recursal/Fanatic-Fandom huggingface dataset:
Puncture Driver Turret

Stats on this page have not been confirmed by KIXEYE!

## Stats

 Speed
 Shield Bypass

## General

The Puncture Driver Turret is a long-range Kinetic base weapon that has the ability to pierce multiple targets.

It fires two bright, narrow piercing projectiles before reloading.

## Strategy

This is the only weapon in the Unknown Outpost that you can dodge. Dodging these projectiles can significantly reduce your repair time. Strafe Thrusters and Binary Thrusters are recommended for the task.

You should spread out your ships in order to prevent the Puncture Drivers from hitting multiple ships with their piercing ability. Retreating a damaged ship behind a healthy ship is also a bad idea for the same reason.

Note that this weapon does not have a minimum range.

## Trivia

* The Puncture Driver Turret was first seen in Infected Outposts during the Outbreak event preview.
* The Puncture Driver Turret has the exact same sprite as the Impact Driver Turret.

## Gallery

* Puncture Drivers being fired from an Alien Combat Module
Search and Destroy (Contest)

## Overview

 Protagonist | The Player

Search and Destroy is a contest where players had to hunt for player fleets from KIXEYE to earn prizes.

## Details

A total of 36 player fleets are hidden across the galaxy, belonging to the following members of the KIXEYE team:

* MocapKendra (Art Producer)
* Thunderface (Gameplay Engineer)
* Meatshield (Senior Visual Effects Artist)
* Skoddle (Lead Gameplay Engineer)
* LXC (Quality Assurance Analyst)
* CarterGee (Community Manager)

The player that deals the final blow to any target becomes eligible for rewards. Each player can only win once, regardless of how many targets they have destroyed.

Attacking the outposts of the above KIXEYE staff will not yield any rewards.

Naturally, the contest ends once all 36 fleets have been taken out.

## Prizes

Every player who defeats a fleet receives a random blueprint up to VEGA Tier III. If they already own all of the blueprints, they are instead credited 100 Coins.

## Gallery

* One of the targets in the contest

**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
Strike Shield

## General

The Strike Shield is a powerful Explosive ship shield that has massive shield capacity and can start replenishing its energy reserves after several seconds without interruption. It can only be equipped on cutters.

Note that once fully depleted, the shield is useless for the remainder of the battle and cannot recharge.

## Strategy and Setup

### Advantages

Strike Shields are incredibly mass efficient and have the same shield energy as Metaphase Shields - insane for a regenerating shield. Even if you do not plan on utilizing its recharge ability, you should still use them if your fleet is intended to fight against Explosive-type weapons.

### Disadvantages

Strike Shields only resist Explosive Damage; they are easily depleted by battleships that have Energy weaponry such as Aurora Rays. They are also weak to short-range ships that deal Energy Damage, e.g. cruisers equipped with Reverb Rays. Kinetic weapons pose less of a threat since cutters can enter their minimum range in a matter of seconds.

Considering that cutters often charge head-on towards their targets, it is rather difficult to find an opportunity to recharge this shield.

## Trivia

* Hulls with active Strike Shields glow orange, similar to the Shockwave Shield.
* The Strike Shield incorrectly had an Energy icon during its appearance in the event trailer, causing some to believe that it was an Energy shield.
Ranger Swarm

## General

The Ranger Squadron is a very powerful Kinetic squadron that can attack faraway enemies. It is limited to Freyja and Dominion Carriers.

## Strategy and Setup

### Advantages

Ranger Swarms have the range of Interceptor Squadrons yet vastly improved damage and speed, enabling your carrier to kite lesser enemies and destroy them swiftly.

When combined with other swarms such as the Gladiator Swarm, they can serve as cannon fodder to let others sneak in between the enemy's firing cycles and destroy them.

### Disadvantages

Ranger Swarms are relatively fragile compared to other swarms, hence they can be taken out easily and not do much damage against enemies with good squadron defense.

Ranger Swarms have the longest build time, taking a full day more than the other two basic swarms at level III, which might not be worth the extra firepower and/or range.

## Trivia

* The Ranger Swarm first appeared in Unknown Signal Fleets before being released to players.

## Gallery

* Ranger Swarms have extremely long build times
* Ranger and Gladiator Swarms launched from two Alien Hives
* Ranger Swarms attacking a Covenant Cruiser
Snowball

## Stats

 Cooldown
 Hull XP
 Projectile Range
 Speed
 Stasis Duration
 Stasis Potency
 Stasis Cooldown
 Winter Damage
 Antimatter  | 0

## General

The Snowball shoots a white sphere that normally deals little damage but is devastating against targets in the Solstice event. It also applies a minor Stasis debuff.

