"Nature doesn't exist to seek immortality. That is precisely why it is immortal." -- Lin Sen, Natural & Environmental Scientist, Leader of the Planet Terra formation Campaign
The Great Red Spot, Jupiter's huge anticyclone, is an iconic feature of the planet that has existed for more than a millennium. It has changed shape and shade many times but has never disappeared. This timeless storm can be seen clearly from the headquarters of Jupiter Industries and it has even given its name to one of their ships.
Like all super capital ships, the Eternal Storm uses modular systems and has no pre-built variants. Eternal Storm and Constantine the Great are the only ships that have five module slots (M, A, B, C, and D).
Roles: Middle Row, Against Large Ships, Can Strike Back-row Ships, and Anti-Aircraft
Advantage: Energy Weapons
Disadvantage: Expensive (5,107,500 metal equivalent)
Game description: An integrated Battlecruiser designed around a large ion cannon that is powerful enough to pierce through any large ship. An integrated launching platform is installed to provide the ship with long-range attack capabilities against all types of targets. it can be equipped with a UAV shield system to provide a comprehensive and powerful defense against energy weapons.
Protective armor for heavy battlecruisers. The thickness of the heavy armor plating is increased to offer better protection against medium weapon attacks.
Armor System Enhancements[]
Total enhancements: 7
Available slots: 5
Icon
Name
Levels
Cost
Effect
Kernel Structure Enhancement
5
1/1/2/2/2
Total: 8
Increases ship HP by 2% (per level)
Reinforces the ship's keel, adds a large number of redundant systems, and reinforce critical locations with special materials.
Welding Tech Enhancement
5
1/1/2/2/2
Total: 8
Increases ship HP 2% (per level)
Upgrades the ship's welding equipment and uses advanced welding materials to improve the ship's structural integrity.
Armor Rigidity Enhancement
5
1/1/2/2/2
Total: 8
Increases Physical Resistance by 15(per level)
Uses higher-grade armor materials to improve Damage Resistance
Armor Hardening Process
5
1/1/2/2/2
Total: 8
Increases Physical Resistance by 15(per level)
The armor undergoes additional hardening processes to allow for increased surface hardness.
Armor Energy Coating
5
1/1/2/2/2
Total: 8
Increases Energy Resistance by 2%(per level)
Applies an energy dissipation coating to the armor's surface to soak up enemy energy attacks, reducing their impact on the armor.
Armor Energy Resistance
5
1/1/2/2/2
Total: 8
Increases Energy Resistance by 2%(per level)
Increases the ratio of energy-resistant layers within the armor, improving its ability to absorb and dissipate energy attacks.
Explosive Reactive Armor
5
1/1/2/2/2
Total: 8
Reduces the chances of being hit by missiles and torpedoes by 3% and 5% respectively (per level)
Adds explosive reactive armor to cover the ship's armor. Upon the impact of projectile weapons, the reactive armor will explode instantly, deflecting incoming missiles or torpedoes.
Propulsion System[]
Cruising speed: 450
Warp speed: 2250
System HP: 20,000
EC-600 Generic Warp Drive[]
A light warp drive for super capital ships. It enables super-heavy ships to enter warp for fast travel in formation.
EN-600 Generic Vector Engine[]
A super-heavy vector engine for super capital ships. It is used by this class of ships for sailing and adjusting ship angles in combat.
Propulsion System Enhancements[]
Total enhancements: 4
Available slots: 3
Icon
Name
Levels
Cost
Effect
Combustion Efficiency Enhancement
3
2/2/2
Total: 6
Increases Cruising Speed by 5% (per level)
Improves the ionization efficiency via an enhanced propellant conversion device, allowing for greater engine thrust.
Engine Power Enhancement
3
2/2/2
Total: 6
Increases Cruising Speed by 5% (per level)
Reinforces the ion-acceleration chamber, increasing the engine's max power output.
Warp Drive Enhancement
3
2/2/2
Total: 6
Increases Warp Speed by 5% (per level)
Improves the warp-space resistance of the warp engine, allowing for operations at higher warp factors.
