The Safari is a generation two ship specifically designed for transporting wildlife. Over its ancestor the Ark, the Safari has better shields, a faster sublight speed, more power available and over double the jump range. It also increases flexibility further with four customisable rooms and a larger 1,000 Mgs hold.
Availability: Civilian Guild
Tier: 5
Shield: 400 ZWs
Hull: 500 GPa
Power: 5.8 ZWs
Speed: 0.20 LY/m
FTL Range: 25 LYs
FTL Charge Time: 2 minutes
Maximum Fuel: 495.0 LYs
Hold: 1,000 Mgs
Customisable Rooms: 4
Bays: 0
Can Land: Yes
Ship Docking: No
Length: 911 m
Width: 299 m
Decks: 10
Cost: 850,000 credits
Skill Requirement: Hunter 10.
Crew Requirement: 6
Guild Requirement: Hunters Pact.
Passive Perk: Wildlife Pens
Ships with this perk feature wildlife pens that can be used to store captured wildlife for delivery to reserve structures.
Logistics Role
Logistics role ships increase their sublight speed for travel proportional to how full their hold is, up to a maximum added speed of 0.2 LY/m.
Starter Cards
[DEFENCE] Repair Crews: Modifies the following statistics instantly for [SELF]: Shields: +20 ZWs. Hull: +20 GPa.
[DEFENCE] Scale Plate: Modifies the following statistics instantly for [SELF]: Hull: +20 GPa.
[SPECIAL] Rapid Retreat: Add a retreat card to all friendly hands that don't have one.
Flight Time Units
As you use a ship for its intended purpose you will accumulate flight time units (FTUs) which can viewed in the tactical window. Once the FTUs reach 100% you will be awarded an upgraded version of the ship (if one is available), parked at a specified location.
The progression path for this ship is: Safari
Compare
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