recursal/Fanatic-Fandom huggingface dataset:
Training Simulation/The Federation

## Description

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

Training Simulation: The Federation is the second out of six Training Simulation campaigns and focuses on VEGA Mining technology.

## Requirements

* Joined the game at least 1 day ago
* Completed Training Simulation/Rebel Tech

## 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.

## 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.

Welcome back, Commander.
In this Campaign you will be facing the Rebellion's oldest adversary, VEGA Federation.
VEGA's Mining Division are a pivotal part of the Federation, just like the Rebellion once was. Their ships were initially built for mining resources, however due to the conflict that arose, they were quickly converted for combat and have been equipped with military grade tech.
We have fought and won numerous battles against these fiends and by completing this training you will learn why we Rebels are superior.
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.

In the next encounter, focus on mastering the basics. Avoid enemy fire by using strafing techniques and out-pilot these Federation-Scum!
  x1

 Destiny Cruiser Blueprint
 Gharial Cutter Blueprint
 Dread Battleship Blueprint
 Scythe Destroyer Blueprint
 Ragnarok 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.

Give it a try, Commander.
  x6

* 1x Spectral Shield V
* 1x Rear Thrusters IV
* 1x Iridium Magnets V
* 2x Zynthium V
* 6x Gladius Driver II
 Apocrypha Cruiser Hull, pre-fitted with:
* 2x Metaphase Shield II
* 1x Focused Optics V
* 1x Ion Modulator V
* 4x Zynthium V
* 4x Thermal Beam II

## 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.

If you continue to thrive and succeed in these combat situations you will become one of the Rebellions most adept pilots and a true asset to our allies.
I shall see you tomorrow again, Commander.
  x2
  x2
  x1

## Trivia

* Training Simulation: The Federation originally appeared on Day 4 of joining the game prior to the mid-January 2020 update.
Void Epsilon ECHO Cannon

## General

The Void Epsilon ECHO Cannon is a powerful Void weapon with the ability to bounce across nearby targets, dealing extra damage.

It fires three thin purple pellets which pass through blocking enemies before reloading.

## Strategy and Setup

### Advantages

Like its other damage counterparts, the Void Epsilon ECHO Cannon has the ability to chain its damage accross multiple targets, increasing its DPS by a large amount.

Its range can be improved with Void Ionization, thus making it really difficult for battleships to kite fleets with this weapon.

### Disadvantages

Like other chain weapons, Void Epsilon ECHO Cannons are ineffective against a single target; even Void Pulse Cannons exceed their mass efficiency. As a result, it becomes difficult to focus down one target at a time. Counter Chain technology such as Void Shells render them much less powerful.

Void Epsilon ECHO Cannons have a massive 50% damage penalty against modules, making them unsuitable for base attacks.

## Trivia

* Each bounce reduces the damage output by one-third.
* It has a similar firing pattern to the Rebound Ray that is used on the Reaper Harvesters.
* The Void Epsilon ECHO Cannon is the first T7 Void Damage weapon.
* Void Epsilon ECHO Cannon III was NOT released as it had an initial range of 0-4,200 m. This was later fixed.

## Gallery

* Blackguard Cruisers firing Void Epsilon ECHO Cannon at a retreating Tyrant and Vanquisher Carrier Elite.
* Blackguard Cruisers firing Void Epsilon ECHO Cannons at a Prophet Flagship.
Voltaic Thrusters

## General

Voltaic Thrusters are PvP-oriented Harmonic Chase Thrusters. They can only be used on Marauder Hulls.

## Strategy and Setup

### Advantages

Voltaic Thrusters give the same speed boosts as the A.X.I.S. variant, enabling your ships to perform the basic functions of kiting and blitzing.

### Disadvantages

Voltaic Thrusters lack the fleet-wide Harmonic Agility bonus of the Harmonic Chase Thruster, meaning that your ships will have great difficulty catching up and running from fleets consisting of purely A.X.I.S. Hulls. Mix-and-matching ships from both factions can somewhat alleviate this problem.

## Trivia

* This is the first thruster released for Marauder Hulls.

## Gallery

* Voltaic Thrusters I stat card
* Voltaic Thrusters II stat card
* Voltaic Thrusters III stat card
Umbra Base Weapons

## General

Umbra base weapons are base-adapted versions of the ship weapons utilized by Umbra ships.

Like the A.X.I.S. and Xeno Division counterparts, their weapons have regular, heavy and elemental versions, with heavy weapons dealing more DPS, and elemental Versions dealing the most Damage as well as Alien/Blight/Plasma DPS.

## Missile Weapons

Nova Missile Turret | An explosive weapon that fires out missiles capable of splitting in a fan-like formation.

## Driver Weapons

Atomic Driver Turret | A kinetic weapon that fires projectiles that can explode and deal splash damage.
Thermal Ray Turret

## General

The Thermal Ray Turret is the most basic base weapon, with the first tier already unlocked at the start of the game. They are commonly seen in low-level bases as well as medium-level ones.

It fires bursts of thick yellow bolts at targets with a slight spread.

## Strategy and Setup

### Advantages

Thermal Ray Turrets have excellent firepower, particularly at higher levels. Use Focused Apertures to extend their range, or Ion Rechargers to decimate shielded ships.

