recursal/Fanatic-Fandom huggingface dataset:
Shockwave Field

## General

The Shockwave Field is the basic Explosive-resisting base shield.

## Strategy and Setup

### Advantages

Shockwave Fields are most useful for clustered bases where base attackers would most likely use Explosive weapons such as Creeper Torpedoes and Arc Missiles to deal damage to multiple modules at once. They are excellent against the near-unstoppable Manifold Missile blitz tactic.

This shield should be used on Storage Modules and Antimatter Silos that are behind Combat Modules as they are often damaged by Explosive weapons that target the Combat Modules in front.

### Disadvantages

Shockwave Fields only have moderate shield energy, making them less effective overall than Spectral Fields.

## Trivia

* Modules with active Shockwave Fields are encased in a blue dome, which occasionally pulses orange but is hardly noticeable.
* The equipping time of all old blueprint items for bases was reduced by half during the May 2020 update.
Manticore Battlecruiser

## General

The Manticore Battlecruiser is an Umbra Battlecruiser, designed for swift and deadly strikes. It is the first Battlecruiser in existence.

## Strategy and Setup

### Advantages

With a high forward speed, the Manticore Battlecruiser is able to close in on targets quickly, making escaping from it impossible, much like cutters.

The Manticore's Bloodrush ability grants it increased weapon speed, as well as turning and strafe speed, granting it the maneuverability of a frigate and allowing its weapons to connect much more easily whenever an enemy enters its firing arc. This counters any ship that is suited to long-range weapons such as Battleships and Destroyers, making them easy prey for the Manticore's weapons. The Bloodrush also disrupts the shields of enemy ships, reducing their shield defense by a small amount.

The Manticore also deals additional damage to battleships as well as ships from the Altairian faction.

### Disadvantages

The Manticore loses out to the Wraith Cruiser in terms of durability, and will surely fall if it is forced into an engagement with it.

Unlike cutters, the Manticore does not have stasis resistance, and thus, any ship with Void NET Burst Torpedo or NET Torpedo can slow it down easily if the pilot is not careful, making it easy prey for most ships' weapons.

## Trivia

* The Manticore Battlecruiser is the first battlecruiser in existence.
* The Manticore Battlecruiser's design reveals the remnants of a Condor Frigate, with it's "mouth" opened.
* As part of the early April 2019 update, this ship has received resistance to Alien Nebula.
* All player ships had their Resurgence values modified as a result of the late February 2020 update.
* The repair time of all Tier 7 ships apart from dreadnoughts has been standardized to a flat 2 hours (similar to existing Tier 8 ships) in the late September 2020 update.

## Gallery

* Mk I/II Manticore Battlecruiser angled HD render
* Mk III/IV Manticore Battlecruiser angled HD render
* Mk V Manticore Battlecruiser angled HD render
* Mk VI Manticore Battlecruiser angled HD render
* Manticore Battlecruisers battling Wraith Cruisers with Blight Havoc Cannons.
* Manticore Battlecruisers armed with Havoc Cannons battling enemy Manticores with Blight Havoc Cannons.
* Manticore Battlecruisers relentlessly pursuing a fleet of Ogre Battleships.
Rules and disclaimers

All users, editors and viewers are expected to comply with Gamepedia's Terms of Service regardless.

Wiki, this wiki's editors and KIXEYE are NOT liable under any circumstances for any damage done by inaccurate information.

This wiki is not run by KIXEYE. KIXEYE support is not to be bothered by matters concerning this wiki.

Remember, these rules are subject to change at any time without warning.

* Severity 1 offenses may result in a warning, or a temporary ban that lasts for at most 7 days.
* Severity 2 offenses may result in two warnings, or a temporary ban that lasts for at most 28 days.
* Severity 3 offenses may result in a permanent ban!
* In addition, receiving 3 warnings within 14 days will result in a permanent ban!

## Points to Note

* A single action may count towards multiple offences. For example, replacing paragraphs on a page with an advertisement counts as both advertising and griefing.
* If you have any questions, send a message to one of the admins (search using this page) of the wiki, preferably the one who handed down the punishment.
Shattered Spectre

## 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.

* Shattered Spectre I.png

 Antimatter | x200,000,000

## Run 2

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

* Shattered Spectre II.png

 4h Ship Refit Token

## 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.

* Shattered Spectre III.png

 Prefitted Scrapper Hull
Scope Sentry

## General

The Scope Sentry is basically a Scope Phantom designed for bases. It functions almost the same as the ship version in combat.

It has an extremely large engagement range, allowing it to pursue enemies basically anywhere inside the combat arena.

## Strategy and Setup

### Advantages

The Scope Sentry has a weapon range that matches that of rangers, guaranteeing that it gets to open fire before being destroyed.

Its weapons have predictive aim, making them more accurate than the fan of missiles launched by the Blaze Sentry.

Base spawners prevent the enemy from dealing damage to your base without return fire since they can engage enemies from the start of battle no matter where the enemy ships are.

