recursal/Fanatic-Fandom huggingface dataset:
Betrayal/Bounty

## Event Information

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

## Target Payouts

**BOUNTY PAYOUTS**

 50
 60
 70
 80
 90
 100

## Leaderboard Prizes

 3-4
 5-6
 7-10

**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
Alien Combat Module

* Type-AL
* Type-KI
* Type-PL (1)
* Type-PL (2)

## General

The Alien Combat Module is the Alien version of the Combat Module. It can equip weapons to defend itself and the base and should be one of the primary focuses alongside the Alien Citadel, the Alien variant of the Bridge. Individually, each turret does not deal much damage, but they have strength in numbers.

Currently, there are 3 types of the Alien Combat Module.

The Combat Modules do not have high collateral damage, meaning each combat module must be taken down individually.

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

When destroyed, you can see a human-like core of a Combat module, indicating the corruption as a result of the Alien infection.

## Alien CM Type-AL

The Combat Module Type-AL is armed with the Rift Beam Turret. It can barely outrange a carrier.

They are usually not a very big threat to players attacking alien bases as usually only 1 will actually attack a ship, due to its short range. However, if one tries to rush in they will begin to join in and do heavy damage.

## Alien CM Type-KI

The Combat Module Type-KI carries two weapons which are stacked on top of each other.

Firstly, it is armed with a hybrid variant of the AP Driver and Wave Driver Turret - known as the Puncture Driver - which fires shells with a built-in shield bypass, capable of piercing through up to 5 ships. These have slightly more range than the Plasma Beam.

Secondly, it is also armed with a short-range fast firing projectile weapon known as the Impact Driver that does not pierce, but is extremely fast and can home in on its targets.

They are the biggest problem in alien bases as many will fire on you no matter what in an attack, this can slowly drain your ships HP faster than you will anticipate if you don't try to shield any of your hulls.

## Alien CM Type-PL

The Combat Module Type-PL is similar to the Type-AL one, but has some orange highlights and is instead equipped with a Plasma version of the Rift Beam Turret, called the Plasma Rift Beam Turret.

## Gallery

* HD Render of an Alien Weaponry Combat Module
* Destroyed Alien Weaponry Combat Module
* HD Render of an Kinetic Weaponry Combat Module
* Destroyed Kinetic Weaponry Combat Module

## Trivia

* Alien Combat modules are very, very spread out in alien bases making long-distance travels very common after the Alien Citadel falls.
Arc Missile Turret

## General

The Arc Missile Turret is the base counterpart of the Arc Missile.

It fires five missiles in a set formation that have increased shield bypass, similar to the ship version.

## Strategy and Setup

### Advantages

Arc Missile Turrets have long range exceeding that of the Vector Torpedo Turret, enabling them to better combat sniper fleets. Their shield bypass ensures that enemies will take lots of direct health damage even with regenerating shields.

Arc Missile Turrets have a set spread that enhances their accuracy at long range, destroyers often find it difficult to dodge all five missiles at once. Equipping Sweep Maximizers will almost guarantee a hit.

### Disadvantages

Arc Missile Turrets have relatively low damage output due to the fact that it is spread out between the five missiles. That being said, they can be devastating against destroyer line formations where all five missiles hit multiple ships with their AoE, especially when boosted by AM Detonators.

Arc Missile Turrets have a large minimum range, rendering them useless against nearby enemies.

## Trivia

* The Arc Missile Turret was originally going to be in the event Search and Destroy before being swapped with the Unstable Reactor.
* The Arc Missile Turret was significantly buffed from 62/102/175 DPS to 84/123/210 DPS, due to complaints that it was underpowered.
* The equipping time of all old blueprint items for bases was reduced by half during the May 2020 update.

## Gallery

* Arc Missile Turret I blueprint
* Arc Missile Turret II blueprint
* Arc Missile Turret III blueprint
* Arc Missile Turrets taking out Tornado Frigates
Chaos Elemental

Core

.

## Description

Whenever this minion takes damage, it randomly teleports.

## Gameplay

* This card has great synergy with Onyx Jaguar due to his keyword.

## Trivia

* If the damage taken is lethal, it still teleports to a random tile before it dies.

## Balance Changes

v. 0.0.13 - Added: Chaos Elemental 3 mana 5/5 "Whenever this minion takes damage, it teleports to a random space."

v. 0.0.14 - Stats lowered to 5/4

v. 0.0.15 - Art changed to current form.

v. 0.0.16 - Stats lowered to 4/4

## Animations

Idle

Breathing

Running

Attack

Death
Arc Missile

## General

The Arc Missile is a specialised Explosive weapon that boasts increased shield bypass and extra long range.

