FIELD GUIDE / 01

Know your hardware.

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

Release 203 · 0.89.0-alpha · Reviewed October 1, 2026

19current hulls
49equipment types
6replaceable cores
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 may still use separate stats.

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 is the unshielded collision footprint, nose-to-tail × side-to-side. Sizes are in Rz, rounded to one decimal. 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
864
Usable CU
100
Hardpoints
3
Optional bays
5
Hull L × W · Rz
100 × 100

Free starter; additional hulls require a blueprint + 375 Burst.

Specifications & fitting
Bare frame mass · t
200
Usable capacity · CU
100
Intrinsic durability
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 Basic EMP and 100 basic slugs. Three all-family hardpoints and five optional bays are separate from six mandatory cores. See the complete starter example below.

Bastion bare hull

Frigate

Bastion

Bulwark

Frame mass · t
240.23
Frame durability
2,049.23
Usable CU
121
Hardpoints
3
Optional bays
7
Hull L × W · Rz
110.9 × 108.3

Blueprint + 500 Burst.

Specifications & fitting
Bare frame mass · t
240.23
Usable capacity · CU
121
Intrinsic durability
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
1,307.08
Usable CU
112
Hardpoints
4
Optional bays
5
Hull L × W · Rz
110 × 109.6

Blueprint + 625 Burst.

Specifications & fitting
Bare frame mass · t
241.14
Usable capacity · CU
112
Intrinsic durability
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
908.31
Usable CU
122
Hardpoints
3
Optional bays
5
Hull L × W · Rz
109.2 × 105.3

Shipyard · 1,200 Burst.

Specifications & fitting
Bare frame mass · t
229.91
Usable capacity · CU
122
Intrinsic durability
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
1,174.15
Usable CU
109
Hardpoints
4
Optional bays
5
Hull L × W · Rz
120.1 × 108

Shipyard · 1,650 Burst.

Specifications & fitting
Bare frame mass · t
259.48
Usable capacity · CU
109
Intrinsic durability
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
1,794.46
Usable CU
139
Hardpoints
3
Optional bays
8
Hull L × W · Rz
119.7 × 110.7

Shipyard · 2,100 Burst.

Specifications & fitting
Bare frame mass · t
265.05
Usable capacity · CU
139
Intrinsic durability
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
1,683.69
Usable CU
141
Hardpoints
3
Optional bays
9
Hull L × W · Rz
118.5 × 115.5

Recovered hull core + 5,000 Burst.

Specifications & fitting
Bare frame mass · t
273.8
Usable capacity · CU
141
Intrinsic durability
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
1,860.92
Usable CU
146
Hardpoints
4
Optional bays
9
Hull L × W · Rz
148.3 × 101.5

Recovered hull core + 7,500 Burst.

Specifications & fitting
Bare frame mass · t
301
Usable capacity · CU
146
Intrinsic durability
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
864
Usable CU
127
Hardpoints
4
Optional bays
5
Hull L × W · Rz
175.6 × 86

Shipyard · 10,000 Burst.

Specifications & fitting
Bare frame mass · t
302.22
Usable capacity · CU
127
Intrinsic durability
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
1,307.08
Usable CU
137
Hardpoints
4
Optional bays
5
Hull L × W · Rz
210.7 × 79.6

Shipyard · 12,500 Burst.

Specifications & fitting
Bare frame mass · t
335.22
Usable capacity · CU
137
Intrinsic durability
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
1,174.15
Usable CU
142
Hardpoints
4
Optional bays
6
Hull L × W · Rz
244.8 × 75.3

Shipyard · 15,000 Burst.

Specifications & fitting
Bare frame mass · t
368.76
Usable capacity · CU
142
Intrinsic durability
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
1,860.92
Usable CU
159
Hardpoints
5
Optional bays
6
Hull L × W · Rz
253 × 81.1

Shipyard · 17,500 Burst.

Specifications & fitting
Bare frame mass · t
410.36
Usable capacity · CU
159
Intrinsic durability
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
2,049.23
Usable CU
162
Hardpoints
5
Optional bays
7
Hull L × W · Rz
265.7 × 83.1

Shipyard · 20,000 Burst.

Specifications & fitting
Bare frame mass · t
441.64
Usable capacity · CU
162
Intrinsic durability
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
2,880
Usable CU
159
Hardpoints
3
Optional bays
8
Hull L × W · Rz
167.8 × 92.5

Shipyard · 12,000 Burst.

