Advertisement
QuestDrone

Drone design details

Jun 29th, 2014
5,415
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 32.47 KB | None | 0 0
  1. I will try to keep this updated as frequently as possible. If you think you see an error or a discrepancy please let me know.
  2.  
  3. Worker
  4. Olfactory: Basic 0
  5. Acoustic: Medium 1
  6. Psionic: Basic 0
  7. Mandible: Construction 1
  8. Blade: Tool 1
  9. Arms: Dex 1
  10. Legs: Endurance 1
  11. Carapace: Basic 0
  12. Size: Medium
  13. Cost: 5N
  14. Upkeep: 2N
  15. The backbone of any hive, the worker is capable of toiling away happily in your service without rest, endlessly striving to serve the hive’s every need. They are your hands, working in your name without rest. They can use simplified echolocation to work even in areas of total darkness, such as the deepest reaches of your hive.
  16.  
  17. Variant: Haz-mat worker
  18. Filter Lungs 4
  19. Cost: 9N
  20. Upkeep: 4N
  21. With the addition of a set of filter lungs, these altered workers are capable of surviving all manner of biological hazards. They are immune to air-borne toxins and are resistant to radiation, making them an excellent choice for the repair of sensitive ship systems, containing outbreaks, scouting dangerous environments and other such hazardous tasks.
  22.  
  23. Variant: Radiator worker
  24. Radiator tubes 4
  25. Cost: 9N
  26. Upkeep: 4N
  27. With the addition of heat regulating radiator tubes in the carapace, these workers are capable of withstanding incredible temperatures that would quickly kill any normal drone. The increased heat tolerance grants a resistance to fire and other heat based weapons, as well as the added bonus of more effectively matching the ambient temperature, making the drone somewhat more difficult to detect with thermal imaging.
  28.  
  29. Variant: Aquatic worker
  30. Gills: 4N
  31. Cost: 9N
  32. Upkeep: 4N
  33. These workers are capable of breathing water, allowing them to work in aquatic environments without the need for extensive support infrastructure.
  34.  
  35. Warrior
  36. Olfactory: Basic 0
  37. Acoustic: Basic 0
  38. Radio: Basic 1
  39. Psionic: Basic 0
  40. Mandibles: Combat 1
  41. Blade: Combat 1
  42. Arms: Str 1
  43. Legs: Sprint 1
  44. Wings: Moderate 2
  45. Carapace: Combat 3N 10M
  46. Size: Medium
  47. Cost: 10N 10M
  48. Upkeep: 5N
  49. The warriors are your claws, protecting the hive from any threat that may surface. They are more than willing to lay down their lives, charging headfirst into any situation they may face, no matter how suicidal. They can detect basic radiation levels, which can be used to determine radiation hazards, or the presence of intelligent life, as many of the life forms you have met have shown to use radio to a great extent, although they lack the attunement to intercept or decipher such transmissions.
  50.  
  51. Variant: Aquatic warrior
  52. Gills: 4N
  53. Cost: 14N 10M
  54. Upkeep: 7N
  55. This warrior is capable of breathing water, making well suitable for aquatic combat and underwater activity.
  56.  
  57. Hydrodynamic warriors
  58. Sight: Basic 0
  59. Olfactory: Basic 0
  60. Acoustic: Advanced 2N
  61. Electrical: Moderate2N
  62. Psionic: Basic 0
  63. Mandible: Combat 1N
  64. Arms: Strength 1N
  65. Blade: Combat 1N
  66. Legs: Sprint 1N
  67. Carapace: Reactive 4N 15M
  68. Chassis: Hydrodynamic 2N 5M
  69. Utility: Gills 4N
  70. Utility: Acid glands 1N
  71. Size: Medium
  72. Cost: 19N 20M
  73. This adapted warrior is built to serve the hive's underwater locations. It has senses better suited to navigating the dark depths of oceans and is capable of rapid swim speeds.
  74.  
  75. Thinker
  76. The Thinker is a specialty drone that has been a mainstay of hives for millennia. They are capable of astounding mental calculations, data storage, and logistical management and are one of the few drones capable of operating outside of the Queen’s control for a limited time. If separated from the hive, a Thinker will use whatever resources it has available to return to the queen as soon as possible. If tasked with a mission, it will focus on completing its objective before attempting to return.
  77. Cost: 6N
  78. Upkeep: 3N
  79.  
  80. Variant: Quantum Thinker
  81. Quantum Brain 4
  82. Cost: 10N
  83. Upkeep: 5
  84. This thinker is by far one of the most unique resources of your hive. With the addition of a secondary brain that makes use of quantum computing this drone is not just capable of the incredible calculations of its mundane brethren, but also a more randomized worldview. While your thinkers are each an identical organic computer, each quantum thinker is a separate entity that processes data in different ways, assembling input in ways that would seem absurd or illogical at first, guided more by intuition, guesswork, and curiosity. While still bound by your guiding will these drones are as close to individuals as their biology allows. They will often make their own tasks and goals when left to their own devices, although more often than not such idle work tends to descend into endless debate amongst each other, as each one processes the world in a slightly different way. If you have five quantum thinkers, there will be at least five proposed solutions to any one problem.
