Ships & Weapons
From nimble probes to planet-crushing titans — your fleet is your instrument of power. Understanding ship roles, weapon types, and armor matchups is essential for victory.
Ship Sizes
Ships come in four size categories, each built at different facilities.
| Size | Built At | Role |
|---|---|---|
| Small | Planetary Shipyard | Fast, cheap, disposable. Probes, scouts, fighters, interceptors, freighters, mining vessels. |
| Medium | Planetary Shipyard | Versatile mid-weight. Colony ships, EW ships, ice drills, repair ships. |
| Large | Orbital Shipyard | Heavy hitters and haulers. Cruisers, battleships, carriers, bombers, bulk carriers, excavators. |
| Capital | Moon Dockyard | Empire-defining. Dreadnoughts and titans. Moon-only construction. |
Recon Ships
Information is power. Recon ships explore the unknown and gather intelligence on your enemies.
Probe Small
Fast unmanned drone that auto-explores star systems. Send probes to map the galaxy around you — they reveal system contents and return automatically. No weapons, minimal HP, but among the fastest combat-zone ships in the game (speed 25). Light armor.
Requires: Probe Technology
Spy Probe Small
Stealth reconnaissance drone. Can be sent to enemy planets to gather intelligence — fleet composition, building levels, resource stockpiles. The quality of intel depends on your spy technology vs their counter-intelligence. Even faster than a regular probe (speed 28). Light armor, no weapons.
Requires: Signal Intelligence
Stealth Ship Small Laser
Cloaked vessel for covert operations. Very difficult to detect by enemy sensors. Armed with lasers for self-defense but primarily a stealth platform. Costs rare cryo-ice to build. Light armor.
Requires: Stealth Technology
Combat Ships
The warships of your fleet. From nimble scouts to unstoppable titans.
Small Combat Ships
Scout Small Kinetic
Fast patrol vessel and your first combat ship. Cheap to build in quantity, scouts are perfect for clearing weak pirate camps and providing escort. Light armor makes them vulnerable to focused fire. Kinetic weapons are effective against other light-armored targets.
Requires: Orbital Mechanics
Fighter Small Laser
Dedicated combat craft with more HP and firepower than scouts. The backbone of early military fleets. Laser weapons give balanced effectiveness against all armor types. Has rapid fire against probes and spy probes.
Requires: Laser Weapons
Interceptor Small Kinetic
The fastest combat ship (speed 18). Designed to hunt and destroy other small ships. Kinetic weapons shred light armor, and rapid fire capability (4x vs fighters, 5x vs scouts and probes) means interceptors chew through small craft at an alarming rate.
Requires: Fighter Doctrine
Large Combat Ships
Cruiser Large Laser
Heavy balanced warship. The first real workhorse of your fleet — laser weapons provide consistent damage against all armor types, and medium armor provides decent survivability. Good against both light and heavy targets. Has rapid fire against small ships (5x vs scouts, 4x vs fighters, 2x vs interceptors). Cargo bay 150.
Requires: Cruiser Design
Carrier Large Laser
Mobile base that projects power through its embarked assault shuttles. Heavy armor and high HP (2000) make carriers hard to kill. Their laser batteries provide versatile fire support while their real value is enabling ground raids. Huge cargo bay (3000) for transporting loot. Has rapid fire against small ships (3x vs fighters, 5x vs scouts).
Requires: Carrier Operations
Battleship Large Plasma
Capital warship with devastating plasma batteries. Heavy armor makes battleships the backbone of late-game fleets. Plasma is particularly effective against shielded targets. Has rapid fire against medium ships (4x vs cruisers, 5x vs interceptors). Expensive but extremely effective.
Requires: Battleship Design
Bomber Large Missile
Heavy anti-structure craft. Bombers wreck planetary defenses with rapid fire (3x against all defense building types) and are essential for softening up heavily fortified planets before assault. Missile weapons are effective against medium-armored targets. Heavy armor for survivability.
