |
Secondary Skill | Spaceship Command V |
Secondary Skill | Minmatar Industrial V |
Secondary Skill | Industry V |
Secondary Skill | Jump Drive Operation V |
Tertiary Skill | Warp Drive Operation V |