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		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Wulfenite&amp;diff=2728</id>
		<title>Starter Fleet Guide:Wulfenite</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Wulfenite&amp;diff=2728"/>
		<updated>2026-09-26T02:26:53Z</updated>

		<summary type="html">&lt;p&gt;76561198283970048: /* &amp;quot;Arbiter&amp;quot; Barracuda */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wulfenite Squadron Fleet Summary.png|thumb|Wulfenite Squadron Fleet Summary]]&lt;br /&gt;
[[File:Wulfenite Squadron Game Models.png|thumb|Wulfenite Squadron Game Models]]&lt;br /&gt;
== Wulfenite Squadron ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Difficulty: Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Varied arsenal&lt;br /&gt;
    * Good Firepower and Utility&lt;br /&gt;
    * Combines both Scouting and Craft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Complicated Fleet: Players need to manage direct combatants and carrier operations.&lt;br /&gt;
    * Less cappers than a dedicated cap fleet&lt;br /&gt;
    * Less craft than a dedicated carrier fleet&lt;br /&gt;
&lt;br /&gt;
Community Maintainer: &#039;&#039;&#039;SecretMink&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:2939725175 preview Wulfenite Squadron.png|thumb|alt=Wulfenite Squadron Fleet Preview|Wulfenite Squadron Fleet Preview]]&lt;br /&gt;
&lt;br /&gt;
Wulfenite Squadron introduces the Journeyman class Light Carrier and is intended to represent the archetype of a &amp;quot;Journeyman fleet&amp;quot; which is a Protectorate fleet either equipped to support the seizure or protection of capture points, or a Protectorate fleet with one or two main combatants and a Journeyman supporting them.&lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
==== &amp;quot;Inquisitor&amp;quot; Sturgeon ====&lt;br /&gt;
Wulfenite&#039;s punch is in it&#039;s &amp;quot;Inquisitor&amp;quot; Sturgeon bombers. Unlike it&#039;s sister fleet Amethyst Squadron, these bombers torpedoes are high-cork, short ranged torps intended to be fired at light targets such as Keystone destroyers, Frigates, or isolated Light cruisers. You could use them versus heavy targets, but the fact they are Active-Radar Command Validated missiles means they are more vulnerable to softkill measures and Interruptor Jammers.&lt;br /&gt;
&lt;br /&gt;
If you do find a disabled capital ship however, Wulfenite can finish them of with its &amp;quot;Anti-Heavy Finisher&amp;quot; loadout which will use a cocktail of missiles intended to jam enemy point defense, distract their turrets, before unloading Cluster Bomblets and Bombs onto the target. Finally, for an additional punch against ANS lighter assets, the Inquisitors can take 100mm High Explosive guns to strafe ANS Sprinters.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Arbiter&amp;quot; Barracuda ====&lt;br /&gt;
Wulfenite&#039;s &amp;quot;Arbiter&amp;quot; Barracuda fighters are equipped with 4 loadout types. Two of them &amp;quot;Homeguard Escort&amp;quot; and &amp;quot;Standoff Superiority&amp;quot; are essentially the same loadout with one critical difference; their speed. Homeguard Escort goes over the loadout penalty limit to sport jammers, fuel pods, and a longer arming time. They both employ SDM-100 standoff missiles. Toggle them to launch their missiles &amp;quot;Standoff&amp;quot; rather than &amp;quot;Standin&amp;quot; for best effect and they can hit enemy ANS craft out of the sky before needing to engage up close.&lt;br /&gt;
&lt;br /&gt;
As a backup, Wulfenite&#039;s fighters have a &amp;quot;Rocket Strike&amp;quot; backup to disable light ANS ships such as Sprinters, and a minimally Gun-only armed &amp;quot;Jammer Scramble&amp;quot; loadout. It is advised to only sortie strike or jammer loadouts once you have confirmed a lack of enemy aircraft, as those roles will attrition your fighter count quickly and could leave you without the air power to contest an enemy carrier if employed too early.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Oasis&amp;quot; Halberds ====&lt;br /&gt;
To spot targets, Amethyst has 2 &amp;quot;Oasis&amp;quot; Advanced Radar skiffs with 8km radars. These are essentially the long-range radar craft the OSP has access to instead of the Sundial. Keep them safe with fighter escort. These are your most valuable craft so do not overextend them. They can be used to scout for your allies, and serve as the primary enabler of your standoff ASF package.&lt;br /&gt;
&lt;br /&gt;
Make sure to set your &amp;quot;Oasis&amp;quot; skiffs to the &amp;quot;JUKE&amp;quot; posture as that will enable them to dodge ballistic anticraft measures at range. Skiffs, like all craft, can also exist outside of the withdraw line indefinitely, so do not be afraid to path them outside the map if it gets you a better angle.&lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
==== SDM-122 Spamraam ====&lt;br /&gt;
&lt;br /&gt;
A [[Munition:sdm-1-lunge#Defensive_Direct_Types|SDM-1 Lunge Boosted Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable Active Radar Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
Used for air to air combat, Spamraams are your long range anti-craft missiles and are employed in the two standoff loadouts available to your Barracudas.&lt;br /&gt;
&lt;br /&gt;
As only one seeker is made available to SDM1 missiles, a [[munition:sact|Steerable Active Radar Seeker]] is chosen for the Spamraam. &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable ACT&amp;lt;/span&amp;gt; in this case has no extra cost penalty over [[munition:fact|Fixed ACT]], and is inexpensive enough while conferring a high enough kill rate to be a functional mainstay for your craft to craft engagements. However, the lack of backup seeker or reject un-validated targets setting on the seeker means this missile is vulnerable to being staged early by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt;, instead of going straight until a valid target appears or the primary seeker gets close enough to burn through the jamming.&lt;br /&gt;
&lt;br /&gt;
The missile&#039;s tunings contribute to its effective kill rate, being sufficient to chase down enemy fighters and bombers while staying maneuverable enough to hit them despite any evasion they perform.&lt;br /&gt;
&lt;br /&gt;
==== SGT-3 Bolas ====&lt;br /&gt;
&lt;br /&gt;
A [[munition:SGT-3 Pilum|SGT-300 Pilum Torpedo]] with &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Fixed Active Radar Seeker&amp;lt;/span&amp;gt;!/[&amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt;] and a size 5 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
Bolas&#039; are your primary offensive tool. Their use is straightforward: fire them off of bombers, keep the bombers on target to guide them into a track.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolas use the [[munition:fact|Fixed Active Radar Seeker]]!/[ [[munition:cmd|Command Validator]] ] guidance package, which makes  them a [[Missile_Defense#What_is_a_%22Straightrunner%22_Missile?|Straight-runner]] missile due to the reject setting on its primary seeker, indicated here by the &amp;quot;!&amp;quot; symbol. Combined with the [[munition:cmd|Command Validator]], this ensures no false returns induced by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming or decoys&amp;lt;/span&amp;gt; will be considered valid targets by the missile, and it will continue to run straight as it waits for a valid target to present itself. When the &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; itself is jammed, the [[munition:fact|Fixed Active Radar Seeker]] will be unable to consider anything it sees as valid due to the reject setting, and it will continue to run straight as it waits for a valid target to present itself. As such, it will not stage under these conditions. Only when both [[munition:fact|Fixed Active Radar Seeker]] and &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; are jammed simultaneously will the missile consider itself to be jammed and begin to wiggle wildly.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolas handle penetration of enemy hardkill via two different ways: the first is deployment in higher mass, as covered with the Inquisitor Sturgeon. The second is by their engine configuration and terminal maneuvers, which together give them a very maneuverable cork terminal for defeating kinetic hardkill solutions. About 3.1G of turn rate yields enough maneuverability for cork to work consistently, while 222 m/s is on the fast end for a cork torpedo.&lt;br /&gt;
&lt;br /&gt;
==== SGM-2 Banshee ====&lt;br /&gt;
&lt;br /&gt;
An offensive pen-aid iteration on the [[Munition:sgm-2-temptest#Killjoy_Jammer_Decoys|SGM-200 Tempest Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Anti-Radiation Seeker&amp;lt;/span&amp;gt; with a [[munition:ssj|Self-Screening Jammer]] and a size 5 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Scorch ====&lt;br /&gt;
A [[Munition:sgm-1-balestra#Defensive_Direct_Types|CMD4BF Anti-Missile Missile]] with a &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Receiver&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
As only one seeker is made available to SGM1 missiles, a [[munition:cmd|Command Receiver]] is chosen for this AMM. &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;CMD&amp;lt;/span&amp;gt; in this provides mid-course guidance reducing the odds of the AMM rangeing-out before it hits. It is not seduced by [[munition:dl|Missile and Bomber launched Decoys]], moreover, it can only be blinded by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt; if your team&#039;s radar track on the threat is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Ceremonial Arming Missile ====&lt;br /&gt;
[[File:Screenshot 2026-09-09 223148.png|thumb|alt=Ceremonial Arming Missile|Ceremonial Arming Missile]]&lt;br /&gt;
A [[Munition:sgm-1-balestra#Arming_Missiles|SGM-100 Balestra Missile]] with a &amp;lt;span style=&amp;quot;color:#b41f32;&amp;quot;&amp;gt;Wake-Homing Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
This missile is not intended for offensive usage, or indeed any usage at all during a typical match. Arming missiles exist so that a ship with an arming missile counts as being offensively armed, an important feature in the Control game-mode most multiplayer matches take place within. Thus, firing this missile is not advisable, besides in very niche circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Ships &amp;amp; Usage ===&lt;br /&gt;
==== [[Ship:journeyman#Torpenite:|Journeyman Light Carriers: The Bar Is In Hell &amp;amp; More Is Never Less]] ====&lt;br /&gt;
Journeyman or &amp;quot;Journeymen&amp;quot; are converted ore barges. They are also the smallest ship considered a carrier in the game, which means they come equipped as part of their hull with craft repair facilities. This does mean their craft tend to be outnumbered by even Alliance Levy-class carriers.&lt;br /&gt;
&lt;br /&gt;
Wulfenite gets around this disadvantage by bringing two Journeymen class light carriers so that it has enough craft numbers to fight single Levies like Task Force Maple.&lt;br /&gt;
&lt;br /&gt;
Each of Wulfenite&#039;s Journeyman carriers is equipped with 12 Barracuda &amp;quot;Arbiter&amp;quot; Fighters, 6 Sturgeon &amp;quot;inquisitor&amp;quot; Bombers and 1 Halberd &amp;quot;Oasis&amp;quot; Skiff, allowing for a total wing of 24 fighters, 12 bombers and 2 skiffs.&lt;br /&gt;
&lt;br /&gt;
These are intended to support allied fleets in targeting ANS warships taking capture points, or lighter ANS scouting or backline assets. They can also be used to escort and protect your own 3 Gun-armed Ferryman-class shuttles which can be used to capture points and get into the enemy&#039;s backline.&lt;br /&gt;
&lt;br /&gt;
==== [[Ship:ferryman#Capping_Shuttles_&amp;amp;_Guttles:|Capping Shuttles: In Your Base, In Your Walls, &amp;amp; It&#039;s Free Real Estate]] ====&lt;br /&gt;
Wulfenite Squadron sports 3 &amp;quot;gun capper&amp;quot; Ferryman class shuttles, intended to leverage the space created by your strike craft. Wherever a wing of Inquisitors are looking to make trouble, one of these shuttles should not be far behind. This is especially true if the bomber mission is to remove an enemy light asset within or nearby a capture point. Swoop in with a shuttle and take that cleared space as soon as you possibly can. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The key difficulty with Wulfenite is that while its craft loadouts are well-optimized, the fact there are two carriers to manage will make micro tricky. Some practice against the computer may be warranted before taking this into a multiplayer match. Moreover, while the fleet has a punch and can murder ANS light assets, it does not have as many tools for dealing with ANS heavy assets.&lt;br /&gt;
&lt;br /&gt;
Still, Wulfenite is a very good fleet for keeping map awareness whilst having a bit of punch. Target down ANS Sprinters, Raines, and hunt down those pesky Beam Keystones. Those in particular need to die so OSP can advance.&lt;br /&gt;
&lt;br /&gt;
Trivia: Wulfenite used to have an Ocello, a monitor equipped with decoys, and three rocket shuttles.&lt;br /&gt;
&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
Wulfenite Squadron is a support fleet designed to provide void superiority and objective dominance, letting the team&#039;s battleline focus on doing what it does best. The two light carriers can contest void superiority with long range craft-to-craft missiles, strike smaller ships with torpedoes, and provide sensor coverage for the team. Separating the Journeymen to cover more ground is advised, although their launches can alternatively be concentrated together to punch out larger targets. Meanwhile several gun shuttles can move around the edge of the main battle to capture objectives and harass the enemy backline. They are highly vulnerable to missiles and light cannons, and should stick to cover whenever possible. This squadron rewards a sneaky commander who can fight in several places at once.&lt;br /&gt;
&lt;br /&gt;
=== Example Gameplay ===&lt;/div&gt;</summary>
		<author><name>76561198283970048</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Wulfenite&amp;diff=2725</id>
		<title>Starter Fleet Guide:Wulfenite</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Wulfenite&amp;diff=2725"/>
		<updated>2026-09-26T02:24:55Z</updated>

		<summary type="html">&lt;p&gt;76561198283970048: /* Wulfenite Squadron */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wulfenite Squadron Fleet Summary.png|thumb|Wulfenite Squadron Fleet Summary]]&lt;br /&gt;
[[File:Wulfenite Squadron Game Models.png|thumb|Wulfenite Squadron Game Models]]&lt;br /&gt;
== Wulfenite Squadron ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Difficulty: Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Varied arsenal&lt;br /&gt;
    * Good Firepower and Utility&lt;br /&gt;
    * Combines both Scouting and Craft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Complicated Fleet: Players need to manage direct combatants and carrier operations.&lt;br /&gt;
    * Less cappers than a dedicated cap fleet&lt;br /&gt;
    * Less craft than a dedicated carrier fleet&lt;br /&gt;
&lt;br /&gt;
Community Maintainer: &#039;&#039;&#039;SecretMink&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:2939725175 preview Wulfenite Squadron.png|thumb|alt=Wulfenite Squadron Fleet Preview|Wulfenite Squadron Fleet Preview]]&lt;br /&gt;
&lt;br /&gt;
Wulfenite Squadron introduces the Journeyman class Light Carrier and is intended to represent the archetype of a &amp;quot;Journeyman fleet&amp;quot; which is a Protectorate fleet either equipped to support the seizure or protection of capture points, or a Protectorate fleet with one or two main combatants and a Journeyman supporting them.&lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
==== &amp;quot;Inquisitor&amp;quot; Sturgeon ====&lt;br /&gt;
Wulfenite&#039;s punch is in it&#039;s &amp;quot;Inquisitor&amp;quot; Sturgeon bombers. Unlike it&#039;s sister fleet Amethyst Squadron, these bombers torpedoes are high-cork, short ranged torps intended to be fired at light targets such as Keystone destroyers, Frigates, or isolated Light cruisers. You could use them versus heavy targets, but the fact they are Active-Radar Command Validated missiles means they are more vulnerable to softkill measures and Interruptor Jammers.&lt;br /&gt;
&lt;br /&gt;
If you do find a disabled capital ship however, Wulfenite can finish them of with its &amp;quot;Anti-Heavy Finisher&amp;quot; loadout which will use a cocktail of missiles intended to jam enemy point defense, distract their turrets, before unloading Cluster Bomblets and Bombs onto the target. Finally, for an additional punch against ANS lighter assets, the Inquisitors can take 100mm High Explosive guns to strafe ANS Sprinters.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Arbiter&amp;quot; Barracuda ====&lt;br /&gt;
Wulfenite&#039;s &amp;quot;Arbiter&amp;quot; Barracuda fighters are equipped with 4 loadout types. Two of them &amp;quot;Homeguard Escort&amp;quot; and &amp;quot;Standoff Superiority&amp;quot; are essentially the same loadout with one critical difference; their speed. Homeguard Escort goes over the loadout penalty limit to sport jammers, fuel pods, and a longer arming time. They both employ SDM-100 standoff missiles. Toggle them to launch their missiles &amp;quot;Standoff&amp;quot; rather than &amp;quot;Standin&amp;quot; for best effect and they can hit enemy ANS craft out of the sky before needing to engage up close.&lt;br /&gt;
&lt;br /&gt;
As a backup, Wulfenite&#039;s fighters have a &amp;quot;Rocket Strike&amp;quot; backup to disable light ANS ships such as Sprinters, and a minimally Gun-only armed &amp;quot;Jammer Scramble&amp;quot; loadout.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Oasis&amp;quot; Halberds ====&lt;br /&gt;
To spot targets, Amethyst has 2 &amp;quot;Oasis&amp;quot; Advanced Radar skiffs with 8km radars. These are essentially the long-range radar craft the OSP has access to instead of the Sundial. Keep them safe with fighter escort. These are your most valuable craft so do not overextend them. They can be used to scout for your allies, and serve as the primary enabler of your standoff ASF package.&lt;br /&gt;
&lt;br /&gt;
Make sure to set your &amp;quot;Oasis&amp;quot; skiffs to the &amp;quot;JUKE&amp;quot; posture as that will enable them to dodge ballistic anticraft measures at range. Skiffs, like all craft, can also exist outside of the withdraw line indefinitely, so do not be afraid to path them outside the map if it gets you a better angle.&lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
==== SDM-122 Spamraam ====&lt;br /&gt;
&lt;br /&gt;
A [[Munition:sdm-1-lunge#Defensive_Direct_Types|SDM-1 Lunge Boosted Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable Active Radar Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
Used for air to air combat, Spamraams are your long range anti-craft missiles and are employed in the two standoff loadouts available to your Barracudas.&lt;br /&gt;
&lt;br /&gt;
As only one seeker is made available to SDM1 missiles, a [[munition:sact|Steerable Active Radar Seeker]] is chosen for the Spamraam. &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable ACT&amp;lt;/span&amp;gt; in this case has no extra cost penalty over [[munition:fact|Fixed ACT]], and is inexpensive enough while conferring a high enough kill rate to be a functional mainstay for your craft to craft engagements. However, the lack of backup seeker or reject un-validated targets setting on the seeker means this missile is vulnerable to being staged early by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt;, instead of going straight until a valid target appears or the primary seeker gets close enough to burn through the jamming.&lt;br /&gt;
&lt;br /&gt;
The missile&#039;s tunings contribute to its effective kill rate, being sufficient to chase down enemy fighters and bombers while staying maneuverable enough to hit them despite any evasion they perform.&lt;br /&gt;
&lt;br /&gt;
==== SGT-3 Bolas ====&lt;br /&gt;
&lt;br /&gt;
A [[munition:SGT-3 Pilum|SGT-300 Pilum Torpedo]] with &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Fixed Active Radar Seeker&amp;lt;/span&amp;gt;!/[&amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt;] and a size 5 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
