Interceptor

The one that gets there first.

The Interceptor in flight

What it does

An afterburner that outruns anything in the arena. The Interceptor does not win straight fights. It wins the fight it chose, arriving before anyone can rotate and leaving before the answer shows up.

How to fly it

One press is a fixed burn: two and a half seconds at nearly twice your top speed, then eight seconds to recharge. That makes it a decision about the whole engagement instead of one moment inside it. A single burn covers more than half the arena, and nothing in the roster will be there when you arrive. What it will not do is win the fight once you get there. The Interceptor's job is to reach somewhere before the other side can rotate to it: a flag, a hill, a teammate about to lose a 1v2. Then leave again before the answer arrives.

How to beat it

Don't chase it. You will not catch it, and the chase is the fight it wanted. Make it come to you instead. Its armor is only middling, so it needs good trades, and a ship committed to a straight line at full burn is the easiest thing in the arena to lead. Mines and turrets are especially unkind to it: both punish speed, and neither can be outrun.

The StarForge Circuit

A courier chassis with a delivery drive nobody ever got round to de-rating. It was built to move small cargo between stations against a clock, and the Circuit approved it for the Circuit more or less as found, which is how a hull with no business in a fight became the one that decides where the fight happens.

In short

  • One press is a 2.5-second burn at nearly twice your top speed.
  • Nothing in the roster catches you with the burn lit.
  • 100 hull means the trade has to be on your terms.

Against the other five

Speed
Toughness
Agility
Interceptor at a glance
SpecialAfterburner
Special recharges in8 seconds
Hull100
Back in the fight after3 seconds
Coming soon to iOS

Where the Interceptor shines