Hulls are researched in the Naval Lab or awarded as Event Prizes. The following table details the requirements for researching each hull. The Gunboat hull is the default hull, and is unlocked when the game is first joined.
Gunboat- A small hull. Other than non-engagement recon ships, their poor weapons, armor loadout, and appalling tonnage make them useless for combat. However, they can usually be found as the flagship for a submarine fleet, or used as the flagship to disguise the true power of a fleet.
(Actually clicking on the fleet shows its level, and the draft in the world map usually gives that away)
Skirmsher- Just like the Gunboat, however with more than 2x the tonnage.
Longship- An actually useful ship. It's also the first ship containing a special slot. It can also carry multiple weapons and armor. A Longship carrying Havok 3 torps, Steel 1 armor, and Guidance Scrambler 2 can pose a major threat. It has longer range than cannons or rockets, it can dodge mortars using its speed, and its high evade rating helps against missiles.
Marauder- A truly useful ship. Unlike earlier ships, it can no longer carry torpedoes. However it holds a 3rd weapon, and can support more tonnage. It is the last Forsaken ship that has an automatic evade bonus. Once a player reaches level 35 or so then marauders are not useful for much of anything.
Predator Submarine- A basic submarine, capable of loading 2 torpedo-based weapons slots, and has one special. It can hide underwater. It can still fire torpedoes underwater and you will be able to see the submarine, and how long it can stay underwater. At this time, the only way it can be damaged is if a ship carries missiles AND has laser targeting for one of the specials or if it is attacked by other torpedoes.
Battle Barge- (BB) A noticeably amazing hull. It boasts 4 weapons slots, and 2 slots each for armor and specials. It is also the first ship that can be refitted, allowing you to change your ship's weapons, armor, and specials at will. Unfortunately, it has a negative evade bonus. However, this evade bonus doesn't make enemy weapons more accurate, it just reduces the effectiveness of specials that increase evasion. For example, a ship with 46% Evade may reduce accuracy of a Siege Cannon to 22. However, if the evade is -65%, the accuracy will still remain as 40.
Arbiter- A high tech hull capable of supporting tactical modules.
Leviathan- (LV) A truly fearsome ship. With 3 armor slots, 2 special slots, and 5 weapon slots, and a loadout of 3000 tons, not much will live through this ship for long. Also, 3 armor slots is the maximum armor slots for any researchable Forsaken ship...meaning dealing with FF's or HH's will now be a matter of weapons loadout, not armor.
Sea Wolf- (SW) A remarkably fast ship that can have a huge loadout capacity. It sacrifices armor for speed, weapons loadout, and specials. This ship fields 3 special slots -- a currently popular package are specials Speed System III, Solid Fuel Booster III, and Laser Targeting III for a missile assault ship that cannot miss.
Stalker Submarines- A true upgrade to the Predator submarines, being able to hold 2 special slots, and has a huge weapons loadout. It may also contain surface weapons, usable only when surfaced, allowing a sub to travel through a channel and destroy WH'S and OP inside an undefended atoll. Fully armored Stalkers if damaged have a long repair time (subs in general take longer to repair).
Sea Scorpion- (SS) An upgrade to the Sea Wolf, with more weapon slots and nearly twice the tonnage, while still being extremely fast. Considered to be one of the best Forsaken hulls for raids and events due to its large weapon payload and relatively quick repair time compared to other hulls (due to low armor).
Floating Fortress- (FF) This Forsaken Behemoth-of-Death carries a huge weapons and tonnage loadout, and has 3 armor slots. However, the FF is very slow. It is also boasts having the highest cargo capacity of all ships, only being beaten by the rare raid prize, the Super Fortress (nearly 1.9M cargo!).
Hammerhead- (HH) The most offense-capable ship the Forsaken have in their line-up. It offers more equipment and tonnage than any other Forsaken-researchable hull. However, it carries slightly less cargo than the FF.
