Ship:ferryman: Difference between revisions
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|+ style="caption-side:bottom; background-color:#21252a;padding: 10px"|''Small and fast, designed to transport passengers between nearby stations in orbit. They can't travel far, but they can certainly get somewhere in a hurry.'' | |+ style="caption-side:bottom; background-color:#21252a;padding: 10px"|''Small and fast, designed to transport passengers between nearby stations in orbit. They can't travel far, but they can certainly get somewhere in a hurry.'' | ||
|} | |} | ||
[[File:Ferryman Game Model.png|thumb|Ferryman Game Model]] | |||
== Modifiers == | == Modifiers == | ||
Flank Damage Probability: <span style="color: | Flank Damage Probability: <span style="color:#90EE90;">'''-20%'''</span> | ||
== Mounts == | == Mounts == | ||
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* 1 Class 1 Mount | * 1 Class 1 Mount | ||
For Rocket Shuttles, both C2s should be equipped with [[component:rl18-launcher|'''RL18 Launchers''']]. This is because doubling the rate of fire also effectively doubles the range at which you penetrate a given point defense net. | '''For Rocket Shuttles''', both C2s should be equipped with [[component:rl18-launcher|'''RL18 Launchers''']]. This is because doubling the rate of fire also effectively doubles the range at which you penetrate a given point defense net. | ||
== Compartments == | == Compartments == | ||
[[File:Ferryman Compartments.png|thumb|alt=Ferryman Compartments|Ferryman Compartments]] | [[File:Ferryman Compartments.png|thumb|alt=Ferryman Compartments|Ferryman Compartments]] | ||
Compartment 3 is the most survivable | Compartment 3 is the most survivable slot, but is too small to hold a [[component:bcic|'''Basic CIC''']]. If you can afford a [[component:sdc|'''Small DC Locker''']], it should go here. If you do not have one, and have ammo in your free [[component:rmag|'''Reinforced Magazine''']], your [[component:rmag|'''Reinforced Magazine''']] should go here. | ||
Due to the Ferryman's non-existent damage reduction, it gets no damage threshold benefit out of any especially tanky components except the [[component:bw800r-drive|'''BW800-R Drive''']], which has enough DT to resist HEI rays natively without support from the hull. As such, only three types of reinforced components are worth taking on Ferrymen; [[component:aux|'''Auxiliary Steering''']], [[component:rmag|'''Reinforced Magazine''']], and [[component:bw800r-drive|'''BW800-R Drive''']]. | Due to the Ferryman's non-existent damage reduction, it gets no damage threshold benefit out of any especially tanky components except the [[component:bw800r-drive|'''BW800-R Drive''']], which has enough DT to resist HEI rays natively without support from the hull. As such, only three types of reinforced components are worth taking on Ferrymen; [[component:aux|'''Auxiliary Steering''']], [[component:rmag|'''Reinforced Magazine''']], and [[component:bw800r-drive|'''BW800-R Drive''']]. | ||
It should also be mentioned that if your ship does not have at least one DC team in it somewhere, it will die as soon as critical components fall below it's given operable HP threshold. Even the cheapest of ships should have at least one [[component:rapid|'''Rapid DC Locker''']] to prevent this. | |||
== Modules == | == Modules == | ||
| Line 56: | Line 59: | ||
=== Drive Setup === | === Drive Setup === | ||
There are many ways to set up a Ferryman's drive, and the best way will depend on the role you are building the ship for.<br> | There are many ways to set up a Ferryman's drive, and the best way will depend on the role you are building the ship for.<br> | ||
[[component:sundrive|'''Sundrives''']] provide the best top speed, allowing you to reposition even faster.<br> | [[component:sundrive|'''Sundrives''']] provide the best top speed, allowing you to reposition even faster.<br> | ||
[[component:yard|'''CHI-777 Yard Drives''']] provide the best linear thrust (LT) and angular thrust (AT), allowing you to quickly accelerate in any direction; this is best for dodging. The AT, while nice to have, is not very important on a Ferryman, which naturally has one of the highest AT in the game. | |||