It fires 5 missiles in a fixed fan-like formation that detonate with a large explosion.

## Strategy and Setup

### Advantages

Arc Missiles have a set spread and large AoE, making them extremely difficult to dodge especially when equipped with Sweep Launcher,
AM Warheads or Volatile Fuel. Their spread makes them perfect against enemy line formations which are commonly used for battleships.

Arc Missiles have extremely long range, allowing ships equipped with this weapon to outrange even Vector Torpedoes and ECHO Rays equipped with Focused Optics V. They also readily travel beyond maximum range, allowing you to damage targets that are otherwise out of range by shooting at closer targets such as squadrons.

Their shield bypass is very useful in situations where both sides trade fire intermittently and have regenerating shields (basically battleship fights); the opponent's health is slowly chipped away until their ships eventually die. This effect can be magnified through the use of Spectral Warheads.

### Disadvantages

Arc Missiles take up a lot of mass and have low damage output - this is further complicated by the fact that the damage is spread between each of the 5 missiles. They will surely lose to any other ship weapon of its tier if both sides are in range of each other.

Arc Missiles have a large minimum range and are rendered useless in close combat.

## Trivia

* The Arc Missile was rarely used until its discovery on PvP battleships long after its initial release, before becoming increasingly popular due to their effectiveness in that aspect.

## Gallery

* A single salvo of Arc Missiles
* Arc Missiles fired from both sides of a battleship
* Arc Missiles fired from a Fury Battleship
* Arc Missiles fired by Lance Destroyers
* Arc Missiles splash damaging many Combat Modules
* Arc Missiles devastating a line of Hellfire Battleships
Amplification

Core

.

## Description

Give a friendly damaged minion +2 Attack and +4 Health.

## Strategies

While less flexible than Greater Fortitude, Amplification has strong synergy with cards such as Flash Reincarnation, Blistering Skorn, and Kujata as each of these cards produces a damaged minion to cast Amplification upon. The strong HP buff allows an Amplified minion to dominate the early game.
Because Amplification requires a damaged minion, it is generally difficult to apply the buff and attack with the minion on the same turn. Flash Reincarnation with Rush minions allows you to make the greatest use of Amplification by ramping out exceptionally large minions without giving your opponent a chance to respond.
As this card generally lacks flexibility and consistent same-turn impact, it is usually a niche card, but can be very powerful due to its stat efficiency.

## Balance Changes

v. 0.0.1 - Added: Amplification 1 mana "Give a friendly minion Grow:+3/+3"

v. 0.0.14 - Now costs 0. New text: "One friendly damaged minion gains +3 Attack."

v. 0.33.0 - Rarity changed from Rare to Common.

v. 0.61.0 - Cost changed from 0 to 1. Text changed to "Give a friendly damaged minion +2/+4."

## Animations

Active

Actionbar

Effect
Beam Capacitor

## General

The Beam Capacitor boosts Energy weapons by extending range and reducing charge time. It is limited to T6 hulls and above.

## Strategy and Setup

### Advantages

Beam Capacitors are incredibly lightweight, taking up minimal space on your ships while providing a range increase comparable to that of Focused Optics.

They reduce the charge time of your weapons, which effectively increases the DPS of beam weapons because the firing cycle is shortened while the damage per shot remains unchanged. The longer the charge time with respect to the complete firing cycle, the greater the bonus.

When paired with Arrestor Beams on battleships, they can start impeding enemy ships sooner, enhancing your kiting capability.

### Disadvantages

Beam Capacitors are only designed for beam weapons; the vast majority of other ship weapons do not benefit from the charge time increase, although this special is still much more mass efficient than Focused Optics.

The Harmonic Beam Capacitor is in general more efficient except when you are fighting squadrons and modules or when you only have a single ship in the fleet equipped with the Harmonic special.

## Trivia

* This is the first weapon boost that reduces the charge time of a weapon.
* Along with other T6 equipment, this item's build time was significantly reduced during the late April 2019 update as summarized here.

## Gallery

* Beam Capacitor I blueprint
* Beam Capacitor II blueprint
* Beam Capacitor III blueprint
Basic Resistors

* Energy
* Explosive
* Kinetic

## General

The Energy, Explosive and Kinetic Resistors are basic ship resistors that protect your hull from the respective damage types.

