CORE LEVEL 3 UNITS

All units here are built in the Advanced Starship Yard.

REANIMATOR

ENERGY: 18370
METAL: 598
BUILDTIME: 27794

CLASS: Corvette
MISSION: Ressurection of starships and capturing vessels
ACCELERATION: Good
AGILITY: Very good
ARMOUR: 1400
PRIMARY WEAPON: EMP turret
SECONDARY WEAPON: -
TERTIARY WEAPON:
-

Extremely useful units, they are able to rebuild a starship from the wrecks scattered around after a battle. Groups of them can also paralyze active starships and capture them.

PREDATOR

ENERGY: 24321
METAL: 1504
BUILDTIME: 30021

CLASS: Advanced Frigate
MISSION: Destroy starfighter
s
ACCELERATION: Fair
AGILITY: Good
ARMOUR: 4200
PRIMARY WEAPON: 80Mj
pulsed laser turret
SECONDARY WEAPON: 50Mj Pulsed laser turret
TERTIARY WEAPON:
50Mj Pulsed laser turret

With massive engines allowing it to keep up with starfighters, this frigate packs a lot of punch and is difficult to kill due to it's high speed and decent armour.

PROWLER

ENERGY: 32735
METAL: 1602
BUILDTIME: 42420

CLASS: Guided Missile Frigate
MISSION: Destroy starfighter
s
ACCELERATION: Fair
AGILITY: Fair
ARMOUR: 3000
PRIMARY WEAPON: G
uided missile racks
SECONDARY WEAPON: 80Mj pulsed laser turret
TERTIARY WEAPON:
80Mj pulsed laser turret

Carrying 16 missiles, this frigate is deadly against fighters and packs a fair punch vs. medium craft too. It's missiles replenish slowly, so it's cloaking device enables it to hide while replenishing it's supply.

STORMBRINGER

ENERGY: 25167
METAL: 2771
BUILDTIME: 40575

CLASS: Destroyer
MISSION: General purpose attack and escort
ACCELERATION: Fair
AGILITY: Poor
ARMOUR: 5000
PRIMARY WEAPON: 120Mj Pulsed laser turret
SECONDARY WEAPON: 120Mj Pulsed laser turret
TERTIARY WEAPON:
50Mj Pulsed laser turret

With good all-round firepower and excellent armour, these ships are useful for any sort of mission.

LANCE

ENERGY: 49156
METAL: 5125
BUILDTIME: 55512

CLASS: Stealth Cruiser
MISSION: First strike/Assault on fortifications
ACCELERATION: Fair
AGILITY: Good
ARMOUR: 8000
PRIMARY WEAPON: 2 Cluster pulse cannons
SECONDARY WEAPON: 120Mj pulsed laser turret
TERTIARY WEAPON:
80Mj pulsed laser turret

A powerful vessel, the Lance class cruiser is superb at dealing with groups of starfighters or starships alike. The drawback is that it's main weapon only fires forward, leaving it somewhat vulnerable to attacks from behind. It's newly acquired stealth technology allows it to strike at targets with little warning.

REVENGE

ENERGY: 51638
METAL: 5644
BUILDTIME: 62270

CLASS: Heavy Cruiser
MISSION: Long range attack
ACCELERATION: Fair
AGILITY: Poor
ARMOUR: 8400
PRIMARY WEAPON: Rapid fire
Ion bolt Launcher
SECONDARY WEAPON: 200Mj pulsed laser turret
TERTIARY WEAPON:
200Mj pulsed laser turret

The most common of the CORE starships, this heavy cruiser is an extremely capable combatant, posing a threat to anything except a capital ship.

WARSPITE

ENERGY: 71638
METAL: 5612
BUILDTIME: 72170

CLASS: Heavy Cruiser
MISSION: Long range attack
ACCELERATION: Fair
AGILITY: Poor
ARMOUR: 8302
PRIMARY WEAPON: 400Mj pulsed laser turret
SECONDARY WEAPON: 120Mj pulsed laser turret
TERTIARY WEAPON:
120Mj pulsed laser turret

The main weapon of this ship is the largest beam weapon that could be mounted on a heavy cruiser. The downside is the long reload time and slow turret speed.

