jericho covert ops concept

a model for a jericho covert ops, called the Ulu.

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p.s. the weapon slots are on the left and right of the center triangle

 

 

special module:

 

-Deconstructor Torpedo

on activation fires an agile, guided missile, missile range is 4km, velocity is 3km/s and mobility is 60 degrees/second. the missile deals 2500 kinetic damage on a direct hit, as well as reducing all resistances on the target by 100pts for 10 seconds. cooldown is about 20 seconds

 

passive modules:

 

-‘Smart Jump’ Engine Mod (engine)

upon double clicking any of the movement keys the ship will be teleported 1km in that direction, the ship is also hidden from radars for 1 second. 35 second cooldown

 

active modules:

 

-Weapon Overcharge

on activation the next shot fired by the ship deals 1k bonus em damage, if the next shot has multiple projectiles then the damage is split among them, 5 second cooldown

 

-‘Backstab’ Plasma Arc

a plasma arc forms along the ship’s three prongs, deals 3k em damage per second over 5 seconds, deals bonus damage based on the angle from the enemy, -50% when directly in front, +200% when directly behind, and anywhere in between. 45 second cooldown

only downside is : we have even number of main weapon gun turrets : 2(iny), 4(fighter,frig), 6(frig)

the 3 - star design has difficulty to avoid blind spots of weapons due to design (see Fed engi Octopus)

5 hours ago, avarshina said:

only downside is : we have even number of main weapon gun turrets : 2(iny), 4(fighter,frig), 6(frig)

the 3 - star design has difficulty to avoid blind spots of weapons due to design (see Fed engi Octopus)

yeah, I specified that the two guns would be on the left and right sides, but not the bottom one