Instant credits are available in the Credit Market, accepting either Blood Amber or Coins as payment. Only one level III offer is active at any given time, cycling to the next damage type once per week.

## Strategy and Setup

### Advantages

Resistors do not increase repair time but effectively provide extra health against certain types of damage at the cost of mass, allowing your hulls to become more repair-efficient. Since the damage reduction is greater than the mass cost, they are also fairly mass-efficient.

Energy Resistors are useful on ships designed for close combat such as cruisers and cutters because most powerful short-range weapons are Energy-type, like the Burst Ray and Infernal Gatling Ray. Considering that the vast majority of Energy weaponry cannot be dodged, this resistor provides a way to mitigate damage that is otherwise unavoidable.

Explosive Resistors are the most common due to the prevalence of Explosive weapons: from Vector Torpedoes on battleships to Manifold Missiles on cruisers, as well as SICO Missile Turrets and Bayonet Missile Turrets in bases. It also reduces damage taken from Unstable Reactor, which is extremely common amongst Iron Star Company Hulls. Equipping this resistor enables your ships to become more versatile and perform well in many combat situations.

Kinetic Resistors are the most reliable resistor for sniper fleets, which consist of destroyers as damage dealers and cruisers or frigates as decoys. Most base weapons that can fire back at this range are Kinetic-type, such as the Gemini Driver Turret and Storm Driver Turret, making this resistor extremely valuable to have. Alternatively, this resistor is equipped on frigates or cutters to counter the infamous Infernal Wave Driver Damocles Destroyer fleets.

### Disadvantages

Basic Ship Resistors are difficult to obtain due to their exclusivity to The Markets, especially the level III version. Think thrice before equipping them onto your ships, because the instant credits will not be refunded when you swap or remove them.

Cruisers of Tier 6 and above can equip Hybrid Ship Resistors which are more mass-efficient, while Altairian Hulls are eligible for resistors that provide special resistances, such as Counter-Chain, Counter-Pierce and Stasis Resistance.

## Trivia

* Credits were originally available for purchase in the Black Market. The offers have since been migrated to the Credit Market.
* Only the Kinetic Resistor has been made available as a reusable item out of the three basic resistors (through Bronze and Silver Destroyer Boxes).

## Gallery

* Energy Resistor I stat card
* Energy Resistor II stat card
* Energy Resistor III stat card
* Explosive Resistor I stat card
* Explosive Resistor II stat card
* Explosive Resistor III stat card
* Kinetic Resistor I stat card
* Kinetic Resistor II stat card
* Kinetic Resistor III stat card
Bonechill Barrier

Core

.

## Description

Minions next to this minion that attack it are **Stunned**.

## Notes

Three of these tokens are summoned by **Bonechill Barrier**. They belong to the Vespyr tribe.

## Strategy

Bonechill Barrier is the backbone of Vespyr Vanar lists. Used in conjunction with Glacial Elemental, this card has the potential to subdue the board and create a defensive obstacle. Further they see play in some Vanar Wall decks, where they can be activated by Aspect of the Ravager/Mountains/Wyrm, highly incentivizing enemies to destroy them. This often plays into the Vanar player's hands, giving him time to whittle down the opponent with Faie's Bloodbound Spell, create more bulky minions with Kara's BBS, or to set up a finisher with Winter's Wake or other late-game card.

## Balance Changes

v. 0.0.22 - Added: "Summon three joined 0/2 Frost Walls. Minions that attack these walls are Stunned."

## Animations

Idle

Breathing
File:Bonechill Barrier run.gif

Running

Attack

Death
Altairian Citadel

* Basic

## General

The Altairian variant of the Alien Citadel is the heart of all Altairian Outpost operations. It is also the most heavily guarded and fortified structure. It is usually protected by an Exophase Field, with heavy armor to withstand sustained attack. For self-defense, it is armed with an Eclipse Driver Turret.

The Citadels in Altairian Fortresses are more heavily armed, brandishing 4 Plasma Eclipse Driver Turrets.

Altairian Citadels also make an appearance in Umbra Base Targets, and are seen armed with Aurora Ray Turrets, Arc Missile Turrets, or a chaining version of the Eclipse Driver Turret.

When destroyed, it deals a lot of Collateral Damage, making it a priority target as taking it out first will decimate any nearby modules.

## Strategy

It is advised to not target the Citadel first thing when attacking an Altairian Outpost as you will be bombarded in heavy fire, often leaving a hull or two destroyed. In addition, the presence of force fields around the base makes travelling through the base a chore, as the force fields are able to block ships from passing as well as direct fire, meaning you must take them out first in order to be able to do damage.

