recursal/Fanatic-Fandom huggingface dataset:
VEGA Conflict Wiki/Top section

* Welcome to the VEGA Conflict Wiki! Created on 8 March 2013, this wiki provides access to information related to VEGA Conflict, with a total of 1,010 articles and 10,507 files.
* In order to create an ever-expanding source of information, any rebel is given rights to edit on this wiki but are suggested to follow the rules to avoid termination.
* Anonymous contributors are encouraged to register for an account, in order for your contributions to be recognized amongst the rebels.

About VEGA Conflict

VEGA Conflict is a free to play massively multiplayer online real-time strategy game by the gaming company Kixeye that was launched in 2013. As of 2019, the game is available to play on Steam for PC, as well as Android and iOS mobile platforms. In the game, you can "stake your claim, customize your fleet, and wage epic war in space". VEGA Conflict is very similar to Battle Pirates, except the setting is in space.

Play as a young aspiring Miner Rebellion commander and take command of your own destiny. Engage in battle with the many divisions of the oppressive VEGA Federation as well as numerous other extraterrestrial threats such as the unrelenting Xeno Plague, the exalted Altairians, the sinister Umbra, and the rampant Pharmakon A.I., or fight other players in a battle for resources and survival.

Choose from a wide selection of hulls and equipment and construct over 80 different types of warships ranging from fast and maneuverable frigates to massive carriers and dreadnoughts, and customize them with special armor and other unique weapons. The possibilities are endless. Manage fleets, and launch them into orbit to attack other player fleets, raid their bases, or journey into deep space to destroy enemy faction targets.

Participate in exclusive events to unlock new ship hulls, and obtain new weapons and defenses. Engage in real-time, synchronous PvP and PvE combat with thousands of players around the world. Join in or form your own alliances with other players in your sector. Explore and conquer a massive 24/7, persistent universe, right from your fingertips.

Official Trailers
Training Simulation/High Security

## Description

In this Campaign, you will be participating in combat simulations against the VEGA Security. Utilize the techniques you have learned to ensure you are victorious.

Training Simulation: High Security is the third out of six Training Simulation campaigns and, true to its namesake, focuses on VEGA Security technology.

## Requirements

* Joined the game at least 2 days ago
* Completed Training Simulation/The Federation

## Target Levels

Enemy fleet levels are displayed clearly in combat.

Encounters do not drop resources.

Each run consists of only one encounter.

Note that all ships have no minimum range except NET Torpedoes.

## Run 1

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

VSEC is the security division of the VEGA Federation. This fierce group of pilots are far more capable than your opponents in the last Campaign. Their fleets are on constant sector patrols and will engage in combat with any Rebellion Commanders that stray too close.
I advise you to take precautionary measures as their ships have a higher armor capacity and are equipped with advanced weaponry.
Good luck Commander.
// Please ensure your safety harness is fastened and all loose objects have been secured. //
  x6

 Antimatter | x200,000,000

## Run 2

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

The ECHO Ray will hit multiple targets via its chaining mechanic. If your fleet is grouped too closely together expect to take more damage.
Once you identify what weaponry an opponent has, be sure to make changes to your fleet formation. Learn to adapt and turn the tide of combat in your favor.
  x6

 Corinthian Cruiser Blueprint
 Komodo Cutter Blueprint
 Zeal Battleship Blueprint
 Lance Destroyer Blueprint
 Valkyrie Carrier Blueprint

## Run 3

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

Always be aware of your surroundings and focus on avoiding AoE damage where possible.
Make sure you approach this encounter with a strategy in mind, Commander.
  x1

* 2x Metaphase Shield II
* 1x Ionized Optics III
* 1x Binary Thrusters III
* 4x Zynthium III
* 4x ECHO Ray III
 Zeal Battleship Hull, pre-fitted with:
* 1x Metaphase Shield II
* 1x Volatile Fuel II
* 1x Rotation Thrusters II
* 2x Zynthium III
* 6x Hydra Missile III

## Run 4

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

Stasis rounds are slow moving so a skilled pilot can easily avoid them. It's advisable to target enemies with these weapons first. Maneuverability and range will be the best bet to surviving this encounter.
If you are successful in passing this Campaign, a new set of encounters will be available for you tomorrow.
Good luck, Commander.
  x2

## Trivia

* Training Simulation: High Security originally appeared on Day 6 of joining the game prior to the mid-January 2020 update.
Wormhole Drive Type-0

## Stats

 Escort Limit
 Warmup
 Cooldown
 Min. Range
 Hull XP
 Restricted to

## General

The Wormhole Drive Type-0 is basic ship operations technology for the Javelin Flagship and Harvester, automatically unlocked upon starting the game.

It grants the flagship functionality to warp anywhere on the same sector map, carrying along a maximum of 4 escorts regardless of level.

## Strategy and Setup

### Advantages

The Wormhole Drive Type-0 is the cheapest drive to use because it can be instantly refitted onto your ships for no resource cost.

Wormhole Drives are immense tools for PvE farming, enabling players to reach NPC Targets across the sector in a snap. In PvP, they also serve as a carrier of fleets which can quickly get into battle, to retreat or jump past blockades.

### Disadvantages

The Wormhole Drive Type-0 is easily outclassed by the Wormhole Drive Type-E and Wormhole Blitz Drive, which are faster and/or give additional buffs.

## Trivia

* The Wormhole Drive Type-0 is pre-built onto the Javelin Flagship when directly obtained through Zero Hour.
* Due to the similarity in appearance between "0" and "O" in-game, this wormhole drive is often regarded as "Type-O", which makes sense because "O" might stand for "Original", and this was the first wormhole drive made available to players.
Vascular Torpedo

* Regular
* Blood

## General

Vascular Torpedo is upgraded version of Vector Torpedo, enhanced with new Vega Alliance's Blood technology.

