FIELD GUIDE / 01

Know your hardware.

Find a hull. Explore its options. See what the equipment actually does.

Release 225 · 0.105.0-alpha · Reviewed October 10, 2026

19current hulls
51equipment types
6primary Ship Systems
Alpha reference

A snapshot of the current player fitting system, including the unavailable Deadband test option. Working means an online effect exists; it does not mean it is balanced. NPC mission ships have their own fits and decisions while using shared ship mechanics.

01 / THE FLEET

Ship hulls 19

Bare frames: dimensions, mass, intrinsic durability, usable CU and fixed fitting provisions. Propulsion, shields, energy and sensors belong to installed equipment. Pick up to three hulls to compare. Frigate, Destroyer, Cruiser, Battleship and Dreadnought form the size ladder; current player hulls occupy the first two. Gunship and mining are roles.

Hull L × W × D gives nose-to-tail length, side-to-side width and published design depth. Sizes are in Rz, rounded to one decimal. Occupied profile and depth determine usable CU after fixed mount and bay reservations. Artwork is not shown to a common scale. The separate starter example below shows a complete fitted ship and its active shield envelope.

Viper bare hull

Frigate

Viper

Striker

Frame mass · t
200
Frame durability · HP
864
Usable CU
91
Hardpoints
3
Optional bays
5
Hull L × W × D · Rz
100 × 100 × 20

Free local starter uplink at Nexus; launches at the faction Forge. Learned design + 375 Burst for paid hulls.

Specifications & fitting
Bare frame mass · t
200
Usable capacity · CU
91
Intrinsic durability · HP
864

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Pulse · Railgun · Missile · Mining
  2. Hardpoint 2 · Pulse · Railgun · Missile · Mining
  3. Hardpoint 3 · Pulse · Railgun · Missile · Mining

The starter recipe fits one Cadence Pulse Cannon, one Kestrel Railgun, one mining laser, a fitted EMP I and 100 basic slugs. Three all-family hardpoints and five optional bays are separate from six mandatory Ship System items. See the complete starter example below.

Bastion bare hull

Frigate

Bastion

Bulwark

Frame mass · t
240.23
Frame durability · HP
2,049.23
Usable CU
218
Hardpoints
3
Optional bays
7
Hull L × W × D · Rz
110.9 × 108.3 × 22

Blueprint + 500 Burst.

Specifications & fitting
Bare frame mass · t
240.23
Usable capacity · CU
218
Intrinsic durability · HP
2,049.23

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Pulse · Railgun · Missile · Mining
  2. Hardpoint 2 · Pulse · Railgun · Missile · Mining
  3. Hardpoint 3 · Pulse · Railgun · Missile · Mining
Rook bare hull

Frigate

Rook

Vanguard

Frame mass · t
241.14
Frame durability · HP
1,307.08
Usable CU
124
Hardpoints
4
Optional bays
5
Hull L × W × D · Rz
110 × 109.6 × 20

Blueprint + 625 Burst.

Specifications & fitting
Bare frame mass · t
241.14
Usable capacity · CU
124
Intrinsic durability · HP
1,307.08

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Pulse · Railgun · Missile · Mining
  2. Hardpoint 2 · Pulse · Railgun · Missile · Mining
  3. Hardpoint 3 · Pulse · Railgun · Missile · Mining
  4. Hardpoint 4 · Pulse · Railgun · Missile · Mining
Shade bare hull

Frigate

Shade

Specter

Frame mass · t
229.91
Frame durability · HP
908.31
Usable CU
98
Hardpoints
3
Optional bays
5
Hull L × W × D · Rz
109.2 × 105.3 × 18

Faction-specific stock or learned blueprint at any local Forge. Shipyard · 1,200 Burst.

Specifications & fitting
Bare frame mass · t
229.91
Usable capacity · CU
98
Intrinsic durability · HP
908.31

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Pulse · Railgun · Missile · Mining
  2. Hardpoint 2 · Pulse · Railgun · Missile · Mining
  3. Hardpoint 3 · Pulse · Railgun · Missile · Mining
Javelin bare hull

Frigate

Javelin

Lancer

Frame mass · t
259.48
Frame durability · HP
1,174.15
Usable CU
123
Hardpoints
4
Optional bays
5
Hull L × W × D · Rz
120.1 × 108 × 20

Faction-specific stock or learned blueprint at any local Forge. Shipyard · 1,650 Burst.

Specifications & fitting
Bare frame mass · t
259.48
Usable capacity · CU
123
Intrinsic durability · HP
1,174.15

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Pulse · Railgun · Missile · Mining
  2. Hardpoint 2 · Pulse · Railgun · Missile · Mining
  3. Hardpoint 3 · Pulse · Railgun · Missile · Mining
  4. Hardpoint 4 · Pulse · Railgun · Missile · Mining
Aegis bare hull

Frigate

Aegis

Warden

Frame mass · t
265.05
Frame durability · HP
1,794.46
Usable CU
189
Hardpoints
3
Optional bays
8
Hull L × W × D · Rz
118.9 × 110 × 22

Faction-specific stock or learned blueprint at any local Forge. Shipyard · 2,100 Burst.

Specifications & fitting
Bare frame mass · t
265.05
Usable capacity · CU
189
Intrinsic durability · HP
1,794.46

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Pulse · Railgun · Missile · Mining
  2. Hardpoint 2 · Pulse · Railgun · Missile · Mining
  3. Hardpoint 3 · Pulse · Railgun · Missile · Mining
Mordant bare hull

Frigate

Mordant

Prospector

Frame mass · t
273.8
Frame durability · HP
1,683.69
Usable CU
162
Hardpoints
3
Optional bays
9
Hull L × W × D · Rz
112.8 × 110 × 22

Faction-specific stock or learned blueprint at any local Forge. Recovered hull core + 5,000 Burst.

Specifications & fitting
Bare frame mass · t
273.8
Usable capacity · CU
162
Intrinsic durability · HP
1,683.69

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Pulse · Railgun · Missile · Mining
  2. Hardpoint 2 · Pulse · Railgun · Missile · Mining
  3. Hardpoint 3 · Pulse · Railgun · Missile · Mining
Arbiter bare hull

Frigate

Arbiter

Command Frigate

Frame mass · t
301
Frame durability · HP
1,860.92
Usable CU
180
Hardpoints
4
Optional bays
9
Hull L × W × D · Rz
148.3 × 101.5 × 20

Faction-specific stock or learned blueprint at any local Forge. Recovered hull core + 7,500 Burst.

Specifications & fitting
Bare frame mass · t
301
Usable capacity · CU
180
Intrinsic durability · HP
1,860.92

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Pulse · Railgun · Missile · Mining
  2. Hardpoint 2 · Pulse · Railgun · Missile · Mining
  3. Hardpoint 3 · Pulse · Railgun · Missile · Mining
  4. Hardpoint 4 · Pulse · Railgun · Missile · Mining
Kestrel bare hull

Frigate

Kestrel

Strike Gunship

Frame mass · t
302.22
Frame durability · HP
864
Usable CU
101
Hardpoints
4
Optional bays
5
Hull L × W × D · Rz
150 × 73.5 × 20

Faction-specific stock or learned blueprint at any local Forge. Shipyard · 10,000 Burst.

Specifications & fitting
Bare frame mass · t
302.22
Usable capacity · CU
101
Intrinsic durability · HP
864

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Pulse · Railgun
  2. Hardpoint 2 · Pulse · Railgun
  3. Hardpoint 3 · Pulse · Railgun
  4. Hardpoint 4 · Pulse · Railgun · Mining
Harrow bare hull

Frigate

Harrow

Assault Gunship

Frame mass · t
335.22
Frame durability · HP
1,307.08
Usable CU
89
Hardpoints
4
Optional bays
5
Hull L × W × D · Rz
150 × 56.6 × 20

Faction-specific stock or learned blueprint at any local Forge. Shipyard · 12,500 Burst.

Specifications & fitting
Bare frame mass · t
335.22
Usable capacity · CU
89
Intrinsic durability · HP
1,307.08

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Pulse · Railgun
  2. Hardpoint 2 · Pulse · Railgun
  3. Hardpoint 3 · Pulse · Railgun
  4. Hardpoint 4 · Pulse · Railgun · Mining
Longbow bare hull

Destroyer

Longbow

Lance Gunship

Frame mass · t
368.76
Frame durability · HP
1,174.15
Usable CU
89
Hardpoints
4
Optional bays
6
Hull L × W × D · Rz
180 × 55.4 × 20

Faction-specific stock or learned blueprint at any local Forge. Shipyard · 15,000 Burst.

Specifications & fitting
Bare frame mass · t
368.76
Usable capacity · CU
89
Intrinsic durability · HP
1,174.15

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Pulse · Railgun
  2. Hardpoint 2 · Pulse · Railgun
  3. Hardpoint 3 · Pulse · Railgun
  4. Hardpoint 4 · Pulse · Railgun · Mining
Falchion bare hull

Destroyer

Falchion

Command Gunship

Frame mass · t
410.36
Frame durability · HP
1,860.92
Usable CU
133
Hardpoints
5
Optional bays
6
Hull L × W × D · Rz
180 × 57.7 × 20

Faction-specific stock or learned blueprint at any local Forge. Shipyard · 17,500 Burst.

Specifications & fitting
Bare frame mass · t
410.36
Usable capacity · CU
133
Intrinsic durability · HP
1,860.92

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Pulse · Railgun
  2. Hardpoint 2 · Pulse · Railgun
  3. Hardpoint 3 · Pulse · Railgun
  4. Hardpoint 4 · Pulse · Railgun
  5. Hardpoint 5 · Pulse · Railgun · Mining
Dreadlance bare hull

Destroyer

Dreadlance

Siege Gunship

Frame mass · t
441.64
Frame durability · HP
2,049.23
Usable CU
148
Hardpoints
5
Optional bays
7
Hull L × W × D · Rz
180 × 56.3 × 20

Faction-specific stock or learned blueprint at any local Forge. Shipyard · 20,000 Burst.

Specifications & fitting
Bare frame mass · t
441.64
Usable capacity · CU
148
Intrinsic durability · HP
2,049.23

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Pulse · Railgun
  2. Hardpoint 2 · Pulse · Railgun
  3. Hardpoint 3 · Pulse · Railgun
  4. Hardpoint 4 · Pulse · Railgun
  5. Hardpoint 5 · Pulse · Railgun · Mining
Grit bare hull

Frigate

Grit

Mining Tug

Frame mass · t
310.32
Frame durability · HP
2,880
Usable CU
369
Hardpoints
3
Optional bays
8
Hull L × W × D · Rz
150 × 82.6 × 28

Faction-specific stock or learned blueprint at any local Forge. Shipyard · 12,000 Burst.

Specifications & fitting
Bare frame mass · t
310.32
Usable capacity · CU
369
Intrinsic durability · HP
2,880

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Mining
  2. Hardpoint 2 · Mining
  3. Hardpoint 3 · Pulse · Railgun · Missile · Mining
Hopper bare hull

Destroyer

Hopper

Ore Carrier

Frame mass · t
377.36
Frame durability · HP
3,766.15
Usable CU
686
Hardpoints
3
Optional bays
8
Hull L × W × D · Rz
157.8 × 119.6 × 30

Faction-specific stock or learned blueprint at any local Forge. Shipyard · 16,000 Burst.

Specifications & fitting
Bare frame mass · t
377.36
Usable capacity · CU
686
Intrinsic durability · HP
3,766.15

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Mining
  2. Hardpoint 2 · Mining
  3. Hardpoint 3 · Pulse · Railgun · Missile · Mining
Derrick bare hull

Destroyer

Derrick

Extraction Rig

Frame mass · t
438.99
Frame durability · HP
4,763.08
Usable CU
833
Hardpoints
4
Optional bays
7
Hull L × W × D · Rz
173.3 × 125 × 32

Faction-specific stock or learned blueprint at any local Forge. Shipyard · 22,000 Burst.

Specifications & fitting
Bare frame mass · t
438.99
Usable capacity · CU
833
Intrinsic durability · HP
4,763.08

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Mining
  2. Hardpoint 2 · Mining
  3. Hardpoint 3 · Mining
  4. Hardpoint 4 · Pulse · Railgun · Missile · Mining
Crucible bare hull

Destroyer

Crucible

Mobile Refinery

Frame mass · t
511.73
Frame durability · HP
5,981.54
Usable CU
748
Hardpoints
4
Optional bays
7
Hull L × W × D · Rz
148.5 × 125 × 36

Faction-specific stock or learned blueprint at any local Forge. Shipyard · 30,000 Burst.

Specifications & fitting
Bare frame mass · t
511.73
Usable capacity · CU
748
Intrinsic durability · HP
5,981.54

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Mining
  2. Hardpoint 2 · Mining
  3. Hardpoint 3 · Mining
  4. Hardpoint 4 · Pulse · Railgun · Missile · Mining
Motherlode bare hull

Destroyer

Motherlode

Mining Factory

Frame mass · t
584.47
Frame durability · HP
7,532.31
Usable CU
1,084
Hardpoints
5
Optional bays
7
Hull L × W × D · Rz
180 × 119.8 × 40

Faction-specific stock or learned blueprint at any local Forge. Shipyard · 42,000 Burst.

