Iron Coalition/Stats
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| Health | Ships | Weapons | Economy | ||||
| Ship hull[1] | 95% | Top speed | 100% | EW range | 100% | Starting money | 87.5% |
| Ship shield | 100% | Acceleration | 100% | PW range | 100% | Payday | $525 |
| Ship shield repair | 100% | Turn rate | 100% | PW damage | 110% | Mining speed | 85% |
| Station hull | 115% | Torque | 100% | Missile tracking | 100% | Miner capacity | 75% |
| Station shield | 115% | Sensors | 100% | Missile damage | 110% | He3 yield | 100% |
| Station hull repair | 100% | Signature[2] | 85% | Energy | 120% | Research time | 2 minutes |
| Station shield repair | 100% | Ripcording[3] | 100% | Research costs | 100% | ||
Standard ship hull is 90%.1 ·
Note that ship signature is divided by this number, so a higher number is better.2 ·
Note that ripcord time is divided by this number, so a higher number is better.3 ·
Faction unique traits
- Outposts and teleports are given heavy armour class (ungalvable).
- More ammo and fuel capacity.
- Rescue probe available for scouts ($250 each).
- Miners can ripcord (which can lead them into danger).
- Miners can unload at tech bases (however faction does not have refineries available at all).
- All ships that require money to purchase (bombers, capital ships, etc) are reduced in cost by 20%.
- Slow construction times (2 min for OP/TP, 4 min for tech).
- Small class ships (fighters, interceptors, and stealth fighters) comes preresearched, so they're available as soon as the techbase is built and/or upgraded.
- Cost of techbases and techbase upgrades are more expensive.
- Can build a shipyard without the prerequisite techbase.
- If a techbase is already built then the shipyard starts with the first upgrade already researched.
- Iron Coalition teleport receivers can rescue eject pods.