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Myrr Tidekin warships

Myrr Tidekin · Gas-giant singers. Kilometre-long living tide-ships that rise singing from gas giants. Humanity’s first friends, if humanity answers.

Civilization trait, Tidal current: Your capital and escorts fly 8% faster. The trait applies whenever you fly one of their ships.

This civilization flies 4 warships: Tide Mother, Coralheart, Riptide Serpent, Nautilus.

Tide Mother

Tide Mother, a living tide-carrier of the Myrr Tidekin

Living tide-carrier · Control carrier. Tide Mother is a carrier with a plasma main gun and 3,700 hull.

Fleet role Carrier
Hull / shields 3,700 / 900
Speed 38
Main gun plasma · 24 damage every 0.9 s · range 310
Ultimate Maelstrom (24 s): A whirlpool at the cursor drags, slows and grinds every enemy in it for six seconds.
Signature skill Undertow: A cold surge around your hull: damage, and every enemy in it is slowed for 4 s.
Passive Tidal grace · hull regenerates +8/sec
Price 12,600 credits + 10 reactor cores

How to fly it. Carriers win by numbers: keep the hull out of the thick of it, launch the wing early and let the extra fighters soak fire for your squads. Plasma: every hit leaves the target melting, so it takes more damage from everyone for a moment. Stacks.

Coralheart

Coralheart, a living reef cruiser of the Myrr Tidekin

Living reef cruiser · Regenerating line-holder. Coralheart is a support with a plasma main gun and 3,650 hull.

Fleet role Support
Hull / shields 3,650 / 700
Speed 34
Main gun plasma · 34 damage every 1 s · range 320
Ultimate Tidal Crush (22 s): A wall of water-light rolls out 460 around the ship: heavy damage, and everything it hits is slowed.
Signature skill Coral bloom: The reef blooms: you and every ally within 320 repair 14% of hull, and enemies there are slowed.
Passive Living coral · +6 hull/sec
Price 13,600 credits + 10 reactor cores

How to fly it. Support hulls make the whole fleet last longer. Stay near your squads, time the power for the moment a fight turns, and let escorts do the killing. Plasma: every hit leaves the target melting, so it takes more damage from everyone for a moment. Stacks.

Riptide Serpent

Riptide Serpent, a living serpent cruiser of the Myrr Tidekin

Living serpent cruiser · Tide hunter. Riptide Serpent is a striker with a plasma main gun and 3,500 hull.

Fleet role Striker
Hull / shields 3,500 / 800
Speed 50
Main gun plasma · 30 damage every 0.8 s · range 320
Ultimate Undertow Coil (21 s): A tidal coil rolls out 500 around the serpent: 280 damage, and everything it hits is slowed for 4 s.
Signature skill Riptide: Surge through the tide to the cursor: damage where you surface, and the water there slows.
Passive Living scales · +5 hull/sec
Price 13,500 credits + 12 reactor cores

How to fly it. Strikers hit hard and move fast. Pick a target, close in, use the power and get out with a boost before the return fire lands. Plasma: every hit leaves the target melting, so it takes more damage from everyone for a moment. Stacks.

Nautilus

Nautilus, a chambered shell fortress of the Myrr Tidekin

Chambered shell fortress · Shell anchor. Nautilus is a vanguard with a plasma main gun and 4,500 hull.

Fleet role Vanguard
Hull / shields 4,500 / 800
Speed 34
Main gun plasma · 42 damage every 1 s · range 320
Ultimate Siphon Jet (22 s): The shell draws the sea in: everything within 400 of the target is dragged together for 4 s, 110 damage a second.
Signature skill Ink cloud: A cloud of ink at the cursor: everything within 240 is blinded and disabled for 2 s.
Passive Chambered shell · +8 hull/sec
Price 15,300 credits + 14 reactor cores

How to fly it. Vanguards hold the line. Go in first, take the attention of the enemy capitals, and use the power where the enemy is thickest. Plasma: every hit leaves the target melting, so it takes more damage from everyone for a moment. Stacks.

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