Leonid Pride: Difference between revisions

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|colspan=2|'''Economy
|colspan=2|'''Economy
|-
|-
|Ship hull{{Ref|1}} || {{r|80%}}
|Ship hull{{Ref|1}} || {{r|79%}}
|Top speed || {{r|80%}}
|Top speed || {{r|85%}}
|EW range || {{r|80%}}
|EW range || {{r|90%}}
|Starting money || 100%
|Starting money || {{g|120%}}
|-
|-
|Ship shield || {{g|120%}}
|Ship shield || {{g|125%}}
|Acceleration || {{g|140%}}
|Acceleration || {{g|140%}}
|PW range || {{r|80%}}
|PW range || {{r|90%}}
|Payday || $600
|Payday || $600
|-
|-
|Ship shield repair || 100%
|Ship shield repair || {{r|75%}}
|Turn rate || {{g|125%}}
|Turn rate || {{g|125%}}
|PW damage|| {{g|120%}}
|PW damage|| {{g|120%}}
|Mining speed || 100%
|Mining speed || 100%
|-
|-
|Station hull|| {{r|90%}}
|Station hull|| {{r|79%}}
|Torque || {{g|125%}}
|Torque || {{g|125%}}
|Missile tracking || {{g|130%}}
|Missile tracking || {{g|115%}}
|Miner capacity || 100%
|Miner capacity || 100%
|-
|-
|Station shield|| {{g|120%}}
|Station shield|| {{g|150%}}
|Sensors || {{g|110%}}
|Sensors || {{g|110%}}
|Missile damage||{{r|90%}}
|Missile damage||{{r|75%}}
|He3 yield || 100%
|He3 yield || 100%
|-
|-
|Station hull repair ||100%
|Station hull repair ||100%
|Signature{{Ref|2}} || {{r|75%}}
|Signature{{Ref|2}} || {{r|75%}}
|Energy || {{g|130%}}
|Energy || {{g|125%}}
|Research time || 2 minutes
|Research time || 2 minutes
|-
|-
|Station shield repair ||100%
|Station shield repair ||{{r|50%}}
|Ripcording{{Ref|3}}|| {{g|115%}}
|Ripcording{{Ref|3}}|| 100%
| ||
| ||
|Research costs || 100%
|Research costs || 100%
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==Faction unique traits==
==Faction unique traits==


:* Interceptors gain an additional +4% perk to their turn and torque after faction adjustment (or 130% of normal).
:* Technology
:* Light boost mountable on [[Scout]] and [[Stealth fighter]].
::* Light cloak 1 is available from the start of the game and is mounted on all ships by default.
:* [[He3 refinery]] & Spec Mine can be researched for $10k, each costing $5250, produces $750 per minute, also  used for off-loading miners.
::* Light boost 1, LRM 1, and Sniper 1 are available from the start of the game and are mounted on the [[Scout]] and [[Stealth fighter]] by default.
:* Also can build (Very (Light)) [[Refinery]] for off-loading miners, it can be damaged by any weapon.
::* Nearly all other Mk I tech must be researched under garrison (Cloak1, Gat1, DF1 etc.)
::* AC Turret is replaced in the technology tree with SC Turret (and the mk I version is unresearched at game start).
::* -40% research cost on small ships. +20% research cost on capital ships.
 
:* Bombers are slightly different than normal.
::* There is a Light bomber that only mounts one turret, is slower and weaker, however it is only half the standard cost to research and purchase.
::* Heavy bombers are 50% more expensive to research and purchase and equatable to other factions heavy bombers.
 
:* This faction does not use the [[Gunship]], it is replaced with the [[Vanguard]] should the requirements be met.
 
:* SC [[tower drone]]s replaces AC towers.
 
:* Small and medium ships carry +50% missiles per slot.
 
:* All direct fire weapons are plasma versions using energy and most use ammo too.
:* All direct fire weapons are plasma versions using energy and most use ammo too.
:* Light cloak 1 is available from the start of the game and is mounted on almost all ships by default.
 
:* All minor stations cost 25% less than normal, and all other stations cost 50% more than normal.
:* 10% more ammo and fuel capacity.
:* Most ships carry +1 missile per slot.
 
:* 10% Less ammo and fuel capacity.  
:* Bases
:* 50% cheaper research cost for ship types.
::* All minor bases cost 25% less than normal, and all other bases cost 50% more than normal.
::* Garrisons are built already upgraded to Starbase.
 
