General information
Faction: Federation
Class: Fighter
Role: Tackler
Rank: 17
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.
This ship has pre-installed modifier slots: 2 engines, 2 capacitors, 2 shields, 1 hull and 2 cpu.
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.
Irbis is the latest fighter of the “Fortress” shipyard, designed for the security needs of the Armada’s corporate security and police forces. The development process was based on the experience of the previous generation of ships in this role, allowing the engineers to create a tackler without any apparent flaws.
The ObEC-7A onboard equipment system allows Irbis to effectively track small enemy interceptors. A new special ODG “Tarantula” module provides the pilot with the ability to severely weaken the enemy, facilitating their subsequent elimination.
Currently, a contract has been signed between the Fortress Shipyard and UMC for the supply of Irbis. The first ships received are already being used by mercenaries to escort VIPs and to destroy lone pirates. According to the manufacturer’s shipyard management, the fighter is also suitable for conventional combat.
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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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.
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100 en.
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35 s.
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Boosts the ship towards the target and makes it invisible for 18 s. Any damage, opening fire or use of modules will disable the ship's invisibility. If the target is within 500 m., the module stops working and decreases the target's damage resistance by 40 pts. for 12 sec. If there is no target in range when the special module stops working, the damage resistance of the player's ship will be reduced by 20 pts. for the same amount of time.
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150 en.
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35 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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Rotation speed increased by 25%.
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Strafe speed increased by 30%.
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Maximum speed increased by 10%.
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Time to weapon heating increased by 20%.
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Kinetic weapon spread reduced by 33.3%. Kinetic weapon projectile speed increased by 35%.
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EM spread reduced by 33.3%. EM projectile speed increased by 35%.
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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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20
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50
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-10
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35
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5
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65
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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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730
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175
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141
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5284
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5133
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128
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2500
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1
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2
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730
|
140
|
141
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5726
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5563
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128
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2500
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1
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3
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730
|
140
|
141
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5923
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5754
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128
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2750
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1
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4
|
752
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140
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146
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5923
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5754
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128
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2750
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1
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5
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781
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140
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151
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6071
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5898
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128
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3000
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1
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6
|
803
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140
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156
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6169
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5993
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128
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3000
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1
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7
|
803
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140
|
156
|
6267
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6041
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128
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3250
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1
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8
|
803
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140
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156
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6267
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6041
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128
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3500
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1
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9
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825
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140
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160
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6316
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6089
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128
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3500
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1
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10
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854
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140
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166
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6316
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6136
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128
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3750
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1
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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