HYPERION

ENERGY: 73532
METAL: 2545
BUILDTIME: 82121

CLASS: Stardrive module
MISSION: Rapid deployment of large starships
ACCELERATION: Unsurpassed
AGILITY: Excellent
ARMOUR: 4100
PRIMARY WEAPON: -
SECONDARY WEAPON: -
TERTIARY WEAPON:
-

Basically a high-speed carrier, the Hyperion's role is to transport battleships and other capital ships into (and out of) combat at incredible speed. Successful use of these ships opens up a whole new area of tactics. See the Using the Stardrive Module section for more details on how to use these unique units.

FULCRUM

ENERGY: 38247
METAL: 3892
BUILDTIME: 53281

CLASS: Fleet support ship
MISSION: Auto-repair of all starships
ACCELERATION: Poor
AGILITY: Very poor
ARMOUR: 5500
PRIMARY WEAPON: -
SECONDARY WEAPON: -
TERTIARY WEAPON:
-

Also able to repair structures and assist construction, this extremely useful ship serves mainly as a mobile repair bay for fighter craft and starships. It carries it's own pocket fusion reactor, 3 metal makers, along with ample storage space for both resources.

ARCHON

ENERGY: 92532
METAL: 7653
BUILDTIME: 130121

CLASS: Communication ship
MISSION: Co-ordination of fleet targeting systems and radar
ACCELERATION: Poor
AGILITY: Very poor
ARMOUR: 8000
PRIMARY WEAPON: 50Mj pulsed laser turret
SECONDARY WEAPON: 50Mj pulsed laser turret
TERTIARY WEAPON:
50Mj pulsed laser turret

Although expensive, it usefulness cannot be ignored. Basically a flying version of the targeting array, it enables all weapons to fire as soon as targets come within firing and radar range.

STARBURST

ENERGY: 111602
METAL: 12097
BUILDTIME: 115875

CLASS: Battlecruiser
MISSION: Raiding and skirmishing ops.
ACCELERATION: Good
AGILITY: Fair
ARMOUR: 16000
PRIMARY WEAPON: 400Mj laser turret
SECONDARY WEAPON: 200Mj laser turret
TERTIARY WEAPON:
Ion bolt turret

Like it's ARM equivelant, this vessel is excellent for high speed raids on enemy positions and engaging enemy fleets in lightning strikes. Although they have far less armour than a geniune battleship, their higher top speed makes up for this.

DEATHAND

ENERGY: 138740
METAL: 22170
BUILDTIME: 140010

CLASS: Battleship
MISSION: Assault
ACCELERATION: Very Poor
AGILITY: Fair
ARMOUR: 28120
PRIMARY WEAPON: Railgun
SECONDARY WEAPON: 200Mj pulsed laser turret
TERTIARY WEAPON:
200Mj pulsed laser turret

Capable of flattening a base within minutes, this mighty vessel can be somewhat unwieldy to use, but when commanded properly there is no other unit able to stand up to it's sheer firepower.

INVINCIBLE

ENERGY: 135167
METAL: 27371
BUILDTIME: 162120

CLASS: Dreadnought
MISSION: Assault and anti-ship operations
ACCELERATION: Dreadful
AGILITY: Appaling
ARMOUR: 36800
PRIMARY WEAPON: 400Mj pulsed laser turret
SECONDARY WEAPON: 400Mj pulsed laser turret
TERTIARY WEAPON:
400Mj pulsed laser turret

One of the biggest threats to ARM today. It's weapons are long ranged, accurate, and it takes a sizable force to bring one down.

PILEDRIVER

ENERGY: 170740
METAL: 43570
BUILDTIME: 398010

CLASS: Planetkiller
MISSION: Assault
ACCELERATION: Dreadful
AGILITY: Appaling
ARMOUR: 60120
PRIMARY WEAPON: Photon bolt array
SECONDARY WEAPON: Ion bolt turret
TERTIARY WEAPON:
3 x 200Mj pulsed laser turrets

Once part of the CORE starnavy long ago and thought lost forever, recent CORE expeditions have recovered an ancient hulk that they were able to salvage. This is an upgraded version, and represents the pinnacle of starship technology and firepower.

RAZORBACK

ENERGY: 15532
METAL: 1215
BUILDTIME: 35121

CLASS: Orbital Defence System
MISSION: Patrol (short range)
ACCELERATION: Good
AGILITY: Good
ARMOUR: 4400
PRIMARY WEAPON: 200Mj pulsed laser turret
SECONDARY WEAPON: 200Mj pulsed laser turret
TERTIARY WEAPON:
-

The most heavily armed of the defence satellite, this unit can take on anything up to cruisers with confidence.

© Savant 2002.
Tuesday, May 14, 2002