::* Dual Research Stations cost $10k after adjustments.
:::* Built on an He3 rock, it can rescue [[eject pod]]s, and acts as a Spec Mine which produces $375 per minute once built.
:::* "Sup/Tac" Research Station requires [[Starbase]] and either [[Supremacy|Advanced Supremacy]] or [[Tactical|Advanced Tactical]], maintains mk II technology and ships if the previously required technology base(s) are destroyed, note that most faction specific technology is lost in that case.
:::* "Tac/Exp" Research Station requires [[Starbase]] and either [[Supremacy|Advanced Supremacy]] or [[Expansion|Advanced Expansion]], maintains mk II technology and ships if the previously required technology base(s) are destroyed, note that most faction specific technology is lost in that case.
:::* "Exp/Sup" Research Station requires [[Starbase]] and either [[Tactical|Advanced Tactical]] or [[Expansion|Advanced Expansion]], maintains mk II technology and ships if the previously required technology base(s) are destroyed, note that most faction specific technology is lost in that case.
 
::* Very weak (Light) [[Refinery]] can be built for off-loading miners, it can be damaged by any weapon.


==Missiles==
==Missiles==
* Standard access except;
:* The Leonid Pride does not use Aleph Res.
:* LRM AB, useable when researched in Starbase on Fighter-Bombers and Heavy Bombers.  Access lost if Starbase or Adv Supremacy destroyed.
:* MRM Zeus, useable when researched in Starbase on any ship capable of using Seek & DF.  Access lost if Starbase or Adv Supremacy destroyed.


:{|class="wikitable sortable" cellpadding=5 cellspacing=0 border=1 style="text-align:center; background-color:white; color:black;"  width=75%
:{|class="wikitable sortable" cellpadding=5 cellspacing=0 border=1 style="text-align:center; background-color:white; color:black;"  width=75%
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|}
|}


==Faction Specific Technology==


==Equipement==
{|cellpadding=8 cellspacing=0 align="center" style="text-align:center" border=1 width=80%
 
* Standard access except;
:* Light Cloak starts researched and useable for most ships, a mk II is researchable under garrison, and a mk III is researchable under starbase.
 
:{|cellpadding=5 cellspacing=0 border=1 style="text-align:center; background-color:white; color:black;" width=75% class="sortable"
|-
|-
|width=15%|'''Name
|width=15%|'''Name
|width=15%|'''Image
|width=15%|'''Image
|width=15%|'''Equipment slot
|width=19%|'''Also requires
|width=40%|'''Notes
|width=51%|'''Notes
 
|-
| [[Vanguard]] ||pic|
|*Starbase
*Tech Base
*SY On
*Lt BBR
*SC Turret 1
| Similar to a [[gunship]], with one turret and a front mounted Mini SC turret. Able to equip Hunter and Sidewinder missiles. Can load Light Booster and Heavy booster.
|-
| [[Recon Drone]] ||[[File:Gt-rd.jpg|120px]]|
|* Starbase
|  A drone that is able to pick up pods and scan for enemy units (equal to a scout).  Vulnerable though fast.
|-
| MRM Sidewinder ||pic||
*tac/sup combo
*[[Tactical| Adv Tactical]]
*[[Supremacy]]
*LRM 3
*DF 2
|  Merges the effectiveness of lrm 3 / df 2. Extremely agile and effective against the [[Interceptor]].
|-
|-
|Light cloak || [[File:Cloak.jpg]] || Cloak|| [[Ga'Taraan Federation]] (mk 1) & [[Leonid Pride]] (mk 1-3) only. Low sig masking but low energy consumption.  Lt Cloak 1 drops signature 50% for 160 secs, Lt Cloak 2 lasts 200 secs, and Lt Cloak 3 lasts 250 secs.
| LRM EMP ||pic||
 
*sup/exp combo
|}
*[[Expansion]]
 
*[[Supremacy]]
 
*XRM ab 1
==He3 Refinery & Spec Mine==
*SRM EMP
<h5 style="text-align: center;">He3 refinery</h5>
|  Provides a longer range lower yield emp missile with low signature that moves slow, timed to allow switching to SRM EMP when close to target and eyed while the LRM EMPs start hitting base. For bbrs & HTT.
::''Abbreviation: Spec mine
{{center|[[Image:apb_mine_ca.jpg|he mine icon]]<br>
[[File:Dreg-he3ref.jpg|thumb|Leonid Pride He3 refinery]]}}
The Pride can unlock the ability to build special refineries for $10000, each refinery costs $5250, to build, constructs on He3 rocks, and produces a constant income once built. It is often used mid-game to facilitate mining in contested areas, as The Pride's (light) refineries are vulnerable and expendable, and miners can't dock at tech bases. They are of course more viable then Dreg He3 mines and can in the right situation be exploited for greed.
 
