General information
Faction: Federation
Class: Fighter
Role: Tackler
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: 3 engines, 2 capacitors, 1 shield, 2 hulls and 1 cpu.
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.
The ship was originally designed as a light courier by the Undock Unlimited corporation, which it was for the next dozen years under the name “Persei”, until the blueprints were purchased by The Great Star Republic Security Service in 4623. The leadership felt that the ship had the potential to become something more than just high-speed transport.
Under the direction of Swartfarn Bert, a Doctor of Technology, the ship’s engine reactor and on-board electronic equipment complex were radically redesigned. Essentially all that remained of the old ship was the hull and engines, which were also subsequently boosted. An improved invisibility generator was chosen as a special module.
The “Persei-8” is now a dual-purpose ship. Still partially capable of carrying cargo, the ship is used to deliver ammunition and other critical supplies to combat sectors, and is often part of convoy security. The commanders of many pirate squadrons, who believed that the escorting “Persei-8” transports carried no weapons and posed no threat, made their last mistake by attacking these tacklers. Among other things, the ship has excelled in long-range expeditions to the frontiers of known space and scientific missions.
Currently, The Great Star Republic is providing “Persei-8” blueprints to the UMC forces for production in small batches. In the hands of mercenaries, this tackler is particularly dangerous, as it has a first-class weapon and suppression system, allowing it to fight not only light interceptors, but also ships of equal and higher weight categories.
Unique ship equipment
Weapon
Long-distance minelayer
- Fires a guided missile along a laser beam. After the missile explodes, it leaves behind a minefield that is active for some time.
Active module
Hypno-beam 'Toad'
- Aims a beam in the direction of the ship’s weapons. Enemies caught in the beam lose their speed and are pulled towards the ship.
Engine modifier
'Circe' engines
- Increases speed and maneuverability. You can place only one modifier.
Capacitor modifier
Weapon booster 'Black jack'
- Increases weapon rate of fire by reducing energy capacity. 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 a player's ship invisible for 18 s. Any damage and opening fire bring him out of this state. The first 2 s. the invisibility can't be interrupted by any action. When invisibility ends, provides a 20% damage boost for 5 s.
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100 en.
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35 s.
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The ship lands down on a surface. While the module is active, the ship is invisible to radars and restores its shield and hull by 500 pts./sec. Upon reactivation, the ship flies off the surface and leaves behind a high density object that attracts all enemy ships and disables their warp ability at a range of up to 1200 m. for 15 sec.
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150 en.
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25 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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Effects of "Tackler modules" increased by 25%.
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Effective range of "Tackler modules" increased by 50%.
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Energy consumption of "Tackler 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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20
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50
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-10
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35
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5
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65
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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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730
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175
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141
|
5821
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5655
|
128
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2500
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1
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2
|
730
|
140
|
141
|
6308
|
6128
|
128
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2500
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1
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3
|
730
|
140
|
141
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6525
|
6338
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128
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2750
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1
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4
|
752
|
140
|
146
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6525
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6338
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128
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2750
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1
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5
|
781
|
140
|
151
|
6688
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6496
|
128
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3000
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1
|
6
|
803
|
140
|
156
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6796
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6601
|
128
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3000
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1
|
7
|
803
|
140
|
156
|
6904
|
6654
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128
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3250
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1
|
8
|
803
|
140
|
156
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6904
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6654
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128
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3500
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1
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9
|
825
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140
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160
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6958
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6707
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128
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3500
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1
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10
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854
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140
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166
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6958
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6759
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128
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3750
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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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Player Builds