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The Arawn , though described as a "drone carrier", is unfortunately hindered by the game design. Due to the way drones are launched in combat, bigger drone bays does not translate to higher combat effectiveness. It also lacks any proper destroyer-type weaponry (such as the Plasma JET L/R), relying instead on a handful of Plasma/MA turrets for anti-capital combat. One notable thing however is its large number of Hailstorm turrets, which makes the Arawn an excellent anti-fighter platform (though a poor anti-capital ship). Its massive shields - second only to the Xenon I - does allow it to prevail in 1v1 battles against most destroyers.

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is not so much a bad ship as it is hindered by XR's game design. It has very strong shields - second only to the Xenon I - and excellent drone capacity. Unfortunately the way drone combat is implemented in the game (only a small wave can be launched each time) means in practice, the bigger drone bay isn't an advantage in combat (for OOZ combat, however, it is does give it an advantage due to the simplified algorithms). Its weaponry is also somewhat problematic, relying exclusively on the Plasma/MA turrets (low damage, slow projectiles) and V Crushers (expense of ammunition) for capital-to-capital combat. Its dependence on drones and missiles can translate to a hefty upkeep that other destroyers wouldn't have to deal with in performing the same duty.

The Arawn does have a large number of Hailstorm turrets - accounting for nearly a third of its total DPS - which makes it one of the best anti-fighter platforms available.

  • Total DPS: 241810
  • Hull: 6000K
  • Capital Shield Class: Capital Field Generator Mk3 (x4)
  • Component Shield Class: Force Field Projector Mk2
  • Speed: 60 m/s
  • Drone Capacity: 300
  • Weapons:
    • HIT/MA Turret (Argon) x56
    • Plasma/MA Turret (Argon) x22
    • Hailstorm Turret x16
    • V Launcher x5
    • Astrobee Launcher x1

<Info from Simoom's guide: XR Capital Ships>