They are also fairly lightweight, allowing your Combat Modules to equip higher-level armor and shields.

### Disadvantages

Thermal Ray Turrets have very low range, making them sitting ducks for long-range destroyers and battleships, even when equipped with Focused Apertures V. Many beginners mistakenly only use Thermal Ray Turrets for base defence due to their DPS, allowing snipers to take out their entire base for zero damage. It is advised to mix in some Coil Driver Turrets for protection against snipers.

Unlike most Energy weapons, the projectiles fired from Thermal Ray Turrets do not home in towards their targets, making them easy prey for agile frigates which can dodge the shots at maximum range.

## Trivia

* The Thermal Ray Turret was once called the Heavy Beam Laser, which had been renamed to Thermal Laser Turret.
	+ Since Disruptor Rays were originally called Beam Lasers, this weapon is technically "Disruptor Ray Turret".
* A Thermal Ray Turret I is automatically equipped to new Combat Modules.
* After recent patches, it is the only turret that costs no Antimatter to equip for all levels.
* The equipping time of all old blueprint items for bases was reduced by half during the May 2020 update.

## Gallery

* Thermal Ray Turret I stat card
* Thermal Ray Turret II stat card
* Thermal Ray Turret III stat card
* Thermal Ray Turret IV stat card
* Thermal Ray Turret V stat card
* Heavy Beam Laser art
* Combat Module X with Thermal Ray Turret V
* Thermal Ray Turrets taking out corvettes.
* Thermal Ray Turret firing on Talon Frigate.
Warden Thruster

## General

The Warden Thruster is a Spectre thruster that not only provides better mobility, but also better Prime Shift delay timers for its dreadnoughts.

Note that it can be equipped on both the Torus Dreadnought and Executor Dreadnought.

## Strategy and Setup

### Advantages

The Warden Thruster may be suitable for PvE-fitted dreadnoughts as it reduces the time needed to travel between enemy groups, as well as lengthens the period before the ship starts to lose Prime Shift Charge, so that it can maintain its Prime Shift abilities throughout the whole combat.

### Disadvantages

In PvP, this thruster is generally not worth the hefty amount of ship mass it takes up.

## Trivia

* It is the only thruster other than the Ifrit Thruster that can be equipped on dreadnoughts.
Triadic Vulcan

## General

The Triadic Vulcan is a shotgun-like kinetic damage weapon utilized by the Pharmakon.

## Strategy and Setup

### Advantages

The Triadic Vulcan fires a spread of projectiles that are spread out over a fan, similar to the much older Tempest Driver, making it extremely damaging at close quarters.

It also has the ability to pierce multiple targets, which is supplemented by the hull bonus on the Omega, making it able to deal wide spread damage if targets are lined up or grouped close together.

Its Long range puts it on par with the other T7 Kinetic weapons like the Lancer Driver or Atomic Driver.

### Disadvantages

The Triadic Vulcan still has a minimum range, unless it is equipped to the Renascence Battlecruiser, making it vulnerable to any ship that is small enough to get in its blind spot.

Its DPS is spread out over each projectile, making it possible to take less damage by reducing the number of hits taken. Agile ships can also avoid the shots as well, causing the weapon to require a projectile speed modifier to be more effective.

The Weapon is restricted to Altairian, Pharmakon and Umbra Hulls, and the Level IV version, being an RI, is limited to the number the player has crafted.

## Trivia

* The Weapon is the second Vulcan weapon, first being the Prime Vulcan.

## Gallery

* Manticore Battlecruisers being battered by Triadic Vulcans.
* Triadic Vulcans piercing through multiple Zeus and Cavalier Cutters
Unstable Reactor

## General

The Unstable Reactor is a unique thruster that functions similarly to Fusion Thrusters speed-wise, but has the added ability to explode for massive damage upon destruction of the ship. It is restricted to Iron Star Company Hulls.

The damage of the explosion scales up with both the power and the total health of the ship as shown on the stat card (excluding bonuses from Fleet Commanders).

## Strategy and Setup

### Advantages

Unstable Reactors are very effective in close combat because your ships will wipe out anything nearby when they are destroyed. Naturally, Python Cutters and Hurricane Frigates are the first choice in fleet combat as their speed enables them to effortlessly face-hug enemy ships as they die. Unstable Heretic Cruisers excel in base rushes, with each explosion significantly damaging many modules at once due to the cruisers' high health.

They are also used on Vigilante Battleships, Machete Destroyers and Freyja Carriers as an anti-blitz weapon to counter attacks from cutters and to some extent, frigates. Note that damaged ships will still explode with respect to their maximum health, i.e. the explosion power is not affected by any damage taken prior to combat, making microrep (10% health, the minimum percentage required for a ship to be launched) fleets extremely deadly.

Unstable Reactors have much lower XP than Fusion Thrusters, making them the standard thruster for low-level Iron Star Company fleets.

### Disadvantages

Unstable Reactors take up almost double the mass but are slightly slower than Fusion Thrusters. Their ability is activated only when the ship is destroyed, and requires lots of health (aka repair time) in order to be effective. Be prepared to make sacrifices if you have this thruster equipped.

