Ship:ferryman

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Ferryman Hull Configuration
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
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.
Ferryman Game Model

Modifiers

    Flank Damage Probability: -20%

Mounts

Ferryman Mounts
Ferryman 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

Ferryman Compartments
Ferryman 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

Ferryman Modules
Ferryman 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

Rocket Shuttles & Ruttles:

Azurite's Ruttles

EWAR Shuttles & Juttles:

Mine Shuttles & Muttles:

Tantalum's Mine Shuttle

  1. ↑ With the maximum 2.5 angling multiplier, this reaches 12.5 cm
  2. ↑ Damage to Structure hitbox required to break structure
  3. ↑ Unlike nearly every other ship in the game