The Killer Insect Line

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MANDOTECH INDUSTRIES

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THE KILLER INSECT LINE

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Always progressing forward, Mandotech Industries set out to develope a series of fighter ships that use ball turrets. The first drafts showed what many thought an "insectile" look. Therefore, the new series was dubbed "The Killer Insect Series". There were to be four ships in this series. From smallest to largest, they are The FireAnt, The YellowJacket, The GreenHornet, and The Mantis. While Mandotech Industries is predominately human (though there are other species employed with us), the Killer Insect Series took on a disturbing "alien" look. We thought it was great, but understand that our tastes do not always appeal to everyone. The Killer Insect Series is as follows:


THE FIREANT[3]

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This colorfull little ship is fast (.455LM), and packs a double punch. Two lasers, and two small ball turrets make this a formidable ship, and is often used for escorting the big haulers. A lower energy recharge rate of 3.3, and max energy of 350, which can make dogfights a nail bighter, as the ball turrets draw a large amount of energy. The quickness and speed of this little ship are it's strongest points, and overall make it a good escort ship.























THE YELLOWJACKET [4]


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The Yellow Jacket is just a step up from the FireAnt. It's a bit bigger, therefore larger cargo capacity of 15 tons, to the FireAnt's 5 tons. It's slightly slower than the FireAnt, at .450LM, but also has a higher energy recharge rate of 3.8, and a max energy of 450. The Yellow Jacket is a little less nimble than the FireAnt, with a pitch of 1.2, and roll of 1.6, but it is also able to take a higher degree of pounding, so it balances out. This can be a formidable ship, and can perform equally well as a beginning trader's ship, or an escort.























THE GREEN HORNET

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The Green Hornet is a bit of a powerhouse compared to the first two ships in this series. While it isn't any faster than the Yellow Jacket, it has an energy recharge rate of 5.0, and max energy of 550. It takes a lot to pound this ship into submission, however, when in the heat of battle, the combination of ball turrets and lasers firing, in conjunction with the ECM makes that high energy drop fast. The pitch is 1.2. and roll 1.4, so it isn't a super quick ship, but the ball turrets and high speed compensate for that lack.