## Strategy and Setup

### Advantages

With Help of specials it can easily track enemy hulls, has high alpha damage.

### Disadvantages

Without Specials or Commanders, Enemy hulls can avoid torpedoes by flying away. Has somewhat long reload time.

## Gallery

* Vascular Torpedo I
* Vascular Torpedo II
* Vascular Torpedo III
* Blood Vascular Torpedo IV
Void Hammer Missile

## General

The Void Hammer Missile is a variant of the Hammer Missile used by the Marauders, with much greater damage output and dealing Void Damage instead.

## Strategy and Setup

### Advantages

The Void Hammer Missile has long range and is less vulnerable to Weapon Disruption, similar to its regular version.

It has the same DPS as Tier 8 weapons such as the Nova Driver and is even more mass- and XP- efficient than they are, enabling ships equipped with this weapon to compete with Tier 8 in terms of damage output.

### Disadvantages

Like the normal Hammer Missile, the Void variant suffers from its sizeable minimum range and tendency to miss moving targets.

## Trivia

* Unlike its regular variant, Void Hammer Missile only requires 150 fragments per reusable credit.
* Along with the Void Kaon Driver, it is one of two Marauder weapons designed to enable Tier 7 fleets to begin to compete against beginner Tier 8 fleets.

## Gallery

* A Monolith Carrier shooting Void Hammer Missiles at separate Savage Battleships.
* A Monolith Carrier concentrating Void Hammer Missiles against a Stargazer Cruiser.
Vector Torpedo

## General

The Vector Torpedo is a guided Explosive weapon with long range, commonly used in medium-level combat.

It fires two homing torpedoes one by one that ignore any obstacles in the way and inflict a medium-sized explosion.

## Strategy and Setup

### Advantages

Vector Torpedoes have very long range and high accuracy, enabling ships equipped with this weapon to destroy most enemies without taking a single hit.

Their firepower can be increased by damaging multiple enemies at once with their AoE, which can be boosted by specials such as AM Warheads and Volatile Fuel.

Their homing ability combined with relatively high damage per shot can instantly destroy a group of squadrons.

### Disadvantages

Vector Torpedos deal low damage but are quite massive, and are thus outperformed by weapons that only have a slight range disadvantage such as Aurora Rays boosted by Focused Optics V. They are directly outclassed by Polaron Rays with the same range booster.

Vector Torpedos also have a sizable minimum range, allowing rapid ships and squadrons to close in and hide inside it while firing at your ships.

## Trivia

* The Vector Torpedo originally had 3 seconds of tracking time, a minimum range of 3,000 m and a mass requirement of 508/714/1,060 t. It was greatly buffed due to its unpopularity and now has 5 seconds of tracking time, making this weapon almost fully-guided instead of being "semi-guided".
* It is the only explosive weapon to have a homing effect until the Seeker Missile and it's variants was released.

## Gallery

* Vector Torpedoes in combat
* Vector Torpedoes fired by Fury Battleships
The Market/List of Market Deals

## General

This page contains all regular deals in The Market. Deals that only appear once are likely to be excluded from the list.

## Black Market

### MARAUDER TECH

###

### Built Ships

 1x Komodo Cutter
 1x Venom Battleship

### Ship Packs

6x ​Echo Ray II Credit
1x Focused Optics V Credit
1x Fusion Thrusters III Credit
1x Shockwave Shield V Credit
2x Zynthium V Credit

 1x Komodo Cutter Offensive Pack

4x ​Echo Ray III Credit
1x Ionized Optics III Credit
1x Fusion Thrusters III Credit
1x Metaphase Shield II Credit
2x Zynthium V Credit

 1x Venom Battleship Pack

1x Venom Battleship
5x Polaron Ray III Credit
1x Focused Optics V Credit
1x Strafe Thrusters IV Credit
1x Spectral Shield III Credit
2x Tritanium III Credit

### Fleet Formations

(Complete BP)
 1x Fleet Formation
(Complete BP)

List of fleet formations available in the Black Market:

* Cavalier
* Charging Bull
* Double Echelon
* Enclave
* Iron Blockade
* Loyal Battalion
* Prism
* Tiger's Claw

### Equipment Blueprints

T3: Gladius Driver II
T2: Siege Driver I
T1: Metaphase Shield I | Set 2:
T3: ECHO Ray II
T2: Gladius Driver I
T1: NET Torpedo I | Set 3:
T3: Metaphase Shield II
T2: Thermal Beam I
T3: Siege Driver II
T2: Tachyon Beam Turret I
T1: Capacitive Plates I | Set 5:
T3: NET Torpedo II
T2: Hydra Missile I
T1: Armored Hold I | Set 6:
T3: Hydra Missile II
T2: AP Driver I
T3: Tachyon Beam Turret II
T2: SICO Missile I
T1: Blast Shield I | Set 8:
T3: Hydra Missile I
T2: Thermal Beam I
T1: Capacitive Plates I | Set 9:
T3: Siege Driver II
T2: Tachyon Beam Turret I
T3: Siege Driver II
T2: Tachyon Beam Turret I

Note: The above list may be incomplete.

