General information
Faction: Jericho
Class: Frigate
Role: Guard
Rank: 3
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 — 5.
Guard ships are designed to protect their team from enemy missiles, as well as enhance the defences of allied ships. Guard ships feature strong defences and an enhanced Phase Shield.
The pilots of Jericho urgently needed ships capable of bearing tremendous damage, while equipped with more sensitive scanners. The basis was taken popular and cheap "Zealot". Several additional power controls and an extended range infrared scanner were added, resulting in a very good and inexpensive ship. For several years in a row, the Jericho mercenaries organized defensive checkpoints, piloting exclusively IN "Palom".
Due to the extreme popularity of the ship, its analogue - IN "Palom Mk II" was released with the ability to customize to the needs of the pilot.
Attention! The ship is no longer in production.
Unique ship equipment
Weapon
Torch Launcher Mk II
- Launches a radiating projectile, dealing EM damage within a radius of 350 m. When it hits the target, the projectile explodes.
Shield modifier
Pulse Shield Mk II
- Increases shield resistance to all types of damage. In addition, deals thermal damage to all enemies within a radius of 700 m.
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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Increases shield resistance to chosen type of damage by 120 pts. When absorbing the chosen type of damage, increases the damage of guns by 15% for 5 seconds. When activated, it gives a 35% speed bonus on 10 s.
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100 en.
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0 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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Critical chance increased by 10%.
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Energy consumption of "Guard modules" reduced by 20%.
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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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-5
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25
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-35
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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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650
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169
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151
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9630
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15375
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94
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2000
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2
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2
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780
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169
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151
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11363
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15375
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94
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2000
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2
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3
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780
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169
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151
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12134
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15375
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94
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2200
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2
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4
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800
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169
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156
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12134
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15375
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94
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2200
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2
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5
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826
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169
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162
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12712
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15375
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94
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2400
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2
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6
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845
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169
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166
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13097
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15375
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94
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2400
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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