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Claw Fighter Wing
Claw
Logistical Data
Designation Fighter
Ordnance points 8
Fighters in wing 5
Crew per fighter 1
Combat Performance
Base replacement time (seconds) 8
Combat speed 275
Formation CLAW
Maximum engagement range 4000
Hull mods No Weapon Flux
Hull integrity 300
Armor 25
Shield type Omni Shield
Shield arc 160
Shield upkeep/sec 0
Flux/damage 1
Flux capacity 150
Flux dissipation 50
Advanced Stats
Mass 20
Fleet points 5
Attack run range 300
Acceleration 350
Deceleration 300
Max turn rate 120
Turn acceleration 240
Nimble and equipped with a low-grade shield generator, the Claw is primarily a support fighter. The EMP damage it deals is temporarily crippling to poorly-shielded targets, but it's incapable of dealing much permanent damage on its own.

–In-Game Description

Notes[]

As stipulated in its flavor text, the Claw acts as a hard-counter to many Low Tech vessels which lack shield coverage to protect themselves from the masses of Ion Cannons from all angles. This can lead to highly beneficial flameouts on enemy engines, or disable problematic weapon mounts- in either case crippling the enemy vessel so that your main fleet can engage it in (relative) safety. Claws are quite agile, and this allows them to evade many kinds of point defence. Noticeably, they don't inflict much in the way of hull damage whatsoever, which necessitates support from vessels which are capable of inflicting the necessary damage to punch through armour. As such, Claws work excellently when paired with a fleet which is able to capitalize on the openings they provide; however their purpose remains situational and requires far more forethought than, say, just throwing more Broadswords at an enemy until their shields overflux.


Change History[]

0.9

  • Replaced Ion Cannon with Ion Cannon (High Delay) that has a significantly lower rate of fire

0.8a

  • reworked


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At least two versions out of date. Last verified for version 0.8a-RC19. Please refer to Version History and update this page.

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