## Credits

Equipment Credits

 2x SICO Missile II
 3x Gauss Driver III
 2x Thermal Beam I
 2x Rear Thrusters IV
 1x Blast Shield II
 2x AM Warheads II

 3x Scatter Missile IV
 3x Mass Driver III
 2x ECHO Ray II
 1x Rear Thrusters V
 2x Spectral Shield IV
 2x Ion Modulator III

 2x Hydra Missile III
 3x Mass Driver I
 2x Thermal Beam I
 2x Strafe Thrusters IV
 1x Repulsor Shield II
 2x Focused Optics II

 3x HEX Missile III
 2x Gladius Driver I
 2x Thermal Beam II
 3x Rotation Thrusters V
 2x Shockwave Shield III
 2x Focused Optics III

 3x HEX Missile V
 3x Mass Driver V
 3x Disruptor Ray IV
 2x Strafe Thrusters III
 1x Deflector Shield IV
 2x Iridium Magnets IV

 1x Fighter Squadron III
 2x Gauss Driver V
 2x HEX Missile II
 1x AM Warheads IV
 1x Spectral Field II
 1x Phased Munitions IV

Note: The equipment credit set changes once every 24 hours.

### Resistor Credits

 1x Level II Resistor
 1x Level I Resistor
 1x Level III Resistor
 1x Level II Resistor
 1x Level I Resistor

Note: The type of level III resistor cycles once every 24 hours.

## Crafting

Note: Carrier material costs are shown in brackets.

### Pattern Boxes

Note: Each pattern box contains all of the required patterns to fully upgrade one ship.

## Scrapyard

Patterns to Cores

 2x Core
 1x Core
[1 tier higher]

Note: T1 Patterns will be converted to T1 Cores instead.

### Armament Downgrades

[1 tier higher]
 500x Armaments
[1 tier higher]
Synchronization/Bounty

## Event Information

This is the Alien Bounty-like side event for Resistance. Officially, it is named "Bounty Hunt".

## Target Payouts

**BOUNTY PAYOUTS**

 Astral Barony Fuse
 Astral Barony Gambit (EX)

## Leaderboard Prizes

**Contests**

Bounty Weekend • Search and Destroy • Ultimate VEGA Threat

**Deprecated Recurring Events**

Alien Mobilization • Alien Decimation • Special Event • Smash & Grab • Planet Strike • Sector Strike • Crafting Event • Altairian Rising • Umbra Rising • Pharmakon Rising

**Active Recurring Events**

Riot • Alien Strike • Void Strike • Altairian Strike • Umbra Strike • Pharmakon Strike • Civil War • Alliance War • Retrograde • Mobilization • Decimation

**2014 Feature Events**

Uprising • Retribution • Deception • Crackdown

**2015 Feature Events**

Espionage • Jailbreak • Martial Law • Arms Race • Countermeasures • Face Off • Reclamation • Emergence • Revenge • Evacuation • Warfront

**2016 Feature Events**

Backlash • Shadow Strike • Conspiracy • Blood Trials • Iron Blood • Zero Hour • Crossfire • Scorched Earth • Incursion • Search and Destroy • Maelstrom • Nemesis • Redemption

**2017 Feature Events**

Devastation • Vengeance • Resurrection • Vendetta • Outbreak • Eradication • AXIS • Conquest • Ascension • Dynasty • Betrayal • Alien Armageddon • Reckoning

**2018 Feature Events**

Defiance • Contact • Deadlock • Invasion • Blindside • Doomsday (Nightmare) • Anarchy • Ashes • Altairian/Umbra Sector Leaderboard Event • Vector • Pestilence • Redux • Chrysalis • Catalyst

**2019 Feature Events**

Cipher • Duplicity • Synthesis • Vestige • Collusion • Demise • Justice • Altair • Defection • Synchrony • Collateral • Awakening • Singularity

**2020 Feature Events**

Extradition • Pursuit • Hijack • Infiltration • Retaliation • Penultimate • Zenith • Independence • Liberation • Suppression • Upsurge • Haunted • Monarch • Virago • Solstice

**2021 Feature Events**

Breakdown • Inquest • Chase Down • Showdown • Transversal • Barricade • Precision Strike
VIP System

## General

VIP System is a newly released system that gives you perks and benefits for buying a set amount of Coins. Currently there are 10 levels of VIP with rewards getting better as you climb higher up.

If you bought coins before the VIP System was released all coins purchased like from the Shop, Steam DLC Packs, Beginner Packs, and etc. will add to your points, however all FREE Coins do NOT count.

## Interactions

All Coins including Steam DLC Packs and Bonus Coins will count as 1 VIP Point, free coins from your commerce module or friend rewards do not count.

When other bonuses are active the game will automatically pick the larger of the two discounts to apply. However, benefits from VIP rank will stack with benefits from Alliance Help.
Void Redeemer Missile

## Stats

 Range
 Speed
 Spread
 Traits
 Antimatter  | 9,552,994

## General

The Void Redeemer Missile is a Redeemer Missile specialized for PvP combat, instead dealing Void Damage and taking on a purple coloration. It is limited to Marauder Hulls.

## Strategy and Setup

### Advantages

Similar to other Marauder ship weapons, Void Redeemer Missiles have enhanced mass efficiency over the Xeno Redeemer Missile, allowing your ships to pack a stronger punch.

They also have a long range by default. Used in conjunction with Scourge Fuel and Void NET Burst Torpedo, your Tyrants can kite most other ships, even enemy Gladiator Battleships equipped with Void Eclipse Drivers.

Void Redeemer Missiles are not resisted by most player ships, the exception being Marauder Hulls.

### Disadvantages

Void Redeemer Missiles still suffer from a large minimum range, often exploited by cutters and squadrons. Their damage output pales in comparison to the other Marauder ship weapons, and will almost certainly lose when forced into close combat.

Void Redeemer Missiles are ineffective against NPC Targets due to their resistance to Void Damage.

