Pre-SysNES2: Beta-testing and Submission

When is Deceit (one of the new EW actions) dispelled? The description simply says "until deception revealed".
 
When is Deceit (one of the new EW actions) dispelled? The description simply says "until deception revealed".

Until the EW does something that makes it obviously a foe, like firing on a friendly ship/planet. You cannot apply deceit again once the deception is revealed that battle. Deceit is useful for legging it from a fleet you don't want to tangle with, or getting off that surprise shot/bombing.
 
Until the EW does something that makes it obviously a foe, like firing on a friendly ship/planet. You cannot apply deceit again once the deception is revealed that battle. Deceit is useful for legging it from a fleet you don't want to tangle with, or getting off that surprise shot/bombing.

But other EW actions don't reveal it?

Speaking of, where exactly does EW come in the order of battle? Does it happen before the combat phase, at the same time, or after?


e:
Say I'm making 5 EW attacks against a ship. The first one successfully Inserts Virus. Do the next 4 get the bonus?
 
Confinement Field I-III doesn't seem to be working; it adds no damage to Catapults and doesn't add cost, mass, or power drain.
 
But other EW actions don't reveal it?

Speaking of, where exactly does EW come in the order of battle? Does it happen before the combat phase, at the same time, or after?


e:
Say I'm making 5 EW attacks against a ship. The first one successfully Inserts Virus. Do the next 4 get the bonus?

As I said on the last page it happens in the ability phase, all EW attacks happen simultaneously, you will not get the debuff till the next round.

@Thlayli: it will be a probabilistic thing, you'll get a % pollution value, give the chance it has each turn of causing biosphere degradation or social stress.
 
I see. I'm assuming/hoping there will be buildings at higher Social levels that will help you manage pollution to some degree.

So, is Dodge no longer the preferred attribute for particle ships? At least for catapult ships a high dodge seems nigh-impossible.
 
CSS Outrider Mk IV

13x Burst Drive
4x Deuterium Drive
1x Pulse Drive
1x Recyclers
1x Computer Module
1x Scanners
1x Ice Sinks
2x Ion Cannons (Refined)
8x Titanium Armor

Cost: 73e (33e) / 42m / 32v / 0a / 0t / 31s
Size: 65 / Mass: 57 / Power: 2 / Heat: -10
IS: 1 / IP: 2 / Range: 1
Init: 1 / Dodge: -15 / Avoid: 0 / Armor: 30 / Shield: 0
Refine: 101e / 26s

CSS Outrider Mk V

16x Burst Drive
5x Deuterium Drive
2x Pulse Drive
1x Recyclers
1x Hibernation Pods
2x Computer Module
1x Scanners
1x Ice Sinks
2x Ion Cannon (Refined)
7x Carbon Armor

Cost: 108e (49e) / 33m / 36v / 0a / 0t / 42s
Size: 80 / Mass: 53 / Power: 0 / Heat: -10
IS: 1 / IP: 3 / Range: 2
Init: 3 / Dodge: -16 / Avoid: 0 / Armor: 12 / Shield: 0
Refine: 155e / 39s

16 Particle damage on both models.

Description: No "I am Ozymandias" uber-ship with 10 refined components; just another attempt at a workmanlike all-purpose ship. Mark IV is more optimized for tanking close-range, Mark V is more optimized for long-range exploration and running away. TBH, Mark V is superior in almost all ways since the higher HP makes up for the lower Armor value. It's just a bit more of a budget-buster. (Since you know, there ARE other things to spend your money on besides fleets. :p)

After messing around with all-purpose ships, it's probably more efficient to have a dedicated cargo ship, as putting Cargo Bays on a warship makes everything more difficult.

Initial Conclusions: Manifold Drives are much better for large cargo haulers; Burst Drives much better for warships, due to the HP-boosting effect of the Burst Drive.
 
I see. I'm assuming/hoping there will be buildings at higher Social levels that will help you manage pollution to some degree.

So, is Dodge no longer the preferred attribute for particle ships? At least for catapult ships a high dodge seems nigh-impossible.

