Harbinger

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Up to date for latest version, 0.97a.

A deadly phase destroyer feared and scorned by those crews who have suffered the misfortune of facing it in battle. The Harbinger possesses a device which allows it to briefly disable enemy ships, creating openings that it - or its allies - can exploit.

–In-game description

"The Tri-Tachyon Corporation denies allegations of ongoing involvement in phasing experiments, much less the - and I quote - 'clandestine development and operation of phase warships' which would of course be in direct violation of the Treaty of Thule. It is Company policy to pursue full persecution of individuals, mercantile bodies, spiritual clades, and any registered polities committing gross and flagrant defamation to the full extent of local jurisdictional power as per the Sector Commercial Accords of Cycle 32 AC. Our legal team will be in touch."

–Additional Codex description

Overview

A Destroyer armed with both a Phase Cloak and the Quantum Disruptor, the Harbinger is capable of overloading enemy ships with its special ship system, allowing other ships to close in for the kill.

The Harbinger is a high tech destroyer capable of outright disabling enemy ships with its extremely potent Quantum Disruptor ship system, and following up on that by focusing its 3 Medium Energy mounts upon the overloaded ship. It has great fuel capacity for its class.

Availability

The Harbinger is exceptionally rare, and can occasionally be found in Tri-Tachyon bastions or its colonies.

Variants

Notes

Tips and strategies

Damagetype energy.png The following section contains user-submitted suggestions, these may be inaccurate or outdated.

The Harbinger performs exceptionally well as a flagship, being able to temporarily disable any target with its ship system, leaving them exposed for the rest of the fleet or a follow-up by its own strike weapons, before phasing to avoid any return fire.

The Harbinger, like most phase vessels, are strike vessels. This specialization to a certain degree limits it's versatility.

Strike

The Harbinger's unique Quantum Disruptor means any vessel can be briefly overloaded or forcing another phase-capable ship out of phase. Therefore it's strike potential is very high. It's 3 energy hardpoint is suitable for a variety of strike-capable weaponry. 3 Antimatter Blaster is incredibly deadly on such a vessel. Phase Lance could also be considered for a burst of damage at a longer range. It's universal slots provides a good degree of choice as well. A pair of Reaper-class Torpedo can allow the Harbinger to deal crippling damage to any ship while keeping flux levels low.

EMP fire support

A slightly different loadout that puts the Harbinger on the flanks or unshielded parts of an enemy vessel. Firstly 3 Ion Pulser on it's hardpoints allows it to deal considerable EMP damage in a short period of time. Using the Harbinger's Quantum Disruptor, the Harbinger is then capable of quickly disabling parts of an enemy ship, from engines to weapon systems. This makes the Harbinger exceptional at chasing and hunting down retreating ships as well as supporting fleets by keeping the enemy incapable of firing all of their weapons or running away. Round off the universal slots with whatever the Harbinger might need. Burst PD Laser might be a solid choice to allow the Harbinger to maintain it's position by destroying incoming fighters or missiles.

Changelog

  • Patch 0.96a: 
    • Increased CR per deployment to 30%
    • Increased top speed to 100 (was: 80)
    • Reduced maintenance and deployment supply costs to 18 (was: 20)
  • Patch 0.9a: System changed to Quantum Disruptor
  • Patch 0.8a: 
    • Ship ordnance points increased across the board by 0-20%, around 10% in most cases
      • Some ships increased more or less of an increase for balance reasons; examples:
      • Harbinger: 80 -> 95