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This is a basic mouse flight control system. Please note that mouse flight controls are not optimised, and are not officially supported by the game.
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The latest patch for Edge of Chaos.
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Weapons Behaviour

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Created: 18 December 2014
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Welcome to the weapons behaviour table data supplied by This email address is being protected from spambots. You need JavaScript enabled to view it. This will give you an idea on what weapons to select for your tactics. Hey! It worked for me.
MISSILE WEAPONS BEHAVIOUR
Legend
C msl - Combat missiles
D msl - Disruptors
R msl - Remotes missiles
L msl - LDSi missiles
Pen - Penetration (to use against target armour)
Pod - number of weapons in a cargo pod.
Mag - number of weapons in a missile launcher magazine.
Lifetime (nb) - seconds the weapon will be active (duration of effect).
Dam - Damages
Blast - radius for the explosion/effect.
Expl - threshold below which explosion is triggered.
Sensor - sensor range for proximity fused/seek weapons.

CLICK HERE TO SEE MISSILE TABLE

Times are given in seconds, range are given in meters unless specified otherwise.

When you see AM in the damages it stands for antimatter, it's usually enough to wipe out anything.

Note on Tactical Resource Interface (TRI):
The TRI setting apparently does not modify launched weapons behaviour in any way.

Note on salvo fire mode:
Salvo fire mode is compatible with all launchable weapon types except Remote missiles, if you have several launchers with the kind of launchable weapons selected you'll fire one per launcher.

Note on Rockets:
Since they're often fired continuously, the refire delays for Gnat, Hammer and Blizzard respectively are 0.5 second, 0.7 second and 0.15 second.

Note on using fire and forget missiles:
Using fire and forget missiles, the best chances to score a hit seems to be when you shoot between 10 and 1 km from the target (if it has decoy capabilities otherwise you can shoot from much farther than this).

Note on counter measures/decoys:
The "Time to engage" seems to correspond to the time between the missile acquisition and threat evaluation by the system before it automatically fires the decoy, this would mean that in some cases where missiles are coming hot from different directions and you are moving (ie. changing the distance between the missiles and yourself), the system could switch from missile to missile before deciding to fire the decoy (time to engage delay finished), so no decoy is launched and it's up to you to evade the missiles.

Addendum on counter measures:
The Official Gameplay FAQ mention that you can load counter measures in a standard missile launcher and fire them manually, this is not correct the extra counter measures are still fired automatically but since you now have several counter measure launchers it makes counter measures more efficient.

BEAM WEAPONS BEHAVIOUR
Beams Legend
Range - Length of the beam in meters.
Dam - Damage per second of contact.
Pen - Penetration (to use against target armour)
Heat - Heat generated per second of use.
Recharge - Recharge time to fully recharge beam after complete discharge (ie. 0 power left)
Beams Range Pen Dam Heat Recharge (secs)
Comm Laser 2500 20 300 10 12  
Mining Laser 1500 55 1000 100 12  
Cutting Beam 2500 60 1500 100 10  
AM Beam 3000 70 4000 250 7.2 Antimatter based
Note 1:
Any fully charged beam weapon can sustain 6 seconds of continuous operation.

Note 2:
Beam weapons fire straight ahead (toward your cockpit center, not the HUD center), targetting cannot be used for these.

Note on Tactical Resource Interface (TRI) for beam weapons:
Energy allocation through the TRI does not affect range or recharge time but still impact damages (-/+50%).

CANNON WEAPONS BEHAVIOUR
Cannon Legend
Pen - Penetration (to use against target armour)
Dam : Maximum Damage.
Refire : Refire delay between shots (lower with weapon link on chain mode) in seconds.
Arcs : Firing arcs in degrees
Heat : Heat generated by each shot
Range : Max range (not much damage left)
Half Rng : see note below

CLICK HERE TO SEE CANNON TABLE

Notes on Tactical Resource Interface (TRI)
Use of TRI energy allocation modifies Base damage (+/- 50%), Max range (+/- 50%), rate of fire (+/- 25%) [Slug Throwers and Energy Cannons] and recharge rate [Energy Cannons only].

Note on half_range usage:
Half_range is used to computed the loss of energy of a projectile (both for Energy Cannons and Slug Throwers) across distance, It works in 3 parts:
- Anywhere inside the first segment (0 to half_range) the weapon does full damages.
- Then the decrease is linear for intermediate segments.
- The last segment is also linear but the 0 damage value correspond to the weapon's maximum range.

The formulas to use are (when referring to Base damage, it stands for the weapon damage eventually modified by TRI allocation):

First segment (from 0 to first half_range increment):
Base damage value applied anywhere in the segment.

Intermediate segments (ie. not the first, nor the last):
Damage = (Base_damage / 2^(seg_number - 2)) * half_range / (Distance - (half_range * (seg_number - 2))

Last segment (from highest range increment multiple lesser than max range to Max weapon range):
Damage = (Base_damage / 2^(seg_number - 2)) * (Max_range - Distance) / (Max_range - (half_range * (seg_number - 1))

Examples:

For a standard PBC, the first segment is between 0 and 2100 meters, full damages (160 #in this case) are applied all across this segment.