 
{|cellpadding=8 cellspacing=0 border=1 style="text-align:center" align="center" width=70%
|-
|-
| colspan=2 width=35%|'''Construction
| LRM Anti-Base ||[[File:LRMAnti-Base.jpg]]||
| colspan=2 width=33%|'''Station attributes
*tac/sup combo
| colspan=2 width=32%|'''Station abilities
*[[Tactical]]
*[[Supremacy]]
*SRM ab 2
*XRM ab 1
| A long range anti base missile with lower damage, only equipable on Light/Heavy Bombers.
|-
|-
|Cost||$5250
| EW Gauss Gun ||[[File:EWGaussGun.jpg]]||
|Armour class||Minor base
*tac/sup combo
|rowspan=50 valign="top"|
*[[Tactical]]
*Miners can tele-offload.
*[[Supremacy]]
*Produces $750 per minute.
*Sniper 2
*Can rescue pods.
*Utl Cannon 1
|  A long range, powerful weapon that shoots in short bursts, only equipable on SF's and SB's.  
|-
|-
|Construction time|| 90
| Lt Sig Cloak ||[[File:Cloak.jpg]]||
|Hull||5400
*None
| An endurance cloak which consumes energy at a slow rate at the cost of not masking your signature as well. Ideal for cruising through sectors. Lt Cloak drops signature 25% for 160 secs.
|-
|-
|Asteroid reqd||Helium (white)
| Assault Shields||pic||
|Shield||7200
*Sup/exp combo
*[[Expansion|Adv Expansion]]
*[[Supremacy]]
*MS 3
*[[Troop transport|Heavy troop transport]]
| Absorbs more damage and normalizes shield recharge rate. Mountable on HTT, Vanguards, and Bombers.
|-
|-
|[[Constructor|Constructor type]]||Small
| EW Vulcan Laser || pic ||
|Signature||125% (167%){{ref|4}}
*tac/sup combo
*[[Supremacy| Adv Supremacy]]
*[[Tactical]]
*EW Gat 3
*Utl 2
| A cross between a Utility Cannon and an EW Gat Gun, mountable on Fighters, Stealth Fighters, and Vanguards. Accurate with low ammo consumption. General purpose but ideal for anti-capship.
|-
|-
|Prerequisites||He3 refinery researched
| {{r|Heavy Booster}} ||[[File:Booster.PNG]]||
|Scan||2000 (2200){{ref|5}}
*Sup/exp combo
*[[Supremacy| Adv Supremacy]]
*[[Expansion]]
*Booster 3
*Lt Boost 2
| A booster mountable on Fighters, Interceptors, and Vanguards, comes with very high accel and top speed, but extremely short lifespan due to poor efficiency.
|}
|}
::{{footnote|4|Recall that The Pride has a 75% sig nerf.}}
::{{footnote|5|Recall that The Pride has a 110% scan perk.}}


==(Light) Refinery==
==Dual Research Stations==


<h5 style="text-align: center;">Dual Research Station</h5>
::''Abbreviation: Res
{{center|[[Image:Dn hspalbmp.PNG|pali icon]]<br>
[[File:Gat-pali.jpg|thumb|Ga'Taraan Federation palisade]]}}
The Pride requires these to be constructed on He3 rocks before gaining most faction specific technology, there are three varieties, it otherwise performs as a double strength outpost (minor base hull- galvable) that provides a constant though small income once built.


