LRSF-1 Orion is the Vanu Sovereignty Frigate for secret services, interception and surgical strikes. It's designed to pack a cancerous amount of damages for its size and be a threat for larger ships if they don't have adequate tools to deal with it. By itself it can assassinate a regular same size ship very fast, even with numerous opponents or heavier ships against it, and disengage. It can also flank to support allied bigger ships. Either drawing attention and fire output away from the ally, either punishing the opponent with devastating dumbfire missiles strikes if left ignored. Faster than light, it uses instant travel beams to damage the target while dodging at high speed. Some says a Squadron of these with a clever leader can sow misery and terror in a whole empire, while avoiding regular combat and heavy countermeasures. Its only downside compared to regular frigates is its cost in ressources and technology for production. It lacks stop-defensive system and landing gears for engagement in gravity but can still handle itself in it due to high TmR. The ship can be operated with a single pilot, but can host up to three men for longer engagements.
The acronym means "Long Range Strike Frigate".
Defense:
Despite being only 4.3k mass, Orion is a very large and tanky frigate. Thanks to the last gen of ablative armor engineers developed, the right amount of protection comes at a cheaper mass cost which allowed for over-sized shields generators to be mounted in it. The frigate has PT, EMP and ION defensive effects for best versatility when tanking damages. Shields have an improved resilience to ION damages.
It features 11 missiles point defense with very high coverage to protect self and others against most missiles volleys without stressing the defenses. Due to very bad prioritizing, they still can be jammed by too much decoys, but Orion itself don't fear missiles much due to ablative armor soaking blast damages like a charm. It also can outrun all but the faster guided missiles (missile/beam or missile/missile when using no block or just a few in secondary)
Mobility:
With over 2.5 TmR, full overdrive defensive effect and a Jump Drive reactor featuring 20 JD computers and a crazy fast clock, Orion can reach any place in the galaxy within five minutes, making it excellent at chasing targets or disengage at will (or taking vacations at the other side of the universe). Due to low JD groups size, it's extremely vulnerable to inhibitors, though.
(The JD reactor has been retro-engineered from this Copy Pastable Logic Jump Drive It's a bit bigger in block count with less JD computers, but feature the same clock than this version Chaindrive XL The author is credited in the "built-in manual" computer)
Utility:
Informative HUD LEDs to keep track of shields and JD reactor status in combat.
To avoid loosing targets because of opponents JDs, Orion features a crazy docked Jump Inhibitor. It's impossible to jump when you're using it but it will drain even ridiculously large Jump Drives (ennemies and allies alike). Due to game not being able to track individual JI computer status, the logic button is unable to shut them all down or turn them all up at once if they end desynchronized. Unloading the ship by restarting client will solve the trouble by reseting them to OFF state.
Everything else you need to know to use the ship is explained inside in the "built-in manual" computer. New pilots should read it all to make sure they use every asset to their advantage.
(The JI reactor has been retro-engineered from this Logic Jump Inhibitor and made much smaller by using my own powergrid and capacity. The author is credited in the "built-in manual" computer)
Offense:
Orion has over 100k DPS
Turrets will only shoot at selected targets, making it easy to focus DPS output on one target, or switching target.
Main Turret (MT):
Omni-directionnal AP beam turret.
34 x 30/25/3 - beam/can/exp
10 x 6/5/6 - beam/can/ovd
70k DPS
Site Turrets (STs):
Large coverage Shields Buster turrets.
1 x 150/150/150 - beam/can/ion per turret
1 x 20/20/20 - beam/can/punch-through per turret
20k DPS on shields (both turrets)
If the target has an ablative hull like us, ion beam will hit an unshielded block when they drop below 25%, and deal zero damages. That's why there is a PT effect beam. Sometimes the PT tick hits before the ION one, and destroy the few ablative hull blocks in the way, allowing ION beam to deal damage to the entity underneath. That's unreliable but that's better than no damage at all on advanced defenses.
