Units

Chaos Front Ships, Fighters, and Titans

The hangar around your mecha, and the ram that ruins a bad stack.

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Ships and Fighters

If mecha are the poster, ships are the logistics. Chaos Front lets you mix battleships, submarines, artillery, fighters, and titans on the same board as walking frames. That mix is the point. This page is the non-mecha half of the units hub. Pair it with mecha and combat.

Battleships

Your mothership is a hangar with a bumper. It moves, it rams, it sorties. Helen’s Impactor-style hull in the Lycurgus opening is the teaching battleship: if you never Sortie, you are playing a worse ramming minigame. If you Sortie onto one tile, you are building a combo for the enemy ram.

Battleships want a captain who can live through a shove. They also want empty tiles in the ram destination. Demo deaths cluster here. Practice on a Quick Save; controls show where that button sits.

Fighters and the new hit-and-run

Chaos Galaxy 2 fighters could move again after attacking. Chaos Front redesigned that because mecha and fighters share a team. After an active attack, the fighter disengages from the combat zone. Strike first and it leaves the screen, which means it is a poor counterattack target and a poor occupation unit.

Use fighters to delete a problem, not to hold a hex you need for seize. If your “build” is eight fighters, you will win highlight reels and lose capture contracts.

Submarines, mines, fog, stealth

The official behavior list is the hint table: stealth, space mines, spreading fog. Submarines are the rude toolset. They are not a second battleship. Put them on maps where vision and traps matter, then stop buying them because the sprite is cool.

Artillery

Artillery exists to punish people who stand still. It dies to ram and to any melee ace that reaches it. Place it where your battleship is not about to shove a wreck. Support-attack style chips on unit cards are the polite version of the same idea.

Titans

Titans are late gravity. Store copy lists them with the rest of the toys, and battle screenshots show huge gold frames dominating a hex. They cost gold, EN, and a serious pilot. Buying one in hour one is how getting started captains go broke. Buying one in C.E.28 when you are still star 5 is how you fail endings.

Faction hulls and ARMS

Trusted relationship unlocks faction Logistics: exclusive ships and ARMS. That is the reason to stop treating every faction battle as random gold. A unique hull can change a build more than a third generic battleship.

The Consortium’s Blackhole Gun is an enemy-side closer in the logs: persistent miniature black holes, 500 HP at the start of each turn to anything in range, ram as a delivery system. Respect it in late maps whether or not you ever fire one yourself.

Hangar rules worth keeping

  1. One ram-capable ship that you actually Sortie from.
  2. Fighters only if you will activate them first on purpose.
  3. Artillery not in the knockback lane.
  4. Submarines as tools, not as identity.
  5. Titans after star rank and staff exist.

Ships do not replace people. Recruitment still decides whether the Impactor is a legend or a bus.

FAQ

Frequently Asked Questions

Quick answers drawn from the launch build and official notes.

Why did my fighter leave the map?

Hit-and-run. After attacking it disengages. The October developer log is the source; combat has the fight-level version.

Should every corps run a submarine?

No. Run one when stealth or mines match the contract. Otherwise you paid for a toy that is hiding from the actual win condition.

Is the Impactor in the full game?

The demo opening uses that teaching battleship for Lycurgus. The full roster has many hulls; check in-game shops rather than assuming one name is eternal.

When do exclusive faction ships appear?

After Trusted relationship at that faction's Logistics, per the August log. Relationship comes from missions.