  85.  
  86. Speaker
  87. Olfactory: Basic 0
  88. Acoustic: Basic 0
  89. Psionic: Basic 0
  90. Mandibles: Vocalizer 2
  91. Blade: Combat 1
  92. Arms: Dex 1
  93. Legs: Endurance 1
  94. Utility: Acid Glands 1
  95. Carapace: Mimetic skin 2
  96. Size: Medium
  97. Cost: 8N
  98. Upkeep: 4N
  99. Your voice to those deaf to your thoughts, the speaker acts as your envoy to visitors and prisoners alike and makes requests and demands on your behalf. While it can defend itself to a limited degree, its main defense mechanism is the acid glands that quickly decompose the body if captured or killed, preventing its study by your enemies.
  100.  
  101. Sniffer
  102. Olfactory: Medium 1
  103. Acoustic: Medium 1
  104. Radio: Medium 2
  105. Psionic: Basic 0
  106. Mandible: None 0
  107. Blade: None 0
  108. Arms: Dex 1
  109. Legs: Sprint 1
  110. Wings: Medium 2
  111. Carapace: Basic 0
  112. Size: Medium
  113. Cost: 8N
  114. Upkeep: 4N
  115. The Sniffer is a delicate balance of cost efficiency and sensory superiority. It offers a balanced set of senses to detect intruders and threats before they can become a serious danger to the hive in a cheap and highly maneuverable drone that is both expendable and easily replaceable. They are your eyes and ears, although new adaptations may soon prove to send the Sniffer into disuse.
  116.  
  117. Variant: Small Sniffer
  118. Olfactory: Advanced 2
  119. Acoustic: Advanced 2
  120. Radio: Medium 2
  121. Psionic: Basic 0
  122. Mandible: None
  123. Arms: None
  124. Legs: sprint 1
  125. Wings: Medium 2
  126. Carapace: Basic 0
  127. Radiator Tubes 4
  128. Size: Small X.25
  129. Cost: 3N
  130. Upkeep: 1N
  131. This modified cousin of the Sniffer improves on the original in every way. It is cheaper, more compact, and more effective. It is much less durable, however, and is entirely incapable of combat, but as an early warning system and territory patrol unit it is unmatched.
  132.  
  133. Aquatic sniffers
  134. Olfactory: Advanced 2N
  135. Acoustic: Advanced 2N
  136. Electrical: Moderate 2N
  137. Legs: Sprint 1N
  138. Utility: Gills 4N
  139. Acid Glands 1N
  140. Chassis: Hydrodynamic 2N 5M
  141. Size: Small
  142. Cost: 3N 1M
  143. Upkeep: 1N
  144. This adapted small sniffer is intended to rapidly scout and patrol under water locations.
  145.  
  146. Fly
  147. Olfactory: Advanced 2
  148. Acoustic: Advanced 2
  149. Radio: Advanced 6N 3M
  150. Electrical: Advanced 3N 2M
  151. Psionic: Basic 0
  152. Arms: Dex 1
  153. Blade: Hypodermic 2
  154. Tail (Hypodermic) 6
  155. Legs: Sprint 1
  156. Wings: Advanced 4
  157. Carapace: Adaptive Camouflage 8
  158. Mimetic skin 2
  159. Radiator tubes 4
  160. Oxygen recycler 8
  161. Acid glands 1
  162. Size: Small X .25
  163. Cost: 12N 1M
  164. A literal fly on the wall, this drone can infiltrate and observe in virtually any situation. It is almost impossible to detect or catch, and is more than capable of observing the enemy from under their noses unseen. More than a simple observer, however, it is capable of seeking out soft targets and administering any number of toxins and chemicals via its numerous hypodermic blades, allowing it to stealthily collect samples from an area, or infect select targets with manufactured pathogens and ailments, making it not only an excellent scout, but also a silent killer.
  165.  
  166. Digger
  167. Olfactory: Basic 0
  168. Acoustic: Advanced 2
  169. EM: Medium 2
  170. Psionic: Basic 0
  171. Mandible: Construction 1
  172. Blade: Tool 1
  173. Arms: Str 1
  174. Legs: Endurance 1
  175. Carapace: Basic 0
  176. Size: Medium
  177. Cost: 8N
  178. Upkeep: 4N
  179. The Digger is designed to quickly locate and efficiently retrieve ore deposits. It uses the magnetic field of certain useful metals along with a highly developed sense of echolocation to quickly locate the richest ore veins and promptly unearth them. They possess powerful arms to break through even the densest of stone in short order, and the mandibles to quickly assemble the struts and supports needed to maintain the mine even as they delve ever deeper.
  180.  
  181. Refinery
  182. Olfactory: Basic 0
  183. Acoustic: Basic 0
  184. Arms: Dex 1
  185. Legs: Endurance 1
  186. Utility: Chemical Forge 12
  187. Size: Medium
  188. Cost: 14N
  189. Upkeep: 7N
  190. The Refinery drone is simply that, a compact mobile ore refinery capable of being easily moved from mine to mine and can process up to 125 Metals each day. It is under great pressure, and will violently explode if damaged, however to defend itself it can vomit the caustic acid of its forge for massive damage.
