Sirius

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Sirius
Accumulates 5% free experience

The maximum experience level — 10

Survivability* 176147
Hull 110534
Shield 48787
Energy 5265
Speed 135

Available from the beginning:
Rotation speed increased by 7%.
Incoming melee damage is multiplied by 2.5.
Available at experience level 2:
Hull resistance to EM damage increased by 33 pts.
Available at experience level 4:
Should be chosen
Available at experience level 8:
Should be chosen


Equipment upon purchase
Weapons
Halo Launcher 17
Active modules
Ship modifiers
Engine
Capacitor
Shield
Hull
CPU

Special module Should be chosen

Cost of manufacturing 9000000
Cost of refitting 1000000


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

General information

Faction: Federation
Class: Destroyer
Role: Suppressor
Rank: 14

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.

Destroyer is a huge and powerful ship, that deals a lot of damage. Terrible enemies of other classes of ships at long range, capable of supporting their team with dense fire and special abilities. For their power and range destroyers pay high vulnerability in melee and additional damage from the loss of modules.

The first ‘public’ Sirius destroyer was designed and developed in the mega-popular show ‘The Shipyard’, whose ratings broke all records. Thirty engineers competed for six months for the right to be called ‘King of the Shipyard’, the outcome was decided by viewer voting. Military leadership initially could not believe the success of the project, but gave permission to use one of its shipyards, when producers collected the required amount of credits on a crowdfunding platform. To everyone's surprise, Sirius was not only a high-quality ship, powerful and reliable machine, but at also relatively inexpensive to manufacture. After the show, Sirius was put into service, and its blueprints were submitted to UMC. Currently, the producers are raising money for a second season of the project.

Unique ship equipment

Active module

Destabilizing Field

Deals damage over time to targets in range and temporarily destabilizes their engines. While the target flies faster than 30% of max. speed, deals extra DPS.

Engine modifier

Augmented Cooler

Engine cooling system cools weapons. Additionally increases maximum ship speed and maneuverability.

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
Charge is accumulated at 90% of maximum speed. Full charge allows you to activate the module. Upon activation weapon damage increases by 40% for 5 seconds. Passively increases ship speed and maneuverability by 20%. 120 en. 7 s.
Upon activation ship is fixing its position for 2 s. Weapon damage is increased by 55% and range is increased by 10%. 120 en. 5 s.
Federation Energy router Reroutes energy flow in ship systems. Allows to select between max speed and maneuverability by 30%, weapon damage by 12% or restoring of 250 pts. shield volume per second. 120 en. 0.3 s.

Bonuses

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

Weapon cooling rate increased by 100%.
Kinetic weapon spread reduced by 33.3%.
Kinetic weapon projectile speed increased by 35%.
EM spread reduced by 33.3%.
EM projectile speed increased by 35%.
Power of Suppressor Class modules increased by 10%.
Cooldown time of Suppressor Class modules decreased by 15%.
Energy drain of of Suppressor Class modules decreased by 25%.

Available equipment

Weapons
Meson Cannon 14 Meson Cannon 17 / Pirate Meson cannon 17 'Halo' Launcher 14 'Halo' Launcher 17 / Pirate 'Halo' launcher 17 Coilgun 14 Coilgun 17 / Pirate Coilgun 17

Missile slot

Active Role Modules


Active Multipurpose Modules

Ship modifiers
Engine

Capacitor

Shield

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 4500 224 248 91350 40320 230 3000 3
2 4500 224 248 99572 43949 230 3000 3
3 4500 224 248 103226 45562 230 3300 3
4 4635 224 255 103226 45562 230 3300 3
5 4815 224 266 105966 46771 230 3600 3
6 4950 224 274 107793 47578 230 3600 3
7 4950 224 274 109620 47981 230 3900 3
8 4950 224 274 109620 47981 230 4200 3
9 5085 224 281 110534 48384 230 4200 3
10 5265 224 291 110534 48787 230 4500 3

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)
1 131 157 10 10 11,8 19,3
2 131 157 10 10 11,8 19,3
3 132 158 10,3 10 11,8 19,3
4 132 158 10,3 10 11,8 19,3
5 132 158 10,3 10 11,8 19,3
6 132 159 10,5 10 11,8 19,3
7 133 160 10,8 10 11,8 19,3
8 134 161 11,1 10 11,8 19,3
9 135 162 11,3 10 11,8 19,3
10 135 162 11,3 10 11,8 19,3

Player Builds

Ship model

Ships
Interceptors Fighters Frigates Destroyers