Every hull you can sail and the rules that decide who keeps the cargo. This is a slice of the reference that ships inside the client, taken from the same text the game shows you.
135 entries · 2 categories
Work in progress. Praxion-7 is in development and these rules are still being tuned. Numbers here match the current build and will change.
The Codex
MechanicMECH-00
A guide for the recently crashed.
How it works
The Codex covers everything these waters can do to you and everything you can do back. Every underlined term in chat, jobs, and tooltips opens an article here, and the search box finds the rest. Hover an item, a module, or a ship and press F1 to land on its page. Links walk you deeper, Alt plus the left arrow walks you back, and F1 with nothing under the cursor opens the Codex from anywhere.
Docking
MechanicMECH-01
No market, no repair, no fitting until you are docked.
How it works
Sail inside an island's dock ring and request docking. 3 seconds later you are in. Docking unlocks fitting, repair, the market, production, storage, and research spending. Undocking places you just outside the ring. Structures take the same request at close range. They advance jobs and stage encounters rather than selling services.
Jobs
MechanicMECH-02
Island job boards. Take a job, finish it within 12 hours.
How it works
Each island posts its own board, and taking a job starts a 12-hour clock.
Jobs come in four kinds. Combat jobs send you to hunt and kill, and the repeatable ones post as patrols. Trade jobs move cargo between islands. Exploration jobs point you at beacons, sweeps, and whatever else is out there unlisted. Story jobs chain into longer arcs with their own characters and consequences.
Your opening jobs wear a TUTORIAL tag. They begin with a local delivery and a splitstream crossing, then the Academy walks you through combat, salvage, refining, scanning, and a final exam. The tag stops once the story arc takes over.
Hover an underlined term for a quick explanation. Click it to open the related map location, item screen, or Codex article.
Islands also post contracts, three at a time, rolled for you when you look. The first always matches the island's specialization, so a Military island always has a fight for you and a Processing island a works order. Take one or take all three. The board posts nothing new until every contract you took is finished or failed, and then it rolls a fresh three. Bigger asks pay more, and the pay on the board is the pay you collect.
Difficulty follows the map, for patrols and contracts alike. Frontier islands post the hard, best-paying work, Developing and Established islands the medium runs, Core islands the easy ones, and Pristine islands post none at all.
Progress tracks on its own as you play, and rewards claim into your wallet and storage. Patrols above the entry tier sometimes roll a craft license on top of the credits, and the larger trade runs do the same, less often.
Encounters
MechanicMECH-03
Branching story scenes you read and steer from your console.
How it works
Some jobs lead into a written encounter. Most run while you sit docked at the island the job names. One that follows a beacon step runs inside the beacon sub-zone instead, and one that follows a boarding step runs docked at that structure. Your choices steer the scene, later scenes build on what you picked, and different paths reach different endings. Some choices fail the scene outright. Finishing credits the job like any other step.
Windows & Hotkeys
MechanicMECH-04
Every window has a key; HELM searches them all, and a green corner marks the ones with something new.
How it works
The bar across the top of the screen carries what you glance at constantly: World Map (M) plots routes and shows what you have charted, Job Log (J) tracks what you took and what it wants, the Scanner (B) hunts beacon signals at sea, and your cargo fill, Navigator state, and wallet read out beside them. Everything else opens through HELM, the tile in the top-right corner: press it, type a few letters, and hit Enter. Every row prints its key, so the palette teaches the keyboard as you use it.
The keys work everywhere. Market (P) trades, and at sea it opens in browse mode so you can price-check a haul before you commit. Mail (E) is where blackboxes arrive. Notifications (N) holds whatever scrolled past while you were busy. Chat (Enter) carries global, fleet, enclave, and concord channels alongside direct messages. People live behind Friends (F), Fleet (G), and Enclave (U). CRI Research (K) queues your next upgrade, and the Codex is F1.
A green corner on a bar cell means something new waits behind it, and the HELM tile counts everything unread in the windows it holds.
Regions
MechanicMECH-05
Each region contains zero to five islands. People can settle only on islands.
How it works
Praxion-7's chart is divided into regions. Each region contains zero to five islands. A region with no islands is open water. People can settle only on islands.
An island's specialization sets what its market stocks beyond commodities and what you can produce there. Ten exist: Natural, Extraction, Biological, Energy, Processing, Commerce, Salvage, Research, Military, and Settlement.
Its development level runs Pristine, Frontier, Developing, Established, Core. Development decides how advanced a craft license the island can run and how hard the jobs on its board are. Specialization and development are independent, so a Frontier Research island and a Core Research island stock the same kinds of goods at very different depths.
Terrain is separate again, and it sets which commodities the island trades, so a Volcanic Commerce island is a normal thing to find.
Shields, Armor & Hull
MechanicMECH-06
Shields and armor come back at sea. Hull damage waits for a dock.
How it works
Incoming damage eats shields first, then armor, then hull, and a big hit cascades through all three. Shields recharge on their own at sea and return to full every time you undock. Armor comes back at sea as well, through your hull's own repair rate, fitted repairers, and assist tethers from other ships.
Damage Types
MechanicMECH-07
Eight damage families, each strong or weak against different defense layers.
How it works
Four families come out of guns and launchers. Kinetic rounds deal 100% damage to armor and hull but only 75% to shields. Energy fire deals 125% to shields and 60% to armor, and always hits. Corrosive deals 60% to shields and 125% to hull. Disruption deals 60% to armor and 100% elsewhere, and its real payload is electronic.
Four more come out of hatcheries (Bio-Drones), and they are far narrower. Each of the first three feeds on one layer at 100% and manages 40% on the other two, so a shield-eating brood barely marks hull. The fourth lands 10% everywhere, because what it really takes is your target's power.
Match your loadout to the layer you want to strip.
Shields
Armor
Hull
From guns and launchers
Impact
75%
100%
100%
Resonance
125%
60%
100%
Corrosive
60%
100%
125%
Disruption
100%
60%
100%
From hatcheries
Anti-Shield
100%
40%
40%
Anti-Armor
40%
100%
40%
Anti-Hull
40%
40%
100%
Power Drain
10%
10%
10%
Weapon Range
MechanicMECH-08
Shoot past specification range and your hit chance bleeds away. At 150% a turret stops firing.
How it works
Inside its specification range a weapon applies its full hit chance. Cross that line and the penalty starts at once: hit chance halves for every further half of specification range you put between you and the target. A projectile turret at 150% is therefore down to half its chance before your target's Evasion is counted at all.
150% is also a wall. Past it a turret will not fire at all. Ballistic Stability stretches the falloff band 1.5% per level, which softens the slide without moving the wall.
Energy weapons and bay weapons work differently. They stop dead at their listed range and lose nothing inside it. A landed hit always deals full damage. Range only decides whether you hit.
Renown
MechanicMECH-09
Each race keeps its own record of your crimes. Time clears it.
How it works
Attack a pilot in a race's developed waters, or its patrol ships anywhere, and that race marks you a criminal. Each offense adds debt, and each debt burns off on its own timer. Your total debt with a race sets your renown there: Clean, Suspect, Outlaw, or Wanted. Your ship wears that mark where every pilot can read it.
Each step down in renown closes that race's busier harbors to you. The other races keep their own ledgers and ignore what you did elsewhere.
Evasion
MechanicMECH-10
Chance for incoming projectiles to miss, scaling with your current speed.
How it works
Every point of current speed gives you a 1% chance to evade incoming projectiles (2% with Evasive Maneuvering fully researched). The attacker's ammo matters, because your evasion is divided by the round's velocity, so fast rounds are harder to evade and slow heavy rounds easier. Missiles and Bio-Drones roll against your evasion too, with their own speed weighed in.
Open PvP
MechanicMECH-11
Any ship can engage any ship, anywhere. Nothing stops the shot.
How it works
These waters carry no safety interlocks. Strangers, enclave-mates, pact partners, and concord blocs can all damage each other. Assist runs just as open, so a repair tether can mend any ship, a rival included.
Your HUD colors every ship by how it stands to you: red for a hostile or your locked target, blue for Fleet, green for your own Enclave, pale green for a pact partner, orange for a Pacts & Concords bloc, cyan for an accepted friend, and gray for everyone unaffiliated.
Each of those colors is a label, and a label stops nothing. What an attack costs you is in Crime & Punishment.
Shoot a protected ship in NPC controlled waters and the zone's guardian wing comes for you. It goes after whoever opened the fight, not whoever shot back, and it does not stop until you dock, leave, or slip into a splitstream.
The race keeps the grudge. Crimes add debt to your Renown, debt closes that race's harbors, and enough of it gets you shot on sight. Prices, timers, and the ladder live on that page.
Kills are forever. Every player ship you destroy writes a public Blackbox naming you.
Armor Chunking
MechanicMECH-13
Heavy fire can tear off armor plate that only a dock can restore.
How it works
Hits that reach your armor carry a small chance to chunk it, tearing away 5 to 15% of its maximum. Chunking lowers the ceiling repairers can mend to. Modules and assist tethers only restore armor up to what remains, so under sustained fire your armor grinds down over the course of a fight. A dock repair restores it at double the price of plain armor damage. Some hulls resist chunking, and some weapons and rounds are built to cause it.
Hull Conditions
MechanicMECH-14
Deep hull damage risks lasting conditions like fires and power leaks.
How it works
When your hull drops past 75, 50, 25, or 10%, each crossing risks one lasting condition drawn from the damage type that pushed you over. Five exist.
Fire cuts your power recovery by 30% and Power Leak cuts it by 40%. Both come from energy and disruption hits. Flooded Compartment, from kinetic hits, cuts your top speed by 15%. Propulsion Impaired cuts top speed by 20% and acceleration by 30%, and Steering Damaged widens your turns by 25%. Both come from kinetic and corrosive hits.
Different conditions stack, so Fire plus Power Leak leaves you 42% of your power recovery. Active conditions show as small icons under your hull bar.
Consecutive Hits
MechanicMECH-15
Landing hits in a row on one target makes each next hit bite harder.
How it works
Every weapon keeps its own streak against the target it is shooting. Each landed hit in a row adds 6% damage, up to 5 stacks and 30% at the top, and because the count is per weapon a five-gun broadside runs five separate streaks that climb at their own pace. Miss, switch targets, or leave a long gap between hits and that weapon drops back to zero.
Some weapons override that ramp. A Spine Cannon climbs to 6 stacks and a Shredder Battery to 8, while the Veykr arc weapons take 5% a stack instead of 6. Three rounds raise the per-stack figure rather than the ceiling, each loading into the one gun built for it: Veykr Barbed Spine, Medium Barbed Spine, and Veykr Shredder Spine. A weapon's tooltip lists whatever it overrides.
Disruption
MechanicMECH-16
Electronic warfare fire that knocks modules offline and drains power.
How it works
Disruption's payload is electronic rather than raw damage. Some disruption rounds knock a random module offline for a few seconds, and the round decides how long. Certain disruption weapons drain the target's power pool instead. The family deals only 60% to armor. Fit it to cripple, then switch families to finish the job.
Bio-Drones
MechanicMECH-17
Hatcheries grow living drones that latch onto a target and feed.
How it works
A hatchery is a bay module that grows drones out of bio-encoded mass, and the Veykr Clade builds every one of them. Deploy against a locked target and the drone swims across, latches, and feeds once a second for six feeds before it dies.
Seven species ship, each built for one job. Veil-Chewer Hatchery eats shields, Plate-Gnawer Hatchery eats armor, Marrow-Borer Hatchery eats hull, and Sap-Drinker Hatchery drains your target's power pool. The other three go onto another ship instead: Veil-Mender Hatchery puts shields back, Shell-Mender Hatchery puts armor back, and Sap-Feeder Hatchery hands over power. Every species comes in three marks.
Hatcheries feed from refrigerated Magazines, and the mass you stock decides the brood: Lean Bio-Encoded Mass swims 25% faster and bites a quarter softer, Dense Bio-Encoded Mass bites 35% harder and swims 20% slower, and Bio-Encoded Mass sits between them.
A damage brood rolls against your target's Evasion once, at deploy, and it rolls on its own swim speed rather than a round's velocity, so the heavy slow broods are the ones a fast hull shakes off. Support broods and anything that cannot move latch without a roll.
Five nodes back the tree. Brood Culturing opens hatcheries by size and Brood Refinement opens the refined marks, while Metabolic Endurance adds feeds per drone, Spawn Reflexes shortens the deploy cycle, and Bio-Assembly Efficiency cuts the mass each drone costs.
Ship Fitting
MechanicMECH-18
Shape decides where a module fits. Stacking decides what it is worth.
How it works
Every module occupies a shaped footprint on your hull grid, and most rotate in quarter turns. Weapons need a free hardpoint, bay modules need a launch bay, thrusters need to touch the rear, and hull-mounted gear needs to touch the shell. External cargo attachments rack outside the hull, where each one has to rest on the rear strip or on another attachment already resting there.
A module's bonus counts in full only when nothing else aboard touches that stat, and every further contribution to the same stat is worth half the one before it. One Small Cargo Hold adds 5 m³, two add 7.5 rather than 10, and three add 8.75. The count runs per stat, so a cargo hold never dilutes a shield reservoir. The fitting screen's stat panel already has the penalty in it, so trust that panel over adding tooltips together.
You never have to clear a slot before you use it. Drop a module on top of the ones already fitted there and the hull swaps them: the silhouette turns yellow, outlines everything the drop would take off, and names it. Release and the old modules go back to island storage while the new one seats, in one change. Ctrl+Z steps the loadout back one change at a time, and puts the rounds back in any bay the change emptied.
Mass Tolerance
MechanicMECH-19
Overload your hull and you crawl. Past 150% you do not undock at all.
How it works
Your fitted modules' combined mass is measured against the hull's tolerance. Cargo and loaded ammunition weigh nothing, so only modules count. Up to 80% costs nothing. From 80% to 150% your speed, acceleration, and agility degrade on a ramp, down to 25% of your speed at the limit. 150% is the wall, and past it you will not be cleared for undock.
Mass Optimization shaves 1% off every module's mass per level, and the gate reads that lighter number, so enough levels can bring an overweight fit back under the wall. Mass Distribution flattens the ramp instead and leaves the wall where it is.
Module Decks
MechanicMECH-20
Projection, systems, and engineering group your modules on the combat HUD.
How it works
Each module belongs to one of three decks. Projection carries weapons and targeted tools, systems carries ammunition magazines and combat amplifiers, and engineering carries the rest. The deck decides which HUD row a module lands on and how its hotkeys group, never where the module can sit. The hull grid decides that.
Caliber
MechanicMECH-21
Gun and round sizes from I to III that must match exactly.
How it works
Weapons and ammunition come in calibers I, II, and III. A gun loads only rounds of its own caliber. Magazines store any size, and caliber never limits where a module fits on the grid. Three research nodes raise kinetic gun damage, each for its own caliber, and they ladder in order: Compact Caliber Mastery, then Standard Caliber Mastery, then Heavy Caliber Mastery.
Ammunition
MechanicMECH-22
A gun accepts every round of its damage family in its caliber.
How it works
Turret guns load any round matching their damage family and caliber. The round rewrites the shot, so damage and range take the round's modifiers, and the round's damage type overrides the gun's own.
Six rounds split their damage across two types instead of one and are scored against both in proportion, so an Aurelion Harmonic Round landing 60% kinetic and 40% energy strips a shield far better than a plain shell of the same caliber.
Each round also carries an evasion divider, listed under that name in its tooltip: a fast round cuts the target's evasion, a slow heavy one hands evasion back. On missiles and drones that same number is their real travel speed.
Two caliber III rounds carry a shield bypass that sends part of their damage straight past the shield layer, the kinetic Phasing Shell and the disruption Phase Disruptor Round. A round's tooltip lists every gun that takes it.
Magazines
MechanicMECH-23
Shared ammo stores that feed adjacent bay launchers.
How it works
Bay launchers carry no ammunition of their own. They draw whole shots from magazines touching them on the grid, and several launchers can share one magazine's pool. Two families exist.
Missile stores hold missile components of any weight and feed an adjacent Swarm Launcher, Missile Battery, or Torpedo Rack. They come compact as the Missile Magazine and armored as the Missile Silo.
Refrigerated stores keep bio-encoded mass alive and dormant for adjacent hatcheries (Bio-Drones), as the small Chill Pouch and the larger Chill Vault.
Reloading
MechanicMECH-24
Bays refill themselves from your cargo hold at sea.
How it works
When a weapon bay runs dry it reloads from your ship's cargo, preferring the type already loaded. The reload takes half the weapon's activation time. Turret Loading shortens turret reloads and Rapid Rearm shortens launcher reloads, 2% per level each. Docked, you can load a bay from your hold or the island's stores. Unloading one returns its rounds to island storage.
