Available from the beginning: Maximum hull strength increased by 7,5%. Maximum shield strength increased by 7,5%. Available at experience level 2: Afterburner energy draw reduced by 20%. Available at experience level 4: Should be chosen Available at experience level 8: Should be chosen
Equipment upon purchase
Weapons
Active modules
not preinstalled
Special module
Cost of manufacturing
6000000
Cost of refitting
1000000
* All specifications are shown for the ship with the maximum level of experience (10) without equipment
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.
Tackler's objective is to find and destroy enemy Recon and Covert Ops ships. Active modules reduce the enemy's speed and temporarily weaken their shields and armour.
Federation's tackler ‘Jaguar’ was conceived as a science vessel capable of observing Aliens in extreme conditions. Developments were carried out simultaneously in several private laboratories. The project was personally led by Dr. Anton Pavlov, a well-known xenologist, the chief specialist of the Federation on the Precursors. The first prototype showed the highest efficiency in flight tests. But the Federation's higher-ups bought the labs working on it through private investors. As a result, ‘Jaguar’ was retooled for military operations. Pavlov immediately left the project, but by that time the main developments had already been completed. When “Jaguar” entered the series, the Federation was forced to give mercenaries access to the ship in order to at least somehow recoup their costs.
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 a player's ship invisible for 18 s. Any damage and opening fire bring him out of this state. When invisibility ends, provides a 20% damage boost for 5 s.
100 en.
35 s.
Makes a player's ship invisible for 7 s. Any damage and opening fire bring him out of this state.
50 en.
15 s.
Makes a player's ship invisible for 18 s. Opening fire bring him out of this state. Incoming damage does not interrupt the effect.
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.
Main weapon damage increased by 10%.
Kinetic weapon spread reduced by 33,3%. Kinetic weapon projectile speed increased by 35%.
EM spread reduced by 33,3%. EM projectile speed increased by 35%.