Captains, welcome to the official 2023 Spring Reckoning Strategy Guide. This guide aims to give you some insights on target mechanics for this bonus event. Though these targets are tuned with Daggerspine fleets in mind, it is possible to complete them with any of the T11.5 PVE season fleets as well. Learn about your enemies, and find general target info to help you in battle. Good luck!
Spring Reckoning
Admiral Brennus discovers the likely location of his missing commander, Harlock. Upon arriving at the coordinates he is hailed by none other than Harlock himself, his face and body now covered in mechanical augmentations reminiscent of Vassago’s Draconian splinter cell! Robo-Harlock demands that Brennus and his fleet stand down and allow themselves to be subjugated by Vassago’s empire. Reeling with horror at the betrayal, Brennus and his newly built Mega Ship prepare to do battle with Harlock - the fate of all the Forsaken lies in the balance!
NPC Info
Name: Ally Mega Hull
- Type: Mega
- Health: High
- Damage: High
- Damage Type: Ballistic and Radioactive
- Range: High
Note: The forward facing Ultra-capacitive railguns can be used to take out the gate which holds the boss hull at bay. The side facing Giantsbane launchers can be used to deal damage to enemy ships by kiting them into their range.
Name: Robo-Harlock's Gambit (Boss Hull)
- Type: Mortars
- Health: High
Boss Weapons: Mortar
- Damage: High
- Damage Type: Explosive and Plasma
- Splash: High
- Accuracy: None
- Range: High
- Countermeasure Vulnerability: None
Note: Has a min range.
Boss Weapons: Rockets
- Damage: low
- Damage Type: Explosive and Plasma
- Splash: low
- Accuracy: None
- Range: low
- Countermeasure Vulnerability: Medium
Boss Drones: Slow Aura
- Type: Aura Hull
- Health: Low
- Damage: None
Note: Drones that spawn at ⅔ boss health have no weapons equipped but carry a slow aura, if the player is trapped in this aura they are much more vulnerable to boss hulls mortar weapons. These drones circle the boss hull at medium range.
Boss Drones: Scatterguns
- Type: Scattergun Hull
- Health: Low
- Damage: Low
- Damage Type: Corrosive and Plasma
- Splash: Low
- Accuracy: Dumbfire
- Range: short
- Countermeasure Vulnerability: None
Note: Drones that spawn at ⅓ boss health have scatterguns equipped. These drones circle the boss hull at close range.
Name: Robo-Drac Gate
- Type: Structure
- Health: High
- Damage: None
Note: Gate that blocks the Boss hull and its fleet from entering combat. Can be destroyed by the allied Mega hulls front facing railgun cannons.
Name: Disruptor Hull
- Type: Aura hull
- Health: Medium
- Damage: None
- Aura Range: High
Note: Hull that spawns in waves. This hull has an aura attached to it which if close enough to the allied mega hull can shut down the front facing railgun cannons. Destroy it quickly to keep the rail guns firing at the enemy gate.
Name: CMDR Cannon
- Type: Cannon
- Health: High
- Damage: Medium-High
- Damage Type: Ballistic and Plasma
- Splash: None
- Accuracy: Medium
- Range: Medium
- Countermeasure Vulnerability: None
Note: High risk if engaged directly! Use the mega hull to destroy the gate instead of dealing with these turrets directly.
Name: Wendigo Thrower
- Type: Thrower
- Health: Medium-High
- Damage: Medium-High
- Damage Type: Radioactive and Plasma
- Splash: Medium
- Accuracy: Dumbfire
- Range: Medium
- Countermeasure Vulnerability: None
Note: High risk if engaged directly! Use the mega hull to destroy the gate instead of dealing with these turrets directly.
Name: Strike Cruiser
- Type: Rocket Hull
- Health: Medium
- Damage: Low
- Damage Type: Explosive and Plasma
- Splash: Medium
- Accuracy: Dumbfire
- Range: Medium
- Countermeasure Vulnerability: Yes
Name: Interdictor
- Type: Scattergun Hull
- Health: Low
- Damage: Low
- Damage Type: Corrosive and Plasma
- Splash: Low
- Accuracy: Dumbfire
- Range: short
- Countermeasure Vulnerability: None
Name: Nighthawk
- Type: Torpedo Sub
- Health: Medium
- Damage: Low
- Damage Type: Concussive and Plasma
- Splash: N/A
- Accuracy: Medium
- Range: High
- Countermeasure Vulnerability: Yes
- Kingkiller: Yes
Glossary
Range definitions are relative to the primary season hull. Thus what is short for one hull might be considered medium for another, the goal is to convey easily to players which turrets/ships they can outrange and which turrets/ships may be firing on you from a considerable distance away.
- Very Short = Easily out-ranged.
- Short = Out-rangeable.
- Medium = At least the same range as the player but generally not much more.
- High = Will easily outrange the player hull.
- Very High = Will cover a significant portion of the target.
If the arc is not specified then it has a 360 degree arc.