MAD WORLD II
Interior lines rapid response defense. T3, CON4, Advancer, Poor Safety:
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Python II class Command Frigate
1 Twist Drive
14 Metal Capacitors (Refined)
1 Light Sail
1 Command Deck
1 Command Staff
3 Computer Module
1 Commlinks
1 Scanners
8 Jammers
20 EW Broadcasters (Refined)
1 Algorithmic Interlocks
15 Coilgun (Refined) [TRI-COUPLED]
1 Lubricants (Refined)
1 Barrel Casings (Refined)
1 Plasma Shield
3 Titanium Armor
15 Carbon Armor
1 Heavy Cladding
287e (129e) / 97m / 8v / 0a / 4t / 97s
Size: 86 / Mass: 77 / IS: 5 / IP: 1
Range: 0 / Power: 39 / Heat: -5
Init: 5 (13) / Dodge: -25 / Avoid: 15 / Armor: 32 / Shield: 16
Refine: 481e / 120s
Projectile Gun Total Damage: 30 (5x5D through A18/S1)
Init Bonus to Fleet: 8
EW Attacks: YES
EW Score: 90
EW Vulnerability: 0
Jammer Init Debuff: 6
Ship-to-Ship Boarding: -4
Notes: Immune to same tech-level Particle Weapons. 0% Hit Chance by FMs at Long Range through enemy 19 Init. 3% Hit Chance through enemy 20 Init.
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Cobra II class Attack Frigate
1 Twist Drive
18 Metal Capacitors (Refined)
1 Light Sail
1 Computer Module
1 Scanners
14 EW Broadcasters (Refined)
15 Coilguns (Refined) [TRI-COUPLED]
1 Lubricants (Refined)
1 Barrel Casings (Refined)
3 Microwave Beamer (Refined)
1 Plasma Shield
3 Titanium Armor
219e (94e) / 94m / 7v / 0a / 0t / 75s
Size: 86 / Mass: 73 / IS: 13 / IP: 1
Range: 0 / Power: 98 / Heat: -5
Init: 3 (11) / Dodge: -22 / Avoid: 15 / Armor: 0 / Shield: 31
Refine: 340e / 85s
EM Total Damage: 930L (3x21D through A50/S#)
Projectile Gun Total Damage: 30 (5x5D through A18/S1)
EW Attacks: YES
EW Score: 64
EW Vulnerability: 0
Ship-to-Ship Boarding: -12
Notes: Immune to same tech-level Particle weapons. 0% Hit Chance by FMs at Long Range through enemy 18 Init. 8% Hit Chance through enemy 19 Init. Bit of a glass cannon now, but your goal is not to get hit anyway.
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Code:
[b][u]REFINEMENT COSTS[/b][/u]
[b][u]NAME IND SCI[/b][/u]
Metal Capacitors 300e 100s
EW Broadcasters 300e 300s
Coilguns 300e 100s
Lubricants 400e 300s
Barrel Casings 400e 200s
Microwave Beamer 300e 100s
[b]TOTAL: 2000e 1100s[/b]
Code:
[b][u]Fleet MAD WORLD II[/b][/u]
[b][u]NAME NUM IND SCI MET VOL[/b][/u]
[i]Python II[/i] 1x 287e 97s 97m 8v
[i]Cobra II[/i] 2x 438e (219e) 75s 188m (94m) 14v (7v)
[b]TOTAL: 725e 172s 285m 22v[/b]
Code:
[b][u]TOTAL RESOURCE INVESTMENT[/b][/u]
s: 1272
e: 2725
m: 285
v: 22
Agg. Prod./Res.: 3032
t: 4
a: 0
A little bit over APR-wise. 1% isn't too significant.
Totally immune to Coop's missiles at range. EM cannot hit Coop at range. However, despite the Init difference between Mad World II and Coop, because of their identical IP speeds, Mad World II has a 30% chance to engage and close to close-range. Coop will get successful hits in at this range but they will not be enough to kill Mad World II before its weapons completely tear Coop apart. Mad World II will almost certainly win EW engagements at this range as well.
I'm going to reckon that Mad World II is generally invulnerable against Particle, EW, and long-range Missiles with these developments. Now the only sure-fire way to kill it
is close-range missile attacks, weird Viking boarding fleets, or cheaper laser platforms.