AI War:Spirecraft Jumpship

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This page is up to date for game version 6.013 and is probably outdated.

Spirecraft Jumpship
Expensive, tiny-capacity transport with advanced teleportation and no self-attrition-per-wormhole. The advanced teleportation lets the jumpship pass through wormholes and across planets without the normal few-second delays that regular teleporting ships face. On planets with a higher mark than the jumpship, the jumpship expires in about twenty seconds, however.
Spirecraft are built from a Spirecraft Mining Enclosure built by a Spire Mining Ship.

Mark V jumpships (and only Mark V) are immune to Black Hole Machines (new in 7.019).

Base Stats


Ammo Type Armor Type Immunities Damage Bonuses
Heavy Attack Boosts, Armor Boosts, Speed Boosts, Tractor Beams, Tachyon Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs, Mines, Repair

Mark Ship Cap Damage Attack Range Reload Health Armor Speed Engine Health Single Ship DPS Ship Cap DPS Abilities
I 16 0 0 0 sec 100,000 100 84 Inf 0 dmg/sec 0 dmg/sec Cloaking, Teleports, Self Attrition Time 00:20, Self Attrition Only On AI Worlds > Mark 1, Transports 5 Ships, Blind
II 12 0 0 0 sec 100,000 200 84 Inf 0 dmg/sec 0 dmg/sec Cloaking, Teleports, Self Attrition Time 00:20, Self Attrition Only On AI Worlds > Mark 2, Transports 10 Ships, Blind
III 8 0 0 0 sec 100,000 300 84 Inf 0 dmg/sec 0 dmg/sec Cloaking, Teleports, Self Attrition Time 00:20, Self Attrition Only On AI Worlds > Mark 3, Transports 15 Ships, Blind
IV 4 0 0 0 sec 100,000 400 84 Inf 0 dmg/sec 0 dmg/sec Cloaking, Teleports, Self Attrition Time 00:20, Self Attrition Only On AI Worlds > Mark 4, Transports 20 Ships, Blind
V 2 0 0 0 sec 100,000 500 84 Inf 0 dmg/sec 0 dmg/sec Cloaking, Teleports, Self Attrition Time 00:20, Self Attrition Only On AI Worlds > Mark 5, Transports 25 Ships, Blind

Mark Asteroid Metal Cost Crystal Cost Total Cost Energy Cost Build Time Cap Metal Cost Cap Crystal Cost Cap Total Cost Cap Energy Cost Ship Cap Build Time
I Pysite (2 per)
Xampite (4 per)
60,000 60,000 120,000 6,000 00:22:01 960,000 960,000 1,920,000 96,000 05:52:16
II Xampite (2 per)
Ebonite (4 per)
120,000 120,000 240,000 12,000 00:44:01 1,920,000 1,920,000 3,840,000 192,000 11:44:16
III Ebonite (2 per)
Adamanite (4 per)
240,000 240,000 480,000 18,000 01:06:01 3,840,000 3,840,000 7,680,000 288,000 17:36:16
IV Adamanite (2 per)
Titanite (4 per)
360,000 360,000 720,000 24,000 01:28:01 5,760,000 5,760,000 11,520,000 384,000 23:28:16
V Titanite (2 per) 480,000 480,000 960,000 30,000 01:50:01 7,680,000 7,680,000 15,360,000 480,000 29:20:16
Note that the build time of Spirecraft is half of the repair time listed.

How to use in your fleet

Spirecraft Jumpships essentially enables you to blitzkrieg almost any planet you want, since they are perma-cloaked, and travel about 2-hops per second. A Mk-I Jumpship has no problem traveling 10+ hops away, dropping the forces there, and going back home.

A typical use is to remove Data Centers, Co-processors, or destroy/liberate Spire Civilian Leader Outposts (note that you don't have to actually take the planet to liberate the outpost), deep inside AI territory with your Mk-III+ Human Raid Starships. Since each asteroid provides at least 2 Jumpships, one can send one of the Jumpships to send your forces there, and bring them back with another Jumpship. You would still need to deal with the threats, though.

Caveats:

  • Mark I - Mark IV jumpships can be trapped by a Black Hole Machine, preventing it from finishing the trip. If it becomes trapped on a world where self-attrition applies, it will likely attrition out before the player can deliver a fleet to destroy the Black Hole Machine. Mark V jumpships ignore Black Hole Machines and have no worlds on which they would self-attrition.
  • Jumpships respect the teleport inhibition and speed limiting of Gravity Drills. Jumpships can cross a world with a Gravity Drill, but the severe speed penalty makes the self-attrition a severe threat instead of a minor irritant. Avoid Gravity Drill worlds that would cause self-attrition. If possible, avoid sending a jumpship across a Gravity Drill world at all. The extreme speed in teleport-enabled systems makes it faster to take a long route with teleporting permitted than a short route with it disabled.
  • Jumpships must land on the wormhole to use it, and are not immune to Force Fields. If the wormhole is covered by a hostile Force Field (such as from a Spire Shield Sphere Guard Post), the jumpship will land outside the force field and be unable to use the wormhole. In very unlucky cases, the hostile Force Field will cover the wormhole back to human space, trapping the jumpship until the player shrinks or destroys the Force Field.
  • Cloaking prevents the AI from directly targeting Jumpships, but they can still be damaged by area effect weapons. Avoid parking the Jumpship near any unit likely to be fired upon by Beam or Plasma Siege weaponry.

How to counter when in the AI fleet

Coming soon




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