Second segment is between 2100 m and 4200 m, damage at lower limit (2100m) is 160, #damage at upper limit (4200 m) is half the value at the lower limit, so it's 80. Between #these two limits the damage value decrease linearly across distance. So damages at 3000 #m (inside 2nd segment) would be:

Damage = (160 / 2^(2 - 2)) * 2100 / (3000 - (2100 * (2-2))
Damage = 160 * 2100 / 3000
Damage = 112

Still using our trusty PBC at a range of 5000 m, in the 3rd segment, it gives:

Damage = (160 / 2) * 2100 / (5000 - 2100)
<=> Damage = 80 * 2100 / 2900
<=> Damage = 57.93

Using the PBC at long range (say 9000 m, fifth and last segment) will give the #following calculation:

Damage = (160 / 8) * (9600 - 9000) / (9600 - (2100 * 4))
<=> Damage = 20 * 600 / 1200
<=> Damage = 10

Cannons using ammo (Gatling and Longbow Sniper) apparently benefit/suffer from TRI setting, even though they logically should not.

Note on Assault and Gatling Cannons:
These weapons are essentially the same, the only difference is that the Assault Cannon mounts a dedicated energy ring (which explain why it uses one internal cargo space and has a slightly lower rate of fire) to provide energy instead of using ammunitions.

Note on Longbow Sniper Cannon:
The Longbow Cannon was especially designed for long range use and is recoiless to provide better aim, it can use the sniper zoom function to give long range subcomponent targetting (same as Imaging module) and since it's a Meson based weapon it bypass conventional LDA shields.
Addendum: Despite the Longbow's range of 53.55 km when maximizing energy to weapon through TRI allocation, due to targetting sensors limitations the maximum range a target lock can be achieved is 50km (same as maximum REM link range).

MISCELLANEOUS COMMENTS
Note on weapon penetration and target armour effect on damages:

Here is a formula to compute the effect of armour on the damage caused/dealt by a weapon.

[*] Armour Modifier = (Target Armour - Weapon Penetration) / 100
[*] If Armour Modifier is negative damages are unchanged.
[*] If Armour Modifier is positive, you can compute the Damage Modifier by multiply the calculated weapon damage by the Armour Modifier (do not round the result up or down, keep the exact number).
Damage Modifiers = Calculated Damage * Armour Modifier
[*] You then substract the Damage Modifiers to the Calculated Damage to get Final Damage.
Final Damage = Calculated Damage - Damage Modifiers

The target hit points, after applying the Final Damage, should be rounded down if the hit points are above 50% of its max hit points and rounded up if they are equal or under 50%.

Example:
You're shooting a cargo pod (armour 50) with a light PBC (penetration 35) at point blank range the Armour Modifier is:
AM = (50 - 35) / 100 = 0.25

Since you're shooting at point blank range, damage done by a light PBC is 130,the Damage Modifier is:
DM = 130 * 0.25 = 32.5
FD = 130 - 32.5 = 97.5

If the pod still has 1000 hit points before you shoot it, it goes down to 902 (1000 - 97.5 = 902.5, 902 rounded down since a cargo pod max hit points is 1000).

If the pod had 510 hit points before you shoot it, it goes down to 413 (510 - 97.5 = 412.5, 413 rounded up since the hit points left is less than 50% of max hit points).

Note on TRI settings:
* When talking about High/Max TRI setting if mean that it gives max power to weapons.
* Balanced TRI setting is the TRI equalizing the power distribution to Propulsion, Shields and Weapons
* Low/Min TRI setting is Max power to either shield or propulsion.

Note on ammunition usage:
Ammunitions is kept track of using to things, the number of pods that are full and the exact remaining ammo count in an uncomplete pod (current pod) for this type of ammunition (the uncomplete pod is showed as a complete one in the inventory screen).

When you use ammunitions in combat the exact number of units fired is substracted from the uncomplete pod, when the pod's content is depleted the number of full pods is decreased by one and the leftover number of shots fired is substracted from the max units number contained in a full pod to give the number to use for the current pod.

HALF-RANGE QUICK REFERENCE TABLE

A table to summarize weapon damages at each half-life value for low/balanced/high TRI setting.

For damage reference, a cargo pods has 1000 hit points.

for the first segment the damage value does not decrease, full base damage for the weapon is applied from 0 to the first half-range value.

for other segments, damage value decrease linearly (see formulas for details).

Entries can be read like this (all range are expressed in meters):

  • x. name of weapons concerned (base damage with balanced TRI, max range with balanced TRI, half-life value)
  • Range values define segment the last digit of the range correspond to the end of the segment.
  • Damage values indicated the damages done at the end of the segment they're included in to have an exact damage value for a specific range refer to the formulas.
  • The last number on the Damage lines indicates the max range of the weapon at this TRI setting (and the end of the last segment).

CLICK HERE TO SEE HALF-RANGE TABLE

TURRET WEAPONS BEHAVIOUR
Turrets:
Turrets (Point-defense or Dock-on) are equiped with a Light PBC cannon, refire rate is faster on Point-defense turret (0.4 second), normal (0.8 second) on a Dock-on turret.

