Weapons and mining lasers occupy hardpoints. Optional systems occupy general bays. Six core items 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.
The general-purpose pulse cannon: a middle ground in damage, range and cadence.
- Damage / shot
- 2.68–4.76
- Shots / second
- 1.89–2.93
- Raw DPS
- 5.07–13.94
Weapon specifications
Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.
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 / Duelist issue (roll 45): 2 shots/s, 3 damage/shot; one fitted gun of this family per practice Viper.
Affected capabilities
Lighter rounds, higher velocity and a faster cycle than the Cadence.
- Damage / shot
- 1.82–3.24
- Shots / second
- 2.1–4.3
- Raw DPS
- 3.82–13.94
Weapon specifications
Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.
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
Heavy individual hits in exchange for the slowest pulse cannon cycle.
- Damage / shot
- 4.55–8.1
- Shots / second
- 1.65–1.77
- Raw DPS
- 7.53–14.36
Weapon specifications
Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.
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
The longest-reaching pulse cannon family, with high projectile velocity and a slower cycle.
- Damage / shot
- 3.08–5.48
- Shots / second
- 1.79–2.34
- Raw DPS
- 5.52–12.83
Weapon specifications
Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.
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
The fastest pulse cannon family, trading range and per-round damage for cadence.
- Damage / shot
- 2.2–3.91
- Shots / second
- 2.59–5.32
- Raw DPS
- 5.7–20.79
Weapon specifications
Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.
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
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
- Shots / second
- 0.19–0.29
- Raw DPS
- 5.07–13.86
Weapon specifications
Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.
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 / Duelist issue (roll 45): 0.2 shots/s, 30 damage/shot; one fitted gun of this family per practice Viper.
Affected capabilities
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
- Shots / second
- 0.28–0.43
- Raw DPS
- 5.07–13.86
Weapon specifications
Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.
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
Heavy individual hits in exchange for the slowest railgun cycle. Consumes one physical round per shot; no ricochet.
- Damage / shot
- 45.55–81
- Shots / second
- 0.11–0.18
- Raw DPS
- 5.22–14.28
Weapon specifications
Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.
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
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
- Shots / second
- 0.15–0.23
- Raw DPS
- 4.66–12.75
Weapon specifications
Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.
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
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
- Shots / second
- 0.34–0.53
- Raw DPS
- 7.56–20.67
Weapon specifications
Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.
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
The baseline guided launcher against which the other missile families are scaled.
- Damage / shot
- 90.91–150
- Shots / second
- 0.12–0.2
- Raw DPS
- 10.98–30
Weapon specifications
Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.
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
Lighter missiles with lower damage and shorter reach. Shares the 10–5 second rolled launch interval.
- Damage / shot
- 50–82.5
- Shots / second
- 0.12–0.2
- Raw DPS
- 6.04–16.5
Weapon specifications
Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.
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
Very heavy, slow-moving torpedoes. Shares the 10–5 second rolled launch interval.
- Damage / shot
- 200–330
- Shots / second
- 0.12–0.2
- Raw DPS
- 24.15–66
Weapon specifications
Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.
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
Fast missiles with stronger guidance and a longer homing search range.
- Damage / shot
- 70.91–117
- Shots / second
- 0.12–0.2
- Raw DPS
- 8.56–23.4
Weapon specifications
Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.
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
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
- Shots / second
- 0.12–0.2
- Raw DPS
- 17.01–46.5
Weapon specifications
Columns use the same roll for every stat to illustrate the endpoints; actual items have independent rolls.
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
A costly escape to a random clear location.
Active ability · system bay
Current effect & limits
Consumes all capacitor (at least 20 required). Cooldown 63.7–52 seconds at strength 35–100.
Training keeps the warp inside the arena. This is separate from the chart’s Frequency Jump.
Affected capabilities
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.
Affected capabilities
Trades your capacitor reserve for an immediate shield refill.
Active ability · system bay
Current effect & limits
Each capacitor point restores 0.86–1.25 shield at strength 35–100, capped at maximum shield. Spends the entire remaining capacitor. Cooldown 40.8–33 seconds.
Requires more than 1 capacitor and shields that can currently charge; disabling shields or insufficient clearance prevents use.
Affected capabilities
A short jump in the direction your nose points.
Active ability · system bay
Current effect & limits
Attempts a 500 Rz forward blink. Costs 53–20 capacitor at strength 35–100. No additional cooldown.
An obstructed destination can prevent movement after capacitor is spent. Training also checks its boundary.
Affected capabilities
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
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
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
An immediate hull repair on a cooldown.
Active ability · system bay
Current effect & limits
Restores 47.5–80 hull 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
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
Improves weapon damage dealt to mineable debris.
Passive module · system bay
Current effect & limits
The projectile-versus-debris path multiplies damage by 1.60–2.25 at strength 35–100.
It does not increase the separate Mining Lasers extraction yield or cycle speed.
Affected capabilities
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
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 capacitor 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
Sustained concealment paid for with capacitor.
Active ability · system bay
Current effect & limits
Drains 20 capacitor 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
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 capacitor 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
Increases normal capacitor regeneration.
Passive module · system bay
Current effect & limits
The strongest stabilizer multiplies reactor generation by 1.325–1.65 at strength 35–100. Actual charging is capped by the installed capacitor’s current acceptance rate.
Duplicates do not add their strength together. Cloaking still suppresses normal regeneration.
Affected capabilities
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 damage per mine and a 60–45-second cooldown. Detection 300 Rz; blast radius 90 Rz; 3-second attached countdown; 45-second armed lifetime.
These are real area-effect mines. Their damage uses a separate formula from pulse cannons and missiles, which matters when comparing balance.
Affected capabilities
Captain-activated emergency overdrive.
Active ability · system bay
Current effect & limits
25 capacitor starts an 8-second window, followed by the remainder of a 60-second cooldown. While boosting, 22 capacitor/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 Evade cannot enable free boost. Duplicate modules cannot chain or stack activations.
Affected capabilities
Extracts resources without destroying the asteroid.
Targeted extraction · 1 hardpoint
Current effect & limits
1,125 Rz range; 20-second cycles; 2 capacitor/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
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
An upgraded projectile-interception pulse.
Active ability · system bay
Current effect & limits
Expands to 500 Rz in 0.5 seconds. Costs 35 capacitor; 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. The starter Basic EMP is a separate, slower item.
Affected capabilities
Five drive families with distinct handling and fitting costs.
Core system · core 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 fitting power. 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

