Clamp Class Destroyer
The first foray of Nahtlic Industries into both diagonal ships and Ion cores, the Clamp is a best in class destroyer not only capable of popping large shields with ease, but of top speeds pushing 90 m/s, It is truly a ship to be rekoned with and will enable it’s owner to clamp down on their enemy’s ambitions with ease.
# Clamp Class Destroyer Mk1
Crew: 188
Materials: 13,317 Steel, 1,075 Coils, 2,075 Hyper Coils, 254 Tri-Steel, 65 Diamond, 16 Processors, 152 Uranium
Armament: 24 Ion Cannons in 3 streams (42,000 dps close; 29,400 far), 2 Missile Launchers, 24 Forward PD, 18 Rear PD
Armor: 2-6 Large Shields Forward, 2 Layers Side, 1 Layer Equivalent Rear
Speed: 89.6 m/s Forward, 80.1 m/s Backward
Utilities: Sensor Array, Hyperdrives
# Clamp Class Destroyer Mk1D
Crew: 188
Materials: 13,311 Steel, 1,075 Coils, 2,075 Hyper Coils, 254 Tri-Steel, 67 Diamond, 16 Processors, 152 Uranium
Armament: 24 Ion Cannons in 5 streams (45,000 dps close; 32,175 far), 2 Missile Launchers, 24 Forward PD, 18 Rear PD
Armor: 2-6 Large Shields Forward, 2 Layers Side, 1 Layer Equivalent Rear
Speed: 89.6 m/s Forward, 80.1 m/s Backward
Utilities: Sensor Array, Hyperdrives
The Mk1 is segmented so that any one reactor or core segement taking fire will not lead to the others exploding. That being said, if one does go up, it is probably time to flee.
# Clamp Class Destroyer Mk2
Crew: 196
Materials: 13,908 Steel, 1,081 Coils, 2,176 Hyper Coils, 254 Tri-Steel, 98 Diamond, 21 Processors, 152 Uranium
Armament: 24 Ion Cannons in 3 streams (42,000 dps close; 29,400 far), Ion Capacitor stores for 2 seconds (~84,000 dps close; ~59,800 dps far), 2 Missile Launchers, 24 Forward PD, 18 Rear PD
Armor: 2-6 Large Shields Forward, 2 Layers Side, 1 Layer Equivalent Rear
Speed: 86.8 m/s Forward, 77.6 m/s Backward
Utilities: Sensor Array, Hyperdrives
The mk2 is a mk1 modified to have an ion capacitor, trading some staying power for the ability to unleash a burst of dps at the start of combat.
To operate the ion capacitor, press 5 and target the prism marked 7 to charge, then target the prism marked 6 to release. Recommend charging for 10 seconds or more prior to engagement. If the core gets hit uncharged, the reactors shouldn’t go up and you should run. If it gets hit charged, the ship goes boom.
Pictured you can see the results of an A.I. vs A.I. battle vs Yaddah’s Eurospace Zurich and Vienna, which can be found below.
https://steamcommunity.com/sharedfiles/filedetails/?id=2903877282
https://steamcommunity.com/sharedfiles/filedetails/?id=2893326529
It also kills my Trowel, and with a little luck and expert piloting (You have to get them to chase you first and have the ion missiles ready to go for their engines) can catch and kill the Mattock.