recursal/Fanatic-Fandom huggingface dataset:
Missiles and Rockets

## **Missiles**

Missiles are found on the Bushrak tech tree. All missiles are guided, so they follow enemy ships (as long stealth or superstealth isn't used), however they can be fooled with ECM Jammers. Missile types are widely spread, from small and short-ranged to big and slow which will hit you from edge of the map.

#### **Missiles type**

Small Missile LauncherMissile LauncherMissile Launcher M2Missile Launcher M3Heavy Missile LauncherHeavy Missile Launcher M2Stalker Missile Launcher
#### **Heavy Acid Missile**

Heavy Acid Missiles are found in the Jurgans tech tree. Instead of heat damage, the missiles create a cloud of No-type damage acid, and use S-slots instead of M-slots

Heavy Acid MissileHeavy Acid Missile Stats

## **Rockets**

Rockets are on tech tree of The Empire. Unlike missiles, they aren't homing, but are very fast instead.

Rockets
 Rocket Launcher M2

Rocket LauncherRocket Launcher M2

## **Additional information**

Both missiles and rocket are physical objects, so it means that:

* They can be destroyed by any weapon type
* They can be sucked by Black Hole

Missiles and Rockets both detonate upon destruction, while in most cases the area of effect is not big enough to damage you, Heavy Missile M2s may often damage you if you destroy it at close range.

* Missile rotation speed is based on the "Impulse" statistic. Choosing a low projectile weight modifier can increase their accuracy considerably against fast targets.
* A Pulsar can destroy all missiles before they hit their target. A player can easily use this to their advantage.
Persönliche Schutzausrüstung

## Definition

Die Persönliche Schutzausrüstung gehört zu den klassischen Maßnahmen der Arbeitssicherheit und des Gesundheitsschutzes. Diese Schutzmaßnahmen teilen sich in kollektiv, also für alle Arbeitnehmer, wirkende (technische und organisatorische) und in persönlich wirkende Maßnahmen ein. Beim Einsatz dieser Schutzmaßnahmen ist von Arbeitgebern eine Rangfolge einzuhalten, nach welcher zuerst technische, dann organisatorische und zuletzt persönliche Maßnahmen zur Gefahrenverhütung angewandt werden müssen. Persönliche Schutzausrüstungen sollen also erst dann zum Einsatz kommen, wenn die Möglichkeiten des Gefahrenschutzes durch technische oder organisatorische Maßnahmen ausgeschöpft sind.

## Arten

Die Kategorisierung der persönlichen Schutzausrüstungen kann auf verschiedene Arten erfolgen: Zum einen können persönliche Schutzausrüstungen danach unterschieden werden wie groß der resultierende Schaden aus der zu verhindernden Gefahr sein kann (siehe Einteilung nach entsprechendem Risikograd), zum anderen ist auch eine Unterteilung zwischen den Überbegriffen Atem- und Körperschutz sowie Schutzkleidung (siehe Einteilung zwischen Atem- und Körperschutz und
Schutzkleidung) möglich.

## Anwendungsgebiete

Persönliche Schutzausrüstungen kommen im gesamten gewerblichen Bereich, bei Rettungsorganisationen und bei hoheitlichen Organisationen wie Polizei und Militär zum Einsatz. Aber auch in der Freizeit oder beim Sport können sie unerlässliche Hilfsmittel darstellen (z. B. Helm, Rettungsweste oder Schutzbrille).

### Branchen mit besonderen Schutzausrüstungen:

* Feuerwehr
* Raumfahrt
* Militär
* Polizei

## Normen & Richtlinien

* ArbeitnehmerInnenschutzgesetz(ASchG)
* PSA-Sicherheitsverordnung

## Trends/Ausblicke

Da kollektive Schutzmaßnahmen den persönlich
wirkenden vorzuziehen sind, ist anzunehmen, dass der Einsatz von persönlichen Schutzausrüstungen, mit der technischen Weiterentwicklung von technischen Schutzmaßnahmen, zurück gehen wird. Besonders der Ersatz von Personen durch Roboter in gefährlichen Arbeitsumgebungen, trägt dazu bei.

## Quellen

1. ↑ http://media.arbeiterkammer.at/PDF/Praesentation\_Ernst\_Piller.pdf
2. ↑ http://www.jusline.at/ArbeitnehmerInnenschutzgesetz\_(ASchG).html
3. ↑ http://www.htl-hl.ac.at/cms/index.php?id=1070
4. ↑ http://www.jusline.at/ArbeitnehmerInnenschutzgesetz\_(ASchG).html
5. ↑ https://www.ris.bka.gv.at/GeltendeFassung.wxe?Abfrage=Bundesnormen&Gesetzesnummer=10007558

## Quicklinks

Sicherheit Wikia

Arbeitssicherheit & Gesundheitsschutz

Sicherheitsausrüstung beim Schweißen
Whistle

Combat Class
 Base Hitpoints
 Base/Minimum Weight
 Workshop Level
 Crafting Cost

The Frigate of Faction 17. This ship can only be found at exploration, similar to other ships within this faction.

This ship is commonly equipped with an energy wave and can move at a fast speed but possess low health. A bit similar to Interceptor drones.
Slime (Cruiser)

Base/Minimum Weight
 Crafting Cost

The Cruiser Slime is a Cruiser of the Contagion faction. It is also a living ship, and like all Contagion ships, it has a -75% weight modifier. Like the Frigate Slime, the Cruiser Slime has 83% kinetic resistance by default.