  191.  
  192. Wasp
  193. Olfactory: Basic 0
  194. Acoustic: Basic 0
  195. Radio: Medium 2
  196. Psionic: Basic 0
  197. Mandible: Combat 1
  198. Blade: Combat 1
  199. Arms: Str 1
  200. Legs: Sprint 1
  201. Wings: Advanced 4
  202. Carapace: Basic 0
  203. Size: Medium
  204. Cost: 10N
  205. Upkeep: 5N
  206. Essentially flying warriors, the Wasp is designed to perform rapid hit and run strikes against the enemy to support more powerful ground forces by striking from above and behind. They are limited in their weaponry to weapons without much recoil and cannot use conventional armor. What they lack in durability they more than make up for in speed, however, and a swarm of Wasps will rarely leave the enemy in good spirits. They can dive from above to perform a high damage melee strike, but are vulnerable while doing so.
  207.  
  208. Ghost Beetle
  209. Olfactory: Moderate 1N
  210. Radio: Moderate 2N
  211. Acoustic: Advanced 2N
  212. Electrical: Moderate 2N
  213. Psionic: Basic
  214. Mandibles: Combat 1N
  215. Blade: Combat 1N
  216. Arms: Strength 1N
  217. Legs: Sprint 1N
  218. Flight: Moderate 2N
  219. Carapace: Combat 3N 10M
  220. Carapace: Mimetic Skin 2N
  221. Carapace: Adaptive Camouflage 8N
  222. Utility: Explosive Glands 2N
  223. Utility: Radiator Tubes 4N
  224. Utility: Quantum Brain 4N
  225. Utility: Hypodermic Tail 7N
  226. Utility: Oxygen Recycler 8N
  227. Utility: Honey Pot 4N
  228. Size: Medium
  229. Total Cost: 55N 10M
  230. Upkeep: 27N
  231. Expensive, but powerful, this stealth and ambush focused drone is capable of autonomous activity in areas outside Hive control. Although no more durable or stronger than a warrior, with its mix of stealth and maneuverability, as well as its intellect this drone can be devastating in even small numbers and excels at assassination, espionage, sabotage, search and destroy, and other similar missions.
  232.  
  233. Heavy Warrior
  234. Olfactory: Moderate 1N
  235. Radio: Moderate 2N
  236. Acoustic: Moderate 1N
  237. Electrical: Moderate 2N
  238. Psionic: Basic
  239. Mandibles: Combat 1N
  240. Blade: Sledgehammer 6N 10M
  241. Arms: Strength 1N
  242. Legs: Sprint 1N
  243. Carapace: Conductive 4N 15M
  244. Carapace: Heavy 5N 20M
  245. Utility: Oxygen Recycler 8N
  246. Utility: Tail (Combat) 6N
  247. Size: Medium
  248. Total Cost: 38N 45M
  249. Upkeep: 19N
  250. This lumbering powerhouse of a drone sacrifices maneuverability for durability and combat prowess. While at a disadvantage in the open due to its slow and heavy design, it is a juggernaut in enclosed spaces, making it the perfect choice for ship boarding actions or internal hive defense.
  251.  
  252. Parasite
  253. Mandible: Biological interface 20
  254. Claw: Hypodermic 2
  255. Arm: Strength 1
  256. Acid glands 1
  257. Quantum brain 4
  258. Carapace: Adaptive camouflage 8, Mimetic skin 2
  259. Legs: Sprint 1
  260. Size: Small
  261. Cost: 9N
  262. Upkeep: 4N
  263. This small drone is soft and physically frail out in the open. It can be inserted into a host body, where it quickly attaches itself to the host’s body and can study or manipulate biological functions. It is very difficult to detect while in a host body, and can administer chemicals and toxins with impunity.
  264.  
  265. Strafer Drone
  266. Sight: Basic 0
  267. Olfactory: Advanced 2N
  268. Acoustic: Basic 0
  269. Psionic: Basic 0
  270. Radio: Moderate 2N
  271. Mandibles: Combat 1N
  272. Blade: Thumper 5N 10M
  273. Arms: Strength 1N
  274. Legs: Spring 1N
  275. Carapace: Basic 0
  276. Utility: Advanced Wings 4N
  277. Utility: Seeker Pod 10N
  278. Standard Weapon: 2X Sting Caster (30M)
  279. Size: Medium Aerodynamic 4N 10M
  280. Cost: 30N 20+(30)M
  281. Upkeep: 15N
  282. A powerful high performance aerial drone, the strafer is equipped with seekers and thumpers to give it a powerful set of options against ground forces, filling the role of a light bomber. It excels at hunting and harassing enemy positions from the air, and offering covering fire for allied forces. While not as fast as other drones, its wings give it an unparalleled maneuverability, and its light armor makes it quick to evade incoming attacks.
  283.  
