Vigilant

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Vigilant
Accumulates 5% free experience

The maximum experience level — 10

Survivability* 248537
Hull 162116
Shield 24394
Energy 3978
Speed 102

Available from the beginning:
Main weapon damage increased by 15%.
Incoming melee damage is multiplied by 2.5.
Available at experience level 2:
Hull resistance to thermal damage increased by 30 pts.
Available at experience level 4:
Should be chosen
Available at experience level 8:
Should be chosen


Equipment upon purchase
Weapons
Halo Launcher 17
Active modules
Ship modifiers
Engine
Capacitor
Shield
Hull
CPU

Special module Should be chosen

Cost of manufacturing 9000000
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: Destroyer
Role: Suppressor
Rank: 14

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.

Destroyer is a huge and powerful ship, that deals a lot of damage. Terrible enemies of other classes of ships at long range, capable of supporting their team with dense fire and special abilities. For their power and range destroyers pay high vulnerability in melee and additional damage from the loss of modules.

A beautiful example of imperial ship production, the destroyer Vigilant was developed by order of the Inquisition, as a response to sharply increased activity of the Revenant cult. The project was personally supervised by special agent Miranda del Arte. The Inquisition is well acquainted with the activities of the Order. The two organizations that since have undergone a huge metamorphosis, faced each other in the days of the old Direktoriua. Despite the initially narrow specification, Vigilant proved to be a versatile combat machine. It was soon adopted and the blueprints have been presented to UMC.

Unique ship equipment

Weapon

Vacuum resonance laser

If you keep the beam on the target for more than 0.5 sec., all enemies within a 700 m. radius receive additional damage for 5 seconds.

Active module

Remote minelayer

Produces a self-propelled mine activated with a collision or on a timer. After activation the mine is invisible. Triggers if the target is moving away from it within a detonation radius of 500 meters or after 120 seconds.

CPU modifier

Vulnerability scanner

Decreases hull and shield resistance to damage for all enemies within a radius of 2200 meters. You can mount only one modifier of this type.

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
Deals damage increasing over time and depending on target size. The target also loses 267 energy per second or 500 energy per second if the target is a destroyer. The module stops working if the distance to the target increase by more than 1000 m. Passively increases hull resistance to all types of damage by 20 pts. and restores it by 450 pts./s. 1350 en. 20 s.
Upon activation ship is fixing its position for 2 s. Weapon damage is increased by 55% and range is increased by 10%. 120 en. 5 s.
Empire Energy router Reroutes energy flow in ship systems. Allows to select between max speed and rotation speed by 20%, weapon damage and projectile speed by 20% or restoring of 250 pts. shield volume per second and increase the shield resistance to all types of damage by 15 pts. 120 en. 0.3 s.

Bonuses

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

Main weapon damage increased by 10%.
Energy regeneration speed increased by 20%.
Hull resistance to all damage increased by 20 pts.
Power of Suppressor Class modules increased by 10%.
Cooldown time of Suppressor Class modules decreased by 15%.
Energy drain of of Suppressor Class modules decreased by 25%.

Available equipment

Weapons
Meson Cannon 14 Meson Cannon 17 / Pirate Meson cannon 17 'Halo' Launcher 14 'Halo' Launcher 17 / Pirate 'Halo' launcher 17 Coilgun 14 Coilgun 17 / Pirate Coilgun 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 35 5 65

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 3400 280 207 133980 20160 230 3000 3
2 3400 280 207 146038 21974 230 3000 3
3 3400 280 207 151397 22781 230 3300 3
4 3502 280 213 151397 22781 230 3300 3
5 3638 280 221 155417 23386 230 3600 3
6 3740 280 228 158096 23789 230 3600 3
7 3740 280 228 160776 23990 230 3900 3
8 3740 280 228 160776 23990 230 4200 3
9 3842 280 233 162116 24192 230 4200 3
10 3978 280 242 162116 24394 230 4500 3

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 99 119 10 10 11 18
2 99 119 10 10 11 18
3 100 120 10,3 10 11 18
4 100 120 10,3 10 11 18
5 100 120 10,3 10 11 18
6 100 120 10,5 10 11 18
7 101 121 10,8 10 11 18
8 102 122 11,1 10 11 18
9 102 123 11,3 10 11 18
10 102 123 11,3 10 11 18

Player Builds

Ship model