This ship uses Machine Guns to deal damage to anything that gets too close to it. It does not deal an awful lot of damage but by using clones a lot of bullets are fired off by this ship.

## Player use

The Slime is one of the more powerful Contagion ships, although this isn't saying much - the largest weapon it can mount is the Machine Gun, and its weapons cannot be expanded out to fit bigger guns. As such this ship is mediocre in combat. The ship is incredibly fast, having a lot of engine slots and a very low minimum weight. This allows the Slime to carry heavier modules without having to sacrifice too much space for Inertial Dampers.

For player use, it is recommended to use Machine Guns, Cloning Centers (using Satellites, you can fit 2 extra) and try to maximise speed to overwhelm enemies.

## Strategy

Most Slimes are not that powerful, but the machine gun may be a problem to slower ships.

* **Non-veterans**  are rather weak, only using one Machine Gun and move quite slowly. They should not be a problem for most ships.
* **Veterans** are much faster, possessing 10 forward and 10 rotational speed. They are also more armoured than non-veteran Slimes and can regenerate faster, using Bionic Armor. They also have two machine guns. This ship may be annoying to fight with a slower ship, but using weapons with sustained damage should allow this ship to be dealt with easily enough.
* **Double veterans** are only a bit faster than non-veterans, but have an Infinity Stone which allows them to regain all HP if it is brought down enough. They have a higher regeneration rate but cannot fire as long as non-veterans, as they have only slightly higher regeneration and capacity than non-veterans. As such, close-quarters weapons would prove useful against this ship, however you will want some armor to absorb the Machine Gun bullets.

## Gallery

Slime (cruiser) S1.pngSplash ScreenDefault LayoutVeteran LayoutDouble Veteran Layout
## Trivia

* The Slimes are the second pair of ships to share their names with another pair, the two Wormships being the first. The Capital Ship variant was renamed to Jormungandr.
* The Cruiser Slime might be renamed to "Fungus" in an upcoming update, as it was changed in the game's translation.
Pulse Cannons

Pulse Cannons are a large group of weapons mostly associated with the Veniri faction. They fire small, red, pulse projectiles that deal kinetic damage at a rapid rate and at a high velocity with moderate range at a low energy cost with low impulse. They will very easily fit into most C-slots and some of the smallest variants can even be used in any weapon slot. Overall, they are one of the simplest and easy to use new-player friendly weapons. Later in the game they become far less reliable once enemies start spawning with shields and point defense systems.

The Pulse Multi-Cannon fires similar projectiles but it has some traits that seperate it from other Pulse Cannons. Like the Plasma Multi-Cannon it sprays out a scatter of projectiles at an angle similar to a shotgun instead of firing in a straight line. It is associated with the Neganari faction.

Pulse Cannon Types:

* Small Pulse Cannon (1x1 Universal Slot)
* Small Pulse Cannon M2 (1x2 Universal Slot)
* Pulse Cannon (1x3 C-Slot)
* Pulse Cannon M2 (1x3 C-Slot)
* Heavy Pulse Cannon (1x5 C-Slot)
* Pulse Multi-Cannon (1x5 C-Slot)

## Notes

* Using with satellites with a Targeting Unit will help for those ships with slow maneuverability

* Pulse Cannon projectiles are weak against ships with point defense systems. This becomes a bigger problem with large cannons that have a slower firing rate.
* Once Pulse Cannons lose their effectiveness Ion Cannons can be a good alternative.
Beholder

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Beholder is a Battleship of the Jurgans faction. Just like all living ships, it has a 1% repair rate per second.

For player use it's advised to either use a built-in Targeting Unit along with Heavy Laser Beam M2, or using close range lasers/lightning/beam weapons. For the latter, having a Stasis field, or Plasma Web (on satellites) along with Stealth Field may be needed. It's worth noting this is one of the eleven non-Capital Ship able to mount a Large Anti-Matter Reactor. Its engine slots are aligned in a way that with slot expansion it can be the fastest battleship capable of equipping both afterburner and a Titan Drive and not being very weighty.

## Appearance

The Beholder has an uncanny resemblance to the Beholder from D&D. They both have lots of tentacles, a center "eye" and a muddy red hue. They even share the same name!

## Strategy

The Beholder is a heavy-armored stealth living ship. Ships of high DPS design is advised to battle against it so as to shorten the battle to minimize its advantage of HP regeneration.

* **Non-veterans** are equipped with three Laser Cannons and a Stealth Field. These are slow but well-armored foes that fight at short range.
* **Veterans** do not exist.

* **Double Veterans** are equipped with a Heavy Laser MK2, Stealth Field and Afterburner. They also have much more armor and fuel to last longer and deal more damage at medium range, with Afterburner to help them quickly close gap for attack.
	+ It's worth noting that after 0.13.1, using Afterburner will break stealth. Since they almost always use Afterburner, their Stealth Field is effectively useless.

## Gallery

Splash ScreenDefault LayoutDouble Veteran Layout
Zephyr

Base/Minimum Weight
 Crafting Cost

The Zephyr is a light missile ship aligned with the Bushrak faction.

For player use it is advised to use Small Missile Launchers. It is worth noting that this is the smallest (and the only Light) destroyer with a similar amount of slots to some frigates, and compared to other light missile skirmishers it has a decent amount of engine (yellow) slots. Using a Fusion drive and three Small Fusion drives makes for the best forward velocity, facilitating the dodging of enemy attacks. Putting Potato Satellites on it with more Small Missile Launchers allows for maximum missile spam.

