General information
Faction: UMC
Class: Fighter
Role: Gunship
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, 2 capacitors, 3 hulls and 2 cpu.
Gunships deal powerful blows to enemy ships. Their special module allows them to temporarily increase their firepower, speed and manoeuvrability. Vulnerable in cooldown periods.
“Chaos” is an experimental UMC gunship based on late-model “Bark-2” variants and drawing inspiration from ancient dive bombers that relied on surprise devastating first strike. Its unstable aggressive design makes the ship unpredictable in combat, yet its results proved too significant to ignore. In 4626, the UMC managed to negotiate the production of a limited batch of “Chaos” ships.
By the 4620s, multi-environment fighters that began their history with the “Bark-2” had become too predictable. In response, the UMC launched the experimental “Chaos” project: a gunship designed not to be stable, but to disrupt any possible combat patterns.
During development, engineers turned to pre-Signal archives, where they found concepts for “dive bombers”: highly specialized machines that relied on surprise devastating first strike and psychological pressure. These ideas formed the basis of the new ship.
The “Chaos” features a reinforced hull, asymmetrical weight distribution, and a power redistribution system. The ship is capable of abruptly changing its behavior in combat, creating an effect of complete unpredictability for the enemy.
Despite the complexity of its operation, its combat results proved too significant to ignore. In 4626, the UMC managed to negotiate the production of a limited batch of “Chaos” ships. The model did not become mass-produced, but found its place as an elite gunship available only to the most experienced mercenaries.
Unique ship equipment
Weapon
Small artillery weapon
- A powerful kinetic weapon with a very low rate of fire.
Active module
'Chaos' systems booster
- The module has two modes of operation: increases damage, reducing the rate of fire or increases speed, reducing manoeuvrability.
Hull modifier
Additional section
- Accelerates missile reload. If hull integrity drops to certain level, the recharge time of all ship systems is accelerated. You can place only one modifier.
CPU modifier
Weapons modifier
- Increases the chance to deal critical damage, critical damage, and projectile speed. 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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A rear turret that fires at the nearest pursuer. Upon activation, the turret's rate of fire increases by 2 times for 10 seconds. Hitting an enemy with projectiles from the active turret slows them down by 9.1-33.3%.
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150 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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Rotation speed increased by 25%.
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Afterburner energy draw reduced by 25%.
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Maximum speed increased by 10%.
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Main weapon damage increased by 10%.
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Kinetic weapon spread reduced by 33.3%. Kinetic weapon projectile speed increased by 35%.
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EM spread reduced by 33.3%. EM projectile speed increased by 35%.
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Available equipment
Weapons
Missile slot
Active Role Modules

Active Multipurpose Modules
Ship modifiers
Engine
Capacitor
Shield
Ship has no shield slots
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
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730
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175
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141
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10815
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4000
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128
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2500
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2
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| 2
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730
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175
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141
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11788
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4360
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128
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2500
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2
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| 3
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730
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175
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141
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12221
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4520
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128
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2750
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2
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| 4
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752
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175
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146
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12221
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4520
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128
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2750
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2
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| 5
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781
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175
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151
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12545
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4640
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128
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3000
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2
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| 6
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803
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175
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156
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12762
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4720
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128
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3000
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2
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| 7
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803
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175
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156
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12978
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4760
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128
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3250
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2
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| 8
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803
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175
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156
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12978
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4760
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128
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3500
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2
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| 9
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825
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175
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160
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13086
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4800
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128
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3500
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2
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| 10
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854
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175
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166
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13086
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4840
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128
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3750
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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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Player Builds