Specifications & fitting
Bare frame mass · t
584.47
Usable capacity · CU
1,084
Intrinsic durability · HP
7,532.31

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Mining
  2. Hardpoint 2 · Mining
  3. Hardpoint 3 · Mining
  4. Hardpoint 4 · Mining
  5. Hardpoint 5 · Pulse · Railgun · Missile · Mining
Deadband Salvo bare hull

Battleship

Deadband Salvo

Missile Battleship

Frame mass · t
589.86
Frame durability · HP
5,316.92
Usable CU
241
Hardpoints
5
Optional bays
12
Hull L × W × D · Rz
175 × 101.4 × 20

Test hull; unavailable for normal purchase.

Specifications & fitting
Bare frame mass · t
589.86
Usable capacity · CU
241
Intrinsic durability · HP
5,316.92

Each hardpoint has its own allowed equipment families. The final hardpoint always allows Mining. Optional system bays are separate.

  1. Hardpoint 1 · Missile
  2. Hardpoint 2 · Missile
  3. Hardpoint 3 · Missile
  4. Hardpoint 4 · Missile
  5. Hardpoint 5 · Missile · Mining

Missile velocity: hull trait and other modifiers →

Anchor starter Viper · complete fitted ship

Starter Viper with active shield envelope

Six primary Ship Systems occupy 41 of 91 CU. Cargo has 50 CU capacity; the initial 100-round stack uses 1 CU, leaving 49 CU free. System hardware changes require a faction Forge; carry the gear and fabrication resources. Other local starters use the same Viper frame with faction-specific fits.

Loaded mass · t
333.3
Hull durability · HP
1,080
Shields · SP
120
Capacitor · MJ
180
Cruise · Rz/s
300
Acceleration · Rz/s²
89.19
Turn cap · °/s
136.27
Sensors · Rz radius
12,000
Active shield diameter · Rz
149.03

Pulse Cannon: 2 shots/s, 3 DP/shot. Railgun: one shot every 5 seconds, 30 DP/shot and one round per shot. Mining is available immediately. Default systems have no automatic hull repair.

Provisional calibration: about 15 seconds to break shields under accurate starter fire, 90 seconds of hull-only sustained damage, and 30 seconds to restore empty shields or capacitor when supplied. Active fights depend on aim, cover, charge and ammunition.

02 / THE FIT

Equipment 51

Weapons and mining lasers occupy hardpoints. Optional systems occupy general bays. Six primary Ship Systems share usable CU with cargo, while hardpoints and system bays keep fixed reservations. Powered equipment shares the installed reactor budget. Expand an item for its current effect and limitations.

Working Online effect implemented Partial Works with a known gap Not wired Advertised effect absent

Reading weapon numbers

Ranges below span individual stat rolls 35–100, the normal fresh weapon-drop range. Each stat rolls independently. These are unmodified, current online base values; not an item’s overall quality score. Raw DP/s assumes every shot hits and ignores shields, armor, repairs and capacitor interruptions.

Older items can contain rolls down to 1. Those values are included in the expanded specifications. Missiles fire and home, but their rolled blast radius currently has no online splash-damage handler.

Cadence Pulse Cannon

Pulse Cannons

Cadence Pulse Cannon

Working

The general-purpose pulse cannon: a middle ground in damage, range and cadence.

Damage / shot
2.68–4.76 DP
Shots / second
1.89–2.93
Damage rate
5.07–13.94 DP/s
Weapon specifications

Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot1.59 DP2.68 DP4.76 DP
Shots / second1.61.892.93
Damage rate2.53 DP/s5.07 DP/s13.94 DP/s
Projectile speed588 Rz/s761.09 Rz/s1,092 Rz/s
Range1,650 Rz2,251.01 Rz3,400 Rz
Capacitor / shot1.371.080.53

Five meaningful rolls: damage, velocity, range, fire rate and capacitor efficiency. These are traveling projectiles, not hitscan.

Fits frigates, gunships and the general hardpoint on mining hulls. Cannot fit Deadband Salvo.

Starter issue (roll 45): 2 shots/s, 3 DP/shot; one fitted gun of this family per starter Viper. Duelist sparring copies your current fitting and supplies.

Affected capabilities
Flicker Pulse Cannon

Pulse Cannons

Flicker Pulse Cannon

Working

Lighter rounds, higher velocity and a faster cycle than the Cadence.

Damage / shot
1.82–3.24 DP
Shots / second
2.1–4.3
Damage rate
3.82–13.94 DP/s
Weapon specifications

Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot1.08 DP1.82 DP3.24 DP
Shots / second1.652.14.3
Damage rate1.79 DP/s3.82 DP/s13.94 DP/s
Projectile speed676.2 Rz/s875.25 Rz/s1,255.8 Rz/s
Range1,402.5 Rz1,913.36 Rz2,890 Rz
Capacitor / shot0.990.780.38

Five meaningful rolls: damage, velocity, range, fire rate and capacitor efficiency. These are traveling projectiles, not hitscan.

Fits frigates, gunships and the general hardpoint on mining hulls. Cannot fit Deadband Salvo.

Affected capabilities
Surge Pulse Cannon

Pulse Cannons

Surge Pulse Cannon

Working

Heavy individual hits in exchange for the slowest pulse cannon cycle.

Damage / shot
4.55–8.1 DP
Shots / second
1.65–1.77
Damage rate
7.53–14.36 DP/s
Weapon specifications

Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot2.7 DP4.55 DP8.1 DP
Shots / second1.61.651.77
Damage rate4.31 DP/s7.53 DP/s14.36 DP/s
Projectile speed517.44 Rz/s669.76 Rz/s960.96 Rz/s
Range1,485 Rz2,025.91 Rz3,060 Rz
Capacitor / shot2.331.840.91

Five meaningful rolls: damage, velocity, range, fire rate and capacitor efficiency. These are traveling projectiles, not hitscan.

Fits frigates, gunships and the general hardpoint on mining hulls. Cannot fit Deadband Salvo.

Affected capabilities
Farcast Pulse Lance

Pulse Cannons

Farcast Pulse Lance

Working

The longest-reaching pulse cannon family, with high projectile velocity and a slower cycle.

Damage / shot
3.08–5.48 DP
Shots / second
1.79–2.34
Damage rate
5.52–12.83 DP/s
Weapon specifications

Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot1.83 DP3.08 DP5.48 DP
Shots / second1.61.792.34
Damage rate2.91 DP/s5.52 DP/s12.83 DP/s
Projectile speed764.4 Rz/s989.42 Rz/s1,419.6 Rz/s
Range2,557.5 Rz3,489.07 Rz5,270 Rz
Capacitor / shot1.651.30.64

Five meaningful rolls: damage, velocity, range, fire rate and capacitor efficiency. These are traveling projectiles, not hitscan.

Fits frigates, gunships and the general hardpoint on mining hulls. Cannot fit Deadband Salvo.

Affected capabilities
Tempest Pulse Repeater

Pulse Cannons

Tempest Pulse Repeater

Working

The fastest pulse cannon family, trading range and per-round damage for cadence.

Damage / shot
2.2–3.91 DP
Shots / second
2.59–5.32
Damage rate
5.7–20.79 DP/s
Weapon specifications

Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot1.3 DP2.2 DP3.91 DP
Shots / second2.052.595.32
Damage rate2.66 DP/s5.7 DP/s20.79 DP/s
Projectile speed576.24 Rz/s745.87 Rz/s1,070.16 Rz/s
Range1,188 Rz1,620.73 Rz2,448 Rz
Capacitor / shot1.130.890.44

Five meaningful rolls: damage, velocity, range, fire rate and capacitor efficiency. These are traveling projectiles, not hitscan.

Fits frigates, gunships and the general hardpoint on mining hulls. Cannot fit Deadband Salvo.

Affected capabilities
Kestrel Railgun

Railguns

Kestrel Railgun

Working

Physical rail slugs: faster, harder individual hits with a slower cycle. Requires one basic round from cargo per shot; no wall ricochet or penetration.

Damage / shot
26.79–47.65 DP
Shots / second
0.19–0.29
Damage rate
5.07–13.86 DP/s
Weapon specifications

Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot15.88 DP26.79 DP47.65 DP
Shots / second0.160.190.29
Damage rate2.54 DP/s5.07 DP/s13.86 DP/s
Projectile speed4,500 Rz/s5,659.09 Rz/s7,875 Rz/s
Range3,000 Rz3,772.73 Rz5,250 Rz
Capacitor / shot13.7310.855.34

Five meaningful rolls: damage, velocity, range, fire rate and capacitor efficiency. These are traveling projectiles, not hitscan.

Fits frigates, gunships and the general hardpoint on mining hulls. Cannot fit Deadband Salvo.

Starter issue (roll 45): 0.2 shots/s, 30 DP/shot; one fitted gun of this family per starter Viper. Duelist sparring copies your current fitting and supplies.

Affected capabilities
Needle Railgun

Railguns

Needle Railgun

Working

Lighter rounds, higher velocity and a faster cycle than the Kestrel. Consumes one physical round per shot; no ricochet.

Damage / shot
18.22–32.4 DP
Shots / second
0.28–0.43
Damage rate
5.07–13.86 DP/s
Weapon specifications

Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot10.8 DP18.22 DP32.4 DP
Shots / second0.240.280.43
Damage rate2.54 DP/s5.07 DP/s13.86 DP/s
Projectile speed5,175 Rz/s6,507.95 Rz/s9,056.25 Rz/s
Range2,550 Rz3,206.82 Rz4,462.5 Rz
Capacitor / shot9.887.813.84

Five meaningful rolls: damage, velocity, range, fire rate and capacitor efficiency. These are traveling projectiles, not hitscan.

Fits frigates, gunships and the general hardpoint on mining hulls. Cannot fit Deadband Salvo.

Defined rolled family; general loot distribution and Forge supply are not yet enabled.

Affected capabilities
Siegebreaker Railgun

Railguns

Siegebreaker Railgun

Working

Heavy individual hits in exchange for the slowest railgun cycle. Consumes one physical round per shot; no ricochet.

Damage / shot
45.55–81 DP
Shots / second
0.11–0.18
Damage rate
5.22–14.28 DP/s
Weapon specifications

Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot27 DP45.55 DP81 DP
Shots / second0.10.110.18
Damage rate2.62 DP/s5.22 DP/s14.28 DP/s
Projectile speed3,960 Rz/s4,980 Rz/s6,930 Rz/s
Range2,700 Rz3,395.45 Rz4,725 Rz
Capacitor / shot23.3418.449.08

Five meaningful rolls: damage, velocity, range, fire rate and capacitor efficiency. These are traveling projectiles, not hitscan.

Fits frigates, gunships and the general hardpoint on mining hulls. Cannot fit Deadband Salvo.

Defined rolled family; general loot distribution and Forge supply are not yet enabled.

Affected capabilities
Longshot Rail Lance

Railguns

Longshot Rail Lance

Working

The longest-reaching railgun family, with high projectile velocity and a slower cycle. Consumes one physical round per shot; no ricochet.

Damage / shot
30.81–54.79 DP
Shots / second
0.15–0.23
Damage rate
4.66–12.75 DP/s
Weapon specifications

Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot18.26 DP30.81 DP54.79 DP
Shots / second0.130.150.23
Damage rate2.34 DP/s4.66 DP/s12.75 DP/s
Projectile speed5,850 Rz/s7,356.82 Rz/s10,237.5 Rz/s
Range4,650 Rz5,847.73 Rz8,137.5 Rz
Capacitor / shot16.4713.026.41

Five meaningful rolls: damage, velocity, range, fire rate and capacitor efficiency. These are traveling projectiles, not hitscan.

Fits frigates, gunships and the general hardpoint on mining hulls. Cannot fit Deadband Salvo.

Defined rolled family; general loot distribution and Forge supply are not yet enabled.

Affected capabilities
Arcstorm Rail Repeater

Railguns

Arcstorm Rail Repeater

Working

The fastest railgun family, trading range and per-round damage for cadence. Consumes one physical round per shot; no ricochet.

Damage / shot
21.97–39.07 DP
Shots / second
0.34–0.53
Damage rate
7.56–20.67 DP/s
Weapon specifications

Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot13.02 DP21.97 DP39.07 DP
Shots / second0.290.340.53
Damage rate3.79 DP/s7.56 DP/s20.67 DP/s
Projectile speed4,410 Rz/s5,545.91 Rz/s7,717.5 Rz/s
Range2,160 Rz2,716.36 Rz3,780 Rz
Capacitor / shot11.268.894.38

Five meaningful rolls: damage, velocity, range, fire rate and capacitor efficiency. These are traveling projectiles, not hitscan.

Fits frigates, gunships and the general hardpoint on mining hulls. Cannot fit Deadband Salvo.

Defined rolled family; general loot distribution and Forge supply are not yet enabled.

Affected capabilities
Viper Missile Rack

Missiles

Viper Missile Rack

Partial

The baseline guided launcher against which the other missile families are scaled.