<h5 style="text-align: center;">Light Refinery</h5>
{{center|[[Image:apb_ref_std.jpg|ref icon]]}}




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| colspan=2 width=32%|'''Station abilities
| colspan=2 width=32%|'''Station abilities
|-
|-
|Cost||$1125
|Cost||$10000
|Armour class||Minor base
|Armour class||Minor base
|rowspan=50 valign="top"|
|rowspan=50 valign="top"|
*Miners can tele-offload.
*Small ships can dock/launch
*Light base armor class.
*Miners can offload He3.
*Weak hull and shields.
*Produces $250 per minute.
*Allows various faction tech.
 
|-
|-
|Construction time|| 90
|Construction time|| 120
|Hull||3555
|Hull||13333(10532)
{{ref|1}}
|-
|-
|Asteroid reqd||Generic (brown)
|Asteroid reqd||Helium (white)
|Shield||2666
|Shield||6666(9999)
{{ref|2}}
|-
|-
|[[Constructor|Constructor type]]||Small
|[[Constructor|Constructor type]]||Large
|Signature||250% (333%){{ref|6}}
|Signature||175% (233%)
{{ref|3}}
|-
|-
|Prerequisites||None
|Prerequisites|| Starbase
|Scan||2400 (2680){{ref|7}}
and either an
* [[Expansion|Advanced Expansion]]
* [[Supremacy|Advanced Supremacy]]
* [[Tactical|Advanced Tactical]]
|Scan||2400 (2640)
{{ref|4}}
|}
|}
::{{footnote|6|Recall that The Pride has a 75% sig nerf.}}
::{{footnote|1| Recall that The Pride has a 79% station hull  nerf.}}
::{{footnote|7|Recall that The Pride has a 110% scan perk.}}
::{{footnote|2| Recall that The Pride has a 150% station shield perk.}}
::{{footnote|3|Recall that The Pride has a 75% sig nerf.}}
::{{footnote|4|Recall that The Pride has a 110% scan perk.}}


==Ideal settings==
==Ideal settings==
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:* ''Bomb Rush'': The best defence is a good offence, and though Leonids start with Light steath fighters, in the face of a very aggressive enemy commander it might be worthwhile to consider getting bombers early since they and minor stations cost 25% less than most factions.  You can even be brazen about it and escort your opening push with bombers (for a little more than having enh Cons).
:* ''Bomb Rush'': The best defence is a good offence, and though Leonids start with Light steath fighters, in the face of a very aggressive enemy commander it might be worthwhile to consider getting bombers early since they and minor stations cost 25% less than most factions.  You can even be brazen about it and escort your opening push with bombers (for a little more than having enh Cons).


:* [[Expansion]] - Despite having lower hull and high signature, Leonid [[Int]]'s are comparable to other factions as they are able to skulk using Light Cloak and boost quickly to a target, once there the huge bonus to damage outweights any disadvantage. It should be noted that both ''Sig 1 GA'' and ''PW Range 1 GA'' are great investments, these both greatly help with two important issues with the Pride. For end game their [[HTT]]'s while sometimes problematic to get into an enemy sector, are able to make their run under Light Cloak getting eyed much later than other non-Bios [[HTT]]'s, though because of their slow top speed they often require a competent rammer.  As with IC and Rix, and more so because of their strong shields, other endgame tactics also include Int bombing, Adv con pushing, and forced caping.
:* [[Expansion]] - Despite having lower hull and high signature, Leonid [[Int]]'s are comparable to other factions as they are able to skulk using Light Cloak and boost quickly to a target, once there the huge bonus to damage outweights any disadvantage. It should be noted that both ''Sig 1 GA'' and ''PW Range 1 GA'' are great investments, these both greatly help with two important issues with the Pride. For end game their [[HTT]]'s while sometimes problematic to get into an enemy sector, are able to make their run under Light Cloak getting eyed later than most other [[HTT]]'s, though because of their slow top speed they often require a competent rammer.  As with IC and Rix, and more so because of their strong shields, other endgame tactics also include Int bombing, Adv con pushing, and forced caping.





Latest revision as of 23:46, 8 March 2012

work in progress

ALLEGOPEDIA
About History
FACTIONS
Belters Bios
Dreghklar Ga'Taraan
GigaCorp Iron Coalition
Omicron Hive Rixian Unity
Technoflux Draconium
Phoenix Valkyrie
SHIPS
Buying Ships
Small Class
Eject Pod Interceptor
Fighter Scout
Stealth Fighter Other Small Ships
Medium Class
Bomber Fighter Bomber
Gunship Stealth Bomber
Troop Transport Other Medium Ships
Capital Class
Assault Ship Attack Carrier
Battlecruiser Battleship
Corvette Cruiser
Destroyer Devastator
Freighter Frigate
Other Capital Ships
Ship Equipment
Dispenser Items Missiles
Weapons Other Equipment
AI Drone Ships
Carrier Caltrop
Constructor Miner
Tower Other Drones
BASES
Buying Bases
Minor Bases
Outpost Refinery
Teleport Receiver Other Minor Bases
Special Bases
Garrison Shipyard
Technology Bases
Expansion Complex Supremacy Center
Tactical Laboratory Other Tech Bases


