recursal/Fanatic-Fandom huggingface dataset:
Sleight of Hand

## 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.

* Sleight of Hand I.png

## Run 2

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

* Sleight of Hand II.png

## Run 3

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

* Sleight of Hand III.png

## Run 4

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

* Sleight of Hand IV.png

 Prefitted Hammer Hull
Sandbox

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**Post your test code below this line:**

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Pulse Ray Details

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Solar Mine

## General

The VEGA Mining version of a Terminus Mine, also attacks similarly by emitting a radiation field that damages ships that wander too close to them, thus forcing them into certain firing lanes. This usually can make rushing or sniping much harder as you will have to lose more space to avoid the mines.

It deals untyped damage to all ships in range, the same type of damage the Terminus Mines did before May 2019. Much like the Terminus Mines, They are completely indestructible.

## Strategy

As the most damaging structure in the game, you should NEVER enter its field of radiation as your ships will instantly be destroyed. This means activating AI Mode is not recommended, as your ships will not try to avoid the mines and thus make running into them a likely habit.

When rushing, make sure not to accidentally run into one and just fly around it, however if your attack relies on a small opening in the mines make sure to group them up, as if they are different hulls they will push each other into the mine, and fly in a line through the hole carefully.

## Gallery

* A Ring of Solar Mines surrounding the Mining Outpost.

## Trivia

* Solar Mines deal Untyped Damage, therefore its damage cannot be resisted in any way.
* Considering how deadly the Untyped Terminus Mines used to be, this version should never be taken as a joke as they will quickly melt any ship coming through in seconds.
Seeking Sanctuary

## 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.

* Hold The Line (100)

## Run 2

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

* The Messenger (100)

## 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.

* Safe Passage (100)

## 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.

* Trust Building Exercise (100)

## Run 5

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

* Strange Bedfellows (140)
Sunset

## Stats

 Restricted to
 Antimatter  | 0

## General

The Sunset skin, when applied, causes the ship to take on a sharp contrast of various colours observed during a sunset, including yellow, red and blue.

## Trivia

* Along with Chrome, Toxic and Cipher, Sunset is among the first batch of skins released for Tier 8.

## Gallery

* Mk I/II Valrayvn angled HD render with the Sunset skin
* Mk III/IV Valrayvn angled HD render with the Sunset skin
* Mk V Valrayvn angled HD render with the Sunset skin
* Mk VI Valrayvn angled HD render with the Sunset skin
* Mk I/II Operator angled HD render with the Sunset skin
* Mk III/IV Operator angled HD render with the Sunset skin
* Mk V Operator angled HD render with the Sunset skin
* Mk VI Operator angled HD render with the Sunset skin
* Mk I/II Ajax angled HD render with the Sunset skin
* Mk III/IV Ajax angled HD render with the Sunset skin
* Mk V Ajax angled HD render with the Sunset skin
* Mk VI Ajax angled HD render with the Sunset skin
* Mk I/II Leviathan Dreadnought angled HD render with the Sunset skin
* Mk III/IV Leviathan Dreadnought angled HD render with the Sunset skin
* Mk V Leviathan Dreadnought angled HD render with the Sunset skin
* Mk VI Leviathan Dreadnought angled HD render with the Sunset skin
* Mk I/II Amarok angled HD render with the Sunset skin
* Mk III/IV Amarok angled HD render with the Sunset skin
* Mk V Amarok angled HD render with the Sunset skin
* Mk VI Amarok angled HD render with the Sunset skin
* Mk I/II Vector angled HD render with the Sunset skin
* Mk III/IV Vector angled HD render with the Sunset skin
* Mk V Vector angled HD render with the Sunset skin
* Mk VI Vector angled HD render with the Sunset skin
* Mk I/II Orion angled HD render with the Sunset skin
* Mk III/IV Orion angled HD render with the Sunset skin
* Mk V Orion angled HD render with the Sunset skin
* Mk VI Orion angled HD render with the Sunset skin
* Mk I/II Zettabyte Dreadnought angled HD render with the Sunset skin
* Mk III/IV Zettabyte Dreadnought angled HD render with the Sunset skin
* Mk V Zettabyte Dreadnought angled HD render with the Sunset skin
* Mk VI Zettabyte Dreadnought angled HD render with the Sunset skin
* Mk I/II Wendigo angled HD render with the Sunset skin
* Mk III/IV Wendigo angled HD render with the Sunset skin
* Mk V Wendigo angled HD render with the Sunset skin
* Mk VI Wendigo angled HD render with the Sunset skin
* Mk I/II Artemis angled HD render with the Sunset skin
* Mk III/IV Artemis angled HD render with the Sunset skin
* Mk V Artemis angled HD render with the Sunset skin
* Mk VI Artemis angled HD render with the Sunset skin
* Mk I/II Monitor angled HD render with the Sunset skin
* Mk III/IV Monitor angled HD render with the Sunset skin
* Mk V Monitor angled HD render with the Sunset skin
* Mk VI Monitor angled HD render with the Sunset skin
* Mk I/II Imperator Dreadnought angled HD render with the Sunset skin
* Mk III/IV Imperator Dreadnought angled HD render with the Sunset skin
* Mk V Imperator Dreadnought angled HD render with the Sunset skin
* Mk VI Imperator Dreadnought angled HD render with the Sunset skin
Rush Beam