Each ship rank grants that ship a percent increase of firing rate and turning speed. The amount of experence points needed for a ship to advance from one rank to the next is dependent on the type of ship.
Rank
Fire Rate
Turn Rate
Inexperienced:
+0%
+0%
First Class:
+5%
+5%
Second Class:
+10%
+10%
Third Class:
+15%
+15%
Fourth Class:
+20%
+20%
Elite Class:
+25%
+25%
Experience points needed to be promoted (uncertain values marked with "?"):
Ship
Inexperienced
First Class
Second Class
Third Class
Fourth Class
Elite Class
Gunboat
30
75
135
210
300
Skirmisher
39
99
180
279
399
Longship
53
132
238
371
531
Marauder
70
176-317
318
494
706
Predator submarine
80
200-360
361
560
800
Battle Barge
93
234
422
657
939
Arbiter
225
562
1012
1575
2250
Leviathan
124
312
561
873
1248
Seawolf
155
387
697
1085
1550
Stalker Submarine
142
?350?
642
997
1426
Floating Fortress
166
415
747
1162
1660
Sea Scorpion
200
500
900
1400
2000
Sea ScorpionA
Hammerhead
175
437
787
1225
1750
HammerheadA
HammerheadB
Corvette
30
75
135
210
300
Frigate
Destroyer
72
180
325
526
723
Light Cruiser
Battlecruiser
115
288
518
806
1152
Battleship
161
403
725
1129
1613
Dreadnought
Dreadnought X
225
564
1016
1580
2258
Barracuda
Goliath
215
537
Strike Cruiser
193
483
870
1354
1935
Interdictor
Missile Cruiser
Missile Cruiser X
213
533
959
1492
2132
Mercury
201
503
These numbers can be found in the refit/scrap menu for the hull.
Hulls, along with Armour are the two products researched by the Naval Lab. There are twelve different hulls currently available to research, with each one progressively more capable and slower than the last, excluding the Seawolf and the Submarines which serve as niche or specialty ships (the Hammerhead is more capable but also faster than the Floating Fortress).
If a fleet is damaged you can repair it in the Dock.
The gunboat is the first type of hull the player will have access to build when they start the game. It is a light and fast ship best used for scouting due to its speed, limited weapons and armour.
The Skirmisher hull is the first hull a player may research, and is described as a "lightly armored corvette". The Skirmisher is featured on the loading screen for Battle Pirates. Best used as an "armoured' scout.
Skirmishers are a good early on replacement for the Gunboat, able to use much heavier weapons and armor. They are used mostly up until players have researched the Longship, (and switched to using only Longships thereafter). They do, however make good scouts, resource stealers and probe ships alongside Gunboats, even at much higher player levels.
They can also be used as flagships for fleets composed of much larger ships, masking the true intent of a fleet, baiting players into attacking the fleet looking for an easy kill.
The Longship hull is the second hull a player may research, and is described as a "highly mechanized frigate". The Longship is the first hull to have more than one Weapon Slot and one Armor Slot, and also the first one to have Special Slots.
Longship fleets excel at salvaging. Longships outmaneuver all non-elite salvage fleets and easily outrun mortar fire; Engine 1 is a popular special. They have a powerful, long-range weapon option in Havok Torpedo 3.
The Marauder hull is the third hull a player may research, and is described as a "heavily armored cruiser". The Marauder's shape appears to be heavily based upon the Longship's, with the addition of 2 outriggers on each side. This hull is best used in attacks of important locations that are averagely armed.
This is the second ship hull that has a Special Item slot and the last ship to receive an Evade bonus.
Lightweight hull that can submerge itself underwater for a period of time. Great for sneak fleet attacks. This ship is refitable, can only be equipped with underwater weapons and can fire both surfaced and submerged. While the sub is submerged it is invulnerable to ship weapons (except missiles when used with Laser Targeting) and invisible when far enough away. By carefully controlling a sub it is possible to defeat much stronger fleets.