Warp Calculation Enhancement
3
2/2/2
Total: 6
Increases Warp Speed by 5% (per level)
Improves the spatial calculation core's computing speed to allow better pathfinding through subspace and reduced warp time.
Command System[]
System hit points: 20,000
XC-4500 Bridge[]
In-game description: A generic Navigation Control and Info Command System for light ships. It manages the operations of all weapon systems and engines.
This system has no enhancements.
Energy System[]
System hit points: 20,000
RT-660 Integrated Energy Conversion System[]
In-game description: An integrated energy supply system for super capital ships. It generates power through the core and converts the energy into different forms for the ships's various subsystems.
This system has no enhancements.
Modular Systems[]
The Eternal Storm offers a total of twelve different modular systems in five different slots.
Improves the ion cannon's ion accelerator to boost power output, allowing the ion beam to have a greater energy density.
Enhance Ion Ammo
5
2/level
Total: 10
Increases all ion cannon Damage by 2% (per level)
Controls ion generation and modulation with greater precision to produce ion ammunition with greater energy and homogeneity, allowing for increased Damage.
Charging Device Enhancement
5
2/level
Total: 10
Decreases weapon system Cooldown by 3% (per level)
Improves the capacity and recharging efficiency of the charging system for energy weapons, allowing for shorter charging time.
Pipeline Cooling Enhancement
5
2/level
Total: 10
Decreases weapon system Cooldown by 3% (per level)
Improves the heat-dissipation system for energy pipelines, allowing for larger energy transfers.
Energy Control System Enhancement
5
2/level
Total: 10
Increases all ion cannon Hit Rate by 2% (per level)
Improves the magnetic deflection field device at the mouth of the ion cannon, allowing for greater control and directional accuracy of high-energy ion flows.
Large Target Correction
5
2/level
Total: 10
Increases weapon system Hit Rate against cruisers and higher-class ships by 3% (per level)
Improves the monitoring and prediction of large-ship movements. The results are linked to and synced up with the weapon's aiming system.
Ammo Depot Armor Enhancement
5
2/level
Total: 10
Increases system HP by 7% (per level)
Increases the armor thickness around the ammo depot, preventing ammunition from exploding due to attacks.
Armor Anti-Blast Enhancement
5
2/level
Total: 10
Reduces Crit Damage received by the system by 6% (per level)
Applies a special armor treatment to prevent blast holes from weapon impacts.
Overdrive
1
15
Total: 15
Turns off all other weapon systems, increases Damage Frequency by 4, increases the continuous Firing Duration of the main ion cannon by 100%, and increase Hit Rate by 35% every 90s for 30s. Cooldown: 15s
A combat strategy to overload the main ion cannon with all weapon energy, allowing for high-speed attacks.
Increases all plasma weapon Damage by 2% (per level)
Increases the input power of the plasma source, allowing for plasma ammunition production with higher energy levels.
Plasma Capacity Enhancement
5
2/level
Total: 10
Increases all plasma weapon Damage by 2% (per level)
Increases the plasma density of plasma ammunition via spatial compression technology, allowing for greater single-fire Damage.Damage.
Charging Device Enhancement
5
2/level
Total: 10
Decreases weapon system Cooldown by 3% (per level)
Improves the capacity and recharging efficiency of the charging system for energy weapons, allowing for shorter charging time.
Pipeline Cooling Enhancement
5
2/level
Total: 10
Decreases weapon system Cooldown by 3% (per level)
Improves the heat-dissipation system for energy pipelines, allowing for larger energy transfers.
Firing Assistance Enhancement
5
2/level
Total: 10
Increases weapon system Hit Rate against frigates/destroyers by 3% (per level)
Improves the monitoring and prediction of small-ship movements. The results are linked to and synced up with the weapon's aiming system.
