Field reference · public excerpt

Codex

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

Mechanic

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

Mechanic

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

Mechanic

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.

Patrol difficulty follows the map. Frontier islands post the hard, best-paying patrols, Developing and Established islands the medium ones, 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

Mechanic

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

Mechanic

Every window has a key, and a green corner marks the ones with something new.

How it works

The rail runs top to bottom, and every button on it answers to a key. World Map (M) plots routes and shows what you have charted. Job Log (J) tracks what you took and what it wants. 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 rail button means something new waits behind it.

Islands

Mechanic

Three labels decide what an island stocks, what it builds, and how hard its jobs run.

How it works

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

Mechanic

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

Mechanic

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.

ShieldsArmorHull
From guns and launchers
Impact75%100%100%
Resonance125%60%100%
Corrosive60%100%125%
Disruption100%60%100%
From hatcheries
Anti-Shield100%40%40%
Anti-Armor40%100%40%
Anti-Hull40%40%100%
Power Drain10%10%10%

Weapon Range

Mechanic

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.

Evasion

Mechanic

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

Mechanic

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.

Crime & Punishment

Mechanic

Guardians answer violence in race waters. Blackboxes remember it everywhere.

How it works

Strike another ship in waters a race holds and the answer comes fast. The zone's guardian wing, a three-ship patrol, logs every hit landed in its waters and comes for whoever it catches shooting at a protected ship. It does not sort out who started it. It shoots to kill and it does not lose interest, so breaking off means docking, leaving the zone, or slipping into a splitstream. Guardians answer for every zone a race owns, islands or no islands, and outside those waters no patrol answers at all.

What follows you everywhere is the record. Every player ship you destroy writes a permanent Blackbox naming you, and anyone can share it. That record is your whole standing out here, and it is all that answers for a shot nothing stopped (Open PvP).

Armor Chunking

Mechanic

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

Mechanic

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

Mechanic

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, Veykr Barbed Spine, and Veykr Shredder Spine. A weapon's tooltip lists whatever it overrides.

Disruption

Mechanic

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

Mechanic

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

Mechanic

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 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.

Mass Tolerance

Mechanic

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

Mechanic

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

Mechanic

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

Mechanic

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

Mechanic

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

Mechanic

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

Mechanic

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

Mechanic

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

Mechanic

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. 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.

Respawn

Mechanic

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 clusters, meaning a cluster 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 mounts one weapon over a 5 m³ hold and passes every research gate.

Emergency Pod

Mechanic

Ask the shipyard for a free pod. Once every 4 hours.

How it works

The shipyard at any island will hand you a free escape pod on request, once every 4 hours. It arrives fitted, 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 fly, one request puts you back in the water.

Containers & Looting

Mechanic

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

Mechanic

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

Mechanic

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.

Splitstreams

Mechanic

Subspace lanes that carry you across clusters at 10× your top speed.

How it works

Come within 5 m of a lane and enter, and the stream hurls you along it at 10× your maximum speed. You can ride from either end or drop out midway.

Navigator

Mechanic

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. Cancel a route and the destination sticks, so one keypress resumes it and the navigator re-plots from wherever you are.

Sub-Zones

Mechanic

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. 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

Mechanic

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. Freighter Doctrine adds 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

Mechanic

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

Mechanic

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

Mechanic

One order book per item per island, with instant trades and resting orders.

How it works

Buying and selling both go through the order book. An instant trade fills against the best resting orders and refunds any price difference. A resting order waits in the book at your price. Fills happen at the resting order's price and pay the seller in full.

Every sell pays a 5% fee, instant or resting, 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 resting-order slots, and Market Logistics raises that toward 80.

Market Range

Mechanic

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 cluster 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

Mechanic

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

Mechanic

Scan the piles, cut them up, haul the yield.

How it works

Salvage fields gather in empty clusters, 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. Reprocessing 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.

Reprocessing

Mechanic

Convert salvage into refined materials, 100 units at a time.

How it works

Reprocessing converts raw salvage in packs of 100 units. One run processes every full pack in your stack. 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

Mechanic

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

Mechanic

Blueprints with limited uses. Most come from job rewards.

How it works

A craft license spends one use per production run. Component and ammo licenses carry 50 uses. Module and ship licenses are single-use.

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

Mechanic

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

Mechanic

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

Mechanic

Hidden signals that open into private sites.

How it works

A beacon is a signal leading to a pocket of subspace worth visiting, holding salvage, caches, fights, or whatever the last crew left behind.

Finding one takes a Spectrum Sweep and triangulation. Getting in takes a breach, first Cipher Cascade and then Frequency Attunement, which earns the key to traverse. Some job-granted beacons come with the location or the key already in hand, so you skip those steps.

