Difference between revisions of "Nemesis"

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[[Image:Orz_Nemesis_Icon.png|right]]
 
Underestimating the [[Orz]] [[Nemesis]] would likely be the last mistake anyone can ever make. Like its name suggests, this ship is a goddess of revenge, coming to inflict pain and vengeance on the galaxy.  Never, under any circumstances, chase after the Nemesis!
 
  
==Navigation==
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[[Image:Notext_VR_nemesis.png‎|thumb|306px|Fan-made image by VileRancour.]]
The Nemesis is fairly quick, has a fair turn-rate and good acceleration.  Its relatively large footprint makes dodging incoming fire difficult, although not impossible.
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Underestimating the [[Orz]] '''Nemesis''' would likely be the last mistake any captain makes. As its name suggests, this ship is a goddess of revenge, coming to inflict pain and vengeance on the galaxy.  Never, under any circumstances, chase after the Nemesis!
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==Propulsion==
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The Nemesis is fairly quick, has a fair turn-rate and good acceleration.  Its relatively large outline makes dodging incoming fire difficult, although not impossible.
  
 
==Armament==
 
==Armament==
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===Secondary===
 
===Secondary===
Orz crew, encased in robotic, armored exo-skeleton, can exit the ship from the aft portholes — launched by holding the secondary button while pressing the fire button — and enter an enemy ship by burning a hole in its hull. These Orz Marines then start roaming the enemy ship’s corridors, killing any enemy crewmember they encounter. However, there is also a small risk that an Orz Marine itself will fall victim to the enemy crew and be killed. Especially useful in large groups, the Marines can blast a ship entirely by themselves. Any Marine aboard an enemy ship when it explodes will jet back out into space and set a return course for the Nemesis. The Marines are also very adept at using a [[Leyland Gravity Whip]] to speed them towards their target, a tactic for which they have been specially trained.
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Orz crew, encased in robotic, armored exo-skeleton, can exit the ship from the aft portholes — launched by holding the secondary button while pressing the fire button — and enter an enemy ship by burning a hole in its hull. These Orz Marines then start roaming the enemy ship’s corridors, killing any enemy crewmember they encounter. However, there is also a small risk that an Orz Marine itself will fall victim to the enemy crew and be killed. Especially useful in large groups, the Marines can blast a ship entirely by themselves. Any Marine aboard an enemy ship when it explodes will jet back out into space and set a return course for the Nemesis. The Marines are also very adept at using a [[Leyland Gravity Whip]] to speed them towards their target, a tactic for which they have been specially trained. Each Marine is heavily armored and can take three damage before dying. Strangely unlike the interceptors launched by [[Dreadnought]] the Marines don't seem to run out of life support resources or fuel and will not stop their pursuit unless the enemy ship is destroyed or they lost it due to the [[Avenger#Secondary|cloaking device]].
 
 
When the Marine boards an enemy ship, it instantly kills one crew member. Afterward, for every marine aboard an enemy ship, every half second, a random decision is made. Half of the time, an enemy crew member will be killed and the Marine survives, 7 out of 16 times, the Marine survives without inflicting any damage, and 1 out of 16 times the marine dies without doing any further damage. On average, a Marine can kill nine crew members before dying.
 
 
 
== Tactical Overview ==
 
A very effective ship that rarely fails, although prolonged combat against multiple opponents can take a heavy toll.
 
 
 
===Strong Against===
 
[[Chmmr]] [[Avatar]]: Showing it your aft and blasting it with the howitzer is a sound strategy, as the Nemesis can break through the tractor beam and as soon as the ZapSats are down, the Avatar is marine-meat.
 
 
 
[[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]] and to some degree [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]] are both in danger. The [[Chenjesu]] [[Broodhome]] can continuously fire short spreads to try to kill the marines on approach, but its helpless against Nemesis` turret. [[VUX]] [[Intruder]] and the [[Mycon]] [[Podship]] are easy prey.
 
 
 
===Tenuous Against===
 
[[Ilwrath]] [[Avenger]]: The cloak allows it to hide from the space marines, making it immune to space marine attacks while cloaked.  However, due to the Avenger's slow speed, turning, and short firing range, the Orz Nemesis can fire at various places through trial-and-error using its rotating cannon to fire from behind, damaging the Avenger bit-by-bit.
 
 
 
[[Utwig]] [[Jugger]]: The marines bounce off the shields but no energy is fed to their batteries by the impact, so they can be used to take down the Jugger's shields. However, if the Jugger can shoot down the Marines with its dense-firing quad-gun and get close to the Nemesis its usual frontal-assault tactics may win the day.
 
 
 
[[Shofixti]] [[Scout]]: A very hot Scout pilot can evade the marines long enough to use a wrap-around slingshot maneuver to catch the Nemesis unaware, but if not the Orz is likely to be the victor.
 
