Scoundrel Stealth Ship

    Scoundrel Stealth Ship 9.0




    Sleek armed perma-cloaker

    990 000 e/sec, 660 000 power, 1.5 thrust-to-mass armed perma-cloaker/ jammer. 6280 shield, hauls and cloaks two AMS turrets, a little fold-wing shuttle with about 30 seconds of cloak and one of two weapon modules.
    The cannon or missile module is docked in the hollow front fuselage. It is fired wirelessly [REDACTED] You can blast away, carving the undesirable blocks from the [REDACTED] pirate of your choice and then salvage the overheating valuable bits [REDACTED]
    It produces just enough e/sec to continuously fire it's 30-output cannon array or one missile per second[REDACTED] The power shell is fairly efficient for it's shape using 3155 rechargers in 29 groups.
    The missile module sequentially dumbfires 32, 18k damage missile-50%beam missiles choked down to the 3x3 square around the main entities camera, with enough beam secondary to bring refire rate to 30 seconds so it can sustain continuous fire. It also has four 135k damage missile-pulse-explosive dumbfires to try and shoot through armor holes.
    The cannon module has 30, square-stacked 112 damage cannon-84%cannon machine guns fired by a fast rotator that fires most of them most of time it's supposed to (works flawlessly in single-player of course).
    Both Weapon modules have a light-duty logic-controlled salvage-cannon arrays as well. The salvagers output to storage containers that slide into the, uh, controls room when their weapon module docks (the different shading on the right storage array indicates it is a docked component).
    Yup, there's a decent control room, surrounded on all sides by standard armor or plex doors including sealing off the docked entity's storage array. Four one-unit jump drives are easily charged while cloaked. Tons of storage and a fully-enclosed hanger to boot, also a scanner and some medical supplies.

    I just put a temporary rail dock on the top of the ship and docked the missile module there for download.

    The rotator clocks will need to be bump-started when it loads (activate the non-active activation module adjacent to the rotator while it is turned on). Occasionally I have had unexplained trouble with the right flip-flop in the cannon module's rotator clock turning on - it shouldn't and the fire rate decreases as a result. If anyone sees why please tell.

    The modules dock is on the bottom of the ship exposed, removing the thruster modules just ahead of it gives access to the docked nodule's wireless modules for connection to the ship (I think the cannon module is front; salvage, rear; cannon and the missile module is front; salvage, next; quad-nuker, next; missiles @ 1/sec and then rear; rapid missiles - cannot support stealth for long firing rapid missiles). To remove a module there is a plexdoor right of the core that needs to be opened and a camera and motherboard wedge removed from the very front. Then you just replace the thruster blocks along the bottom with forward pointing rails and it should slide out. Or just undock and wave the mouse violently, sort things out later.

    Leave the shuttle behind if you're doing some serious station raiding, power recharge is tight.

    I'm curious if anyone finds a use or reason to build an alpha-damage module for the thing. Or delete everything but the power recharger hull and start fresh. The recharger hull work is what I am the most proud of. Everything else was just math.
    Thanks for the look.
    Author
    Crashmaster
    Downloads
    472
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    684
    First release
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    Rating
    5.00 star(s) 1 ratings

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    This ship performs exactly as advertised, which is in and of itself an amazing feat of math. You can fire, jam, and maneuver without losing your cloak, great for taking on even hardened pirates. The four jumpers are decent, but I wonder if the recharge could be made more acceptable either by reducing the number of drives or perhaps adding some more without sacrificing power sustainability.

    What's more is that it looks much better than most perma-cloakers.

    An easy 5/5