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General

The Aliens attack the sector in two forms, firstly, via the multiple Alien Fleets that spawn from the Unstable Wormhole, and secondly, via the alien infection that results in an increasing number of Alien Outposts.

Any Rebel that dares to take on the Aliens head on are advised to use extreme caution as well as top-end tech if they want to survive.

Alien Fleets

Unknown Fleets

Unknown Signal Fleets attacking players in the Sector.

Alien fleets appear randomly in events and Alien Mobilization and Alien Decimation. The event featured a series of unstable, green colored wormholes opening up that spawns fleets. These fleets are very powerful and require very different strategies and weapons and configurations on ships to defeat them.

All Alien Fleets will aggressively target Miner Rebellion fleets in sector space and attack them if they are nearby.

Alien fleets range from level 40 to level 100. In Alien Mobilization, Alien Decimation and some events you can engage these fleets in cooperative combat, partnering with another player but be aware as these are even harder fleets.

Alien fleets can only be defeated by high-level players and to some extent, mid-level players who are adept enough to do so.

Once defeated, Alien fleets drop Unknown Objects, which currently are used for fusing reusable items into higher-level versions. Some Alien fleets also drop reusable credits for Alien Squadrons.

Alien fleets will try to warp away on the spot if they have been attacked too many times.

Defense Targets

Alien Defense Fleets consist of several slow-moving hulls which are almost stationary but have powerful long-range weaponry, forcing rebels to get in range as soon as possible to open fire.

Unknown Signal Fleets

Greaterunknownsignalbar

Unknown Signal. Approach with caution.
  — In-Game Description 
Unknown Signal (60-70)
Unknown Signal 60-70-1

A Large Unknown Signal. Engage with Allies.
  — In-Game Description 
Large Unknown Signal 55-70 new
Large Unknown Signal (55-70)

A Greater Unknown Signal. Approach with Extreme Caution.
  — In-Game Description 
Greater Unknown Signal (60-70)
Greater Unknown Signal 60-70

These fleets are made up of 3 to 5 Alien Hives that exclusively use swarms to take down incoming ships from afar. The earliest iterations had Hives surrounding player fleets, but that was soon changed due to complaints. They come in both solo and co-op variants.

Hive Fleets

Hivebar

A Hive fleet. Approach with caution.
  — In-Game Description 
Hive Fleet 40-70
Hive Fleet

These solo fleets consist of groups of 2 Alien Hives. They rely on large numbers of squadrons for attack and defense. The centre orb is armed with 2 Photon Gatlings that shoot down player squadrons effectively.


A Large Hive fleet. Approach with caution.
  — In-Game Description 
Large Hive Fleet 40-70
Large Hive Fleet 40-70-1

This is the co-op version of the Hive fleet. It has 3 Alien Hives instead of 2, and the 4 orbs orbiting each Hive are additionally armed with Rift Beams.

Barrage Hive Fleets

Bhivebar

DEFENSE Pattern Target: Long range Hives armed with a variety of weapons. RECOMMENDED: Cruisers & Cutters.
  — In-Game Description 
Barrage Hive 40-90
Barrage Hive 40-90-1

These fleets consist of groups of 2 Barrage Hives. They contain a Stasis Field and have completely scrapped swarms for weapons.

They contain Eradication Beams, Viper Missiles, and Quantum Gatlings, the former two having a large minimum range.

It is recommended to bring cruisers and cutters to defeat this fleet.

Ancient Hive Fleets

Ahivebar

DEFENSE Pattern Target: Heavily defended Ancient Hives where new enemies are bred. RECOMMENDED: Cutters.
  — In-Game Description 
Ancient Hive 40-100
Ancient Hive 60-100-1

These fleets consist of 2 groups of enemies. Each group involves 1 Ancient Hive and 1 Alien Stasis Module. The Ancient Hives can summon additional Barrage Hives as time passes.

The Ancient Hives contain Plasma Scattershots, Devastation Beams, Plasma Cannons, Plasma Gatlings as well as Tractor Beams; all but the last two have a sizable minimum range, while the summoned Hives are almost identical to those in the Barrage Hive Fleets.

