Corebound

The fleet

You have no home base. Your fleet is your realm.

Ship classes

Class Role Strong against Weak against
Fighter fast, intercepts bombers capital ships
Bomber heavy damage on large targets capital ships fighters
Frigate support: shields, repair, jamming strengthens others alone it is weak
Cruiser all-rounder, the backbone frigates bombers
Capital ship armour, area damage fighters, cruisers bombers

Each faction also has one special ship that only it can build:

Class Faction Role Strong against Weak against
Guardian Directorate heavy shield carrier at the front, shields its neighbours strengthens others bombers
Phantom Consortium very hard to hit bombers capital ships
Ravager Clans hits two targets at once, no shield frigates cruisers

A counter deals 150 % damage (bombers against capital ships: 200 %); against its own counter a ship deals only 67 %.

The numbers

Class Hull Shield Damage Dodge Cost
Fighter 50 – 5 every 1 s 25 % 1 CP
Bomber 90 – 40 every 2 s 10 % 2 CP
Frigate 120 30 10 every 1 s 10 % 2 CP
Cruiser 220 40 24 every 1 s 5 % 3 CP
Capital ship 500 120 30 on 3 targets every 2 s 0 % 6 CP
Guardian 220 70 12 every 1 s 5 % 4 CP
Phantom 80 20 18 every 1 s 30 % 3 CP
Ravager 210 – 24 on 2 targets every 1.5 s 15 % 3 CP

Command points and pilots

Every ship needs a pilot, and every ship costs command points: you start with 12. A battle grid has 12 slots, so large fleets are made of bigger ships, not more of them.

Your formation

The hangar shows how your ships at the flagship go into the next battle. Ships with a frigate or a guardian next to them are highlighted – they get extra shields from it. Pick a row for each ship class (front, flank or back) or leave it on Auto; your choice is used for every attack until you change it.

Best pilots for my ships gives every ship at the flagship the pilot who suits it best – big ships first, each with the pilot whose traits fit that class most. Ships away on a mission or stationed in a sector keep their pilots.