FARGATE

Enemies

Everything a world spawns at you.

These spawn in your world and fight everything in it — the asteroids just get in the way. The Sector Sweeper, the Swarm and the Thief turn up in a world too, but nothing spawns them — the other team sent them through the gate, so they are with the rest of that in Weapon Packages. A Distress Call's freighter is on your side, chased in and then on guard at the gate: keep it alive.

Drone

Lane traffic · Common

Flies the lanes either side of the gate in small groups, minding its own business. Shoot one and the whole group turns on you — and remembers you.

Health
30
Speed
90 u/s
Damage
6 / shot
Cadence
1.5s
Range
150 u

Hauler

Tank · Uncommon

Brings up the rear of some lane groups. Lumbers straight at you, turning its whole hull. The beam charges for a second first — the glow is the dodge. Orbit it.

Health
120
Speed
50 u/s
Damage
40 / beam
Cadence
4s
Range
500 u

Mine

Hazard · Uncommon duo

Any hit sets it off. A ship close by starts a short fuse — the fuse is the dodge. The blast hits everything, other mines too.

Health
1
Trigger
90 u
Fuse
1s
Blast
140 u
Damage
35

Miner

Area denial · Uncommon duo

Arrive in pairs, jink to spoil aim and flee from ships. Each lays its quota of mines, then leaves. Chase them early.

Health
60
Speed
190 u/s
Flees inside
450 u
Lays every
2.5s
Mines per run
8 each

Reaver

Elite hunter · Uncommon

Leads some lane groups and escorts a boss. Kites when it is hurt, charges when you are: rapid fire at range, a heavy ram up close.

Health
90
Speed
200 u/s
Damage
4 / shot
Cadence
0.22s
Range
250 u

Scavenger

Loot denial · Uncommon duo

Faded and fast, it comes for what a fight left lying: power-ups, Scrap and Cores. It parks on a drop and a bar fills — shoot it first and you keep the drop; after, it is gone.

Health
30
Speed
180 u/s
Spots loot
1,600 u
Steal
3s
Visit
2 at a time

Stinger

Skirmisher · Rare

Leads some lane groups, and fights whoever its group turns on. Dashes sideways to spoil your aim, but can never outrun you.

Health
30
Speed
210 u/s
Damage
5 / shot, ×3 burst
Cadence
2s
Range
300 u

Raider

Pirate · Raid

Pirates in bands of three that come for any ship carrying materials. Each strafes straight through you, guns firing, and takes a cut of your hold on every pass — but it holds still and lines up first: sidestep the run and you dodge both the burst and the cut. Kill one to get back what it took, or bank your hold and the band lets you go.

Health
70
Run
520 u/s
Damage
6 / shot, ×3 a run
Takes
6 Scrap a pass, or 1 Core, or 2 Starglass
From
2 min in, 3 a band

Supply Freighter

Cargo hauler · Supply

A faction cargo hauler, flown down a lane in the middle of a bigger group, one down each lane at the same moment — the minimap marks it wherever it is. It carries no gun and minds its line until shot; then its whole group turns on you. Break it open for a heap of Scrap, richer the higher the tier.

Health
600
Speed
90 u/s
Escort
its group and 2 more Drones
Comes
every 3:00 on the clock, both lanes

Asteroid

Hazard · Shower

Drift through in showers from one edge, and one at a time all match, never aiming. A bump hurts and Slows you. Large splits into medium, medium sometimes into small — big rocks pay the most Scrap, and every asteroid is cover. Not every rock is one: some are harmless and far off.

Health
260 · 100 · 35
Speed
100 · 130 · 160 u/s
Contact
30 · 18 · 8
Slowed
3s
Per shower
28–40 rocks

Ore Rock

Harvest · Stray

A drifting rock studded with crystal. It hurts on contact and stops fire like any asteroid, but it breaks whole, with no pieces, and pays Cores as well as Scrap: the only rock that does. Nothing marks it, so keep an eye out.

Health
100
Contact
18
Pays
Scrap and Cores
Turns up
10% of strays

Comet Fragment

Harvest · Comet

A comet crosses the Expanse a couple of times a match — the minimap shows its line before it comes — and sheds glowing fragments behind it as it goes. They fire on nobody and hold still: hold Interact beside one to extract its Starglass, the material the heaviest boss needs, before it fades. Shot apart, a fragment is lost.

Health
20
Pays
1 Starglass
Extract
Hold 2s
Fades
1 min after it falls
A comet
24 fragments
Comes
6 min in, then every 8 min

Salvage Hulk

Harvest · Yard

Old wrecks lying dead in the two Salvage Yards, one in the far corner of either side of the Expanse. They fire on nothing. Shoot one apart for a scrap or two, if anything, and now and then a power-up — or hold Interact beside it to investigate it, for more Scrap or now and then a Core. Something sometimes lives in one, though, and what you wake comes out biting. A yard is laid whole again only once every hulk in it is gone, at the next restock, and the minimap marks a cleared yard with a clock to it. Later in a match the faction posts Drones to guard them.