Exact Forge stock. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.
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

Exact Forge stock. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.
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

Exact Forge stock. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.
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

Exact Forge stock. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.
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

Exact Forge stock. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.
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
One Hull item for durability and integrated repair.
Core system · core socket and shared CU
Current effect & limits
Lattice includes powered repair and a repair-efficiency roll. Bulwark favors durability and has no integrated repair. Intrinsic frame durability remains separate.
Hull structure is serviced at the Forge; it cannot drop or occupy cargo. Installed core CU participates in the shared hull budget. Repair uses operating energy and the selected power priority.
Lattice Hull Core

Exact Forge stock. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.
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 Core

Exact Forge stock. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.
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
A hard fitting budget plus energy generation.
Core system · core socket and shared CU
Current effect & limits
Dynamo favors fitting output; Helix favors generation. Each has separate output and generation rolls plus physical-efficiency rolls.
The reactor is a separate equippable item from the capacitor. Both appear under Energy on the CORES screen.
Dynamo Reactor

Exact Forge stock. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.
Individual stat rolls
MICRO · Fitting output 80 · Generation 54 · Compactness 69 · Weight efficiency 45
LIGHT · Fitting output 90 · Generation 70 · Compactness 80 · Weight efficiency 72
MEDIUM · Fitting output 62 · Generation 54 · Compactness 93 · Weight efficiency 100
HEAVY · Fitting output 56 · Generation 73 · Compactness 51 · Weight efficiency 47
INDUSTRIAL · Fitting output 43 · Generation 38 · Compactness 68 · Weight efficiency 84
CAPITAL · Fitting output 81 · Generation 72 · Compactness 41 · Weight efficiency 71
MASSIVE · Fitting output 97 · Generation 90 · Compactness 50 · Weight efficiency 84
TITAN · Fitting output 47 · Generation 99 · Compactness 75 · Weight efficiency 61
Helix Reactor