Target re-acquiring time is 1 second for Dock-on turrets, Point defense turrets have a re-acquire time of 0.16 second.

Note on Point Defence Turret:
Despite the fact it mount a Light PBC cannon, the Point Defense turret only has a 2km #engagement range.

The point defence turret is located on top-backward side of the propulsor cone facing backward. It thus gives firing arcs of 80 degrees up/down/left/right facing backward from the direction you're currently heading toward.

AGGRESSOR SHIELD BEHAVIOUR
Aggressor Shield Legend
Coverage: The arcs the shield encompass in degrees.
Duration: Time in seconds for which the shield is on after activation.
Sweet speed: Optimal collision speed, basis for damage computation.
Dam Factor: Damage multiplier.
Self Dam: Ratio of damages applied to aggressor ship.
Agressor Shield coverage duration sweet speed Dam Factor Self Dam
Normal 90 deg 3 sec 800 mps 1 0.1
Navy 140 deg 5 sec 1200 mps 1.5 0.05
Base Damage is calculated by taking the agressor ship's max hit points (ie. the bigger the better), multiplied by the Damage factor for the shield. Then a modificator is applied according to the speed at the collision moment (sweet speed is the reference and has a modificator value of 1).

If you hit at or below the sweet speed no damages should be applied to you. Otherwise the self-damage ratio is used.

LDA SHIELDS SECTION
LDA Shield Legend
Chance: chance the shield will activate to block incoming fire.
Capacity: number of energy units the shield can store.
Cost: number of energy units drained from the shield when it activate.
Recharge: number of energy units restored in 1 second.
Cover: hostile ship tracking coverage in degrees.
Fld Cover: the actual cover of the field in degrees for blocking purpose.
Hold: field hold time, the minimum delay in second between two activations.

CLICK HERE TO SEE LDA TABLE

Upgrades:

  1. Particle Screen:
    Allow the LDA shield to stop fire from Meson based weapons (such as theLongbow Cannon).
  2. Shield Booster:
    Activation Chance increased by 5%
  3. Shield Synchronizer:
    Reduce field hold time by 0.05 second and increase Activation Chance by 2.5%
SENSORS SECTION

Sensor Legend
Base Range: base detection range.
ID Range: Identification (and IFF) range.
ID incr: ID Range increase for active sensors when activated.
Bright: brightness (likelyness to be detected) increase when active sensors active.

CLICK HERE TO SEE SENSOR TABLE

Ship Loadouts

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Created: 18 December 2014
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These page contains information on all the playable ships skeleton (basic) loadouts. Contributed by This email address is being protected from spambots. You need JavaScript enabled to view it.

There is also an information section on weapons behaviour, which can be found under the Archives menu on the right.

 

SHIP SKELETON LOADOUT
Ship Basics:

 

Command Section:
  1. Base reactor output: 1800 Mw
  2. Max set speed: 500 m/s
  3. Internal cargo space: 0
  4. Available prefitted loadout: Standard
  5. Capsule space drive can be mounted: No
  6. LDA shield number : One
  7. Docking ports number/type: 1 universal port (rear)
  8. Special: nothing
Storm Petrel:
  1. Base reactor output: 2100 Mw
  2. Max set speed: 1600 m/s
  3. Internal cargo space: 0
  4. Available prefitted loadout: Standard
  5. Capsule space drive can be mounted: No
  6. LDA shield number: One
  7. Docking ports number/type: 1 universal
  8. Special: Sensor disrupters not available
Tug:
  1. Base reactor output: 2300 Mw
  2. Max set speed: 800 m/s
  3. Internal cargo space: 1
  4. Available prefitted loadout: Standard, Assault, ECM, Stealth
  5. Capsule space drive can be mounted: Yes
  6. LDA shield number: Two
  7. Docking ports number/type: 1 universal port (rear)
  8. Special: Nothing
Advanced Patcom:
  1. Base reactor output: 2600 Mw
  2. Max set speed: 1400 m/s
  3. Internal cargo space: 2
  4. Available prefitted loadout: Standard, Assault, ECM, Stealth
  5. Capsule space drive can be mounted: Yes
  6. LDA shield number: Two
  7. Docking ports number/type: 1 universal port (top), 1 turret/cargo port (bottom)
  8. Special:T-fighters on pylon mounts can rotate and act as turret while attached.
Heavy Corvette:
  1. Base reactor output: 3000 Mw
  2. Max set speed: 1000 m/s
  3. Internal cargo space: 3
  4. Available prefitted loadout: Standard, Assault, ECM, Stealth
  5. Capsule space drive can be mounted: Yes
  6. LDA shield number: Two
  7. Docking ports number/type: 1 universal port (top), 1 turret/cargo port (bottom)
  8. Special:T-fighters on pylon mounts can rotate and act as turret while attached.

Note on internal cargo space:
Internal cargo space is only used by Secondary Ring, Internal magazine and Assault Cannon (1 each).

