From monkey to Titan, this guide covers all the things you should know to succeed in a White Star
White Star
A White Star is a 10v10 slow-time battle lasting 5 days. Hydrogen delivered to a relic planet creates a relic, and transporting that relic to your jump gate scores 1 point; the team with the most points at the end wins. Each player may bring one Battleship and either a Miner or a Transport. Ships destroyed have an 18-hour cooldown before they can re-enter, while disbanded ships have a 3-day cooldown and should only be used in emergencies. Any ship that enters the White Star has a 10-minute cooldown before it can enter again if it leaves, and jumping out does not reset cooldowns. You can instantly repair a damaged ship by jumping it out and using a crystal, then re-entering after the 10-minute timer. A victory for Titans Ф Terror grants 100 Corp XP and a 46% artifact boost, and during the White Star Event every 4 weeks, rewards are increased to 5× Corp XP—so always bring your A-game and sign up through Discord.
Prep Phase
White stars are strategic battles the require planning and battle plans. If people go in without a plan and don’t communicate it would be complete chaos. When a White Star is discovered in-game, a 12-hour preparation period begins. Use this time to communicate with your Officer and Tactical Officer (TO) to determine what ships are you bringing, strategize what modules to bring, and what the game plan is. Make sure to communicate either in game or on discord (preferred method).
Battleship Roles
Knowing the Battleship Roles will help you identify opponent’s intentions and communicate with the team better
Miners
If you bring a Miner, your job is to collect Hydrogen and deliver it to planets to create relics. Each White Star contains three types of planets: 2 level 1 planets, 4 level 5 planets, and 4 level 10 planets. Hydrogen requirements are low for the first three relics on any planet, but after recent meta changes, relics 4–10 and beyond become extremely expensive, making early relics far more efficient to produce. The exception to this is the level 10 planets, which max out at 1500 hydro.
| Relics | Level 1 | Level 5 | Level 10 |
|---|---|---|---|
| 3 | 100 | 250 | 50 |
| 4-10 | 20000 | 5000 | 400 |
| 11+ | 100000 | 50000 | 1500 |
After coordinating with your team, you should have a designated sector to Genrich (Genesis + Enrich), which maximizes hydrogen production. Early to mid-game players typically Genrich a planet sector, while higher-level players often target the gate sector. Use Nova Time—the universal countdown to the star going nova—to synchronize module activations so all Genesis and Enrich uses align. This timing allows the sector to spawn the maximum 14 asteroids from seven Genesis activations and then be enriched simultaneously for peak hydrogen gain.
Check each planet’s relic count using the magnifying glass icon and prioritize planets requiring less hydrogen, as long as this doesn’t interfere with your team’s Genrich plan. Always aim to deposit the exact amount needed to create a relic, since excess hydrogen may be wasted, and coordinate with transports so relics are collected immediately. Genesis provides a bonus when used in a planet sector: ×6 on level 10 planets, ×3 on level 5, and ×2 on level 1, so level 10 sectors are ideal if they align with team objectives.
Recommended miner modules include Mining Boost, Remote Mining (L4+), Genesis, Enrich, Hydrogen Replicator, and Crunch, with Blast Drone and Hydrogen Rocket as advanced options. Keep your miner safe—miners lack stealth and can be easily destroyed by enemy battleships or Cerberus ships—so use waypoints and Time Machine adjustments to avoid danger, as losing miners severely impacts relic production.
Transports
Transports are responsible for bringing relics back to the jump gate to score points, and since each relic weighs 4 tons, it’s best to equip your transport with 8+ tons of capacity so you can carry two relics at a time. It is standard practice for a team to bring 3 transports in at the beginning of the match. A Relic Drone can move additional relics but can only be used once per White Star. Always account for time: traveling across the map takes hours, extracting a relic takes 6 hours per relic, and you still need enough time to return before the supernova at the end of the 5-day match.
Once you jump through your gate with relics, they score automatically and you may immediately re-enter the White Star. Stay aware of where miners are generating relics so you can pick them up as soon as they appear, and use waypoints to adapt your route.
Dispatch lets you teleport to the planet holding the most relics and deals damage on arrival, which can disrupt or kill enemy transports, though its 12-hour charge time gives opponents plenty of warning.
