Base → size → rolls → fit
The base determines its strengths and tradeoffs. The size class sets its scale. Independent rolls determine relevant outputs, compactness, weight efficiency and fitting efficiency where applicable. Overall quality summarizes those meaningful rolls; it adds no hidden universal multiplier.
An item keeps its identity and stats when moved to another hull. Compare its CU, mass and fitting draw with the resulting ship performance. Forge previews show the exact rolled stock you receive.
Power during flight
Weapons, repair, shield recovery and active abilities use operating energy. Basic propulsion and sensors continue working with an empty capacitor because their installation already reserves reactor output.
Combat, Defense and Repair presets change which consumers get priority. Shield and capacitor balance changes apply gradually and never create free charge.
Cruise first; overdrive when needed
Normal travel uses your propulsion item’s cruise speed. Optional Emergency Overdrive hardware gives a deliberate escape or travel burst: 25 energy to activate, an 8-second window, and a 60-second cooldown from activation. Actual boosting also consumes energy.
Activate it through its fitted action-bar control. It must be fitted; there is no permanent built-in boost toggle.
Where to change things
I → Cores inspects your hardware and exposes live balance controls. Replace core items at an Orbital Forge. The replaced equipment returns to your vault; hull structure is serviced at the Forge and is not carried as cargo. An overfull cargo hold or insufficient reactor output blocks the refit.
Browse hulls, core bases, exact Forge stock and modifiers →
Extraction Power
A mining laser supplies work every 20 seconds. Divide its power by ore resistance to get average units per cycle: Alloy 4, Iridium 7, Plutonium 24, Depleted Uranium 12. Fractional work carries while the target remains assigned. More valuable ores take more work; better lasers and multiple mining hardpoints improve throughput.
First upgrades through combat
Anchor pirate alerts offer short starter fights with Burst and a chance of usable hardware. Shared Frequency, sensor locks, energy and ammunition rules apply to those ships too. The related civilian Wayfarer is weaker than a modern Viper, but its local responders are not.