Damage / shot
90.91–150 DP
Shots / second
0.12–0.2
Damage rate
10.98–30 DP/s
Weapon specifications

Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot60 DP90.91 DP150 DP
Shots / second0.10.120.2
Damage rate6 DP/s10.98 DP/s30 DP/s
Projectile speed150 Rz/s180.91 Rz/s240 Rz/s
Range3,900 Rz5,651.52 Rz9,000 Rz
Capacitor / shot108.054.33
Homing turn0.94 rad/s1.52 rad/s2.64 rad/s
Homing search2,550 Rz4,250 Rz7,500 Rz
Blast (inactive)46 Rz61.8 Rz92 Rz

Each successful launch consumes one Basic Missile from cargo plus capacitor. Every family rolls from a 10-second launch interval at roll 1 to 5 seconds at roll 100, before fire-speed bonuses. Damage and homing work. Blast radius is rolled and stored but does not cause online splash damage. Missiles travel straight for the first 300 Rz before homing can engage.

Fits frigates, the general hardpoint on mining hulls, and Deadband Salvo. Cannot fit gunships.

Affected capabilities
Swarm Missile Hive

Missiles

Swarm Missile Hive

Partial

Lighter missiles with lower damage and shorter reach. Shares the 10–5 second rolled launch interval.

Damage / shot
50–82.5 DP
Shots / second
0.12–0.2
Damage rate
6.04–16.5 DP/s
Weapon specifications

Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot33 DP50 DP82.5 DP
Shots / second0.10.120.2
Damage rate3.3 DP/s6.04 DP/s16.5 DP/s
Projectile speed177 Rz/s213.47 Rz/s283.2 Rz/s
Range3,198 Rz4,634.24 Rz7,380 Rz
Capacitor / shot6.24.992.69
Homing turn1.08 rad/s1.75 rad/s3.04 rad/s
Homing search2,295 Rz3,825 Rz6,750 Rz
Blast (inactive)29.9 Rz40.17 Rz59.8 Rz

Each successful launch consumes one Basic Missile from cargo plus capacitor. Every family rolls from a 10-second launch interval at roll 1 to 5 seconds at roll 100, before fire-speed bonuses. Damage and homing work. Blast radius is rolled and stored but does not cause online splash damage. Missiles travel straight for the first 300 Rz before homing can engage.

Fits frigates, the general hardpoint on mining hulls, and Deadband Salvo. Cannot fit gunships.

Affected capabilities
Atlas Torpedo Launcher

Missiles

Atlas Torpedo Launcher

Partial

Very heavy, slow-moving torpedoes. Shares the 10–5 second rolled launch interval.

Damage / shot
200–330 DP
Shots / second
0.12–0.2
Damage rate
24.15–66 DP/s
Weapon specifications

Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot132 DP200 DP330 DP
Shots / second0.10.120.2
Damage rate13.2 DP/s24.15 DP/s66 DP/s
Projectile speed105 Rz/s126.64 Rz/s168 Rz/s
Range4,290 Rz6,216.67 Rz9,900 Rz
Capacitor / shot2016.118.67
Homing turn0.75 rad/s0.99 rad/s1.72 rad/s
Homing search2,167.5 Rz3,612.5 Rz6,375 Rz
Blast (inactive)71.3 Rz95.79 Rz142.6 Rz

Each successful launch consumes one Basic Missile from cargo plus capacitor. Every family rolls from a 10-second launch interval at roll 1 to 5 seconds at roll 100, before fire-speed bonuses. Damage and homing work. Blast radius is rolled and stored but does not cause online splash damage. Missiles travel straight for the first 300 Rz before homing can engage.

Fits frigates, the general hardpoint on mining hulls, and Deadband Salvo. Cannot fit gunships.

Affected capabilities
Pursuit Missile Array

Missiles

Pursuit Missile Array

Partial

Fast missiles with stronger guidance and a longer homing search range.

Damage / shot
70.91–117 DP
Shots / second
0.12–0.2
Damage rate
8.56–23.4 DP/s
Weapon specifications

Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot46.8 DP70.91 DP117 DP
Shots / second0.10.120.2
Damage rate4.68 DP/s8.56 DP/s23.4 DP/s
Projectile speed225 Rz/s271.36 Rz/s360 Rz/s
Range4,095 Rz5,934.09 Rz9,450 Rz
Capacitor / shot97.253.9
Homing turn1.36 rad/s2.2 rad/s3.83 rad/s
Homing search3,825 Rz6,375 Rz11,250 Rz
Blast (inactive)32.2 Rz43.26 Rz64.4 Rz

Each successful launch consumes one Basic Missile from cargo plus capacitor. Every family rolls from a 10-second launch interval at roll 1 to 5 seconds at roll 100, before fire-speed bonuses. Damage and homing work. Blast radius is rolled and stored but does not cause online splash damage. Missiles travel straight for the first 300 Rz before homing can engage.

Fits frigates, the general hardpoint on mining hulls, and Deadband Salvo. Cannot fit gunships.

Affected capabilities
Cataclysm Siege Pod

Missiles

Cataclysm Siege Pod

Partial

Long-range, heavy missiles sharing the 10–5 second rolled launch interval. Its rolled blast radius is not yet an online area-damage effect.

Damage / shot
140.91–232.5 DP
Shots / second
0.12–0.2
Damage rate
17.01–46.5 DP/s
Weapon specifications

Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot93 DP140.91 DP232.5 DP
Shots / second0.10.120.2
Damage rate9.3 DP/s17.01 DP/s46.5 DP/s
Projectile speed120 Rz/s144.73 Rz/s192 Rz/s
Range5,655 Rz8,194.7 Rz13,050 Rz
Capacitor / shot1612.896.93
Homing turn0.79 rad/s1.29 rad/s2.24 rad/s
Homing search3,060 Rz5,100 Rz9,000 Rz
Blast (inactive)82.8 Rz111.24 Rz165.6 Rz

Each successful launch consumes one Basic Missile from cargo plus capacitor. Every family rolls from a 10-second launch interval at roll 1 to 5 seconds at roll 100, before fire-speed bonuses. Damage and homing work. Blast radius is rolled and stored but does not cause online splash damage. Missiles travel straight for the first 300 Rz before homing can engage.

Fits frigates, the general hardpoint on mining hulls, and Deadband Salvo. Cannot fit gunships.

Affected capabilities
Warp Drive

Mobility

Warp Drive

Working

A costly escape to a random clear location.

Active ability · system bay

Current effect & limits

Consumes all capacitor (at least 20 MJ required). Cooldown 63.7–52 seconds at strength 35–100.

Training keeps the warp inside the arena. This is separate from the chart’s Phase Jump.

Affected capabilities
Stasis Generator

Control

Stasis Generator

Working

Drops a large slowing field behind your ship.

Active ability · system bay

Current effect & limits

2 Alloy per deployment. Radius 1,000 Rz; lasts 120 seconds; 120-second cooldown. Strength 35–100 reduces speed by 80–95% and drains affected pilots’ capacitor by 2–10% of maximum per second.

Fitted NPCs use the same capacitor and movement execution as pilots. Fields affect owners and allies too. Deployment inside the Nexus’s 4,000 Rz trap exclusion is blocked; overlapping exterior fields have no effect inside that disk. They block Phase Jump preparation and intercept travelling ships at first entry, without returning paid energy.

Affected capabilities
Shield Shunt

Defense

Shield Shunt

Working

Trades your capacitor reserve for an immediate shield refill.

Active ability · system bay

Current effect & limits

Each MJ restores 0.86–1.25 SP at strength 35–100, capped at maximum shield. Spends the entire remaining capacitor. Cooldown 40.8–33 seconds.

Requires more than 1 MJ and shields that can currently charge; disabling shields or insufficient clearance prevents use.

Affected capabilities
Point Defense

Defense

Point Defense

Working

A passive incoming-damage reduction.

Passive module · system bay

Current effect & limits

Reduces damage routed through the pilot hit handler by 12–25% at strength 35–100.

Despite its name, this module does not shoot down incoming rounds. EM pulses perform interception. Do not assume this reduction covers collision damage.

Affected capabilities
Graviton Anchor

Defense

Graviton Anchor

Working

Reduces the punishment from collisions.

Passive module · system bay

Current effect & limits

Reduces your collision damage by about 21.7–43.3% at strength 35–100.

Does not remove collisions, enlarge clearance or improve weapon damage.

Affected capabilities
Overcharge Reactor

Offense

Overcharge Reactor

Partial

A temporary damage boost for fitted weapons.

Active ability · system bay

Current effect & limits

Current targeted fire receives +20% damage. Strength 35–100 gives 9.1–13 seconds of duration and a 59.75–50-second cooldown. No activation resource cost.

The old description advertises a strength-scaled damage bonus. The current targeted weapon path uses a fixed 20%; strength changes duration and cooldown.

Affected capabilities
Repair Drone Bay

Defense

Repair Drone Bay

Working

An immediate hull repair on a cooldown.

Active ability · system bay

Current effect & limits

Restores 47.5–80 HP at strength 35–100, up to maximum hull. Cooldown 45.8–38 seconds. No activation resource cost.

The current server applies the repair immediately, rather than sending out a persistent repair drone.

Affected capabilities
Targeting Oracle

Control

Targeting Oracle

Working

Rolled targeting capacity and acquisition speed.

Passive module · system bay

Current effect & limits

Tracking, Multitrack and Command variants provide +1 to +3 targets. A separate roll reduces acquisition time by 15–60%; a factory two-second lock becomes 1.7–0.8 seconds.

The best capacity and speed bonuses apply independently; duplicates do not add. Five targets maximum. Existing unrolled Oracles derive these bonuses from strength.

Affected capabilities
Reactive Armor

Defense

Reactive Armor

Working

Passive protection against pulse cannon/projectile damage.

Passive module · system bay

Current effect & limits

Each module reduces projectile damage by 20–60% at strength 35–100. Multiple modules multiply the damage remaining.

Despite the names, Reactive Armor protects against projectiles; Ballistic Armor protects against missiles. Neither reduction applies to other damage kinds.

Affected capabilities
Capacitor Leech

Offense

Capacitor Leech

Working

Returns capacitor when your weapon hits a pilot or NPC.

Passive module · system bay

Current effect & limits

A confirmed hit returns about 4.92–10.33 MJ at strength 35–100, up to maximum capacitor.

A miss earns nothing. This can dramatically change whether a fitted ship can sustain its guns.

Affected capabilities
Phase Cloak

Defense

Phase Cloak

Working

Sustained concealment paid for with capacitor.

Active ability · system bay

Current effect & limits

Drains 20 MJ every 3 seconds and disables normal capacitor regeneration while active. Cooldown 50.8–43 seconds at strength 35–100.

Firing cancels the cloak. Running out of capacitor also ends it.

Affected capabilities
Missile Fabricator

Industry

Missile Fabricator

Working

Maintains a chosen stock of basic missiles using capacitor.

Active ability · system bay

Current effect & limits

One missile every 8–4 seconds, costing 12–7 MJ per completed round. Independent cycle and efficiency rolls. Choose the desired stock from its action-bar workshop.

Remains enabled until disabled. Pauses before spending below 25% maximum capacitor and resumes at 50%. Reserves cargo space for the chosen stock, fills existing stacks and makes no offline progress.

Affected capabilities
Quantum Stabilizer

Power

Quantum Stabilizer

Working

Increases normal capacitor regeneration.

Passive module · system bay

Current effect & limits

The strongest stabilizer multiplies capacitor recharge by 1.325–1.65 at strength 35–100. The capacitor owns recharge, from its installed LOAD and efficiency.

Duplicates do not add their strength together. Cloaking still suppresses normal regeneration.

Affected capabilities
Salvage Converter

Industry

Salvage Converter

Working

Improves component recycling at the Forge.

Passive module · system bay

Current effect & limits

Adds 27.5–60% to the Alloy returned by the component salvage action at strength 35–100.

This is a resource salvage bonus, not a Burst trading-price bonus. It does not increase the extra Iridium/Plutonium quality rewards.

Affected capabilities

Three distinct randomly selected enhancements in one module.

Passive module · system bay

Current effect & limits

Possible effects: shields +10–20%; fire speed +5–30%; capacitor +5–15%; boost bonus speed +10–20%; normal speed +5–15%; shield recharge +10–20%; or Emergency Warp.

Each numerical effect has its own 1–100 roll. Emergency Warp can relocate the ship when shields break; it currently has no cooldown. This is a known balance concern, not changed by this catalogue.

Affected capabilities

Deploys five magnetic mines that chase and attach.

Active ability · system bay

Current effect & limits

Costs 30% of maximum capacitor. Strength 35–100: 75–125 DP per mine and a 60–45-second cooldown. Detection 300 Rz; blast radius 90 Rz; 3-second attached countdown; 45-second armed lifetime.

Mines cannot be dropped inside the Nexus’s 4,000 Rz trap exclusion. Entering mines detonate on contact, with ships inside protected from the blast. These are area-effect mines. Their damage uses a separate formula from pulse cannons and missiles, which matters when comparing balance.

