Bomber
Turn open space into a maze.


What it does
A cluster of proximity mines that makes geometry out of nothing. The Bomber is slow enough that it has to fight where it already is. So it changes where it already is into somewhere nobody wants to follow.
How to fly it
You are not going to catch anyone, so stop trying. Only the Carrier is slower or worse at turning, so the Bomber has to fight where it already is, and the mines are how it changes what that place means. A cluster on a chokepoint turns an open lane into a decision; a cluster behind you turns a chase into a bad idea. Treat the cooldown as ten seconds of terrain you get to author, and lay it where the objective already forces people to walk.
How to beat it
Mines are destructible and they do not move. Shoot a lane through them and take it. The Bomber has nothing to stop you, because at 130 hull it can absorb a fight but it cannot force one. Never take the obvious approach twice; that repetition is exactly the read the cluster was laid against. And if you have to trade, trade in the open, where the whole ability is worth nothing.
The StarForge Circuit
A mining rig with its charges still in the rack. The Circuit lets it run on the grounds that the charges were designed to break rock rather than hulls, a technicality that every pilot who has flown into a live cluster considers deeply unconvincing.
In short
- Mines are destructible; a careful attacker can clear a lane.
- 130 hull, the third-toughest in the roster.
- Denies chokepoints, flag runs and hill approaches.
| Special | Proximity Mine Cluster |
|---|---|
| Special recharges in | 10 seconds |
| Hull | 130 |
| Back in the fight after | 4 seconds |