DIRECT ANSWER

Build for roles and counters before rarity. Official 2026 notes list Scout, Talon, Sentinel and Rail Cannon as the four main starting ships. Video-backed tutorial text shows a counter loop—Scouts answer Rail Cannons/Launchers, Rail Cannons answer Tanks, and Tanks answer Scouts/Fighters—so the boss meter should influence what you draft next.

Fleetbreakers ship and squadron artwork
Guide artwork: fleet composition mixes roles instead of stacking one universal ship.
Fleetbreakers ship-counter artwork
Guide artwork: Scout, Rail Cannon and Tank form the core tutorial counter loop.

The four main starting ships

The March 2026 developer update says players now start with all four main ships rather than only a Scout. That change exists specifically so players can respond to the opening rock-paper-scissors relationships.

ShipClassWhat the current notes tell us
ScoutSpecialistCore starting option; tutorial counter example against Rail Cannons and Launchers.
TalonAssaultCore starting option; older footage shows aggressive assault behavior and active ability use.
SentinelGuardianCore starting option; fills the frontline / defensive role in the class structure.
Rail CannonSiegeCore starting option; tutorial counter example against Tanks.

Read the boss meter before accepting a ship reward

A gameplay tutorial explains that the boss meter previews which ships you will face during missions. The useful question is therefore not “is this reward rare?” but “does this reward improve my answer to the next enemy tech?”

Faction signatures worth knowing

These examples are strong identity anchors, not a complete ship database. Early Access plans explicitly include expanding unit variety.

FactionShipIdentity
CobaltLeviathanHeavy specialist, point defense, Death Ray.
CobaltBursterAgile close-range assault / “shotgun in space.”
SlaraashCarrierDrone-centered primary firepower and Drone Bomb.
SlaraashStingerBeam attacker with high-piercing Ripper Beam.

Fleet slots and squadron capacity are part of composition

Composition is not only about which ships exist but how many squadrons you can field. Tutorial footage shows additional squadrons being deployed mid-mission from empty squadron slots, and player footage from longer runs shows a shipyard purchase adding an extra active fleet, a Discovery Tree node granting +1 squadron capacity, and three fleets operating in a single run. If your counter mix keeps losing to a specific tech, the answer is sometimes a bigger fleet rather than a different ship.

Enhancements and targeting after the October updates

Local Repair is an Uncommon enhancement that adds a squadron heal ability. Spinning Beam is Epic and exists in each damage type, adding a spinning beam attack ability. Choose by what the squadron needs rather than assuming the higher rarity always repairs a weakness.

Engineers can place mines at range after 0.2.808. Rail Cannon Backstab does not apply to Stations, which have no back. These changes matter when choosing targets or a station-attack route.

Version 0.2.811 fixes Free Turret Abilities not being fully usable after the Satellite Station count increases. It also fixes Spinning Beams lingering after the owner dies; do not build a plan around that old persistent effect.

Sources & version note

EA v0.2.811 · Updated 2026-11-04. Use the released version named beside the task; announced later updates have separate conditions.