Amber: Difference between revisions

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(Created page with "{{Ship(Craft) <!-- Main block --> |slots_craft = 9 |engine_craft = 3 |reactor_craft = 3 |deflector_craft = 3 |exterior_craft = 0 |computer_craft = 0 |internal_craft = 0 |internal_destroyer_craft = 0 |ShipName = Amber |shipName_text = Amber |ShipLOR = ''This ship has pre-installed modifier slots: 1 engine, 1 capacitor, 3 shields, 1 hull and 3 cpus.'' Tackler's objective is to find and destroy enemy Recon and Covert Ops ships. Active modules reduce the enemy's speed and t...")
 
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Latest revision as of 15:42, 21 July 2025

Amber
Accumulates 5% free experience

The maximum experience level — 10

Survivability* 20028
Hull 5439
Shield 9910
Energy 743
Speed 308

Available from the beginning:
Maximum speed increased by 5%.
Available at experience level 2:
Afterburner energy draw reduced by 20%.
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: UMC
Class: Fighter
Role: Tackler
Rank: 16

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, 1 capacitor, 3 shields, 1 hull and 3 cpus.

Tackler's objective is to find and destroy enemy Recon and Covert Ops ships. Active modules reduce the enemy's speed and temporarily weaken their shields and armour.

After the success of “Bashe”, the Seventh Squadron was able to accumulate enough finances to order special equipment from three corporations at once: Helion Inc, Blackwood, and, as rumor has it, the Sentinels. None of the parties could clearly infer the purpose of the devices ordered, but the Sentinels suspected they were for a tackler ship, as they used similar nodes to outfit “Singularity” platforms with their computing circuits.

Soon after, the Seventh Squadron announced a joint project with Gabriel Hugot. The code name for the project was “Amber”. The prototype ship was appropriately named Automatic Multitask Battle Electronic Recon Ship-1 (Amber-S1). Unlike the previous ship of the Seventh Squadron, the first launch did not get much publicity, because, according to the designers and project managers, it is not required for a tackler ship.

However, rumors of found wrecks of cyber ships destroyed by unknown weapons soon leaked into the net. The UMC hopes to acquire the right to purchase the ship for its mercenaries in the near future, as well as to obtain the relevant documentation. The UMC’s relentless pursuit of the “Amber” shows that the ship, capable of causing its enemies to freeze, is worth the effort and may be nicknamed after precious fossilized resin for a reason.

Unique ship equipment

Weapon

'Amber А15' weapon

All enemy ships that come near the line of fire are slowed down.

Active module

'Drop' active defence

Places a barrier before the ship in the direction of your aim.

Shield modifier

Defence systems configurator

If the ship is not using weapons or modules for a certain period of time, its shield is restored faster. You can place only one modifier.

CPU modifier

'Chance' computing adapter

Enemy capture speed is boosted. Activating any module removes all debuffs from the ship. Recharges after activation. You can place only one modifier.

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
The ship lands down on a surface; the distance to the landing spot must not exceed 350 m. Landing angle must not exceed 45°. After landing, the ship's weapons receive significant boost in their parameters: damage increases by 40%; projectile speed increases by 50%; rate of fire increases by 40%; weapon range increases by 50%. Upon deactivation of the special module, the ship takes off and becomes invisible for 12 seconds. 150 en. 25 s.

Bonuses

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

Main weapon damage increased by 10%.
Kinetic weapon spread reduced by 33.3%.
Kinetic weapon projectile speed increased by 35%.
Critical chance increased by 10%.
Effects of "Tackler modules" increased by 25%.
Effective range of "Tackler modules" increased by 50%.
Energy consumption of "Tackler modules" reduced by 20%.

Available equipment

Weapons
Ion Emitter 17 Pirate Ion Emitter 17 Singularity Cannon 17 / Pirate Singularity Cannon 17 Assault Railgun 17 / Pirate assault railgun 17 Gauss Cannon 17 Pirate Gauss Cannon 17 Flux Phaser 17 / Pirate flux phaser 17 Gravi-Beamer 17 / Pirate gravi-beamer 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.)
35 65 5 35 5 65

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)
1 635 175 123 4495 8190 140 2500 2
2 635 140 123 4900 8927 140 2500 2
3 635 140 123 5079 9255 140 2750 2
4 654 140 127 5079 9255 140 2750 2
5 679 140 132 5214 9500 140 3000 2
6 699 140 135 5304 9664 140 3000 2
7 699 140 135 5394 9746 140 3250 2
8 699 140 135 5394 9746 140 3500 2
9 718 140 139 5439 9828 140 3500 2
10 743 140 144 5439 9910 140 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)
1 298 358 90 88 72 66
2 298 358 90 88 72 66
3 300 360 92 88 72 66
4 300 360 92 88 72 66
5 300 360 92 88 72 66
6 302 362 95 88 72 66
7 304 365 97 88 72 66
8 306 367 100 88 72 66
9 308 369 102 88 72 66
10 308 369 102 88 72 66

Player Builds


Ships
Interceptors Fighters Frigates Destroyers