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The Leonid Pride- A very warlike and bloodthirsty race of technologically adept intelligent felines. A long-time subject race of the Dhilani, adopted while their race was young and their temperament more relaxed, they were once a loyal source of conscripts and treated fairly well compared to other subjects. Over time they've become more proficient with space travel and science from their primitive hunter society. When the Arachnids known as the Omnicron Hive rebelled against the Dhilani the Leonids fought against them- still serving their masters, it wasn't until the following years of turmoil and continued rebellions by other subject races that the Leonids became less than pleased with the constant loss of so many of their young.


It was decided by the Pride to press for freedom, over the ensuing years not much changed though they became more deadly and knowledgeable, during this period the Leonids slowly put themselves in position on many ships and bases to take control when the moment was right. They struck with such ferocity and cunning that the Dhilani were unable to respond quickly and much of their fleet was thrown into disarray from these persnickety felines and their cunningly vicious leap to freedom, by the time the Dhilani were able to act it was too late, much of the fleet was taken and those ships used to force the surrender of many planets, thus liberating felines by the billions.

Sometime between then and now, the Leonids encountered the Dreghklar Empire, what humanity now calls a plague to intelligent life, actually they were encountered many times in remote and seemingly random sectors of space, the Dreghklars were aggresive and dominating and caused much frustration to the Leonid Pride. While it's unknown whether the Dhilani knew of the Empire or not, or if the Leonids were not able to adjust initially to face the Empires tactics, but one thing that is certain is that at this point in history the Leonids began to painfully re-design much of their fleet to deal with the Dreghklar threat to the power of the Pride.

Thankfully much of this was financed by their foe, for it was on the occasional successes that the Leonids had against their reptilian opponents that led them to discover a special type of refinery. This He3 Refinery was only barely worth using, however with the great experience with minor base construction that the Leonids gained after their freedom and the ongoing rapid expansion of their society, the cost was almost reasonable, and definately easier since their version incorporated an offloading station for miners which was sorely needed since their (light) refineries were deemed too fragile for warzones.

In recent past Leonid hunting parties have run into several different factions, the most noteable encounter was when they began stalking an unknown fleet to a remote part of the Sol Solar System, before they pounced the fleet arrived at a secret Ga'Taraan Federation research facility. After shredding the fleet which was later discovered to be a Ga'Taraan resupply convoy, the Leonids ransaked the base and stole many highly prized schematics and technical books on missiles. The Leonid Pride now mostly has consolidated this far forward base of operations and prepares for more raids on the Solar System, armed to the teeth and ready for action.


The Leonid Pride are hunters, vicious predators that are often seen except while stalking prey. Most of their uniqueness relates to thier innate higher signature, which can be mitigated while stalking for a short period using Light Cloak which most of their ships can mount. The majority of their direct fire weapons are shorter range low capacity plasma versions- though with a bonus of higher damage and a much larger energy reserve than other factions.
With their recent ransaking of a Ga'Taraan research facility they have greatly increased the combat capability of many ships with stolen missile technology. This allows for a larger selection of missiles, and on most ships increased missile capacity. On the other claw, The Pride prefers to get their kills close and personal, and the complicated and large missile delivery systems on their ships mean the damage potential of their missiles often have a weaker payload.
Their ships tend to have a very high acceleration and their boosters are thus often much more responsive, however they suffer from the inability to maintain this for long periods of time being with smaller fuel reserves, and without boosting overall speed tends to be slower than a comparable ship from a different faction. Most ships of the Leonid Pride have a fragile hull, but when fully charged their shields are some of the most powerful known. Much like many stealthy predators- once detected they can easily be injured if too focused on their prey.
With their repatriation of so many of their people, the Leonid Pride has gained a large understanding of the best and most cost effective way to construct minor bases. Thier outposts, (light) refineries, and teleport receivers can be purchased at a much reduced rate. After their encounter with the Dreghklar Empire they adapted to using the He3 Refinery & Spec Mine, which builds directly on a He3 asteroid and collects He3 constantly, has the ability to offload miners, and also being a minor base its cost approaches reasonable with the faction discount.
The other bases are vastly more expensive as they are rarely built and thus much less practiced, replacing a garrison because a commander didn't invest in bombers when needed could well be crippling. Similar to their ships, the Leonid bases have a somewhat more delicate hull and stronger shields than your typical base, in most situations it's simply a trade-off with the slight perk of being more defencable against troop transports. Some exceptions apply of course, their (light) refineries are almost disposable as they've become over reliant on He3 Refinery Spec Mines.

