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The Hurricane is a Human space superiority fighter.

Gameplay[]

The Hurricane is the initial tier 1 unit in the game and one of the two fighter types available to the Federation player, the second being the Crow. It's ability to fly over obstacles, especially asteroids and obstacles such as space walls makes it a useful unit for early scouting. In comparison to the cheap, but weaker Spear and Guard and the expensive, but durable Intruder and Predator, the Hurricane lies in the middle in both cost and durability, making it a viable unit for early game defense and even harassment of enemy resource lines, though still requiring strength in numbers to make a difference.

The Hurricane's attack does equal damage to both hull and shields, making it also a capable anti-shield option for Federation players in early game, complementing Orcas for an attack and defense force. It's greatest weakness is it's generic nature, possessing neither the further capacity for adaptation in late-game combat nor endurance, being totally reliant on the St. George carriers to slightly improve on combat potential. The Hurricane's sole upgrade, apart from weapon and armor upgrades, is the Whirlwind Thruster, which increases the Hurricane's movement speed by 50%, along with the Crow.

Hurricanes become available to the player in the campaign in Distress Call in Chapter 1 - Hostile Visitors.

Unit Strategy[]

Hurricanes are commonly partenered with Orcas to provide both a distraction to other enemy cruisers and fighters as well as to neutralize enemy shielding to allow Orcas to shine with their 130mm Guns, that excel versus hull. Like other non-Zhogarn fighters, Hurricanes can be repaired, so a group of Pasteurs close by can allow for a more liberal use of Hurricanes for harassment duties, as well as help provide defense against a dedicated enemy fighter assault. As Hurricanes have a projectile attack, they have chances of missing, hence requiring numbers be employed.

However, while being useful at early-stages of the game, the Hurricane does lose it's value as the game progresses, even more as other cruisers - in particular the Hailstorm which can provide better cover, anti-shield firepower and even detection for the Orcas - and eventually the Crow are introduced. Even as the St. George is later introduced, Hurricanes can only provide distraction and fighter cover for Crows that end up being more potent against cruisers, especially with their stealth nature that is further improved with the Absorptive Plating research.

Still, a good number of docked Hurricanes can have a use against cruisers or stations that have no anti-fighter defense, such as the Athrael Invader and Obelisk or the Sylon Plasma Raid and Aegis, helping neutralize shields for other units, in particular Avengers or Crows. They can also take away focus from Arsons and force needless Nuclear Missile launches from enemy Tellers.

Due to their small health, however, Hurricanes should be employed carefully against Thorun units, especially Zoners, Vanguards, Grinders, Flagships and Breakers, as these possess anti-matter reactions that will explode violently on the ship's destruction, dealing potential damage to strafing groups of Hurricanes close by. In addition, lost Hurricanes can be easily replaced by St. Georges on death, unlike Crows.

Counter-measures[]

Being a fighter and thus capable of maneuvering around obstacles, anti-fighter defenses, fighter squadrons and/or area-of-effect weapons and spells that can target fighters (such as the Arson's Nova Cannon) are crucial to handling Hurricanes. One noticeable element of Hurricanes is that their attack, while equal against shields and hulls, is nevetheless small and can only deal small damage against dedicated anti-fighter defensive structures, even the arguably weaker variants such as the Barricade Sat. and the Pillbox, hence a couple of these defense types - two or three - is usually enough to handle even a considerable group of Hurricanes. The more stronger defense variants, such as the Polaron Sphere, the Guard Station and Agaric can neutralize Hurricanes in one to two shots.

The Athrael Rector can also help handle Hurricane groups due to their gamma reactor attack against multiple units at once. In addition, sturdy units with instant attacks that can hit fighters, such as the Dresda, Caldron, Corsair and Mind can also handle Hurricanes effectively.

In fighter combat, Hurricanes are generally best dealt with a two-to-one fighter ratio, for both their attack ratio, accuracy and the fact they have no upgrades but speed to make them stand out - This means Spears with Integrated Remodulators, Guards with Natural Selection, Intruders with their shielding and Predators with speed and weapon upgrades can easily handle Hurricanes that aren't docked with a St. George, because of their "too generic" nature in a fight.

Racial Counter Relations[]

5N FedLogo Federation[]

Soft - Icarus, Orca, St. George, Dresda, Avenger (II), Barricade Sat, Defense Platform
Hard - Engineer Shuttle, Hailstorm, Crow, Kutuzov, Pasteur, Joseon, Teller,KEIKO Sentry.

