
fighter★★★★★Tier 1
Fighter Mk.I
Faction: universal
Overview
Agile multi-role attack craft. The backbone of any early fleet.
Base Stats
400HP
200Shield
50Armor
120Attack
12Speed
30Cargo
60Fuel
Weapon Type
Kinetic
Strong vs shields. Weak vs heavy armor. Reliable at any range.
Module Slots
| Weapon Slots | Defense Slots | Utility Slots |
|---|---|---|
| 2 | 1 | 1 |
Special Ability
Afterburner
+50% speed for 3 rounds in combat
Lore
Mass-produced and reliable. Fighter pilots form the honor guard of the galactic navies.
Tactics
- 1
Open every engagement with the Afterburner activated — the speed burst lets you close to optimal kinetic weapon range before enemies can reposition or reinforce.
- 2
Field Fighter Mk.Is in groups of three or more; individually they are fragile, but coordinated fire from a wing shreds shields faster than any single capital ship weapon.
- 3
Use fighters to harass enemy logistics and mining ships — their speed makes them excellent at disrupting the enemy economy while your main fleet holds the front line.
Strengths & Weaknesses
Strengths
- +Afterburner ability provides dramatic speed spikes in combat, enabling hit-and-run passes that slower ships cannot counter effectively.
- +Balanced mix of HP, shields, and attack for a Tier 1 hull makes it versatile across both offensive and defensive roles.
- +Fast build time of 25 minutes means large wings can be assembled quickly to replace combat losses.
Weaknesses
- −Below-average speed outside of Afterburner windows means a Fighter Mk.I that burns its boost early can be run down by interceptors.
- −Single weapon slot limits firepower compared to dedicated assault ships at higher tiers.
- −Small cargo hold of 30 makes it unsuitable for any logistics or trade support role.
Recommended Modules
- kinetic weapon booster
- shield surge array
- afterburner capacitor