Survival Guide

Shipyard: Auroran

Auroran technology isn't quite as advanced as the Federation's, and doesn't come close to the Polaris'. However, that does not stop them from having some dangerous ships.



Firebird
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Firebirds are the main Auroran fighter. Their engines are simple, to say the least. Their task is to protect the Phoenix from attack by smaller fighters such as the Viper, while the Phoenix take on the heavier ships. The Firebird is slower than the Viper, but not by enough to give the Viper a decisive edge. Battles between the two often come down to individual skill. Many a Federation/Auroran border skirmish has come to a halt while the two sides watch a Firebird/Viper dogfight between renowned pilots.
Ship Stats:
Speed: 500
Accel: 800
Turn: 80
Shields: 25/6
Armor: 75/0
Guns: 3 (max)
Turrets: none
Space: 13 tons
Cargo: 5 tons
Fuel: 2 jumps
Length: 8m
Mass: 12 tons
Crew: 1
Cost: 150000
AI Type: 4 (Interceptor)
Strength: 55
Deionize: 3
Max Ion.: 55
Buy Random: 95%
Hire Random: 20%
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Notes:
Worse than the Viper, in my opinion. The only variant that poses any kind of threat is the Va Themgiir Class, and that's only because I really like the Fusion Pulse Cannons. Chew threw them as quickly as you can, as half a dozen Chainguns pointed at you can do some serious damage after a while, no matter what kind of ship you're flying.


Phoenix
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The Phoenix is yet another example of the Auroran will to survive. The Phoenix is slow and turns badly. One would think that it would be target practice for enemy pilots. It is, but it has one redeeming feature: it has almost as good armor plating as a Thunderhead. They plough through fire corridors with impunity, and attack in groups to maximize firepower. The Phoenix can wear a missile from an Anaconda, but a Viper will stay on its tail and pound it mercilessly. Suffice to say that Phoenix pilots suffer the greatest rate of attrition of any group in the Auroran armed forces.
Ship Stats:
Speed: 440
Accel: 650
Turn: 60
Shields: 30/15
Armor: 120/0
Guns: 3 (max)
Turrets: none
Space: 40 tons
Cargo: 10 tons
Fuel: 3 jumps
Length: 9m
Mass: 13 tons
Crew: 1
Cost: 150000
AI Type: 4 (Interceptor)
Strength: 80
Deionize: 4
Max Ion.: 75
Buy Random: 95%
Hire Random: 17%
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Notes:
The Phoenix's (only) good quality is it's heavy payload for a ship of it's size: at least 10 radar missiles (30 on the Frunch'ek variant), when combined with it's tendancy to swarm with other Phoenix and Firebird fighters, can make this quite the capable fighter.


Argosy
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The Heraan house have always held scientists and scholars in much higher regard than the rest of the Empire. The fertile environment in which Heraan technicians work has produced this surprisingly trim vessel. Built more along the lines of early Federation efforts, the Argosy packs many improvements on even the latest Federation efforts, and is a spritely performer. It sports twin hyperdrive 'nacelles' that allow for more accurate FTL travel, and those selfsame nacelles can fold outward for excellent maneuverability in atmospheric flight.
Ship Stats:
Speed: 250
Accel: 350
Turn: 35
Shields: 225/20
Armor: 300/0
Guns: 4 (max)
Turrets: 2 (max)
Space: 47 tons
Cargo: 50 tons
Fuel: 5 jumps
Length: 30m
Mass: 150 tons
Crew: 10
Cost: 200000
AI Type: 2 (Brave trader)
Strength: 200
Deionize: 15
Max Ion.: 200
Buy Random: 80%
Hire Random: 50%
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Notes:
A very nice, heavily armed/defended freighter, the Argosy is the perfect ship to use if you need to go through a hostile area. They're fun to pirate, but be care for the Heavily Modified variants.


Abomination
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Abomination by name, abomination by nature. The Auroran technicians created this monstrous gunship in response to the threat of the Federation Patrol Boat. The Abomination mounts twin FPCs as its armament, which are more than sufficient to rip through the light hull of the Patrol Boat. A severe lack of maneuverability makes it vulnerable to attack from capital ship sized weapons, though, which make short work of its armor. Auroran pilots find the idea of honorable victory against huge odds very enticing, so the Abomination is very popular.
Ship Stats:
Speed: 320
Accel: 430
Turn: 40
Shields: 185/6
Armor: 400/0
Guns: 4 (max)
Turrets: 2 (max)
Space: 96 tons
Cargo: 20 tons
Fuel: 5 jumps
Length: 10m
Mass: 50 tons
Crew: 1
Cost: 400000
AI Type: 4 (Interceptor)
Strength: 300
Deionize: 10
Max Ion.: 150
Buy Random: 95%
Hire Random: 15%
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Notes:
The Abomination is a great heavy fighter for the Aurorans. It's fusion pulse weapons are very dangerous, while it's speed is high enough that it can dadge missiles if it has to.


Enterprise
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The Enterprise is the backbone of all Auroran freight movement. Almost as wide as a Leviathan is long, the Enterprise carries a fraction of the cargo, and at much higher cost. Nevertheless, the Enterprise has several advantages over the Leviathan and Pegasus, including integrated FPC weaponry (with room for much more), a higher sublight speed, and the ability (in time of strife) to be converted to a passable military ship.