### Disadvantages

Just like the ship version, it has poor DPS and health compared to the other Tier 9 sentries. Also, it has a large minimum range which can be exploited in a blitz attack.

Moreover, its AI tends to focus on enemy decoys rather than the damage dealers (the main threat) that are close to the parent module. Unlike the ship version, this behavior cannot be overridden manually.

Because of its Projectile Range, it often fails to hit the kite ship.

## Trivia

* Scope Sentries resemble a mini Heretic Cruiser in appearance but have a destroyer firing arc (45 deg).
* Originally, Scope Sentries incorrectly had a projectile range of 6,250 m instead of 8,000 m. This was fixed in the update of late April 2021.
* The XP of this item was dramatically increased in the early August 2021 update as part of an effort to rebalance bases.

## Gallery

* Vectors being taken out by multiple Scope Sentries
Spectral Shield

## General

The Spectral Shield is the basic Energy-resisting ship shield.

## Strategy and Setup

### Advantages

Spectral Shields are best used on ships that engage in close combat. Most weapons that are used at this range are Energy-based, allowing your shields to last much longer.

They also offer the most shield energy for Xeno Division Hulls and below, making them useful against Alien Damage, which cannot be resisted by any of the basic shields. They are also often used simply because it is difficult to predict what damage types your ships will go up against, and this shield gives the most overall protection.

### Disadvantage

While Spectral Shields have relatively high capacity, they take up a huge chunk of your ship's mass, with the same mass efficiency as that of Shockwave Shields and Deflector Shields.

## Trivia

* Hulls that have active Spectral Shields glow yellow.
Spatial Missile Launcher

Stats on this page have not been confirmed by KIXEYE!

## Stats

 Projectile Range
 Speed
 Spread
 Shield Bypass
 Traits

## General

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

Similar to the Spatial Torpedo Launcher, this weapon swiftly deploys orange missiles directly away from the launcher to 2,500 m range, which then slowly travel at 500 m/s before exploding at 10,000 m range. Note that the missiles have proximity trigger during the secondary phase.

## Strategy

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

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

## Trivia

* The Spatial Missile Launcher was first seen in Altairian Skirmisher targets during the 24th Decimation.

## Gallery

* An Altairian Spawner dotting the battlefield with missiles from its Spatial Missile Launcher
Rift Beam Turret

Stats on this page have not been confirmed by KIXEYE!

## Stats

 Speed
 Shield Bypass
 Traits

## General

The Rift Beam Turret is the base counterpart of the Rift Beam, with the added ability to ignore any obstacles in the way.

It fires an unavoidable green beam at its target, sustaining it for a few seconds before recharging, much like its ship version.

## Strategy

It is more difficult to shield-switch against the Rift Beam Turret due to its ability to pass over ships. Make sure you plan in advance and retreat the damaged ships early on.

## Trivia

* The Rift Beam Turret was first seen in Infected Outposts during the Outbreak event preview.
* Originally called the Discharge Beam Turret, it had been renamed to Rift Beam Turret because of its similarity to the Rift Beam.

## Gallery

* An Alien Citadel defending itself against an Exterminator Destroyer with Rift Beams
Scourge Fuel

## Stats

 Range
 Weapon Speed
 Hull XP
 Applies to
 Restricted to
 Antimatter  | 2,481,297

## General

The Scourge Fuel is a Pierian Fuel designed for PvP combat, restricted to the Tyrant and Tormentor.

## Strategy and Setup

### Advantages

Scourge Fuel enables your ships to approach the range of destroyers, being able to kite even battleships. The speed buff makes your weapons slightly more difficult to dodge as well, further improving their effectiveness.

### Disadvantages

Unfortunately, Scourge Fuel also increases the minimum range of your weapons, making them much easier to exploit by fast cutters.
Spectre Pierce Dissipators

* Energy
* Explosive
* Kinetic

## Stats

 Module XP
 Antimatter  | 7,607,575

## General

The Spectre Pierce Dissipators provide modules with Counter Pierce in addition to damage resistance.

## Strategy and Setup

### Advantages

Spectre Pierce Dissipators can provide damage resistance while taking up relatively little mass.

### Disadvantages

Spectre Pierce Dissipators are less mass efficient than Spectre Basic Dissipators in terms of damage resistance. The Counter Pierce is useless as all Miner Rebellion Modules capable of equipping this item are already immune to Piercing.

## Trivia

* Currently, Spectre Pierce Dissipators have the same build cost as their ship counterparts, the Spectre Pierce Resistors. The mass cost is also displayed in terms of "ship mass". This is likely a bug.
Skirmish Armor

## General

The Skirmish Armor is a powerful resistance armor that takes reduced damage from Energy and Explosive weapons. It can only be equipped on Iron Star Company Hulls.

## Strategy and Setup

### Advantages

Skirmish Armor is overall more mass-efficient than Zynthium, especially in close combat, since most weapons that are used at this range are either Energy- or Explosive-type. They also counter the powerful Unstable Reactor which does Explosive Damage.