Specifications & fitting
Bare frame mass · t
310.32
Usable capacity · CU
159
Intrinsic durability
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
3,766.15
Usable CU
200
Hardpoints
3
Optional bays
8
Hull L × W · Rz
157.8 × 119.6

Shipyard · 16,000 Burst.

Specifications & fitting
Bare frame mass · t
377.36
Usable capacity · CU
200
Intrinsic durability
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
4,763.08
Usable CU
240
Hardpoints
4
Optional bays
7
Hull L × W · Rz
174.4 × 125.8

Shipyard · 22,000 Burst.

Specifications & fitting
Bare frame mass · t
438.99
Usable capacity · CU
240
Intrinsic durability
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
5,981.54
Usable CU
286
Hardpoints
4
Optional bays
7
Hull L × W · Rz
174.3 × 146.8

Shipyard · 30,000 Burst.

Specifications & fitting
Bare frame mass · t
511.73
Usable capacity · CU
286
Intrinsic durability
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
7,532.31
Usable CU
331
Hardpoints
5
Optional bays
7
Hull L × W · Rz
209.5 × 139.5

Shipyard · 42,000 Burst.

Specifications & fitting
Bare frame mass · t
584.47
Usable capacity · CU
331
Intrinsic durability
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

Destroyer

Deadband Salvo

Missile Gunship

Frame mass · t
589.86
Frame durability
5,316.92
Usable CU
271
Hardpoints
5
Optional bays
12
Hull L × W · Rz
225.6 × 130.7

Test hull; unavailable for normal purchase.

Specifications & fitting
Bare frame mass · t
589.86
Usable capacity · CU
271
Intrinsic durability
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 →

Starter Viper · complete fitted ship

Starter Viper with active shield envelope

Six core items occupy 50 of 100 CU. Cargo has 50 CU capacity; the initial 100-round stack uses 1 CU, leaving 49 CU free. Core hardware changes require an Orbital Forge.

Loaded mass · t
333.3
Hull durability
1,080
Shields
120
Capacitor
180
Cruise · Rz/s
300
Acceleration · Rz/s²
59.46
Turn cap · °/s
89.19
Sensors · Rz radius
12,000
Active shield diameter · Rz
149.03

Pulse Cannon: 2 shots/s, 3 damage/shot. Railgun: one shot every 5 seconds, 30 damage/shot and one round per shot. Mining is available immediately. Default cores 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 49

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.

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 DPS 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
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.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot1.592.684.76
Shots / second1.61.892.93
Raw DPS2.535.0713.94
Projectile speed840 Rz/s1,087.27 Rz/s1,560 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 / Duelist issue (roll 45): 2 shots/s, 3 damage/shot; one fitted gun of this family per practice Viper.

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
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.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot1.081.823.24
Shots / second1.652.14.3
Raw DPS1.793.8213.94
Projectile speed966 Rz/s1,250.36 Rz/s1,794 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
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.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot2.74.558.1
Shots / second1.61.651.77
Raw DPS4.317.5314.36
Projectile speed739.2 Rz/s956.8 Rz/s1,372.8 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
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.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot1.833.085.48
Shots / second1.61.792.34
Raw DPS2.915.5212.83
Projectile speed1,092 Rz/s1,413.45 Rz/s2,028 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
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.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot1.32.23.91
Shots / second2.052.595.32
Raw DPS2.665.720.79
Projectile speed823.2 Rz/s1,065.53 Rz/s1,528.8 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
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.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot15.8826.7947.65
Shots / second0.160.190.29
Raw DPS2.545.0713.86
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 / Duelist issue (roll 45): 0.2 shots/s, 30 damage/shot; one fitted gun of this family per practice Viper.

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
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.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot10.818.2232.4
Shots / second0.240.280.43
Raw DPS2.545.0713.86
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
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.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot2745.5581
Shots / second0.10.110.18
Raw DPS2.625.2214.28
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
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.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot18.2630.8154.79
Shots / second0.130.150.23
Raw DPS2.344.6612.75
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
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.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot13.0221.9739.07
Shots / second0.290.340.53
Raw DPS3.797.5620.67
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
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.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot6090.91150
Shots / second0.10.120.2
Raw DPS610.9830
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
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.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot335082.5
Shots / second0.10.120.2
Raw DPS3.36.0416.5
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
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.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot132200330
Shots / second0.10.120.2
Raw DPS13.224.1566
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
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.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot46.870.91117
Shots / second0.10.120.2
Raw DPS4.688.5623.4
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
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.

