Luddic Path | |||||||||||
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General Information | |||||||||||
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"The Luddic Path is a loosely associated category of radical, de-centralized, apocalyptic sects of Luddism that claim a truer interpretation of Ludd's Message. They view the Church as compromised and corrupt, putting worldly ego and comforts before the True Luddic Path in these the end-times. The war of Armageddon is NOW and the lines are drawn! Only through forceful righteous action shall Good destroy Evil, and only through violence will the abomination of humanity's hubris and rebellion against God be swept aside in a final act of redemption. Or so they claim. The Luddic Path necessarily finds itself at odds with nearly all other factions in the Sector." | ||
–Factions |
The Luddic Path is a faction in the Sector. It is a religious terrorist organization made up of radical adherents of the Luddic faith.
The Path controls the markets of Chalcedon in Kumari Kandam and Epiphany in Al Gebbar. Pather cells are also generated on player and NPC colonies, supported by hidden bases in uninhabited systems.
Faction Info[]
Aside from the normal faction fleets, Luddic Path raider fleets can be found in or near systems with Church markets, Path markets and Pather cells. The size and number of these fleets depends on the size of the local Luddic presence, with the fleets growing somewhat larger over the first few cycles (years) ingame.
When a Pather fleet encounters the player, it will demand a "tithe" based on the player's approximate fleet strength (starting at several hundred credits). The player can pay this amount to avoid a fight, or refuse and engage the enemy fleet.
Known Ships[]
Pather fleets employ substandard low tech and midline ships, but many are retrofitted with permanently overridden safeties. Luddic Path doctrine employs many ships, and are also highly reckless in combat.
Frigates[]
Destroyers[]
Cruisers[]
Capital Ships[]
Known Weapons[]
The Path has no particular preference for the weapons they deploy. They have access to basically all but the rarest weapons at their disposal to outfit their ships as they see fit. That said, they do have access to the Hurricane MIRV Launcher, Locust SRM Launcher and Squall MLRS despite being rare weapons.
Ballistic Weapons[]
- Light Assault Gun
- Light Autocannon
- Light Dual Autocannon
- Light Dual Machine Gun
- Light Machine Gun
- Vulcan Cannon
Energy Weapons[]
Missile Weapons[]
- Atropos-class Torpedo (Single)
- Atropos-class Torpedo Rack
- Annihilator Rocket Launcher
- Breach SRM
- Harpoon MRM (Double)
- Harpoon MRM
- Reaper-class Torpedo
- Sabot SRM (Double)
- Sabot SRM
- Salamander MRM
- Swarmer SRM Launcher
- Annihilator Rocket Pod
- Breach SRM Pod
- Harpoon MRM Pod
- Jackhammer
- Pilum LRM Launcher
- Sabot SRM Pod
- Typhoon Reaper Launcher
Known Wings[]
The Path has a modest selection of low tech wings at their disposal. They do notably have three different types of bombers for the Prometheus Mk.II to use.
Bombers[]
Fighters[]
Interceptors[]
Pather Cells[]
- Main article: Colony threats#Luddic Path Cells
The Luddic Path creates cells on markets with economic activities it disapproves of (anything that has an AI Core or special item installed will attract their attention, as well as Mining, Refining, and Tech-Mining. if the interest value of the colony increases above or equal to 7, a Pather Cell will spawn there.). These cause a persistent stability penalty and can disrupt an industry or cause a destabilization event. Destroying the hidden base supporting a Pather cell will suppress it for an entire cycle (Old Earth Year).
Markets[]
Epiphany, size 4, Al Gebbar Star System
Chalcedon, size 5, Kumari Kandam Star System
Only up to date for version 0.95.1. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History.
Factions | |
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Major Factions | Hegemony · Luddic Church · Persean League · Sindrian Diktat · Tri-Tachyon |
Minor Factions | Independents · Luddic Path · Pirates |
REDACTED | ||
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Special | Derelicts · Remnants · Omega |