StarFall Arena · Ship
Interceptor
The one that gets there first.

What is the Interceptor?
A sustained afterburner that outruns anything in the arena. The Interceptor does not win straight fights — it wins the fight it chose, arriving before anyone can rotate and leaving before the answer shows up.
How do you fly the Interceptor?
Hold the burn, don't tap it. The afterburner is sustained thrust rather than a dash, which makes it a decision about the whole engagement instead of one moment inside it — you can cross the arena lit the entire way, and nothing in the roster will be there when you arrive. What it will not do is win the fight once you get there. The Interceptor's job is to reach somewhere before the other side can rotate to it: a flag, a hill, a teammate about to lose a 1v2. Then leave again before the answer arrives.
How do you beat the Interceptor?
Don't chase it. You will not catch it, and the chase is the fight it wanted. Make it come to you instead — 100 hull is the second-lowest in the game, so it needs good trades, and a ship committed to a straight line at full burn is the easiest thing in the arena to lead. Mines and turrets are especially unkind to it: both punish speed, and neither can be outrun.
The StarFall Circuit
A courier chassis with a delivery drive nobody ever got round to de-rating. It was built to move small cargo between stations against a clock, and the Circuit homologated it more or less as found — which is how a hull with no business in a fight became the one that decides where the fight happens.
How it plays
- Burn is sustained, not a dash: hold it and you keep the speed.
- Nothing in the roster catches you with the burn lit.
- 100 hull means the trade has to be on your terms.
| Ability | Afterburner |
|---|---|
| Ability cooldown | 8s |
| Hull | 100 |
| Top speed | 12 |
| Thrust | 15 |
| Turn rate | 540°/s |
| Respawn | 3s |
Against the roster
Playable in all six