Close Range Particle want all the dodge you can give them, as do the long range ones with EMP effect (since you want to dodge around whilst whittling down an enemies int). Catapults can't really go with dodge, but they a) have secondary functions and b) are rather more so some teching particle has a long range damage mechanism vs low dodge ships rather than a missile counter.
 
After messing around with all-purpose ships, it's probably more efficient to have a dedicated cargo ship, as putting Cargo Bays on a warship makes everything more difficult.

Well a few cargo bays on your patrol vessels will not hurt much, and means you're not tied down to a sluggish hauler on some missions.

Arming a High-IS taxi ship is probably not the worst either.

Bugatti Mk I
13 x Manifold Drives (Ref)
8 x Deuterium Drives (Ref)
4 x Pulse Drive (Ref)
1 x Recyclers
1 x Hibernation Pod
1 x Cargo Bay
1 x Radiators
1 x Coilgun

With IS 5 and IP 7, it can make the first rank of the 'high IS' jumps, and it will get anywhere in a system very fast (and will often up/unload before anyone not already at the target can get there), and with dodge 4 avoidance 1 it'll flee before anything other than a full init'd out missile/catapult fleet can stop it (and even then they might miss and its gone). You can swap out the radiators for refined lubricants and bring it up to dodge 5, though that is literally on the bleeding edge of heat management.

For when you want to move high value packages around very fast (like diplomats to a peace conference, specialists to a disaster area/away from a warzone, an elite commando force, or those few bits of v to a fleet that's stranded somewhere and had their regular supply line disrupted).

You can do a burst drive version which essentially trades e cost for m cost, and -39 armour for -10 dodge and more HP, which is a metagame call as it will mean that anyone who catches the Bugatti will get one long range weapons round in at 100% to hit before it can peg it.
 
Also of interest:

SS Long Shot
1 x Twist Drive (Ref)
9 x Metal Capacitors (Ref)
1 x Light Sail (Ref)
5 x External Pods

Nice way to get a IS 45 capable ship (i.e. one that can do all of the high energy transitions).

Of course if you want to be a bit silly you can do this:

SS Experimental Burst Drive Assembly
45 x Burst Drive (Ref)
1 x Fission Rocket (Ref)
1 x External Pod

And get IS 45 for only 5 e (...and 46 minerals)!
 
I'm veeeeery interested in learning how Maneuvering Jets will help larger ships get off planet. Particularly since I'm considering teching Propulsion anyways (since I did that in the last game). And yes, the Maneuvering Jet lobby DID give me a six-figure check last year, what of it? :p

Possible minor bug: The size of external pods goes up when refined.

Also, some of the red-green panels that say whether you can build components seem to be malfunctioning on various non-standard tech-level arrangements.
 
DEVASTATOR

Interior lines general Particle defense fleet. Defense, firepower, and jamming oriented. T3, CON4, Advancer, Poor Safety:

---

Gravedigger class Support Frigate

1 Twist Drive
13 Metal Capacitors (Refined)
2 Pulse Drive
2 Computer Module
1 Scanners
16 Jammers (Refined)
1 Algorithmic Interlocks
15 Coilgun (Refined)
1 Lubricants
1 Autoloaders
1 Plasma Shield
26 Carbon Armor (Refined)
1 Heavy Cladding

Cost: 253e (114e) / 80m / 13v / 0a / 0t / 84s
Size: 77 / Mass: 77 / HP: 81 / Power: 44 / Heat: -5
IS: 5 / IP: 1 / Range: 0
Init: 3 / Dodge: -24 / Avoid: 15 / Armor: 62 / Shield: 17
Refine: 396e / 99s

Projectile Gun Total Damage: 30 (15 x 10D @A2/S0)
Extra Particle Ammo: 2

EW Attacks: YES
EW Score: 25
EW Vulnerability: 0
Jammer Init Debuff: 23C / 10L
Ship-to-Ship: 6

Notes: Immune to most non-Catapult Particle weapons. 0% hit chance by enemy FMs at long range through 9 Init, 1% hit chance through 10 Init.