If no enemy is in range (which is almost certain due to its near-zero range), it is thrown blindly from the heading of the parent ship.

## Strategy and Setup

### Advantages

This is basically the only way you can take down the Red Giant target within the time limit. Although it can also oneshot any other ship in the event, it is usually considered as a waste as those ships can be taken out via traditional means easily enough anyway.

It is an extremely cheap means to scratch enemy Ship Factories without getting in range of the turrets themselves. However, you still have to watch out for spawned ships such as the Blaze Sentry.

### Disadvantages

Against anything else, the Snowball is all but useless due to its abysmal damage output.

Even its stasis debuff can be detrimental due to its long cooldown blocking other more potent stasis effects.

## Trivia

* This is the first event-specific item released to players. It is also the first trigger that is not restricted to any faction or tier.
* Due to its extremely short range, its range arc can be used as an approximation of a ship's hitbox.
* The Snowball has the least maximum range out of all items whose maximum range is given in-game.

## Gallery

* A pair of Caustics pelting the Red Giant with Snowballs
* A Torus Dreadnought using the Snowball against the Red Giant
Ship Factory

## General

The Ship Factory is responsible for ship construction. Along with the Ship Lab, its level determines the range of hulls you have the ability to build.

The build queue can only support one ship, meaning that you cannot build or refit multiple ships simultaneously. However, you can still scrap ships during another ship's build or refit.

When damaged, the current build or refit is paused until the Ship Factory is repaired to full health.

At level XI, the Ship Factory gains the ability to launch base squadrons, similar to The Bridge at the corresponding level (VI).

As a multi-tile structure, its range is determined by simulating a Combat Module with the same range in each of the two occupied tiles, then combining the two range arcs.

To rotate this structure, pick it up and press the arrow keys (on PC) or tap on empty space (on mobile).

## Strategy

The Ship Factory is arguably the most important building to protect at all levels, especially in the end-game when build times become exceedingly long; taking damage in any way will delay your build queue, slowing the rate at which you progress in the game. Even if your Bridge or Storage Modules are destroyed, you will only lose resources and possibly some medals, but you can collect those through farming. On the other hand, you cannot regain lost time no matter how hard you tried. While there is a limited amount of stuff to research, there is virtually no limit on how many ships you can build (99 per ship).

At lower levels, the Ship Factory has no defensive capabilities, so place it close to the center of your base, providing it adequate protection from enemy attacks. Remember that even a single scratch will pause your builds! Your base will only start repairing by itself when it reaches the threshold of 25%, 50%, 75% or 100% health; otherwise, it will remain damaged until you log in and click on the repair button.

From level XI onwards, you might want to use it in a fashion similar to the Fleet Bay to improve the strength of your base. Try to make it such that destroying the Ship Factory would result in at least 25% overall damage (due to the need to take out nearby defenses), causing the base to start repairing without requiring you to check in from time to time.

## Trivia

* The Ship Factory initially had a different appearance when the VEGA Conflict was in Flash.
* All Miner Rebellion modules (except Terminus Mines) received Anti-Pierce in the mid-January 2020 update which is basically infinite Counter Pierce.
* The Ship Factory XIV was released in the late March 2020 update. In the same update, it received increased DPS at all levels.
* The Ship Factory had its upgrade times reduced by 30% up to level XIII in the late April 2020 update.
Sovereign Carrier (Oligarch)

## General

The Oligarchs have their own version of the Sovereign Carrier, designed to act as a forward command ship. It retains its shield modifiers, and ability to swap overdrive generators.

## Strategy

The Sovereign Carrier utilized by the Oligarchs is something to be feared . It is armed with Cyclotron Beams, which have enough power to destroy or heavily damage a fully armored Bastion Cruiser in 1 volley.

In order to spread out the damage output, either utilize a low repair decoy or squadrons to bait the Cyclotrons to fire. Use that window to enter the Sovereign range, and the Sovereign will fire at all your fleets at once, thus spreading out the damage output.

## Trivia

* The Sovereign Carrier in normal Mothership fleets originally had Nightingale Drones and an Agility Field and was very easy to take down. The Blitz Variant however used to have Xeno Cyclotron Beams and was a significantly larger threat.
* Along with other T7A Oligarch ships before the Renascence Battlecruiser, this ship has received identical resistances to Nebula Fields as its Herald counterpart in the early April 2019 update. They used to have no damage resistances.