Requires: Bomber Wing Doctrine
Missile Cruiser Large Missile
Heavy guided missile platform. Fires long-range salvos most effective against medium-armored targets. Has rapid fire against small and medium ships (5x vs fighters, 4x vs interceptors, 3x vs bombers). Heavy armor and a modest cargo bay (120). A flexible addition to any fleet composition.
Requires: Missile Systems
Capital Ships
Dreadnought Capital Ion
Massive super-capital warship. Dreadnoughts bring overwhelming firepower and durability to any engagement. Ion weapons are devastating against shielded targets. Has rapid fire against large ships (3x vs battleships, 4x vs bombers, 3x vs missile cruisers, 5x vs cruisers). Slow, expensive, and terrifying.
Requires: Dreadnought Design
Titan Capital Ion
The ultimate warship. Only one Titan per empire. Armed with ion weapons that devastate shields, encased in unique shielded armor (the only buildable ship with this armor type), and possessing massive HP (200,000), a Titan is a mobile fortress. Has extreme rapid fire against nearly everything (20x vs scouts, 15x vs fighters, 10x vs interceptors, 8x vs cruisers, 5x vs battleships/bombers/carriers/missile cruisers, 3x vs dreadnoughts). It takes enormous resources and time to build — including rare dark matter.
Requires: Titan Design
Special Ships
Specialized craft designed for specific missions beyond conventional combat.
Assault Shuttle Small Kinetic
Armored dropship for ground raids. Carries troops to enemy planets to steal resources. Protected by medium armor — tougher than most small ships but still needs fleet escort. Kinetic weapons for self-defense.
Requires: Assault Tactics
Hacker Ship Small Laser
Electronic warfare specialist. During raids, hacker ships crack encrypted storage systems, allowing your raiders to locate and steal more resources. Light armor and laser weapons. Fragile but extremely valuable in raid fleets.
Requires: Assault Tactics
Colony Ship Medium
Massive colonization vessel that establishes new settlements. Consumed on use — the ship becomes part of the new colony. Requires 50 population to crew. No weapons, light armor. Essential for expansion. See Colonization.
Requires: Colonization Technology
Engineer Ship Large
Construction vessel for building outposts on asteroid fields. Consumed during outpost construction — the ship is dismantled to become the outpost foundation. Medium armor, small cargo bay (100).
Requires: Outpost Engineering
Electronic Warfare Ship Medium Ion
Jamming platform armed with ion weapons. Disrupts enemy targeting and communication during combat, reducing their fleet's effectiveness. Ion weapons are especially effective against shielded targets. Light armor.
Requires: Electronic Warfare
Mine Layer Small Kinetic
Deploys space mines in target systems. Mines damage fleets passing through, acting as area denial. Medium armor provides some protection during deployment. Kinetic weapons for self-defense.
Requires: Mine Warfare
Utility Ships
The workhorses of your empire — haulers, miners, and support craft.
Transport
Freighter Small
Standard cargo transport. Your first hauler — cheap and essential for moving resources between colonies. 500 cargo capacity, can also carry 100 mining cargo. Light armor. Requires Orbital Mechanics.
Transport Shuttle Small
Heavy-lift shuttle for extracting plundered resources during raids. Faster than freighters (speed 8 vs 5) and with bigger holds (850 cargo capacity). Light armor. Requires Transport Logistics.
Tanker Small
Specialized hydrogen fuel transport. Can only carry hydrogen but has 900 cargo capacity and very low fuel consumption (1.0). Extends fleet operational range. Light armor. Requires Transport Logistics.
Bulk Carrier Large
Massive cargo hauler with 3000 capacity — six times a freighter. Slow (speed 4) but the backbone of inter-colony trade routes. Medium armor. Requires Cargo Expansion.
Ore Freighter Large
Specialized bulk hauler with reinforced cargo bays. High capacity but restricted to ore and silicates only. More fuel-efficient than a bulk carrier. Medium armor. Requires Cargo Expansion.
Mining
Mining Vessel Small
Extracts basic resources from asteroid fields — primarily ore. Light armor. Requires Mining Fleet Operations.
Gas Collector Small
Atmospheric scooping vessel for gas cloud and quantum field harvesting. 400 mining cargo capacity. Light armor. Requires Mining Fleet Operations.