 

Mount Points Description:

Light Hardpoint:
Quad Light PBC, PBC, Comm Laser.

Medium Hardpoint:
Quad/Tri/Double launcher, Assault Cannon, Gatling Cannon, Heavy PBC, Pulsed PBC, Targetter PBC, Rapid Fire PBC, Wide Angle PBC, Cryo PBC, PBC, Cutting Beam, Mining Laser, Quad Light PBC, Light PBC, Comm Laser.
Heavy Hardpoint:
Antimatter PBC, Neutron PBC, Assault Cannon, Gatling Cannon, Heavy PBC, Antimatter Beam, Pulsed PBC, Targetting PBC, Rapide fire PBC, Wide Angle PBC, Cryo PBC, PBC, Quad Ligth PBC, Cutting Beam, Mining laser, Longbow Sniper Cannon.
Pylon Mount:
Neutron PBC, Assault Cannon, Gatling Cannon, Heavy PBC, Pulsed PBC, Targetting PBC, Rapid Fire PBC, Wide Angle PBC, Cryo PBC, Cutting Beam, Mining Laser, Quad/Tri/Double Launcher.
Pylon Cannon Mount:
Quad/Tri/Double launcher

Note: usable only if one of the valid cannon/beam type is installed on a pylon mount.

T-Fighter Cannon Mount:
Neutron PBC, Gatling Cannon, Heavy PBC, Pulsed PBC, Targetting PBC, Rapid Fire PBC, Wide angle PBC, Cryo PBC, PBC, Quad Ligth PBC, Light PBC, Comm Laser.
T-Fighter Missile Magazine:
Combat missiles (Harrower, Seeker, Deadshot), Rockets (Blizzard, Hammer, Gnat).

 

COMMON SECTIONS
Propulsion Section

Power Plant:
Extension: High Yield Fusion Injector, Powerplant Autorepair, Reactor Hardening, Antimatter Pod, Secondary Ring (1 cargo space).

Heatsink:
Types: Alpha, Sealed, Beta, Gamma, Delta, Omega.
Extensions: Active cooler, Advanced heatsink, Cooling Pod, Super Cooler.
Manoeuvering Thrusters:
Types: Improved Manoeuver Thrusters, Base Manoeuver Thrusters, Cold Gas Thrusters.
Main Drive:
Types: Interception Drive, Pursuit Drive, Base Drive.
LDS Drive:
Types: Class 1 LDS, Class 2 LDS, Class 3 LDS.

 

Emergency Power System (Accumulators)

Capsule Drive:
For Tug, Advanced Patcom and Heavy Corvette only.

LDA Shield Section:
Types: Assault, Navy, Combat, Miner, Meteor, Defense, Light.
Extensions: Particle Screen, Shield Booster, Shield Synchronization.

 

General Section

Passive Sensors:
Types: Passive sensors level 1 to 5

Active Sensors:
Types: Active sensors level 1 to 5
Autorepair:
Types: Autorepair level 1 to 5
CPU:
Types: CPU 1 to 5 and Compact Ship AI
Extensions: Memory module.
Programs:
Aggresor shield control, Pursuit Autopilot, Engine Managment, Hyperspace Tracker, Imaging module, Military Tracking, Occlusion Monitoring, Repair Control, Self-defense, Stealth.
Sensor Disrupters:
Types: Advanced Sensors Disruptor, High Power Sensors Disruptor, Sensors disruptor
Ship Upgrades Section:
Advanced Hull Material, Armored Hull Plates, Low Signature Hull Plates, Comm Scrambler.

 

Offensive Sections for Each Ship

Command Section:
1 Light hardpoint (+ counter-measures).

Storm Petrel:
2 Light hardpoint, 1 Medium hardpoint (+ counter-measures, weapon link).
Tug:
2 Light hardpoint, 1 Medium hardpoint, 2 pylon mounts (+ counter-measures, aggressor shield, weapon link).
Advanced Patcom:
1 Light hardpoint, 1 Medium hardpoint, 2 Heavy harpoints, 2 pylons, Dock On Weapon port (Auto-turret or REM Fighter), point defense turret mount (+ counter measures, aggressor shield, weapon link).
Heavy Corvette:
1 Light hardpoint, 2 Medium hardpoint, 2 Heavy harpoints, 2 pylons, Dock On Weapon port (Auto-turret or REM Fighter), point defense turret mount (+ counter measures, aggressor shield, weapon link).

Note 1 : To my best knowledge, Secondary Ring and High Yield Fusion Injector do not seem to have any gameplay effect.

Note 2 : According to the encyclopedia Active sensors are supposed to be useful for targetting purpose, however there's no confirmation of this and judging from in-game experience is too subjective to provide a definite answer on this.

Utility Vehicles

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Created: 18 December 2014
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UTILITY VEHICLES

MS-UTL23b Faerie Class Flitter
Faerie Class Flitter

Manufacturer: Maas Corporation

Length: 5m
Mass: 4t
Crew: : 1
Maneuverability: Medium

Offensive Systems:
None

Defensive Systems:
None

Drive Systems:
Micro Thrust Array

The Faerie class flitter is a tiny one man pod designed for maintenance inspection and mining support roles. It has two fully articulated Waldo arms that enable the pilot to easily manipulate tools and other equipment from the safety of the flitter's cockpit. In their mining support role flitters are often paired up with Frog class light miners.