This faction has yet to be released.





Leonid Pride

Needs faction logo image

Starting ship(s)
Scout
Light stealth fighter

Faction statistics

Health Ships Weapons Economy
Ship hull[1] 79% Top speed 85% EW range 90% Starting money 120%
Ship shield 125% Acceleration 140% PW range 90% Payday $600
Ship shield repair 75% Turn rate 125% PW damage 120% Mining speed 100%
Station hull 79% Torque 125% Missile tracking 115% Miner capacity 100%
Station shield 150% Sensors 110% Missile damage 75% He3 yield 100%
Station hull repair 100% Signature[2] 75% Energy 125% Research time 2 minutes
Station shield repair 50% Ripcording[3] 100% Research costs 100%
1  ·   Standard ship hull is 90%.
2  ·   Note that ship signature is divided by this number, so a higher number is better.
3  ·   Note that ripcord time is divided by this number, so a higher number is better.

Faction unique traits

  • Technology
  • Light cloak 1 is available from the start of the game and is mounted on all ships by default.
  • Light boost 1, LRM 1, and Sniper 1 are available from the start of the game and are mounted on the Scout and Stealth fighter by default.
  • Nearly all other Mk I tech must be researched under garrison (Cloak1, Gat1, DF1 etc.)
  • AC Turret is replaced in the technology tree with SC Turret (and the mk I version is unresearched at game start).
  • -40% research cost on small ships. +20% research cost on capital ships.
  • Bombers are slightly different than normal.
  • There is a Light bomber that only mounts one turret, is slower and weaker, however it is only half the standard cost to research and purchase.
  • Heavy bombers are 50% more expensive to research and purchase and equatable to other factions heavy bombers.
  • This faction does not use the Gunship, it is replaced with the Vanguard should the requirements be met.
  • Small and medium ships carry +50% missiles per slot.
  • All direct fire weapons are plasma versions using energy and most use ammo too.
  • 10% more ammo and fuel capacity.
  • Bases
  • All minor bases cost 25% less than normal, and all other bases cost 50% more than normal.
  • Garrisons are built already upgraded to Starbase.
  • Dual Research Stations cost $10k after adjustments.
  • Built on an He3 rock, it can rescue eject pods, and acts as a Spec Mine which produces $375 per minute once built.
  • "Sup/Tac" Research Station requires Starbase and either Advanced Supremacy or Advanced Tactical, maintains mk II technology and ships if the previously required technology base(s) are destroyed, note that most faction specific technology is lost in that case.
  • "Tac/Exp" Research Station requires Starbase and either Advanced Supremacy or Advanced Expansion, maintains mk II technology and ships if the previously required technology base(s) are destroyed, note that most faction specific technology is lost in that case.
  • "Exp/Sup" Research Station requires Starbase and either Advanced Tactical or Advanced Expansion, maintains mk II technology and ships if the previously required technology base(s) are destroyed, note that most faction specific technology is lost in that case.
  • Very weak (Light) Refinery can be built for off-loading miners, it can be damaged by any weapon.

Missiles

Name Image Range Lock time CM resistance Damage Notes Leonid Pre-Req
Zeus Mrmzeus.jpg 1230 0.75 2 100 Ga'Taraan Federation & Leonid Pride only. This missile is a hybrid between the SRM Dumbfire and the MRM Seeker, having moderate accuracy and inflicting moderate damage. Excellent for operations requiring versatility. Seek2, DF2, Starbase, Adv Supremacy
(LRM)
Anti base
LRMAnti-Base.jpg 1840 0 3 200 Ga'Taraan Federation & Leonid Pride only. This weapon is mounted on PT bombers, FeeBee, and heavy bombers. GT do not get XRM AB, and this is their replacement. Ab2, Starbase, Adv Supremacy

