Obliterate Everything 3 Wiki

Welcome
 [August 2024] Welcome to the Obliterate Everything 3 wiki, a collaboratively edited and written information database for any player of Obliterate Everything 3 (OE3). This website is a comprehensive source of information for everything about this game. OE3 has been published on Kongregate . Using this wiki allows anyone who is a fan of OE3 to contribute, and help this OE3 Wiki become a great resource for the game.

Useful page links: ROF/DPS, PvP Maps

Ships
Ships are the heart and soul of the game. The most common way to finish a fight. You can think of ships as moving turrets. (ships are just turrets with max speed and thrust) Sometimes these ships even have an additional turret on top of them.

Fighters
{| class="wikitable collapsible collapsed sortable" style="width: 100%;" cellpadding="0" cellspacing="0" ! data-sort-type="text" |Image ! data-sort-type="text" |Name ! data-sort-type="number" | ! data-sort-type="number" | ! style="background:#3F0C00" data-sort-type="number" | Damage ! style="background: rgb(63, 0, 0);" data-sort-type="number" |DPS ! style="background: rgb(0, 5, 61);" data-sort-type="number" | Range ! style="background: rgb(38, 38, 38);" data-sort-type="number" | Armor ! style="background:#003F14" data-sort-type="number" | Thr ust ! style="background:#003F2F" data-sort-type="number" | Max Speed ! style="background: rgb(63, 60, 0);" data-sort-type="number" | Turn ! data-sort-type="text" |Weapon Type & Notes Laser. Super short range. Cloak is essential or sell it. +Phalanx Missile(2,non-homing). Longest range fighter. 4
 * Cutlass.png
 * style="text-align: center;" |Cutlass
 * style="text-align: center;" |50
 * style="text-align: center;" |50
 * data-sort-value="16" style="text-align: center;" bgcolor="#561200" |8 8
 * style="text-align: center;" bgcolor="#590000" |15
 * style="text-align: center;" bgcolor="#000759" |40
 * style="text-align: center;" bgcolor="#333333" |20
 * style="text-align: center;" bgcolor="#00591D" |20
 * style="text-align: center;" bgcolor="#005944" |90
 * style="text-align: center;" bgcolor="#595600" |36°
 * style="text-align: center;" |
 * style="text-align: center;" |
 * Fury.png
 * style="text-align: center;" |Fury
 * style="text-align: center;" |50
 * style="text-align: center;" |35
 * style="text-align: center;" bgcolor="#561200" |10
 * style="text-align: center;" bgcolor="#590000" |7
 * style="text-align: center;" bgcolor="#000759" |120
 * style="text-align: center;" bgcolor="#333333" |1
 * style="text-align: center;" bgcolor="#00591D" |3
 * style="text-align: center;" bgcolor="#005944" |60
 * style="text-align: center;" bgcolor="#595600" |11°
 * style="text-align: center;" |Plasma. Built in 40 damage Self Destruct. Improved Self Destruct mod is essential or sell it.
 * Engineer.png
 * style="text-align: center;" |Engineer
 * style="text-align: center;" |75
 * style="text-align: center;" |0
 * data-sort-value="-12" style="text-align: center;" bgcolor="#561200" | -6 -6
 * style="text-align: center;" bgcolor="#590000" | -5
 * style="text-align: center;" bgcolor="#000759" |60
 * style="text-align: center;" bgcolor="#333333" |12
 * style="text-align: center;" bgcolor="#00591D" |4
 * style="text-align: center;" bgcolor="#005944" |45
 * style="text-align: center;" bgcolor="#595600" |22°
 * style="text-align: center;" |Repair beam(2). Repairs armor/acid/freeze. Cloak is an essential mod or sell it.
 * Gladiator.png
 * style="text-align: center;" |Gladiator
 * Gladiator.png
 * style="text-align: center;" |Gladiator
 * style="text-align: center;" |Gladiator
 * style="text-align: center;" |150
 * style="text-align: center;" |50
 * data-sort-value="5" style="text-align: center;" bgcolor="#561200" | 5 +1
 * style="text-align: center;" bgcolor="#590000" |4
 * style="text-align: center;" bgcolor="#000759" |125
 * style="text-align: center;" bgcolor="#333333" |20
 * style="text-align: center;" bgcolor="#00591D" |13
 * style="text-align: center;" bgcolor="#005944" |60
 * style="text-align: center;" bgcolor="#595600" |25°
 * style="text-align: center;" |Laser(2, laser & phalanx). Bullet sponge. 10% fire rate doubles its phalanx rate 1 time. (max) Therefore ROF mod is essential UNLESS you are also using heatsink/beamdoctrine.
 * Hawk.png
 * style="text-align: center;" |Hawk
 * style="text-align: center;" |90
 * style="text-align: center;" |0
 * data-sort-value="20" style="text-align: center;" bgcolor="#561200" |10 10
 * style="text-align: center;" bgcolor="#590000" |9
 * style="text-align: center;" bgcolor="#000759" |320
 * style="text-align: center;" bgcolor="#333333" |12
 * style="text-align: center;" bgcolor="#00591D" |5
 * style="text-align: center;" bgcolor="#005944" |70
 * style="text-align: center;" bgcolor="#595600" |18°
 * style="text-align: center;" |
 * style="text-align: center;" |
 * Knight.png
 * style="text-align: center;" |Knight
 * style="text-align: center;" |75
 * style="text-align: center;" |0
 * style="text-align: center;" bgcolor="#561200" |6
 * style="text-align: center;" bgcolor="#590000" |5
 * style="text-align: center;" bgcolor="#000759" |100
 * style="text-align: center;" bgcolor="#333333" |15
 * style="text-align: center;" bgcolor="#00591D" |15
 * style="text-align: center;" bgcolor="#005944" |120
 * style="text-align: center;" bgcolor="#595600" |25°
 * style="text-align: center;" |Missile. Fastest ship in the game. But an otherwise useless ship.
 * Mantis.png
 * style="text-align: center;" |Mantis
 * style="text-align: center;" |35
 * style="text-align: center;" |0
 * data-sort-value="4" style="text-align: center;" bgcolor="#561200" |2 2
 * style="text-align: center;" bgcolor="#590000" |6
 * style="text-align: center;" bgcolor="#000759" |100
 * style="text-align: center;" bgcolor="#333333" |12
 * style="text-align: center;" bgcolor="#00591D" |8
 * style="text-align: center;" bgcolor="#005944" |80
 * style="text-align: center;" bgcolor="#595600" |13°
 * style="text-align: center;" |Cannon(2). A tiny bit better than Piranha. Suggested mods of Cloak, Self Destruct, Freeze.
 * Miner-0.png
 * style="text-align: center;" |Miner
 * style="text-align: center;" |75
 * style="text-align: center;" |0
 * data-sort-value="2" style="text-align: center;" bgcolor="#561200" |1 1
 * style="text-align: center;" bgcolor="#590000" |0
 * style="text-align: center;" bgcolor="#000759" |45
 * style="text-align: center;" bgcolor="#333333" |12
 * style="text-align: center;" bgcolor="#00591D" |4
 * style="text-align: center;" bgcolor="#005944" |45
 * style="text-align: center;" bgcolor="#595600" |22°
 * style="text-align: center;" |Mining Beam(2). Mines asteroids for 16 seconds, then mines enemies. Build near asteroids for max metal. Primer and Heatsink have no effect. Miner laser is actually .5 damage per laser. (5 total vs fighters) Fire Rate mod is highly suggested.
 * Mosquito-0.png
 * style="text-align: center;" |Mosquito
 * style="text-align: center;" |75
 * style="text-align: center;" |0
 * style="text-align: center;" bgcolor="#561200" |20
 * style="text-align: center;" bgcolor="#590000" |8
 * style="text-align: center;" bgcolor="#000759" |150
 * style="text-align: center;" bgcolor="#333333" |10
 * style="text-align: center;" bgcolor="#00591D" |8
 * style="text-align: center;" bgcolor="#005944" |60
 * style="text-align: center;" bgcolor="#595600" |14°
 * style="text-align: center;" |Missile(non-homing, structure aiming). Cloak is essential or sell this unit.
 * Piranha.png
 * style="text-align: center;" |Piranha
 * style="text-align: center;" |25
 * style="text-align: center;" |0
 * data-sort-value="7" style="text-align: center;" bgcolor="#561200" |1 6
 * style="text-align: center;" bgcolor="#590000" |2
 * style="text-align: center;" bgcolor="#000759" |120
 * style="text-align: center;" bgcolor="#333333" |8
 * style="text-align: center;" bgcolor="#00591D" |10
 * style="text-align: center;" bgcolor="#005944" |100
 * style="text-align: center;" bgcolor="#595600" |14°
 * style="text-align: center;" |Missile, Blaster. Lowest ship in the game. Suggested mods of Cloak, Self Destruct, Freeze.
 * Rapier.png
 * style="text-align: center;" |Rapier
 * style="text-align: center;" |50
 * style="text-align: center;" |35
 * style="text-align: center;" bgcolor="#561200" |5
 * style="text-align: center;" bgcolor="#590000" |5
 * style="text-align: center;" bgcolor="#000759" |150
 * style="text-align: center;" bgcolor="#333333" |5
 * style="text-align: center;" bgcolor="#00591D" |13
 * style="text-align: center;" bgcolor="#005944" |80
 * style="text-align: center;" bgcolor="#595600" |32°
 * style="text-align: center;" |Laser. Strongest fighter against other fighters. Suggested mods: Cloak + SD.
 * Sapphire.png
 * style="text-align: center;" |Sapphire
 * style="text-align: center;" |150
 * style="text-align: center;" |25
 * data-sort-value="6" style="text-align: center;" bgcolor="#561200" |3 3
 * style="text-align: center;" bgcolor="#590000" |9
 * style="text-align: center;" bgcolor="#000759" |150
 * style="text-align: center;" bgcolor="#333333" |25
 * style="text-align: center;" bgcolor="#00591D" |10
 * style="text-align: center;" bgcolor="#005944" |80
 * style="text-align: center;" bgcolor="#595600" |25°
 * style="text-align: center;" |Edgeslasher(2). Heavy Fighter. Shoots rapid-fire homing boomerangs. Freeze and Cloak is suggested.
 * Spectre.png
 * style="text-align: center;" |Spectre
 * style="text-align: center;" |50
 * style="text-align: center;" |100
 * data-sort-value="8" style="text-align: center;" bgcolor="#561200" |2 2
 * style="text-align: center;" bgcolor="#595600" |25°
 * style="text-align: center;" |Edgeslasher(2). Heavy Fighter. Shoots rapid-fire homing boomerangs. Freeze and Cloak is suggested.
 * Spectre.png
 * style="text-align: center;" |Spectre
 * style="text-align: center;" |50
 * style="text-align: center;" |100
 * data-sort-value="8" style="text-align: center;" bgcolor="#561200" |2 2
 * data-sort-value="8" style="text-align: center;" bgcolor="#561200" |2 2
 * style="text-align: center;" bgcolor="#590000" |14
 * style="text-align: center;" bgcolor="#000759" |120
 * style="text-align: center;" bgcolor="#333333" |40
 * style="text-align: center;" bgcolor="#00591D" |20
 * style="text-align: center;" bgcolor="#005944" |70
 * style="text-align: center;" bgcolor="#595600" |11°
 * style="text-align: center;" |Blaster(3). Heaviest Fighter with a unique movement pattern. Once in range, it stops moving and fires a constant stream of blaster rounds. Shield A/B will make this ship take 3 laser hits to die. Cloak greatly helps this ship survive.
 * colspan="12" data-sort-value="999999" |
 * colspan="12" data-sort-value="999999" |

