Gravedigger and Bonecrusher should only have 1 init, or at least that's what I'm getting. You must've added in the interlockers after you wrote down the init?
Advancer adds +2 Init, as does Cyberorganized.
Also, there's a concept flaw with Helljammer: -100 dodge means everything will be able to hit Enigma, regardless of how many jammers it has.
You have to engage in planetary siege to do that. While you're doing that,
Hellbores are killing you really quickly, because you're not focusing on them. I believe bombardment is also by region, so if you build two
Enigmas (and they
are cheap if refined), the enemy has to split their focus. Only Missiles or Catapults will be effective at killing them quickly through that armor.
Defense satellite. Quite overkill, especially the particle ammo. Pretty much invulnerable to Const 4 ships, and if some of the overkill is removed it can be build at Const 2.
Invulnerable my arse. 11 refined and Barrel Cased Linear Catapult shots will kill it from long range through that pitiful armor and shields (20D per), and even with all those Jammers, as you just pointed out, it
will be hit. Dual-coupling Coilguns is also pretty much useless and offers no real benefits over two uncoupled ones while halving targets that can be engaged. Meanwhile those Kinetic Lances coupled together like that with 1 Init won't hit anything and will only kill one target anyway.
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HELLJUMPER
HELLJAMMER hits the road! T3, CON4, Advancer, Poor Safety:
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Snowstorm class Command Frigate
3 Manifold Drive
11 Metal Capacitors (Refined)
2 Pulse Drive
1 Command Deck
1 Command Staff
4 Computer Module
1 Scanners
22 Jammers (Refined)
1 EW Broadcasters
1 Algorithmic Interlocks
1 Gas Vents
7 Pebble Net
26 Carbon Armor (Refined)
1 Heavy Cladding
Cost: 280e (126e) / 70m / 87v / 0a / 4t / 95s
Size: 77 / Mass: 77 / HP: 81 / Power: 6 / Heat: 4
IS: 1 / IP: 1 / Range: 0
Init: 5 / Dodge: -26 / Avoid: 12 / Armor: 49 / Shield: 1
Refine: 468e / 117s
Init Bonus to Fleet: 3
EW Attacks: YES
EW Score: 37
EW Vulnerability: 6
Jammer Init Debuff: 34C / 14L
Ship-to-Ship: 12
Notes: 0% hit chance by enemy FMs at long range through 7 Init, 3% hit chance through 8 Init.
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Hellbore M class Assault Corvette
3 Manifold Drive
3 Metal Capacitors (Refined)
1 Deuterium Drive
8 Pulse Drive
1 Linear Catapult (Refined)
1 Barrel Casings
5 Carbon Armor (Refined)
Cost: 190e (86e) / 31m / 20v / 0a / 0t / 67s
Size: 65 / Mass: 27 / HP: 47 / Power: 1 / Heat: -7
IS: 1 / IP: 7 / Range: 0
Init: 2 / Dodge: 6 / Avoid: 0 / Armor: 5 / Shield: 0
Refine: 292e / 73s
Extra Particle Ammo: 1
Catapult Total Damage: 48
EW Attacks: NO
EW Score: 7
EW Vulnerability: 11
Ship-to-Ship: -7
Notes: 0% hit chance by enemy FMs at long range through 3 Init, 9% hit chance through 4 Init.
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Code:
[b][u]REFINEMENT COSTS[/b][/u]
[b][u]NAME IND SCI[/b][/u]
Metal Capacitors 300e 100s
Linear Catapult 300e 100s
Jammers 400e 200s
Carbon Armor 300e 100s
[I]Hellbore M[/I] 292e 73s
[b]TOTAL: 1592e 573s[/b]
Code:
[b][u]Fleet HELLJUMPER[/b][/u]
[b][u]NAME NUM IND SCI MET VOL[/b][/u]
[i]Snowstorm[/i] 1x 280e 95s 70m 87v
[i]Hellbore M[/i] 7x 602e (86e) 54s 217m (31m) 140v (20v)
[b]TOTAL: 882e 149s 287m 227v[/b]
Code:
[b][u]TOTAL RESOURCE INVESTMENT[/b][/u]
s: 722
e: 2474
m: 287
v: 227
Agg. Prod./Res.: 2988
t: 4
a: 0
Although it posseses only half the offensive capacity and slightly under 3/4 the jamming capabilities of HELLJAMMER, HELLJUMPER can go anywhere there's a power source, eliminating the costly and vulnerable need of transporting resources to remote systems to build defenses in situ. Its ability to wield its power in an aggressive defense is correspondingly less than HELLJAMMER, but its flexible positioning is a benefit in and of itself, and it will stand up to anything less than a well-rounded attack fleet.
Pebble Nets are pretty BA now. I like it.