Public beacons let anyone through. Locked containers inside need a Subspace Anchor solve on top.

Spectrum Sweep & Triangulation

Mechanic

Find a beacon's carrier, then ping down its position.

How it works

Sweeping fires probes into a 256 Hz band to find a hidden carrier. Each probe answers after 5 seconds with a hit or a hot-cold hint, and a hit locks the signal, revealing what the site is and a threat read from 0 to 3 before you commit.

Triangulation follows. Fire your pings along the bearing cone, spend them all, and the fix either commits or it does not. Any hull can sweep, and Pathfinder hulls, the scanning specialists each race builds, accept a looser tune, so a near-miss probe still registers.

Pathfinder Doctrine sharpens those hulls further. Signal Processing widens how far off the carrier a probe can sit and still register, and it steadies the hot-cold hint, which starts erratic enough to be barely worth reading. Triangulation Mastery steadies the triangulation cone so your pings land easier.

Cipher Cascade

Mechanic

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

Mechanic

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

Mechanic

Repeat the node sequence to crack a locked container.

How it works

Locked containers carry an anchor challenge. Watch a sequence play across a node grid, then repeat it. A fitted decrypter drives the solve, from inside its own listed range. Higher tiers lengthen the sequence and put a timer on every pick, and on a T4 grid the line your picks trace may never cross itself.

Subspace Tethering slows the input timer and, at higher levels, forgives one mistake.

Decrypter

Mechanic

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

Mechanic

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

Mechanic

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).

Enclave

Mechanic

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

Mechanic

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.

Blackbox

Mechanic

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

ShipFreighterT1Aurelion

Light Aurelion freighter. A 70 m³ hold behind 80 shields and 50 armor. One weapon mount at 10 speed. The shield bank is the deepest on any light freighter, and it is the only cover the cargo gets.

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

ShipFreighterT2Aurelion

Medium Aurelion freighter. 180 m³ under 150 shields, the deepest bank of any medium freighter, recharging 9 a second. Two weapon mounts. Break through the bank and there is 140 hull and 90 armor left under it.

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

ShipFreighterT3Aurelion

Heavy Aurelion freighter. A 450 m³ hold under 280 shields at 14 a second, moved at 6 speed. Lose the hull and what is left of the manifest sits in the wreck for whoever reaches it first.

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

ShipGuardianT1Aurelion

Light Aurelion guardian. 140 shields recharging 8 a second, the deepest bank at its tier, with two weapon mounts and a launch bay. Behind that sit 100 hull and 70 armor, so the shield has to hold.

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

ShipGuardianT2Aurelion

Medium Aurelion guardian. 260 shields at 14 a second, three weapon mounts, and a launch bay. It soaks on the shield layer and leaves 120 armor for whatever gets through.

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

ShipGuardianT3Aurelion

Heavy Aurelion guardian. 450 shields, the largest bank of any hull in service, refilling at 22 a second. Three weapon mounts and two launch bays over 300 hull and 200 armor. The shield covers this hull and no other.

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

ShipHarvesterT1Aurelion

Light Aurelion harvester. A 35 m³ hold and 84 power for the cutters, held up by 80 shields rather than plate. Just 50 armor sits under that, so read the field before you commit.

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

ShipHarvesterT2Aurelion

Medium Aurelion harvester. A 100 m³ hold, three weapon mounts, and 140 shields over 90 armor. The Synod logs what comes back and files the difference.

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

ShipHarvesterT3Aurelion

Heavy Aurelion harvester. A 250 m³ hold, four weapon mounts, and 220 shields to hold its place in a salvage field while the cutters work through dead hulls. It moves at 6.

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

ShipPathfinderT1Aurelion

Light Aurelion pathfinder. Sweep Power 2 across a 120 degree arc, all any light hull gets, carried at 16 speed. 60 hull and 40 armor mean the reading has to be worth the trip.

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

ShipPathfinderT2Aurelion

Medium Aurelion pathfinder. Sweep Power 3, one better than any light hull manages, with 120 shields and three weapon mounts. It reads at 12 speed. The Synod keeps what it finds and decides later who is told.

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

ShipPathfinderT3Aurelion

Heavy Aurelion pathfinder. Sweep Power 4, the widest reading anyone has built, over 200 shields and 180 hull. Four weapon mounts and 50 m³ for whatever the survey brings home.

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

ShipStrikerT1Aurelion

Light Aurelion striker. Three weapon mounts and 100 shields, the deepest bank any light striker carries. Under that sit 80 hull and 60 armor that will not survive a second pass. It runs at 14.