Health
120
Investigate
Hold 2.5s
A yard
6 hulks
Restocks
once cleared, on the next 2:00
Guarded
from tier 3, 2 Drones

Stowaway

Ambusher · Yard

Something that lived in a Salvage Yard hulk, woken by a pilot investigating it. It bursts out lunging at whoever woke it, and its bite slows you to a crawl. It circles while its next lunge comes round, then strikes again, until it is killed or tires and leaves.

Health
90
Speed
200 u/s
Bite
20
Slow
75% for 5s
Warning
0.5s
Lunges
every 9s

Cargo Pod

Salvage · Convoy

Towed in a line behind its freighter. Shot open, a pod spills its salvage where it was — but every hit on one robs the convoy as a hit on the freighter does, and an escort who lands one is paid nothing.

Health
220
Per convoy
4
Tow
70 u

Convoy Drone

Convoy guard · Convoy

Launched in waves by a freighter that holds a grudge, it hunts only the pilots who robbed it — and whoever shoots it — and flies off once the grudge is gone. Lose it by leaving the convoy well behind.

Health
60
Speed
150 u/s
Damage
5 / shot
Cadence
1.1s
Wave
3 every 12s

Convoy Freighter

Salvage hauler · Convoy

Crosses the Expanse wall to wall towing its cargo pods, on the clock — along the north side, then the south the next time, by turns — and fires on nobody. Fly close and you are asked to escort it: stay near it and you are paid in Scrap when it gets out. Hit it and it holds a grudge — it raises a shield over the whole train and launches drones at you, dropping the shield for a moment each time it does.

Health
900
Speed
55 u/s
Escort pay
30 Scrap a minute
Escort range
400 u
Shield
×0.2 damage
Shield down
4s
Comes
1:30 in, then every 3:30

Distress Freighter

Civilian · Distress

A battered civilian hauler that limps in over a wall with faction Drones on its tail, making for the gate. Your shots pass through it; theirs do not. Shoot down every Drone on it, then stay close while its coords upload, and it is saved — no escort home needed: it pays every pilot who came near it and flies on to the gate as battered as it was, where it is patched up while it patrols on guard, firing on every enemy in reach — a sent boss included — until its watch is over. Unsaved, it holds at the gate with the Drones still on it. The faction fights it as it fights your turrets, and a Guardian's Mending Field mends it as it does them. Lose it before it is saved and its cargo spills where it goes down.

Health
900, in at 60%
Speed
40 u/s
Chased by
5 Drones
Help range
700 u
Upload
6s within 300 u
Pays
15 Scrap + 30 XP each
On guard
2 min, 8 / shot every 0.4s
Range
650 u
Comes
3 min in, then every 3.5 min–5 min

Gulper

Den heavy · Lair

Slow and huge, it keeps to its den in the dark. Come close and it opens its jaws, then lunges and bites everything in front of it — step off the line while they are open. Killed, it always pays Cores.

Health
1,200
Speed
55 u/s
Bite
45
Jaws open
0.7s
Bite reach
236 u
Den
1 a den

Lantern Eel

Den lunger · Lair

Frail and quick, it lurks in the dark round its den with its lantern dim. When the lantern brightens it is about to lunge along a line at you; it strikes the first ship in its way, then turns away. Killed, it may pay a Core.

Health
180
Speed
150 u/s
Lunge
25
Warning
0.65s
Lunge length
460 u
Den
3 a den

Heavy boss

Dreadnought · Boss

The biggest hull a team can send, and the slowest: it holds the most modules and costs the rarest material, so it comes one at a time. It hunts your team across the whole world and drains your counter while nobody is there to fight it.

Health
9,000
Speed
60 u/s
Modules
4
Drain
8 a second unhunted
Cost
220 Scrap, 5 Cores, 10 Starglass and up
Presets
Bastion

Light boss

Raider · Boss

The cheapest hull, fast and frail, with two modules: cheap enough to send several at once. Kite it or kill it, but do not hide from it — with nobody to hunt it drains your counter from the gate.

Health
3,500
Speed
250 u/s
Modules
2
Drain
3 a second unhunted
Cost
80 Scrap and up
Presets
Hound, Mortar

Medium boss

Hunter · Boss

A mid-sized hull with room for three modules. Whatever it carries, it comes out of your gate hunting your team, and every point of damage it deals comes off your counter — kill it fast, for the loot as much as to stop the bleeding.

Health
6,000
Speed
110 u/s
Modules
3
Drain
5 a second unhunted
Cost
140 Scrap, 2 Cores and up
Presets
Brood, Phantom