recursal/Fanatic-Fandom huggingface dataset:
Rife Missile

## General

The Rife Missile fires a trio of missiles. On impact, each missile splits into three with a spread of 8 deg, travelling for another 4,500 m at 3,200 m/s before exploding.

## Strategy and Setup

### Advantages

This weapon has a large AoE, enabling it to multiply its damage against clustered enemies. Combined with high projectile speed and the mass amount of split projectiles, this is one of the best weapons to use against spawned ships, which may otherwise be difficult to hit.

Its huge spread is excellent at spreading debuffs on enemies.

### Disadvantages

The Rife Missile has relatively low range, so it is not recommended to equip on a ranger.

Its long charge time enables enemies to duck in and out of the firing arc without the weapon even firing.

The weapon's spread is not ideal against a single target as only one of the three main projectiles would hit it, resulting in one-third the damage output.

## Trivia

* The Rife Missile is the first Tier 9 weapon.
* Each primary and secondary projectile does one-third and 6.5%/6.8%/5.6% of the listed DPS respectively, thus the maximum damage across all of the projectiles is 158%/161%/150% DPS (by level).

## Gallery

* Switches firing a volley of Rife Missiles, but the target spawned ships have been mind controlled before the missiles reached them.
* Rife Missiles hitting various Liberatus Hulls.
Revelation Cruiser

## General

The Revelation Cruiser is a Tier 3 hull with advanced Miner Rebellion technology.

As a cruiser, this ship has great defensive capability and is designed to soak up damage.

## Strategy and Setup

### Advantages

The Revelation Cruiser is a strong, versatile ship. With the ability to equip two shields, this ship can absorb a lot of damage with minimal repair time. Its four armor slots ensure the survivability of the ship even after shields are depleted, while its four weapon slots give the ship decent firepower.

It is a common sniper decoy in situations where the Nighthawk Frigate would not work, e.g. against homing weapons or simply too much long-range weaponry. Repulsor Shields and other rechargeable shields can take advantage of the dual shield slots to become less susceptible to shield depletion. Strafe Thrusters can improve the ship's ability to dodge incoming projectiles, buying the time needed to initiate shield regeneration.

At Mk IV, the Revelation Cruiser obtains a 5th armor slot, becoming even tougher to destroy. With each mark upgrade, this ship gains bonus damage against frigates and cutters, although these ships often choose to run away when faced against upgraded Revelation Cruisers.

### Disadvantages

Revelation Cruisers are slow and thus vulnerable to kiting, both from long-range frigates and battleships. Therefore, a good build for fleet combat should use Rear Thrusters and weapons with decent range to prevent this from happening.

Destroyers that are Mk III or above make short work of Revelation Cruisers, destroying them within seconds.

## Upgrading

Note: Mk V Revelation Cruisers are exclusive to NPC Targets.

## Trivia

* At one point, years ago, the Revelation Cruiser was the most advanced ship able to be built.
* It used to be the only ship able to mount two shield generators. This has changed drastically with the introduction of other, more powerful cruisers.
* There used to be an Enhanced version of the Revelation available for purchase in the Black Market, but it has since been deprecated.
* A bonus to weapon speed was added to cruiser mark upgrades towards the end of 2017.
* All player ships had their Resurgence values modified as a result of the late February 2020 update.

## Gallery

* Revelation Cruiser in Civil War event banner
* A fleet of Revelation Cruisers during the Flash era of VEGA Conflict
* An Exodus Cruiser being quickly destroyed by Revelation Cruisers
* Revelation Cruiser armed with Impulse Beams in combat
* A fleet of Revelation Cruisers firing SICO Missiles
* Revelation Cruisers fighting Venom Battleships and Fury Battleships
* Revelation Cruisers being destroyed by Gharial Cutters
* Revelation Cruisers fighting a fleet of Hurricane Frigates
* Mk2-5 Revelation Cruisers
Scrapper

## General

The Scrapper is a fighter-class hull that, unlike other fighters, is more focused on defense.

Like other Tier 11 Retrocitor Hulls, even when its shields are exhausted, they can be recharged after a short delay.

## Strategy and Setup

### Advantages

Its maximum effective range has been increased to 4,500m, which is a huge boost so it can also use Tier 10 driver weapons.

Its innate kinetic resistance and high maneuverability make it the first choice against Ranger hulls, and it has more armor slots than previous fighters.

Its also has extremely high Health Damage and Ship Damage modifiers.

### Disadvantages

Its XP is so high that even with Spectre resistance it's hard to get a victory over Spectre Fleets in PvP.

It does not have any Overdrive and cannot be further enhanced in battle.

It cannot be equipped with all other specials except Tier 10 specials and Lab specials. Likewise, there is no way to equip those special credit versions to offset the modding time.

## Trivia

* Scrapper is the first Tier 11 ship.
* This Fighter is also the first player's ship since Tier 7 that does not have overdrive.
* Once, one of the Scrapper's weapon slots didn't work, and the other two (one of which was acquired at Mark IV) each had a 360° arc and a backwards 180° arc, this was in early March 2022 Repair after downtime maintenance.

