Maps Air Structure

Cerius-Class Gateship

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Added Creditlil bit of aesthetic feedback from OTB
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Sbia
Lvl 48Master Botanist
158
a day well spent i think :D
this ship is the next step in my PVP fleet structure, it's gonna be pretty infuriating to deal with
take it out ASAP!!!

SPECIAL ABILITIES

Fleet Jump- The Cerius incorporates an experimental jump drive into its design, letting it move all nearby ships with it. (UNTESTED)

Portals - Cerius-classes support fleets by letting them "portal" their firepower or fighters to a focused target near an enemy vessel.

Carrier- The Cerius can deploy up to 8 fighters.

STATS

Attack rating: 2/10
Defence rating: 4/10
Speed rating: 5/10

Class: Jumpship (JS)
Usage: Fleet support, defensive control, fire support control
Commissioned ships:

JS1 Superfluous Veil
JS2 Pearl Mirror
JS3 Guardian Aura
JS4 Angle of Incidence
JS5 Great Distance Barrier
JS6 Cerius

Dims: 61Lx12Hx33W
Weapons: 6x Medium turrets
Shields: Overclocked Aura of Displacement
Armour: Endstone Heatsinks around portal room
Engines: Igneous Thrusters
Power sources: Portal Battery
Max acceleration: 60G
Carried vessels: Up to 8 fighters
Crew: 6 gunners, 2 pilots, 2 engineers
Summary: Key support ship - manages fleet firepower and positioning. Can hold its own against smaller ships, but is easily outgunned by larger ships

BACKGROUND

The Cerius is one of the most important elements of a Kyremian fleet. While its performance on its own is nothing to write home about, it is the most important ships in the fleet. Not because of its ability to shred unarmoured ships rapidly with its 6 turrets, but because of its ability, in conjunction with fleets, to coordinate and focus firepower in specifically defined spots. This would be dangerous to deal with on its own, used offensively or defensively, but the Cerius has other tricks. Its ability to spirit fleets out of danger coupled with its usage of boarding parties makes it a nightmare to combat. Enemies can expect to see Kyremian fleets teleport out of sight while still having to deal with heavy fire and boarding parties combined.

  Have something to say?

Yarra
06/11/2016 11:13 pm
Level 16 : Journeyman Farmer
I can see this class having an extended Group Leader variant to organize local escort or patrol groups, being able to jump to each ship and quickly coalesce an effective battle group to combat an enemy battle group that appears in the region. With powerlike that, your fleet could be spread out across the region for local patrols yet still be able to fight as a unit if called for.
1
Sbia
06/12/2016 12:11 am
Level 48 : Master Botanist
it can do that as is, actually
1
Yarra
06/12/2016 7:27 pm
Level 16 : Journeyman Farmer
Enemy: Hrm... they appear to have left a single ship to guard this sector. I don't tru---


Gateship: Surprise exit!

Enemy: It's gone! What the devil!


Gateship: Surprise entrance!

Enemy: It's back. Andit brought friends! Let's get out of here!
1
Sbia
06/13/2016 7:11 pm
Level 48 : Master Botanist
>:]
1
OTB
06/11/2016 11:23 am
Level 40 : Master Bunny
Stop changin ur name gosh darn it, otherwise neat ship bruv
1

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