Gunship
Ground you can actually hold.


What it does
A deployable sentry that shoots what you can't. The Gunship leaves a gun behind. Put a turret on a flag stand or a hill and the position keeps working while you reload.
How to fly it
The turret is a second gun that doesn't need you, which means the Gunship asks the same question every eight seconds: where do you want to be shooting from that you can't currently stand? A flag stand. The lip of a hill. A goal mouth. Placement is the entire skill. A turret covering the objective is worth three covering open space, and a good one keeps working while you reload, rotate, or die and come back.
How to beat it
Shoot the turret. It is destructible, it does not move, and it only lasts fifteen seconds anyway, with up to eight more before the Gunship can place another. Better still, fight the Gunship somewhere else: at 150 hull it will happily trade with you, but it is one of the slower hulls in the game and it cannot bring the position along. Pull it off its ground and the exchange is already won.
The StarForge Circuit
A salvage tender, and the turret is its cargo-yard sentry, standard equipment on any hull that parks valuables in open space. The Circuit's scrutineers argued about it for a season and then gave up: there was no way to write a rule banning it that didn't also ban the ship it came bolted to.
In short
- The turret is destructible and lasts 15 seconds, so placement is the whole skill.
- 150 hull, the second-toughest in the roster.
- Heavy and deliberate. Pick your ground and stay.
| Special | Deployable Turret |
|---|---|
| Special recharges in | 8 seconds |
| Hull | 150 |
| Back in the fight after | 4 seconds |