|This page is up to date for version 6.009|
| Reclaims enemy ships it kills (reclaimed ships have health = damage inflicted by reclamator).|
Overall very weak, but quite adept a picking up high-value targets for your use if it survives.
|Ship Cap||Ammo Type||Armor Type||Immunities||Damage Bonuses|
|98||Shell||Ultra-Light||Reclamation, Nuclear Explosions, EMPs||4 Heavy, 4 Artillery, 4 Polycrystal|
|Damage||Attack Range||Reload||Health||Armor||Speed||Engine Health||Single Ship DPS||Ship Cap DPS||Abilities|
|8,000||6,000||2 sec||72,000||3,000||92||100||4,000 dmg/sec||392,000 dmg/sec||Reclaims Enemy Ships, Armor Piercing 3,000|
|Knowledge||Metal Cost||Crystal Cost||Total Cost||Energy Cost||Build Time||Cap Metal Cost||Cap Crystal Cost||Cap Total Cost||Cap Energy Cost||Ship Cap Build Time|
How to use in your fleet
Note: Recent changes have changed how this unit works.
They are considered as mark-IIIs according to the in-game stats, but it should be noted that they have very high DPS and Energy costs. These have more than 20x the firepower of Parasite-IIIs, and thus the same multiple of reclamation damage (ignore the ship description). Keep them alive and see what they can do for you. In fact, one might consider keeping MicroParasites purely for defense, where they'll eliminate any polycrystal with ease - coincidentally the Bombers and Bomber Starships that lay waste to your force fields.
The author is very curious to see what kind of ideal reclamation is possible with Micro-Parasites, since currently the only reclaimable are Bombers and Space Tank with Polycrystal Hulls, and Shield Bearers for Heavy hulls.
How to counter when in the AI fleet
If one examines their Fighter-I like health and range and prepares accordingly, there should be no problem.