In *Frontier*, the duel with this ship branches off of 4-1, and requires use of a ship that is Destroyer class or smaller.

## Strategy

All variants are equipped with dual Missile Launchers and have a low amount of armor. The knockback from these weapons is a problem for many new players as most starter ships rely on close range combat.

* **Non-veterans** are equipped with two Missile Launchers. These missiles have high impulse values, and a successive hit of a salvo may push away ships coming from the front.
* **Veterans** come equipped with a Stealth Field and two Missile Launchers. Due to this, long-range missiles will be ineffective unless you lead the target and spray the area.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Stalker

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

With a total of 16 M-slots, the Stalker is the heaviest standard missile ship. It is the Battleship of Bushrak.

For player use, this ship makes a great boss hunter as it can wield quad Heavy Missile Launcher M2s/M3s with the help of Potato M3 Satellites. The best option on the ship itself is to use two Heavy Missile Launchers M2s/M3s on paired fire and two Heavy Missile Launchers M2s/M3s on paired fire as backup for faster targets. When engaging smaller faster targets at long range with the Heavy Missiles, it is recommended to fire aimed slightly off-target, or even while fully spinning. The wide variety of missile arcs will make it quite difficult for the enemy to dodge them all. Also note that Frontal Energy Shields are completely ineffective against missiles, making this ship an excellent choice against them.

## Strategy

All variants are slow and tanky but will deal massive damage to anything unlucky enough to come into physical contact with its missiles.

* **Non-veterans** come equipped with dual Heavy Missile Launchers. These have a long range, good damage, and fire moderately quickly. Medium to high speed ships will let you circle around and hit them with ease. One can wait until the Stalker's energy supply is exhausted and being recharged as a safe window of attack.
* **Veterans** come with the Non-veterans' feature, along with Shield Capacitors and generators.
* **Double Veterans** use dual Tractor Beams, dual Heavy Missiles Launcher M2s, and have increased rate of fire. Extreme caution is a must when facing them as the more powerful missiles have significantly increased damage, range and AoE. The Tractor Beams can hold you in place to be hammered by the missiles. Approaching from the rear or side is practically a must, and fast ships are advised.

## Gallery

Splash ScreenDefault LayoutVeteran LayoutDouble Veteran Layout
Living ships

Living ships are a category of ships which possess the living trait. The living trait gives all living ships a small amount of passive regeneration, exactly 1% of their health points per second. This makes attrition warfare against these ships ill-advised. Living Ships cannot mount Repair Bots, but they can still use Repair Rays. The player can also add cloning modules to them to provide a swarming strategy.

Living ships are primarily used by the Jurgans, the Taraniak, and the Contagion factions.

The Swarm's ships are an odd exception with one of them not considered living ships despite its biological appearance. It is unknown if this is an intentional choice on the developer's part or if it is a minor error to be patched in a future update. The faction's Destroyer Bug, their Cruiser Crab, and their Capital Ship Jormungandr, are considered living ships. The faction's Battleship Wormship, is the only ship in the faction not considered a living ship despite it looking like one.

Free stars have a single ship, Corn that is considered a living ship.

A non-living ship can be made into a living ship by either crafting an Improved Ship with the living trait added automatically as a bonus, or by manually adding it to a level 50 ship at a shipyard for a minimum cost of 10 stars. Note that this will add a 1% regeneration bonus but it reduce the ships health points by 30% and they still won't be able to equip a cloning module effectively making them *pseudo*-living ships.
Banshee

Base Hitpoints
 Base/Minimum Weight
 Crafting Cost

The Banshee is the Syndicate Destroyer. It is able to mount two MLM3s and even a heavy pulse cannon, making this destroyer very strong for its class.

The Banshee is good for early game players as a sniper because it can reach a high speed with its engine slots and minimum weight.

In *Frontier*, the duel with this ship branches off of 11-4, and requires use of a ship that is Destroyer class or smaller.

## Strategy

* **Non-Veterans** are slow however come armed with a Missile Launcher M3 which can possibly be an issue.

* **Veterans** use a Missile Launcher M3, Railgun and Warp Drive which makes them hard to hit. They have poor aiming which makes them more of an annoyance than danger.

* **Double Veterans** do not exist.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Messenger

Base/Minimum Weight
 Crafting Cost

The Messenger is a Frigate of the Sayjix faction (See Messenger Mk2) and one of the smallest ships capable of installing drone bays.

For player use, it's advised to use Small Plasma Cannons if the ship doesn't have a built-in Targeting-Unit.

In *Frontier*, the duel with this ship branches off of 1-1, and requires use of a ship that is Frigate class or smaller.

## Strategy

The Messenger is rather weak in terms of speed and firepower, and uses drones to compensate these weaknesses.

* **Non-veterans** are armed with two Small Pulse Cannon M2s and a small M51(Small Plasma Cannon) drone bay.
* **Veterans** use two Small Pulse Cannon M2s, along with two M54(Small Missile Launcher) drones. They also lose some armor to gain slots for the second drone bay.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
ISS Corvette

Base/Minimum Weight
 Crafting Cost

A Frigate of the The Empire.

The ISS Corvette is a medium/slow ship capable of using some small S weapons and medium class satellites.

For player use, the ISS Corvette can reach high speeds with Barrel satellites and be equipped with a Plasma Web and a Antimatter Reactor.

In *Frontier*, the duel with this ship branches off of 3-4, and requires use of a ship that is Frigate class or smaller.