Bolas&#039; are your primary offensive tool. Their use is straightforward: fire them off of bombers, keep the bombers on target to guide them into a track.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolas use the [[munition:fact|Fixed Active Radar Seeker]]!/[ [[munition:cmd|Command Validator]] ] guidance package, which makes  them a [[Missile_Defense#What_is_a_%22Straightrunner%22_Missile?|Straight-runner]] missile due to the reject setting on its primary seeker, indicated here by the &amp;quot;!&amp;quot; symbol. Combined with the [[munition:cmd|Command Validator]], this ensures no false returns induced by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming or decoys&amp;lt;/span&amp;gt; will be considered valid targets by the missile, and it will continue to run straight as it waits for a valid target to present itself. When the &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; itself is jammed, the [[munition:fact|Fixed Active Radar Seeker]] will be unable to consider anything it sees as valid due to the reject setting, and it will continue to run straight as it waits for a valid target to present itself. As such, it will not stage under these conditions. Only when both [[munition:fact|Fixed Active Radar Seeker]] and &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; are jammed simultaneously will the missile consider itself to be jammed and begin to wiggle wildly.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolas handle penetration of enemy hardkill via two different ways: the first is deployment in higher mass, as covered with the Inquisitor Sturgeon. The second is by their engine configuration and terminal maneuvers, which together give them a very maneuverable cork terminal for defeating kinetic hardkill solutions. About 3.1G of turn rate yields enough maneuverability for cork to work consistently, while 222 m/s is on the fast end for a cork torpedo.&lt;br /&gt;
&lt;br /&gt;
==== SGM-2 Banshee ====&lt;br /&gt;
&lt;br /&gt;
An offensive pen-aid iteration on the [[Munition:sgm-2-temptest#Killjoy_Jammer_Decoys|SGM-200 Tempest Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Anti-Radiation Seeker&amp;lt;/span&amp;gt; with a [[munition:ssj|Self-Screening Jammer]] and a size 5 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Scorch ====&lt;br /&gt;
A [[Munition:sgm-1-balestra#Defensive_Direct_Types|CMD4BF Anti-Missile Missile]] with a &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Receiver&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
As only one seeker is made available to SGM1 missiles, a [[munition:cmd|Command Receiver]] is chosen for this AMM. &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;CMD&amp;lt;/span&amp;gt; in this provides mid-course guidance reducing the odds of the AMM rangeing-out before it hits. It is not seduced by [[munition:dl|Missile and Bomber launched Decoys]], moreover, it can only be blinded by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt; if your team&#039;s radar track on the threat is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Ceremonial Arming Missile ====&lt;br /&gt;
[[File:Screenshot 2026-09-09 223148.png|thumb|alt=Ceremonial Arming Missile|Ceremonial Arming Missile]]&lt;br /&gt;
A [[Munition:sgm-1-balestra#Arming_Missiles|SGM-100 Balestra Missile]] with a &amp;lt;span style=&amp;quot;color:#b41f32;&amp;quot;&amp;gt;Wake-Homing Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
This missile is not intended for offensive usage, or indeed any usage at all during a typical match. Arming missiles exist so that a ship with an arming missile counts as being offensively armed, an important feature in the Control game-mode most multiplayer matches take place within. Thus, firing this missile is not advisable, besides in very niche circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Ships &amp;amp; Usage ===&lt;br /&gt;
==== [[Ship:journeyman#Torpenite:|Journeyman Light Carriers: The Bar Is In Hell &amp;amp; More Is Never Less]] ====&lt;br /&gt;
Journeyman or &amp;quot;Journeymen&amp;quot; are converted ore barges. They are also the smallest ship considered a carrier in the game, which means they come equipped as part of their hull with craft repair facilities. This does mean their craft tend to be outnumbered by even Alliance Levy-class carriers.&lt;br /&gt;
&lt;br /&gt;
Wulfenite gets around this disadvantage by bringing two Journeymen class light carriers so that it has enough craft numbers to fight single Levies like Task Force Maple.&lt;br /&gt;
&lt;br /&gt;
Each of Wulfenite&#039;s Journeyman carriers is equipped with 12 Barracuda &amp;quot;Arbiter&amp;quot; Fighters, 6 Sturgeon &amp;quot;inquisitor&amp;quot; Bombers and 1 Halberd &amp;quot;Oasis&amp;quot; Skiff, allowing for a total wing of 24 fighters, 12 bombers and 2 skiffs.&lt;br /&gt;
&lt;br /&gt;
These are intended to support allied fleets in targeting ANS warships taking capture points, or lighter ANS scouting or backline assets. They can also be used to escort and protect your own 3 Gun-armed Ferryman-class shuttles which can be used to capture points and get into the enemy&#039;s backline.&lt;br /&gt;
&lt;br /&gt;
==== [[Ship:ferryman#Capping_Shuttles_&amp;amp;_Guttles:|Capping Shuttles: In Your Base, In Your Walls, &amp;amp; It&#039;s Free Real Estate]] ====&lt;br /&gt;
Wulfenite Squadron sports 3 &amp;quot;gun capper&amp;quot; Ferryman class shuttles, intended to leverage the space created by your strike craft. Wherever a wing of Inquisitors are looking to make trouble, one of these shuttles should not be far behind. This is especially true if the bomber mission is to remove an enemy light asset within or nearby a capture point. Swoop in with a shuttle and take that cleared space as soon as you possibly can. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The key difficulty with Wulfenite is that while its craft loadouts are well-optimized, the fact there are two carriers to manage will make micro tricky. Some practice against the computer may be warranted before taking this into a multiplayer match. Moreover, while the fleet has a punch and can murder ANS light assets, it does not have as many tools for dealing with ANS heavy assets.&lt;br /&gt;
&lt;br /&gt;
Still, Wulfenite is a very good fleet for keeping map awareness whilst having a bit of punch. Target down ANS Sprinters, Raines, and hunt down those pesky Beam Keystones. Those in particular need to die so OSP can advance.&lt;br /&gt;
&lt;br /&gt;
Trivia: Wulfenite used to have an Ocello, a monitor equipped with decoys, and three rocket shuttles.&lt;br /&gt;
&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
Wulfenite Squadron is a support fleet designed to provide void superiority and objective dominance, letting the team&#039;s battleline focus on doing what it does best. The two light carriers can contest void superiority with long range craft-to-craft missiles, strike smaller ships with torpedoes, and provide sensor coverage for the team. Separating the Journeymen to cover more ground is advised, although their launches can alternatively be concentrated together to punch out larger targets. Meanwhile several gun shuttles can move around the edge of the main battle to capture objectives and harass the enemy backline. They are highly vulnerable to missiles and light cannons, and should stick to cover whenever possible. This squadron rewards a sneaky commander who can fight in several places at once.&lt;br /&gt;
&lt;br /&gt;
=== Example Gameplay ===&lt;/div&gt;</summary>
		<author><name>76561198283970048</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Amethyst&amp;diff=2724</id>
		<title>Starter Fleet Guide:Amethyst</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Amethyst&amp;diff=2724"/>
		<updated>2026-09-26T02:23:48Z</updated>

		<summary type="html">&lt;p&gt;76561198283970048: /* Amethyst Squadron */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Amethyst Squadron Fleet Summary.png|thumb|Amethyst Squadron Fleet Summary]]&lt;br /&gt;
[[File:Amethyst Squadron Game Model.png|thumb|Amethyst Squadron Game Model]]&lt;br /&gt;
== Amethyst Squadron ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Difficulty: Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Lots of Craft - Strongest ASF kit of any starter&lt;br /&gt;
    * Deadly Killing Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Single, high value target&lt;br /&gt;
    * Needs to coordinate with Team, needs to support team&lt;br /&gt;
    * Vulnerable to an RPF or Sarissa heavy Alliance composition.&lt;br /&gt;
&lt;br /&gt;
Community Maintainer: &#039;&#039;&#039;SecretMink&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:2939725175 preview Amethyst Squadron.png|thumb|alt=Amethyst Squadron Fleet Preview|Amethyst Squadron Fleet Preview]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
==== &amp;quot;Steelhead&amp;quot; Sturgeon ====&lt;br /&gt;
Use the Sturgeon bombers to take out valuable alliance units with your Torpedo loadout. It is recommended to use 4 Sturgeons on a torpedo strike wing, especially against enemy capital ships. They are equipped with &amp;quot;Truncheon&amp;quot; torpedoes that can be jammed, but even if they are jammed, they will run straight right into enemy capital ships.&lt;br /&gt;
&lt;br /&gt;
If you manage to disable or severely damage an enemy ANS capital, finish it off with a &amp;quot;Rocket/Bomb&amp;quot; finisher strike, which is configured to jam or distract the remaining enemy point defense and ram bombs home. If some killing of light assets is required, The &amp;quot;Steelhead&amp;quot; bombers can be launched with 100mm HE guns and R2 Piranha rockets which can shred Sprinters, Raines and Keystones.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Arbiter&amp;quot; Barracuda ====&lt;br /&gt;
The high end of the High-Low mix&lt;br /&gt;
Amethyst Squadron sports two different Barracuda fighter types. The &amp;quot;Arbiter&amp;quot; fighters are your anti-air fighters with Standoff SDM-100 SPAMRAM missiles and it is recommended to launch them in groups of 3 or 6. These are necessary to engage, or to be exact, to engage at a STANDOFF distance from ANS fighters, especially those with Coilguns. The armor on these fighters means they will not die too easily even if caught by coilgun fighters, but try not to get these groups jumped.&lt;br /&gt;
&lt;br /&gt;
Equipped with the ceramic coating fuselage upgrade, Arbiters maintain the highest possible speed for the Barracuda airframe while also boosting their survivability considerably. Due to their increased speed relative to their slow Barracuda brethren, it is advised to keep these further back from the air war front line, instead using their fast speed to quickly react and intercept to any air threats attempting to push into protectorate space. The higher speed also helps significantly to boost cycle rates, so do not be afraid to RTB them early after expending their load of Spamraams.&lt;br /&gt;
&lt;br /&gt;
==== Barracuda ====&lt;br /&gt;
The low end of the High-Low mix&lt;br /&gt;
As for the standard &amp;quot;Barracuda&amp;quot; strike fighters, it is recommended you launch them in groups of 8 with the default &amp;quot;Strike Fighter&amp;quot; loadout. They can fire SPAMRAM Standoff missiles against enemy fighters should an opportunity present itself, but their primary goal in any sortie should be landing strikes on an enemy light combatant (FFL, FF, DD). While incredibly cost effective, the strike fighter loadout uses R2 &#039;Piranha&#039; rockets which are anything but accurate at range. You will need to manually path your fighters into just before 20mm Point defense range (1.5km or shorter) to launch at the last second for maximum effect.&lt;br /&gt;
&lt;br /&gt;
Equipped with the ablative foam fuselage upgrade, Amethyst&#039;s Barracudas are more survivable than base airframes. This comes with a downside, while ablative foam may be the best health-per-point fuselage upgrade it automatically triggers the loadout weight speed debuff, unlike ceramic and stealth coating. This makes the Barracudas perfect for a strike oriented role, as there is no speed opportunity cost to equipping strike munitions as they are already &#039;slow&#039;.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Oasis&amp;quot; Halberds ====&lt;br /&gt;
To spot targets, Amethyst has 2 &amp;quot;Oasis&amp;quot; Advanced Radar skiffs with 8km radars. These are essentially the long-range radar craft the OSP has access to instead of the Sundial. Keep them safe with fighter escort. These are your most valuable craft so do not overextend them. They can be used to scout for your allies, and serve as the primary enabler of your standoff ASF package.&lt;br /&gt;
&lt;br /&gt;
Make sure to set your &amp;quot;Oasis&amp;quot; skiffs to the &amp;quot;JUKE&amp;quot; posture as that will enable them to dodge ballistic anticraft measures at range. Skiffs, like all craft, can also exist outside of the withdraw line indefinitely, so do not be afraid to path them outside the map if it gets you a better angle.&lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
==== SDM-122 Spamraam ====&lt;br /&gt;
&lt;br /&gt;
A [[Munition:sdm-1-lunge#Defensive_Direct_Types|SDM-1 Lunge Boosted Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable Active Radar Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
Used for air to air combat, Spamraams are your long range anti-craft missiles and are employed in the two standoff loadouts available to your Barracudas.&lt;br /&gt;
&lt;br /&gt;
As only one seeker is made available to SDM1 missiles, a [[munition:sact|Steerable Active Radar Seeker]] is chosen for the Spamraam. &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable ACT&amp;lt;/span&amp;gt; in this case has no extra cost penalty over [[munition:fact|Fixed ACT]], and is inexpensive enough while conferring a high enough kill rate to be a functional mainstay for your craft to craft engagements. However, the lack of backup seeker or reject un-validated targets setting on the seeker means this missile is vulnerable to being staged early by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt;, instead of going straight until a valid target appears or the primary seeker gets close enough to burn through the jamming.&lt;br /&gt;
&lt;br /&gt;
The missile&#039;s tunings contribute to its effective kill rate, being sufficient to chase down enemy fighters and bombers while staying maneuverable enough to hit them despite any evasion they perform.&lt;br /&gt;
&lt;br /&gt;
==== SGT-3 Truncheon ====&lt;br /&gt;
&lt;br /&gt;
A [[munition:SGT-3 Pilum|SGT-300 Pilum Torpedo]] with &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Fixed Active Radar Seeker&amp;lt;/span&amp;gt;!/[&amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt;] and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
Truncheons are your primary offensive tool. Their use is straightforward: fire them off of bombers, keep the bombers on target to guide them into a track.&amp;lt;br&amp;gt;&lt;br /&gt;
Truncheons use the [[munition:fact|Fixed Active Radar Seeker]]!/[ [[munition:cmd|Command Validator]] ] guidance package, which makes  them a [[Missile_Defense#What_is_a_%22Straightrunner%22_Missile?|Straight-runner]] missile due to the reject setting on its primary seeker, indicated here by the &amp;quot;!&amp;quot; symbol. Combined with the [[munition:cmd|Command Validator]], this ensures no false returns induced by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming or decoys&amp;lt;/span&amp;gt; will be considered valid targets by the missile, and it will continue to run straight as it waits for a valid target to present itself. When the &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; itself is jammed, the [[munition:fact|Fixed Active Radar Seeker]] will be unable to consider anything it sees as valid due to the reject setting, and it will continue to run straight as it waits for a valid target to present itself. As such, it will not stage under these conditions. Only when both [[munition:fact|Fixed Active Radar Seeker]] and &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; are jammed simultaneously will the missile consider itself to be jammed and begin to wiggle wildly.&amp;lt;br&amp;gt;&lt;br /&gt;
Truncheons handle penetration of enemy hardkill via two different ways: the first is deployment in higher mass, as covered with the Steelhead Sturgeon. The second is by their engine configuration and terminal maneuvers, which together give them a weave terminal for defeating kinetic hardkill solutions. About 1.4G of turn rate yields a low maneuverability for weave to keep the torpedoes alive at range, while 272 m/s is on the fast end for a weave torpedo and carries the mass through hardkill.&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Far Riposte ====&lt;br /&gt;
A [[Munition:sgm-1-balestra#Defensive_Direct_Types|CMD4BF Anti-Missile Missile]] with a &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Receiver&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
As only one seeker is made available to SGM1 missiles, a [[munition:cmd|Command Receiver]] is chosen for this AMM. &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;CMD&amp;lt;/span&amp;gt; in this provides mid-course guidance reducing the odds of the AMM rangeing-out before it hits. It is not seduced by [[munition:dl|Missile and Bomber launched Decoys]], moreover, it can only be blinded by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt; if your team&#039;s radar track on the threat is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Ceremonial Arming Missile ====&lt;br /&gt;
[[File:Screenshot 2026-09-09 223148.png|thumb|alt=Ceremonial Arming Missile|Ceremonial Arming Missile]]&lt;br /&gt;
A [[Munition:sgm-1-balestra#Arming_Missiles|SGM-100 Balestra Missile]] with a &amp;lt;span style=&amp;quot;color:#b41f32;&amp;quot;&amp;gt;Wake-Homing Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
This missile is not intended for offensive usage, or indeed any usage at all during a typical match. Arming missiles exist so that a ship with an arming missile counts as being offensively armed, an important feature in the Control game-mode most multiplayer matches take place within. Thus, firing this missile is not advisable, besides in very niche circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Ship &amp;amp; Usage ===&lt;br /&gt;
=== [[Ship:moorline#Carrier_Liner_&amp;amp;_CVLN|&#039;&#039;&#039;Moorline Carrier: All Reaching All Taking&#039;&#039;&#039;]] ===&lt;br /&gt;
The Moorline Class Lineship, or container liner is the only fleet carrier accessible to Nebulous Multiplayer and as such is one of the most powerful units in the battlespace. With 36 Barracuda Fighter craft, 16 &amp;quot;Steelhead&amp;quot; Sturgeon bombers and 2 &amp;quot;Oasis&amp;quot; Radar Skiffs, Amethyst can project craft wing that can heavily influence the battlespace.&lt;br /&gt;
&lt;br /&gt;
It is necessary however to keep your ship very safe as Amethyst is a single ship worth 3k points, which is normally a quarter of your team&#039;s fleet power in a 4v4 matchup. Do not let your ship get fired upon or in danger. Moreover, while it is possible for Amethyst to launch huge sorties of 14 fighter craft at once, this is only advised if you can crush the enemy fighter wing all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amethyst is HARD rated for a reason. You have a single, expensive ship and a lot of craft to manage. Take it slow, practice against AI for a bit to get your tempo up, before taking this into the battlespace.&lt;br /&gt;
&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
Amethyst Squadron is a full fleet carrier, equipped to destroy the opponent with overwhelming force. Launch Oasis skiffs and position them to provide bubbles of radar coverage, aiding your teammates and creating space for your other craft to work within. Fighters and bombers lack search radar, so advance beyond friendly radar range with caution. Your Barracudas are general purpose fighters with some strike capability, while the Arbiter design has significantly greater speed with most loadouts. Steelhead bombers can launch powerful torpedoes to crack capital ships, with 100mm gunpods as a backup option for cheaply attacking light targets. Be aware that for the finisher loadout which includes kinetic bombs, if the target&#039;s point defenses are not sufficiently disabled after the rocket strike, then closing in to drop the bombs is often suicidal. Knowing when to commit and when to disengage, as well as using terrain to approach your target safely, is key for the survival of your craft.&lt;br /&gt;
&lt;br /&gt;
=== Example Gameplay ===&lt;/div&gt;</summary>
		<author><name>76561198283970048</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Wulfenite&amp;diff=2723</id>
		<title>Starter Fleet Guide:Wulfenite</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Wulfenite&amp;diff=2723"/>
		<updated>2026-09-26T02:22:06Z</updated>

		<summary type="html">&lt;p&gt;76561198283970048: /* Capping Shuttles: In Your Base, In Your Walls, &amp;amp; It&amp;#039;s Free Real Estate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wulfenite Squadron Fleet Summary.png|thumb|Wulfenite Squadron Fleet Summary]]&lt;br /&gt;
[[File:Wulfenite Squadron Game Models.png|thumb|Wulfenite Squadron Game Models]]&lt;br /&gt;
== Wulfenite Squadron ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Difficulty: Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Varied arsenal&lt;br /&gt;
    * Good Firepower and Utility&lt;br /&gt;
    * Combines both Scouting and Craft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Complicated Fleet: Players need to manage direct combatants and carrier operations.&lt;br /&gt;
    * Limited Cappers&lt;br /&gt;
&lt;br /&gt;
Community Maintainer: &#039;&#039;&#039;SecretMink&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:2939725175 preview Wulfenite Squadron.png|thumb|alt=Wulfenite Squadron Fleet Preview|Wulfenite Squadron Fleet Preview]]&lt;br /&gt;
&lt;br /&gt;
Wulfenite Squadron introduces the Journeyman class Light Carrier and is intended to represent the archetype of a &amp;quot;Journeyman fleet&amp;quot; which is a Protectorate fleet either equipped to support the seizure or protection of capture points, or a Protectorate fleet with one or two main combatants and a Journeyman supporting them.&lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
