Great Pyramid

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Description

Cost 15000
Mass
5380
Tech Level 10
Duranium 3000
Tritanium 1330
Molybdenum 1050
Large Weapons 3
Max Large Size 50 kt
Small Weapons 5
Point Defense 5
Super Weapon nnnny
Max Fuel 5000
Max Ord 8000
Max Repair 30000
Max Cargo 6000
Engines 10
Generators 5
Power Bank 2500
Armor Limit 15010
Shield Limit 1500
Pod Bays 6
Crew Size 30,000
Passengers 100,000
Fighter Bays 1
Fighter Bay Size 50
Construction Bay Size 10000
Max Speed 180
Max Hyp Jump 0
Evasive Bonus 0
Attack Bonus 40
Warp Drag Factor 100
Warp Signature 300
Scan Range 100
Tractor Beam unlimited/multi
Cloak Fuel Burn ( No Cloak )
[Energy View]
Gravity Well Generator
Particle Fountain
DTMS-N
Ore Processing
Scalar Wave Amp
Scalar Wave Damper
Spindizzy
Gravitonic Accelerator
Vulnerability To Weapons Fire
Parts / Hull 60
Control Systems 40
Engines 100
Hyperdrive 100
Lifesupport 100
Critical (Soft Spot) 0

The Great Pyramid is the summit of galactic heavy engineering and incorporates many of the gravity-oriented devices available. It is the noisiest ship ever designed, by far. The most remarkable feature is the Spindizzy. This operates as follows:
There are two main reasons to move Planets. Firstly, is to acquire resources - moving planets makes for a compact, easily defensible core. Secondly, planets can be used as supercarriers, mobile bases which can take entire shipyards protected by base shields and unlimited fighters deep into enemy territory.

A large IMT fleet may consist of a single Great Pyramid towing a planet, an entire fleet of ships, accompanying free large Wings [because the maximum Wing size in IMT carriers is 500 fighters, and sometimes you want bigger ones], and the planet may have several Bases on it; for example, a Robot ally's (with a Gun Zero), and an IMT one with lots of ion cannon and AA guns.

So powerful and massive are flying planets that they smash through minefields.

Great Pyramids can tow anything but are not well armed - probably the worst armament of any tech 10 hull. However if cornered these supertugs can become quite dangerous by turning the Protomatter Cannon(PMC) on enemies. The Great Pyramid can take quite a battering (even a superlaser fired at point blank range) before it goes down.

The Great Pyramid has a power bank large enough to fire the PMC almost as soon as it enters combat. As long as it can take enemy shields down below 2500 points before firing the PMC then not many enemy ships will survive such an encounter.

They are best set to enter combat on the second wave. Like any IMT ship, setting them to "Ram" boosts their attack bonus, but some timid players consider these ships too valuable to risk in serious combat. Lacking serious heavy weapons, they prefer to fit it with Photon Torpedoes and use Standoff Range in order to try and keep enemies at a distance whilst the Protomatter Cannon charges up. Wusses.
 
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Hull ID: 671
Ship Pack Name: S818.spk
Pack Version: 101