Destroyer

"The vanguard of an efficient strike group, the Destroyer performs solidly at every level. It is often the first ship into combat and the last ship out. With skillful Energy Management, the Destroyer can provide a variety of roles for the team."

Overview
The all-in-one ship, the Destroyer is the most versatile class. Destroyers can easily be modded for survivability, hit-and-run attacks, sustained DPS and even an "aura" ship, giving buffs to nearby ships. With Cannons and Turrets as Primary Weapons, they can keep shooting throughout the entire fight, while unleashing hell with Missiles, Nukes and even the Ram. Their Modules can be tailored to remove Energy, deal heavy sustained damage and outdamage Dreadnoughts, Corvettess and Tactical Cruisers, or even soak damage as you regain Energy and refill Shields in but a second.

It's multi-function capabilities make the destroyer a valuable asset to any strike force, as it can handle almost any situation. Also, depending on the module configuration there is customizability that can be either a light cavalry or a heavy infantry.

Hull List
The following are the non-hero destroyers of each manufacturer:

The following are the hero destroyers of each manufacturer:

Tech Tree
This is the full tech tree shared by all destroyers. Note that some modules and secondary weapons are only available at higher tiers. Details can be found on the Modules page and Weapons page.

Stats
All destroyers have a shield damage absorption of 75% and a Low shield energy consumption.

All Hero dreadnoughts have identical stats to their standard issue counterparts.

The energy capacity of dreadnoughts (as with all ships) is as such:

The following is a table comparing the stats of all destroyers; DPS and range values are for the primary weapons.

Changes
v1.0.2=
 * Gora
 * Increased Gora health from 40k to 45k and health regeneration to match.
 * Increased Ballistic Cannons magazine size from 32 to 128.
 * Thrust Amplifier
 * Increased speed bonus.
 * Light Nuclear Torpedo Salvo
 * Increased range, damage and radial damage radius in order to make sure that the projectiles can reach and damage a target that has been locked onto to.
 * Stasis Ammo
 * Increased duration of speed decrease effect from 2s to 8s.
 * Reduced amount of weapons firing from 2 to 1
 * Increased ability duration from 7s to 15s
 * Decreased cooldown from 55s to 35s
 * Increased projectile speed from 1100m/s to 5000m/s
 * Increased damage from 150 to 300 per shot, added damage falloff from 300 to 240 damage at 50000m distance
 * Increased amount of ammo gained from 10 to 12 per ability use.
 * Plasma Ram
 * Increased cooldown from 20s to 30s.