Equipping Kinetic Resistors along with this armor gives your ships decent resistance against all three traditional damage types, allowing them to fight in various scenarios.

### Disadvantages

Skirmish Armor is ineffective in sniper fleets since most of the damage comes from Kinetic weapons, which this armor does not resist.

They are also useless against the infamous Infernal Wave Driver which is overused on Damocles Destroyers, destroying your ships in as few as three hits.

## Trivia

* The Skirmish Armor is the first ship armor that resists certain damage types, making it the first "resistance armor".
* An update that reduced the Skirmish Armor's resistance to 3%/6%/10% Energy and 0% Explosive had been met with revolt by the vast majority of players; it was swiftly reverted.
* Its repair time was nullified as a result of the early February 2021 update, which updated the repair time of all Iron Star Company ships to be invariant to equipment.
SICO Missile Turret

## General

The SICO Missile Turret is the base counterpart to the SICO Missile, extremely popular amongst mid-level players.

It fires a continuous stream of missiles similar to the ship version.

## Strategy and Setup

### Advantages

SICO Missile Turrets have incredible firepower for their mass, which is further enhanced when multiple ships are caught in the blast. The explosion radius can be increased through AM Detonators to devastate enemy clusters.

SICO Missile Turrets have sufficient range to open fire on most sniper decoys and can play a part in sniper defence. Their minimum range is small enough to defend against blitz fleets.

They have a high rate of fire and can protect your base against enemy squadrons rather effectively.

### Disadvantages

SICO Missile Turrets can be directly outranged by destroyers, making longer-ranged defenses such as the Gemini Driver Turret necessary to protect them against sniper attacks.

SICO Missile Turrets have slow projectile speed and medium spread, hence they are quite inaccurate against a single target. It is recommended to use multiple of this turret to flood the area with missiles such that they could not be dodged effectively.

## Trivia

* The SICO Missile Turret looks identical to its ship version, the SICO Missile.
* The equipping time of all old blueprint items for bases was reduced by half during the May 2020 update.

## Gallery

* SICO Missile Turret I blueprint
* SICO Missile Turret II blueprint
* SICO Missile Turret III blueprint
* SICO Missile Turrets melting a fleet of Revelation Cruisers
Spawner Module

## General

The Spawner Module is the latest means to defend your base, as of the Virago event that started on December 3, 2020. Unlike the Combat Module (which focuses on weapons) and the Hangar Module (which focuses on squadrons), this module uses spawners to warp in miniature ships to protect the base against enemy attacks.

Other forms of defense include The Bridge (as a final stand), Terminus Mines (Bridge III), the Fleet Bay (Bridge IV), the Ship Factory (Bridge VI), Hangar Modules (Bridge VI) and Combat Modules (Bridge I).

## Strategy

The mode of offense of this model is the spawner. Unlike the ship version, base spawners have infinite engagement range and will attack the enemy regardless of their location inside the battlefield. The Switch is an excellent counter as its Prime Shift active ability can mind control the spawned ships for a limited amount of time, turning them against the base itself.

Spawner Modules inflict a moderate amount of of Collateral Damage when destroyed, so avoid clustering them. Also, avoid putting too many of them next to essential modules such as the Ship Factory and The Bridge. However, spreading them too far apart risks allowing the enemy to pick them off one by one from long range, so a balance should be achieved.

You cannot control the action of Spawner Modules: their AI always pursues the closest valid target, which leads to the use of decoys. Decoys are ships specifically set up with high mobility and/or durability, intended to draw fire so that other ships, usually destroyers, can attack unmolested.

No need to upgrade past lvl 5 until you complete other base upgrades, as the max spawner slots are 2.

## Trivia

* The XP curve of this item was flattened during the early August 2021 update as part of an effort to rebalance bases.
Spectral Warheads

## General

Spectral Warheads boost Explosive weapons by increasing their area of effect, shield damage and shield bypass, at the cost of decreased health damage.

## Strategy and Setup

### Advantages

Spectral Warheads are optimized against shields, increasing the shield damage on one hand, while also enhancing shield penetration. Combined with the extra explosive radius, weapons equipped with this special can absolutely decimate groups of heavily-shielded enemies.

They are very effective in battleship fights, which often involve regenerating shields and tight line formations.

### Disadvantages

Spectral Warheads use up a lot of mass, but the extra shield damage and shield bypass are mostly useless against opponents that are well-armored, especially modules and Xeno Division Hulls. In this case, AM Warheads perform just as well at a much lower cost.

## Trivia

* Unlike Ionized Optics and Phased Magnets which combine the two researchable specials with respect to their damage type, the spread bonus from Sweep Launcher is replaced by shield damage and bypass in Spectral Warheads, making this weapon boost rather unique. It combines Ion Modulator, AM Warheads and Phased Projectiles which each come from one of the three basic weapon types.
Rupture Beam

## Description

The Rupture Beam is a powerful Energy beam weapon that is exclusive to Xeno Division Hulls or better.

It charges up for a long time before firing a translucent pale yellow beam that passes through anything in the way, hitting its intended target.