It is advisable to bring destroyers, and destroy some parts of the Outpost before moving on to engage the Citadel.

## Trivia

* The Altairian Citadel was first hinted in concept art at the beginning of the Altairian season.

## Gallery

* Altairian Citadel guarded by force fields and Altairian Combat Modules.
Altairian Combat Module

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

## General

The Altairian Combat Module is the Altairian version of the Combat Module. It can equip weapons to defend itself and should be one of the primary targets alongside the Altairian Citadel. Individually, each turret does not deal much damage, but they have strength in numbers.

Currently, there are 4 types of the Altairian Combat Module.

The Combat Modules do not have high collateral damage, meaning each combat module must be taken down individually.

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

## Altairian CM Type-KI

The Combat Module Type-KI is armed with the Eclipse Driver Turret and Pulse Shockwave. It is protected by Exophase Field as well.

## Altairian CM Type-EN

In the Umbra Base Targets, it is seen armed with an Aurora Ray Turret, protected by an Exophase Field.

## Altairian CM Type-EX

The Combat Module Type-EX is (strangely) armed with 3 Arrestor Beam Turrets as well as a Pulse Shockwave, and protected by an Exophase Field. In the Umbra Base Targets, it is seen armed with an Arc Missile Turret.

## Altairian CM Type-PL

The Combat Module Type-KI is armed with a variant of the Eclipse Driver Turret, the Plasma Eclipse Driver Turret, and the Pulse Shockwave. It is protected by Exophase Field as well.

## Trivia

* Like Alien Combat Modules, Altairian Combat Modules are very spread out in Outposts making long-distance travels very common after the Altairian Citadel falls.

## Gallery

* A defensive line of Type-KI Combat Modules.
* A cluster of Type-PL Combat Modules.
* A Type EX Combat Module.
* A Pair of Type EN, Type EX and Type KI Combat Modules.
Architect

## General

The Architect is a Specialist hull of the Spectre Division, focusing on providing support via its many spawner slots.

Like other Tier 10 Spectre Hulls, even when its shields are exhausted, they can be recharged after a short delay.

## Strategy and Setup

### Advantages

The Architect has between 2 and 4 spawner slots, which is comparable to that of the Broadsider. Until destroyed, each spawned ship can deal damage comparable to that of a ship regular weapon. Considering that it has a large reduction to spawner mass, you should focus on equipping higher level spawners onto this ship for maximum effectiveness.

Its Prime Shift passive improves the survivability of this otherwise fragile ship in case it is focused upon, while its Prime Shift active ability has a relatively short recharge time, enabling it to regular hinder enemy movement. Combined with its 360-degree firing arc and moderate range, this ship can easily kite fighters and titans that lack Stasis Resistance.

### Disadvantages

The raw damage output of this ship is somewhat limited as it only has two weapon slots. The spawned ships which are intended to be equipped (Coadjutants), are quite durable but take a long time to respawn if destroyed, so they are not as reliable for dealing damage to the enemy fleet.

## Gallery

* Mk I/II Architect angled HD render
* Mk III/IV Architect angled HD render
* Mk V Architect angled HD render
* Mk VI Architect angled HD render
Arrestor Beam Turret

## General

The Arrestor Beam Turret is an Energy base weapon designed to slow down enemy ships rather than destroy them. It is used in both medium and high level bases.

It fires a hitscan translucent red beam, reducing the target's movement stats by the stasis amount. If multiple Arrestor Beam Turrets can fire on the same target, they will alternate their fire such that the target is constantly impaired. If there are multiple targets in range, they will try to fire at different targets such that all of them would be slowed down.

## Strategy and Setup

### Advantages

Arrestor Beam Turrets are extremely versatile. They can be used to prevent enemy sniper decoys from dodging and recharging their shields, or to impede a blitz fleet's advance.

They are especially useful against a certain tactic where a blitz fleet moves through a 1-ship gap between Terminus Mines. Once the front ship gets slowed, the ones at the back push against it and break the formation, causing most of the fleet to be obliterated by the mines.

### Disadvantages

Arrestor Beam Turrets have very low firepower, they must be supported by other turrets to be of significant use.

They also lack the range to combat sniper fleets unless boosted by Focused Apertures, further restricting the amount of mass left on your Combat Modules.

Arrestor Beam Turrets are directly countered by marked-up frigates and cutters, which partially negate stasis effects.

