recursal/Fanatic-Fandom huggingface dataset:
Targeting unit

The targeting unit is a special module in the Neganari faction.

This is probably one of the most valuable modules in the early game to the mid-game. Because "a weapon that can't hit ain't a weapon". It first appears at the start of the game in the frigate scout that the game gives you as the starter kit (scout, raven, spectrum).

It adjusts players' or AI's weapons aiming for better accuracy. It uses 1 weapon slot to assist the weapons in that individual turret.

Do note that there are no apparent effects of the targeting unit on the weapons that do not need to aim like the missiles series or the pulsars. Nor do they affect the accuracy of ships that have built-in targeting units like most of the Sayjix faction's ships.
Metadata Archives

*This is a page dedicated for the game's equations, graphs, and information from the Discord server.*

## In-game Formulae

#### Ship Turn Rate and Velocity:

The formula for determining a ship's velocity and turn rate. *P* is the Engine Power (total Velocity and Turn Rate provided by all engine drives), *m* is the ship's weight, and *N* is the ship's size in cells (number of ship slots).

Given that, a very large ship, especially most capital ships can never reach the speed limit of 20/20 as their *N* has a very high value, even with minimal weight.

#### Drone Bay Energy Consumption:

The formula for determining the energy consumption of single drone. Variable *slots* is the amount of cells/slots the ship has. Doubled when finding energy consumption of normal drone bays, tripled for large drone bays.

####

#### Ship Formulae:

Some formulae used by the Discord bot Stratos to calculate ship information. All foirmulae are given in terms of *t*, the total number of tiles in a ship.

The formula for calculating base ship health.

.

Formulae for calculating base and minimum weight.

Formulae for calculating ship cost. Non-Capitals' costs are given by the lower formula while Capital Ships take the above formula..

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Formulae for calculating star cost. The top formula is for Capital Ships, the middle formula is for "Rare" ships such as Mk2 ships, and the bottom is for everything else.
Velez

Base/Minimum Weight
 Crafting Cost

The Velez is an Unaligned Battleship only obtainable in Event Horizon Frontier through the Arena. It's the biggest non-Capital Ship!

For player use this overtakes the Stalker as the best non-flagship M ship with ease. Furthermore it's built in such a way that with further slot expansion it can become one of the best battleships.
Improved ships

Improved ships are ships with additional modifiers similar to upgraded modules. Improved ships can be crafted at workshops for an increased cost or they can be added on to a sufficiently high level ship at a shipyard (Level 50 for the first upgrade, and level 75 and level 100 for each additional upgrade respectively) at a high star cost and a reduction of 10 levels. Ships can only have three bonuses in total but any bonus can be overwritten with a new one at any time for a star cost in the shipyard.

~~Take note that crafting an improved ship will add several random additional slots to it in addition to random bonuses. If the player wants to min-max their ship builds for the extreme late game then they may have to reset their slot layout for additional stars. Because this is only a late game concern new players shouldn't have to worry about crafting their improved ships as by the time they reach that point it only becomes a minor inconvenience.~~ Since 0.16 "extra slots" was made an independent upgrade of ship layout. Each extra cell costs stars, and have ship and starbase level requirements.

The possibility to craft improved ships in the workshop was added in 0.13, ~~note that the improved ships cannot be used in the arena (yellow crossed swords).~~

### **Improved ships prices**

*(S1)*
*(L1)*
 create an improved quality item
if Capital Ship:
*S1* \*1.5+ 5
 create a superior quality item
If Capital Ship:
*S1* \* 2+10
purple/gold
Name

A ship with a green name will have one bonus, purple ones will have 2, and golden ones have 3 bonuses.

### Bonuses

There are 6 types of bonuses:

* Increased Kinetic resistance: it grants 33% of kinetic resistance
* Increased Heat resistance: it grants 33% of heat resistance
* Increased Energy resistance: it grants 33% of energy resistance
* Built-in Auto Targeting System: it grants a -/+10° of targeting assist.
* Ship Base Weight Reduced by 20%: it also reduce the minimum weight by 20%.
* 30% Less Armor, Regenerates 1%/sec: it makes the ship living, at the cost of armor. Does not add the capability to use cloning modules. Stack with built-in regeneration of living ships.

Note that ships that already have Built-in Auto Targeting System(such as Crab, Eden, Chronos, Doomstar) cannot obtain a Built-in Auto Targeting System Bonus.

Ship Base Weight Reduction calculates before a Contagion ship's innate bonus. This means Contagion ships with this bonus can obtain an absurdly low minimum with a **95%** weight reduction. This can result in turning problems with these ships and since these ships can usually obtain maximum speed easily anyways it's advised to skip this upgrade for them.
Small Cloning Center

The Small Cloning Center is a special module in the Contagion faction.

This module can only be installed on living frigates. When installed it will consume an amount of energy recharge rate.

It's an activable module. When activated it will clone your ship(doesn't consume energy). The clone will have all the same specs and modules as the original even the satellites are cloned. The clone will behave like drones and can be capture with the drone capture system.

A Small Cloning Center represents 1 clone. If you installed 2 of them you can have up to 2 clones of your ship.

When your ship that has the cloning center comes to the field. You will have to wait for approximately 1/4 of the cooldown to clone your ship. When the clone has been destroyed, the cooldown will be in full duration before you can clone again.
Raven

Base/Minimum Weight
 Crafting Cost

The Raven (See Raven MK2) is one of your starter ships. It's also the basic Korerans Frigate.

