Tau'Kita

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General information

Faction: Ellydium

Class: Interceptor

Role: Covert Ops

Ranks: 5 - 15

Cabin of Tau'Kita
Progress tree of Tau'Kita

Development history

After a few years of researching crystalline structures’ samples collected from Crystallid ships during the invasion of 4619, the Ellydium corporation engineers have presented the new covert ops interceptor “Tau'Kita”. The ship became a milestone in the development of technology that combines organic elements with cutting-edge control systems in Conrad Dimeni’s projects.

The structural design of “Tau'Kita” is based on an adaptive crystal matrix that can redistribute energy between the ship’s systems. Thanks to it, the interceptor can immediately respond to threats by boosting its defences or by amplifying its weapons during combat. The engineers note that “Tau'Kita” is mainly designed for fast covert operations in back enemy lines. Its high maneuverability and unusual systems architecture make the ship especially dangerous to heavy targets. Test pilots say that “Tau'Kita” behaves more like a living organism than a machine. It quickly adapts to the pilot’s actions and can change its patterns depending on the specific combat situation.

The Ellydium corporation has already started supplying the new interceptor to the mercenaries who are ready to test the capabilities of biomorph technology in real combat conditions.

Appearance of the ship with special module Crystal net

Deals hull damage to enemy ships in direct line of vision, ignoring their shields. All damage taken by the enemy is converted into shield and hull repair for the interceptor. Works until the distance to the target exceeds the active range of the module.

Appearance of the ship with special module Crystal harpoon

Upon hitting an enemy, creates an energy link between the enemy and the player's ship. While active, the range of the main weapon boost from enemies continuously decreases, while the damage bonus continuously increases.

Appearance of the ship with special module Crystal fetters

Infects the enemy ship in the direct line of sight within the module's range. The infected enemy deals damage nearby and is slowed per each of their allies who have come within close. While the player's ship is within the module's range of the target, it restores its hull, depending on the number of the target's allies nearby.

Manufacturing

The cabin is the most important component of the ship. To build the ship, pilots first need to manufacture a ship cabin and obtain Xenocrystals. After construction ‘Ellydium’ ships can be developed from rank 5 to rank 15.

Credits, experience , xenocrystals and enriched monocrystals are required for the ship's upgrades. Also, for special modules, you need Ellydium interceptor xenocontrol interfaces and Life support systems.

To build Tau'Kita you need:

  • 1 Ellydium interceptor cabin
  • 4 Unstable alien spirals
  • Additionally 500'000 on study of blueprint and 1'500'000 on cabin production.

Features of ship

  • Interceptor receives higher collision damage due to the fragile crystal structure.
  • Ship receives 50% less regeneration of the shield and hull from any sources (for example, if it is written in the characteristics of the special module that it restores 8000 pts. of the hull, then in reality your ship will recover only 4000 pts.).
  • If the ship does not use modules weapons for 5 seconds, its hull begins to regenerate at 100 pts/s (receives 50 pts/s due to a debuf).

Nodes

  • Ships made by ‘Ellydium’ scientists with Alien technology may evolve under the influence of ‘xenocrystals’.
Ship rank changes.
Ship appearance changes.
Available modules, weapons and special modules change.
  • All changes to the ships are made by pilots themselves when they choose the appropriate nodes in the ship tree.
  • All development nodes in the new ship tree can be divided into several classes:
‘Special module’ node class. Allows to equip the ship with various special modules, depending on ship rank and its objectives.
‘Blueprint research’ node class for modules, modifiers and weapons. Required for production of special modules, modifiers and weapons from ‘Ellydium’ corporation. After research the nodes will not be visible in the ship tree.
‘Basic ship characteristics’ node class. Improves guidance. Increases maximum energy reserves and its recovery speed. Increases maximum ship speed. Increases maximum hull durability. Increases maximum shield volume. Improves weapon parameters.
‘Auxiliary ship slot’ node class. Adds slots for hull, capacitor, active modules, shield modifiers, engine and CPU.
‘Additional bonuses’ node class. Adds bonuses to defence and attack. You can only activate one module at a time.
  • The pilot must first research his desired node, and then activate it or a group of research nodes. Only after pressing the ‘Apply’ button the selected changes will be activated on your ship.
  • Each node can be deactivated, thus changing the configuration and capabilities of the ship to fit the specific challenges the pilot faces.
  • The number of slots on the ship is limited! Carefully review all the possible nodes and activate only the ones that you need.

List of nodes

Unique weapons

These weapons are researched from ship nodes.

Na'Gnu

Thermal weapon. Hitting an enemy deals an additional thermal damage.

Available to covert ops interceptors.

Khi'Dzhag

Chargeable kinetic weapon. Fires a volley of multiple projectiles. Each shot requires energy.

Available only to ‘Ellydium’ interceptor ‘Tau'Kita’.

Unique missile slot equipment

These mines are researched from ship nodes.

'Tau'Kita' mine

Deploys a mine upon activation. Upon detonation, it creates an area, within which kinetic damage to hull is dealt, ignoring the shield.

Available only to ‘Ellydium’ interceptor ‘Tau'Kita’.

Unique active modules

These modules are researched from ship nodes.

Crystal camo

As long as the ship is not firing or using modules, it is invisible to radars, cannot be targeted, and is not subject to directed hostile effects while constantly draining the ship's hull, as well as increases the flight speed.

An active module available only to ‘Ellydium’ interceptor ‘Tau'Kita’.

Crystal arc

Generates a destructive energy arc in front of the ship, dealing thermal, kinetic, and EM damage simultaneously. Reduces the maximum speed of enemy ships in front of it. Cannot be used simultaneously with the “Plasma Arc” module.

An active module available only to ‘Ellydium’ interceptor ‘Tau'Kita’.

Crystal distributor

Launches a missile along the ship's aim that can be detonated remotely. Enemies hit by the explosion deal damage to all their allies nearby, proportional to the damage they took.

An active module available only to ‘Ellydium’ interceptor ‘Tau'Kita’.

Unique modifiers

These modifiers are researched from ship nodes.

Pursuit crystal

Teleports the ship behind a targeted enemy ship at a certain distance and drains its shield. The module is activated by double-tapping the Move Down key. Other teleportation abilities are blocked until the module cooldown has finished.

You can mount only one modifier of this type.

An engine modifier, available only to ‘Ellydium’ interceptor ‘Tau'Kita’.

Emergency jammer

When hull integrity falls below critical point, a capsule is deployed, blocking the radars of all enemy ships nearby.

You can mount only one modifier of this type.

A capacitor modifier, available only to ‘Ellydium’ interceptors.

Crystal shield

Increases shield resistance. When taking damage, resistance increases per damage taken from a new enemy, but not exceeding certain value.

You can mount only one modifier of this type.

A shield modifier, available to covert ops interceptors.

Available equipment

Rank 5:

Rank 6:

Rank 7:

Rank 8:

Rank 9:

Rank 10:

Rank 11:

Rank 12:

Rank 13:

Rank 14:

Rank 15: