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| Jericho's top-secret project, being developed as an autonomous ECM system of new generation. The alien technologies are integrated into the ship, which gives it a huge advantage over existing analogues. The assembly is carried out directly in the Jericho hangars, and is tailored to the individual needs of the pilot. One of the main features of the ship is a unique power supply system for guns, which is perfectly combined with plasma weapons. | | Jericho's top-secret project, being developed as an autonomous ECM system of new generation. The alien technologies are integrated into the ship, which gives it a huge advantage over existing analogues. The assembly is carried out directly in the Jericho hangars, and is tailored to the individual needs of the pilot. One of the main features of the ship is a unique power supply system for guns, which is perfectly combined with plasma weapons. |
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| | ==Unique ship equipment== |
| | ===Active module=== |
| | '''[[Stasis mine]]''' |
| | :Places a mine next to the ship. Detonating a mine creates an area with a stasis field around it. All enemies that get into the area lose the ability to move, use modules and weapons. |
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| |shipClass_text = Interceptor | | |shipClass_text = Interceptor |
Latest revision as of 10:44, 30 April 2023
General information
Faction: Jericho
Class: Interceptor
Role: ECM
Rank: 15
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.
ECM ships are meant to interfere with the normal operation of enemy ships. An ECM ship is always an important target for any enemy ships, so they have better defences.
Jericho's top-secret project, being developed as an autonomous ECM system of new generation. The alien technologies are integrated into the ship, which gives it a huge advantage over existing analogues. The assembly is carried out directly in the Jericho hangars, and is tailored to the individual needs of the pilot. One of the main features of the ship is a unique power supply system for guns, which is perfectly combined with plasma weapons.
Unique ship equipment
Active module
Stasis mine
- Places a mine next to the ship. Detonating a mine creates an area with a stasis field around it. All enemies that get into the area lose the ability to move, use modules and weapons.
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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Makes the ship invincible for 6 s. The ship can't move, use active modules, fire weapons or launch missiles. When the effect stops, paralyzes enemy ships in range of 1500 m. for 2 s.
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54 en.
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60 s.
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Makes the ship invincible for 6 s. The ship can't move, use active modules, fire weapons or launch missiles. When the effect stops, paralyzes enemy ships in range of 2500 m. for 1.8 s.
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54 en.
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60 s.
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Makes the ship invincible for 6 s. The ship can't move, use active modules, fire weapons or launch missiles. When the effect stops, paralyzes enemy ships in range of 1500 m. for 1.8 s.
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54 en.
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45 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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Rotation speed increased by 25%.
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Strafe speed increased by 30%.
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Maximum speed increased by 10%.
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EM spread reduced by 33.3%. EM projectile speed increased by 35%.
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Time to weapon heating increased by 20%.
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Kinetic weapon spread reduced by 33.3%. Kinetic weapon projectile speed increased by 35%.
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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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25
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55
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-5
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15
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-15
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45
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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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315
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93
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61
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3628
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6612
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119
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3000
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1
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2
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315
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93
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61
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3932
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7165
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119
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3000
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1
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3
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315
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93
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61
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4067
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7411
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119
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3300
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1
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4
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325
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93
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63
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4067
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7411
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119
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3300
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1
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5
|
338
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93
|
65
|
4168
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7596
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119
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3600
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1
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6
|
347
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93
|
67
|
4236
|
7719
|
119
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3600
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1
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7
|
347
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93
|
67
|
4303
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7780
|
119
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3900
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1
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8
|
347
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93
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67
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4303
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7780
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119
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4200
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1
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9
|
356
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93
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69
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4337
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7842
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119
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4200
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1
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10
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369
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93
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71
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4337
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7903
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119
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4500
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1
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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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10
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350
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420
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201
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114
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102
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78
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Player Builds
Ship model