The Alien Stasis Modules contain Arrestor Beam Turret IIIs which can severely slow down a rebel's advance.

Due to the great amount of stasis, it is recommended to bring cutters to the fight.

Striker Targets

Alien Striker Fleets comprise of numerous rapid hulls with medium range weaponry comparable to those obtainable by rebels. They can be defeated through brute force, i.e. out-DPSing the Aliens.

Reaper Fleets

Reaperbar

STRIKER pattern target. A formation of rapid Unknown craft ready to attack. RECOMMENDED: Cruisers & Battleships.
  — In-Game Description 
Reaper 40-90
Unknown Reaper Fleet 2

These fleets consist of 10 Alien Reapers, which are really fast and able to chase down even frigates and cutters. The Reapers contain a mix of Ion Gatlings and Discharge Beams.

It is recommended to bring cruisers and battleships to defeat this fleet.

Ancient Reaper

Areaperbar

STRIKER Pattern target: Ancient Alien craft supported by swarms of Reapers. RECOMMENDED: Cruisers & Battleships.
  — In-Game Description 
Ancient Reaper 40-75
Ancient Reaper 70-75
Ancient Reaper 80-85-1
Ancient Reaper 80-85
Ancient Reaper 90-100-1
Ancient Reaper 90-100

These fleets consist of 2 to 3 Ancient Reapers escorted by 6 to 9 Alien Reapers at the front of the fleet; the amount depends on the level of the fleet.

The Ancient Reapers possess Ranger Swarms which deal negligible damage. They also use Plasma Missiles which deal a lot of damage per shot but have long reload time. In addition, the Ancients occasionally summon Alien Reapers armed with 6 Discharge Beams. The summoned Reapers do not count towards fleet health.

Each non-summoned Alien Reaper uses a short-range Vulcan Beam which deals negligible damage.

Note that the player always begins the battle at the bottom left corner.

It is recommended to bring cruisers and battleships to defeat this fleet.

Blitz Reaper


STRIKER Pattern Target. Ancient Alien craft that utilize overwhelming speed to deploy aggressive swarm-and-subdue tactics.
  — In-Game Description 
Blitz Reaper (40-100)
Blitz Reaper 40-100

The Elite Version of the Ancient Reaper Fleet, it consists of 2 Ancient Blitz Reapers. The moment the battle begins, the Blitz Reapers will immediately charge your fleet, in the process each spawning 5 Alien Reapers, armed with a variety of weapons, namely Pulse Gatlings or Discharge Beams.

The Ancient Blitz Reapers are also armed with Plasma Repeaters, that can deal a fairly decent amount of damage over a wide spread, although the projectiles are easy to dodge. Also, if the number of Alien Reapers dwindles below 4 per cluster (Cluster = Reapers spawned by 1 Blitz Reaper), the Ancient Blitz Reaper will spawn more to reinforce, first it will spawn 4, then 3, then 2.

Like the Ancient Reaper, the player spawns at the bottom left. Bringing Battleships and Cruisers are recommended to defeat this fleet with the least damage. Target the Ancient Blitz Reapers to stop the flow of Alien Reaper reinforcements. From there, cleaning up the Summoned Reapers will not take long.

Harvester Targets

Alien Harvester Fleets feature a single Alien flagship, the Alien Harvester, which rains devastation upon rebel fleets and is fairly durable. On top of that, additional Alien hulls may escort the Harvester in battle, further increasing the difficulty.

Harvester Fleets

Harvesterbar

A capital class Alien craft with regenerative capabilities.
  — In-Game Description 
Harvester 75-85
Alien Harvester 70-80-1

This fleet consists of a single Alien Harvester, a powerful Alien capital ship that should not be taken lightly.

It is equipped with long-range Ranger Swarms and Gladiator Swarms that deal considerable damage if the player does not destroy them immediately. In addition, it has Flux Rays that pierce incoming ships and Rift Beams which bypass shield technology. When you get even closer, devastating Photon Gatlings start to fire upon your ships. When at 75%, 50% and 25% health, it charges a shockwave which deals great damage to anything caught within its blast. At 0% health, it unleashes the shockwave for the last time.