 

MS-UTL45g Frog Class Light Miner
Frog Class Light Miner

Manufacturer: NSO Laplace

Length: 17.5m
Mass: 35t
Crew: 1
Maneuverability: Medium

Offensive Systems:
Mining Beam
Mining charge launcher

Defensive Systems:
None

Drive Systems:
Dual Vectored Thrust Pods

Dual vectored thrust pods give the Frog class light miner the superb handling and responsiveness that's required for asteroid mining operations. Its Waldo arms have integrated drills for easier mining. A mining beam and mining charge deployer aid in its mining role, but additionally provide a basic method of self-defense. Often paired up with Faerie class flitters, Frog class miners are a familiar sight around asteroid mines.

 

VS-GS02 Jupiter Class Gas Miner
Jupiter Class Gas Miner

Manufacturer: Von Schelling Industries

Length: 45m
Mass: 680t
Crew: 5 + 2
Maneuverability: Low

Offensive Systems:
Light PBC Cannon

Defensive Systems:
LDA ( Front )

Drive Systems:
Standard Thrust Array
LDS Class 1
Capsule Drive

Designed to skim the upper atmosphere of gas giants, the Jupiter class gas miner is used to mine the rare gasses in their upper atmospheres. The Jupiter class is responsible for creating a whole new sport - planet diving, where the craft is dived into the planets atmosphere, then skipped off the outer layer, back into space. Second hand models of the Jupiter class have since become widely sought after by rich teenagers. Von Schelling is considering marketing a sports variant of the Jupiter class to be sold specifically for planet diving.

 

NSO-ST1024n Planetoid Class LOR Platform
Planetoid Class LOR Platform

Manufacturer: NSO Laplace

Length: 2.7km
Mass: 8,160,000t
Crew: 20 + 6
Maneuverability: Very Low

Offensive Systems:
None

Defensive Systems:
None

Drive Systems:
Heavy Thrust Array
LDS Class 1

Larger than even the mighty megatransporter, and more of a mobile station than a ship, the Planetoid class LOR ( Low Orbit Recovery ) platform is specifically designed to help build, repair, maintain and transport space station modules.

 

MS-UTL66e Anderson Class SNRV
Anderson Class SNRV

Manufacturer: Maas Corporation

Length: 182m
Mass: 288,290t
Crew: 2 + 1
Maneuverability: Very Low

Offensive Systems:
None

Defensive Systems:
None

Drive Systems:
Standard Thrust Array
LDS Class 1
Capsule Drive

Often described as the 'white van' of space, the SNRV is a common sight. Originally designed for search and recovery operations ( hence the designation SNRV), many variants are now in service, including a six cargo pod transporter version.

MS-UTL98d Yellowstone Class Utility Truck
Yellowstone Class Utility Truck

Manufacturer: Maas Corporation

Length: 38m
Mass: 547t
Crew: 6 + 2
Maneuverability: Medium

Offensive Systems:
2 x Light PBC Cannon

Defensive Systems:
None

Drive Systems:
Standard Thrust Array
LDS Class 1
Capsule Drive

A versatile design, the Yellowstone class truck is often used as a mobile maintenance platform, and its extensibility has spawned several different variants, including police prisoner transports, and mining support vessels. It comes as standard with two light PBC guns for meteorite defense. It's also been reported that some dissident groups are bolting on missile launchers, effectively turning the ship into a missile boat.

Passenger Carriers & Tugs

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Created: 18 December 2014
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PASSENGER CARRIERS

VS-PT900 Corporate Yacht
Corporate Yacht

Manufacturer: Von Schelling Industries

Length: 39m
Mass: 426t
Crew: : 2 + 1 + 6
Maneuverability: High

Offensive Systems:
None

Defensive Systems:
Countermeasure Launcher
2 x LDA ( Upper and Lower )

Drive Systems:
High-Power Thrust Array
LDS Class 3
Capsule Drive

Most often used as a courier vessel, the corporate yacht is a familiar sight around the various corporate stations. The basic model is unarmed, though it does have some purely defensive systems. Corporate yachts can carry up to six passengers in addition to the crew, though some luxury models carry less due to the high standard of accommodation on board. Several armed versions are known to have been produced.

 

NSO-L230 LST
NSO-L230 LST

Manufacturer: NSO Laplace

Length: 190m
Mass: 15,200t
Crew: 10 + 3
Maneuverability: Medium

Offensive Systems:
2 x Light PBC

Defensive Systems:
Countermeasure Launcher
LDA ( Upper )

Drive Systems:
Ram-Jet Hybrid Thruster Array
LDS Class 1
Capsule Drive

Based on an unsuccessful prototype from the Independence War, the LST ( Landing Ship-Tank ) is one of the few jump-capable vessels also capable of atmospheric re-entry and landing. Civilian variants are now available, and commonly used for transferring corporate personnel from planetary bases to corporate space stations. Other variants include stealthy versions designed for the secret landing of troops inside enemy territory, and ambulances designed to transfer severely injured persons from planets to orbital medicare stations.