## General

The Rush Beam sustains a powerful Energy blast that deals more damage the longer it remains locked on.

## Strategy and Setup

### Advantages

The Rush Beam can deal immense damage over a long period of time, particular on the Caustic as it can further boost the duration of Overcharge. As such, it is best used against targets with a large amount of health, so that the Overcharge portion of the beam is not wasted due to destroying the target too early on.

It may be worthwhile to equip the Beam Overcharge Capacitor to further increase the weapon's damage output by extending the period during which the weapon receives its massive +200% DPS bonus.

It has the same maximum range as the Slug Torpedo and cannot miss. Moreover, it has no minimum range, making it useful even on shorter-ranged ships such as the Switch.

### Disadvantages

As with other beams, the Rush Beam has a charge time which enables enemies to get the first shot, or duck in and out of the firing arc before the beam begins to fire.

Moreover, it has low damage per shot due to its nature of dealing continuous damage, making it less ideal for hit-and-run scenarios where weapons with high damage per shot can reload while the ships are turning away.

Its long firing time makes it especially vulnerable to the Weapon Disrupted debuff, instantly ending the beam and forcing it to reload.

## Trivia

* This is the first weapon in Tier 9 that has Overcharge.

## Gallery

* A fleet of Rush Beam Caustics firing at Bucklers
* A Buckler being focused upon by Rush Beams
Storm Driver

## General

The Storm Driver is a medium-range Kinetic weapon that is locked to Demon Corps Hulls.

It fires three rounds of fast projectiles in quick succession with a slight spread, taking little time to reload.

## Strategy and Setup

### Advantages

Storm Drivers have relatively high damage as a Kinetic weapon. They have superior projectile speed and some spread, making them almost impossible to dodge when equipped with Iridium Magnets.

Their small minimum range is very difficult to exploit, so the weapon is still viable in close combat.

Storm Drivers are often paired with Phased Magnets or better yet, Reinforced Rails. This enables them to ignore a portion of enemy shields and inflict direct armor damage, guaranteeing a long repair time.

On frigates, the use of Electric Rails with this weapon is common because its fire rate can make up for the special's short stasis duration, allowing them to continuously impede enemy ships.

### Disadvantages

Storm Drivers lack the range of typical Kinetic weapons, slow ships that are equipped with this weapon often find themselves kited by battleships.

Storm Drivers also lack firepower relative to other medium-ranged weapons, in particular the Reverb Ray, which deals more damage in 2 bounces and weighs less despite having Focused Optics equipped.

## Trivia

* This weapon was one of the few weapons to have been mentioned in the lore, the other being the Bayonet Missile.

## Gallery

* Storm Driver I full blueprint
* Storm Driver II fll blueprint
* Storm Driver III full blueprint
* A Storm Driver being fired against a Combat Module
* Covenant Cruisers firing Storm Drivers at retreating battleships
The Enemy of My Enemy...

## 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.

* Brothers in Arms (100)

## 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.

* Fight or Flight (100)

## 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.

* The Missing Piece (100)

## 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.

* To Halt a Crusade (100)

## Run 5

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

* A United Front (140)
Spectral Corvette

Stats on this page have not been confirmed by KIXEYE!

## Stats

 Spawn Interval
 Spawn Rate
 Spawn Limit

## General

This spawner can sustain up to four Altairian Corvettes each equipped with a single Surge Beam. Unlike player spawners, spawned ships are not automatically destroyed when the parent is defeated.