Unstable Reactors have a large but finite explosion radius; slower ships may not be able to deal any damage if the enemy knows that you have this thruster equipped and is actively trying to keep distance to avoid being destroyed.

## Trivia

* The Unstable Reactor is the first suicide thruster ever introduced.
* Players speculated that the Unstable Reactor incorporated a resistor prior to its release.
* It is unofficially and informally known as the Allahu Akbar Reactor or the ISIS Thrusters.
* Ships equipped with this thruster fighting point-blank against others with the same thruster often end in a chain reaction of explosions, sometimes resulting in a draw.
* The Unstable Reactor's damage output was significantly reduced sometime after release here, though the "Power" stat remained unchanged.
* This is the only special made by the Iron Star Company.

## Gallery

* A chain reaction of Unstable Reactors exploding
* Unstable Reactor blasts devastating the enemy
* Four Taipan Cutters destroyed in an instant by an Unstable Reactor overloading in a Python Cutter
* Covenant Cruisers after sustaining four Unstable Reactor blasts from Python Cutters
* Chained explosion of Unstable Reactors from Reverb Rays
* A Hurricane Frigate explodes, dealing roughly 4,000 damage judging from the Metaphase Shield's bar
* Unstable Reactor's detonation destroying a base
Unstable Sector

## General

During Alliance War, a beige sustained wormhole similar to the wormholes leading to other sector will pop up with the tag reading Unstable, traveling through this wormhole will lead you into the Unstable sector, the site of a sector whose resources have depleted by the VEGA Federation, causing the stars to begin dying. They consist of multiple dying stars with multiple Solar Outposts near them.

Capturing those Solar Outposts during Alliance War grants solar shards for alliances, which allows them to access other parts of the Alliance War Event Store once they have accrued enough solar Shards.

Do note that Intel can only be obtained from Fleet versus Fleet Combat with other players in the Unstable sector, or from destroying Solar Outposts. Any fights that occur outside that of the Unstable sector will not award intel.

## Gallery

* Wormhole Leading to the Unstable Sector.

## Trivia

* This is the Third type of sector featured in the game, and is the first dedicated sector to PvP.
* The dying stars provides proof that the VEGA Federation has depleted the resources in that particular sector to the point where even the stars are collapsing.
Void Binary Torpedo

## General

The Void Binary Torpedo is the Marauder counterpart to the Binary Torpedo that has increased DPS and deals Void damage instead.

## Strategy and Setup

### Advantages

Like its Pharmakon version, the Void Binary Torpedo can barrage enemy ships from afar and cause multiple explosions by piercing targets and cause multiple explosions, making it a devastating weapon against grouped enemies.

### Disadvantages

The Void Binary Torpedo suffers from the same issue as the Binary Torpedo, in that enemies can remain stationary, or worse yet, fly directly at the attacker and not get hit due to the fixed spread of the weapon, allowing the ship to pass between the two projectiles.

## Trivia

* The Void Binary Torpedo originally used the old XP curve for T7 weapons. This has been fixed in the late March 2020 downtime.

## Gallery

* Grandmaster Battleships creating huge AoEs using Void Binary Torpedoes
* A Grandmaster Battleship taking out a group of T7A Marauder ships
Vanquisher Carrier

## General

The Vanquisher Carrier is a Paladin Carrier 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.

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

## Strategy and Setup

### Advantages

The Vanquisher Carrier is able to rain death from afar with its incredibly powerful Raven Drones.

It can equip Compact Field Generators which take up less mass, leaving more room for squadrons and armor.

Like other Marauder Hulls, the Vanquisher Carrier has extra armor slots in place of resistance slots, allowing you to make this ship extremely tanky.

### Disadvantages

The Vanquisher Carrier cannot provide Harmonic Bonuses, meaning that it is unable to outrun enemy Paladin Carriers which often come equipped with Harmonic Chase Thruster and Harmonic Agility Field Generator.

Due to the limited number of special slots, Vanquisher Carriers should use Voltaic Thrusters along with a Field Generator. For low-level builds, replace the Field Generator with Overcharged Accelerator or nothing at all.

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

## Trivia

* Void Ionization, Void Warheads and Void Phasing Magnets were originally available on the Vanquisher Carrier, which is not intended. The second January 2019 update corrected the issue; players who had these specials equipped were compensated according to this thread.
* 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 Vanquisher Carrier angled HD render
* Mk III/IV Vanquisher Carrier angled HD render
* Mk V Vanquisher Carrier angled HD render
* Mk VI Vanquisher Carrier angled HD render
* Vanquisher Carrier and 2 Exterminator Destroyers and 2 Liberator Destroyers taking on a fleet of Enforcer Battleships supported by a Paladin Carrier
* Vanquisher Carrier rimming a base
* Vaquisher Carrier, 2 GLadiator Battleships, a Bastion Cruiser Mk IV and a Tyrant kiting 3 Guardian Cruisers.
Vertex Armor

## General

Vertex Armor is an Pharmakon-only Armor for Tier 8 ships, that is capable of enhancing the amount of Screen Energy contributed by the ship.

Plasma and Blight Vertex Armors provide damage resistance against Plasma and Blight Damage respectively.

