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Sunder-class Destroyer
Sunder
Logistical Data
CR per deployment 15%
Recovery rate (per day) 5%
Recovery cost (supplies) 11
Peak performance (sec) 300
Maintenance (sup/month) 11
Cargo capacity 80
Maximum crew 70
Skeleton crew 50
Fuel capacity 50
Maximum burn 9
Fuel per l.y. & jump cost 2
Ordnance points 105
Flight decks 0
Combat Performance
Hull integrity 4,000
Armor rating 250
Defense Front Shield
Shield arc 300
Shield upkeep/sec 250
Shield flux/damage 1.2
Flux capacity 7,500
Flux dissipation 500
Top speed 90
Mounts 1x Large Energy
2x Small Missile
2x Medium Energy
3x Small Ballistic
A technologically advanced yet fragile destroyer, probably designed during the Expansion Epoch. Has powerful shield emitters and energy weapons for its class. Vulnerable to strike craft.

–In-Game Description

Sunder-class Destroyer
Sunder old
Logistical Data
CR per deployment 15%
Recovery rate (per day) 5%
Recovery cost (supplies) 9 (-2)
Peak performance (sec) 300
Maintenance (sup/month) 11
Cargo capacity 80
Maximum crew 70
Skeleton crew 50
Fuel capacity 50
Maximum burn 9
Fuel per l.y. & jump cost 2
Ordnance points 90
Flight decks 0
Combat Performance
Hull integrity 4,000
Armor rating 250
Defense Front Shield
Shield arc 300
Shield upkeep/sec 200
Shield flux/damage 1.2
Flux capacity 6000 (-1500)
Flux dissipation 400 (-100)
Top speed 90
Mounts 2x Small Missile
2x Medium Energy
3x Small Ballistic
Hull mods Faulty Power Grid
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 technologically advanced yet fragile destroyer, probably designed during the Expansion Epoch. Has powerful shield emitters and energy weapons for its class. Vulnerable to strike craft.

–In-Game Description

The Sunder is a midline destroyer with a large energy hardpoint. It is the only destroyer capable of mounting a large weapon.

NotesEdit

Several options exist for the large hardpoint, each with its own strengths and weaknesses:

  • Autopulse Laser: Low OP cost (for a large weapon), fairly versatile but limited effectiveness against armored targets.
  • High Intensity Laser: Low OP cost, high flux and HE damage output, good range. Has all the strengths and weaknesses of beam weapons. Best used as support for a kinetics-armed ship.
  • Plasma Cannon: High OP cost, very powerful but flux-intensive, making it a risky choice.
  • Tachyon Lance: Fairly high OP cost, good damage and range, quite flux-intensive. EMP effect can be devastating. Needs support against shielded targets; kinetic weapons can run up target's hard flux and allow EMP arcs to penetrate shield.
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


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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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