---

Bonecrusher class Attack Frigate

1 Twist Drive
9 Metal Capacitors (Refined)
2 Pulse Drive
2 Computer Module
1 Scanners
1 Algorithmic Interlocks
1 Linear Catapult (Refined)
12 Coilgun (Refined)
1 Lubricants
1 Autoloaders
1 Barrel Casings
1 Plasma Shield
9 Titanium Armor
2 Carbon Armor (Refined)
1 Heavy Cladding

Cost: 285e (128e) / 91m / 14v / 0a / 0t / 92s
Size: 77 / Mass: 77 / HP: 81 / Power: 40 / Heat: -10
IS: 5 / IP: 1 / Range: 0
Init: 3 / Dodge: -18 / Avoid: 15 / Armor: 46 / Shield: 16
Refine: 448e / 112s

Projectile Gun Total Damage: 24 (12 x 12D @A2/S0)
Extra Particle Ammo: 3
Catapult Total Damage: 48 (1 x 48D @ A#/S0)

EW Attacks: NO
EW Score: 9
EW Vulnerability: 7
Ship-to-Ship: -10

Notes: Immune to most non-Catapult Particle weapons. 0% hit chance by enemy FMs at long range through 10 Init, 3% hit chance through 11 Init.

---
Code:
[b][u]REFINEMENT COSTS[/b][/u]

[b][u]NAME			IND	SCI[/b][/u]
Linear Catapult		300e	100s
Coilguns		300e	100s
Jammers			400e	200s
Carbon Armor		300e	100s
[I]Bonecrusher[/I]		448e	107s
	
[b]TOTAL:			1748e	607s[/b]
Code:
[b][u]Fleet DEVASTATOR[/b][/u]

[b][u]NAME		NUM	IND		SCI	MET		VOL[/b][/u]
[i]Gravedigger[/i]	1x	253e		84s	80m		13v
[i]Bonecrusher[/i]	4x	512e (128e)	92s	364m (91m)	56v (14v)	

[b]TOTAL:			765e		176s	444m		69v[/b]
Code:
[b][u]TOTAL RESOURCE INVESTMENT[/b][/u]

s: 783
e: 2513
m: 444
v: 69

Agg. Prod./Res.: 3026

t: 0
a: 0
Exceeds nomial APR by 0.867%.

DEVASTATOR eschews command options in favor of heavy jamming. At long-range and combined with its high Avoid values, this should be enough to shut down most possible Missile offensives. Particle is negligible unless similarly equipped and can be shrugged off with ease. Laser presents a threat but DEVASTATOR's high armor values, good single-shot firepower, and jamming should make long-range duels a fairly even fight short of large numbers of expendable, offensive-geared, glass cannon Laser ships fielding Shields. EW hazards are fairly low, although Bonecrusher is weakly vulnerable.

-

I'd like to make a note that twin-coupled, Barrel Casing using, refined Linear Catapults, although rather large, will one-shot almost any CON4 ship through any armor and light shields. Particle now officially owns.
 
HELLJAMMER

Dedicated Particle / Jammer planetary defense garrison. T3, CON4, Advancer, Poor Safety:

---

Enigma class Defense Installation

1 Planetside
13 Metal Capacitors (Refined)
1 Computer Module
1 Scanners
48 Jammers (Refined)
1 EW Broadcasters
17 Titanium Armor
64 Carbon Armor

Cost: 252e (72e) / 72m / 10v / 0a / 0t / 83s
Size: 99 / Mass: 99 / HP: 104 / Power: 5 / Heat: -10
IS: 0 / IP: 0 / Range: 0
Init: 3 / Dodge: -100 / Avoid: 0 / Armor: 113 / Shield: 0
Refine: 390e / 98s

EW Attacks: YES
EW Score: 59
EW Vulnerability: 0
Jammer Init Debuff: 52C / 20L

Notes: Screw your Initiative.

