General information
Faction: Jericho
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 shields, 1 hull and 2 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.
Protazan is the newest ship of Liu and Mendes families created as a response to the strengthening of the New Empire and the Federation fleets. The excellent combination of weapons and defense systems makes this ship one of the best in long-range frigates class.
Work on the project began in 4619 almost immediately after the first Relic prototypes were created. The new frigate was supposed to be a support ship for the new destroyer, but later its role was greatly expanded. In the first months, work on the project went slowly. The lack of experience in the field of long-range ships was a factor. The engineers decided to invite the Liu Family to join the work on Protazan. With the arrival of Liu, scientists received a huge amount of technical documentation on both the old frigates and new developments of individual nodes. The merging of the knowledge and production capacities of the two Families gave the project a new life. The frigate’s arsenal has been replenished with new torpedoes and weapons, with which Protazan is capable of destroying any target.
During the tests, a squad of several ships completely destroyed the defensive fleet of one of the cyber bases. Soon after, the shipyards received blueprints for Protazan’s mass production. Currently, Mendes’ trusted mercenaries can get a special version of the ship for testing. Family engineers carefully collect data from every battle, even the most insignificant one, and analyze it. UMC is an indisputable assistant in this business.
Unique ship equipment
Weapon
Thermo-launcher TL-5
- The weapon is able to accumulate a charge to increase the strength and speed of the projectile, but cannot hold it for too long. Reinforced projectiles have an increased temperature and are able to reduce the hull’s resistance to thermal damage. Effect stacks.
Active module
Redirection of energy flows
- While the module is active, damage and range of the main weapon are increased, but the shield’s resistance to all types of damage is reduced. After the module is disabled, the shield will remain vulnerable for some time.
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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Launches a guided missile, causing thermal damage during an explosion. The explosion leaves a radioactive cloud dealing 1601 dmg./s. to all targets in a radius of 270 m. for a period of 8 s. and additionally 4804 dmg./s. to destroyers. Damage depends on the level of the main weapon installed on the ship.
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230 en.
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16 s.
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Launches a guided missile, dealing thermal damage when it explodes. Missile damage depends on the level of the main weapon installed on the ship. The explosion deals additional 15000 dmg. to destroyers. The missile can be boosted by pressing the afterburner key, but its maneuverability will drop.
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300 en.
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16 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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"Long Range modules" cooldown time reduced by 20%.
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Sensor range increased by 100%.
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Rotation speed increased by 25%.
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Main weapon damage increased by 10%.
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Critical chance increased by 10%.
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Critical damage increased 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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15
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45
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-15
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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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950
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246
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184
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5355
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15220
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178
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2000
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2
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2
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950
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246
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184
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5837
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16590
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178
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2000
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2
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3
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950
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246
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184
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6051
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17199
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178
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2200
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2
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4
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979
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246
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190
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6051
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17199
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178
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2200
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2
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5
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1017
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246
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197
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6212
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17655
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178
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2400
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2
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6
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1045
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246
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203
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6319
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17960
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178
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2400
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2
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7
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1045
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246
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203
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6426
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18112
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178
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2600
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2
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8
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1045
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246
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203
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6426
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18112
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178
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2800
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2
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9
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1074
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246
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208
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6480
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18264
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178
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2800
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2
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10
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1112
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246
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215
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6480
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18416
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178
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3000
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2
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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