## Strategy and Setup

### Advantages

Vertex Armor is more mass efficient than Node Armor by far in terms of health, and provides the same bonus to Screen Energy. The level III version provides 50% resistance to all 3 traditional damage types, essentially combining the Elemental Node Armors into one.

Plasma and Blight Node Armors can further enhance the ship's resistance to faction-based damage types.

### Disadvantages

The level II version is the least mass-efficient armor out of the four levels.

## Trivia

* Vertex Armor is the second Tier 8 armor.
Void Binary Thrusters

## General

Void Binary Thrusters is the Marauders' version of the Binary Thrusters, serving exactly the same purpose.

## Strategy and Setup

### Advantages

Void Binary Thrusters grant the benefits of the Binary Thrusters to Marauder Hulls. This is especially useful for Dragoon Destroyers and Saboteur Destroyers where they excel at sniping and long range combat, and must strafe effectively to dodge enemy fire.

It is also good on hulls like the Tormentor which are designed to be fast and maneuverable, allowing them to strafe back and forth and kite enemies.

### Disadvantages

Void Binary Thrusters penalize the turning speed of Marauder Hulls which have it equipped, making it harder for them to turn. This allows fast ships to outmaneuver them and attack from their blind spots.

## Trivia

* This thruster has been highly requested, especially when the Tormentor first came out.

## Gallery

* Void Binary Thrusters I Infobox
* Void Binary Thrusters II Infobox
* Void Binary Thrusters III Infobox
Tracer Missile

Stats on this page have not been confirmed by KIXEYE!

## Stats

 Projectile Range
 Speed
 Spread
 Shield Bypass
 Traits

## General

The Tracer Missile is a unique Plasma weapon that functions similarly to the Redeemer Missile and has extreme range.

It fires a series of missiles which, upon detonation, each release another missile that dives quickly (6,500 m/s) towards the target, creating a similar explosion. Note that the weapon only deals damage during the dive phase.

## Strategy

You can use squadrons to bait the first barrage of missiles, reducing your overall repair time. Alternatively, you could simply run away when the first barrage of missiles are being fired, causing them to fail to dive towards you.

Regenerating shields work great against this weapon as it has a long cooldown, more than enough for the shields to fully recharge between attacks, provided that they do not fully deplete.

If you cannot block the missiles head-on, make sure your ships aren't too close together. Otherwise, multiple ships will be hit by the AoE. This gets even worse if you are within 5,500 m because they might "pass through" your ships into the middle of your fleet during the transition period, damaging many of your ships at once.

## Trivia

* The Tracer Missile was first seen in Ancient Reaper fleets during the AXIS event preview.
* The Tracer Missile was originally named the Plasma Missile.

## Gallery

* An Ancient Reaper firing a barrage of Tracer Missiles
* Tracer Missiles entering the dive phase
Void Node Armor

## General

Void Node Armor is the Marauder adaptation to Pharmakon's Node Armor, also increasing Phase Screen.

## Strategy and Setup

### Advantages

Void Node Armor allows Marauder T7C ships to become more durable by not only increasing their health, but also their maximum screen energy and thus Phase Charge Rate.

### Disadvantages

Unlike Fused Armor and Void Resonant Armor, this armor does not provide any Void resistance.

Levels II and III are mcch less mass efficient than the level I version if you do not care about screen energy.

## Trivia

* 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.
Trident Destroyer

## General

The Trident Destroyer is a Tier 3 hull with advanced Miner Rebellion technology.

As a destroyer, this ship has modest firepower but very long range, taking out opponents from afar.

## Strategy and Setup

### Advantages

Trident destroyers compared with its predecessor, the Broadsword destroyer, has more mass and armour. It can be configured with more firepower and durability easily.

Common weapons equipped are Aurora rays, Impulse beams, Archer beams, Thermal beams, Polaron rays, ECHO rays with focused optic V.

It is not recommended to equip weapons that have blind spots, as ships can very easily enter those regions and attack, rendering the Trident destroyer helpless.

Siege drivers, Impulse beams and Arc missiles can be very effective at destroying bases, out ranging the medium and close range turrets. Remember to use decoys to draw away fire.

Trident destroyers can be upgraded to MK IV where it receives an extra weapon slot.

Trident destroyers range bonus allows it to engage enemy ships from a long distance. It can usually land the first shots in battle, excluding squadrons.

Trident destroyers are very effective at destroyers when upgraded to MK IV.

### Disadvantages

Like all destroyers, they are rather fragile, easy to flank with agile ships and lack raw amounts of firepower.

As destroyers, Tridents are unable to retreat from or pursue most ships.

Trident destroyers are particularly oriented for PvP combat, both fleet combat and basing. It can also attack mid level VEGA fleets but not efficiently since it lacks firepower to eliminate VEGA cruisers and battleships quickly enough to avoid sustaining damage. It lacks the mobility to avoid fire like cruisers and battleships.

## Upgrading

Note: Mk V Trident Destroyers are exclusive to NPC Targets.

## Trivia

* The Trident Destroyer was the first destroyer to have a shield slot.
* There used to be an Enhanced version of the Trident Destroyer available for purchase in the Black Market, but it has since been deprecated.
* All player ships had their Resurgence values modified as a result of the late February 2020 update.