## Gallery

* Mk I/II Scrapper angled HD render
* Mk III/IV Scrapper angled HD render
* Mk V/VI Scrapper angled HD render
Spectre Stasis Resistors

* Energy
* Explosive
* Kinetic

## Stats

 Hull XP
 Restricted to
 Antimatter  | 7,607,575

## General

The Spectre Stasis Resistors are designed for Spectre ships, providing Stasis Resist in addition to damage resistance.

## Strategy and Setup

### Advantages

The Spectre Stasis Resistors are an improved version of the Altairian Stasis Resistors. They feature improved Stasis Resistance compared to the Altairian versions, for improved mass efficiency.

It also retains the ability to confer resistance of a particular damage type on the hull.

### Disadvantages

Sadly, the Spectre Version of the resistors do not have variants for Alien, Plasma or Blight damage type.

The Resistors also only protect against one damage type, so they are useless against enemy ships that use more than 1 damage type. Stasis Resistance is also useless if the enemy doesn't use stasis weapons.

## Trivia

* Its icons appear to be advanced versions of the Spectre ECHO Resistors.
Scattershot Missile

Stats on this page have not been confirmed by KIXEYE!

## Stats

 Speed
 Spread

## Generay

The Scattershot Missile is a long-range Plasma weapon intended to disrupt enemy line formations.

It charges up then shoots a fan of 5 pink missiles in a set spread, similar to that of the Arc Missile, causing a series of massive visual explosions. However, they do not actually have any noticeable splash effect.

## Strategy

Spread out your ships to avoid multiple of your ships getting hit at once by this weapon. Alternatively, arrange your ships in single file so that only the lead ship gets hit.

Cutters can enter the minimum range of this weapon as quickly as possible.

## Trivia

* The Scattershot Missile was first seen in Ancient Hive Fleets during Ascension.
* The Scattershot Missile was originally named the Plasma Scattershot.

## Gallery

* An Ancient Hive firing a barrage of Scattershot Missiles as well as some Plasma Eradication Beams.
Snowball V2

## Stats

 Cooldown
 Hull XP
 Projectile Range
 Speed
 Stasis Duration
 Stasis Potency
 Stasis Cooldown
 Winter Damage
 Antimatter  | 0

## General

The Snowball V2 is essentially an upgraded version of Snowball that deals more damage.

## Strategy and Setup

### Advantages

This is basically the only way you can take down the Red Giant target within the time limit. Although it can also oneshot any other ship in the event, it is usually considered as a waste as those ships can be taken out via traditional means easily enough anyway.

It is an extremely cheap means to scratch enemy Ship Factories without getting in range of the turrets themselves. However, you still have to watch out for spawned ships such as the Blaze Sentry.

### Disadvantages

Against anything else, the Snowball V2 is all but useless due to its abysmal damage output.

Even its stasis debuff can be detrimental due to its long cooldown blocking other more potent stasis effects.

## Trivia

* This replaced the original Snowball in the 2021 re-run of Solstice, which introduced targets with more health requiring this new trigger to defeat them within the time limit.
* Snowball V2 I and Snowball II have the same meaning.
Sai Missile Turret

## Stats

The Sai Missile Turret is the base version of the Sai Missile, firing a spread of missiles in a fan like formation similar to the Bayonet.

## Strategy and Setup

### Advantages

The Sai Missile Turret's ability to pierce and cause explosions with every pierce allows it to deal large amounts of damage especially when enemy ships are grouped closed together. It also has a very long range, on par with most Projectile Weapons and the Bayonet Missile Turret, and can disrupt opponent's ability to dodge fire when combined with other turrets.

### Disadvantages

The Sai Missile Turret's projectiles are easily dodgeable, especially if the base is fully comprised of Sai Missile Turrets. The Sai's DPS is also split across the 3 missiles, effectively dividing the DPS of each missile by 1 third. Counter Pierce technology also greatly reduces the damage output of this weapon.

# Fusion=

 Sai Missile Turret
 Artefacts  | 0 | 0 | 150

## Trivia

* The Sai Missile Turret was released much later compared to the Epsilon ECHO Cannon Turret.

## Gallery

* Sai Missile Turrets firing at approaching Tyrants.
* Heavy Sai Missile Turrets on the Bridge and Combat Modules firing at approaching Tyrants.
* Xeno Sai Missile Turrets firing at Inquisitor Destroyer Elites.
Shadow Strike

***NOTE:THIS EVENT HAS ENDED AS OF 8TH OF FEBRUARY. VSEC SHADOW FLEETS ARE NO LONGER LAUNCHED AND INTEL IS NO LONGER OBTAINABLE***

## DESCRIPTION

Shadow Strike is the 17th major event to occur in Vega Conflict, and the second to feature a store.