## Trivia

* The Void Redeemer Missile's primary and secondary projectiles do a total of 100% and 66.7% DPS respectively.
* The Void Redeemer Missile was first available in the Black Market.
* Along with other T6.5 equipment, this item's build time was significantly reduced during the late April 2019 update as summarized here.

## Gallery

* Void Redeemer Missile stat card
* A Tyrant with Void Redeemer Missile and Void Seeker Missile destroying an approaching Bastion Cruiser while backed by 2 Bastion Cruisers and a Vanquisher Carrier
* A Tyrant kiting Hurricane Frigates with Void Redeemer Missiles
Wormhole Blitz Drive

## General

The Wormhole Blitz Drive is advanced ship operations technology for the Javelin Flagship and Harvester.

It grants the flagship functionality to warp anywhere on the same sector map, carrying along a maximum of 4 escorts regardless of level. Each jump imbues the escorts with a shield bypass bonus that lasts indefinitely until they enter another map or engage in battle. When engaged in battle, the bonus duration will start to count down in the form of a circular timer and eventually disappear.

Fleets with an active jump bonus have highlighted levels in the fleet selection bar.

## Strategy and Setup

### Advantages

The Wormhole Blitz Drive has a reduced warmup time, making it easier to catch enemies by surprise. The jump bonus can be useful if you are using fast ships such as cutters, enabling them to destroy enemy ships without having to completely deplete their shields.

Wormhole Drives are immense tools for PvE farming, enabling players to reach NPC Targets across the sector in a snap. In PvP, they also serve as a carrier of fleets which can quickly get into battle, to retreat or jump past blockades.

### Disadvantages

The Wormhole Blitz Drive's jump bonus is near useless due to its short duration: by the time your ships reach the enemy, it would already have been over. Even at level III, you have a measly 20 seconds from the start of battle to close the distance in order to utilize the buff.

It also has a long build time, taking up a maximum of 5 days of your build queue.

## Trivia

* The Wormhole Blitz Drive is the first wormhole drive to feature no type tag (such as -O and -E).

## Gallery

* The design behind Wormhole Drive Type-E and Wormhole Blitz Drive
Valhalla Carrier

## General

The Valhalla Carrier is a Tier 3 hull with advanced Miner Rebellion technology.

As a carrier, this ship generates a Support Field that improves the combat effectiveness of other friendly ships, making it the centerpiece of a fleet.

## Strategy and Setup

### Advantages

The Valhalla Carrier provides the Ion Field, which provides a shield damage bonus to all friendly ships within the field, making it a very powerful asset when your opponent uses heavy shielding.

Compared to the Midgard Carrier, this ship has twice the amount of hangar slots and 100% range (instead of 80%), making it the first "full" carrier. And thus, it is the cheapest "full" carrier to repair.

### Disadvantages

The Ion Field is useless against enemies that rely on armor rather than shields for protection. This is not a major problem at lower levels, however, because shields are more mass efficient to use than armor and reduce average repair time, making them very popular.

As the first "full" carrier to be used effectively in fleet combat (let's face it, the Midgard Carrier sucks), do note that carriers are extremely sluggish and require other ships for protection. Most other ships can catch up to and destroy a lone carrier without much effort, the main exception being instant-repair ships.

Many weapons can quickly destroy any squadrons that you launch, especially the Hydra Missile and SICO Missile, since they have high fire rate as well as decent AoE. This serves as a reminder that you should not rely on your carrier alone to deal damage; rather, use it as a support ship to help your main fleet.

## Upgrading

Note: Mk V Valhalla Carriers are exclusive to NPC Targets.

## Trivia

* The Valhalla Carrier was the first carrier released to players.
* This ship was designed by Larus for the Miner Rebellion as a counter to the Ragnarok Carrier used by VEGA Mining.
* All player ships had their Resurgence values modified as a result of the late February 2020 update.
* The repair time of all Tier 1-4 carriers and flagships was standardized in the early February 2021 update.

## Gallery

* Mk I Valhalla Carrier angled HD render
* Mk II Valhalla Carrier angled HD render
* Mk III Valhalla Carrier angled HD render
* Mk IV Valhalla Carrier angled HD render
* Mk V Valhalla Carrier angled HD render
* Valhalla Carrier in Arms Race event banner
* Pre-rebalance Valhalla Carrier blueprint
* Valhalla Carrier under attack
* Mk4-5 Valhalla Carriers
Training Simulation/Alien Hybrids

## Description

In this Campaign, you will be participating in combat simulations against the Xeno Division. Utilize the techniques you have learned to ensure you are victorious.

Training Simulation: Alien Hybrids is the final out of six Training Simulation campaigns and, true to its namesake, focuses on Xeno Division technology.

## Requirements

* Joined the game at least 5 days ago
* Completed Training Simulation/The Demons

## Target Levels

Enemy fleet levels are displayed clearly in combat. Enemy outpost levels are ostensibly equal to your player level but are approximated here based on the other encounters.

Encounters do not drop resources.

Each run consists of only one encounter.

Note that all ships have no minimum range.