[[component:bw800r-drive|'''BW800-R Drives''']] prevents the drive from dying to HEI Missile damage, a very important characteristic for the Ferryman's low survivability.<br> | [[component:bw800r-drive|'''BW800-R Drives''']] prevents the drive from dying to HEI Missile damage, a very important characteristic for the Ferryman's low survivability.<br> | ||
[[component:bw800-drive|'''BW800 Drives''']], to save costs.<br> | [[component:bw800-drive|'''BW800 Drives''']], to save costs.<br> | ||
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| Flank Speed || 52.5 m/s | | Flank Speed || 52.5 m/s | ||
|- | |- | ||
| Flank Damage Probability || 4% (<span style="color: | | Flank Damage Probability || 4% (<span style="color:#90EE90;">'''-20%'''</span>) | ||
|- | |- | ||
| Linear Thrust || 5 MN | | Linear Thrust || 5 MN | ||
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! colspan="2" | [[component:yard|'''CHI-777 Yard Drive''']] | ! colspan="2" | [[component:yard|'''CHI-777 Yard Drive''']] | ||
|- | |- | ||
| Top Speed || 32.38 m/s (<span style="color: | | Top Speed || 32.38 m/s (<span style="color:#FF4040;">'''-7.5%'''</span>) | ||
|- | |- | ||
| Flank Speed || 48.56 m/s (<span style="color: | | Flank Speed || 48.56 m/s (<span style="color:#FF4040;">'''-7.5%'''</span>) | ||
|- | |- | ||
| Flank Damage Probability || 4% (<span style="color: | | Flank Damage Probability || 4% (<span style="color:#90EE90;">'''-20%'''</span>) | ||
|- | |- | ||
| Linear Thrust || 5.75 MN (<span style="color: | | Linear Thrust || 5.75 MN (<span style="color:#90EE90;">'''+15%'''</span>) | ||
|- | |- | ||
| - Side Thrusters || 75% | | - Side Thrusters || 75% | ||
| Line 112: | Line 115: | ||
| Acceleration Time || 8.9 s | | Acceleration Time || 8.9 s | ||
|- | |- | ||
| Angular Thrust || 0.91 MN (<span style="color: | | Angular Thrust || 0.91 MN (<span style="color:#90EE90;">'''+40%'''</span>) | ||
|- | |- | ||
| Theoretical Turn Rate || 8.31 deg/s (<span style="color: | | Theoretical Turn Rate || 8.31 deg/s (<span style="color:#90EE90;">'''+45%'''</span>) | ||
|- | |- | ||
| Actual Max Turn Rate || 8.31 deg/s (<span style="color: | | Actual Max Turn Rate || 8.31 deg/s (<span style="color:#90EE90;">'''+45%'''</span>) | ||
|- | |- | ||
| Estimated 180 deg Turn || 22 s (<span style="color: | | Estimated 180 deg Turn || 22 s (<span style="color:#90EE90;">'''-31.03%'''</span>) | ||
|- | |- | ||
| Estimated 180 deg Roll || 22 s (<span style="color: | | Estimated 180 deg Roll || 22 s (<span style="color:#90EE90;">'''-31.03%'''</span>) | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
! colspan="2" | [[component:sundrive|'''Sundrive''']] | ! colspan="2" | [[component:sundrive|'''Sundrive''']] | ||
|- | |- | ||
| Top Speed || 43.75 m/s (<span style="color: | | Top Speed || 43.75 m/s (<span style="color:#90EE90;">'''+25%'''</span>) | ||
|- | |- | ||
| Flank Speed || 65.63 m/s (<span style="color: | | Flank Speed || 65.63 m/s (<span style="color:#90EE90;">'''+25%'''</span>) | ||
|- | |- | ||
| Flank Damage Probability || 3.08% (<span style="color: | | Flank Damage Probability || 3.08% (<span style="color:#90EE90;">'''-38.43%'''</span>) | ||
|- | |- | ||
| Linear Thrust || 5 MN | | Linear Thrust || 5 MN | ||
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| Acceleration Time || 13.83 s | | Acceleration Time || 13.83 s | ||
|- | |- | ||
| Angular Thrust || 0.49 MN (<span style="color: | | Angular Thrust || 0.49 MN (<span style="color:#FF4040;">'''-25%'''</span>) | ||
|- | |- | ||
| Theoretical Turn Rate || 5.73 deg/s | | Theoretical Turn Rate || 5.73 deg/s | ||
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=== Mine Shuttles & Muttles: === | === Mine Shuttles & Muttles: === | ||
[[Starter_Fleet_Guide:Tantalum#Mine_Shuttle:_Hustler|Tantalum's Mine Shuttle]] | [[Starter_Fleet_Guide:Tantalum#Mine_Shuttle:_Hustler|Tantalum's Mine Shuttle]] | ||
[[Category:Ships|OFer]] | |||
[[Category:OSP Ships|Fer]] | |||
Latest revision as of 23:47, 22 October 2026

