Origin m50
Manufacturer: Origin
Cargo hold
We have no cargo figure for this ship. That does NOT mean zero SCU – it means we have no record of it.
Evidenced capabilities (3)
| Capability | Evidence | Count | Factory part |
|---|---|---|---|
| Quantum travel | factory hardpoint: Quantenantrieb | 1 | LightFire |
| armed | factory hardpoint: Waffe | 2 | CF-227-Badger-Repetierer, CF-227-Badger-Repetierer |
| Missiles | factory hardpoint: Rakete | 2 | Marksman-I-Rakete, Marksman-I-Rakete |
A capability is listed only if the ship carries the matching hardpoint ex works. Nothing is inferred from the name.
Matching guides
Guide
Corkscrew
A corkscrew around your own flight line: you still go where you want to go, but you are no longer a straight target.
Guide
Decoupled fighting
In decoupled mode your course stays where it is and the nose rotates freely. The most powerful and the most dangerous tool in a turning fight.
Guide
Energy and power management
Two things are called energy in a fight: the speed you fly and the power you distribute between thrusters, shields and weapons.
Guide
Tight turn: high-G and boost
Every ship has one turn that is tightest and one that is fastest. They are not the same – and boost shifts both.
Guide
Strafing in a fight
Lateral thrust separates where you fly from where you aim. That is the biggest difference between flying in atmosphere and fighting in space.
Guide
Group exercises
A training plan for the org: six exercises, a fixed order, each with a result you can write down.
Guide
J-hook
First straight away, then back in a tight hook: the classic way from defence back into attack.
Sources: map file, place register, OMC Trade Office, Citizen Hub, diplomacy register.
No access to Star Citizen: no memory reading, no input, no automation.
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