Grimdark Future: Warfleets Factions
This page lists all the available factions for Grimdark Future: Warfleets, and gives a brief overview of their gameplay style.
Alien Hives
A faction with a focus on ship swarms and squadrons
their ships usually have worse speed and activate later but are cheaper and have better defenses, or are specialized.
Their squadrons are either tankier, block for others, or extremely good at anti-ship actions if allies are near
Battle Brothers
A versatile faction.
Ships have a focus on speed, mobility, flanking, and bonuses when attacking enemy sides.
They have superior but more costly squadrons, which they can enhance even more with control centers.
Blessed Sisters
A faction with a focus on morale check based abilities and retaliation, as well as blazing tokens that deal damage over time.
Their ships are either better at morale checks (extra good with their systems), or have more powerful turrets when damaged.
Their squadrons are either more powerful or able to explode or ram foes, destroying themselves but
DAO Union
Able to use laser markers to make their shooting superior
Their ships mainly either have worse but longer range turrets or better but worse range turrets.
The support drone can help with laser markers, while the Battle suit is a versatile powerful squadron
Also able to pelt their enemies with explosive smart missile squadrons
Dark Elf Raiders
Lovers of boarding tokens.
Their ships are either faster or able to overlap without issue (taking and dealing no damage while also giving the enemy boarding tokens)
While their squadrons are specialized and somewhat costly but potent in their roles
Dwarf Guilds
Slow but durable.
Their ships are slower, but have better toughness or additional health to compensate.
Their squadrons are very good at defensive play but their speed hurts their ability to attack
Eternal Dynasty
Most of their ships can teleport a short distance each round, giving them versatile mobility, while the Akabeko can be a master of war. Additionally, they can use beacon markers to either ram better or generate boarding tokens.
Their squadrons are able to apply or use said beacon markers or are able to ambush enemies.
Havoc Brothers
Focused on mid to short range combat.
Their ships either teleport when shot, or start with extra temporary speed (letting them engage cqb quicker).
Their squadrons have adaptable abilities and are able to fight ships and squadrons well.
High Elf Fleets
Ships with high mobility, with the ability to drift across the map, letting them have more options when moving.
Also quite good at squadron focused fleets due to their powerful squadrons, the falconer title, and other factors.
Human Defense Force
Specialized ships and squadrons, with each being good at specific things and worse at others. Also, powerful ship firepower.
Infected Colonies
A faction with a focus on objectives, boarding, survivability, and converting enemy ships into zombies.
They have outbreak ships, ships that aren't deployed normally but instead are created when enemy ships are destroyed while having boarding tokens. This is powerful for both getting another cheaper ship, and taking objective tokens from the enemy. Vector ships are slightly cheaper, spread boarding tokens with their turret, and have worse defenses.
Their squadrons either spread boarding tokens or explode.
Machine Cult
A faction that likes to keep it ships and squadrons close together.
Their ships either can't put guns in their front arc but have superior turrets, or they have the ability to get scrap tokens for defensive use and abilities when allies die nearby.
Their squadrons all trade their evade for high toughness, meaning they are way harder to kill in traditional squadron combat.
Orc Marauders
A faction with a heavy focus on CQB and Ramming.
Their ships either have orc crews, making them better at ramming and worse at long range shooting, or goblin crews, who are better at sustaining long range shooting but worse up close
Their squadrons have a focus on either speed, destruction, or scramming, but are less concerned with self preservation with worse defensive stats.
Ratmen Clans
A faction with a focus on surrounding and flanking, with a side of longer range firepower if you use hold actions
Their ships get better turrets when there's allied ships on both sides.
Rebel Guerrillas
A faction with a focus on swarming enemies
Their ships are slow and easier to kill, but extremely cheap and can be made even more disposable.
Good squadrons with nice abilities , and can create even more through hidden hangars
Robot Legions
Technological superiority, slow speeds, and potent guns. Able to form a nexus network, connecting allies together.
Their ships can either teleport to nearby allied ships (but have poor mobility), or project their weapons through nearby allied ships.
Their squadrons can teleport to allies connected to them through the nexus network, letting them be where they need to be with ease. They are more costly and extremely slow otherwise to compensate.
Saurian Starhost
A faction with a focus on morale check based "spell" abilities, durability, and turret effects.
Their ships are either tankier from the front or Vassals, which allow them to use nearby allies size rather then their own for morale check abilities.
Their squadrons more costly, but are better at what they do and also able to teleport to allied vassal ships if unengaged.