==== &amp;quot;Inquisitor&amp;quot; Sturgeon ====&lt;br /&gt;
Wulfenite&#039;s punch is in it&#039;s &amp;quot;Inquisitor&amp;quot; Sturgeon bombers. Unlike it&#039;s sister fleet Amethyst Squadron, these bombers torpedoes are high-cork, short ranged torps intended to be fired at light targets such as Keystone destroyers, Frigates, or isolated Light cruisers. You could use them versus heavy targets, but the fact they are Active-Radar Command Validated missiles means they are more vulnerable to softkill measures and Interruptor Jammers.&lt;br /&gt;
&lt;br /&gt;
If you do find a disabled capital ship however, Wulfenite can finish them of with its &amp;quot;Anti-Heavy Finisher&amp;quot; loadout which will use a cocktail of missiles intended to jam enemy point defense, distract their turrets, before unloading Cluster Bomblets and Bombs onto the target. Finally, for an additional punch against ANS lighter assets, the Inquisitors can take 100mm High Explosive guns to strafe ANS Sprinters.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Arbiter&amp;quot; Barracuda ====&lt;br /&gt;
Wulfenite&#039;s &amp;quot;Arbiter&amp;quot; Barracuda fighters are equipped with 4 loadout types. Two of them &amp;quot;Homeguard Escort&amp;quot; and &amp;quot;Standoff Superiority&amp;quot; are essentially the same loadout with one critical difference; their speed. Homeguard Escort goes over the loadout penalty limit to sport jammers, fuel pods, and a longer arming time. They both employ SDM-100 standoff missiles. Toggle them to launch their missiles &amp;quot;Standoff&amp;quot; rather than &amp;quot;Standin&amp;quot; for best effect and they can hit enemy ANS craft out of the sky before needing to engage up close.&lt;br /&gt;
&lt;br /&gt;
As a backup, Wulfenite&#039;s fighters have a &amp;quot;Rocket Strike&amp;quot; backup to disable light ANS ships such as Sprinters, and a minimally Gun-only armed &amp;quot;Jammer Scramble&amp;quot; loadout.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Oasis&amp;quot; Halberds ====&lt;br /&gt;
To spot targets, Amethyst has 2 &amp;quot;Oasis&amp;quot; Advanced Radar skiffs with 8km radars. These are essentially the long-range radar craft the OSP has access to instead of the Sundial. Keep them safe with fighter escort. These are your most valuable craft so do not overextend them. They can be used to scout for your allies, and serve as the primary enabler of your standoff ASF package.&lt;br /&gt;
&lt;br /&gt;
Make sure to set your &amp;quot;Oasis&amp;quot; skiffs to the &amp;quot;JUKE&amp;quot; posture as that will enable them to dodge ballistic anticraft measures at range. Skiffs, like all craft, can also exist outside of the withdraw line indefinitely, so do not be afraid to path them outside the map if it gets you a better angle.&lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
==== SDM-122 Spamraam ====&lt;br /&gt;
&lt;br /&gt;
A [[Munition:sdm-1-lunge#Defensive_Direct_Types|SDM-1 Lunge Boosted Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable Active Radar Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
Used for air to air combat, Spamraams are your long range anti-craft missiles and are employed in the two standoff loadouts available to your Barracudas.&lt;br /&gt;
&lt;br /&gt;
As only one seeker is made available to SDM1 missiles, a [[munition:sact|Steerable Active Radar Seeker]] is chosen for the Spamraam. &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable ACT&amp;lt;/span&amp;gt; in this case has no extra cost penalty over [[munition:fact|Fixed ACT]], and is inexpensive enough while conferring a high enough kill rate to be a functional mainstay for your craft to craft engagements. However, the lack of backup seeker or reject un-validated targets setting on the seeker means this missile is vulnerable to being staged early by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt;, instead of going straight until a valid target appears or the primary seeker gets close enough to burn through the jamming.&lt;br /&gt;
&lt;br /&gt;
The missile&#039;s tunings contribute to its effective kill rate, being sufficient to chase down enemy fighters and bombers while staying maneuverable enough to hit them despite any evasion they perform.&lt;br /&gt;
&lt;br /&gt;
==== SGT-3 Bolas ====&lt;br /&gt;
&lt;br /&gt;
A [[munition:SGT-3 Pilum|SGT-300 Pilum Torpedo]] with &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Fixed Active Radar Seeker&amp;lt;/span&amp;gt;!/[&amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt;] and a size 5 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
Bolas&#039; are your primary offensive tool. Their use is straightforward: fire them off of bombers, keep the bombers on target to guide them into a track.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolas use the [[munition:fact|Fixed Active Radar Seeker]]!/[ [[munition:cmd|Command Validator]] ] guidance package, which makes  them a [[Missile_Defense#What_is_a_%22Straightrunner%22_Missile?|Straight-runner]] missile due to the reject setting on its primary seeker, indicated here by the &amp;quot;!&amp;quot; symbol. Combined with the [[munition:cmd|Command Validator]], this ensures no false returns induced by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming or decoys&amp;lt;/span&amp;gt; will be considered valid targets by the missile, and it will continue to run straight as it waits for a valid target to present itself. When the &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; itself is jammed, the [[munition:fact|Fixed Active Radar Seeker]] will be unable to consider anything it sees as valid due to the reject setting, and it will continue to run straight as it waits for a valid target to present itself. As such, it will not stage under these conditions. Only when both [[munition:fact|Fixed Active Radar Seeker]] and &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; are jammed simultaneously will the missile consider itself to be jammed and begin to wiggle wildly.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolas handle penetration of enemy hardkill via two different ways: the first is deployment in higher mass, as covered with the Inquisitor Sturgeon. The second is by their engine configuration and terminal maneuvers, which together give them a very maneuverable cork terminal for defeating kinetic hardkill solutions. About 3.1G of turn rate yields enough maneuverability for cork to work consistently, while 222 m/s is on the fast end for a cork torpedo.&lt;br /&gt;
&lt;br /&gt;
==== SGM-2 Banshee ====&lt;br /&gt;
&lt;br /&gt;
An offensive pen-aid iteration on the [[Munition:sgm-2-temptest#Killjoy_Jammer_Decoys|SGM-200 Tempest Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Anti-Radiation Seeker&amp;lt;/span&amp;gt; with a [[munition:ssj|Self-Screening Jammer]] and a size 5 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Scorch ====&lt;br /&gt;
A [[Munition:sgm-1-balestra#Defensive_Direct_Types|CMD4BF Anti-Missile Missile]] with a &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Receiver&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
As only one seeker is made available to SGM1 missiles, a [[munition:cmd|Command Receiver]] is chosen for this AMM. &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;CMD&amp;lt;/span&amp;gt; in this provides mid-course guidance reducing the odds of the AMM rangeing-out before it hits. It is not seduced by [[munition:dl|Missile and Bomber launched Decoys]], moreover, it can only be blinded by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt; if your team&#039;s radar track on the threat is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Ceremonial Arming Missile ====&lt;br /&gt;
[[File:Screenshot 2026-09-09 223148.png|thumb|alt=Ceremonial Arming Missile|Ceremonial Arming Missile]]&lt;br /&gt;
A [[Munition:sgm-1-balestra#Arming_Missiles|SGM-100 Balestra Missile]] with a &amp;lt;span style=&amp;quot;color:#b41f32;&amp;quot;&amp;gt;Wake-Homing Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
This missile is not intended for offensive usage, or indeed any usage at all during a typical match. Arming missiles exist so that a ship with an arming missile counts as being offensively armed, an important feature in the Control game-mode most multiplayer matches take place within. Thus, firing this missile is not advisable, besides in very niche circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Ships &amp;amp; Usage ===&lt;br /&gt;
==== [[Ship:journeyman#Torpenite:|Journeyman Light Carriers: The Bar Is In Hell &amp;amp; More Is Never Less]] ====&lt;br /&gt;
Journeyman or &amp;quot;Journeymen&amp;quot; are converted ore barges. They are also the smallest ship considered a carrier in the game, which means they come equipped as part of their hull with craft repair facilities. This does mean their craft tend to be outnumbered by even Alliance Levy-class carriers.&lt;br /&gt;
&lt;br /&gt;
Wulfenite gets around this disadvantage by bringing two Journeymen class light carriers so that it has enough craft numbers to fight single Levies like Task Force Maple.&lt;br /&gt;
&lt;br /&gt;
Each of Wulfenite&#039;s Journeyman carriers is equipped with 12 Barracuda &amp;quot;Arbiter&amp;quot; Fighters, 6 Sturgeon &amp;quot;inquisitor&amp;quot; Bombers and 1 Halberd &amp;quot;Oasis&amp;quot; Skiff, allowing for a total wing of 24 fighters, 12 bombers and 2 skiffs.&lt;br /&gt;
&lt;br /&gt;
These are intended to support allied fleets in targeting ANS warships taking capture points, or lighter ANS scouting or backline assets. They can also be used to escort and protect your own 3 Gun-armed Ferryman-class shuttles which can be used to capture points and get into the enemy&#039;s backline.&lt;br /&gt;
&lt;br /&gt;
==== [[Ship:ferryman#Capping_Shuttles_&amp;amp;_Guttles:|Capping Shuttles: In Your Base, In Your Walls, &amp;amp; It&#039;s Free Real Estate]] ====&lt;br /&gt;
Wulfenite Squadron sports 3 &amp;quot;gun capper&amp;quot; Ferryman class shuttles, intended to leverage the space created by your strike craft. Wherever a wing of Inquisitors are looking to make trouble, one of these shuttles should not be far behind. This is especially true if the bomber mission is to remove an enemy light asset within or nearby a capture point. Swoop in with a shuttle and take that cleared space as soon as you possibly can. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The key difficulty with Wulfenite is that while its craft loadouts are well-optimized, the fact there are two carriers to manage will make micro tricky. Some practice against the computer may be warranted before taking this into a multiplayer match. Moreover, while the fleet has a punch and can murder ANS light assets, it does not have as many tools for dealing with ANS heavy assets.&lt;br /&gt;
&lt;br /&gt;
Still, Wulfenite is a very good fleet for keeping map awareness whilst having a bit of punch. Target down ANS Sprinters, Raines, and hunt down those pesky Beam Keystones. Those in particular need to die so OSP can advance.&lt;br /&gt;
&lt;br /&gt;
Trivia: Wulfenite used to have an Ocello, a monitor equipped with decoys, and three rocket shuttles.&lt;br /&gt;
&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
Wulfenite Squadron is a support fleet designed to provide void superiority and objective dominance, letting the team&#039;s battleline focus on doing what it does best. The two light carriers can contest void superiority with long range craft-to-craft missiles, strike smaller ships with torpedoes, and provide sensor coverage for the team. Separating the Journeymen to cover more ground is advised, although their launches can alternatively be concentrated together to punch out larger targets. Meanwhile several gun shuttles can move around the edge of the main battle to capture objectives and harass the enemy backline. They are highly vulnerable to missiles and light cannons, and should stick to cover whenever possible. This squadron rewards a sneaky commander who can fight in several places at once.&lt;br /&gt;
&lt;br /&gt;
=== Example Gameplay ===&lt;/div&gt;</summary>
		<author><name>76561198283970048</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Wulfenite&amp;diff=2722</id>
		<title>Starter Fleet Guide:Wulfenite</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Wulfenite&amp;diff=2722"/>
		<updated>2026-09-26T02:21:33Z</updated>

		<summary type="html">&lt;p&gt;76561198283970048: /* Capping Shuttles: In Your Base, In Your Walls, &amp;amp; It&amp;#039;s Free Real Estate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wulfenite Squadron Fleet Summary.png|thumb|Wulfenite Squadron Fleet Summary]]&lt;br /&gt;
[[File:Wulfenite Squadron Game Models.png|thumb|Wulfenite Squadron Game Models]]&lt;br /&gt;
== Wulfenite Squadron ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Difficulty: Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Varied arsenal&lt;br /&gt;
    * Good Firepower and Utility&lt;br /&gt;
    * Combines both Scouting and Craft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Complicated Fleet: Players need to manage direct combatants and carrier operations.&lt;br /&gt;
    * Limited Cappers&lt;br /&gt;
&lt;br /&gt;
Community Maintainer: &#039;&#039;&#039;SecretMink&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:2939725175 preview Wulfenite Squadron.png|thumb|alt=Wulfenite Squadron Fleet Preview|Wulfenite Squadron Fleet Preview]]&lt;br /&gt;
&lt;br /&gt;
Wulfenite Squadron introduces the Journeyman class Light Carrier and is intended to represent the archetype of a &amp;quot;Journeyman fleet&amp;quot; which is a Protectorate fleet either equipped to support the seizure or protection of capture points, or a Protectorate fleet with one or two main combatants and a Journeyman supporting them.&lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
==== &amp;quot;Inquisitor&amp;quot; Sturgeon ====&lt;br /&gt;
Wulfenite&#039;s punch is in it&#039;s &amp;quot;Inquisitor&amp;quot; Sturgeon bombers. Unlike it&#039;s sister fleet Amethyst Squadron, these bombers torpedoes are high-cork, short ranged torps intended to be fired at light targets such as Keystone destroyers, Frigates, or isolated Light cruisers. You could use them versus heavy targets, but the fact they are Active-Radar Command Validated missiles means they are more vulnerable to softkill measures and Interruptor Jammers.&lt;br /&gt;
&lt;br /&gt;
If you do find a disabled capital ship however, Wulfenite can finish them of with its &amp;quot;Anti-Heavy Finisher&amp;quot; loadout which will use a cocktail of missiles intended to jam enemy point defense, distract their turrets, before unloading Cluster Bomblets and Bombs onto the target. Finally, for an additional punch against ANS lighter assets, the Inquisitors can take 100mm High Explosive guns to strafe ANS Sprinters.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Arbiter&amp;quot; Barracuda ====&lt;br /&gt;
Wulfenite&#039;s &amp;quot;Arbiter&amp;quot; Barracuda fighters are equipped with 4 loadout types. Two of them &amp;quot;Homeguard Escort&amp;quot; and &amp;quot;Standoff Superiority&amp;quot; are essentially the same loadout with one critical difference; their speed. Homeguard Escort goes over the loadout penalty limit to sport jammers, fuel pods, and a longer arming time. They both employ SDM-100 standoff missiles. Toggle them to launch their missiles &amp;quot;Standoff&amp;quot; rather than &amp;quot;Standin&amp;quot; for best effect and they can hit enemy ANS craft out of the sky before needing to engage up close.&lt;br /&gt;
&lt;br /&gt;
As a backup, Wulfenite&#039;s fighters have a &amp;quot;Rocket Strike&amp;quot; backup to disable light ANS ships such as Sprinters, and a minimally Gun-only armed &amp;quot;Jammer Scramble&amp;quot; loadout.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Oasis&amp;quot; Halberds ====&lt;br /&gt;
To spot targets, Amethyst has 2 &amp;quot;Oasis&amp;quot; Advanced Radar skiffs with 8km radars. These are essentially the long-range radar craft the OSP has access to instead of the Sundial. Keep them safe with fighter escort. These are your most valuable craft so do not overextend them. They can be used to scout for your allies, and serve as the primary enabler of your standoff ASF package.&lt;br /&gt;
&lt;br /&gt;
Make sure to set your &amp;quot;Oasis&amp;quot; skiffs to the &amp;quot;JUKE&amp;quot; posture as that will enable them to dodge ballistic anticraft measures at range. Skiffs, like all craft, can also exist outside of the withdraw line indefinitely, so do not be afraid to path them outside the map if it gets you a better angle.&lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
==== SDM-122 Spamraam ====&lt;br /&gt;
&lt;br /&gt;
A [[Munition:sdm-1-lunge#Defensive_Direct_Types|SDM-1 Lunge Boosted Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable Active Radar Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
Used for air to air combat, Spamraams are your long range anti-craft missiles and are employed in the two standoff loadouts available to your Barracudas.&lt;br /&gt;
&lt;br /&gt;
As only one seeker is made available to SDM1 missiles, a [[munition:sact|Steerable Active Radar Seeker]] is chosen for the Spamraam. &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable ACT&amp;lt;/span&amp;gt; in this case has no extra cost penalty over [[munition:fact|Fixed ACT]], and is inexpensive enough while conferring a high enough kill rate to be a functional mainstay for your craft to craft engagements. However, the lack of backup seeker or reject un-validated targets setting on the seeker means this missile is vulnerable to being staged early by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt;, instead of going straight until a valid target appears or the primary seeker gets close enough to burn through the jamming.&lt;br /&gt;
&lt;br /&gt;
The missile&#039;s tunings contribute to its effective kill rate, being sufficient to chase down enemy fighters and bombers while staying maneuverable enough to hit them despite any evasion they perform.&lt;br /&gt;
&lt;br /&gt;
==== SGT-3 Bolas ====&lt;br /&gt;
&lt;br /&gt;
A [[munition:SGT-3 Pilum|SGT-300 Pilum Torpedo]] with &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Fixed Active Radar Seeker&amp;lt;/span&amp;gt;!/[&amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt;] and a size 5 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
Bolas&#039; are your primary offensive tool. Their use is straightforward: fire them off of bombers, keep the bombers on target to guide them into a track.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolas use the [[munition:fact|Fixed Active Radar Seeker]]!/[ [[munition:cmd|Command Validator]] ] guidance package, which makes  them a [[Missile_Defense#What_is_a_%22Straightrunner%22_Missile?|Straight-runner]] missile due to the reject setting on its primary seeker, indicated here by the &amp;quot;!&amp;quot; symbol. Combined with the [[munition:cmd|Command Validator]], this ensures no false returns induced by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming or decoys&amp;lt;/span&amp;gt; will be considered valid targets by the missile, and it will continue to run straight as it waits for a valid target to present itself. When the &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; itself is jammed, the [[munition:fact|Fixed Active Radar Seeker]] will be unable to consider anything it sees as valid due to the reject setting, and it will continue to run straight as it waits for a valid target to present itself. As such, it will not stage under these conditions. Only when both [[munition:fact|Fixed Active Radar Seeker]] and &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; are jammed simultaneously will the missile consider itself to be jammed and begin to wiggle wildly.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolas handle penetration of enemy hardkill via two different ways: the first is deployment in higher mass, as covered with the Inquisitor Sturgeon. The second is by their engine configuration and terminal maneuvers, which together give them a very maneuverable cork terminal for defeating kinetic hardkill solutions. About 3.1G of turn rate yields enough maneuverability for cork to work consistently, while 222 m/s is on the fast end for a cork torpedo.&lt;br /&gt;
&lt;br /&gt;
==== SGM-2 Banshee ====&lt;br /&gt;
&lt;br /&gt;
An offensive pen-aid iteration on the [[Munition:sgm-2-temptest#Killjoy_Jammer_Decoys|SGM-200 Tempest Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Anti-Radiation Seeker&amp;lt;/span&amp;gt; with a [[munition:ssj|Self-Screening Jammer]] and a size 5 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Scorch ====&lt;br /&gt;
A [[Munition:sgm-1-balestra#Defensive_Direct_Types|CMD4BF Anti-Missile Missile]] with a &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Receiver&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
