General information
Faction: Empire
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, 1 capacitor, 1 shield, 3 hulls and 2 cpus.
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.
At the very beginning of the Invasion, Robert Sanderson worked in one of the Empire’s numerous shipyards as a lead engineer. In his spare time he was designing a small rescue ship to build a single copy to give to his wife Valentina Vega, a doctor on the “Drake” with the personal name “Alexander von Werner”.
In 4615, “Alexander von Werner” arrived to conduct a human evacuation of New Babylon, which was being infected by the biomorph virus. On the fifth day, New Babylon fell out of orbit and the Legion fleet declared its blockade. On the same day, an infestation of the Liu-virus broke out on the “Alexander”.
Thanks to the work of Valentina, it was possible to save 70% of the ship’s crew. The Legion evacuated healthy people and the doctor, but Valentina died of complications on the way home before she could send a letter to her husband. Robert took the death of his wife hard, but completing the project became a matter of principle for him. However, the Galaxy no longer needed purely civilian ships, so Sanderson developed weapons and electronic warfare systems for his brainchild, and he approached this task with all the persistence of a man creating Legion ships.
In 4622 Robert was able to assemble the ship’s prototype, naming it Cor Vulnus. The ship turned out to be unique and effective enough to get Gabriel Hugot’s attention. The aristocrat negotiated with Robert Sanderson and started production of the new interceptors at his shipyard. The UMC was able to negotiate the ability to purchase some of the manufactured ships. The queue for purchase is booked for months in advance, so mercenaries looking to acquire a “Cor Vulnus” in the near future should get the attention of Gabriel Hugot or Robert Sanderson.
Unique ship equipment
Weapon
'Dead heart' laser
- When hitting an enemy, it disables their energy regeneration, but doesn’t prevent them from replenishing energy from other sources.
Active module
Eternal moment
- At a certain range, increases the recharge of enemy modules in the line of direct sight.
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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Receives 40 pts./sec. of energy for each enemy that has selected the ship as a target. When activated, the selected enemy will forcibly select the ship as their target for 10 sec., while their weapons will fire at the nearest ally.
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120 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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Strafe speed increased by 30%.
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Maximum speed increased by 10%.
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Effective range of "ECM modules" increased by 50%.
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Duration of "ECM modules" increased by 20%.
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Energy consumption of "ECM modules" reduced by 20%.
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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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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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310
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90
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60
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5510
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3335
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106
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3000
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1
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2
|
310
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90
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60
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6006
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3635
|
106
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3000
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1
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3
|
310
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90
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60
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6226
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3769
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106
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3300
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1
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4
|
319
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90
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62
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6226
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3769
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106
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3300
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1
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5
|
332
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90
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64
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6392
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3869
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106
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3600
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1
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6
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341
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90
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66
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6502
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3935
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106
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3600
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1
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7
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341
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90
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66
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6612
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3969
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106
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3900
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1
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8
|
341
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90
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66
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6612
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3969
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106
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4200
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1
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9
|
350
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90
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68
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6667
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4002
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106
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4200
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1
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10
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363
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90
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70
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6667
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4035
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106
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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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346
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415
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249
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114
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102
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78
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Player Builds