Kraken

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Kraken
Accumulates 5% free experience

The maximum experience level — 10

Survivability* 26318
Hull 15966
Shield 7286
Energy 1112
Speed 210

Available from the beginning:
Main weapon damage increased by 7%.
Maximum hull strength increased by 7.5%.
Maximum shield strength increased by 7.5%.
Increases main weapon range by 10%.
Available at experience level 2:
Critical chance increased by 5%.
Available at experience level 4:
Should be chosen
Available at experience level 8:
Should be chosen


Equipment upon purchase
Weapons
Beam Cannon 17
Active modules
Ship modifiers
Engine
Capacitor
Shield
Hull
CPU

Special module Should be chosen

Cost of manufacturing 6000000
Cost of refitting 1000000


* All specifications are shown for the ship with the maximum level of experience (10) without equipment

General information

Faction: Empire
Class: Frigate
Role: Long Range
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.

These ships are designed for long-range firing. They use their disintegrators or guided torpedoes. However, high-power and long-range weapons come at the cost of armour and shields.

Long-range frigate ‘Kraken’ was built under the Imperial Security Service's all-seeing eye. This example of Empire's engineering serves just one purpose — eliminating Aliens. To everyone's surprise, "clean" earth technologies, as it turned out, are almost as good as Alien technologies. While Jericho and the Federation adjusted to the new discoveries of xenotechnologists, the Empire continued to bend its line. And it gave its fruits - the destructive power of the main tool "Kraken" surpasses all modern samples. Now "Kraken" is undergoing flight tests and equipment calibration with the participation of the most trusted mercenaries of the Empire.

Unique ship equipment

Active module

Gravitational defence projector

While the module is active, the damage from enemies decreases as the distance to them increases, but the resistance of the ship's hull also decreases. After the module is disabled, the hull remains vulnerable for a short time.

Manufacturing

Special module

You must select one of the following special modules. If there is one special module, you won't have to choose.

Description Energy consumption  Recharge
Sniper gun, which additionally deals thermal damage: 1500 pts. to frigates and 29700 pts. to destroyers. Burns 992 pts. energy after it hits target for 3 sec. Damage and energy burnt depend on the level of the main weapon installed on the ship. 185 en. 3 s.
Launches a guided missile, causing thermal damage during an explosion. The explosion leaves a radioactive cloud dealing 1601 dmg./s. to all targets in a radius of 270 m. for a period of 8 s. and additionally 4804 dmg./s. to destroyers. Damage depends on the level of the main weapon installed on the ship. 230 en. 16 s.
Sniper gun, which additionally deals thermal damage: 1500 pts. to frigates and 29700 pts. to destroyers. After the first hit target loses 3326 durability over 5 s. Damage depends on the level of the main weapon installed on the ship. 185 en. 3 s.

Bonuses

You must select one bonus for each level. If there is one bonus on a level, you won't have to choose.

Hull resistance to thermal damage increased by 30 pts.
Hull resistance to EM damage increased by 33 pts.
Hull resistance to kinetic damage increased by 27 pts.
Main weapon damage increased by 10%.
Critical chance increased by 10%.
Critical damage increased by 20%.

Available equipment

Weapons
Beam Cannon 17 / Pirate beam cannon 17 Heavy Blaster 17 / Pirate Heavy Blaster 17 Positron Cannon 17 Pirate Positron Cannon 17 Coil Mortar 17 Boarding Coil Mortar 17 Mass Driver 17 / Pirate mass driver 17 Vulcan 17

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 Hull resistance
to thermal weapon, (pts.) to kinetic weapon, (pts.) to EM weapon, (pts.) to thermal weapon, (pts.) to kinetic weapon, (pts.) to EM weapon, (pts.)
0 30 -30 25 -5 55

Ship's characteristics on different experience levels

Level Energy Hull, (pts.) Shield Sensors
capacity, (pts.) for afterburner, (pts./s) regeneration, (pts./s) capacity, (pts.) regeneration, (pts./s) range, (m) target lock time, (s)
1 950 246 184 13357 6095 162 2000 2
2 950 246 184 14475 6606 162 2000 2
3 950 246 184 14972 6833 162 2200 2
4 979 246 190 14972 6833 162 2200 2
5 1017 246 197 15345 7003 162 2400 2
6 1045 246 203 15593 7116 162 2400 2
7 1045 246 203 15842 7173 162 2600 2
8 1045 246 203 15842 7173 162 2800 2
9 1074 246 208 15966 7230 162 2800 2
10 1112 246 215 15966 7286 162 3000 2

Ship's speed on different experience levels

Level Speed Acceleration, (m/s2) Strafe, (m/s) Pitch, (deg./s) Roll, (deg./s)
march, (m/s) afterburner, (m/s)
1 203 244 55 61 30 36
2 203 244 55 61 30 36
3 205 246 56 61 30 36
4 205 246 56 61 30 36
5 205 246 56 61 30 36
6 206 247 58 61 30 36
7 208 249 59 61 30 36
8 209 251 61 61 30 36
9 210 252 62 61 30 36
10 210 252 62 61 30 36

Player Builds

Ship model