---

Hellbore class Defense Corvette

2 Metal Capacitors (Refined)
1 Deuterium Drive
6 Pulse Drive
1 Linear Catapult (Refined)
1 Barrel Casings
6 Carbon Armor

Cost: 142e (64e) / 24m / 15v / 0a / 0t / 53s
Size: 57 / Mass: 22 / HP: 41 / Power: 1 / Heat: -1
IS: 0 / IP: 7 / Range: 0
Init: 2 / Dodge: 6 / Avoid: 0 / Armor: 8 / Shield: 0
Refine: 213e / 53s

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.

---
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
[I]Hellbore[/I]		213e	53s
	
[b]TOTAL:			1212e	453s[/b]
Code:
[b][u]Fleet HELLJAMMER[/b][/u]

[b][u]NAME		NUM	IND		SCI	MET		VOL[/b][/u]
[i]Enigma[/i]		1x	252e		83s	72m		10v
[i]Hellbore[/i]	14x	896e (64e)	54s	336m (24m)	210v (15v)	

[b]TOTAL:			1148e		137s	408m		220v[/b]
Code:
[b][u]TOTAL RESOURCE INVESTMENT[/b][/u]

s: 590
e: 2360
m: 408
v: 220

Agg. Prod./Res.: 2988

t: 0
a: 0
You can stop the signal! HELLJAMMER can't go anywhere but it will make your opponents wish they hadn't come to meet it. The Enigma will put almost all enemy Initiatives down below zero. The Hellbores will then be able to shoot whatever the enemy has fielded at range and put massive holes in it with little to no risk to themselves under cover of the digital assault, with bad odds on it escaping or closing.

If you refine Enigma it should be possible to field one or two on every important planet you have along with a handful of Hellbores for pretty cheap, and dissuade anyone from coming to ruin your party.

---

Jammers seem to be far more powerful than Fleet Init boosters since the former don't cap and the latter do, while Computer Modules are expensive and hot; on the other hand they're far more expensive, take up more room, and are difficult to power, cool, and armor outside of defensive applications, and you pretty much need to refine them. So I think on the sum it balances out.

Also, putting together a Command Deck, Command Staff, a Computer, and Commlinks with no other components only gives a Fleet Init of +6. CC suggests this should still be +8 as it used to be; not sure what's happened. The stuff mentioned in the Change Log with regard to how it's calculated and the use of Elite Training?

P.S. Haha, Command stuff boosts Jamming even more. Hilarious.
 
Ship designs:

Code:
[b]Associated refinement costs[/b]

[b][u]NAME			IND	SCI[/b][/u]
Pellet Fusion C		300e	100s
Pulse Drive		400e	100s

[b]TOTAL:			700e	200s[/b]

Nearly all my ship designs are based around PFCs and Pulse Drives.

Spoiler Fighters :

Spoiler Mosquito :

Mosquito Fighter

5 Pulse Drives (refined)

2 Pellet Fusion Core (refined)

1 Computer Module

4 Coilgun (refined) (4-COUPLED)

________

41e (18e) / 22m / 10v / 0a / 0t / 20s

Size: 25 / Mass: 20 / HP: 24
IS: 0 / IP: 6

Surplus Power: 1 / Heat: 5

Int: 1 / Dodge: 6 / Avoid: 3 / Armour: -7 / Shield: 0

#Projectile Gun: 1 / Projectile Gun TD: 8

EW attacks: NO / EW score: 8 / EW vulnerability: 7
Boarding: NO / 0


Virtually weapon-less fighter. Designed to cheaply intercept while being very hard to hit from long-range. Formerly named "Hornet."

