Latest revision as of 15:42, 21 July 2025
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.
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Description
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Energy consumption
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Recharge
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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.
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150 en.
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25 s.
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Bonuses
You must select one bonus for each level. If there is one bonus on a level, you won't have to choose.
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Main weapon damage increased by 10%.
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Kinetic weapon spread reduced by 33.3%. Kinetic weapon projectile speed increased by 35%.
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Critical chance increased by 10%.
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Effects of "Tackler modules" increased by 25%.
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Effective range of "Tackler modules" increased by 50%.
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Energy consumption of "Tackler modules" reduced by 20%.
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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
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Hull resistance
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| to thermal weapon, (pts.)
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to kinetic weapon, (pts.)
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to EM weapon, (pts.)
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to thermal weapon, (pts.)
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to kinetic weapon, (pts.)
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to EM weapon, (pts.)
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| 35
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65
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5
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35
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5
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65
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Ship's characteristics on different experience levels
| Level
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Energy
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Hull, (pts.)
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Shield
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Sensors
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| capacity, (pts.)
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for afterburner, (pts./s)
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regeneration, (pts./s)
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capacity, (pts.)
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regeneration, (pts./s)
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range, (m)
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target lock time, (s)
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| 1
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635
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175
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123
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4495
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8190
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140
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2500
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2
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| 2
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635
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140
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123
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4900
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8927
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140
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2500
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2
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| 3
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635
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140
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123
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5079
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9255
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140
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2750
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2
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| 4
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654
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140
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127
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5079
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9255
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140
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2750
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2
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| 5
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679
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140
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132
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5214
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9500
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140
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3000
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2
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| 6
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699
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140
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135
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5304
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9664
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140
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3000
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2
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| 7
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699
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140
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135
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5394
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9746
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140
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3250
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2
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| 8
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699
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140
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135
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5394
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9746
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140
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3500
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2
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| 9
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718
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140
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139
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5439
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9828
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140
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3500
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2
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| 10
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743
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140
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144
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5439
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9910
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140
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3750
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2
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Ship's speed on different experience levels
| Level
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Speed
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Acceleration, (m/s2)
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Strafe, (m/s)
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Pitch, (deg./s)
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Roll, (deg./s)
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| march, (m/s)
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afterburner, (m/s)
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Player Builds