Affected capabilities
Emergency Overdrive

Mobility

Emergency Overdrive

Working

Captain-activated emergency overdrive.

Active ability · system bay

Current effect & limits

25 MJ starts an 8-second window, followed by the remainder of a 60-second cooldown. While boosting, 22 MJ/s is multiplied by the drain roll (extra 30–100%). Output roll adds 15–50% to the boost bonus and acceleration.

Requires this module. Its fitted action-bar control activates it; ordinary flight and Escape Combat cannot enable free boost. Duplicate modules cannot chain or stack activations.

Affected capabilities
Mining Lasers

Industry

Mining Lasers

Working

Extracts resources without destroying the asteroid.

Targeted extraction · 1 hardpoint

Current effect & limits

1,125 Rz range; 20-second cycles; 2 MJ/s per active laser. Strength 35–100 supplies 10–50 Extraction Power per cycle. Ore resistance is Alloy 4, Iridium 7, Plutonium 24 and Depleted Uranium 12 work per unit. Incomplete work carries while assigned; actual yield also respects remaining ore and cargo space.

Fits any hardpoint allowing Mining. Every hull has at least its final hardpoint available for a mining laser.

Affected capabilities
Ballistic Armor

Defense

Ballistic Armor

Working

Passive protection against missile damage.

Passive module · system bay

Current effect & limits

Each module reduces missile damage by 20–60% at strength 35–100. Multiple modules multiply the damage remaining.

It protects against missiles in the current code despite the “Ballistic” name. Reactive Armor is the projectile counterpart.

Affected capabilities
Emp Iii

Defense

Emp Iii

Working

An upgraded projectile-interception pulse.

Active ability · system bay

Current effect & limits

Expands to 1,000 Rz in 0.5 seconds. Costs 35 MJ; cooldown 2–0.5 seconds at strength 35–100.

Intercepts both friendly and hostile projectiles crossing the wave, including missiles. It does not disable ships and leaves no lingering field. EMP I and EMP II offer smaller, slower interception at lower activation costs.

Affected capabilities
Propulsion System

Ship Systems

Propulsion System

Working

Five drive families with distinct handling and fitting costs.

Ship System · system socket and shared CU

Current effect & limits

Vector is balanced; Slipstream favors cruise; Impulse favors acceleration and braking; Pivot favors turning; Compact saves CU, mass and Reactor Load. Six independent rolls span 1–100 and their arithmetic mean is item quality. See exact Forge stock below.

Acceleration is thrust divided by loaded mass. Torque divided by fitted inertia sets turn acceleration; the turn ceiling is one second of that acceleration. More cargo slows both. Ordinary flight uses no capacitor.

Vector Drive
Vector Drive

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADCruise · Rz/sThrust · t·Rz/s²Torque · t·Rz²/s²
MICRO45817.4139302.6121,990.9548,830.3
LIGHT521225.9766359.429,7271,551,089
MEDIUM552140.5775369.1347,284.841,798,442
HEAVY613059.6479227.3672,267.984,352,662
INDUSTRIAL4050100.8113191.9113,365.27,115,093
CAPITAL3399191.27146210155,958.714,896,190
MASSIVE50196405.33223252.72240,456.137,829,730
TITAN54229436.93228239.55296,125.944,561,440
Individual stat rolls

MICRO · Cruise 38 · Thrust 98 · Torque 48 · Fitting efficiency 79 · Compactness 1 · Weight efficiency 6

LIGHT · Cruise 83 · Thrust 50 · Torque 79 · Fitting efficiency 11 · Compactness 83 · Weight efficiency 9

MEDIUM · Cruise 98 · Thrust 75 · Torque 20 · Fitting efficiency 31 · Compactness 39 · Weight efficiency 67

HEAVY · Cruise 23 · Thrust 78 · Torque 58 · Fitting efficiency 97 · Compactness 61 · Weight efficiency 53

INDUSTRIAL · Cruise 7 · Thrust 93 · Torque 42 · Fitting efficiency 19 · Compactness 38 · Weight efficiency 46

CAPITAL · Cruise 28 · Thrust 49 · Torque 23 · Fitting efficiency 19 · Compactness 16 · Weight efficiency 67

MASSIVE · Cruise 64 · Thrust 68 · Torque 97 · Fitting efficiency 36 · Compactness 7 · Weight efficiency 33

TITAN · Cruise 59 · Thrust 64 · Torque 59 · Fitting efficiency 54 · Compactness 20 · Weight efficiency 73

Slipstream Drive
Slipstream Drive

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADCruise · Rz/sThrust · t·Rz/s²Torque · t·Rz²/s²
MICRO74814.7545486.3718,116.54469,338.8
LIGHT631323.6650339.1330,665.19819,804.8
MEDIUM361732.346250.9324,208.21,495,120
HEAVY583364.8179341.2743,734.53,826,854
INDUSTRIAL5352109.62130380.2458,820.138,258,590
CAPITAL3680154.24129282.0694,692.3210,667,310
MASSIVE71200363.2219334.52191,835.432,004,780
TITAN43246453.62237334.15226,694.827,958,710
Individual stat rolls

MICRO · Cruise 94 · Thrust 99 · Torque 49 · Fitting efficiency 57 · Compactness 60 · Weight efficiency 89

LIGHT · Cruise 43 · Thrust 93 · Torque 5 · Fitting efficiency 83 · Compactness 63 · Weight efficiency 95

MEDIUM · Cruise 7 · Thrust 3 · Torque 17 · Fitting efficiency 92 · Compactness 27 · Weight efficiency 75

HEAVY · Cruise 61 · Thrust 27 · Torque 64 · Fitting efficiency 91 · Compactness 47 · Weight efficiency 59

INDUSTRIAL · Cruise 91 · Thrust 16 · Torque 100 · Fitting efficiency 10 · Compactness 79 · Weight efficiency 23

CAPITAL · Cruise 48 · Thrust 6 · Torque 1 · Fitting efficiency 30 · Compactness 64 · Weight efficiency 68

MASSIVE · Cruise 86 · Thrust 63 · Torque 96 · Fitting efficiency 60 · Compactness 30 · Weight efficiency 96

TITAN · Cruise 91 · Thrust 52 · Torque 13 · Fitting efficiency 8 · Compactness 7 · Weight efficiency 89

Impulse Drive
Impulse Drive

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADCruise · Rz/sThrust · t·Rz/s²Torque · t·Rz²/s²
MICRO39919.0158362.1517,478.33469,949.8
LIGHT411941.4278284.5847,759.4946,507.9
MEDIUM472145.3498213.0572,497.961,654,128
HEAVY454291.57120239.7889,177.953,513,694
INDUSTRIAL4578166.41172284.4396,955.177,977,573
CAPITAL49115225.31205173.32234,330.214,174,490
MASSIVE35227517.11307202.27299,571.931,497,230
Individual stat rolls

MICRO · Cruise 89 · Thrust 1 · Torque 40 · Fitting efficiency 20 · Compactness 33 · Weight efficiency 53

LIGHT · Cruise 59 · Thrust 68 · Torque 16 · Fitting efficiency 59 · Compactness 8 · Weight efficiency 37

MEDIUM · Cruise 21 · Thrust 86 · Torque 23 · Fitting efficiency 30 · Compactness 80 · Weight efficiency 42

HEAVY · Cruise 47 · Thrust 49 · Torque 40 · Fitting efficiency 66 · Compactness 35 · Weight efficiency 37

INDUSTRIAL · Cruise 87 · Thrust 7 · Torque 81 · Fitting efficiency 41 · Compactness 10 · Weight efficiency 48

CAPITAL · Cruise 16 · Thrust 55 · Torque 31 · Fitting efficiency 51 · Compactness 53 · Weight efficiency 89

MASSIVE · Cruise 44 · Thrust 42 · Torque 81 · Fitting efficiency 15 · Compactness 15 · Weight efficiency 14

Pivot Drive
Pivot Drive

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADCruise · Rz/sThrust · t·Rz/s²Torque · t·Rz²/s²
MICRO44611.3137232.2714,773.86755,475
LIGHT661119.3260317.7318,142.392,380,274
MEDIUM422136.3483186.639,772.733,846,035
HEAVY563874.68106284.5764,583.336,445,927
INDUSTRIAL514689.22135263.3558,214.5514,325,850
CAPITAL33101196.28163168.6398,956.8834,414,110
MASSIVE38138256.54184226.7130,232.637,581,860
TITAN61171282.78237217.52176,473.570,486,570
Individual stat rolls

MICRO · Cruise 23 · Thrust 53 · Torque 25 · Fitting efficiency 90 · Compactness 42 · Weight efficiency 36

LIGHT · Cruise 91 · Thrust 3 · Torque 71 · Fitting efficiency 81 · Compactness 81 · Weight efficiency 71

MEDIUM · Cruise 11 · Thrust 73 · Torque 66 · Fitting efficiency 10 · Compactness 14 · Weight efficiency 78

HEAVY · Cruise 89 · Thrust 88 · Torque 45 · Fitting efficiency 79 · Compactness 24 · Weight efficiency 14

INDUSTRIAL · Cruise 83 · Thrust 10 · Torque 83 · Fitting efficiency 35 · Compactness 75 · Weight efficiency 21

CAPITAL · Cruise 20 · Thrust 7 · Torque 85 · Fitting efficiency 49 · Compactness 18 · Weight efficiency 20

MASSIVE · Cruise 74 · Thrust 1 · Torque 16 · Fitting efficiency 66 · Compactness 29 · Weight efficiency 43

TITAN · Cruise 71 · Thrust 10 · Torque 57 · Fitting efficiency 61 · Compactness 73 · Weight efficiency 99

Compact Drive
Compact Drive

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADCruise · Rz/sThrust · t·Rz/s²Torque · t·Rz²/s²
MICRO5747.9523305.811,855.96575,049.8
LIGHT58815.230297.5420,357.051,304,289
MEDIUM53815.6239310.5524,407.211,765,106
HEAVY451528.247292.5240,291.882,624,888
INDUSTRIAL452955.5669234.1685,501.515,727,948
CAPITAL494493.6375277.8494,642.1211,831,630
MASSIVE5475146.1101187.16192,364.924,031,610
TITAN4387162.86114159.14227,721.930,169,870
Individual stat rolls

MICRO · Cruise 57 · Thrust 28 · Torque 99 · Fitting efficiency 56 · Compactness 49 · Weight efficiency 53

LIGHT · Cruise 67 · Thrust 26 · Torque 89 · Fitting efficiency 84 · Compactness 11 · Weight efficiency 75

MEDIUM · Cruise 84 · Thrust 7 · Torque 51 · Fitting efficiency 23 · Compactness 91 · Weight efficiency 62

HEAVY · Cruise 83 · Thrust 19 · Torque 15 · Fitting efficiency 28 · Compactness 50 · Weight efficiency 80

INDUSTRIAL · Cruise 51 · Thrust 81 · Torque 43 · Fitting efficiency 8 · Compactness 18 · Weight efficiency 71

CAPITAL · Cruise 96 · Thrust 9 · Torque 22 · Fitting efficiency 91 · Compactness 63 · Weight efficiency 18

MASSIVE · Cruise 32 · Thrust 68 · Torque 53 · Fitting efficiency 67 · Compactness 43 · Weight efficiency 63

TITAN · Cruise 13 · Thrust 57 · Torque 32 · Fitting efficiency 28 · Compactness 51 · Weight efficiency 82

Affected capabilities
Hull Plating

Ship Systems

Hull Plating

Working

Hull Plating adds durability and optional Nanite Repair to the intrinsic ship frame.

Ship System · system socket and shared CU

Current effect & limits

Lattice includes powered repair and a repair-efficiency roll. Bulwark favors durability and has no Nanite Repair. Intrinsic frame durability remains separate.

Hull structure is serviced at the Forge; it cannot drop or occupy cargo. Plating support CU scales with occupied hull area and Compactness, plus 1 CU for Lattice repair hardware. Material mass and protection remain item properties; other systems retain their size rules. Repair uses operating energy and the selected power priority.