Code:
[b]Associated costs[/b]

[b][u]NAME		IND	SCI[/b][/u]
Coilgun		300e	100s
Mosquito ref	57e	14s
Mosquito		20s

[b]TOTAL:		357e	134s[/b]

________________________________

Spoiler Hornet :

Hornet Fighter

5 Pulse Drives (refined)
2 Deuterium Drives

2 Pellet Fusion Core (refined)

4 Ion Cannons (refined) (4-COUPLED)

________

66e (30e) / 20m / 27v / 0a / 0t / 29s

Size: 38 / Mass: 24 / HP: 32
IS: 0 / IP: 6

Surplus Power: 0 / Heat: 6

Int: 0 / Dodge: 6 / Avoid: 0 / Armour: -9 / Shield: 0

#Particle Cannon: 1 / Particle Cannon TD: 32

EW attacks: NO / EW score: 7 / EW vulnerability: 8
Boarding: NO / -4


Short-range particle (Ion Cannon) fighter. Enough fire-power to 1-hit other fighters if in luck.

Code:
[b]Associated costs[/b]

[b][u]NAME		IND	SCI[/b][/u]
Ion Cannon	300e	100s
Hornet ref	94e	24s
Hornet			29s

[b]TOTAL:		394e	153s[/b]

________________________________

Spoiler Bumblebee :

Bumblebee Fighter

4 Pulse Drives (refined)

1 Pellet Fusion Core (refined)

1 Fusion Buster

________

34e (15e) / 11m / 10v / 0a / 0t / 17s

Size: 17 / Mass: 16 / HP: 17
IS: 0 / IP: 6

Surplus Power: 0 / Heat: 1

Int: 0 / Dodge: 6 / Avoid: 0 / Armour: -3 / Shield: 0

#Total Missiles: 1 / Missile TD: 24

EW attacks: NO / EW score: 7 / EW vulnerability: 6
Boarding: NO / 0


Short-range and long-range missile (Fusion Buster) fighter. Can be built in standard gravity. Enough firepower to 1-hit small fighters if lucky.

Code:
[b]Associated costs[/b]

[b][u]NAME		IND	SCI[/b][/u]
Bumblebee ref	46e	12s
Bumblebee		17s

[b]TOTAL:		46e	29s[/b]

________________________________

Spoiler Wasp :

Wasp Fighter

8 Pulse Drives (refined)

5 Pellet Fusion Core (refined)

2 Radiators

1 Microwave Laser

________

54e (24e) / 34m / 17v / 0a / 0t / 24s

Size: 51 / Mass: 31 / HP: 43
IS: 0 / IP: 6

Surplus Power: 22 / Heat: 6

Int: 0 / Dodge: 6 / Avoid: 0 / Armour: -18 / Shield: 0

#EM: 1 / EM TD: 14

EW attacks: NO / EW score: 7 / EW vulnerability: 7
Boarding: NO / -6


Short-range EM (Microwave Laser) fighter. Designed because short-range EM has a very good chance of hitting.

Code:
[b]Associated costs[/b]

[b][u]NAME		IND	SCI[/b][/u]
Wasp ref	73e	18s
Wasp			24s

[b]TOTAL:		73e	42s[/b]

________________________________

Spoiler Chalcid :

Chalcid Infiltration Raft

1 Pulse Drive (refined)

1 Pellet Fusion Core (refined)

6 EW Broadcasters (refined)

________

47e (21e) / 5m / 2v / 0a / 0t / 22s

Size: 7 / Mass: 4 / HP: 6
IS: 0 / IP: 6

Surplus Power: 0 / Heat: 8

Int: 0 / Dodge: 6 / Avoid: 0 / Armour: -8 / Shield: 0

EW Attacks: YES / Number: 6 / EW Score: 31 / EW Vulnerability: 4
Boarding: NO / 3


EW raft. Can be built on any surface.

Code:
[b]Associated costs[/b]

[b][u]NAME		IND	SCI[/b][/u]
EW Broadcaster	300e	300s
Chalcid ref	65e	16s
Chalcid			22s

[b]TOTAL:		365e	338s[/b]

________________________________

Spoiler Phorid :

Phorid Boarding Raft

6 Pulse Drive (refined)

2 Pellet Fusion Core (refined)

1 Jammer (refined)

1 Intrusion Unit
4 Space Marines

________

87e (39e) / 19m / 14v / 0a / 0t / 36s

Size: 30 / Mass: 24 / HP: 28
IS: 0 / IP: 6

Surplus Power: 0 / Heat: 7

Int: 0 / Dodge: 6 / Avoid: 0 / Armour: -10 / Shield: 0

EW Attacks: NO / EW Score: 8 / EW Vulnerability: 5
Jammer int debuff: 1 / 1
Boarding: YES / 35


Boarding raft.