## Event Information

 END TIME
 START DATE
 END DATE

 ANTAGONIST
 DEUTERAGONIST
 DURATION OF EVENT

## Event Prizes

 Burst Ray Turret II
 Burst Ray Turret III
 Valkyrie Carrier | Heretic Cruiser | 1,350,000

**Intel Per Fleet**

 30
 33
 35
 37
 40
 45
 50
 53
 55

## Event Fleet Layout

For more information about the event fleet layouts, please refer here: Main Event Targets/Iron Star

## Gallery

* Event Fleet payout
* Event Infographic
* Completed Event Store

## Trivia

* This event was first announced through the Facebook Page, rather than through the CMs.
* This event reused the event fleets from Evacuation, Emergence and Arms Race.
* This event did not have any base attacks, making getting all the prizes a massive grind.
* This event was also one of the hardest considering that the ships had a lot of armor and shielding and were very hard to take down.

## Video

**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
Striker Torpedo Turret

Stats on this page have not been confirmed by KIXEYE!

## Stats

 Speed
 Traits

## General

The Striker Torpedo Turret is a devastating Explosive base weapon that concentrates all of its available firepower into a single volley.

It fires a group of torpedoes (6 deg spread) at high speeds which suddenly slow down to 500 m/s at 2,500 m range. These torpedoes then home in towards enemies for a significant amount of time and have proximity trigger. Do note that both the primary and secondary phases of the weapon deal damage, unlike the Tracer Missile.

## Strategy

The Striker Torpedo Turret's projectiles are relatively slow and easy to dodge, just keep your distance to allow the homing effect to wear off.

Beware of the Torpedo's AoE radius and damage output, as this torpedo can deal high amounts of splash damage even at lower levels.

## Gallery

* Striker Torpedo Turret firing on Damocles Destroyers
Scorch Wing

## General

The Scorch Wing is a Tier 10 Spectre squadron that deals Explosive Damage and converted for base use.

## Strategy and Setup

### Advantages

The Scorch Wing is the most durable out of the Tier 10 squadrons, so it can better preserve its DPS while firing on the target.

### Disadvantages

It deals significantly less damage than the Dart Wing, so you may opt to use that instead against targets that are not as well-protected against squadrons.
Spatial Torpedo Launcher

Stats on this page have not been confirmed by KIXEYE!

## Stats

 Projectile Range
 Speed
 Spread
 Shield Bypass
 Traits

## General

The Spatial Torpedo Launcher is an area-denial Explosive base weapon that fires volatile torpedoes in random directions. It is unable to damage the health of shielded ships.

It swiftly deploys orange torpedoes directly away from the launcher to 4,000 m range, which then slowly travel at 500 m/s before exploding at 11,500 m range. Unlike its Void variant, the torpedoes at this stage can explode on contact. Note that the torpedoes have proximity trigger during the secondary phase.

## Strategy

The Spatial Torpedo Launcher gets progressively deadlier as it fires more and more torpedoes, covering the vicinity with a sea of orange. Each torpedo does a ton of damage, often depleting defenses in one or two hits. Explosive resistant shields such as the Shockwave Shell are highly recommended because not only do the torpedoes deal little damage to the shields, but are also unable to deal any health damage via bleedthrough.

Bring long-range ships such as destroyers and carriers to destroy them as soon as possible once you enter their range.

## Trivia

* The Spatial Torpedo Launcher was first seen in Altairian Siege targets after the launch of Deep Space. It was revealed after that of its Void variant.

## Gallery

* Spatial Torpedo Launcher firing in all directions
Victus Noir

**Victus Noir** is a commander who recently joined the ranks of the Miner Rebellion. His insights into Pharmakon designs and systems affords them an edge in battle.

## History

Limited information about Victus Noir is known. He appeared shortly after the Pharmakon debutted, and his knowledge and accurate insights into their designs and systems allows him to provide additional buffs and thus allow them to better counter the Umbra plague.

## Profile

He is seen wearing a Jacket with a hoodie, and is presumed to be carrying a backpack. He has some sort of gadget on his right arm.

*Main article:* Fleet Commanders/Victus Noir

With his experience in Pharmakon designs and systems, Victus Noir is capable of boosting the Phase Screen as well as charge rate of Pharmakon Hulls. He also confers additional blight resistance and allows hulls to deal additional health damage. With a full fleet of Pharmakon Hulls, Victus Noir causes the fleet to deal additional plasma damage.

## Trivia

* Victus was introduced as a character with the Fleet Commanders Feature in December 2018.
Reverb Ray

## General

The Reverb Ray is a potent Energy weapon with a chain ability that amplifies damage with each bounce. It is limited to cruisers.

It fires a thick yellow bolt that ricochetes onto nearby targets in the same manner as the ECHO Ray.

## Strategy and Setup

### Advantages

Reverb Rays have great damage potential, dealing over thrice the normal DPS at maximum. They are also incredibly lightweight, allowing the use of more advanced specials, shields, and armor on your cruisers. Make sure to equip Focused Optics or Ionized Optics to open fire sooner.

### Disadvantages

Reverb Rays have relatively short range, making it easy for battleships to kite you. Equipping Focused Optics or similar specials greatly enhances your ability to fire back at them.

Reverb Rays are very ineffective against a single target due to the low DPS. They are also unable to focus fire properly as the target that gets the most damage is also the target that receives the last bounce, and you cannot directly control it.