## Strategy

As Frigates they are easy to destroy, as long as you engage it from an acceptable distance away from it.

* **Non-veterans** use 2 Small Pulse Cannon M2s. They are weak and easy to destroy.
* **Veterans** are equipped with a TU-assisted Small Plasma Web, which will trap you and deal damage over time. It is advised to use a fast ship to destroy it immediately.
* **Double Veterans** use the more powerful Plasma Web, but otherwise still fairly fragile.

## Gallery

Splash ScreenDefault LayoutVeteran LayoutDouble Veteran Layout
## Trivia

* A Corvette was a small warship, larger and more heavily armed than a sloop-of-war, but smaller than most sixth and fifth-rates. During WW2 and the Cold War, the term was used again to describe small, usually anti-submarine ships.
* It was originally called Imperial Frigate
Wormship

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Wormship is the battleship of the Swarm. It is among the most powerful battleships in the game owing to its very large size and the tail feature it shares with the Jormungandr. Currently this the only non-capital ship able to equip the powerful Death Ray (after slot expansion).

The Wormship creates several small tail segments behind the ship, with each segment adding 10% of each resistance. When the Wormship's tail is fully intact, the head has full 100% resistance to all damage types except the special no-type damage, making them invulnerable to head-on attacks. Each tail segment has 30% of the HP of its head. This feature was previously implemented as an unremovable Worm Tail module, as seen in the AI builds below, but it is now innate.

In *Frontier*, this ship has a rare chance of dropping from its daily mission.

## Player use

The AI won't target the tail directly, which allows ignoring most damage provided your foe isn't using an area of effect weapon. Ideally this should be armed with a Death Ray, but it can use a HLBM2, Heavy Lightning Cannon or Tachyon Beam to great effect. It is worth noting that the tail segments will respawn when the player changes ships, allowing for incredible longevity.

Players may find the Wormship more difficult to fly than other ships. It cannot easily spin in place as without forward momentum the head only has about 90 degrees of movement to each side from center. Beyond that, the tail will start wrapping around the head at a limited bend radius, and the turn rate will slow down drastically. If attempting to make a sharp turn for too long, the tail segments will become bugged, further turn commands will not register, and the ship can visually "pop" in and out of existence as the tail segments attempt to correct their position (this can sometimes be seen with enemy wormships as well). You will need to make longer wider turns, which takes some getting used to.

## Strategy

With both variants you'll want AOE weapons. A Holy Cannon makes short work of them up close, or missiles take them from afar. Torpedoes can work well too.

* **Non-veterans**  are armed with a single Heavy Laser Beam M2. They have medium speed but little energy which makes the weapon a small threat. At worst, one can out-range the laser.
* **Veterans** have similar speed but more than double the health, bonus range and are able to heal themselves with AI-only Vampiric Ray M2 or Repair Bot. These are best handled with a Heavy Missile Launcher M2 or M3.

## Gallery

Battleship Splash ScreenDefault LayoutVeteran Layout
Spike Mk2

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Spike MK2 is an upgrade of the basic Neganari ship, the Spike. It can't hold a lightning cannon anymore, but it can use more advanced beam weapons, such as a Small Tachyon Beam or a TU-assisted Fusion Beam.

For player use, it can be a fast missile ship with two Potato M1 satellites and a Small Tachyon Beam in addition, or four Small Lightning Cannon M3s. When expanded, it can become a truly formidable ship. Capable of equipping the Heavy Laser Beam M2. One must take care to supplement the ship with energy modules though.

## Strategy

The Spike MK2 uses different types of L weapons, and isn't too much of a threat unless at close range;

**Non-veterans** use a Laser Cannon, and are easily dealt with from long range.

**Veterans** are equipped with a TU-assisted Fusion Beam, and are incredibly faster than non-veterans.

**Double-veterans** are equipped with a Small Tachyon Beam, and are very fast. At higher levels (especially in gauntlets) they pack huge damage and can cause chaos for the unprepared; therefore the player should prioritise destroying them.

## Gallery

Splash ScreenDefault LayoutVeteran LayoutDouble Veteran Layout
Zion

Base/Minimum Weight
 Crafting Cost

The Zion is a Bushrak Cruiser that can act as an early carrier; capable of fielding up to 4 drones.

For player use, it's advised to use its default loadout: a Plasma Thrower like the AI, and a Stealth Field. Minimum weight and Barrel Satellites are practically a must to make this usable, however its default loadout can destroy veteran Megalodons on its own, making this a very useful early game ship. You can put a lot of nanofibers on it to counter faster ships, allowing it to catch up to them and kill them.

## Strategy

All variants are equipped Stealth Field. They aren't very fast but are slightly tanky and if you get caught in range their Plasma Throwers will deal heavy damage. Missiles are not recommend.

* **Non-veterans** are straightforward with a Stealth Field, Plasma Thrower and dual M21 (Small Laser Beam) Drones.
* **Veterans** are equipped with the same modules, although they trade the drones for Thermal Armor and Nanofiber Structures. These ships have increased speed and heat resistance(over 58%), therefore one should approach with care and use non heat-based weapons to attack.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
## Trivia

* Zion is the Hebrew name for the Temple Mount in Jerusalem and was the seat of the first and second Holy Temple.
* Though the weapon placed in front, it does not have any holes to fire.
Kraken

Base Hitpoints
 Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

Kraken is the Capital Ship of Taraniak.

It is also a living ship, meaning it regenerates 1% HP/sec.