Code:
[b]Associated costs[/b]

[b][u]NAME		IND	SCI[/b][/u]
Phorid ref	121e	30s
Phorid			36s

[b]TOTAL:		121e	66s[/b]

________________________________

Spoiler Falcon :

Falcon Support Fighter

1 Burst Drive
7 Pulse Drive (refined)

3 Pellet Fusion Core (refined)

2 Computer Module
1 Scanners
2 Jammers

________

56e (25e) / 26m / 15v / 0a / 0t / 25s

Size: 38 / Mass: 28 / HP: 34
IS: 0 / IP: 6

Surplus Power: 1 / Heat: 10

Int: 3 / Dodge: 6 / Avoid: 0 / Armour: -13 / Shield: 0

EW Attacks: NO / EW Score: 12 / EW Vulnerability: 11
Jammer int debuff: 4 / 3
Boarding: NO / -1


Jammer fighter. Extra 3 init makes it extra hard to hit, but it's cheap enough that several can be thrown into a battle. Pushing long-range int debuff to 4 takes a lot of money, even with DHe Cores. If 3 isn't enough debuff, the Hawk still remains as a suicide ship option.

Code:
[b]Associated costs[/b]

[b][u]NAME		IND	SCI[/b][/u]
Falcon ref	77e	19s
Falcon			25s

[b]TOTAL:		77e	44s[/b]

Spoiler Sniper Units :

Spoiler Mongoose :

Mongoose Sniper Unit

2 Deuterium Drives

5 Pellet Fusion Cores (refined)

1 Ice Sinks
7 Radiators

2 Microwave Beamers (refined)

________

70e (42e) / 42m / 16v / 0a / 0t / 30s

Size: 83 / Mass: 49 / HP: 68
IS: 0 / IP: 1

Surplus Power: 38 / Heat: 8

Int: 0 / Dodge: -18 / Avoid: 0 / Armour: -52 / Shield: 0

#EM: 2 / EM Total Damage: 218

EW Attacks: NO / EW Score: 7 / EW Vulnerability: 11
Boarding: NO / -13


Long-range EM Sniper. Can eliminate 2 ships with armor under 5, or 1 with armor under 10.

Code:
[b]Associated costs[/b]

[b][u]NAME			IND	SCI[/b][/u]
Microwave Beamer	300e	100s
Mongoose ref		99e	25s
Mongoose			30s

[b]TOTAL:			399e	155s[/b]

________________________________

Spoiler Honey Badger :

Honey Badger Sniper Unit

1 Deuterium Drive

2 Pellet Fusion Cores (refined)

3 Linear Catapult (refined) (3-COUPLED)

1 Barrel Casings

________

60e (27e) / 23m / 2v / 0a / 0t / 26s

Size: 74 / Mass: 17 / HP: 46
IS: 0 / IP: 1

Surplus Power: 1 / Heat: -10

Int: 0 / Dodge: -14 / Avoid: 0 / Armour: 7 / Shield: 0

#Catapult: 1 / Catapult Total Damage: 144

EW Attacks: NO / EW Score: 7 / EW Vulnerability: 10
Boarding: NO / -11


Long-range particle (catapult) sniper. Can take out a ship through 120 shields. Scary.

