Gungnir

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Gungnir
Accumulates 5% free experience

The maximum experience level — 10

Survivability* 24538
Hull 15034
Shield 6861
Energy 1112
Speed 210

Available from the beginning:
Main weapon damage increased by 7%.
Rotation speed increased by 15%.
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
Hull
CPU

Special module Should be chosen

Cost of manufacturing 8990000
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: 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: 1 engine, 2 capacitors, 3 hulls and 3 cpu.

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.

The newest long-range frigate Gungnir just left Sparta shipyard. With excellent characteristics, it has become a great addition to the Imperial fleet.

As we know, Spartan scientists studied the ruins of the Warden outpost in the Felony system for a long time. It was the secret projects of the Order of Emperor that allowed them to complete the development in the shortest possible time. One of the features of Gungnir was the ability to land on various objects for the purpose of firing its disintegrator. This powerful weapon shoots at the target twice and leaves no chance of survival.

However, Sparta's generals decided that Gungnir was perfect for ground operations. Thus, separate detachments of frigates were sent to artillery units and used as heavy weapons to shell enemy fortifications.

Having carried out tests in real battles, Sparta sold blueprints to the UMC, and now mercenaries will be able to test the latest tech.

Unique ship equipment

Weapon

Le Claire cannon

Thermal double-barrelled close-range weapon. Fires unstable plasma clots that explode upon contact with the enemy.

Active module

Barrier blast

The next disintegrator charge slows down the enemy's speed for 6 s. and maneuverability for 10 s. You have 25 s. to make the shot. Incompatible with the modules “Weapon Overcharge” and “Tachyon Charge”.

CPU modifier

TY-7 optics system

Allows you to change the zoom level of the disintegrator. Increases view range. You can only mount one modifier per ship.

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. Damage depends on the level of the main weapon installed on the ship. 185 en. 3 s.
The ship lands on the surface. Landing increases hull resistance to all types of damage. After landing, a high-precision beam disintegrator is activated, each shot of which, in addition to the main shot, additionally deals thermal damage to frigates and destroyers. Take-off makes you invulnerable for a short time. 150 en. 5 s.

Bonuses

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

"Long Range modules" cooldown time reduced by 20%.
Hull resistance to thermal damage increased by 30 pts.

Available equipment

Weapons
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 Vulcan 17

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 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 15 -15 45

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 12425 5670 162 2000 2
2 950 246 184 13543 6180 162 2000 2
3 950 246 184 14040 6407 162 2200 2
4 979 246 190 14040 6407 162 2200 2
5 1017 246 197 14413 6577 162 2400 2
6 1045 246 203 14662 6691 162 2400 2
7 1045 246 203 14910 6747 162 2600 2
8 1045 246 203 14910 6747 162 2800 2
9 1074 246 208 15034 6804 162 2800 2
10 1112 246 215 15034 6861 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 34,5 41,4
2 203 244 55 61 34,5 41,4
3 205 246 56 61 34,5 41,4
4 205 246 56 61 34,5 41,4
5 205 246 56 61 34,5 41,4
6 206 247 58 61 34,5 41,4
7 208 249 59 61 34,5 41,4
8 209 251 61 61 34,5 41,4
9 210 252 62 61 34,5 41,4
10 210 252 62 61 34,5 41,4

Player Builds


Ships
Interceptors Fighters Frigates Destroyers