Spire Stealth Battleship

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Spire Stealth Battleship
Powerful battleship with onboard cloaking options as well as a portable radar dampener that makes enemy ships have to be in very close range to hit it at all (radar dampening does not affect the ability of enemy ships to hit other ships, just this one).


Base Stats


Ship Cap Ammo Type Armor Type Immunities Damage Bonuses
5 per Mark Flame Wave Ultra-Heavy Fusion Cutters, Reclamation, Paralysis Attacks, Being Insta-Killed 1.4 Composite, 1.4 Structural

Mark Damage Attack Range Reload Health Armor Speed Engine Health Single Ship DPS Ship Cap DPS Abilities
I 9x8000 7,000 2 sec 1,920,000 0 52 100,000 36,000 dmg/sec 180,000 dmg/sec Cloaking, Radar Dampening Range 10,000
II 9x16000 7,000 2 sec 3,850,000 0 52 100,000 72,000 dmg/sec 360,000 dmg/sec Cloaking, Radar Dampening Range 10,000
III 9x24000 7,000 2 sec 5,750,000 0 52 100,000 108,000 dmg/sec 540,000 dmg/sec Cloaking, Radar Dampening Range 10,000
IV 9x32000 7,000 2 sec 7,700,000 0 52 100,000 144,000 dmg/sec 720,000 dmg/sec Cloaking, Radar Dampening Range 10,000
V 9x40000 7,000 2 sec 9,600,000 0 52 100,000 180,000 dmg/sec 900,000 dmg/sec Cloaking, Radar Dampening Range 10,000

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 -- 16,000 6,000 22,000 1,000 00:02:14 80,000 30,000 110,000 5,000 00:11:10
II 2,500 32,000 12,000 44,000 2,000 00:04:27 160,000 60,000 220,000 10,000 00:22:15
III 6,000 64,000 24,000 88,000 2,000 00:08:54 320,000 120,000 440,000 10,000 00:44:30
IV Adv Fac 95,000 35,000 130,000 2,000 00:13:12 475,000 175,000 650,000 10,000 01:06:00
V Core Fab 125,000 48,000 173,000 2,000 00:17:22 625,000 240,000 865,000 10,000 01:26:50

How to use in your fleet

One for the more patient players - SSBs are highly survivable and can be utilised as an independent strike group. While they can work with the fleet, this is not fully utilising the SSB's unique combination of Stealth, Radar Dampening, Paralysis and Insta-Kill immunity. One example use would be to neuter any planet - without a Black Hole Machine or Gravity Drill, - by (slowly) laying waste to the various guardposts and emplacements. As the caps numbers for a full fighting force are very low, SSBs will not trigger AI alerts (unlike Space Planes).

Tachyon detection should not be a problem unless the AI also possesses significant local firepower (just make sure you upgrade to higher marks to match the planet you're fighting on). Against AIs with several Bomber-type unlocks, however, higher attritions can be expected. Setting up a repair post using Engineers and a Cloaker Starship will support your extended stealth raiding.

How to counter when in the AI fleet

SSBs are one of the few enemy ship-types against which you have the comfort of watching the health drop on each individual ship, as they batter your puny vessels. Every Bomber will count towards a speedy elimination. Due to their tenacity, the player is likely to lose a structure or two to a batch of 20 SSBs that slipped the net, than an equivalent strength of Raptors or other weaker cloaked vessels (the new Vampire Claws are also problematic, but for different reasons). Therefore it is important to have Tachyon coverage on all entry-points, and start working on them as soon as they are exposed.

On the offense, taking Decloakers with your fleet will expose SSBs at long range before they have a chance to sneak up and gun down your support ships. The SSB's 7000 attack range and chunky health means that other (short-range) tachyon options are less effective. Whatever you do, don't let a batch of zombie SSBs build up while hacking the AI.





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