As only one seeker is made available to SGM1 missiles, a [[munition:cmd|Command Receiver]] is chosen for this AMM. &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;CMD&amp;lt;/span&amp;gt; in this provides mid-course guidance reducing the odds of the AMM rangeing-out before it hits. It is not seduced by [[munition:dl|Missile and Bomber launched Decoys]], moreover, it can only be blinded by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt; if your team&#039;s radar track on the threat is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Ceremonial Arming Missile ====&lt;br /&gt;
[[File:Screenshot 2026-09-09 223148.png|thumb|alt=Ceremonial Arming Missile|Ceremonial Arming Missile]]&lt;br /&gt;
A [[Munition:sgm-1-balestra#Arming_Missiles|SGM-100 Balestra Missile]] with a &amp;lt;span style=&amp;quot;color:#b41f32;&amp;quot;&amp;gt;Wake-Homing Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
This missile is not intended for offensive usage, or indeed any usage at all during a typical match. Arming missiles exist so that a ship with an arming missile counts as being offensively armed, an important feature in the Control game-mode most multiplayer matches take place within. Thus, firing this missile is not advisable, besides in very niche circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Ships &amp;amp; Usage ===&lt;br /&gt;
==== [[Ship:journeyman#Torpenite:|Journeyman Light Carriers: The Bar Is In Hell &amp;amp; More Is Never Less]] ====&lt;br /&gt;
Journeyman or &amp;quot;Journeymen&amp;quot; are converted ore barges. They are also the smallest ship considered a carrier in the game, which means they come equipped as part of their hull with craft repair facilities. This does mean their craft tend to be outnumbered by even Alliance Levy-class carriers.&lt;br /&gt;
&lt;br /&gt;
Wulfenite gets around this disadvantage by bringing two Journeymen class light carriers so that it has enough craft numbers to fight single Levies like Task Force Maple.&lt;br /&gt;
&lt;br /&gt;
Each of Wulfenite&#039;s Journeyman carriers is equipped with 12 Barracuda &amp;quot;Arbiter&amp;quot; Fighters, 6 Sturgeon &amp;quot;inquisitor&amp;quot; Bombers and 1 Halberd &amp;quot;Oasis&amp;quot; Skiff, allowing for a total wing of 24 fighters, 12 bombers and 2 skiffs.&lt;br /&gt;
&lt;br /&gt;
These are intended to support allied fleets in targeting ANS warships taking capture points, or lighter ANS scouting or backline assets. They can also be used to escort and protect your own 3 Gun-armed Ferryman-class shuttles which can be used to capture points and get into the enemy&#039;s backline.&lt;br /&gt;
&lt;br /&gt;
==== [[Ship:ferryman#Capping_Shuttles_&amp;amp;_Guttles:|Capping Shuttles: In Your Base, In Your Walls, &amp;amp; It&#039;s Free Real Estate]] ====&lt;br /&gt;
Wulfenite Squadron sports 3 &amp;quot;gun capper&amp;quot; Ferryman class shuttles, intended to leverage the space created by your strike craft. Wherever a wing of Inquisitors are looking to make trouble, one of these shuttles should not be far behind. This is especially true if the bomber mission is to remove an enemy light asset within or nearby a capture point. Swoop in with a shuttle and take that cleared space as soon as you possible can. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The key difficulty with Wulfenite is that while its craft loadouts are well-optimized, the fact there are two carriers to manage will make micro tricky. Some practice against the computer may be warranted before taking this into a multiplayer match. Moreover, while the fleet has a punch and can murder ANS light assets, it does not have as many tools for dealing with ANS heavy assets.&lt;br /&gt;
&lt;br /&gt;
Still, Wulfenite is a very good fleet for keeping map awareness whilst having a bit of punch. Target down ANS Sprinters, Raines, and hunt down those pesky Beam Keystones. Those in particular need to die so OSP can advance.&lt;br /&gt;
&lt;br /&gt;
Trivia: Wulfenite used to have an Ocello, a monitor equipped with decoys, and three rocket shuttles.&lt;br /&gt;
&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
Wulfenite Squadron is a support fleet designed to provide void superiority and objective dominance, letting the team&#039;s battleline focus on doing what it does best. The two light carriers can contest void superiority with long range craft-to-craft missiles, strike smaller ships with torpedoes, and provide sensor coverage for the team. Separating the Journeymen to cover more ground is advised, although their launches can alternatively be concentrated together to punch out larger targets. Meanwhile several gun shuttles can move around the edge of the main battle to capture objectives and harass the enemy backline. They are highly vulnerable to missiles and light cannons, and should stick to cover whenever possible. This squadron rewards a sneaky commander who can fight in several places at once.&lt;br /&gt;
&lt;br /&gt;
=== Example Gameplay ===&lt;/div&gt;</summary>
		<author><name>76561198283970048</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Wulfenite&amp;diff=2721</id>
		<title>Starter Fleet Guide:Wulfenite</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Wulfenite&amp;diff=2721"/>
		<updated>2026-09-26T02:18:14Z</updated>

		<summary type="html">&lt;p&gt;76561198283970048: /* &amp;quot;Oasis&amp;quot; Halberds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wulfenite Squadron Fleet Summary.png|thumb|Wulfenite Squadron Fleet Summary]]&lt;br /&gt;
[[File:Wulfenite Squadron Game Models.png|thumb|Wulfenite Squadron Game Models]]&lt;br /&gt;
== Wulfenite Squadron ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Difficulty: Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Varied arsenal&lt;br /&gt;
    * Good Firepower and Utility&lt;br /&gt;
    * Combines both Scouting and Craft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Complicated Fleet: Players need to manage direct combatants and carrier operations.&lt;br /&gt;
    * Limited Cappers&lt;br /&gt;
&lt;br /&gt;
Community Maintainer: &#039;&#039;&#039;SecretMink&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:2939725175 preview Wulfenite Squadron.png|thumb|alt=Wulfenite Squadron Fleet Preview|Wulfenite Squadron Fleet Preview]]&lt;br /&gt;
&lt;br /&gt;
Wulfenite Squadron introduces the Journeyman class Light Carrier and is intended to represent the archetype of a &amp;quot;Journeyman fleet&amp;quot; which is a Protectorate fleet either equipped to support the seizure or protection of capture points, or a Protectorate fleet with one or two main combatants and a Journeyman supporting them.&lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
==== &amp;quot;Inquisitor&amp;quot; Sturgeon ====&lt;br /&gt;
Wulfenite&#039;s punch is in it&#039;s &amp;quot;Inquisitor&amp;quot; Sturgeon bombers. Unlike it&#039;s sister fleet Amethyst Squadron, these bombers torpedoes are high-cork, short ranged torps intended to be fired at light targets such as Keystone destroyers, Frigates, or isolated Light cruisers. You could use them versus heavy targets, but the fact they are Active-Radar Command Validated missiles means they are more vulnerable to softkill measures and Interruptor Jammers.&lt;br /&gt;
&lt;br /&gt;
If you do find a disabled capital ship however, Wulfenite can finish them of with its &amp;quot;Anti-Heavy Finisher&amp;quot; loadout which will use a cocktail of missiles intended to jam enemy point defense, distract their turrets, before unloading Cluster Bomblets and Bombs onto the target. Finally, for an additional punch against ANS lighter assets, the Inquisitors can take 100mm High Explosive guns to strafe ANS Sprinters.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Arbiter&amp;quot; Barracuda ====&lt;br /&gt;
Wulfenite&#039;s &amp;quot;Arbiter&amp;quot; Barracuda fighters are equipped with 4 loadout types. Two of them &amp;quot;Homeguard Escort&amp;quot; and &amp;quot;Standoff Superiority&amp;quot; are essentially the same loadout with one critical difference; their speed. Homeguard Escort goes over the loadout penalty limit to sport jammers, fuel pods, and a longer arming time. They both employ SDM-100 standoff missiles. Toggle them to launch their missiles &amp;quot;Standoff&amp;quot; rather than &amp;quot;Standin&amp;quot; for best effect and they can hit enemy ANS craft out of the sky before needing to engage up close.&lt;br /&gt;
&lt;br /&gt;
As a backup, Wulfenite&#039;s fighters have a &amp;quot;Rocket Strike&amp;quot; backup to disable light ANS ships such as Sprinters, and a minimally Gun-only armed &amp;quot;Jammer Scramble&amp;quot; loadout.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Oasis&amp;quot; Halberds ====&lt;br /&gt;
To spot targets, Amethyst has 2 &amp;quot;Oasis&amp;quot; Advanced Radar skiffs with 8km radars. These are essentially the long-range radar craft the OSP has access to instead of the Sundial. Keep them safe with fighter escort. These are your most valuable craft so do not overextend them. They can be used to scout for your allies, and serve as the primary enabler of your standoff ASF package.&lt;br /&gt;
&lt;br /&gt;
Make sure to set your &amp;quot;Oasis&amp;quot; skiffs to the &amp;quot;JUKE&amp;quot; posture as that will enable them to dodge ballistic anticraft measures at range. Skiffs, like all craft, can also exist outside of the withdraw line indefinitely, so do not be afraid to path them outside the map if it gets you a better angle.&lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
==== SDM-122 Spamraam ====&lt;br /&gt;
&lt;br /&gt;
A [[Munition:sdm-1-lunge#Defensive_Direct_Types|SDM-1 Lunge Boosted Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable Active Radar Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
Used for air to air combat, Spamraams are your long range anti-craft missiles and are employed in the two standoff loadouts available to your Barracudas.&lt;br /&gt;
&lt;br /&gt;
As only one seeker is made available to SDM1 missiles, a [[munition:sact|Steerable Active Radar Seeker]] is chosen for the Spamraam. &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable ACT&amp;lt;/span&amp;gt; in this case has no extra cost penalty over [[munition:fact|Fixed ACT]], and is inexpensive enough while conferring a high enough kill rate to be a functional mainstay for your craft to craft engagements. However, the lack of backup seeker or reject un-validated targets setting on the seeker means this missile is vulnerable to being staged early by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt;, instead of going straight until a valid target appears or the primary seeker gets close enough to burn through the jamming.&lt;br /&gt;
&lt;br /&gt;
The missile&#039;s tunings contribute to its effective kill rate, being sufficient to chase down enemy fighters and bombers while staying maneuverable enough to hit them despite any evasion they perform.&lt;br /&gt;
&lt;br /&gt;
==== SGT-3 Bolas ====&lt;br /&gt;
&lt;br /&gt;
A [[munition:SGT-3 Pilum|SGT-300 Pilum Torpedo]] with &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Fixed Active Radar Seeker&amp;lt;/span&amp;gt;!/[&amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt;] and a size 5 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
Bolas&#039; are your primary offensive tool. Their use is straightforward: fire them off of bombers, keep the bombers on target to guide them into a track.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolas use the [[munition:fact|Fixed Active Radar Seeker]]!/[ [[munition:cmd|Command Validator]] ] guidance package, which makes  them a [[Missile_Defense#What_is_a_%22Straightrunner%22_Missile?|Straight-runner]] missile due to the reject setting on its primary seeker, indicated here by the &amp;quot;!&amp;quot; symbol. Combined with the [[munition:cmd|Command Validator]], this ensures no false returns induced by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming or decoys&amp;lt;/span&amp;gt; will be considered valid targets by the missile, and it will continue to run straight as it waits for a valid target to present itself. When the &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; itself is jammed, the [[munition:fact|Fixed Active Radar Seeker]] will be unable to consider anything it sees as valid due to the reject setting, and it will continue to run straight as it waits for a valid target to present itself. As such, it will not stage under these conditions. Only when both [[munition:fact|Fixed Active Radar Seeker]] and &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; are jammed simultaneously will the missile consider itself to be jammed and begin to wiggle wildly.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolas handle penetration of enemy hardkill via two different ways: the first is deployment in higher mass, as covered with the Inquisitor Sturgeon. The second is by their engine configuration and terminal maneuvers, which together give them a very maneuverable cork terminal for defeating kinetic hardkill solutions. About 3.1G of turn rate yields enough maneuverability for cork to work consistently, while 222 m/s is on the fast end for a cork torpedo.&lt;br /&gt;
&lt;br /&gt;
==== SGM-2 Banshee ====&lt;br /&gt;
&lt;br /&gt;
An offensive pen-aid iteration on the [[Munition:sgm-2-temptest#Killjoy_Jammer_Decoys|SGM-200 Tempest Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Anti-Radiation Seeker&amp;lt;/span&amp;gt; with a [[munition:ssj|Self-Screening Jammer]] and a size 5 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Scorch ====&lt;br /&gt;
A [[Munition:sgm-1-balestra#Defensive_Direct_Types|CMD4BF Anti-Missile Missile]] with a &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Receiver&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
As only one seeker is made available to SGM1 missiles, a [[munition:cmd|Command Receiver]] is chosen for this AMM. &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;CMD&amp;lt;/span&amp;gt; in this provides mid-course guidance reducing the odds of the AMM rangeing-out before it hits. It is not seduced by [[munition:dl|Missile and Bomber launched Decoys]], moreover, it can only be blinded by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt; if your team&#039;s radar track on the threat is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Ceremonial Arming Missile ====&lt;br /&gt;
[[File:Screenshot 2026-09-09 223148.png|thumb|alt=Ceremonial Arming Missile|Ceremonial Arming Missile]]&lt;br /&gt;
A [[Munition:sgm-1-balestra#Arming_Missiles|SGM-100 Balestra Missile]] with a &amp;lt;span style=&amp;quot;color:#b41f32;&amp;quot;&amp;gt;Wake-Homing Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
This missile is not intended for offensive usage, or indeed any usage at all during a typical match. Arming missiles exist so that a ship with an arming missile counts as being offensively armed, an important feature in the Control game-mode most multiplayer matches take place within. Thus, firing this missile is not advisable, besides in very niche circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Ships &amp;amp; Usage ===&lt;br /&gt;
==== [[Ship:journeyman#Torpenite:|Journeyman Light Carriers: The Bar Is In Hell &amp;amp; More Is Never Less]] ====&lt;br /&gt;
Journeyman or &amp;quot;Journeymen&amp;quot; are converted ore barges. They are also the smallest ship considered a carrier in the game, which means they come equipped as part of their hull with craft repair facilities. This does mean their craft tend to be outnumbered by even Alliance Levy-class carriers.&lt;br /&gt;
&lt;br /&gt;
Wulfenite gets around this disadvantage by bringing two Journeymen class light carriers so that it has enough craft numbers to fight single Levies like Task Force Maple.&lt;br /&gt;
&lt;br /&gt;
Each of Wulfenite&#039;s Journeyman carriers is equipped with 12 Barracuda &amp;quot;Arbiter&amp;quot; Fighters, 6 Sturgeon &amp;quot;inquisitor&amp;quot; Bombers and 1 Halberd &amp;quot;Oasis&amp;quot; Skiff, allowing for a total wing of 24 fighters, 12 bombers and 2 skiffs.&lt;br /&gt;
&lt;br /&gt;
These are intended to support allied fleets in targeting ANS warships taking capture points, or lighter ANS scouting or backline assets. They can also be used to escort and protect your own 3 Gun-armed Ferryman-class shuttles which can be used to capture points and get into the enemy&#039;s backline.&lt;br /&gt;
&lt;br /&gt;
==== [[Ship:ferryman#Capping_Shuttles_&amp;amp;_Guttles:|Capping Shuttles: In Your Base, In Your Walls, &amp;amp; It&#039;s Free Real Estate]] ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The key difficulty with Wulfenite is that while its craft loadouts are well-optimized, the fact there are two carriers to manage will make micro tricky. Some practice against the computer may be warranted before taking this into a multiplayer match. Moreover, while the fleet has a punch and can murder ANS light assets, it does not have as many tools for dealing with ANS heavy assets.&lt;br /&gt;
&lt;br /&gt;
Still, Wulfenite is a very good fleet for keeping map awareness whilst having a bit of punch. Target down ANS Sprinters, Raines, and hunt down those pesky Beam Keystones. Those in particular need to die so OSP can advance.&lt;br /&gt;
&lt;br /&gt;
Trivia: Wulfenite used to have an Ocello, a monitor equipped with decoys, and three rocket shuttles. &lt;br /&gt;
&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
Wulfenite Squadron is a support fleet designed to provide void superiority and objective dominance, letting the team&#039;s battleline focus on doing what it does best. The two light carriers can contest void superiority with long range craft-to-craft missiles, strike smaller ships with torpedoes, and provide sensor coverage for the team. Separating the Journeymen to cover more ground is advised, although their launches can alternatively be concentrated together to punch out larger targets. Meanwhile several gun shuttles can move around the edge of the main battle to capture objectives and harass the enemy backline. They are highly vulnerable to missiles and light cannons, and should stick to cover whenever possible. This squadron rewards a sneaky commander who can fight in several places at once.&lt;br /&gt;
&lt;br /&gt;
=== Example Gameplay ===&lt;/div&gt;</summary>
		<author><name>76561198283970048</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Amethyst&amp;diff=2720</id>
		<title>Starter Fleet Guide:Amethyst</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Amethyst&amp;diff=2720"/>
		<updated>2026-09-26T02:17:46Z</updated>

		<summary type="html">&lt;p&gt;76561198283970048: /* &amp;quot;Oasis&amp;quot; Halberds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Amethyst Squadron Fleet Summary.png|thumb|Amethyst Squadron Fleet Summary]]&lt;br /&gt;
[[File:Amethyst Squadron Game Model.png|thumb|Amethyst Squadron Game Model]]&lt;br /&gt;
== Amethyst Squadron ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Difficulty: Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Lots of Craft - Strongest ASF kit of any starter&lt;br /&gt;
    * Deadly Killing Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Single, high value target&lt;br /&gt;
    * Needs to coordinate with Team, needs to support team&lt;br /&gt;
&lt;br /&gt;
Community Maintainer: &#039;&#039;&#039;SecretMink&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:2939725175 preview Amethyst Squadron.png|thumb|alt=Amethyst Squadron Fleet Preview|Amethyst Squadron Fleet Preview]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
==== &amp;quot;Steelhead&amp;quot; Sturgeon ====&lt;br /&gt;
Use the Sturgeon bombers to take out valuable alliance units with your Torpedo loadout. It is recommended to use 4 Sturgeons on a torpedo strike wing, especially against enemy capital ships. They are equipped with &amp;quot;Truncheon&amp;quot; torpedoes that can be jammed, but even if they are jammed, they will run straight right into enemy capital ships.&lt;br /&gt;
&lt;br /&gt;
If you manage to disable or severely damage an enemy ANS capital, finish it off with a &amp;quot;Rocket/Bomb&amp;quot; finisher strike, which is configured to jam or distract the remaining enemy point defense and ram bombs home. If some killing of light assets is required, The &amp;quot;Steelhead&amp;quot; bombers can be launched with 100mm HE guns and R2 Piranha rockets which can shred Sprinters, Raines and Keystones.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Arbiter&amp;quot; Barracuda ====&lt;br /&gt;
The high end of the High-Low mix&lt;br /&gt;
Amethyst Squadron sports two different Barracuda fighter types. The &amp;quot;Arbiter&amp;quot; fighters are your anti-air fighters with Standoff SDM-100 SPAMRAM missiles and it is recommended to launch them in groups of 3 or 6. These are necessary to engage, or to be exact, to engage at a STANDOFF distance from ANS fighters, especially those with Coilguns. The armor on these fighters means they will not die too easily even if caught by coilgun fighters, but try not to get these groups jumped.&lt;br /&gt;
&lt;br /&gt;
Equipped with the ceramic coating fuselage upgrade, Arbiters maintain the highest possible speed for the Barracuda airframe while also boosting their survivability considerably. Due to their increased speed relative to their slow Barracuda brethren, it is advised to keep these further back from the air war front line, instead using their fast speed to quickly react and intercept to any air threats attempting to push into protectorate space. The higher speed also helps significantly to boost cycle rates, so do not be afraid to RTB them early after expending their load of Spamraams.&lt;br /&gt;
