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Abomination

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Auroran Abomination
Auroran Industries Abomination
General characteristics
Acceleration 430
Turning ability 40
Maximum speed 320
Cost 400,000 credits
Requirements Middle Auroran string
Technical specifications
Length 9 meters
Shield capacity 185/6
Armor effectiveness 400
Energy capacity 5 jumps or 500 units
Crew 1
Size
Total mass 10 tons
Free space 40 tons
Cargo space 20 tons
Equipment
Gun hard-points Maximum of 4
Turret hard-points Maximum of 2
Standard armament 2 Fusion Pulse Batteries, 4 Radar Missile Launchers & 30 ammo
Included outfits Auroran IR Jammer

Abomination by name, abomination by nature. The Auroran technicians created this monstrous gunship in response to the threat of the Federation Patrol Boat. The Abomination mounts twin Fusion Pulse Batteries as its armament, which are more than sufficient to rip through the light hull of the Patrol Boat. A severe lack of maneuverability makes it vulnerable to attack from capital ship-sized weapons, though, which make short work of its armor. Auroran pilots find the idea of honorable victory against huge odds very enticing, so the Abomination is very popular.

Notes Edit

If you have any gameplay tips, hints, or background information relevant to this topic, please post them here.

The Abomination sums up the Auroran mindset quite nicely. It is slow, turns like a pregnant cow, and its fusion pulse batteries do not have the range advantage of the standard cannon. Its low mass gives it a tendency to be pushed around by most weaponry, making it difficult to stay on target.

On the plus side, the 2 batteries and 4 missile launchers allow the pilot to lay down a withering barrage of fire within its effective range. Additionally, the ship has an impressive amount of armor, which can be roughly doubled by purchasing the matrix steel and carbon fiber outfits, which take 3 and 1 ton of space, respectively. The port&polish and vectored thrust outfits can be used to give the ship a much needed boost in agility. The final result is a moderately speedy ship with powerful weapons and more armor than any gunship has any business having. If the sigma mount reinforcement is available, it is possible to mount 4 fusion pulse batteries, which will overwhelm the armor of most ships in seconds.

If fighting this ship, stay out of battery range. The sheer volume of fire will deal significant damage. Be sure to exploit its limited mobility when engaging it.

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