## Strategy and Setup

### Advantages

Rupture Beams have good damage output and cannot be blocked, therefore enhancing your ships' ability to focus fire. Equip Beam Capacitors to reduce their charge time; this also increases the weapon's overall DPS.

Rupture Beams cannot be dodged, allowing them to reliably hit fast ships such as Alien Reapers.

### Disadvantages

Rupture Beams have short range even with Beam Capacitors equipped, making your ships vulnerable to kiting tactics.

Rupture Beams take very long to charge, resulting in a lot of overkill when targeting one ship at a time. They are also unable to clear squadrons effectively.

## Gallery

* An Annihilator Battleship firing Rupture Beams at an Apocrypha Cruiser
* Annihilator Battleships with Impulse Beam and Rupture Beam
Subverter

## General

The Subverter is the Spectre faction's second debuffer, focusing more heavily on defense. It fires bursts of radial missiles like the Retaliation overdrive when in Prime Shift, applying various debuffs to enemies that are hit.

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

## Strategy and Setup

### Advantages

The Subverter has similar durability as the Switch, making it a good damage absorber. Yet, its main purpose is to apply a wide range of debuffs through its overdrive as well as equipped squadrons such as the Inferno Squadron and Reach Squadron, greatly hampering the enemy fleet.

It has a high base Prime Shift Charge, which when combined with its large number of defensive slots, enables it to reach Prime Shift Active much quicker.

The most useful debuffs done by its overdrive are: Stasis, enabling your fleet to kite lesser range ships; Weapon Disrupted, considerably decreasing the damage output of the enemy fleet; and Shield Disruption, resulting in more damage dealt directly to the hull even in the absence of Shield Bypass. Since the overdrive fires missiles in every direction and pierces through targets, it is extremely difficult to avoid, usually resulting in the entire enemy fleet being affected by at least one of these debuffs.

While Prime Shift is active, it not only gains defensive bonuses but also provides a significant boost to its squadrons, making them much more likely to reach the enemy and thus apply debuffs before being destroyed.

It deals extra damage to enemy spawned ships and squadrons, making it a good control ship in battle.

### Disadvantages

The Subverter has rather poor offense, with a very limited number of weapon slots and only a single firing arc. Although its hangar slots may make up for it, they are not nearly as reliable because the damage output of squadrons is reduced upon taking damage.

The Ablative Suppressed and Phase Hacked debuffs from its overdrive are useless against other Tier 9 ships.

## Skins

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

## Gallery

* Mk I/II Subverter angled HD render
* Mk III/IV Subverter angled HD render
* Mk V Subverter angled HD render
* Mk VI Subverter angled HD render
* A fleet of Subverters engaging Liberatus ships
* A Subverter launching its missiles as it activates Prime Shift
* Enemies being affected by debuffs from the Subverter's Prime Shift Active weapon
Spearhead Augment

## General

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

Note that this special is mutually exclusive with thrusters.

## Strategy and Setup

### Advantages

This item is essentially a thruster with no downsides, as it boosts forward, turning \*and\* strafe speeds.

Moreover, it increases the ship's effective health and stasis resistance, making it much more difficult for enemies to take out ships equipped with this special before they close in. The Harmonic Warfare boost extends the special's power to the entire fleet, even if they are not equipped with the Spearhead Augment.

### Disadvantages

The Spearhead Augment is only available to ships with the Fighter role.

The maximum speed of Fighters equipped with this special may be so high that it becomes difficult for ships to actually reach that maximum speed due to their limited acceleration.

## Trivia

* It is one of the two specials released for Tier 8, the other one being the Vanguard Augment. Interestingly, there is no Augment for ships with the Ranger role.
* The Spearhead Augment was unlocked to Tier 9 in the late November update to indirectly buff the Breaker as it was relatively underpowered.
Shielded Conductors

## General

Shielded Conductors are designed for Tier 10 ships equipped with Energy weapons, increasing their range and shield damage at the cost of health damage.

## Strategy and Setup

### Advantages

This is essentially Ionized Optics except that it is much more mass efficient and applies a small penalty to health damage.

It is most useful for longer range hulls that wish to use shorter range Energy weapons, such as Architects equipped with Flux Cannons.

It is particularly effective against heavily shielded ships (including most Tier 10 player ships) due to the shield damage bonus it applies.

### Disadvantages

Since many Tier 10 NPC ships have more health than shields, using this special may be detrimental.

Avoid using the level II version as it is less mass efficient than the other levels.

## Trivia

* Currently, Shielded Conductors are listed as "Silver Conductors" in-game. This is a bug and will be fixed in the next downtime.
* This, along with Nitro Munitions and Compressed Rounds, are the first weapon specials for the Spectre faction.
Solar Combat Module

* Type-EN
* Type-EX
* Type-KI

## General

The Solar Combat Module is responsible for protecting Mining Outposts, similar to the function of the rebellion's Combat Module.

Currently, there are 3 types of Solar Combat Modules.