  284. Bomber Drone
  285. Sight: Basic 0
  286. Olfactory: Advanced 4N
  287. Acoustic: Basic 0
  288. Psionic: Basic 0
  289. Mandible: Combat 2N
  290. Blade: Thumper 10N 20M
  291. Arms: Strength 2N
  292. Legs: Sprint 2N
  293. Carapace: Combat 6N 20M
  294. Utility: Advanced Wings 8N
  295. Utility: Seeker Pod 20N
  296. Forward Weapon: Particle Cannon (30M)
  297. Belly Weapon: Lightning Cannon (30M)
  298. Gun Ports: Lightning Gun X4 (60M)
  299. Size: Large Aerodynamic 8N 20M
  300. Cost: 82N 60+(45-60)M
  301. Upkeep: 41N
  302. A sized up version of the smaller strafer drone, the bomber is capable of far more devastation, obliterating swaths of land bellow as opposed to harassing positions. While its seeker pods and thumpers are capable of attacking positions from afar, its greatest capabilities is that of its powerful lightning cannon. Its highly accurate particle cannon makes for an effective anti-tank weapon, and its more robust armor allows it to manage the damage of incoming fire as it lowers its altitude to perform close range assaults with its many gun ports, spreading chaos bellow as it shorts out machines and obliterates enemy positions.
  303.  
  304. Air Defense Drone
  305. Sight: Basic 0
  306. Olfactory: Basic 0
  307. Acoustic: Basic 0
  308. Psionic: Basic 0
  309. Radio: Moderate 4N
  310. Mandible: Combat 2N
  311. Blade: Thumper (Acid) 10N 20M
  312. Arms: Strength 2N
  313. Legs: Sprint 2N
  314. Carapace: Reactive 8N 30M
  315. Carapace: Conductive 8N 30M
  316. Utility: Ramjet 32N 12M
  317. Utility: Radiator Tubes 8N
  318. Launcher pod: Cruise missiles 80N 200M
  319. Forward Weapon: Particle Cannon (30M)
  320. Belly Weapon: Lighting Cannon(30M)
  321. Size: Large Aerodynamic 8N 20M
  322. Cost: 164N 312+(60)M
  323. Upkeep: 74N
  324. With its highly accurate particle cannon, the devastating but close range lightning cannon, and its mix of thumpers and cruise launchers, this drone is a powerful if expensive general purpose air drone. Intended for high speed interception, it is capable of rapidly responding to any detected craft capable of penetrating the hive's defenses. With the aid of more general purpose interceptors, this drone can quickly intercept and destroy enemy shuttles or drop pod sites, as well as intercept larger craft before they can land.
  325.  
  326. Light Interceptor Drone
  327. Sight: Basic 0
  328. Olfactory: Basic 0
  329. Acoustic: Basic 0
  330. Psionic: Basic 0
  331. Radio: Moderate 2N
  332. Mandibles: Combat 1N
  333. Blade: None
  334. Arms: Strength 1N
  335. Legs: Sprint 1N
  336. Carapace: Basic 0
  337. Wings: Advanced air superiority 4N
  338. Utility: Ramjet 16N 6M
  339. Standard Weapon: 2X Sting Caster (30M)
  340. Size: Medium Aerodynamic 4N 10M
  341. Cost: 29N 16+(30)M
  342. Upkeep: 14N
  343. Lightly armed and armored, this drone focuses entirely on closing in on enemy craft and quickly engaging. Its speed and maneuverability are phenomenal, but it has no proper armor, and only the most basic of weapons. The Light Interceptor is best used in conjunction with other drones, moving in quickly ahead of more heavy hitters to gather detailed data, measure the strength of the target, and soften enemy units with harassing attacks as the larger drones close in. They have no notable air-to-ground attack capabilities, and are focused entirely on an air superiority role, using their speed, size, and low upkeep cost as their main advantages. They are typically the bulk of any defensive air force, supporting other craft with their numbers and quick response time.
  344.  
  345. Heavy Interceptor Drone[edit]
  346. Sight: Basic 0
  347. Olfactory: Basic 0
  348. Acoustic: Basic 0
  349. Psionic: Basic 0
  350. Radio: Moderate 4N
  351. Mandible: Combat 2N
  352. Blade: None
  353. Arms: None
  354. Legs: Sprint 2N
  355. Carapace: Standard
  356. Utility: Ramjet 32N 12M
  357. Utility: Radiator Tubes 8N
  358. Forward Weapon: Particle Cannon (30M)
  359. Belly Weapon: Rotary Stinger or Lighting Cannon(30M)
  360. Size: Large Aerodynamic 8N 20M
  361. Cost: 56N 32+(60)M
  362. Upkeep: 28N
  363. The follow through to the Light Interceptor, this basic but capable drone accompanies flights of smaller interceptors to quickly respond to threats to the hive, using their powerful weapons to ensure hive air superiority at all times. Lacking in most senses, they rely on other drones to detect enemies and guide them into range, often using Light Interceptors to close in and identify threats, or being directed using the powerful senses of a dedicated Air Defense drone.
  364.  