In *Frontier*, the duel with this ship branches off of 80-1, and requires use of a ship that is battleship class or smaller.

For player use, it's worth noting that the eight SL slots have a built in 180° targeting unit.

Equipping this with an Energy Siphon, Tractor Beam and SLCM3s can turn this into a deadly close-range killer. Although the third-fastest Capital Ship, Warp and Afterburner are needed due to short range and faster foes. Alternatively, one can use up to five Plasma Webs, or arm the center slot with a BHG.

## Appearance

Like the Tarantula, this Capital Ship looks like a spider. A brown spider to be exact. Don't go messing with this specific spider though, it will kick your ship back into your hangar!

## Strategy

As all variants have the very damaging Heavy Anti-matter Bomb M2, fighting at very close range is a suicide.

* **Non-veterans** are armed only with extra two Fusion Beams. They don't have a Warp Drive, making this variant very, very easy to defeat.

* **Veterans** are armed with a Heavy Anti-matter Bomb M2, two AI-only Heavy Lightning Cannons and an AI-only Heavy Stasis Field. It is worth noting that the weapon slot where the Heavy Stasis Field is equipped has a 180° arc with built-in TU. They are also equipped with a Warp Drive. Fast ships with long range and high DPS can kill one easily. Two AI-only Drone drones are equipped , however they are easy to dodge since they are slow and don't use their Warp Drive.

* **Double Veterans** have the same weapons as the Veterans, but swap the Warp Drive with an AI-only Green Warp Drive that has double range. Not only that, but they also have AI-only Inertial Nullifiers which give them high turn rate, some High Energy Focus modules, a Stealth Field and some Energy Absorbers(over 39% Energy Resistance). Once in range, they will warp right next to you, detonate the bomb in rapid succession while stinging you with Heavy Lightning Cannons and Heavy Stasis Field, dealing huge damage. Afterburner-equipped ships with torpedoes, Railguns or long ranged laser/beam can kill one effectively.
	+ As of 0.14, the Heavy Anti-matter Bomb M2 becomes a charging weapon, which will break the stealth whenever it charges along with Warp Drive, renders the Stealth Field on this variants completely useless.

## Gallery

Splash ScreenDefault LayoutVeteran KrakenDouble Veteran Kraken
Daazen (Faction)

Capital Ship
 Combat types
 Appears at level

The Daazen faction is one of the sixteen factions of Event Horizon. They can be found earlier in the game by exploring the abandoned stations.

## Tech Tree

### Weapons

 Energy Siphon
 Vampiric Ray
 Black Hole Generator

### Defense

 Energy Absorber
 Heavy energy absorber

### Drones

 Drone Bay A1
 Large Drone Bay A1
Chariot

Base Hitpoints
 Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Chariot is a Capital Ship introduced in the 2017 Christmas Update, belonging to the Free Stars faction. It is notable for being able to carry the Holy Cannon by default, and for the speed it can reach.

In *Frontier*, the duel with this ship branches off of 90-1, and requires use of a ship that is battleship class or smaller.

For player use, its utility comes from its hit and run capabilities. You can get in and out without ever being touched. This requires a high speed build, and proper control. While it can greatly benefit from slot expansion due to its large perimeter, it can become costly to expand slots and other capital ships may be available to replace it as Holy Canons can be mounted on any other capital ship using Hovertank satellites.

## Appearance

The Chariot is unique in that it is the only ship with thrusters in the front of the ship, similar to real world chariots. The thrusters resemble the Meteor. The Chariot also features an omnidirectional turret that can be seen rotating as it fires.

## Strategy

The Chariot is a very fast ship, and fights like a skirmisher, flying across the map peppering you with volleys from high DPS weaponry. To counter this, you can either use a ship that is anti-attrition, like living ships, or use any fast ship that can dodge its exploding projectiles. Long range weapons or high speed, or both if you can manage it, are highly recommended.

* **Non-Veterans** are armed with three Firework Cannons and are slow. There shouldn't be much problem to take them out.
* **Veterans** are armed with a Holy Cannon +100% range boost. These use 3 AI-only Inertial Nullifiers and an Afterburner so ships with less than 12-13 forward speed are not recommended. The Holy Cannon has a high RoF, high damage, and decent sized AoE, making dodging fairly tricky but necessary, so ships with low turn rates are similarly discouraged.
* **Double Veterans** are almost the same but have one rangemaster unit replaced with an AI-only White Warp Drive, which has extreme range (more than a Death Ray!). These can be very frustrating opponents but follow the same general pattern as the Veterans.

## Trivia

* Though the thrusters are visually and schematically in the front, the glowing engine is in the back.

## Gallery

Default LayoutVeteran LayoutDouble Veteran Layout
Nomad

Base/Minimum Weight
 Crafting Cost

Nomad is the Scavengers' Battleship. It can be bought from Scavengers using the translator.

For player use it can use two HMLM2s, M3s or Cluster Missiles coupled with Heavy Laser Beam M2. Laser is also guided in a 180° frontal arc. It can also be quite fast with slot expansion mounting two Titan Drives.

## Strategy

* **Non-veterans** do not exist.
* **Veterans**are armed with Cluster Missiles and Heavy Laser Beam M2. As the missiles are guided, an ECM Jammer is recommended. Since they use only one Titan drive, they are slow and can be taken out from far away. Also it has less HP than Rattletrap and Rustbucket.