Solar Combat Modules have relatively low collateral damage, so you'll have to take out the Combat Modules one by one.

Alternatively, taking out the Solar Bridges will instantly destroy all Combat Modules surrounding them.

## Solar CM Type-EN

The Combat Module Type-EN has a medium-range stasis turret, the Impounder Beam Turret, which slows down incoming ships by a significant amount but deals almost no damage by itself. This weapon can be easily outranged by destroyers and carriers.

It can be found surrounding Type-KI Solar Bridges.

## Solar CM Type-EX

The Combat Module Type-EX is equipped with a medium-range Striker Torpedo Turret. This turret has an extremely long reload time so it usually only gets to fire once before being destroyed. However, the torpedos inflict massive damage, so be sure to dodge them!

It can be found at the front of each Mining Outpost.

## Solar CM Type-KI

The Combat Module Type-KI has a single Precision Driver Turret which fires long-range homing projectiles. Close the distance quickly and take them out before they overwhelm you.

It can be found surrounding Type-EN Solar Bridges.

## Gallery

* Solar CM Type EX
* Solar CM Type EN
* Solar CM Type KI
Riot List

## Overview

Riot is the first event in the history of VEGA Conflict that focuses on helping newer players catch up. Prizes are redeemed by accumulating event points rather than through point-buy.

The only actively recurring Riot at the moment is the Time Token Riot.

### Riot (Legacy)

* **Link: Riot List/Legacy**

Legacy Riots offer technologies from past feature events. Any NPC is a valid target, granting the player a predetermined amount of event points ("Loot").

### Riot (Time Token)

* **Link: Riot List/Time Token**

Time Token Riots offer time tokens as the top prize. Players can only obtain event points ("Intel") from attacking Demon Corps Raiders.

## Video

**Contests**

Bounty Weekend • Search and Destroy • Ultimate VEGA Threat

**Deprecated Recurring Events**

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

**Active Recurring Events**

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

**2014 Feature Events**

Uprising • Retribution • Deception • Crackdown

**2015 Feature Events**

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

**2016 Feature Events**

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

**2017 Feature Events**

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

**2018 Feature Events**

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

**2019 Feature Events**

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

**2020 Feature Events**

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

**2021 Feature Events**

Breakdown • Inquest • Chase Down • Showdown • Transversal • Barricade • Precision Strike
Segmentata Armor

## General

The Segmentata Armor is an advanced armor for Spectre Hulls, providing extra health and improved Prime Shift capabilities.

## Strategy and Setup

### Advantages

Compared to its predecessor the Graphene Armor, this armor provides significantly more health, which is especially useful in PvP where Shield Bypass is commonplace.

Moreover, its bonuses to Prime Shift help your ships to reach and maintain Prime Shift more easily, taking greater advantage of their effects. This bonus stacks with each piece of armor equipped, so highly defensive ships such as the Buckler can make the most out of this.

### Disadvantages

Unlike Graphene Armor, Segmentata Armor lacks a shield energy bonus, so your ships become more vulnerable to Breakers and Caustics which specialize against shields. When auto-farming, the lack of a shield energy bonus increases the likelihood of your ships briefly losing shields mid-combat, giving you a hefty repair bill.

## Trivia

* Currently, there is a bug in which Segmentata Armor's Prime Shift modifiers do not apply in combat.
Soul Battleship

THIS SHIP IS ONLY AVAILABLE ON THE CHINESE SERVER!

## General

The Soul Battleship is an improved version of the Mk V Zeal Battleship, with increased health and speed.

As a battleship, this ship has bonus range and duplicate weapons for each firing arc, dealing massive damage from a safe distance.

This ship is a reference to KIXEYE's partner company for the Chinese version of the game, Electronic Soul.

## Strategy and Setup

### Advantages

The Soul Battleship has +150 health compared to the Zeal Battleship, enabling it to survive longer in combat. With extra combat and sector speed, this ship can better catch or outrun opponents both in battle and on the map.

It is otherwise identical stat-wise to a fully-upgraded Zeal Battleship, saving you the hassle of researching, farming and crafting mark upgrades.

### Disadvantages

The Soul Battleship is extremely limited and can only be obtained on the Chinese server.

## Trivia

* This is the first Chinese-only hull.
* A website about the Soul Battleship can be found here.
* The Soul Battleship's stats on the US server differ from those displayed on the official website. The stats displayed here follow those of the former.
* The Soul Battleship has a blue thruster trail, a stark contrast to the Mk V Zeal Battleship's red.
* When players first spotted the hull they took to the forums to talk about it; moderators quickly replied telling players not to build it.
* The bug which allowed players to build and see the Soul Battleship caused VEGA Conflict to go into downtime which disrupted the Special Event running at the time. Existing Soul Battleships have since been replaced with Mk V Zeal Battleships.
* A bonus to DPS was added to battleship mark upgrades around the middle of 2018. The Soul Battleship was also improved to uphold its status as a fully upgraded battleship.

