Difference between revisions of "Intruder"

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(Removing mention of ship-to-ship specific tactics and adding some useful advice.)
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The Intruder is a painfully slow ship with a low turning rate.  But it is rather massive, and is greatly accelerated by a [[gravity whip]] maneuver.
 
The Intruder is a painfully slow ship with a low turning rate.  But it is rather massive, and is greatly accelerated by a [[gravity whip]] maneuver.
  
The Intruder has the unique navigational ability to appear fairly close to an enemy ship when entering [[TrueSpace]] for combat.  With luck, an Intruder can inflict serious damage on the other ship before it manages to get away.
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The Intruder has the unique navigational ability of being able to warp in close to an enemy ship when entering [[TrueSpace]] for combat.  With luck, an Intruder can inflict serious damage on the other ship before it manages to get away.
  
 
==Armament==
 
==Armament==
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==Tactical Overview==
 
==Tactical Overview==
A popular (and effective) tactic with the Intruder is to assume a standoff position and coat the enemy ship with so many limpets that it is effectively immobile, then close in from behind and finish them off.  A well-timed gravity whip can assist in this strategy greatly.
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A popular tactic with the Intruder is to assume a standoff position and coat the enemy ship with so many limpets that it is effectively immobile, then close in from behind and finish them off.  A well-timed gravity whip can assist in this strategy greatly.
  
Ships with powerful long-range weapons, especially homing ones such as those possessed by the Human [[Cruiser]] (Note, however, that the Gigawatt Laser can easily shoot down incoming missles) or Mycon [[Podship]], are the bane of the Intruder. Once they achieve range, they can pummel the Intruder with impunity.  An Intruder must either quickly close with such vessels and burn them down, or cripple them with limpets.
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The Intruder's characteristic arrival close to its opponent can best be taken advantage of against stationary targets. An opposing craft that is already in motion as the Intruder appears will almost always escape before the Intruder can take advantage of the situation. This ability is most devastating during the first bout of a battle because both opposing ships enter the arena simultaneously and begin combat at a complete stop.
  
The [[Supox]] [[Blade]] can destroy an Intruder and remain intact due to its strafing capability.
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Ships with powerful long-range weapons--particularly homing weapons--are the bane of the Intruder.  Once they achieve range, they can pummel the Intruder with impunity.  An Intruder must either quickly close with such vessels and burn them down, or cripple them with limpets.
  
 
{{ShipBox|image=Intruder_icon.png|link=intruder|race=[[VUX]]|crew=20|value=12|batt=40|regen=0.111|primary=Gigawatt Laser|prim-cost=1|prim-rate=0|secondary=Limpets|sec-cost=2|sec-rate=7|speed=21|turn=0.142|accel=1.4|mass=6}}
 
{{ShipBox|image=Intruder_icon.png|link=intruder|race=[[VUX]]|crew=20|value=12|batt=40|regen=0.111|primary=Gigawatt Laser|prim-cost=1|prim-rate=0|secondary=Limpets|sec-cost=2|sec-rate=7|speed=21|turn=0.142|accel=1.4|mass=6}}

Revision as of 01:59, 18 February 2009

Starship Databank Entry

The VUX Intruder is both incredibly slow and hard to turn, but it compensates for this by utilizing limpet parasites to slow down enemy vessels.

Navigation

The Intruder is a painfully slow ship with a low turning rate. But it is rather massive, and is greatly accelerated by a gravity whip maneuver.

The Intruder has the unique navigational ability of being able to warp in close to an enemy ship when entering TrueSpace for combat. With luck, an Intruder can inflict serious damage on the other ship before it manages to get away.

Armament

Primary

Intruders are armed with a powerful gigawatt laser that can slice through any ship in a matter of seconds. Its modest range and rapid energy consumption demand a certain amount of skill in order for it to be used effectively, however.

Secondary

An additional Intruder offensive weapon is the "limpet", which launches inside a protective cocoon which automatically targets enemy vessels. Upon nearing a target, the cocoon cracks, releasing the limpet to clamp down upon the enemy vessel's hull. While no crew are harmed when a limpet attaches, the combination of inflicted damage and added mass decreases a starship's maneuverability. Only after battle can a damaged ship remove the offending limpets.

Tactical Overview

A popular tactic with the Intruder is to assume a standoff position and coat the enemy ship with so many limpets that it is effectively immobile, then close in from behind and finish them off. A well-timed gravity whip can assist in this strategy greatly.

The Intruder's characteristic arrival close to its opponent can best be taken advantage of against stationary targets. An opposing craft that is already in motion as the Intruder appears will almost always escape before the Intruder can take advantage of the situation. This ability is most devastating during the first bout of a battle because both opposing ships enter the arena simultaneously and begin combat at a complete stop.

Ships with powerful long-range weapons--particularly homing weapons--are the bane of the Intruder. Once they achieve range, they can pummel the Intruder with impunity. An Intruder must either quickly close with such vessels and burn them down, or cripple them with limpets.

Intruder icon.png
3DO VUX Intruder
Basic stats
Crew: 20 Value: 12 pts
Battery: 40 Batt. Regeneration: 0.111 units/frame
Armament
Primary: Gigawatt Laser Secondary: Limpets
Refire delay: 0 frames Refire delay: 7 frames
Energy use: 1 units Energy use: 2 units
Propulsion
Max speed: 21 world units/frame Turn rate: 0.142 facings/frame
Acceleration: 1.4 units/frame Mass: 6