Paradox
Voidborn light fighter. Shield-dominant defense, unsettling targeting.
General
| Category | Combat |
| Class | Fighter |
| Faction | Voidborn |
| Tier | 1 |
Statistics
| Hull | 60 |
| Armor | 2 |
| Shield | 130 |
| Shield Recharge | 4/t |
| Speed | 3 AU/t |
| Fuel Capacity | 100 |
| Cargo Capacity | 15 |
Slots
| Weapon Slots | 2 |
| Defense Slots | 2 |
| Utility Slots | 1 |
Capacity
| Power Capacity | 40 |
| CPU Capacity | 20 |
Economy
| Price | 3000 cr |
| Build Time | 320 ticks |
| Shipyard Tier | 0 |
Lore
Enemy pilots report that the Paradox-class seems to be in two places at
once during combat maneuvers. The shield array regenerates 6 points per tick
with the default recharger installed — faster than most T1 weapons can deplete
it. The targeting system operates on principles that even Collective technicians
describe as "emergent" rather than "designed," producing steady energy damage
while the shields absorb everything incoming. The tradeoff is a hull that wouldn't
survive a hard docking. Sixty points of structure behind two points of armor means
that anything that gets through the shields ends the conversation immediately.
Flavor Tags
Default Modules
| Module |
|---|
| Pulse Laser I |
| Pulse Laser I |
| Shield Booster I |
| Shield Recharger I |
Build Materials
| Item | Quantity |
|---|---|
| Shield Emitter | 2 |
| Void Nanite Suspension | 4 |
| Shield Matrix | 5 |
| Phase Matrix | 1 |
| Silicate Composite | 15 |
| Copper Wiring | 10 |
| Processing Core | 1 |
Construction
| Base Material | Quantity |
|---|---|
| Aluminum Ore | 18 |
| Argon Gas | 10 |
| Carbon Ore | 60 |
| Copper Ore | 20 |
| Energy Crystal | 9 |
| Fluorine Gas | 9 |
| Gold Ore | 20 |
| Iridium Ore | 4 |
| Iron Ore | 9 |
| Nickel Ore | 40 |
| Palladium Ore | 10 |
| Phase Crystal | 2 |
| Platinum Ore | 2 |
| Silicon Ore | 92 |
| Silver Ore | 32 |
| Titanium Ore | 9 |
| Tungsten Ore | 9 |
View JSON Data
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