## Strategy

Unless you destroy the spawner it will continue to warp in Altairian Corvettes, making it a priority target. While the Corvettes deal little damage, they have very low range and tend to stay in a ship's blind spot, making them difficult to destroy.

It is notable that the Corvettes lack resistance to Alien Nebula Fields, thus luring them into the field will cause them to auto-destruct.

## Trivia

* The Spectral Corvette was first seen in Altairian Skirmisher targets.
* This spawner has an orange warp animation, in contrast to the green colour seen for the Alien spawners.

## Gallery

* Spectral Corvettes firing Surge Beams at some Valrayvns
Statistic

**Statistics** (also known as "stats") determine the properties of each piece of technology in the game. The vast majority of stats are listed in the stat block of the corresponding technology, but some are hidden and are only publicly documented on this wiki. Use the find function of your Internet browser to skip to specific entries in the table of contents.
Scythe Destroyer

## General

The Scythe Destroyer is a Tier 4 hull with standard VEGA Mining technology.

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

## Strategy and Setup

### Advantages

With decent maximum mass, the Scythe Destroyer can armor up and equip higher-level weapons. Siege Drivers are extremely useful in base attacks; in fleet combat, Thermal Beams with Focused Optics can be used.

Repulsor Shields are highly recommended for sniping because they can absorb stray hits and regenerate to full health before the next one. Metaphase Shields are more common in fleet combat as the enemy would most likely target your destroyers and not leave any time for the shields to recharge.

Strafe Thrusters (or if you have them, Binary Thrusters) allow your ships to dodge much more effectively when sniping, while Fusion Thrusters are necessary to keep enemy ships inside your narrow firing arc, especially when they get close.

If you have leftover mass, Armored Hold can improve your survivability in addition to cargo capacity.

### Disadvantages

Other than maximum mass, the Scythe Destroyer does not have much benefit over the Trident Destroyer as they share the same slot configuration and have similar health.

The Lance Destroyer is decisively superior to this ship despite being in pretty much the same tier; try to get it as soon as possible. You are advised against building any Scythe Destroyers because this would eventually become a waste of time.

## Trivia

* Scythe Destroyers don't appear in Planetary Cargo Fleets nor Sector Cargo Fleets. Instead, weaker versions without shields, known as the Claymore and Maul Destroyers, are deployed in those fleets.
* All player ships had their Resurgence values modified as a result of the late February 2020 update.

## Gallery

* Mk I Scythe Destroyer angled HD render
* Mk II Scythe Destroyer angled HD render
* Mk III Scythe Destroyer angled HD render
* Mk IV Scythe Destroyer angled HD render
* Mk V Scythe Destroyer angled HD render
* Old Scythe Destroyer blueprint
* Impulse Beam Scythe Destroyers in combat protected by Apocrypha Cruisers
* A base under attack by Scythe Destroyers
System requirements

*This article is a stub. You can help VEGA Conflict Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *VEGA Conflict*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## See also

* How to play guide for VEGA Conflict
* Release date
VEGA Officer

A nameless character who is part of the VEGA Federation. He is seen in the tutorial stages.

## History

This mysterious, part mechanical character is only seen during the tutorial stage, and so far has not made any other appearances.

He tells you that the base you're attacking belongs to the VEGA Federation, and after the base is destroyed, he warns that the VEGA Federation "will hear about this".

## Profile

Shaven and partially mechanical in appearance, he appears to be a very serious individual and does not tolerate nonsense or disobedience.
Strike Thrusters

This thruster has not appeared in any event for over 6 months and is now considered an unused blueprint.

## Description

Strike Thrusters are unique thrusters designed for the Punisher Cruiser. They massively increase forward speed, enabling cruisers to catch up to cutters, but heavily penalize ship damage as a counter-balance. They can only be equipped on the Punisher, Guardian and Bastion Cruisers.

## Strategy and Setup

### Advantages

Strike Thrusters are excellent in blitz attacks, allowing your cruisers to move alongside your cutters and soak up damage while the cutters decimate their opponents. They are especially effective in base combat because there is no penalty against module damage.

Cruisers equipped with Strike Thrusters can potentially kite enemy fleets when equipped with long-range weapons such as the Shatter Driver. However, do note that you will do minimal damage as a result of the ship damage penalty.

They can also be used as a carrier pusher or to catch damaged enemy fleets, though cutters are usually better at the job because of their greater acceleration and firepower.

