⚔️ Starminer Combat Ship Builds: Fighters, Brawlers & Destroyers

📅 Updated: June 8, 2026⏱️ 14 min read🏷️ Ship Design
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1. Combat Ship Design Rules

  • Speed is life — a ship that can't turn dies. Thrusters > armor
  • Shields > hull — shields regenerate for free, hull repairs cost credits
  • Capacitors are mandatory — no capacitor = brownout on first shot = dead
  • Weapons generate 3× listed heat in combat — cooling must handle sustained fire
  • Specialize by enemy type — anti-drone fighters differ from anti-frigate destroyers

2. "Stinger" — Light Interceptor 🐝

Role: Scout killer, drone hunter, fast response. Speed > everything.

SlotModuleMassCost
ReactorMedium Reactor10t5,000
EngineAdvanced Thruster ×39t6,000
WeaponBeam Laser Mk II3t5,000
WeaponHSM Pod (8 missiles)4t4,000
DefensePD Turret Mk II2t3,000
DefenseMedium Shield5t5,000
PowerMedium Capacitor4t3,000
CoolingHigh-Eff Radiator ×28t5,000
StructureReinforced Hull5t1,200
Total: 50t | Cost: ~37,200 credits

Tactics: Beam laser deletes drones (hitscan), HSM one-shots scouts. Stay at 1,000-1,500m range. If a Corvette locks you, boost perpendicular — the Stinger out-turns everything.

3. "Hammer" — Heavy Brawler 🔨

Role: Face-tank Corvettes and Frigates. Sustained DPS platform.

SlotModuleMassCost
ReactorLarge Reactor20t12,000
EngineAdvanced Thruster ×26t4,000
WeaponPlasma Cannon Mk II ×210t10,000
WeaponRailgun Mk II6t8,000
DefensePD Turret Mk II2t3,000
DefenseHeavy Shield ×216t20,000
PowerLarge Capacitor ×214t8,000
CoolingMilitary Radiator ×315t12,000
StructureHeavy Hull Frame10t3,000
Total: 99t | Cost: ~80,000 credits

Tactics: Dual plasma for sustained DPS, railgun cracks shields at range. With dual heavy shields and 180 cooling, you can face-tank a Frigate for ~45 seconds — enough to kill it if you target subsystems. Keep PD turret on auto for incoming missiles.

4. "Archer" — Missile Boat 🏹

Role: Long-range support, capital ship hunter. Stays at 3-4km, fires volleys, never gets hit.

SlotModuleMassCost
ReactorLarge Reactor20t12,000
EngineAdvanced Thruster ×26t4,000
WeaponHSM Mk II Pod ×2 (12 missiles)8t8,000
WeaponTorpedo Mk II ×2 (4 torpedoes)8t12,000
DefensePD Turret Mk II2t3,000
DefenseLight Shield3t2,500
PowerMedium Capacitor4t3,000
CoolingHigh-Eff Radiator ×28t5,000
ScannerTargeting Computer Mk II2t4,000
StructureReinforced Hull5t1,200
Total: 66t | Cost: ~54,700 credits

Tactics: Lock torpedoes on Frigates/Carriers from 3km+. Fire HSM at Scouts and Corvettes. If anything gets within 1km, you're doing it wrong — boost away and re-engage at range. The Targeting Computer increases missile lock speed by 40%.

5. "Juggernaut" — Capital Destroyer 💀

Role: End-game combat platform. Kills Carriers solo.

SlotModuleMassCost
ReactorFusion Reactor30t25,000
EngineCapital Thruster ×324t18,000
WeaponPlasma Cannon Mk III ×214t18,000
WeaponRailgun Mk III ×214t20,000
WeaponTorpedo Mk II ×2 (4 torpedoes)8t12,000
DefensePD Turret Mk II ×24t6,000
DefenseCapital Shield ×224t30,000
PowerLarge Capacitor ×321t12,000
CoolingMilitary Radiator ×525t20,000
StructureCapital Hull Frame15t5,000
Total: 179t | Cost: ~166,000 credits

Tactics: The Juggernaut solo-kills Carriers. Open with torpedoes at 2.5km, switch to dual railguns to crack shields, finish with plasma. 300+ cooling handles sustained combat heat. Capital shields regenerate faster than a Frigate can damage them.

6. Build Comparison

ShipMassCostBest TargetSpeedSkill Floor
Stinger50t37kDrones, ScoutsVery FastMedium
Hammer99t80kCorvettes, FrigatesMediumLow
Archer66t55kFrigates, CarriersFastHigh
Juggernaut179t166kEverythingSlowLow

Related: Weapons Guide · Enemy Types · Power Systems · Starter Ships