
SEVENTEEN HULLS.
ONE DOCTRINE.
YOURS. — every ship class and defense structure in Echoes Beyond
Every hull is a sentence in your doctrine.
Seventeen ships across seven tiers, presented wing by wing. Speed scales with your drive research, holds with your logistics, fuel burn falls with hyperspace tech — the roster is a starting point, and your empire finishes it.
Built to swarm. Born to escort.

A two-crew interceptor with one job: arrive in numbers and take big ships apart.

The gunship that hunts the backline your fighters expose.

The fleet's anti-swarm flak picket — every capital's first and favourite escort.
Where the fight is decided.

Mid-game muscle — the hull every battle line is built around.

Spinal-cannon artillery: the only practical answer to a Dreadnought.

Cruiser speed, battleship guns. The strike capital that picks its fights.

The anchor of the battle line — where the line holds, this is why.

Some ships join the line. These ships are the line.
At the top of the yard sit the capitals: a 1.33-kilometre carrier that brings its own air wing, and a 6.66-kilometre dreadnought that brings the end of the conversation. Nothing on the line outguns them. Nothing about them survives alone.
The ships that end arguments.

A flagship dock that ferries entire fighter wings to the front.

Tier seven ends here: the apex superweapon, 6.8 million metal on the slip.
Empires run on tonnage.

The basic hauler every economy learns to fly first.

Roughly four times the tonnage of a Small Cargo, one hold at a time.

A capital-class bulk hauler rated for full-colony evacuations.

A debris-recovery hauler — 150,000 cargo of other people's wars.
First to see it. First to claim it.

Charts hyperlanes to sighted stars, alone in the dark.

Unmanned recon that sees the fleet that never sees it.

Deep-system surveys — no colony lands before it reports.

Founds colonies and stations: the ship empires step out of.
There is no biggest ship.
Every warship sits in a rock-paper-scissors counter web. The fleet you bring matters more than the largest hull in it — composition is the weapon.
Leave it unscreened, and twenty-metre fighters will whittle it to scrap.
When the fleet is away, the system answers.
Twelve emplacements across six tiers, raised through the System Defense Command and its research gates. Every one fights at system scale — one grid standing over every world you hold beneath it.

Close-in twin gatling that does not aim so much as fill the sky.

Fast-firing dual laser — as long as the reactor holds, it keeps firing.

Missile barrage that saturates an approach vector with guided warheads.

Heavy laser battery — where Lancer harasses, Guardian kills.

System shield generator — the first canopy over everything you hold.

Ion cannon that cripples shields and drives. A crippled attacker does not go home.

Vertical-launch torpedoes that track the drive plumes of Cruisers and Battlecruisers.

Enhanced shield coverage for a system worth besieging.

Triple-barrel plasma cannon throwing star-hot bolts that liquefy armour.

Hypervelocity mass driver built for capital-class attackers.

A battle station carrying every weapon class — the anchor of a fully turtled system.
An orbital fortress built to kill capital ships — spinal lances that track Dreadnoughts across the whole approach. Systems expecting capital raids ring themselves with several.


Lay down your first hull.
Every armada in the galaxy started as one keel in one shipyard. Raise yours, learn the counter web, and make seventeen hulls answer to a single doctrine — free at launch, right in your browser.



















