Fleet units in Stellaris Stellaris guide, tips
Last update: 14 March 2019
This page of the guide contains information about all available types of units in game. Each of them was described in detail with their basic statistics and possible modifications.
- Hull points are ship's durability points, its "life". If it drops to zero, the unit is immediately destroyed.
- Armor, depending on its value, reduces the damage by a certain percent.
- Speed determines the distance ship can travel through during one day.
- Number of sections describes the section slot. Each available slot can have few sections to choose from in case of combat ships and much smaller choice in case of civilian ships.
Characteristics and statistics of units:
- Corvette
- Destroyer
- Cruiser
- Battleship
- Defense Platform
- Defense Station
- Fortress
- Construction ship
- Colony ship
- Science ship
- Transport ship
Corvette
Attribute | Base value |
Hull points | 300 |
Armor / Damage reduction | 3 / 4% |
Speed | 1,5 |
Number of sections | 1 |
Commentary: The smallest offensive unit in the game. It has only one section available. Because of that, unit cost is small even in case of expensive equipment. It is most effective in larger groups of about 50 units. When selecting equipment, most of all focus on defensive functions which will allow the units to avoid missiles or provide proper shields. In case of corvettes their strength should lie in numbers, so don't focus completely on weapons. If units aren't destroyed with a single shot then you will have an advantage over slow, large units.
Available sections
Striker Core
Cost | 30 |
Weapon slots | 1 Small / 1 Medium |
Utility slots | 5 Small |
Type | Main |
Interceptor Core
Cost | 30 |
Weapon slots | 3 Small |
Utility slots | 5 Small |
Type | Main |
Shifter Core
Cost | 30 |
Weapon slots | 1 Small |
Utility slots | 3 Small / 2 Medium |
Type | Main |
Commentary: Sections allow using mostly the smallest equipment which has great impact on firepower. Select the best available weapons to maintain high effectiveness. Usually smaller weapons have smaller reach but is more accurate than its larger counterpart. It is important to use weapon with high attack speed (low reload time).
Destroyer
Attribute | Base value |
Hull points | 600 |
Armor / Damage reduction | 6 / 9% |
Speed | 1,0 |
Number of sections | 2 |
Commentary: A slightly larger unit which allows more modifications due to two section slots available. Despite bigger size, the unit is fast and able to catch up retreating enemy units and hit them. The hull is much more resistant, thanks to that the destroyers can buy you some time for larger units to join the battle.
Available sections
Fortune Breaker
Cost | 60 |
Weapon slots | 2 Small / 1 Medium |
Utility slots | 2 Small / 1 Medium |
Type | Front |
Hope Breaker
Cost | 60 |
Weapon slots | 3 Small |
Utility slots | 2 Small / 2 Medium |
Type | Front |
Faith Breaker
Cost | 60 |
Weapon slots | 1 Large |
Utility slots | 2 Small / 1 Medium |
Type | Front |
Commentary: Front sections allow using various equipment, mostly medium and small one. However, one section also has a large weapon slot. You should equip front sections with weapon which has long reach and good reload speed which will allow you to perform few attacks before the main battle starts.
Flash Bulwark
Cost | 60 |
Weapon slots | 2 Small |
Utility slots | 2 Small / 2 Medium |
Type | Back |
Shine Bulwark
Cost | 60 |
Weapon slots | 1 Medium |
Utility slots | 2 Small / 2 Medium |
Type | Back |
Commentary: The destroyer offers only two back sections which have access only to small and medium weapons. The choice should depend on whether you want smaller weapon with shorter reload time or prefer one larger weapon which range will build advantage before the main battle.
Cruiser
Attribute | Base value |
Hull points | 1200 |
Armor / Damage reduction | 12 / 16% |
Speed | 0,7 |
Number of sections | 3 |
Commentary: The most versatile of all combat units. Most of your fleet should consist of cruisers. Three slots for specific sections, decent speed and rather high resistance are the advantages of this ship.