## Trivia

* Each bounce increases the damage output by 10%/20%/30% according to level.
* In the event trailer, no information was ever shown about this weapon.
* Originally, weapons could not chain across squadrons, making this weapon extremely weak to them.

## Gallery

* Reverb Rays being fired at Basilisk Cutters
* Reverb Rays in a cruiser battle
Stalker Missile

Stats on this page have not been confirmed by KIXEYE!

## Stats

 Speed
 Shield Bypass
 Traits

## General

The Stalker Missile is a medium-range Explosive weapon that homes in towards its targets and detonates with a large area of effect.

It takes the appearance of a Frenzied Scatter Missile in combat but has a lighter coloration.

## Strategy

This weapon has very large AoE; spread your ships far apart to prevent it from multiplying its DPS.

While the Stalker Missile cannot be dodged, it is no longer a threat once your entire fleet is within the minimum range.

## Trivia

* The Stalker Missile was first seen in Geir's Fortress during Eradication.
* This weapon was originally named the Hunter Missile, but due to the release of the Hunter Swarm it had been renamed to the Stalker Missile.

## Gallery

* Geir's Fortress Harvester fires a barrage of Stalker Missiles at a Covenant Cruiser
Scorch Squadron

## General

The Scorch Squadron is a Tier 10 Spectre squadron that deals Explosive Damage.

## Strategy and Setup

### Advantages

The Scorch Squadron is the most durable out of the Tier 10 squadrons, so it can better preserve its DPS while firing on the target.

### Disadvantages

It deals significantly less damage than the Dart Squadron, so you may opt to use that instead against targets that are not as well-protected against squadrons.
Spectre Basic Dissipators

* Energy
* Explosive
* Kinetic

## Stats

 Antimatter  | 7,607,575

## General

Spectre Basic Dissipators are Spectre Basic Resistors adapted for use on modules.

## Strategy and Setup

### Advantages

The Spectre Version of Dissipators are basically improved versions of the standard Dissipators used in bases. They offer the same amount of damage resistance for half the mass, granting double the mass efficiency.

### Disadvantages

Currently, no variant exists for other damage types like Alien, Plasma and Blight, meaning enemy ships can circumvent the resistance by using these damage types. They are also slightly more expensive to equip as compared to the standard Dissipators.

## Trivia

* As of current, Spectre Energy Dissipator grants 0 XP instead of the listed XP value, which is probably a bug.
Skoll

**Skoll** is the leader of the Golden Wolves, a well-known Marauder Clan which has since absorbed a rival clan known as the Scryptics into them during a recent clan war.

## History

Skoll instigated a war with the Scryptics and his Golden Wolves, and was successful in absorbing the Scryptics into his own ranks. Rhea Dage has since made contact with him, and found out that the Marauders do not like having their Solar Shards stolen by the Miner Rebellion.

He sympathized with Rhea Dage's cause, but could not allow Algol to be killed at her hands due to his status, instead offering any one of his crew instead. Rhea politely declined, saying it wasn't her way of justice.

Later, when Rhea deciphered the carvings in Algol's quarters, he talked Rhea into building the device that the carvings described. The Device however resonated with the Blood Amber and Algol, causing worm-like creatures to emerge. After destroying the device and worms, Skoll is now watching over Algol, who was left in a critical condition.

## Profile

While an official image is not available, Skoll is described by Rhea Dage to be an extremely tall man, 7 foot tall. He also wears bear skin and an eye patch. He is extremely strong as well, as although Rhea beat him in an arm wrestle, she needed to replace some parts to regain fine motor control, hinting that she injured herself in the process.

He has odd rituals, such as towing a skeleton behind his ship, known as a 'Trevor'.

He is sympathetic to Rhea's cause, as evidenced by him convincing Rhea to build the device from the carvings.

## Trivia

* Skoll is the first Marauder Character introduced.
Shockwave Screen

## General

Pharmakon Screens are a form of defense used by the Pharmakon. They provide an additional layer of protection, with resistance against a particular damage type.

## Strategy and Setup

### Advantages

Screens are the main form of defense for the Pharmakon Hulls, much like Ablation is for Umbra Hulls, and Shields are for Altairians. For more information, see the Screens page.

In terms of specialization against a particular damage type, Screens are the middle ground between Altairian Shells (which are very strong against one damage type but have negative resistance against other damage types) and Ablative Armor (which only have mediocre resistance but can apply to a variety of damage types)

Shield Bypass effects do not affect Screens, thus cutting down on repair time when fighting against enemies with high shield bypass (e.g. Eclipse Drivers).

Having resistance against Explosive weapons, Shockwave Screens are best used against ships armed with weapons like Sai Missile, or Nova Missile.

### Disadvantages

Ships in Phase State have lower damage output due to the longer charge and cooldown times.

If the enemy's damage output outpaces the Phase Charge Rate, then your fleet may become unable to enter Phase State to escape. If your Screen Energy reaches zero, any excess damage will go directly to your health.

