General information
Faction: Empire
Class: Interceptor
Role: Recon
Rank: 16
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, 1 capacitor, 1 shield, 3 hulls and 2 cpu.
Recon ships must infiltrate the enemy ranks and locate their ships. A special module allows them to move around quickly. They also boast increased radar range and object capture speed.
In 4612, the Emperor issued a decree on the beginning of the development of a new scout ship for the Wardens. In order to have access to operational information and resources, the project was held in one of the secret laboratories near the Frontier. In 4616, the project was frozen due to the threat of infection, the laboratory was sealed, the data was transferred to a special technological cache, and the staff was evacuated.
In 4619, Ironside, with the help of his analysts, was able to find out about the existence of a cache of Warden technologies on the “southern” border of the region under his control. The cache was successfully opened, among its contents there were also developments of a scout ship codenamed Seeress. Using scientific and industrial power, the Ironside Empire finalized the scout by the beginning of 4621.
During the first combat flight, the pilot of the Seeress successfully infiltrated the territory of the RSW, destroyed the guard post and collected intelligence that was later sold to Sparta. The ship turned out to be great for espionage purposes.
Using industrial powers, Ironside began mass production of Seeress in 4622, and in 4623 offered a contract to the UMC. Under its terms, the Ironside Empire shipyards will produce simplified versions of the Seeress with an expanded cargo hold for mercenaries. Preference is given to those mercenaries who helped Ironside with his projects, but, according to rumours, money will eventually be able to solve this issue.
Unique ship equipment
Weapon
Weapon “Plasma inductor”
- A small makeshift plasma cannon. Accumulates energy in a charge. Charged projectile does more damage on a hit and destroys the target, dealing EM damage to it.
Active module
Spatial faults generator
- Activating the module leaves a teleportation beacon. When activated again, it teleports all ships, except for the owner's, near the beacon's owner to the beacon. Teleportation blocks the owner's radars.
Engine modifier
Seeress tetroxide injector
- Improved version of the tetroxide injector, additionally increases top speed. You can place only one modifier.
Hull modifier
Improved Seeress pylons
- Reduces cooldown of missiles and mines and increases hull resistance to all damage. You can place only one modifier.
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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Accelerates the ship to a very high speed, by 2 seconds. Preparation the microwarp takes 1 sec.
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56 en.
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30 s.
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Redirects the energy of the ship's warp engine into the main engines, causing the ship to stop instantly for 0.6 sec., disabling its ability to maneuver and fire and resetting all negative effects. The ship then goes into a high acceleration mode, but doesn't enter warp. The acceleration trajectory cannot be interrupted or diverted while the ship is in acceleration mode.
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70 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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Effects of "Recon modules" increased by 30%.
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Reloading rate of "Recon modules" reduced by 20%.
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Critical chance increased by 10%.
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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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0
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30
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-30
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15
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-15
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45
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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
|
380
|
93
|
81
|
5510
|
2755
|
108
|
4500
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2
|
2
|
380
|
93
|
81
|
6006
|
3003
|
108
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4500
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2
|
3
|
380
|
93
|
81
|
6226
|
3113
|
108
|
4800
|
2
|
4
|
391
|
93
|
83
|
6226
|
3113
|
108
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4800
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2
|
5
|
407
|
93
|
87
|
6392
|
3196
|
108
|
5100
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2
|
6
|
418
|
93
|
89
|
6502
|
3251
|
108
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5100
|
2
|
7
|
418
|
93
|
89
|
6612
|
3278
|
108
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5400
|
2
|
8
|
418
|
93
|
89
|
6612
|
3278
|
108
|
5700
|
2
|
9
|
429
|
93
|
92
|
6667
|
3306
|
108
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5700
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2
|
10
|
445
|
93
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95
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6667
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3334
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108
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6000
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2
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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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10
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362
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435
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201
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114
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102
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78
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Player Builds