## Trivia

* The Arrestor Beam Turret is the first weapon in the game with a stasis effect.
* The Arrestor Beam Turret is the only base weapon released before the ship version, the Arrestor Beam.
* The equipping time of all old blueprint items for bases was reduced by half during the May 2020 update.

## Gallery

* Arrestor beam impairing a Heretic Cruiser's movement
* Arrestor Beam Turrets slowing a Trident Destroyer.
Atrophy Router

## General

Atrophy Router is designed for Pharmakon Hulls, granting additional DoT Stacks as well as lowering the DoT threshold. It also increases damage dealt by Energy Cannons.

## Strategy and Setup

### Advantages

The Atrophy Router increases the DoT stacks and lowers the DoT threshold for all weapons on the ship, reducing the amount of damage they have to deal to apply each DoT Stack. See more details about DoT here.

It also increases the damage dealt by Energy Cannon weapons, making them much more deadlier.

### Disadvantages

Atrophy Router does not provide extra range unlike the Beam Capacitor or Harmonic Beam Capacitor, meaning that cruisers with only this special and thrusters can be much more easily kited as compared to cruisers with the Beam Capacitor or Harmonic Beam Capacitor.

DoT is practically useless unless the enemy has no Shields, Ablative Armor or Screens left, so the DoT boost may not help as much.

The special also takes up quite a bit of space: 18% weapon mass at max level.

Only Pharmakon Hulls are able to equip this special.

## Trivia

* Atrophy Router is the first Energy weapon special since Harmonic Beam Capacitor.
* Atrophy Router is the first special to buff Damage Over Time effects.
* This special was originally affected by a bug that caused it to boost all Energy weapons. Since the second January 2019 update, it now only boosts Energy Cannons.
* This special has been locked to Tier 7 ships in the early November 2019 update.

## Gallery

* Atrophy Router I Infobox
* Atrophy Router II Infobox
* Atrophy Router III Infobox
Alien Special Module

* Infct.
* Infct. H.
* Anct.
* Anct. H.
* Anct. E.
* Sts.

## General

The Alien Special Module is a combat module owned by the Aliens that has unique abilities.

## Alien Squadron Module

The Squadron variant focuses on squadron defense and offense and is commonly seen in Alien outposts.

Its defense is a mini fast-firing shockwave that is designed to repel squadron attacks. It has been observed to deal thrice as much damage to squadrons when compared to ships. This shockwave is emitted from an invisible short-range projectile in Elite Ancient Outposts, instead of exploding where the module is located.

Its offense is the ability to launch squadrons that are much faster and durable than player-owned counterparts. These squadrons have an extremely long range and are very deadly.

It is not recommended to take down these modules with a carrier due to their shockwaves; it will only waste your time. Be wary when blitzing a base as the shockwaves can also hurt your ships if you get too close.

A Suppressor is basically a must if you are engaging multiple of these modules, to keep the squadrons at bay.

## Alien Stasis Module

The Stasis varient focuses on slowing the advancement of enemy ships and is commonly seen in Ancient Hive Fleets.

It is equipped with multiple stasis weapons that target different ships in range.

Stasis resistance is very important if you want to close the distance quickly. Alternatively, you can outrange the module using long-range destroyers or carriers.

## Trivia

* The Alien Squadron Module can be interpreted as KIXEYE's way of saying, "Actually attack, don't just use a carrier to get free points in the event"
* The Alien Squadron Module can be seen as a mix of a Combat Module, a Terminus Mine and optionally a Fleet Bay.
* The Alien Squadron Modules in Elite Ancient Outposts appear to have a Kinetic turret, which might be the source of the shockwaves.
* The Alien Stasis Module is seen together with Ancient Hives in Ancient Hive Fleets, and focuses on slowing down ships, a stark contrast to the old Barrage Hives which generated a Stasis Field around them.

## Gallery

* Alien Special Module
* Ancient Special Module
Anthracite Munition

## General

The Anthracite Munition is a Pharmakon-exclusive special designed for Explosive damage Torpedo weapons.

## Strategy and Setup

### Advantages

The Anthracite Munition is an improved version of Volatile Fuel, granting increased AoE and weapon speed to the hull.

This allows weapons such as the Binary Torpedo to connect with their targets much more quickly, making it hard for moving enemy targets to dodge the torpedoes.

It also does not take up mass, freeing up space for additional equipment.

### Disadvantages

Anthracite Munition penalizes the screen charge rate of Pharmakon Screens, meaning that Pharmakon Hulls will take longer to charge before they are able to phase, making them more vulnerable to enemy attacks.