## Gallery

* Oligarch Sovereign Carrier Mk1-2 Render
* Oligarch Sovereign Carrier Mk3-4 Render
* Oligarch Sovereign Carrier Mk5 Render
* Oligarch Sovereign Carrier Elite Render
* A Herald Sovereign Carrier Destroying an Oligarch Sovereign Carrier with Cyclotron Beams.
* An Oligarch Sovereign Carrier and Herald Sovereign Carrier trading Cyclotron Beam Fire
* Oligarch Sovereign Carrier Presiding over 3 Oligarch Inquisitor Destroyers.
Rife Missile Turret

## General

The Rife Missile Turret is the Rife Missile repurposed for base defense. On impact, each missile splits into three with a spread of 5 deg, travelling for another 3,500 m at 3,200 m/s before exploding.

## Strategy and Setup

### Advantages

This weapon has a large AoE, enabling it to multiply its damage against clustered enemies. Combined with high projectile speed and the mass amount of split projectiles, this is one of the best weapons to use against spawned ships, which may otherwise be difficult to hit.

It has pretty long range yet no minimum range, making it viable against both sniper and rush attacks.

### Disadvantages

Its long charge time enables enemies to duck in and out of the firing arc without the weapon even firing.

The weapon's spread is not ideal against a single target as only one of the three main projectiles would hit it, resulting in one-third the normal damage output.

Also, note that the damage of the weapon projectiles falls off significantly with increasing weapon level (see the Trivia section for more details), so the listed DPS of the weapon might be misleading.

## Trivia

* The Rife Missile Turret is the first Tier 9 weapon for bases.
* Each primary and secondary projectile does 33.3%/30.0%/25.0% and 20.0%/20.0%/16.7% of the listed DPS respectively, thus the maximum damage across all of the projectiles is 280%/270%/225% DPS (by level).
* The XP of this item was dramatically increased in the early August 2021 update as part of an effort to rebalance bases.

## Gallery

* A lone Breaker being fired upon by multiple Rife Missile Turrets
Revelation

## EVENT OVERVIEW

Rebels,

Attack event fleets listed below to score Event Points and Loot Drops, then use those Event Points in the Prize Store, featuring the Anvil Carrier hull, Breach Squadron, and new base tech. Certain targets also drop Leaderboard Points - shoot for a top Personal Leaderboard Rank to earn Antares Skin Credits and/or Blood Amber.

## DESCRIPTION

Revelation is the 83rd Event in VEGA Conflict, introducing Anvil Carrier.

## 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

 149
 151
 153
 155

 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
Spectre Wing

## General

The Spectre Wing is the base counterpart of the Spectre Squadron, commonly seen in high-level bases.

It employs flanking tactics against its targets rather than charging head-on into them, similar to the ship version. The flanking angle is much wider, however.

## Strategy and Setup

### Advantages

Spectre Wings have more range and damage than the Bomber Wing, making them stronger overall.

Spectre Wings flank their targets unlike previous base wings, this eliminates the problem of destroyers firing at modules that are outside their maximum range by shooting through squadrons.

Spectre Wings have increased shield bypass, which is very useful against sniper fleets which often equip regenerating shields.

### Disadvantages

Spectre Wings are just as slow as Interceptor Wings, this combined with their flight path means that they take over 10 seconds to reach their targets, wasting much of their flight time and giving enemies adequate time to prepare and shoot them down.

## Trivia

* Spectre Wings used to fly directly into the enemy rather than flanking, but an update changed this to their current state.

## Gallery

* Spectre Wing I stat card
* Spectre Wing II stat card
* Spectre Wing III stat card
* Spectre Wings up close
* Spectre Wings swarming an Exterminator Destroyer
Shelling Coadjutant

## General

The Shelling Coadjutant is a second-generation Spectre spawned ship that deals Kinetic Damage. When it is destroyed, it creates an explosion with an AoE Radius of 2,500 m that deals 6,500 Kinetic Damage.

## Strategy and Setup

### Advantages

Coadjutants take up less mass than their predecessor the Pike, deals more damage and has much higher durability. They also have better acceleration which helps it reach its target sooner.

### Disadvantages

Coadjutants have significantly lower range than Pikes and are much less spammy, taking thrice as long to respawn and only having a spawn cap of 1.

The ability to explode on death might look cool, but hardly deals any damage.

## Trivia

* All Coadjutants have a firing arc of 360 deg.
Shadow Wraith

**Shadow Wraith** is a rebel commander who works as an Undercover agent in the Umbra Ranks, providing insider info on the Umbra for the rebels.