Sections
Guard Breaker
Cost | 120 |
Weapon slots | 1 Large |
Utility slots | 1 Medium / 1 Large |
Type | Front |
Screen Breaker
Cost | 120 |
Weapon slots | 2 Small / 1 Medium |
Utility slots | 1 Small / 1 Large |
Type | Front |
Chain Breaker
Cost | 120 |
Weapon slots | 2 Small |
Utility slots | 1 Medium / 1 Large |
Type | Front |
Commentary: There are only three front sections available, but each has specific weapons available. Large rotations between utility sections. It is worth noticing that each utility section allows installing large reactor, it might be very important for the energy balance of the unit.
Spectral Core
Cost | 120 |
Weapon slots | 2 Medium / 1 Hangar |
Utility slots | 1 Small / 1 Medium / 1 Large |
Type | Main |
Punisher Core
Cost | 120 |
Weapon slots | 1 Medium / 1 Large |
Utility slots | 1 Small / 1 Medium / 1 Large |
Type | Main |
Reaper Core
Cost | 120 |
Weapon slots | 3 Medium |
Utility slots | 1 Small / 1 Medium / 1 Large |
Type | Main |
Wrath Core
Cost | 120 |
Weapon slots | 2 Small / 2 Medium |
Utility slots | 1 Small / 1 Medium / 1 Large |
Type | Main |
Commentary: All main sections of the cruiser have same number and quality of utility slots. The center of the unit should be equipped with weapon that has long reload speed and deal large number of damage. You can also think about anti-rocket defense.
Protector Bulwark
Cost | 120 |
Weapon slots | 1 Medium |
Utility slots | 1 Small / 1 Medium / 1 Large |
Type | Back |
Guardian Bulwark
Cost | 120 |
Weapon slots | 2 Small |
Utility slots | 1 Small / 1 Medium / 1 Large |
Type | Back |
Commentary: Similarly as in case of cores, the back sections have same utility slots. The cruiser has only two back sections which offer small and medium weaponry. Focus on a weapon with long reach, but don't be afraid of direct confrontation. Thanks to high ship speed the distance will have no meaning.
Battleship
Attribute | Base value |
Hull points | 2400 |
Armor / Damage reduction | 24 / 28% |
Speed | 0,3 |
Number of sections | 3 |
Commentary: A real flying fortress. A slow and very resistant ship for special purposes. It doesn't matter that you have a battleship, it matters what it can offer during the battle. Thanks to three varied sections you can create small, specialized squads consisting of 2-4 units which will lead the main assault, neutralize targets or clean-up the survivors. Bombers hangar on a battleship? Why not. You should thoroughly think what equipment to select to fully utilize the potential. Remember that battleships are very expensive. Produce them cautiously, only when they are really needed.
Sections
Star Breaker
Cost | 240 |
Weapon slots | 2 Small / 1 Medium / 1 Large |
Utility slots | 1 Small / 2 Medium / 2 Large |
Type | Front |
Titan Breaker
Cost | 240 |
Weapon slots | 4 Small / 1 Large |
Utility slots | 1 Small / 2 Medium / 2 Large |
Type | Front |
Pulse Breaker
Cost | 240 |
Weapon slots | 2 Large |
Utility slots | 1 Small / 2 Medium / 2 Large |
Type | Front |
Mass Breaker
Cost | 240 |
Weapon slots | 2 Small / 1 Medium / 1 Hangar |
Utility slots | 1 Small / 2 Medium / 2 Large |
Type | Front |
Life Breaker
Cost | 240 |
Weapon slots | 4 Small / 2 Medium |
Utility slots | 1 Small / 2 Medium / 2 Large |
Type | Front |
Soul Breaker
Cost | 240 |
Weapon slots | 2 Small / 3 Medium |
Utility slots | 1 Small / 2 Medium / 2 Large |
Type | Front |
Commentary: Front sections have same number of utility slots in each variation. It is worth noticing the cost of section which greatly increase the production cost when filling the slots with weapon. Remember to focus weapons with greater reach on the front section.
