General information
Faction: Federation
Class: Fighter
Role: Tackler
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.
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.
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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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Makes a player's ship invisible for 7 s. Any damage and opening fire bring him out of this state.
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50 en.
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15 s.
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Makes a player's ship invisible for 18 s. Opening fire bring him out of this state. Incoming damage does not interrupt the effect. When invisibility ends, provides a 10% damage boost for 5 s.
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100 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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Main weapon damage increased by 10%.
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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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Effects of "Tackler modules" increased by 25%.
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Effective range of "Tackler modules" increased by 50%.
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Energy consumption of "Tackler modules" reduced by 20%.
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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
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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
|
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
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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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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
Ship model