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− | + | ====ST-13 Peregrine Strike Frigate==== | |
The Peregrine is an experimental design commissioned for rapid insertion into contested border systems. The ST-13 is intended to reinforce areas of marginal control and deliver a pointed message of UGTO superiority. The Admiralty has high hopes for these ships, but they represent a great risk; each Peregrine costs more than a small battlegroup and their armor is light. If their investment is to be vindicated, these elite ships will need to stall entire enemy offensives by being in just the right place at just the right time, preventing all the more costly casualties that may follow from that turning point. As the ST-13 will be deliberately placed in great danger, command is only entrusted to the most experienced pilots and crews receive a higher hazard pay than on any other ship in the Trade Navy. | The Peregrine is an experimental design commissioned for rapid insertion into contested border systems. The ST-13 is intended to reinforce areas of marginal control and deliver a pointed message of UGTO superiority. The Admiralty has high hopes for these ships, but they represent a great risk; each Peregrine costs more than a small battlegroup and their armor is light. If their investment is to be vindicated, these elite ships will need to stall entire enemy offensives by being in just the right place at just the right time, preventing all the more costly casualties that may follow from that turning point. As the ST-13 will be deliberately placed in great danger, command is only entrusted to the most experienced pilots and crews receive a higher hazard pay than on any other ship in the Trade Navy. |
Revision as of 01:58, 29 April 2014
Frigates are a step up from scouts in that they are more heavily armored and just about as maneuverable as a scout would be. Frigates in groups can do a surprising amount of damage.
Contents
UGTO
Tier 1 Frigates
ST-12 Buzzard Frigate
The ST-12 is a light attack ship excellent at engaging other light warships at close range.
Role: Beamboat
- Weapons: 1 Point Defense Beam 2 Flux Beam Devices, and 4 Chemical Beam Lasers
- Gadgets: Flux Wave Device
- Defenses: 8 Standard Armor Plates
- Rank Requirement: Ensign
- Badges required: None
ST-14 Gyrfalcon Frigate
The ST-14 is a light torpedo ship effective against larger warships, but has to get into close range to attack.
Role: Torpedo Boat
- Weapons: 1 Point Defense Beam and 8 Proton Torpedo Launchers
- Gadgets: 2 ECM Devices and a Flux Wave Device
- Defenses: 7 Standard Armor Plates
- Rank Requirement: Lieutenant Commander
- Badges required: None
ST-15 Bomber Frigate
The ST-15 frigates are designed for covert ship-to-surface munitions delivery, utilizing electronic warfare to conceal themselves and ensure their payload reaches the target. In most cases the first--and only--warning the unsuspecting populace below gets is when the bombs start hitting their colony hub. ICC news networks claim these ships have been responsible for countless attacks on civilian targets over the years, but they can never offer any convincing proof... because no-one ever sees them coming.
Role: Bomber
- Weapons: 2 Point Defense Beams and 2 MiRV Bomb Launchers
- Gadgets: 2 ECM Devices, 1 Scanner, and a Flux Wave Device
- Defenses: 6 Standard Armor Plates
- Rank Requirement: Ensign
- Badges required: None
ST-16 Interceptor Frigate
The ST-16 Interceptors focus on speed and firepower, as they are intended to engage and destroy light attack craft before they can inflict crippling damage on the main battleships of the fleet. Though outwardly disdainful of the dinky little ships and their crews, senior UGTO captains always rest a little easier knowing that the Interceptors have them covered.
Role: Cannon Boat
- Weapons: 2 Point Defense Beams and 3 Heavy Particle Cannons
- Gadgets: 2 ECCM Devices and a Flux Wave Device
- Defenses: 7 Standard Armor Plates
- Rank Requirement: Midshipman
- Badges required: None
ST-17 Minelayer Frigate
ST-17 Minelayers are highly utilitarian little ships, capable of both deploying a substantial mine payload and using their own electronic warfare and beam armament to keep the shipping lanes clear of enemy minefields. Unfortunately, the new-model EMP mines introduced a few years into the war suffered from a design flaw and would detonate in their magazines if an enemy warship so much as sneezed at them. Though the design flaw has long since been corrected, minelayer frigates still have a reputation for being deathtraps and no-one looks forward to serving aboard them.
