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RH-D1 "Jormungand" Red Hessian Battleship
This article has not been verified to be up to date for the latest version of the Discovery mod. The last edit was made on 13.11.2012 (DD/MM/YYYY). You may help by updating it, often by using the code generator.
RH-D1 "Jormungand" Red Hessian Battleship | |
Ship Class | Battleship |
Built by | Red Hessians |
Tech Column | Red Hessians - Ships |
Technical information | |
Guns/Turrets | 1 / 15 |
Opt. weapon class | 9 |
Max. weapon class | 10 |
Other equipment |
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Hull strength | 835,000 |
Max. shield class | 10 |
Cargo space | 1,600 units |
Nanobots/Batteries | 1600/1600 |
Max. impulse speed | 90 m/s |
Max. turn speed | 10.31 deg/s |
Max. thrust speed | Thruster not available |
Max. cruise speed | 350 m/s |
Power output | 8,000,000 u |
Power recharge | 260,000 u/s |
Hyperspatial Modules | 3 Hyperspatial Modules |
Docking Bays | 2 Docking Bays |
Additional information | |
Ship price | $495,000,000 |
Package price | $558,582,700 |
Despite the great success of the Vidar class, the Red Hessians have found themselves time and again confronted with enemy ships that were simply large enough to overpower an attack force, and required a fighting retreat to be successfully combated by which time the enemy would have regained the initiative. The Jormungand class is the Red Hessian answer to that problem. Designed mainly to be a breakthrough assault vessel, it is the heaviest ship in the Hessian arsenal and was modelled closely after the Bismarck class battleship used by the Rheinland Military. Following the tradition of pushing their equipment to the very limits, Hessian engineers used the excess power provided by the ship's large industrial grade nuclear reactors to power a large custom cannon built straight into its hull. The effectiveness of said weapon has quickly earned it a nickname appropriate with the ship's name: the Ragnarok.
This ship class has been committed into service only recently, and the Red Hessians are committed to guarding the secrets of its design well.
Handling
- This ship is too large to use docking bays, it must use mooring points.
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Review
The Jorm has to be one of the best capital ships in Disco. It feels like a much bigger ship when you take it out for the first time. The handling doesn't really match it's small size. But apart from that, it's all good. Being such a small ship, other ships need to get in close to land hits. Despite being so small, this ship packs a punch. The heavy guns are restricted to one firing 180° forward, and two firing 180° to the rear. This means that the ship fires all three to the side. Add to that a forward gun, and you have a killing machine. The secondary hardpoints have very good placings. Nice and tight toghether, and covering all angles. Snubs will have to take punishment if they want to deal some. Against it's main opponents, Turtles and Legates, it's best to keep them at arms lenght. You won't last long if you try close combat against such enemies. Keep distance, keep strafing and keep pounding! Error creating thumbnail: Unable to save thumbnail to destination Review by Lucky Luke |
Hardpoints
- 1 Jormungand "Ragnarok" Integral Forward Gun
- 3 Battleship Heavy Turrets
- 4 Battleship Primary Turrets
- 8 Battleship Secondary Turrets
Purchase Includes
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Availability
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