Chase Phantom

"The Chase Phantom is warped into combat and deals Energy damage to enemies that increases the longer it fires."

General
The Chase Phantom is a spawner that can be equipped to Tier 9 Spectre Hulls. It spawns up to two small ships. Each ship is equipped with a shield that resists Energy Damage as well as a Cyclotron Beam-like weapon, albeit with much shorter range. Unlike the Blaze Phantom, these ships only have one firing arc.

Its AI prioritizes attacking other carriers that are within 8 km of the parent ship, so it will try to engage them instead of other enemies unless there is a primary target selected.

Advantages
Phantoms are even more tanky than Zealots (e.g. the Spectral Zealot) and deal more damage. They also have an extremely high spawn rate that is on par with Myrs (e.g. the Spectral Myr), so even if the enemy manages to destroy it, a new one would mostly like immediately spawn in.

Each Chase Phantom's weapon's Overcharge ability can increase damage potential to approach that of the Blaze Phantom even when the latter gets to use both firing arcs. With twice the spawn limit, this amounts to up to double the overall damage.

Their tendency to run straight towards the enemy makes them excellent meat shields, especially when you could send twice the amount of spawned ships to pile up on the enemy at once.

The Chase Phantom is especially durable against enemies that deal Energy Damage due to its shield type. It also has resistance to the three RPS damage types - Alien Damage, Plasma Damage and Blight Damage.

Disadvantages
Its mobility is considerably worse than the Zealot so it takes longer to move between different targets. Its beams are also susceptible to the Weapon Disrupted debuff.

While its shield only resists one damage type (as opposed to the Zealot's four), the much greater amount of shield energy more than makes up for that.

Trivia

 * Chase Phantoms resemble a mini Heretic Cruiser in appearance but have a cutter firing arc (65 deg).