&lt;br /&gt;
==== Barracuda ====&lt;br /&gt;
The low end of the High-Low mix&lt;br /&gt;
As for the standard &amp;quot;Barracuda&amp;quot; strike fighters, it is recommended you launch them in groups of 8 with the default &amp;quot;Strike Fighter&amp;quot; loadout. They can fire SPAMRAM Standoff missiles against enemy fighters should an opportunity present itself, but their primary goal in any sortie should be landing strikes on an enemy light combatant (FFL, FF, DD). While incredibly cost effective, the strike fighter loadout uses R2 &#039;Piranha&#039; rockets which are anything but accurate at range. You will need to manually path your fighters into just before 20mm Point defense range (1.5km or shorter) to launch at the last second for maximum effect.&lt;br /&gt;
&lt;br /&gt;
Equipped with the ablative foam fuselage upgrade, Amethyst&#039;s Barracudas are more survivable than base airframes. This comes with a downside, while ablative foam may be the best health-per-point fuselage upgrade it automatically triggers the loadout weight speed debuff, unlike ceramic and stealth coating. This makes the Barracudas perfect for a strike oriented role, as there is no speed opportunity cost to equipping strike munitions as they are already &#039;slow&#039;.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Oasis&amp;quot; Halberds ====&lt;br /&gt;
To spot targets, Amethyst has 2 &amp;quot;Oasis&amp;quot; Advanced Radar skiffs with 8km radars. These are essentially the long-range radar craft the OSP has access to instead of the Sundial. Keep them safe with fighter escort. These are your most valuable craft so do not overextend them. They can be used to scout for your allies, and serve as the primary enabler of your standoff ASF package.&lt;br /&gt;
&lt;br /&gt;
Make sure to set your &amp;quot;Oasis&amp;quot; skiffs to the &amp;quot;JUKE&amp;quot; posture as that will enable them to dodge ballistic anticraft measures at range. Skiffs, like all craft, can also exist outside of the withdraw line indefinitely, so do not be afraid to path them outside the map if it gets you a better angle.&lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
==== SDM-122 Spamraam ====&lt;br /&gt;
&lt;br /&gt;
A [[Munition:sdm-1-lunge#Defensive_Direct_Types|SDM-1 Lunge Boosted Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable Active Radar Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
Used for air to air combat, Spamraams are your long range anti-craft missiles and are employed in the two standoff loadouts available to your Barracudas.&lt;br /&gt;
&lt;br /&gt;
As only one seeker is made available to SDM1 missiles, a [[munition:sact|Steerable Active Radar Seeker]] is chosen for the Spamraam. &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable ACT&amp;lt;/span&amp;gt; in this case has no extra cost penalty over [[munition:fact|Fixed ACT]], and is inexpensive enough while conferring a high enough kill rate to be a functional mainstay for your craft to craft engagements. However, the lack of backup seeker or reject un-validated targets setting on the seeker means this missile is vulnerable to being staged early by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt;, instead of going straight until a valid target appears or the primary seeker gets close enough to burn through the jamming.&lt;br /&gt;
&lt;br /&gt;
The missile&#039;s tunings contribute to its effective kill rate, being sufficient to chase down enemy fighters and bombers while staying maneuverable enough to hit them despite any evasion they perform.&lt;br /&gt;
&lt;br /&gt;
==== SGT-3 Truncheon ====&lt;br /&gt;
&lt;br /&gt;
A [[munition:SGT-3 Pilum|SGT-300 Pilum Torpedo]] with &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Fixed Active Radar Seeker&amp;lt;/span&amp;gt;!/[&amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt;] and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
Truncheons are your primary offensive tool. Their use is straightforward: fire them off of bombers, keep the bombers on target to guide them into a track.&amp;lt;br&amp;gt;&lt;br /&gt;
Truncheons use the [[munition:fact|Fixed Active Radar Seeker]]!/[ [[munition:cmd|Command Validator]] ] guidance package, which makes  them a [[Missile_Defense#What_is_a_%22Straightrunner%22_Missile?|Straight-runner]] missile due to the reject setting on its primary seeker, indicated here by the &amp;quot;!&amp;quot; symbol. Combined with the [[munition:cmd|Command Validator]], this ensures no false returns induced by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming or decoys&amp;lt;/span&amp;gt; will be considered valid targets by the missile, and it will continue to run straight as it waits for a valid target to present itself. When the &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; itself is jammed, the [[munition:fact|Fixed Active Radar Seeker]] will be unable to consider anything it sees as valid due to the reject setting, and it will continue to run straight as it waits for a valid target to present itself. As such, it will not stage under these conditions. Only when both [[munition:fact|Fixed Active Radar Seeker]] and &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; are jammed simultaneously will the missile consider itself to be jammed and begin to wiggle wildly.&amp;lt;br&amp;gt;&lt;br /&gt;
Truncheons handle penetration of enemy hardkill via two different ways: the first is deployment in higher mass, as covered with the Steelhead Sturgeon. The second is by their engine configuration and terminal maneuvers, which together give them a weave terminal for defeating kinetic hardkill solutions. About 1.4G of turn rate yields a low maneuverability for weave to keep the torpedoes alive at range, while 272 m/s is on the fast end for a weave torpedo and carries the mass through hardkill.&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Far Riposte ====&lt;br /&gt;
A [[Munition:sgm-1-balestra#Defensive_Direct_Types|CMD4BF Anti-Missile Missile]] with a &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Receiver&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
As only one seeker is made available to SGM1 missiles, a [[munition:cmd|Command Receiver]] is chosen for this AMM. &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;CMD&amp;lt;/span&amp;gt; in this provides mid-course guidance reducing the odds of the AMM rangeing-out before it hits. It is not seduced by [[munition:dl|Missile and Bomber launched Decoys]], moreover, it can only be blinded by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt; if your team&#039;s radar track on the threat is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Ceremonial Arming Missile ====&lt;br /&gt;
[[File:Screenshot 2026-09-09 223148.png|thumb|alt=Ceremonial Arming Missile|Ceremonial Arming Missile]]&lt;br /&gt;
A [[Munition:sgm-1-balestra#Arming_Missiles|SGM-100 Balestra Missile]] with a &amp;lt;span style=&amp;quot;color:#b41f32;&amp;quot;&amp;gt;Wake-Homing Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
This missile is not intended for offensive usage, or indeed any usage at all during a typical match. Arming missiles exist so that a ship with an arming missile counts as being offensively armed, an important feature in the Control game-mode most multiplayer matches take place within. Thus, firing this missile is not advisable, besides in very niche circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Ship &amp;amp; Usage ===&lt;br /&gt;
=== [[Ship:moorline#Carrier_Liner_&amp;amp;_CVLN|&#039;&#039;&#039;Moorline Carrier: All Reaching All Taking&#039;&#039;&#039;]] ===&lt;br /&gt;
The Moorline Class Lineship, or container liner is the only fleet carrier accessible to Nebulous Multiplayer and as such is one of the most powerful units in the battlespace. With 36 Barracuda Fighter craft, 16 &amp;quot;Steelhead&amp;quot; Sturgeon bombers and 2 &amp;quot;Oasis&amp;quot; Radar Skiffs, Amethyst can project craft wing that can heavily influence the battlespace.&lt;br /&gt;
&lt;br /&gt;
It is necessary however to keep your ship very safe as Amethyst is a single ship worth 3k points, which is normally a quarter of your team&#039;s fleet power in a 4v4 matchup. Do not let your ship get fired upon or in danger. Moreover, while it is possible for Amethyst to launch huge sorties of 14 fighter craft at once, this is only advised if you can crush the enemy fighter wing all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amethyst is HARD rated for a reason. You have a single, expensive ship and a lot of craft to manage. Take it slow, practice against AI for a bit to get your tempo up, before taking this into the battlespace.&lt;br /&gt;
&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
Amethyst Squadron is a full fleet carrier, equipped to destroy the opponent with overwhelming force. Launch Oasis skiffs and position them to provide bubbles of radar coverage, aiding your teammates and creating space for your other craft to work within. Fighters and bombers lack search radar, so advance beyond friendly radar range with caution. Your Barracudas are general purpose fighters with some strike capability, while the Arbiter design has significantly greater speed with most loadouts. Steelhead bombers can launch powerful torpedoes to crack capital ships, with 100mm gunpods as a backup option for cheaply attacking light targets. Be aware that for the finisher loadout which includes kinetic bombs, if the target&#039;s point defenses are not sufficiently disabled after the rocket strike, then closing in to drop the bombs is often suicidal. Knowing when to commit and when to disengage, as well as using terrain to approach your target safely, is key for the survival of your craft.&lt;br /&gt;
&lt;br /&gt;
=== Example Gameplay ===&lt;/div&gt;</summary>
		<author><name>76561198283970048</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Amethyst&amp;diff=2717</id>
		<title>Starter Fleet Guide:Amethyst</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Amethyst&amp;diff=2717"/>
		<updated>2026-09-26T02:14:57Z</updated>

		<summary type="html">&lt;p&gt;76561198283970048: /* Barracuda */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Amethyst Squadron Fleet Summary.png|thumb|Amethyst Squadron Fleet Summary]]&lt;br /&gt;
[[File:Amethyst Squadron Game Model.png|thumb|Amethyst Squadron Game Model]]&lt;br /&gt;
== Amethyst Squadron ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Difficulty: Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Lots of Craft - Strongest ASF kit of any starter&lt;br /&gt;
    * Deadly Killing Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Single, high value target&lt;br /&gt;
    * Needs to coordinate with Team, needs to support team&lt;br /&gt;
&lt;br /&gt;
Community Maintainer: &#039;&#039;&#039;SecretMink&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:2939725175 preview Amethyst Squadron.png|thumb|alt=Amethyst Squadron Fleet Preview|Amethyst Squadron Fleet Preview]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
==== &amp;quot;Steelhead&amp;quot; Sturgeon ====&lt;br /&gt;
Use the Sturgeon bombers to take out valuable alliance units with your Torpedo loadout. It is recommended to use 4 Sturgeons on a torpedo strike wing, especially against enemy capital ships. They are equipped with &amp;quot;Truncheon&amp;quot; torpedoes that can be jammed, but even if they are jammed, they will run straight right into enemy capital ships.&lt;br /&gt;
&lt;br /&gt;
If you manage to disable or severely damage an enemy ANS capital, finish it off with a &amp;quot;Rocket/Bomb&amp;quot; finisher strike, which is configured to jam or distract the remaining enemy point defense and ram bombs home. If some killing of light assets is required, The &amp;quot;Steelhead&amp;quot; bombers can be launched with 100mm HE guns and R2 Piranha rockets which can shred Sprinters, Raines and Keystones.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Arbiter&amp;quot; Barracuda ====&lt;br /&gt;
The high end of the High-Low mix&lt;br /&gt;
Amethyst Squadron sports two different Barracuda fighter types. The &amp;quot;Arbiter&amp;quot; fighters are your anti-air fighters with Standoff SDM-100 SPAMRAM missiles and it is recommended to launch them in groups of 3 or 6. These are necessary to engage, or to be exact, to engage at a STANDOFF distance from ANS fighters, especially those with Coilguns. The armor on these fighters means they will not die too easily even if caught by coilgun fighters, but try not to get these groups jumped.&lt;br /&gt;
&lt;br /&gt;
Equipped with the ceramic coating fuselage upgrade, Arbiters maintain the highest possible speed for the Barracuda airframe while also boosting their survivability considerably. Due to their increased speed relative to their slow Barracuda brethren, it is advised to keep these further back from the air war front line, instead using their fast speed to quickly react and intercept to any air threats attempting to push into protectorate space. The higher speed also helps significantly to boost cycle rates, so do not be afraid to RTB them early after expending their load of Spamraams.&lt;br /&gt;
&lt;br /&gt;
==== Barracuda ====&lt;br /&gt;
The low end of the High-Low mix&lt;br /&gt;
As for the standard &amp;quot;Barracuda&amp;quot; strike fighters, it is recommended you launch them in groups of 8 with the default &amp;quot;Strike Fighter&amp;quot; loadout. They can fire SPAMRAM Standoff missiles against enemy fighters should an opportunity present itself, but their primary goal in any sortie should be landing strikes on an enemy light combatant (FFL, FF, DD). While incredibly cost effective, the strike fighter loadout uses R2 &#039;Piranha&#039; rockets which are anything but accurate at range. You will need to manually path your fighters into just before 20mm Point defense range (1.5km or shorter) to launch at the last second for maximum effect.&lt;br /&gt;
&lt;br /&gt;
Equipped with the ablative foam fuselage upgrade, Amethyst&#039;s Barracudas are more survivable than base airframes. This comes with a downside, while ablative foam may be the best health-per-point fuselage upgrade it automatically triggers the loadout weight speed debuff, unlike ceramic and stealth coating. This makes the Barracudas perfect for a strike oriented role, as there is no speed opportunity cost to equipping strike munitions as they are already &#039;slow&#039;.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Oasis&amp;quot; Halberds ====&lt;br /&gt;
To spot targets, Amethyst has 2 &amp;quot;Oasis&amp;quot; Advanced Radar skiffs with 8km radars. These are essentially the long-range radar craft the OSP has access to instead of the Sundial. Keep them safe with fighter escort. These are your most valuable craft so do not lose them. They can be used to scout for your allies and vanguard shuttles. Vision is key here, as it will enable you to direct your fighters appropriately to respond to the enemy and support your team.&lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
==== SDM-122 Spamraam ====&lt;br /&gt;
&lt;br /&gt;
A [[Munition:sdm-1-lunge#Defensive_Direct_Types|SDM-1 Lunge Boosted Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable Active Radar Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
Used for air to air combat, Spamraams are your long range anti-craft missiles and are employed in the two standoff loadouts available to your Barracudas.&lt;br /&gt;
&lt;br /&gt;
As only one seeker is made available to SDM1 missiles, a [[munition:sact|Steerable Active Radar Seeker]] is chosen for the Spamraam. &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable ACT&amp;lt;/span&amp;gt; in this case has no extra cost penalty over [[munition:fact|Fixed ACT]], and is inexpensive enough while conferring a high enough kill rate to be a functional mainstay for your craft to craft engagements. However, the lack of backup seeker or reject un-validated targets setting on the seeker means this missile is vulnerable to being staged early by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt;, instead of going straight until a valid target appears or the primary seeker gets close enough to burn through the jamming.&lt;br /&gt;
&lt;br /&gt;
The missile&#039;s tunings contribute to its effective kill rate, being sufficient to chase down enemy fighters and bombers while staying maneuverable enough to hit them despite any evasion they perform.&lt;br /&gt;
&lt;br /&gt;
==== SGT-3 Truncheon ====&lt;br /&gt;
&lt;br /&gt;
A [[munition:SGT-3 Pilum|SGT-300 Pilum Torpedo]] with &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Fixed Active Radar Seeker&amp;lt;/span&amp;gt;!/[&amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt;] and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
Truncheons are your primary offensive tool. Their use is straightforward: fire them off of bombers, keep the bombers on target to guide them into a track.&amp;lt;br&amp;gt;&lt;br /&gt;
Truncheons use the [[munition:fact|Fixed Active Radar Seeker]]!/[ [[munition:cmd|Command Validator]] ] guidance package, which makes  them a [[Missile_Defense#What_is_a_%22Straightrunner%22_Missile?|Straight-runner]] missile due to the reject setting on its primary seeker, indicated here by the &amp;quot;!&amp;quot; symbol. Combined with the [[munition:cmd|Command Validator]], this ensures no false returns induced by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming or decoys&amp;lt;/span&amp;gt; will be considered valid targets by the missile, and it will continue to run straight as it waits for a valid target to present itself. When the &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; itself is jammed, the [[munition:fact|Fixed Active Radar Seeker]] will be unable to consider anything it sees as valid due to the reject setting, and it will continue to run straight as it waits for a valid target to present itself. As such, it will not stage under these conditions. Only when both [[munition:fact|Fixed Active Radar Seeker]] and &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; are jammed simultaneously will the missile consider itself to be jammed and begin to wiggle wildly.&amp;lt;br&amp;gt;&lt;br /&gt;
Truncheons handle penetration of enemy hardkill via two different ways: the first is deployment in higher mass, as covered with the Steelhead Sturgeon. The second is by their engine configuration and terminal maneuvers, which together give them a weave terminal for defeating kinetic hardkill solutions. About 1.4G of turn rate yields a low maneuverability for weave to keep the torpedoes alive at range, while 272 m/s is on the fast end for a weave torpedo and carries the mass through hardkill.&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Far Riposte ====&lt;br /&gt;
A [[Munition:sgm-1-balestra#Defensive_Direct_Types|CMD4BF Anti-Missile Missile]] with a &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Receiver&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
As only one seeker is made available to SGM1 missiles, a [[munition:cmd|Command Receiver]] is chosen for this AMM. &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;CMD&amp;lt;/span&amp;gt; in this provides mid-course guidance reducing the odds of the AMM rangeing-out before it hits. It is not seduced by [[munition:dl|Missile and Bomber launched Decoys]], moreover, it can only be blinded by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt; if your team&#039;s radar track on the threat is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Ceremonial Arming Missile ====&lt;br /&gt;
[[File:Screenshot 2026-09-09 223148.png|thumb|alt=Ceremonial Arming Missile|Ceremonial Arming Missile]]&lt;br /&gt;
A [[Munition:sgm-1-balestra#Arming_Missiles|SGM-100 Balestra Missile]] with a &amp;lt;span style=&amp;quot;color:#b41f32;&amp;quot;&amp;gt;Wake-Homing Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
This missile is not intended for offensive usage, or indeed any usage at all during a typical match. Arming missiles exist so that a ship with an arming missile counts as being offensively armed, an important feature in the Control game-mode most multiplayer matches take place within. Thus, firing this missile is not advisable, besides in very niche circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Ship &amp;amp; Usage ===&lt;br /&gt;
=== [[Ship:moorline#Carrier_Liner_&amp;amp;_CVLN|&#039;&#039;&#039;Moorline Carrier: All Reaching All Taking&#039;&#039;&#039;]] ===&lt;br /&gt;
The Moorline Class Lineship, or container liner is the only fleet carrier accessible to Nebulous Multiplayer and as such is one of the most powerful units in the battlespace. With 36 Barracuda Fighter craft, 16 &amp;quot;Steelhead&amp;quot; Sturgeon bombers and 2 &amp;quot;Oasis&amp;quot; Radar Skiffs, Amethyst can project craft wing that can heavily influence the battlespace.&lt;br /&gt;
&lt;br /&gt;
It is necessary however to keep your ship very safe as Amethyst is a single ship worth 3k points, which is normally a quarter of your team&#039;s fleet power in a 4v4 matchup. Do not let your ship get fired upon or in danger. Moreover, while it is possible for Amethyst to launch huge sorties of 14 fighter craft at once, this is only advised if you can crush the enemy fighter wing all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amethyst is HARD rated for a reason. You have a single, expensive ship and a lot of craft to manage. Take it slow, practice against AI for a bit to get your tempo up, before taking this into the battlespace.&lt;br /&gt;