Lattice Hull Plating
Lattice Hull Plating

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADDurability · HPRepair · HP/sEnergy · MJ/HP
MICRO67421.5072.771.251.8
LIGHT66438.840147.961.71.98
MEDIUM77463.380240.162.121.8
HEAVY645100.170351.682.771.9
INDUSTRIAL634164.590682.563.141.94
CAPITAL704325.0401,326.244.271.82
MASSIVE734449.0601,824.125.691.87
TITAN624598.802,030.461.8
Individual stat rolls

MICRO · Durability 63 · Repair 79 · Repair efficiency 99 · Compactness 58 · Weight efficiency 38

LIGHT · Durability 66 · Repair 72 · Repair efficiency 55 · Compactness 85 · Weight efficiency 52

MEDIUM · Durability 81 · Repair 76 · Repair efficiency 99 · Compactness 83 · Weight efficiency 47

HEAVY · Durability 57 · Repair 78 · Repair efficiency 74 · Compactness 39 · Weight efficiency 73

INDUSTRIAL · Durability 94 · Repair 58 · Repair efficiency 64 · Compactness 60 · Weight efficiency 42

CAPITAL · Durability 88 · Repair 51 · Repair efficiency 94 · Compactness 65 · Weight efficiency 53

MASSIVE · Durability 71 · Repair 66 · Repair efficiency 83 · Compactness 57 · Weight efficiency 88

TITAN · Durability 40 · Repair 50 · Repair efficiency 100 · Compactness 69 · Weight efficiency 51

Bulwark Hull Plating
Bulwark Hull Plating

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADDurability · HPRepair · HP/sEnergy · MJ/HP
MICRO67317.420103.4600
LIGHT70339.940247.100
MEDIUM72353.920347.3300
HEAVY71385.370562.6800
INDUSTRIAL544153.910926.2100
CAPITAL583249.3201,603.5800
MASSIVE533400.7502,483.1400
TITAN644611.0103,849.9800
Individual stat rolls

MICRO · Durability 43 · Compactness 92 · Weight efficiency 66

LIGHT · Durability 74 · Compactness 100 · Weight efficiency 38

MEDIUM · Durability 62 · Compactness 79 · Weight efficiency 77

HEAVY · Durability 57 · Compactness 65 · Weight efficiency 91

INDUSTRIAL · Durability 62 · Compactness 36 · Weight efficiency 66

CAPITAL · Durability 38 · Compactness 99 · Weight efficiency 37

MASSIVE · Durability 43 · Compactness 73 · Weight efficiency 44

TITAN · Durability 69 · Compactness 39 · Weight efficiency 85

Affected capabilities
Reactor

Ship Systems

Reactor

Working

A hard fitting budget measured in LOAD.

Ship System · system socket and shared CU

Current effect & limits

Dynamo favors output; Helix reduces mass with less output; Kestrel reduces CU with less output. Output, structural efficiency and physical-efficiency rolls determine the item. A reactor has no self LOAD cost.

The reactor is a separate equippable item from the capacitor. Both appear under Energy on the Ship Systems screen. Reactors, capacitors, shields and sensors each offer three families in five class sizes. Owned rolls are preserved; the former generation roll now improves reactor structure.

Dynamo Reactor
Dynamo Reactor

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADFitting capacity · LOAD
FRIGATE781220.490818.4
DESTROYER771526.3701,061.28
CRUISER562849.501,709.4
BATTLESHIP583774.3202,529.12
DREADNOUGHT6695160.806,262.08
Individual stat rolls

FRIGATE · Reactor output 90 · Structural efficiency 70 · Compactness 80 · Weight efficiency 72

DESTROYER · Reactor output 62 · Structural efficiency 54 · Compactness 93 · Weight efficiency 100

CRUISER · Reactor output 56 · Structural efficiency 73 · Compactness 51 · Weight efficiency 47

BATTLESHIP · Reactor output 43 · Structural efficiency 38 · Compactness 68 · Weight efficiency 84

DREADNOUGHT · Reactor output 81 · Structural efficiency 72 · Compactness 41 · Weight efficiency 71

Helix Reactor
Helix Reactor

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADFitting capacity · LOAD
FRIGATE621011.60534.07
DESTROYER541721.10927.33
CRUISER562631.1401,402.5
BATTLESHIP734441.7202,230.54
DREADNOUGHT7010196.4905,107.34
Individual stat rolls

FRIGATE · Reactor output 42 · Structural efficiency 53 · Compactness 98 · Weight efficiency 58

DESTROYER · Reactor output 67 · Structural efficiency 39 · Compactness 46 · Weight efficiency 67

CRUISER · Reactor output 50 · Structural efficiency 46 · Compactness 67 · Weight efficiency 63

BATTLESHIP · Reactor output 49 · Structural efficiency 93 · Compactness 99 · Weight efficiency 53

DREADNOUGHT · Reactor output 73 · Structural efficiency 73 · Compactness 37 · Weight efficiency 97

Kestrel Reactor
Kestrel Reactor

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADFitting capacity · LOAD
FRIGATE63611.420520.82
DESTROYER761014.440768.4
CRUISER691627.2101,387.58
BATTLESHIP682236.5901,775.35
DREADNOUGHT624679.7503,733.17
Individual stat rolls

FRIGATE · Reactor output 66 · Structural efficiency 44 · Compactness 74 · Weight efficiency 69

DESTROYER · Reactor output 63 · Structural efficiency 86 · Compactness 76 · Weight efficiency 81

CRUISER · Reactor output 78 · Structural efficiency 57 · Compactness 64 · Weight efficiency 80

BATTLESHIP · Reactor output 39 · Structural efficiency 66 · Compactness 77 · Weight efficiency 91

DREADNOUGHT · Reactor output 47 · Structural efficiency 70 · Compactness 70 · Weight efficiency 62

Affected capabilities
Capacitor

Ship Systems

Capacitor

Working

Energy storage and capacitor recharge.

Ship System · system socket and shared CU

Current effect & limits

Reservoir favors stored charge; Pulse favors recharge efficiency; Trinity saves CU and mass at lower capacity. Recharge equals installed LOAD times family and rolled efficiency. The balance slider trades 75–125% reserve against 150–50% recharge.

Quantum Stabilizer multiplies the capacitor’s resulting recharge rate. A full slider sweep takes 3 seconds; increasing capacity creates no energy.

Reservoir Capacitor
Reservoir Capacitor

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADReserve · MJRecharge · MJ/s
FRIGATE6079.4517165.967.48
DESTROYER621013.3123312.129.56
CRUISER601721.2227539.19.4
BATTLESHIP732531.4731672.4813.86
DREADNOUGHT785972.53571,802.8827.15
Individual stat rolls

FRIGATE · Capacity 37 · Recharge efficiency 79 · Fitting efficiency 70 · Compactness 72 · Weight efficiency 44

DESTROYER · Capacity 76 · Recharge efficiency 68 · Fitting efficiency 52 · Compactness 67 · Weight efficiency 51

CRUISER · Capacity 83 · Recharge efficiency 38 · Fitting efficiency 58 · Compactness 40 · Weight efficiency 82

BATTLESHIP · Capacity 39 · Recharge efficiency 82 · Fitting efficiency 99 · Compactness 68 · Weight efficiency 78

DREADNOUGHT · Capacity 92 · Recharge efficiency 95 · Fitting efficiency 52 · Compactness 63 · Weight efficiency 89

Pulse Capacitor
Pulse Capacitor

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADReserve · MJRecharge · MJ/s
FRIGATE77810.8418164.9711.7
DESTROYER611013.4122245.0311.63
CRUISER681720.7625343.5714.65
BATTLESHIP763137.3737698.7622.69
DREADNOUGHT614655.32421,015.221.64
Individual stat rolls

FRIGATE · Capacity 87 · Recharge efficiency 76 · Fitting efficiency 92 · Compactness 90 · Weight efficiency 42

DESTROYER · Capacity 85 · Recharge efficiency 40 · Fitting efficiency 43 · Compactness 93 · Weight efficiency 47

CRUISER · Capacity 53 · Recharge efficiency 57 · Fitting efficiency 82 · Compactness 59 · Weight efficiency 92

BATTLESHIP · Capacity 99 · Recharge efficiency 65 · Fitting efficiency 71 · Compactness 50 · Weight efficiency 98

DREADNOUGHT · Capacity 40 · Recharge efficiency 36 · Fitting efficiency 59 · Compactness 75 · Weight efficiency 99

Trinity Capacitor
Trinity Capacitor

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADReserve · MJRecharge · MJ/s
FRIGATE7155.7613151.048.45
DESTROYER5055.8312171.485.67
CRUISER69912.0221377.612.61
BATTLESHIP621315.8721451.4111.69
DREADNOUGHT733240.91361,249.4622.4
Individual stat rolls

FRIGATE · Capacity 89 · Recharge efficiency 92 · Fitting efficiency 59 · Compactness 48 · Weight efficiency 70

DESTROYER · Capacity 39 · Recharge efficiency 35 · Fitting efficiency 65 · Compactness 48 · Weight efficiency 64

CRUISER · Capacity 89 · Recharge efficiency 76 · Fitting efficiency 43 · Compactness 88 · Weight efficiency 49

BATTLESHIP · Capacity 37 · Recharge efficiency 62 · Fitting efficiency 61 · Compactness 76 · Weight efficiency 74

DREADNOUGHT · Capacity 96 · Recharge efficiency 83 · Fitting efficiency 64 · Compactness 59 · Weight efficiency 63

Affected capabilities
Shield Generator

Ship Systems

Shield Generator

Working

Shield capacity, recovery and charging efficiency.

Ship System · system socket and shared CU

Current effect & limits

Aegis favors capacity; Cascade favors recovery; Halo reduces energy cost at lower strength. Independent rolls set capacity, recharge and energy per shield point. The slider trades 75–125% capacity against 150–50% recovery.

No post-hit delay. Disabled or blocked shields cannot charge. Shield bubble geometry depends on hull, not item quality.

Aegis Shield Generator
Aegis Shield Generator

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADCapacity · SPRecharge · SP/sEnergy · MJ/SP
FRIGATE741014.3733131.524.981.17
DESTROYER701318.1438176.765.751.21
CRUISER652028.68473096.061.21
BATTLESHIP603348.5165526.089.21.27
DREADNOUGHT9072101.52951,178.8814.161.16
Individual stat rolls

FRIGATE · Capacity 66 · Recharge 91 · Recharge efficiency 84 · Fitting efficiency 91 · Compactness 42 · Weight efficiency 71

DESTROYER · Capacity 47 · Recharge 79 · Recharge efficiency 65 · Fitting efficiency 84 · Compactness 65 · Weight efficiency 85

CRUISER · Capacity 55 · Recharge 43 · Recharge efficiency 65 · Fitting efficiency 73 · Compactness 84 · Weight efficiency 72

BATTLESHIP · Capacity 66 · Recharge 75 · Recharge efficiency 43 · Fitting efficiency 43 · Compactness 76 · Weight efficiency 60

DREADNOUGHT · Capacity 88 · Recharge 92 · Recharge efficiency 85 · Fitting efficiency 99 · Compactness 98 · Weight efficiency 80

Cascade Shield Generator
Cascade Shield Generator

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADCapacity · SPRecharge · SP/sEnergy · MJ/SP
FRIGATE701014.7331101.767.191.37
DESTROYER691624.4343182.028.511.31
CRUISER752434.3451265.9210.441.28
BATTLESHIP763854.6165420.8613.691.29
DREADNOUGHT7584123.48107979.9721.031.28
Individual stat rolls

FRIGATE · Capacity 60 · Recharge 90 · Recharge efficiency 52 · Fitting efficiency 92 · Compactness 70 · Weight efficiency 59

DESTROYER · Capacity 94 · Recharge 83 · Recharge efficiency 72 · Fitting efficiency 69 · Compactness 59 · Weight efficiency 41

CRUISER · Capacity 68 · Recharge 73 · Recharge efficiency 84 · Fitting efficiency 84 · Compactness 69 · Weight efficiency 73

BATTLESHIP · Capacity 66 · Recharge 80 · Recharge efficiency 81 · Fitting efficiency 81 · Compactness 78 · Weight efficiency 71

DREADNOUGHT · Capacity 96 · Recharge 97 · Recharge efficiency 83 · Fitting efficiency 51 · Compactness 68 · Weight efficiency 60

Halo Shield Generator
Halo Shield Generator

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADCapacity · SPRecharge · SP/sEnergy · MJ/SP
FRIGATE671014.133585.364.320.66
DESTROYER761318.9137131.164.640.65
CRUISER622233.9950267.845.410.69
BATTLESHIP823750.7363324.868.640.64
DREADNOUGHT616896.4990890.278.750.71
Individual stat rolls

FRIGATE · Capacity 48 · Recharge 95 · Recharge efficiency 69 · Fitting efficiency 45 · Compactness 69 · Weight efficiency 79

DESTROYER · Capacity 52 · Recharge 69 · Recharge efficiency 79 · Fitting efficiency 93 · Compactness 100 · Weight efficiency 65

CRUISER · Capacity 90 · Recharge 51 · Recharge efficiency 45 · Fitting efficiency 61 · Compactness 94 · Weight efficiency 35

BATTLESHIP · Capacity 40 · Recharge 95 · Recharge efficiency 86 · Fitting efficiency 93 · Compactness 90 · Weight efficiency 93

DREADNOUGHT · Capacity 98 · Recharge 35 · Recharge efficiency 36 · Fitting efficiency 40 · Compactness 83 · Weight efficiency 77

Affected capabilities
Sensor Array

Ship Systems

Sensor Array

Working

Live detection and charting range.

Ship System · system socket and shared CU

Current effect & limits

Horizon favors range; Surveyor acquires faster with less CU and LOAD; Multiplex favors simultaneous target locks. Each family offers Frigate, Destroyer, Cruiser, Battleship and Dreadnought sizes. The range roll changes the actual live sensor boundary. Factory Horizon provides 12,000 Rz radius.

No recurring capacitor cost. Surface live data is filtered to the fitted radius, not the protocol maximum.