Nova Core
Cost | 240 |
Weapon slots | 4 Small / 2 Large |
Utility slots | 1 Small / 1 Medium / 2 Large |
Type | Main |
Stormbringer Core
Cost | 240 |
Weapon slots | 4 Medium / 1 Large |
Utility slots | 1 Small / 1 Medium / 2 Large |
Type | Main |
Thrasher Core
Cost | 240 |
Weapon slots | 2 Medium / 2 Large |
Utility slots | 1 Small / 1 Medium / 2 Large |
Type | Main |
Singularity Core
Cost | 240 |
Weapon slots | 3 Large |
Utility slots | 1 Small / 1 Medium / 2 Large |
Type | Main |
Vengeance Core
Cost | 240 |
Weapon slots | 4 Medium / 1 Hangar |
Utility slots | 1 Small / 1 Medium / 2 Large |
Type | Main |
Garganthian Core
Cost | 240 |
Weapon slots | 4 Small / 2 Hangar |
Utility slots | 1 Small / 1 Medium / 2 Large |
Type | Main |
Commentary: Similarly as in case of front section, all cores have same number of utility cores. Think about unconventional equipment such as hangars or anti-air defenses.
Aeon Bulwark
Cost | 240 |
Weapon slots | 2 Small / 1 Medium |
Utility slots | 2 Small / 1 Medium / 3 Large |
Type | Back |
Infinity Bulwark
Cost | 240 |
Weapon slots | 1 Large |
Utility slots | 2 Small / 1 Medium / 3 Large |
Type | Back |
Epoch Bulwark
Cost | 240 |
Weapon slots | 2 Medium / 3 Large |
Utility slots | 2 Small / 1 Medium / 3 Large |
Type | Back |
Zenith Bulwark
Cost | 240 |
Weapon slots | 4 Small |
Utility slots | 2 Small / 1 Medium / 3 Large |
Type | Back |
Commentary: Battleship's bulwarks should focus on dealing medium damage in short time. They will be used after full initiation, so you should invest in weapons with short reload speed which will eliminate the surrounding units.
Defense Platform
Attribute | Base value |
Hull points | 2000 |
Armor / Damage reduction | 7 / 10% |
Speed | 0 |
Number of sections | 2 |
Commentary: The smallest stationary defense unit. High hull resistance and small number of available slots. The platform can use every weapon type and each slot has same sections.
Sections for every slot!
Light station section
Cost | 47 |
Weapon slots | 4 Small |
Utility slots | 1 Small / 1 Medium / 1 Large |
Type | Wing |
Medium station section
Cost | 47 |
Weapon slots | 2 Medium |
Utility slots | 1 Small / 1 Medium / 1 Large |
Type | Wing |
Heavy station section
Cost | 45 |
Weapon slots | 1 Large |
Utility slots | 1 Small / 1 Medium / 1 Large |
Type | Wing |
Station hangar section
Cost | 37 |
Weapon slots | 1 Hangar |
Utility slots | 1 Small / 1 Medium / 1 Large |
Type | Wing |
Commentary: Despite high resistance, the platform won't hold for long against a powerful army. It is best to use the medium station sections in order to maintain balance between the reload time and damage.
Defense Station
Attribute | Base value |
Hull points | 4000 |
Armor / Damage reduction | 11 / 15% |
Speed | 0 |
Number of sections | 4 |
Commentary: A larger stationary defense unit. It has twice the durability and damage reduction which can make difference. Notice that defense station offers four section slots. Similarly as in previous case, they are all the same for each slot. Construct stations close to each other so that they can shoot the enemy simultaneously when it will focus damage on one of them.
Sections for any slot!
Light station section
Cost | 47 |
Weapon slots | 4 Small |
Utility slots | 1 Small / 1 Medium / 1 Large |
Type | Wing |
Medium station section
Cost | 47 |
Weapon slots | 2 Medium |
Utility slots | 1 Small / 1 Medium / 1 Large |
Type | Wing |
Heavy station section
Cost | 45 |
Weapon slots | 1 Large |
Utility slots | 1 Small / 1 Medium / 1 Large |
Type | Wing |
Hangar section
Cost | 37 |
Weapon slots | 1 Hangar |
Utility slots | 1 Small / 1 Medium / 1 Large |
Type | Wing |
Commentary: Defense station has greater chance for surviving a powerful attacks, so you can equip it better. You can select one slot with hangar, but remember that in case of station the number of utility slots is more limited. Use the slots mostly on heavy and medium weapon.