Large Target Correction
5
2/level
Total: 10
Increases weapon system Hit Rate against cruisers and higher-class ships by 3% (per level)
Improves the monitoring and prediction of large-ship movements. The results are linked to and synced up with the weapon's aiming system.
Rapid Firing
5
2/level
Total: 10
Reduces the weapon system's Firing Duration by 2% (per level)
Increases rapid Firing Speed at the cost of additional ammunition during rapid firing.
Overdrive
1
15
Total: 15
Turns off all other weapon systems, increases Damage Frequency by 4, increases the continuous Firing Duration of the main ion cannon by 100%, and increases Hit Rate by 35% every 90s for 30s. Cooldown: 15s.
A combat strategy to overload the main ion cannon with all weapon energy, allowing for high-speed attacks.
Slot A[]
A1: Eternal Polaris Mk II Projectile Launching System[]
Increases all missile/torpedo Damage by 2% (per level)
Increases the warhead size of missiles and torpedoes and reinforce their internal structure, allowing for greater Ballistic Damage.
Rearmament Enhancement
5
2/level
Total: 10
Increases all missile/torpedo Damage by 2% (per level)
Uses enhanced warheads to increase overall Damage caused by missiles and torpedoes.
Anti-Aircraft Radar Enhancement
5
2/level
Total: 10
Increases weapon system Hit Rate against fighters/corvettes by 3% (per level)
Increases the scanning speed and frequency of the anti-aircraft radar to better detect fast-moving targets, improving the radar's anti-aircraft detection and positioning.
Fast Target Analysis Enhancement
5
2/level
Total: 10
Increases weapon system Hit Rate against fighters/corvettes by 3% (per level)
Accelerates the data-processing speed for interpreting and predicting aerial targets. Signal relay latency has also been reduced. The results are linked to and synced up with the weapon's aiming system.
Loading Mechanism Upgrade
5
2/level
Total: 10
Decreases weapon system Cooldown by 3% (per level)
Improves the ammo-loading mechanism to increase the transporting and auto-loading speed.
Reactive Explosive Warhead
5
2/level
Total: 10
The weapon system has a chance to cause 10% Crit Damage (per level)
Increases explosive ammunition capacity, allowing for a chance to create shrapnel upon detonation and causing greater Damage.
A2: Eternal Polaris Mk II Projectile Launching System[]
Increases all missile/torpedo Damage by 2% (per level)
Increases the warhead size of missiles and torpedoes and reinforce their internal structure, allowing for greater Ballistic Damage.
Rearmament Enhancement
5
2/level
Total: 10
Increases all missile/torpedo Damage by 2% (per level)
Uses enhanced warheads to increase overall Damage caused by missiles and torpedoes.
Anti-Aircraft Radar Enhancement
5
2/level
Total: 10
Increases weapon system Hit Rate against fighters/corvettes by 3% (per level)
Increases the scanning speed and frequency of the anti-aircraft radar to better detect fast-moving targets, improving the radar's anti-aircraft detection and positioning.
Fast Target Analysis Enhancement
5
2/level
Total: 10
Increases weapon system Hit Rate against fighters/corvettes by 3% (per level)
Accelerates the data-processing speed for interpreting and predicting aerial targets. Signal relay latency has also been reduced. The results are linked to and synced up with the weapon's aiming system.
Loading Mechanism Upgrade
5
2/level
Total: 10
Decreases weapon system Cooldown by 3% (per level)
Improves the ammo-loading mechanism to increase the transporting and auto-loading speed.
?
Anti-Aircraft Support
1
15
The primary weapon locks onto enemy aircraft in the nearby row and launches attacks, increasing the Hit Rate by 40% every 30s for 25s.
A combat strategy to support your ships with anti-aircraft defense at all times.
Reinforces cannon barrels to reduce the deformation caused by the firing process, improves shells' exit velocity, and stabilizes trajectory.
Ammo Enhancement
5
1/level
Total: 5
Increases all cannon Damage by 2% (per level)
Uses enhanced warheads to improve thrust during the firing process.