## Gallery

* Trident Destroyers firing at an incoming Gharial Cutter
* Mk2-5 Trident Destroyers
* Trident Destroyers sieging a base in the flash era
Voidborne Justice

## Description

Voidborne Justice is a 2-day campaign that was introduced with the Campaigns feature on 5/6/18. It allows budding Tier 7 players to advance even further.

The Storyline follows the player bringing Noklak, a rogue Altairian warlord to justice.

## Target Levels

Although levels for the various encounters are not displayed normally, their difficulty can be compared to existing NPC Targets. In general, the enemy ships are less durable but deal more damage.

The resource drops from each encounter are as follows:

 80
 85
 90

## Run 1

You have 6 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

 Neutrino Fusion I Credit

## Run 2

You have 5 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

 Resonant Armor I Credit
 Shockwave Shell I Credit

## Run 3

You have 4 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

 Sai Missile I Credit

## Run 4

You have 3 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

 Sai Missile I Credit

## Run 5

You have 2 hours to complete this run. If you run out of time, you will have to start over from the beginning of the run.

Note: The final encounter only gives you 5 minutes to defeat the entire Outpost. Rushing tactics are advised.

 Sai Missile II Credit
Umbra Combat Module

## General

The Umbra Combat Module is the Umbra's nightmarish version of a combat module.

They seem to consist of human technology that has been infected by the Alien Infection, much like the Alien Combat Module, but with more mechanical parts showing.

To compensate for their numbers, they do not have as much health compared to player Combat Modules.

## Strategy

Umbra Combat Modules are seen carrying Blight Atomic Driver Turrets. The Blight Atomic Driver Turret projectiles are fast, but can be dodged with skilful piloting.

Use ships with long range like Destroyers to take them out.

## Trivia

* The Umbra Combat Module has only ever been seen carrying Blight weapons, since the Umbra make use of Altairian Technology as well to defend their base targets.

## Gallery

* A Row of Umbra Combat Modules obscured by a Blight Nebula Field.
XP

**XP** stands for **Experience Points**. There are several types of XP in VEGA Conflict, each with a different meaning:

* *Fleet XP*, which determines the fleet level, measures fleet strength.
* *Outpost XP*, which determines the outpost (player) level, measures outpost strength as well as player progression.
* *Fleet Commander XP* measures the progress of a fleet commander towards the next experience level.

## Fleet XP

Fleet XP is the sum of the XP values from ships and their equipment. In the future, the use of Fleet Commanders may also contribute to Fleet XP.

Editing a fleet via the Fleet Manager will trigger a recalculation of its XP value and the resulting level. Losing ships in combat, however, has no effect.

## Outpost XP

Outpost XP is the sum of the XP values from modules, their equipment, as well as any research and blueprints the player has completed.

Similar to Fleet XP, any non-combat changes will be immediately reflected in its XP value (level).

### XP Debt

An interesting feature of Outpost XP is the concept of *XP Debt*. Unlike Fleet XP, when an item is removed from a module, Outpost XP will not be decreased; instead, it will be added to the XP Debt. XP Debt must first be "paid off" before Outpost XP can be increased.

For example, if an outpost currently has 8,000 XP, and an item worth 3,000 XP is removed, the outpost would remain at 8,000 XP, and the XP Debt would be increased from 0 XP to 3,000 XP. If later on, an item worth 5,000 XP is added to the base, only `5,000 XP - 3,000 XP = 2,000 XP` would be added to the base, resulting in the base having `8,000 XP + 2,000 XP = 10,000 XP`.
Void Resonant Armor

## General

Void Resonant Armor is an improvement over the Resonant Armor, granting Void Resistance as well. It is limited to Marauder Hulls.

Note that the shield energy bonus stacks additively for multiple pieces of Resonant Armor.

## Strategy and Setup

### Advantages

Void Resonant Armor retains the advantages of its predecessor, but also provides additional resistance against Void weapons as well, reducing the damage taken from them.

### Disadvantages

It is not as useful on ships that do not use shields as its shield energy bonus would be wasted.

## Trivia

* 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 late September 2020 update, which updated the repair time of all Tier 7 ships to be invariant to equipment.

## Gallery

* Void Resonant Armor I Infobox
* Void Resonant Armor II Infobox
* Void Resonant Armor III Infobox
VEGA Conflict Wiki/Section 3

Guides

* How to play guide for VEGA Conflict
* System requirements
* Release date
* Game support

Videos

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Volatile Fuel

## General

The Volatile Fuel boosts Explosive weapons by increasing their speed and area of effect. It is limited to battleships.

## Strategy and Setup

### Advantages

Volatile Fuel allows your weapons to create the largest of explosions, often damaging scores of enemy hulls and modules at once.

Volatile Fuel vastly improves the accuracy of Explosive weapons, similar to the function of Iridium Magnets on Kinetic weapons. At level III, combined with the boosted AoE, NET Torpedoes are almost impossible to miss because they explode at the target's previous location.

### Disadvantages

While powerful, Volatile Fuel is extremely heavy and takes up a lot of your available mass, limiting the maximum damage your battleships can deal. As a result, most people only use level I-II on their ships.