### Disadvantages

Strike Thrusters take away up to half of your cruisers' damage capability, meaning that they are only effective as tanks in fleet combat. You are strongly recommended to pair them with cutters in order to have a fighting chance.

## Trivia

* The Strike Thruster's original purpose was to allow the Punisher Cruiser to tank for the Decimator Cutter.
* The effectiveness of the Strike Thruster is a massive debate; many players believe that it will be useless due to the reduced damage while some argue that the insane speed will break the game.
* This item appeared for a few days in the blueprint tab before being removed.
* The icons that were to be used for the Strike Thruster were later used for the Xeno Armored Thruster.
* It bears a similar design motif to the Blitz Thrusters.

## Gallery

* The design behind Strike Thrusters.
* Strike Thrusters as seen in the blueprint list.
Ultimate VEGA Threat

## Overview

 Protagonist | The Player

Ultimate VEGA Threat is a contest where players had to submit their own ship designs based on the VEGA Mining faction in order to earn prizes.

## Details

Each player can submit a maximum of three entries to the forum thread responsible for the contest.

Submitted designs must be based on the assets in the provided zip folder. It is highly encouraged to provide additional details such as stats, strengths, and weaknesses. The game team, not the player base, votes for the winners of the contest.

## Prizes

 2nd Place
 3rd Place
 Honorable Mentions

**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
Victoria Onin

**Victoria Onin** is a hardened veteran from a distant sector that was turned into a dumping ground. She recently joined the ranks of the Umbra and has lent her expertise in Umbra tactics and weaponry.

## History

She was born in a distant sector that was ravaged from lots of battles. Years of fighting against the Umbra has turned her into a hardened veteran who has a in-depth understanding of their tactics, weapons and technology.

She however, has a checkered history, and lost her loved ones to the Pharmakon. Bishop reminds her of the arrangement her father made with him during Vestige, threatening to expose her past should she fail to honor it.

She was eventually captured by Bishop and was placed on a ship set for a collision course with Umbra HQ, but then rescued by Keres VII afterwards.

She volunteers to help the rebels much later during Pursuit, in order to help deliver a message to their insider man inside Umbra to obtain more information on what Dr. Kobus Chiron is doing in his new lab with V-153.

## Profile

She wears a trench coat as well as form-fitting under armor. She also has glasses, giving her the appearance of a smart, bookish individual.

*Main article:* Fleet Commanders/Victoria Onin

With her expertise in Umbra technology she can buff the armor, and missile speed of weapons in the fleet. She also grants additional alien resistance and Missile AoE radius, as well as additional damage to blight weapons.

## Trivia

* Victoria was introduced as a character with the Fleet Commanders Feature in December 2018.
What Lies Beneath

## 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.

* What Lies Beneath I.png

## Run 2

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

* What Lies Beneath II.png

## Run 3

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

* What Lies Beneath III.png

## Run 4

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

* What Lies Beneath IV.png

 Prefitted Resilient Hull
Reverb Driver

## General

The Reverb Driver is a Spectre weapon that can Ricochet and apply Damage Over Time. Its projectile closely resembles that of the Atomic Driver.

Note that its Damage Over Time ability does not extend beyond the weapon.

## Strategy and Setup

### Advantages

The Reverb Driver has the same range as the Caliber Driver and is even slightly faster, making it a more accurate weapon.

Its Ricochet effect can increase its overall damage against clustered targets, which is more reliable than the Caliber Driver's tiny AoE.

It has a very high DoT threshold to stack ratio, enabling it to pile up massive amounts of DoT stacks to targets that lack shields. This could be enhanced somewhat by using shield bypass to deal extra health damage.

### Disadvantages

This weapon does less raw damage than the Caliber Driver at levels II and III, therefore it is less effective against isolated targets. Moreover, it has a charge time which gives enemies the opportunity to duck in and out of range without drawing fire.

Its DoT is much less effective against shielded targets, such as all Spectre Hulls, since DoT does not benefit from shield bypass and is fully resisted by shields.

Like the Caliber Driver, its large minimum range makes it unsuited for close-range brawls.

## Trivia

* Despite its name, the damage is not increased after each bounce like the Reverb Ray.

## Gallery

* A Buckler suffering from Damage Over Time by the Reverb Driver
* A Bucker being hit by multiple Reverb Drivers
Spectral Myr

## General

The Spectral Myr is a spawner that can be equipped onto the Aerico. On death, it releases a patch of Blight Nebula Field of 1,000 m radius that deals 250 damage per second and lasts for 10 seconds before dissipating. If it manages to get within 500 m of an enemy ship, module or squadron, it additionally explodes for Energy Damage, dealing extra damage based on its remaining health and destroying itself in the process.