## Run 1

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

Hello Commander.
It is now time for you to take on the Xeno Division, a fusion of VEGA and Alien technology. Formed by the maniacal General Geir to take down the VEGA Federation, they were almost completely wiped out due to the ongoing conflict. You will still come across Xeno enemies in your travels.
I'm sure you will have an excellent time getting to know them, Commander.
// Please ensure your safety harness is fastened and all loose objects have been secured. //

 Antimatter | x200,000,000

## Run 2

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

Always ensure your ship builds meet the needs of any combat situation. Preparation is always key, Commander.
  x2
  x8
  x1

 Decimator Cutter Blueprint
 Annihilator Battleship Blueprint
 Exterminator Destroyer Blueprint
 Suppressor Blueprint

## Run 3

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

After completing this encounter you will be given access to the most advanced Xeno tech around, the Punisher Cruiser.
Feel free to experiment with the fit-out of these hulls, they are versatile and will serve you well as you explore the sector.
Best of luck, Commander.
  x2

* 2x Metaphase Shield II
* 6x Talonite Armor II
* 1x Beam Capacitor II
* 1x Xeno Armored Thruster I
* 4x Disintegrator Cannon III

## Run 4

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

The entire Rebellion is behind you on this one, so take everything you've learned and apply it in this final encounter.
Once this campaign is over your destiny will be in your hands - fight for the Rebellion, and keep your sector safe!
For the final time, good luck, Commander.
  x1
  x4
  x1

## Trivia

* Training Simulation: Alien Hybrids originally appeared on Day 2 of joining the game prior to the mid-January 2020 update.
Tyrant

## General

The Tyrant is a Suppressor designed for PvP combat, sporting Void resistance and the ability to equip powerful Marauder Technologies. However, it is blocked from using those of other sources.

## Strategy and Setup

### Advantages

The Tyrant is an anti-squadron ship just like the Suppressor, dealing extra damage to them. It is recommended to equip Void Seeker Missiles on this ship to make the most out of this perk.

It has a 360-degree firing arc, enabling this ship to fly directly away and kite enemies that have less range. Unlike the Suppressor, this ship can equip the Pierian Fuel's Marauder counterpart - Scourge Fuel - effectively making this an overpowered corvette with extremely long range.

The Tyrant has a short repair time and can serve as a low-cost ship in your fleet to better defend against squadrons.

### Disadvantages

The Tyrant has a relatively low maximum mass which limits its combat strength. Despite having a respectable amount of weapon slots, it is outgunned by cutters simply because they can allocate more mass to weapons.

This ship has a speed equivalent to that of cruisers yet lacks armor slots, making them easy targets for battleships and destroyers, eliminating them before they can deal much damage.

Similar to other Marauder Hulls, this ship lacks Alien resistance. It is also unable to equip any resistors and therefore relatively fragile against non-Marauder weapons.

## Trivia

* This is the only Xeno Division ship with a Marauder counterpart.
* All player ships had their Resurgence values modified as a result of the late February 2020 update.
* The repair time of all Tier 5-6 ships was standardized in the early February 2021 update.

## Gallery

* Mk I/II Tyrant angled HD render
* Mk III/IV Tyrant angled HD render
* Mk V Tyrant angled HD render
* Mk VI Tyrant angled HD render
* A Tyrant harassing a line of Elite Paragon Battleships.
* A Typical Tyrant Vs Tyrant Battle.
* Tyrants Engaging each other while a Dragoon Destroyer attacks a Inquisitor Destroyer.
Void Seeker Missile

## Stats

 Range
 Speed
 Restricted to
 Antimatter  | 4,484,183

## General

The Void Seeker Missile is a Seeker Missile specialized for PvP combat, instead dealing Void Damage and taking on a purple coloration. Only Marauder Hulls can equip this weapon.

## Strategy and Setup

### Advantages

Void Seeker Missiles are the best anti-squadron weapon for Marauders: their high fire rate and homing ability enables your ships to take out incoming squadrons in a snap, especially when used on a Tyrant.

They are even more lightweight than Xeno Seeker Missiles, making the most out of the limited mass on your ships.

Void Seeker Missiles are not resisted by any non-Marauder player hulls and are therefore effective in almost every PvP situation.

### Disadvantages

Void Seeker Missiles have a very short range and are extremely vulnerable to kiting tactics. This range cannot be increased by any means other than equipping Scourge Fuel on a Tormentor.

The damage output of this weapon is quite low; even if you max out all of your weapon slots, your DPS will pale in comparison to the other Marauder ship weapons, so it is not recommended to only use this weapon.

Void Seeker Missiles are useless against NPC Targets because they have heavy Void resistance.

## Trivia

* The Void Seeker Missile was first available in the Black Market.
* It is the only Marauder Ship Weapon with a level I variant.
* Along with other T6 equipment, this item's build time was significantly reduced during the late April 2019 update as summarized here.

## Gallery

* Void Seeker Missile stat card
* A Tyrant firing Void Redeemer Missiles and Void Seeker Missiles at chasing Hurricane Frigates
* A Tyrant with Void Seeker Missiles barraging a retreating Revelation Cruiser
Unstable Power Cells

## Stats

 Hull XP
 Restricted to
 Pieces

## Strategy and Setup

### Advantages

* Compared to Modified Loaders, Unstable Power Cells directly and significantly increase the output capability of the hull.

* and its DPS bonus during its All Power to the Weapons trigger period will not be taken back.

* Anvil Carriers who primarily weaponize Squadrons can equip it with no penalty - Squadrons don't have a Firing cycle and thus don't activate their side effects.

### Disadvantages

* All Power to the Weapons - Sudden and drastic reduction of the ship's maneuverability, which results in an inability to chase targets/dodge incoming attacks.

### Trivia

* Unstable Power Cells give squadrons a 33% DPS bonus, not sure if it's a visual bug.
Talonite Plates

## General

Talonite Plates are Talonite Armor pieces designed for use in bases.

## Strategy and Setup

### Advantages

Talonite Plates are able to provide similar levels of protection as Capacitive Plates III but do not require nearly as much time to refit.

The different mass requirements allow for more flexibility in designing your modules.

### Disadvantages

Talonite Plates have a greater XP rating than Capacitive Plates, making your base vulnerable to higher-level attacks.