## Trivia

* Anthracite Munition is the first Explosive weapon special utilized by the Pharmakon.
* Anthracite Munition is essentially a reskinned Volatile Fuel that penalizes screen charge rate instead of taking up mass.
* Its stacking behaviour with other specials has been fixed in the late April 2019 update.
* This special has been locked to Tier 7 ships in the early November 2019 update.
* The Phasing revamp during early November 2019 drastically reduced the nominal Phase Charge modifier of Anthracite Munition because their effect now stacks across the whole fleet instead of just a single ship.

## Gallery

* Anthracite Munition I Infobox
* Anthracite Munition II Infobox
* Anthracite Munition III Infobox
AP Driver Turret

## General

The AP Driver Turret is the base version of the AP Driver, commonly seen inside medium-level bases.

It fires two brilliant blue projectiles in sequence, unlike the ship version which only fires one.

## Strategy and Setup

### Advantages

AP Driver Turrets have a very high range that exceeds that of the Gladius Driver Turret, providing extensive coverage against destroyers.

AP Driver Turrets have fast projectiles on par with those of the Gladius Driver Turret, resulting in a rather high accuracy when paired with Iridium Arrays.

They can also pierce multiple ships in a line; this is most useful when combined with Terminus Mines that force enemies into a single file when blitzing.

### Disadvantages

AP Driver Turrets lack proximity detonation unlike the Gladius Driver Turret, so they are not as reliable at long range. They also have less firepower and are hence less effective at taking down sniper decoys.

While AP Driver Turrets have a smaller minimum range, it is still quite large, making them weak to rush attacks.

## Trivia

* The equipping time of all old blueprint items for bases was reduced by half during the May 2020 update.

## Gallery

* AP Driver Turret I blueprint
* AP Driver Turret II blueprint
* AP Driver Turret III blueprint
* AP Driver Turrets taking out two Lance Destroyers
Alien Armageddon/Bounty

## Event Information

This is the Alien Bounty-like leaderboard for Alien Armageddon. Officially, it is named "Galaxy Defense".

## Earning Score

Other than Alien Aggressors, all targets that contain Intel also grant score. The score/intel ratio is 1:1000.

## Event Details

### Alliance Leaderboard

 2
 3
 4
 5
 6-7
 8-10
 11-20

### Sector Leaderboard

 2
 3
 4
 5
 6-7
 8-10
 11-15
 16-25
 26-48

### Galaxy Leaderboard

**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
Blood Vascular Torpedo

* Blood
* Regular

## General

Vascular Torpedo is upgraded version of Vector Torpedo, enhanced with new Vega Alliance's Blood technology.

## Strategy and Setup

### Advantages

With Help of specials it can easily track enemy hulls, has high alpha damage.

### Disadvantages

Without Specials or Commanders, Enemy hulls can avoid torpedoes by flying away. Has somewhat long reload time.

## Gallery

* Vascular Torpedo I
* Vascular Torpedo II
* Vascular Torpedo III
* Blood Vascular Torpedo IV
Arrestor Beam

## General

The Arrestor Beam is the ship counterpart of the Arrestor Beam Turret, once popular amongst players due to its ability to slow down an enemy fleet's advance.

It fires a translucent red beam at its target and maintains the beam for a prolonged period of time. It doesn't do much damage but impedes the target's movement according to the stasis amount.

## Strategy and Setup

### Advantages

Arrestor Beams cannot be dodged: once a ship is fired upon, it is slowed long enough for the rest of your fleet to catch up and decimate it. Focused Optics allow your ships to slow down enemies from afar, preventing their escape. Beam Capacitors can additionally shorten the charge time of this weapon.

Arrestor Beams can also be used to prevent the enemy from shield-switching, or to exploit their blind spots.

This weapon is best used on short-range ships: its stasis ability allows your ships to close in and gain an advantage in close combat.

### Disadvantages

Arrestor Beams deal almost no damage but take up a lot of mass, meaning that using this weapon will significantly decrease your damage potential.

Arrestor Beams have a long charge time and hence ill-suited for kiting, since enemies will get in range to fire long before you could slow them down.

## Trivia

* The Arrestor Beam used to have 3,000 m range, 2s charge time, 6s beam duration and 1s cooldown time. The weapon got severely nerfed due to their overuse on battleships, and is now a catch-and-kill weapon rather than a kiting weapon.
* The Arrestor Beam has the lowest DPS of any weapon in the game, even lower than the Pulse Ray I.

## Gallery

* Translucent red Arrestor Beams being fired by battleships
* Arrestor Beams as seen in the Countermeasures trailer
Backlash

## Description

Backlash is the 16th major event to partake in VEGA Conflict. This event is the first to feature a store, containing both classic and new content, players spend points to obtain prizes they want instead of using the points to reach a certain tier.

## Event Information

 END TIME
 START DATE
 END DATE

 ANTAGONIST

## Event Prizes

**VSEC RECLAIMER FLEETS**

 35
 40
 45
 50
 55
 60

**VSEC *SIEGE* FLEETS**

## Fleet Layouts

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

## Trivia

* The increased amount of points required to earn a prize from Tier 1-4 was increased to 1,875,000, making many players angry that they had to farm more points.
* This event was the first to feature a store where players could spend the points they had for prizes.
* This event reused the event fleet from Revenge, players who fought in that event will find this event easy.
* The total cost to get all the prizes in this event, excluding the boxes was 3,750,000 points.
* In this event, Kixeye buffed the level 60 event fleets because they thought it was too easy, resulting in many players angry at kixeye for doing so.

## Gallery

* Hurricane Frigate
* Completed Event store
* Event Infographic

## 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
Aurora Ray Turret

## General

The Aurora Ray Turret is the base counterpart of the Aurora Ray with increased shield damage.

It fires a series of homing bright yellow bolts, similar to the ship version.

## Strategy and Setup

### Advantages

Aurora Ray Turrets are excellent at taking down the shields of enemy blitz fleets; put them in front of other anti-blitz turrets such as ECHO Ray Turrets to maximize their efficiency.

Aurora Ray Turrets also surpass Tachyon Beam Turrets and Gatling Ray Turrets in terms of mass efficiency without factoring in special abilities.

### Disadvantages

Aurora Ray Turrets severely lack range just like most other Energy base weapons and are hence vulnerable to sniper attacks.

They are replaced by SICO Missile Turrets that are better in almost every aspect.

## Trivia

* The Aurora Ray Turret is the first turret to feature a glow that goes outside its hitbox.
* The equipping time of all old blueprint items for bases was reduced by half during the May 2020 update.

## Gallery

* Aurora Ray Turrets taking out a blitzing Vigilante Battleship
Arms Lab

## General

The Arms Lab is one of three research labs. It enables you to research up to Tier 3 weapons and squadrons. In addition, fusion recipes for more advanced weaponry can be researched here.

Most Blueprint and some Reusable Item weaponry can only be equipped after your Arms Lab has reached a certain level.

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

## Strategy

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

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

## Trivia

* All Miner Rebellion modules (except Terminus Mines) received Anti-Pierce in the mid-January 2020 update which is basically infinite Counter Pierce.
* The Arms Lab had its build and upgrade times reduced by 30% for all levels in the late April 2020 update.
Alien Energy Capacitor

* Small
* Large

## General

The Alien version of a Storage Module, but it does not seem to hold any resources. However, they do have a decent amount of collateral damage and should thus be targeted first as they will drastically decrease the health of any nearby Combat Modules, allowing you to finish off a cluster of them faster.

This module, besides the Citadel, is the only one to have significant collateral damage.

## Strategy

It is advisable to target these modules first in a base hit as they will deal massive damage to the surrounding structures. Taking the large version out will greatly drop the health of surrounding turrets, allowing you to easily finish them off and thus limit the damage you take.

## Gallery

* HD Render of a Small Alien Storage Module
* Destroyed Small Alien Storage Module
* Hd Render of a Large Alien Storage Module
* Destroyed Large Alien Storage Module

## Trivia

* Destroying an Alien Energy Capacitor does not actually give you any resources, despite its similarity to a resource storage module.
Altairian Mine

## General

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

It deals untyped damage to all ships in range, similar to a Terminus Mine. However, they can be destroyed by Collateral Damage from surrounding structures.

## Strategy

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

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

## Trivia

* Altairian Mines deal untyped damage, therefore its damage cannot be resisted in any way.
* Considering how deadly a Terminus Mine is, this version should never be taken as a joke as it will quickly melt any ship coming through in seconds.

## Gallery

* A pair of Altairian Mines at the side of a force field.
Blitz Thrusters

## General

Blitz Thrusters are powerful thrusters designed for the Decimator Cutter. In addition to a speed boost, this thruster also enhances the ship's Alien and Explosive Damage. It can only be equipped on the Decimator, Vindicator and Altairian Cutters.