&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
Amethyst Squadron is a full fleet carrier, equipped to destroy the opponent with overwhelming force. Launch Oasis skiffs and position them to provide bubbles of radar coverage, aiding your teammates and creating space for your other craft to work within. Fighters and bombers lack search radar, so advance beyond friendly radar range with caution. Your Barracudas are general purpose fighters with some strike capability, while the Arbiter design has significantly greater speed with most loadouts. Steelhead bombers can launch powerful torpedoes to crack capital ships, with 100mm gunpods as a backup option for cheaply attacking light targets. Be aware that for the finisher loadout which includes kinetic bombs, if the target&#039;s point defenses are not sufficiently disabled after the rocket strike, then closing in to drop the bombs is often suicidal. Knowing when to commit and when to disengage, as well as using terrain to approach your target safely, is key for the survival of your craft.&lt;br /&gt;
&lt;br /&gt;
=== Example Gameplay ===&lt;/div&gt;</summary>
		<author><name>76561198283970048</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Amethyst&amp;diff=2716</id>
		<title>Starter Fleet Guide:Amethyst</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Amethyst&amp;diff=2716"/>
		<updated>2026-09-26T02:14:22Z</updated>

		<summary type="html">&lt;p&gt;76561198283970048: /* Barracuda */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Amethyst Squadron Fleet Summary.png|thumb|Amethyst Squadron Fleet Summary]]&lt;br /&gt;
[[File:Amethyst Squadron Game Model.png|thumb|Amethyst Squadron Game Model]]&lt;br /&gt;
== Amethyst Squadron ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Difficulty: Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Lots of Craft - Strongest ASF kit of any starter&lt;br /&gt;
    * Deadly Killing Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Single, high value target&lt;br /&gt;
    * Needs to coordinate with Team, needs to support team&lt;br /&gt;
&lt;br /&gt;
Community Maintainer: &#039;&#039;&#039;SecretMink&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:2939725175 preview Amethyst Squadron.png|thumb|alt=Amethyst Squadron Fleet Preview|Amethyst Squadron Fleet Preview]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
==== &amp;quot;Steelhead&amp;quot; Sturgeon ====&lt;br /&gt;
Use the Sturgeon bombers to take out valuable alliance units with your Torpedo loadout. It is recommended to use 4 Sturgeons on a torpedo strike wing, especially against enemy capital ships. They are equipped with &amp;quot;Truncheon&amp;quot; torpedoes that can be jammed, but even if they are jammed, they will run straight right into enemy capital ships.&lt;br /&gt;
&lt;br /&gt;
If you manage to disable or severely damage an enemy ANS capital, finish it off with a &amp;quot;Rocket/Bomb&amp;quot; finisher strike, which is configured to jam or distract the remaining enemy point defense and ram bombs home. If some killing of light assets is required, The &amp;quot;Steelhead&amp;quot; bombers can be launched with 100mm HE guns and R2 Piranha rockets which can shred Sprinters, Raines and Keystones.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Arbiter&amp;quot; Barracuda ====&lt;br /&gt;
The high end of the High-Low mix&lt;br /&gt;
Amethyst Squadron sports two different Barracuda fighter types. The &amp;quot;Arbiter&amp;quot; fighters are your anti-air fighters with Standoff SDM-100 SPAMRAM missiles and it is recommended to launch them in groups of 3 or 6. These are necessary to engage, or to be exact, to engage at a STANDOFF distance from ANS fighters, especially those with Coilguns. The armor on these fighters means they will not die too easily even if caught by coilgun fighters, but try not to get these groups jumped.&lt;br /&gt;
&lt;br /&gt;
Equipped with the ceramic coating fuselage upgrade, Arbiters maintain the highest possible speed for the Barracuda airframe while also boosting their survivability considerably. Due to their increased speed relative to their slow Barracuda brethren, it is advised to keep these further back from the air war front line, instead using their fast speed to quickly react and intercept to any air threats attempting to push into protectorate space. The higher speed also helps significantly to boost cycle rates, so do not be afraid to RTB them early after expending their load of Spamraams.&lt;br /&gt;
&lt;br /&gt;
==== Barracuda ====&lt;br /&gt;
The low end of the High-Low mix&lt;br /&gt;
As for the standard &amp;quot;Barracuda&amp;quot; strike fighters, it is recommended you launch them in groups of 8 with the default &amp;quot;Strike Fighter&amp;quot; loadout. They can fire SPAMRAM Standoff missiles against enemy fighters should an opportunity present itself, but their primary goal in any sortie should be landing strikes on an enemy light combatant (FFL, FF, DD). While incredibly cost effective, the strike fighter loadout uses R2 &#039;Piranha&#039; rockets which are anything but accurate at range. You will need to manually path your fighters into just before 20mm Point defense range (1.5km or shorter) to launch at the last second for maximum effect.&lt;br /&gt;
&lt;br /&gt;
Equipped with the ablative foam fuselage upgrade, Amethyst&#039;s Barracudas are more survivable than base airframes. This comes with a downside, while ablative foam may be the best health-per-point fuselage upgrade it automatically triggers the loadout weight speed debuff, unlike ceramic and stealth coating. This makes the Barracudas perfect for a strike oriented role, as there is no speed opportunity cost to equipping strike munitions as Amethyst&#039;s Barracudas are already &#039;slow&#039;.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Oasis&amp;quot; Halberds ====&lt;br /&gt;
To spot targets, Amethyst has 2 &amp;quot;Oasis&amp;quot; Advanced Radar skiffs with 8km radars. These are essentially the long-range radar craft the OSP has access to instead of the Sundial. Keep them safe with fighter escort. These are your most valuable craft so do not lose them. They can be used to scout for your allies and vanguard shuttles. Vision is key here, as it will enable you to direct your fighters appropriately to respond to the enemy and support your team.&lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
==== SDM-122 Spamraam ====&lt;br /&gt;
&lt;br /&gt;
A [[Munition:sdm-1-lunge#Defensive_Direct_Types|SDM-1 Lunge Boosted Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable Active Radar Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
Used for air to air combat, Spamraams are your long range anti-craft missiles and are employed in the two standoff loadouts available to your Barracudas.&lt;br /&gt;
&lt;br /&gt;
As only one seeker is made available to SDM1 missiles, a [[munition:sact|Steerable Active Radar Seeker]] is chosen for the Spamraam. &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable ACT&amp;lt;/span&amp;gt; in this case has no extra cost penalty over [[munition:fact|Fixed ACT]], and is inexpensive enough while conferring a high enough kill rate to be a functional mainstay for your craft to craft engagements. However, the lack of backup seeker or reject un-validated targets setting on the seeker means this missile is vulnerable to being staged early by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt;, instead of going straight until a valid target appears or the primary seeker gets close enough to burn through the jamming.&lt;br /&gt;
&lt;br /&gt;
The missile&#039;s tunings contribute to its effective kill rate, being sufficient to chase down enemy fighters and bombers while staying maneuverable enough to hit them despite any evasion they perform.&lt;br /&gt;
&lt;br /&gt;
==== SGT-3 Truncheon ====&lt;br /&gt;
&lt;br /&gt;
A [[munition:SGT-3 Pilum|SGT-300 Pilum Torpedo]] with &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Fixed Active Radar Seeker&amp;lt;/span&amp;gt;!/[&amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt;] and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
Truncheons are your primary offensive tool. Their use is straightforward: fire them off of bombers, keep the bombers on target to guide them into a track.&amp;lt;br&amp;gt;&lt;br /&gt;
Truncheons use the [[munition:fact|Fixed Active Radar Seeker]]!/[ [[munition:cmd|Command Validator]] ] guidance package, which makes  them a [[Missile_Defense#What_is_a_%22Straightrunner%22_Missile?|Straight-runner]] missile due to the reject setting on its primary seeker, indicated here by the &amp;quot;!&amp;quot; symbol. Combined with the [[munition:cmd|Command Validator]], this ensures no false returns induced by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming or decoys&amp;lt;/span&amp;gt; will be considered valid targets by the missile, and it will continue to run straight as it waits for a valid target to present itself. When the &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; itself is jammed, the [[munition:fact|Fixed Active Radar Seeker]] will be unable to consider anything it sees as valid due to the reject setting, and it will continue to run straight as it waits for a valid target to present itself. As such, it will not stage under these conditions. Only when both [[munition:fact|Fixed Active Radar Seeker]] and &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; are jammed simultaneously will the missile consider itself to be jammed and begin to wiggle wildly.&amp;lt;br&amp;gt;&lt;br /&gt;
Truncheons handle penetration of enemy hardkill via two different ways: the first is deployment in higher mass, as covered with the Steelhead Sturgeon. The second is by their engine configuration and terminal maneuvers, which together give them a weave terminal for defeating kinetic hardkill solutions. About 1.4G of turn rate yields a low maneuverability for weave to keep the torpedoes alive at range, while 272 m/s is on the fast end for a weave torpedo and carries the mass through hardkill.&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Far Riposte ====&lt;br /&gt;
A [[Munition:sgm-1-balestra#Defensive_Direct_Types|CMD4BF Anti-Missile Missile]] with a &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Receiver&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
As only one seeker is made available to SGM1 missiles, a [[munition:cmd|Command Receiver]] is chosen for this AMM. &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;CMD&amp;lt;/span&amp;gt; in this provides mid-course guidance reducing the odds of the AMM rangeing-out before it hits. It is not seduced by [[munition:dl|Missile and Bomber launched Decoys]], moreover, it can only be blinded by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt; if your team&#039;s radar track on the threat is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Ceremonial Arming Missile ====&lt;br /&gt;
[[File:Screenshot 2026-09-09 223148.png|thumb|alt=Ceremonial Arming Missile|Ceremonial Arming Missile]]&lt;br /&gt;
A [[Munition:sgm-1-balestra#Arming_Missiles|SGM-100 Balestra Missile]] with a &amp;lt;span style=&amp;quot;color:#b41f32;&amp;quot;&amp;gt;Wake-Homing Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
This missile is not intended for offensive usage, or indeed any usage at all during a typical match. Arming missiles exist so that a ship with an arming missile counts as being offensively armed, an important feature in the Control game-mode most multiplayer matches take place within. Thus, firing this missile is not advisable, besides in very niche circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Ship &amp;amp; Usage ===&lt;br /&gt;
=== [[Ship:moorline#Carrier_Liner_&amp;amp;_CVLN|&#039;&#039;&#039;Moorline Carrier: All Reaching All Taking&#039;&#039;&#039;]] ===&lt;br /&gt;
The Moorline Class Lineship, or container liner is the only fleet carrier accessible to Nebulous Multiplayer and as such is one of the most powerful units in the battlespace. With 36 Barracuda Fighter craft, 16 &amp;quot;Steelhead&amp;quot; Sturgeon bombers and 2 &amp;quot;Oasis&amp;quot; Radar Skiffs, Amethyst can project craft wing that can heavily influence the battlespace.&lt;br /&gt;
&lt;br /&gt;
It is necessary however to keep your ship very safe as Amethyst is a single ship worth 3k points, which is normally a quarter of your team&#039;s fleet power in a 4v4 matchup. Do not let your ship get fired upon or in danger. Moreover, while it is possible for Amethyst to launch huge sorties of 14 fighter craft at once, this is only advised if you can crush the enemy fighter wing all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amethyst is HARD rated for a reason. You have a single, expensive ship and a lot of craft to manage. Take it slow, practice against AI for a bit to get your tempo up, before taking this into the battlespace.&lt;br /&gt;
&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
Amethyst Squadron is a full fleet carrier, equipped to destroy the opponent with overwhelming force. Launch Oasis skiffs and position them to provide bubbles of radar coverage, aiding your teammates and creating space for your other craft to work within. Fighters and bombers lack search radar, so advance beyond friendly radar range with caution. Your Barracudas are general purpose fighters with some strike capability, while the Arbiter design has significantly greater speed with most loadouts. Steelhead bombers can launch powerful torpedoes to crack capital ships, with 100mm gunpods as a backup option for cheaply attacking light targets. Be aware that for the finisher loadout which includes kinetic bombs, if the target&#039;s point defenses are not sufficiently disabled after the rocket strike, then closing in to drop the bombs is often suicidal. Knowing when to commit and when to disengage, as well as using terrain to approach your target safely, is key for the survival of your craft.&lt;br /&gt;
&lt;br /&gt;
=== Example Gameplay ===&lt;/div&gt;</summary>
		<author><name>76561198283970048</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Amethyst&amp;diff=2715</id>
		<title>Starter Fleet Guide:Amethyst</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Amethyst&amp;diff=2715"/>
		<updated>2026-09-26T02:11:33Z</updated>

		<summary type="html">&lt;p&gt;76561198283970048: /* Barracuda */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Amethyst Squadron Fleet Summary.png|thumb|Amethyst Squadron Fleet Summary]]&lt;br /&gt;
[[File:Amethyst Squadron Game Model.png|thumb|Amethyst Squadron Game Model]]&lt;br /&gt;
== Amethyst Squadron ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Difficulty: Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Lots of Craft - Strongest ASF kit of any starter&lt;br /&gt;
    * Deadly Killing Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Single, high value target&lt;br /&gt;
    * Needs to coordinate with Team, needs to support team&lt;br /&gt;
&lt;br /&gt;
Community Maintainer: &#039;&#039;&#039;SecretMink&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:2939725175 preview Amethyst Squadron.png|thumb|alt=Amethyst Squadron Fleet Preview|Amethyst Squadron Fleet Preview]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
==== &amp;quot;Steelhead&amp;quot; Sturgeon ====&lt;br /&gt;
Use the Sturgeon bombers to take out valuable alliance units with your Torpedo loadout. It is recommended to use 4 Sturgeons on a torpedo strike wing, especially against enemy capital ships. They are equipped with &amp;quot;Truncheon&amp;quot; torpedoes that can be jammed, but even if they are jammed, they will run straight right into enemy capital ships.&lt;br /&gt;
&lt;br /&gt;
If you manage to disable or severely damage an enemy ANS capital, finish it off with a &amp;quot;Rocket/Bomb&amp;quot; finisher strike, which is configured to jam or distract the remaining enemy point defense and ram bombs home. If some killing of light assets is required, The &amp;quot;Steelhead&amp;quot; bombers can be launched with 100mm HE guns and R2 Piranha rockets which can shred Sprinters, Raines and Keystones.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Arbiter&amp;quot; Barracuda ====&lt;br /&gt;
The high end of the High-Low mix&lt;br /&gt;
Amethyst Squadron sports two different Barracuda fighter types. The &amp;quot;Arbiter&amp;quot; fighters are your anti-air fighters with Standoff SDM-100 SPAMRAM missiles and it is recommended to launch them in groups of 3 or 6. These are necessary to engage, or to be exact, to engage at a STANDOFF distance from ANS fighters, especially those with Coilguns. The armor on these fighters means they will not die too easily even if caught by coilgun fighters, but try not to get these groups jumped.&lt;br /&gt;
&lt;br /&gt;
Equipped with the ceramic coating fuselage upgrade, Arbiters maintain the highest possible speed for the Barracuda airframe while also boosting their survivability considerably. Due to their increased speed relative to their slow Barracuda brethren, it is advised to keep these further back from the air war front line, instead using their fast speed to quickly react and intercept to any air threats attempting to push into protectorate space. The higher speed also helps significantly to boost cycle rates, so do not be afraid to RTB them early after expending their load of Spamraams.&lt;br /&gt;
&lt;br /&gt;
==== Barracuda ====&lt;br /&gt;
The low end of the High-Low mix&lt;br /&gt;
As for the standard &amp;quot;Barracuda&amp;quot; strike fighters, it is recommended you launch them in groups of 8 with the default &amp;quot;Strike Fighter&amp;quot; loadout. They can fire SPAMRAM Standoff missiles against enemy fighters should an opportunity present itself, but their primary goal in any sortie should be landing strikes on an enemy light combatant (FFL, FF, DD). While incredibly cost effective, the strike fighter loadout uses R2 &#039;Piranha&#039; rockets which are anything but accurate at range. You will need to manually path your fighters into just before 20mm Point defense range (1.5km or shorter) to launch at the last second for maximum effect.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Oasis&amp;quot; Halberds ====&lt;br /&gt;
To spot targets, Amethyst has 2 &amp;quot;Oasis&amp;quot; Advanced Radar skiffs with 8km radars. These are essentially the long-range radar craft the OSP has access to instead of the Sundial. Keep them safe with fighter escort. These are your most valuable craft so do not lose them. They can be used to scout for your allies and vanguard shuttles. Vision is key here, as it will enable you to direct your fighters appropriately to respond to the enemy and support your team.&lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
==== SDM-122 Spamraam ====&lt;br /&gt;
&lt;br /&gt;
A [[Munition:sdm-1-lunge#Defensive_Direct_Types|SDM-1 Lunge Boosted Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable Active Radar Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
Used for air to air combat, Spamraams are your long range anti-craft missiles and are employed in the two standoff loadouts available to your Barracudas.&lt;br /&gt;
&lt;br /&gt;
As only one seeker is made available to SDM1 missiles, a [[munition:sact|Steerable Active Radar Seeker]] is chosen for the Spamraam. &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable ACT&amp;lt;/span&amp;gt; in this case has no extra cost penalty over [[munition:fact|Fixed ACT]], and is inexpensive enough while conferring a high enough kill rate to be a functional mainstay for your craft to craft engagements. However, the lack of backup seeker or reject un-validated targets setting on the seeker means this missile is vulnerable to being staged early by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt;, instead of going straight until a valid target appears or the primary seeker gets close enough to burn through the jamming.&lt;br /&gt;
&lt;br /&gt;
The missile&#039;s tunings contribute to its effective kill rate, being sufficient to chase down enemy fighters and bombers while staying maneuverable enough to hit them despite any evasion they perform.&lt;br /&gt;
&lt;br /&gt;
==== SGT-3 Truncheon ====&lt;br /&gt;
&lt;br /&gt;
A [[munition:SGT-3 Pilum|SGT-300 Pilum Torpedo]] with &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Fixed Active Radar Seeker&amp;lt;/span&amp;gt;!/[&amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt;] and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
Truncheons are your primary offensive tool. Their use is straightforward: fire them off of bombers, keep the bombers on target to guide them into a track.&amp;lt;br&amp;gt;&lt;br /&gt;