## Trivia

* Talonite Plates used to have a 0.5:1 repair to health ratio similar to its ship counterpart Talonite Armor, but an update removed repair times from all module components.
* The equipping time of all old blueprint items for bases was reduced by half during the May 2020 update.
Void Sai Missile

## General

The Void Sai Missile is an improved version of the Sai Missile, retaining the ability to pierce multiple targets in a manner similar to the Bayonet Missile.

It deals void damage, with a considerable DPS boost compared to the original, and as a result, takes on a purple colouration. It is restricted to Marauder Hulls.

## Strategy and Setup

### Advantages

Like the Sai Missile, Void Sai Missiles are extremely deadly especially against clustered groups of enemy ships. They also deal higher amounts of DPS for the same mass requirements, leading to a higher mass efficiency as compared to the normal version. Furthermore, since they deal void DPS, any non-marauder hull is especially vulnerable to its effects, especially when the weapon is supplemented by Void Warheads. It also retains the lower refit times that are characteristic among most marauder equipment.

### Disadvantages

Void Sai Missiles travel slowly, much like the original, and can be easily dodged. NPC hulls possess a high level of resistance to void damage, rendering this weapon ineffective in PvE. Marauder Hulls are also able to resist void damage to a certain extent. The Piercing effect of the Void Sai Missile can also be easily mitigated by not lining up your ships in order to prevent the pierce from taking effect.

## Gallery

* Kingpin Battleships Trading Void Sai Missile fire.
* Kingpin Battleships firing Void Sai missiles at an opposing group of Paragon and Kingpin Battleships.
Void Ionization

## General

Void Ionization is a PvP-oriented Ionized Optics that is extremely lightweight. It is limited to Marauder Hulls and only affects Beam and Cannon weapons.

## Strategy and Setup

### Advantages

Void Ionization provides a percentage-based range increase unlike regular Ionized Optics, meaning that Beams and Cannons with longer innate range benefit more from this special. Even with a relatively short range of 3,000 m, this special can add an extra 1,500 m, which exceeds that of Ionized Optics by far.

### Disadvantages

Although the shield damage bonus of Void Ionization is greater than that of Ionized Optics, it also carries a significant health damage penalty. This is horrible against many ships including other Marauder Hulls because most players use pure armor builds to minimize their repair time.

## Trivia

* Void Ionization was originally available on the Vanquisher Carrier, which is not intended. The second January 2019 update corrected the issue; players who had it equipped were compensated according to this thread.
* Void Ionization II had its health damage stat changed from -13% to -12% at some point in time.

## Gallery

* Void Ionization I stat card
* Void Ionization II stat card (old)
* Void Ionization III stat card
Wormhole Drive Type-E

## General

The Wormhole Drive Type-E is advanced ship operations technology for the Javelin Flagship and Harvester.

It grants the flagship functionality to warp anywhere on the same sector map, carrying along a maximum of 6-10 escorts regardless of level.

## Strategy and Setup

### Advantages

The Wormhole Drive Type-E can carry more escorts, allowing your flagship to transport more cargo fleets or war fleets at once. It has a shorter warmup and cooldown time, making each jump much more convenient and giving opponents less time to react.

Wormhole Drives are immense tools for PvE farming, enabling players to reach NPC Targets across the sector in a snap. In PvP, they also serve as a carrier of fleets which can quickly get into battle, to retreat or jump past blockades.

### Disadvantages

The Wormhole Drive Type-E has a long build time, taking up a maximum of 5 days of your build queue.

## Trivia

* The Wormhole Drive Type-E is considered the successor of the Wormhole Drive Type-0.
* Type-E could mean "Type-Enhanced", denoting its improvement over the Type-0 version.

## Gallery

* The design behind Wormhole Drive Type-E and Wormhole Blitz Drive
Valrayvn

## General

The Valrayvn is a ranger modeled after the destroyer class. It possesses two firing arcs capable of raining down devastation from afar.

## Strategy and Setup

### Advantages

Like other Tier 8 ships, the Valrayvn has greatly increased movement speeds over Tier 7 ships and thus can better dodge incoming shots and rearrange fleet formation. It also has a fixed repair time of 2 hours, regardless of equipment, so it could return back to the fray in a relatively short amount of time.

It has an extremely long maximum range of 8 km, which is between that of destroyers and carriers. This outranges the vast majority of ships and also makes the ship well-suited for base sniping.

This ship has two firing arcs with a huge overlapping region, which essentially doubles its damage output, more than compensating for its relative lack of weapon slots. One can also increase the ship's fire rate (keeping the DPS constant) by rotating the ship until the enemy enters its firing arc: the offset between the two firing arc will cause the weapons in one firing arc to fire slightly before the ones in the other firing arc.

Whenever an enemy ship is destroyed, the ship becomes even more agile, which helps it reposition and target the next enemy.

### Disadvantages

The massive minimum range of 4 km is a big downside as it causes the vast majority of pre-Tier 8 weapons all but useless since these weapons would have an extremely narrow range band (taking the Atomic Driver for example, it would be restricted to 4-5.2 km). As a result, it is unable to take advantage of traditional stasis weapons such as the Arrestor Beam and NET Torpedo.

Combined with its relatively narrow firing arc, enemies (especially Fighters) could move into the blind spot and take out the ship without much return fire.

This is not helped by the fact that the ship only has a maximum of three defense slots and two armor slots, which is relatively low for a Tier 8 ship. This ship is best described as a glass cannon.

## Skins

* Chrome
* Sunset
* Toxic
* Cipher
* Oni

## Trivia

* The Valrayvn is the first Tier 8 ship.
* It is consequently the first non-dreadnought ship to receive combat bonuses at Mk VI.
* All player ships had their Resurgence values modified as a result of the late February 2020 update.
* Shortly before the Liberation event, all active players were gifted a fleet of 6 Valrayvns.

