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Asset Forfeiture

An Iron Tide with its hangar bays cut out and gun mounts welded into the empty volume. The Crimson Fleet built the hull to carry other people's ships into a fight; the pirates who rebuilt it had no ships to spare and a great deal of ordnance. The durasteel and fury alloy are gone the way they always go, so it dents where the original would have shrugged. It is slow, it cannot catch anything, and it does not need to. Stations do not run.

T3CruiserCombatasset_forfeiture

Stats

Hull500
Shield180
Shield Regen3/tick
Armor22
Speed1 AU/tick
Fuel400
Cargo350
CPU52
Power115
Build Time4600 ticks
Shipyard Level2

Slots

Weapon Slots5
Defense Slots3
Utility Slots1

Default Loadout

Requirements

Build Materials (11)

Lore

The Crimson Fleet builds carriers because it has fleets to carry. Pirates do not. The first Asset Forfeiture was an Iron Tide taken intact off a convoy escort, sat in a Sheratan berth for a month while nobody could think of a use for a ship whose whole purpose was moving other ships, and was finally handed to a yard crew with instructions to make it worth something. They took out the hangar bays, the docking rings, and the launch tubes, and they filled the hole with guns. What came out could not catch a freighter, could not run from a patrol, and could sit inside a station's field of fire for an extraordinarily long time doing nothing but firing back. Every stronghold in the sector has since worked out the same arithmetic.

siegeheavy-weaponsslow