General information
Faction: Jericho
Class: Interceptor
Role: ECM
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 shields, 1 hull and 1 cpu.
ECM ships are meant to interfere with the normal operation of enemy ships. An ECM ship is always an important target for any enemy ships, so they have better defences.
The “Cinquedea” is the Sentinels’ ECM interceptor, created using a synthesis of various shipbuilding technologies. The Sentinels were able to optimize the way the technologies were adapted, producing an efficient machine. Despite its small-scale advertising campaign, the number of buyers of the “Cinquedea” has been high. The UMC is planning to get its mercenaries an opportunity to order one of these ships in the near future.
Jericho has always strived to uphold tradition, but in the end, the faction valued effectiveness above all else, and therefore was never afraid to apply innovation in shipbuilding. The Techs were able to convey this idea to the Sentinels. They were “inspired” (if this word can even be applied to the AI) by several ships at once. Firstly, “Zhen”, which already had simple but effective AI nodes and therefore had the software ready to be utilized by the Sentinels. Secondly, the appearance of the “Geyser” weapon and the Imperial ship “Loki” became a foundation for the exterior design of the new ship, later named “Cinquedea”. And lastly, the Sentinels were able to make use of the technology from “Mauler” to create the ship’s energy core. Thus, the ship turned out to be a fusion of some of the latest developments in shipbuilding, and the Sentinels had no difficulty with the computing power needed to optimize the equipment for the new ship.
Despite the fact that the Sentinels did not actively advertise their ship or talked about its capabilities in public, the number of buyers for the “Cinquedea” was high. The UMC plans to soon offer its mercenaries the opportunity to order the ship for themselves.
Unique ship equipment
Weapon
Ion-cyclotron discharger
- Rapid-fire plasma weapon. Hits on an enemy transfer energy from their ship into yours.
Active module
Guided meta-field generator
- Makes the ship invulnerable and freezes it in place.
Engine modifier
Drift synchronizer
- Increases strafe speed and strafe acceleration. You can place only one modifier.
Capacitor modifier
Superconducting switch
- Increases weapon damage and shield regeneration rate. 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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Makes the ship invincible for 6 s. The ship can't move, use active modules, fire weapons or launch missiles. When the effect stops, paralyzes enemy ships in range for 2 s.
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54 en.
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60 s.
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Upon activation, the ship becomes immune to negative effects, captures several (up to 8) targets in front of it and begins to accumulate charge for 5 sec. When the charge is accumulated, a salvo is fired. Re-activation causes an early salvo. When hit, enemy ships can't move, use active modules, shoot or launch missiles for 3 sec. Activating modules, launching missiles, or firing weapons removes the immunity effect.
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100 en.
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35 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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Strafe speed increased by 30%.
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Maximum speed increased by 10%.
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Main weapon damage increased by 10%.
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EM spread reduced by 33.3%. EM projectile speed increased by 35%.
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Kinetic weapon spread reduced by 33.3%. Kinetic weapon 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
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
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119
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3000
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1
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| 2
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315
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93
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61
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3646
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6704
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119
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3000
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1
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| 3
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315
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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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1
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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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1
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| 5
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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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1
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| 6
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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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1
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| 7
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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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1
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| 8
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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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1
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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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1
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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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1
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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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384
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461
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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