## Trivia

* The release notes for the late April 2019 update revealed that Pharmakon Screens (except Blight Screens) additionally had a hidden stat that gave them 50% resistance to Blight damage. This has since been made visible.
* The Shockwave Screen was granted immunity to Explosive Nebula Fields in the late April 2019 update.
* The Phasing revamp during early November 2019 reduced the Screen Energy and repair time of all T7 Screens by 75%. Screen Defense has been reduced to 85% (when not in Phase State). Phase Screen Charge has been buffed slightly from 1/6th of Screen Energy to 17%. Phase Threshold has been removed.
* Shockwave Screen has received immunity to Plasma and Blight Nebula Fields in the early November 2019 update.
* All Screens were given 25% extra Screen Energy and 5% extra Defense in the late February 2020 update.
* Its repair time was nullified as a result of the late September 2020 update, which updated the repair time of all Tier 7 ships to be invariant to equipment.

## Gallery

* Shockwave Screen I Infobox
* Shockwave Screen II Infobox
* Shockwave Screen III Infobox
Siege Casing

## General

The Siege Casing boosts Kinetic weapons by accelerating projectiles and increasing damage to modules, while additionally providing a small amount of Kinetic-resistant health. It is restricted to T6 destroyers and above.

## Strategy and Setup

### Advantages

Siege Casings are most suited for sniping, enabling your destroyers to deal more damage to enemy modules while also being able to sustain against long-range Kinetic base weapons.

Siege Casings are also useful in fleet combat; the increased projectile speed acts like Iridium Magnets, vastly improving the accuracy of your weapons.

This special has many bonuses yet takes up almost no mass, making it a great choice for your destroyers.

Note that it cannot be stacked with other Siege Casing variants, unlike the Beam Capacitor.

### Disadvantages

The Harmonic Siege Casing is more efficient except in fleet combat or when you only have one ship equipped with this special.

## Trivia

* Siege Casing was not unlocked to Umbra and Pharmakon when the respective factions were released. This was fixed in the late February 2019 update.
* Along with other T6 equipment, this item's build time was significantly reduced during the late April 2019 update as summarized here.
* Its repair time was nullified as a result of the early February 2021 update, which updated the repair time of all Tier 6 ships to be invariant to equipment.

## Gallery

* Siege Casing I blueprint
* Siege Casing II blueprint
* Siege Casing III blueprint
Spectre Pierce Resistors

* Energy
* Explosive
* Kinetic

## Stats

 Hull XP
 Restricted to
 Antimatter  | 7,607,575

## General

The Spectre Pierce Resistors are designed for Spectre ships, providing Counter Pierce in addition to damage resistance.

## Strategy and Setup

### Advantages

The Spectre Pierce Resistors are improved versions of the Altairian Pierce Resistors, featuring improved counter pierce for greater mass efficiency.

They also retain the ability to confer resistance for a particular damage type to any hull equipped to it, reducing the damage taken for any weapon that deals that damage type.

### Disadvantages

Unfortunately, the Spectre versions of the resistors do not have variants that resist alien, plasma or blight damage. They can also only grant resistance to one damage type, making them useless if the enemy uses a different damage type from the one being resisted.

Counter pierce is also useless if the enemy doesnt use piercing weapons.
Sai Missile

## Stats

Note 1: Xeno Sai Missile is only available to Altairian ships.

Note 2: Fragment crafting yields a Credit that can be instantly equipped.

## General

The Sai Missile is a medium-range Explosive weapon with the ability to pierce multiple targets, similar to the Bayonet Missile. It is restricted to Altairian Hulls.

It fires a trio of missiles in a fan like formation with a short reload between each volley.

The Heavy Sai Missile is a powerful version of the Sai Missile, with improved damage and mass efficiency.

The Xeno Sai Missile is an advanced version of the Sai Missile that deals Alien Damage, taking on a green coloration.

## Strategy and Setup

### Advantages

With its ability to Pierce, the Sai Missile's ability to deal damage increases massively if enemy ships are grouped close together as the missile causes an explosion every time it pierces an enemy. The combined effect of all the splash effects of missiles is able to thus cause devastating damage to tightly clustered hulls.

### Disadvantages

The Missiles do travel rather slowly, thus necessitating the need for either Volatile Fuel or Neutrino Fusion. Thus, without those specials, the weapon will be unreliable on its own. Ships equipped with Counter-pierce tech, or built in with counter pierce tech such as the Paragon Battleship is also able to negate the piercing effect of the weapon, thus greatly reducing the damage output of this weapon.

## Trivia

* The update of early August 2018 removed time and resource costs of Sai Missile fragment crafting.
* The Blueprint for the Xeno Sai Missile was only released once(as of 30 November 2018).
* The Xeno variant of this weapon 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 Blight Nova Missile in the May 2019 update.

## Gallery

* Oligarch Paragon Battleships firing Sai Missiles at Exterminator Destroyers
* The large AoE of the Sai Missile with Barrage Overdrive
* A Combination of Heavy and Xeno Sai Missiles being fired from an Elite Paragon Battleship.
* Mk V Paragon Battleship Firing Eclipse Drivers and Heavy Sai Missiles at Enemy Paragon Battleships.
* Xeno Sai Missiles combined with Barrage Overdrive in a Base.
* Sai Missiles being fired alongside Epsilon ECHO Cannon
* Xeno Sai Missiles fired from Elite Paragon Battleships
* The Massive AoE Radius of the Sai missile while under Barrage Overdrive
* Sai Missiles fired from Paragon Battleships.
* Elite Inquisitor Destroyers dealing large scale carnage with Xeno Sai Missiles.
Siege Driver

## General

The Siege Driver is a devastating Kinetic weapon designed for base attacks.