Power
MechanicMECH-25
Active modules draw from a shared power pool.
How it works
Every activation draws the module's full power cost up front. The pool refills at your hull's recovery rate. Energy weapons carry no ammunition at all, so every shot draws from this same pool and sustained energy fire competes with your other modules. Certain disruption weapons and Bio-Drones drain the pool of whoever they hit.
Module Activation
MechanicMECH-26
Passive modules work when fitted. Active ones cycle on command.
How it works
Passive modules improve your ship the moment you undock with them fitted. Active modules fire on command, spend power, then cool down for one full cycle before firing again. Most keep repeating against a locked target until you stop them. Anything you activate cancels a pending dock.
Ship Destruction
MechanicMECH-27
A destroyed hull is gone. Part of its fit survives in a wreck.
How it works
When your ship dies, the hull is lost for good, and insurance pays half its base value straight into your wallet on the spot. Equipment is not covered: each fitted module has an even chance of surviving into the wreck, and item stacks usually survive in part. The wreck floats at the kill site for 30 minutes. A blackbox record of the kill arrives by mail, and your killer gets a copy when a player fired the final shot.
Lawless Bounties
MechanicMECH-28
Destroy a lawless ship and the credits arrive on their own.
How it works
Every lawless ship carries a standing bounty. The amount sits on your target panel before you fire, so you know what a kill is worth. Destroy the ship and the credits are yours. The payment is automatic.
Bigger ships pay more. A small The Lawless ship is worth 150 Cr, a medium one 600 Cr, and a large one 2,500 Cr.
Payment arrives in batches rather than one kill at a time, so a good run comes back as a single sum a few minutes later. Your ledger shows it as one Bounty line naming how many ships it covered.
Respawn
MechanicMECH-29
You wake docked at the last core-waters island you used, in a free pod.
How it works
10 seconds after your ship dies you wake docked at the last island you used inside one of the four races' core regions, meaning a region that holds a Core island. The zone's owner hands you a free escape pod, and each race builds its own.
Kharum Directorate issues the Bailout, Aurelion Synod the Lumen, Veykr Clade the Husk, and Kel'Thryx Assembly the Hatchling. Every pod arrives empty over a 5 m³ hold and passes every research gate, so fit it before you go anywhere loud.
Emergency Pod
MechanicMECH-30
Ask the hangar for a free pod. Once every 4 hours.
How it works
The hangar at any island will hand you a free escape pod on request, once every 4 hours. It arrives empty, docked where you asked, and built by whichever race holds the island.
This exists so you can never be stranded. A pod passes every research gate, so even if the only hulls you own are ones you are not cleared to sail, one request puts you back in the water.
Containers & Looting
MechanicMECH-31
Stop within 30 m to open one. First come, first served.
How it works
To open a plain wreck or cache, come within 30 m and stop. A locked cache works off your Decrypter's own listed range instead. Contents show only to whoever opens the container. The container itself belongs to nobody, so anyone in range can loot it, and every grab is final. Loot lands in your ship's cargo.
Ship Repair
MechanicMECH-32
You pay by the point of damage, whatever the hull is worth.
How it works
Repair happens docked, in one purchase that clears everything. Armor costs 1.5 Cr per point, hull 2 Cr per point, chunked armor 3 Cr per point, and each lasting hull condition a flat 500 Cr. The price ignores what the hull or its fit is worth, and refitting never changes the damage on record.
Scrapping
MechanicMECH-33
A hull too damaged to list still pays half its base value.
How it works
Scrapping pays half the hull's base value, minimum 1 Cr. The credits arrive the moment you confirm. The hull has to meet the same conditions a market listing asks for (Selling Ships), with one difference: the yard takes it damaged.
The Hangar
MechanicMECH-34
Every ship you keep at an island, and the controls to switch, repair, rename, or scrap one.
How it works
Docked at an island, the Hangar lists every ship you keep there, grouped by role. Pick one and the window shows it whole. SWITCH makes it your active ship, FITTING opens its loadout, REPAIR and SCRAP settle its hull (Ship Repair, Scrapping), and RENAME takes a new name in place. On each stat bar the colored fill is the ship you picked and the white tick is the ship you sail now, so a swap reads at a glance. The full sheet lives in the stats drawer.
A hull whose research you have not finished stays locked and cannot become your active ship (Research Requirements). The RESEARCH button opens the node that blocks it. The POD button below the list issues a free escape hull when you have nothing left to sail (Emergency Pod).
Splitstreams
MechanicMECH-35
Natural two-way currents that carry ships between regions at 10× normal speed.
How it works
Come within 5 m of a splitstream, enter, and attune. The current carries your ship at 10× its normal speed. You can join from either direction or leave midway.
Navigator
MechanicMECH-36
Plot a course on the world map and the navigator sails it for you, right to the dock.
How it works
Plot a course from the world map, then engage. The navigator sails each leg, enters splitstreams facing the planned exit, and docks you at the destination. Coming out of a splitstream it holds station for 5 seconds to line up the next leg, so a route with more stream hops costs more than the sailing alone. The estimate on the plotted course already counts every one of those pauses. Plain approaches run straight through. Cancel a route and the destination sticks, so one keypress resumes it and the navigator re-plots from wherever you are.
Sub-Zones
MechanicMECH-37
Private pockets of sea behind beacons that eventually collapse.
How it works
Traversing a beacon moves you into a private pocket of sea, hidden from outside. You leave whenever you want by returning to that same beacon and traversing it again, which puts you back in the open world at once. Pockets are never stable. 30 seconds before one collapses, everyone inside gets a countdown, and at zero you come out at the beacon's position in the open world. Your ship and cargo travel in and out with you.
Cargo & Volume
MechanicMECH-38
Cargo is measured in cubic meters against your hull's hold.
How it works
Every item occupies volume, and your hold's capacity comes from the hull, the modules you fit, and research. Hold Configuration is the cargo line proper. It adds 1% per level on any hull and unlocks the holds themselves, small at level 1, medium at level 3 and large at level 6, with the external attachments at levels 3, 5 and 7. Freighter Doctrine adds a further 2% per level on Freighter hulls, and Medium Hull Integration and Heavy Hull Integration widen the hold along with every other stat on T2 and T3 hulls. Moving a stack aboard fills whatever space remains. A single large item needs room for the whole piece.
Island Storage
MechanicMECH-39
Store as much as you like for nothing. It stays exactly where you left it.
How it works
Each island keeps its own hangar and warehouse for you, with no volume limit and no fee. Ships park the same way, one hangar per island.
The Ledger
MechanicMECH-40
Click your wallet to see where your credits and your things went.
How it works
Three tabs sit behind your wallet. Ledger lists every credit that entered or left your wallet with the reason attached, so you can read back exactly where a missing payout went. Blackbox collects the kill records you were part of. Assets lists everything you own and the island holding it, and since storage never moves on its own, that tab is the only place showing your holdings across every island at once.
Market Orders
MechanicMECH-41
One order book per item per island, with instant trades and standing orders.
How it works
Buying and selling both go through the order book. An instant trade fills against the best standing orders and refunds any price difference. A standing order waits in the book at your price. Fills happen at the standing order's price and pay the seller in full.
The market window is one list. The coin button on a row trades one unit at the going price, and the toast that follows can undo it. Clicking the row opens the trade dialog for quantity, the daily price trend, and the Place standing order fold when the going price is not your price. Every order you have rests in the drawer at the bottom of the window, where you can re-price or cancel it.
Every sell pays a 5% fee, instant or standing, charged up front on your limit price times the full quantity. The fee is spent the moment you sell, whether the order fills, expires, or you cancel it. Raising the price of a listed sell order charges the fee difference on what is still unsold.
Ships trade on the same market, and a used hull sells once it is stripped and repaired (Selling Ships). You start with 3 standing-order slots, and Market Logistics raises that toward 80.
Market Range
MechanicMECH-42
Only buy orders travel. Everything else waits for a hauler.
How it works
A sell order lives at the island where you placed it. A buy order can stay within its own region or reach 1, 3, or 5 regions out. Stock and prices differ from island to island, so a full hold moved to the right buyer is a trade in itself.
Selling Ships
MechanicMECH-43
Hulls sell on the market one at a time, bare and repaired.
How it works
To list a hull it must sit docked at the sale island, fully repaired, stripped of modules and loaded ammo, with an empty hold, and it cannot be your active ship. Each listing is one named hull. Buy orders for ships work too, up to 25 at once.
Salvage & Extraction
MechanicMECH-44
Scan the piles, cut them up, haul the yield.