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

ShipStrikerT2Aurelion

Medium Aurelion striker. Four weapon mounts, more than any other medium striker, and 180 shields coming back at 10 a second. The 100 armor underneath is thin on purpose.

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

ShipStrikerT3Aurelion

Heavy Aurelion striker. Five weapon mounts, more than any other striker in service, behind 320 shields that refill at 16 a second. 250 hull and 180 armor are the price of carrying them.

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

ShipTenderT1Aurelion

Light Aurelion tender. Pick a hull, run a repair tether to it, and the work comes out of your own reactor. The link cuts once your own hull runs down. 90 hull, 90 shields, 12 speed.

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

ShipTenderT2Aurelion

Medium Aurelion tender. Holds several tethers at once, threading shields and plating to the hulls around it out of 132 power. 180 shields of its own, and 100 armor you should not plan on using.

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

ShipTenderT3Aurelion

Heavy Aurelion tender. 192 power feeding tethers across a formation. The strain comes off its 180 armor and then its 280 hull, and the 300 shield bank at 18 a second covers everything an enemy sends instead. Four weapon mounts and a 120 m³ hold.

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'Thryx

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'Thryx

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'Thryx

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'Thryx

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'Thryx

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'Thryx

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'Thryx

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'Thryx

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'Thryx

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'Thryx

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'Thryx

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'Thryx

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'Thryx

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'Thryx

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'Thryx

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'Thryx

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'Thryx

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'Thryx

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

ShipFreighterT1Kharum

Light Kharum freighter. The biggest light hold at 80 m³, behind 150 hull and 120 armor. One weapon mount and 9 speed, so it outlasts what it cannot outrun.

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

ShipFreighterT2Kharum

Medium Kharum freighter. 200 m³ and 3000 kg behind 250 hull and 200 armor, the heaviest plate at its tier. Two weapon mounts at 7 speed. Cracking it takes longer than most raiders will spend.

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

ShipFreighterT3Kharum

Heavy Kharum freighter. The largest hold in service at 500 m³ and 8000 kg, moved at 5 speed behind 400 hull and 350 armor. Three weapon mounts.

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

ShipGuardianT1Kharum

Light Kharum guardian. 200 hull and 180 armor make it the hardest light hull to chew through, and it repairs 1.2 armor a second. Three weapon mounts and a 20 m³ hold.

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

ShipGuardianT2Kharum

Medium Kharum guardian. 350 hull over 300 armor, repairing 1.8 armor a second, with four weapon mounts to make ignoring it expensive. 280 mass tolerance carries plating the lighter guardians cannot.

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

ShipGuardianT3Kharum

Heavy Kharum guardian. 500 hull and 500 armor, more than any other hull in service, with five weapon mounts and 3 armor back every second. It makes 6 speed.

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

ShipHarvesterT1Kharum

Light Kharum harvester. A 40 m³ hold on 120 hull and 100 armor, the toughest small cutting hull built. Two weapon mounts, 10 speed, and 300 kg of tolerance for the slag it brings back.

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

ShipHarvesterT2Kharum

Medium Kharum harvester. A 120 m³ hold, the largest at its tier, on 180 hull and 160 armor. Three weapon mounts cover the crew while the cutters run.

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

ShipHarvesterT3Kharum

Heavy Kharum harvester. The largest hold at its tier at 300 m³, carried behind 300 hull and 280 armor. Four weapon mounts, 5 speed, and no pretense of getting anywhere in a hurry.

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

ShipPathfinderT1Kharum

Light Kharum pathfinder. Sweep Power 2 over a 120 degree arc is the ceiling for a light hull, so the Directorate spent the rest on plate. 100 hull and 80 armor at 14 speed, with a 10 m³ hold.

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

ShipPathfinderT2Kharum

Medium Kharum pathfinder. Sweep Power 3 behind 160 hull and 140 armor, more than any other medium pathfinder carries. Three weapon mounts and a 30 m³ hold. The Directorate would rather pay for the plate than replace the scout.

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

ShipPathfinderT3Kharum

Heavy Kharum pathfinder. Sweep Power 4 on 280 hull, the toughest scouting frame built, so a bad bearing costs time instead of the ship. Four weapon mounts at 9 speed.

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

ShipStrikerT1Kharum

Light Kharum striker. Three weapon mounts on the toughest frame at its tier, 150 hull over 120 armor. It pays for the plate in speed and makes 12, the slowest of the four light strikers.

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

ShipStrikerT2Kharum

Medium Kharum striker. Three weapon mounts and one launch bay behind 250 hull and 200 armor, the thickest plate any medium striker carries. 260 mass tolerance leaves room for heavy fittings.

