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Back Story
"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).

This Page is a work in-progress!

Contents
1.0 Eternal Storm - Attack Battlecruiser
2.0 Non-modular Systems
2.1 Armor System
2.2 Propulsion System
2.3 Command System
2.4 Energy System
3.0 Modular Systems
3.1 Slot M (Main weapon, M1 default)
3.2 SlotA (Additional Weapon, A1 default)
3.3 Slot B (Additional Weapon, empty by default)
3.4 Slot C (UAV and Jamming, empty by default)
3.5 Slot D (Additional Weapon, empty by default)

Eternal Storm - Attack Battlecruiser[]

  • 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.
Default Weapon Stats
Slot Weapon RoundsPerCycleIcon AttackIntervalIcon Delay Target priority DamageTypeIcon DamagePerHitIcon AntiShipIcon AntiAirIcon SiegeDamageIcon
M1 AI-900A "Viggen"

1 x Ion Cannon

1 x 4 4s 8s CruiserBattlecruiserBattleshipCarrierAuxiliary En 1200 16000 -- 3360
A1 AaEffect(self) MK2-AM-8x300B "Eternal Polaris K"

2 x Cluster Missile

4 x 1 8s 0 FrigateDestroyer Proj 55 3300 1663 99
FighterCorvette
A1 MK3-AT-800A "Supernova White"

2 x Torpedo

1 x 1 20s 0 CruiserBattlecruiserBattleshipCarrierAuxiliary Proj 1600 9600 -- 10,440

Non-modular Systems[]

ArmorSystemIcon Armor System[]

  • ArmorIcon Armor: 180
  • Energy Resistance Energy resistance: 10%
  • HitPointsIcon Ship hit points: 130,460
  • SystemHitPointsIcon System hit points: 20,000
ASXCompositeArmor

ASX Composite Armor[]

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
IncreaseHPIcon001 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.
IncreaseHPIcon001 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.
IncreaseArmorIcon001 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
IncreaseArmorIcon001 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.
IncreaseEnergyResistance001 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.
IncreaseEnergyResistance001 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.
ExplosiveReactiveArmor001 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.


EN-600GenericVectorEngine

EC-600 and EN-600

PropulsionSystemIcon Propulsion System[]

  • CruiseIcon Cruising speed: 450
  • WarpIcon Warp speed: 2250
  • SystemHitPointsIcon 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
IncreaseCruiseIcon001 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.
IncreaseCruiseIcon001 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.
IncreaseWarpIcon001 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.
IncreaseWarpIcon001 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.


SupportSystemIcon Command System[]

  • SystemHitPointsIcon System hit points: 20,000
XC-4500Bridge

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.


SupportSystemIcon Energy System[]

  • SystemHitPointsIcon System hit points: 20,000
RT-660IntegratedEnergyConversionSystem

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.

Modular System Summary
System

Designation

System name Main Feature
M1* Viggen Ion Generation System Weapon: Ion Cannon
M2 Experimental Plasma Caster Weapon: Plasma Caster
A1* Eternal Polaris Mk II Projectile Launching System Weapons: Cluster Missile and Torpedo
A2 Eternal Polaris Mk II Projectile Launching System Weapon: Siege Torpedo
A3 Eternal Polaris Mk II Projectile Launching System Weapons: AA Missile and Torpedo
B1 Generic Cannon Platform Weapons: AA Cannon and Heavy Cannon
B2 Generic Close-in Weapon System Weapon: AA Cannon
C1 NT UAV Anti-Aircraft System 3 AA UAV
C2 Thunderstorm UAV Shield System 1 Shield UAV
C3 Energy Compensation Armor System Effects unclear
D1 Ion Turret System Weapon: Ion turret
D2 Pulse Turret System Weapon: AA/missile defense pulse cannon

Slot M[]

WeaponSystemIcon M1: Viggen Ion Generation System[]

  • SystemHitPointsIcon System hit points: 13,000
AI-900AIonCannon
AI-900A "Viggen" Ion Cannon[]
Weapon RoundsPerCycleIcon AttackIntervalIcon Delay Target priority DamageTypeIcon DamagePerHitIcon AntiShipIcon AntiAirIcon SiegeDamageIcon Fighter Corvette Frigate Destroyer Cruiser Battlecruiser Carrier
AI-900A "Viggen"