 

TUGS

MS-TG90A Spider Class Tug

Spider Class Tug
Cal's Spider Class Tug
Cal's Spider Class Tug

Manufacturer: Maas Corporation

Length: 46m
Mass: 8537t
Crew: 5 + 2
Maneuverability: High

Offensive Systems:
Light PBC Cannon

Defensive Systems:
Countermeasure Launcher
LDA ( Front )

Drive Systems:
Quad Vectored Thrust Array
LDS Class 1

With its unique quad vectored thrust array, the Spider class tug is very maneverable at low speeds. A multi-role craft it's designed to be outfitted for a variety of tasks, from towing cargo pods to transferring prison supplies. The basic model is lightly armed and has only one defensive shield, and doesn't even have a capsule drive. More expensive models have extra armaments and are jump capable. The modular component design of the Spider Class tug, means it can take a wide variety of standard components, making it very cost effective ship to maintain and upgrade.

 

NSO-590r Puffin Class Tug
Puffin Class Tug

Manufacturer: NSO Laplace

Length: 93m
Mass: 3326t
Crew: 10 + 2
Maneuverability: High

Offensive Systems:
Light PBC Cannon

Defensive Systems:
Countermeasure Launcher
LDA ( Front )

Drive Systems:
Standard Thrust Array
LDS Class 1
Capsule Drive

The classic puffin class tug has changed little over the years, which is a testament to its robust design and construction. Used primarily as a support and maintenance ship, its easy upgradability and ease of repair have led many operators to retrofit extra armaments and other equipment. In fact it's often said that no two puffins are exactly alike.

Patcoms

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Created: 18 December 2014
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PATCOMS

NSO-989 Tariq Class Patcom
Tariq Class Patcom

Manufacturer: NSO Laplace

Length: 121m
Mass: 4,992t
Crew: 16+3
Maneuverability: High

Offensive Systems:
Single PBC Cannon
2 x Missile Launchers

Defensive Systems:
Countermeasure Launcher
Upper LDA

Drive Systems:
Standard Thrust Array
LDS Class 3
Capsule Drive

Virtually a sister vessel to the Dreadnaught class corvette - it can use the same command section, and many of the components are common - it is smaller and has less defensive systems, but is much faster and more agile. Tariq class patcoms are used primarily as scout and system patrol ships, have found a place in many planetary defense fleets, and are also favored by customs agents. Older patcom vessels had only an upper shield, leaving them vulnerable to attacks from below, but some modern variants now have both an upper and lower shield. Some versions have even been retrofitted with beam weapons or gatling cannons.

 

NSO-1824e Enforcer Class Police Patcom
Enforcer Class Police Patcom

Manufacturer: NSO Laplace

Length: 154m
Mass: 8932t
Crew: 20 + 4 + 15
Maneuverability: High

Offensive Systems:
2 x PBC Cannon
2 x Disruptor Missile Launchers

Defensive Systems:
Countermeasure Launcher
2 x LDA (Upper and Lower)

Drive Systems:
Standard Thrust Array
LDS Class 2
Capsule Drive

When the United-Police-Federation placed an order for a new class of patcom, specially designed for the unique requirements of planetary police departments few realised just how powerful a ship they would be getting. The Enforcer class police patcom builds on the design of the Tariq class, and takes it to the next level. In realising the new design NSO-Laplace have abandoned the separate command section, and instead integrated the bridge into the main hull, providing internal space for prisoner holding cells. With dual PBC Cannon and disruptor missiles the Enforcer patcom is capable of disabling medium sized vessels. Its universal docking collars allow it to connect to a wide variety of docking connections, and it has enough accomodation space for a police boarding party of up to 15 specially trained officers. The Enforcer police patcom is a common sight around stations, keeping an eye out for pirates and marauders, though they are better known for disabling any ship that disobeys station speed limits.

 

NSO-1950a Tachyon Class Advanced Patcom
Tachyon Class Advanced Patcom

Manufacturer: NSO Laplace

Length: 88m
Mass: 2,112t
Crew: 10 + 4
Maneuverability: Very High

Offensive Systems:
PBC Cannon
Missile Launcher

Defensive Systems:
Countermeasure Launcher
2 x LDA (Upper and Lower)

Drive Systems:
High-Power Micro Thrust Array
LDS Class 3
Capsule Drive

The Tachyon class advanced patcom is the latest ship to roll off the NSO-Laplace production line. A replacement for the Tariq Class, the Tachyon class is a radically advanced new patcom design. It is much smaller, lighter, faster and more manoeuvrable, but is capable of carrying more ordnance. Custom avionics allow the ship to be configured for a variety of roles, and modular wing pylons (identical to those of the Devastator heavy corvette) allow the ship to carry a wide range of weaponry. One of the major advances is the LDS Class 3 drive, with much higher acceleration than Class 2 or below drives, which has led many navies to consider them for interception roles. Like the Devastator class heavy corvette it also uses the NSO-1502 Advanced Command Section as a bridge, and it shares many common components with the Devastator, giving significant cost savings to navies that operate both vessel types. Tachyon class corvettes have recently been licensed for manufacture by several organisations, but have yet to replace the Tariq class, due to the high construction costs.