Role: Minelayer
- Weapons: 1 Point Defense Beam and 3 EMP Mine Launchers
- Gadgets: 2 ECCM Devices and a Flux Wave Device
- Defenses: 6 Standard Armor Plates
- Rank Requirement: 2nd Lieutenant
- Badges required: None
ST-18 Harrier Frigate
Harrier Frigates are equipped with a payload of small but powerful long-range missiles and enough electronic countermeasures to hide them from the enemy even while they attack. This particular combination allows them to destroy unprotected heavy warships with near impunity. Many an ICC captain has cursed these deadly little ships with his last breath. Unfortunately they have no close-range armament, so Harrier captains are always checking over their shoulder for enemy attack ships.
Role: Missile Boat
- Weapons: 1 Point Defense Beam and 6 Peregrine Missile Launchers
- Gadgets: 2 ECM Devices and a Flux Wave Device
- Defenses: 6 Standard Armor Plates
- Rank Requirement: 2nd Lieutenant
- Badges required: None
Tier 2 Frigates
ST-29 Defense Frigate
The ST-29 is a versatile support ship that is often found backing up UGTO battle squadrons. Its extensive array of counter-countermeasures allow it to maintain electronic warfare superiority, while its substantial point-defense armament enables it to protect the fleet from fighter or missile attacks. Between these two capabilities, it is a highly effective counter to the light missile ships that are increasingly being deployed against UGTO dreadnoughts.
Role: Electronic Warfare
- Weapons: 3 Point Defense Beams
- Gadgets: 6 ECM Devices, 1 Scanner and a Flux Wave Device
- Defenses: 6 Standard Armor Plates
- Rank Requirement: 2nd Lieutenant
- Badges required: None
ST-25 Kestrel Frigate
The ST-29 carries torpedoes to engage larger warships at close range and missiles to engage at long range. Very difficult to escape from, but has minimal armament for dealing with other light warships.
Role: Missile/Torpedo Boat
- Weapons: 1 Point Defense Beam, 6 Proton Torpedo Launchers, and 5 Sparrow Missiles
- Gadgets: 2 ECM Devices and a Flux Wave Device
- Defenses: 5 Standard Armor Plates
- Rank Requirement: 2nd Lieutenant
- Badges required: None
ST-24 Osprey Frigate
The ST-24 carries a standard cannon/torpedo combination that allows for great versatility. It Can engage a variety of targets at both medium- and close-range.
Role: Cannon/Torpedo Boat
- Weapons: 1 Point Defense Beam, 6 Proton Torpedo Launchers, 2 Heavy Particle Cannons, and 2 Particle Cannons
- Gadgets: 2 ECCM Devices and a Flux Wave Device
- Defenses: 6 Standard Armor Plates
- Rank Requirement: 2nd Lieutenant
- Badges required: None
ST-23 Griffin Frigate
The ST-23 carries is a light interceptor that is ideal for engaging other light warships, both at close range and at a distance.
Role: Beam/Cannon Boat
- Weapons: 1 Point Defense Beam, 3 Heavy Particle Cannons, 2 Flux Beams, and 1 Heavy Chemical Laser
- Gadgets: Flux Wave Device
- Defenses: 7 Standard Armor Plates
- Rank Requirement: 2nd Lieutenant
- Badges required: None
ST-27 Phoenix Frigate
The ST-27 is a long-range defense ship. Equipped with both missiles and heavy point-defenses, it's ideal for taking on other missile ships or carriers.