1 x Ion Cannon

1 x 4 4s 8s CruiserBattlecruiserCarrier En 1200 16000 -- 3360 - - 70% 70% 85% 85% 85%
M1 Enhancements[]
Total enhancements: 9 Available slots: 6
Icon Name Levels Cost Effect
IncreaseIonCannonDamage001 Enhance Output Power 5 2/level

Total: 10

Increases all ion cannon Damage by 2% (per level)
Improves the ion cannon's ion accelerator to boost power output, allowing the ion beam to have a greater energy density.
IncreaseIonCannonDamage001 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.
ChargingDevice001 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.
DecreaseCooldownIcon001 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.
ControlSystem001 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.
LargeTarget001 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.
AmmoDepot001 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.
AntiBlast001 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.
StrategyIcon001 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.


WeaponSystemIcon M2: Experimental Plasma Caster[]

  • SystemHitPointsIcon System hit points: 13,000
AIM-850T Plasma Caster[]
Weapon RoundsPerCycleIcon AttackIntervalIcon Delay Target priority DamageTypeIcon DamagePerHitIcon AntiShipIcon AntiAirIcon SiegeDamageIcon Fighter Corvette Frigate Destroyer Cruiser Battlecruiser Carrier
AntiAirIcon(self) AIM-850T

2 x Plasma Caster

1 x 4 6s 20s CruiserCruiserBattleshipCarrierAuxiliary En 850 15,692 3640 2824 1.6% 4% 75% 75% 80% 80% 80%
FighterCorvette
M2 Enhancements[]
Total enhancements: 8 Available slots: 6
Icon Name Levels Cost Effect
IncreasePlasmaDamage001 Plasma Generation Enhancement 5 2/level

Total: 10

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.
IncreasePlasmaDamage001 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.
ChargingDevice001 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.
DecreaseCooldownIcon001 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.
IncreaseHitRateIcon002 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.
LargeTarget001 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.
DecreaseCooldownIcon001 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.
StrategyIcon001 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[]

WeaponSystemIcon A1: Eternal Polaris Mk II Projectile Launching System[]

  • SystemHitPointsIcon System hit points: 13,000
MK2-AM-3x300BClusterMissile
MK2-AM-8x300B "Eternal Polaris K" Cluster Missile[]
Weapon RoundsPerCycleIcon AttackIntervalIcon Delay Target priority DamageTypeIcon DamagePerHitIcon AntiShipIcon AntiAirIcon SiegeDamageIcon
AaEffect(self) MK2-AM-8x300B "Eternal Polaris K"

2 x Cluster Missile

4 x 1 8s 0 FrigateDestroyer Proj 55 3300 1663 99
FighterCorvette
MK3-AT-800AAntiShipPorpedo
MK3-AT-800A "Supernova White" Anti-Ship Torpedo[]
Weapon RoundsPerCycleIcon AttackIntervalIcon Delay Target priority DamageTypeIcon DamagePerHitIcon AntiShipIcon AntiAirIcon SiegeDamageIcon
MK3-AT-800A "Supernova White"

2 x Torpedo

1 x 1 20s 0 CruiserBattlecruiserBattleshipCarrierAuxiliary Proj 1600 9600 -- 10,440
A1 Enhancements[]
Total enhancements: 6 Available slots: 4
Icon Name Levels Cost Effect
IncreaseMissileTorpedoDamage001 Warhead Modification 5 2/level

Total: 10

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.
IncreaseMissileTorpedoDamage001 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.
IncreaseHitRateIcon001 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.
IncreaseHitRateIcon001 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.
DecreaseCooldownIcon002 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.
CauseCritDamage001 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.


WeaponSystemIcon A2: Eternal Polaris Mk II Projectile Launching System[]

  • SystemHitPointsIcon System hit points: 13,000
MK3-AT-3-750C
MK3-AT-3-750C "Supernova White" Siege Torpedo Launcher Array[]
Weapon RoundsPerCycleIcon AttackIntervalIcon Delay Target priority DamageTypeIcon DamagePerHitIcon AntiShipIcon AntiAirIcon SiegeDamageIcon
MK3-AT-3-750C "Supernova – White"