## Gallery

* Soul Battleship angled HD render
* Another HD render
* Soul Battleship in battle
* Soul Battleship as seen on the US Server's build screen (Page 1)
* Soul Battleship as seen on the US Server's build screen (Page 2)
* Soul Battleships stopping a Mk 5 Komodo Cutter Blitz.
* 2 fleets of Soul Battleships in a typical FvF situation.
* Soul Battleship in the Build Tab (Preview Server only)
Spectre ECHO Resistors

* Energy
* Explosive
* Kinetic

## Stats

 Hull XP
 Restricted to
 Antimatter  | 7,607,575

## General

The Spectre ECHO Resistors are designed for Spectre ships, providing Counter Chain and Counter Ricochet in addition to damage resistance.

## Strategy and Setup

### Advantages

The Spectre ECHO Resistors are improved versions of the Altairian ECHO Resistors, featuring improved counter chain and the ability to mitigate the ability of ricochet weapons for greater mass efficiency.

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

### Disadvantages

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

Counter chain/ricochet is also useless if the enemy doesn't use chaining weapons or weapons with ricochet.

## Trivia

* Its icons appear to be advanced versions of the Spectre Pierce Resistors.
Spectre Basic Resistors

* Energy
* Explosive
* Kinetic

## Stats

 Restricted to
 Antimatter  | 7,607,575

## General

The Spectre Basic Resistors are designed for Spectre ships. They provide protection against Energy, Explosive and Kinetic damage respectively.

## Strategy and Setup

### Advantages

Spectre Resistors are strictly better than the Basic Resistors, costing half the mass but providing the same amount of protection.

### Disadvantages

Switch users who expect to bring their ships into combat against a variety of enemies may opt to use the level III Hybrid Ship Resistors as they provide protection against two damage types and are just as mass efficient in terms of total resistance per unit of mass.

## Trivia

* These are the first resistors released ever since Tier 7.
Spectre Chain Dissipators

* Energy
* Explosive
* Kinetic

## Stats

 Module XP
 Antimatter  | 7,607,575

## General

The Spectre Chain Dissipators provide modules with Counter Chain in addition to damage resistance.

## Strategy and Setup

### Advantages

Spectre Chain Dissipators are currently the only way for modules to mitigate the effects of Chain.

### Disadvantages

Compared to the Spectre Basic Dissipators, Spectre Chain Dissipators provide slightly less damage resistance with the same mass cost.

## Trivia

* Its icons appear to be advanced versions of the Spectre Pierce Dissipators.
* Currently, Spectre Chain Dissipators have the same build cost as their ship counterparts, the Spectre ECHO Resistors. The mass cost is also displayed in terms of "ship mass". This is likely a bug.
Scale Armor

## General

Scale Armor is an Altairian-only Armor for Tier 8 ships, that is capable of enhancing the amount of Shield Energy contributed by the ship.

Xeno and Plasma Scale Armors provide damage resistance against Alien and Plasma Damage respectively.

## Strategy and Setup

### Advantages

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

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

### Disadvantages

The level II version is the least mass-efficient armor out of the four levels, although it does have a 5% greater shield energy modifier compared to level I.
Shredder Cannon

Stats on this page have not been confirmed by KIXEYE!

## Stats

 Speed
 Spread

## General

The Shredder Cannon is a short-range Plasma weapon that can pierce through multiple ships. It fires a series of slow-moving pink bolts in the same pattern as the Plasma Quantum Cannon.

This weapon was first seen on the Ancient Blitz Reapers that premiered during Dynasty. They then appeared again on the Mk V Bastion Cruisers utilized by the Oligarchs in the Vanguard of their armada.

## Strategy

The Shredder Cannon is easily dodged due to its rather slow projectile speed. Space out your fleet to prevent the shots from hitting ships that are falling behind.

Be wary of the weapon's ability to pierce. Do not line up your ships as this can result in a lot of unnecessary damage.

## Trivia

* The Shredder Cannon was first seen in Blitz Reaper fleets during Dynasty.
* The Shredder Cannon was originally named the Plasma Repeater.
* It originally had a piercing of 3.

## Gallery

* Ancient Blitz Reapers firing Shredder Cannons at a Paladin Carrier and its supporting ships
* Oligarch Bastion Cruiser firing Shredder Cannons at a Herald Bastion Cruiser
Stargazer Cruiser

## General

The Stargazer Cruiser is the Marauder version of the Trojan Cruiser, instead dealing Void Damage (including DoT) and having resistance to Void Damage.

## Strategy and Setup

### Advantages

The Stargazer Cruiser has all of the advantages of the Trojan Cruiser, being able to reposition itself and deal damage over time.

As a Marauder hull, its damage is effective against all player ships that are not of the Marauder faction, even Altairian ones, which cannot be said for the Trojan Cruiser.

Unlike other Marauder hulls, the Stargazer Cruiser already has 50% Void resistance at Mk I, which is only attained at Mk V for other ships.

### Disadvantages

The converse is also true: the Stargazer Cruiser cannot deal much damage outside of Phase State just like the Trojan Cruiser and is less durable than the Lunatic Cruiser.

