The Cravers/Ships

Militarist insectoid devourers of planets, the Cravers are a people bent on war, expansion, and consumption.

About
Gameplay
Traits
**Ships**
Strategy

This page lists all of the ships available to this faction, and lists what sort of equipment they're able to equip.

Each ship in the game has a set of slots it can equip armaments on; these are limited to only allow certain kinds of things in certain slots. This is indicated with a series of icons. If a slot includes more than one icon, then it can hold either kind of equipment.

 = **Attack**: slugs, missiles, lasers, beams, et al. Notably does *not* include fighters/bombers.

 = **Defense**: shields and armor.

 = **Utility**: engines, damage enhancers, targeting modifiers. Some items like probes are limited to explorer vessels, and some other modules can only be equipped on support ships.

 = **Squadron**: i.e. fighters/bombers.

 = **Heavy Weapons**: A weapon slot with doubled stats, which also can mount certain exotic weapons like Blast Effect Batteries, or on Carrier-class ships, can even mount Core Crackers.

Each ship comes with several  neutral slots, which are available immediately once the ship is available. Most ships have a second upgrade that can be researched which unlock a set of additional slots, but to equip an item in these slots, you have to pay a single unit of a strategic resource, such as  or .

Every kind of hull has a name to it, but every particular player-designed equipment loadout does as well. We list the default name the game gives for the equipment loadout in quotes after the hull class name.

Ships have a  size modifier which multiplies the cost of a piece of equipment, and the power of it. Ships also have a  command-points modifier which lists how many 'slots' a ship takes in a fleet. Neither of these vary from faction to faction.

To make the information easy to read, we tally up the number of different slot types available to a ship under the heading **"Available Slots"**. Quite a few slots are hybrid slots, so this number varies depending on what you commit the slot to being, since using a slot for one purpose means you're now *short* one slot for whatever the other option was. Because of this, these numbers are usually a "range" rather than a single value.

Cravers have a hidden faction modifier (not listed in their faction traits) which makes all Craver ships have 10% less HP than equivalent ships of other factions, but also makes them cost 10% less (only decreases base hull costs, not modules). In addition, their ships also carry 10% more  Manpower.

The Cravers also have a faction trait called "Big Fleets II" that directly benefits all fleets under their command with +2  Command Points and -25%  Ship Upkeep.

One thing about craver ships as a set is that - though it's at the cost of hybrid modules, which would eat into your available set of offense/defense modules, the entire roster of craver ships has a large available set of utility modules, which means that one open option for you as a faction is to make very fast, fragile fleets. Most factions have at least a few ships that have a low engine count, which means if they want to apply a "fast movement" strategy they've got to leave some important class of ship behind (a key example of this being the Riftborn Hunter ships).

## Colonizer

  Slots

**Available Slots:**

 = 3

**Strategic Implications**

This is in the exact same bag as the Sophon colonizer; three Utility slots, and nothing else. Since it's not a Sophon ship, though, it lacks the +2 movement speed boost, so it's going to be slightly slower.

## Explorer

  Slots

**Available Slots:**

= 2,  = 0 ~ 1,  = 1 ~ 2

**Strategic Implications**

This ship has the exact same module slots as the exploration ships of the Vodyani, the same things apply.

This has poor potential as a "pure exploration" ship because you only have two slots. You will never be very fast compared to other faction's scout ships, and you'll be even slower if you equip any probes.

With two attack modules, and, potentially, one defense module, this can be a very respectable early-game fighter, especially given the Craver's discount on ships.

## Attacker

  Slots

**Available Slots:**

= 3 ~ 4,  = 1 ~ 3,  = 2 ~ 4

**Strategic Implications**

This leans towards offense, with 3 dedicated slots, and a possible 4th slot available at the expense of something else. The catch is that it's fairly low on the defense front, and getting a solid set of defensive slots would leave you with a single utility slot for an engine.

One big thing to watch out for with this ship is that most of this "overbearing offense" happens after the upgrade - before the upgrade, it's a fairly balanced offense/defense ship, and it's only after the upgrade that it gets most of its offensive slots.

## Protector

  Slots

**Available Slots:**

= 1 ~ 2,  = 2 ~ 4,  = 3 ~ 5

**Strategic Implications**

This is fairly balanced; it can equip a bunch of defense slots to take on a full protector/tank role (4 in total), but can also field 2 attack slots. Even without sacrificing attack/defense slots, you've got a solid complement of utility slots, as well.

## Coordinator

  Slots

**Available Slots:**

 = 1,  = 2 ~ 3,  = 3 ~ 5,  = 3 ~ 6

**Strategic Implications**

Potentially has 5 defense modules, none of which have contention with the offensive modules, but some of which do have contention with potential engine/utility slots. This ship has a very large set of utility modules, and the best thing about them is that the number of uncontested ones is high enough that you can equip a decent selection of engines, a modifier module or two, and still do so without digging into your attack/defense potential.

It's also noteworthy that this ship has 12 module slots in it's fullest potential, on par with Vodyani, Lumeris and Riftborn which is higher than the module slots of 11 of (excluding Horatio) other factions. And similarly to the Lumeris, the upgrade gives 4 more module slots instead of 3 like most other factions.(excluding Riftborn)

## Hunter

  Slots

**Available Slots:**

 = 1, = 3 ~ 4,  = 2 ~ 4,  = 2 ~ 5

**Strategic Implications**

It's a little light on attack slots, but perhaps makes up for it with a lot of utility slots (which of course can be used for damage amplifiers and such). In total, there are 5 utility slots, and hence, 5 potential engine slots, so this is considerably faster than most Hunter-tier ships.

## Carrier

  Slots
  Slots

**Available Slots:**

 = 2,  = 1 ~ 4,  = 4 ~ 7,  = 4 ~ 8

**Strategic Implications**

Has only 4 Squadron Modules, Potentially has 8 Utility modules (engines or otherwise), though you'd be eating quite a ways into offense/defense capabilities if you used them all as such, since 2 of the 3 squadron modules double as utility. Can potentially have a very high 7 Defense modules, though again the caveat that "you're reducing the capability of the ship to do other things" applies.

Overall a very flexible ship due to the multi-purpose modules.