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Dominion Earth ships: stats, loadouts and roles

4 August 2026 · Dominion Earth guides

Dominion Earth has ten ships, five a side, and the two rosters mirror each other exactly on hull, armour, speed and turn rate. What differs is the guns they carry and what they are allowed to do — only the carriers can move warriors, and only two hulls can tow an asteroid.

Every ship compared

ShipSideHullArmourSpeedTurn °/sWarriors
KestrelEarth752880180
FalconEarth902770160
HawkEarth1002660135
GyrfalconEarth1303550115
Landing ShipEarth1504440901000
ChariotshipDominion752880180
WarriorshipDominion902770160
HoppershipDominion1002660135
PlasmashipDominion1303550115
TankershipDominion1504440901000

The pattern is deliberate and it is the whole balance of the game: every point of hull costs you speed and agility. The lightest hull turns at 180 degrees a second and dies to a few good bursts. The carrier survives a great deal and cannot turn out of trouble.

Earth loadouts

ShipGunsMountsSpecials
KestrelDisruptorgun2Mark I Torp ×5, Mine ×30
FalconDisruptorgun, Pulse Laser4Mark II Torp ×5, Phoenix I Msl ×5, Mine ×30
HawkDisruptorgun, Minigun4Mark I Torp ×10, Phoenix I Msl ×5, Mine ×30
GyrfalconPlasmagun, Minigun4Mark II Torp ×10, Phoenix II Msl ×10, Striker Msl ×5, Mine ×30
Landing ShipPlasmagun, Railgun4Mark III Torp ×15, Phoenix I Msl ×4, Striker Msl ×30, Avenger Nuke ×3, Mine ×30

Dominion loadouts

ShipGunsMountsSpecials
ChariotshipTankergun2Space Wasp ×5, Mine ×30
WarriorshipTankergun, Rockgun4Space Wasp ×10, Mine ×30
HoppershipPlasmagun, Rockgun4Space Wasp ×15, Mine ×30
PlasmashipPlasmagun, Tankergun4Space Wasp ×20, Plasma Msl ×5, Mine ×30
TankershipPlasmagun4Space Wasp ×25, Plasma Msl ×20, Mine ×30
The Dominion Earth ship selection screen showing a hull with its stats and armament.
The hull selection screen. Stats and armament are shown before you commit.

What each one is for

The light hull — Kestrel / Chariotship

75 hull, 880 top speed, 180 degrees per second. One forward gun and one rear. This is the interceptor: it gets to a fight first, it out-turns everything, and it cannot trade blows with anything heavier. Fly it as a nuisance and a finisher, not a brawler. It is also the best hull to learn in, because the turn rate forgives a bad approach.

The mid hulls — Falcon / Warriorship and Hawk / Hoppership

90 and 100 hull. Both gain side mounts, which is where the game's fire model starts to matter: guns fire in the direction they are mounted, so a target off your left is engaged by cycling to the left gun rather than by turning. The Hawk trades the Falcon's Pulse Lasers for Miniguns and a little more hull for a little less speed.

The heavy — Gyrfalcon / Plasmaship

130 hull, armour 3, and the deepest special loadout of any fighter. This is the strike ship: enough hull to stay in range of a satellite that is shooting back, and enough torpedoes to bring a starbase down. It cannot chase a Kestrel and should not try.

The carrier — Landing Ship / Tankership

150 hull, armour 4, 440 speed, and 1000 warriors. This is the only hull that can take ground, which makes it the most important ship on a capture map and the one everybody shoots at. It also carries the Avenger Nuke, a bombardment warhead that only works against a planet. A carrier without an escort is a delivery for the other side.

Choosing

Pick by the scenario, not by preference. A kill-count match rewards the light and mid hulls. A base match wants the heavy. A planet capture is decided by whether the carriers get through, which means somebody has to fly one and somebody has to protect it.

How the guns actually work →