## Gallery

* Mk I/II Valrayvn angled HD render
* Mk III/IV Valrayvn angled HD render
* Mk V Valrayvn angled HD render
* Mk VI Valrayvn angled HD render
* A fleet of Valrayvns destroying a Wraith Cruiser using Nova Drivers
* Valrayvns engaging the Orator Dreadnought and its escorts
* Valrayvns with the Chrome, Sunset, Toxic, Cipher, Oni and default skin respectively.
* Valrayvn Concept Art
Training Simulation/Three's a Crowd

## Run 1

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

* Three's a Crowd I.png

## Run 2

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

* Three's a Crowd II.png

## Run 3

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

* Three's a Crowd III.png

 Prefitted Daemon Battleship Elite Hull
 Prefitted Inhibitor Battlecruiser Elite Hull
 Prefitted Omega Elite Hull
 Prefitted Plexus Carrier Elite Hull

## Run 4

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

* Three's a Crowd IV.png

## Run 5

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

* Three's a Crowd V.png

 Prefitted Ogre Battleship Elite Hull
 Prefitted Manticore Battlecruiser Elite Hull
 Prefitted Medusa Destroyer Elite Hull
 Prefitted Gargoyle Carrier Elite Hull

## Run 6

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

* Three's a Crowd VI.png
Void Tera Cannon

## General

The Void Tera Cannon is the Marauder version of the Tera Cannon, instead dealing Void Damage.

## Strategy and Setup

### Advantages

Much like its regular version, the Void Tera Cannon can deal extra DoT stacks, enhancing a Marauder T7C ship's ability to deal Damage Over Time. Its Piercing effect and extra projectile range further optimizes it against enemies that are lined up.

### Disadvantages

The Void Tera Cannon can be easily dodged just like in the case of the normal Tera Cannon.

The Void Tera Cannon is restricted to Marauder cruisers.

## Gallery

* Void Tera Cannons from a group of Stargazer Cruisers being fired at Assassin Cutters.
* Stargazer Cruisers firing Void Tera Cannons at various targets.
Xeno Beam Capacitor

## Stats

 Hull XP
 Applies to
 Restricted to
 Antimatter  | 2,919,225 | 3,503,070

## General

The Xeno Beam Capacitor is an advanced version of the Beam Capacitor that targets Alien weapons instead. Rather than increasing weapon range, this special grants bonus damage against squadrons.

## Strategy and Setup

### Advantages

Xeno Beam Capacitors can greatly reduce the charge time of weapons, enabling your Alien-type beams such as Xeno Rupture Beams to achieve maximum damage.

Xeno Beam Capacitors enable your weapons to dispatch incoming squadrons quicker; this may be useful for Xeno Cluster Missiles, Xeno Seeker Missiles and other anti-squadron weapons.

### Disadvantages

The Harmonic Xeno Beam Capacitor is more efficient unless you only intend to battle modules.

## Trivia

* The Xeno Beam Capacitor's squadron damage bonus is considered worthless by many players, as they believe that it only works with the Xeno Rupture Beam.
* This special is no longer available to Umbra hulls after the late April 2019 update to facilitate the rock-paper-scissors system between T7 factions. Existing items will be replaced by Thermic Disruptor in the May 2019 update.
* Along with other T6 equipment, this item's build time was significantly reduced during the late April 2019 update as summarized here.

## Gallery

* Xeno Beam Capacitor I blueprint
* Xeno Beam Capacitor II blueprint
VEGA Mining Modules

## General

VEGA Mining modules are the structures/stations that make up the Mining Outposts found in Unstable Sectors. They have been abandoned by VEGA Mining, left for the taking of the Miner Rebellion.

Unlike the Miner Rebellion Modules, these are either all damage dealing or collateral damage holding. There seems to be no research or Fleet Bay of any kind, suggesting that VEGA Mining does its research and holds fleets elsewhere.

VEGA Mining modules will explode when destroyed, damaging other modules within 2 tiles. However, all modules except the Solar Bridge, Solar Special Module and Solar Shard Storage have negligible collateral damage. The Solar Bridge and Special Module instead damage modules within 3 and 4 tiles respectively.

## Trivia

* The VEGA Mining Modules themselves are very fragile, but they deal massive damage to compensate for it.
* The fact that there is no Fleet Bay suggests that the Mining Outposts were constructed for the sole purpose of mining resources and thus the need for one did not seem warranted.
Trial By Fire

## Run 1

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

* Trial By Fire I.png

## Run 2

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

* Trial By Fire II.png

## Run 3

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

* Trial By Fire III.png

## Run 4

You have 24 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

* Trial By Fire IV.png

 Prefitted Tribunal Hull
Tachyon Beam Turret

## General

The Tachyon Beam Turret is the base varient of the Thermal Beam, common in medium-level bases due to its firepower.

It fires a sustained golden beam at its target, similar to the ship version.

## Strategy and Setup

### Advantages

Tachyon Beam Turrets are very potent against blitz attacks. They deal a tremendous amount of damage that cannot be avoided at all, melting through shields and armor alike.

Equipping Focused Apertures can significantly extend their range to protect against blitz fleets on the other side of your base. Conversely, Ion Rechargers are almost useless since many blitz fleets at this level use heavy armor instead of shields.

### Disadvantages

Tachyon Beam Turrets have short range making them useless against sniper fleets even with Focused Apertures V.

As a beam weapon, they cannot defend your base from squadrons due to their charge time.

