Introduction
Captains, welcome to the official T13.5 Garrison Dreadnought Strategy Guide. This guide aims to give you some insights on target mechanics for the new Dreadnought hull, the Hierophant. Learn about your enemies, and find general target info to help you in battle. Good luck!
Black Water Colony
[Art Not Yet Available]
Tier 13.5 Garrison Dreadnought Hull: Hierophant
The Hierophant is initially equipped with 16 weapon slots, 4 armor slots, and 6 special slots.6 of the Hierophant’s weapon slots can be equipped with counter measures. It can unlock 4 additional weapon slots, as well as 3 Heavy Weapon slots and 4 additional Armour slots through Evolutions.
The Hierophant’s main weapon, the Ritual Missile Launcher, fires at long range for single-target penetrative damage.
The Hierophant is also equipped with 3 built-in Acolyte drones.
Using the Built-in Acolyte Drones
The Hierophant spawns 3 Acolyte drones that circle it closely. The Acolytes cannot be targeted by enemies, but they can be destroyed by splash damage. Any destroyed Acolytes respawn every 10 seconds.
Each Acolyte provides a Survival Aura, which stacks with the auras provided by the other two Acolytes, and also fires a non-damaging projectile that drops a field which reduces enemy damage - these fields also stack, inflicting a hefty damage penalty if all three Acolytes target the same enemy.
Enemy Info
Black Water Warden
Type: Rocket Hull
Health: Medium
Damage: Medium
Damage Type: Explosive
Splash: Medium
Spread: Medium
Range: Medium
Countermeasure Vulnerability: No
Note: The Rocket-equipped Wardens have a slow aura that activates when an enemy gets close. More advanced versions also speed up when their slow aura activates, so approach with caution!
Black Water Houndmaster
Type: UAV Hull
Health: Medium
Damage: Medium
Damage Type: Penetrative
Splash: N/A
Spread: N/A
Range: Medium
Countermeasure Vulnerability: Yes - MDS III or Gale IV recommended
Black Water Mortar

Type: Mortar Turret
Health: High
Damage: Medium
Damage Type: Explosive
Splash: Medium
Accuracy: N/A
Countermeasure Vulnerability: No
Range: Very Long
Notes: This mortar turret fires mortar shells in a random pattern across its entire range, which leave small Black Water fields that deal Penetrating and Explosive damage.
Corrupted Cerberus Rocket

Type: Rocket Turret
Health: Medium
Damage: High
Damage Type: Explosive
Splash: Very High
Accuracy: None
Range: Short
Countermeasure Vulnerability: No
Note: This rocket has high damage but can be easily outranged.
Corrupted Dead Eye Executioner Missile

Type: Missile Turret
Health: Medium
Damage: Medium
Damage Type: Penetrating
Accuracy: High
Range: High
Countermeasure Vulnerability: Yes - MDS III recommended
Corrupted Executioner II Missile

Type: Missile Turret
Health: Medium
Damage: High
Damage Type: Penetrating
Accuracy: High
Range: Very High
Countermeasure Vulnerability: No
Notes: These missile turrets fire in a very tight fixed directional arc, and are usually set to guard the Corrupted Gates. Be careful not to wander into their range while assaulting the gates!
Corrupted UAV

Type: UAV Turret
Health: Medium
Damage: Medium
Damage Type: Penetrating
Range: Medium
Countermeasure Vulnerability: Yes - MDS III or Gale IV recommended
Corrupted Defense Mortar

Type: Mortar Turret
Health: Medium
Damage: Medium
Damage Type: Explosive
Splash: High
Accuracy: N/A
Countermeasure Vulnerability: Yes - Gale IV recommended
Range: Long
Corrupted Gate

Type: Gate
Health: High
Damage: Medium
Damage Type: Explosive and Penetrative
Splash: N/A
Accuracy: N/A
Countermeasure Vulnerability: No
Range: Medium
Notes: These Corrupted Gates have no weapons, but they emit a large Black Water field that will damage your hull or drones.
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 targe.
If the arc is not specified then it has a 360 degree arc.