## Trivia

* Volatile Fuel has the greatest linear AoE increase of all weapon boosts in the game.

## Gallery

* Volatile Fuel I full blueprint
* Volatile Fuel II full blueprint
* Volatile Fuel III full blueprint
VEGA Mining Hulls

## Overview

The hulls listed here are hulls that are manufactured and fielded by the VEGA Mining Division. For hulls manufactured by VEGA Security, see VEGA Security Hulls. For hulls manufactured by the VEGA Demon Corps, see Demon Corps Hulls.

All hulls listed with the exception of the unobtainable hulls, are only obtainable via blueprints. They cannot be researched in the ship lab, and instead must be acquired through the acquisition of blueprints found by defeating Sector Cargo Fleets of specific levels. These can also be acquired through the spending of event points in an events respective store, assuming the ship is offered as a prize.

With the exception of a few, all of the ships can be upgraded to MK V.

Condor Frigate | A frigate with moderate armor and firepower. Superior in most aspects to the Nighthawk frigate, but vulnerable to phased weaponry.

     Rapture Cruiser | Originally a Fast and highly agile cruiser, which has since been outclassed by new and stronger ships and thus rarely seen in combat.

## VEGA Mining exclusive HULLS

The hulls about to be listed are only seen and confirmed to exist in specific circumstances. They are completely unobtainable in any way possible. These hulls are special hulls that VEGA deploys for specific instances, usually during an Event.

     Suspicious Freighter | A suspicious cargo ship with minimal defences. It has extremely long range weapons which inflict very low damage.
Wave Driver Turret

## General

The Wave Driver Turret is a Wave Driver adapted for bases.

It fires a small light blue slug that passes through shields, much like the ship version.

## Strategy and Setup

### Advantages

Wave Driver Turrets are excellent counters against sniper decoys equipped with recharging shields: their shield bypass greatly increases the health damage inflicted through the shields. Shields are almost meaningless against this weapon when combined with Phased Munitions.

Wave Driver Turrets have extremely long range, surpassing even the AP Driver Turret, such that they can protect a base from sniper attacks effectively.

They have superior mass efficiency compared to most Kinetic turrets of its tier, making them the weapon of choice.

### Disadvantages

Wave Driver Turrets are not very reliable and miss often, with a slightly slower projectile speed than Gladius Driver Turrets. Iridium Arrays are highly recommended to regularly land hits.

Wave Driver Turrets are also replaced by Gemini Driver Turrets that have much better DPS.

## Trivia

* The Wave Driver Turret originally had 33/58/96 DPS but was later buffed in an update as it did not fit the then-established base defense norms.
* The equipping time of all old blueprint items for bases was reduced by half during the May 2020 update.

## Gallery

* Wave Driver Turret I blueprint
* Wave Driver Turret II blueprint
* Wave Driver Turret III blueprint
* Wave Driver Turret taking out a Venom Battleship
Zynthium (Resource)

## Overview

Zynthium is the removed third basic resource in the game. It was mainly used alongside Helium-3 or Mineral Ore and was a key component in heavy armors.

It was removed some time after the official release of VEGA Conflict for redundancy reasons early in game.

## Uses

Although removed, it served as an essential resource as it was used constantly

* **Armor**

The resource was heavily used in the research of heavy armor plates or alloys for hulls or bases. This made it important for tanking builds as Zynthium was the strongest armor at the time.

* **Alongside Resources**

It was also used with other resources in upgrades that didn't involve armor. It was sometimes used more or less than the other 3 and was an extra thing to grind for, for upgrades.

## Obtaining

### Mining

The second way of getting Zynthium early on, players can put powered Zynthium Miners next to Asteroids to slowly mine and collect Zynthium. However many players do not use this strategy due to how low of resource you get or how slow it can be.

### Cargo

The normal method of obtaining Zynthium is by attacking specific Planetary Cargo Fleets marked with Zynthium or simply attacking the Sector Cargo Fleets.

### PvB

Stealing resources from player bases are very common, many simply snipe the players Storage Modules and leave unscratched. It wasn't as effective as today's stealing but still a way to get it

### Coining

The least favorable method, you can simply coin all of your Zynthium, however it needs verification and is unknown how much you could fill up

## Gallery

* Zynthium resource field
* Zynthium cargo fleet

## Trivia

* Zynthium and Zynthium Plates are made from this resource.
Vanguard Augment

## General

The Vanguard Augment is a special intended to boost the effectiveness of ships with the Titan role in combat.

Note that this special is mutually exclusive with thrusters.

## Strategy and Setup

### Advantages

This item is essentially a thruster with no downsides, as it gives a massive boost to forward speed without any reductions to other ship speeds. It also provides a minor acceleration boost which helps the ship recover from being slowed due to Stasis Dealing effects or, in the case of the Ajax, its Fortify overdrive.

Moreover, it significantly increases the ship's defense rating, which in normal circumstances decreases the bleedthrough damage by half, enabling the ship to last much longer as long as it keeps its defenses up.

Finally, it projects a decent-sized stasis-inducing field which slows down enemies in range, making it easier for your fleet to catch them.

### Disadvantages

The Vanguard Augment is only available to Tier 8 ships with the Titan role. Although the Spectre Switch is a Titan as well, it cannot use the augment because it's Tier 9.

