Thor
+50% credits
Doesn't need repairs, +2 cargo spaces
Earns x2 experience
Survivability* | 14519 |
Hull | 8391 |
Shield | 5348 |
Energy | 854 |
Speed | 277 |
Available from the beginning:
Main weapon damage increased by 15%.
Reloading rate of "Gunship modules" reduced by 20%.
Weapon cooling rate 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: EMPIRE
Class: Fighter
Role: Gunship
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).
Gunships deal powerful blows to enemy ships. Their special module allows them to temporarily increase their firepower, speed and manoeuvrability. Vulnerable in cooldown periods.
The exact origin of Thor is unknown. According to rumours, the fighter was developed by the scientists of Martian laboratories before the First Invasion and was later transferred to the Inquisition. The ship’s existence was kept secret for a long time until the blueprints of Thor were received by the New Empire in 4621.
Soon the imperial pilots tested the ship in combat. AK-107 Thor squadrons carried out swift strikes against pirate bases, destroying superior marauding forces. The excellent combination of weapons, active modules and the ISES-13T onboard system makes this fighter a dangerous opponent in any battle.
Currently, with the permission of the Inquisition, the New Empire is preparing Thor for mass production. The UMC mercenaries will be able to get a weakened version of the gunship under a special contract.
Unique ship equipment
Weapon
- While the button is pressed, a projectile guided by a pointing EM field flies in the direction of the crosshairs. When the button is released, the projectile continues to fly, maintaining its speed and direction of flight. The projectile pierces the enemy ship and returns to its owner, increasing the range of the weapon and the damage of the next shot due to the accumulated energy. The effect stacks. The projectile does not deal any damage to the owner.
Hull modifier
- If the hull durability is less than 50%, generates a powerful electromagnetic wave that deals EM damage and blocks the control systems of enemy ships. You can place only one modifier.
Available equipment
Missile slot
Active Role Modules
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.) |
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) | |||||||||||
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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) | |||||||||||||||
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