Role: Escort/Missile Boat
- Weapons: 4 Point Defense Beams and 4 Sparrow Missiles
- Gadgets: 3 ECCM Devices, 1 Scanner, and a Flux Wave Device
- Defenses: 5 Standard Armor Plates
- Rank Requirement: 2nd Lieutenant
- Badges required: None
ST-21 Horus Frigate
The ST-21 is an electronic attack minelayer. It uses ECCM to ensure mines get a target lock.
Role: Escort/Missile Boat
- Weapons: 1 Point Defense Beam and 2 EMP Mine Launchers
- Gadgets: 6 ECCM Devices, 1 Scanner, and a Flux Wave Device
- Defenses: 5 Standard Armor Plates
- Rank Requirement: 2nd Lieutenant
- Badges required: None
Tier 3 Frigates
ST-13 Peregrine Strike Frigate
The Peregrine is an experimental design commissioned for rapid insertion into contested border systems. The ST-13 is intended to reinforce areas of marginal control and deliver a pointed message of UGTO superiority. The Admiralty has high hopes for these ships, but they represent a great risk; each Peregrine costs more than a small battlegroup and their armor is light. If their investment is to be vindicated, these elite ships will need to stall entire enemy offensives by being in just the right place at just the right time, preventing all the more costly casualties that may follow from that turning point. As the ST-13 will be deliberately placed in great danger, command is only entrusted to the most experienced pilots and crews receive a higher hazard pay than on any other ship in the Trade Navy.
Role: Beam/Cannon/Torpedo Boat
- Weapons: 1 Point Defense, Beam 7 Proton Torpedo Launchers, 3 Heavy Particle Cannons, 2 Chemical Lasers, and 1 Heavy Chemical Laser
- Gadgets: Flux Wave Device
- Defenses: 7 Standard Armor Plates
- Rank Requirement: 2nd Lieutenant
- Badges required: None
ICC
Tier 1 Frigates
M-46M Missile Frigate
The M-46M is one of the most modern frigates in service. Designed in response to the UGTO deploying larger and larger cruiser squadrons, the Missile Frigate packs a devastatingly strong punch for its size. While it also carries enough ECM to stay hidden it has nothing in the way of short-range armament, making it a tempting target for light UGTO attack ships... if they can catch it, that is.
Role: Missile Boat
- Weapons: 1 Pulse Beam, and 6 Anti-Radar Missiles.
- Gadgets: 2 ECM devices
- Defenses: 4 Active shields, 2 Composite armor Plates, and a Pulse Shield
- Rank Requirement: Ensign
- Badges Requirement: None
M-41L Patrol Frigate
The M-41L is a light gunship and ideal for engaging other light warships at medium range.
Role: Gunboat
- Weapons: 1 Pulse Beam, 2 Heavy Railguns and 2 Railguns
- Gadgets: 2 ECCM devices
- Defenses: 4 Active shields, 3 Composite armor Plates, and a Pulse Shield
- Rank Requirement: 2nd Lieutenant
- Badges Requirement: None
M-42A Lance Frigate
The M-42A is a light attack ship excellent for engaging other light warships at close range.
Role: Beamboat
- Weapons: 1 Pulse Beam and 7 Chemical Beam Lasers
- Gadgets: None
- Defenses: 4 Active shields, 4 Composite armor Plates, and a Pulse Shield
- Rank Requirement: 2nd Lieutenant
- Badges Requirement: None
M-41T Torpedo Frigate
The M-41T is a light torpedo ship effective against larger warships, but has to get into close range to attack.
Role: Torpedo Boat
- Weapons: 1 Pulse Beam and 8 Fusion Torpedo Launchers
- Gadgets: 2 ECM Devices
- Defenses: 4 Active shields, 3 Composite armor Plates, and a Pulse Shield
- Rank Requirement: 2nd Lieutenant
- Badges Requirement: None
M-42B Bomber Frigate
The M-42B, planned and built largely before the latest conflict began, was envisioned as a first-strike weapon for taking out critical industrial targets on UGTO planets. To that end it was equipped with extensive stealth and electronic countermeasure systems to help it penetrate enemy lines and evade detection. In the years of fighting since it has also proven a highly effective raider, able to hit targets the UGTO thinks are safe and force them to divert more ships to garrison duty.