Stealth offers limited protection but does not block explosions, so weapons like Rockets, Destiny, Leap, Dispatch, Blast Drones, and Vengeance can still destroy a transport with ease.
Flagship
The Flagship is a special White Star ship, limited to one per team and controlled by officers. It is versatile, with long-range capabilities for both defending your economy and disrupting opponents but should never be used recklessly. Always plan multiple module activations using Time Machine for maximum efficiency.
Key modules include:
Immolation, which damages Cerberus ships in the sector
Recoil, allowing teleport anywhere in the White Star with an 8-hour return delay
Stealth, providing 1 hour 34 minutes of concealment
Recoil Drones, which deploy drones within 800 AU (note cooldowns apply)
EMP Rocket, which disables ships in its blast radius
Cataclysm, firing 3 rockets per target up to 380 AU
Floating Shield, an ally shield deployable to protect friendly ships in an area
Dart Turret, which launches small, high-damage rockets.
The Flagship’s flexibility makes it powerful, but careful planning is essential to avoid losses.
Time Machine
Time machine is a tool in White Stars where you can make moves in advance so even while you're sleeping your ship can still be navigating through space. Time machine can be found by clicking the white star icon in the top left. You must be at least 5 minutes in the future in time machine to schedule a move.
Use Time Machine!!!
Using Time Machine allows your teammates to anticipate your moves and coordinate strategies. Be mindful that any changes you make can affect others—communicate and work together.
Take Your Time: rushing a move outside of Time Machine locks it in, which can lead to unnecessary damage or long travel delays. Since everything in White Star is in slow motion, spending a few extra minutes to test moves in Time Machine can prevent costly mistakes.
Doctor Strange: Experiment with different options, as Time Machine lets you see millions of possible outcomes and helps you choose the move that maximizes effectiveness while minimizing damage.
Time Machine Caution: You cannot see the enemy’s planned moves in Time Machine, so always anticipate that they may use modules or take actions you cannot predict. Think ahead and consider how you would respond in their position, then plan accordingly. There is also a limit to how many moves you can enter, and you may need to adjust your plans as the battle evolves. When making changes, ensure they do not negatively affect your teammates, and communicate any necessary adjustments to them.
Battle
Opening Move: At the start of a match, you can use a module, jump out of the White Star, and switch to another module to have a new ability ready during cooldown. Low-level matches often use this with Delta Rockets, while higher-level matches may involve “Rogue Rockets,” which can inadvertently give the enemy a leap trigger—so be careful. Miners may start with Genesis and Enrich, then switch to a Transport, while Transports might send a Relic Drone to a Level 1 planet and switch to a Miner. This is also an ideal time to size up the enemy team and make any adjustments to counter them. Everyone should already have a destination selected to coordinate early-game moves.
The Stake Holder role will race to this destination and attempt to hold it until reinforcements arrive. Guardians, back up guardians, attackers and others will follow stake holder and defend this area. Hunters can go along and act as cover but are actually looking for a way to go through or around their front line to do damage to their support. Cerb killers will take out Cerbs from around our jump gate so that our miners can get to hydrogen and our transports can pick up relics from the planets.
The main Battle. Level 10 planets are often the site of intense battles, as controlling them allows a team’s miners and transports to operate safely in the area. If control isn’t quickly established, the zone becomes a war zone—dangerous for support ships without careful coordination and effective use of Time Machine. Support ships should avoid unnecessary risk, either waiting nearby or finding alternative relic sites. Remember, support ships are as important as, if not more than, battleships. During these major battles, enemy hunters will attempt to reach and disrupt your support ships, so protect them and prevent breaches in your front line. If the main battle is lost, focus on keeping remaining ships alive, securing alternative relic locations, and stalling as much as possible to allow destroyed ships to respawn after their 18-hour cooldown.
Maneuvers
Checkout the White Star Tactics!
Victory!!!
After achieving victory, take a moment to celebrate with your teammates. The Officer in charge will send an overall commentary on how the White Star ran (both good and bad) to help us adjust for future battles. In the meanwhile, you can run Red Stars or Dark Red Stars for an additional 46% artifact boost. If possible, consider making a donation to the corporation, contributing what you can spare. Enjoy the moment, as more White Stars are always just around the corner. Good luck, and we’ll see you in the stars!