Medium Ships
!Image !Name ! data-sort-type="number" | ! data-sort-type="number" | ! scope="col" style="background: none repeat scroll 0% 0% rgb(63, 12, 0);" | Damage ! scope="col" style="background: none repeat scroll 0% 0% rgb(63, 0, 0);" |DPS ! scope="col" style="background: none repeat scroll 0% 0% rgb(0, 5, 61);" | Range ! scope="col" style="background: none repeat scroll 0% 0% rgb(38, 38, 38);" | Armor ! style="background:#003F14" scope="col" | Thr ust ! style="background:#003F2F" scope="col" | Max Speed ! scope="col" style="background: none repeat scroll 0% 0% rgb(63, 60, 0);" | Turn ! scope="col" |Weapon Type & Notes 20 20 +Phalanx 4 4 6 6 4 4 +Blaster 12 12
 * Athena.png
 * style="text-align: center;" |Athena
 * style="text-align: center;" |150
 * style="text-align: center;" |0
 * style="text-align: center;" bgcolor="#561200" |20*4
 * style="text-align: center;" bgcolor="#590000" |36
 * style="text-align: center;" bgcolor="#000759" |150
 * style="text-align: center;" bgcolor="#333333" |125
 * style="text-align: center;" bgcolor="#00591D" |3
 * style="text-align: center;" bgcolor="#005944" |40
 * style="text-align: center;" bgcolor="#595600" |7°
 * style="text-align: center;" |Missile(4, structure aiming). Cloak is essential.
 * Corvette.png
 * style="text-align: center;" |Corvette
 * style="text-align: center;" |100
 * style="text-align: center;" |75
 * style="text-align: center;" bgcolor="#561200" |6
 * style="text-align: center;" bgcolor="#590000" |10
 * style="text-align: center;" bgcolor="#000759" |150
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#00591D" |3
 * style="text-align: center;" bgcolor="#005944" |50
 * style="text-align: center;" bgcolor="#595600" |14°
 * style="text-align: center;" |Hangar(2*1, sides), Edgeslasher. This ship is useless without a hangar mod such as Sapphire, Rapier, Hawk, or Fury. Sell if not.
 * Cobra-0.png
 * style="text-align: center;" |Cobra
 * style="text-align: center;" |125
 * style="text-align: center;" |125
 * style="text-align: center;" bgcolor="#561200" |56
 * style="text-align: center;" bgcolor="#590000" |22
 * style="text-align: center;" bgcolor="#000759" |500
 * style="text-align: center;" bgcolor="#333333" |175
 * style="text-align: center;" bgcolor="#00591D" |3
 * style="text-align: center;" bgcolor="#005944" |30
 * style="text-align: center;" bgcolor="#595600" |9°
 * style="text-align: center;" |Artillery(Free shooting EMP AoE). Long range ship that destroys shields in a large area, including the player's shields. Only the target hit by the projectile receives armor damage. Excellent vs Cloud faction, especially with shield mod.
 * Exhumer.png
 * style="text-align: center;" |Exhumer
 * style="text-align: center;" |75
 * style="text-align: center;" |50
 * style="text-align: center;" bgcolor="#561200" |1
 * style="text-align: center;" bgcolor="#590000" |2
 * style="text-align: center;" bgcolor="#000759" |80
 * style="text-align: center;" bgcolor="#333333" |250
 * style="text-align: center;" bgcolor="#00591D" |2
 * style="text-align: center;" bgcolor="#005944" |30
 * style="text-align: center;" bgcolor="#595600" |11°
 * style="text-align: center;" |Mining Beam. Mines asteroids for 16 seconds, then mines enemies. Build close to asteroids. Primer and Heatsink have no effect.
 * Falcon.png
 * style="text-align: center;" |Falcon
 * style="text-align: center;" |100
 * style="text-align: center;" |25
 * style="text-align: center;" bgcolor="#561200" |10
 * Falcon.png
 * style="text-align: center;" |Falcon
 * style="text-align: center;" |100
 * style="text-align: center;" |25
 * style="text-align: center;" bgcolor="#561200" |10
 * style="text-align: center;" bgcolor="#590000" |16
 * style="text-align: center;" bgcolor="#000759" |160
 * style="text-align: center;" bgcolor="#333333" |125
 * style="text-align: center;" bgcolor="#00591D" |6
 * style="text-align: center;" bgcolor="#005944" |60
 * style="text-align: center;" bgcolor="#595600" |22°
 * style="text-align: center;" |Laser and Missile(2).
 * Grendel.png
 * style="text-align: center;" |Grendel
 * style="text-align: center;" |Grendel
 * style="text-align: center;" |175
 * style="text-align: center;" |75
 * style="text-align: center;" data-sort-value="21" bgcolor="#561200" | +1
 * style="text-align: center;" bgcolor="#590000" |17
 * style="text-align: center;" bgcolor="#000759" |150
 * style="text-align: center;" bgcolor="#333333" |175
 * style="text-align: center;" bgcolor="#00591D" |5
 * style="text-align: center;" bgcolor="#005944" |35
 * style="text-align: center;" bgcolor="#595600" |13°
 * style="text-align: center;" |Laser(phalanx), Cannon(2), Missile(2). 10% fire rate doubles its phalanx rate 1 time. (max) Therefore ROF mod is essential UNLESS you are also using heatsink/beamdoctrine. Freeze is also highly suggested for this ship.
 * Hades.png
 * style="text-align: center;" |Hades
 * style="text-align: center;" |100
 * style="text-align: center;" |150
 * style="text-align: center;" data-sort-value="10000" bgcolor="#561200" |100%
 * style="text-align: center;" data-sort-value="10000" bgcolor="#590000" |100%
 * style="text-align: center;" bgcolor="#000759" |200
 * style="text-align: center;" bgcolor="#333333" |100
 * style="text-align: center;" bgcolor="#00591D" |3
 * style="text-align: center;" bgcolor="#005944" |23
 * style="text-align: center;" bgcolor="#595600" |11°
 * style="text-align: center;" |Black Hole. Shoots seldom, but one-shots everything. Cloak is highly suggested.
 * Myrmidon.png
 * style="text-align: center;" |Myrmidon
 * style="text-align: center;" |150
 * style="text-align: center;" |100
 * style="text-align: center;" data-sort-value="48" bgcolor="#561200" |40
 * style="text-align: center;" |100
 * style="text-align: center;" data-sort-value="48" bgcolor="#561200" |40
 * style="text-align: center;" bgcolor="#590000" |27
 * style="text-align: center;" bgcolor="#000759" |200
 * style="text-align: center;" bgcolor="#333333" |300
 * style="text-align: center;" bgcolor="#00591D" |4
 * style="text-align: center;" bgcolor="#005944" |40
 * style="text-align: center;" bgcolor="#595600" |13°
 * style="text-align: center;" |Plasma, Cannon
 * Minotaur.png
 * style="text-align: center;" |Minotaur
 * style="text-align: center;" |75
 * style="text-align: center;" |150
 * style="text-align: center;" bgcolor="#561200" |48
 * style="text-align: center;" bgcolor="#590000" |25
 * style="text-align: center;" bgcolor="#000759" |250
 * style="text-align: center;" bgcolor="#333333" |200
 * style="text-align: center;" bgcolor="#00591D" |5
 * style="text-align: center;" bgcolor="#005944" |33
 * style="text-align: center;" bgcolor="#595600" |11°
 * style="text-align: center;" |Missile. Fires a single strong missile with a good homing capability.
 * OdysseyTh.jpg
 * style="text-align: center;" |Odyssey
 * style="text-align: center;" |125
 * style="text-align: center;" |0
 * data-sort-value="4" style="text-align: center;" bgcolor="#561200" |2 2
 * style="text-align: center;" bgcolor="#590000" |5
 * style="text-align: center;" bgcolor="#000759" |100
 * style="text-align: center;" bgcolor="#333333" |125
 * style="text-align: center;" bgcolor="#00591D" |4
 * style="text-align: center;" bgcolor="#005944" |50
 * style="text-align: center;" bgcolor="#595600" |11°
 * style="text-align:center;"|Hangar(1*4), Blaster(2).
 * Pandemic.png
 * style="text-align: center;" |Pandemic
 * Pandemic.png
 * style="text-align: center;" |Pandemic
 * style="text-align: center;" |Pandemic
 * style="text-align: center;" |75
 * style="text-align: center;" |100
 * data-sort-value="62" style="text-align: center;" bgcolor="#561200" |60 +2
 * style="text-align: center;" bgcolor="#590000" |14
 * style="text-align: center;" bgcolor="#000759" |200
 * style="text-align: center;" bgcolor="#333333" |75
 * style="text-align: center;" bgcolor="#00591D" |4
 * style="text-align: center;" bgcolor="#005944" |40
 * style="text-align: center;" bgcolor="#595600" |9°
 * style="text-align: center;" |Missile(acid aoe), Blaster. Caution: The acid missile's AoE can affect your own units.
 * Puma.png
 * style="text-align: center;" |Puma
 * style="text-align: center;" |100
 * style="text-align: center;" |0
 * data-sort-value="28" style="text-align: center;" bgcolor="#561200" |2 2
 * data-sort-value="28" style="text-align: center;" bgcolor="#561200" |2 2
 * style="text-align: center;" bgcolor="#590000" |10
 * style="text-align: center;" bgcolor="#000759" |150
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#00591D" |10
 * style="text-align: center;" bgcolor="#005944" |70
 * style="text-align: center;" bgcolor="#595600" |7°
 * style="text-align: center;" |Missile(2), Blaster(2)
 * Scorpion.png
 * style="text-align: center;" |Scorpion
 * style="text-align: center;" |25
 * style="text-align: center;" |225
 * data-sort-value="80" style="text-align: center;" bgcolor="#561200" |20*4
 * style="text-align: center;" bgcolor="#590000" |22
 * style="text-align: center;" bgcolor="#000759" |320
 * style="text-align: center;" bgcolor="#333333" |400
 * style="text-align: center;" bgcolor="#00591D" |3
 * style="text-align: center;" bgcolor="#005944" |35
 * style="text-align: center;" bgcolor="#595600" |11°
 * style="text-align: center;" |Missile(4 non homing). High armored + long range. Kind of like a Medium Hawk.
 * Spartan.png
 * style="text-align: center;" |Spartan
 * style="text-align: center;" |200
 * style="text-align: center;" |100
 * style="text-align: center;" bgcolor="#561200" |400
 * style="text-align: center;" bgcolor="#590000" |40
 * style="text-align: center;" bgcolor="#000759" |250
 * style="text-align: center;" bgcolor="#333333" |225
 * style="text-align: center;" bgcolor="#00591D" |5
 * style="text-align: center;" bgcolor="#005944" |25
 * style="text-align: center;" bgcolor="#595600" |9°
 * style="text-align: center;" |Laser. Fires a strong laser every 10 seconds. Can one-shot many buildings and mediums. Cloak is highly recommended.
 * Tremor.png
 * style="text-align: center;" |Tremor
 * style="text-align: center;" |150
 * style="text-align: center;" |0
 * style="text-align: center;" bgcolor="#561200" |2
 * style="text-align: center;" bgcolor="#590000" |3
 * style="text-align: center;" bgcolor="#000759" |150
 * style="text-align: center;" bgcolor="#333333" |75
 * style="text-align: center;" bgcolor="#00591D" |3
 * style="text-align: center;" bgcolor="#005944" |50
 * style="text-align: center;" bgcolor="#595600" |11°
 * style="text-align: center;" |Hangar(2*1, Plasma mines side), Blaster. If the Tremor has self-destruct, mines do double damage.
 * colspan="12" data-sort-value="999999" |
 * style="text-align: center;" bgcolor="#595600" |11°
 * style="text-align: center;" |Hangar(2*1, Plasma mines side), Blaster. If the Tremor has self-destruct, mines do double damage.
 * colspan="12" data-sort-value="999999" |
 * colspan="12" data-sort-value="999999" |