NB: The Predator Submarine cannot be a fleet flagship, so you cannot make fleets consisting purely of Predator Submarines. Also, because submarines take 4x longer to repair than surface ships, most players do not armor them. In fact, many players only repair each sub to a few points of health before deploying them again..
The Battle Barge (BB) hull is the sixth hull a player may research, and is described as a "gigantic barge". BB is the first surface-ship able to "refit", allowing a player to customize the weapon, special,and armor slots as he/she unlocks selections in the naval and weapon labs as the player sees fit.
With more than double the tonnage of a Marauder and an extra special slot, barges are able to mount powerful weapons like the long-ranged Cutlass missiles.
Battle Barge A is the next generation, with increased cargo capacity, armour and speed.
The Arbiter is a special ship, able to carry a single Tactical Module thus providing boost to the rest of the fleet or apply various negative effect on the enemy fleet if they get in range of the Arbiter.
The Leviathan (Levi) hull is the seventh hull a player may research, and is described as a "battleship". Five weapon slots ensure that nothing stays for long in its sights.
Leviathan A is the next generation Leviathan, with increased cargo capacity, armour and speed.
With their ability to carry heavy weapons, Leviathans are competent mid-level base attackers and defenders. They have little late-game use, however, unlike the more powerful Floating Fortress and Hammerhead (Naval Lab 10).
The Stalker Submarine is larger than the Predator and has space for surface and underwater weapons, and has more special, weapon and armor slots. However, slow speed and turning ability limits its usefulness and the long repair times of submarines make armor less appealing.
NOTE: Surface weapons can only be fired when this hull is surfaced.
The Seawolf is the eighth hull to be researched. It's described as a "fast and powerful destroyer".
With high speed, 5 weapon slots, and 3 specials, it excels at fleet combat and salvaging. Configured with long-range missiles and Solid Fuel Booster, Seawolf fleets can quickly eliminate any non-elite salvages without taking damage. Ballistic Seawolf fleets deal enough damage to be useful during raids, though their armor is too light to take on high-level targets.
The Floating Fortress (FF) hull is the tenth hull a player may unlock, it was originally the last, and is described as "The largest ship on the high seas". Floating Fortress A is a variant built with increased armour and agility.
Though poor choice for fleet combat, the slow Floating Fortress has lasting value as a base attacker and defender, cargo-hauler, and in some raid events. Once the most powerful Forsaken hull, the mighty FF has seen declining use since the release of the more powerful Hammerhead and Draconian hulls.
The Hammerhead is the twelfth and final hull the player may unlock.
The Hammerhead holds about 12% less cargo than a Floating Fortress but is 20% faster, with slightly increased armor, max weight, and evasion, making it a better choice for most applications.
The Hammerhead is an aggressive hull with advanced attacking capabilities. Strike fear into the hearts of your enemies with room for 6 weapons, 3 kinds of armor, and 2 specials.
Rewarded to captains who looted the most resources in his/her sector during the Revenge Raid event. The strongest ship compared to any other. Recommended for attacking maximized guarded fleets.
The variants are almost identical except for combat, map and turn speed. On January 12 2012, the Hammerhead hull became available for everyone to research, but without the rather fancy paint-jobs and with slightly downgraded stats.
Variant A was awarded to sector winners of Revenge Raid I, and made available again for players who traded in 5m points for this hull during Base Invaders VI. It features +1,000 Armor Points, +4 Turn Speed, and +38 Max Weight compared with the standard Hammerhead.
Variant B was first awarded to sector winners of Revenge Raid II, and was made available again for 5mill. points during the Storm Strike event. It features +1 Combat Speed, +6 Turn Speed, and +2 Map Speed, and -400 Armor Points in comparison with the Hammerhead A, but that's still 600 more than the standard Hammerhead.