  365. Colossus
  366. Olfactory: Advanced 2
  367. Acoustic: Medium 2
  368. Radio: Medium 2
  369. Psionic: Basic 0
  370. Mandible: Combat 1
  371. Blade: Combat 1
  372. Arms: Str 1
  373. Legs: Sprint 1
  374. Carapace: Heavy 5N 20M
  375. Size: Large X2 Cost
  376. Cost: 30N 40M
  377. Upkeep: 15N
  378. Essentially a large warrior, the Colossus is a lumbering weapons platform suitable for both long range support and front line assaults. The graft hard point on its back can be used to deploy a Thorn cannon for artillery, a Rotary Stinger for Anti-Air, or any other potential tasks, while the head mounted hard point can be used for all manner of close range weapons, such as a rotary for anti-personnel and suppression, or a Plasma Spray for area denial and clearing out enemy cover. It is capable of short bursts of surprising speed, but is otherwise incredibly slow. Its blades, while rarely used, are massive two meter retractable spikes more than capable of puncturing any armor it may come across, and its own armor is thick enough to shrug off all but the most relentless of assaults.
  379.  
  380. Hovertank
  381. Sight: Basic 0
  382. Olfactory: Basic 0
  383. Acoustic: Moderate 2N
  384. Psionic: Basic 0
  385. Radio: Moderate 4N
  386. Mandibles: Combat 2N
  387. Blade: Combat 2N
  388. Arms: Strength 2N
  389. Legs: Hover 20N 30M
  390. Carapace: Heavy 10N 40M
  391. Utility: Radiator Tubes 8N
  392. Forward Hardpoint: Particle Cannon (30M)
  393. Dorsal Hardpoint: Particle Cannon or Lighning Cannon (30M)
  394. Gun Ports: (4x) Thorn Launcher [Acid] (60M)
  395. Size: Large (X2)
  396. Cost: 50N 70+(120)M
  397. Upkeep: 25N
  398. This heavy duty drone offers a well-rounded mixture of durability and maneuverability, as well as excellent firepower. Somewhat similar in nature to human tanks, this drone is best suited in an anti-armor capacity, seeking and destroying enemy vehicles and armored units with the support of smaller drones, although its gun ports do offer an acceptable deterrent against infantry attack.
  399.  
  400. Excavator
  401. Olfactory: Basic 0
  402. Acoustic: Medium 1
  403. EM: Moderate 2
  404. Psionic: Basic 0
  405. Mandible: Construction 1
  406. Blade: Tool 1
  407. Arm: Str 1
  408. Legs: Endurance 1
  409. Utility: Chemical Forge 12
  410. Carapace: Basic
  411. Size: Large
  412. Cost: 38N
  413. Upkeep: 19N
  414. The Excavator is essentially a cross between a worker, a digger, and a refinery scaled up to massive size. It can refine up to 250 Metals per day, and rapidly construct massive tunnels and caverns for large construction projects that must be done quickly. It is not harmless if attacked, as the forge can be used to spew a violently burning napalm-like substance that does massive chemical damage to anything it touches, and if killed will explode in a violent burst of chemical acid.
  415.  
  416. Harvester
  417. Sight: Basic 0
  418. Olfactory: Basic 0
  419. Acoustic: Medium 1
  420. Psionic: Basic 0
  421. Mandible: Construction 1
  422. Blade: Hypodermic 2N
  423. Arms: Dex 1
  424. Legs: Hover 10N 15M
  425. Carapace: Basic 0
  426. Carapace: Peacock (Film Camo)0
  427. Utility: Honey Pot 4N
  428. Size: Large
  429. Cost: 38N 30M
  430. Upkeep: 19N
  431. This large hovering drone uses its massive blades like a set of straws to quickly extract the juices from the deadly ocean film as it floats over the surface of Leeland's membrane covered oceans. It is adapted match the coloration of the spores around it, allowing it to hide from aerial predators within the dense cloud of toxic spores its powerful hoverpad kicks up. With its large carrying capacity granted from its honey pot, it is capable of journeying far away from shore and for extended periods of time before unloading its harvest at the hive, bringing in an average of 500N per day on the surface of Leeland.
  432.  
  433. Chinook Drone
  434. Sight: Basic 0
  435. Olfactory: Basic 0
  436. Acoustic: Basic 0
  437. Psionic: Basic 0
  438. Radio: Moderate 4N
  439. Mandible: Combat 2N
  440. Blade: None
  441. Arms: Strength 2N
  442. Legs: Endurance 2N
  443. Carapace: Basic 0
  444. Utility: Rotary 10N
  445. Utility: Honey Pot 8N
  446. Forward Weapon: Rotary Stinger (30M)
  447. Belly Weapon: Plasma Spray (30M)
  448. Size: Large Aerodynamic 8N 20M
  449. Cost: 36N 20+(60)M
  450. Upkeep: 18N
  451. A purpose built transport and close support craft, this drone is capable of carrying a supply of medium drones, carrying a single large drone with its arms, as well as assisting ground forces from the skies via its powerful rotary stinger and belly mounted plasma spray. Its senses and armor are less then exceptional, making it most effective in a strictly support and logistical role, moving drones in and out of combat while avoiding directly conflict itself and using its weapons to clear landing zones.
