Armed Merchant Marine, AMM
-Converted Freighter (1E, 3O) (3M)
-Engine: Merchant (1A 1M, Fuel Efficient) (1M)
-Omni: Self Defense Battery (Short Range, Damage 1) (1M), Navigational Shields (Shield 1) (1M), Hull Armor (Armor .5) (1M)
-Bridge: Merchant (1M)
-LS: Essential (2M)
-Sensors: Merchant(1M)
-Warp: Budget (4M)
-Housing: Barracks (1M)
Total: 16M
Is the current AMM and it only does 1 damage per turn vs the 4 a corvette does. The corvette shields give Shield 2, .5 Armor that is more then what the two older parts of the AMM give.
-Converted Freighter (1E, 3O) (3M)
-Engine: Merchant (1A 1M, Fuel Efficient) (1M)
-Omni: Self Defense Battery (Short Range, Damage 1) (1M), Navigational Shields (Shield 1) (1M), Hull Armor (Armor .5) (1M)
-Bridge: Merchant (1M)
-LS: Essential (2M)
-Sensors: Merchant(1M)
-Warp: Budget (4M)
-Housing: Barracks (1M)
Total: 16M
Is the current AMM and it only does 1 damage per turn vs the 4 a corvette does. The corvette shields give Shield 2, .5 Armor that is more then what the two older parts of the AMM give.
I agree in my plan i am adding it to the 1st naval squadron as we use that as our main fighting formation.While turning that hulk into a heavy carrier appeals, if I do so it'll so it can anchor a carrier unit. It's our only non-escort grade hull we have available right now, and even if we don't have the stuff to put it into full use yet sending it over to the garrison unit would be a waste.