Marten Rank 17 Scout Interceptor Federation Notable Features : Uncompromising Damage : : Omega State : : Zenith Efficiency : Omega = “the last” Have a personal jump-netowrk -Reliable effectiveness provided by Wormhole Stabilizer This ship can not only provide -Alpha damage to many ships, critical hits in enemy territory, "Blink, and you'll miss it" but can reliably escape to -Flexible re-engage in the next moment. Every 17 seconds be somewhere else. -Relentlessly effective (skill In a blink be far away. Time syncs perfectly with provided) module reloads (a ship clock, Cloaks, and holograms enable ship being the ship itself + build) -AOE to ping tacklers and the spread of enemy damage Allows for flexible uses with a cloacked Covert Ops and the mitigation of damage stable and reliable clock times. received. (jump/</back, jump/jump//) Shield booster cuts time away Sort of overclocked, because the from engagements. module reload times are so small. : Limitless Potential : Many logical, efficient, and yet effective tactical variations of modules through this playstyle. Allowing you to be effective in a variety of unchanging situations, with a alpha stable independent playstyle. Build Tactics Operations: REGALATOR Priorities: Engagements. Marten + REGALATOR BUILD = -Tackler (at least tag) Strafe rush. (Typically cloaked) Perhaps the greatest interceptor ever. -Beacon To Capture Capable of effectively and efficiently -Covert Ops Slowing Missiles on enemy taking down targets, and moving -Fighters targets, mitigating their around the battlefield. -Engineers ‘turn-fight’ effectiveness. -Guard (depends) -Scouts -Command Fighters -Destroyers -ECM Weaknesses: Energy attacks are really inconveniencing. Movement. (See Sawtooth video) Effective Enemies: -ECM Interceptors -Alpha Fighter (Bubble CAN give me trouble, but I typically win) -Tai’kin (They are tricky to take down) -Guard Frigates Pulsar!!!!! REGALATOR BUILD CREW: 1:C 2:A 3:C 4:A 5:A 6:B 7:B 8:B 9:C 10:A 11:B 12:C 13:C 14:A 15:B Engines: Vernier Engines Rotation Speed +37% Collision Compensator Collision Dmg 64%, Rotation +8.2%, Maneurvering+25.5% Shared Cooler Weapon Heat Rate Reduced by +38.8% Capacitor: Iridium Heatsink Increase Rate of fire by +10.7% Power Unit Conduit Max speed by +11.5%, maximum capacitor -16.7% Shield: EM Diffuser Resistance to EM +55pts Hull: Regenerative Coating Maximum 148pts/per second Computer: Deulist Protocol Only one enemy 1500m range, Damage +42% Infared Scanner Critical Chance +11.5% Weapon: Echo Cannon 17 Return hits +30% dmg. Crit Chance: 40.5%. Crit Damage: 105% @3055 DPS Ammo: ‘Supernova’ Deflector EM Damage +20%, Projectile speed -30% Missile: Slowing Missiles 2663 Damage. Hit area 500m reduce speed by 37.7% for 7.8 sec Special Wormhole Stabilizer 5500M range. 40sec cooldown. 17sec use cooldown. Module: Active Spy Drones Container 5700M Range. Visible from all distance. Reduce repair speed -50%. Modules: Phase Modulator 5sec invisibility. 19.8sec cooldown. Holoship 30sec hologram, 31.6sec cooldown. Shield Booster Repair 2925 shield. 34sec cooldown. Flipflop/SwitchBack= Transferring stat differences between modules and crew to achieve optimal (greatest) net gain/efficiency. REGALATOR PICTURES -- In Hangar REGALATOR PICTURES -- Open Space REGALATOR - Advanced Tactical Data Color Scheme Wormhole Tactical Color 1 Information Color 2 Color 3 Use [blue = rgb 30, 135, 230] Jump = (17 seconds) Jump back (17 seconds), Only 6 seconds after cooldown to create a new portal. Cycle Restarts.