Ammo-Loader Enhancement
5
1/level
Total: 5
Decreases weapon system Cooldown by 3% (per level)
Improves the ammo-loading mechanism to increase the transporting and auto-loading speed.
Barrel Heatsink Enhancement
5
1/level
Total: 5
Decreases weapon system Cooldown by 3% (per level)
Adds an auxiliary heat-dissipation system to the barrels to improve the weapon's heat dissipation capacity, allowing the weapon to be fired more rapidly.
Firing Assistance Enhancement
5
1/level
Total:5
Increases weapon system Hit Rate against frigates/destroyers by 3% (per level)
Improves the monitoring and prediction of small-ship movements. The results are linked to and synced up with the weapon's aiming system.
Reinforces cannon barrels to reduce the deformation caused by the firing process, improves shells' exit velocity, and stabilizes trajectory.
Ammo Enhancement
5
1/level
Total: 5
Increases all cannon Damage by 2% (per level)
Uses enhanced warheads to improve thrust during the firing process.
Ammo-Loader Enhancement
5
1/level
Total: 5
Decreases weapon system Cooldown by 3% (per level)
Improves the ammo-loading mechanism to increase the transporting and auto-loading speed.
Barrel Heatsink Enhancement
5
1/level
Total: 5
Decreases weapon system Cooldown by 3% (per level)
Adds an auxiliary heat-dissipation system to the barrels to improve the weapon's heat dissipation capacity, allowing the weapon to be fired more rapidly.
Firing Assistance Enhancement
5
1/level
Total:5
Increases weapon system Hit Rate against frigates/destroyers by 3% (per level)
Improves the monitoring and prediction of small-ship movements. The results are linked to and synced up with the weapon's aiming system.
Slot C[]
C1: NT UAV Anti-Aircraft System[]
System hit points: 13,000
NT-1 Anti-Aircraft UAV Rack[]
Anti-air DPM: 6,480
In-game description: Carries 3 area-denial anti-aircraft UAVs and is tasked with housing and maintaining UAVs. It is also equipped with a signal-guidance system.
C1 Enhancements[]
Total enhancements: 4
Available slots: 3
Icon
Name
Levels
Cost
Effect
Battlefield Radar Enhancement
5
1/level
Total: 5
Increases the target lock-on speed of aircraft/UAVs in the hangar by 14% (per level)
Extends the detection range of enemy targets, and syncs up with the aircraft housed in the hangar to increase the aircraft's target-identification speed.
Rearmament Acceleration
5
1/level
Total: 5
Reduces the RTB Cooldown of aircraft/UAVs in the hangar by 4% (per level)
Upgrades the ammo-loading equipment of the aircraft, allowing for faster reload.
Auxiliary Attack Radar
5
1/level
Total: 5
Increases the Hit Rate of aircraft/UAVs in the hangar by 4% (per level)
Adds an auxiliary attack radar to assist in acquiring target lock. It is synced with the aircraft weapons for firing adjustments.
Airborne Ammo Enhancement
5
1/level
Total: 5
Increases the Damage of aircraft/UAVs in the hangar by 2% (per level)
Loads more advanced offensive ammunition onto the aircraft, allowing for increased Damage.
C2: Thunderstorm UAV Shield System[]
System hit points: 13,000
SNT-1 Shielded UAV Rack[]
In-game description: A defensive UAV that adopts special shield technology. It supports the ship for defense by circling enemy targets and deflecting energy attacks with its shield.
C2 Enhancements[]
Total enhancements: 3
Available slots: 2
Icon
Name
Levels
Cost
Effect
Aircraft Maintenance Acceleration
5
1/level
Total: 5
Reduces the RTB Cooldown of aircraft/UAVs in the hangar by 4% (per level)
Upgrades the aircraft's inspection and maintenance equipment to allow for faster status analysis, reducing the time required to become combat-ready.
Material Replenishment Enhancement
5
1/level
Total: 5
Reduces the RTB Cooldown of UAVs in the hangar by 4% (per level)
Upgrades the material-replenishment equipment of the aircraft, allowing for a more automated and faster reloading process for UAVs.