Exact Forge stock. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.
Individual stat rolls
MICRO · Fitting output 96 · Generation 81 · Compactness 82 · Weight efficiency 48
LIGHT · Fitting output 42 · Generation 53 · Compactness 98 · Weight efficiency 58
MEDIUM · Fitting output 67 · Generation 39 · Compactness 46 · Weight efficiency 67
HEAVY · Fitting output 50 · Generation 46 · Compactness 67 · Weight efficiency 63
INDUSTRIAL · Fitting output 49 · Generation 93 · Compactness 99 · Weight efficiency 53
CAPITAL · Fitting output 73 · Generation 73 · Compactness 37 · Weight efficiency 97
MASSIVE · Fitting output 45 · Generation 85 · Compactness 64 · Weight efficiency 58
TITAN · Fitting output 82 · Generation 41 · Compactness 52 · Weight efficiency 41
Affected capabilities
Energy storage and charge acceptance.
Core system · core socket and shared CU
Current effect & limits
Reservoir favors stored charge; Pulse favors recharge acceptance. Independent rolls affect both. The balance slider trades 75–125% reserve against 150–50% acceptance.
Actual charging is capped by reactor generation. A full slider sweep takes 3 seconds; increasing capacity creates no energy.
Reservoir Capacitor

Exact Forge stock. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.
Individual stat rolls
MICRO · Storage 74 · Charge acceptance 53 · Fitting efficiency 36 · Compactness 51 · Weight efficiency 59
LIGHT · Storage 37 · Charge acceptance 79 · Fitting efficiency 70 · Compactness 72 · Weight efficiency 44
MEDIUM · Storage 76 · Charge acceptance 68 · Fitting efficiency 52 · Compactness 67 · Weight efficiency 51
HEAVY · Storage 83 · Charge acceptance 38 · Fitting efficiency 58 · Compactness 40 · Weight efficiency 82
INDUSTRIAL · Storage 39 · Charge acceptance 82 · Fitting efficiency 99 · Compactness 68 · Weight efficiency 78
CAPITAL · Storage 92 · Charge acceptance 95 · Fitting efficiency 52 · Compactness 63 · Weight efficiency 89
MASSIVE · Storage 50 · Charge acceptance 65 · Fitting efficiency 59 · Compactness 73 · Weight efficiency 53
TITAN · Storage 98 · Charge acceptance 99 · Fitting efficiency 98 · Compactness 87 · Weight efficiency 89
Pulse Capacitor

Exact Forge stock. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.
Individual stat rolls
MICRO · Storage 95 · Charge acceptance 44 · Fitting efficiency 41 · Compactness 43 · Weight efficiency 40
LIGHT · Storage 87 · Charge acceptance 76 · Fitting efficiency 92 · Compactness 90 · Weight efficiency 42
MEDIUM · Storage 85 · Charge acceptance 40 · Fitting efficiency 43 · Compactness 93 · Weight efficiency 47
HEAVY · Storage 53 · Charge acceptance 57 · Fitting efficiency 82 · Compactness 59 · Weight efficiency 92
INDUSTRIAL · Storage 99 · Charge acceptance 65 · Fitting efficiency 71 · Compactness 50 · Weight efficiency 98
CAPITAL · Storage 40 · Charge acceptance 36 · Fitting efficiency 59 · Compactness 75 · Weight efficiency 99
MASSIVE · Storage 68 · Charge acceptance 52 · Fitting efficiency 39 · Compactness 47 · Weight efficiency 37
TITAN · Storage 95 · Charge acceptance 47 · Fitting efficiency 67 · Compactness 97 · Weight efficiency 95
Affected capabilities
Shield capacity, recovery and charging efficiency.
Core system · core socket and shared CU
Current effect & limits
Aegis favors capacity; Cascade favors recovery. 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

