Dominion Earth ships: stats, loadouts and roles
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
| Ship | Side | Hull | Armour | Speed | Turn °/s | Warriors |
|---|---|---|---|---|---|---|
| Kestrel | Earth | 75 | 2 | 880 | 180 | — |
| Falcon | Earth | 90 | 2 | 770 | 160 | — |
| Hawk | Earth | 100 | 2 | 660 | 135 | — |
| Gyrfalcon | Earth | 130 | 3 | 550 | 115 | — |
| Landing Ship | Earth | 150 | 4 | 440 | 90 | 1000 |
| Chariotship | Dominion | 75 | 2 | 880 | 180 | — |
| Warriorship | Dominion | 90 | 2 | 770 | 160 | — |
| Hoppership | Dominion | 100 | 2 | 660 | 135 | — |
| Plasmaship | Dominion | 130 | 3 | 550 | 115 | — |
| Tankership | Dominion | 150 | 4 | 440 | 90 | 1000 |
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
| Ship | Guns | Mounts | Specials |
|---|---|---|---|
| Kestrel | Disruptorgun | 2 | Mark I Torp ×5, Mine ×30 |
| Falcon | Disruptorgun, Pulse Laser | 4 | Mark II Torp ×5, Phoenix I Msl ×5, Mine ×30 |
| Hawk | Disruptorgun, Minigun | 4 | Mark I Torp ×10, Phoenix I Msl ×5, Mine ×30 |
| Gyrfalcon | Plasmagun, Minigun | 4 | Mark II Torp ×10, Phoenix II Msl ×10, Striker Msl ×5, Mine ×30 |
| Landing Ship | Plasmagun, Railgun | 4 | Mark III Torp ×15, Phoenix I Msl ×4, Striker Msl ×30, Avenger Nuke ×3, Mine ×30 |
Dominion loadouts
| Ship | Guns | Mounts | Specials |
|---|---|---|---|
| Chariotship | Tankergun | 2 | Space Wasp ×5, Mine ×30 |
| Warriorship | Tankergun, Rockgun | 4 | Space Wasp ×10, Mine ×30 |
| Hoppership | Plasmagun, Rockgun | 4 | Space Wasp ×15, Mine ×30 |
| Plasmaship | Plasmagun, Tankergun | 4 | Space Wasp ×20, Plasma Msl ×5, Mine ×30 |
| Tankership | Plasmagun | 4 | Space Wasp ×25, Plasma Msl ×20, Mine ×30 |

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.
← What is Dominion Earth? A free space strategy MMO explained
The primer. What the game is, what a match looks like, and why it is not quite like anything else.
Dominion Earth weapons: guns, heat and specials →
Guns fire where they point, bolts take time to arrive, and holding the trigger locks you out. Three rules that decide every fight.