| Ferryman Class Clipper | |
|---|---|
| Point Cost | 50 |
| Mass | 1500 tons |
| Armor Thickness | 5 cm[1] |
| Internal Density | 0.5 cm/m |
| Component DR | 0% |
| Max Repair | 10% |
| Dimensions | 68x36x23 m |
| Crew Vulnerability | 60% |
| Structural Integrity[2] | 1000 |
| Radar Signature | 2890.16 m[math]\displaystyle{ ^2 }[/math] |
| Slots | 3 Mounts 3 Compartments 4 Modules |

Modifiers
Flank Damage Probability: -20%
Mounts

The Ferryman has
* 2 Shallow Class 2 Mounts * 1 Class 1 Mount
For Rocket Shuttles, both C2s should be equipped with RL18 Launchers. This is because doubling the rate of fire also effectively doubles the range at which you penetrate a given point defense net.
Compartments

Compartment 3 is the most survivable slot, but is too small to hold a Basic CIC. If you can afford a Small DC Locker, it should go here. If you do not have one, and have ammo in your free Reinforced Magazine, your Reinforced Magazine should go here.
Due to the Ferryman's non-existent damage reduction, it gets no damage threshold benefit out of any especially tanky components except the BW800-R Drive, which has enough DT to resist HEI rays natively without support from the hull. As such, only three types of reinforced components are worth taking on Ferrymen; Auxiliary Steering, Reinforced Magazine, and BW800-R Drive.
It should also be mentioned that if your ship does not have at least one DC team in it somewhere, it will die as soon as critical components fall below it's given operable HP threshold. Even the cheapest of ships should have at least one Rapid DC Locker to prevent this.
Modules

The Ferryman has
* 1 Small Drive Module * 1 3x3 Module * 2 2x2 Modules
Due to the position of the 2x2 Modules, the Ferryman benefits from having two radars[3], as it makes them tankier to bow-on fire without impacting power draw in practice since the other radar is simply turned off without impacting other power consuming components on the ship.
Drive Setup
There are many ways to set up a Ferryman's drive, and the best way will depend on the role you are building the ship for.
Sundrives provide the best top speed, allowing you to reposition even faster.
CHI-777 Yard Drives provide the best linear thrust (LT) and angular thrust (AT), allowing you to quickly accelerate in any direction; this is best for dodging. The AT, while nice to have, is not very important on a Ferryman, which naturally has one of the highest AT in the game.
BW800-R Drives prevents the drive from dying to HEI Missile damage, a very important characteristic for the Ferryman's low survivability.
BW800 Drives, to save costs.
For Rocket Shuttles, the Sundrive is the best choice, as the increased top speed directly impacts time to close with the target, which is the primary driver of success and survivability of such ships, along with their ability to penetrate point defense.
Propulsion Stats
| Base Stats | |
|---|---|
| Top Speed | 35 m/s |
| Flank Speed | 52.5 m/s |
| Flank Damage Probability | 4% (-20%) |
| Linear Thrust | 5 MN |
| - Side Thrusters | 75% |
| - Fore Thrusters | 80% |
| - Main Thrusters | 100% |
| Acceleration Time | 11.06 s |
| Angular Thrust | 0.65 MN |
| Theoretical Turn Rate | 5.73 deg/s |
| Actual Max Turn Rate | 5.73 deg/s |
| Estimated 180 deg Turn | 31 s |
| Estimated 180 deg Roll | 31 s |
| CHI-777 Yard Drive | |
|---|---|
| Top Speed | 32.38 m/s (-7.5%) |
| Flank Speed | 48.56 m/s (-7.5%) |
| Flank Damage Probability | 4% (-20%) |
| Linear Thrust | 5.75 MN (+15%) |
| - Side Thrusters | 75% |
| - Fore Thrusters | 80% |
| - Main Thrusters | 100% |
| Acceleration Time | 8.9 s |
| Angular Thrust | 0.91 MN (+40%) |
| Theoretical Turn Rate | 8.31 deg/s (+45%) |
| Actual Max Turn Rate | 8.31 deg/s (+45%) |
| Estimated 180 deg Turn | 22 s (-31.03%) |
| Estimated 180 deg Roll | 22 s (-31.03%) |
| Sundrive | |
|---|---|
| Top Speed | 43.75 m/s (+25%) |
| Flank Speed | 65.63 m/s (+25%) |
| Flank Damage Probability | 3.08% (-38.43%) |
| Linear Thrust | 5 MN |
| - Side Thrusters | 75% |
| - Fore Thrusters | 80% |
| - Main Thrusters | 100% |
| Acceleration Time | 13.83 s |
| Angular Thrust | 0.49 MN (-25%) |
| Theoretical Turn Rate | 5.73 deg/s |
| Actual Max Turn Rate | 5.73 deg/s |
| Estimated 180 deg Turn | 31 s |
| Estimated 180 deg Roll | 31 s |
Radar Signature: 2890.16 m[math]\displaystyle{ ^2 }[/math]
| Detected by | Detection Range (km) |
|---|---|
| R400 'Bloodhound' LRT Radar | 14 km |
| R550 Early Warning Radar | 11.24 km |
| Bulwark Huntress | 8.16 km |
| Ithaca Bridgemaster | 6.08 km |
| RM50 'Parallax' Radar | 7.94 km |
| RS41 'Spyglass' Radar | 9.57 km |
| RS35 'Frontline' Radar | 5.65 km |
| Wake Signature Strength | 40 |
| Fore-Aspect Validated by THERM | SAFE |
Builds
Capping Shuttles & Guttles:
Wulfenite's Gun Shuttles
Tantalum's Gun Shuttles