Faction Specific Technology

Name Image Also requires Notes
Vanguard *Starbase
  • Tech Base
  • SY On
  • Lt BBR
  • SC Turret 1
Similar to a gunship, with one turret and a front mounted Mini SC turret. Able to equip Hunter and Sidewinder missiles. Can load Light Booster and Heavy booster.
Recon Drone Gt-rd.jpg| * Starbase A drone that is able to pick up pods and scan for enemy units (equal to a scout). Vulnerable though fast.
MRM Sidewinder pic Merges the effectiveness of lrm 3 / df 2. Extremely agile and effective against the Interceptor.
LRM EMP pic Provides a longer range lower yield emp missile with low signature that moves slow, timed to allow switching to SRM EMP when close to target and eyed while the LRM EMPs start hitting base. For bbrs & HTT.
LRM Anti-Base LRMAnti-Base.jpg A long range anti base missile with lower damage, only equipable on Light/Heavy Bombers.
EW Gauss Gun EWGaussGun.jpg A long range, powerful weapon that shoots in short bursts, only equipable on SF's and SB's.
Lt Sig Cloak Cloak.jpg
  • None
An endurance cloak which consumes energy at a slow rate at the cost of not masking your signature as well. Ideal for cruising through sectors. Lt Cloak drops signature 25% for 160 secs.
Assault Shields pic Absorbs more damage and normalizes shield recharge rate. Mountable on HTT, Vanguards, and Bombers.
EW Vulcan Laser pic A cross between a Utility Cannon and an EW Gat Gun, mountable on Fighters, Stealth Fighters, and Vanguards. Accurate with low ammo consumption. General purpose but ideal for anti-capship.
Heavy Booster Booster.PNG A booster mountable on Fighters, Interceptors, and Vanguards, comes with very high accel and top speed, but extremely short lifespan due to poor efficiency.

Dual Research Stations

Dual Research Station
Abbreviation: Res
pali icon
Ga'Taraan Federation palisade

The Pride requires these to be constructed on He3 rocks before gaining most faction specific technology, there are three varieties, it otherwise performs as a double strength outpost (minor base hull- galvable) that provides a constant though small income once built.


Construction Station attributes Station abilities
Cost $10000 Armour class Minor base
  • Small ships can dock/launch
  • Miners can offload He3.
  • Produces $250 per minute.
  • Allows various faction tech.
Construction time 120 Hull 13333(10532)

[4]

Asteroid reqd Helium (white) Shield 6666(9999)

[5]

Constructor type Large Signature 175% (233%)

[6]

Prerequisites Starbase

and either an

Scan 2400 (2640)

[7]

1  ·   Recall that The Pride has a 79% station hull nerf.
2  ·   Recall that The Pride has a 150% station shield perk.
3  ·   Recall that The Pride has a 75% sig nerf.
4  ·   Recall that The Pride has a 110% scan perk.

Ideal settings

  • ??? As the faction has not been released yet, the best settings for a "real" game have yet to be determined.

Faction strategies

  • ??? As the faction has not been released yet, common strategies for a "real" game have yet to be determined.
  • Constructor and Miner Defence: With this faction and its high signatures it is very important to always maintain some form of defence at all times as constructors and miners will be eyed very often. Consequently it's a good idea to have areas in contested sectors swept for probes and the great scan range of scouts makes this somewhat easier.
  • Forward Observers: While it's key with any faction to have probes and scouts scouring the map for juicy targets and enemy movements, it's much more so for the Leonids because of their difficulty to get into position undetected to deal with opportunities and threats that present themselves, and especially for being able to hunt prey at a distance with the Leonids high signature, probes and even scouts are needed to constantly keep watch of the enemy sectors and relay fresh targets.
  • Bomb Rush: The best defence is a good offence, and though Leonids start with Light steath fighters, in the face of a very aggressive enemy commander it might be worthwhile to consider getting bombers early since they and minor stations cost 25% less than most factions. You can even be brazen about it and escort your opening push with bombers (for a little more than having enh Cons).
  • Expansion - Despite having lower hull and high signature, Leonid Int's are comparable to other factions as they are able to skulk using Light Cloak and boost quickly to a target, once there the huge bonus to damage outweights any disadvantage. It should be noted that both Sig 1 GA and PW Range 1 GA are great investments, these both greatly help with two important issues with the Pride. For end game their HTT's while sometimes problematic to get into an enemy sector, are able to make their run under Light Cloak getting eyed later than most other HTT's, though because of their slow top speed they often require a competent rammer. As with IC and Rix, and more so because of their strong shields, other endgame tactics also include Int bombing, Adv con pushing, and forced caping.