


Race\ship: androsynth {android synthetics} guardian
Crew: medium (20)
size: small-medium
speed\turning: bad\bad {note that vux limpets don't affect
comet form}
ship type: hit and run, defensive tactics.
Main weapon: acid sphere with chaos tracking
damage: 2
energy: 3
desc: an erratic weapon but a useful one for this
particular ship. The guardian is able to quickly launch
these mean tracking bubbles for use in a protected get away,
a cruel trap for passer bys and sometimes for just intimidation.
The bubbles themselves are somewhat slow, have a fairly
long range {time until they "pop"} and have a weird tracking
pattern which is messed up if your opponents ship cloaks. One
useful technique is the "spittle bug" where the guardian makes
a cloud of bubbles and travels within it for protection,
an interesting attack. The bubbles can take 2 {maby 3?} Damage
before they are destroyed.....or popped. The guardian regenerates
energy pretty slowly so these bubbles might have limited effectiveness
at when your almost out of juice.
Secondary weapon: blazer comet
damage: 3 per collision
energy: 2 to activate, 1 per two seconds to maintain
desc: when time and batteries permit, the guardian can
temporarily transform into the fearsome "blazer" comet
form {"snort" vomit comet!} In this form, the guardian becomes
a small, inertialess and very manuverable ball of energy that
can ram an enemy for some good damage and a short bounce away
from their ship. One sort-of random event is when the comet gets
jammed in an enemy ship, ripping through it like a power drill
through wet cardboard. This achievement is usually due to your
opponents ship, things like tail fines and depressions are
bulls eyes for a comet. Another use for comet form is for
"running" away. Also note that comet form can not be canceled, it
is automatically deactivated when energy runs out. An old quirk\bug
is that the normal guardian can retain some of it's comet form
features like turning and impact damage by ramming a chenjesu dogi
in blazer form. Unfortunetly for androsynth fans, this might
have been patched over in the newer versions of uqm.
Strengths\weaknesses: the guardian is good {and bad} against
a variety of different ships. Any ship who's architecture
matches the description above like ilwrath, spathi, orz {in particular}
and even the mighty chmmr may soon become android burgers if they are
not careful around a snoopy comet. Ships too slow to avoid the
acid bubbles can take some serious damage if caught off guard.
A "play-to-win" kind of user could also slowly take
down a chmmr by spraying bubbles and cometing away when
they get in range of the laser. Little ships
with close range weaponry may also have a hard time getting close
to the androsynth. The comet can bug an utwig jugger since
they don't gain any shield energy from a comet impact. The guardian
is the perfect counter to the orz {who's marines are squished by a comet}, the earthlings and if your abusive; the chmmr.
Unfortunetly, ships with some form of painful close range defense
might be able to destroy the comet before it even touches them
like the kohr-ah, ilwrath, mmrnmhrm, yehat and maby chenjesu.
The slylandro probe can also avoid both of the guardians attack
forms and pick off crew until the poor thing explodes into a
heap of component materials.
Nube\pro\computer: this ship can appeal to a lot of different
players whether it's those who like hit and run tactics, instant
kill ships or maybe those who like to abuse this game. The computer
is a master at wedging the comet into your ships, especially
the chmmr! A veteran can get pretty good at jamming with
the comet but seriously, no ones better than the computer.
Shiver has suggested that you cease turning before impact to
increase the chance of wedging, some sound advice. A novice
player may look upon the guardian in disappointment, the ship
requires some practice fuh sure. Even i'm only marginally skilled
at the comet but i have had my moments of pro-ness, wO0t!
EDIT: Directly translated from Ilwrath