## Trivia

* The Tachyon Beam Turret was the first VEGA Mining base weapon to be introduced.
* The equipping time of all old blueprint items for bases was reduced by half during the May 2020 update.

## Gallery

* Old Tachyon Beam Turret I blueprint
* Old Tachyon Beam Turret II blueprint
* Old Tachyon Beam Turret III blueprint
* Tachyon Beam Turret I blueprint
* Tachyon Beam Turret II blueprint
* Tachyon Beam Turret III blueprint
* Tachyon Beam Turret on a Combat Module
* Tachyon Beam Turret taking out a Vigilante Battleship
Sweep Launcher

## General

The Sweep Launcher boosts Explosive weapons by increasing their spread, allowing their shots to deviate further from the primary axis.

## Strategy and Setup

### Advantages

Sweep Launchers improve the chances of hitting at least one target. It also becomes more likely for your weapons to hit multiple targets that are spaced far apart.

### Disadvantages

While Sweep Launchers pretty much guarantee a hit, it comes at the cost of accuracy: against a single target, almost none of the shots will connect even if the target does not move.

AM Warheads are generally a much better choice as the extra AoE guarantees an overall increase in damage output.

## Trivia

* It is the only special that increases a weapon's spread.
Void Nova Cannon

## General

The Void Nova Cannon is a Marauder-modified version of the Nova Cannon, designed for Marauder Cruisers.

## Strategy and Setup

### Advantages

Like all other previous versions, the Void Nova Cannon is capable of dealing splash damage especially to tightly grouped targets, due to its ability to split its fire whenever the primary shot impacts its target. The Nova Cannon's range exceeds that of the Void Epsilon ECHO Cannon, outperforming it in that aspect.

The Void Nova Cannon's ability to split its fire makes it effective against squadrons as well.

As it deals Void DPS, all Non-Marauder Hulls are vulnerable to its full DPS.

### Disadvantages

The Void Nova Cannon's DPS can be reduced if the opponents have Void resistance. The Void Nova Cannon is also restricted to Marauders and to cruisers only.

NPC Fleets have extremely high Void Resistance. Avoid using this weapon against them at all times.

## Trivia

* The Nova Cannon's primary and secondary projectiles deal a total of 100% and 40% DPS respectively, meaning that it can potentially do up to 140% DPS.
* The Void Nova Cannon is the first T7B Marauder weapon.

## Gallery

* Lunatic Cruisers with Void Nova Cannon opening fire on a enemy Lunatic Cruiser fleet supported by a Gargoyle Carrier.
* Lunatic Cruisers with Void Nova Cannon attacking a fleet of Bastion Cruisers and Wraith Cruisers.
* Lunatic Cruisers destroying Umbra ships with Void Nova Cannon
Void Harmonic Beam Capacitor

## General

The Void Harmonic Beam Capacitor is the Marauder variant of the Harmonic Beam Capacitor, granting reduced charge time in addition to extended range for both Beam and Cannon weapons.

## Strategy and Setup

### Advantages

The Harmonic Void Beam Capacitor, like its other variants, also reduces the charge time of beam weapons, allowing them to fire much more quickly, outputting more DPS within the same aount of time.

It also grants a Harmonic Warfare stack, increasing the overall ship damage done by ships in the fleet.

It also grants increased range, allowing Void Weapons to reach even further than before, including other weapon types like Torpedoes, missiles, and drivers.

### Disadvantages

The Void Harmonic Beam Capacitor only affects Void Weapons, and will not increase the reload time of any other weapon type other than Beams.

Being a Reusable Item, the amount available is limited to how many of the RIs the player himself has.

## Trivia

* This is the first Marauder tech that grants Fleet Bonuses.
* Ironically, Void Harmonic Beam Capacitors have a longer build time compared to regular Harmonic Beam Capacitors.
* The Void Harmonic Beam Capacitor originally applied its range bonus to all Void weapons. This is not intended and has been fixed in an emergency downtime on July 2.

## Gallery

* Harmonic Beam Capacitor I stat card
* Harmonic Beam Capacitor II stat card
* Harmonic Beam Capacitor III stat card
Unsuspicious Freighter

## General

Unsuspicious Freighters, were made available to the player as the T13 player variant of the Vega Federation Suspicious Freighter ships during the Haunted event on 10/30/2023. See Suspicious Freighter for more details.

## Trivia

* Players can obtain 1,000 Unsuspicious Freighter fragments, despite only needing 600.

## Gallery

* HD Render of Unsuspicious Freighter
* Unsuspicious Freighter angled HD render
Training Simulation

## Description

Training Simulation is a set of catch-up campaigns that aim to progress a player from Miner Rebellion (T1.0) to Xeno Division (T6.0) level within a matter of two weeks.

Previously, it took players months to obtain the tech through grinding blueprints and events such as Planet Strike, Sector Strike and Alien Strike.

Unlike earlier Campaigns, these ones are permanent.

## Trivia

* Training Simulations originally appeared on Day 2, 4, 6, 8, 10 and 12 of playing the game respectively prior to the mid-January 2020 update.
Template Parameters in Documentation

## General

New to templates? Read here: [1]

This page defines the format when displaying template parameters in template documentation pages.

## Numbered Parameters

While these allow for easy template insertion, they are also prone to confusion. Therefore, numbered parameters should be given names in the template's documentation page for better understanding. To label that these are unnamed parameters in practice, we use *italic* font to represent them.

## Named Parameters

Simple and straightforward. We use regular font to represent them in documentation pages.

## Optional Parameters

These parameters need not be specified for the template to work. These are represented by a pair of square brackets (`[` and `]`) before and after the parameter's name in documentation pages.