United Colonies of Mankind

So you’re thinking about trying out UCM, but have no idea what these giant floating space guns do? You’ve come to the right place. Welcome to our UCM ship guide. In this series of articles, we give a brief breakdown of every single ship in the UCM fleet. The goal is to give you an idea of what it does, its relative value, and how you might integrate it into your wider fleet.


UCM is traditionally seen as the generalist faction of Dropfleet. It has a mix of toughness, firepower, and flexibility that means you can more or less do whatever you like with the faction. It is very much a fleet that tends to operate well as a coordinated whole and amounts to something greater than the sum of its parts. That said, it does have two things it does better than other fleets. The first is the most crucial: they excel at the ground game. Except for maybe Shaltari, nobody is able to contest atmosphere quite like UCM. They have cheap and flexible dropships, a tough troopship, great options for bombardment, and some of the nastiest anti-atmo hunters in the game. Their second strength is in torpedoes. This is a niche strength, but if you want to go full hog on torpedo madness, UCM is the fleet for you.


Where UCM suffers is the usual “jack of all trades, master of none” that comes with being a more generalist faction. They have some higher armor values, but aren’t at PHR levels. They have some solid firepower, but lack a true predator that can quickly delete a critical opposing cruiser. You will probably find yourself outclassed a bit in the ship to ship fight. It is not uncommon for UCM to win the game, but with their fleet in orbit pretty much gone. But hey, this game is all about those objectives. Embrace your inner Zapp Brannigan and throw men at your problem!


If that kind of playstyle appeals to you, you’ve come to the right place. Below you'll find the links to our UCM ship guides: