Rookie Ship

Overview
The Rookie Ship is one of the current 5 classes available in Galactic Junk League

The Rookie Ship is one that the player starts with. As such, it has no special traits that define it above others. It is recommended to branch to different classes when possible, as even a Frigate of similar level has more available CPU.

Once the player reaches level 10 in the Rookie Ship, they gain access to the other 4 classes, which can be selected when making a new ship

Usage
Rookie Ship's are generally faster than other classes, but have lower HP to compensate, somewhat similar to Frigates.

When first starting out, it is generally not recommended to use the starter Rookie Ship. Not only is it relatively weak, but also paints out somewhat of a target for yourself.

Using Gatling Gauss as a starter weapon are recommended over Phasers and Rocket Launchers, simply because they have longer range and higher damage, but at the cost of having to lead shots slightly. Although the Tactical Jump Module may seem like a good idea, since Rookie Ships are so fast, generally the Generator Overload Module is considered superior, because it can cover more ground over time.

Making sure to place blocks over the top and bottom parts of the Core Block is essential to survival, as well as significantly reducing 1-shot kills

Countering
Despite being good damage dealers, Rookies generally suffer from the same weaknesses as Frigates do. They have low health, and are usually easily taken out by Gauss Cannon or Gatling Gauss mounted on Destroyers or Battleships

Battleships generally also easily counter Rookie Ships because of their massive health and firepower, being able to use pretty much anything to destroy them.

Trivia

 * For every level above 2, Cpu grows by 30 per level.
 * The Rookie Ship is the only class which maxes out at level 20, others maxing out at level 30