Gunstars & Interceptors

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Created: 18 December 2014
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GUNSTARS

NSO-GST-10c Gunstar Weapons Platform
Gunstar Weapons Platform

Manufacturer: NSO Laplace

Length: 520m
Mass: 441,600t
Crew: None
Maneuverability: Station keeping only

Offensive Systems:
4 x double gatling cannon turrets

Defensive Systems:
Multiple LDAs

Drive Systems:
Basic Thrust Array

The Gunstar weapons platform first made an appearance during the Independence War. Designed by NSO for the Commonwealth Navy they were highly effective at defending stations and Lagrange points from attack. The NSO-GST-10c is an upgraded model based on the original design, boasting improved AI and target acquisition, however concerns have been raised as to its possible vulnerability with respect to modern disruptor weaponry.

 

NSO-GST-200-A Advanced Gunstar Weapons Platform
NO IMAGE - CLASSIFIED

Manufacturer: NSO Laplace

Length: CLASSIFIED
Mass: CLASSIFIED
Crew: CLASSIFIED
Maneuverability: CLASSIFIED

Offensive Systems:
CLASSIFIED

Defensive Systems:
CLASSIFIED

Drive Systems:
CLASSIFIED

NSO Laplace are reported to be working on a replacement for the elderly GST-10 series gunstar weapons platform. Early reports suggest it will be configured differently, with more weapons, and there are rumors that it may mount missile launchers and be less vulnerable to ECM attacks.

 

INTERCEPTORS

VS-IN01 Storm Petrel Interceptor
Storm Petrel Interceptor

Manufacturer: Von Schelling Industries

Length: 35m
Mass: 63t
Crew: 1 + 1
Maneuverability: Extreme

Offensive Systems:
2 x PBC Cannon
Missile Launcher

Defensive Systems:
Countermeasure Launcher
1 x LDA (Upper)

Drive Systems:
High-Power Micro Thrust Array
LDS Class 3

Originally developed for the Navy, but abandoned when the project was cancelled due to bureaucratic wrangling and dithering, Von Schelling re-visited the design when advances in technology made the concept of a small, medium range, extremely fast interceptor financially viable. The Storm Petrel is unique. It marries the firepower and range of a patcom, with the speed and agility of a fighter. Requiring a crew of between 1 and 2 the Storm Petrel is often used as an armed courier vessel, more than capable of defending itself against multiple foes. The downside is the high manufacturing and maintenance costs. The Storm Petrel has proved to be fairly unreliable, and Von Schelling are working on the design to iron out the various problems.

 

MS-01x Executor Class Interceptor
Executor Class Interceptor

Manufacturer: Maas Corporation

Length: CLASSIFIED
Mass: CLASSIFIED
Crew: CLASSIFIED
Maneuverability: CLASSIFIED

Offensive Systems:
CLASSIFIED

Defensive Systems:
CLASSIFIED

Drive Systems:
CLASSIFIED

The Executor class interceptor was the Maas Corporation's first flawed entry into the military / special purpose market. A personal project of Caleb Maas, the Executors were first deployed in debt recovery operations. However they were recalled shortly afterwards after a fundamental design flaw in the engine pylons led to an unfortunate series of 'accidents'. There is speculation that Maas Corporation may be about to re-launch a much improved variant of the Executor class interceptor, made possible due to recent advances in materials technology.

Freighters

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Created: 18 December 2014
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FREIGHTERS
NSO-F650b Jeep Class Freighter
Jeep Class Freighter

Manufacturer: NSO Laplace

Length: 690m
Mass: 828,000t
Crew: 30 + 3
Maneuverability: Low

Offensive Systems:
1 x PBC

Defensive Systems:
2 x LDA ( Upper and Lower )
2 x Countermeasure Launchers

Drive Systems:
Standard Thrust Array
LDS Class 1
Capsule Drive

Originally designed as a troop ship for the Commonwealth Navy, the versatility of the Jeep design has led it to be used for a variety of roles never even envisaged by the original designers. Jeeps are still used for military purposes, but they have also found a role as hospital ships, civilian passenger transports and light cargo ships. As part of their military heritage they are still armed with a single PBC and are well shielded and armored.

 

NSO-F602e Oakland Class Light Freighter
Oakland Class Light Freighter

Manufacturer: NSO Laplace

Length: 540m
Mass: 151,200t ( Unladen )
Crew: 20 + 4
Maneuverability: Low

Offensive Systems:
None

Defensive Systems:
2 x LDA ( Upper and Lower )

Drive Systems:
Standard Thrust Array
LDS Class 1
Capsule Drive

The Oakland class, like its close relative the Tir class, is now nearing the end of its service life and will soon no longer be manufactured. Designed originally as a refined neutronium ore carrier it has been superceded by more modern types of freighters (such as the City class light freighter) that require fewer crew and lower operating costs.