## Strategy and Setup

### Advantages

Spectral Myrs complement both of the Aerico's overdrives: Stalk by creating Blight Nebula Fields, and Rile by the mere act of spawning in.

Their Counter Ricochet prevents enemy Ricocheting shots from hitting additional targets, most importantly their parent ship.

### Disadvantages

Squadrons are a direct counter to Myrs since they can trigger their explosion from long range and respawn much quicker than the Myrs themselves.

The Blight Nebula Fields they create deal meager damage, even against Altairian ships. Moreover, enemy Aericos may exploit them to activate their Stalk overdrive.

## Trivia

* The Spectral Myr is basically the same as Pyro Myr but its explosions deal Energy Damage instead.
* Myrs have a firing arc of 360 degrees.
* Although the damage is expressed in terms of DPS in-game, the calculation is set up such that the damage per shot of single-shot weapons is equal to its DPS value.

## Gallery

* A fleet's worth of Spectral Myrs attacking an Oligarch Cavalier Cutter
* Spectral Myrs assisting their parent Aericos against enemy Zeus
* Spectral Myrs absorbing Blight Nova Cannon hits
VEGA Conflict Wiki/Section 4

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Void Screen

## General

The Void Screen is the Tier 7 screen defense for the Marauders, protecting against Void Damage instead.

## Strategy and Setup

### Advantages

Much like the Spectral Screen, the Void Screen provides defense which cannot be bypassed using Shield Bypass weapons.

It does not have the -25% resistance penalty of the Void Shell, making Marauder T7C ships more durable against non-Marauder enemies.

### Disadvantages

Unlike the Spectral Screen, this item does not confer 50% resistance against another damage type.

Void Screen only has 65% resistance to Void Damage compared to 75% for the Void Shell, meaning that they lose out against other Marauder ships.

## Trivia

* The Void Screen is the first Screen for the Marauder faction.
* When first released, the Void Screen had a repair time corresponding to 60% of that of the Spectral Screen pre-Phasing V2. This has been fixed in the late February 2020 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.
Storm Driver Turret

## General

The Storm Driver Turret is the base version of the Storm Driver, extremely common in high-level bases.

It fires a set of three projectiles which travel quickly in a small spread, much like the ship version.

## Strategy and Setup

### Advantages

Storm Driver Turrets have excellent all-round stats: high range, high damage, high speed.

They have sufficient range to outrange destroyers and thus fend off sniper attacks, while also having a small minimum range that is difficult to exploit. Their damage is very high for a Kinetic weapon, even exceeding that of Energy weapons such as the Aurora Ray Turret and Impulse Beam Turret, making them effective against blitz attacks. They have a superior projectile speed that can be further accelerated by Iridium Arrays, making them extremely difficult to dodge especially in large numbers.

Storm Driver Turrets are excellent defenses against squadrons due to their high accuracy and fire rate.

### Disadvantages

Storm Driver Turrets are quite massive; this limits how much armor and shields you can stack on your Combat Modules.

Storm Driver Turrets, while fast, can still miss their targets at maximum range. Exterminator Destroyers and Liberator Destroyers often outstrafe them while simultaneously firing at Combat Modules, though this is also true for just about every other long-ranged base weapon.

They do not have nearly as much range as the truly long-ranged Kinetic base weapons such as the Gemini Driver Turret, limiting their coverage against sniper fleets.

## Trivia

* The Storm Driver Turret used to have 8,100 m range but was reduced to 7,600 m for balancing purposes. Its DPS was also reduced to 90/125/210 from the current values. This sparked huge backlash on the forums, resulting in a DPS reversion and range buff. Ironically, the overall change made this weapon even stronger than its original state.
* The equipping time of all old blueprint items for bases was reduced by half during the May 2020 update.

## Gallery

* Storm Driver Turret I blueprint
* Storm Driver Turret II blueprint
* Storm Driver Turret III blueprint
* Storm Driver Turret defending whats left of a base
The Soul in the Machine

## 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.

* The Soul in the Machine I.png

## Run 2

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

* The Soul in the Machine II.png

## Run 3

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

* The Soul in the Machine III.png

## Run 4

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

* The Soul in the Machine IV.png

 Prefitted Hound Hull
Synthetic Hopes

## 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.

* Synthetic Hopes I.png

## Run 2

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

* Synthetic Hopes II.png

## Run 3

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

* Synthetic Hopes III.png

## Run 4

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

* Synthetic Hopes IV.png

 Prefitted Arbitrator Hull
Void Neutrino Munition

## General

The Void Neutrino Munition is a special for missile weapons that combines the benefits of Palladium Munition and Neutrino Fusion. It is only available to Marauder Hulls.

## Strategy and Setup

### Advantages

Void Neutrino Munition provides the best of both worlds: A boost to projectile speed, making it harder for enemy ships to dodge incoming projectiles, and at the same time granting additional shield bypass, allowing the ship to deal more direct damage to armor. This makes it especially useful against ships that are shield heavy, such as the Sovereign Carrier.

### Disadvantages

Void Neutrino Munition provides a penalty to the AoE Radius of the weapons equipped.

## Trivia

* Void Neutrino Munition is the first T7 Marauder special.
* This item's build time was significantly reduced during the late April 2019 update as summarized here.

## Gallery

* Void Neutrino Munition I infobox
* Void Neutrino Munition II infobox
* Void Neutrino Munition III infobox
Thermic Disruptor

## General

Thermic Disruptor is a special for Blight Cannon weapons, boosting range as well as shield damage, much like the Ionized Optics.

## Strategy and Setup

### Advantages

The Thermic Disruptor increases the damage dealt towards shields, thus boosting the weapon's effectiveness against shielded targets, especially Altairian Hulls, by a large amount.

It also grants additional range, giving the weapon greater reach, and allowing ships armed with this weapon to attack from a further distance as well.

### Disadvantages

Thermic Disruptor however takes up a decent amount of ship mass as compared to other specials before it.

The Buffs provided by the Thermic Disruptor are not as potent compared to other specials (For Example, Beam Capacitor provides much better range, allowing the standard energy versions of weapons to reach much further than the blight version, and Ion Modulator provides much better shield damage]]), making using the blight version not as appealing as compared to the standard version.

Also, only Umbra Hulls are able to equip this special.

## Trivia

* This special is basically Ionized Optics, except it only affects Blight Cannon weapons. Surprisingly, its buffs aren't as potent as well, most likely because Blight damage can only be resisted by Umbra Hulls.
* This special has been locked to Tier 7 ships in the early November 2019 update. Any Valrayvns equipped with this special at the time enjoy one free refit until the ship has been upgraded.

## Gallery

* Thermic Disruptor I Stat Card
* Thermic Disruptor II Stat Card
* Thermic Disruptor III Stat Card
VEGA Conflict Wiki/Section 2

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VEGA Mining Ship Specials

## General

VEGA Mining ship specials were developed by VEGA Mining, and are significantly more sophisticated than Miner Rebellion Ship Specials.

They are available as blueprints that can be obtained through defeating certain Sector Cargo Fleets.

## Thrusters

Fusion Thrusters | A combination of Rotation and Rear Thrusters. It increases both the turning and combat speed of a ship, but decreases the strafe speed.

## Cargo Holds

Armored Hold | Significantly increases the cargo capacity of a ship and provides extra health.
Synchrony/Bounty

## Event Information

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

## Target Payouts

**BOUNTY PAYOUTS**

 81
 85
 91
 95
 99

## 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
Targeting Computer

## General

The Targeting Computer modifies the number of targets that a ship can handle at the same time, and is exclusive to battleships.

When there are multiple targets in range, the ship splits its available weapons equally between them. If there are primary targets in range, the ship will ignore all secondary targets and only fire at the primary targets. Enemy ships and modules are considered as primary targets while squadrons are secondary targets.

You can override multi-targeting simply by manually targeting a single opponent that is in range. All weapons will then fire at that target.

## Strategy and Setup

### Advantages

Targeting Computers are useful when combined with stasis dealing weapons such as the Arrestor Beam and NET Torpedo: your battleships will then be able to slow down multiple enemies at once, enhancing their kiting ability. Just make sure to equip multiple stasis weapons on your ships to take full advantage of the Targeting Computer's ability.

When used in conjunction with beam weapons, this special can prevent overkill and allow your ships to damage multiple squadrons at the same time.

### Disadvantages

Targeting Computers are hefty in mass but do not actually increase your overall DPS: the weapons, and hence damage, are split between any targets in range. This severely limits the maximum damage potential of your ships.

Prior to Xeno Division Hulls, battleships only had 2 special slots, with 1 of them already reserved for thrusters. Using this special would forego any other weapon boosts, making your weapons extremely weak.

## Trivia

* Some players thought the Nova Ray's ability to split was a result of this special.
Void Shell

## General

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

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

## Strategy and Setup

### Advantages

Void Shells are superior to Circuit Shields. While they have slightly less energy, they have a higher resistance to Void Damage, and are thus able to block it to a greater extent as compared to the Circuit.

They are also much more mass efficient, and possess the Counter Chain ability like the Spectral Shell, thus reducing the effects of Chain weapons.

They also can be equipped on T6 Marauders, which makes the T6 Marauder ships more durable compared to A.X.I.S. Hulls.

### Disadvantages

Void Shells have negative resistance to other damage types, making them vulnerable against non-Void damage, meaning, conventional damage types as well as Alien and Plasma damage will bring it down quickly.

## Trivia

* Hulls with active Void Shells glow Purple, similar to the Circuit Shield.
* The Void Shell has the same stats as the Spectral Shell, leading some to believe the Marauders had reverse engineered the Spectral Shell.
* The Void Shell was granted immunity to Void Nebula Fields in the late April 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

* Void Shell I Infobox
* Void Shell II Infobox
* Void Shell III Infobox
Sling Driver

## General

The Sling Driver fires a set of piercing projectiles (the number of which being equal to the level of the weapon) in a fixed spread, dealing heavy damage to anything caught in their path.

## Strategy and Setup

### Advantages

Similar to Needle Driver, but it has higher DPS, weapon speed and spread. Each attack deals heavy damage.

It also has a shorter charge time than the Needle Driver, making it almost impossible for enemies to quickly leave the firing arc to evade counterattacks.

### Disadvantages

The minimum range of this weapon is so large that it cannot be used at all on fighters.

This weapon extremely long Cooldown/Reload time allows Fighters to reach their minimum range after taking damage from one attack. (if they are not destroyed)

It also has a larger spread than the Needle Driver, resulting in the possibility of missing some projectiles when attacking distant targets.

## Trivia

* Despite its description, it actually has a lower rate of fire than the Needle Driver.
Wormhole Drive

**Wormhole Drive** is a type of equipment that enables a fleet to support multiple escorts as well as warp ("jump") to a distant location.

## Escorting

The level and number of escorts allowed are constrained by the Escort Minimum/Maximum Level and Escort Limit stats respectively.

Refer to Escort Mechanics for more details on how multiple escorting works.

## Jumping

There are two types of jumps: Local Jump and Sector Jump.

When initiating a jump, the fleet becomes stationary (and thus vulnerable) for the duration of the warmup period before warping to its destination. Afterwards, the fleet cannot initiate any jump until the cooldown period ends, even if the Wormhole Drive is capable of both types of jumps.

Note that Wormhole Drives do not allow arbitrary jumping between planetary orbit and sector space.

### Local Jump

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Local Jump is the act of warping to another location in the same sector. The destination is constrained by the minimum and maximum ranges.

### Sector Jump

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Sector Jump is the act of warping to a location in another sector. The maximum range is the number of sectors that the fleet can jump across at most.
Tech Lab

## General

The Tech Lab is one of three research labs. It enables you to research up to Tier 3 shields, thrusters and weapon boosts.

Most Blueprints and some Reusable Items that are shields or specials can only be equipped after your Tech Lab has reached a certain level.

When damaged, ongoing research is paused until the structure is fully repaired.

## Strategy

In the early stages, consider protecting your labs because enemy attacks may damage them and delay the completion of your research.

At higher levels however, there is not much left to research, so feel free to use them as cannon fodder.

## Trivia

* The Tech Lab used to be much darker in color. This was changed by KIXEYE in an update and now has a lighter color.
* All Miner Rebellion modules (except Terminus Mines) received Anti-Pierce in the mid-January 2020 update which is basically infinite Counter Pierce.
* The Tech Lab had its build and upgrade times reduced by 30% for all levels in the late April 2020 update.
Scatter Missile

## General

The Scatter Missile is a beginner Explosive weapon for ships. Higher-level Scatter Missiles contain more missiles per volley, resulting in more consistant damage output.

It fires a quick volley of missiles in a small spread. Like all Explosive weapons, Scatter Missiles have an area of effect that damages all targets within equally.