How it works
Salvage fields gather in open-water regions, each a scatter of piles you can see but not read. A scanner like Debris Scanner reveals what a pile holds. Each pile carries a single item type. A fitted extractor like Basic Extractor cycles volume out of the pile into your hold until the pile runs dry, and worked-out fields eventually return.
Where you cut decides what you find. Water a race holds carries shallow and deep fields only, thick with common metal. Contested drifts need unclaimed or lawless water, and both warlord-grade fields form nowhere but lawless water. Every step up that ladder is a rarer sight than the one below it, and the payoff is stock nothing else yields. Refining turns those fields into the capacitor banks, barrel assemblies and reinforced frames that tier 2 and tier 3 module licenses call for, and a warlord cache is the only source anywhere of the Containment Lattice every tier 4 module needs.
Research sharpens every step. Extraction Yield adds 2% more material per cutting cycle per level, Cycle Acceleration shortens each cycle by 2% per level, Composition Scanning widens your scanner's radius by 2% per level, Range Extension extends how far your extractor reaches by 2% per level, and Salvage Efficiency pulls 1.5% more material per level out of wrecks.
Refining
MechanicMECH-45
Convert salvage into refined materials, 100 units at a time.
How it works
Refining converts raw salvage in packs of 100 units. You choose how many full packs to process. Reclamation Yield adds 1.5% more output per level, up to 15%, and the output preview counts your bonus in. An item's tooltip lists what it refines into.
Production
MechanicMECH-46
Run craft licenses at islands that meet their requirements.
How it works
Production runs a craft license at the island you are docked at. The island has to match the license's specialization and be developed enough for its tier, both at once. Ship licenses skip the specialization check and hinge on development alone.
Design Comprehension caps the complexity you may run, Batch Manufacturing sets how many jobs run at once, and Production Speed shortens them. Each run costs 1,000 Cr plus materials from local storage, and each material unit has a 10% chance to survive the run and stay in storage.
Craft Licenses
MechanicMECH-47
Blueprints with limited uses. Most come from job rewards.
How it works
A craft license spends one use per production run. How many uses it carries is a property of the license itself: component and ammo licenses carry 50, and module and ship licenses are typically single-use. The license's tooltip lists the real count, so read it there rather than assuming.
Basic component and ammo licenses sell at island markets of the matching specialization: universal component licenses at Processing islands, ammo licenses at Military islands, and each race stocks its own at its own islands. That is the same specialization allowed to run the license, so you can buy one and run it without leaving the dock.
More advanced component licenses, and every module and ship license, arrive as random rewards from jobs and exploration.
CRI Research
MechanicMECH-48
Your implant researches upgrades in real time, even offline.
How it works
The Control Relay Interface researches nodes across multiple trees, in wall-clock time that keeps running while you are offline. Levels run 1 to 10, from 24 minutes at the bottom to hundreds of hours at the top. Most nodes pay the same gain every level. A few, like production lines and market order slots, grow in bands and save the big jumps for the top.
Research Data unlocks each node's level bands. It drops from wrecks and caches, and you spend it docked.
Research Requirements
MechanicMECH-49
Research gates undocking and fitting, never buying.
How it works
Nothing about research blocks a purchase, so buy any hull or module the moment you can afford it. Four actions check your research instead: making a hull your active ship, saving a fitting that holds gated modules, undocking, and starting a production run from a license.
Wherever gated gear appears you see the node you are missing, and that node's Codex article shows your live progress against each requirement, counting down while it researches. Queue the missing research, keep sailing, and the gear works from your next undock after the last level lands.
Beacons
MechanicMECH-50
Find hidden signals and open private sites.
How it works
Use a Spectrum Sweep to find a beacon's carrier, then triangulate its position. Breach a locked beacon in two stages: Cipher Cascade, then Frequency Attunement. Complete both to gain access. A job may give you the location or access. Some give you both.
Public beacons need no breach. Solve Subspace Anchor to open a locked container inside.
Target the beacon inside the pocket and press TRAVERSE to leave. It is the only beacon there, and everyone inside can use it.
Unstable Resonance
MechanicMECH-51
The traverse leaves you out of phase. Nothing can touch you until you move.
How it works
You arrive from a traverse with your hull still ringing, and for 60 seconds nothing in the site can reach you. Weapons pass through, repairs and tethers find nothing to hold, and hostile crews do not see you on their scopes at all.
It ends the instant you do anything. A move order or any module ends it on the spot, and the timer on your vitals panel shows what is left of it otherwise. Other pilots see the same countdown on you when they target you, and their modules grey out until it lapses.
Every arrival gets it: diving into a pocket, surfacing back out, and being pushed out when a pocket collapses.
Spectrum Sweep & Triangulation
MechanicMECH-52
Find a beacon's carrier, then ping down its position.
How it works
A beacon broadcasts on one frequency somewhere in a 256 Hz band, and the spectrogram splits that band into bars. Click a bar to probe it. The answer lands five seconds later as a hit, or as a hot-cold nudge toward the carrier. A hit locks the signal and opens its manifest, which names the site and rates its threat from 0 to 3, so you can walk away before you commit to anything.
Triangulation puts you over a map of the search area. Click anywhere and that ping answers with a range and a bearing, both measured from the point you clicked, and the bearing arrives inside a cone of error. That puts the beacon on an arc. Ping again from another side and the second arc crosses the first, and the crossing is the beacon. Then press LOCK FIX and click the crossing itself. The lock is a click of its own and the point you put it on is the position the fix is graded on, so no ping is ever wasted on aiming it.
A tier pays for four pings before the lock at Tier 1, three at Tier 2, and two at Tier 3 and Tier 4. That is a ceiling rather than a quota. Lock as soon as two arcs agree and keep the rest, but two arcs is the floor, because one arc on its own is a circle and not a fix.
Any hull can sweep. Pathfinder hulls, the scanning specialists each race builds, count a wider slice around the carrier as a hit, so a near-miss probe still locks, and Pathfinder Doctrine widens that slice further on those hulls.
Signal Processing widens it for any hull and settles the hot-cold nudge, which reads close to noise until you put levels behind it. Triangulation Mastery tightens the bearing cone on your pings and gives the final mark more room to land.
Cipher Cascade
MechanicMECH-53
Halt the spinning reels on their target glyphs.
How it works
The first half of a breach. Reels of glyphs spin, and you halt each one on its target glyph. The window shows one lock at a time. Higher tiers add reels and cut your retries.
Decryption Theory strengthens your decrypter and buys extra retries per attempt, and Cipher Foundations loosens how precisely you must halt each reel.
Frequency Attunement
MechanicMECH-54
Match a drifting carrier wave to finish the breach.
How it works
The second half of a breach. Tune your wave to match the beacon's carrier and hold the alignment until the lock takes. Every beacon asks for frequency and phase. T3 adds amplitude and drift together, T4 adds jamming, and the lock window tightens every tier.
Cipher Foundations widens the drift window, giving your lock more room to breathe. Success earns the access key, and the beacon lets you traverse from then on.
Subspace Anchor
MechanicMECH-55
Repeat the node sequence to crack a locked container.
How it works
path may never cross itself
Decrypter
MechanicMECH-56
The breach tool, fitted like a weapon and required past discovery.
How it works
A decrypter mounts on the projection deck beside your weapons and drives every breach stage and anchor solve. Sweeping and triangulating need no hardware. Three marks exist, Decrypter, Decrypter II, and Decrypter III, and the stronger two need Decryption Theory.
Strength decides how much of the lock the unit reads before you touch it. A stronger mark tends to hand you an easier challenge than the beacon would set on its own, sometimes a full tier easier, and levels in that same node push the effect further.
Beacon Tiers
MechanicMECH-57
T1 to T4. Higher tiers run faster and meaner.
How it works
Every beacon carries a tier from T1 to T4. Tier sets the stage timers at 120, 90, 45, and 30 seconds plus a short grace, and hardens every minigame with more reels and fewer retries in the cipher, extra wave axes and jamming in attunement, and longer timed sequences on the anchor.
Fleet
MechanicMECH-58
A temporary group with wings, squads, and a commander.
How it works
Create a fleet from the Fleet window and it forms around you as commander. Any member can invite another pilot by name, and the invite lands as a notification to accept or decline.
A fleet holds up to 5 pilots, organized into wings and squads under the fleet commander, with wing commanders and squad leaders below. You set your own wing and squad from the Fleet window.
