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| ===CPU modifier=== | | ===CPU modifier=== |
| '''[[Drone booster]]''' | | '''[[Drone booster]]''' |
| :Increases damage of all allied drones in '''1500''' m. range. You can only mount one module per ship. | | :Increases damage of all allied drones in '''2000''' m. range. You can only mount one module per ship. |
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| |shipClass_text = Fighter | | |shipClass_text = Fighter |
Revision as of 13:48, 5 September 2019
Singularity
Accumulates 5% free experience
The maximum experience level — 10
Survivability*
|
18054
|
Hull
|
5106
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Shield
|
9910
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Energy
|
743
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Speed
|
336
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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
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Active modules
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not preinstalled
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Special module
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Cost of manufacturing
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8990000
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Cost of refitting
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1000000
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* All specifications are shown for the ship with the maximum level of experience (10) without equipment
General information
Faction: Jericho
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, 2 capacitors, 3 shields, 1 hull and 2 cpu.
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.
Any mercenary has heard of the mysterious cast of Technologists — a part of the Jericho. Many even worked for them, but no one faced the Technologists alive. The caste has always been closed, even inside Jericho itself. They say they did not worship machines, but considered themselves one with them. But when almost all of Jericho disappeared, and with it the Technologists — their machines remained. Now the former stations of the Technologists are controlled by a network of many integrated AI systems, which call themselves the Sentinels. The goals of the Sentinels and their true nature are still a mystery, even for the remaining Jericho.
Despite the fact that the machine mind operates on a completely different level than the human mind, the Sentinels can negotiate with people. Numerous contracts have already been agreed between them and the Mendez family, as well as a number of other factions. Emissaries and diplomats of the Sentinels are autonomous AIs, enclosed in the hull of a powerful combat vehicle — the Singularity fighter. Possessing free will, these ships sometimes strike contracts with pilots and come to their service.
Unique ship equipment
Weapon
Accelerator Gun
- Each critical hit increases the speed of the following projectiles by 30% for 15 s. Effect stacks up to 5 times.
Active module
Trap mine
- A booby trap is placed upon activation. Enemy ships in its range can't leave the area for 15 s.
CPU modifier
Drone booster
- Increases damage of all allied drones in 2000 m. range. You can only mount one module per ship.
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 a player's ship invisible for 18 s. Any damage and opening fire bring him out of this state. When invisibility ends, provides a 20% damage boost for 5 s.
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100 en.
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35 s.
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Gives radar and visual invisibility on 45 s. At this time, the shield regeneration slows down by 99%, and the module recharge slows down by 30%. Taking damage (except collisions) does not cancel the action. When invisibility ends, provides a 20% damage boost for 5 s.
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120 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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Maximum speed increased by 10%.
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Critical chance increased by 10%.
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Available equipment
Weapons
Missile slot
Active Role Modules
Active Multipurpose Modules
Ship modifiers
Engine
Ship has no engine slots
Capacitor
Ship has no capacitor slots
Shield
Ship has no shield slots
Hull
Ship has no hull slots
CPU
Ship has no CPU slots
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.)
|
25
|
55
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-5
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25
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-5
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55
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Ship's characteristics on different experience levels
Level
|
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)
|
capacity, (pts.)
|
regeneration, (pts./s)
|
range, (m)
|
target lock time, (s)
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1
|
635
|
175
|
123
|
4220
|
8190
|
128
|
2500
|
2
|
2
|
635
|
140
|
123
|
4600
|
8927
|
128
|
2500
|
2
|
3
|
635
|
140
|
123
|
4769
|
9255
|
128
|
2750
|
2
|
4
|
654
|
140
|
127
|
4769
|
9255
|
128
|
2750
|
2
|
5
|
679
|
140
|
132
|
4895
|
9500
|
128
|
3000
|
2
|
6
|
699
|
140
|
135
|
4980
|
9664
|
128
|
3000
|
2
|
7
|
699
|
140
|
135
|
5064
|
9746
|
128
|
3250
|
2
|
8
|
699
|
140
|
135
|
5064
|
9746
|
128
|
3500
|
2
|
9
|
718
|
140
|
139
|
5106
|
9828
|
128
|
3500
|
2
|
10
|
743
|
140
|
144
|
5106
|
9910
|
128
|
3750
|
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
Ship model