Exact Forge stock. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.
Individual stat rolls
MICRO · Capacity 51 · Recharge 83 · Recharge efficiency 60 · Fitting efficiency 52 · Compactness 49 · Weight efficiency 72
LIGHT · Capacity 66 · Recharge 91 · Recharge efficiency 84 · Fitting efficiency 91 · Compactness 42 · Weight efficiency 71
MEDIUM · Capacity 47 · Recharge 79 · Recharge efficiency 65 · Fitting efficiency 84 · Compactness 65 · Weight efficiency 85
HEAVY · Capacity 55 · Recharge 43 · Recharge efficiency 65 · Fitting efficiency 73 · Compactness 84 · Weight efficiency 72
INDUSTRIAL · Capacity 66 · Recharge 75 · Recharge efficiency 43 · Fitting efficiency 43 · Compactness 76 · Weight efficiency 60
CAPITAL · Capacity 88 · Recharge 92 · Recharge efficiency 85 · Fitting efficiency 99 · Compactness 98 · Weight efficiency 80
MASSIVE · Capacity 67 · Recharge 36 · Recharge efficiency 97 · Fitting efficiency 73 · Compactness 57 · Weight efficiency 39
TITAN · Capacity 86 · Recharge 59 · Recharge efficiency 94 · Fitting efficiency 73 · Compactness 88 · Weight efficiency 76
Cascade Shield Generator

Exact Forge stock. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.
Individual stat rolls
MICRO · Capacity 67 · Recharge 90 · Recharge efficiency 98 · Fitting efficiency 52 · Compactness 92 · Weight efficiency 63
LIGHT · Capacity 60 · Recharge 90 · Recharge efficiency 52 · Fitting efficiency 92 · Compactness 70 · Weight efficiency 59
MEDIUM · Capacity 94 · Recharge 83 · Recharge efficiency 72 · Fitting efficiency 69 · Compactness 59 · Weight efficiency 41
HEAVY · Capacity 68 · Recharge 73 · Recharge efficiency 84 · Fitting efficiency 84 · Compactness 69 · Weight efficiency 73
INDUSTRIAL · Capacity 66 · Recharge 80 · Recharge efficiency 81 · Fitting efficiency 81 · Compactness 78 · Weight efficiency 71
CAPITAL · Capacity 96 · Recharge 97 · Recharge efficiency 83 · Fitting efficiency 51 · Compactness 68 · Weight efficiency 60
MASSIVE · Capacity 85 · Recharge 39 · Recharge efficiency 35 · Fitting efficiency 55 · Compactness 77 · Weight efficiency 87
TITAN · Capacity 57 · Recharge 67 · Recharge efficiency 64 · Fitting efficiency 36 · Compactness 63 · Weight efficiency 97
Affected capabilities
Live detection and charting range.
Core system · core socket and shared CU
Current effect & limits
Horizon favors range; Surveyor uses less CU and fitting power. 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

Exact Forge stock. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.
Individual stat rolls
LIGHT · Detection range 56 · Fitting efficiency 93 · Compactness 86 · Weight efficiency 59
Surveyor Sensors

Exact Forge stock. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.
Individual stat rolls
LIGHT · Detection range 74 · Fitting efficiency 93 · Compactness 98 · Weight efficiency 36
Affected capabilities
Optional additional continuous repair.
Passive module · system bay
Current effect & limits
Existing Nanite Repair modules restore 2.5 / 5 / 7.5 hull/s for 2 energy per repaired point. Each consumes one system bay.
Existing items remain usable and tradeable; integrated Lattice repair supplies the new core baseline. There is no new Nanite fabrication screen in this pass.
Affected capabilities
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. Ammunition grades and Forge supply are deferred. Pulse Cannons require capacitor only. This stack is cargo, not fitted hardware.
Affected capabilities
The starter ship’s fitted interception pulse.
Active ability · system bay
Current effect & limits
300 Rz in 0.5 seconds; costs 25 capacitor with an 8-second cooldown. Occupies one system bay, 1 CU and 8 reactor fitting units; mass 3 t.
V activates a ready fitted EMP. Ships without an EMP item have no free pulse. Escort’s fitted variants retain their tier-specific range and cooldown.
Affected capabilities
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
Maintains a chosen stock of basic railgun slugs.
Active ability · system bay
Current effect & limits
Five slugs every 5–2 seconds, costing 4–2 capacitor 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
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
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