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| | [[Category:Empire ships]] |
| | [[Category:ECM ships]] |
Revision as of 15:46, 23 March 2019
Dyrnwyn
Accumulates 5% free experience
The maximum experience level — 10
Survivability*
|
11327
|
Hull
|
6667
|
Shield
|
4035
|
Energy
|
363
|
Speed
|
346
|
Available from the beginning:
Beacon capture speed increased by 20%.
Main weapon damage increased by 7%.
Maximum speed increased by 5%.
Available at experience level 2:
Time to weapon heating increased by 33,3%.
Available at experience level 4:
Should be chosen
Available at experience level 8:
Should be chosen
Equipment upon purchase
Weapons
|
|
Active modules
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not preinstalled
|
|
Special module
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Cost of manufacturing
|
8990000
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Cost of refitting
|
1000000
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* All specifications are shown for the ship with the maximum level of experience (10) without equipment
General information
Faction: Empire
Class: Interceptor
Role: ECM
Rank: 17
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: 2 engines, 3 capacitors, 1 shield, 2 hulls and 1 cpu.
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.
This parade ship was created even before the war with the Aliens, specially commissioned by the Templars, the organization that conducts all the ceremonies in the Empire. Designed to accompany VIPs. The shiny and a bit pretentious hull, at least according to Imperial thought, hides deadly electronic suppression systems capable of disabling many enemies, and the improved armaments will be your final argument against any aggressor.
Unique ship equipment
Weapon
Plasma Discharger
- Each shot reduces this weapon's spread. If the target dies, its closest allies lose energy
Active module
Infobarrier
- Places a barrier that hides you and your allies from enemies
CPU modifier
Heir Algorithm
- The ship's module cooldown time is reduced if an enemy under any of your negative effects dies nearby
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 for 2 s.
|
54 en.
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60 s.
|
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The ship projects a hologram, becomes invisible and invulnerable and restores 200 hull per a second. The pilot controls it for a limited time. When approaching the enemy, the hologram disappears, blocking controls of the enemy ships in a 450 m. range for 5 seconds and deals damage to them.
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100 en.
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35 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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Effective range of "ECM modules" increased by 50%.
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Energy consumption of "ECM modules" reduced by 20%.
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Maximum speed increased by 10%.
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Main weapon damage increased by 10%.
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EM spread reduced by 33,3%. EM projectile speed increased by 35%.
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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
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.)
|
0
|
30
|
-30
|
15
|
-15
|
45
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Ship's characteristics on different experience levels
Level
|
Energy
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Hull, (pts.)
|
Shield
|
Sensors
|
capacity, (pts.)
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for afterburner, (pts./s)
|
regeneration, (pts./s)
|
capacity, (pts.)
|
regeneration, (pts./s)
|
range, (m)
|
target lock time, (s)
|
1
|
310
|
90
|
60
|
5510
|
3335
|
106
|
3000
|
1
|
2
|
310
|
90
|
60
|
6006
|
3635
|
106
|
3000
|
1
|
3
|
310
|
90
|
60
|
6226
|
3769
|
106
|
3300
|
1
|
4
|
319
|
90
|
62
|
6226
|
3769
|
106
|
3300
|
1
|
5
|
332
|
90
|
64
|
6392
|
3869
|
106
|
3600
|
1
|
6
|
341
|
90
|
66
|
6502
|
3935
|
106
|
3600
|
1
|
7
|
341
|
90
|
66
|
6612
|
3969
|
106
|
3900
|
1
|
8
|
341
|
90
|
66
|
6612
|
3969
|
106
|
4200
|
1
|
9
|
350
|
90
|
68
|
6667
|
4002
|
106
|
4200
|
1
|
10
|
363
|
90
|
70
|
6667
|
4035
|
106
|
4500
|
1
|
|
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)
|
afterburner, (m/s)
|
10
|
346
|
415
|
201
|
114
|
102
|
78
|
|
Player Builds
Ship model