Horizon Sensors
Horizon Sensors

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADRadius · RzAcquisition · sTarget locks
FRIGATE6820.21212,4321.662
DESTROYER8140.361816,0291.612
CRUISER7750.462418,520.761.712
BATTLESHIP7560.563119,999.21.773
DREADNOUGHT7560.613820,845.22.043
Individual stat rolls

FRIGATE · Detection range 56 · Acquisition 84 · Target locks 35 · Fitting efficiency 93 · Compactness 86 · Weight efficiency 59

DESTROYER · Detection range 88 · Acquisition 91 · Target locks 84 · Fitting efficiency 61 · Compactness 70 · Weight efficiency 97

CRUISER · Detection range 98 · Acquisition 78 · Target locks 70 · Fitting efficiency 79 · Compactness 51 · Weight efficiency 91

BATTLESHIP · Detection range 97 · Acquisition 72 · Target locks 88 · Fitting efficiency 59 · Compactness 54 · Weight efficiency 83

DREADNOUGHT · Detection range 83 · Acquisition 47 · Target locks 96 · Fitting efficiency 93 · Compactness 95 · Weight efficiency 39

Surveyor Sensors
Surveyor Sensors

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADRadius · RzAcquisition · sTarget locks
FRIGATE7720.211012,812.81.083
DESTROYER7120.191011,524.871.062
CRUISER6630.31715,836.591.022
BATTLESHIP7730.282116,918.721.12
DREADNOUGHT5440.392817,506.721.172
Individual stat rolls

FRIGATE · Detection range 74 · Acquisition 77 · Target locks 86 · Fitting efficiency 93 · Compactness 98 · Weight efficiency 36

DESTROYER · Detection range 41 · Acquisition 79 · Target locks 62 · Fitting efficiency 80 · Compactness 85 · Weight efficiency 82

CRUISER · Detection range 80 · Acquisition 87 · Target locks 50 · Fitting efficiency 53 · Compactness 81 · Weight efficiency 45

BATTLESHIP · Detection range 77 · Acquisition 73 · Target locks 82 · Fitting efficiency 65 · Compactness 87 · Weight efficiency 82

DREADNOUGHT · Detection range 63 · Acquisition 62 · Target locks 42 · Fitting efficiency 57 · Compactness 42 · Weight efficiency 61

Multiplex Sensors
Multiplex Sensors

Exact Forge stock. Plating CU is shown on a Viper; its fitted support space scales with the receiving hull’s occupied area and Compactness. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tLOADRadius · RzAcquisition · sTarget locks
FRIGATE6330.312111,443.21.693
DESTROYER7830.32613,011.161.573
CRUISER6030.33012,055.751.964
BATTLESHIP5830.314113,752.961.873
DREADNOUGHT7540.375415,339.841.953
Individual stat rolls

FRIGATE · Detection range 82 · Acquisition 80 · Target locks 82 · Fitting efficiency 61 · Compactness 41 · Weight efficiency 35

DESTROYER · Detection range 91 · Acquisition 96 · Target locks 62 · Fitting efficiency 89 · Compactness 79 · Weight efficiency 52

CRUISER · Detection range 58 · Acquisition 53 · Target locks 95 · Fitting efficiency 51 · Compactness 52 · Weight efficiency 51

BATTLESHIP · Detection range 67 · Acquisition 62 · Target locks 46 · Fitting efficiency 41 · Compactness 99 · Weight efficiency 36

DREADNOUGHT · Detection range 67 · Acquisition 54 · Target locks 73 · Fitting efficiency 72 · Compactness 92 · Weight efficiency 93

Affected capabilities
Nanite Repair

Defense

Nanite Repair

Working

Optional additional continuous repair.

Passive module · system bay

Current effect & limits

Existing Nanite Repair modules restore 2.5 / 5 / 7.5 HP/s for 2 MJ/HP. Each consumes one system bay.

Existing items remain usable and tradeable; Lattice and these modules contribute to the same total Nanite Repair rate. There is no new Nanite fabrication screen in this pass.

Affected capabilities
Basic Railgun Slugs

Ammunition

Basic Railgun Slugs

Working

Basic physical slugs for railguns.

Ammunition · cargo stack

Current effect & limits

1,000 rounds occupy 1 CU; partial and empty reserved stacks also use 1 CU. Each round weighs 0.001 t. Compatible railguns automatically consume one round per shot from cargo.

The starter Viper carries 100 rounds. Forge Shop sells unlimited basic ammunition; alternate grades remain deferred. Pulse Cannons require capacitor only. This stack is cargo, not fitted hardware.

Affected capabilities
Emp I

Defense

Emp I

Working

EMP I: the starter ship’s fitted interception pulse.

Active ability · system bay

Current effect & limits

600 Rz in 0.5 seconds; 25 MJ; cooldown 8–6 seconds at strength 35–100. The starter item reserves one system bay and 8 LOAD, with 3 t item mass.

Q activates the strongest ready fitted EMP by default. No emitter means no pulse. Stored equipment uses cargo CU; installed modules use the frame’s reserved bays.

Affected capabilities
Basic Missiles

Ammunition

Basic Missiles

Working

Basic guided-launcher ammunition.

Ammunition · cargo stack

Current effect & limits

200 missiles occupy 1 CU; partial and empty reserved stacks also use 1 CU. Each missile weighs 0.05 t. One is consumed per successful launch from shared cargo.

Fabricators can reserve enough empty stacks for the chosen stock target, subject to cargo capacity. Release an unwanted empty reservation from Cargo. Grades and alternate warheads remain deferred.

Affected capabilities
Slug Replicator

Industry

Slug Replicator

Working

Maintains a chosen stock of basic railgun slugs.

Active ability · system bay

Current effect & limits

Five slugs every 5–2 seconds, costing 4–2 MJ per completed batch. Cycle time and capacitor efficiency have independent rolls. Partial batches charge only for rounds actually produced.

Uses the same persistent stock order, 25% reserve and 50% resume rule as the Missile Fabricator. No free ammunition on activation or offline catch-up.

Affected capabilities
Targeting Jammer

Control

Targeting Jammer

Working

Manually breaks incoming locks and blocks new targeting.

Active ability · system bay

Current effect & limits

Costs exactly 15% of maximum capacitor. Independent rolls: 1–5 broken locks, 1–5 seconds preventing new locks and 120–60 seconds cooldown. Prioritizes armed attackers, then nearest.

Existing completed locks beyond the rolled count remain. Pending acquisitions pause during protection. Broken locks must be acquired again. No damage immunity, projectile removal or automatic activation; duplicate jammers share the activation cooldown.

Affected capabilities
Emp Ii

Defense

Emp Ii

Working

EMP II: intermediate fitted interception.

Active ability · system bay

Current effect & limits

800 Rz in 0.5 seconds; 30 MJ; cooldown 5–3 seconds at strength 35–100.

Uses the same Q default as other EMP tiers. One strongest ready eligible emitter activates per press.

Affected capabilities

Deadband’s permanent missile accelerator.

Passive module · system bay

Current effect & limits

Adds 25% missile velocity while installed in the Salvo’s last system bay (bay 12). No additional LOAD or cargo cost; mass is included in the frame.

Shipbound: cannot be removed, sold or dropped. Existing equipment displaced from this bay moves to another compatible bay or the Pilot Vault. This replaces the former hidden hull bonus.

Affected capabilities

03 / UNDER THE HOOD

Build vocabulary

Reactor is a fitting budget

A module marked “38 LOAD” reserves 38 LOAD from the installed reactor’s fitting capacity while installed. Operating energy is measured separately in MJ; recharge and demand use MJ/s. Ordinary loot draw is randomized; system load is derived from base, size and relevant rolls.

Capacitor is the rechargeable resource spent by weapons, boost and active abilities. The capacitor’s installed LOAD times family and rolled efficiency sets recharge; its slider and the strongest Quantum Stabilizer modify that rate. The reactor supplies the fitting budget. Bays are item slots; hardpoints limit installed weapons and mining lasers.

Rates, modifiers & survivability

Shots/s means rounds from one gun per second. Interval is the delay between that gun’s shots. Fire-speed bonuses divide the interval; there are no purchased global weapon upgrade bonuses. Pulse Cannons and physical railguns use their own current equipment cooldowns. Missile launch intervals now roll from 10 to 5 seconds before fire-speed bonuses. Each launcher cools down independently.

Overcharge changes damage, not cadence. Armor, shield recharge, repair and capacitor recovery can make time-to-kill very different from shield + hull divided by raw DP/s.

Equipment and ship actions

The starter EMP I is fitted equipment: 25 MJ, 600 Rz radius and an 8-second cooldown. Q activates the strongest ready eligible fitted emitter. EMP II uses 30 MJ and reaches 800 Rz; EMP III uses 35 MJ and reaches 1,000 Rz. Each tier is an item with its own artwork. No emitter means no pulse.

Shields can be disabled for hull-only clearance. Re-enabling waits for room to arm. Ordinary cruise requires no boost toggle. Fit an Emergency Overdrive for a deliberate, temporary speed increase, activated through the action bar. Command navigation, weapon targeting and the map’s Phase Jump are ship actions, not additional fitted item types.

Where equipment comes from

Anchor pirates and gamblers have a 35% equipment chance after human participation, selecting useful starter guns, a Mining Laser, EMP I, or Light propulsion or Frigate shield/capacitor systems. Other ordinary NPCs retain a separate 15% roll that can include unfinished modules. The nineteen system families also have exact rolled Forge stock. Forge Shop sells unlimited basic ammunition and applied Hull Plating for provisional Burst prices; purchases use the current ship. Limited unique stock belongs to the Trading Outpost. Existing Nanite modules remain usable. Items can also be traded through the component market when listed.

Paid hull commissioning happens at faction Forges; some hulls require a blueprint or recovered core as well as Burst. Cargo capacity is shared by resource stacks and carried components.

Quality is a summary, not a stat multiplier

Weapons score their meaningful rolls (five for Pulse Cannons and railguns, eight for missiles) with a reactor-efficiency contribution. The name does not add another universal damage bonus. Other modules usually use strength directly; Systems Upgrade effects, rolled Ship Systems and Emergency Overdrive stats have their own rolls.

Mediocre1–41
Serviceable42–48
Tuned49–55
Refined56–62
Superior63–69
Epic70–76
Exalted77–82
Legendary83–88
Relic89–93
Mythic94–97
Transcendent98–100

Replaceable systems, real tradeoffs

Forge refitting · I in flight

Five categories organize six required items: Hull, Energy (separate Reactor and Capacitor), Propulsion, Shields and Sensors. Each has independent meaningful rolls. Propulsion offers five families: Vector (balanced), Slipstream (cruise), Impulse (thrust), Pivot (turning) and Compact (low fitting cost). Reactor, Capacitor, Shields and Sensors each offer three families in five class sizes, from Frigate through Dreadnought. Hull retains two families. Owned item rolls are retained; current capacitor and reactor rules apply to existing fits. Size classes set the scale; higher output requires physical capacity and mass. Compactness and weight efficiency provide bounded variation.

Usable Capacity Units (CU) are shared by system items and cargo. Fit larger systems and cargo capacity shrinks. Mount and system-bay counts remain fixed. Replacement requires a faction Forge using carried Cargo and resources; replaced carryable items return to Cargo. Hull Plating is applied service hardware and cannot be carried or dropped. The displayed Forge stock is the exact item purchased. Drive quality is the integer average of six rolls, with no extra quality multiplier. Thrust divided by loaded mass gives acceleration; torque divided by fitted inertia gives angular acceleration, and one second of that acceleration gives the turn ceiling. The Forge compares your fitted outcomes and lets you select owned drives carried in Cargo. All five Light models may drop from Anchor pirate and gambler combat. Read the universe fundamentals →

Power presets and tuning

The I ship window and Forge share a Ship overview with category callouts. Hover for compact item facts and a separate calculation of the fitted totals; click for details, tuning, Cargo or a replacement preview. Shield and capacitor balance sliders trade capacity for recovery over a three-second full sweep. Raising capacity grants no free charge.

Combat supplies actions, then shields, then repair. Defense supplies shields, then actions, then repair. Repair supplies hull recovery, then shields, then actions. Basic propulsion, steering and sensors keep working at zero capacitor.