Although Titans are meant to counter Fighters, the latter's Augment grants them stasis resistance which reduces the effectiveness of this Augment's stasis field against them. The DPS boost is also not particularly useful as Titans generally carry less weaponry than other Tier 8 ships.

The Support Field generated by ships with the augment will trigger enemy Overdrives dependent on the prescense of one, like the Phoenix Frigate's Bloodhunt.

## Trivia

* It is one of the two specials released for Tier 8, the other one being the Spearhead Augment. Interestingly, there is no Augment for ships with the Ranger role.
Captains

As you begin your adventure through Orion Trail you choose The **Captains** as well as Your Crew to help you on your adventures. See a list of the captains below.

## List Of Captains

* Sprockette Desdamodem - Loyal. Passionate. Calculating.
* Annagail Levenger - Harsh. Sharp. Precise.
* Shnargoz - Chaotic. Eternal. Hard-Working.
Xeno Armored Hold

## General

The Xeno Armored Hold is an advanced version of the Armored Hold with increased health and cargo capacity. It is limited to T6 hulls and above.

## Strategy and Setup

### Advantages

Xeno Armored Hold grants your ships incredible cargo capacity, enabling your fleet to take hundreds of millions of resources from player bases in a single attack. They are also used to collect cargo from NPC Targets.

### Disadvantages

Xeno Armored Hold is very massive, taking up almost 2,000 tons at level III. This severely limits what else you can put on your ships. Unless you have excess space remaining, do not use this special just to increase your armor or cargo.

A useful strategy is to equip Xeno Armored Hold on the various ships you obtain from Alien Strike, Smash & Grab, and other events which offer blank Xeno Division Hulls and above. Since you do not have time to equip all of them for combat anyways, why not make some cheap cargo fleets?

## Trivia

* 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

* Xeno Armored Hold I blueprint
* Xeno Armored Hold II blueprint
* Xeno Armored Hold III blueprint
Umbra Ship Specials

## General

Umbra ship specials were developed by the Umbra. They are Umbra-hull exclusive and cannot be equipped on any other ship.

## Weapon Boosters

Apex Impaler | A special for Blight Driver weapons that grants piercing, as well as increased projectile speed, AoE Radius and additional module damage.

## Thrusters

Ifrit Thruster | A special thruster for the Behemoth Dreadnought that increases its turning speed at the expense of ablative recovery.

## Utility

Hostility Augment | Grants the Behemoth Dreadnought the Equivalent of the Wraith Cruiser's Culling, granting it increased Ablative Recovery and the ability to jam enemy weapons when its Ablative health is depleted.
Wormhole Drive Type-OXXD

* Type-EnD
* Type-ExD
* Type-KD
* Type-XD
* Type-PD
* Type-BD
* Type-VD

## Stats

 Escort Flagship Min. Level
 Escort Limit
 Warmup
 Cooldown
 Min. Range
 Sector Jump
 Sector Warmup
 Sector Cooldown
 Bonus Duration
 Bonus Damage
 Restricted to

## General

The Wormhole Drive Type-OXXD is an advanced ship operations technology for the Prophet Flagship, and the second type of Operations released for it.

It grants the flagship functionality to warp to the same or even another sector, carrying along a maximum of 4 escorts that are at least level 70. Each jump imbues the escorts with a damage bonus for the specified damage type 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.

## Strategy and Setup

### Advantages

The Wormhole Drive Type-OXXD's damage boost can be invaluable during the starting moments of a battle, as fleets with fast ships like cutters, or Manticore Battlecruisers and Behemoth Dreadnoughts, can take advantage of this damage boost to deal a crippling blow to enemy targets.

### Disadvantages

The Wormhole Drive Type-OXXD's recharge, as well as warmup, is longer as compared to the Type-1, meaning that Prophet Flagships with this Wormhole Drive will take longer for their sector warp to cooldown as well as charge up, making it harder for them to escape should the strike force they are carrying be overwhelmed.

The bonus duration is also extremely short, meaning most fleets will not be able to take advantage of the bonus before it ends unless they have the fleet charge headon in, which is usually not advisable unless the player is using cutters.

## Trivia

* The Wormhole Drive Type-OXXD is the second Marauder-based Wormhole Drive.
* The Wormhole Drive Type-OXXD has the same render as the Wormhole Blitz Drive, except that it is purple, and has a damage type icon to symbolise its boost.

## Gallery

* Wormhole Drive Type-OEnD I Infobox
* Wormhole Drive Type-OExD I Infobox
* Wormhole Drive Type-OKD I Infobox
* Wormhole Drive Type-OXD I Infobox
* Wormhole Drive Type-OPD I Infobox
* Wormhole Drive Type-OBD I Infobox
* Wormhole Drive Type-OVD I Infobox
Switch

## General

The Switch is a titan modeled after the cruiser class. Apart from being an effective tank, it can also take control of enemy spawned ships when in Prime Shift.

Like other Tier 9 Spectre ships, the Switch can recharge its shields even after being fully depleted.

## Strategy and Setup

### Advantages

The Switch is the go-to tank ship due to its armor health modifier and increased shield recharge rate, which in addition to its large amount of armor and shield slots, enable it to withstand a huge amount of battering.

