Hoplite Clans

From Space Tyrant Wiki
Jump to: navigation, search

This article is a stub. You can help Space Tyrant Wiki by expanding it.

As cold and hard as the rocks from which their ships are made. Hoplites excel at both space and ground combat.
Hoplite logo transparent.png

The Hoplite Clans, also known as the Hoplite Dynasty are one of the playable empires in Space Tyrant. They are a short-tempered group of humanoid cyborg rabbits. Their ships are tough and focus on survivability, persisting to continue their assault on the enemy.

The Hoplite Clans are unlocked by default.

Sadly, they're the only clan automatically unlocked. To get the Bzzerk Union unlocked, you'll have to complete a full campaign with the Hoplite first

Strengths and weaknesses[edit | edit source]

Strengths Weaknesses
Strongest ships Reduced hand size (Max 3 cards at end of turn)
Improved invasion die (1-6) Reduced tech choices (only 2 or 3)

Strategies[edit | edit source]

TRIPLE Charge[edit | edit source]

One strategy, especially for newer players, is to wait until you have at least 3 charges before clicking on/firing ANY, of your ships to launch their volleys.

Studies done by Tyrant Command show that most enemies foolishly launch all of their ships volleys immediately after a battle has begun. HOWEVER! Once the initial volley has been fired, most ships only fire occasional shots

By waiting until at least 3 charges have been stored, and then only firing a volley as you reach 3 again, it allows you to always have enough stored charge for one of your cruisers to perform it's special power, "Bulwark" to either self repair

or to repair itself + one of your other ships. THIS, will allow your fleet to endure much longer under the harsh wave after wave of random attacks by ships that have already launched their initial salvo.
Also, having at least 1 charge remaining after healing/repairing/firing can always be useful if you find you must seal a haul breech or risk losing the ship!!

Overlords[edit | edit source]

STONEHAIR[edit | edit source]

He is the first commander you get. He is unlocked automatically upon starting a new game of Space Tyrant for the first time.
As such, Stonehair is "FULL ON" with combat. His special power is called simply, "Meteor Strike" "It Hurls Meteors". As with all commanders in SPACE TYRANT, Stonehair is capable of having their power upgrade three times as you level them up.

With each level up, Meteor Strike fires one additional meteor at a random enemy. This is ALWAYS RANDOM. However, the meteors NEVER hit ships that are not part of the enemy's fleet. (i.e projections, summoned temporary

frigates or other ships).

GREENFOOT[edit | edit source]

This is usually the second commander most players unlock. Unlike Stonehair, Greenfoot's special power is defensive. It's called, "Thorn Wall". It creates a massive wall of vines in space, protecting your center most troops. With each level up,

the wall protects more of your central ships. The vine protects against incoming missiles and, or, /Photon torpedoes. (Call it whatever you will). RECENTLY, information has reached the ears of Tyrant Command! In addition to blocking most

incoming missiles & 50% of energy beam attacks, it seems that the "Thorn Wall" DOES IN FACT, also protect against massive explosive blasts of energy all fired at once. (Usually lobbed by ships of the Techno Slug clan).

HOWEVER !!! It DOES NOT, block any of the following,

  • FIGHTERS ~ Little blue or otherwise colored single combat ship drones. Launched from a Hoplite Carrier, or similar ships from other clans.

It DOES NOT, absorb damage from attacks ALREADY past it and circling your ships.

  • PIN POINT LASER TARGETING SYSTEMS ~ Both the Hoplite Battleship & the Dreadnought, are equipped with this operating system. For the Battleship, it is the ship's "Special", and thus occurs less often. The Dreadnought however, uses such

lasers as it's basic attack. Then has a multi~ship targeting system, for it's special. They cut through the vine like tissue paper. Be warned ! Other clans SURELY have ships with similar tactics.

  • GLOBS OF DEATH GOO & OTHER CHEMICAL BIO WEAPONS ~ Unsure. More tests are needed, but willing participants are scarce. Will update as information reaches Tyrant Command!!