Unmodified stats by roll
StatRoll 1Roll 35Roll 100
Damage / shot93140.91232.5
Shots / second0.10.120.2
Raw DPS9.317.0146.5
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 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
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.

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 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
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 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
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 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
Phase Cloak

Defense

Phase Cloak

Working

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
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 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
Quantum Stabilizer

Power

Quantum Stabilizer

Working

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
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 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
Emergency Overdrive

Mobility

Emergency Overdrive

Working

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
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 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
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
EM Pulser

Defense

EM Pulser

Working

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
Propulsion Core

Core systems

Propulsion Core

Working

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
Vector Drive

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

SizeQualityCUMass · tDrawCruise · Rz/sThrust · t·Rz/s²Torque · t·Rz²/s²
MICRO45817.4139222.7212,762.79213,586.7
LIGHT521225.9766359.419,8181,015,185
MEDIUM552140.5775431.6134,186.051,595,415
HEAVY613059.6479317.8757,868.565,663,939
INDUSTRIAL4050100.8113311.6499,724.1913,171,470
CAPITAL3399191.27146416.64157,592.846,376,850
MASSIVE50196405.33223558.37263,500.2159,634,900
TITAN54229436.93228569.16343,723.4233,323,200
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. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tDrawCruise · Rz/sThrust · t·Rz/s²Torque · t·Rz²/s²
MICRO74814.7545357.9610,514.24182,651.2
LIGHT631323.6650339.1320,443.46536,560.9
MEDIUM361732.346293.417,502.071,326,334
HEAVY583364.8179477.1335,020.394,979,727
INDUSTRIAL5352109.62130617.5251,742.4315,288,310
CAPITAL3680154.24129559.695,684.4833,210,920
MASSIVE71200363.2219739.1210,219.8135,054,600
TITAN43246453.62237793.95263,132.3146,391,500
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. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tDrawCruise · Rz/sThrust · t·Rz/s²Torque · t·Rz²/s²
MICRO39919.0158266.5410,143.84182,889
LIGHT411941.4278284.5831,839.6619,487.9
MEDIUM472145.3498249.1152,414.661,467,392
HEAVY454291.57120335.2471,409.214,572,226
INDUSTRIAL4578166.41172461.9285,288.7514,768,090
CAPITAL49115225.31205343.87236,785.544,129,950
MASSIVE35227517.11307446.9328,281.2132,912,800
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. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tDrawCruise · Rz/sThrust · t·Rz/s²Torque · t·Rz²/s²
MICRO44611.3137170.958,574.26294,006
LIGHT661119.3260317.7312,094.931,557,886
MEDIUM422136.3483218.1828,754.933,411,853
HEAVY563874.68106397.8651,715.078,387,818
INDUSTRIAL514689.22135427.6951,209.7226,520,030
CAPITAL33101196.28163334.5699,993.72107,142,700
MASSIVE38138256.54184500.88142,713.4158,588,900
TITAN61171282.78237516.83204,838.9369,066,800
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. Rolls below belong to each individual item; all values are before ship modifiers and balance sliders.

SizeQualityCUMass · tDrawCruise · Rz/sThrust · t·Rz/s²Torque · t·Rz²/s²
MICRO5747.9523225.076,880.81223,790.4
LIGHT58815.230297.5413,571.37853,655.1
MEDIUM53815.6239363.1117,645.951,565,842
HEAVY451528.247408.9832,263.713,415,658
INDUSTRIAL452955.5669380.2775,213.2810,603,590
CAPITAL494493.6375551.2395,633.7536,835,840
MASSIVE5475146.1101413.52210,800.1101,409,200
TITAN4387162.86114378.11264,324.6157,969,100
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 Core

Core systems

Hull Core

Working

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
Lattice Hull Core

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

SizeQualityCUMass · tDrawDurabilityRepair/sEnergy/repair
MICRO67721.5072.771.251.8
LIGHT661338.840147.961.71.98
MEDIUM772163.380240.162.121.8
HEAVY6435100.170351.682.771.9
INDUSTRIAL6354164.590682.563.141.94
CAPITAL70109325.0401,326.244.271.82
MASSIVE73162449.0601,824.125.691.87
TITAN62200598.802,030.461.8
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 Core
Bulwark Hull Core

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

SizeQualityCUMass · tDrawDurabilityRepair/sEnergy/repair
MICRO67617.420103.4600
LIGHT701339.940247.100
MEDIUM721953.920347.3300
HEAVY713185.370562.6800
INDUSTRIAL5453153.910926.2100
CAPITAL5881249.3201,603.5800
MASSIVE53132400.7502,483.1400
TITAN64219611.0103,849.9800
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 Core