## Strategy and Setup

### Advantages

Scatter Missiles have excellent firepower against grouped enemies. Its AoE can multiply the damage output, depending on how many ships are caught in the blast.

Scatter Missiles also have decent range, enough to compete against other beginner-level weapons such as the Rail Driver.

### Disadvantages

Scatter Missiles take up considerably more mass than other weapons of its tier, limiting the effectiveness of ships equipped with this weapon.

Due to their spread, Scatter Missiles often miss their targets, especially if they are spaced apart. Even worse, the spread is not enough to reliably hit agile ships such as frigates.

Scatter Missiles are eventually rendered obsolete by HEX Missiles which have more range, firepower and AoE.

## Trivia

* The Scatter Missile underwent a change which made it fire missiles at a semi-constant rate, but it has since been reverted.
* Originally, the Scatter Missile fired 5-6 shots per volley.
* It has a base counterpart hinted inside the game files in the form of sprite tables and icons. This was likely scrapped.

## Gallery

* Rancor Battleships firing Scatter Missiles towards a Genesis Cruiser
* A volley of Scatter Missiles
Training Simulation/Rebel Tech

## Description

Training Simulation: Rebel Tech is the first out of six Training Simulation campaigns and, true to its namesake, focuses on Miner Rebellion technology.

## 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 corvettes, frigates, cruisers and carriers in this simulation have primitive AI - that is, they head straight towards their target and do not start to strafe even when the target is well in range. Moreover, 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 to your first Training Simulation, Commander. These combat simulations will ensure you are well prepared for the ongoing conflict.
Each Campaign will include 4 combat encounters. You will need to grasp combat skills quickly if we are to succeed.
In this first encounter you will become acquainted with the basics of Rebel technology. These ships are not the most advanced, but are perfect for getting new recruits to grasp the basics of combat.
Good luck commander.
// Please ensure your safety harness is fastened and all loose objects have been secured. //

Note: Rewards are given out in sequence. As a result, the resource rewards will fill up your storages AFTER reaching the build limit and upgrading every storage to level X.

## 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 this next encounter you will face a more advanced enemy fleet. Be sure to familiarize yourself with the basics as they will apply in all combat situations.

 Osprey Frigate Blueprint
 Valhalla Carrier Blueprint
 Midgard 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.

Keep it up Commander!

* 1x Spectral Shield III
* 1x Focused Optics III
* 1x Rotation Thrusters III
* 2x Zynthium III
* 4x Disruptor Ray IV

## 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.

Once you complete this final encounter you will be given time to prepare before the next Campaign commences.
Use this time wisely and experiment with the tech that has been provided to you over the course of this training.
See you tomorrow, Commander.
  x1

## Trivia

* Training Simulation: Rebel Tech originally appeared on Day 2 of joining the game prior to the mid-January 2020 update.
Void Twinfire Beam

## Stats

 Range
 Speed
 Traits
 Antimatter  | 6,705,706

## General

The Void Twinfire Beam is a Twinfire Beam specialized for PvP combat, instead dealing Void Damage and taking on a purple coloration. It can only be equipped on Marauder Hulls.

## Strategy and Setup

### Advanages

Similar to the regular variant, Void Twinfire Beams never miss and always hit their intended target, perfect for focus firing enemy ships.

They can reach a maximum range of 4,500 m when boosted by Void Ionization III, allowing cutters to quickly get in range and demolish enemy battleships and destroyers.

Void Twinfire Beams are not resisted by any player ships with the exception of Marauder Hulls. This combined with their high damage output enables your fleet to destroy many A.X.I.S. Hulls in a single shot.

### Disadvantages

The charge time of Void Twinfire Beams cannot be reduced in any way, unlike the A.X.I.S. versions which can use Beam Capacitors. This puts a cap on the maximum DPS of this weapon, in fact causing it to deal less damage than the Xeno Twinfire Beam combined with Xeno Beam Capacitor II, which effectively does 440 DPS for almost the same mass.

Void Twinfire Beams are almost useless against NPC Targets because they heavily resist Void Damage.

## Trivia

* Along with other T6.5 equipment, this item's build time was significantly reduced during the late April 2019 update as summarized here.

## Gallery

* Ravager Cutters with Void Bombardment Torpedoes versus those with Void Twinfire Beams
* Gladiator Battleship firing Void Twinfire Beams at an opposing Gladiator Battleship
* Dragoon Destroyer with Void Twinfire Beams slicing apart a Paladin Carrier