This hull was given as a reward to the top resource collector during the Revenge Raid IV - Draconian Domination. It was made available again for players who traded in 5m points for this hull during Base Invaders VI. it was also available in Lightning Raid (Dec. 2012) for 4.5M points. The Battleship is a formidable hull for base defense or when attacking enemy bases. Ballistic range is best of all Draconian hulls (tied with the Battlecruiser X) and second only the the Goliath (toilet).
This hull was rewarded to the top resource collector during Revenge Raid III - Hull Heist event. It was made available again for players who traded in 2.5m points for this hull during Base Invaders VI,2.25m points during Storm Warning and 3.5m points during lightning Raid Event. A notable feature of this hull is that it has a built-in submarine detection range of 50. Therefore it is particularly useful for hunting subs; and many people add the sonar special to it to increase the detection range even more. Still a formidable sub hunter, it's not been replaced by the more powerful Interdictor as the top Sub Hunter. A new X variant is now available as a tier 3 prize from the weekly raids.
This hull is rewarded (if you are lucky) as tier 3 reward for players who earn 2,500,000 point in the weekly Forsaken mission event. Compared to the normal type, the X type Battlecruiser hull trades some armor, 10% of its natural ballistic resistance and 10 yard from it's built-in sonar detection range for better combat and map speed, and 10% extra range for every ballistic type weapon fitted on it.
This hull was rewarded in the Feb. 2013 raid as the Tier 4 prize.
A notable feature of this hull is that it has the most cargo carrying capacity of any hull at 1.87M tons! Its max weight is 7388 tons with 2850 armor points, 6 weapons slots, 4 armor slots, and 2 special slots. Its native combat speed is 8 mph.
The Dreadnought (mostly called Dread in-game) was rewarded to the top 4 captains per sector who destroyed the most bases/fleets in Base Invaders. The Dreadnought X (Dread X) Hull was rewarded to players trading in 7.5M points for it in Storm Warning. It is faster, more agile and has a huge mortar reload bonus, and other mortar-related boost.. Downside is a bit reduced armor.
This hull was rewarded to sector winners of Base Invaders II. On May 25, 2012, a regular version of this hull was made available to research; however, with reduced armor and speed as well as lacking the Raid colours. It can be research in the naval lab (under hulls on the second page)..
Like the Hammerheads, the one released to players has no paint jobs, and have slightly downgraded stats.
This hull was rewarded to anyone achieving 22 million points in Base Invaders 3 and 4.5 million points in Storm Warning I. It was the strongest submarine in the game until the arrival of the Spectre. The Barracuda hull also a Tier IV prize in April 2013 Raid.
'Cudas are fast and deadly and when equipped with 6xD63-V torps are rather combat swift and top killers in FvF.
This hull, which appeared to be forged from two ships and a highly modified 'oil rig' structure, was rewarded to anyone achieving 22 million points in Base Invaders IV, and as a 4th tier prize during Storm Strike. It is commonly referred to as the "Toilet" due to it's resemblance to a commode.
It's an insanely strong base defending ship. It has a ballistic bonus range of 39%, making Thud cannon 4 with Hardened Barrels 3 a 92 range weapon. It is worth to be noted, that the Floating Fortress are no longer "the largest ship on the high seas", and that the Draconian's Dreadnought are no longer invincible with the arrival of this monster.
This Hull was rewarded to anyone achieving 22 million points in Base InvadersV. The
experimental ship for Light Cruiser. It is of Draconian origin, and a rather balanced ship.
This Hull was rewarded to anyone trading in 250k points for it in Base Invaders VI and Storm Warning I or 400k points during Lightning Raid. It carries a remarkably high amount of armor and is useful for hit-and-runs with Draconian-grade torpedoes.
This Hull is rewarded to anyone (if lucky) who earn 150,000 points in the weekly Forsaken mission event. The X version differs from the standard destroyer hull in having somewhat less armor by default but in trade the hull is faster and more agile.