Do note that Harvester Fleets will regenerate to full health if not defeated in 1 hit. Rebels have 6 minutes to defeat this fleet.

Barrage Harvester Fleets

Bharvbar

DEFENSE Pattern Harvester: A capital class Alien craft equipped with long range weapons and regenerative abilities.
  — In-Game Description 
Unknown Barrage Harvester 90-100
Unknown Barrage Harveser 90-100

The solo version of this fleet consists of a single Barrage Harvester. Like the regular one, it has adapted the weapons in a Barrage Hive and projects a stasis field. It is almost stationary.

Unknown Barrage Harvester (Co-op) 90-100
Unknown Barrage Harvester (Co-Op)

The co-op version of this fleet is made up by 6 Barrage Hives and a single Barrage Harvester. The Barrage Hives possess Discharge Beams which deal massive damage, while the Barrage Harvester mainly uses Explosive-type weapons which deal significant AoE damage. All alien hulls in this fleet also contain swarms which deal very high damage if not taken out instantly. Unlike the solo version, the Harvester does not project a stasis field, making it easier to rush in.

Do note that Harvester Fleets will regenerate to full health if not defeated in 1 hit. Rebels have 6 minutes to defeat this fleet.

It is recommended to bring cruisers and cutters to defeat this fleet.

Reaper Harvester Fleets

Rharvbar

STRIKER Pattern Harvester: A capital class Alien craft equipped with rapid engines and regenerative abilities.
  — In-Game Description 
Unknown Reaper Harvester 90-100
Unknown Reaper Harvester 90-100-1

The solo version of this consists of 6 Alien Reapers and a single Reaper Harvester. Unlike the regular one, this Harvester has adapted the weapons of an Alien Reaper. It also moves much faster.

Unknown Reaper Harvester (Co-op) 90-100
Unknown Reaper Harvester (Co-op)

The co-op version of this fleet is very similar to the solo version, the most noticeable difference being the fact that there are only 5 Alien Reapers. These Reapers are much tougher than the ones in the solo version.

Do note that Harvester Fleets will regenerate to full health if not defeated in 1 hit. Rebels have 6 minutes to defeat this fleet.

It is recommended to bring cruisers and battleships to defeat this fleet.

Aggressor Targets

Alien Aggressor Fleets have the ability to directly attack a rebel's base.

Alien Aggressor Fleets

Capture 2-2

A heavily armed Alien Aggressor base attack fleet.
  — In-Game Description 
Alien Aggressor (20-100)
Unknown Aggressor 20-75

These fleets directly attack player bases and consist of 8 Alien Reapers. 4 of them are equipped with Ion Gatlings while the other 4 are equipped with Discharge Beams. They are fairly durable and deal heavy damage.

Player fleets cannot engage them under any circumstances.

They do not drop any resources or Unknown Objects upon their destruction, but players are rewarded for event points if they successfully defend their base.


Alien Outposts

Capture-1506878403

Outposts in the Unknown Sector.

Alien Outposts are seen periodically in events, such as Outbreak where a sustained green wormhole appears and many level 40-50 Alien Outposts spawn around it. Inside is the Colony 47 Infected Sector where many higher level Alien Outposts are found. Alien Outposts are best taken on with a combination of cruisers and destroyers. A Suppressor may be required for those containing squadrons.

Due to the sheer size of Alien Outposts, rebels have 10 minutes instead of the usual 5 minutes to destroy it. Do note that Heavy Outposts and Outposts that are otherwise considered as boss targets regenerate after each attack if not fully destroyed.

Unlike rebel bases, Alien Outposts only drop resources when fully defeated, and do not apply the 500% cargo limit.

Infected Outposts (40-50)

Unknown Outpost (40-50)
Unknown Outpost 40-50

Infected Outpost 40-50 In game

The weakest of the bases, it is surrounded with easily destroyed Alien Mines. Inside are very weak Alien Combat Modules surrounding a Alien Squadron Module to prevent squadron rimming. Deeper inside is the Alien Citadel guarded by very little as the outer edges were suppose to defend it. It is very weak and easily taken out by non-Xeno hulls.

