Interceptor: Difference between revisions

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==Roles==
==Roles==
===Recon===
===Recon===
[[File:Recon.png|50px]][[Recon]] ships must infiltrate the enemy ranks and identify the locations of their ships. A special module allows them to move around the battlefield quickly, and their active modules allow them to detect enemy ships, including the invisible ones, and track locations of individual ships. In addition, Recon ships can briefly become invisible and sabotage the enemy's shields. They boast increased radar range and key objects capture speed. Recon ship pilots also receive additional rewards for all damage done to those targets identified by them.
[[File:Recon.png|50px|link=Recon]][[Recon]] ships must infiltrate the enemy ranks and identify the locations of their ships. A special module allows them to move around the battlefield quickly, and their active modules allow them to detect enemy ships, including the invisible ones, and track locations of individual ships. In addition, Recon ships can briefly become invisible and sabotage the enemy's shields. They boast increased radar range and key objects capture speed. Recon ship pilots also receive additional rewards for all damage done to those targets identified by them.
===ECM===
===ECM===
[[File:ECM.png|50px]][[ECM]] ships are meant to use their active modules to interfere with the normal operation of enemy ships.  
[[File:ECM.png|50px|link=ECM]][[ECM]] ships are meant to use their active modules to interfere with the normal operation of enemy ships.  
A special module can temporarily disable the systems of nearby ships, while making the ship impenetrable to return fire. Active modules can also impede the movement of enemy ships, as well as their use of weapons and combat systems. ECM ships can be used to drain the enemy's energy reserves. An ECM ship is always an important target for any enemy ships, so they have better defences.
A special module can temporarily disable the systems of nearby ships, while making the ship impenetrable to return fire. Active modules can also impede the movement of enemy ships, as well as their use of weapons and combat systems. ECM ships can be used to drain the enemy's energy reserves. An ECM ship is always an important target for any enemy ships, so they have better defences.
===Covert Ops===
===Covert Ops===
[[File:Covert Ops.png|50px]][[Covert Ops]] ships are designed for sudden hit and run attacks on individual enemy ships. A special plasma web allows these ships to cause damage to the enemy without any direct contact whatsoever, while the ship's guidance system grants more critical hits. Active modules can temporarily increase damage done by the main weapons, as well as prevent the enemy from locking on your ship.
[[File:Covert Ops.png|50px|link=Covert Ops]][[Covert Ops]] ships are designed for sudden hit and run attacks on individual enemy ships. A special plasma web allows these ships to cause damage to the enemy without any direct contact whatsoever, while the ship's guidance system grants more critical hits. Active modules can temporarily increase damage done by the main weapons, as well as prevent the enemy from locking on your ship.


==Advice==
==Advice==

Revision as of 13:26, 18 July 2016

Interceptors are small, but very effective ships. It was designed for reconnaissance, electronic countermeasures or dealing damage to individual enemy ships. Armed with two guns and missiles.

Roles

Recon

Recon ships must infiltrate the enemy ranks and identify the locations of their ships. A special module allows them to move around the battlefield quickly, and their active modules allow them to detect enemy ships, including the invisible ones, and track locations of individual ships. In addition, Recon ships can briefly become invisible and sabotage the enemy's shields. They boast increased radar range and key objects capture speed. Recon ship pilots also receive additional rewards for all damage done to those targets identified by them.

ECM

ECM ships are meant to use their active modules to interfere with the normal operation of enemy ships. A special module can temporarily disable the systems of nearby ships, while making the ship impenetrable to return fire. Active modules can also impede the movement of enemy ships, as well as their use of weapons and combat systems. ECM ships can be used to drain the enemy's energy reserves. An ECM ship is always an important target for any enemy ships, so they have better defences.

Covert Ops

Covert Ops ships are designed for sudden hit and run attacks on individual enemy ships. A special plasma web allows these ships to cause damage to the enemy without any direct contact whatsoever, while the ship's guidance system grants more critical hits. Active modules can temporarily increase damage done by the main weapons, as well as prevent the enemy from locking on your ship.

Advice

Factions

Empire


II Dvergr


III Dvergr 2


VI Dwarf 2


VI Scout


VI Wasp


VIII Swarm


VIII Grim


IX Deimon


XI Tempest


XII Leonina


XIII Viking


XV Jarl


XV Cyning

Federation


III Swift


III Kite-E


IV Swift-M


VI Hawk


VII Hawk-eye


VIII Hawk-M


IX Kite


IX Eagle-B


IX Sai


X Kite-M


XI Eagle


XII Eagle-M

Jericho


III Dagger


VI Talon


VIII Kris


VIII Ricasso


IX Kris AE


IX Spirit


IX Nyx


X Kris S


XI Nodachi


XII Kevlar Ha


XII Cutter


XIII Wakizashi


XV Karud


XV Caltrop