Source notes & scope

Reviewed for release 225: Frequency now identifies the Layer, Sector Class governs PvP, and Squadrons are pilot-owned. Duelist sparring now mirrors the admitted ship, including its equipment rolls and finite supplies. Its equipment-aware controller uses the same authoritative actions. Pulse projectiles travel 30% slower while retaining range, damage and firing cadence. Fitted EMP I/II/III reach 600/800/1,000 Rz; drive families use six independent 1–100 rolls. Frigate and Destroyer labels describe frame size separately from role; current player frames have 3–5 hardpoints. Deadband Salvo is the special Battleship. The accessible headquarters favor small systems with rare neighboring sizes; Rift quality is better than surface salvage. The starter Viper accelerates and turns more readily, and larger drives provide heavier handling while keeping their family tradeoffs. NPC shops now buy ordinary carried equipment for Burst, but refuse blueprints, tunings, ammunition and factory-spec or bound equipment. Material recycling remains separate. Pilot Knowledge holds learned designs and Frequency tunings. Physical blueprint and tuning copies stack to 100 per 1 CU and can be learned from Cargo or traded; Burst Wallets go directly to the pilot balance. The Nexus provides Hangar, Vault, Astronav and Squad services. Faction Forges refit all compatible ship classes from carried Cargo; stock is faction-specific and any learned blueprint can be built at any Forge. Paid hulls go to the Nexus Hangar; free local starters launch at the faction Forge. Read faction identities and security rules → The input fingerprint embedded in this page identifies the exact shared definitions and reviewed effect notes used to generate it. It is a documented snapshot, not a live connection to your pilot or the realm. Replaceable Ship Systems remains an alpha balance experiment; gunship hardpoints accept Pulse Cannons and railguns, with Mining also allowed on the final hardpoint. Missiles remain excluded.

Hull and weapon numbers and the stat/effect index are exported from the game’s shared definitions. Modified fit values use the same resolver as authority and inspection UI. Effect conditions were reviewed against online activation, damage, mining and ship-action handlers. NPC mission ships and temporary mode loadouts are outside this player-hardware catalogue.

For maintainers: refresh with tools/export_reference.cpp and tools/build_reference.py; see docs/ship-equipment-reference.md. Editorial notes require review when mechanics change.

04 / WHAT CHANGES WHAT

Ship stats & effects 42

Start with a capability, then expand it to see every current contributor: hull traits, installed Ship Systems, equipment and situational rules. Sources link back to their catalogue entries. These describe fitted player ships and the shared-mechanics Duelist; legacy Layer NPC presets remain separate.

Ship bonus ≠ one value for every gun

A perfect-velocity Viper launcher starts at 240 Rz/s. With the Deadband’s shipbound accelerator: 240 × 1.25 = 300 Rz/s. Each launcher still uses its own roll. Explore velocity sources →

Raw item → fitted ship → combat result

Item cards show base rolls. The Ship Systems screen now shows modified weapon output. Potential DP/s assumes continuous hits; capacitor shortages, armor, shields, repairs, cover and time out of range change the result.

Shield and capacitor totals derive from installed Ship Systems and balance settings; hull combines intrinsic frame durability with rolled Hull Plating. Numeric Forge upgrade tracks and legacy relic bonuses are retired.

Strength ranges use 35–100 unless stated otherwise. Systems Upgrade and Emergency Overdrive have independent 1–100 effect rolls. “Not wired” is a stored or advertised capability, not a bonus you currently receive.

Frame & fitting

Hull length, width and depthRz

Forward length and side-to-side width of the unrotated collision outline, plus published construction depth; occupied body volume and fixed mount reservations determine CU.

Hull profile

Each hull has its own declared dimensions and collision outline. Occupied profile and depth determine capacity; Viper is 100 x 100 x 20 Rz.

Applies
The currently piloted hull, including a temporary mission/practice fit
Combines
Single rule
Link to this capability
Shield diameter and active clearanceRz

Bubble clearance is a geometric property, not a function of shield capacity.

Hull profile

Diameter is twice (outline enclosing radius + 8 Rz clearance).

Applies
The currently piloted hull, including a temporary mission/practice fit
Combines
Single rule
Shield state

Active shields use the bubble; depleted or disabled shields use the hull outline. Re-arming waits until the bubble fits.

Applies
Flight and hit collision geometry
Combines
Single rule
Link to this capability
Equipment bays and hardpointsslots

Dedicated weapon/tool hardpoints and optional system bays are separate fixed reservations.

Hull profile

Fixed bay/hardpoint budgets; gunships reject missiles, mining hulls reserve mining/weapon/utility bays, Deadband reserves missile/utility bays.

Applies
The currently piloted hull, including a temporary mission/practice fit
Combines
Single rule

Occupies one compatible hardpoint; no system bay

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Each fitted slot acts independently

Occupies one compatible hardpoint; no system bay

Applies
This weapon's family and its own relevant roll, not the overall quality label
Combines
Each fitted slot acts independently
Link to this capability
Reactor capacity and reserved drawLOAD

A fitting budget, not capacitor spent per second.

Hull profile

Defines usable CU capacity; the fitted reactor supplies fitting output.

Applies
The currently piloted hull, including a temporary mission/practice fit
Combines
Single rule

Reactor base, size class and independent output roll set the fitting ceiling; all powered equipment shares it

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One reactor item; physical CU budget is separate
Installed item power draw

Every installed item's saved powerDraw reserves LOAD. Drop rolls affect this cost and weapon quality scoring.

Applies
All installed equipment and core types; power draw adds
Combines
Single rule
Link to this capability
Cargo capacity and occupied CUCU

Cargo gets the CU remaining after the six primary system items. Hardpoints and system bays are fixed reservations.

Hull profile

Defines usable CU capacity; subtract installed core CU to get the cargo hold.

Applies
The currently piloted hull, including a temporary mission/practice fit
Combines
Single rule
Carried cargo

Resource quantities and individual component cargo sizes consume CU.

Applies
Loot, mining, purchases and hauling can fill the hold; vault contents are separate
Combines
Single rule

Stacks up to 1,000 rounds occupy 1 CU; partial stacks also occupy 1 CU. Each fired slug consumes one round from cargo.

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Railguns stop when ammunition is depleted; Pulse Cannons require none

Stacks up to 200 missiles occupy 1 CU; partial stacks also occupy 1 CU. Each launch consumes one missile from cargo.

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Launchers stop when ammunition is depleted
Link to this capability

Offense

Weapon damage per shotDP

Resolved separately for each fitted gun/launcher. Potential DP/s assumes hits and uninterrupted capacitor; defenses and ammo effects still change results.

Base per-projectile damage comes from the family and damage roll; current shared damage pacing is already included.

Applies
This weapon's family and its own relevant roll, not the overall quality label
Combines
Each fitted slot acts independently

Damage x1.2 for 9.1 to 13 s; cooldown 59.75 to 50 s

Applies
While Overcharge's timer is active; no activation resource cost
Combines
One shared active timer; another activation replaces its duration, never adds damage multipliers
Per-shot ceiling

Final fitted shot damage is capped at 1000.

Applies
After equipment effects and Overcharge
Combines
Single rule
Link to this capability
Fire rate and cooldownshots/s; s

Each gun has its own cooldown. Fire speed divides interval; it is not an extra damage multiplier.

Rate = 1/interval. Family and fire-rate roll set base interval; Pulse and physical railguns use current item cooldowns; missile pacing is included.

Applies
This weapon's family and its own relevant roll, not the overall quality label
Combines
Each fitted slot acts independently

Fire speed +5% to 30% per rolled effect; interval divided by 1 + total fire-speed bonus

Applies
Only when this module rolled the named effect; effect roll 1-100
Combines
Matching Systems Upgrade percentages add, then apply as one multiplier
Action availability

Range, target loss/protection, blocked launch, empty railgun ammunition and safe zones can stop auto-fire; insufficient capacitor pauses it until recharge. Stopping/restarting does not reset cooldown.

Applies
Actual sustained output can be below potential output
Combines
Single rule
Link to this capability
Projectile velocityRz/s

A per-weapon value. A hull missile bonus does not change railguns or the ship's flight speed.

Weapon family and velocity roll set relative launch speed.

Applies
This weapon's family and its own relevant roll, not the overall quality label
Combines
Each fitted slot acts independently

+25% fitted missile velocity

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Permanent shipbound item in Salvo system bay12; frame includes mass, no extra LOAD or cargo cost
Launch motion

Pulse and rail projectiles inherit ship velocity; missiles use their own launch velocity.

Applies
World-space trajectory after launch
Combines
Single rule
Link to this capability
Weapon reach and projectile lifeRz; s

Range is checked per weapon against a selected contact. Projectile lifetime also follows range divided by velocity, with safety limits.

Family and range roll set base reach.

Applies
This weapon's family and its own relevant roll, not the overall quality label
Combines
Each fitted slot acts independently
Contact and lifetime limits

Target contacts extend to 7111.111 Rz. Projectile lifetime is clamped from 0.2 to 120 s.

Applies
Targeted online fire; physical obstacles still matter
Combines
Single rule
Link to this capability
Missile guidance and homing searchrad/s; Rz

Guidance limits turning. Search range is distinct from weapon reach and turn radius depends on velocity divided by turn rate.

Separate guidance and lock-range rolls; family scales both. Straight launch distance is 300 Rz.

Applies
This weapon's family and its own relevant roll, not the overall quality label
Combines
Each fitted slot acts independently
Link to this capability
Ammunition effects (reserved)fraction

Physical railguns consume Basic Slugs and launchers consume Basic Missiles. Special ammunition effects are deferred.

Ordinary rounds

No purchased ammunition upgrade, shield bypass or amplification is applied to current player shots.

Applies
Future ammo items may supply explicit effects
Combines
Single rule
Link to this capability
Missile blast radiusRz

Rolled and stored, but currently no online splash-damage consumer. It is not a live area-damage stat.

Family and blast roll change a stored radius

Applies
Current online targeted missiles
Combines
No splash damage
Link to this capability
Magnetic mine deploymentDP; Rz; s

Mines have separate damage and pursuit rules; gun/launcher modifiers do not boost them.

5 mines; 75 to 125 damage each; 300 Rz detection, 90 Rz blast; 3 s attached delay; 45 s life. Cooldown 60 to 45 s.

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Each fitted slot acts independently
Link to this capability

Defense

Maximum shieldSP

Derived capacity, distinct from bubble size. Depletion changes collision clearance.

Hull profile

Factory shield core is based on the hull profile. Replacement equipment owns the actual output.

Applies
The currently piloted hull, including a temporary mission/practice fit
Combines
Single rule

Base, size class and capacity roll set base capacity; balance scales it from 75-125%

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One core; optional capacity bonuses then apply

Shield capacity +10-20%

Applies
Only when this module rolled the named effect; effect roll 1-100
Combines
Matching Systems Upgrade percentages add, then apply as one multiplier
Link to this capability
Maximum hullHP

Frame durability plus the fitted Hull Plating.

Hull profile

Intrinsic frame durability plus the Hull Plating durability roll.

Applies
The currently piloted hull, including a temporary mission/practice fit
Combines
Single rule

Lattice integrates durability and powered repair; Bulwark favors durability without repair. Size class and relevant independent rolls set output, mass and CU.

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One required Hull Plating; shares usable CU with other cores and cargo
Link to this capability
Shield recharge and refillSP/s; SP

Continuous recharge needs shields enabled, space for the bubble, and available capacitor. There is no post-hit delay.

Balance slider scales capacity from 75-125% and recovery from 150-50%; 3 s full-range tuning. Base design and efficiency roll set energy per shield actually restored.

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One core; available energy and power priority limit recovery

Shield recharge +10-20%

Applies
Only when this module rolled the named effect; effect roll 1-100
Combines
Matching Systems Upgrade percentages add, then apply as one multiplier

Converts all remaining capacitor at 0.86 to 1.25 shield per point. Cooldown 40.8 to 33 s. Requires more than 1 capacitor and chargeable shields.

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Immediate refill capped at saved maximum; each module has its own cooldown
Dock services

Ordinary docking adds 35 SP/s; Escort checkpoint docking refills immediately

Applies
Must still be able to charge shields; Training station freezes vitals
Combines
Adds to any normal flight recharge; capped at maximum
Link to this capability
Hull repairHP/s; HP

Continuous Nanite repair and immediate repair actions are different contributors.

Lattice repair and energy-efficiency rolls set continuous hull recovery; Bulwark has no integrated repair

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Adds to optional repair modules, limited by energy and power priority

2.5/5/7.5 HP/s; 2 MJ/HP actually repaired

Applies
While installed; strength 35-100 where a strength range is shown
Combines
System bay; rates add, limited by available energy and power priority

Restores 47.5 to 80 HP immediately; cooldown 45.8 to 38 s; no activation resource cost

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Capped at saved maximum; each module has its own cooldown
Dock services

Ordinary docking adds 20 HP/s; Escort checkpoint docking refills immediately

Applies
While docked; Training station freezes vitals
Combines
Adds to normal hull repair; capped at maximum
Link to this capability
Incoming weapon damage reduction%

Reductions multiply remaining damage, not add into an immunity percentage. Damage kind matters.

12% to 25% reduction in the pilot hit handler; does not shoot projectiles down

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Strongest installed copy only; duplicates do not add

20% to 60% projectile reduction per module

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Each copy multiplies remaining projectile damage; then combines with Point Defense

20% to 60% missile reduction per module

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Each copy multiplies remaining missile damage; then combines with Point Defense
Link to this capability
Collision damage and protectionDP; %

Collision damage uses a different path from incoming projectiles.

Contact damage

2% of maximum shield with active shields, otherwise 4% of maximum hull

Applies
Unprotected contact; pair cooldown 0.75 s
Combines
Single rule

21.667% to 43.333% collision reduction

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Strongest installed copy only; duplicates do not add
Link to this capability
Projectile interceptionRz; s; MJ

Expanding pulses intercept friendly and hostile projectiles; they do not disable ships.