## Strategy and Setup

### Advantages

The Blitz Thrusters offer the same forward speed increase as Fusion Thrusters but only occupy half the mass. This makes them a very efficient thruster that leaves more space for weapons and armor on your cutters.

Blitz Thrusters grant a tiny bonus to Alien and Explosive Damage dealt, enabling your cutters to deal even more damage and wipe out enemy targets faster.

### Disadvantages

Blitz Thrusters lack the turning speed increase of Fusion Thrusters, leaving your cutters vulnerable to cruisers and Pegasi which can easily outmaneuver you and stay inside of your blind spot. The lack of strafe penalty is negligible considering that cutters do not have much strafe speed to start with.

Most of the time, Xeno Armored Thruster is a better choice because it also increases turning speed and grants much less XP, although it weighs considerably more.

## Trivia

* The Blitz Thruster is very large. Its height and size topples over many deadly weapons which leads some to believe that the thruster is a replacement for the main engine on the Decimator Cutter.
* The Blitz Thruster is the first thruster to add bonus damage.
* The Blitz Thruster is the first thruster to only affect one speed stat.
* It resembles the Strike Thrusters and Xeno Armored Thruster

## Gallery

* The design behind Blitz Thrusters
* Blitz Thruster I blueprint
* Blitz Thruster II blueprint
* Blitz Thruster III blueprint
Amalgamation

## EVENT OVERVIEW

Rebels,

Attack event fleets listed below to score Event Points and Loot Drops, then use those Event Points in the Prize Store. Certain targets also drop Leaderboard Points - shoot for a top Personal Leaderboard Rank to earn Regimental Skin Credits and/or Blood Amber.

## DESCRIPTION

Amalgamation is the 87th Event in VEGA Conflict, introducing Resilient.

## EVENT DESCRIPTION

 END TIME
 START DATE
 END DATE

 Defend
 ANTAGONIST

## EVENT PRIZES

**Event Mystery Box**

(Note: Each Event Mystery Box contains 1 of mentioned items)

## Target Payouts

 148

 128

 120

For more information on the event targets, click Main Event Targets.

## Trivia

**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
Aluin Dael

Aluin Dael is a Fleet Commander who works with the Marauders.

## History

Aluin Dael was once a brilliant inventor and entrepreneur, but he was cast out by society due to an unfortunate incident. He now resides within the Marauders.

## Profile

Aluin Dael seems to be a middle-aged man with a large mustache and eye implant. He wears a body suit with purple circuitry which is covered by an overcoat.

Aluin Dael has knowledge of the weak points of base modules, as well as how to increase the splash radius of missiles and torpedoes. When he is assigned to a fleet with 6 Marauder Hulls, he improves their strafe speed by 25%.

*Main article:* Fleet Commanders/Aluin Dael
Alliance War Targets/Legacy

## General

This page lists targets that used to appear in Alliance War, and have been retired in favor of newer or more updated targets. Some of the older targets may be reused, so its likely that if a target you're looking for isn't here, it's in the Alliance War Targets Page.

## Trivia

* The Marauder Pillagers are the first Marauder NPC Target to be introduced, and this is odd, as Marauders are a PvP Faction, and fighting them in NPC combat should have been unlikely. They have gone through numerous design iterations as well.
Aurora Ray

## General

The Aurora Ray is an Energy weapon with increased damage to shields, popular in mid-level combat due to its power.

It fires a series of bright yellow bolts that home in towards their targets.

## Strategy and Setup

### Advantages

Aurora Rays have decent range and firepower when equipped with Focused Optics, making them a versatile weapon that performs well in many situations. Specials like Ion Modulator and Ionized Optics can further increase the weapon's shield damage, shredding through enemy shields like nothing else.

Unlike Thermal Beams, Aurora Rays open fire immediately when an enemy comes in range, allowing this weapon to take out squadrons fairly quickly. They are very popular on battleships due to this perk.

### Disadvantages

Aurora Rays have a rather short base range; range boosters like Focused Optics are almost a must on slow-moving ships such as battleships and destroyers to avoid being kited.

Aurora Rays are not as mass efficient compared to other Energy weapons and can only make up for it through increased shield damage. Hence, they are not desirable against modules, which typically have a lot more health than shield energy.

## Trivia

* The Aurora Ray was first teased in the Countermeasures event video, during the Osprey Frigate fitting.

## Gallery

* Battleships trading Aurora Ray fire
* A battleship with Aurora Rays versus another with Nova Rays, note the projectiles look the same
* Aurora Ray energy bolts up close