Role: Bomber
- Weapons: 2 Pulse Beams and 2 MiRV Bomb Launchers
- Gadgets: 2 ECM Devices and 1 Scanner
- Defenses: 4 Active shields, 2 Composite armor Plates, and a Pulse Shield
- Rank Requirement: Ensign
- Badges Requirement: None
M-45Y Minelayer Frigate
The Minelayer frigate is one of the most effective frigate designs the ICC has built to date. Its high mobility allows it to deploy its payload ahead of advancing UGTO forces, inflicting crippling damage when they run afoul of the trusty nuclear mines the ICC has been using since its war for independence. In many cases it can drop its mines and jump clear without the enemy ever catching sight of it, resulting in some very frustrated UGTO admirals wondering how the ICC could possibly have deployed minefields all over the sector.
Role: Minelayer
- Weapons: 1 Pulse Beam and 2 Nuke Mines
- Gadgets: 2 ECM Devices
- Defenses: 4 Active shields, 2 Composite armor Plates, and a Pulse Shield
- Rank Requirement: Ensign
- Badges Requirement: Bronze Navigator
Tier 2 Frigates
M-44A Assault Frigate
The M-44A is a pure combat frigate, designed for close-range engagements with other light warships. It is one of the ships most readily recognizable to civilians, as it can be seen on regular patrol routes throughout the Confederation. The Assault Frigate has a hard-earned reputation for heroic sacrifice: when the going gets tough, this tough little gunboat gets going, using a spinal heavy beam emplacement and a formidable torpedo battery to harass and stall a superior enemy attack force until reinforcements arrive. It rarely survives to see the victory it helps ensure.
Role: Beam/Torpedo Boat
- Weapons: 6 Fusion Torpedos, 2 Chemical Lasers, and 1 Heavy Chemical Laser
- Gadgets: None
- Defenses: 4 Active shields, 3 Composite armor Plates, and a Pulse Shield
- Rank Requirement: Ensign
- Badges Requirement: Bronze Navigator
M-40L/S Sensor Frigate
The M-40S is a powerful electronic warfare platform, packing enough ECCM to prevent the enemy pulling any dirty tricks. With the arrival of the K'Luth this ship has seen more action than any other Frigate class in the fleet. It has also taken the most casualties, as frigates are just too small and fragile to last long in heavy combat and the M-40S in particular makes for a high-priority target, especially with the K'Luth.
Role: Electronic Warfare
- Weapons: 1 Pulse Beam, 2 Heavy Gauss Guns, and 1 Gauss Gun
- Gadgets: 6 ECCM Devices and a scanner
- Defenses: 4 Active shields, 2 Composite armor Plates, and a Pulse Shield
- Rank Requirement: Ensign
- Badges Requirement: Bronze Navigator
M-46M/Y Standoff Frigate
The M-46M/Y is a long-range minelayer. It uses missiles to attack larger warships from a distance and mines to discourage enemies from getting too close.
Role: Minelayer/Missile Boat
- Weapons: 1 Pulse Beam, 6 Ion-Tracker Missiles, and 2 Nuke Mine Launchers
- Gadgets: 2 ECM Devices
- Defenses: 4 Active shields and a Pulse Shield
- Rank Requirement: Ensign
- Badges Requirement: Bronze Navigator
M-48L/M Line Frigate
The M-46ML/M is a long-range gunship. With its combination of high-velocity cannons and long-range missiles it can engage all types of targets from great distance. However, it is vulnerable to close-range attack.
Role: Cannon/Missile Boat
- Weapons: 1 Pulse Beam, 5 Ion-Tracker Missiles, and 3 Heavy Gauss Guns
- Gadgets: 2 ECM Devices
- Defenses: 4 Active shields, 1 Composite armor Plate, and a Pulse Shield
- Rank Requirement: Ensign
- Badges Requirement: Bronze Navigator
M-49A/E Sabre Frigate
The M-46A/E is a light defense ship. Its armed with beams to engage light targets at close-range and point-defense lasers to protect itself and others from fighter or missile attacks.