Code:
[b]Associated costs[/b]

[b][u]NAME			IND	SCI[/b][/u]
Linear Catapult		700e	200s
Hornet ref		81e	20s
Hornet				26s

[b]TOTAL:			781e	246s[/b]

Spoiler Support :

Spoiler Hawk :

Hawk Support Frigate

3 Pulse Drives (refined)

6 Pellet Fusion Cores (refined)

2 Computer Module
1 Scanners
19 Jammers (refined)

5 Radiators

________

100e (45e) / 42m / 8v / 0a / 0t / 40s

Size: 61 / Mass: 47 / HP: 56
IS: 0 / IP: 1

Surplus Power: 1 / Heat: 6

Int: 3 / Dodge: -19 / Avoid: 0 / Armour: -31 / Shield: 0

EW attacks: NO / EW score: 29 / EW vulnerability: 0
Jammer int debuff: 26 / 11
Boarding: NO / 12


Suicide jammer ship. Meant to be coupled with a couple of snipers and take out key ships in a hit-and-die. Price will drop drastically in the next version when jammers are nerfed, but right now it might be needed against heavy-jamming fleets.

Code:
[b]Associated costs[/b]

[b][u]NAME		IND	SCI[/b][/u]
Jammer		400e	200s
Hawk			40s

[b]TOTAL:		400e	240s[/b]

________________________________

Spoiler Kangaroo :

Kangaroo Class Transport

1 Twist Drive
2 Pulse Drive (refined)

6 Pellet Fusion Cores (refined)

29 External Hangars
3 External Pods

________

109e (49e) / 70m / 12v / 0a / 0t / 43s

Size: 160 / Mass: 84 / HP: 126
IS: 1 / IP: 1

Surplus Power: 14 / Heat: -7

Int: 0 / Dodge: -52 / Avoid: 0 / Armour: -100 / Shield: 0

Total Size Carriable: 842
Cargo Space: 12

EW attacks: NO / EW score: 5 / EW vulnerability: 15
Boarding: NO / -94


You fill it up, send it to another system, unload your fleet on the edge of the system, then hide it behind a plutoid. If it dies, you send another to pick up the victors and loot.

Code:
[b]Associated costs[/b]

[b][u]NAME		IND	SCI[/b][/u]
Kangaroo ref	160e	40s
Kangaroo		43s

[b]TOTAL:		160e	83s[/b]

Spoiler Fun designs :

Spoiler Mushroom :

Mushroom Orbital Defense Installation

Stationary Orbiter

84 Metal Capacitors (refined)

1 Command Deck
1 Command Staff
1 Computer Module
1 Commlinks
1 Scanner
60 Jammers (refined)
Algorithmic Interlocker I

10 Space Marines
1 Grapples
1 Jetpacks

11 Kinetic Lances

28 Coilguns (refined) (2X 8-COUPLED, 2X 4-COUPLED, 2X 2-COUPLED)
1 Lubricant
1 Autoloader

5 Plasma Shield

15 Titanium Armour
57 Carbon Armour
1 Heavy Cladding

________

691e (311e) / 404m / 133v / 0a / 4t / 190s

Size: 260 / Mass: 339 / HP: 316
IS: 0 / IP: 0

Surplus Power: 491 / Heat: -10

Int: 1 / Dodge: -100 / Avoid: 25 / Armour: 132 / Shield: 349

#Projectile Gun: 9 / Projectile Gun TD: 56 / Extra Ammo: 2

#Total Missiles: 11 / Missile TD: 66

EW attacks: YES / EW score: 66 / EW vulnerability: 0
Int bonus to fleet: 0
Jammer int debuff: 72 / 27
Boarding: NO / 173


Defense satellite. Invulnerable to Const 4. Pure overkill, and it's not even hit the limit
 
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.
 
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.

Welp, that's right. You don't even need 11; a couple of ships with 3 coupled linear catapults are enough, and only cost 260e total. I need to stack more overkill on there I guess.

Meh, it's not hard to make a small fighter with 2 Shield. But I never really meant for those coilguns to come in use: I only got them for the avoid bonus, which is higher than what pebble nets would give.

And the Kinetic Lances will hit because of the -int from jamming. They're only meant to kill one target, because an invulnerable satellite can take its time and take out one target at a time. Now that it's obviously not invulnerable though, that doesn't really apply.

Edit: Fixed. Throw ~80e more at it, and I'm fairly sure no Constr 4 particle ship can kill it. e2: And edited in.
 
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