## Trivia

* It is one of the ships with Veteran layout looking like half-Veteran or the not filled build. For example Rustbucket and Rattletrap are fully filled with Reactive Armor, reactors, etc. This one reminds of "stock" Velez with LAMR, two LAFCs and rockets, but is a Veteran.
Point-Defense System

Point-Defense System is a defensive module that appears in both Event Horizon and Event Horizon - Frontier. It shoots down projectiles and drones in a set range around the user's ship with a lightning bolt.

It can shoot down all approaching projectiles, with an activation time of about half a second everytime the system is fired, thus can be breached with rapid fire weapons or beam attack. Full charge Heavy Antimatter Torpedo, Ion Cannons, and Plasma weapons can't be nullified by this defensive module.

The Point Defense System can shoot down the purple projectile of a Black Hole Generator, but not the black hole when it forms.

## Pros and Cons

(Someone edit this. I need a supported device to edit this table)
Korerans (Faction)

Capital Ship
 Combat types
 Appears at level

The Korerans faction is one of the sixteen factions of Event Horizon. Probably the first faction that will give early players a run for their money, especially when capturing bases, due to their use of torpedoes (or M31 torpedo drones, as the Manticore and Thor use). Also probably one of the turning points of the game, as they have the essential repair bots, and the armored fuel cells.

## Tech Tree

### Weapons

 Proton Torpedo
 Proton Torpedo M2
 Heavy Proton Torpedo
 EMP Torpedo

### Energy

 Armored Fuel Cells
 Large Armored Fuel Cells

### Satellite

 Glaive M2
 Glaive M3
Spectrum

Base/Minimum Weight
 Crafting Cost

The Spectrum (See Spectrum MK2) is the Bushrak Frigate. It's also very light, weighing less than the Scout.

For player use, dual Small Lightning Cannon M3s along with minimum weight is one of the few usable options. For later use, this ship can be used as a Quantum Detonator carrier, if there are small free spots in your hangar.

## Event Horizon Frontier

The Spectrum retains its designs and shape, however it no longer comes equipped with a frontal energy shield.

## Strategy

The Spectrum is a rather slow and close ranged ship. As those two don't work well together it's not an issue to simply hit them from out of range.

* **Non-veterans** is equipped simply with just a Frontal Energy Shield and Small Laser M2.
* **Veterans** are equipped with the same modules although they have higher energy, energy regeneration and armor.

## Gallery

Splash ScreenDefault LayoutVeteran LayoutPlayer use example
Style Guide

These are guidlines relating to how to format your contributions to the wiki. If you'd like to contribute please see the Wiki Task List.

## Capitalization

Ship classes, ship names and faction names should always be capitalized.

## Formatting

Numbers should be spelled out, example "one, two three" if they are single or double digit numbers written within articles that quanitfy an amount of something. They should be written in numeral form in all other cases. All other numbers with a greater number of digits should be in numeral form at all time.

## Article Creation

You should NOT make new pages if you want to ask a question or mention something. There are blogs, talk pages, and the change log for this.
Drone Mk2

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

An enhanced version of the Drone, the lightest Taraniak ship. As with other Taraniak ships, The Drone MK2 is a living ship, with a repair rate of 1%. This ship comes with a built in 180° TU.

For player use it's advised to use Small Lightning Cannon M3s for damage and Barrel satellites to supplement the low amount of engine slots.

## Strategy

The Drone MK2 is a a generally slow and low health enemy. Although powerful in melee they can be easily outranged.

* **Non-veterans** are armed with a Lighting Cannon. In addition they're equipped with a Warp Drive.
	+ Warp drive-equipped enemies like to teleport away from incoming fire. Small Missile Launchers and high RoF weapons counter warping ships such as this with ease.

* **Veterans** have improved stats but are globally the same

## Gallery

Splash ScreenDefault LayoutVeteran Layout
## Trivia

* The Drone is arguably better due to being able to equip a Stealth Field in addition to a Anti-Matter Reactor.
Messenger Mk2

Base/Minimum Weight
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 Star Ingredient(s)

The Messenger MK2 is a redesigned version of the Messenger, the basic Sayjix ship. It swaps the weapons from C-type to M-type and has five more slots than the Messenger.

For player usage, installing a pair of Small Drone Bays for offence and four Small Missile Launchers or a pair of Missile Launchers can be a viable configuration.  (Requires expansion of the weapon slots)

## Strategy

The Messenger MK2 has good damage with two Missile Launchers and fair speed. Using longer-range weapons to avoid the missile barrage is usually a good choice against them.

* **Non-veterans** are armed with two Missile Launchers and a pair of M54(Small Missile Launcher) drones.
* **Veterans** use two Missile Launchers while staying at range. This variant doesn't have drones. Instead, they use Armored Fuel to significantly increase hp and energy.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Gameplay Basics

**This page is a candidate for deletion.**

*Remember to check what links here and the page history before deletion.*
In *Event Horizon* you are the commander of an interstellar carrier. You start at a home base with a store and limited basic equipment, and three combat vessels loaded in the carrier. You need to explore other star systems on the map. As you do so you will fight aliens, encounter traders, even find faction bases that can give you new equipment and ships.

## Ship configuration

You have the option to configure the equipment of your loaded ships. The ship editor has a cell layout, with different types of cells accepting different types of modules. The shape of the modules also comes into play, with components ranging from a single Universal cell size to complicated T, H or + shapes and the like.

