Captains, welcome to the official T12.5 Assault Strategy Guide. This guide aims to give you some insights on target mechanics for the new Assault hull, the Sovereign. Learn about your enemies, and find general target info to help you in battle. Good luck! 

Legion Penal Colony 

 


Greta is on the run and her fleets are displaced. In desperation, With nowhere else to turn, Greta seeks asylum from Zoe. Zoe welcomes her with open arms, but only to trap the Draconian tyrant. When Greta discovers the deception, she offers her latest ship blueprints to any for-hire mercenaries to aid her. Help release her refugee comrades from Legion Penal Colonies!

 

Tier 12.5 Assault Hull: Sovereign

The Sovereign is equipped with 8 weapon slots, 4 armor slots, 6 special slots and 1 Heavy Weapon slot which is unlocked at U1. Four of the Sovereign weapon slots can be equipped with countermeasures.


"The Sovereign's built-in module, the Royal Seal Speed Burst, allows the ship to build up a charge while stationary that is then expended as the ship begins moving again, allowing it to rapidly reposition and evade incoming threats". At max stacks (3 Sec), there is a ring indicator on the Sovereign that will signal its ready to activate.

The Sovereign’s main weapon, the Vassal Missile, is accuracy-based and fires at medium range, dealing Penetrative damage.

Ally Info

Name: Imprisoned Draconian Ships

  • Type: Friendly
  • Health: N/A
  • Damage: None
    Note: Throughout the new Sovereign season you will find varying types of Imprisoned Draconian Ships captured by the Legion. Break them out for complete victory!

Enemy Info

Name: Legion Warden

  • Type: Dumbfire Missile Hull 
  • Health: High
  • Damage: High 
  • Damage Type: Penetrative
  • Splash: High
  • Accuracy: N/A
  • Range: Very High
  • Countermeasure Vulnerability: No
  • Kingkiller: Yes

Note: This fixed position hull has two 360 arc based Missile Launchers, two medium arc based Missile Launchers with gap in between that slowly turn towards it’s closest enemy, and two medium arc based Scatterguns that also turn with a gap in between to avoid fire. The dumbfire Missile Launchers have a large splash.

 

Name: Legion Prison Guards

  • Type: Scattergun Hull
  • Health: Medium
  • Damage: Medium-High
  • Damage Type: Corrosive
  • Splash: Med-High
  • Accuracy: N/A
  • Range: Medium
  • Countermeasure Vulnerability: No

Note: This Hull has a medium scattergun range, use this low range to your advantage!

Name: Hyena Missile

  • Type: Missile Turret
  • Health: Medium
  • Damage: Medium
  • Damage Type: Penetrative
  • Splash: Medium
  • Accuracy: Yes
  • Range: High
  • Countermeasure Vulnerability: Low

Note: This turret has a 360 ranged ring. Vulnerable to Countermeasure type CMs.

Name: Seeker Scattergun

  • Type: Scattergun Turret
  • Damage: Med-High
  • Damage Type: Corrosive
  • Splash: Medium
  • Accuracy: N/A
  • Range: Medium
  • Countermeasure Vulnerability: No

Note: These turrets have a decreased spread the closer you are, keep your distance! 

Name: Spotter Scattergun

  • Type: Scattergun Turret
  • Damage: High
  • Damage Type: Corrosive
  • Splash: Medium
  • Accuracy: N/A
  • Range: Medium
  • Countermeasure Vulnerability: No

Note: Similar to the previous scattergun turret but this damage is completely avoidable if you stay out of its arc!

Name: Lucanidae UAV 

  • Type: UAV Turret
  • Health: Medium
  • Damage: Medium
  • Damage Type: Penetrative
  • Splash: N/A
  • Accuracy: High
  • Range: Medium
  • Countermeasure Vulnerability: High
  • Kingkiller: Yes
    Note: Vulnerable to Countermeasure type CMs.

Name: Rockslide UAV

  • Type: UAV Turret
  • Health: Medium
  • Damage: Medium-High
  • Damage Type: Penetrative
  • Splash: N/A
  • Accuracy: High
  • Range: Short
  • Countermeasure Vulnerability: No
  • Kingkiller: Yes
    Note: If positioned well with the range you can avoid damage completely. 

Glossary

Range definitions are relative to the primary season hull. Thus what is short for one hull might be considered medium for another, the goal is to convey easily to players which turrets/ships they can outrange and which turrets/ships may be firing on you from a considerable distance away.

  • Very Short = Easily out-ranged.
  • Short = Out-rangeable.
  • Medium = At least the same range as the player but generally not much more.
  • High = Will easily outrange the player hull.
  • Very High = Will cover a significant portion of the target.

If the arc is not specified then it has a 360 degree arc.