For player use the lack of weapon and engine slots is an issue, leaving it slow and unable to attack from afar. One option would be to use 2 Small Proton Torpedo on a pair of Glaive Satellites and a third Targeting Unit-assisted one or a Proton Torpedo M2 on the ship, making for fairly widespread small barrages. One can also use Barrel Satellites instead to solve the issue of low speed.

## Strategy

All Ravens are rather slow and not very tough. However, like other torpedo enemies they are happy to hit you from afar while carried away by the impulse.

* **Non-veterans** are armed with a Proton Torpedo. These are simple enemies as long as you stay away from their torpedoes.

* **Veterans** upgrade the weapon to a Proton Torpedo M2, giving it a larger AOE and slightly higher damage. Their health and fuel are also doubled.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Corn

Base/Minimum Weight
 Crafting Cost

Corn is an Unaligned Cruiser. Like all living ships, it regenerates 1% hp/second. It was added in 0.17.1 and is obtainable from the Smuggler bases. It sometimes appears in Survival nodes.

For player use, the Corn is one of three ships capable of mounting the new Heavy Acid Torpedo. It can also be expanded to hold three Titan Drives. Due to the lack of blue slots, the Corn is well suited to hit-and-run tactics. With the Heavy Acid Torpedo mounted, the Corn can easily take out Death Ray Oracles in PVP, and other slow ships.

In Event Horizon Frontier, the blueprint will be unlocked after consecutively logging in for 70 days.

## Strategy

* **Non-veterans** are easily dealt with, with almost no armour. The torpedoes are easily avoided, as long as your vessel has at least some speed behind it.

* **Veterans**, by comparison, are lethal to any slow ship. The Veteran layout has a Heavy Acid Torpedo with high range and velocity that will take out even the most armoured Oracles. To fight this variant, fast ships are recommended. The ship itself is slow and the projectile can be dodged with cloak or speed. Also it's filled with Reactive Armor, raising its HP pool significantly. Another version uses Cluster Torpedo instead, which is not as dangerous but needs other way to be dealt with.

## Gallery

Splash ScreenDefault LayoutVeteran Layout 1Veteran Layout 2
Freighter

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Freighter is the Battleship of the Neganari faction, and the heaviest non-Capital Ship. It is unique in that it's one of the few ships not to fire forward. Instead it shoots to the port(left-hand) side.

For player use, as with how the AI uses it, this makes for a good early-game carrier. Its weapon slots are not very effective, and it is advised to use satellites for mounting weapons to complement the weakness or further improve the drones.

One of the nastiest options is to use all Stasis Drones. Once one hits an enemy they all will, keeping it permanently locked in place until destroyed.

The large hull with a lot of blue slots also allows it to become a heavily armored torpedo gunship, with the assistance of Barrel satelites to reach high speed. As Targeting Unit now works with side weapons, accuracy won't be much of a problem.

## Strategy

The Freighter is a brick: slow and not very maneuverable but has lots of armor. Like some other Neganari ships, it shoots at a 90° angle instead of forward. It's worth noting that this has no Repair Bot.

* **Non-veterans** are only armed with 3 Proton Torpedoes. These are very easy enemies as it's a matter of circling them or firing from further away.

* **Veterans** are even more heavily armored and change their weapons to 3 TU-assisted Drone Capture Systems. More worrisome is the 6 powerful M11 drones it carries that respawn in 1 second.
	+ A gunship is one of the better counters as it can mow down drones and doesn't need to worry about targeting like missiles. Any fast forward-firing ship can take this out by luring the drones away and rushing back to hit the unarmed side. Keep in mind destroying drones is just a waste of time here.
	+ Using drones againts them is not advised as the Drone Capture Systems will help them gaining more drones.

Splash ScreenDefault LayoutVeteran Layout
Shipyard

Shipyard is a feature to improve capability and customize your ship.

## How to Access

* Event Horizon
* EH Frontier

Available at Starbases in Event Horizon after capturing them or raising your reputation with them. The Shipyard must be a minimum level and belong to the same faction as the ships you are upgrading. Unaligned ships can be upgraded at any shipyard. Scavengers ships can only be upgraded at Scavenger shipyards, through random Scavenger encounters.

Accessed from a Nomad ship between rounds. More info TBA

Has few differences:

* Ships alignment does not matter.
* No requirement of starbase level nor player progress.

## Benefits

The shipyard can improved ships by exchanging ship levels, Credits, Stars, and Faction Points.

There are three main functions of shipyard:

* Slot expansion
* Improve ship quality
* Customize ship appearance

### Slot expansion

Shipyards can also increase the number of slots on a ship through slot expansion in exchange for Credits and Stars. The Shipyard faction must match the ship faction. The ship slots can increase by one throughout the entire perimeter, with the type of slot being expanded being determined by what the expanded slot is adjacent to. Some ships, such as the Beholder, Scavenger, Tarantula can have many slots added due to their large perimeters.

The cost of expanding each slot increases with every slot added, with the price starting at 1000 Credits and 1 Star. Resetting the ship layout to remove all expanded slots can be done by paying stars, and the price will increase the more slots are added. Ships must have a minimum level to add more slots, with the level requirement increasing with every slot.

Every added slot can be Blue, however only slots adjacent to Yellow, Green, or Red can be made into those types of slots. Spaces between separate weapon slots where the expanded slot would touch both weapon slots, such as those on the Hatchet cannot be made into additional weapon slots. Slots adjacent to combine Green/Blue slots can only be expanded to Blue slots. Scavenger ships such as the Rustbucket, Rattletrap, Nomad can not have any additional green slots added to them.

Every added slot adds 20 weight (and 10 weight to the minimum weight) to the ship (weight reduction modifications reduce those weights by 20%), and could be a consideration for ships that may want to reach the 20 speed limit.

Slot expansion can be quite useful, as they can allow larger weapons to be mounted that would otherwise not fit, and larger modules to be added such as a Heavy Antimatter Reactor on a Leech and 6 Vampiric Rays. They can also make ships significantly faster, sometimes doubling the number of engine slots.

### Improve ship quality

They can be used to add bonuses to Improved Ships for 10 Stars per bonus. TBA more info.

In summary:

* Improves ship quality allowing more modifier up to 3.
* Costs level to upgrade and has level requirement.

### Customize ship appearance

Shipyards can also be used to change the color of a ship, costing one faction material, and the shipyard faction does not need to match the ship faction.
Crab

Base/Minimum Weight
 Crafting Cost

The Crab is a Cruiser of The Swarm. It is a living ship and has a built-In TU for all weapon slots. It is a flexible ship as it is one of the fastest ships that can equip M3 satellites.

An example build could use Plasma Throwers, Tractor Beams and a Small Repair Ray for close range high-DPS. One can also equip it with dual Pulsar/Pulsar M2 for early game ship destroyer.

## Strategy

As the Crab is a living ship, a battle of attrition will normally end badly. A ship with 360° arc of fire such as the Chronos is advised to combat them.

* **Non-veterans** are more annoying than dangerous, coming equipped with dual Stasis Fields and a Tractor Beam. Staying out of range is recommended since it is hard to avoid the fields.

* **Veterans** are dangerous and can be frustrating to fight, having two variations for a veteran level. All variants are very fast and can be any of the following:
	+ The first layout uses an Afterburner, a Quantum Detonator, a Stasis Field and a Small Laser Beam M2. It is advised to take them out quickly from afar as the Stasis Field will pin you down so they can perform a kamikaze attack.
	+ As of 0.12.2, dual Plasma Webs, a Rocket Launcher and Cloaking Device is a new variant and replace the Dual Singularity Cannons variant. Cloaking Device isn't used when the Crab has less than 50% energy. It is advised to pressure them into wasting energy so that they cannot cloak. Drones and high RoF weapons are effective against this layout.

## Gallery

Splash ScreenDefault LayoutVeteran LayoutVeteran Layout 2
Manticore

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Manticore is a heavy torpedo ship and the Battleship of Korerans faction. It has slots for two Heavy Proton Torpedoes, which have large AoE.

For player use, six (using satellites) Proton Torpedo M2s, all assisted with Targeting Units, are an option. A configuration of four Heavy Proton Torpedoes (two on satellites) is good against slow missile ships, as the torpedoes detonate the missiles within their blast radiuses. It also could be taken into consideration that the Manticore is currently one of the only non-Capital Ships able to equip the Titan Drive, making it fast for its size category, but there is a contradiction - the engine slots can't be expanded, so with slot expansion similarly-sized Stalker and Zombie are faster. It is also one of the eleven non-Capital Ships able to mount a Large Anti-Matter Reactor.

## Strategy

Manticores are relatively slow and have a good amount of armor. Like other torpedo enemies they are happy to hit you from afar while carried away by the impulse. More care is needed here than against others, as Heavy Proton Torpedoes have a base range of thirty and a large AoE of five.

* **Non-veterans** are armed with dual Heavy Proton Torpedoes and dual M31 (Small Proton Torpedo) Drones. Both the drones and the main ship are dangerous with a good mixture of range, damage, and AoE. However the lack of Drone Factory means the drones cannot respawn once destroyed. Optimally, one would fire from out of range, but a missile skirmisher can wear it down instead.

* **Veterans** gain a Repair Bot, one more M31 drone and a Drone Factory to respawn the drones.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Important/disimportant modules

## Bionic armour

one of the armour that I actually forgot about to do info with them on the last page. Bionic armour, is also the unworthy, even if it does have hit points, its still unworthy, like: heavy bionic armour is worth noting: 70% of heavy fuel cells so that's clear. Although, it may have a speciality for healing and repairing.

## Shield capacitators

second of the shields I didnt mention, but yet, it repairs faster than bionic armour, doesn't bring any hit points. Anyone who wants a 1k hit point goal, its unworthy.

## Death Ray

It seems like this is the only strongest yet strengthens weapon with maximum damage for further.

Yet 500 damage no weapon has reached this. But also, yet there's another weapon 3 of them that can be predcassors against the ray.

* heavy acid torpedo
* Heavy lightning cannon
* Oblivion cannon
* All 3 against a Ray. Now let's do multiply or addition. Imagine: 100 damage plus, 100 more damage multiplied by acid torpedo can reach 500. So we can draw this.

## strongest weapons

### lets start with kinetic or projectile weapons.

* heavy ION cannon
* Ion cannon
* Heavy pulse cannon
* Pulse cannon m2
* Railgun
* Heavy railgun

### missiles and rocket launchers

* Stalker missile
* Heavy missile launcher m2
* Heavy missile launcher m3
* cluster missile

### laser weapons

* Death ray
* Heavy lightning cannon m2
* oblivion cannon
* Ai-only no-type heavy vampirism Ray m2.
* Heavy laser beam m2 m1.

### Torpedoes

* heavy acid torpedo
* Cluster torpedo
* Heavy antimatter torpedo

### Special weapons

* heavy plasma web
* Heavy antimatter bomb m2
* Acid missile
* acid cannon

### Weapons for any slot

* large rusty cannon (exclusive)
* Fireworks cannons (exclusive)
* Small laser beam
* Small lightning cannon m3
* Drone capture system (useful)
Exploits and Glitches

**This is a list of known current or fixed exploits/bugs.**

## Glitches

Drag Glitch:
When moving modules onto a ship, sometimes the module will get stuck on the screen. Exiting and re-entering the ship customization screen should fix this.

### More than one active module:

1. Go to a living ship, like the Tarantula.
2. And drop the repair robot with the new drag and drop system 0.13.1. (As you know the repair robot doesnt work in organic ships).
3. Now to you can have more than one of an active item, such as an afturburner. It is not known whether they all worked or not.

4? Daily missions. If you are fighting a wormship, an example is zeus, you quantum detonate at it, once the chance is gone, you have X2 chances, fully charge a deathray, before it dies, you surrender but the beam still stays, the wormship dies, drops its loot, you can get the loot again and again.

5. Automatic action (this only happens in mobile) hold a button, then pause without releasing a button, pause finish, release the button, its still shooting.

## Exploits

### Re-rolling Crafts:

1. Save the game at a workshop of choice.
2. Craftsuperior items until you find the one you are looking for. Note on which craft you got this item.
3. Re-load the save. Then craft (X-1)\*2 of the item's common quality. X being the number of the craft that go you the desired item.
Destroyers

Destroyers are medium sized ships. In the RPG they can equip up to either M1, M2, or M3 satellites depending on the ship (see table below). In Frontier, Destroyers may only equip M1 satellites. Destroyers are the second smallest ship type, after the Frigate. There are eighteen Destroyers in total.

See Frigates for the previous size of ship class and Cruisers for the next size of class ship.

## Destroyer stats

BansheeBarracudaBugChrysalisDartDragonflyEdenFalconISS GunboatKryptoriaObject 18PaladinPraetorProbeShadowTridentZephyrRustbucketAmoeba
Quantum Detonator

The quantum detonator is a special module in the Jurgans faction.

It uses 2x2 green slot for installation. When installed it will consume a variable amount of energy recharge rate depends on the ship classes.

It's an activable module. When activated you will lose control of your ship and the ship will gradually turn redder, eventually explode dealing a huge amount of heat damage to a large area surrounding the ship.

This module is suitable for an early boss killer. Use a stealth field to maximize damage. The damage and exploding radius scale with your ship's level and classes. (Frigate deal the least damage, Capital ship deal a huge amount of damage in the huge area)
Dart

Base/Minimum Weight
 Crafting Cost

The Dart is a new ship added in 0.12.3 and is the second Destroyer of Veniri faction.

For player use, this ship can equip many High Energy Focus and Automated Reloaders to become a very powerful (and fast) gunship.

## Strategy

* **Non-veterans** are armed with two Mass Drivers and an Afterburner. They are lightly armoured, and will attempt to strafe run you using the Mass Drivers, however they carry a high amount of Impact Armor giving them over 82% Kinetic damage reduction, and making them a bad idea to get close to.
* **Veterans** use two Pulse Cannon M2s, an Afterburner and a Breaking System. They will attempt to fight at medium range by boosting and will almost always brake to fire at you. This makes them relatively easier to hit compared to non veterans. They also trade their Kinetic damage reduction for more hp. The AI-only Inertial Nullifier allows them to accelerate faster with Afterburner so they can dodge shots, thus it is not advised to use slow projectile weapons against them.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Yeti

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Yeti is the Battleship of The Syndicate, unusually large for its class.

For player use, this ship can equip a powerful Stalker Missile and Heavy Ion Cannon or Heavy Railgun, allowing for high damage at long range.

## Strategy

Neither variant is particularly fast, but both have fairly longed ranged weapons. Like all other Syndicate ships it has a 50% innate energy resistance.

* **Non-veterans**  are very slow and have above average effective hp for a non veteran battleship, matching the larger size. It's armed with dual 20 range Missile Launcher M2s and dual 30 range Heavy Pulse Cannons. The missiles can easily be dealt with by a Pulsar or Point Defense System. While the cannons have higher dps, the lower damage per shot and lack of homing make them a smaller threat. Overall, like most non-veterans it's a low threat.
* **Veterans** have around double the speed, 50% more overall health and can heal itself with a Repair Bot or dual M81 drones. In addition, it's armed with dual Targeting-Unit assisted high-velocity 40 range railguns, a Missile Launcher M2 and a 100 range Heavy Missile Launcher M2. A Cloaking System can help with surviving the Railguns and HMLM2. The drones don't respawn quickly, making AOE weapons effective.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Nemesis

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Nemesis is the Daazen's Battleship.

For player use, It is one of few Battleships capable of using a Targeting Unit-assisted Black Hole Generator, or Targeting Unit-assisted Railguns. Alternatively using Plasma Throwers, Tractor Beams and Small Plasma Cannons makes for a powerful close-range brawler.

For those who were able to collect multiple copy of Firework Cannon from Easter Egg, install them on every weapon slots of this battleship can turn it into a deadly medium range attacker, due to the weapon's high damage output.

## Strategy

The Nemesis is a highly armored foe with dangerous weapons. Since the variants' battle style differ greatly from one another, one usually requires different strategies against them.

* **Non-veterans** are armed with dual Neutron Blaster M2s and an Anti-Matter Bomb. As long as you do not stray too close to the bomb, these are a slow and tanky enemy.

* **Veterans** are equipped with dual AI-only long ranged high rate of fire Heavy Pulse Cannon M2s, an AI-only Homing Stasis Field, a Repair Bot and a Point-Defense System. The Stasis Field has a long stun time, similar to its reload time. Getting hit once can spell your death as it is common to be hit by a second Stasis just as the first wears off. Missiles do not work well due to the Point-Defense System.

* **Double Veterans** are truly deadly foes, possibly the most deadly of all non-Capital Ships and even surpassing some Capital Ships. The Nemesis is armed with a Black Hole Generator, dual Targeting Unit-assisted Railguns, and a Firework Cannon. In addition, it's equipped with a Frontal Energy Shield and a Repair Bot. AI-only Inertial Nullifier makes it very light, allows it to turn fairly fast to face enemy and dropping BHG + Firework combo while being carried away by the Railguns' recoil.
	+ As with other Railgun-equipped foes it's advised to have an afterburner or high speed ship to catch up to them.

## Gallery

Splash ScreenDefault LayoutVeteran LayoutDouble Veteran Layout
Sean Lurie

**Sean Lurie** is an American feature film producer who is credited on multiple animated features. After a career spanning traditional animation management and digital ink and paint, Sean established himself as an animated feature film producer on such titles as *The Rugrats Movie*, *Rugrats in Paris: The Movie* and *The Wild Thornberrys Movie*. Sean was hired by DisneyToon Studios (DTS) in 2004 and produced the second CGI feature produced at DTS, entitled *Tinker Bell and the Lost Treasure*, of which John Lasseter is listed as executive producer. Sean is also the producer of *Tinker Bell and the Mysterious Winter Woods*.

In June 2010 Sean was promoted to VP of Production for The Walt Disney Company/Disney Toon Studios and as of January 2014 he is VP of Development for The Walt Disney Animation Studios.

Sean is married with two children and lives in Los Angeles.
Database

The game database is a file tree used to mod the game. It contains data about ships, weapons, modules, sprites, etc. It needs to be put in *Game folder/mods* to be aviavable to be used as a mod, and can also be compiled to a finished, unmodifiable mod. Modding as a whole is not currently avaivable in Event Horizon Frontier.

## Editing

The database can be edited on PC using special utilities, such as web editor by jux9870, the DB editor program originally made by the game developer Pavel Zinchenko and improved by jux9870, or any text editor that can open JSON files.

Here is a full documentation of its structure.

When database is loaded in-game, a menu to view and edit ship builds appears in the main menu. On the button to access it is a text box where you can type the ID of the ship build you want to go to. This build will also be the first one in the list of quick battle ships on both your and the AI's side.

## Usage

The user can use a database/mod by creating the *mods* folder inside the game's directory (works on mobile too) and putting the folder/file inside. After that, it's possible to load it in the mods menu in-game. If and mistakes were made in the database format, the database wont load and the game will show a splash screen with the error message telling what's wrong.
Merchant Ship

Combat Class
 Base/Minimum Weight
 Crafting Cost

The Merchant Ship is a HUGE unaligned Cruiser . It can be equipped with any 2\*2 weapon, but is largely considered as a drone carrier because of its large amount of blue slots. It is generally considered as a weaker variant of the Freighter due to the lack of green slots for drone boosters.

For player use, this ship can be made into a decent drone carrier. It cannot carry as many drone boosters as the Freighter, however it can carry twelve drones in total. The universal slots mean it can mount any 2\*2 weapon, therefore it is recommended to use a Pulsar (for close-range defense) or repair rays to keep it alive.

## Strategy

The Merchant ship isn't very hard to kill, but has decent health and often carries drones, making it difficult to kill for newer players.

* **Non-veterans** are armed with a Missile Launcher M2, a Drone Bay M81 and Drone Bay A1. They are easily disposed of with anything that has splash damage or good range.
* **Veterans** keep the weapon but have triple the drones. These have less HP and no Drone Modificators, making them an even easier kill than the stock one.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Embryo

Base/Minimum Weight
 Crafting Cost

The Embryo (See: Embryo Mk2) is a living ship and a Frigate aligned to the Jurgans faction.

For player use, it is advised to not bother with it. The poor weapon-mount angles make this ship much less effective than other frigate counterparts. If a player wishes to use the ship nonetheless, ideally it should be equipped with Potato M1 satellites and Small Missile Launchers.

In *Frontier*, the duel with this ship branches off of 2-1, and requires use of a ship that is Frigate class or smaller.

## Strategy

All variants are painfully slow, squishy and harmless. It is safe to say that the Embryo is, by far, the easiest ship to deal with. They use Mass Drivers as their main source of damage and propulsion.

* **Non-veterans** Embryos are very slow, however, as they either get hit and/or fire then they will speed up and it is recommended to take distance from them until they slow down. Chasing them and you might take more hits from their Mass Drivers.

* **Veterans** are the same as the normal variant, but turn much faster and have more fuel for more shots.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Smuggler Ship

Base/Minimum Weight
 Crafting Cost

The Smuggler Ship is an Unaligned Battleship.

The Smuggler Ship was added to Event Horizon's game files in update 0.15.1, though was completely unobtainable apart from mods and database edits. As of Event Horizon update 1.8.1, it has been made obtainable within normal gameplay parameters. It is unknown if there is a plan to make it obtainable in Event Horizon Frontier.

Currently, the only way to get this ship is to buy it from a smuggler's shop (similar to corn) for the price of 70 there is no blueprint or technology for this ship, so it is not craftable.

The Smuggler Ship allows for high flexibility with endgame equipment, having many green and blue slots for armor and modules. Its 2\*5 LC slot allows for endgame weapons such as the Tachyon Beam, Heavy Ion Cannon, and Heavy Lightning Cannon to be equipped.

## Strategy

* **Non-veterans** are equipped with a TU-Assisted Ion Cannon, three Rangemaster Units and are slow. They are not much of a threat but can shoot from afar.
* **Veterans** are equipped with a TU assisted Heavy Ion Cannon (Possibly M2?) with a good turn radius making them dangerous against ships that either cannot take the Heavy Ion Cannon fire or cannot close to attack range quickly
* **Double Veterans** do not exist

## Gallery

Smuggler S1.pngSplash ScreenDefault LayoutSmuggler veteran.pngVeteran Layout
Gladius

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Gladius is an Unaligned Battleship that shares some similarities with the Beholder. It can be bought at Smuggler Bases, repaired at Beacons or crafted after finding Blueprints from Exploration. This is one of the eleven non-Capital Ships able to mount a Large Anti-Matter Reactor.

The Wormship, Nomad, Rattletrap, and the Gladius are the only non-Capital Ships capable of mounting a Targeting Unit assisted Heavy Laser Beam M2 without the use of built-in upgrades or slot expansion.

For player use, high armor along with both aforementioned modules (the HLBM2 and LAMR) pairs well with an Afterburner. Using Pot M3 satellites to increase green slots along with a moderate amount of inertial dampers or stabilizers should help keep turning speed at a reasonable level.

## Strategy

All types are dangerous up close, but they are easily flanked due to their low turning speed and limited weaponry.

* **Non-veterans** are armed with three Laser Cannons. These are very slow and can be flanked even with a slow ship.

* **Veterans** do not exist.

* **Double Veterans** are armed with a TU-assisted Heavy Laser Beam M2 and a Small Repair Bot. In addition, they have Small Energy Absorbers which give them over 60% Energy Resistance and Absorption, so other damage types are advised.

## Gallery

Splash ScreenDefault LayoutDouble Veteran Layout
Frigates

Frigates are the smallest piloted ships of a faction and can usually only equip M1 Satellites. There are twenty-three Frigates in total, the most of any ship class!

The player starts out with three frigates; Raven, Scout, and Spectrum.

See Destroyers for the next size of ship class

## Frigate stats

DroneDrone Mk2Easter EggEggEmbryoEmbryo Mk2GoblinInterceptorInterceptor Mk2ISS CorvetteLeechLeech Mk2MessengerMessenger Mk2MeteorObject 34RavenRaven Mk2ScoutScout Mk2SpectrumSpectrum Mk2SpikeSpike Mk2Slime
Object 34

Base/Minimum Weight
 Crafting Cost

The Object 34 is a medium ship of the Unknown faction. This ship has 91% kinetic resistance by default. It's worth noting that any piece of Impact Armor installed on ship and satelites will have resistance value mutiplied by 11.

For player use, this ship can be used as a missile skirmisher, as it can reach 20.0 for both velocity and turn rate by using Titan Drive while arming 3 Small Missile Launchers on its 3x1 all type slot, without satellites.

Another strategy is to maximize all 3 resistances, arm with 3 SLCM3 and turn it into ramming ship like the AI version. Killing maybe difficult for the unfamiliar, but the sheer resistance allow it to go toe to toe with any ship, except those possess non-type weapons.

In *Frontier*, the duel with this ship branches off of 10-5, and requires use of a ship that is Frigate class or smaller.

## Strategy

The Object 34 is fond of ramming the opponent. It has some kinetic resistance to take advantage on impact.

* **Non-veterans** are armed with 3 Small Lightning Cannons. They also have high Kinetic Resistance(over 97%) and have afterburner for powerful ramming attack.

* **Veterans** are armed with 3 Small Lightning Cannons like the Non-veterans. They have a Fortification Module, which is activated while performing ramming attacks to reduce kinetic damage taken on impact. They also have even higher kinetic resistance(over 98%).

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Barracuda

Base/Minimum Weight
 Crafting Cost

The Barracuda is a Daazen Destroyer with flexible weapon mounting. It's one of the few ships capable of directly mounting the Heavy Proton Torpedo.

For player use, it is advised to use L-Weapons on the sides as they have better synergy with 1x3 slots.

One can also mimic the AI-version and arm it with Heavy Proton Torpedo and two Pulse Cannon M2s to make it a powerful mid-range fighter. Built-in TU will help with accuracy. Fighting from distance also increase the ship survivability due to its few blue slots.

In *Frontier*, the duel with this ship branches off of 13-2, and requires use of a ship that is Destroyer class or smaller.

## Strategy

Barracuda attacks with long range unguided weapons. It has fair speed and turn rate, which result in a high requirement on speed for ships that try to flank it.

* **Non-veterans** are armed simply with a Proton Torpedo and two Pulse Cannons. These are slow enemies that can be easily flanked.