Demolition missiles:
Pilot-aimed dumbfire missiles. Very difficult to hit with. Require a big, slow or damaged target. Can remove large chunks of systems quickly but ineffective against armor.
21k DPS
Dimensions:
Lenght 128m (with MT) Width: 71m Height: 32m
IMG album:
Please notice me if anything's wrong with the dowloaded file. Do not hesitate to tell your opinion on the ship, even if you find something dumb.
The acronym means "Long Range Strike Frigate".
Defense:
Despite being only 4.3k mass, Orion is a very large and tanky frigate. Thanks to the last gen of ablative armor engineers developed, the right amount of protection comes at a cheaper mass cost which allowed for over-sized shields generators to be mounted in it. The frigate has PT, EMP and ION defensive effects for best versatility when tanking damages. Shields have an improved resilience to ION damages.
It features 11 missiles point defense with very high coverage to protect self and others against most missiles volleys without stressing the defenses. Due to very bad prioritizing, they still can be jammed by too much decoys, but Orion itself don't fear missiles much due to ablative armor soaking blast damages like a charm. It also can outrun all but the faster guided missiles (missile/beam or missile/missile when using no block or just a few in secondary)
Mobility:
With over 2.5 TmR, full overdrive defensive effect and a Jump Drive reactor featuring 20 JD computers and a crazy fast clock, Orion can reach any place in the galaxy within five minutes, making it excellent at chasing targets or disengage at will (or taking vacations at the other side of the universe). Due to low JD groups size, it's extremely vulnerable to inhibitors, though.
(The JD reactor has been retro-engineered from this Copy Pastable Logic Jump Drive It's a bit bigger in block count with less JD computers, but feature the same clock than this version Chaindrive XL The author is credited in the "built-in manual" computer)
Utility:
Informative HUD LEDs to keep track of shields and JD reactor status in combat.
To avoid loosing targets because of opponents JDs, Orion features a crazy docked Jump Inhibitor. It's impossible to jump when you're using it but it will drain even ridiculously large Jump Drives (ennemies and allies alike). Due to game not being able to track individual JI computer status, the logic button is unable to shut them all down or turn them all up at once if they end desynchronized. Unloading the ship by restarting client will solve the trouble by reseting them to OFF state.
Everything else you need to know to use the ship is explained inside in the "built-in manual" computer. New pilots should read it all to make sure they use every asset to their advantage.
(The JI reactor has been retro-engineered from this Logic Jump Inhibitor and made much smaller by using my own powergrid and capacity. The author is credited in the "built-in manual" computer)
Offense:
Orion has over 100k DPS
Turrets will only shoot at selected targets, making it easy to focus DPS output on one target, or switching target.
Main Turret (MT):
Omni-directionnal AP beam turret.
34 x 30/25/3 - beam/can/exp
10 x 6/5/6 - beam/can/ovd
70k DPS
Site Turrets (STs):
Large coverage Shields Buster turrets.
1 x 150/150/150 - beam/can/ion per turret
1 x 20/20/20 - beam/can/punch-through per turret
20k DPS on shields (both turrets)
If the target has an ablative hull like us, ion beam will hit an unshielded block when they drop below 25%, and deal zero damages. That's why there is a PT effect beam. Sometimes the PT tick hits before the ION one, and destroy the few ablative hull blocks in the way, allowing ION beam to deal damage to the entity underneath. That's unreliable but that's better than no damage at all on advanced defenses.
Demolition missiles:
Pilot-aimed dumbfire missiles. Very difficult to hit with. Require a big, slow or damaged target. Can remove large chunks of systems quickly but ineffective against armor.
21k DPS
Dimensions:
Lenght 128m (with MT) Width: 71m Height: 32m
IMG album:
Please notice me if anything's wrong with the dowloaded file. Do not hesitate to tell your opinion on the ship, even if you find something dumb.