It is ineffective offensively against other Marauder ships due to their high resistance to Void Damage, and defensively against non-Marauder ships.

This ship, just like its Pharmakon base, lacks Counter Chain, Counter Pierce and Counter Ricochet and is hence vulnerable to weapons with the corresponding abilities.

## Trivia

* The Stargazer Cruiser is the first Marauder ship to be based on the Pharmakon faction, and is consequently the first ship to deal Void DoT.
* The Stargazer Cruiser was named by the winner of the repair time efficiency contest for the Demise event.
* All player ships had their Resurgence values modified as a result of the late February 2020 update.
* The repair time of all Tier 7 ships apart from dreadnoughts has been standardized to a flat 2 hours (similar to existing Tier 8 ships) in the late September 2020 update.

## Gallery

* Mk I/II Stargazer Cruiser angled HD render
* Mk III/IV Stargazer Cruiser angled HD render
* Mk V Trojan Stargazer angled HD render
* Stargazer Cruiser Elite angled HD render
* Stargazer Cruisers doing battle with Lunatic Cruisers and an Usurper Carrier.
* Stargazer Cruisers surrounded by Lunatic Cruisers as well as Saboteur Destroyers.
* Stargazer Cruisers engaging Blackguard Cruisers.
* Stargazer Cruiser Concept Art
Scope Phantom

## General

The Scope Phantom is a spawner that can be equipped to Tier 9 Spectre Hulls. It spawns a small ship that is equipped with a shield that resists Kinetic Damage. The ship has a single firing arc and shoots projectiles from relatively long range.

Its AI prioritizes attacking other titans that are within 8 km of the parent ship, so it will try to engage them instead of other enemies unless there is a primary target selected.

## Strategy and Setup

### Advantages

Phantoms are even more tanky than Zealots (e.g. the Kinetic Zealot) and deal more damage. They also have an extremely high spawn rate that is on par with Myrs (e.g. the Kinetic Myr), so even if the enemy manages to destroy it, a new one would mostly like immediately spawn in.

The Scope Phantom's has longer range than any other Phantom, allowing it to stay further away from the action and thus get targeted less often. It deals more damage than individual Chase Phantoms and does not require the use of double firing arcs to maximize damage output (as is the case for the Blaze Phantom).

In PvP combat, Scope Phantom have a better chance of at least dealing some damage to the enemy before being taken out, due to their longer range.

The Scope Phantom is especially durable against enemies that deal Kinetic Damage due to its shield type. It also has resistance to the three RPS damage types - Alien Damage, Plasma Damage and Blight Damage.

### Disadvantages

Its mobility is considerably worse than the Zealot so it takes longer to move between different targets.

The Scope Phantom has the worst potential damage output and durability out of the three Phantoms. Its projectiles are also quite easy to dodge by moving targets.

While its shield only resists one damage type (as opposed to the Zealot's four), the much greater amount of shield energy more than makes up for that.

## Trivia

* Scope Phantoms resemble a mini Heretic Cruiser in appearance but have a destroyer firing arc (45 deg).

## Gallery

* A trio of Scope Phantoms attacking a Buckler
* Scope Phantoms sniping at various ships
Saboteur Destroyer

## General

The Saboteur Destroyer is the Marauder version of the Inquisitor Destroyer, designed for long range assaults. It retains its Ballista Overdrive, and trades its Alien and Plasma Resistance for Resurgence and Void Resistance.

## Strategy and Setup

### Advantages

The Saboteur is similar to the Inquisitor Destroyer in most aspects, retaining its longer projectile range, thus allowing projectiles fired from driver weapons equipped to it to reach much further, especially when combined with the destroyer's Ballista Overdrive.

It also has Void resistance, up to a maximum of 50% at Mk 5.

### Disadvantages

Like all destroyers, With a slow turning speed and narrow firing arc, blitz attacks can overpower a Saboteur Destroyer fleet if a pincer approach is adopted. It is equally vulnerable to squadrons as well. Use Blackguard Cruisers to protect the relatively fragile destroyers from incoming attack or decoy incoming fire away.

Because of its weakness to any damage that is not void damage, base attacks with this destroyer should be avoided unless a heavy tank is used.

## Trivia

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

## Gallery

* Mk I/II Saboteur Destroyer angled HD render
* Mk III/IV Saboteur Destroyer angled HD render
* Mk V Saboteur Destroyer angled HD render
* Mk VI Saboteur Destroyer angled HD render
* Saboteur Destroyers opening fire on Blackguard Cruisers.
* Saboteur Destroyers bringing a Wraith Cruiser advance to an abrupt halt.
* Saboteur Destroyers attacking a base.
* A Saboteur Destroyer compared to the Inquisitor Destroyer. Both are Mk I.
Rupture Beam Turret

## General

The Rupture Beam Turret is a Rupture Beam suited for bases.

It fires a powerful beam after charging up for a long period, releasing all that energy in a single second just like the ship version.

