|
|
Line 9: |
Line 9: |
| |internal_craft = 3 | | |internal_craft = 3 |
| |internal_destroyer_craft = 0 | | |internal_destroyer_craft = 0 |
| |credits_craft = 6000000 | | |credits_craft = 10000000 |
| |ShipName = Typhon | | |ShipName = Typhon |
| |ShipLOR = ''This ship has pre-installed modifier slots: 2 engines, 2 capacitors, 1 shield, 3 hulls and 1 cpu.'' | | |ShipLOR = ''This ship has pre-installed modifier slots: 2 engines, 2 capacitors, 1 shield, 3 hulls and 1 cpu.'' |
Latest revision as of 11:05, 16 June 2023
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
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)
|
|
Player Builds