Peregrine

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Peregrine
Accumulates 5% free experience

The maximum experience level — 10

Survivability* 8687
Hull 3720
Shield 4311
Energy 427
Speed 396

Available from the beginning:
Beacon capture speed increased by 20%.
Energy regeneration speed increased by 20%.
Maximum hull strength increased by 7.5%.
Maximum shield strength increased by 7.5%.
Available at experience level 2:
Critical chance increased by 30%.
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
Ship modifiers
Engine
Capacitor
Shield
Hull
CPU

Special module Should be chosen

Cost of manufacturing 6000000
Cost of refitting 1000000


* All specifications are shown for the ship with the maximum level of experience (10) without equipment

General information

Faction: Federation
Class: Interceptor
Role: Covert Ops
Rank: 15

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.

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.

Federation's new interceptor ‘Peregrine’ was developed via a special order of an unknown patron who wished to remain in the dark. The task was formulated very simply: use all the most advanced technologies of the Federation in one small ship. After the first prototype of the Peregrine was assembled, scientists found that they simply did not have a sufficiently powerful on-board computer to control all the systems. But the project had to be finished, and the engineers had to make a difficult decision. They copied biomorphic technologies and replaced all wiring with an organic neural network. The bionic brain became the on-board computer. Naturally, the car did not possess full-fledged artificial intelligence, but nevertheless it proved to be rather ... predatory on the tests. After the development was completed, the drawings were donated to the Federation fleet and the UMC.

Unique ship equipment

Active module

Electronic interference dispenser

Sprays clouds of electronic interference. Enemies caught in the cloud can’t use radar. The interference also negatively affects their resistances of shield and hull, but increases your hull and shield resistances.

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
Launches a plasma web dealing 158 thermal dmg./sec. over a period of 12 seconds. The range of action is 2000 m. If the target’s speed is higher than 50%, the target receives 475 thermal dmg./sec. The amount of damage depends on the level of the main weapon installed on the ship. 55 en. 40 s.
Launches a plasma web dealing 127 thermal dmg./sec. over a period of 12 seconds. In addition, the hull repair and restoration of the target ship's shield are reduced by 50%. The range of action is 2000 m. If the target’s speed is higher than 50%, the target receives 380 thermal dmg./sec. The amount of damage depends on the level of the main weapon installed on the ship. 55 en. 45 s.
Launches a plasma web dealing 142 thermal dmg./sec. over a period of 18 seconds. The range of action is 2000 m. If the target’s speed is higher than 50%, the target receives 427 thermal dmg./sec. The amount of damage depends on the level of the main weapon installed on the ship. 55 en. 45 s.

Bonuses

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

Maximum speed increased by 10%.
Rotation speed increased by 25%.
Strafe speed increased by 30%.
Effects of "Covert Ops modules" increased by 20%.
Reloading rate of "Covert Ops modules" reduced by 20%.
Energy consumption of "Covert Ops modules" reduced by 25%.

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

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 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.)
5 35 -25 20 -10 50

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)
1 365 93 85 3112 3607 108 3000 2
2 365 93 85 3373 3909 108 3000 2
3 365 93 85 3488 4043 108 3300 2
4 376 93 87 3488 4043 108 3300 2
5 391 93 90 3575 4143 108 3600 2
6 402 93 92 3633 4211 108 3600 2
7 402 93 92 3691 4244 108 3900 2
8 402 93 92 3691 4244 108 4200 2
9 412 93 94 3720 4278 108 4200 2
10 427 93 97 3720 4311 108 4500 2

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)
1 384 460 177 114 102 78
2 384 460 177 114 102 78
3 386 464 182 114 102 78
4 386 464 182 114 102 78
5 386 464 182 114 102 78
6 388 466 186 114 102 78
7 391 470 191 114 102 78
8 393 473 196 114 102 78
9 396 475 201 114 102 78
10 396 475 201 114 102 78

Player Builds

Ship model