Role: Beam/Escort Boat
- Weapons: 4 Pulse Beams, 2 Chemical Lasers, and 1 Heavy Chemical beam Laser
- Gadgets: 1 Scanner
- Defenses: 4 Active shields, 3 Composite armor Plates, and a Pulse Shield
- Rank Requirement: Ensign
- Badges Requirement: Bronze Navigator
Tier 3 Frigates
M-47L/M-S Sniper Frigate
With the success of the M-239A/L-M Strike Cruiser, the Confederate Navy began looking to extend its tactical style to other hull types. Although there are still determined proponents of the M-401 Strike Dreadnought, the concept was deemed impractical and the study focused its attention on smaller hulls. They eventually settled on the sturdy M-40 frigate hull, but decided that a frigate would stand more to gain with a heavy electronic warfare package than a powerful beam array. The resulting ship is both sneaky and heavily-armed, a combination proven to be highly effective against the UGTO.
Role: Ewar/Cannon/Missile Boat
- Weapons: 1 Pulse Beam, 5 Ion-Tracker Missiles, and 3 Heavy Gauss Guns
- Gadgets: 5 ECM Devices
- Defenses: 4 Active shields, 1 Composite armor Plates, and a Pulse Shield
- Rank Requirement: Admiral
- Badges Requirement: Bronze Navigator
K'luth
Tier 1 Frigates
Beak
The Beak is the standard configuration for Hunters--similar in size and function to human frigates--and carries a heavy gun armament for engaging and destroying enemy Scouts and corvettes. As is the case for most K'luth ships, its frontal firepower is quite heavy but it carries little to the sides and none directly aft. As is also the case for most K'luth ships, if an enemy gets behind it can just cloak to shake them off.
Role: Assault/Gunboat
- Weapons: 1 Point Defense Beam, 4 Heavy Psionic Cannons, and 2 Psionic Cannons
- Gadgets: 2 ECM devices and a Cloaking Device.
- Defenses: 6 Organic armor plates and AHR
- Rank Requirement: Ensign
- Badges required: None
Nymph
The Nymph is a heavy attack Hunter, armed with a powerful torpedo battery to let it inflict crippling strikes on larger targets. Like all Hunters it is light on armor, making it something of an eggshell wielding a sledgehammer. Hit-and-fade attacks are the standard operating procedure for this ship, as hanging around anything bigger than it is inviting a world of pain. It operates best when supporting larger K'Luth ships, which can hold the enemy's attention while the deceptively small Nymph delivers a knock-out blow far bigger than its size would suggest possible.
Role: Assault
- Weapons: 1 Point Defense Beam and 11 AM Torpedo Launchers
- Gadgets: 2 ECM devices and a Cloaking Device.
- Defenses: 6 Organic armor plates and AHR
- Rank Requirement: Ensign
- Badges required: Bronze Combat
Instars
The Instars uses a customized Hunter frame in order to carry a payload of powerful antimatter mines. It normally has to vacate the area rapidly after deploying them, however, as they have a large blast radius and its own armor is relatively light.
Role: Minelayer
- Weapons: 1 Point Defense Beam and 3 Anti-Matter Mine Launchers
- Gadgets: 3 ECM devices, 1 scanner, and a Cloaking Device.
- Defenses: 5 Organic armor plates and AHR
- Rank Requirement: Ensign
- Badges required: Bronze Combat
Veil
The Veil is a light electronic warfare ship. It Uses ECM to conceal friendly ships and can be equipped with ECCM to reveal enemy ships.
Role: Electronic Warfare
- Weapons: 2 Point Defense Beams
- Gadgets: 8 ECM devices, 1 scanner, and a Cloaking Device.