Battlefield Radar Enhancement
5
1/level
Total: 5
Increases the target lock-on speed of aircraft/UAVs in the hangar by 14% (per level)
Extends the detection range of enemy targets, and syncs up with the aircraft housed in the hangar to increase the aircraft's target-identification speed.
C3: Energy Compensation Armor System[]
System hit points: 13,000
RIR-220 Experimental Energy Compensation Armor[]
In-game description: With sufficient energy provided by the energy system, an energy layer is formed on the armor plating. It can absorb part of the damage through deformation and melting upon kinetic energy impact or exposure to high-energy radiation.
Effects
Reduces the Damage taken from energy weapon attacks by 15%
Reduces the Damage taken from projectile weapon attacks by 15%
Reduces Critical Damage received by 30%
C3 Enhancements[]
Total enhancements: 2
Available slots: 2
Icon
Name
Levels
Cost
Effect
Energy Neutralization Device
5
1/level
Total: 5
Increases Energy Resistance by 2% (per level)
Transforms the ship's energy core to form an energy field on the armor's surface, neutralizing energy weapon attacks.
Critical-system Anti-Blast Enhancement
5
1/level
Total: 5
Reduces Crit Damage received by the main system by 6% (per level)
Reinforces structures around the main system for increased blast Resistance.
Improves the ion cannon's ion accelerator to boost power output, allowing the ion beam to have a greater energy density.
Enhance Ion Ammo
5
1/level
Total: 5
Increases all ion cannon Damage by 2% (per level)
Controls ion generation and modulation with greater precision to produce ion ammunition with greater energy and homogeneity, allowing for increased Damage.
Charging Device Enhancement
5
1/level
Total: 5
Decreases weapon system Cooldown by 3% (per level)
Improves the capacity and recharging efficiency of the charging system for energy weapons, allowing for shorter charging time.
Pipeline Cooling Enhancement
5
1/level
Total: 5
Decreases weapon system Cooldown by 3% (per level)
Improves the heat-dissipation system for energy pipelines, allowing for larger energy transfers.
Firing Assistance Enhancement
5
1/level
Total: 5
Increases weapon system Hit Rate against frigates/destroyers by 3% (per level)
Improves the monitoring and prediction of small-ship movements. The results are linked to and synced up with the weapon's aiming system.
Large Target Correction
5
1/level
Total: 5
Increases weapon system Hit Rate against cruisers and higher-class ships by 3% (per level)
Improves the monitoring and prediction of large-ship movements. The results are linked to and synced up with the weapon's aiming system.
Increases all pulse cannon Damage by 2% (per level)
Improves the energy output and storage capacity of the pulse cannon's charging system, allowing for greater firing power.
Enhance Pulse Focus
5
1/level
Total: 5
Increases all pulse cannon Damage by 2% (per level)
Improves the pulse cannon's focusing mechanism to increase the energy density of the pulse beam, allowing for greater Damage to ship armor.
Charging Device Enhancement
5
1/level
Total: 5
Decreases weapon system Cooldown by 3% (per level)
Improves the capacity and recharging efficiency of the charging system for energy weapons, allowing for shorter charging time.
Pipeline Cooling Enhancement
5
1/level
Total: 5
Decreases weapon system Cooldown by 3% (per level)
Improves the heat-dissipation system for energy pipelines, allowing for larger energy transfers.
Anti-Aircraft Radar Enhancement
5
1/level
Total: 5
Increases weapon system Hit Rate against fighters/corvettes by 3% (per level)
Increases the scanning speed and frequency of the anti-aircraft radar to better detect fast-moving targets, improving the radar's anti-aircraft detection and positioning.
Radar Anti-Missile Enhancement
5
1/level
Total: 5
Increases the chance of the weapon system to intercept missiles by 5% (per level)
Increases the intensity and frequency of radar scanning of missiles, allowing for more accurate anti-missile warnings.