Capital Ships
! class="unsortable" |Image ! scope="col" |Name ! data-sort-type="number" | ! data-sort-type="number" | ! scope="col" style="background: none repeat scroll 0% 0% rgb(63, 12, 0);" | Damage ! scope="col" style="background: none repeat scroll 0% 0% rgb(63, 0, 0);" |DPS ! scope="col" style="background: none repeat scroll 0% 0% rgb(0, 5, 61);" | Range ! scope="col" style="background: none repeat scroll 0% 0% rgb(38, 38, 38);" | Armor ! style="background:#003F14" scope="col" | Thr ust ! style="background:#003F2F" scope="col" | Max Speed ! scope="col" style="background: none repeat scroll 0% 0% rgb(63, 60, 0);" | Turn ! scope="col" |Weapon Types & Notes Archangel +Tactical Shield 100% 100% 8 8 100% Artillery-Halo +4 Mjolnir Beam-Halo +8 Laser cannon Laser(8). Reasonably effective against fighter swarm. Range mod is suggested. 80 80 Goliath +Laser 5 Hammerhead +Edgeslasher +12 Jupiter +Edgeslasher +12 Legion +Autogun 2 2 2 Mastodon +Phalanx 24 24 Plasma-Halo +8 Plasma caster 4800 Trident +Laser 16 16 5 Cannon(4, 2 slow, 2 fast), Laser. If you get about 70% fire rate on this ship it will shoot 3 times the normal bullets) Tyrant +Phalanx +1 8 8
 * ArchAngel.png
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |300
 * style="text-align: center;" |125
 * style="text-align: center;" data-sort-value="20016" bgcolor="#561200" |
 * style="text-align: center;" data-sort-value="20018" bgcolor="#590000" |18
 * style="text-align: center;" bgcolor="#000759" |200
 * style="text-align: center;" bgcolor="#333333" |1500
 * style="text-align: center;" bgcolor="#00591D" |3
 * style="text-align: center;" bgcolor="#005944" |30
 * style="text-align: center;" bgcolor="#595600" |7°
 * style="text-align: center;" |Black Hole(2), Hangar(2*3 side), Blaster. Comes with tactical shield.
 * Artillery-Halo.png
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |300
 * style="text-align: center;" |300
 * data-sort-value="896" style="text-align: center;" bgcolor="#561200" |224*4
 * style="text-align: center;" bgcolor="#590000" |254
 * style="text-align: center;" bgcolor="#000759" |800
 * style="text-align: center;" bgcolor="#333333" |1000
 * style="text-align: center;" bgcolor="#00591D" |2
 * style="text-align: center;" bgcolor="#005944" |20
 * style="text-align: center;" bgcolor="#595600" |360°
 * style="text-align: center;" |Artillery(4). Base killer. Pure murder.
 * Beam-Halo.png
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |300
 * style="text-align: center;" |100
 * data-sort-value="160" style="text-align: center;" bgcolor="#561200" |40*8
 * style="text-align: center;" bgcolor="#590000" |103
 * style="text-align: center;" bgcolor="#000759" |250
 * style="text-align: center;" bgcolor="#333333" |1000
 * style="text-align: center;" bgcolor="#00591D" |2
 * style="text-align: center;" bgcolor="#005944" |20
 * style="text-align: center;" bgcolor="#595600" |360°
 * style="text-align: center;" |
 * Biohazard.png
 * style="text-align: center;" |Biohazard
 * style="text-align: center;" |200
 * style="text-align: center;" |250
 * style="text-align: center;" bgcolor="#561200" |60
 * style="text-align: center;" bgcolor="#590000" |38
 * style="text-align: center;" bgcolor="#000759" |200
 * style="text-align: center;" bgcolor="#333333" |1500
 * style="text-align: center;" bgcolor="#00591D" |5
 * style="text-align: center;" bgcolor="#005944" |30
 * style="text-align: center;" bgcolor="#595600" |7°
 * style="text-align: center;" |Hangar(2*1 side spores), Missile(acid aoe). It may get a 5 piranha hanger on top. Note: Cloak Mod will not work with spores, but Cloak Field does. Self destruct is highly recommended.
 * Cataclysm.png
 * style="text-align: center;" |Cataclysm
 * style="text-align: center;" |75
 * style="text-align: center;" |75
 * data-sort-value="256" style="text-align: center;" bgcolor="#561200" |24*4
 * style="text-align: center;" |75
 * data-sort-value="256" style="text-align: center;" bgcolor="#561200" |24*4
 * style="text-align: center;" bgcolor="#590000" |95
 * style="text-align: center;" bgcolor="#000759" |250
 * style="text-align: center;" bgcolor="#333333" |1600
 * style="text-align: center;" bgcolor="#00591D" |2
 * style="text-align: center;" bgcolor="#005944" |35
 * style="text-align: center;" bgcolor="#595600" |7°
 * style="text-align: center;" |Missile(6, 4 homing + 2 non-homing). High armored and low cost and powerful.
 * Goliath.png
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |200
 * style="text-align: center;" |150
 * data-sort-value="805" style="text-align: center;" bgcolor="#561200" |400 400
 * style="text-align: center;" bgcolor="#590000" |136
 * style="text-align: center;" bgcolor="#000759" |225
 * style="text-align: center;" bgcolor="#333333" |1500
 * style="text-align: center;" bgcolor="#00591D" |2
 * style="text-align: center;" bgcolor="#005944" |25
 * style="text-align: center;" bgcolor="#595600" |4°
 * style="text-align: center;" |Laser(3, 2 Spartan Lasers, 1 Laser turret). Ultrapowerful double laser for anti capital duty, with basic laser to clear out nearby fighters. Weak against swarms.
 * Hammerhead.png
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |50
 * style="text-align: center;" |150
 * data-sort-value="124" style="text-align: center;" bgcolor="#561200" |56 56
 * style="text-align: center;" bgcolor="#590000" |108
 * style="text-align: center;" bgcolor="#000759" |500
 * style="text-align: center;" bgcolor="#333333" |800
 * style="text-align: center;" bgcolor="#00591D" |2
 * style="text-align: center;" bgcolor="#005944" |30
 * style="text-align: center;" bgcolor="#595600" |7°
 * style="text-align: center;" |Artillery(2, free shooting), Edgeslasher. Long range low cost capital. Weak against swarms.
 * Jupiter.png
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |125
 * style="text-align: center;" |125
 * data-sort-value="172" style="text-align: center;" bgcolor="#561200" |40*4
 * style="text-align: center;" bgcolor="#590000" |58
 * style="text-align: center;" bgcolor="#000759" |300
 * style="text-align: center;" bgcolor="#333333" |2000
 * style="text-align: center;" bgcolor="#00591D" |3
 * style="text-align: center;" bgcolor="#005944" |20
 * style="text-align: center;" bgcolor="#595600" |4°
 * style="text-align: center;" |Hangar(3*4), Plasma(4), Edgeslasher. Forward swarmer. Weak against phalanx. Excellent with hawk, sapphire, or fury hangar.
 * Legion-0.png
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |150
 * style="text-align: center;" |50
 * style="text-align: center;" data-sort-value="22" bgcolor="#561200" |16
 * style="text-align: center;" bgcolor="#590000" |33
 * style="text-align: center;" bgcolor="#000759" |220
 * style="text-align: center;" bgcolor="#333333" |1500
 * style="text-align: center;" bgcolor="#00591D" |3
 * style="text-align: center;" bgcolor="#005944" |23
 * style="text-align: center;" bgcolor="#595600" |4°
 * style="text-align: center;" |Hangar(4*3 sides), Cannon, Cannon(3). Side swarmer.
 * Mastodon.png
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |50
 * style="text-align: center;" |50
 * data-sort-value="48" style="text-align: center;" bgcolor="#561200" | +1
 * style="text-align: center;" bgcolor="#590000" |27
 * style="text-align: center;" bgcolor="#000759" |250
 * style="text-align: center;" bgcolor="#333333" |1000
 * style="text-align: center;" bgcolor="#00591D" |5
 * style="text-align: center;" bgcolor="#005944" |33
 * style="text-align: center;" bgcolor="#595600" |7°
 * style="text-align: center;" |Hangar(2*3), Missile, Laser(phalanx). Cheapest capital, for a reason. Can be good if rushed with at least 20rof.
 * Plasma-Halo.png
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |100
 * style="text-align: center;" |250
 * data-sort-value="640" style="text-align: center;" bgcolor="#561200" |80*8
 * style="text-align: center;" bgcolor="#590000" |178
 * style="text-align: center;" bgcolor="#000759" |180
 * style="text-align: center;" bgcolor="#333333" |1000
 * style="text-align: center;" bgcolor="#00591D" |2
 * style="text-align: center;" bgcolor="#005944" |40
 * style="text-align: center;" bgcolor="#595600" |360°
 * style="text-align: center;" |Plasma(8). Powerful, but very close range capital. Needs cloak. Weak against phalanx
 * Ragnarok.png
 * style="text-align: center;" |Ragnarok
 * style="text-align: center;" |500
 * style="text-align: center;" |300
 * data-sort-value="9600" style="text-align: center;" bgcolor="#561200" |4800
 * data-sort-value="9600" style="text-align: center;" bgcolor="#561200" |4800
 * style="text-align: center;" bgcolor="#590000" |950
 * style="text-align: center;" bgcolor="#000759" |500
 * style="text-align: center;" bgcolor="#333333" |2500
 * style="text-align: center;" bgcolor="#00591D" |8
 * style="text-align: center;" bgcolor="#005944" |50
 * style="text-align: center;" bgcolor="#595600" |7°
 * style="text-align: center;" |Missile(nuclear AOE). Lootable level 10+. Removes all shields on map on nuke explosion. Tends to self destroy. Requires Cloak
 * Trident.png
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |100
 * style="text-align: center;" |100
 * data-sort-value="53" style="text-align: center;" bgcolor="#561200" |8 8
 * style="text-align: center;" bgcolor="#590000" |77
 * style="text-align: center;" bgcolor="#000759" |225
 * style="text-align: center;" bgcolor="#333333" |1200
 * style="text-align: center;" bgcolor="#00591D" |3
 * style="text-align: center;" bgcolor="#005944" |25
 * style="text-align: center;" bgcolor="#595600" |4°
 * style="text-align: center;" |
 * tyrant.png
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |150
 * style="text-align: center;" |150
 * data-sort-value="96" style="text-align: center;" bgcolor="#561200" |80
 * style="text-align: center;" bgcolor="#590000" |40
 * style="text-align: center;" bgcolor="#000759" |200
 * style="text-align: center;" bgcolor="#333333" |1500
 * style="text-align: center;" bgcolor="#00591D" |3
 * style="text-align: center;" bgcolor="#005944" |30
 * style="text-align: center;" bgcolor="#595600" |7°
 * style="text-align: center;" |Missile(freeze AOE), Hangar(2*3 Plasma mines), Laser(phalanx), Blaster(2). Big unique feature of this new ship is the 1 of a kind AOE freeze missile. The freeze is also unique in that it causes ships to stop drifting unlike other freezers. Best Used with Aoe and/or Biohazard, rather useless without a shield.
 * colspan="12" data-sort-value="999999" |
 * colspan="12" data-sort-value="999999" |