Core systems

Reactor Core

Working

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
Dynamo Reactor

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

SizeQualityCUMass · tDrawFitting outputGeneration/s
MICRO62612.120389.44.34
LIGHT781222.940818.46.72
MEDIUM77152701,061.287.52
HEAVY562856.3401,709.410.8
INDUSTRIAL583768.9702,529.1211.14
CAPITAL6695182.0206,262.0819.21
MASSIVE80152283.33010,153.4425.77
TITAN70173338.39010,369.9231.06
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
Helix Reactor

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

SizeQualityCUMass · tDrawFitting outputGeneration/s
MICRO76714.060357.927.3
LIGHT621019.680534.078.86
MEDIUM541732.840927.339.95
HEAVY562650.6501,402.513.43
INDUSTRIAL734487.4702,230.5421.89
CAPITAL70101183.0105,107.3428
MASSIVE63138271.5806,530.0436.47
TITAN54184374.62010,699.3932.92
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
Capacitor Core

Core systems

Capacitor Core

Working

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
Reservoir Capacitor

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

SizeQualityCUMass · tDrawReserveAcceptance/s
MICRO5445.2413102.964.32
LIGHT6079.4517165.967.04
MEDIUM621013.3123312.128.14
HEAVY601721.2227539.18.8
INDUSTRIAL732531.4731672.4814.3
CAPITAL785972.53571,802.8821.55
MASSIVE607295.42572,16022.66
TITAN94115141.37753,709.4431.06
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
Pulse Capacitor

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

SizeQualityCUMass · tDrawReserveAcceptance/s
MICRO5245.441385.726.13
LIGHT77810.8418164.9710.4
MEDIUM611013.4122245.0310.36
HEAVY681720.7625343.5714.83
INDUSTRIAL763137.3737698.7619.62
CAPITAL614655.32421,015.223.32
MASSIVE4883113.54611,794.9631.55
TITAN80106128.61702,743.235.35
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 Generator

Core systems

Shield Generator

Working

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
Aegis Shield Generator

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

SizeQualityCUMass · tDrawCapacityRecharge/sEnergy/shield
MICRO6157.172360.363.391.23
LIGHT741014.3733131.524.981.17
MEDIUM701318.1438176.765.751.21
HEAVY652028.68473096.061.21
INDUSTRIAL603348.5165526.089.21.27
CAPITAL9072101.52951,178.8814.161.16
MASSIVE61105160.971101,586.8812.691.13
TITAN79140199.081352,334.7216.861.14
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
Cascade Shield Generator

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

SizeQualityCUMass · tDrawCapacityRecharge/sEnergy/shield
MICRO7757.32652.95.091.24
LIGHT701014.7331101.767.191.37
MEDIUM691624.4343182.028.511.31
HEAVY752434.3451265.9210.441.28
INDUSTRIAL763854.6165420.8613.691.29
CAPITAL7584123.48107979.9721.031.28
MASSIVE63100138.91051,393.9218.771.42
TITAN64145197.061331,600.5125.571.34
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
Sensor Core

Core systems

Sensor Core

Working

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
Horizon Sensors

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

SizeQualityCUMass · tDrawRadius · Rz
LIGHT7320.21212,432
Individual stat rolls

LIGHT · Detection range 56 · Fitting efficiency 93 · Compactness 86 · Weight efficiency 59

Surveyor Sensors
Surveyor Sensors

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

SizeQualityCUMass · tDrawRadius · Rz
LIGHT7520.211012,812.8
Individual stat rolls

LIGHT · Detection range 74 · Fitting efficiency 93 · Compactness 98 · Weight efficiency 36

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 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 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. Ammunition grades and Forge supply are deferred. Pulse Cannons require capacitor only. This stack is cargo, not fitted hardware.

Affected capabilities
Basic Emp

Defense

Basic Emp

Working

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 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 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
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

03 / UNDER THE HOOD

Build vocabulary

Reactor is a fitting budget

A module marked “Reactor 38” reserves 38 points from the installed reactor’s fitting capacity while installed. It does not spend 38 capacitor per second. Ordinary loot draw is randomized; core draw is derived from base, size and relevant rolls.

Capacitor is the rechargeable resource spent by weapons, boost and active abilities. Generation and charge acceptance are separate item ratings. 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 DPS.

