AI War:Neinzul Youngling Vulture
| This low-powered ship does damage equal to base_damage * Max(10, Min(90, 100 - target_health_percentage)). This makes it very effective at finishing off high-health targets when mixed into a regular fleet, but it's weak against enemy ships that aren't wounded.|
Youngling ships are all exceedingly inexpensive and fast, with a very short life span (health automatically drains when not in transports or other forms of storage).
|Ship Cap||Ammo Type||Armor Type||Immunities||Damage Bonuses|
|96||Shell||Neutron||Reclamation, Mines, Repair||0.2 Command-Grade|
|Mark||Damage||Attack Range||Reload||Health||Armor||Speed||Engine Health||Single Ship DPS||Ship Cap DPS||Abilities|
|I||312||6,000||5 sec||220,000||900||300||Inf||62 dmg/sec||5,990 dmg/sec||Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 999,999|
|II||628||6,000||5 sec||440,000||1,800||300||Inf||126 dmg/sec||12,058 dmg/sec||Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 999,999|
|III||940||6,000||5 sec||660,000||2,700||300||Inf||188 dmg/sec||18,048 dmg/sec||Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 999,999|
|IV||1,256||6,000||5 sec||880,000||3,600||300||Inf||251 dmg/sec||24,115 dmg/sec||Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 999,999|
|V||1,560||6,000||5 sec||1,100,000||4,500||300||Inf||312 dmg/sec||29,952 dmg/sec||Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 999,999|
|Mark||Knowledge||Metal Cost||Crystal Cost||Total Cost||Energy Cost||Build Time||Cap Metal Cost||Cap Crystal Cost||Cap Total Cost||Cap Energy Cost||Cap Build Time|
How to use in your fleet
Neinzul Youngling Vulture are unique and likely always useful against any target (not just large ones): its cap-DPS starts at 640*Mark/sec against an enemy with 90% health or higher and skyrockets to 5760*Mark/sec for enemies with 10% health or lower. This is nothing to scoff at, even against Hunter/Killers with their Command-Grade hull. Moreover, as the scale is percentage-based, a single Vulture-I can KO any standard fleet-ship-I at low health (which makes it scary if targeting is optimal).
Therefore, get them interspersed in your fleet, and watch as lower-mark opposition melts away. The key is to dish-out enough damage for the scaling to take over, perhaps something Spirecraft Attritioners and other AOE-effects might help accomplish. Conversely, against large targets Vultures' ideal companions are ships that have high-damage/long-cool down (and also Spirecraft Implosion Artillery, since they do maximum damage at full health).
How to counter when in the AI fleet
It's not that special a ship aside from the damage-scaling, and fairly useless on its own. Using ship-types with Neutron-bonuses will help you prevent the snowball-effect from taking place. Players might also watch out for their own Golems during battle, and retreat them before they fall into red health.