It fires light-blue orbs that move slowly, resulting in a tiny explosion at the target's position when the projectile was fired.

## Strategy and Setup

### Advantages

Siege Drivers have a very long range similar to the Mass Driver. They also deal a lot of damage for a Kinetic weapon, allowing your ships to take down enemy Combat Modules sooner.

Their explosion enables them to hit two modules at once if you align the edge of the further module with your maximum range.

Siege Drivers have a low fire rate, allowing this weapon to do a ton of damage per shot, often one-hit killing any ships that run into them.

### Disadvantages

Siege Drivers are useless in fleet combat due to their huge minimum range and slow projectiles, causing them to rarely if ever hit enemy ships.

They are also prone to overkilling modules due to their slow fire rate and projectile speed. This can be remedied by equipping Iridium Magnets or simply targeting the next module once the killing blow has been fired.

Siege Drivers are incredibly massive, severely restricting what other equipment can be used on your ships.

## Trivia

* The Siege Driver, along with the Brimstone Torpedo, have the narrowest firing arc out of all player-obtainable ship weapons.

## Gallery

* Old Siege Driver I blueprint
* Old Siege Driver II blueprint
* Old Siege Driver III blueprint
* Siege Driver shots can be distinguished by the glowing blue ball at its head
* Siege Drivers are base attack oriented weapons
* Siege Drivers used in kiting
Solar Special Module

* Torpedo

## General

The Solar Special Module is a combat module utilized by VEGA Mining in their Mining Outposts that have unique abilities.

## Solar Torpedo Module

The Solar Torpedo Module has a Void Spatial Torpedo Launcher, which deploys Void torpedos that are slow but devastating. After 10–20 seconds, the vast number of torpedos makes the area quite challenging to navigate without taking massive damage.

To avoid this "minefield" scenario, only get in range of one Torpedo Module at any given time. Take it out as soon as possible before it fires too many torpedos at you.

When destroyed, heavy collateral damage is done to all modules within 4 tiles, decimating them.

## Gallery

* Solar Special module armed with Void Spatial Torpedo Launcher.

## Trivia

* The Solar Torpedo Module has the furthest-reaching collateral damage at 4 tiles.
Strafe Thrusters

## General

Strafe Thrusters are basic thrusters designed to increase strafe speed.

## Strategy and Setup

### Advantages

Strafe Thrusters are excellent on frigates due to their relatively narrow firing arc, enabling them to fire at enemies while simultaneously flying away, without the need to completely turn away in order to gain distance.

They are also used on sniper decoys such as cruisers and frigates, which greatly enhances their ability to dodge incoming projectiles.

Ships with Strafe Thrusters can outmaneuver enemies in close combat, staying inside their blind spots while still being able to fire at them.

### Disadvantages

Strafe Thrusters reduce turning speed similar to Rear Thrusters, although the penalty is less severe.

They perform worse than Rear Thrusters in most kiting/catching situations because your maximum speed (i.e. your forward speed) is not boosted, preventing you from gaining/closing distance.

## Trivia

* By equipping a frigate with Strafe Thrusters V, it becomes more efficient to strafe than to move straight forward. This is further exaggerated for the Osprey Frigate.

## Gallery

* Talon Frigates with Strafe Thrusters easily flank Longbow Destroyers during the Flash era
Spectre Squadron

## General

The Spectre Squadron is an advanced Kinetic squadron with increased shield bypass.

It engages targets from the side rather than traveling straight towards them and has a distinctive spiky appearance.

## Strategy and Setup

### Advantages

Spectre Squadrons deal even more damage than Bomber Squadrons, travel faster and have the same range. Their increased shield bypass comes in handy during fights involving regenerating shields.

Spectre Squadrons flank their targets. When combined with straight-flying squadrons, enemies find it difficult to defend from all angles. They are great against ships that have a narrow firing arc, such as destroyers and cutters, as they are forced to turn their ships to shoot the squadrons.

### Disadvantages

Due to their flight pattern, Spectre Squadrons often run into the dual firing arcs of battleships that are flying directly towards or away from them, and are easily taken out.

Spectre Squadrons have a short flight time, this severely limits the damage they can deal since they take at least 5 seconds to reach their targets from maximum range. Elite Squadrons can solve this issue if you have the slots and mass to spare.

## Gallery

* Spectre Squadrons up close
* Spectre Squadrons ripping apart an Alien Hive
* A Dominion Carrier launching Spectre Squadrons
Spectral Shell

## General

The Spectral Shell is a ship shield that is highly resistant to Energy Damage, but takes increased damage from other sources. It can only be used on Altairian Hulls.

Note that its Counter Chain ability is useless upon losing shields.