Equipment and ship actions

The starter Basic EMP is fitted equipment: 25 capacitor, 300 Rz radius and an 8-second cooldown. V activates a ready fitted emitter. The upgraded EM Pulser and Escort variants are also items. 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 Frequency 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, Basic EMP, or LIGHT propulsion/shield/capacitor cores. Other ordinary NPCs retain a separate 15% roll that can include unfinished modules. The twelve core bases also have exact rolled Forge stock. Existing Nanite modules remain usable. Items can also be traded through the component market when listed.

Hull commissioning happens at Orbital 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 cores 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 cores, 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). Other cores retain two bases. 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 core items and cargo. Fit larger cores and cargo capacity shrinks. Mount and system-bay counts remain fixed. Replacement requires an Orbital Forge; replaced carryable items return to the vault. Hull equipment is integrated 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 from Cargo or Vault. All five Light models may drop from Anchor pirate and gambler combat. Read the universe fundamentals →

Power presets and tuning

The I ship window shares the Forge’s Current, Cores and Cargo pages. Select an installed component icon for details, tuning 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 203: drive families use six independent 1–100 rolls. Frigate and Destroyer labels describe frame size separately from role; current player frames have 2–5 hardpoints. Larger classes are reserved for later hulls. Anchor salvage favors Light cores and Vigil favors Medium, with rare neighboring sizes; Rift quality is better than surface salvage. Anchor Forge services through Destroyer and Vigil through Cruiser. 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 core equipment 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 cores, equipment and situational rules. Sources link back to their catalogue entries. These describe fitted player ships and the shared-mechanics Duelist; legacy world NPC presets remain separate.

Ship bonus ≠ one value for every gun

A perfect-velocity Viper launcher starts at 240 Rz/s. On a Deadband Salvo : 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 Forge’s Current Ship screen now shows modified weapon output. Potential DPS assumes continuous hits; capacitor shortages, armor, shields, repairs, cover and time out of range change the result.

Shield and capacitor totals derive from installed cores and balance settings; hull combines intrinsic frame durability with a rolled Hull item. 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 and widthRz

Forward length and side-to-side width of the unrotated collision outline; art dimensions are not collision dimensions.

Hull profile

Each hull has its own collision outline. Dimensions are derived from the shared hull-space budget; Viper is 100 x 100 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 drawpoints

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 reactor points. 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 core 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 shotdamage

Resolved separately for each fitted gun/launcher. Potential DPS 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

Missile velocity x1.25

Applies
Only fitted missiles launched by this hull
Combines
Multiplies fitted missile launch speed
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 deploymentdamage; 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 shieldshield

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 hullhull

Frame durability plus the fitted Hull item.

Hull profile

Intrinsic frame durability plus the Hull item 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 item; shares usable CU with other cores and cargo
Link to this capability
Shield recharge and refillshield/s; shield

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 shield/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 repairhull/s; hull

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 hull per second; 2 energy per hull 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 hull 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 hull/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 protectiondamage; %

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; capacitor

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

25 capacitor, 300 Rz, 8 s cooldown

Applies
While installed; strength 35-100 where a strength range is shown
Combines
Ordinary tier; Escort tiers can increase range and shorten cooldown

35 capacitor; 500 Rz expansion over 0.5 s; cooldown 2 to 0.5 s

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
Combat Frequency

Surface same-band allies and nonzero suffix groups are protected; instances and Training Grounds apply their own team 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 cores + 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 Frequency JumpRz; s; capacitor

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 Frequency Jump

Same-system destination at least 5,000 Rz away; 10 s alignment, 200 capacitor at departure. Navigation changes cancel calibration.

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

Power

Maximum capacitorcapacitor

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 returnscapacitor/s; capacitor

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

Supplies generation in energy/s, distinct from hard fitting powergrid capacity

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One reactor; capacitor acceptance limits stored charge

Slider trades 75-125% reserve against 150-50% charge acceptance; 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

Regeneration 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 capacitor, 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 capacitor/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 demandcapacitor/shot; capacitor/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 consumptioncapacitor; capacitor/s

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

Emergency overdrive

25 energy on activation, 8 seconds active, 60-second cooldown. 22 energy/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 capacitor/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 Frequency 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; capacitor

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 capacitor

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 capacitor

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.

All current sensor bases provide 2 simultaneous targets

Applies
While installed; strength 35-100 where a strength range is shown
Combines
One sensor item; independent variant targeting rolls are reserved for later tuning

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.

Current acquisition time: 2 seconds

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; capacitor

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 base 11,200 Rz; range roll scales output from 70.6% to 130%. 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
Frequency 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 cores, weapons and cargo determine the completed ship’s performance.

Swipe the table sideways to see every selected hull.