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Lasher-class Frigate
Lasher base2
Logistical Data
CR per deployment 10%
Recovery rate (per day) 8%
Recovery cost (supplies) 4
Peak performance (sec) 240
Maintenance (sup/month) 4.0
Cargo capacity 40
Maximum crew 50
Skeleton crew 25
Fuel capacity 25
Maximum burn 10
Fuel per l.y. & jump cost 1
Ordnance points 55
Flight decks 0
Combat Performance
Hull integrity 1,750
Armor rating 300
Defense Front Shield
Shield arc 210
Shield upkeep/sec 56
Shield flux/damage 1
Flux capacity 2,100
Flux dissipation 140
Top speed 120
Mounts 2x Small Missile
5x Small Ballistic
A favorite of pirates and private armies due to the ubiquity of the blueprints and its non-demanding support profile, Lasher-class frigates pack a respectable amount of ballistic firepower.

Lasher captains are usually no-nonsense types who let their weapons do the talking, and pick through the debris of enemy ships as opposed to trying more diplomatic or covert means of getting the job done. More often than not, that job involves quickly and effectively striking at (or guarding) small or medium-sized trade convoys. The light fighter and frigate escorts usually found guarding such convoys are hardly a match for the hail of projectiles a Lasher can quickly unleash. If that does not get the job done, the Lasher has another nasty surprise in wait - two missile hardpoints, more often than not fitted with "finisher" types of missile, such as the Harpoon MRM.

–In-Game Description

Lasher-class Frigate
Lasher luddic
Logistical Data
CR per deployment 10%
Recovery rate (per day) 8%
Recovery cost (supplies) 4
Peak performance (sec) 240
Maintenance (sup/month) 4.0
Cargo capacity 40
Maximum crew 50
Skeleton crew 25
Fuel capacity 25
Maximum burn 10
Fuel per l.y. & jump cost 1
Ordnance points 55
Flight decks 0
Combat Performance
Hull integrity 1,750
Armor rating 300
Defense Front Shield
Shield arc 210
Shield upkeep/sec 56
Shield flux/damage 1
Flux capacity 2,100
Flux dissipation 140
Top speed 120
Mounts 2x Small Missile
5x Small Ballistic
This ship has been given Luddic Church markings. Systems modifications are otherwise superficial.

A favorite of pirates and private armies due to the ubiquity of the blueprints and its non-demanding support profile, Lasher-class frigates pack a respectable amount of ballistic firepower.

Lasher captains are usually no-nonsense types who let their weapons do the talking, and pick through the debris of enemy ships as opposed to trying more diplomatic or covert means of getting the job done. More often than not, that job involves quickly and effectively striking at (or guarding) small or medium-sized trade convoys. The light fighter and frigate escorts usually found guarding such convoys are hardly a match for the hail of projectiles a Lasher can quickly unleash. If that does not get the job done, the Lasher has another nasty surprise in wait - two missile hardpoints, more often than not fitted with "finisher" types of missile, such as the Harpoon MRM.

–In-Game Description

Lasher-class Frigate
Lasher pather
Logistical Data
CR per deployment 10%
Recovery rate (per day) 8%
Recovery cost (supplies) 3 (-1)
Peak performance (sec) 79 (-161)
Maintenance (sup/month) 4.0
Cargo capacity 40
Maximum crew 50
Skeleton crew 25
Fuel capacity 25
Maximum burn 10
Fuel per l.y. & jump cost 1
Ordnance points 55
Flight decks 0
Combat Performance
Hull integrity 1225 (-525)
Armor rating 300
Defense Front Shield
Shield arc 210
Shield upkeep/sec 56
Shield flux/damage 1
Flux capacity 1680 (-420)
Flux dissipation 224 (+84)
Top speed 170 (+50)
Mounts 2x Small Missile
5x Small Ballistic
Fanatics of the Luddic Path have made this ship their own, stripping out all unnecessary furnishing and transforming it into a haphazard vehicle of holy war.

A favorite of pirates and private armies due to the ubiquity of the blueprints and its non-demanding support profile, Lasher-class frigates pack a respectable amount of ballistic firepower.

Lasher captains are usually no-nonsense types who let their weapons do the talking, and pick through the debris of enemy ships as opposed to trying more diplomatic or covert means of getting the job done. More often than not, that job involves quickly and effectively striking at (or guarding) small or medium-sized trade convoys. The light fighter and frigate escorts usually found guarding such convoys are hardly a match for the hail of projectiles a Lasher can quickly unleash. If that does not get the job done, the Lasher has another nasty surprise in wait - two missile hardpoints, more often than not fitted with "finisher" types of missile, such as the Harpoon MRM.

–In-Game Description

Lasher-class Frigate
Lasher substandard
Logistical Data
CR per deployment 10%
Recovery rate (per day) 8%
Recovery cost (supplies) 3 (-1)
Peak performance (sec) 240
Maintenance (sup/month) 4.0
Cargo capacity 40
Maximum crew 50
Skeleton crew 25
Fuel capacity 25
Maximum burn 9 (-1)
Fuel per l.y. & jump cost 1
Ordnance points 55
Flight decks 0
Combat Performance
Hull integrity 1,750
Armor rating 300
Defense Front Shield
Shield arc 210
Shield upkeep/sec 56
Shield flux/damage 1
Flux capacity 1,680 (-420)
Flux dissipation 112 (-28)
Top speed 112 (-24)
Mounts 2x Small Missile
5x Small Ballistic
Ships that would be decommissioned in quieter times now see widespread use throughout the Sector. The hull designation for such ships is usually tagged with a "D", for "damaged" or "defective".

