Shade-class Phase Frigate

ShadeShipIcon.png
Logistical Data
Recovery rate (per day) 10%
Maintenance (sup/month) 8.0
Cargo capacity 25
Maximum crew 15
Skeleton crew 10
Fuel capacity 50
Maximum burn 10
Fuel per light year 1
Ordnance points 50
Flight decks 0
Combat Performance
Hull integrity 1,200
Armor rating 350
Defense Phase Cloak
Flux capacity 2,500
Flux dissipation 300
Top speed 165
System EMP Emitter
Mounts 2x Small Universal
3x Small Energy
Advanced Stats
CR per deployment 20%
Recovery cost (supplies) 8
Peak performance (sec) 180
Cloak activation cost 125
Cloak upkeep/sec 125
The smallest phase ship that is currently produced in the Sector, the Shade-class is often used as a scout for larger fleets. In battle, it is valued by fleet admirals for its ability to disable enemy ships with its EMP Emitter.

–In-Game Description

Shade-class Phase Frigate

Shade d pirates.png
Logistical Data
Recovery rate (per day) 10%
Maintenance (sup/month) 8.0
Cargo capacity 25
Maximum crew 15
Skeleton crew 10
Fuel capacity 50
Maximum burn 10
Fuel per light year 1
Ordnance points 35
Flight decks 0
Combat Performance
Hull integrity 1,200
Armor rating 350
Defense Phase Cloak
Flux capacity 2,500
Flux dissipation 300
Top speed 165
System EMP Emitter
Mounts 2x Small Universal
1x Small Energy
Advanced Stats
CR per deployment 20%
Recovery cost (supplies) 8
Peak performance (sec) 180
Cloak activation cost 125
Cloak upkeep/sec 125
After the Second AI War, much of the TriTachyon phase fleet was irreperably damaged or otherwise decommissioned due to treaty conditions. Many of these D-grade phase ships were sold to disreputable elements such as black marketeers and pirates who promptly put them back into service.

The smallest phase ship that is currently produced in the Sector, the Shade-class is often used as a scout for larger fleets. In battle, it is valued by fleet admirals for its ability to disable enemy ships with its EMP Emitter.

–In-Game Description

Notes[edit | edit source]

The Shade is a phase frigate with a powerful EMP Emitter ship system. Good knowledge of both these mechanics is recommended.

Example loadout[edit | edit source]

Shade loadout1.png

Weapons used by this Shade loadout:

  1. 2 Hammer-class Torpedoes
  2. Antimatter Blaster
  3. 2 Burst PD Lasers

Weapon groups:

  1. Both Hammer-class Torpedoes, alternating, autofire disabled
  2. Antimatter Blaster, linked, autofire disabled
  3. Both Burst PD Lasers, linked, autofire enabled

This loadout is most effective when used right after using Shade's system (EMP Emitter).

Shade disabling falcon's engines.png

As you can see on this image, I used EMP Emitter to disable Falcon's engines and PD Lasers covering the engines. Then I used the Hammer-class Torpedoes and Antimatter Blaster to kill it. First 2 Hammers into engines. Then Antimatter Blaster shot while the Hammers reload. And then another 2 Hammers. I was a bit too close to exploding Falcon and killed both it and myself.

Rip.png



You may have few questions about this particular loadout:

  1. Why Hammer-class Torpedoes and not Reaper-class Torpedoes?

Simple. You don't want

AAAAAAAAAAAAAAA.png

this to happen. Reapers have very short arming time, which can be problematic sometimes.

  1. Another question is, why Burst PD Lasers? They are here to destroy missiles that may try to destroy you when you're in real space and used your EMP Emitter already. They also deal a bit of damage.
  2. Why more capacitors than vents?

More capacitors allow you to use Phase Cloak for longer period of time without venting. Vents don't allow you to do so. Phase ships are very vulnerable when unphased, especially when venting flux.

Other useful information:

  • Resistant Flux Conduits are here to make you vent faster. It also gives 50% resistance to EMP damage, very important for phase ships.
  • Expanded Missile Racks allow you to take down more ships.
  • Consider using only Antimatter Blaster to destroy frigates. 1400 energy damage can cripple most frigates outright, or even kill them if they were damaged already.
  • EMP Emitter can be used to disable engines and weapons on enemy ships, sometimes even kill them when their hull is very low. It's very risky maneuver which may cause you to die.
  • EMP Emitter is very useful against missiles and fighters too. Sometimes it's better to use it in order to destroy incoming missiles / fighters and help your other ships.
  • Ship death explosion radius is roughly the shield radius plus 200su distance and damage broadly goes up with bigger ships. This is especially important for the Shade which has no shield to block the blast and often hunts bigger ships
Ships
Fighters Broadsword · Cobra · Claw · Dagger · Gladius · Khopesh · Longbow · Mining Pod · Piranha · Perdition · Talon · Thunder · Trident · Warthog · Wasp · Xyphos
Frigates Afflictor · Brawler · Centurion · Cerberus · Dram · Gremlin · Hermes · Hound · Hyperion · Kite · Lasher · Mercury · Monitor · Mudskipper · Mudskipper Mk.II · Omen · Ox · Scarab · Shade · Shepherd · Tempest · Vigilance · Wayfarer · Wolf
Destroyers Buffalo · Buffalo Mk.II · Condor · Drover · Enforcer · Gemini · Hammerhead · Harbinger · Medusa · Mule · Nebula · Phaeton · Salvage Rig · Shrike · Sunder · Tarsus · Valkyrie
Cruisers Apogee · Aurora · Colossus · Colossus Mk.II · Colossus Mk.III · Dominator · Doom · Eagle · Falcon · Gryphon · Heron · Mora · Starliner · Venture
Capitals Astral · Atlas · Atlas Mk.II · Conquest · Legion · Odyssey · Onslaught · Paragon · Prometheus · Prometheus Mk.II
Stations Low Tech · Midline · High Tech · Gargoyle · Merlon · Ravelin
REDACTED
Derelict Defender · Picket · Sentry · Warden · Bastillon · Berserker · Rampart · Guardian · Mothership
Remnant Flash · Lux · Spark · Glimmer · Lumen · Fulgent · Scintilla · Brilliant · Radiant · Battlestation


Change History[edit | edit source]

0.8a

  • EMP ship system energy damage increased to 100 (from 25)


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Only up to date for version 0.8a-RC19. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History

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