Its large amount of shield slots also translates to more potential for Prime Shift bonuses, such that the Switch could initiate Prime Shift sooner in combat.

Its most impactful overdrives occur when in Prime Shift (see Switch Prime Shift for details), greatly increasing the ship's speed and giving it the ability to apply various debuffs to enemies, including Phase Hacked, Weapon Disrupted and Stasis. Due to the Switch's innate bonus to weapon spread, it can easily apply said effects to multiple ships in an enemy fleet at once.

When in Prime Shift, it also gains the ability to control enemy spawned ships, a great counter to the Liberatus faction's Broadsider. The ship's innate AoE Radius modifier is also excellent at taking out swarms of spawned ships.

The ship has a 100% innate damage bonus against all Altairian, Umbra and Pharmakon ships, effectively doing twice as much damage to them.

### Disadvantages

When not in Prime Shift, its base speed is worse than the Ajax, allowing it to be easily kited.

It also has a large minimum range compared to the Tier 8 Titans. However, this rarely becomes a problem as you could use its own spawned ship to trigger Progenitor Amp and thus remove the dead zone.

The Switch has additional spread to its weapons. While this makes it easier to hit fast, agile targets such as spawned ships, this becomes a detriment when facing against stationary ships.

## Skins

* Apoidea
* Flare
* Gamma
* Zenith
* Lustre
* Ocherous
* Forge
* Antares
* Redback
* Acid
* Junker
* Midas

## Trivia

* The Switch is the first Tier 9 ship and the first Tier 9 Titan to be released to players.
* Currently the Switch Elite only has 720 AU/h sector speed. It has been fixed in the late August 2020 downtime, reverting to the standard 780 AU/h.
* The Switch was originally capable of using Mind Control on the NPC versions of both the Alien Reaper and Ancient Reaper. After the late August 2020 update, it can only control the latter.

## Gallery

* Mk I/II Switch angled HD render
* Mk III/IV Switch angled HD render
* Mk V Switch angled HD render
* Mk VI Switch angled HD render
* A fleet of Switches brawling a Liberatus fleet, taking control of some of their spawned Pikes
* Switches slowing down a Pharmakon fleet
* Switches fighting various Altairian and Umbra ships
* Switch Concept Art
Tractor Beam

Stats on this page have not been confirmed by KIXEYE!

## Stats

 Speed
 Traits

## General

The Tractor Beam is a specialized Energy weapon with the ability to slow down its targets.

It appears identical to the Arrestor Beam in combat, firing a translucent red beam.

## Strategy

Due to its short range, most ship weapons are able to outrange it.

## Trivia

* The Tractor Beam was first seen in Ancient Hive Fleets during Ascension.

## Gallery

* An Ancient Hive slows down a Vindicator Cutter using its Tractor Beam
Tech Tree

Below is a comprehensive tech tree that shows the prerequisites of the various technologies in game. Resistance and operations tech are excluded because they do not have any prerequisites. Unobtainable and illegitimate tech are also excluded.

A yellow arrow indicates that the technology requires a previous level of it. For example, Pulse Ray III requires Pulse Ray II.

A blue arrow indicates that the technology requires a different technology. For example, Metaphase Shield III requires Deflector Shield V.

The position of the technology indicates the required level of the corresponding structure. For example, Tungsten Armor II requires Ship Lab VIII, therefore it is placed below Ship Lab VIII.

It is worth noting that while all fusion recipes require Workshop IX, the reusable items themselves do not have any prerequisites.

Last updated: September 2017

## Hull Upgrade Tree

* Corvettes, Frigates, Cutters and Cruisers
* Destroyers, Battleships, Carriers and Alliance Flagships

Note: The Nexus Destroyer can no longer be researched as it was a limited Android release special. It required the Broadsword Destroyer and Ship Lab VIII, but had no Ship Factory requirement.
## Ship Tech Tree

* Armor
* Energy Weapons
* Explosive Weapons
* Kinetic Weapons
* Alien & Void Weapons
* Shields, Thrusters & Cargo
* Offensive Specials & Field Generators

Alien- and Void-type weapons are categorized according to their regular versions. For example, Shatter Driver is a Kinetic-type weapon, hence Xeno Shatter Driver also appears in the Kinetic weapon tech tree.

The Alien-type weapon(s) without a regular version are listed here with their prerequisites:

* Hunter Swarm (No prerequisites) - not considered the Alien version of Ranger Swarm until the Alien variants of Charger Swarm or Gladiator Swarm are also released.

Note: Technology that are below Armored Thrusters require the Ship Lab instead of the Tech Lab.

Note: Elite Squadrons require the Ship Lab instead of the Tech Lab.
## Base Tech Tree

* Armor
* Energy Weapons
* Explosive Weapons
* Kinetic Weapons
* Specials

## Other Exclusions

### Hulls

* Pathfinder Corvette (2 pre-built per player)
* Blood Raven (Awarded to lykaios.wolf in Jailbreak)

### Fleet Formations

* Box (Pre-researched)
* Wedge (Fleet Bay III)
* Line (Fleet Bay V)
* All other formations (No prerequisites)