REDEYE[edit | edit source]

This is the third & FINAL Overlord that players may unlock as a starting commander when choosing the Hoplite clan.

like Stonehair, Redeye is offensive. Redeye's special power is called, "Beserk". It utilizes Combat Stims to grant a boost in combat power, but burns through the ship's shields like acid eating corrosion. This can be good if you need to finish off the enemy fleet's last ships QUICKLY! But it can ALSO, backfire & destroy your own chances for success just as quickly. So use it with CAUTION !!

Ships[edit | edit source]

Capital ships[edit | edit source]

Capital ships are unlocked by:

Stats[edit | edit source]

Ship Weapon Damage Fire Rate Health Shields Evasion Cost
Hoplite frigate.png Frigate Blaster 60 5s 187 25 20
Hoplite destroyer.png Destroyer Missile 44 5s 437 15 40
Hoplite cruiser.png Cruiser Missile 135 5s 750 10 80
Hoplite carrier.png Carrier - - - 450 10 60
Hoplite battleship.png Battleship Blaster 258 5.5s 1812 5 160
Hoplite dreadnaught.png Dreadnaught Beam 330 5s 2633 5 300

Cards[edit | edit source]

Base[edit | edit source]

2 Arena Deathmatch
+5 Tyranny
3 Black Ops
Gain 3 Cards for -2 Defense
2 Bully
Sacrifice -1 RP income for an immediate +5 RP
2 Combat Simulation
Increase a fleet leader's XP by 1.
2 Deep Space Probe
Reveal a planet and its neighbors.
2 Forced Labor
City gains +20 Credit income and Decaying
1 Landing Party
Allows an additional planet exploration
2 Marine Detachment
Add 1 Carrier to a fleet.
2 Mercenaries
Gain 1 Invasion Die for this turn.
2 Mobilize
Gain 4 Destroyers for -2 Planet Defense
1 Orbital Strike
-2 Defense to a sieged planet.
2 Recall
Teleport a fleet back to your homeworld.
2 Renewed Assault
Allow a planet to be sieged again.
2 Reserve Tank
Allow a spent fleet to move again.
2 Scapegoat
-2 Unrest.
1 Secret Police
+3 Defense to a controlled planet.
1 Strike Patrol
Add 2 Frigates to a fleet.
2 Tachyon Torpedoes
Destroy 2 enemy ships.
2 Tamper
Add Erratic to a Crystal World
1 Tightened Grip
+15 Credits/Turn for 4 turns.
1 Weapon Test
+2 Research

Unlocks[edit | edit source]

3 Antimatter Mine
Reduce enemy fleet HP by 20%.
2 Atomic Atrocity
Destroy and capture any sieged planet.
3 Burrow Down
+3 Defense to planet and each neighbor.
3 Cannon Fodder
Deal 1 Damage to a Sieged planet for each planet you control.
3 Cap Ship Missile
Destroy one capital ship
1 Core Implosion
Destroy 1 enemy ship and gain 1 card.
5 Decimate
Destroy all frigates and destroyers in an enemy fleet.
3 Engineer Corps
+50 Credits and -1 Siege for 2 turns
2 Fast Refit
Add 1 Cruiser to a fleet.
4 Field Promotion
Increase a fleet leaders level by 1
4 From the Ashes
Destroy a lab to gain a Battleship
1 Fusion Mine
Reduce enemy fleet HP by 10%.
3 Great Purge
+10 Tyranny
3 Hyperspace Nuke
-2 Defense to any planet
4 Intimidate
-4 Unrest.
2 Medal of Valor
Increase a fleet leader's XP by 2
2 New Recruits
Sacrifice -3 planet Defense to gain +20% Fleet Def
3 Orbital Bombardment
-4 Defense to a sieged planet.
4 Overdrive
Spent fleet can move again and gains +25% Rate of Fire
5 Patriotic Fervor
Fill an entire fleet with Destroyers
1 Personnel Transfer
+2 Defense to a controlled planet and +1 Card.
3 Rallying Cry
+2 Defense to all planets
1 Roid Rage
Friendly fleet gains +20% damage for 2 turns
3 Salvage Teams
+3 RP for each planet captured this turn
3 Steal Technology
Gain 1 Tech at random.
3 Survey Team
Planet exploration with an increased chance to unlock a Power
2 Tachyon Torpedoes II
Destroy 3 enemy ships.
3 Volunteer Crews
Add 1 Cruiser to a fleet for every Siege Die.