A favorite of pirates and private armies due to the ubiquity of the blueprints and its non-demanding support profile, Lasher-class frigates pack a respectable amount of ballistic firepower.

Lasher captains are usually no-nonsense types who let their weapons do the talking, and pick through the debris of enemy ships as opposed to trying more diplomatic or covert means of getting the job done. More often than not, that job involves quickly and effectively striking at (or guarding) small or medium-sized trade convoys. The light fighter and frigate escorts usually found guarding such convoys are hardly a match for the hail of projectiles a Lasher can quickly unleash. If that does not get the job done, the Lasher has another nasty surprise in wait - two missile hardpoints, more often than not fitted with "finisher" types of missile, such as the Harpoon MRM.

–In-Game Description

Suggested Loadouts and StrategiesEdit

Standard VariantEdit

The Standard variant comes with 2 Salamander MRM 's, and 3 Light Machine Guns for point defense and 2 Light Assault Guns for anti-ship combat. Utilizes the basic idea of slugging it out with other ships. Salamanders can be used against fleeing fighters or in an attempt to cause a flameout (The Salamander will naturally target enemy engines). If you can get a flameout on an enemy, use the ability to wreak havoc on from all directions as they spin.

  • Advanced Strategies - While the Standard variant is equipped for any situation, its secondary armaments, the Light Machine Gun and Salamanders, can be used to great effect against ships as well. When outmatched, one can bring the ship in close and use the accelerated ammo feeder with LMG for massive burst damage on the enemy's shields, creating an opening to damage the hull. The Salamander, while undeniably powerful against an escaping enemy, can also be fired in a head-on fight to force the enemy's shields behind them, allowing for an attack.

Assault VariantEdit

A rarely seen stock variant due to the relative weakness of the Light Mortar, the Assault variant sacrifices point defense capabilities to bring great anti ship firepower. It is equipped with 3 Light Mortar turrets, 2 Light Dual Machine Gun hardpoints, and Sabot SRM's. The restricted firing arcs of the Dual LMG makes them poorly suited for point defense but allows finer control in firing, these weapons should be focused to a single target and overload all but the toughest frigates within one ammo feeder cycle if they can get in range. The Sabot missiles further compliment its shield breaking capabilities and can be used to deplete hull after armor has been stripped away by the mortars.

  • Advanced Strategies - The Assault variant, in exchange for better weapons, is equipped with powerful armor for close range combat. When moving in for an attack, it may be advisable to drop shields while accelerated ammo feeder is active to ensure flux can dissipate fast enough to fire all weapons optimally. Also, while this ship is not specialized against fighters, the mortars can be used in a pinch against those with no shields.

Close Support VariantEdit

This is a common variant encountered in the campaign. Their harpoon missiles, combined with the long range shield-draining Light Dual Autocannons makes them one of the more difficult opponents early on in the game. Despite their high damage output at range, it should be noted that their Vulcan Cannon turrets do minuscule damage to other ships so long as shield or armor is up. When encountering them in combat, don't be afraid to move in close if you have weapons to bring to bear. In the same vein, when commanding one, take care to remain at a safe distance. 

Full Machine Guns [Custom]Edit

This specialized layout works very well against slower ships and in 1 vs 1 scenarios. Equipped with 5 Light Machine Guns and 2 Annihilator Rocket Launcher can rip through shields of cruisers in seconds when enabling Accelerated Ammo Feeder. The small firing cost of the machine guns will let you use all the flux to keep the shields up. Once the target shields are down firing the rockets will take care of the armor. This loadout can disable most destroyer class ships easily and has plenty of shields and protection from missiles. With some skill it is possible to destroy cruisers with multiple hit and run attacks. The loadout is very vulnerable to long range fast frigates and fast ships in general.

Ships
Fighters Broadsword · Claw · Dagger · Gladius · Khopesh · Longbow · Mining Pod · Piranha · Talon · Thunder · Trident · Warthog · Wasp · Xyphos
Frigates Afflictor · Brawler · Centurion · Cerberus · Dram · Hermes · Hound · Hyperion · Kite · Lasher · Mercury · Monitor · Mudskipper · Mudskipper Mk.II · Omen · Ox · Scarab · Shade · Shepherd · Tempest · Vigilance · Wayfarer · Wolf
Destroyers Buffalo · Buffalo Mk.II · Condor · Drover · Enforcer · Gemini · Hammerhead · Harbinger · Medusa · Mule · Nebula · Phaeton · Salvage Rig · Sunder · Tarsus · Valkyrie
Cruisers Apogee · Aurora · Colossus · Colossus Mk.II · Colossus Mk.III · Dominator · Doom · Eagle · Falcon · Gryphon · Heron · Mora · Starliner · Venture
Capitals Astral · Atlas · Conquest · Legion · Odyssey · Onslaught · Paragon · Prometheus
REDACTED
Derelict Defender · Picket · Sentry · Warden · Bastillon · Berserker · Rampart · Mothership
Remnant Flash · Lux · Spark · Glimmer · Lumen · Fulgent · Scintilla · Brilliant · Battlestation



Change History Edit

0.8a

  • Accelerated Ammo Feeder: now reduces ballistic flux cost by 50% (was: 30%)


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Only up to date for version 0.8a-RC19. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History

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