Turrets
Turrets are fixed structures, primarily used to defend the base from enemy ships. Certain long-range turrets such as Artillery can be used to attack enemy bases. ! class="unsortable" |Image ! scope="col" |Name ! data-sort-type="number" | ! data-sort-type="number" | ! scope="col" style="background: none repeat scroll 0% 0% rgb(63, 12, 0);" | Damage ! scope="col" style="background: none repeat scroll 0% 0% rgb(63, 0, 0);" |DPS ! style="background:#00053D" scope="col" | Range ! style="background:#262626" scope="col" | Armor ! style="background:#262626" scope="col" | ! style="background:#262626" scope="col" | ! scope="col" style="background: none repeat scroll 0% 0% rgb(63, 60, 0);" | Turn ! scope="col" |Weapon Type & Notes Blaster]] -46 -46 cannon]] missiles]] missiles]] 100%
 * Apocalypse.png
 * style="text-align: center;" |Apocalypse
 * style="text-align: center;" |750
 * style="text-align: center;" |750
 * style="text-align: center;" data-sort-value="4800" bgcolor="#561200" |4800
 * style="text-align: center;" bgcolor="#590000" |318
 * style="text-align: center;" bgcolor="#000759" |2000
 * style="text-align: center;" bgcolor="#333333" |600
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |9°
 * style="text-align: center;" |Missile(nuclear AOE non-homing structure aiming). Shuts down all shields upon explosion, everywhere, including you. Only available on levels 10+. Easily beaten by fighter swarm.
 * Artillery-0.png
 * style="text-align: center;" |Artillery
 * style="text-align: center;" |300
 * style="text-align: center;" |25
 * style="text-align: center;" bgcolor="#561200" |56
 * style="text-align: center;" bgcolor="#590000" |33
 * style="text-align: center;" bgcolor="#000759" |500
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |11°
 * style="text-align: center;" |Artillery. Easily blocked by the phalanx turret and tactical shield (Unless the rounds used are EMP or Iridium) An excellent rush element against economy-based enemies with little focus on defense.
 * Autocaster-0.png
 * style="text-align: center;" |Autocaster
 * style="text-align: center;" |100
 * style="text-align: center;" |25
 * data-sort-value="20" style="text-align: center;" bgcolor="#561200" |10 10
 * style="text-align: center;" bgcolor="#590000" |18
 * style="text-align: center;" bgcolor="#000759" |150
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |18°
 * style="text-align: center;" |Plasma(2). Rapid fire. Good for taking out mediums.
 * Autocannon.png
 * style="text-align: center;" |Autocannon
 * style="text-align: center;" |150
 * style="text-align: center;" |25
 * data-sort-value="24" style="text-align: center;" bgcolor="#561200" |8 8 8
 * style="text-align: center;" bgcolor="#590000" |18
 * style="text-align: center;" bgcolor="#000759" |170
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |29°
 * style="text-align: center;" |Cannon(3). Very effective against fighters and medium ships. Can take out capitals with numbers and good rounds technology (such as fusion rounds versus unshielded capitals, like those encountered in campaign. Base Cannons utilize this turret.
 * Autogun.png
 * style="text-align: center;" |Autogun
 * style="text-align: center;" |100
 * style="text-align: center;" |0
 * data-sort-value="6" style="text-align: center;" bgcolor="#561200" |2 2 2
 * style="text-align: center;" bgcolor="#590000" |10
 * style="text-align: center;" bgcolor="#000759" |125
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |36°
 * style="text-align: center;" |Cannon(3). Machine gun for close defense. Fires 3 weak cannons rapidly. Valuable guerrilla defense element if modded with a cloaking device. Effective at saturating opponent's Phalanx.
 * Blaster.png
 * style="text-align: center;" |Blaster
 * style="text-align: center;" |50
 * style="text-align: center;" |0
 * style="text-align: center;" bgcolor="#561200" |2
 * style="text-align: center;" bgcolor="#590000" |2
 * style="text-align: center;" bgcolor="#000759" |150
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |32°
 * style="text-align: center;" |Blaster. Fires a bullet at enemies nearby. Weak. Best use is to make sure it has Freeze and Range. (Two Range and Freeze mod is ideal)
 * bombrack.png
 * style="text-align: center;" |Bomb Rack
 * style="text-align: center;" |125
 * style="text-align: center;" |0
 * data-sort-value="80" style="text-align: center;" bgcolor="#561200" |40 40
 * style="text-align: center;" bgcolor="#590000" |14
 * style="text-align: center;" bgcolor="#000759" |225
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |11°
 * style="text-align: center;" |Missile(2, non homing). Good for dealing high damage over a large distance. Best used against slow or stationary targets as it misses a lot if things approach at an angle. (Range Range +20% Rof is ideal) Godd for turret rushing.
 * Double Blaster.png
 * style="text-align: center;" |[[Double Blaster|Double
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |11°
 * style="text-align: center;" |Missile(2, non homing). Good for dealing high damage over a large distance. Best used against slow or stationary targets as it misses a lot if things approach at an angle. (Range Range +20% Rof is ideal) Godd for turret rushing.
 * Double Blaster.png
 * style="text-align: center;" |[[Double Blaster|Double
 * style="text-align: center;" |[[Double Blaster|Double
 * style="text-align: center;" |90
 * style="text-align: center;" |0
 * data-sort-value="4" style="text-align: center;" bgcolor="#561200" |2 2
 * style="text-align: center;" bgcolor="#590000" |3
 * style="text-align: center;" bgcolor="#000759" |175
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |29°
 * style="text-align: center;" |Blaster(2). Fires at enemies at a longer range than the Blaster.
 * Edgeslasher.png
 * style="text-align: center;" |Edgeslasher
 * style="text-align: center;" |100
 * style="text-align: center;" |0
 * style="text-align: center;" bgcolor="#561200" |12
 * style="text-align: center;" bgcolor="#590000" |7
 * style="text-align: center;" bgcolor="#000759" |200
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |25°
 * style="text-align: center;" |Edgeslasher. Homing boomerang attack. Fires a long volley; reload time is quite slow. If excess shots exist after the target is killed, these will home in to the nearest unit to destroy.
 * Hyper_Repair.png
 * style="text-align: center;" |Hyper Repair
 * style="text-align: center;" |175
 * style="text-align: center;" |175
 * data-sort-value="-138" style="text-align: center;" bgcolor="#561200" | -46
 * style="text-align: center;" |175
 * data-sort-value="-138" style="text-align: center;" bgcolor="#561200" | -46
 * style="text-align: center;" data-sort-value="-86" bgcolor="#590000" | -86
 * style="text-align: center;" bgcolor="#000759" |175
 * style="text-align: center;" bgcolor="#333333" |600
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |18°
