Antewise

Cobalt Core Ships and Crew Guide

Updated 20 Oct 2026 Source Synthesized from published Cobalt Core guides; rewritten in original wording on 20 October 2026 By

Your ship is the starting condition for a run. It sets your opening cards, how you move, and how much punishment you can take.

Ships set the opening plan

Each ship starts with its own deck and movement profile. A fast ship plays differently from a tanky one from the first fight.

Crew slots

Crew add passive effects and can be damaged during a run. Protecting the right crew member is often worth a card.

Matching cards to ship

Build toward what your ship already does well. Fighting your own starting deck wastes rewards.

Where to check the data

Frequently asked questions

Which ship is best for beginners?

A balanced ship with straightforward movement. Learn the timeline before picking something unusual.

Do crew die permanently?

Crew can be lost during a run, which removes their effect. Protecting them is part of playing well.

Does ship choice change cards?

Yes, your opening deck differs, so the cards you want later differ too.

More Cobalt Core guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.