The commander names the fleet, sets its objective, appoints wing commanders and squad leaders, and can hand command to someone else. Wing commanders and squad leaders can remove anyone below them in their own wing or squad. Fleetmates share a chat channel and show blue on your HUD (Open PvP). Fly close together and a kill by any of you can count for all of you: fleetmates near the kill share in the Lawless Bounties split and earn quest kill credit, so a crew on the same job finishes it together.
Enclave
MechanicMECH-59
A permanent player organization with a shared wallet.
How it works
Founding an enclave costs 50,000 Cr, Enclave Command, and a dock to sign at. Five roles ladder from recruit to leader.
The treasury takes deposits from any member and pays out to officers. The member cap grows with the leader's level in that node, from 25 toward 500. Upkeep runs 10,000 Cr a week out of the treasury.
Pacts & Concords
MechanicMECH-60
Enclaves bond into pacts and blocs. The bond buys trust and HUD color.
How it works
Enclaves bond two ways. A pact ties exactly two enclaves together. A concord is a bloc of many. One enclave founds it and picks its name and tag. The founding leadership invites other enclaves in, and each of those signs on through its own leaders.
Everyone in the bloc shows friendly on your HUD (Open PvP) and shares a concord-wide chat channel. Bonded ships can still damage each other.
Tactical Overlay
MechanicMECH-61
Press V at sea: the radar fills the screen as a chart, and the fleet draws its orders on it.
How it works
Press V while under way, or click the radar, and the whole screen becomes your sensor's chart. Islands render as elevation contours, splitstreams as flowing tracks, and every ship your sweep has touched becomes a hull silhouette tinted by relation. The sweep is the sensor: a contact fades after the beam passes and holds its last-seen position until the beam returns, so sweep speed and arc from your hull's sensor stats decide how fresh your picture is. The chart reaches 1,852 m; scroll to zoom. You keep fighting with it open: vitals, the locked target, and module cooldowns stay live on top.
The chart is also the order board of a Fleet. Ctrl+click drops a ping any member can place. Command marks take a gesture: drag draws a vector, Shift+drag a zone, Shift+click a rally, Alt+click lays route legs and releasing Alt sets the route, and clicking a hostile hull locks it and calls it as the focus target. Every mark lands on each fleet member's screen with a countdown. Pings last 8 seconds, vectors 20, zones 45, rallies 90, routes 120, and a focus call holds until the next one.
Command marks need tactical authority. The commander holds it and grants or revokes it per member from the Fleet window; the TAC chip on the chart counts who has it. Plain clicks stay yours alone: click open water and your ship sails there, a long course engaging the Navigator, and none of it enters fleet comms. Solo, the whole mark set still works and stays on your own screen.
Blackbox
MechanicMECH-62
The forensic record of a ship kill.
How it works
Every player ship destroyed produces a blackbox, whatever killed it. The record names the victim and the killer, lists the full fitting and cargo with each item's fate, and carries a damage timeline of the final 30 seconds, attacker by attacker.
It arrives by mail, and a record shared in chat opens for anyone. Your own records also live in a tab of The Ledger. Records never change, and nothing else out here vouches for you the same way (Crime & Punishment).
Coffer
ShipFreighterT1AurelionHULL-01
A light cargo ship for measured runs through uncertain water.
Specification
Role
Freighter
Tier
T1
Race
Aurelion
Hull
80
Armor
50
Shields
80
Speed
10
Cargo
70 m³
Mass tolerance
50 kg
Power
72
Power regen
3.6/s
Hardpoints
1
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Ark
ShipFreighterT2AurelionHULL-02
A cargo ship for loads that have earned a place in the Synod's records.
Specification
Role
Freighter
Tier
T2
Race
Aurelion
Hull
140
Armor
90
Shields
150
Speed
8
Cargo
180 m³
Mass tolerance
110 kg
Power
108
Power regen
4.8/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Reliquary
ShipFreighterT3AurelionHULL-03
A heavy cargo ship for what the Synod intends to preserve and deliver.
Specification
Role
Freighter
Tier
T3
Race
Aurelion
Hull
250
Armor
160
Shields
280
Speed
6
Cargo
450 m³
Mass tolerance
240 kg
Power
168
Power regen
6.6/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Shimmer
ShipGuardianT1AurelionHULL-04
A light guard ship that holds steady while the Synod's work continues around it.
Specification
Role
Guardian
Tier
T1
Race
Aurelion
Hull
100
Armor
70
Shields
140
Speed
12
Cargo
15 m³
Mass tolerance
75 kg
Power
72
Power regen
3.6/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Refractor
ShipGuardianT2AurelionHULL-05
A guard ship built to hold the line while others finish their readings.
Specification
Role
Guardian
Tier
T2
Race
Aurelion
Hull
180
Armor
120
Shields
260
Speed
10
Cargo
40 m³
Mass tolerance
160 kg
Power
108
Power regen
4.8/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Shroud
ShipGuardianT3AurelionHULL-06
A heavy guard ship built to remain at the center of a Synod formation.
Specification
Role
Guardian
Tier
T3
Race
Aurelion
Hull
300
Armor
200
Shields
450
Speed
7
Cargo
80 m³
Mass tolerance
340 kg
Power
156
Power regen
6.6/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Gleaner
ShipHarvesterT1AurelionHULL-07
A light salvage ship for careful work in fields that punish a poor reading.
Specification
Role
Harvester
Tier
T1
Race
Aurelion
Hull
70
Armor
50
Shields
80
Speed
11
Cargo
35 m³
Mass tolerance
60 kg
Power
84
Power regen
4.2/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Modules are polyominoes. A module fits only where its mount type is satisfied.
Collector
ShipHarvesterT2AurelionHULL-08
A salvage ship that turns a wreck field into cargo the Synod can account for.
Specification
Role
Harvester
Tier
T2
Race
Aurelion
Hull
120
Armor
90
Shields
140
Speed
9
Cargo
100 m³
Mass tolerance
130 kg
Power
120
Power regen
5.4/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Reaper
ShipHarvesterT3AurelionHULL-09
A heavy salvage ship that holds position while its cutters finish the work.
Specification
Role
Harvester
Tier
T3
Race
Aurelion
Hull
200
Armor
160
Shields
220
Speed
6
Cargo
250 m³
Mass tolerance
280 kg
Power
168
Power regen
7.2/s
Hardpoints
4
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Glint
ShipPathfinderT1AurelionHULL-10
A light survey ship that carries Synod instruments into uncertain water.
Specification
Role
Pathfinder
Tier
T1
Race
Aurelion
Hull
60
Armor
40
Shields
70
Speed
16
Cargo
10 m³
Mass tolerance
55 kg
Power
60
Power regen
3.6/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Prism
ShipPathfinderT2AurelionHULL-11
A survey ship built to separate useful readings from the noise around them.
Specification
Role
Pathfinder
Tier
T2
Race
Aurelion
Hull
100
Armor
70
Shields
120
Speed
12
Cargo
25 m³
Mass tolerance
120 kg
Power
96
Power regen
4.8/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Oracle
ShipPathfinderT3AurelionHULL-12
A heavy survey ship sent where the Synod needs a wider reading.
Specification
Role
Pathfinder
Tier
T3
Race
Aurelion
Hull
180
Armor
120
Shields
200
Speed
10
Cargo
50 m³
Mass tolerance
260 kg
Power
144
Power regen
6/s
Hardpoints
4
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Ray
ShipStrikerT1AurelionHULL-13
A light attack ship that turns Synod precision into a clean strike.
Specification
Role
Striker
Tier
T1
Race
Aurelion
Hull
80
Armor
60
Shields
100
Speed
14
Cargo
12 m³
Mass tolerance
70 kg
Power
85
Power regen
4.5/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Lance
ShipStrikerT2AurelionHULL-14
An attack ship that brings Synod precision to the center of a fight.
Specification
Role
Striker
Tier
T2
Race
Aurelion
Hull
140
Armor
100
Shields
180
Speed
11
Cargo
35 m³
Mass tolerance
150 kg
Power
135
Power regen
6.5/s
Hardpoints
4
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Verdict
ShipStrikerT3AurelionHULL-15
A heavy attack ship for delivering the Synod's conclusion with finality.
Specification
Role
Striker
Tier
T3
Race
Aurelion
Hull
250
Armor
180
Shields
320
Speed
8
Cargo
70 m³
Mass tolerance
320 kg
Power
200
Power regen
9/s
Hardpoints
5
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Mender
ShipTenderT1AurelionHULL-16
A light repair ship that turns its own power into another ship's second chance.