 * style="text-align: center;" |Repair beam(3). Large repair array. All three beams focus on a single target. Does not repair cloaked allies.
 * Laser.png
 * style="text-align: center;" |Laser
 * style="text-align: center;" |200
 * style="text-align: center;" |0
 * style="text-align: center;" bgcolor="#561200" |5
 * style="text-align: center;" bgcolor="#590000" |8
 * style="text-align: center;" bgcolor="#000759" |225
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |36°
 * style="text-align: center;" |Laser. Destroys fighters. Instant hit upon firing; can't be blocked. The Laser has more range than most other anti-ship turrets.
 * Lasercannon.png
 * style="text-align: center;" |[[Lasercannon|Laser
 * Lasercannon.png
 * style="text-align: center;" |[[Lasercannon|Laser
 * style="text-align: center;" |200
 * style="text-align: center;" |25
 * style="text-align: center;" bgcolor="#561200" |40
 * style="text-align: center;" bgcolor="#590000" |13
 * style="text-align: center;" bgcolor="#000759" |250
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |11°
 * style="text-align: center;" |Laser. Long-range beam weapon. Instant hit upon firing; can't be blocked. Longest ranged turret that can target both ships and structures. An applicable weapon for turret-rushing well-defended bases, as its beam can penetrate Tactical Shields.
 * Mircolaser.png
 * style="text-align: center;" |Microlaser
 * style="text-align: center;" |50
 * style="text-align: center;" |0
 * data-sort-value="4" style="text-align: center;" bgcolor="#561200" |2 2
 * style="text-align: center;" bgcolor="#590000" |7
 * style="text-align: center;" bgcolor="#000759" |100
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |36°
 * style="text-align: center;" |Laser(2). Short range anti fighter turret. A good thing to get in early game since there are usually only fighters at the beginning of the game, especially against a fighter rush. One of the cheapest defense alternatives if the Barricade is not available. Insurance is highly recommended to use this as a blocker turret. (vs Spartans and Goliath)
 * Micromissiles.png
 * style="text-align: center;" |[[Micromissiles|Micro
 * Micromissiles.png
 * style="text-align: center;" |[[Micromissiles|Micro
 * style="text-align: center;" |50
 * style="text-align: center;" |0
 * style="text-align: center;" bgcolor="#561200" |6
 * style="text-align: center;" bgcolor="#590000" |2
 * style="text-align: center;" bgcolor="#000759" |200
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |25°
 * Missile. Fires a slow weak missile at enemies nearby. Awful, always sell this turret.
 * mjolnir.png
 * style="text-align: center;" |Mjolnir
 * style="text-align: center;" |500
 * style="text-align: center;" |200
 * style="text-align: center;" bgcolor="#561200" |224
 * style="text-align: center;" bgcolor="#590000" |63
 * style="text-align: center;" bgcolor="#000759" |800
 * style="text-align: center;" bgcolor="#333333" |600
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |18°
 * style="text-align:center;"|Artillery. Fires faster and more powerful Artillery projectiles in a 3-shot succession. Good in countering end-game opponents that have already built capital ships. Easily countered with Phalanx.
 * Phalanx.png
 * style="text-align: center;" |Phalanx
 * style="text-align: center;" |150
 * style="text-align: center;" |0
 * style="text-align: center;" bgcolor="#561200" |1
 * style="text-align: center;" bgcolor="#590000" |3
 * style="text-align: center;" bgcolor="#000759" |90
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |35°
 * style="text-align: center;" |Laser(anti bullet). Destroys incoming projectiles .   The only Point-Defense Turret in the game. Destroys 5 projectiles/sec by default. (10 per second with 1 heatsink, therefore ROF mod highly suggested) Cannot destroy Black Holes or alien spores. An essential turret.
 * Plasmacaster.png
 * style="text-align: center;" |Plasmacaster
 * style="text-align: center;" |75
 * style="text-align: center;" |75
 * style="text-align: center;" bgcolor="#561200" |80
 * style="text-align: center;" bgcolor="#590000" |22
 * style="text-align: center;" bgcolor="#000759" |180
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |7°
 * style="text-align:center;"|Plasma. Plasma weapon dealing heavy damage. Effective vs. non-fighters. Low fire rate. Powerful enough to damage capital ships effectively, but requires special attention as its range and turn rate is small compared to other turrets.
 * Quad Micromissiles.png
 * style="text-align: center;" |[[Quad Micromissiles|Quad Micro
 * style="text-align:center;"|Plasma. Plasma weapon dealing heavy damage. Effective vs. non-fighters. Low fire rate. Powerful enough to damage capital ships effectively, but requires special attention as its range and turn rate is small compared to other turrets.
 * Quad Micromissiles.png
 * style="text-align: center;" |[[Quad Micromissiles|Quad Micro
 * style="text-align: center;" |[[Quad Micromissiles|Quad Micro
 * style="text-align: center;" |150
 * style="text-align: center;" |0
 * data-sort-value="24" style="text-align: center;" bgcolor="#561200" |12 12
 * style="text-align: center;" bgcolor="#590000" |15
 * style="text-align: center;" bgcolor="#000759" |225
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |18°
 * style="text-align: center;" |Missile(2). Heavy Missile Launcher. Fires 6 homing missiles at nearby enemies. Good for turret rushing. Helps Artilleries and Mjolnirs ignore Phalanx defenses with its missile spam. Range mod is highly suggested.
 * Repair Turret.png
 * style="text-align: center;" |Repair Turret
 * style="text-align: center;" |75
 * style="text-align: center;" |0
 * data-sort-value="-22" style="text-align: center;" bgcolor="#561200" | -11 -11
 * style="text-align: center;" bgcolor="#590000" | -9
 * style="text-align: center;" bgcolor="#000759" |100
 * style="text-align: center;" bgcolor="#333333" |150
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |36°
 * style="text-align:center;"|Repair beam(2). Does not repair cloaked allies. Fire Rate mod is highly suggested.
 * Void Lance.png
 * style="text-align: center;" |Void Lance
 * style="text-align: center;" |200
 * style="text-align: center;" |150
 * data-sort-value="20000" style="text-align: center;" bgcolor="#561200" | 100%
 * style="text-align: center;" |150
 * data-sort-value="20000" style="text-align: center;" bgcolor="#561200" | 100%
 * data-sort-value="20000" style="text-align: center;" bgcolor="#590000" | 100%
 * style="text-align: center;" bgcolor="#000759" |170
 * style="text-align: center;" bgcolor="#333333" |600
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#333333" |
 * style="text-align: center;" bgcolor="#595600" |18°
 * style="text-align: center;" |Black Hole(2) An invaluable tool for anti-capital defense. Ineffective against Tactical Shields. Range mod is highly suggested.
 * colspan="12" |
 * colspan="12" |