  
===Weak Against===
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==Tactical Overview==
[[Androsynth]] [[Guardian]]: The Blazer form destroys marines on impact, and the bubbles provide an excellent defensive screen. Also, the Nemesis’s aft section appears to have been designed exactly to be wedged by a blazer.
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A very effective ship that rarely fails, although prolonged combat against multiple opponents can take a heavy toll. This ship is (ironically) especially vulnerable to the Androsynth Guardian.
  
The [[Pkunk]] [[Fury]], [[Slylandro]] [[Probe]] and [[Arilou]] [[Skiff]] can effortlessly pull out of marine’s grasp and use hit-n-run attacks to whack the unready Nemesis. So long as they manage to evade the marines, the [[X-form]] and the [[Spathi]] [[Eluder]] can pose a pain in the butt to any Nemesis captain. The [[Thraddash]] [[Torch]], with its Afterburner, makes short work of the Nemesis as well, being able to outrun the Marines with ease, while simultaneously roasting any that get in the way.
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==Minutiae==
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*Marines kill one enemy crew automatically upon boarding an opposing ship.
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*While marines are on board an opposing ship, a virtual die roll is made every half second for each marine. The possible outcomes of this die roll are: 50% chance one enemy crew dies, 43.75% chance nothing happens, 6.25% chance a marine dies.
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*A single marine will score 9 kills (including the freebie) on average before dying, though results vary tremendously.
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*A maximum of eight Marines can be present on the battlefield at any given time.  
  
 
{{ShipBox|image=Nemesis_icon.png|link=nemesis|race=[[Orz]]|crew=16|value=23|batt=20|regen=0.142|primary=Howitzer|prim-cost=6|prim-rate=5|secondary=Space Marine|sec-cost=0|sec-rate=12|speed=35|turn=0.5|accel=5|mass=4}}
 
{{ShipBox|image=Nemesis_icon.png|link=nemesis|race=[[Orz]]|crew=16|value=23|batt=20|regen=0.142|primary=Howitzer|prim-cost=6|prim-rate=5|secondary=Space Marine|sec-cost=0|sec-rate=12|speed=35|turn=0.5|accel=5|mass=4}}

Latest revision as of 01:28, 5 May 2020


Fan-made image by VileRancour.

Underestimating the Orz Nemesis would likely be the last mistake any captain makes. As its name suggests, this ship is a goddess of revenge, coming to inflict pain and vengeance on the galaxy. Never, under any circumstances, chase after the Nemesis!

Propulsion[edit]

The Nemesis is fairly quick, has a fair turn-rate and good acceleration. Its relatively large outline makes dodging incoming fire difficult, although not impossible.

Armament[edit]

Primary[edit]

The Nemesis is armed with a moderately powerful howitzer cannon which is remarkable in that it can be rotated to different firing positions during combat by holding the secondary weapon button while using the turning controls. The rotational turret allows usage as a strafing weapon or as a backwards utilized attacker-repellent. The energy costs of this weapon are rather large, however, and it can only fire volleys of two or three shots at a time. Each hit from the howitzer kills three crew members.

Secondary[edit]

Orz crew, encased in robotic, armored exo-skeleton, can exit the ship from the aft portholes — launched by holding the secondary button while pressing the fire button — and enter an enemy ship by burning a hole in its hull. These Orz Marines then start roaming the enemy ship’s corridors, killing any enemy crewmember they encounter. However, there is also a small risk that an Orz Marine itself will fall victim to the enemy crew and be killed. Especially useful in large groups, the Marines can blast a ship entirely by themselves. Any Marine aboard an enemy ship when it explodes will jet back out into space and set a return course for the Nemesis. The Marines are also very adept at using a Leyland Gravity Whip to speed them towards their target, a tactic for which they have been specially trained. Each Marine is heavily armored and can take three damage before dying. Strangely unlike the interceptors launched by Dreadnought the Marines don't seem to run out of life support resources or fuel and will not stop their pursuit unless the enemy ship is destroyed or they lost it due to the cloaking device.

Tactical Overview[edit]

A very effective ship that rarely fails, although prolonged combat against multiple opponents can take a heavy toll. This ship is (ironically) especially vulnerable to the Androsynth Guardian.

Minutiae[edit]

  • Marines kill one enemy crew automatically upon boarding an opposing ship.
  • While marines are on board an opposing ship, a virtual die roll is made every half second for each marine. The possible outcomes of this die roll are: 50% chance one enemy crew dies, 43.75% chance nothing happens, 6.25% chance a marine dies.
  • A single marine will score 9 kills (including the freebie) on average before dying, though results vary tremendously.
  • A maximum of eight Marines can be present on the battlefield at any given time.
Nemesis icon.png
3DO Orz Nemesis
Basic stats
Crew: 16 Value: 23 pts
Battery: 20 Batt. Regeneration: 0.142 units/frame
Armament
Primary: Howitzer Secondary: Space Marine
Refire delay: 5 frames Refire delay: 12 frames
Energy use: 6 units Energy use: 0 units
Propulsion
Max speed: 35 world units/frame Turn rate: 0.5 facings/frame
Acceleration: 5 units/frame Mass: 4