## Combat

In combat, you choose a ship to launch from your hangar. You then enter a top-down combat view similar to the *Star Control* series. You are pitted against a series of enemies, each one launched with a timer. The duration of the timer depends on level, starting at ninety
seconds. If the timer expires, the next enemy is spawned and the timer resets, until twelve enemies are on the battle field. Destroying an enemy will reset the timer. You can also call in extra enemies if there are still some in the enemy fleet by tapping the pause icon, then the Next Enemy button. In this case, you can have up to twelve enemies on the field. If your current ship is destroyed, you can load another if available. You can also switch ships at any time, though switching takes several seconds, disables all active modules including cloak, stealth and leaves you vulnerable for the duration. Combat ends when either the enemy ships are exhausted or yours are. Upon victory, you get a reward based on the level and number of ships killed.

In addition to the enemy ships, each battlefield features asteroids as environmental hazards. These cause damage if you collide with them. Asteroids can be destroyed with sufficient fire or by a black hole. A clever pilot can use a mass driver weapon to push asteroids into enemy ships as well. At further lightyears their hp and damage increase and can even one shot low level ships if collided with.
Trident

Base/Minimum Weight
 Crafting Cost

The Trident is the second Destroyer of the Bushrak faction. It was added in version 0.12.3.

This ship is considered by some to be tantamount to a Zephyr Mk2, even though it has a lot of distinguishing properties. It has twice the engine slots but can't equip a big amount of inner modules or the Stealth Field.

For player use, this ship can equip Rocket Launchers, and/or various Missile Launchers. It is considerably faster and lighter than other skirmishers, and has a large amount of engine slots. It can equip Afterburner and Missile Launcher M3 which is considerable deadly if known how to use. Its armor aids a lot if you get hit.

## Strategy

Tridents will try to strafe and fire from distance, so it's better to have a fast ship to avoid getting hit by the missiles/rockets while catching up to it. Long ranged weapons is also advised to save the chasing.

* **Non-veterans** have reasonable armour, and carry twin Missile Launcher M3s.
* **Veterans** are fast and use two rocket launchers M2, Empire  rockets that travel further and hit harder. The high armor assisted with a Small Repair Bot makes them dangerous foes for new players.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Object 117

Base/Minimum Weight
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 Star Ingredient(s)

The Object 117 is a Battleship of the Unknown faction. It has high flexibility in T and C type weapons. It is one of two ships capable of putting on Heavy Acid Torpedo, the second being the Corn.

For player use, this ship can have a reasonable health and energy pool for a non-Capital Ship (both over 300). Equipped it with a TU-assisted Heavy Anti-Matter Torpedo and two Built-in TU-assisted Railguns, some High Energy Focus modules and Reloaders (two of each at least), multiple drones, and an Afterburner, makes this an effective mid-game ship. Due to high damage but slow velocity torpedo, it's most effective against slow and large foes.

## Strategy

The Object 117 prefers attacking from afar with long range weapons.

* **Non-veterans** are armed with two Targeting Unit-assisted Heavy Proton Torpedoes and two Neutron Blaster M2s. These are slow enemies with moderate armor, and shouldn't be too hard to take down.

* **Veterans** are armed with a Targeting Unit-assisted Heavy Anti-Matter Torpedo and two Mass Driver M2s. They have two M81 (repair/laser) drones. They also equipped an AI-only Inertial Nullifier to compensate for their heavy setup, and AI-only Super Stealth, though they rarely use it since they constantly charge the torpedo. These are high armor foes that will always use their Mass Driver M2s to attack if enemy get too close to be carried away and escape using the recoil, while simultaneously charge and attack with their damaging torpedo. Attacking with high damage ranged weapons from distance is advised. Another variant uses Cluster Torpedo instead. These use Super Stealth much more, and the main weapon's huge cluster AoE should be avoided.

* **Double Veterans** are armed with a Targeting Unit-assisted Heavy Anti-Matter Torpedo and two Railguns. They trade the drones for Large Armored Fuel and equip a Repair Bot. Their tactics are similar to the Veterans - use Railguns recoil to get away, while use the torpedo to attack chasing ship.

## Gallery

Splash ScreenDefault LayoutVeteran LayoutDouble Veteran Layout
Drone

Base/Minimum Weight
 Crafting Cost

*Not to be confused with Drones ship modules.*

As with other Taraniak ships, The Drone (see also Drone MK2) is a living ship, with a repair rate of 1%.

For player use it's advised to use quad Small Lightning Cannon M3s. Minimum weight is a must as there's a lack of engines. It can also be used as a Quantum Detonator carrier, filled with nanofibers or inertial dampers for greater speed.

Unlike it's MK2 counterpart, it can equip a Stealth Field, as well as a Anti Matter Reactor. Coupled with Barrel M1 satellites makes it an effective "sneak-n-stab" ship, considering it's size.

In *Frontier*, the duel with this ship branches off of 1-4, and requires use of a ship that is Frigate class or smaller.

## Strategy

All variants of Drone are equipped with the Taraniak signature Warp Drive and have low speed.

The Drone is a close range brawler that warps directly in front of (or near) the player's ship and attacks with its Small Lightning Cannon M2s before warping back to safe distance. It can dodge oncoming attacks by warping away. It is strenuous to kill as it constantly warps and has regeneration.

An effective strategy to counter it is using a ship with high DPS (Damage Per Second) as the Drone usually ends up in front of the player's ship while warping. It can be slain in 2-3 phases. Note that, due to the teleporting feature of the Drone, slow ships will be hard to escape one (Unless using an afterburner). Therefore, a high turn rate will be useful as Drones often tend to teleport behind the player's ship.