Auxiliaries
Auxiliaries are special buildings. You can only bring 2 at time and they cannot be upgraded (for now). ! scope="col" |Image ! scope="col" |Name ! scope="col" | ! scope="col" | ! scope="col" | ! scope="col" | ! scope="col" | ! scope="col" |A ! scope="col" | ! scope="col" | ! scope="col" | ! scope="col" |Weapon Type & Notes Note: Fast moving projectiles like ranged Trident cannon shots can pierce through the shielding, hitting stuff through the still active shield. These shots do not affect the shield hp. Turns metal into energy. Generates slightly more energy at the cost of metal. An economic solution to metal overflow. Note: Fast moving projectiles like ranged Trident cannon shots can pierce through the shielding, hitting stuff through the still active shield. These shots do not affect the shield hp.
 * Barricade.png
 * style="text-align: center;" |Barricade
 * style="text-align: center;" |0
 * style="text-align: center;" |25
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |350
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |No Weapons. Good for blocking incoming rounds. Specifically built as cannon fodder. Blocks all projectiles, even lasers, but cannot prevent AOE splash damage. Defender set comes with a +15% Armor modded Barricade, totalling 402.5 armor, which could withstand a Spartan shot if the barricade is unscratched.
 * Bio Lab.png
 * style="text-align: center;" |Biolab
 * style="text-align: center;" |100
 * style="text-align: center;" |100
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |400
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |Bay(1*3, spores). Launches captured aliens. Launches 3 infest spores every 6 seconds. Ships and/or Turrets with Freeze Rounds are recommended along with the spores. One spore is enough to destroy any station without an internal shield or to capture any ship without an internal shield. Manufacturing technology increases rate of spawn. Cloak field can cloak these spores.
 * Clock Field.png
 * style="text-align: center;" |Cloak Field
 * style="text-align: center;" |50
 * style="text-align: center;" |25
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |50
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |No weapons. Cloaks a small area of your base. Cloaked units are untargetable, making this auxiliary key in strong defenses and great in Skirmishes and Flanks. This cannot cloak itself. Cloaked units cannot be hit. Buildings and ships, when cloaked a unit cannot be targetted by repair beams. All units, including Base Cannons, will temporarily exit cloak when firing. This unit can cloak your spores for a strong base defense with a biolab.
 * Constructor.png
 * style="text-align: center;" |Constructor
 * style="text-align: center;" |75
 * style="text-align: center;" |75
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |50
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |No weapons. Expands build range. Invaluable in Starport swarming. Useful for turret rushing or really late game where you don't have anywhere else to build. Expansion technology adds to its range. However, it is possible to beat any CPU enemy with default base space (even with non modded ships), so this unit is mostly for over builders.
 * fighter yard.png
 * style="text-align: center;" |Fighter Yard
 * style="text-align: center;" |200
 * style="text-align: center;" |200
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |300
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |Bay(4, fighters). Constructs squads of fightersSpawns four fighters every 4 seconds.
 * Mega Shield.png
 * style="text-align: center;" |Mega Shield
 * style="text-align: center;" |150
 * style="text-align: center;" |25
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |100
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |Shield 500, Range 150. Regen is 100 heal per second. Good for blocking black holes. Does not block projectiles that are shot inside the barrier nor does it stop ships from coming into the barrier. Cannot block laser-type weapons. Stops regenerating shield for a short time after depletion.
 * style="text-align: center;" |
 * style="text-align: center;" |100
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |Shield 500, Range 150. Regen is 100 heal per second. Good for blocking black holes. Does not block projectiles that are shot inside the barrier nor does it stop ships from coming into the barrier. Cannot block laser-type weapons. Stops regenerating shield for a short time after depletion.
 * Naval_Yard.png
 * style="text-align: center;" |Naval Yard
 * style="text-align: center;" |300
 * style="text-align: center;" |400
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |700
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |Bay(4, mediums) Constructs fleets of medium ships. Spawns four medium ships simultaneously every 12 seconds. The player need to pay for medium ship price only once, and the Naval Yard will construct four medium ships of that type.
 * Processor.png
 * style="text-align: center;" |Processor
 * style="text-align: center;" |100
 * style="text-align: center;" |0
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * 100
 * style="text-align: center;" |No weapons. Energy Boost: +4 Metal Cost: -3
 * 100
 * style="text-align: center;" |No weapons. Energy Boost: +4 Metal Cost: -3
 * style="text-align: center;" |No weapons. Energy Boost: +4 Metal Cost: -3
 * style="text-align: center;" |No weapons. Energy Boost: +4 Metal Cost: -3
 * style="text-align: center;" |No weapons. Energy Boost: +4 Metal Cost: -3
 * Tactical Shield.png
 * style="text-align: center;" |Tactical Shield
 * style="text-align: center;" |50
 * style="text-align: center;" |0
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |50
 * style="text-align: center;" |Tactical Shield: 200 Shield Radius: 100 Protects a small area of your base. Blocks projectiles at its perimeter. Has regen of 50 healing per second. Cannot block laser-type weapons. Stops regenerating shield for a short time after depletion.
 * style="text-align: center;" |Tactical Shield: 200 Shield Radius: 100 Protects a small area of your base. Blocks projectiles at its perimeter. Has regen of 50 healing per second. Cannot block laser-type weapons. Stops regenerating shield for a short time after depletion.
 * style="text-align: center;" |Tactical Shield: 200 Shield Radius: 100 Protects a small area of your base. Blocks projectiles at its perimeter. Has regen of 50 healing per second. Cannot block laser-type weapons. Stops regenerating shield for a short time after depletion.
 * style="text-align: center;" |Tactical Shield: 200 Shield Radius: 100 Protects a small area of your base. Blocks projectiles at its perimeter. Has regen of 50 healing per second. Cannot block laser-type weapons. Stops regenerating shield for a short time after depletion.
 * style="text-align: center;" |Tactical Shield: 200 Shield Radius: 100 Protects a small area of your base. Blocks projectiles at its perimeter. Has regen of 50 healing per second. Cannot block laser-type weapons. Stops regenerating shield for a short time after depletion.
 * colspan="12" |
 * colspan="12" |

