EASD Nemesis

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EASD Nemesis

Famous for its nanojumps, the EASD Nemesis is the flaghship of the Earth Alliance. It is a massive superdestroyer armed to the teeth with powerful beam cannons and even railguns (only in INFA2 and INF SCP).


Inferno R1 Description

The Nemesis is the flagship of the Earth Alliance. An awesome superdestroyer, she dwarfs most capital ships in both the GTVA and EA. Extremely well armed and armored, she also carries her own elite fighter squadrons. She is frequently seen around the Sol Gate, guarding the installation with her multitude of super-heavy beam cannons. The EA maintains the Nemesis as its command ship.

Inferno: Alliance Standalone Description


Inferno SCP Description


Developer Notes


Name origin




Type Superdestroyer
Manufacturer Earth Alliance
Maneuverability N/A
Yaw, Pitch, Roll 15.0 s
Max Velocity N/A ms-1
Max Afterburner Velocity N/A ms-1
Armor 750000
Hitpoints N/A
Shields N/A
Length {{{10}}} m


Turret Type Amount Turret Type Amount Turret Type Amount
EA Turret 5
Heavy Flak 4
Hell Fire 6
Stinger 8
SSilver 1
BSilv 9
BFSilv 7

Veteran Comments

Please read the Veteran Comments policy before editing this section.

Against fighters, the Nemesis is probably the most dangerous EA ship. You would best be advised to steer clear of the stinger turrets, or you will most likely be eaten alive, but this is easier said than done as these turrets are deployed relatively evenly across the ship's hull. The best tactic is to disable the aft-facing turrets from long range, then move in for the kill. However, getting to the right position to do so without wasting valuable time is very hard, and if you're playing the second-to-last mission of INFR1, disabling the multitude of Stingers on the sides of the ship may be necessary. Once the Stinger turrets have been disabled, there's little else you need to worry about except for the flak turrets, which can easily be avoided. The Nemesis is also basically invincible against capital ships, with no less than 16 incredibly dangerous beam cannons placed at very convenient locations throughout the hull.

The Nemesis is in the class of ships that are difficult to fight against due to sheer size and damage-absorbative potential. It is also, dare I say it, one of the coolest-looking Terran craft to ever grace a FreeSpace mod. There are a couple spots near the tower where the Stingers can't get you, I found one pretty rapidly in INFR1, because they can't make the turn. However, there's not all that much you can knock out from those safe areas, so duck in and out of them using them to recharge your shields when necessary.

This ship is famous for its nanojumpings, more than able to turn the tide of a battle. In order to get the effect you need to give appropriate names: FreeSpace doesn't display letters like è, ù and à(while FRED does) so the only way to make the trick work is using those letters. Apparently, there will be no differences between "Nemesis" and "Nemesisè" and the player will most likely have the illusion of fighting the same ship. Use variables to store the status of a nanojumping Nemesis (so that it can be transferred to the upcoming Nemesis) will improve the effect.