Neinzul Youngling Commando

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This page is up to date for version 6.009

Commando
A fighter-scout with mid-power short-range guns. Great against large defenses.
Youngling ships are all exceedingly inexpensive and fast, with a very short life span (health automatically drains when not in transports or other forms of storage).
This ship can also spawn from Enclave Starships
Note that Mk. V Younglings built from a captured Core Factory do not self attrition.


Base Stats


Ship Cap Ammo Type Armor Type Immunities Damage Bonuses
96 per Mark Shell Swarmer Reclamation, Mines, Repair 2 Light, 2 Swarmer, 2 Ultra-Light, 2 Close-Combat, 2 Ultra-Heavy

Mark Damage Attack Range Reload Health Armor Speed Engine Health Single Ship DPS Ship Cap DPS Abilities
I 4,880 3,300 3 sec 114,000 300 300 Inf 1,627 dmg/sec 156,160 dmg/sec Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 750, Gathers Scout Intel
II 9,760 3,300 3 sec 228,000 600 300 Inf 3,253 dmg/sec 312,320 dmg/sec Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 1,500, Gathers Scout Intel
III 14,600 3,300 3 sec 340,000 900 300 Inf 4,867 dmg/sec 467,200 dmg/sec Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 2,250, Gathers Scout Intel
IV 19,560 3,300 3 sec 456,000 1,200 300 Inf 6,520 dmg/sec 625,920 dmg/sec Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 3,000, Gathers Scout Intel
V 24,400 3,300 3 sec 570,000 1,500 300 100 8,133 dmg/sec 780,800 dmg/sec Armor Piercing 3,750, Gathers Scout Intel

Mark 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
I -- 50 50 100 50 00:00:01 4,800 4,800 9,600 4,800 00:01:36
II 2,500 100 100 200 100 00:00:01 9,600 9,600 19,200 9,600 00:01:36
III 6,000 200 200 400 100 00:00:02 19,200 19,200 38,400 9,600 00:03:12
IV Adv Fac 300 300 600 100 00:00:03 28,800 28,800 57,600 9,600 00:04:48
V Core Fab 400 400 800 100 00:00:04 38,400 38,400 76,800 9,600 00:06:24

How to use in your fleet

Since they are cheap, all Neinzuls act as effective screeners or throw-away forces at the head of a regular fleet. You'll only have to pay attention to their individual stats when some niche task appears. The Neinzul fleet has its own pseudo-Triangle: Neinzul Youngling Commandos favour light hulls (anti-Fighter), Neinzul Youngling Tigers favour heavy-hulls (anti-Missile Frigate), and Neinzul Youngling Weasel favour rare hulls (anti-Bomber). Their speed makes them effective at putting out fires around the galaxy, or at least distracting enemy forces until the real cavalry comes.

In the above system, the Commando is like a superiority fighter with the addition of scouting. It excels at hounding down Raid Starship, and various guardians of note (Self-Destruction Guardian, Laser Guardian, Sniper Guardian and Spider Guardian, among others ), but can otherwise be seen as a standard attacking ship.

How to counter when in the AI fleet

Neinzul combat forces can and should be delayed with gravitation or tractor beams as this exploits their self-attrition and low range. They are perfectly capable of picking out your weakpoints if they slip through, so do watch out. The high numbers will sometimes justify unlocking extra Force Fields or extra Tractor Beam Turrets to hold back the tide.

Neinzul Roaming Enclave can spawn a comprehensive set of player-buildable Neinzul combat ships; see the mother ship for details.





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AI-Neinzul HybridAvengerBeachheadBeam StarshipBomber StarshipCloaker StarshipCarrierCore StarshipDecloakerFlagshipHunter/KillerLeech StarshipMobile BuilderMothershipNeinzul Enclave StarshipNeinzul Preservation WardenNeinzul Roaming EnclavePlasma Siege StarshipRaid StarshipRiot Control StarshipScout StarshipSpire CorvetteSpire StarshipTransport ShipWarbird StarshipZenith Starship
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Drone unlocks with turret research as of 5.039: Neinzul Laser DroneNeinzul Missile DroneNeinzul MLRS DroneNeinzul Needler Drone

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