Hunters: Difference between revisions
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'''Hunters''' are hostile ships sent by the SDF, the armed wing of the {{Character|Mush}}-infected Federation. They attack the Daedalus's {{Armor}} [[Armor and Shield|armor]], making them one of the crew's biggest hazards. If {{Armor}} falls to zero, the Daedalus explodes and kills everyone aboard! | |||
== List of Hunters == | |||
=== Standard Hunter === | |||
[[File:Sprite-hunters.png|frame]] | |||
Standard Hunters can spawn at any point in the game. They deal between 2-4 damage per cycle. | |||
* They have 6 {{Armor}} each. | |||
* 50% follow the ship when it moves. | |||
** Reduced by 25% with {{Project|Trail Minimizer}}. | |||
=== Trax === | |||
[[File:Sprite-trax.png|frame]] | |||
Traxs can spawn starting from Day 5. They deal between 2-3 damage per cycle. | |||
* They have 10 {{Armor}} each. | |||
* Traxs always follow the ship when it moves. | |||
=== Arack === | |||
[[File:Sprite-arack.png|frame]] | |||
Traxs can spawn starting from Day 5. They deal between 1-3 damage per cycle. | |||
* They have 6 {{Armor}} each. | |||
{{Warning Inline|Aracks '''stop''' the ship from moving (though it can still go to Sol/Eden)}}. | |||
=== d1000 === | |||
[[File:sprite-d1000.png|frame]] | |||
d1000s can spawn starting from Day 10. They deal 3-6 damage per cycle. | |||
* They have 30 {{Armor}} each. | |||
* They do not follow the ship when it moves. | |||
=== Asteroid === | |||
[[File:Sprite-asteroid.png|frame]] | |||
Asteroids can spawn starting from Day 5. | |||
* They have 20 {{Armor}}. | |||
* They will hit the Daedalus 6 cycles after spawning, and will deal as much damage as their remaining armor. | |||
* They ignore the {{Shield}} [[Armor_and_Shield#Plasma Shield|Plasma Shield]]. | |||
* They do not follow the ship when it moves. | |||
== Strategy == | |||
There are two ways to deal with hunters: | |||
* Shoot them down with turrets and Patrollers.<br>{{QuickLink|Piloting}} | |||
* Move the ship to escape them. | |||
Moving the ship will escape '''50%''' of the current number of standard Hunters (more with {{Project|Trail Minimizer}}), as well as all asteroids and d1000s. Pilots will still need to deal with Traxs (which always follow the ship) and Aracks (who keep the ship from moving at all). | |||
Hunters will not damage you on the cycle that the Daedalus moves. This means that a ship with an active {{Title|Commander}} could theoretically avoid damage indefinitely, so long as it has enough {{Fuel}} [[Fuel]] to keep moving. In practice, though, the crew will need to take breaks to collect scrap, scan for planets, and go on expeditions. | |||
The {{Skill|Strateguru}} skill can help make Hunter waves much less overwhelming. | |||
== Appearance == | |||
{{TODO|Add info}} | |||
== See also == | |||
* [[Piloting]] | |||
* [[Scrapping]] | |||
{{Language|en|fr=Chasse aux hunters}} | |||
---- | |||
Latest revision as of 05:01, 24 April 2026
Hunters are hostile ships sent by the SDF, the armed wing of the
Mush-infected Federation. They attack the Daedalus's
armor, making them one of the crew's biggest hazards. If
falls to zero, the Daedalus explodes and kills everyone aboard!
List of Hunters
Standard Hunter

Standard Hunters can spawn at any point in the game. They deal between 2-4 damage per cycle.
- They have 6
each. - 50% follow the ship when it moves.
- Reduced by 25% with
Trail Minimizer.
- Reduced by 25% with
Trax

Traxs can spawn starting from Day 5. They deal between 2-3 damage per cycle.
Arack

Traxs can spawn starting from Day 5. They deal between 1-3 damage per cycle.
Warning: Aracks stop the ship from moving (though it can still go to Sol/Eden).
d1000

d1000s can spawn starting from Day 10. They deal 3-6 damage per cycle.
Asteroid

Asteroids can spawn starting from Day 5.
- They have 20
. - They will hit the Daedalus 6 cycles after spawning, and will deal as much damage as their remaining armor.
- They ignore the
Plasma Shield. - They do not follow the ship when it moves.
Strategy
There are two ways to deal with hunters:
- Shoot them down with turrets and Patrollers.
Main article: Piloting. - Move the ship to escape them.
Moving the ship will escape 50% of the current number of standard Hunters (more with
Trail Minimizer), as well as all asteroids and d1000s. Pilots will still need to deal with Traxs (which always follow the ship) and Aracks (who keep the ship from moving at all).
Hunters will not damage you on the cycle that the Daedalus moves. This means that a ship with an active
Commander could theoretically avoid damage indefinitely, so long as it has enough
Fuel to keep moving. In practice, though, the crew will need to take breaks to collect scrap, scan for planets, and go on expeditions.
The
Strateguru skill can help make Hunter waves much less overwhelming.
Appearance
See also