The Sibyl represents a multitude of refinements over the smaller Saryth.

    While it remains an effective opponent in skirmishes, the fire support cruiser’s true usefulness comes into play during fleet operations where its combination of utility functions and candid long range weaponry can quickly disable hostiles.


    Stats
    In-Depth Statistics and Lore Pending
    Classification- Heavy Cruiser
    Length- 274m
    Height- 40m
    Width- 149
    Mass- 25,194
    Power- 5,234,535 capacity | 2,134,909 regen | 1,536,355 auxiliary regen
    Thrust- 25,576 | 1.0 TMR
    Shields- 1,356,228 capacity | 97,427 regen | full ion
    Roles- Direct fire support, Tackling

    Pre-fight Checklist
    1. Activate the docked entity's punch and pierce passives. The hatch to the docked entity's core is located next to the main airlock. Insure you are not a part of the ship's gravity network beforehand by utilizing the gravity module next to the airlock.
    2. Activate the docked armor's AI module to arm its automated weaponry. The AI is located next to and beneath the docked entity's core. Alternatively, you may activate it through the structure menu within the primary entity.
    3. Activate the auxiliary power unit and ion passive of the primary entity. These are located on the third hotbar alongside the rest of the vessel's utility functions. You are now good to go!
    Features and Use
    When in combat maintain long range to the best of your ability. The optimal fighting range of this vessel is between 1 and 1.5 sectors.

    The vessels automated weapons will activate when within one sector. They include a pair of rapid rocket pods with mild damage for distracting enemy point defenses, four overdriven guided missile launchers, and twin autocannons loaded with the stop effect for either keeping your distance or catching faster prey.

    Hotbar slots 1-4: Your first volleys should utilize your first four hotbar slots; ion beams capable of zapping shields with just enough leftover damage to pierce ray shields and docked armor plates. Aim for anywhere on the main entity of the enemy's ship and volley your beams one after another until your target is taking armor damage.

    Slots 5-8: From there you make use of your next four weapons; quad piercing beam arrays. Left clicking will create single deep holes while right clicking will create more numerous but shallow holes. You should be taking advantage of your ability to aim at distant targets by firing at turret docks, computer bunkers, auxiliary power units, and anything else that is a point of failure in your opponent's design.

    9: Pay attention to your radar jammer at all times. Jamming an enemy missile boat or turret carrier lowers their damage output. When you are not under the threat of immediate retaliation keeping your jammer off allows you to run all weapons on permanent cooldown.

    10: Do not forget that the Sibyl has anti-missile measures in the form of a grid of rapid cannon outputs. Spray an area to destroy guided missiles, but be liberal. Server issues may cause missiles to appear where they are not. The cannons double as a defense against boarding parties by wiping the entire interior clean.

    11-20: Your second hotbar is full of vertically launched overdriven missiles. A single successful volley proceeded by ion beams will end most unarmored shield tanks. Utilize these to finish off weakened enemies or add a touch of burst damage to your weapon rotation.

    21: Scanners should be used sparingly. Prior to missile volleys is a good opportunity. Since there are more scanners than jammers on the Sibyl you should turn off jammers before you scan.

    23: The Sibyl is equipped with a simple chaindrive. You press this button and will keep jumping until you release it. The individual jump drives are automatically charged when not in use, and thus you do not need to worry about a lengthy spooling period after inhibitors are used. The chaindrive uses a single entity clock and 16 jump drive units capable of jumping constantly in vanilla settings.

    24: The Sibyl's jump inhibitor is just large enough to trap most ships not built with escape in mind. Keep this on when dealing with a winning fight and off when you need escape to be an option.

    26: This button controls the docking cap that protects the USD airlock from unwanted docking.

    28-29: The power auxiliary unit and ion effect computer should be active any time the ship is.


    Disclaimer:
    This ship contains several uses of 'emergent technology' that some server administrators may regard as exploits. Please ask server staff about their policy on docked hulls, docked guns, high speed logic clocks, and clipped doors before use.

    As always, feel free to leave critique or praise as you fancy.
    Author
    MrFURB
    Downloads
    1,005
    Views
    1,005
    First release
    Last update
    Rating
    4.67 star(s) 3 ratings

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    Latest updates

    1. Initial Update

      -Made minor refinements and additions to both interior and exterior details. -Added basic point...

    Latest reviews

    This ship looks amazing. Well done :)
    Damn dats sexy
    Absolutely beautiful exterior, tho the interior makes it obvious this is a PvP design over everything else. Decent weapons but not the best long range solutions, and I find your lack of point defense turrets very, very disturbing.