Truncheons use the [[munition:fact|Fixed Active Radar Seeker]]!/[ [[munition:cmd|Command Validator]] ] guidance package, which makes  them a [[Missile_Defense#What_is_a_%22Straightrunner%22_Missile?|Straight-runner]] missile due to the reject setting on its primary seeker, indicated here by the &amp;quot;!&amp;quot; symbol. Combined with the [[munition:cmd|Command Validator]], this ensures no false returns induced by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming or decoys&amp;lt;/span&amp;gt; will be considered valid targets by the missile, and it will continue to run straight as it waits for a valid target to present itself. When the &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; itself is jammed, the [[munition:fact|Fixed Active Radar Seeker]] will be unable to consider anything it sees as valid due to the reject setting, and it will continue to run straight as it waits for a valid target to present itself. As such, it will not stage under these conditions. Only when both [[munition:fact|Fixed Active Radar Seeker]] and &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; are jammed simultaneously will the missile consider itself to be jammed and begin to wiggle wildly.&amp;lt;br&amp;gt;&lt;br /&gt;
Truncheons handle penetration of enemy hardkill via two different ways: the first is deployment in higher mass, as covered with the Steelhead Sturgeon. The second is by their engine configuration and terminal maneuvers, which together give them a weave terminal for defeating kinetic hardkill solutions. About 1.4G of turn rate yields a low maneuverability for weave to keep the torpedoes alive at range, while 272 m/s is on the fast end for a weave torpedo and carries the mass through hardkill.&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Far Riposte ====&lt;br /&gt;
A [[Munition:sgm-1-balestra#Defensive_Direct_Types|CMD4BF Anti-Missile Missile]] with a &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Receiver&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
As only one seeker is made available to SGM1 missiles, a [[munition:cmd|Command Receiver]] is chosen for this AMM. &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;CMD&amp;lt;/span&amp;gt; in this provides mid-course guidance reducing the odds of the AMM rangeing-out before it hits. It is not seduced by [[munition:dl|Missile and Bomber launched Decoys]], moreover, it can only be blinded by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt; if your team&#039;s radar track on the threat is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Ceremonial Arming Missile ====&lt;br /&gt;
[[File:Screenshot 2026-09-09 223148.png|thumb|alt=Ceremonial Arming Missile|Ceremonial Arming Missile]]&lt;br /&gt;
A [[Munition:sgm-1-balestra#Arming_Missiles|SGM-100 Balestra Missile]] with a &amp;lt;span style=&amp;quot;color:#b41f32;&amp;quot;&amp;gt;Wake-Homing Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
This missile is not intended for offensive usage, or indeed any usage at all during a typical match. Arming missiles exist so that a ship with an arming missile counts as being offensively armed, an important feature in the Control game-mode most multiplayer matches take place within. Thus, firing this missile is not advisable, besides in very niche circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Ship &amp;amp; Usage ===&lt;br /&gt;
=== [[Ship:moorline#Carrier_Liner_&amp;amp;_CVLN|&#039;&#039;&#039;Moorline Carrier: All Reaching All Taking&#039;&#039;&#039;]] ===&lt;br /&gt;
The Moorline Class Lineship, or container liner is the only fleet carrier accessible to Nebulous Multiplayer and as such is one of the most powerful units in the battlespace. With 36 Barracuda Fighter craft, 16 &amp;quot;Steelhead&amp;quot; Sturgeon bombers and 2 &amp;quot;Oasis&amp;quot; Radar Skiffs, Amethyst can project craft wing that can heavily influence the battlespace.&lt;br /&gt;
&lt;br /&gt;
It is necessary however to keep your ship very safe as Amethyst is a single ship worth 3k points, which is normally a quarter of your team&#039;s fleet power in a 4v4 matchup. Do not let your ship get fired upon or in danger. Moreover, while it is possible for Amethyst to launch huge sorties of 14 fighter craft at once, this is only advised if you can crush the enemy fighter wing all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amethyst is HARD rated for a reason. You have a single, expensive ship and a lot of craft to manage. Take it slow, practice against AI for a bit to get your tempo up, before taking this into the battlespace.&lt;br /&gt;
&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
Amethyst Squadron is a full fleet carrier, equipped to destroy the opponent with overwhelming force. Launch Oasis skiffs and position them to provide bubbles of radar coverage, aiding your teammates and creating space for your other craft to work within. Fighters and bombers lack search radar, so advance beyond friendly radar range with caution. Your Barracudas are general purpose fighters with some strike capability, while the Arbiter design has significantly greater speed with most loadouts. Steelhead bombers can launch powerful torpedoes to crack capital ships, with 100mm gunpods as a backup option for cheaply attacking light targets. Be aware that for the finisher loadout which includes kinetic bombs, if the target&#039;s point defenses are not sufficiently disabled after the rocket strike, then closing in to drop the bombs is often suicidal. Knowing when to commit and when to disengage, as well as using terrain to approach your target safely, is key for the survival of your craft.&lt;br /&gt;
&lt;br /&gt;
=== Example Gameplay ===&lt;/div&gt;</summary>
		<author><name>76561198283970048</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Amethyst&amp;diff=2714</id>
		<title>Starter Fleet Guide:Amethyst</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Amethyst&amp;diff=2714"/>
		<updated>2026-09-26T02:06:15Z</updated>

		<summary type="html">&lt;p&gt;76561198283970048: /* &amp;quot;Arbiter&amp;quot; Barracuda */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Amethyst Squadron Fleet Summary.png|thumb|Amethyst Squadron Fleet Summary]]&lt;br /&gt;
[[File:Amethyst Squadron Game Model.png|thumb|Amethyst Squadron Game Model]]&lt;br /&gt;
== Amethyst Squadron ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Difficulty: Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Lots of Craft - Strongest ASF kit of any starter&lt;br /&gt;
    * Deadly Killing Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Single, high value target&lt;br /&gt;
    * Needs to coordinate with Team, needs to support team&lt;br /&gt;
&lt;br /&gt;
Community Maintainer: &#039;&#039;&#039;SecretMink&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:2939725175 preview Amethyst Squadron.png|thumb|alt=Amethyst Squadron Fleet Preview|Amethyst Squadron Fleet Preview]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
==== &amp;quot;Steelhead&amp;quot; Sturgeon ====&lt;br /&gt;
Use the Sturgeon bombers to take out valuable alliance units with your Torpedo loadout. It is recommended to use 4 Sturgeons on a torpedo strike wing, especially against enemy capital ships. They are equipped with &amp;quot;Truncheon&amp;quot; torpedoes that can be jammed, but even if they are jammed, they will run straight right into enemy capital ships.&lt;br /&gt;
&lt;br /&gt;
If you manage to disable or severely damage an enemy ANS capital, finish it off with a &amp;quot;Rocket/Bomb&amp;quot; finisher strike, which is configured to jam or distract the remaining enemy point defense and ram bombs home. If some killing of light assets is required, The &amp;quot;Steelhead&amp;quot; bombers can be launched with 100mm HE guns and R2 Piranha rockets which can shred Sprinters, Raines and Keystones.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Arbiter&amp;quot; Barracuda ====&lt;br /&gt;
The high end of the High-Low mix&lt;br /&gt;
Amethyst Squadron sports two different Barracuda fighter types. The &amp;quot;Arbiter&amp;quot; fighters are your anti-air fighters with Standoff SDM-100 SPAMRAM missiles and it is recommended to launch them in groups of 3 or 6. These are necessary to engage, or to be exact, to engage at a STANDOFF distance from ANS fighters, especially those with Coilguns. The armor on these fighters means they will not die too easily even if caught by coilgun fighters, but try not to get these groups jumped.&lt;br /&gt;
&lt;br /&gt;
Equipped with the ceramic coating fuselage upgrade, Arbiters maintain the highest possible speed for the Barracuda airframe while also boosting their survivability considerably. Due to their increased speed relative to their slow Barracuda brethren, it is advised to keep these further back from the air war front line, instead using their fast speed to quickly react and intercept to any air threats attempting to push into protectorate space. The higher speed also helps significantly to boost cycle rates, so do not be afraid to RTB them early after expending their load of Spamraams.&lt;br /&gt;
&lt;br /&gt;
==== Barracuda ====&lt;br /&gt;
The low end of the High-Low mix&lt;br /&gt;
As for the standard &amp;quot;Barracuda&amp;quot; strike fighters, it is recommended you launch them in groups of 8 with the default &amp;quot;Strike Fighter&amp;quot; loadout. They can fire SPAMRAM Standoff missiles against enemy fighters, but the fact they are not as up-armored as their Arbiter counterparts means they are best used against enemy light light ships, for which their R2 Piranha rockets can do a lot of damage. Do not, just right click on the enemy warship when launching a R2 strike. You will need to micro your fighters into just before 20mm Point defense range (1.5km) to launch at the last second for maximum effect.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Oasis&amp;quot; Halberds ====&lt;br /&gt;
To spot targets, Amethyst has 2 &amp;quot;Oasis&amp;quot; Advanced Radar skiffs with 8km radars. These are essentially the long-range radar craft the OSP has access to instead of the Sundial. Keep them safe with fighter escort. These are your most valuable craft so do not lose them. They can be used to scout for your allies and vanguard shuttles. Vision is key here, as it will enable you to direct your fighters appropriately to respond to the enemy and support your team.&lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
==== SDM-122 Spamraam ====&lt;br /&gt;
&lt;br /&gt;
A [[Munition:sdm-1-lunge#Defensive_Direct_Types|SDM-1 Lunge Boosted Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable Active Radar Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
Used for air to air combat, Spamraams are your long range anti-craft missiles and are employed in the two standoff loadouts available to your Barracudas.&lt;br /&gt;
&lt;br /&gt;
As only one seeker is made available to SDM1 missiles, a [[munition:sact|Steerable Active Radar Seeker]] is chosen for the Spamraam. &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable ACT&amp;lt;/span&amp;gt; in this case has no extra cost penalty over [[munition:fact|Fixed ACT]], and is inexpensive enough while conferring a high enough kill rate to be a functional mainstay for your craft to craft engagements. However, the lack of backup seeker or reject un-validated targets setting on the seeker means this missile is vulnerable to being staged early by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt;, instead of going straight until a valid target appears or the primary seeker gets close enough to burn through the jamming.&lt;br /&gt;
&lt;br /&gt;
The missile&#039;s tunings contribute to its effective kill rate, being sufficient to chase down enemy fighters and bombers while staying maneuverable enough to hit them despite any evasion they perform.&lt;br /&gt;
&lt;br /&gt;
==== SGT-3 Truncheon ====&lt;br /&gt;
&lt;br /&gt;
A [[munition:SGT-3 Pilum|SGT-300 Pilum Torpedo]] with &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Fixed Active Radar Seeker&amp;lt;/span&amp;gt;!/[&amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt;] and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
Truncheons are your primary offensive tool. Their use is straightforward: fire them off of bombers, keep the bombers on target to guide them into a track.&amp;lt;br&amp;gt;&lt;br /&gt;
Truncheons use the [[munition:fact|Fixed Active Radar Seeker]]!/[ [[munition:cmd|Command Validator]] ] guidance package, which makes  them a [[Missile_Defense#What_is_a_%22Straightrunner%22_Missile?|Straight-runner]] missile due to the reject setting on its primary seeker, indicated here by the &amp;quot;!&amp;quot; symbol. Combined with the [[munition:cmd|Command Validator]], this ensures no false returns induced by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming or decoys&amp;lt;/span&amp;gt; will be considered valid targets by the missile, and it will continue to run straight as it waits for a valid target to present itself. When the &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; itself is jammed, the [[munition:fact|Fixed Active Radar Seeker]] will be unable to consider anything it sees as valid due to the reject setting, and it will continue to run straight as it waits for a valid target to present itself. As such, it will not stage under these conditions. Only when both [[munition:fact|Fixed Active Radar Seeker]] and &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; are jammed simultaneously will the missile consider itself to be jammed and begin to wiggle wildly.&amp;lt;br&amp;gt;&lt;br /&gt;
Truncheons handle penetration of enemy hardkill via two different ways: the first is deployment in higher mass, as covered with the Steelhead Sturgeon. The second is by their engine configuration and terminal maneuvers, which together give them a weave terminal for defeating kinetic hardkill solutions. About 1.4G of turn rate yields a low maneuverability for weave to keep the torpedoes alive at range, while 272 m/s is on the fast end for a weave torpedo and carries the mass through hardkill.&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Far Riposte ====&lt;br /&gt;
A [[Munition:sgm-1-balestra#Defensive_Direct_Types|CMD4BF Anti-Missile Missile]] with a &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Receiver&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
As only one seeker is made available to SGM1 missiles, a [[munition:cmd|Command Receiver]] is chosen for this AMM. &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;CMD&amp;lt;/span&amp;gt; in this provides mid-course guidance reducing the odds of the AMM rangeing-out before it hits. It is not seduced by [[munition:dl|Missile and Bomber launched Decoys]], moreover, it can only be blinded by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt; if your team&#039;s radar track on the threat is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Ceremonial Arming Missile ====&lt;br /&gt;
[[File:Screenshot 2026-09-09 223148.png|thumb|alt=Ceremonial Arming Missile|Ceremonial Arming Missile]]&lt;br /&gt;
A [[Munition:sgm-1-balestra#Arming_Missiles|SGM-100 Balestra Missile]] with a &amp;lt;span style=&amp;quot;color:#b41f32;&amp;quot;&amp;gt;Wake-Homing Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
This missile is not intended for offensive usage, or indeed any usage at all during a typical match. Arming missiles exist so that a ship with an arming missile counts as being offensively armed, an important feature in the Control game-mode most multiplayer matches take place within. Thus, firing this missile is not advisable, besides in very niche circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Ship &amp;amp; Usage ===&lt;br /&gt;
=== [[Ship:moorline#Carrier_Liner_&amp;amp;_CVLN|&#039;&#039;&#039;Moorline Carrier: All Reaching All Taking&#039;&#039;&#039;]] ===&lt;br /&gt;
The Moorline Class Lineship, or container liner is the only fleet carrier accessible to Nebulous Multiplayer and as such is one of the most powerful units in the battlespace. With 36 Barracuda Fighter craft, 16 &amp;quot;Steelhead&amp;quot; Sturgeon bombers and 2 &amp;quot;Oasis&amp;quot; Radar Skiffs, Amethyst can project craft wing that can heavily influence the battlespace.&lt;br /&gt;
&lt;br /&gt;
It is necessary however to keep your ship very safe as Amethyst is a single ship worth 3k points, which is normally a quarter of your team&#039;s fleet power in a 4v4 matchup. Do not let your ship get fired upon or in danger. Moreover, while it is possible for Amethyst to launch huge sorties of 14 fighter craft at once, this is only advised if you can crush the enemy fighter wing all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amethyst is HARD rated for a reason. You have a single, expensive ship and a lot of craft to manage. Take it slow, practice against AI for a bit to get your tempo up, before taking this into the battlespace.&lt;br /&gt;
&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
Amethyst Squadron is a full fleet carrier, equipped to destroy the opponent with overwhelming force. Launch Oasis skiffs and position them to provide bubbles of radar coverage, aiding your teammates and creating space for your other craft to work within. Fighters and bombers lack search radar, so advance beyond friendly radar range with caution. Your Barracudas are general purpose fighters with some strike capability, while the Arbiter design has significantly greater speed with most loadouts. Steelhead bombers can launch powerful torpedoes to crack capital ships, with 100mm gunpods as a backup option for cheaply attacking light targets. Be aware that for the finisher loadout which includes kinetic bombs, if the target&#039;s point defenses are not sufficiently disabled after the rocket strike, then closing in to drop the bombs is often suicidal. Knowing when to commit and when to disengage, as well as using terrain to approach your target safely, is key for the survival of your craft.&lt;br /&gt;
&lt;br /&gt;
=== Example Gameplay ===&lt;/div&gt;</summary>
		<author><name>76561198283970048</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Wulfenite&amp;diff=2713</id>
		<title>Starter Fleet Guide:Wulfenite</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Wulfenite&amp;diff=2713"/>
		<updated>2026-09-26T02:00:23Z</updated>

		<summary type="html">&lt;p&gt;76561198283970048: /* SDM-122 Spamraam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wulfenite Squadron Fleet Summary.png|thumb|Wulfenite Squadron Fleet Summary]]&lt;br /&gt;
[[File:Wulfenite Squadron Game Models.png|thumb|Wulfenite Squadron Game Models]]&lt;br /&gt;
== Wulfenite Squadron ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Difficulty: Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Varied arsenal&lt;br /&gt;
    * Good Firepower and Utility&lt;br /&gt;
    * Combines both Scouting and Craft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Complicated Fleet: Players need to manage direct combatants and carrier operations.&lt;br /&gt;
    * Limited Cappers&lt;br /&gt;
&lt;br /&gt;
Community Maintainer: &#039;&#039;&#039;SecretMink&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:2939725175 preview Wulfenite Squadron.png|thumb|alt=Wulfenite Squadron Fleet Preview|Wulfenite Squadron Fleet Preview]]&lt;br /&gt;
&lt;br /&gt;
Wulfenite Squadron introduces the Journeyman class Light Carrier and is intended to represent the archetype of a &amp;quot;Journeyman fleet&amp;quot; which is a Protectorate fleet either equipped to support the seizure or protection of capture points, or a Protectorate fleet with one or two main combatants and a Journeyman supporting them.&lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
==== &amp;quot;Inquisitor&amp;quot; Sturgeon ====&lt;br /&gt;
Wulfenite&#039;s punch is in it&#039;s &amp;quot;Inquisitor&amp;quot; Sturgeon bombers. Unlike it&#039;s sister fleet Amethyst Squadron, these bombers torpedoes are high-cork, short ranged torps intended to be fired at light targets such as Keystone destroyers, Frigates, or isolated Light cruisers. You could use them versus heavy targets, but the fact they are Active-Radar Command Validated missiles means they are more vulnerable to softkill measures and Interruptor Jammers.&lt;br /&gt;
&lt;br /&gt;
If you do find a disabled capital ship however, Wulfenite can finish them of with its &amp;quot;Anti-Heavy Finisher&amp;quot; loadout which will use a cocktail of missiles intended to jam enemy point defense, distract their turrets, before unloading Cluster Bomblets and Bombs onto the target. Finally, for an additional punch against ANS lighter assets, the Inquisitors can take 100mm High Explosive guns to strafe ANS Sprinters.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Arbiter&amp;quot; Barracuda ====&lt;br /&gt;
Wulfenite&#039;s &amp;quot;Arbiter&amp;quot; Barracuda fighters are equipped with 4 loadout types. Two of them &amp;quot;Homeguard Escort&amp;quot; and &amp;quot;Standoff Superiority&amp;quot; are essentially the same loadout with one critical difference; their speed. Homeguard Escort goes over the loadout penalty limit to sport jammers, fuel pods, and a longer arming time. They both employ SDM-100 standoff missiles. Toggle them to launch their missiles &amp;quot;Standoff&amp;quot; rather than &amp;quot;Standin&amp;quot; for best effect and they can hit enemy ANS craft out of the sky before needing to engage up close.&lt;br /&gt;
&lt;br /&gt;
As a backup, Wulfenite&#039;s fighters have a &amp;quot;Rocket Strike&amp;quot; backup to disable light ANS ships such as Sprinters, and a minimally Gun-only armed &amp;quot;Jammer Scramble&amp;quot; loadout.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Oasis&amp;quot; Halberds ====&lt;br /&gt;
