Dyrnwyn: Difference between revisions

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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
Plasma Gun 17
Active modules
not preinstalled

Special module Should be chosen

Cost of manufacturing 8990000
Cost of refitting 1000000


* 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.

Description Energy consumption  Recharge
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. 60 s.
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. 100 en. 35 s.

Bonuses

You must select one bonus for each level. If there is one bonus on a level, you won't have to choose.

Effective range of "ECM modules" increased by 50%.
Energy consumption of "ECM modules" reduced by 20%.
Maximum speed increased by 10%.
Main weapon damage increased by 10%.
EM spread reduced by 33,3%.
EM projectile speed increased by 35%.
Kinetic weapon spread reduced by 33,3%.
Kinetic weapon projectile speed increased by 35%.

Available equipment

Weapons
Plasma Gun 17 Pulse Laser 17 Pirate Pulse Laser 17 Shrapnel Cannon 17 Pirate Shrapnel Cannon 17 RF Blaster 17 / Pirate RF Blaster 17 Phase Suppressor 17 / Pirate phase suppressor 17 Kinetic Supercharger 17 / Pirate kinetic supercharger 17

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 Hull resistance
to thermal weapon, (pts.) to kinetic weapon, (pts.) to EM weapon, (pts.) to thermal weapon, (pts.) to kinetic weapon, (pts.) to EM weapon, (pts.)
0 30 -30 15 -15 45

Ship's characteristics on different experience levels

Level Energy Hull, (pts.) Shield Sensors
capacity, (pts.) 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 Speed Acceleration, (m/s2) Strafe, (m/s) Pitch, (deg./s) Roll, (deg./s)
march, (m/s) afterburner, (m/s)
1 336 403 177 114 102 78
2 336 403 177 114 102 78
3 338 405 182 114 102 78
4 338 405 182 114 102 78
5 338 405 182 114 102 78
6 340 408 186 114 102 78
7 342 410 191 114 102 78
8 344 413 196 114 102 78
9 346 415 201 114 102 78
10 346 415 201 114 102 78

Player Builds

Ship model