Trader

From Ultronomicon
Revision as of 03:11, 19 August 2005 by Svdb (talk | contribs) (→‎Primary: the game and manual say nothing about photons (nor "fearton" whatever that is))
Jump to navigation Jump to search
Melnorme Trader Icon.png

The Melnorme Trader is a large ship with a moderate turning rate and average speed. Mostly designed for long range travel and storage to support the Melnorme trade system, the Trader is not a ship of war. Given that, it is still quite capable of defending itself.

Navigation

As stated previously, the Trader is not a very agile craft, but neither is it ponderously slow. Combined with its various weapon systems, the Trader's maneuverability becomes more than sufficient.

Armament

Primary

The primary weapon mounted on a Trader is a chargable torpedo launcher. The Melnorme Captain can prepare the torpedo without releasing it. Doing so moves the weapon through several distinct (and colorful) stages. When it is finally released the torpedo travels extremely fast, and will do considerably more damage the longer it has been charging. It has a very long range, and t full power it can do as much damage as a Shofixti glory device at point-blank range. It is also able to absorb a Dreadnought's fusion blast.

The Torpedo can also be used to absorb enemy fire or make attacks without releasing it. Used in this fashion it acts somewhat like a high-tech battering ram.

Secondary

The ship's secondary weapon is a Confusion Ray that disrupts the enemy ship's control systems. A stunned enemy cannot activate their secondary weapon systems or control their attitude jets, but they are able to operate their primary weapon and thrusters normally. An enemy under the effect of the Confusion Ray will spin helpessly, and become easy prey for the Trader. If this weapon is employed near the planet, then its effects can be quite perilous.

Tactical Overview

While charging a Fearton Torpedo, all energy generation systems are diverted into the the containment field. This means that Trader pilots should watch their fuel gauges closely, and not begin charging a Fearton until they have enough energy left over for a Confusion Ray, or successive non-charged shots.