## Strategy and Setup

### Advantages

Spectral Shells have excellent shield energy and mass efficiency, even greater than that of the Harmonic Exophase Shield.

Spectral Shells are especially useful against Epsilon ECHO Cannons, being able to resist Energy Damage as well as their Chain effect.

### Disadvantages

Spectral Shells are unable to recharge unlike the Diffuser Shield, meaning that the maximum shield energy is somewhat limited.

Spectral Shells have negative resistance to other damage types, making them vulnerable against non-Energy damage, especially Alien and Plasma damage, which are extremely common in Alien Event Targets.

## Trivia

* Hulls with active Spectral Shells glow yellow, similar to the Spectral Shield.
* The Spectral Shell was granted immunity to Energy Nebula Fields in the late April 2019 update.
* Spectral Shell has received immunity to Alien and Plasma Nebula Fields in the early November 2019 update.
* Its repair time was nullified as a result of the late September 2020 update, which updated the repair time of all Tier 7 ships to be invariant to equipment.

## Gallery

* Spectral Shell I blueprint
* Spectral Shell II blueprint
* Spectral Shell III blueprint
Solar Burst/Bounty

## Event Information

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

## Target Payouts

**BOUNTY PAYOUTS**

 130
 130
 130
 130

## 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
Spectral Pike

Stats on this page have not been confirmed by KIXEYE!

## Stats

 Spawn Interval
 Spawn Rate
 Spawn Limit

## General

This spawner can swarm enemies with Pikes each equipped with Resolute Shields and three Surge Beams. Unlike player spawners, spawned ships are not automatically destroyed when the parent ship is defeated.

Pikes have a 65-degree firing arc and are significantly slower than spawned ships that are available to the player such as the Blaze Phantom.

## Strategy

Unless you destroy the ship containing the spawner (i.e. the Broadsider), it will continue to warp in Pikes, making it a priority target.

This Pike has relatively short range and is thus easy to kite. Applying Weapon Disrupted debuff will also mostly disable this spawned ship's offense.

## Trivia

* The Spectral Pike was introduced close to the launch of the Tier 9 season, in the Liberatus Beetle target during the first Mobilization for the Spectre faction.
Umbra Weapon Disruption Resistors

* Energy
* Explosive
* Kinetic
* Alien
* Blight

## Stats

 Restricted to
 Antimatter  | 7,607,575

## General

The Energy, Explosive, Kinetic, Alien and Blight Weapon Disruption Resistors protect your ships from Weapon Disruption effects. It is restricted to Umbra Hulls.

## Strategy and Setup

### Advantages

The Weapon Disruption Resistor is able to protect your hulls from the debuff given by the Wraith Cruiser's Culling overdrive, thus ensuring that they still have some means of retaliation even when their defenses are down.

It also grants damage resistance, reducing the amount of damage taken from weapons of the same type as the resistor.

The Blight variant is one of the few ways to further enhance your resistance to Blight Damage, improving the effectiveness of your ships against various Umbra Event Targets and some player Umbra Hulls.

### Disadvantages

As only the Wraith Cruiser inflicts Weapon Disruption, this resistor is even less efficient than Basic Resistors when facing any other ship, making the resistor situational at best.

Even against enemy Wraith Cruisers, the mass requirement of this resistor is so high that you should think twice before equipping it.

Do note that you must equip two Weapon Disruption Resistors to effectively defend against the most powerful effect of Weapon Disruption - Fire Disruption. If you only equip one resistor, each hit will have a 50% chance of going through your resistance. This means that for a Wraith Cruiser with 4 weapon slots, the probability of defending against every hit is 50% to the power of 4, which is a measly 6.25% chance. Then raise that number to the power of however many Wraith Cruisers the enemy has, and you end up with basically 0%.

## Trivia

* This is the first Umbra resistor introduced into the game.

## Gallery

* Explosive Weapon Disruption Resistor infobox
* Kinetic Weapon Disruption Resistor Infobox
* Energy Weapon Disruption Resistor Infobox
* Alien Weapon Disruption Resistor infobox
* Blight Weapon Disruption Resistor infobox
Savage Battleship

## General

The Savage Battleship is a modified variant of the Ogre Battleship, utilized by the Marauders.

## Strategy and Setup

### Advantages

The Savage Battleship retains the advantages of the Ogre, designed for devastating targets with its large amount of weapon slots. Its Bloodlust ability also grants it increased Splash radius and damage as it continuously destroys targets.

It also has Void resistance, reducing damage taken from void weapons, as well as a large amount of counter chain and counter pierce, reducing the effectiveness of weapons like the Void Sai Missile or Void Epsilon ECHO Cannon.

### Disadvantages

Like the Ogre, the Savage's max mass is a very large limiting factor when outfitting the ship, meaning players will have to sacrifice either durability or firepower to stay within the mass constraints of a fleet bay as well.

Being a Battleship, it is vulnerable to Cutters and Battlecruisers and will go down relatively quickly. It is also not as durable as the Lunatic Cruiser and it will go down much faster.

## Trivia

* All player ships had their Resurgence values modified as a result of the late February 2020 update.
* The repair time of all Tier 7 ships apart from dreadnoughts has been standardized to a flat 2 hours (similar to existing Tier 8 ships) in the late September 2020 update.

