Naglfar
+50% credits
Doesn't need repairs, +2 cargo spaces
Earns x2 experience
Survivability* | 43358 |
Hull | 14200 |
Shield | 24500 |
Energy | 1302 |
Speed | 212 |
Available from the beginning:
Sensor range increased by 50%.
Maximum capacitor volume increased by 20%.
Missile and missile cassette reloading speed up by 20%.
Effective range of "Guard modules" increased by 50%.
Weapons | |
Active modules | |
Ship modifiers | |
Engine | |
Capacitor | |
Shield | |
Hull | |
CPU |
Special module |
Buying price |
* All specifications are shown for the ship with the maximum level of experience (10) without equipment
General information
Faction: UMC
Class: Frigate
Role: Guard
Rank: 16
Description
This ship belongs to the premium technology
Premium ships bring their pilots more credits and experience. Moreover, they do not require repair, have 2 more cargo slots for Open World than standard ships and also the maximum level of experience when buying! And, finally, you can install all the “unique and for the premium ships of the same role” weapons, modules and modifiers (maximum 2).
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.
Naglfar is a miracle of the Sentinels. Supposedly, such ships were designed for the expedition to sector 1337. Soon after, they disappeared.
Among the mercenaries, it is rumored that a single ship of this kind caused the destruction of an entire UMC station. It returned from the expedition defiled, as if it itself had become an artifact of the Precursors. The people around the artifact were going insane. They were killing themselves to end the suffering.
One mercenary met the Sentinel and survived. He called him Naglfar and became a faithful comrade to him. Since then, other ships of this kind have begun to emerge. Fearless mercenaries are not afraid of rumors and make contact with the ships. Perhaps their minds are also protected from ancient curses.
Unique ship equipment
Weapon
- If the enemy is destroyed after being hit, the player’s ship receives damage resistance for some time.
Active module
- Increases resistance for each ally within a small radius. Additionally, it significantly increases shield damage resistance and accelerates the ship for a short time.
Available equipment
Active Multipurpose Modules
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.) |
20 | 50 | -10 | 10 | -20 | 40 |
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) | |||||||||||
|
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) | |||||||||||||||
|