Specification
Role
Tender
Tier
T1
Race
Aurelion
Hull
90
Armor
60
Shields
90
Speed
12
Cargo
20 m³
Mass tolerance
65 kg
Power
84
Power regen
4.8/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Restorer
ShipTenderT2AurelionHULL-17
A repair ship that keeps damaged ships inside the same working formation.
Specification
Role
Tender
Tier
T2
Race
Aurelion
Hull
150
Armor
100
Shields
180
Speed
10
Cargo
50 m³
Mass tolerance
140 kg
Power
132
Power regen
6/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Sanctifier
ShipTenderT3AurelionHULL-18
A heavy repair ship built to keep a formation intact under sustained fire.
Specification
Role
Tender
Tier
T3
Race
Aurelion
Hull
280
Armor
180
Shields
300
Speed
7
Cargo
120 m³
Mass tolerance
300 kg
Power
192
Power regen
8.4/s
Hardpoints
4
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Buffer
ShipFreighterT1Kel'ThryxHULL-19
Light Kel'Thryx freighter. A 75 m³ hold, second at its tier behind the Directorate hull's 80. One weapon mount, 100 hull, 10 speed.
Specification
Role
Freighter
Tier
T1
Race
Kel'Thryx
Hull
100
Armor
80
Shields
60
Speed
10
Cargo
75 m³
Mass tolerance
60 kg
Power
72
Power regen
3.6/s
Hardpoints
1
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Cache
ShipFreighterT2Kel'ThryxHULL-20
Medium Kel'Thryx freighter. A 190 m³ hold behind 200 hull and 160 armor. Two weapon mounts, 8 speed. The consensus prices the trip in hours and accepts them.
Specification
Role
Freighter
Tier
T2
Race
Kel'Thryx
Hull
200
Armor
160
Shields
120
Speed
8
Cargo
190 m³
Mass tolerance
125 kg
Power
108
Power regen
4.8/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Archive
ShipFreighterT3Kel'ThryxHULL-21
Heavy Kel'Thryx freighter. A 480 m³ hold, 20 short of the Directorate bulk hull. 350 hull, 300 armor, three weapon mounts, and 5.6 speed for all of it.
Specification
Role
Freighter
Tier
T3
Race
Kel'Thryx
Hull
350
Armor
300
Shields
220
Speed
5.6
Cargo
480 m³
Mass tolerance
215 kg
Power
168
Power regen
6.6/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Vector
ShipGuardianT1Kel'ThryxHULL-22
Light Kel'Thryx guardian. 140 hull and 120 armor, second at its tier behind the Directorate hull, with two weapon mounts and one launch bay at 12 speed.
Specification
Role
Guardian
Tier
T1
Race
Kel'Thryx
Hull
140
Armor
120
Shields
100
Speed
12
Cargo
15 m³
Mass tolerance
60 kg
Power
72
Power regen
3.3/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Modules are polyominoes. A module fits only where its mount type is satisfied.
Lattice
ShipGuardianT2Kel'ThryxHULL-23
Medium Kel'Thryx guardian. 260 hull, 220 armor, 200 shields. Two weapon mounts and two launch bays, held at 9 speed. The consensus traded speed for layers and logged the trade as settled.
Specification
Role
Guardian
Tier
T2
Race
Kel'Thryx
Hull
260
Armor
220
Shields
200
Speed
9
Cargo
45 m³
Mass tolerance
125 kg
Power
108
Power regen
4.8/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Cage
ShipGuardianT3Kel'ThryxHULL-24
Heavy Kel'Thryx guardian. 420 hull, 400 armor, 380 shields, and 2.2 armor repaired a second. Three weapon mounts and two launch bays at 6 speed. The Assembly stopped revising the design after this one.
Specification
Role
Guardian
Tier
T3
Race
Kel'Thryx
Hull
420
Armor
400
Shields
380
Speed
6
Cargo
90 m³
Mass tolerance
215 kg
Power
168
Power regen
6.6/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Parser
ShipHarvesterT1Kel'ThryxHULL-25
Light Kel'Thryx harvester. A 40 m³ hold, two weapon mounts, 11 speed. The consensus rates the frame at 80 hull and expects the pilot to work inside that figure.
Specification
Role
Harvester
Tier
T1
Race
Kel'Thryx
Hull
80
Armor
60
Shields
60
Speed
11
Cargo
40 m³
Mass tolerance
60 kg
Power
84
Power regen
4.2/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Modules are polyominoes. A module fits only where its mount type is satisfied.
Aggregator
ShipHarvesterT2Kel'ThryxHULL-26
Medium Kel'Thryx harvester. A 110 m³ hold and 132 power for the cutters, on 140 hull and 110 armor. Three weapon mounts, 9 speed. The Assembly logs every run and adjusts the quota, never the hull.
Specification
Role
Harvester
Tier
T2
Race
Kel'Thryx
Hull
140
Armor
110
Shields
120
Speed
9
Cargo
110 m³
Mass tolerance
125 kg
Power
132
Power regen
5.7/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Compiler
ShipHarvesterT3Kel'ThryxHULL-27
Heavy Kel'Thryx harvester. A 280 m³ hold, second at its tier behind the Directorate hull's 300. Four weapon mounts, 240 hull, 6 speed. The Assembly notes the gap and keeps building it.
Specification
Role
Harvester
Tier
T3
Race
Kel'Thryx
Hull
240
Armor
200
Shields
200
Speed
6
Cargo
280 m³
Mass tolerance
215 kg
Power
180
Power regen
7.8/s
Hardpoints
4
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Ping
ShipPathfinderT1Kel'ThryxHULL-28
Light Kel'Thryx pathfinder. Sweep Power 2 across 120 degrees, the standard light reading. 65 hull at 16 speed. The Assembly logs what comes back and lets the frame take its chances.
Specification
Role
Pathfinder
Tier
T1
Race
Kel'Thryx
Hull
65
Armor
45
Shields
50
Speed
16
Cargo
10 m³
Mass tolerance
60 kg
Power
60
Power regen
3.6/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Modules are polyominoes. A module fits only where its mount type is satisfied.
Tracer
ShipPathfinderT2Kel'ThryxHULL-29
Medium Kel'Thryx pathfinder. Sweep Power 3, two weapon mounts, one launch bay. 120 hull at 12 speed, with a 25 m³ hold. Every bearing it takes reaches the record before the pilot reads it back.
Specification
Role
Pathfinder
Tier
T2
Race
Kel'Thryx
Hull
120
Armor
90
Shields
100
Speed
12
Cargo
25 m³
Mass tolerance
125 kg
Power
96
Power regen
4.8/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Index
ShipPathfinderT3Kel'ThryxHULL-30
Heavy Kel'Thryx pathfinder. Sweep Power 4, and nothing built reads past it, with two weapon mounts and two launch bays on 200 hull. 10 speed, a 55 m³ hold, and every bearing entered in the record.
Specification
Role
Pathfinder
Tier
T3
Race
Kel'Thryx
Hull
200
Armor
170
Shields
180
Speed
10
Cargo
55 m³
Mass tolerance
215 kg
Power
144
Power regen
6.3/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Shard
ShipStrikerT1Kel'ThryxHULL-31
Light Kel'Thryx striker. One weapon mount, two launch bays. The consensus trades guns for swarms at every tier. The frame under it runs 90 hull, 70 armor, and 14 speed.
Specification
Role
Striker
Tier
T1
Race
Kel'Thryx
Hull
90
Armor
70
Shields
70
Speed
14
Cargo
12 m³
Mass tolerance
60 kg
Power
85
Power regen
4.5/s
Hardpoints
1
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Fragment
ShipStrikerT2Kel'ThryxHULL-32
Medium Kel'Thryx striker. Three launch bays against a single weapon mount, the highest bay count at its tier. 160 hull, 130 armor, 11 speed.
Specification
Role
Striker
Tier
T2
Race
Kel'Thryx
Hull
160
Armor
130
Shields
140
Speed
11
Cargo
35 m³
Mass tolerance
125 kg
Power
135
Power regen
6.5/s
Hardpoints
1
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Cascade
ShipStrikerT3Kel'ThryxHULL-33
Heavy Kel'Thryx striker. Three launch bays and two weapon mounts on 280 hull and 240 armor. 200 power, 8 speed, a 70 m³ hold. The Assembly considers the ratio settled.