5N SylonLogo Sylon[]

Soft - Hauler, Twinblade, Installator, Caldron, Arson, Eclipse, Pillbox
Hard - Labor, Spear (Unupgraded), Mask, Assimilator, Shade, Plasma Raid, Aegis, Repair Station

5N AthraelLogo Athrael[]

Soft - Intruder, Warpglider, Clairvoyant, Gathering, Rector, Martyrprobe, Revenger, Mothership, Theocrat, Polaron Sphere
Hard - Drone, Explorer, Lancet, Harbinger, Invader, Obelisk, Shield Generator

5N ThorunLogo Thorun[]

Soft - Extractor, Zoner, Predator, Marauder, Corsair, Breaker, Guard Station
Hard - Welder, Predator (assault mode), Raider, Vanguard, Havoc, Grinder, Devastator, Flagship, Ion Cannon

5N ZhogarnLogo Zhogarn[]

Soft - Argus, Worker, Ventator, Mind, Alpha, Charybdis, Decay, Impaler, Agaric
Hard - Spawn, Guard (Unupgraded), Rictus, Mite, Ruptor, Elasmoruptor, Overseer, Fonia


Overview & History[]

Code-named "Hurricane", this aerospace-superiority fighter program was influenced by emerging both planetary and deepspace threats, including new developments in pirate and separatist defense systems. The primary objective of the Hurricane project was to create a revolutionary interceptor that would demonstrate exceptional performance, leveraging cutting-edge technologies on the horizon.

The designers of Hurricane envisioned a significant leap in performance by incorporating several groundbreaking features. These advancements included the utilization of composite materials specifically engineered to withstand the rigors of space travel, as well as lightweight alloys to enhance maneuverability and speed. The incorporation of state-of-the-art flight control systems and avionics further elevated the Hurricane's capabilities, enabling it to outmatch its adversaries.

The propulsion system of the Hurricane was a vital aspect of its design, aiming to provide exceptional speed and maneuverability. Engineers integrated more powerful engines capable of enabling supersonic cruise or even supercruise, facilitating swift response times and high-speed engagements. Additionally, an automatic backup oxygen system (ABOS) was implemented to ensure the safety of the pilot during extreme conditions, complemented by a modified life support system to sustain prolonged missions.

The manufacturing of the Hurricanes commenced in the year 2208, marking the initiation of mass production for these cutting-edge interceptors. Following an extensive development phase and rigorous testing, the Hurricanes were officially introduced into active service in the late 2210s.


See Also[]

5N FedLogo - Federation Units, Structures & Etc. of Five Nations - 5N FedLogo

Description
Costs
Energy
Time
Effect
Extended-cargo
Extended Cargo
100 Metal
100 Helium-3
100 Energy
45 Time-icon
Increases Icarus cargo capacity to 250 out of 100.
Mastodon-reactor
Mastodon Reactor
100 Metal
200 Helium-3
150 Energy
45 Time-icon
Increases Icarus movement speed to 90, out of 50.
Extraction-operations
Extraction Operations
200 Metal
200 Helium-3
200 Energy
60 Time-icon
Reduces Engineer Shuttle's asteroid mining time by 50% (2.5 out of 5).
Prefining
Prefining
200 Helium-3
200 Tachyon
400 Energy
120 Time-icon
Increases Engineer Shuttle's resource carriage to 10, out of 7.

Description
Costs
Energy
Time
Effect
Fed weaponsystem lvl01
Weapon Systems (Lvl. 01)
150 Metal
150 Helium-3
150 Energy
100 Time-icon
Increases damage for all Federation weapons (bonus per level).
Fed weaponsystem lvl02
Weapon Systems (Lvl. 02)
200 Metal
200 Helium-3
200 Tachyon
250 Energy
110 Time-icon
Increases damage for all Federation weapons (bonus per level).
Weaponsystem lvl03
Weapon Systems (Lvl. 03)
300 Metal
300 Helium-3
300 Tachyon
500 Energy
120 Time-icon
Increases damage for all Federation weapons (bonus per level).
Fed armourplating lvl01
Armor Plating (Lvl. 01)
100 Metal
100 Helium-3
150 Energy
100 Time-icon
Increases the armor of all Federation units (+1 per Level).
Upgrade 08 armourplating lvl02
Armor Plating (Lvl. 02)
150 Metal
150 Helium-3
150 Tachyon
250 Energy
110 Time-icon
Increases the armor of all Federation units (+1 per Level).
Upgrade 08 armourplating lvl03
Armor Plating (Lvl. 03)
250 Metal
250 Helium-3
250 Tachyon
500 Energy
120 Time-icon
Increases the armor of all Federation units (+1 per Level).
Arrester-frames
Whirlwind Thruster
150 Metal
150 Helium-3
150Energy
45 Time-icon
Increases Hurricane's movement speed to 135, out of 90, and Crow's to 120, out of 80.
Rdx2
RDX-2
150 Metal
150 Helium-3
150 Energy
45 Time-icon
Increases Orca's 130mm Gun range to 280, out of 200.

