Item Database:Ships:Battleships:Advanced Battleships:Black Ops

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All this data is potentially out of date, and should be taken with a truckload of salt

Black Ops Ships are factory equipped with a jump drive making it able to perform jumps to cynosural fields. They are also the only ship able to fit the special Covert Cynosural Field Generator.

Specialist modules that can be fitted to this ship are:

Black Ops Battleships do not suffer from the normal sensor recalibration time after decloaking. Which means it can uncloak and instantly start targetting. However, penalties to sensor resolution and velocity for having a cloaking device fitted still apply. Note that a Black Ops ship can't fit a Covert Ops Cloaking device so it can't warp cloaked. The velocity penalty from the cloaking device is more than made up for by the ship's bonus.

Like a Titan jump bridge, the Covert Jump Portal needs to be bridged to a cynosural field. It can use a normal Cynosural Field Generator I or a Cynosural Generator Array anchored at a player-owned starbase for this purpose. But its advantage over a Titan, besides being cheaper, is that it can also bridge to a Covert Cynosural Field Generator I, which doesn't show up on overview everywhere in system. The drawback is that only ships with the hidden attribute Jump Harmonics 5 are capable of using the bridge. Apart from Black Ops ships themselves, ships with jump harmonics 5 happen to be all ships that can fit a Covert Ops Cloaking Device. Ships that can use a covert jump portal are:

The Covert Cynosural Field Generator I can be activated in every system below 0.5 sec status, even if the system is running a cyno jammer! This makes it possible to deploy a fleet of Black Ops ships behind enemy lines or directly into a battle. By bridging to the Covert Cyno with the Covert Jump Portal a fleet of Covert Ops ships can also be deployed.

The Black Ops ship can lock onto the Cyno from any system no matter the sec status, if it's within jump range. It's possible to jump 4 to 4.5 ly depending on skills (base 2, but minimum is actually 4 due to the ship requiring Jump Drive Calibration IV).

Link to more information about the Jump_drive procedure. At that page you will also find a link to a very handy jump calculator