Another strategy is to shoot it with high RoF weapons. As it tends to warp when being attacked, when heading toward the player it will warp into the line of fire instead, netting several shots.

* **Non-veterans** are armed with two Small Lightning Cannon M2s and a Warp Drive.

* **Veterans** have improve stats but are globally the same.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Zeus

Base Hitpoints
 Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

Zeus is the Capital Ship of Neganari.

This Capital Ship has 2 2x3 M-slots and a 3x3 forward 160° auto targeting L-slot. On the defensive side, it has few blue slots, meaning that it can hardly be configured as a drone carrier. As a compensation for few weapon and armor slots, it gets a lot of green slots, second most in game(after Tartarus), for various utilities.

In *Frontier*, the duel with this ship branches off of 110-1, and requires use of a ship that is battleship class or smaller.

For player use, simply copy AI version, minimize weight, installed Afterburner and give it Heavy Laser Beam M2 with HMLM2s/M3s and you have one of the best Capital Ships in game. It is just the matter of how many Energy Focuses, Automated Reloaders and Rangemaster Units you can fit in its huge green slots, except a few ai only modules might be equipped.

## Appearance

This Capital Ship has similarities with the Oracle of the Sayjix faction. Though instead of an all round-targeted laser beam, it has a 180° "panel" on its front and two plates on the back, which mount blue - type slots for armour and drones.

Iconwise - the Capital Ship is a big sphere, with a glowing 180° rail for the laser, and a half - globe at the top.

## Strategy

All variants are armed with a long range forward 180° auto targeting Heavy Laser Beam. Since missiles and the laser beam are guided, having an ECM Jammer equipped gives an advantage when battling this Capital Ship.

* **Non-veterans** only get a single Heavy Laser Beam M2 with 180° frontal Auto targetting for dealing damage. Stay away from the beam range and there should not be much trouble against them.

* **Veterans** have an AI-only Heavy Laser Beam M1, two Heavy Missile Launcher M2s and a pair of AI-only Veteran Spike drones with enhanced range. The drones are swift and hard hitting, and combined with the heavy damage missiles it becomes much more dangerous. These Capital Ships also have good turn rate and velocity, making it hard to evade the auto targeting laser beam even though the beam only covers 180° forward. They also get a Small Repair Bot. However, since all of their weapons, including the drones, can be affected by ECM Jammers, having one equipped would give some advantage in battles against them. Also capturing the drones for yourself helps, since they do lots of damage.

* **Double Veterans** are the same as their veteran counterparts, with only some fuel cells replaced by an Afterburner. They are very fast and never engage you directly in combat and always keep the maximum distance possible, firing Heavy Missile m2 and making drones very quickly. Maximum velocity ships can barely catch them and when within range will be targeted by the Heavy Laser Beam M1. Hit and run attacks with maximum/very high velocity and turn rate ships are possible, Afterburner will also help. Very long range weapons or drone assault is recommended for easier kills. Capturing the drones for yourself does not work as well.

## Gallery

Default LayoutVeteran ZeusDouble Veteran Zeus
Mass Drivers

Mass Drivers are C-Type kinetic projectileweapons associated with the Jurgans faction. They shoot green balls of mass at medium velocity and range for a moderate amount of damage. Compared to other C-Type weapons Mass Drivers have a very high Impulse for their energy consumption and reload speed. Because of their high Impulse, both the user and their target will experience a powerful kick upon fire and upon projectile impact respectively. The magnitude of the kick experienced is based on how high the Impulse statistic is in relation to the ship's weight. As a result, a heavy ship will experience almost no recoil while a small ship can be sent flying off course. With an extremely light ship, such as a Contagion ship, they can be sent quickly flying across the map in a very amusing spectacle. Acceleration from recoil has no practical limit so ships with rear mounted weapons slots such as the Embryo or the Chrysalis can use their recoil to reach absurdly high speeds. There are 2 versions of Mass Drivers:

## Mass Driver

The M1 version of the Mass Driver takes up 1x3 C-slots.

   They produce a high amount of Recoil and Impulse, which is utilized by ships like Embryo and Chrysalis for fast movement, and can also be used by Players in their ships to push them to speeds beyond the maximum offered by engines. The effect of the Recoil is more prominent in lighter ships. Outside of this usage, they are mediocre.

## Mass Driver M2

This is an upgraded version of the smaller Mass Driver, taking up 1x4 C-slots.

    It is has very slightly increased range and velocity, and slightly higher damage, but double the Recoil and Impulse of the previous version. Shooting it will have quite the kick on a light ship, and thus is very useful when used for propulsion inExploration. It is also a decent enough weapon to use for fending off weaker enemies.

## Notes

* The Impulse mentioned in the stats of weapons refers to the push effect suffered by enemy targets on hit. The Recoil the User's ship takes is usually Half of the Impulse number.
* Increased projectile weight found in poor quality modules can greatly enhance the gun's propulsion property. This is one of the few cases where a junk module may be more desirable than a high quality one.
* Contrary to what real life physics suggests, increasing the projectile speed appears to slightly reduce the weapon's recoil.

* Mass Drivers are best suited for usage as propellant in Explorations.

* Mass Drivers are not recommended as main weapons for player ships, owing to their mediocre combat potential. However, they can be used to quickly dash in the direction opposite of the gun mount like a backwards afterburner which can be used on light ships for skillful dodging.

* The green balls that are shot out could possibly be organic mass, since the Mass Drivers are associated with the Jurgans, a highly organic faction.