  452.  
  453. Support Fluttercraft
  454. Chassis: Aerodynamic 4N10M
  455. Olfactory: Moderate 1N
  456. Radio: Advanced 6N3M
  457. Acoustic: Advanced 2N
  458. Psionic: Basic
  459. Mandibles: Speaker 2N
  460. Wings: Advanced X2 8N
  461. Blade: Thumber 5N10M
  462. Arms: Strength 1N
  463. Legs: Hover 10N15M
  464. Carapace: Combat 3N10M
  465. Carapace: Adaptive Camouflage 8N
  466. Carapace: Mimetic Skin 2N
  467. Utility: Ramjetx2 32N12M
  468. Utility: Swarm Missiles 10N40M
  469. Utility: Stinger Missiles 20N50M
  470. Utility: Radiator Tubes 4N
  471. Utility: Seeker Pod 10N
  472. Utility: Seeker Pod 10N
  473. Utility: Honey Pot 4N
  474. Size: Large
  475. Total Cost: 284N 300M
  476. Upkeep: 142N
  477. This large drone is designed to rule the sky, patrolling airspace and raining destruction down on any perceived threat it finds. It is capable of carrying medium drones into and out of combat while supporting them from the air with its tremendous firepower at either long or close range. The sound of its screech from above the clouds is not only used to assist in echolocation, but shakes morale as well.
  478.  
  479. Ships
  480.  
  481. Shuttle
  482. Cost: 50N 150M
  483. Size: 30 Meters
  484. A slow but powerful transport, the shuttle is the workhorse of your hive’s industrial base. Its primary use is the transport of goods and drones to and from orbit, although its small size and relatively good maneuverability makes it a good choice for dropping drones into combat. It is unarmed, but well armored with thick layers of metal reinforcing designed to protect whatever valuables it may be carrying. It has no room for an FTL drive, but can quickly move across a star system and can be deployed from larger ships if needed.
  485.  
  486. Space pod
  487. Hull: pod 60N 50M
  488. Stealth field 5N 15M
  489. Cost: 65N 65M
  490. Size: 10 Meters
  491. The space pod is a dedicated stealth vessel. Unarmed and unarmored, it only has room for a basic FTL drive and a suite of sensor equipment. The stealth field fitted to the exterior of the hull and the pods naturally small signature make it almost impossible to detect.
  492.  
  493. Heavy Fleet Fighter
  494. Hull: Fighter 50N 50M
  495. Capacity: None
  496. Size: 10 Meters
  497. Fixed (x2): Plasma Lance 40M
  498. Armor: Reflex 50N
  499. Armor: Conductive 15N 50M
  500. Utility: Defensive Shield 5N 15M
  501. Total Cost: 135N 175M
  502. Upkeep: 67N
  503. The first of the Hive's armed space pod designs known as fighters, this small strike craft is based on a rather alien concept of quality over quantity. Built to go toe to toe with Union craft, this fighter is heavily armed and armored with twin Plasma Lances, layered reflexive and conductive armors, and a defensive shield making it an impressive first strike option against enemy fleets, especially against larger shielded craft where its powerful lances can be used with the greatest effectiveness, thinning the herd before the bulk of your fleet engages in combat.
  504. Total Cost: 135N 175M
  505. Upkeep: 67N
  506.  
  507. Heavy Gunship
  508. Hull: Gunship 60N 250M
  509. Capacity: 10/1
  510. Size: 30 Meters
  511. Fixed (x1): Ion Cannon 20M
  512. Auxiliary (x2): Auto-Cannon 20M
  513. Armor: Heavy 75N 300M
  514. Missile Cells: Swarm Launcher 100N 50M
  515. Utility: Defensive Shield 15N 45M
  516. Cost: 250N 685M
  517. Upkeep: 125N
  518. Mining Corvette
  519. Hull: Corvette 400N 800M
  520. Stealth field: 50N 150M
  521. Shuttle Bay 100N 50M
  522. Standard armor
  523. Consumption beam
  524. Turret: None
  525. Fixed: None
  526. Aux: None
  527. Cost: 550N 1000M
  528. Upkeep: 275N
  529. Size: 100 Meters
  530. A combat variant of the shuttle hull, this gunship is armed with weapons capable of disabling or harassing enemy ships, making it suitable for both destroying enemy strike craft, and for harassing larger targets all while equipped with the defenses needed to survive any retaliation, making it an excellent escort for ships that would be vulnerable to strike craft, or for aiding in boarding efforts.
  531.  
  532. Patrol Corvette
  533. Hull: Corvette 400N 800M
  534. Capacity: 200/20
  535. Size: 100 Meters
  536. Module Limit: 2
  537. Spinal Mounts (x1): Linear Particle Beam 100M
  538. Fixed (x2): Plasma Lance 40M
  539. Turret (x2): Cyclotron Particle Beam 50M
  540. Auxiliary (x8): Autocannons (Expl) 80M
  541. Utility: Cloaking Field 50N 150M
  542. Utility: Rapid Damage Control 15N 20M
  543. Module: G-field sensors 150N 200M
  544. Module: Swarm launcher 400N 200M
  545. Total Cost: 1015N 1640M
  546. Upkeep: 507N
  547. A purpose built ship designed to patrol hive space, it is capable of detecting even cloaked ships, and rapidly responding to such finds with greatly effective force, using a mixture of explosive rounds and clouds of swarm missiles to comb the space around it for the detected cloaked vessel, then moving in for the kill with its powerful lancers and particle beam weapons once found.
