Hunters
Hunters are attack ships sent by the (infected) Federation to destroy the Daedalus. They will come at you relentlessly. Be prepared.
They will be announced when they appear, and their numbers (but not their types) will be shown on the Alert bar.
Each new wave will take 1 cycle to adjust, after which they will fire at the Daedalus at the end of each cycle for a random amount of damage (~2 on average, including hit chances). They may also fire at partol craft, or even at each other (with the Meridon Scrambler research), but mostly target the Deadalus.
To get rid of them, you either have to kill them, or move the Daedalus to outrun them.
Note: Old Hunters catching up to the Deadalus after movement will be announced again, but they will resume firing at the end of that cycle. Watch their numbers to decide whether new ones have appeared along with them, because those will wait.
Contents
Fighting the hunters
Patrol Ships
Patrollers, when used with enough
, are by far the most effective way to fight hunters. You will have a hard time if you have no characters with
Pilot skills. See Piloting for details.
Ship Turrets
You can enter these turrets and fire at the hunters, but they are ineffective. It costs 1
to fire, with only 30% base accuracy to hit, and low base damage.
TODO: Minimum 2. Maximum 4?
Their efficiency can be improved with an
Invertebrate Shell for double damage, and accuracy boosts like the Targeting Assist project, but mostly they should only be used to finish off already wounded hunters, or numbers too small to warrant taking off for (1-2).
Ship turrets have 4 shots each before they have to recharge, which is done automatically between cycles.
There are six turrets located on the Daedalus: Two in the front, next to the bridge, two in the middle, connected to the front ship bays, and two in the rear, connected to the engine room. Arranged visually from top to bottom in a column: Rear Bravo, Center Bravo, Front Bravo, Rear Alpha, Center Alpha, Front Alpha.
Moving the Daedalus
You may simply move the Daedalus to outrun the hunters. Some hunters and asteroids will not follow, some will.
While the Deadalus is moving, Hunters cannot fire at it unless they are Trax. (The others are left behind, and may only reappear afterwards.) This means a ship with an active
Commander could theoretically avoid damage for as long as it has fuel, and is able to take care of Aracks and Trax.
On longer voyages, moving at least once in this way should be the #1 method of dealing with larger hunter/asteroid/cube waves, as shooting them all down will become increasingly taxing and ineffective compared with the ability to halve their numbers.
Note: The distance or direction of movement does not affect the result.
List of Hunters
"Follow" means the percentage of the number of hunters which will follow the Daedalus after moving. For those which not followed or got overrun, you have got rid of them and essentially clear the threat. Hunters can also miss instead of doing damage at all! It is entirely possible for a group of 7 hunters to do 0 damage, for example.
| Day | Enemy | Strength | Damage | Details | ||
|---|---|---|---|---|---|---|
| 1+ | |
|
Hunter | 6 | 1-3 |
|
| 5+ | |
|
Trax | 10 | 1-3 |
|
| 5+ |
|
|
Arack | 6 | ? |
|
| 5+ |
|
|
Asteroid | 20 | ≤20 |
|
| 10+ |
|
|
d1000 | 30 | 1-? x3 |
|