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

ShipStrikerT3Kharum

Heavy Kharum striker. Four weapon mounts and a launch bay over 400 hull and 350 armor, with 480 mass tolerance for whatever you bolt on. It makes 7 speed. The Directorate built it to outlast whatever it meets.

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

ShipTenderT1Kharum

Light Kharum tender. 130 hull and 110 armor make it the sturdiest light tender built. The repair tether it runs to another hull comes out of its own reactor, and the link cuts once its own hull runs low. A 25 m³ hold at 11 speed.

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

ShipTenderT2Kharum

Medium Kharum tender. Carries enough tether hardware to hold several hulls together at once, and the strain lands on its own 180 armor. 220 hull, a 60 m³ hold, 9 speed.

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

ShipTenderT3Kharum

Heavy Kharum tender. The largest reactor of any tender at 210 power, split across several tethers at once. The strain comes off its own 320 armor first and reaches the 380 hull only after that. Four weapon mounts, a 150 m³ hold, 6 speed.

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

ShipFreighterT1Veykr

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

ShipFreighterT2Veykr

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

ShipFreighterT3Veykr

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

ShipGuardianT1Veykr

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

ShipGuardianT2Veykr

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

ShipGuardianT3Veykr

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

ShipHarvesterT1Veykr

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

ShipHarvesterT2Veykr

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

ShipHarvesterT3Veykr

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

ShipPathfinderT1Veykr

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

ShipPathfinderT2Veykr

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

ShipPathfinderT3Veykr

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

ShipStrikerT1Veykr

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

ShipStrikerT2Veykr

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

ShipStrikerT3Veykr

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

ShipTenderT1Veykr

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

ShipTenderT2Veykr

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

ShipTenderT3Veykr

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.

Cinder Skiff

ShipStrikerT1lawless

Light Lawless raider. A salvaged emitter bolted to the same scrap frame, run off 35 power instead of 30. It gives up 10 shields for the faster cycle and the longer reach, and keeps the 50 armor.

Specification

Role
Striker
Tier
T1
Race
lawless
Hull
70
Armor
50
Shields
50
Speed
12
Cargo
8 m³
Mass tolerance
40 kg
Power
35
Power regen
1.7/s
Hardpoints
1

Hull grid

  • Interior
  • Hull perimeter
  • Rear (thruster)
  • Hardpoint (weapon)
  • Core

Modules are polyominoes. A module fits only where its mount type is satisfied.

Hex Skiff

ShipStrikerT1lawless

Light Lawless raider. Scavenged Kel'Thryx disruption gear on a skiff frame, 13 speed against the other skiffs' 12, and 60 hull against their 70. It slows what it catches.

Specification

Role
Striker
Tier
T1
Race
lawless
Hull
60
Armor
50
Shields
50
Speed
13
Cargo
8 m³
Mass tolerance
40 kg
Power
30
Power regen
1.5/s
Hardpoints
1

Hull grid

  • Interior
  • Hull perimeter
  • Rear (thruster)
  • Hardpoint (weapon)
  • Core

Modules are polyominoes. A module fits only where its mount type is satisfied.

Scrap Skiff

ShipStrikerT1lawless

Light Lawless raider. A patchwork of stolen Directorate parts on 70 hull and 50 armor, with one gun mount and 30 power to feed it. 12 speed, an 8 m³ hold, and no two plates off the same ship.

Specification

Role
Striker
Tier
T1
Race
lawless
Hull
70
Armor
50
Shields
60
Speed
12
Cargo
8 m³
Mass tolerance
40 kg
Power
30
Power regen
1.5/s
Hardpoints
1

Hull grid

  • Interior
  • Hull perimeter
  • Rear (thruster)
  • Hardpoint (weapon)
  • Core

Modules are polyominoes. A module fits only where its mount type is satisfied.

Corsair

ShipStrikerT2lawless

Medium Lawless raider. Two resonance emitters, 110 shields against the Marauder's 100, and 100 hull against its 120. It trades plate for the shield bank and 0.4 more speed.

Specification

Role
Striker
Tier
T2
Race
lawless
Hull
100
Armor
90
Shields
110
Speed
10.4
Cargo
20 m³
Mass tolerance
80 kg
Power
55
Power regen
2.2/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.

Marauder

ShipStrikerT2lawless

Medium Lawless raider. Two kinetic mounts on a reinforced frame, 120 hull and 100 armor. It works unclaimed water and picks off traders who sail alone.

Specification

Role
Striker
Tier
T2
Race
lawless
Hull
120
Armor
100
Shields
100
Speed
10
Cargo
20 m³
Mass tolerance
80 kg
Power
50
Power regen
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.

An excerpt. Caveats, lore, and the modules, ammunition, research and licenses catalogues are documented in full inside the client.

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