
frigate★★★★★Tier 2
Frigate Mk.I
Faction: universal
Overview
Balanced warship — reliable firepower and solid defenses.
Base Stats
3,000HP
1,500Shield
400Armor
600Attack
7Speed
150Cargo
120Fuel
Weapon Type
Energy
Strong vs armor. Weak vs shields. Consistent damage output.
Module Slots
| Weapon Slots | Defense Slots | Utility Slots |
|---|---|---|
| 4 | 3 | 2 |
Special Ability
Shield Overcharge
+100% shield HP for 2 rounds
Lore
The workhorse of established commanders. Frigates win wars of attrition.
Tactics
- 1
Activate Shield Overcharge at the start of a heavy engagement — doubling your shield HP during the opening two rounds absorbs the enemy's burst-damage window and lets your energy weapons return fire continuously.
- 2
Use the Frigate Mk.I as a line-holder in mixed fleets: station it between your fragile scouts or miners and incoming enemy fire while corvettes and fighters flank.
- 3
Exploit the energy weapon type's shield-draining efficiency against enemies who rely on shields over armour — frigates melt through shielded targets faster than kinetic alternatives.
Strengths & Weaknesses
Strengths
- +Highest HP and shield values of any Tier 2 universal hull — it is the definition of staying power in a prolonged engagement.
- +Shield Overcharge provides a massive defensive buffer that effectively doubles survivability during the critical first two combat rounds.
- +Four weapon slots make it one of the most heavily armed universal ships at its tier, combining firepower with durability.
Weaknesses
- −Slowest combat ship at Tier 2 (speed 7) — frigates cannot pursue fleeing enemies or quickly reposition in a dynamic battle.
- −High build cost of 12,000 metal and 240-minute build time makes early losses painful to replace.
- −Energy weapon type is less effective against heavily armoured targets that have invested in energy-dampening modules.
Recommended Modules
- energy weapon amplifier
- shield cycling generator
- damage control system