  548.  
  549. Scout Corvette
  550. Hull: Corvette 400N 800M
  551. Stealth field 50N 150M
  552. Rapid damage control 15N 20M
  553. Standard armor
  554. Consumption beam
  555. Turret: Cyclotron 50M
  556. Fixed: Plasma lance 40M
  557. Aux: Auto cannon 80M
  558. Cost:465N 1140M
  559. Upkeep: 225N
  560. Size: 100Meters
  561. While fragile and lacking in ranged combat, the stealth corvette avoids these issues through evasion and agility. It is capable of easily hiding for short periods of time, and if needed, can unleash an unrelenting stream of plasma on an unsuspecting target. Its mixture of high close range damage potential and effective stealth abilities make it an excellent tool for quickly destroying single, isolated targets before they can retaliate, although if caught in a stand up fight it would quickly find itself outmatched. It foregoes a spinal mounted weapon in favor of a consumption beam, which lets it serve as an effective scout, finding and sampling potential resource locations.
  562.  
  563. Lancer Corvette
  564. Hull Corvette 400N 800M
  565. Stealth Field 50N 150M
  566. Rapid damage control 15N 20M
  567. Standard armor
  568. Spinal: Railgun (acid alt ammo) 100M
  569. Fixed x2: Linear particle beam 40M
  570. Turret x2: Autocannon 50M
  571. Point x8: Plasma Lance 80M
  572. Cost: 465N 1240M
  573. Effectively a glass cannon, this fast corvette is capable of dealing exceptional damage at almost any range. With its mix of railgun and linear particle beams for long range combat it can project a respectable amount of firepower over a great distance, its autocannons are nothing to scoff at either, and are capable both as a deterrent against small craft and as a fallback weapon against anything that may stray too close. Its greatest weapon is its shortest range option, with a full complement of plasma lances it is capable of unleashing hellfire upon any foe that gets within its grasp. Destruction is the singular purpose with little concern for survivability or damage resistance making the Lancer an excellent choice as a vanguard or first strike option in an attack, as well as a competent bombardment vessel.
  574.  
  575. Fleet Corvette
  576. Hull: Corvette 400N 800M
  577. Stealth field 50N 150M
  578. Rapid damage control 15N 20M
  579. Spinal: Linear particle beam 100M
  580. Fixed: Railgun 40M
  581. Turret: Cyclotron particle beam 50M
  582. Aux: Auto Cannon (explosive ammo) 80M
  583. Armor: Basic
  584. Cost: 465N 1240M
  585. Upkeep: 232N
  586. Size: 100 Meters
  587. A balanced and well equipped corvette for supporting a larger fleet in a wide range of tactical situations, its weapons are capable of harassing enemy targets, reducing the enemy ships’ combat effectiveness while using its well-equipped autocannons to sweep away incoming strike craft.
  588.  
  589. Heavy Fleet Corvette
  590. Hull: Corvette 400N 800M
  591. Capacity: 200/20
  592. Size: 100 Meters
  593. Module Limit: 2
  594. Spinal Mounts (x1): Railgun 100M
  595. Turret (x2): Ion Cannon 50M
  596. Fixed (x2): Cyclotron Particle Beam 40M
  597. Auxiliary (x8): Autocannons (Expl) 80M
  598. Armor: Heavy 250N 1000M
  599. Armor: Ballistic 500N 250M
  600. Utility: Defensive Shield 50N 150M
  601. Utility: Rapid Damage Control 15N 20M
  602. Power: Fusion Core 130N 650M
  603. Module: Swarm Launcher 400N 200M
  604. Module: Cruise Launcher 600N 400M
  605. Total Cost: 2345N 3740M
  606. Upkeep: 1172N
  607. A more drastic departure from the maneuverable and evasive ships of the past, this heavy corvette is designed purely for defensive use as a picket force. Slow, expensive, and unable to hide, this ship excels at blocking enemy forces and supporting its capital allies by destroying small targets and hampering large ones, but it is a poor choice for situations that would require speed or grace over brute firepower and durability.
  608.  