The strategy is to first rim one side with cruisers or destroyers and then rush into the Citadel, once cleared take out the other clusters of Combat modules 1 by 1 and you will emerge victorious.

They do not appear in the Colony 47 Infected Sector but outside the sustained green wormhole making it much more easier to get to.

Infected Outposts (60-70)

Unknown Outpost (60-70)
Unknown Outpost 60-70

Infected Outpost 60-70 In game

A more intermediate level base, it is much larger and surrounded with harder to destroy Alien Mines. Inside on the outer most edges are a few Alien Combat Modules surrounding 1 or 2 Alien Squadron Modules for the same reason as listed above. Deeper inside the clusters become close and larger with more Combat Modules and inside where the Alien Citadel is, is heavily guarded. Many Squadron Modules also surround the Citadel making bomb rushes less likely to succeed.

The strategy is similar to 40-50 but Punisher Cruisers or Exterminator Destroyers are very recommended as they can do alot of damage before dying. It is advisable to rim the Outer most edges of 2-3 clusters and then moving into your opening attack the inner 1-2 clusters and then go for the Citadel. Remember to always stay out of the Pulsar's range as they can do heavy damage over time.

These actually appear in the Colony 47 Infected Sector and spawn along with level 80-90s, they are more common than 80-90 but it isn't very noticeable considering how many outposts are in the sector.

Infected Outposts (80-90)

Unknown Outpost (80-90)
Unknown Outpost 80-90

Infected Outpost 80-90 In game

The hardest level base, it is the same size as the previous one and surrounded with very little Alien Mines besides its back and front. It is densely populated with high damage dealing Alien Combat Modules and Alien Squadron Modules in a very tight mix which is almost impossible to have only 1 or 2 clusters shooting at you when getting to the 2nd layer. The clusters are very similar to the level 60-70 version but have alot more modules than before.

The strategy is a must on the use of Punisher Cruisers Mk VI as a decoy as only they can tank as long. Then get highly marked up Exterminator Destroyers with the Shatter Driver and its variants. Start by rimming one corner of the base and slowly creep in from there. Bomb rushing the Citadel isn't recommended and it is advised to rim every corner before doing so.

These also appear in the Colony 47 Infected Sector and spawn along with level 60-70s, they are less common than 80-90 but it isn't very noticeable considering how many outposts are in the sector.

Geir's Fortress (100)

Geir's Fortress (90-100)
Geir's Fortress 90-100

Geir's Fortress In game

This is the boss target version of the Alien outposts, and where General Geir and his guards are currently held in and thus should be taken on with extreme caution.

Bound to contain many Alien Combat Modules as well as Alien Squadron Modules that is not the biggest threat. The Alien Harvester guarding is rather weak but the outpost launches many high health swarms at the player dealing significant damage.

The Fortress is also able to regenerate to full health if players are unable to eradicate it in the time they are given.

This target should be engaged with Punisher Cruisers with Xeno Disintegrator Cannons for maximum results.

Defeating this target however grants the player a lot of rewards. and will severely hamper Alien operations for sure, considering only a limited number will spawn.

Heavy Outposts (90-100)

Heavy Outpost (90-100)
Unknown Heavy Outpost

Heavy Outpost 90-100 In game

After General Geir was killed, re running Geir's Fortress would make no sense regarding story. Thus, this is the current boss target when talking about Alien outposts.

This Outpost is incredibly difficult, sporting 2 Alien Citadels and a massive amount of Alien Combat Modules and Alien Squadron Modules. The Squadron Modules, like Geir's Fortress, launch many Elite Gladiator Swarms at the Player which deal alot of damage.

To add to this, each of the module's are incredibly armored and no longer paper like. Thus, with the extremely tanky swarms and the incredibly armored Modules, these can decimate your fleet in seconds if not equipped right.