Ice Drill Medium
Armored drilling vessel for cryo-ice and quantum dust extraction from dense fields. 300 mining cargo capacity. Medium armor. Requires Rare Resource Extraction.
Excavator Large
Heavy mining platform that boosts fleet mining yield by 20%. Extracts resources from ore, ice, gas, and plasma fields, and can support specialized miners in every field type. 500 mining cargo capacity. Medium armor. Requires Rare Resource Processing.
Support
Repair Ship Medium
Mobile repair platform. Restores damaged ships and outpost structures in the field without returning to a shipyard. Medium armor. Requires Outpost Engineering.
Lunar Shuttle Small
Moon colonization transport. Consumed on use — establishes a colony on a moon. Light armor. Requires Lunar Operations.
Weapon Types
Five weapon types, each with different strengths against different armor types. Fleet composition matters — bring the right weapons for the job.
| Weapon | Character | Strong Against | Weak Against |
|---|---|---|---|
| Kinetic | Mass drivers and railguns | Light armor (1.25x) — shreds scouts and fighters | Shielded armor (0.75x) — can't penetrate energy barriers |
| Laser | Focused energy beams | Balanced — 1.0x against all armor types | No particular weakness, no particular strength |
| Plasma | Superheated matter | Shielded armor (1.25x) — overloads energy shields | Heavy armor (0.90x) — thick plating diffuses the heat |
| Missile | Guided ordnance | Light armor (1.10x) and medium / heavy armor (1.05x) — guided salvos crack balanced hulls best | Shielded armor (0.9x) — point defense can intercept |
| Ion | Energy disruption | Shielded targets (1.30x) — disrupts energy shields | Heavy armor (0.85x) — less effective against raw plating |
Armor Types
Each ship has an armor type that determines how much damage it takes from different weapons.
| Armor | Found On | Characteristics |
|---|---|---|
| Light | Probes, scouts, fighters, interceptors, freighters, stealth ship, hacker ship, EW ship, gas collector, mining vessel, tanker, transport shuttle, lunar shuttle | Minimal protection. Fast ships rely on speed, not armor. Kinetic weapons tear through light armor (1.25x). |
| Medium | Cruiser, assault shuttle, mine layer, engineer ship, bulk carrier, ore freighter, ice drill, excavator, repair ship | Balanced protection. Missiles are slightly above neutral against medium armor (1.05x); kinetic and laser fire at full effectiveness (1.0x). |
| Heavy | Carrier, battleship, bomber, missile cruiser, dreadnought | Maximum conventional protection. Kinetic rounds have reduced effect (0.85x), plasma loses some bite (0.90x), and ion weapons are weak here too (0.85x). |
| Shielded | Titan | Energy barriers in addition to plating. Only the Titan carries this — plasma (1.25x) and ion weapons (1.30x) are the best counters. |
Rapid Fire
Some ships have rapid fire — the ability to fire multiple times per combat round at specific targets. This creates hard counters:
- Fighters have rapid fire (5x) against probes and spy probes.
- Interceptors tear through scouts (5x), fighters (4x), and probes (5x).
- Cruisers counter small ships: scouts (5x), fighters (4x), interceptors (2x).
- Carriers rapid fire against scouts (5x) and fighters (3x).
- Battleships dominate medium ships: cruisers (4x), interceptors (5x).
- Bombers wreck planetary defenses with 3x rapid fire against all defense building types.
- Missile Cruisers counter small/medium: fighters (5x), interceptors (4x), bombers (3x).
- Dreadnoughts crush large ships: cruisers (5x), battleships (3x), bombers (4x), missile cruisers (3x).
- Titans dominate everything — scouts (20x), fighters (15x), interceptors (10x), cruisers (8x), and 3-5x against all large and capital ships.
Fleet Speed
When ships travel together as a fleet, the entire fleet moves at the speed of the slowest ship. A fleet of interceptors escorting a single freighter will crawl at freighter speed.
Plan your fleet composition accordingly — don't mix fast attack ships with slow haulers unless you need to.