## Strategy and Setup

### Advantages

Rupture Beam Turrets have astronomical DPS that far surpasses that of the Disintegrator Cannon Turret, allowing them to destroy blitz attacks even more effectively.

### Disadvantages

Rupture Beam Turrets have extremely short range that makes them defenceless against sniper fleets, even when Xeno Focused Apertures are equipped on the level IV version.

This weapon has a long charge time, making overkilling a serious problem. They are also weak against squadrons because they could only attack one of them at a time, giving adequate time for the squadrons to heavily damage Combat Modules.

## Gallery

* Rupture Beam Turret I stat card
* Rupture Beam Turret II stat card
* Rupture Beam Turret III stat card
* Rupture Beam Turrets melting a fleet of Punisher Cruisers
* Xeno Rupture Beam Turrets stopping a Punisher Cruiser rush
Needle Driver

## General

The Needle 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

The Needle Driver is a direct improvement over the Caliber Driver, possessing improved range, as well as DPS. Any enemy ship that is hit by the projectile is sure to suffer attrition, no matter how much defense they have.

The **Needle Driver**'s effectiveness is further improved on the Cannonade, which removes its shortcomings of slow projectile speed due to its Rangefinder stacks, thus making sure that the projectiles are more likely to hit their targets.

### Disadvantages

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

While its spread pattern enables the weapon to hit more consistently, if the enemy is not in the middle of the resulting arc of projectiles, some of them could miss the target.

This weapon also has a charge time, providing enemies with a window to take a quick shot then move out of the firing arc without taking return fire.

## Gallery

* Cannonades firing level 3 Needle Drivers at incoming Bucklers
* Cannonades defending themselves from other long-range ships with level 3 Needle Drivers
* The arc of projectiles from Needle Driver I (right), II (left) and III (center), respectively.
Scorcher Beam

Stats on this page have not been confirmed by KIXEYE!

## Stats

 Speed
 Shield Bypass
 Traits

## General

The Scorcher Beam is an Energy beam weapon with a relatively short firing cycle.

It appears identical to the Mercury Beam in combat but has a visible charging animation.

## Strategy

While this weapon does not deal much damage, it interferes with the recharging of shields.

Therefore, you should rotate your ships such that the ones with the most shield energy are always in front, blocking any beams that try to pass through them.

## Trivia

* The Scorcher Beam was first seen in co-op Reaper Harvester fleets during Alien Decimation in June 2017. It was originally named Vulcan Beam before the debut of the Prime Vulcan.

## Gallery

* A Reaper Harvester firing Rebound Rays and Scorcher Beams at player ships
Riposte Overdrive Generator

## Stats

 Restricted to
 Antimatter  | 19,020,000

## General

The Riposte Overdrive Generator is an Overdrive Generator granting the Riposte Overdrive. It can only be equipped on the Sovereign Carrier.

## Strategy and Setup

### Advantages

Much like the Enguard Overdrive Generator, the Riposte Overdrive Generator grants the Sovereign Carrier a support field. This Support field boosts the defensive capabilities of the fleet by a large amount, Increasing the shield defense of the fleet and allowing the fleet, including the Sovereign itself to recharge 10% of their shields per second, thus allowing them to recover 30% of their shields every time the Overdrive is activated.

The Overdrive also grants the fleet additional DPS output. This encourages the use of the Sovereign as a tank, because repeated enemy fire (especially those with shield bypass) will cause the Overdrive to keep activating, thus granting the fleet this significant offensive and defensive boosts, which thus allows the fleet to easily outlast and overpower their enemies.

### Disadvantages

The Riposte Overdrive Generator also does not generate a support field by default, rendering it useless if enemy ships do not damage your Sovereign Carrier at all. Activating the Riposte requires your ship to take damage and thus repair time as well.

Taking damage risks completely depleting your shields, at which point they can no longer recharge.

The Riposte Overdrive Generator is limited to the Sovereign Carrier only, and cannot be equipped on any other carrier at the moment.
Spectral Zealot

## General

The Spectral Zealot is a spawner that can be equipped onto the Orator Dreadnought. It spawns a fast-moving ship which is equipped with an Energy Damage weapon - a cross between the Pulse Cannon's firing cycle with the Havoc Cannon's projectiles and piercing - as well as a shield that resists five damage types.

## Strategy and Setup

### Advantages

Spectral Zealots deal Energy Damage, which is advantageous over the Xeno Zealot against other Altairian and Umbra ships because they all possess innate resistance to Alien Damage.

### Disadvantages

On the other hand, this Zealot is not effective against enemies that are equipped with Spectral Shell or Spectral Screen due to their damage resistance.

Enemy Wraith Cruisers and Lunatic Cruisers can activate their Culling overdrive whenever Zealots lose their shields, which usually makes the situation even worse for the Orator.

## Trivia

* The Spectral Zealot was the first Ship Spawner to be released to players.
* Zealots have a firing arc of 45 degrees.

## Gallery

* Spectral Zealots firing at an enemy Zeus
* Spectral Zealots fighting a Sovereign Carrier