 

NSO-F1010 Powell Class Megatransporter
Powell Class Megatransporter

Manufacturer: NSO Laplace

Length: 2.35km
Mass: 4,700,000t ( Unladen )
Crew: 8 + 4 + 4
Maneuverability: Very Low

Offensive Systems:
None

Defensive Systems:
None

Drive Systems:
Heavy Thrust Array
LDS Class 1
Capsule Drive

The Powell class Megatransporter (sometimes known as a 'Megafreighter') is the largest civilian ship in service today, excepting Low Orbit Recovery Platforms which are not generally classed as ships. Standard Megatransporters carry a compliment of up to 30 giant 'Megapods' (themselves equivalent to nearly 35 standard cargo pods). They are most commonly used to ferry bulk cargo (including station components) between the Badlands and Gagarin clusters. On the grounds that it lacks any defensive systems (making it a particularly large and vulnerable target) the Megatransporter is normally escorted by patcom or corvette class ships. As might be expected its operating costs are huge limiting its use to corporations and system governments. A ferry variant is available which replaces the Megapod docking ports with standard docking connections. This allows the transport of up to 30 ships at any one time.

 

MS-FR70 Alpha Class Fuel Transporter
Alpha Class Fuel Transporter

Manufacturer: Maas Corporation

Length: 155m
Mass: 446,500t ( Unladen )
Crew: 6 + 2
Maneuverability: Low

Offensive Systems:
None

Defensive Systems:
None

Drive Systems:
Heavy Thrust Array
LDS Class 1
Capsule Drive

The MS-FR70 fuel transporter's modular design makes it an easy ship to maintain. It is commonly used to transfer fuel products between stations, but variants include those converted to carry liquid foodstuffs, liquefied gases such as oxygen, and liquid waste products. It is a close relative of the MS-FR80 and MS-FR90 transporters, which are constructed from the same basic core components.

MS-FR80 Beta Class Fuel Transporter
Beta Class Fuel Transporter

Manufacturer: Maas Corporation

Length: 375m
Mass: 70,010t (Unladen)
Crew: 8 + 2
Maneuverability: Low

Offensive Systems:
None

Defensive Systems:
None

Drive Systems:
Standard Thrust Array
LDS Class 1
Capsule Drive

The MS-FR80 fuel transporter's modular design makes it an easy ship to maintain. It is commonly used to transfer fuel products between stations, but variants include those converted to carry liquid foodstuffs, liquefied gases such as oxygen, and liquid waste products. It is a close relative of the MS-FR70 and MS-FR90 transporters, which are constructed from the same basic core components.

 

MS-FR90 Gamma Class Fuel Transporter
Gamma Class Fuel Transporter

Manufacturer: Maas Corporation

Length: 520m
Mass: 80,200t (Unladen)
Crew: 10 + 2
Maneuverability: Low

Offensive Systems:
None

Defensive Systems:
None

Drive Systems:
Standard Thrust Array
LDS Class 1
Capsule Drive

The MS-FR90 fuel transporter's modular design makes it an easy ship to maintain. It is commonly used to transfer fuel products between stations, but variants include those converted to carry liquid foodstuffs, liquefied gases such as oxygen, and liquid waste products. It is a close relative of the smaller MS-FR70 and MS-FR90 transporters, which are constructed from the same basic core components.

 

MS-FR100 City Class Light Freighter
City Class Light Freighter

Manufacturer: Maas Corporation

Length: 370m
Mass: 83,250 (Unladen)
Crew: 5 + 2
Maneuverability: Low

Offensive Systems:
None

Defensive Systems:
None

Drive Systems:
Heavy Thrust Array
LDS Class 1
Capsule Drive

The City class light freighter has replaced the older Oakland class as the freighter of choice for medium sized shipping companies. Its low crew requirements and relatively large 10 pod cargo capacity, make it an obvious choice. Like the Venice class, it lacks any form of offensive or defensive systems, but it is not considered cost effective to retrofit them as the spaceframe is not suitable.

 

MS-FR200 Venice Class Heavy Freighter
Venice Class Heavy Freighter

Manufacturer: Maas Corporation

Length: 490m
Mass: 264,600t (Unladen)
Crew: 10 + 3
Maneuverability: Low

Offensive Systems:
None

Defensive Systems:
None

Drive Systems:
Heavy Thrust Array
LDS Class 1
Capsule Drive

The Venice class heavy freighter has the largest carrying capacity of any equivalent sized ship. Capable of carrying up to 20 standard cargo pods, it is a highly cost-effective ship to operate, and as such is extremely popular with shipping companies. The lack of defensive shields has reduced its manufacture cost, but has left it vulnerable to attack. Consequently some companies are retrofitting their Venice class freighters with shields and other defensive systems, and Maas Corporation is considering offering these systems prefitted as an option to prospective buyers.

  1. Fighters
  2. Destroyers & Drones
  3. Cruisers
  4. Corvettes
  5. Carriers & Command Sections
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