Basic Structures
These structures are stock and cannot be changed out. These are always avalible but there are some auxiliaries that can be use as an alternative. ! scope="col" style="text-align: center;" |Name ! scope="col" style="text-align: center;" |E ! scope="col" style="text-align: center;" |M ! scope="col" style="text-align: center;" |wep ! scope="col" style="text-align: center;" |dps ! scope="col" style="text-align: center;" |Rang ! scope="col" style="text-align: center;" |Ar ! scope="col" style="text-align: center;" | ! scope="col" style="text-align: center;" | ! scope="col" style="text-align: center;" | ! scope="col" style="text-align: center;" |Weapon Type & Notes
 * style="text-align: center;" |Station
 * style="text-align: center;" |0
 * style="text-align: center;" |0
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |1000
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |No weapons unless base cannons are used. Energy gen: 8
 * style="text-align: center;" |Reactor
 * style="text-align: center;" |150
 * style="text-align: center;" |0
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |150
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |No weapons. Energy gen: 3
 * style="text-align: center;" |Extractor
 * style="text-align: center;" |250
 * style="text-align: center;" |0
 * style="text-align: center;" data-sort-value="2" | .5*4
 * style="text-align: center;" |2
 * style="text-align: center;" |??
 * style="text-align: center;" |600
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |??
 * style="text-align: center;" |Mining Beam(4).FireRate Miners are much faster at mining. Extractors are usefull on low mineral maps because Extractors obtain twice as much minerals compared to miners and exhumers. The best use for an extractor later on is as a frontal turret to mine in metal poor maps. (note: A rapier dies in 2 extractor beam hits. A regen rapier in 3. Which proves that mining beams are .5 damage)
 * style="text-align: center;" |Fighter Bay
 * style="text-align: center;" |35
 * style="text-align: center;" |0
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |150
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |Bay(1,fighters)
 * style="text-align: center;" |Stardock
 * style="text-align: center;" |200
 * style="text-align: center;" |100
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |400
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |Bay(1,mediums)
 * style="text-align: center;" |Starport
 * style="text-align: center;" |400
 * style="text-align: center;" |300
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |700
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |Bay(1,capitals)
 * }
 * style="text-align: center;" |Starport
 * style="text-align: center;" |400
 * style="text-align: center;" |300
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |700
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |
 * style="text-align: center;" |Bay(1,capitals)
 * }

