Project 1011

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Project 1011
Accumulates 5% free experience

The maximum experience level — 10

Survivability* 24538
Hull 15034
Shield 6861
Energy 1112
Speed 210

Available from the beginning:
Main weapon damage increased by 7%.
Available at experience level 2:
Critical chance increased by 5%.
Available at experience level 4:
Should be chosen
Available at experience level 8:
Should be chosen


Equipment upon purchase
Weapons
Beam Cannon 17
Active modules
Ship modifiers
Engine
Capacitor
Hull
CPU

Special module Should be chosen

Cost of manufacturing 8990000
Cost of refitting 1000000


* All specifications are shown for the ship with the maximum level of experience (10) without equipment

General information

Faction: Empire
Class: Frigate
Role: Long Range
Rank: 17

Description

This is a highly customisable ship obtained through crafting.
Craft ships are made from parts that can be assembled in the workshop. When creating a ship, you can configure the number of slots for each type of modifier (engine, capacitor, shield, hull, computer; maximum slots of one type are 3). Total distribution slots — 9.

This ship has pre-installed modifier slots: 1 engine, 2 capacitors, 3 hulls and 3 cpu.

These ships are designed for long-range firing. They use their disintegrators or guided torpedoes. However, high-power and long-range weapons come at the cost of armour and shields.

One of the worst military failures in the history of the Empire is rightly considered to be the third war for the Bartle sector. It was then that the scientific elite of the Wardens, loyal guardians of the Emperor, had the idea of using the enemy's own weapons against them. They created the 1011 series ships, equipped with limited AI. According to the idea, they had to explore the distant sectors without pilots and give the Empire an advantage in the future war. Though some say that the goal of the project was actually to find the source of the Signal. The Imperial Fleet gave away old frigates, left from the time of the Direktorium, to the project. They were numerous and in those years frigates were considered ineffective. Equipped with automatic repair and self-upgrade systems, the ships launched towards uncharted space. Then the Invasion began and project 1011 was forgotten.

And now, hundreds of years later they returned. Beaten in unknown fights, changed beyond recognition, bearing age-old wisdom and secrets of the space.

Unique ship equipment

Weapon

Disorient gun

Enemies hit by this weapon temporarily lose the ability to lock targets.

Active module

'Sharpshooter' mode

Locks multiple targets in a cone and starts accumulating a charge. When charge accumulation is completed, a volley is launched. Secondary activation of the module launches an early volley.

CPU modifier

Disintegrator booster

Increases disintegrator rate of fire. You can only mount one modifier per ship.

Manufacturing

Special module

You must select one of the following special modules. If there is one special module, you won't have to choose.

Description Energy consumption  Recharge
Sniper gun, which additionally deals thermal damage: 1500 pts. to frigates and 29700 pts. to destroyers. Damage depends on the level of the main weapon installed on the ship. 185 en. 3 s.
Launches a carrier vehicle with a drone armed with a disintegrator. The drone is automatically activated and controlled by the pilot. Pressing the activation key again allows you to switch control between the drone and the ship. Each shot of the disintegrator deals additional thermal damage: 1500 pts. to frigates and 25000 pts. to destroyers. The drone is self-destructed if the host ship flies further than 2850 m. away from it. Destroying the drones will unmask the host ship's position. 185 en. 20 s.

Bonuses

You must select one bonus for each level. If there is one bonus on a level, you won't have to choose.

Energy consumption of "Long Range modules" reduced by 20%.
Hull resistance to thermal damage increased by 30 pts.

Available equipment

Weapons
Beam Cannon 17 Heavy Blaster 17 / Pirate Heavy Blaster 17 Positron Cannon 17 Pirate Positron Cannon 17 Coil Mortar 17 Boarding Coil Mortar 17 Mass Driver 17 Vulcan 17

Missile slot

Active Role Modules

Active Multipurpose Modules

Ship modifiers
Engine

Capacitor

Shield
Ship has no shield slots

Hull

CPU

Tables of ship's technical characteristics

Ship's resistance to incoming damage

Shield resistance Hull resistance
to thermal weapon, (pts.) to kinetic weapon, (pts.) to EM weapon, (pts.) to thermal weapon, (pts.) to kinetic weapon, (pts.) to EM weapon, (pts.)
0 30 -30 15 -15 45

Ship's characteristics on different experience levels

Level Energy Hull, (pts.) Shield Sensors
capacity, (pts.) for afterburner, (pts./s) regeneration, (pts./s) capacity, (pts.) regeneration, (pts./s) range, (m) target lock time, (s)
1 950 246 184 12425 5670 162 2000 2
2 950 246 184 13543 6180 162 2000 2
3 950 246 184 14040 6407 162 2200 2
4 979 246 190 14040 6407 162 2200 2
5 1017 246 197 14413 6577 162 2400 2
6 1045 246 203 14662 6691 162 2400 2
7 1045 246 203 14910 6747 162 2600 2
8 1045 246 203 14910 6747 162 2800 2
9 1074 246 208 15034 6804 162 2800 2
10 1112 246 215 15034 6861 162 3000 2

Ship's speed on different experience levels

Level Speed Acceleration, (m/s2) Strafe, (m/s) Pitch, (deg./s) Roll, (deg./s)
march, (m/s) afterburner, (m/s)
1 203 244 55 61 30 36
2 203 244 55 61 30 36
3 205 246 56 61 30 36
4 205 246 56 61 30 36
5 205 246 56 61 30 36
6 206 247 58 61 30 36
7 208 249 59 61 30 36
8 209 251 61 61 30 36
9 210 252 62 61 30 36
10 210 252 62 61 30 36

Player Builds

Ship model