This Hull was rewarded to anyone trading in 500k points for it in Base Invaders VI and 750k points during Storm Warning I and Lighting Raid. It is a very useful and versatile light ship.
]]This Hull is rewarded to anyone (if lucky) who earn 500,000 points in the weekly Forsaken mission event. Compared to the standard Light Cruiser the X type sacrifices a bit from it's armor in trade for a nice increase in speed and map speed and best of all, increasing the reload speed for every missile (that's not including rockets) weapon that it has been equipped with by 19%.
in 7.5m points for it in Base Invaders VI as well as 6m points in Lightning Run. Because of the ability to fit torpedoes, and the high concussive defense, it has replaced the Battle Cruiser as the new sub-hunter!
in 7.25M points for it in Lighting Fall Raid Event, Jan. 2013. It was designed to work in conjunction with a Drone Module III to deploy drones (little ships). An Arbiter can also be fitted with the new Drone Module II to deploy drones. It is worth noting that a Drone Module fitted into a Hurricane offers double the drones compared to one fitted onto an Arbiter. Down side is that if you use all the drones it takes forever to repair it, including restocking its drones.
The Missile Cruiser/ Missile Cruiser X was the top prize during the event Lightning Raid. It took 6 million points trade-in for the Missile Cruiser to be acquired and 4.5 million points for the Missile Cruiser X. It has to be acquired in order, so you have to get the MC, then another prize the D55-F Siege Missile and then the MCX. Both versions feature enhanced performance for penetrating weapons (missiles) and have increased missile reload times and missile defence. The Missile Cruiser X has enhanced reload time compared to the standard MC variation and a built in 25% flak evasion bonus for missiles, which combined with the built in flak evade for the D55-F, makes it a tough & handy base cracker. The MCX was also a bonus prize for players killing all 50 Drac Military fleets in the Drac Hunt 3 Raid twice, April 2013.
The Spectre is a Raid Prize submarine (most recently, Tier V in May 2013 Drac Hunt 4). Although not considered as effective in FvF battles compared to the Barracuda, it is still an effective hull. Most notable is its enhanced submerge time (1 minute standard) allowing it to destroy many fleets before it even surfaces. With 6 weapons slots and 3 armour slots, it's designed to take a licking, whilst delivering a heavy payload of damage. Weight-capable of carrying all siege torpedoes, this hull can drive straight up a channel and sink guarding fleets with ease (even the mighty Goliath isn't safe).
The Mercury Hull is the Forsaken’s versatile, all-purpose assault hull. Outfitted with anti-sub capabilities, the Mercury is equipped to deal with any threat on the surface or below.
The Typhoon is the original hive ship that is equipped with Draconian Drone Modules. Whilst making circles on the Fleet vs Fleet combat page (with it's escort of varying level ships), it spews forth little demons intent on taking down the most battle hardened fleets . The drones charge towards your ships before beggining to circle your fleet in a Kiting strategy. There are 3 known weapons equipped on these ships which are:
Torpedos
Missiles
Ripper Cannons
Although not powerful on their own, its their sheer numbers that wear down your defences. It's worth noting that on destroying the Typhoon, all ships in the battle, including the drones not controlled by the Typhoon slow down, indicating that the Typhoon has some control over all Draconian controlled fleets.
Fleet Level
Points
4
1.408
8
2.468
12
3.707
16
6.307
20
8.662
25
14.529
31
50.585
After successful examination of the Typhoon hull, the Forsaken came up with the Hurricane Hull and Drone modules (which also fit on Arbiters).
Mercenary Fleets are gained by your friends on Facebook who also play the game and have chosen to send you a free gift. The option to send free gifts tab can be found at the top left of the game console. You can deploy one Mercenary Fleet every 12 hours and it lasts for 12 hours.
Mercenary Fleets utilize only the technology and hulls you have researched (Three ships of your highest hull* and 2 ships of you second highest*).
*Subs, Arbiter, Sea Scorpions and Sea Wolfs are excluded from Mercenary fleets