Ship Review - Asp MkII

[Asp pic]

The Asp has less cargo space than the Adder. It has the same manoeuvrability as the Adder. It carries the same number of missiles (one), and has only one laser mount. And it costs about sixty times as much. This is because it's a military vessel, pure and simple. Trading never was part of the design - the cargo space available is enough to put in the equipment to make you invincible, and that's all it needs to be.

You won't make much money with an Asp, but you will be able to cruise around without worrying about anything much. It can outrun every other ship you'll ever meet (so only a front-mounted laser matters on one), and it'll take a hefty pounding. The Asp was designed as an armed transport (of a few people or small items, not cargo), and it is clearly capable of running through Thargoid ambushes. For a pure fighter a little more manoeuvrability would be preferable, but its lack just slows things down a little, rather than making them more dangerous.

[Rotating Asp]
Price      Space  Range   Speed    Manvre Lasers Missiles
1012000 cr   6    12.5 ly 0.40 LM  CF 6     1       1

IFF  ECM  Pulse Beam Military Scoops Escape Hyper Energy Dock GalHyp
400  500  500   1000 5000     700    600    400   2500   1000 4000
Recommended equipment:
Front military laser, IFF system, ECM system, Energy Unit. Fuel scoops may be handy (for fuel, because there is no point in having them for cargo). Leave 1 tonne free for general usage (e.g. galactic hyperspace, hyperspace unit etc.)

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