2 x Torpedo Array

1 x 3 30s 6s CruiserBattlecruiserBattleshipCarrierAuxiliary Proj 1200 12,000 -- 10,440
A2 Enhancements[]
Total enhancements: 6 Available slots: 4
Icon Name Levels Cost Effect
IncreaseMissileTorpedoDamage001 Warhead Modification 5 2/level

Total: 10

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.
IncreaseMissileTorpedoDamage001 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.
CauseCritDamage001 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.
IncreaseMissileTorpedoDamage002 Armor-Penetration Enhancement 5 2/level

Total: 10

Increases all missile/torpedo Damage by 2% (per level)
Modifies the design of missile and torpedo warheads to increase armor-penetration upon detonation.
IncreaseSiegeDamage001 City Weak Point Identification 5 2/level

Total: 10

Increases weapon system Siege Damage by 6% (per level)
Adds a siege armor weakness analysis and attack support system, granting a chance to deal increased Damage.
IncreaseSiegeDamage001 Siege Ammo Enhancement 5 2/level

Total: 10

Increases weapon system Siege Damage by 6% (per level)
Adds a special anti-armor siege warhead to wear down and break through a city's armor more effectively.


WeaponSystemIcon A3: Eternal Polaris Mk II Projectile Launching System[]

  • SystemHitPointsIcon System hit points: 13,000
MK2-AM-16x150B
MK2-AM-16x150B "Eternal Polaris K" Anti-Aircraft Missile Array[]
Weapon RoundsPerCycleIcon AttackIntervalIcon Delay Target priority DamageTypeIcon DamagePerHitIcon AntiShipIcon AntiAirIcon SiegeDamageIcon
MK2-AM-16x150B "Eternal Polaris K"

2 x Missile Array

1 x 16 25s 8s FighterIconCorvetteIcon Proj 84 2327 3946 --
FrigateIconDestroyerIcon
MK3-AT-800AAntiShipPorpedo
MK3-AT-800A "Supernova White" Anti-Ship Torpedo[]
A3 Enhancements[]
Total enhancements: 6 Available slots: 4
Icon Name Levels Cost Effect
IncreaseMissileTorpedoDamage001 Warhead Modification 5 2/level

Total: 10

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.
IncreaseMissileTorpedoDamage001 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.
IncreaseHitRateIcon001 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.
IncreaseHitRateIcon001 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.
DecreaseCooldownIcon002 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.


Slot B[]

WeaponSystemIcon B1: Generic Cannon Platform[]

  • SystemHitPointsIcon System hit points: 13,000
AG-1120BRapidFireCannon
AG-1120B Rapid-Fire Cannon[]
  • Adjustment increment: 4%
  • Adjustment tech types: Cannon Tech EM Tech
  • Adjustment tech quantity: 2
Weapon RoundsPerCycleIcon AttackIntervalIcon Delay Target priority DamageTypeIcon DamagePerHitIcon AntiShipIcon AntiAirIcon SiegeDamageIcon
AaEffect(self) AG-1120B

2 x Rapid-Fire Cannon

1 x 1 4s 0 FighterIconCorvetteIcon Proj 35 1050 840 63
FrigateIconDestroyerIcon
AG-2580Dual-CannonHeavyBattery
AG-2580 Dual-Cannon Heavy Battery[]
  • Adjustment increment: 3%
  • Adjustment tech types: Cannon Tech or EM Tech
  • Adjustment tech quantity: 3
Weapon RoundsPerCycleIcon AttackIntervalIcon Delay Target priority DamageTypeIcon DamagePerHitIcon AntiShipIcon AntiAirIcon SiegeDamageIcon
AG-2580

1 x Cannon

2 x 1 10s 0 FighterIconCorvetteIcon Proj 350 4200 840
B1 Enhancements[]
Total enhancements: 5 Available slots: 4
Icon Name Levels Cost Effect
IncreaseCannonDamageIcon001 Barrel Enhancement 5 1/level

Total: 5

Increases all cannon Damage by 2% (per level)
Reinforces cannon barrels to reduce the deformation caused by the firing process, improves shells' exit velocity, and stabilizes trajectory.
IncreaseCannonDamageIcon001 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.
DecreaseCooldownIcon001 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.
DecreaseCooldownIcon001 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.
IncreaseHitRateIcon002 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.