Upgrades
Upgrades covers all the bonuses you can give to your units. They fall into 2 categories, Special Mods which can gained on units individually (the main leveling up feature of the game) or via plain Technology (universal mods).

Technologies
Technologies are passive mods which you can always change. Some give special effects like Freeze, Armor Regeneration etc.You can only equip 4 technologies at the same time.They are all chosen in Armory screen. Most technologies can be stacked to increase their effect. (except Cannon Mod and Munitions, which are listed separately as they are both a mod and a tech)

Munitions
Munitions are a type of upgrade as well as a type of technology. When a munition appears as an upgrade on a ship, it overrides any munitions technology you load. Fighters from carriers use the same munitions as the carriers that spawned them. Munitions never affect beam weapons, except for some AI races.

Munitions don't stack.

NOTE: Self-Destruct plasma will use the munition technology you have equipped if you have one equipped, even if the ship it came from had a different munition. So, if you have the Iridium Rounds technology equipped, a Piranha with Acid Rounds and Self-Destruct will have an acid bullet and Iridium self-destruct.

Munitions do not apply to lasers as they aren't necessarily projectile-type weapons.

Modifications
This is a table of modifications that may appear on upgradable items. Occasionally, some mods can appear twice or even thrice on a single item. This table does not include munitions. (due to it being shared between Mods and Techs)

Each mod triples the credit value of an item. Items with one, two, and three mods have green, blue, and red backgrounds respectively. Green items in the store are purchasable with credits, while blue and red items can only be bought for platinum.

Mods work differently with different types of units and in combination with other mods. To know what mod or mod combination is good to use on a particular unit see upgrade combinations for units.

Special Note: Fighters launched from carriers will inherit all mods the carrier has, except that spores from Biohazard will not inherit cloak.

Other Pages
Check out the Campaign page for information about the campaign.

Make sure to check out the factions page for information about the AI enemies you'll meet in the campaign.

See patch notes for information about the latest updates.

Guides/Strategies/Tactics/Builds
This section is for posting any advice on how to play the game that anyone wants to share. Please check out the Strategies page as well.
 * Daily Platinum Bonus resets at 0:00 UTC.
 * The Shop resets every hour.
 * Winning a PvP game awards 2 platinum.
 * A small asteroid has a total of 500 metal.
 * A large asteroid has a total of 2000 metal.
 * Occasionally you may come across two small asteroids stacked on top of each other. Mining beams will hit both asteroids at the same time and your metal income will double. The way to tell if this has happened is to check if you have gained an unusually high amount of metal swiftly, and if you watch the asteroid when it is destroyed, you may see 2 separate explosions within seconds of each other.

Builds that could be listed:

Metal Economy Build

 * Requires Processors in order to suffice energy needs if metal ever reaches surplus.
 * Miners should normally replace traditional Extractors since they expand metal mining range indefinitely. They also give more metal and cost less than an Extractor.
 * Miners and Extractors can also mine enemy ships and buildings.
 * Large metal supplies are needed for easy access to powerful long-ranged units, especially Capital Ships.
 * Metal Economies usually suffer being limited, since they only have a fixed amount of existing asteroids to provide the needed resources.
 * Exhumer is a good thing to bring if you use this strategy.

Fighter Build

 * Fighters are the cheapest units to build in the game, but are also the least durable and least powerful.
 * Full on versions of fighter rush are more risky, but have a much greater chance of ending the game immediately.
 * Often times mods such as cloak/acid/freeze/self-destruct/engines also allow a greater chance of success.
 * Often this build is supplemented with some energy generation.

Turret/Constructor build

 * This build relies mainly on using constructors to move your turrets closer to enemy base to destroy its defense and ultimately destroy the enemy station.

Freeze Lock

 * It is a situation when you completely freeze enemy structures by using freeze rounds, usually making your opponent defenseless and low on resources

Turtle build

 * This build relies on building defenses to wall off your enemy and not producing many ships while you save up enough resources for Capitals. This strategy needs a high resource production (especially energy), and well upgraded turrets. To turtle well, it is recommended to at least have barricade or base shield (both for real hard defense). Remember the only defense that 100% counters black holes are base / tactical / mega shields. If you have a high metal production, you can rebuild destroyed barricade infinitely. This is the list of useful things to defend well in every kind of situation :
 * Long ranged turrets (bomb rack or quad micro-missile) are great to destroy meds and fighters (even group of fighters) at long range, preventing you from taking damage from their weapon or SD plasma ball.
 * Micro laser can clean high amounts of fighters in few second with some ROF buffs (heatsink and beam doctrine could help). Very useful to counter carriers.
 * Void lance is the best defense to destroy any cap instantly. Remember that a void lance alone is nothing ; you need to help it with microlaser / laser to destroy disturbing fighters, and clean the way up to enemy caps for your black hole.
 * Blaster / Micro Missiles, sounds useless doesn't it? But with freeze round mod, it can totally block an enemy cap / med, and prevent it from firing. It is very useful to counter caps fire, better than building ton of phalanx. The more range it has, the better it is.
 * If you face an Archangel, a random EMP turret can be useful to destroy the Tactical shield. Then you can freeze it, and hit it with a black hole.
 * If you face Spartan or Goliath, things are getting bad for you. Orange beam destroys anything, and barricade, shield, or phalanx can't block it. The only way to survive is to use the insurance mod. On a turret that cost 50 energy, with a big energy production you can build it infinitely to constantly counter orange beams. Don't forget this when you fight the orange faction.
 * Phalanx will help you to counter all kinds of non beam and non black hole weapons. Phalanx turrets are more reliable than gladiators for defending your base, because it does not move, it has more armor, you can build barricade in front, placing it in a base shield, and heal it with repair turret. Gladiator always dies, not phalanx.
 * Hyper repair is the secret of your success in turtling. You can't defend for a long time without taking damage. But damages aren't a problem if you build a hyper repair. With high ROF, it makes things in range absolutely immortal (except vs black hole of course). Heatsink could help a lot to give it a good ROF. Note that hyper repair is the only thing that decently counters Beam halo.
 * Then, if you can find a high DPS and high fire rate turret, like auto caster / auto cannon / quad micro missile, with high ROF or good round mod, it can help to clean both medium ships and fighter hordes, especially if your opponent uses a Naval yard or a lots of fighter yards.

Carrier Builds

 * Assaults done using Carriers supplemented by carrier racks and special fighter launches.
 * Generic types: Jupiter/Legion+Sapphire hangar (shields optional), add carrier racks and munitions of choice.
 * Any ship with piranha hangar, engine and self-destruct + plasma mastery and munitions of choice, ideally on exhumers to further mining.
 * Special types: Jupiter+Fury hangar+Self-destruct, Legion+Sapphire hangar+Self-destruct. Add Plasma mastery and munitions of choice with carrier racks if possible.
 * With the addition of Naval Yards, Corvette+Sapphire hangar+freeze+self-destruct and plasma mastery if possible+carrier racks+naval yard has become popular.

Turret Rush

 * Primers/Expansions are good to use with this strategy.
 * The goal is to use turrets to harm the enemy's front line, and, in later game, attack their main station.
 * Bomb Racks, Quad Micromissiles, Laser Cannons and Plasmacasters are the main turrets for this.
 * Constructors and Barricades/Tactical Shields/Hyper Repair are your friends with this strategy.
 * The "Walking Wall" is used in this strategy. Players build up a line of turrets that can hold off an attack, then build a constructor ahead of the defensive line and quickly build the same amount if not more turrets in front of the constructor. The goal is to eventually 'walk' your turrets to the enemy base where they can destroy the command center. Depending on your turrets this build usually requires very little or no metal.
 * This is very good when you use freeze rounds and EMP rounds with acid rounds on the Plasmacasters.

Other guides
New Player Guide (by Sillyland)

Guides for Beginners (by elementalz)

Detailed Faction Guide (by Sillyland)

Guide: Boss Turret Rushing (by Sillyland)

Detailed Multiplayer Guide

We need a forum. Someone start one.