Specification
Role
Striker
Tier
T3
Race
Kel'Thryx
Hull
280
Armor
240
Shields
260
Speed
8
Cargo
70 m³
Mass tolerance
215 kg
Power
200
Power regen
9/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Node
ShipTenderT1Kel'ThryxHULL-34
Light Kel'Thryx tender. Runs a repair tether out of 84 power and drops the link when its own 100 hull runs low. Two weapon mounts, an 18 m³ hold, 12 speed.
Specification
Role
Tender
Tier
T1
Race
Kel'Thryx
Hull
100
Armor
70
Shields
80
Speed
12
Cargo
18 m³
Mass tolerance
60 kg
Power
84
Power regen
4.5/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Conduit
ShipTenderT2Kel'ThryxHULL-35
Medium Kel'Thryx tender. 132 power reroutes shields and plating to several bound hulls at once, and the strain lands on its own 140 armor before any of it reaches the 180 hull. Three weapon mounts, a 50 m³ hold, 10 speed.
Specification
Role
Tender
Tier
T2
Race
Kel'Thryx
Hull
180
Armor
140
Shields
160
Speed
10
Cargo
50 m³
Mass tolerance
125 kg
Power
132
Power regen
6/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Nexus
ShipTenderT3Kel'ThryxHULL-36
Heavy Kel'Thryx tender. 192 power and 8.4 a second of regeneration feeding a formation, with 260 armor to take the strain and 320 hull under it for the overflow. Four weapon mounts, a 120 m³ hold, 7 speed.
Specification
Role
Tender
Tier
T3
Race
Kel'Thryx
Hull
320
Armor
260
Shields
280
Speed
7
Cargo
120 m³
Mass tolerance
215 kg
Power
192
Power regen
8.4/s
Hardpoints
4
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Dray
ShipFreighterT1KharumHULL-37
A light cargo ship for loads worth more than the time spent moving them.
Specification
Role
Freighter
Tier
T1
Race
Kharum
Hull
150
Armor
120
Shields
60
Speed
9
Cargo
80 m³
Mass tolerance
95 kg
Power
84
Power regen
3/s
Hardpoints
1
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Hauler
ShipFreighterT2KharumHULL-38
A cargo ship that makes every attack against its load a question of cost.
Specification
Role
Freighter
Tier
T2
Race
Kharum
Hull
250
Armor
200
Shields
100
Speed
7
Cargo
200 m³
Mass tolerance
210 kg
Power
120
Power regen
4.2/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Ironhaul
ShipFreighterT3KharumHULL-39
A heavy cargo ship for moving the loads that set the Directorate's terms.
Specification
Role
Freighter
Tier
T3
Race
Kharum
Hull
400
Armor
350
Shields
180
Speed
5
Cargo
500 m³
Mass tolerance
380 kg
Power
180
Power regen
6/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Bulwark
ShipGuardianT1KharumHULL-40
A compact guard ship built to absorb punishment and keep holding.
Specification
Role
Guardian
Tier
T1
Race
Kharum
Hull
200
Armor
180
Shields
100
Speed
11
Cargo
20 m³
Mass tolerance
130 kg
Power
84
Power regen
3/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Rampart
ShipGuardianT2KharumHULL-41
A Directorate guard ship that makes every attack against it an expensive decision.
Specification
Role
Guardian
Tier
T2
Race
Kharum
Hull
350
Armor
300
Shields
200
Speed
9
Cargo
50 m³
Mass tolerance
280 kg
Power
120
Power regen
4.2/s
Hardpoints
4
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Citadel
ShipGuardianT3KharumHULL-42
An overbuilt guard ship made to hold its ground under sustained attack.
Specification
Role
Guardian
Tier
T3
Race
Kharum
Hull
500
Armor
500
Shields
350
Speed
6
Cargo
100 m³
Mass tolerance
520 kg
Power
168
Power regen
5.4/s
Hardpoints
5
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Shear
ShipHarvesterT1KharumHULL-43
A light salvage ship built to cut wrecks in water that punishes fragile tools.
Specification
Role
Harvester
Tier
T1
Race
Kharum
Hull
120
Armor
100
Shields
60
Speed
10
Cargo
40 m³
Mass tolerance
110 kg
Power
90
Power regen
3.6/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Modules are polyominoes. A module fits only where its mount type is satisfied.
Scrapwright
ShipHarvesterT2KharumHULL-44
A salvage ship for crews who treat every wreck as unfinished inventory.
Specification
Role
Harvester
Tier
T2
Race
Kharum
Hull
180
Armor
160
Shields
100
Speed
8
Cargo
120 m³
Mass tolerance
240 kg
Power
132
Power regen
4.8/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Slagworks
ShipHarvesterT3KharumHULL-45
A heavy salvage ship built around one Directorate rule: leave nothing useful behind.
Specification
Role
Harvester
Tier
T3
Race
Kharum
Hull
300
Armor
280
Shields
180
Speed
5
Cargo
300 m³
Mass tolerance
450 kg
Power
180
Power regen
6/s
Hardpoints
4
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Probe
ShipPathfinderT1KharumHULL-46
A light survey ship that finds the route before the Directorate pays to take it.
Specification
Role
Pathfinder
Tier
T1
Race
Kharum
Hull
100
Armor
80
Shields
50
Speed
14
Cargo
10 m³
Mass tolerance
100 kg
Power
72
Power regen
3/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Modules are polyominoes. A module fits only where its mount type is satisfied.
Surveyor
ShipPathfinderT2KharumHULL-47
A survey ship that brings Directorate caution to the edge of the chart.
Specification
Role
Pathfinder
Tier
T2
Race
Kharum
Hull
160
Armor
140
Shields
90
Speed
11
Cargo
30 m³
Mass tolerance
220 kg
Power
108
Power regen
4.2/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Wayfinder
ShipPathfinderT3KharumHULL-48
A heavy survey ship built so a bad bearing costs time, not the ship.
Specification
Role
Pathfinder
Tier
T3
Race
Kharum
Hull
280
Armor
240
Shields
160
Speed
9
Cargo
60 m³
Mass tolerance
400 kg
Power
156
Power regen
5.4/s
Hardpoints
4
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Maul
ShipStrikerT1KharumHULL-49
A Kharum attack ship built to keep pressure on a target until something gives.
Specification
Role
Striker
Tier
T1
Race
Kharum
Hull
150
Armor
120
Shields
80
Speed
12
Cargo
15 m³
Mass tolerance
120 kg
Power
100
Power regen
4.5/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Breaker
ShipStrikerT2KharumHULL-50
A Kharum attack ship that puts Directorate weight behind every blow.
Specification
Role
Striker
Tier
T2
Race
Kharum
Hull
250
Armor
200
Shields
150
Speed
10
Cargo
40 m³
Mass tolerance
260 kg
Power
150
Power regen
6.5/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Devastator
ShipStrikerT3KharumHULL-51
A heavy attack ship built to stay in the fight until the other ship cannot.
Specification
Role
Striker
Tier
T3
Race
Kharum
Hull
400
Armor
350
Shields
280
Speed
7
Cargo
80 m³
Mass tolerance
480 kg
Power
210
Power regen
9/s
Hardpoints
4
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Welder
ShipTenderT1KharumHULL-52
A light repair ship that spends its own strength keeping another ship together.
Specification
Role
Tender
Tier
T1
Race
Kharum
Hull
130
Armor
110
Shields
70
Speed
11
Cargo
25 m³
Mass tolerance
115 kg
Power
96
Power regen
4.2/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Forgehand
ShipTenderT2KharumHULL-53
A repair ship that keeps damaged ships working long after good sense says dock.
Specification
Role
Tender
Tier
T2
Race
Kharum
Hull
220
Armor
180
Shields
140
Speed
9
Cargo
60 m³
Mass tolerance
250 kg
Power
144
Power regen
5.4/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Foundry
ShipTenderT3KharumHULL-54
A heavy repair ship that turns one overbuilt reactor into a working repair line.
Specification
Role
Tender
Tier
T3
Race
Kharum
Hull
380
Armor
320
Shields
250
Speed
6
Cargo
150 m³
Mass tolerance
460 kg
Power
210
Power regen
7.2/s
Hardpoints
4
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Pouch
ShipFreighterT1VeykrHULL-55
Light Veykr freighter. A 60 m³ hold at 12 speed, faster than any other light freighter and the smallest hold of the four. 45 armor, so speed is the whole plan.
Specification
Role
Freighter
Tier
T1
Race
Veykr
Hull
70
Armor
45
Shields
50
Speed
12
Cargo
60 m³
Mass tolerance
60 kg
Power
60
Power regen
3/s
Hardpoints
1
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Belly
ShipFreighterT2VeykrHULL-56
Medium Veykr freighter. 160 m³ at 9 speed, the quickest hauler at its tier and the lightest at 130 hull. Two weapon mounts, and a frame grown to outrun a raid rather than survive one.
