Typhon

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Typhon
Accumulates 5% free experience

The maximum experience level — 10

Survivability* 17992
Hull 10908
Shield 6050
Energy 854
Speed 277

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


Equipment upon purchase
Weapons
Assault Railgun 17
Active modules
Ship modifiers
Engine
Capacitor
Shield
Hull
CPU

Special module Should be chosen

Cost of manufacturing 10000000
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: Fighter
Role: Gunship
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: 2 engines, 2 capacitors, 1 shield, 3 hulls and 1 cpu.

Gunships deal powerful blows to enemy ships. Their special module allows them to temporarily increase their firepower, speed and manoeuvrability. Vulnerable in cooldown periods.

When the New Empire was cut off from the high-tech shipyards of the Solar system, it needed the ability to produce analogues of modern Warden ships and keep up with the pace of production for deliveries to the parts of the Legion under its control. A new shipyard in Skif-3 orbit was under construction from 4617 to 4620, and its goals were the design and implementation of the latest fleet and weapons. The first brainchild of the new shipyard was the “Typhon”, which was not very beautiful, but was effective. Bold design decisions allowed the novelty to survive in unbelievable conditions, as well as multiply its firepower for small intervals. In 4620 Typhon successfully passed the tests and the first batches of the new fleet model were delivered to the Legion.

Typhon’s baptism of fire occurred in an encounter with a predator: the ship turned out to be one-on-one with an Alien during a test flight. The use of innovative technology allowed the ship’s hull to withstand several alien shots, and then destroy the crystallid using training ammunition.

However, the ship was still too expensive for mass production, so the tribute decided to sell the blueprints of the new ship to the UMC, and the profit from this deal was used for the further development of the shipyard.

Unique ship equipment

Weapon

'Langmuir' launcher

Each shot drains the energy of the ship but doesn’t heat up the weapon. Hitting the enemy increases the weapon’s damage. The effect stacks.

Active module

Emergency reboot

Interrupts all negative effects and prevents new negative effects. For a few seconds, the ship can only be damaged by collisions. Decreases the shield and hull regeneration for some time.

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
Increases the rate of fire, energy regeneration, maximum speed, speed of strafe and rotation by 50% for 8 sec. 84 en. 35 s.
For the main weapon, increases the damage, rate of fire, range of fire by 40% for 6 s. and decreases the spread. 100 en. 30 s.

Bonuses

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

Maximum speed increased by 10%.
Rotation speed increased by 25%.
Strafe speed increased by 30%.
EM spread reduced by 33.3%.
EM projectile speed increased by 35%.
Critical chance increased by 10%.
Kinetic weapon spread reduced by 33.3%.
Kinetic weapon projectile speed increased by 35%.

Available equipment

Weapons
Ion Emitter 17 Pirate Ion Emitter 17 Singularity Cannon 17 / Pirate Singularity Cannon 17 Assault Railgun 17 Gauss Cannon 17 Pirate Gauss Cannon 17 Flux Phaser 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)
1 730 175 141 9015 5000 128 2500 2
2 730 175 141 9826 5450 128 2500 2
3 730 175 141 10187 5650 128 2750 2
4 752 175 146 10187 5650 128 2750 2
5 781 175 151 10457 5800 128 3000 2
6 803 175 156 10638 5900 128 3000 2
7 803 175 156 10818 5950 128 3250 2
8 803 175 156 10818 5950 128 3500 2
9 825 175 160 10908 6000 128 3500 2
10 854 175 166 10908 6050 128 3750 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)
1 268 321 90 88 72 66
2 268 321 90 88 72 66
3 270 324 92 88 72 66
4 270 324 92 88 72 66
5 270 324 92 88 72 66
6 271 326 95 88 72 66
7 273 328 97 88 72 66
8 275 330 100 88 72 66
9 277 332 102 88 72 66
10 277 332 102 88 72 66

Player Builds


Ships
Interceptors Fighters Frigates Destroyers