  609. Heavy Fleet Frigate
  610. Hull: Frigate 800N 1600M
  611. Capacity: 150/15
  612. Size: 150 Meters
  613. Module Limit: 3
  614. Spinal Mounts (x1): Railgun 150M
  615. Turret (x6): Cyclotron Particle Beam 150M
  616. Fixed (x8): Railgun 160M
  617. Auxiliary (x4): Cyclotron Particle Beam 40M
  618. Armor: Heavy 325N 1500M
  619. Armor: Ballistic 750N 375M
  620. Utility: Defensive Shield 75N 225M
  621. Utility: Rapid Damage Control 15N 20M
  622. Power: Fusion Core 190N 950M
  623. Module: Swarm Launcher 400N 200M
  624. Module: Stinger Launcher 600N 400M
  625. Module: Docking Bay 100N 50M
  626. Total Cost: 2855N 5820M
  627. Upkeep: 1427N
  628. Heavily armed and armored, this frigate is designed to operate with its similarly armored heavy fleet counterparts to target and destroy enemy invaders. Using the corvettes to its advantage, this frigate is able to hit weakened ships with heavy firepower while being able to take heavy punishment from attackers, however it is slow and ineffective at pursuing or patrolling, limiting its effective roles to picket defense or main combat situations.
  629.  
  630. Stealth Frigate
  631. Hull: Frigate 800N 1600M
  632. Stealth field: 75N 225M
  633. Rapid damage control: 22N 30M
  634. Spinal mount(1): Linear Particle Beam 150M
  635. Fixed(8): Railgun (acid) 160M
  636. Turrets(6): Cyclotron 150M
  637. Auxiliary(4): Autocannon 40M
  638. An attack ship designed to strike from the shadows, the stealth frigate uses its cloak to place itself in an advantageous position before opening fire with its corrosive railguns, eating away at the enemy armor. It lacks the heavy armor of a front line warship, but its abilities as a harrying raider more than make up for it.
  639.  
  640. Vanguard Frigate
  641. Hull: Frigate 800N 1600M
  642. Armor: Reflex 750N, Conductive 225N 750M
  643. Stealth field 75N 225M
  644. Rapid damage control 22N 30M
  645. Spinal x1: Linear particle beam 150M
  646. Fixed x8: Plasma lance 160M
  647. Turret x6: Railgun 150M
  648. Aux x4: Auto Cannon (explosive ammo) 40M
  649. Cost: 1872N 3105M
  650. This powerful warship is designed to use its stealth to end fights before they begin, but has the durability and firepower to take on whatever may survive its initial ambush. As its name implies, it is best suited as the first into combat, serving as the vanguard to a larger fleet by taking out strategic targets first before the rest of the hive fleet reveals itself.
  651.  
  652. Heavy Cruiser
  653. Hull: Cruiser 1200N 2000M
  654. Armor: Heavy 500N 2000M
  655. Spinal: Linear particle beam 400M
  656. Fixed: Railgun 200M
  657. Turret: Cyclotron 150M
  658. Rapid damage control 30N 40M
  659. Swarm x1: 600N 300M
  660. Defensive Shield: 100N 300M
  661. Cost: 5390M 2430N
  662. Upkeep: 1215N
  663. Throwing stealth and caution to the proverbial solar wind, the Heavy Cruiser is designed to bring the pain to any battle, serving as a heavy armed and armored warship at the core of any proper armada.
  664.  
  665. Heavy Fleet Cruiser
  666. Hull: Cruiser 1200N 2000M
  667. Capacity: 300/30
  668. Size: 200 Meters
  669. Module Limit: 4
  670. Spinal Mounts (x2): Railgun 400M
  671. Turret (x6): Autocannon 150M
  672. Fixed (x10): Linear Particle Beam 200M
  673. Armor: Heavy 500N 2000M
  674. Armor: Ballistic 1000N 500M
  675. Utility: Defensive Shield 100N 300M
  676. Utility: Rapid Damage Control 30N 40M
  677. Power: Fusion Core 180N 900M
  678. Module: Bulkhead 500M
  679. Module: Stinger Launcher 400N 200M
  680. Module: Swarm Hangar (Plasma) 600N 300M
  681. Module: Swarm Hangar (Autocannon) 600N 300M
  682. Total Cost: 5010N 6890M
  683. Upkeep: 2505N
  684. A fierce companion of the other heavy fleet craft, this cruiser is designed to support its smaller allies with swarm fighters and missiles, using the cover from the rest of the fleet to punch holes in the enemy point defense while hammering away from a distance with its railguns and particle beams, or ripping into targets closer up with its autocannons.
  685.  
  686. Heavy Fleet Battlecruiser
  687. Hull: Battlecruiser 2000N 2500M
  688. Capacity: 400/40
  689. Size: 300 Meters
  690. Module Limit: 6
  691. Spinal Mounts (x3): (Railgun) 900M
  692. Turret (x8): (Cyclotron Particle Beam) 200M
  693. Fixed (x16): (Plasma Lance) 320M
  694. Auxiliary (x10): (Ion Cannon) 200M
  695. Armor: Heavy 750N 3000M
  696. Armor: Combat 450N 1800M
  697. Utility: Defensive Shield 150N 450M
  698. Utility: Rapid Damage Control 45N 60M
  699. Utility: Spinal Hangar 10800N 5400M [30 Swarm Hangars, Autocannon]
  700. Power: Fusion Core 380N 1900M
  701. Module: (3) Bulkhead 1500M
  702. Module: (2) Cruise Launcher 1200N 800M
  703. Module: Stinger Launcher 500N 300M
  704. Total Cost: 16275N 18930M
  705. Upkeep: 8137N
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement