The Harvester Swarm is not mindless. Behind every wave sits the Null Maw, and in update 1.2 it starts keeping score. The lieutenants that survive your fire come back as named Harvester Warlords, each with its own face, its own war record and its own way of hunting.
Burn one with the laser and it grows a beam shield. Lean on Tesla and it grounds itself. Beat it and it ranks up. Let it beat you and it ranks up anyway. Break it and it stays broken: its shard orbits Eos-Prime as a trophy and its core powers your guns.
A history of the Maw
Before the line: The Null Maw
A wound in deep space that the old charts left blank. Whatever waits behind it sends out the Harvester Swarm: drones, frigates and capital hulls that strip a world and carry what is left back into the dark. Every outer ring around Eos-Prime went dark the same way.
Sector Zero: The Dread-Hulk anchors
The armada breached the exosphere and anchored its Dread-Hulk above Sector Zero. Command drew a fallback circle on a tactical display and called it the perimeter. The Aegis Vanguard called it the Last Radius, and held it.
Update 1.1: The Maw learns
The Swarm began to answer. A Threat Director reads how you fight and sends the counter: shielded frigates for laser-heavy commanders, evasive interceptors for missile spam, rams for parry artists. Six new hulls joined it, from the Lancer to the Sower.
Update 1.2: The Maw remembers
The survivors stop being nameless. From your third run a Brood-Lord takes a seat on the War Council with a name, a hull and a colour of its own. It remembers the weapon that hurt it most and grows the counter. It remembers whether it beat you.
Every day: The Maw Turn
Once a day the Maw moves its pieces, whether you play or not. Wounds heal, warlords fight each other for rank, empty seats fill with new blood, and one warlord is sent to hunt Eos-Prime under a Hunt Order.
Every season: The Maw speaks
Break five warlords inside one 30-day season and the Maw stops sending lieutenants. It sends its voice: the Maw-Sovereign, a gold Hive-King wearing the mutations you forced the council to grow that season.
Warlord ships: power ranking and doctrines
- Bulwark, Siege doctrine
- Hammer, Strike doctrine
- Carrier, Brood-Mother doctrine
- Mauler, Ram doctrine
- Warden, Anchor doctrine
#1 Bulwark: Siege doctrine
Creeping artillery. Advances on a slow, steady line and never backs off. Every turn it takes, it closes the ring by 8%, down to 60% of its first stand-off, so the fight gets harder the longer it lasts.
Its turns: Heavy Maw Lance: a 1.8 second charge, then 1.5 shield; Siege barrage: three strikes fanned across the shield, 0.4 shield each.
The tell: SIEGE ADVANCING · a long, thick sight line. Weak spot: Its siege plating caps laser and station hits at 2. Missiles, Tesla and the pulse get through in full.
- Kill it early. Every turn it survives, it parks closer and the next lance arrives sooner.
- Switch off the laser. Missiles, Tesla chains and the pulse do full damage; laser hits stop at 2.
- The 1.8 second sight line is your cue: recharge the shield or open Build to slow time before the heavy lance lands.
- Only the centre strike of a barrage can reach the core once the shield is down. Keep the shield up and the barrage is just noise.
Why #1: The most damage per turn of any hull that holds a line, armour against your main weapon, and a fight that tightens around you.
#2 Hammer: Strike doctrine
Fast gunship. Closes fast and circles faster than any other warlord. After every attack it flips direction, so it never runs the same way twice.
Its turns: Strike run: a 0.8 second charge, then three lance bolts 0.3 seconds apart, 0.45 shield each.
The tell: STRIKE RUN · BURST INBOUND. Weak spot: No armour tricks. Only the last bolt of a burst can reach the core, and a Hammer never sidesteps missiles unless it has grown Evasive.
- Missiles are your best friend: they track a fast hull that your laser taps will miss.
- Tesla chains and a well-placed flak line along its orbit catch it without aiming.
- Lead your laser shots, and expect it to reverse after each burst.
- It drains the shield faster than anything else. Keep shield recharges in your Build budget.
Why #2: The highest raw shield pressure in the council and the hardest to pin down. It falls quickly once you land hits.
#3 Carrier: Brood-Mother doctrine
Swarm commander. Hangs farther back than any other warlord and circles slowly, letting its brood do the work. Its turns come 15% faster than its kin’s.
Its turns: Brood call: three drones plus one per rank (two more than any other warlord); Brood call; Maw Lance: a 1.3 second charge, then 1 shield.
The tell: LAUNCH BAYS OPEN · drones pouring out of its bays. Weak spot: Its own lance is the weakest in the council. The danger is the brood, and the brood stops when the Carrier dies.
- Pulse the brood as it reaches the shield, and spend missiles on the Carrier itself.
- Area damage pays here: Hellstitch, Rotary Saws and Tesla chains turn each brood into salvage.
- Do not chase drones forever. Every brood call is another one; burn the mother down.
- With Splitter Brood grown, a dying Carrier bursts into fragments. Keep a pulse ready for the end.
Why #3: Little direct damage, but a brood every few seconds overwhelms a commander who ignores it.
#4 Mauler: Ram doctrine
Shock ram. Holds closer than the others and circles fast. When it rams it braces, aims, then throws its whole hull into your shield at full speed and recoils.
Its turns: Ram: a 1.1 second telegraph, then a dash into the shield for 1.5 shield; Ram; Brood call: three drones plus one per rank.
The tell: RAM INBOUND · BRACE, then REELING · +50% DAMAGE. Weak spot: After every ram it reels for 2.2 seconds with its plating open: every hit lands for 50% more.
- The sight line and RAM INBOUND give you over a second of warning. Top up the shield before impact.
- Hold your missiles and Tesla for the reel. That 2.2 second window is where the fight is won.
- It cannot be parried, but its brood can. Throw the drones back into it.
- If it grew a Ram Prow, thrown hulls do half damage. Stick to guns.
Why #4: Each ram hits harder than any single lance, but every ram hands you a punish window.
#5 Warden: Anchor doctrine
Fortress. Takes its place on the ring and barely moves. It trades blows on a slow rhythm and hides behind its Aegis in between.
Its turns: Maw Lance: a 1.3 second charge, then 1 shield; Aegis: a field for 3.5 seconds that halves every hit except the pulse.
The tell: AEGIS RAISED · PULSE IT. Weak spot: A Pulse shatters the Aegis outright and lands in full. It also stands still, so every shot connects.
- Save the pulse for the Aegis. When it goes up, pulse it and the field breaks.
- Strike between fields: the turn after the Aegis is its lance, and that is your damage window.
- Its slow rhythm leaves room to clear the retinue first. Wipe out the escort and a lieutenant talks: free intel.
- Low threat, long fight. Do not let the clock run out: at 70 seconds it withdraws.
Why #5: The toughest to grind down and the least dangerous to sit next to.