Hadrian

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Hadrian
Accumulates 5% free experience

The maximum experience level — 10

Survivability* 16561
Hull 8811
Shield 5616
Energy 743
Speed 290

Available from the beginning:
Main weapon damage increased by 7%.
Maximum speed increased by 5%.
Available at experience level 2:
Energy regeneration speed increased by 25%.
Available at experience level 4:
Should be chosen
Available at experience level 8:
Should be chosen


Equipment upon purchase
Weapons
Assault Railgun 17
Active modules
Ship modifiers
Engine
Capacitor
Hull
CPU

Special module Should be chosen

Cost of manufacturing 10000000
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: Fighter
Role: Command
Rank: 17

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, 3 capacitors, 3 hulls and 2 cpu.

Command ships are spearheading the offence. Diffusion Shield covers them from enemy fire, while decent hull and shield ensure their longevity. Command ships are particularly strong in groups.

After the fall of Earth, the Inquisition had to greatly expand its objectives, including the search for Precursor artifacts, something that had previously been done by the Order of the Wardens. This change required new engineering solutions, the ability to use the ship in sectors infested with biomorphs with a reduced risk of collision with the biomorphs for the squadron commander. The engineering bureau at the Lumen-4 shipyard has developed special “capillaries” based on Precursor artifacts that allowed to force iridium to circulate in the ship’s systems. The first version of the fighter equipped with these technologies was created in 4619, but failed the signature tests.

The appearance of the ship changed noticeably when the second model was created in 4622. The fighter was changed even more on the inside. The ship’s contours made it somewhat similar to the Sentinels’ “Plague doctor”. After passing all tests with flying colours, the new command attack fighter was given the serial name Hadrian and joined the service of the Holy Empire. The ship had its baptism of fire in a battle with biomorphs not far from the Solar system.

The UMC was able to secure small deliveries of the ship a year and a half after it was developed. However, due to the special materials required for its production, the cost of the ship turned out to be unaffordable for most mercenaries. To get it in their collection, the UMC employees will have to spend a considerable amount of money.

Unique ship equipment

Weapon

Laser 'Apotheosis-4'

Fires in short pulse bursts, which gives it a small spread. While the enemy ship is under fire, all allies receive an increase in damage to their main weapons.

Active module

Magnetron 'Aigul-65'

Charges the projectiles of the player’s weapon and his allies. Each charged projectile additionally deals EM damage.

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
Surrounds the ship with a shield for 15 seconds. The shield absorbs all damage, but spends energy: 1 point for every 15 pts. damage. If energy is depleted, the shield disappears. 0 en. 30 s.
Shields the front of the ship for 8 sec. The shield deflects incoming projectiles and lasers, but is unable to deflect penetrating projectiles. 400 en. 30 s.

Bonuses

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

Energy regeneration speed increased by 20%.
Sensor range increased by 100%.
Rotation speed increased by 25%.
Effects of "Command modules" increased by 20%.
Effective range of "Command modules" increased by 50%.
Reloading rate of "Command modules" reduced by 13%.

Available equipment

Weapons
Ion Emitter 17 Pirate Ion Emitter 17 Singularity Cannon 17 / Pirate Singularity Cannon 17 Assault Railgun 17 Gauss Cannon 17 Pirate Gauss Cannon 17 Flux Phaser 17 Phaser 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.)
10 40 -20 25 -5 55

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)
1 635 175 123 7282 4641 128 2500 2
2 635 175 154 7937 5059 128 2500 2
3 635 175 154 8228 5244 128 2750 2
4 654 175 158 8228 5244 128 2750 2
5 679 175 162 8447 5384 128 3000 2
6 699 175 166 8592 5476 128 3000 2
7 699 175 166 8738 5523 128 3250 2
8 699 175 166 8738 5523 128 3500 2
9 718 175 170 8811 5569 128 3500 2
10 743 175 175 8811 5616 128 3750 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)
1 281 338 90 88 72 66
2 281 338 90 88 72 66
3 283 340 92 88 72 66
4 283 340 92 88 72 66
5 283 340 92 88 72 66
6 285 342 95 88 72 66
7 287 344 97 88 72 66
8 289 346 100 88 72 66
9 290 348 102 88 72 66
10 290 348 102 88 72 66

Player Builds


Ships
Interceptors Fighters Frigates Destroyers