WeaponSystemIcon B2: Generic Close-in Weapon System[]

  • SystemHitPointsIcon System hit points: 13,000
AG-1105BGenericCannon
AG-1105B Generic Cannon[]
  • Adjustment increment: 4%
  • Adjustment tech types: Cannon Tech or EM Tech
  • Adjustment tech quantity: 1
Weapon RoundsPerCycleIcon AttackIntervalIcon Delay Target priority DamageTypeIcon DamagePerHitIcon AntiShipIcon AntiAirIcon SiegeDamageIcon
AaEffect(self) AG-1105B

4 x Cannon

1 x 1 4s 0 FighterIconCorvetteIcon Proj 20 1200 2160 60
FrigateIconDestroyerIcon
B2 Enhancements[]
Total enhancements: 5 Available slots: 4
Icon Name Levels Cost Effect
IncreaseCannonDamageIcon001 Barrel Enhancement 5 1/level

Total: 5

Increases all cannon Damage by 2% (per level)
Reinforces cannon barrels to reduce the deformation caused by the firing process, improves shells' exit velocity, and stabilizes trajectory.
IncreaseCannonDamageIcon001 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.
DecreaseCooldownIcon001 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.
DecreaseCooldownIcon001 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.
IncreaseHitRateIcon002 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[]

SupportSystemIcon C1: NT UAV Anti-Aircraft System[]

  • SystemHitPointsIcon System hit points: 13,000
NT-1
NT-1 Anti-Aircraft UAV Rack[]
  • AntiAirIcon 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
AircraftRadar001 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.
DecreaseRTB001 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.
AircraftRadar001 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.
IncreaseCannonDamageIcon001 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.



SupportSystemIcon C2: Thunderstorm UAV Shield System[]

  • SystemHitPointsIcon System hit points: 13,000
SNT-1
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
DecreaseRTB001 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.
DecreaseRTB001 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.
AircraftRadar001 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.


SupportSystemIcon C3: Energy Compensation Armor System[]

  • SystemHitPointsIcon System hit points: 13,000
RIR-220
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
IncreaseEnergyResistance001 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.
IncreaseWeaponSystemHP001 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.


Slot D[]

WeaponSystemIcon D1: Ion Turret System[]

  • SystemHitPointsIcon System hit points: 13,000
AI-450AExperimentalIonTurret
AI-450A Experimental Ion Turret[]
  • Adjustment increment: 3%
  • Adjustment tech types: Pulse Tech or Plasm Tech
  • Adjustment tech quantity: 4
Weapon RoundsPerCycleIcon AttackIntervalIcon Delay Target priority DamageTypeIcon DamagePerHitIcon AntiShipIcon AntiAirIcon SiegeDamageIcon
AI-450A

1 x Ion Turret

1 x 1 4s 3s CruiserIconBattlecruiserIconCarrierIcon en 800 6,857 -- 1028
D1 Enhancements[]
Total enhancements: 6 Available slots: 4
Icon Name Levels Cost Effect
IncreaseIonCannonDamage001 Enhance Output Power 5 1/level

Total: 5

Increases all ion cannon Damage by 2% (per level)
Improves the ion cannon's ion accelerator to boost power output, allowing the ion beam to have a greater energy density.
IncreaseIonCannonDamage001 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.
ChargingDevice001 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.
DecreaseCooldownIcon001 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.
IncreaseHitRateIcon002 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.
LargeTarget001 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.



WeaponSystemIcon D2: Pulse Turret System[]

  • SystemHitPointsIcon System hit points: 13,000
AP-130BPulseCannon
AP-130B Rapid-Fire Near-Defense Pulse Cannon[]
Weapon RoundsPerCycleIcon AttackIntervalIcon Delay Target priority DamageTypeIcon DamagePerHitIcon AntiShipIcon AntiAirIcon SiegeDamageIcon
InterceptionEffectAaEffect(self) AP-130B

4 x Pulse Cannon

1 x 1 2s 0 FighterIconCorvetteIcon En 30 -- 2160 --
D2 Enhancements[]
Total enhancements: 6 Available slots: 4
Icon Name Levels Cost Effect
IncreasePulseCannonDamage001 Enhance Recharge Power 5 1/level

Total: 5

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.
IncreasePulseCannonDamage001 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.
ChargingDevice001 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.
DecreaseCooldownIcon001 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.
IncreaseHitRateIcon001 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.
AntiMissile001 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.



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