General information
Faction: Jericho
Class: Interceptor
Role: Covert Ops
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, 1 capacitor, 3 shields, 1 hull and 2 cpu.
Covert Ops ships are designed for sudden hit and run attacks on individual enemy ships. A special plasma web allows these ships to cause damage to the enemy without any direct contact.
In addition to their defensive function, the Sentinels also use any opportunity to expand their financial assets. The artificial intelligence keeps its developments secret, but some of its projects are still commercial by nature. For instance, at the end of 4623, the development of a new covert ops ship was announced to a narrow circle of people. Y40-Q290 was one of the most unconventional of the Sentinels’ projects.
In addition to the control unit and adapted AI core, a new manual piloting system was developed for the ship, allowing even individuals without implants to control it. The ship also had a set of unique systems, including a new kinetic weapon, as well as special and active modules.
In 4624, the finished ship went on sale to different factions and the UMC under the name “Pilum”. People immediately noticed the unconventional (for a Jericho ship) shape of the interceptor, and rumours about the ship’s connection to the sudden establishment of a Sentinels’ outpost on the border with the Damned Flotilla and the possible theft of Imperial technology immediately began to circulate. However, the rumours had no effect on the sales, and the videos of onboard systems and weapons tests provided by the Sentinels impressed the public.
The ship is armed with a rapid-fire blaster that can set the enemy on fire with its projectiles. Thanks to the active module, the pilot can temporarily stop the heating of the main weapon of the ship, and the special module reduces the mobility of enemy ships.
Unique ship equipment
Weapon
RF Blaster 'Inferno'
- Fires projectiles that damage and set fire to an enemy.
Active module
Forced cooler
- Briefly stops heating the main weapon of the ship.
Shield modifier
Reserve shield system
- When the shield is depleted, temporarily gives absolute protection. Triggers no more than once a certain time. You can place only one modifier.
CPU modifier
Heat flux optimization
- Increases critical damage. On special module activation temporarily increases main weapon 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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Launches a plasma web dealing thermal damage over a period of 12 seconds. The range of action is 2000 m. If the target’s speed is higher than 50%, the target receives additional thermal damage. The amount of damage depends on the level of the main weapon installed on the ship.
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55 en.
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40 s.
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Fires three darts in a sequence. Each dart that hits enemies prevents them from teleporting for 10 sec., deals 150 EM damage per second, and reduces their maximum speed by 25%. If the dart hits an object or beacon, it prevents all enemy ships within 500 meters from teleporting. There can be only one dart in the area of effect.
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100 en.
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40 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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Time to weapon heating increased by 20%.
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Critical chance increased by 10%.
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Weapon cooling rate increased by 50%.
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Effects of "Covert Ops modules" increased by 20%.
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Reloading rate of "Covert Ops modules" reduced by 20%.
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Energy consumption of "Covert Ops modules" reduced by 25%.
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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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15
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45
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-15
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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
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315
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93
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61
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3345
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6150
|
119
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3000
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2
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2
|
315
|
93
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61
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3646
|
6704
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119
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3000
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2
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3
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315
|
93
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61
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3780
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6950
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119
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3300
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2
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4
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324
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93
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63
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3780
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6950
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119
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3300
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2
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5
|
337
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93
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65
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3880
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7134
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119
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3600
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2
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6
|
347
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93
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67
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3947
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7257
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119
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3600
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2
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7
|
347
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93
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67
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4014
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7319
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119
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3900
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2
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8
|
347
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93
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67
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4014
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7319
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119
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4200
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2
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9
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356
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93
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69
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4047
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7380
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119
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4200
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2
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10
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369
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93
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71
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4047
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7442
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119
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4500
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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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350
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420
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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