## History

Shadow Wraith was recruited into the Umbra ranks with the intention of working his way up so that he could obtain classified intel to pass to the rebels in case it was needed.

During Infiltration, Victoria Onin made contact with him and asked him to gather more info on Dr Kobus Chiron's experiments with the Alien Mothership as well as V-153. Later in Zenith, as a combined force from the Iron Star Company and Altairians launched an invasion on the Umbra Lab, Shadow managed to apprehend Chiron and escape on the Alien Mothership, while being chased by Keres and her forces.

## Profile

Shadow Wraith wears a heavily armored battlesuit covered by a cape, and has numerous cybernetic implants all over him, likely to compensate for the scars and injuries he sustained in battle.

*Main article:* Fleet Commanders/Shadow Wraith

## Trivia

* Shadow Wraith is the First commander to boost the abilities of Dreadnoughts.
* Shadow Wraith is also the alias of the Executive Producer of KIXEYE, who's known as KIX\_Shadowraith on Discord.
Spectre Agility Field Generator

## Stats

 Support
 Restricted to
 Ship Lab Required
 Antimatter  | 43,237,250

## General

The Spectre Agility Field Generator grants a Spectre carrier the ability to generate the Spectre Agility Field, boosting the speed of friendly ships within.

## Strategy and Setup

### Advantages

Like the Agility Field Generator, this is good for general combat: long-range fleets find themselves better able to kite enemies, while short-range fleets can rush into the enemy's blind spot faster and thus take less return fire.

### Disadvantages

This special has the highest XP value out of all Spectre equipment. If you wish to keep a lower level fleet, you should think twice before equipping it.
Rift Beam

Stats on this page have not been confirmed by KIXEYE!

## Stats

 Speed
 Shield Bypass
 Traits

## General

The Rift Beam is a long-range beam weapon that deals Alien Damage.

It appears as a green Thermal Beam in combat.

## Strategy

Although it is a continuous beam, shield switching is possible because the Rift Beam can be blocked by other ships. Simply rotate your ships mid-beam to evenly distribute the damage.

## Trivia

* The Rift Beams was first seen in level 65-70 Large Hive Fleets during Alien Mobilization in November 2016.
* From around March 2017 onwards, Rift Beams have been upgraded to include a +25% shield bypass.

## Gallery

* Alien Hives firing Rift Beams at player ships
* Alien Harvester wrecking havoc with its Rift Beams
Rift Drive

## General

Rift Drive is a new type of drive designed by Spectre for Spectre Hulls on the basis of Fold Drive, which can be equipped on any ship. Each jump imbues the escorts with a Prime Shift Charge bonus that lasts indefinitely until they enter another map or engage in battle. When engaged in battle, the bonus duration will start to count down in the form of a circular timer and eventually disappear.

Fleets with an active jump bonus have highlighted levels in the fleet selection bar.

## Strategy and Setup

### Advantages

The Rift Drive is a direct improvement over the Fold Drive, possessing a greater jump range and thus allowing near-instantaneous travel into the Liberatus Imperium Sector without the need for multiple jumps. The buffs provided by the Rift Drive also have more utility, as fleets escorted by a ship with jump drive can benefit from the initial boost to prime shift charge rate.

### Disadvantages

Its jump bonus is only useful for Spectre Hulls, so you might as well stick to the Fold Drive if your jump ship is not meant to carry such escorts.
Solar Bridge

* Pri. Type-EX
* Sec. Type-EN
* Sec. Type-KI

## General

The Solar Bridge is VEGA Mining's counterpart to the rebellion's Bridge. It comes in two variants: primary and secondary. Each base only contains one primary Bridge, but they can also have multiple secondary Bridges.

The primary Solar Bridge is heavily surrounded by Solar Shard Storages, while the secondary Bridges are surrounded by Solar Combat Modules. Strangely, this means that the primary Bridge is poorly protected relative to the secondary ones.

The Solar Bridges do not have any weapons; instead, they possess powerful Elite Wings that have a scramble range of 16,000 m and +50% shield bypass, dealing massive damage through shields.

When destroyed, massive collateral damage is inflicted on all modules within 3 tiles, usually taking them down as well. This is different from most other VEGA Mining Modules as the range of collateral damage is only 2 tiles.

## Strategy

To minimize the pressure on your squadron defense, only engage 1 or 2 Bridges at a time. It is also wise to take out some of the surrounding Combat Modules before attacking the Bridge.

