Exorcist: Difference between revisions

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(Created page with "{{Ship(Craft) <!-- Main block --> |slots_craft = 5 |engine_craft = 0 |reactor_craft = 0 |deflector_craft = 0 |exterior_craft = 0 |computer_craft = 0 |internal_craft = 0 |internal_destroyer_craft = 0 |ShipName = Exorcist |shipName_text = Exorcist |ShipLOR = 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. During the first war for the Bartle...")
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Revision as of 10:09, 10 July 2025

Exorcist
Accumulates 5% free experience

The maximum experience level — 6

Survivability* 29592
Hull 11363
Shield 18143
Energy 845
Speed 197

Available from the beginning:
Shield resistance to all damage increased by 10 pts.
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 5
Active modules
Ship modifiers
Engine
Capacitor
Shield
Hull
CPU

Special module Should be chosen

Cost of manufacturing 40000
Cost of refitting free


* All specifications are shown for the ship with the maximum level of experience (6) without equipment

General information

Faction: Jericho
Class: Frigate
Role: Long Range
Rank: 3

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 — 5.

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.

During the first war for the Bartle sector, Jericho sought to find an additional way to combat the emerging Empire’s scout ships and their advanced cloaking systems. Since all of Jericho’s low tonnage vessels lacked such a capability at the time, such a ship was sorely needed. However, due to the Empire’s counterattack, the project had to be suspended.

Research was resumed shortly after the meeting between the Emperor and Bartle, as even a ship without the strongest firepower in the galaxy could prove useful in a battle against the Precursor spies.

A unique missile system was developed specifically for the “Exorcist”. Within a short radius, it can disrupt the operation of cloaking systems of all known ships, as well as new developments in this area. In addition, the missile for this ship was supplemented with a non-standard system of maneuvering engines, significantly increasing its turning speed.

This frigate is mass-produced for the Raid fleet as a mainline AI-controlled combat drone, but a few families have decided to sell small exclusive batches to the UMC.

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
Launches a guided missile, causing thermal damage during an explosion. The explosion leaves a radioactive cloud dealing 1131 dmg./s. to all targets in a radius of 270 m. for a period of 8 s. and additionally 3393 dmg./s. to destroyers. Damage depends on the level of the main weapon installed on the ship. 150 en. 16 s.
Fires a guided missile that deals thermal damage upon explosion. Damage depends on the level of the main weapon installed on the ship. All ships within 3000 meters of the flying torpedo lose their invisibility. 60 en. 16 s.

Bonuses

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

Critical chance increased by 10%.
"Long Range modules" cooldown time reduced by 20%.

Available equipment

Weapons
Beam Cannon 5 Positron Cannon 7 Raider coil mortar 5

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.)
-5 25 -35 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)
1 650 169 151 9630 15375 127 2000 2
2 780 169 151 10497 16759 127 2000 2
3 780 169 151 10882 17374 127 2200 2
4 800 169 156 10882 17374 127 2200 2
5 826 169 162 11171 17835 127 2400 2
6 845 169 166 11363 18143 127 2400 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)
1 194 233 55 61 30 36
2 194 233 55 61 30 36
3 195 235 56 61 30 36
4 195 235 56 61 30 36
5 195 235 56 61 30 36
6 197 236 58 61 30 36

Player Builds


Ships
Interceptors Fighters Frigates Destroyers