Neotech ships

Neotech ships primarily deal with maneuverabilty, minor ships, and weapons that deal with the bending of space and time. Its special ships have fantastic abilities that allow for interesting sets of tactics. Its minor ships alone make it an extremely powerful tech.

Prime
The Prime is the basic Neotech frigate. It is a surprisingly agile capital ship, as all neotech ships are, and is very useful in the early steps of the game. However it becomes more like cannon fodder later in the game with the production of cruisers and battleships.



Glimmer
The glimmer is the anti-minor Neotech frigate, having all the speed of the Prime but instead having an array of anti-minor weapons. Its slightly higher durability and anti-minor specialization makes it crucial for any fleet, and one must always equip fleets with these to destroy minors that would otherwise attack and heavily damage cruisers and battleships. Protection of allied minor ships and destruction of enemy minors is especially critical when using minor heavy fleets.

Infinite
The Infinite is the standard Neotech cruiser, and is quite powerful and maneuverable for its class. Neotech allows for these cruisers to have a higher chance of dodging weapon fire, allowing these to not get hit while dishing out damage. However, these ships lack good primary weapon range at the start, making it unable to deal good damage at the beginning of battles at lower levels. By adding tech points for additional range points as well as battleships, this problem becomes nonexistent. They often form the backbone of Neotech fleets, but have difficulty with corvette swarms as with all cruisers.

Defender
The Defender is a special Neotech cruiser, boasting the ability to take missle fire in order to protect other capital ships. It will redirect missles to hit itself, and with its higher hull it will take these hits with ease. Additionally, the Defender can redirect missiles towards enemy ships. The Defender also has decent firepower that won't make it too much of a hindrance on your fleet.

Beacon
The Beacon is the standard Neotech battleship, and like all battleships serves as a powerful and tanky capital ship on the battlefield. With high hull and powerful weaponry these ships can take the hits and dish out damage with ease. It is still vulnerable to massed minor ship fire, so be sure to protect them.



Gravity Well
The Gravity Well, or Gwell for short, is a special Neotech battleship that activates a black hole once near enemy ships. This can cause serious area-of-effect damage, especially useful against PDU's and frigates. Additionally, this ship brings enemy ships closer to itself to inflict maximum damage. They are perhaps the most unconventional and spontaneous ship out there, only to be used in larger fleets. When used correctly they dish out huge amounts of damage and provide spectacular displays of destruction.

Rivet
The Rivet is the standard carrier for Neotech. It can carry a max of 22 minor ships, making it useful for the purpose of bringing fighters and corvettes to the fight. They can withstand some damage, but should not be left unguarded as they are insufficient as fighting ships.

Swoop
The swoop wings are the basic fighters of the Neotech line. They have good maneuverability and decent combat ability that makes them effective as fighter craft.

Volt
The standard Neotech corvette is a powerful and fast ship, capable of dealing incredible damage when in significant numbers. One would be wise to use these as they are an important part of any Neotech fleet.

Blink
Blinks are a special Neotech advanced fighter, with superb agility and firepower but lesser hull strength. These fighters have a unique dodge effect that allows them to not get shot at every 3 turns, giving them a great deal of survivability on top of their superior maneuverability. This makes them the perfect fighter craft, and will do wonders against advancing corvettes.

Ghosts
Ghosts are special Neotech corvettes that stay invisible until they fire upon the enemy. This unique ability makes them extremely deadly in great numbers, as the enemy can not do anything unless they fire first. However, these ships are vulnerable to EMPs from Protectors as they will freeze them in their tracks and allow ships to fire upon them!