* **Veterans** are armed with a Heavy Proton Torpedo and two Pulse Cannons. They also have a Small Repair Bot and Frontal Energy Shield to compensate for lesser armor. Fast ship for flanking is advised as they can turn fairly fast and a wall of torpedoes and pulse shots is dangerous.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Fully Modded ships EHF

Fully Modded ships. No not mods I mean creatively customizeed ships. For special modules it's really important modules any ship that has special modules will strengthen a ship here are the modules that are worth for you. High energy focus both m2. Automated reloaders both m2. Range master units only if you have heat weapons also worth and inertial dampers both stabilizers are worth but beware your reactor power. And for the ones who are having trouble of controlling your ships autopilot is worth. And for the ones who encountering lots of drones flares and or ecm jamme or ecm drone bays can distract a crowd of drones to rlet you handle a ship or a flagship. If your ships have low hp infinity stones are worth but does not work on flagships so battleship can equip it too. But that is not worth if you have low amount of reactors, this module can take a big bite out of your reactor power. For starters your infinite customization is limited until you start getting cruisers at the mid game.
Perdita

### Friends

Anita Radcliffe, Roger Radcliffe, Mickey Mouse, Genie, Minnie Mouse, Olaf, Chicken Little, Stitch, Disney Heroes

### Enemies

Cruella De Vil, Jasper and Horace, Maleficent, Hades, Disney Villains

### Likes

Her family, her puppies' safety, etiquette manners, going to the park, watching TV with her family, walks

### Dislikes

Cruella De Vil, her puppies in trouble, Pongo's mischief, danger, Patch's impudent remarks, her puppies quarreling

### Quote

"Come on, Lucky. Down, dear."

**Perdita Dearly-Radcliffe-Dalmatian** (or **Perdy** for short) is the deuteragonist of Disney's 17th full-length animated feature film *One Hundred and One Dalmatians*, and a supporting character in *101 Dalmatians: The Series* and the 2003 direct-to-video sequel *101 Dalmatians II: Patch's London Adventure*.

She is Pongo's wife, the biological mother of 15 puppies, the adoptive mother of the other 84 dalmatian puppies, and the paternal grandmother of Domino, Little Dipper and Oddball.

She is voiced by Cate Bauer in the first film, the late Mary Kay Bergman in the animated storybook computer game, Pam Dawber in the TV series, and Kath Soucie since 1996 and *Patch's London Adventure* and *House of Mouse*.
Sayjix (Faction)

Capital Ship
 Combat types
 Appears at level

The Sayjix faction is one of the sixteen factions  of Event Horizon. They always use drones and various weapons and could be used as carriers. However, many of their ships use built-in Targeting unit with 360° arc of fire, which makes them a bit unique. But this ability makes them weak against ships with EMC Jammer.

## Tech Tree

### Satellite

 Potato M2
 Potato M3
Javelin

Base/Minimum Weight
 Crafting Cost

A Cruiser of Veniri faction, the Javelin is a gunship capable of putting out a wall of fire to counter missiles and hit small or fast targets.

Early on the Javelin will be very useful as its wide arc of fire helps before Targeting Units or Missiles are unlocked. Later on, this ship can be used as a boss hunter with 6-8 Pulse Multi-Cannons (2-4 on Satellites). Swapping in an Afterburner and Neutron Blasters on it and the Dart satellites causes it to become a very dangerous brawler and boss killer.

It's worth noting that the Javelin can use M3 satellites, and is one of the smallest and lightest ships capable of doing so.

## Strategy

All variants, for the most part, slower than your ships and can either be out-ranged or outmaneuvered with relative ease. Their weaponry are also focused for combating small and fast ships as they fire a spray of pulse cannon projectiles.

* **Non-veterans** are straightforward, armed with a Frontal Energy Shield, 2 Small Pulse Cannon M2s and 2 Pulse Cannons.
* **Veterans** retain their shield but upgrade the Small Pulse Cannon M2s so they're armed with a total of 4 Pulse Cannons.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
## Trivia

* The Javelin used to be one of the three initial ships a player would start with along with the Paladin and Scout.
Tarantula

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Tarantula is the heaviest Taraniak ship and a living ship with a repair rate of 1%.

For player use, equipping it with a Black Hole Generator and an EMP Torpedo is effective against larger and slower ships, although dual Plasma Throwers deal much higher damage at the cost of range. Another option is to use five Small Plasma Webs.

Lowering its weight or installing a Warp Drive helps with its lack of mobility, as it doesn't get many engine slots for its weight. Slot expansion can add many blue slots, however will not add any green slots, or many weapon or engine slots leaving it quite slow.

## Strategy

Like other Taraniak ships the Tarantula is slow, however it's heavily armored and armed. Ships with a good turn rate are highly recommended when fighting these.

* **Non-veterans** are armed with a Heavy Anti-Matter Bomb and Heavy Plasma Torpedo M1. They are not fast and don't possess a Warp Drive, thus a fast ship can avoid their high damage weapons.

* **Veterans** are armed with a Black Hole Generator and an EMP Torpedo. They also have Warp Drive for short range teleportation. This variant is especially dangerous as the mixture of warping away and leaving both black holes and EMP torpedoes behind is very hard to attack without taking damage. Coupled with their regeneration, the player is forced to go after them almost recklessly. It is advised to destroy them as soon as possible and/or equip Cloaking System to minimize the damage of the Black Hole Generator.

Splash ScreenDefault LayoutVeteran Layout
Rhino

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Rhino is a Battleship aligned to the Zumbalari faction.

For player use, it is one of few ships capable to mount a Black Hole Generator with an Afterburner. Vampiric Rays/Small Repair Rays are a good choice for the L-slots.

Due to many weapon slots, like Nemesis it is advised to fill all slots with Firework Cannons if you have many copies to maximize damage output as a mid-range attacker.

## Strategy

Rhinos aren't very fast or too well armored however they are armed with dangerous weapons.

* **Non-veterans** are armed with a powerful Fragmentation Bomb.
	+ These are long ranged, high powered and have a large area of effect. It's important to note that the enemy chooses when to detonate them so straying too close will net you several to the face in rapid succession.