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Ship Stats:
Speed: 200
Accel: 200
Turn: 25
Shields: 300/20
Armor: 600/0
Guns: 4 (max)
Turrets: 2 (max)
Space: 74 tons
Cargo: 250 tons
Fuel: 5 jumps
Length: 55m
Mass: 255 tons
Crew: 35
Cost: 450000
AI Type: 2 (Brave trader)
Strength: 300
Deionize: 20
Max Ion.: 250
Buy Random: 95%
Hire Random: 80%
compare variant statistics
Notes:
While the Argosy is the perfectly armed and defended light freighter, the Enterprise accepts the same role, but with a much larger cargo hold. This ship is painfully slow to me, though, so I never use it as a primary ship, only as an escort. It's cargo bay is large enough to hold tons of loot (whether purchased or stolen), and it is strong enough to defend itself against attacks.


Cruiser
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The Auroran people's first attempt to create a large war vessel is still their most successful. The Aurora Cruiser mounts immense firepower in the form of 100mm and 200mm Railguns, a broadside of FPC turrets, and anti-fighter chainguns. It does have somewhat weak artificial gravity, however, which is compensated for by a rotating living section. It also has the most basic of thrust engines, which produce abysmal top speed and acceleration, even for a capital ship.

Requires you to register EV Nova

Ship Stats:
Speed: 200
Accel: 250
Turn: 25
Shields: 200/2
Armor: 1650/0
Guns: 6 (max)
Turrets: 4 (max)
Space: 343 tons
Cargo: 75 tons
Fuel: 3 jumps
Length: 470m
Mass: 1200 tons
Crew: 150
Cost: 2000000
AI Type: 3 (Warship)
Strength: 425
Deionize: 25
Max Ion.: 250
Buy Random: 90%
Hire Random: 12%
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Notes:
The Auroran Cruiser is a nicely well-rounded ship -- it's speeds is somewhat mediocre, but it's a capital ships, so it's expected. It has Fusion Pulse Batteries and Chainguns for close range, missiles and Railguns for long range, and heavy armor for defense. Two or three sitting in a system, operating as weapon platforms, can be quite dangerous.


Carrier
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There is an Auroran legend about the creation of the first Carrier. The Auroran lord who first conceived of such a mighty vessel gave these precepts to the shipwright for its creation: "Make me a hand with which I might strike mine enemies!" The keel for the vessel is so large that it has to be laid in a planet-based shipyard. The ship itself is 1.2 km long, mounts deck-guns, and has bays for Firebirds and Phoenix.

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Ship Stats:
Speed: 100
Accel: 130
Turn: 20
Shields: 400/10
Armor: 1800/0
Guns: 4 (max)
Turrets: 6 (max)
Space: 518 tons
Cargo: 50 tons
Fuel: 4 jumps
Length: 1200m
Mass: 1750 tons
Crew: 250
Cost: 12000000
AI Type: 3 (Warship)
Strength: 475
Deionize: 15
Max Ion.: 300
Buy Random: 80%
Hire Random: 10%
compare variant statistics
Notes:
A heavy ship, to say the least, this ship carries tons of fighters, as well as being heavily armored and having excellent armament (in terms of diserification). It's speed makes it a target for heavy missiles, but it's thick armor means that you'll have to do more than just pound away at it from a distance -- besides, those railguns can take you out if you sit in one place too long.


Thunderforge
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The Auroran Battlecruiser represents the very latest thinking by the best minds of the Empire. Prompted by Vell-os artisans, the shipwrights of the First Family have created a vehicle with which they hope the Auroran people will wreak their vengeance. The Thunderforge class battlecruiser mounts four heavy FPC batteries, two Storm Chainguns, two radar missile launchers and four 150 mm railguns. Yet even this incredible arsenal pales into insignificance when compared to the Thunderforge's primary weapon system, the TripHammer. The TripHammer is a gattling pattern energy weapon of awesome power. Inspired by the Vell-os, Auroran weaponsmiths attacked the creation of the guns with typical exuberance. With all the Vell-os help, the Battlecruiser can hold its own against any ship in the known universe.
Ship Stats:
Speed: 340
Accel: 395
Turn: 20
Shields: 700/50
Armor: 1100/0
Guns: 8 (max)
Turrets: 6 (max)
Space: 273 tons
Cargo: 75 tons
Fuel: 5 jumps
Length: 500m
Mass: 1400 tons
Crew: 100
Cost: 14000000
AI Type: 3 (Warship)
Strength: 900
Deionize: 25
Max Ion.: 250
Buy Random: 60%
Hire Random: 1%
Other Info:
Armament: 2 Radar Missile Launchers (136) + 200 Radar Missiles (137), 2 Storm Chainguns (215), 4 Fusion Pulse Turrets (150), 4 150mm Fixed Railguns (172), 4 TripHammers (440)
Outfits: 1 Auroran IR Jammer (242)
Other AI Behaviors: Slow Jumping, Disabled at 10%, Has Afterburner at High Combat Ratings, Shows Percent Armor, Blind Rear Turrets, Ship Uses Standoff Tactics, AI Ships Replenish Ammo
AvailBits: b168
AppearOn: b169
OnPurchase: b8888
OnCapture: b8888
OnRetire:
Notes:
Don't pick a fight with it unless you know what you are doing.