25 MJ; 600 Rz; 8 to 6 s cooldown

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Each fitted slot acts independently

30 MJ; 800 Rz; 5 to 3 s cooldown

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Each fitted slot acts independently

35 MJ; 1000 Rz; 2 to 0.5 s cooldown

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Each fitted slot acts independently
Link to this capability
Cloak and target visibilitystate

Concealment changes target availability rather than weapon accuracy.

Drains 20 capacitor every 3 s; suppresses normal capacitor regeneration; firing or insufficient capacitor ends it. Activation cooldown 50.8 to 43 s.

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One shared cloak state; duplicate activations do not stack concealment
Link to this capability
Emergency Warp on shield breaktrigger

A triggered escape, not extra shield capacity or a temporary damage reduction.

Relocates a living ship when its shields break; training confines the destination to the arena. Currently has no cooldown.

Applies
Only when this module rolled the named effect; effect roll 1-100
Combines
Boolean effect: any installed copy enables it; copies do not cause multiple warps
Link to this capability
Damage immunity and alliance rulesstate

Situational rules can prevent an attack regardless of the fitted damage/reduction numbers.

Safe zones, docking and arrival grace

Protected ships cannot be damaged under the applicable mode's policy; arrival grace also prevents firing

Applies
Protection gates precede damage calculation
Combines
Single rule
Sector Class and Squadron

SECURE Layers disable Layer PvP; other classes allow it. Matching nonzero Squads protect pilots. Training and Escort retain their own rules

Applies
Allegiance and mission policy, not an equipment stat
Combines
Single rule
Link to this capability

Mobility

Cruise and emergency overdriveRz/s

Maximum speed is not acceleration; boost increases the bonus portion above normal cruise.

Hull profile

Installed propulsion owns thrust and maximum speeds.

Applies
The currently piloted hull, including a temporary mission/practice fit
Combines
Single rule

Base, size class and cruise roll set ordinary speed; cargo mass does not lower the cap

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One core plus named speed modifiers

Normal speed +5-15%; boost bonus speed +10-20% (distinct effects)

Applies
Only when this module rolled the named effect; effect roll 1-100
Combines
Matching Systems Upgrade percentages add, then apply as one multiplier

Output +15% to 50% to boost's bonus-speed portion only; independent output roll 1-100

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One explicitly activated module at a time; Systems Upgrade boost modifiers apply during its 8-second window
Current movement pacing

Core cruise values already include pacing; all ordinary directions share one speed-magnitude cap; boost requires an activated overdrive

Applies
Command flight envelope; no manual Shift boost
Combines
Single rule

Slows affected ships by 80% to 95%; 1000 Rz radius; 120 s lifetime. Costs 2 Alloy; cooldown 120 s.

Applies
While inside a deployed field
Combines
Strongest slowing field wins; capacitor drains from overlapping fields still add
Link to this capability
Command accelerationRz/s²

Installed thrust changes velocity at a rate inversely proportional to the total loaded mass.

Hull profile

Acceleration = installed thrust divided by total loaded mass.

Applies
The currently piloted hull, including a temporary mission/practice fit
Combines
Single rule

Base, size class and thrust roll set thrust; heavier loads take longer to reach the speed cap

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One core; thrust divided by loaded mass

Output bonus multiplies boost acceleration; does not increase normal acceleration

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Only the activated module applies
Link to this capability
Turning raterad/s

Hull rotation is distinct from independent weapon aiming.

Hull profile

Fitted angular acceleration = drive torque divided by loaded inertia. Maximum turn rate is one second of that acceleration.

Applies
The currently piloted hull, including a temporary mission/practice fit
Combines
Single rule

Drive family, size and torque roll set turning force; loaded mass and dimensions determine acceleration, braking and maximum turn rate

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One core; uniform rectangular inertia
Link to this capability
Loaded mass and inertiat

Frame + installed Ship Systems + fitted items + loose cargo + resources; each item counted once.

Hull profile

Frame mass = design area x 0.02. Resources add 0.005 t per resource. Fitted and loose equipment contributes its declared mass.

Applies
The currently piloted hull, including a temporary mission/practice fit
Combines
Single rule

Thrust divided by mass sets acceleration and braking. Load does not change the cruise/boost speed caps.

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One core plus named propulsion modifiers

Uniform rectangular inertia = mass x (length squared + width squared)/12. Torque divided by inertia sets angular acceleration; the propulsion item caps turn speed.

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One core; no per-part center-of-mass simulation
Link to this capability
Warp, blink and Phase JumpRz; s; MJ

Relocation actions have their own admission and destination rules.

Spends all capacitor, at least 20 required; random clear destination; cooldown 63.7 to 52 s

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Each slot's cooldown; training confines the destination

500 Rz forward attempt, cost 53 to 20 capacitor; no extra cooldown. A blocked destination may consume capacitor without moving.

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Each fitted slot acts independently
Map Phase Jump

Same-system destination at least 5,000 Rz away; 10 s minimum preparation plus fitted thruster alignment; 75% maximum capacitor at departure. Navigation changes cancel preparation. Stasis prevents departure and intercepts transit without refund or automatic restart.

Applies
Separate from Warp Drive; dephased travel and destination clearance use jump-specific rules
Combines
Single rule
Link to this capability

Power

Maximum capacitorMJ

Installed capacitor energy reserve, distinct from reactor fitting capacity.

Hull profile

Factory capacitor core is based on the hull profile. Replacement equipment owns the actual reserve.

Applies
The currently piloted hull, including a temporary mission/practice fit
Combines
Single rule

Base, size class and storage roll set base reserve; balance scales it from 75-125%

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One core; raising capacity does not create charge

Capacitor reserve +5-15%

Applies
Only when this module rolled the named effect; effect roll 1-100
Combines
Matching Systems Upgrade percentages add, then apply as one multiplier
Link to this capability
Capacitor regeneration and hit returnsMJ/s; MJ

Continuous regeneration and per-hit refunds must not be conflated into a guaranteed net output.

Supplies installed LOAD capacity; Dynamo maximizes output, Helix reduces mass, Kestrel reduces CU

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One reactor; no self LOAD or capacitor recharge rating

Installed LOAD times family and rolled efficiency sets recharge in MJ/s. Slider trades 75-125% reserve against 150-50% recharge; tuning preserves absolute charge and discards excess

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One core; full sweep 3 s, shorter changes proportional

Capacitor recharge x1.325 to 1.65

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Strongest installed copy only; duplicates do not add

Confirmed hit on a pilot or NPC returns 4.917 to 10.333 MJ, capped at maximum; misses/debris hits do not return capacitor

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Strongest installed copy only; duplicates do not add
Dock services

Ordinary docking adds 45 MJ/s; Escort checkpoint docking refills immediately

Applies
While docked; Training station freezes vitals
Combines
Adds to normal regeneration; capped at maximum
Link to this capability
Weapon capacitor cost and demandMJ/shot; MJ/s

Potential demand is each weapon's cost divided by its effective interval, summed across the fit.

Capacitor-efficiency roll and weapon family set cost per shot; fire-rate modifiers change demand per second, not cost per shot.

Applies
This weapon's family and its own relevant roll, not the overall quality label
Combines
Each fitted slot acts independently

Fire speed increases potential weapon capacitor demand by increasing shots/s

Applies
Only when this module rolled the named effect; effect roll 1-100
Combines
Matching Systems Upgrade percentages add, then apply as one multiplier
Link to this capability
Operating power prioritypreset

Flight, steering and sensors work without a recurring capacitor drain. Other actions use their explicit energy costs.

Combat · Defense · Repair

Combat: actions, shields, repair. Defense: shields, actions, repair. Repair: hull, shields, actions. Assigned weapons wait for enough charge rather than dropping their target.

Applies
Selectable in flight from the I ship window; priority grants no extra output
Combines
Single rule
Link to this capability
Overdrive, mining and ability consumptionMJ; MJ/s

These costs are additional to weapon demand; ability costs may be immediate or periodic.

Emergency overdrive

25 MJ on activation, 8 seconds active, 60-second cooldown. 22 MJ/s before module drain modifiers while actually boosting.

Applies
Requires fitted hardware and explicit activation; ordinary regeneration still runs
Combines
Single rule

Extra boost drain +30% to 100%; independent roll, lower is better

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Only the active module modifies drain

2 MJ/s per active laser

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Active laser drains add

30% of maximum capacitor per deployment

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Each fitted slot acts independently

Each field drains 2% to 10% of affected pilot maximum capacitor per second

Applies
While inside field; scales with saved maximum
Combines
Every overlapping field contributes its own drain
Other active abilities

Warp/Shunt spend the reserve; Blink, EM pulses, cloak and map Phase Jump have their own costs listed under their stats

Applies
Ability admission can require more capacitor than is currently available
Combines
Single rule
Link to this capability

Industry

Extraction power and ore resistancepower/cycle; s

Each ore unit requires extraction work: Alloy 4, Iridium 7, Plutonium 24, Depleted Uranium 12. Incomplete work carries across cycles while the laser stays assigned.

10 to 50 extraction power per 20 s cycle; divide by ore resistance

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Lasers act independently, limited by ore remaining, range, capacitor and free cargo

Does not modify Mining Laser extraction yield or cycle

Applies
Its separate projectile/debris effect is listed below
Combines
No extraction bonus
Link to this capability
Mining reachRz

Maximum distance for an assigned Mining Laser target.

1125 Rz; no current fitted range modifier

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Each fitted slot acts independently
Link to this capability
Projectile damage to debrismultiplier

Destructive asteroid/debris shooting uses a different path from extraction.

Projectile-versus-debris damage x1.6 to 2.25

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Strongest installed copy only; duplicates do not add
Link to this capability
Component salvage returnsAlloy; resources

Forge recycling output, not component sale prices or resource trading prices.

Recycled item

Base Alloy = 4 + 3 x cargo size + integer(strength/10). Quality thresholds can add Iridium/Plutonium.

Applies
The item being recycled supplies size/strength
Combines
Single rule

Alloy return x1.275 to 1.6, rounded up; does not multiply bonus Iridium/Plutonium

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Current authority uses the last installed converter in slot order, not strongest or sum
Link to this capability
Onboard ammunition productionrounds; s; MJ

Persistent maintain-stock order; no offline production. Partial stacks fill before new cargo CU is used.

1 basic missile every 8–4 s for 12–7 MJ

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Best fitted producer per ammo type; pause before spending below 25%, resume at 50%; stop adding at chosen stock

5 basic slugs every 5–2 s for 4–2 MJ

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Same reserve and stock rules; partial batches cost only their produced fraction; full holds pause
Link to this capability

Sensors & discovery

Simultaneous targetstargets

Acquiring and ready locks both consume capacity; multiple modules can share a single target.

Horizon/Surveyor provide 2 targets; Multiplex provides 3. A target roll of 85+ adds one. Legacy items retain 2 targets.

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One sensor item; final capacity including Oracle is capped at 5

Adds 1–3 targets from its capacity roll; 5 total maximum

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Best installed capacity bonus; duplicates do not add
Link to this capability
Target acquisitions

Each selected target acquires independently; weapons and mining may be queued but cannot act until the server confirms readiness.

Horizon/Multiplex base 2 s; Surveyor base 1.25 s; divided by the item's acquisition roll factor. Legacy items retain 2 s.

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Focus and unrelated selection changes do not restart acquisition; lost contact or unselecting releases the lock

Reduces acquisition time by 15–60%; factory 2 s becomes 1.7–0.8 s

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Best installed reduction; independent of the capacity roll
Link to this capability
Targeting disruptionlocks; s; MJ

Manual countermeasure; it neither destroys projectiles nor makes a ship immune to damage.

15% maximum capacitor; breaks 1–5 incoming locks; blocks new targeting for 1–5 s; cooldown 120–60 s

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Armed attackers first, then nearest. Unbroken completed locks remain. Pending locks pause; duplicates share cooldown
Link to this capability
Sensor radiusRz

Live-state visibility and discovery radius on system maps and Frequency Rifts, measured from the ship center. Only system maps wrap. Charts retain explored coordinates, not live ships or loot; Rift charts last for that floor instance.

Horizon base 12,000 Rz, Surveyor 11,200 Rz, Multiplex 9,600 Rz; range roll and class size scale output. Factory Horizon roll 50 gives 12,000 Rz.

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One sensor item; authority filters to its actual fitted range, not the protocol ceiling
Phase Jump

No scanning or live sensor data during dephased transit; resume on arrival

Applies
Blind coordinate jumps remain available
Combines
Single rule
Training Grounds spectator

Full arena entitlement

Applies
Spectating from the station
Combines
Replaces ship sensor circle for spectating; does not persist remote chart coverage
Public roster exception

O retains global pilot identity, activity, system, Frequency and alive status

Applies
Social presence only; no ship positions or combat vitals
Combines
Single rule
Link to this capability

Hull comparison

Bare hull frames and fitting limits. Equipped Ship Systems, weapons and cargo determine the completed ship’s performance.

Swipe the table sideways to see every selected hull.