- Defenses: 6 Organic armor plates and AHR
- Rank Requirement: Ensign
- Badges required: Bronze Combat
Tier 2 Frigates
Lamprey
This dangerous little ship is a notorious opportunist. It moves stealthily and sneakily through the battlespace, looking for damaged ships struggling to survive. At the right moment it drops its cloak, drains their energy and hammers them with a spinal assault disruptor and an oversized torpedo battery. If attacked it usually opts to simply cloak, sneak off and pounce on prey elsewhere, rather than try to stand and fight.
Role: Beam/Torpedo Boat
- Weapons: 1 Point Defense Beam, 8 AM Torpedo Launchers, 2 ELF Beam Devices, 2 Disruptor Devices, and 1 Assault Disruptor Device
- Gadgets: Cloaking Device
- Defenses: 6 Organic armor plates and AHR
- Rank Requirement: Ensign
- Badges required: Bronze Combat
Viper
The Viper is a stealthy gunship. Its extensive ECM array allows it to attack while stealthed.
Role: EWAR/Cannon Boat
- Weapons: 1 Point Defense Beam and 4 Heavy Psionic Cannons
- Gadgets: 7 ECM Devices, 1 Scanner, and a Cloaking Device
- Defenses: 5 Organic armor plates and AHR
- Rank Requirement: Ensign
- Badges required: Bronze Combat
Mosquito
The Mosquito is a beam-equipped missile ship.Its Able to defend itself from close-range attack while also attacking from range.
Role: Beam/Missile Boat
- Weapons: 1 Point Defense Beam, 5 Psionic Missile Launchers, 2 ELF Beams Devices, and 4 Disruptor Devices
- Gadgets: Cloaking Device
- Defenses: 5 Organic armor plates and AHR
- Rank Requirement: Ensign
- Badges required: Bronze Combat
Hornet
The Hornet is equipped with a standard cannon/torpedo combination that allows for great versatility. It Can engage a variety of targets at both medium and close-range.
Role: Cannon/Torpedo Boat
- Weapons: 1 Point Defense Beam, 5 Heavy Psionic Cannons, and 6 AM Torpedo Launchers
- Gadgets: 2 ECM Devices and a Cloaking Device
- Defenses: 5 Organic armor plates and AHR
- Rank Requirement: Ensign
- Badges required: Bronze Combat
Cline
The Cline is a Stealthy bomber that can attack planets without ever revealing itself.
Role: EWAR/Bomber
- Weapons: 3 Point Defense Beams and 1 Bio Bomb Launcher
- Gadgets: 7 ECM Devices, 1 Scanner, and a Cloaking Device
- Defenses: 4 Organic armor plates and AHR
- Rank Requirement: Ensign
- Badges required: Bronze Combat
Aphid
The Aphid is a beam-equipped minelayer. It Can drain targets of energy while also engaging with mines.
Role: Beam/Minelayer Boat
- Weapons: 1 Point Defence Beam, 2 ELF Beam Devices, 6 Disruptor Devices, and 2 AM Mine Launchers.
- Gadgets: Cloaking Device
- Defenses: 5 Organic armor plates and AHR
- Rank Requirement: Ensign
- Badges required: Bronze Combat
Tier 3 Frigates
Mauler
The Mauler is an advanced stealth attack ship. Its armed with both cannons and torpedoes. The Mauler equipped with enough ECM to attack while maintaining stealth.
Role: EWAR/Cannon/Torpedo Boat
- Weapons: 1 Point Defence Beam, 4 Heavy Psionic Cannons, and 8 AM Torpedo Launchers
- Gadgets: 5 ECM Devices and a Cloaking Device
- Defenses: 5 Organic armor plates and AHR
- Rank Requirement: Ensign
- Badges required: Bronze Combat
Pirates
Raider
Role: Gunboat
Weapons:
Raider "Model T"
Role: Assault
Weapons:
M-19A "Corsair"
Role: Missile boat
Weapons: