Unlock Edit

The Impactor Mission Section is unlocked by Accelerator Amplification.

Use Edit

Impactors are slow, vulnerable, and incredibly devastating. This is the only section which can bring the terrifying Railgun to bear against your enemies. These ships are fairly binary, either winning a fight outright or being surrounded and destroyed by the enemy.

The rest of the fleet should be designed around their use. An Impactor can fire on targets well beyond visual range but can't fire on distant targets without a spotter. This means that a Deep Scan Command Section will nearly triple the Impactor's effective range. However, without Advanced CnC a player will be unable to command ships from the tactical combat screen. The only way an Impactor can fire on a distant target in this case is if it happens to wander into its sights.

Railguns gain a lot of benefit from the Fire Control and AI Fire Control Sections. Fire control reduces inaccuracy by 75%, and AI Control reduces it by 95%. When operating at ranges in excess of three kilometers, even a half a degree off means a miss of hundreds of meters.

In general, Cruisers should be used for Impactors, not Dreadnoughts. First, Cruisers can more easily reposition, allowing the commander to keep his artillery safe. Second, CR turn faster, allowing faster target acquisition. Third, one Dreadnought Impactor can only be in one place at a time, three CR Impactors can be distributed across the battlefield. While one surrounded DN Impactor is little better than a damage sponge, one surrounded CR Impactor can recieve fire support from the other three CR. Further, most end game fleets have enough command points per DN CnC to field 2 DN and 2 CR, and few CR carry their weight in a DN fight quite like Impactors. Finally, the Morrigi, and Zuul field 3 railguns per CR, while they only field 7, and 6 railguns per DN, respectively. This means that these races are actually forgoing damage output if they use the larger hull.

The Races Compared Edit

Human Edit

Humans make a convincing argument for DN Impactors due to the comparative cost. It's the cheapest in credits, and only slightly slower to produce than the Zuul. Even so, if you calculate cost/railgun, Human CR are still significantly cheaper.

Hiver Edit

Hiver CR Impactors carry their railguns beneath their hull, and firing them results in considerable downward torque due to recoil. Therefore, they will need to take a moment to recover before they can move. In addition, they're the second most expensive overall, and they actually take the longest to build a DN. However, they also have the best health statistics of any Impactor, and so could possibly survive a few moments longer than the competition, enabling a retreat.

Tarka Edit

The Tarka have the distinctive benefit of having the most mobile Impactors, which may help them find the correct positions or retreat. However, they may find their CRs pushed around by recoil more than the other ships due to their low mass, and it's clear that the savings came from skimping on armor. Keep these safe.

Liir Edit

The Liir have the most railguns per DN at 10, which comes out to 0.55 repeating railguns/command point, compared against their CR's 0.5 railgun/command point. This means they're the only race which will see more DPS from 1 DN than from 3 CRs. Further, their unique drive system means that a Liir DN Impactor can probably line up its target even in close quarters, though it will still be overkill for anything smaller than a hostile Dreadnought.

Morrigi Edit

Morrigi may have the best spread of combat stats for their CR Impactors, but they also have the most expensive ships.

Zuul Edit

The Zuul sacrifice less than other races to put an Impactor CR on the field due to their higher command cap. On the other hand, their DN is armed to the teeth with conventional weapons and might manage to take some of the enemy with it should it get surrounded. In addition, though the Zuul DN is incredibly expensive, they also tape it together extremely quickly.

Possible Structural Modifications Edit

Armor Edit

Polysilicate Alloys Magnoceramic Lattices Quark Resonators Adamantite Alloys Stealth Armor

Coating Edit

Reflective Coating Improved Reflective Coating

Statistics Edit

Cruiser Edit

Hiver Human Liir Morrigi Tarka Zuul
Crew 50 35 12 35 30 30
Health 3,300 3,000 2,700 2,800 2,650 2,800
Mass 14,000 10,000 11,000 10,000 9,000 9,800
Savings Cost 35,000 30,000 34,000 38,700 25,000 33,000
Industrial Cost 3,630 3,250 3,530 4,500 3,050 3,260
Tactical Speed -5 -5 -10 -5 0 -5
Turn Speed -5 -5 -10 -5 0 -5
S Mounts 4 6 6 6 6 4
M Mounts 2 2 0 2 2 0
L Mounts 0 0 0 0 0 0
Railguns 2 2 3 3 2 2

Dreadnought Edit

Hiver Human Liir Morrigi Tarka Zuul
Crew 155 100 50 90 85 100
Health 14,500 14,000 10,000 12,500 12,000 12,500
Mass 65,000 45,000 50,000 50,000 55,000 45,000
Savings Cost 430,000 340,000 450,000 461,000 380,000 500,000
Industrial Cost 26,000 19,000 22,000 23,000 21,000 16,400
Tactical Speed -5 -5 -10 -10 -5 -5
Turn Speed -5 -5 -10 -5 0 -5
S Mounts 3 0 9 4 6 4
M Mounts 0 6 6 8 0 9
L Mounts 3 1+4missiles 2 4 3 3
Railguns 6 6 10 7 6 6

Final Comments Edit

The Human Dreadnought comes with an extra four missiles. Whether this is percieved as a great way to sneak some extra weapons into every fight or a poor trade for no small mounts is up to player perception.

See Railgun for additional statistics on weapon damage

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