Fortress
Attribute | Base value |
Hull points | 8000 |
Armor / Damage reduction | 20 / 25% |
Speed | 0 |
Number of sections | 4 |
Commentary: Fortress is a higher class of defense. If you select a good equipment for it, it can even stop a cruiser squad. Due to high production cost, you should build it in most important areas of the empire, for example planets which are the main source of energy credits. Two fortresses in two most important systems should give you a high guarantee of safety while not being too much burden for the budget.
Sections for any slot!
Light station section
Cost | 82 |
Weapon slots | 8 Small |
Utility slots | 2 Small / 2 Medium / 2 Large |
Type | Wing |
Medium station section
Cost | 82 |
Weapon slots | 4 Medium |
Utility slots | 2 Small / 2 Medium / 2 Large |
Type | Wing |
Heavy station section
Cost | 77 |
Weapon slots | 2 Large |
Utility slots | 2 Small / 2 Medium / 2 Large |
Type | Wing |
Hangar section
Cost | 62 |
Weapon slots | 2 Hangar |
Utility slots | 2 Small / 2 Medium / 2 Large |
Type | Wing |
Commentary: In this case you should select a hangar wing and a long range weapon. Even if the weapon will be loading for long time, eight thousand health points will give it enough time to weaken or destroy enemy fleet. Notice that you can place two hangars on each wing.
Construction ship
Attribute | Base value |
Hull points | 300 |
Armor / Damage reduction | 7 / 10% |
Speed | 0,5 |
Number of sections | 1 |
Commentary: A civilian ship which will avoid battle and enemy units. It is used only for constructing stations and defense platforms outside the colonized planets.
Assembler core
Cost | 80 |
Weapon slots | None |
Utility slots | 3 Small |
Type | Main |
Commentary: In this case you won't have great choice, but you can add few additional armor points so that the unit will have higher chance for escaping.
Colony ship
Attribute | Base value |
Hull points | 300 |
Armor / Damage reduction | 10 / 14% |
Speed | 0,5 |
Number of sections | 1 |
Commentary: The ship is used for moving population from an inhabited planet to new territories. It has long construction time for a civilian ship but it is required for the empire to expand.
Conservator Core
Cost | 350 |
Weapon slots | None |
Utility slots | 3 Small |
Type | Main |
Commentary: Due to the cost of the unit, it is best to equip it with additional shields which will allow it to safely leave the system. It will increase unit cost, but the time needed for constructing a new one is more important.
Science ship
Attribute | Base value |
Hull points | 300 |
Armor / Damage reduction | 7 / 10% |
Speed | 0,5 |
Number of sections | 1 |
Commentary: Science ship is a unique civilian ship. It cannot serve its purpose if there is no scientist on the deck. Hiring cost of a scientist is high in comparison to profits, so you should equip the ship lightly so that it will have a chance to escape.
Flash core
Cost | 80 |
Weapon slots | None |
Utility slots | 3 Small |
Type | Main |
Commentary: By default you cannot weaponize the ship. You should add some armor and equip the ship with covers. Remember that losing the ship and the scientist might make it impossible for you to complete missions from the situation register until you build a new ship, hire a scientist and train him.
Transport ship
Attribute | Base value |
Hull points | 300 |
Armor / Damage reduction | 3 / 4% |
Speed | 0,5 |
Number of sections | 1 |
Commentary: Transport ship appears only when you need to move land armies between planets. Despite that you don't pay for it directly, you should provide it with best shields or armor so that you won't lose a fully equipped and trained army due to a moment of inattention.
Transport core
Cost | 32 |
Weapon slots | None |
Utility slots | 2 Small / 2 Medium |
Type | Main |
Commentary: In case of this unit you should add some armor to the small slots and a shield with a reactor to the large ones. Energy cost should be balanced and you will have greater chance to lead the armies to destination.