## Gallery

* Mk I/II Savage Battleship angled HD render
* Mk III/IV Savage Battleship angled HD render
* Mk V Savage Battleship angled HD render
* Mk VI Savage Battleship angled HD render
* Savage Battleships fighting Ogre Battleships.
* Savage Battleships kiting Bastion Cruisers.
* Savage Battleships taking out fleeing Bastion Cruisers.
* Savage Battleship Concept Art
Storage Module

## General

The Storage Module has the capacity to hold vast amounts of Helium-3 and Mineral Ore, making it the primary storage within a base. Antimatter, however, is extremely dangerous and can only be contained inside an Antimatter Silo.

When destroyed, the defender loses a hefty amount of its stored resources, with the attacker gaining the same amount plus a bonus that is based on the time passed since the previous incursion. Attacking fleets can store up to 500% of the normal cargo capacity this way.

Note that merely damaging this module does not result in any resource transfer; it must be fully destroyed for resources to be stolen.

## Strategy

You need resources to do almost everything in the game. Therefore, it is extremely important that you adequately protect Storage Modules from enemy attacks.

Most enemies will try to take resources using ships that have long range, such as destroyers and carriers. To counter this, set up long-range Combat Modules such that the enemy can never snipe them without taking hits in return, making resource milking as costly as possible. Minimize the number of Storage Modules in your base to give resource stealers fewer potential targets.

Another way to limit your resource loss is to not put any armor on Storage Modules and clump them right next to each other. When one of them is destroyed, the Collateral Damage would destroy all of the others, filling up the enemy's cargo capacity instantly, but that is all they can take from you, which is much better than filling up their cargo each hit and allowing them to come back for more.

You can armor up your Storage Modules to make it even more difficult for enemies to destroy them. However, this risks setting up your base to be easily prepared ("prepped") - destroying key defenses without crossing the 75% health threshold, weakening the base for the next attack - because the proportion of the overall health pool taken up by defensive structures is diminished, enabling the enemy to take out more defenses in the initial attack. Shields can achieve a similar defensive bonus without inflating your overall health pool, so try to use that instead of armor to deter enemies.

## Trivia

* Storage Modules used to have a different appearance that had visible storage facilities for containing Zynthium. Zynthium has been deprecated as a resource however.
* All Miner Rebellion modules (except Terminus Mines) received Anti-Pierce in the mid-January 2020 update which is basically infinite Counter Pierce.
* The Storage Module XV was released in the late March 2020 update.
* The Storage Module had its build and upgrade times reduced by 30% up to level XIV in the late April 2020 update.
Vector

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Vector** may refer to:

* Vector (Hull), a Tier 8 Pharmakon ranger.
* Vector (Event), a feature event debuting the Wraith Cruiser.
Spectre NET Field Generator

## Stats

 Support
 Restricted to
 Ship Lab Required
 Antimatter  | 43,237,250

## General

The Spectre NET Field Generator grants a Spectre carrier the ability to generate the Spectre NET Field, reducing the speed of enemy ships within.

## Strategy and Setup

### Advantages

The Spectre NET Field is best used defensively - kiting fleets can make use of this field to continuously slow their enemies. Its greatest advantage over the Spectre Agility Field Generator is that it also slows enemies relative to your carrier (since the Spectre Agility Field does not affect friendly carriers). Moreover, as the stasis effect is percentage-based and kiting ships generally have a lower base speed, the speed penalty applied to enemies is greater than the speed buff you would otherwise get from the Spectre Agility Field, potentially buying you more time to destroy enemy ships before they get in range to fire.

Compared to the original Stasis Field, this field also affects enemy carriers (but not ships in Phase State, not that it matters), and lingers for one second even after the enemy leaves the field.

### Disadvantages

The Spectre NET Field does not stack with other stasis effects. In general, you should use the Spectre Agility Field Generator if you already have other sources of stasis.

This special has the highest XP value out of all Spectre equipment. If you wish to keep a lower level fleet, you should think twice before equipping it.
Sunder Thruster

## General

The Sunder Thruster is an Umbra Thruster that provides increased mobility to hulls at the cost of a lower Ablative Recovery, and an additional penalty to the Ablative Recovery from dealing Blight Damage.

## Strategy and Setup

### Advantages

The Sunder Thruster provides additional forward speed and turning speed without any noticeable speed penalties, much like the Zephyr Thruster, meaning ships will retain their strafe speed, as compared to Harmonic Chase Thruster and any other ships below it.

### Disadvantages

The Sunder Thruster penalizes the amount of ablative recovery, resulting in ships with this thruster regaining less ablative health when dealing damage, thus resulting in a noticeable decrease in durability.

## Trivia

* This is the first Umbra Thruster in existence.
* The Sunder Thruster used to suffer from a bug in which Ablative Blight Recovery is also being reduced but this is not being shown in the thruster's stat block. The stat has been made visible in the late May 2019 update.

## Gallery

* Sunder Thruster I Infobox
* Sunder Thruster II Infobox
* Sunder Thruster III Infobox