Description
Costs
Energy
Time
Effect
Evolved-interferometry
Evolved Interferometry
100 Metal
100 Helium-3
100Energy
30 Time-icon
Increases Hailstorm's sight radius to 14, out of 12.
Mra
M.R.A
150 Metal
150 Helium-3
250 Energy
60 Time-icon
Increases Hailstorm's ASR Missile range to 400, out of 320.
Particle-collider
ATB Program
200 Metal
200 Helium-3
200 Tachyon
400Energy
120 Time-icon
Allows construction of Crows at the Ship Factory.

Description
Costs
Energy
Time
Effect
Plante-battery
Plante Battery
150 Metal
150 Helium-3
150 Energy
60 Time-icon
Increases Pasteur's Power storage to 300, out of 250.
Inductor-relays
Inductor Relays
150 Metal
150 Helium-3
250 Energy
60 Time-icon
Grants the Shield Battery ability to all Pasteurs, allowing them to heal friendly units' shields.
Exploratory-bay
Exploratory Bay
150 Metal
150 Helium-3
150 Energy
60 Time-icon
Grants the Exploratory Bay ability to all Pasteurs, allowing them to dispell all effects from a targeted station or vessel.

Description
Costs
Energy
Time
Effect
Fast-charging
Fast Charging
100 Helium-3
100 Tachyon
250 Energy
80 Time-icon
Increases Power regeneration rate of all spellcasters - Pasteur, Joseon and Teller - by +50%.
Nitramine-torpedo
Magnetic Field
200 Metal
200 Tachyon
250 Energy
60 Time-icon
Grants the Magnetic Field spell to all Joseons, allowing them to drain enemy ships' shield and power, as well as doubling enemy spell cooldown.
Absorptive-plating
Absorptive Plating
200 Metal
200 Helium-3
200 Tachyon
400 Energy
90 Time-icon
Allows stealth-capable units - Crows and friendly units with the Joseon's Concealment cast on them - to remain cloaked when attacking, no longer becoming visible when firing.

Description
Costs
Energy
Time
Effect
Tritium-warhead
Tritium Warhead
150 Helium-3
150 Tachyon
250 Energy
60 Time-icon
Reduces Dresda's Ballista Torpedo firing cooldown to 120, out of 150.
Ionic-cells
Ionic Cells
100 Metal
100 Helium-3
100 Energy
30 Time-icon
Allows the construction of Barricade Sats anywhere on the map, including atop obstacles such as asteroids, stellar clouds and walls.
Deflection-reactor
Deflection Reactor
100 Helium-3
250 Tachyon
250 Energy
60 Time-icon
Grants +100 shield to all Federation Factory, Research and Support stations - Including Supply Silos and Solar Stations.

Description
Costs
Energy
Time
Effect
Fleet-reform
Fleet Reform
200 Metal
200 Tachyon
400 Energy
90 Time-icon
Upgrades the Avenger (present ships included) into the Avenger II, granting it the Siege Artillery weapon in addition to the Avenger's original ones.
Hermes-thruster
Hermes Thruster
150 Metal
150 Tachyon
250 Energy
60 Time-icon
Increases St. George's movement speed to 65, out of 50, Avenger's (Original and upgraded) to 75, out of 60, and Dresda's to 85, out of 70.
Accelerated-courses
Accelerated Courses
200 Metal
200 Helium-3
200 Tachyon
500 Energy
90 Time-icon
Reduces the creation time of all Federation units by 20%.

Description
Costs
Energy
Time
Effect
Moored-mines
Moored Mines
150 Helium-3
150 Tachyon
250 Energy
45 Time-icon
Allows Trinity Frigates to construct Moored Mines.
Ionic-cells
Ionic Cells
100 Metal
100 Helium-3
100 Energy
30 Time-icon
Allows the construction of Barricade Sats anywhere on the map, including atop obstacles such as asteroids, stellar clouds and walls.

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