Gremlin (P)
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Up to date for latest version, 0.97a.
This ship has been heavily modified - and poorly mantained- by its pirate crew.
This ancient phase prototype rig was never intended for mass production, yet someone managed to extract its reverse-engineered blueprints from the firmware of a Nanoforge. The resulting skeleton of hull is given standard armour cladding, the merest nod of a life-support module, and as many missiles as can be crammed into the remaining voids. |
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–In-game description |
The Gremlin, as it became known, is hated by its crew who suffer not only the dubious honour of a close-in strike role but also the disturbing wash of the prototype phase coil. Substance abuse is ubiquitous. An awful little ship. | ||
–Additional Codex description |
Overview
The Gremlin (P) is the pirate variant of the Gremlin. Other than the appearance, it is unchanged from the base skin.
Availability
Can be found in Pirate fleets and markets, including black markets.
Variants
- This section of the article is transcluded from Gremlin#Variants.
Notes
- This section of the article is transcluded from Gremlin#Notes.
Tips and strategies
- This section of the article is transcluded from Gremlin#Tips and strategies.
The following section contains user-submitted suggestions, these may be inaccurate or outdated.
Fighting the Gremlin
- Like most phase ships, the Gremlin can be deceptively survivable due to repeated phases into p-space, wasting shots and especially missiles from AI operated ships in the player's fleet. Due to this, missiles with low capacities are unrecommended when engaging Gremlins (Or fleets with large amounts of phase ships). Exceptions include the Locust SRM Launcher, Squall MLRS and Swarmer SRM Launcher.
- The Gremlin has a low peak performance time of only 180 seconds, but lacks the common Delicate Machinery hullmod of most other phase ships that causes their Combat Readiness (CR) to drain quickly. Nonetheless, most combat ships have peak performance times far longer than the Gremlin, and outlasting the Gremlin is a viable counterstrategy.
- If fighting a large amount of Gremlins or phase ships, it is advised to order your ships into a tight formation so as to concentrate firepower, decreasing the likelihood of individual ships getting singled out and maximizing point defense. This strategy works against all phase ships.
- Fighters are universally effective against most phase ships and this holds true to the Gremlin, forcing it to build up hard flux in p-space in an attempt to evade them.
Loadout tips
- It is heavily recommended to focus on missiles on the Gremlin, as relying on sustained fire from it's two small ballistics goes counter against the strike based nature of most phase ships (as they normally cannot attack enemies while in p-space). Naturally this means that Expanded Missile Racks is highly recommended. Cheap missiles (those costing 2 to reload) are also viable with Missile Autoloader such as Reaper-class Torpedoes and Hammer-class Torpedoes.
- Due to the restrictive amount of Ordnance Points and ship/sub system the Gremlin has, leaving the small ballistic turrets empty is a viable option. This is especially true if maximizing missile capacity.
- Prioritize allocating Ordnance Points into flux capacitors rather than flux vents to maximize the time the Gremlin can stay in the safety of p-space in between skirmishes.
- Adaptive Phase Coils is a solid pick on all phase ships (Gremlin included), greatly decreasing the mobility loss from accumulated hard-flux while in p-space. That said, the Gremlin has a small Ordnance Point pool and the OP can also be used in armament.
Fleet advice
- The Gremlin is strongest in the early game when the presence of a phase vessel can be a significant boon in distracting threatening opponents. This is further assisted by it's accessibility and affordability.
- The Gremlin can be an effective wolf pack ship in small quantities due to it's competitive deployment cost. Combined with effective micromanagement in combat, a pack of Gremlins can both pose a significant threat to ships vulnerable to flanking as well as a distraction. Note that Phase Coil Tuning can support 6-7 Gremlins while giving it's maximum bonus. Various Leadership skills or the Operations Center hullmod can assist with giving constant orders to them.
- Like all phase ships, the Gremlin works best with dedicated combat ships in the fleet taking the majority of the enemy's attention such as the Vanguard.
- Naturally, the Gremlin is an excellent choice for Derelict Operations fleets, due to Rugged Construction which prevents unrecoverability as well as halving the negative effects of any d-mod. Be careful to avoid the Phase Coil Instability dmod by restoring/buying a new ship and retrying for other dmods.
Changelog
- This section of the article is transcluded from Gremlin#Changelog.
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Ships | |
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Frigates | Afflictor (Pirate) • Brawler (Lion's Guard - Luddic Path - Tri-Tachyon) • Centurion (Lion's Guard) • Cerberus (Luddic Path - Pirate) • Dram • Gremlin (Luddic Path - Pirate) • Hermes • Hound (Auxiliary - Luddic Church - Luddic Path - Pirate) • Hyperion • Kite (Auxiliary - Luddic Path - Pirate - Stock) • Lasher (Luddic Church - Luddic Path) • Mercury • Monitor • Mudskipper (Mk.II) • Omen • Ox • Scarab • Shade (Pirate) • Shepherd • Tempest • Vanguard (Pirate) • Vigilance • Wayfarer • Wolf (Hegemony - Pirate) |
Destroyers | Buffalo (Auxiliary - Luddic Church - Mk.II - Pirate - Tri-Tachyon) • Condor • Drover • Enforcer (Pirate - XIV) • Gemini • Hammerhead (Lion's Guard) • Harbinger • Manticore (Luddic Path - Pirate) • Medusa • Mule (Pirate) • Nebula • Phaeton • Phantom • Salvage Rig • Shrike (Pirate) • Sunder (Lion's Guard) • Tarsus • Valkyrie |
Cruisers | |
Capitals | |
Stations |
Hidden ships | |
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Explorarium | |
Remnant | |
Unknown | |
Other |