* **Veterans** are equipped with dual Fusion Beams and dual Acid Cannons. In addition, they have a Stealth Field and Small Repair Bot.
	+ It's worth noting that the Stealth Field may allow them to draw close to hit you with the acid. Engaging at range is advised although you first must make them drop the stealth if using missiles.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Event Horizon (Ship)

Satellite Class
 Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Event Horizon is the player's mothership in Event Horizon. It stores all of player's modules, ships  and fuel.

￼At the start, it can carry up to one hundred units of fuel, (upgradable to six hundred via skills) and have three ships in the hangar (upgradable to twelve via skills). It can always carry a limitless amount of ships, modules, and misc items.

To fight in this ship you need to empty your fleet, and go into a battle. When you enter the Event Horizon will be your only ship. It moves quite slow, and has no weaponry to speak of, so you will almost invariably be defeated. It has twelve blue slots, four yellow slots, no weapon slots and thirty-two green slots. These slots are not normally acessible.

## **Traveling and exploration**

* The Event Horizon needs fuel to move through space. One unit of fuel is consumed for every light year you fly. If you encounter enemies, the Event Horizon will deploy the ships in its hangar to fight them off.

## Appearance

It shares similarities with a number of  other ships in the game, taking its shuttle-like design from the Freighter amd the Merchant Ship, while the protrusions on its sides are reminiscent of the Probe .

## Gallery

The Event horizon in gameEvent horizon under attack by Bushrak
AI-Only Modules

AI-Only modules are modules used only by enemy ships, however using the database editor it is possible to obtain them.

Characteristically, AI-Only modules are deadly and require specialised ships to counter them.

NOTE: All size layouts are in Horizontal x Vertical format, i.e. 1 x 2 means 1 cell across, 2 cells down in the equipment screen. General info:

The modules' stats in the tables are the base stats. Quality or other bonuses are not included.

## **Weapons**

AI-Only weapons are capable of high damage and are used by many end-game ships.

## Weapon Stats

**Damage Type:** Has 3 types: Kinetic, Heat, and Energy type. There is a fourth type which is unnamed and ignores all types of resistance.

**Damage:** Number of Hit Points removed when hitting a target.

**Energy Con.:** Amount of energy consumed for one shot.

**Reload time:** Rate of fire- e.g 0.2 would be 5 shots per second.

**Range:** Distance shots will travel before dissipating, or the length of a beam.

**Weight:** Weight of the module. Usually 50 per module slot.

**Velocity:** How quickly the shot flies through space.

**Area of effect(AoE):** The radius of explosions and area of effect weapons.

**Impulse:** Amount of knock-back shots will inflict on targets. May also indicate weapon recoil to your ship.

List of AI-Only Weapons:

## Drones

AI-Only drones are used by Capital Ships, and some resemble the frigate-class ships of their respective faction, be it the regular versions or MK2.

List of AI-Only Drone Bays:

## Drone Modules

These modules are used specifically by drones

1x1,
Blue
1x1,
Yellow
-Turn Rate: 0.5
1x1,
Yellow
-Turn Rate: 0.3
-Use by drone M21, M41, M51, M54

## Special

Special AI-only modules tend to be used mainly by Capital Ships, however they can be rarely used by regular ships, such as Object 18.

Terms...

Variable: depends on ship size. Larger ships have a higher energy cost.

Con.: consumption.
CO-Warnanlage

## Definition

CO-Warnanlagen werden in Tiefgaragen von Gebäuden eingebaut, um Personen am Betreten der Garage zu hindern, für den Fall, dass eine zu hohe CO-Belastung vorkommt. Warnschilder und Sirenen deuten auf dieses Vorkommnis hin. Fühler in der Garage messen den CO-Gehalt der Luft. Vorgeschrieben werden CO-Anlagen meist bei Garagen mit zu geringer Durchlüftung.

## Anwendungsgebiete

CO, auch Kohlenstoffmonoxid genannt, ist eine chemische Verbindung aus Kohlenstoff und Sauerstoff und gehört zur Gruppe der Kohlenstoffoxide. CO ist ein farb-, geruch- und geschmackloses Gas und entsteht bei unvollständigen Verbrennungen. CO führt zu Kopfschmerzen, Schläfrigkeit, Übelkeit oder in zu hoher Konzentration zum Tod.

## Normen & Richtlinien

CO-Warnanlagen müssen nach den jeweilig gültigen Herstellerangaben regelmäßig gewartet werden und nach den gesetzlichen Vorschriften überprüft werden. Die Wartung erfolgt meist halbjährlich, die Eigenwartung durch geschultes Personal ebenfalls halbjährlich. Somit wird die Anlage vierteljährlich überprüft.

## Trend & Ausblick

Eine Nicht-Beachtung der Warnschilder beim Betreten einer Garage kann zu Gesundheitsbeeinträchtigungen führen. Die Regelmäßige Überprüfung ist dringend notwendig, um die Schilder und Sirenen zu testen und deren Betriebssicherheit zu gewährleisten. Die Notstromversorgung mittels Batterie in der Steuerzentrale der CO-Warnanlage muss für mindestens eine Stunde nach Stromausfall gewährleistet sein.

## Quellennachweise

1. ↑ TRVB 001A [2015], Definitionen, Technische Richtlinien vorbeugender Brandschutz
2. ↑ http://www.chemie.de/lexikon/Kohlenstoffmonoxid.html
3. ↑ DIN 31051 [2012], Grundlagen der Instandhaltung

## Quicklinks

Sicherheit Wikia

Gebäudesicherheit

Brandschutz

Technischer Brandschutz