T14 Dreadnought Strategy Guide
Captains, welcome to the official T14 Dreadnought Strategy Guide. This guide aims to give you some insights on target mechanics for the new Dreadnought hull, the Nocturne. Learn about your enemies, and find general target info to help you in battle. Good luck!
Corrupted Tropics
Art Coming Soon!
Tier 14 Dreadnought Hull: Nocturne

The Nocturne is initially equipped with 16 weapon slots, 4 armor slots, and 6 special slots. Countermeasures can be equipped to 4 of the weapon slots. 2 additional weapon slots unlock at E3, and another 2 at E7. 2 additional armor slots unlock at E4, and another 2 at E9. 3 Heavy
Weapon slots unlock at E1, E6, and E10. In addition, the Nocturne includes 3 Officer Slots; the first of which may equip a powerful Captain. These slots unlock at E2, E5, and E8.
The Nocturne’s main weapon, the Duskrattle Scattergun, fires at medium range, dealing Corrosive Damage. The Scattergun are splash-based and are capable of taking out multiple enemies at the same time.
Using the Built-in Fogcleaver Scatterguns
The Nocturne has 2 built-in scatterguns called the Fogcleaver that fires from its Front and Rear arcs sending a burst of damage dealing Corrosive Damage.
Using the Built-in Shiverlance Missiles
Paired with the Fogcleaver Built-ins, the Nocturne has 4 arc Missile weapons called the Shiverlance that deploys a MIRV with 2 warheads that deploy debuff regions on impact onto its closest target. Out of the 4 arcs, 2 are Penetrative and 2 are Corrosive that deploy debuffs based on their damage type.
Note: The Corrosive Armor Debuff from a Penetrative and Corrosive Region can stack up to 2 times.
Enemy Info
Corrupted Tempest Scattergun

Type: Scattergun
Health: Medium
Damage: Medium
Damage Type: Corrosive
Splash: Medium
Accuracy: N/A
Range: Medium
Countermeasure Vulnerability: N/A
Note: Stay at your maximum weapon range to reduce damage delivered by splash.
Corrupted Gargoyle Scattergun - Alternating Shroud


Type: Scattergun
Health: High
Damage: Medium
Damage Type: Corrosive
Splash: Medium
Accuracy: N/A
Range: Medium
Countermeasure Vulnerability: N/A
Note: Stay at your maximum weapon range and stay at a constant speed to reduce damage delivered by splash. With its alternating shroud times and attack times, be mindful when you choose to attack!
Corrupted Halo Missile Launcher

Type: Missile
Health: Medium
Damage: Medium
Damage Type: Penetrative
Splash: N/A
Accuracy: Medium
Range: Very Short
Countermeasure Vulnerability: No
Note: Stay at your maximum weapon range to avoid its slightly shorter range.
Corrupted Vulture Missile Launcher

Type: Missile
Health: Medium
Damage: Medium
Damage Type: Penetrative
Splash: N/A
Accuracy: Medium
Range: Medium
Countermeasure Vulnerability: Yes
Note: Anti-Penetrative type Countermeasures are the most effective when countermeasuring, MDSIII are recommended.
Corrupted Osprey UAV

Type: UAV
Health: Medium
Damage: Medium
Damage Type: Penetrative
Splash: N/A
Accuracy: Medium
Range: Medium
Countermeasure Vulnerability: Yes
Note: Anti-Penetrative type Countermeasures are the most effective when countermeasuring, MDSIII are recommended.
Corrupted Fenrir

Type: Scattergun Hull
Health: Low
Damage: Medium
Damage Type: Corrosive
Splash: Medium
Accuracy: N/A
Range: Very Short
Countermeasure Vulnerability: No
Note: Stay at your maximum weapon range to avoid its slightly shorter range, keeping a constant speed away from the Fenrir will help reduce damage delivered by splash. Fenrirs can be found in groups of more than 1.
Corrupted Aries

Type: Missile Hull
Health: Medium
Damage: Medium
Damage Type: Penetrative
Splash: None
Accuracy: Medium
Range: Medium
Countermeasure Vulnerability: Yes
Note: Anti-Penetrative type Countermeasures are the most effective when countermeasuring, MDSIII are recommended.
Corrupted Swallowtail

Type: UAV Hull
Health: Medium
Damage: Medium
Damage Type: Penetrative
Splash: None
Accuracy: Medium
Range: High
Countermeasure Vulnerability: Yes
Note: Has a minimum range on its weapon, reach the center to avoid getting hit by another round of UAVs! Anti-Penetrative type Countermeasures are the most effective when countermeasuring, MDSIII are recommended.
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.