Carrier
Drop it, fight, come home.


What it does
A warp beacon you plant and recall to. The Carrier is the slowest and toughest hull, and the beacon is what makes that survivable. Commit forward knowing the trip back is one button.
How to fly it
Plant the beacon where you want to end up, then go somewhere you would never otherwise commit to. That is the whole hull. The Carrier is the toughest ship in the game and the slowest, a combination that normally means dying a long way from home having achieved nothing. The beacon is what makes all that armor worth having, because the trip back becomes a button instead of a slow, well-telegraphed limp. Set it before you push, never after.
How to beat it
Kill the beacon. It is destructible and it sits there unattended while the Carrier is away, so a few seconds spent on it strands the slowest hull in the game with no way home until it plants another. Then take your time. There is a lot of ship to chew through, but it cannot disengage from you, and everything it wants to do depends on ground it now has to cross at a crawl.
The StarForge Circuit
A tender that plants its own dock. Every ring node is a fixed thing bolted to the containment frame; this hull carries a small one in its belly and drops it wherever the work is, which is either a marvel of field engineering or a licensing violation, depending on which promoter you ask.
In short
- Toughest hull in the game at 160.
- Recall is instant and then takes 15 seconds to recharge; the beacon is destructible while you're away.
- The slowest hull in the game. The beacon is your mobility, not your engine.
| Special | Warp Beacon |
|---|---|
| Recall recharges in | 15 seconds |
| Hull | 160 |
| Back in the fight after | 5 seconds |