Punisher Cruisers, Exterminator Destroyers, and Suppressors are a must if you wish to fight this Outpost. Everyone will always spawn on the Bottom Left, this makes you instantly in range of a swarm so set a formation quickly and start rushing in.

Ancient Outposts (40-70)

Ancient Outpost (40-70)
Ancient Outpost 40-70

Ancient Outposts are the Ancient/Advanced version of the normal Alien outposts now outfitted with more modules and plasma technology. No new modules were added however.

Ancient Outposts were pretty easy when Conquest (When it was revealed) began. After a difficulty buff however it is much more difficult as it does alot more damage now.

The only new thing is that its much larger and has more modules, only the Alien Citadel has Plasma weapons and they usually get taken out rather quickly so play it safe and start from 1 side, never the center.

Punisher Cruisers/Guardian Cruisers, Exterminator Destroyers, and Suppressors are a must if you wish to fight this Outpost. Everyone will always spawn on the Bottom Left, right in the range of a couple of Squadron Modules, this leaves little space to attack from a different side but it is possible.

Ancient Outposts (80)

Ancient Outpost (80)-1
Ancient Outpost 80

A even more buffed up version of the Current Ancient Outpost, containing more Squadron Modules. More Combat Modules have also adapted to fire Plasma Beams as well.

Guardian Decoys with triple Diffuser Shields are recommended in order to prevent massive damage when engaging these outposts.

Heavy Ancient Outposts (90-100)

Heavy Ancient Outpost 90-100-1
Heavy Ancient Outpost 90-100


Heavy Ancient Outposts are the Ancient counterpart for the Heavy Outposts. It is an incredible challenge as the base has been loaded with a massive amount of plasma weaponry making A.X.I.S. Hulls and a Suppressor a MUST.

Heavy Ancient Outposts share the exact same layout as Heavy Outposts though, keeping that in mind you will spawn immediately in range of a Plasma Drone Alien Squadron Module.

Guardian Cruisers, Paladin Carrier (Optional), and Suppressors are a must if you wish to fight this Outpost. Everyone will always spawn on the Bottom Left, this leaves little space to attack from a different side but it is possible.

Elite Ancient Outpost (70-80)

Elite Ancient Outpost (70-80)
Elite Ancient Outpost 70-80


A co-op target, and the first Co-op Base pattern target in existence. The Elite Ancient Outpost consists of a massive fortress with multiple citadels, guarded by a large number of Squadron Modules as well as Combat Modules.

Fortunately for this target, two players can engage at once, doubling the potential amount of firepower that can be brought into the battle.

The Outpost is still a very difficult target, so make sure both players bring fully marked up Exterminator Destroyers as well as Guardian Cruiser Decoys and a Suppressor with ample squadron defense in order to defend against the large number of Plasma Drones launched.

Everyone will spawn on the bottom left, like all other Outposts.

For the Lv 70-80 Version, it is recommended that players head to the left or right of the outpost, and then engage the base from one side to the other. Having only 1 citadel and some of the turrets targeting your ships instead of all at once greatly reduces the damage taken.

Elite Ancient Outpost (90-100)

Elite Ancient Outpost (90-100)
Elite Ancient Outpost 90-100

For the Lv 90-100, it is even more massive and much more heavily defended, guarded by even more combat modules and squadron modules, as well as 5 Alien Citadels, of which 2 house multiple Plasma Drones.

It is recommended to start from the left, and take out the bottom left citadel that has Plasma Drones before engaging the second one on the bottom right. From there, slowly work your way through the remaining citadels and combat modules and the base can be taken care of really quickly.


Gallery

Trivia

  • Heavy Ancient Outposts are the most powerful outposts in the game.
  • These targets are considered the hardest in the game.
  • As clarified by KIXEYE, these fleets are meant to be taken on by Xeno Division or higher ships.
  • Interestingly, Geir's Fortress and the Ancient Hive are the only targets for which both modules and ships appear together on the same side. (I.e Geir's Fortress is a base target with an Alien Harvester inside, and Ancient Hives consist of an Ancient Hive as well as an Alien Stasis Module.)



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