

Now if you didn't want to go 9RP engine and 3 railguns on this build perhaps 2 rail guns and a plasma or a light weight engine with 3 plasma guns then you would have more room for defensive matrix to get you back up near Reach Cruiser dice. So the shuttle would help boarding from range 3 and 2. I know on my 30 man crews I don't even carry any gunners not enough room. Use 2 small craft to buff defense and 1 shuttle to debuff enemy. If you were going to use it as a defensive and boarding carrier it could work good.
Hippo battle pirates ship builder plus#
Plus it needed a small fuel tank but I went with the spike reactor for more electronic dice only 3 less fuel then small fuel tank but more dice. And you are completely sacrificing Cargo and Fuel in this build. Needed a sensor array to fit the 9RP engine and still go 3 craft and 3 rail guns. So here is another build that I posted long time ago but I updated it for screenshot its a Strike Carrier which is a 5000m 3 craft ship.Ībout the same defense skill dice BUT way less defense bonus %. Plus I had a lot of specialized crew already in my set of 30. And you can see it can do 5 small craft and still have 3 rail guns and the highest possible defense at the same. That is the power of the large ships plus all the components. That could be worth another 100 command/tactics dice. So its still 12 crew short and 2 officers short. Its not that much more money then other high end options but it is significantly better then rest.Īnd that pic isn't even loaded up on crew. Honestly in my opinion except for role play reasons I wouldn't see any need to any ship in the 6000m-9000m weight class except for the SBC. Here is the FatBoy the ultimate weapon Sword Battle Cruiser (SBC): Even with the Wolf's extra agility dice its pretty close but I think the Reach wins.īoth builds complete over kill for faction and mission ship combat. More electronics, more piloting, more defense % bonus. (YEah this captain is +600 faction rep lolz) Ok here my updated ships I also through in the Strike Carrier at 5000m kind of an "early midgame" carrier class. I didn't really finish upgrading it but I won 3 out 3 Xeno encounters I had with that ship. Small Components: Passenger Cabin, Weapons Locker A5, Cloudstrike Lance, Cloudstrike Lance, Aramech X2 Missile Battery, Defence Pattern Matrix 1, Defence Pattern Matrix 1, Defence Pattern Matrix 4, Defence Pattern Matrix 4, Defence Pattern Matrix 4, Defence Pattern Matrix 4, Defence Pattern Matrix 4, Sensor Array 4.Medium Components: Combat Hyperwarp Drive, Barracks 5, Officer Suites, Officer Suites, Peak Velocity Matrix, Advanced Mass Dampener 1.

Large Components: Capital Bridge 1, M6000 Void Engine: Dual Field, Cargo Hold 4, Medical Clinic, Large Fuel Tank 4.While this is difficulty dependent, I have had luck against them with a modified Vengeance Class (this is the ship I used on my Hard difficulty scavenging run). If you have a crew that can handle Xeno crew combat, it's good strategy to employ. The Xenos that repel boarders tend to be weaker than the ones you encounter exploring or salvaging, and the panic crew debuff is pretty good if you can keep three of them on their ship. I also recommend having a Peak Velocity Matrix because they do have very good range change capabilities. Try starting a battle with them using Flash Charge (Navigator talent) and keep a few Twitch Surges handy if they manage a range change against you. I have ships that without defence boosting talents don't get hit at other ranges, but get murdered at range 5. They have extreme accuracy bonuses at range 5, so try to avoid fighting them at that range. Prime_resistor's advice about DPMs and a high Command skill is spot on. Talents that give defense % to be 100% clear. But dodging their fire basically means defense patterns and a LOT of defensive talents and acc debuffs but more defensive talents. I personally have not done it but i may in the future. That would mean you are going to use autocannons maybe. Radiation to chip away at their crew perhaps ? Or rails and trops at range 4 due to the void contortions debuff to melt components OR give them the good old middle finger and bolt on the biggest Grav cannons you can find and just turn their hull to dust. Command from military officers and from officers who have commander and such are very important aswell but there is a third aspect to look out for vs Xeno. How i do it is very similar, Defense pattern matrixes but there is a key difference with my playstyle is that i employ pirates as soon as possible for that lvl 5 talent. A vengence class or a warhammer class can easily slaughter Xeno. But there isn't an exact NEED for a titan or a battlecruiser.
