Ship Type

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Different ships do different types of damage. Some are particular to certain races, others are shared by them all. A ship's damage is applied to the target's armor, determining the amount of ships that are affected. The effect is determined by the type of damage.

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EMP

EMP ships generally have low initiative and hold enemy ships for a tick of combat without killing them. EMP'ed ships are not able to fire that tick, but can be killed if normal ships fire on them later in combat.

Unlike all other ship types, EMP is not counteracted by armor but by EMP resistance or E/R.

History

Before the introduction of races, in round 5, everyone had access to some EMP ships and additionally, some were reserved for an exclusive technology branch called Science. Its counterpart, War, gave access to powerful kill ships.

From round 5, up until round 19, only Cathaar ships had the EMP ability. In round 20, with the introduction of Eitraides, that monopoly ended.

Steal

These are ships that can steal ships permanently, at the expense of the stealing ships, which have to be abandoned.

History

Until round 20, only Zikonian ships had this technology, with the exception of round 14, in which each race had at least one steal ship. Since round 20, because of the introduction of Eitraides, Zikonians are no longer the only race that can steal ships.

Additionally, between round 13 and 20, stealing was lossless, meaning that ships that stole did not die in combat. This allowed for very large value gains in fleetcatches and turned Ziks into fortresses later in the round.

For rounds 11 and 12, steal ships were replaced by subversion ships.

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Astropod

Arguably the most important ship type of the game, astropods capture enemy asteroids after combat. They are also known as pods. For more information on capturing asteroids, refer to Combat.

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