Jaguar

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Jaguar
Accumulates 5% free experience

The maximum experience level — 10

Survivability* 15945
Hull 6316
Shield 6136
Energy 854
Speed 365

Available from the beginning:
Strafe speed increased by 20%.
Maximum hull strength increased by 7.5%.
Maximum shield strength increased by 7.5%.
Available at experience level 2:
Afterburner energy draw reduced by 20%.
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
Shield
Hull
CPU

Special module Should be chosen

Cost of manufacturing 6000000
Cost of refitting 1000000


* All specifications are shown for the ship with the maximum level of experience (10) without equipment

General information

Faction: Federation
Class: Fighter
Role: Tackler
Rank: 15

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.

Tackler's objective is to find and destroy enemy Recon and Covert Ops ships. Active modules reduce the enemy's speed and temporarily weaken their shields and armour.

Federation's tackler ‘Jaguar’ was conceived as a science vessel capable of observing Aliens in extreme conditions. Developments were carried out simultaneously in several private laboratories. The project was personally led by Dr. Anton Pavlov, a well-known xenologist, the chief specialist of the Federation on the Precursors. The first prototype showed the highest efficiency in flight tests. But the Federation's higher-ups bought the labs working on it through private investors. As a result, ‘Jaguar’ was retooled for military operations. Pavlov immediately left the project, but by that time the main developments had already been completed. When “Jaguar” entered the series, the Federation was forced to give mercenaries access to the ship in order to at least somehow recoup their costs.

Unique ship equipment

Active module

Artillery barrier drone

Sets rapid-fire drone with a mortar next to the 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
Makes a player's ship invisible for 18 s. Any damage and opening fire bring him out of this state. When invisibility ends, provides a 20% damage boost for 5 s. 100 en. 35 s.
Makes a player's ship invisible for 7 s. Any damage and opening fire bring him out of this state. When invisibility ends, provides a 20% damage boost for 5 s. 50 en. 15 s.
Makes a player's ship invisible for 18 s. Opening fire bring him out of this state. Incoming damage does not interrupt the effect. When invisibility ends, provides a 10% damage boost for 5 s. 100 en. 35 s.

Bonuses

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

Main weapon damage increased by 10%.
Kinetic weapon spread reduced by 33.3%.
Kinetic weapon projectile speed increased by 35%.
EM spread reduced by 33.3%.
EM projectile speed increased by 35%.
Effects of "Tackler modules" increased by 25%.
Effective range of "Tackler modules" increased by 50%.
Energy consumption of "Tackler modules" reduced by 20%.

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 / Pirate flux phaser 17 Gravi-Beamer 17 / Pirate gravi-beamer 17

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 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.)
25 55 -5 40 10 70

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)
1 730 175 141 5284 5133 128 2500 1
2 730 140 141 5726 5563 128 2500 1
3 730 140 141 5923 5754 128 2750 1
4 752 140 146 5923 5754 128 2750 1
5 781 140 151 6071 5898 128 3000 1
6 803 140 156 6169 5993 128 3000 1
7 803 140 156 6267 6041 128 3250 1
8 803 140 156 6267 6041 128 3500 1
9 825 140 160 6316 6089 128 3500 1
10 854 140 166 6316 6136 128 3750 1

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)
1 354 424 90 105 72 66
2 354 424 90 105 72 66
3 356 427 92 105 72 66
4 356 427 92 105 72 66
5 356 427 92 105 72 66
6 358 430 95 105 72 66
7 361 433 97 105 72 66
8 363 436 100 105 72 66
9 365 438 102 105 72 66
10 365 438 102 105 72 66

Player Builds

Ship model