Hunters: Difference between revisions

From eMushpedia
Jump to navigation Jump to search
Apollo105 (talk | contribs)
Page created
 
Apollo105 (talk | contribs)
No edit summary
Line 1: Line 1:
test
'''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]]
* [[Collecting Scrap]]
 
{{Language|en|fr=Chasse aux hunters}}
 
----

Revision as of 03:19, 23 April 2026

Hunters are hostile ships sent by the SDF, the armed wing of the Icon Mush-infected Federation. They attack the Daedalus's Armure armor, making them one of the crew's biggest hazards. If Armure 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 Armure each.
  • 50% follow the ship when it moves.

Trax

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

  • They have 10 Armure each.
  • Traxs always follow the ship when it moves.

Arack

Traxs can spawn starting from Day 5. They deal between 1-3 damage per cycle.

  • They have 6 Armure each.

Icon 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.

  • They have 30 Armure each.
  • They do not follow the ship when it moves.

Asteroid

Asteroids can spawn starting from Day 5.

  • They have 20 Armure.
  • They will hit the Daedalus 6 cycles after spawning, and will deal as much damage as their remaining armor.
  • They ignore the 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.
    More info Main article: Piloting.
  • Move the ship to escape them.

Moving the ship will escape 50% of the current number of standard Hunters (more with icon 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 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 StrateguruStrateguru skill can help make Hunter waves much less overwhelming.

Appearance

Icon TODO: Add info

See also