Build a fleet of ship from a selection of Attacker, Healer, and Tank classes, all with different abilities and unique skills, then launch your attack on the enemy!
Cassawar-class ships are designed to make the attack role easy, even for novice pilots, with ergonomics and safety at its heart.
Ideal for weekend militia volunteers, the Cassawar rewards the diligent learner, without penalising the novice! Rack up those kills and be the toast of your squadron.
The Falconer-class ship is the pinnacle of human technological advancement, combined with the lightning-fast reactions of our most advanced AI.
Their hybrid power system allows Falconers to rapidly cross interstellar distances, without sacrificing in-system range.
The Osprey-class is built for performance: speed, manoeuvrability, and the capacity to accommodate our most powerful new weaponry as it's being developed!
It helps for Osprey owners to be mechanically minded and handy with code if you want to be able to incorporate the latest tech into your ship.
A Talon is a master of stealth, able to get close to enemy ships and bases while emitting almost no detectable radiation.
Once it's in range, the Talon arms and fires before the enemy can blink. With only minimal AI, this ship is ideal for the seasoned campaigner.
The Cranetop can take care of itself in a firefight, but its real skill is in-theatre resource transfer: the ability to share energy and fuel with its comrades—and even to send repair bots.
AI helps determine the best resource mix and the right time and place to send it, making these ships real life savers.
Hawkler-class ships combine the resource transfer capabilities that make Healers special with the capacity to carry robot or human medic teams, able to assist on the spot with rescue and recovery missions.
Easy for novice pilots to manage, Hawklers are a crucial component of a well-prepared militia squadron.
The Ravenscor-class ship combines short and long-range interstellar capabilities with the characteristic resource transfer capacity of healer ships.
With strong stealth performance, they are particularly useful in personnel extraction situations and all kinds of covert operations.
Emperor-class ships are the top of the line in defensive capabilities, with heavy armour that is able to absorb kinetic and energy-based attacks.
These ships have the staying power to penetrate heavily defended enemy lines—ideal for vanguards, extraction missions and more.
The Rokkoper-class has the thickest armour possible, to protect against the most powerful missiles or travel through the densest rock fields.
With exceptional interstellar range and stamina, these ships can achieve mission objectives under harsh conditions.
A Snare-class ship is optimised to resist energy weapons, with specially formulated hull plating that reflects the blasts back at their senders.
This ship, while relatively slow, is quiet and agile at close quarters and can take a pummelling, making it a useful member of any squadron.
The Interrogator-class enemy ship is an able fighter, quickly isolating, tracking, and attacking multiple targets at once.
With supercharged engines and powerful kinetic and energy weapons, these ships are dangerous opponents indeed!
The Witness class is incredibly unpopular with militia pilots because it is the most agile enemy ship. If you spot one, neutralise it before it disappears, sneaks up and zaps you!
With laser weapons darting everywhere, it can be difficult to avoid the attacks of a Witness. Keep your eyes peeled and communicate with your squad!
Nurse-class ships look vicious, but they are even worse than a gunship with cannons blazing—they are among some of the most efficient resource transfer vessels out there.
Nurse ships really slow down battle by sending energy, fuel and fix bots where needed. It's infuriating to see a ship you nearly destroyed up and shooting again!
Oracle-class ships are sneaky—many a hotshot militia pilot has started swearing when an Oracle heals all the ships that the pilot just blasted!
Oracles are sturdy, reliable ships that can turn a quick win into a slow loss, giving stranded enemy vessels the energy to run—or the firepower to win the day.
Warden-class ships are slow, awkward, and nearly indestructible. They take ages to kill—by which point enemy reinforcements have usually arrived.
If possible, throw everything you've got at the Warden when you spot it!