Specification
Role
Freighter
Tier
T2
Race
Veykr
Hull
130
Armor
90
Shields
100
Speed
9
Cargo
160 m³
Mass tolerance
125 kg
Power
96
Power regen
4.2/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Gorger
ShipFreighterT3VeykrHULL-57
Heavy Veykr freighter. The smallest heavy hold at 400 m³, moved at 7 speed, which is the fastest any heavy freighter manages. Three weapon mounts over 240 hull.
Specification
Role
Freighter
Tier
T3
Race
Veykr
Hull
240
Armor
180
Shields
200
Speed
7
Cargo
400 m³
Mass tolerance
215 kg
Power
156
Power regen
6/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Shell
ShipGuardianT1VeykrHULL-58
Light Veykr guardian. Three weapon mounts on a grafted frame that runs 14 speed, faster than any other light guardian. 100 hull, 80 armor, 90 shields, and 60 mass tolerance that caps what you hang on it.
Specification
Role
Guardian
Tier
T1
Race
Veykr
Hull
100
Armor
80
Shields
90
Speed
14
Cargo
12 m³
Mass tolerance
60 kg
Power
60
Power regen
3/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Carapace
ShipGuardianT2VeykrHULL-59
Medium Veykr guardian. 180 hull and 180 shields with three weapon mounts and a launch bay, held at 11 speed. The 125 mass tolerance keeps the fittings light. The Clade grew it to hold a line it can still walk away from.
Specification
Role
Guardian
Tier
T2
Race
Veykr
Hull
180
Armor
150
Shields
180
Speed
11
Cargo
35 m³
Mass tolerance
125 kg
Power
96
Power regen
4.2/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Chitin
ShipGuardianT3VeykrHULL-60
Heavy Veykr guardian. 320 hull, 280 armor, and 320 shields on a grown hull that still makes 8 speed, quicker than any other heavy guardian. Four weapon mounts and a launch bay.
Specification
Role
Guardian
Tier
T3
Race
Veykr
Hull
320
Armor
280
Shields
320
Speed
8
Cargo
70 m³
Mass tolerance
215 kg
Power
144
Power regen
6/s
Hardpoints
4
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Picker
ShipHarvesterT1VeykrHULL-61
Light Veykr harvester. A 30 m³ hold at 13 speed, the fastest cutting hull at its tier. 60 hull and 40 armor mean it works fields it can leave in a hurry.
Specification
Role
Harvester
Tier
T1
Race
Veykr
Hull
60
Armor
40
Shields
50
Speed
13
Cargo
30 m³
Mass tolerance
60 kg
Power
72
Power regen
3.6/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Modules are polyominoes. A module fits only where its mount type is satisfied.
Scavenger
ShipHarvesterT2VeykrHULL-62
Medium Veykr harvester. A 90 m³ hold at 11 speed, quicker than any other medium harvester and thinner too, at 100 hull. Three weapon mounts for the argument on the way out.
Specification
Role
Harvester
Tier
T2
Race
Veykr
Hull
100
Armor
80
Shields
100
Speed
11
Cargo
90 m³
Mass tolerance
125 kg
Power
108
Power regen
4.8/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Reclaimer
ShipHarvesterT3VeykrHULL-63
Heavy Veykr harvester. The smallest hold at its tier at 220 m³, moved at 7 speed, quicker than any other heavy harvester. The Clade would rather run two trips than sit still for one.
Specification
Role
Harvester
Tier
T3
Race
Veykr
Hull
180
Armor
150
Shields
180
Speed
7
Cargo
220 m³
Mass tolerance
215 kg
Power
156
Power regen
6.6/s
Hardpoints
4
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Spore
ShipPathfinderT1VeykrHULL-64
Light Veykr pathfinder. 18 speed, the fastest hull in service, on 50 hull and 30 armor. Standard Sweep Power 2, and no margin for being wrong about where you sent it.
Specification
Role
Pathfinder
Tier
T1
Race
Veykr
Hull
50
Armor
30
Shields
40
Speed
18
Cargo
10 m³
Mass tolerance
60 kg
Power
48
Power regen
3/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Modules are polyominoes. A module fits only where its mount type is satisfied.
Tendril
ShipPathfinderT2VeykrHULL-65
Medium Veykr pathfinder. Sweep Power 3 carried at 14 speed, faster than any other medium pathfinder. 90 hull, three weapon mounts, and a grown frame that keeps the mass down.
Specification
Role
Pathfinder
Tier
T2
Race
Veykr
Hull
90
Armor
60
Shields
80
Speed
14
Cargo
20 m³
Mass tolerance
125 kg
Power
84
Power regen
4.2/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Stalker
ShipPathfinderT3VeykrHULL-66
Heavy Veykr pathfinder. Sweep Power 4 at 11 speed, quicker than any other heavy pathfinder, on 160 hull. Four weapon mounts, a 45 m³ hold, and 215 mass tolerance. The Clade grew it to read the water and be gone before anyone reads it back.
Specification
Role
Pathfinder
Tier
T3
Race
Veykr
Hull
160
Armor
120
Shields
160
Speed
11
Cargo
45 m³
Mass tolerance
215 kg
Power
132
Power regen
5.7/s
Hardpoints
4
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Fang
ShipStrikerT1VeykrHULL-67
Light Veykr striker. The fastest hull in its class at 16 speed, with two weapon mounts and a launch bay for drones. 90 hull on a grown frame, run off 65 power.
Specification
Role
Striker
Tier
T1
Race
Veykr
Hull
90
Armor
70
Shields
80
Speed
16
Cargo
12 m³
Mass tolerance
60 kg
Power
65
Power regen
4.5/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Ripper
ShipStrikerT2VeykrHULL-68
Medium Veykr striker. Two launch bays and two weapon mounts at 13 speed, quicker than any other medium striker. 160 shields over 120 armor on a cultivated frame.
Specification
Role
Striker
Tier
T2
Race
Veykr
Hull
160
Armor
120
Shields
160
Speed
13
Cargo
35 m³
Mass tolerance
125 kg
Power
120
Power regen
6.5/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Thresher
ShipStrikerT3VeykrHULL-69
Heavy Veykr striker. 10 speed with 290 hull and 290 shields, and it still carries two launch bays and three weapon mounts. The Clade grew it to arrive first and leave first.
Specification
Role
Striker
Tier
T3
Race
Veykr
Hull
290
Armor
210
Shields
290
Speed
10
Cargo
70 m³
Mass tolerance
215 kg
Power
185
Power regen
9/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Bay (launcher)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Symbiont
ShipTenderT1VeykrHULL-70
Light Veykr tender. Grafts a repair tether onto another hull and feeds it from its own reserves until its hull runs too low to hold the link. 14 speed, and 55 armor, so keep it out of the exchange.
Specification
Role
Tender
Tier
T1
Race
Veykr
Hull
80
Armor
55
Shields
70
Speed
14
Cargo
15 m³
Mass tolerance
60 kg
Power
72
Power regen
4.2/s
Hardpoints
2
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Grafter
ShipTenderT2VeykrHULL-71
Medium Veykr tender. Holds several tethers at once and pays for all of them out of its own 100 armor, with the 140 hull under it taking whatever runs past. 11 speed, 140 shields. The Clade logs what the frame gives up and files it as data.
Specification
Role
Tender
Tier
T2
Race
Veykr
Hull
140
Armor
100
Shields
140
Speed
11
Cargo
40 m³
Mass tolerance
125 kg
Power
120
Power regen
5.4/s
Hardpoints
3
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
Hive
ShipTenderT3VeykrHULL-72
Heavy Veykr tender. Anchors a formation on repair tethers out of 180 power, with 280 hull and a 100 m³ hold to restock from. 8 speed, quicker than any other heavy tender.
Specification
Role
Tender
Tier
T3
Race
Veykr
Hull
280
Armor
200
Shields
260
Speed
8
Cargo
100 m³
Mass tolerance
215 kg
Power
180
Power regen
7.8/s
Hardpoints
4
Hull grid
Interior
Hull perimeter
Rear (thruster)
Hardpoint (weapon)
Core
Blocked
Modules are polyominoes. A module fits only where its mount type is satisfied.
An excerpt. Caveats, lore, and the modules, ammunition, research and licenses catalogues are documented in full inside the client.
Read up, then undock.
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