Difference between revisions of "Cruise Disruptor"

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|[[CD88a "Wasp" Cruise Disruptor Launcher|Wasp]]||37||18||1.00||50||716||8.7||2,500||2||4,215||2||1,980||50
 
|[[CD88a "Wasp" Cruise Disruptor Launcher|Wasp]]||37||18||1.00||50||716||8.7||2,500||2||4,215||2||1,980||50

Revision as of 23:18, 20 October 2012

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Cruise Disruptor
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Cruise Disruptor Missile

Projectiles designed to throw ships out of cruise are called cruise disruptors. They come in the form of a very light and agile tracking missile, which generates a very specific electromagnetic field upon detonation, overloading and effectively powering down the standard propulsion systems of any ships in the vicinity. Modern ships automatically reset the engine power supply controls and re-route remaining power to basic engines, forcing the affected ship back into impulse speed in order to retain handling.

This has three major consequences:

  • A ship travelling in cruise mode will be automatically thrown out of it and reduced to impulse speed.
  • A drifting ship will cease it's drift and return to impulse speed due to the propulsion system reset reactivating it's basic engines. Engine kill will not respond for 5 seconds.
  • The affected ship will be unable to power up cruise for approximately five seconds after being hit with the disruptor. The disruption field does not affect thrusters, allowing ships some degree of evasive manueverability after being hit.

The electromagnetic blast of the disruptor is also able to set off proximity sensors on mines, missiles and torpedoes, instantly detonating them before they reach their target. This can be used to great advantage against enemies relying on ammo based weaponry.

Large ships have an inherent resistance to disruptors when they are hit at the opposite end of the target, since the disruptor blast may not be large enough to reach the engines. It is usually possible to achieve the desired results by shooting the target from the side or from whichever end has the engines.

Name H Dmg E Dmg Refire Expl Radius Speed Turn Rate Max Range Max Time Hit Points Ammo HP Price Ammo Price
Wasp 37 18 1.00 50 716 8.7 2,500 2 4,215 2 1,980 50
Hornet 159 79 1.00 50 808 8.7 3,000 2 7,500 2 82,460 500
Train 140 70 1.00 400 803 8.7 3,000 5 6,515 2 164,000 2,000
Mosquito 255 127 1.00 250 522 9.7 1,600 3 8,750 2 192,000 2,000
Reinforced 210 105 0.67 550 976 8.7 3,500 5 120,000 2 900,000 7,000
Nomad Disruptor 155 77 1.00 400 938 8.7 3,000 4 8,000 2 178,000 1,500
Nomad Heavy Disruptor Bolt 140 70 1.00 400 803 8.7 3,000 5 6,515 2 164,000 2,000