To locate the enemy, Wulfenite has two Halberd &amp;quot;Oasis&amp;quot; skiffs. These are your most valuable craft so do not lose them. They both sport 8km radars which can be used to scout for your allies and vanguard shuttles. Vision is key here, as it will enable you to direct your fighters appropriately to respond to the enemy and support your team.&lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
==== SDM-122 Spamraam ====&lt;br /&gt;
&lt;br /&gt;
A [[Munition:sdm-1-lunge#Defensive_Direct_Types|SDM-1 Lunge Boosted Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable Active Radar Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
Used for air to air combat, Spamraams are your long range anti-craft missiles and are employed in the two standoff loadouts available to your Barracudas.&lt;br /&gt;
&lt;br /&gt;
As only one seeker is made available to SDM1 missiles, a [[munition:sact|Steerable Active Radar Seeker]] is chosen for the Spamraam. &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable ACT&amp;lt;/span&amp;gt; in this case has no extra cost penalty over [[munition:fact|Fixed ACT]], and is inexpensive enough while conferring a high enough kill rate to be a functional mainstay for your craft to craft engagements. However, the lack of backup seeker or reject un-validated targets setting on the seeker means this missile is vulnerable to being staged early by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt;, instead of going straight until a valid target appears or the primary seeker gets close enough to burn through the jamming.&lt;br /&gt;
&lt;br /&gt;
The missile&#039;s tunings contribute to its effective kill rate, being sufficient to chase down enemy fighters and bombers while staying maneuverable enough to hit them despite any evasion they perform.&lt;br /&gt;
&lt;br /&gt;
==== SGT-3 Bolas ====&lt;br /&gt;
&lt;br /&gt;
A [[munition:SGT-3 Pilum|SGT-300 Pilum Torpedo]] with &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Fixed Active Radar Seeker&amp;lt;/span&amp;gt;!/[&amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt;] and a size 5 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
Bolas&#039; are your primary offensive tool. Their use is straightforward: fire them off of bombers, keep the bombers on target to guide them into a track.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolas use the [[munition:fact|Fixed Active Radar Seeker]]!/[ [[munition:cmd|Command Validator]] ] guidance package, which makes  them a [[Missile_Defense#What_is_a_%22Straightrunner%22_Missile?|Straight-runner]] missile due to the reject setting on its primary seeker, indicated here by the &amp;quot;!&amp;quot; symbol. Combined with the [[munition:cmd|Command Validator]], this ensures no false returns induced by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming or decoys&amp;lt;/span&amp;gt; will be considered valid targets by the missile, and it will continue to run straight as it waits for a valid target to present itself. When the &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; itself is jammed, the [[munition:fact|Fixed Active Radar Seeker]] will be unable to consider anything it sees as valid due to the reject setting, and it will continue to run straight as it waits for a valid target to present itself. As such, it will not stage under these conditions. Only when both [[munition:fact|Fixed Active Radar Seeker]] and &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; are jammed simultaneously will the missile consider itself to be jammed and begin to wiggle wildly.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolas handle penetration of enemy hardkill via two different ways: the first is deployment in higher mass, as covered with the Inquisitor Sturgeon. The second is by their engine configuration and terminal maneuvers, which together give them a very maneuverable cork terminal for defeating kinetic hardkill solutions. About 3.1G of turn rate yields enough maneuverability for cork to work consistently, while 222 m/s is on the fast end for a cork torpedo.&lt;br /&gt;
&lt;br /&gt;
==== SGM-2 Banshee ====&lt;br /&gt;
&lt;br /&gt;
An offensive pen-aid iteration on the [[Munition:sgm-2-temptest#Killjoy_Jammer_Decoys|SGM-200 Tempest Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Anti-Radiation Seeker&amp;lt;/span&amp;gt; with a [[munition:ssj|Self-Screening Jammer]] and a size 5 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Scorch ====&lt;br /&gt;
A [[Munition:sgm-1-balestra#Defensive_Direct_Types|CMD4BF Anti-Missile Missile]] with a &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Receiver&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
As only one seeker is made available to SGM1 missiles, a [[munition:cmd|Command Receiver]] is chosen for this AMM. &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;CMD&amp;lt;/span&amp;gt; in this provides mid-course guidance reducing the odds of the AMM rangeing-out before it hits. It is not seduced by [[munition:dl|Missile and Bomber launched Decoys]], moreover, it can only be blinded by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt; if your team&#039;s radar track on the threat is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SGM-1 Ceremonial Arming Missile ====&lt;br /&gt;
[[File:Screenshot 2026-09-09 223148.png|thumb|alt=Ceremonial Arming Missile|Ceremonial Arming Missile]]&lt;br /&gt;
A [[Munition:sgm-1-balestra#Arming_Missiles|SGM-100 Balestra Missile]] with a &amp;lt;span style=&amp;quot;color:#b41f32;&amp;quot;&amp;gt;Wake-Homing Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
This missile is not intended for offensive usage, or indeed any usage at all during a typical match. Arming missiles exist so that a ship with an arming missile counts as being offensively armed, an important feature in the Control game-mode most multiplayer matches take place within. Thus, firing this missile is not advisable, besides in very niche circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Ships &amp;amp; Usage ===&lt;br /&gt;
==== [[Ship:journeyman#Torpenite:|Journeyman Light Carriers: The Bar Is In Hell &amp;amp; More Is Never Less]] ====&lt;br /&gt;
Journeyman or &amp;quot;Journeymen&amp;quot; are converted ore barges. They are also the smallest ship considered a carrier in the game, which means they come equipped as part of their hull with craft repair facilities. This does mean their craft tend to be outnumbered by even Alliance Levy-class carriers.&lt;br /&gt;
&lt;br /&gt;
Wulfenite gets around this disadvantage by bringing two Journeymen class light carriers so that it has enough craft numbers to fight single Levies like Task Force Maple.&lt;br /&gt;
&lt;br /&gt;
Each of Wulfenite&#039;s Journeyman carriers is equipped with 12 Barracuda &amp;quot;Arbiter&amp;quot; Fighters, 6 Sturgeon &amp;quot;inquisitor&amp;quot; Bombers and 1 Halberd &amp;quot;Oasis&amp;quot; Skiff, allowing for a total wing of 24 fighters, 12 bombers and 2 skiffs.&lt;br /&gt;
&lt;br /&gt;
These are intended to support allied fleets in targeting ANS warships taking capture points, or lighter ANS scouting or backline assets. They can also be used to escort and protect your own 3 Gun-armed Ferryman-class shuttles which can be used to capture points and get into the enemy&#039;s backline.&lt;br /&gt;
&lt;br /&gt;
==== [[Ship:ferryman#Capping_Shuttles_&amp;amp;_Guttles:|Capping Shuttles: In Your Base, In Your Walls, &amp;amp; It&#039;s Free Real Estate]] ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The key difficulty with Wulfenite is that while its craft loadouts are well-optimized, the fact there are two carriers to manage will make micro tricky. Some practice against the computer may be warranted before taking this into a multiplayer match. Moreover, while the fleet has a punch and can murder ANS light assets, it does not have as many tools for dealing with ANS heavy assets.&lt;br /&gt;
&lt;br /&gt;
Still, Wulfenite is a very good fleet for keeping map awareness whilst having a bit of punch. Target down ANS Sprinters, Raines, and hunt down those pesky Beam Keystones. Those in particular need to die so OSP can advance.&lt;br /&gt;
&lt;br /&gt;
Trivia: Wulfenite used to have an Ocello, a monitor equipped with decoys, and three rocket shuttles. &lt;br /&gt;
&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
Wulfenite Squadron is a support fleet designed to provide void superiority and objective dominance, letting the team&#039;s battleline focus on doing what it does best. The two light carriers can contest void superiority with long range craft-to-craft missiles, strike smaller ships with torpedoes, and provide sensor coverage for the team. Separating the Journeymen to cover more ground is advised, although their launches can alternatively be concentrated together to punch out larger targets. Meanwhile several gun shuttles can move around the edge of the main battle to capture objectives and harass the enemy backline. They are highly vulnerable to missiles and light cannons, and should stick to cover whenever possible. This squadron rewards a sneaky commander who can fight in several places at once.&lt;br /&gt;
&lt;br /&gt;
=== Example Gameplay ===&lt;/div&gt;</summary>
		<author><name>76561198283970048</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Amethyst&amp;diff=2712</id>
		<title>Starter Fleet Guide:Amethyst</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Starter_Fleet_Guide:Amethyst&amp;diff=2712"/>
		<updated>2026-09-26T01:59:37Z</updated>

		<summary type="html">&lt;p&gt;76561198283970048: /* SDM-122 Spamraam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Amethyst Squadron Fleet Summary.png|thumb|Amethyst Squadron Fleet Summary]]&lt;br /&gt;
[[File:Amethyst Squadron Game Model.png|thumb|Amethyst Squadron Game Model]]&lt;br /&gt;
== Amethyst Squadron ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Difficulty: Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Lots of Craft - Strongest ASF kit of any starter&lt;br /&gt;
    * Deadly Killing Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons at a Glance&#039;&#039;&#039;&lt;br /&gt;
    * Single, high value target&lt;br /&gt;
    * Needs to coordinate with Team, needs to support team&lt;br /&gt;
&lt;br /&gt;
Community Maintainer: &#039;&#039;&#039;SecretMink&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:2939725175 preview Amethyst Squadron.png|thumb|alt=Amethyst Squadron Fleet Preview|Amethyst Squadron Fleet Preview]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
==== &amp;quot;Steelhead&amp;quot; Sturgeon ====&lt;br /&gt;
Use the Sturgeon bombers to take out valuable alliance units with your Torpedo loadout. It is recommended to use 4 Sturgeons on a torpedo strike wing, especially against enemy capital ships. They are equipped with &amp;quot;Truncheon&amp;quot; torpedoes that can be jammed, but even if they are jammed, they will run straight right into enemy capital ships.&lt;br /&gt;
&lt;br /&gt;
If you manage to disable or severely damage an enemy ANS capital, finish it off with a &amp;quot;Rocket/Bomb&amp;quot; finisher strike, which is configured to jam or distract the remaining enemy point defense and ram bombs home. If some killing of light assets is required, The &amp;quot;Steelhead&amp;quot; bombers can be launched with 100mm HE guns and R2 Piranha rockets which can shred Sprinters, Raines and Keystones.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Arbiter&amp;quot; Barracuda ====&lt;br /&gt;
The high end of the High-Low mix&lt;br /&gt;
Amethyst Squadron sports two different Barracuda fighter types. The &amp;quot;Arbiter&amp;quot; fighters are your anti-air fighters with Standoff SDM-100 SPAMRAM missiles and it is recommended to launch them in groups of 3 or 6. These are necessary to engage, or to be exact, to engage at a STANDOFF distance from ANS fighters, especially those with Coilguns. The armor on these fighters means they will not die too easily even if caught by coilgun fighters, but try not to get these groups jumped.&lt;br /&gt;
&lt;br /&gt;
==== Barracuda ====&lt;br /&gt;
The low end of the High-Low mix&lt;br /&gt;
As for the standard &amp;quot;Barracuda&amp;quot; strike fighters, it is recommended you launch them in groups of 8 with the default &amp;quot;Strike Fighter&amp;quot; loadout. They can fire SPAMRAM Standoff missiles against enemy fighters, but the fact they are not as up-armored as their Arbiter counterparts means they are best used against enemy light light ships, for which their R2 Piranha rockets can do a lot of damage. Do not, just right click on the enemy warship when launching a R2 strike. You will need to micro your fighters into just before 20mm Point defense range (1.5km) to launch at the last second for maximum effect.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Oasis&amp;quot; Halberds ====&lt;br /&gt;
To spot targets, Amethyst has 2 &amp;quot;Oasis&amp;quot; Advanced Radar skiffs with 8km radars. These are essentially the long-range radar craft the OSP has access to instead of the Sundial. Keep them safe with fighter escort. These are your most valuable craft so do not lose them. They can be used to scout for your allies and vanguard shuttles. Vision is key here, as it will enable you to direct your fighters appropriately to respond to the enemy and support your team.&lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
==== SDM-122 Spamraam ====&lt;br /&gt;
&lt;br /&gt;
A [[Munition:sdm-1-lunge#Defensive_Direct_Types|SDM-1 Lunge Boosted Missile]] with a &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable Active Radar Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
Used for air to air combat, Spamraams are your long range anti-craft missiles and are employed in the two standoff loadouts available to your Barracudas.&lt;br /&gt;
&lt;br /&gt;
As only one seeker is made available to SDM1 missiles, a [[munition:sact|Steerable Active Radar Seeker]] is chosen for the Spamraam. &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Steerable ACT&amp;lt;/span&amp;gt; in this case has no extra cost penalty over [[munition:fact|Fixed ACT]], and is inexpensive enough while conferring a high enough kill rate to be a functional mainstay for your craft to craft engagements. However, the lack of backup seeker or reject un-validated targets setting on the seeker means this missile is vulnerable to being staged early by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt;, instead of going straight until a valid target appears or the primary seeker gets close enough to burn through the jamming.&lt;br /&gt;
&lt;br /&gt;
The missile&#039;s tunings contribute to its effective kill rate, being sufficient to chase down enemy fighters and bombers while staying maneuverable enough to hit them despite any evasion they perform.&lt;br /&gt;
&lt;br /&gt;
==== SGT-3 Truncheon ====&lt;br /&gt;
&lt;br /&gt;
A [[munition:SGT-3 Pilum|SGT-300 Pilum Torpedo]] with &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;Fixed Active Radar Seeker&amp;lt;/span&amp;gt;!/[&amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt;] and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
Truncheons are your primary offensive tool. Their use is straightforward: fire them off of bombers, keep the bombers on target to guide them into a track.&amp;lt;br&amp;gt;&lt;br /&gt;
Truncheons use the [[munition:fact|Fixed Active Radar Seeker]]!/[ [[munition:cmd|Command Validator]] ] guidance package, which makes  them a [[Missile_Defense#What_is_a_%22Straightrunner%22_Missile?|Straight-runner]] missile due to the reject setting on its primary seeker, indicated here by the &amp;quot;!&amp;quot; symbol. Combined with the [[munition:cmd|Command Validator]], this ensures no false returns induced by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming or decoys&amp;lt;/span&amp;gt; will be considered valid targets by the missile, and it will continue to run straight as it waits for a valid target to present itself. When the &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; itself is jammed, the [[munition:fact|Fixed Active Radar Seeker]] will be unable to consider anything it sees as valid due to the reject setting, and it will continue to run straight as it waits for a valid target to present itself. As such, it will not stage under these conditions. Only when both [[munition:fact|Fixed Active Radar Seeker]] and &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Validator&amp;lt;/span&amp;gt; are jammed simultaneously will the missile consider itself to be jammed and begin to wiggle wildly.&amp;lt;br&amp;gt;&lt;br /&gt;
Truncheons handle penetration of enemy hardkill via two different ways: the first is deployment in higher mass, as covered with the Steelhead Sturgeon. The second is by their engine configuration and terminal maneuvers, which together give them a weave terminal for defeating kinetic hardkill solutions. About 1.4G of turn rate yields a low maneuverability for weave to keep the torpedoes alive at range, while 272 m/s is on the fast end for a weave torpedo and carries the mass through hardkill.&lt;br /&gt;
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==== SGM-1 Far Riposte ====&lt;br /&gt;
A [[Munition:sgm-1-balestra#Defensive_Direct_Types|CMD4BF Anti-Missile Missile]] with a &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;Command Receiver&amp;lt;/span&amp;gt; and a size 4 [[munition:bf|Blast Fragmentation warhead]].&amp;lt;br&amp;gt;&lt;br /&gt;
As only one seeker is made available to SGM1 missiles, a [[munition:cmd|Command Receiver]] is chosen for this AMM. &amp;lt;span style=&amp;quot;color:#c2ce52;&amp;quot;&amp;gt;CMD&amp;lt;/span&amp;gt; in this provides mid-course guidance reducing the odds of the AMM rangeing-out before it hits. It is not seduced by [[munition:dl|Missile and Bomber launched Decoys]], moreover, it can only be blinded by &amp;lt;span style=&amp;quot;color:#429a30;&amp;quot;&amp;gt;radar jamming&amp;lt;/span&amp;gt; if your team&#039;s radar track on the threat is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
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==== SGM-1 Ceremonial Arming Missile ====&lt;br /&gt;
[[File:Screenshot 2026-09-09 223148.png|thumb|alt=Ceremonial Arming Missile|Ceremonial Arming Missile]]&lt;br /&gt;
A [[Munition:sgm-1-balestra#Arming_Missiles|SGM-100 Balestra Missile]] with a &amp;lt;span style=&amp;quot;color:#b41f32;&amp;quot;&amp;gt;Wake-Homing Seeker&amp;lt;/span&amp;gt; and a size 4 [[munition:hei|HE Impact warhead]].&lt;br /&gt;
This missile is not intended for offensive usage, or indeed any usage at all during a typical match. Arming missiles exist so that a ship with an arming missile counts as being offensively armed, an important feature in the Control game-mode most multiplayer matches take place within. Thus, firing this missile is not advisable, besides in very niche circumstances.&lt;br /&gt;
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=== Ship &amp;amp; Usage ===&lt;br /&gt;
=== [[Ship:moorline#Carrier_Liner_&amp;amp;_CVLN|&#039;&#039;&#039;Moorline Carrier: All Reaching All Taking&#039;&#039;&#039;]] ===&lt;br /&gt;
The Moorline Class Lineship, or container liner is the only fleet carrier accessible to Nebulous Multiplayer and as such is one of the most powerful units in the battlespace. With 36 Barracuda Fighter craft, 16 &amp;quot;Steelhead&amp;quot; Sturgeon bombers and 2 &amp;quot;Oasis&amp;quot; Radar Skiffs, Amethyst can project craft wing that can heavily influence the battlespace.&lt;br /&gt;
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It is necessary however to keep your ship very safe as Amethyst is a single ship worth 3k points, which is normally a quarter of your team&#039;s fleet power in a 4v4 matchup. Do not let your ship get fired upon or in danger. Moreover, while it is possible for Amethyst to launch huge sorties of 14 fighter craft at once, this is only advised if you can crush the enemy fighter wing all at once. &lt;br /&gt;
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Amethyst is HARD rated for a reason. You have a single, expensive ship and a lot of craft to manage. Take it slow, practice against AI for a bit to get your tempo up, before taking this into the battlespace.&lt;br /&gt;
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=== In Game Description ===&lt;br /&gt;
Amethyst Squadron is a full fleet carrier, equipped to destroy the opponent with overwhelming force. Launch Oasis skiffs and position them to provide bubbles of radar coverage, aiding your teammates and creating space for your other craft to work within. Fighters and bombers lack search radar, so advance beyond friendly radar range with caution. Your Barracudas are general purpose fighters with some strike capability, while the Arbiter design has significantly greater speed with most loadouts. Steelhead bombers can launch powerful torpedoes to crack capital ships, with 100mm gunpods as a backup option for cheaply attacking light targets. Be aware that for the finisher loadout which includes kinetic bombs, if the target&#039;s point defenses are not sufficiently disabled after the rocket strike, then closing in to drop the bombs is often suicidal. Knowing when to commit and when to disengage, as well as using terrain to approach your target safely, is key for the survival of your craft.&lt;br /&gt;
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=== Example Gameplay ===&lt;/div&gt;</summary>
		<author><name>76561198283970048</name></author>
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