A Suppressor will make short work of any incoming Elite Wings, although even low-tier weapons such as Hydra Missiles and SICO Missiles have proven effective.

## Gallery

* A Primary Solar Bridge surrounded by Solar Storages.
* A Secondary Solar Bridge Guarded by Combat Modules.

## Trivia

* The Solar Bridge is the first Bridge-like module that does not have weapons.
Shirk Overdrive Generator

## Stats

 Hull XP
 Restricted to
 Antimatter  | 24,726,000

## General

The Shirk Overdrive Generator is an overdrive generator for Marauder carriers such as the Usurper Carrier, based on the Enguard Overdrive Generator.

## Strategy and Setup

### Advantages

The Shirk Overdrive Generator, much like the Enguard, grants an overdrive to the carrier, boosting its defensive capability and buffing the capabilities of ships within its support field generated.

See Enguard Overdrive for more details.

### Disadvantages

Like the Enguard, the Shirk Overdrive Generator does not generate a support field by default unlike other carriers, only doing so during its overdrive. Clever pilots can exploit this maneuver to snipe the carrier without triggering its overdrive, as it is much weaker compared to other carriers, especially when its overdrive is inactive.
Ronin Gabriel

**Ronin Gabriel** was a combat officer who trained with Altairian Elite forces, and thus specialises in their technology, specifically shields and projectile performance.

## History

Ronin Gabriel trained under Altairian Elite forces, and thus was assumed to have served under Klavic as well as Ny'tah initially. As a result, he knows a great deal about their techology and thus how to effectively use them in battle.

## Profile

Ronin has a cybernetic headset implanted on him, and is seen sometimes wearing a mask. He also wears a cape which covers a heavy suit of body armor.

*Main article:* Fleet Commanders/Ronin Gabriel

His specialisation in Altairian technology grants additional shield energy and plasma resistance, as well as a bonus to alien damage. When 4 altairian ships are used, the fleet gains a 10% boost to projectile speed.

## Trivia

* Ronin Gabriel is the supposed first Tier 8 Fleet Commander.
Search and Destroy

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Search and Destroy** may refer to:

* Search and Destroy (Contest), a special event where the objective was to defeat the fleets of game team members.
* Search and Destroy (Event), a Demon Corps feature event with the Damocles Destroyer as the top prize.
Standing Firm

## 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.

* Standing Firm I.png

## Run 2

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

* Standing Firm II.png

## Run 3

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

* Standing Firm III.png

## Run 4

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

* Standing Firm IV.png

 Prefitted Veritable Hull
Spectre Crippling Field Generator

## Stats

 Support
 Restricted to
 Ship Lab Required
 Antimatter  | 43,237,250

## General

The Spectre Crippling Field Generator grants a Spectre carrier the ability to generate the Spectre Crippling Field, amplifying the damage taken by enemy ships within.

## Strategy and Setup

### Advantages

The Spectre Crippling Field provides a way to further increase the damage output of your fleet, making it suitable for fleets that are intended to fight other fleets with similar range.

### Disadvantages

The Spectre Crippling Field does not affect enemy modules - forget about using it as siege support.

This special has the highest XP value out of all Spectre equipment. If you wish to keep a lower level fleet, you should think twice before equipping it.
Solar Burst

## EVENT OVERVIEW

September’s SOLAR BURST feature event debuts the Tier 10 Spawned Ship Specialist, the Architect, which can be earned by defeating Liberatus Astrapi targets. In addition, pick up the new Pyro Coadjutant III, Compressed Rounds I-III, Ternary Shields I-III, and Fulgor Beam I-III.

## DESCRIPTION

Solar Burst is the 75th Event in VEGA Conflict, introducing the Architect.

## EVENT DESCRIPTION

 END TIME
 START DATE
 END DATE

 Defend
 ANTAGONIST

## Target Payouts

Drops marked with (Tn), where n is an integer, are categorized into blueprint sets. Players are required to have unlocked the majority of a set before those from the next set can drop. Some blueprints appear in multiple tiers, meaning that they can be obtained from defeating fleets within a broader level bracket.

 128

 125
 127
 129
 131

Note, \* means not 100% chance

For more information on the event targets, click here or For more information on the event targets, click here for Tier 9 Targets or here for Tier 10 Targets.

## Gallery

* 88. Solar Burst Event Store.png

Completed Event Store

## 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
Squadron

**Squadrons** are miniature battle units that fly towards enemies and deal damage upon arrival. They are deployed from long range and can deal damage when they reach an enemy.

Unlike weapons, however, you can shoot them down, forcing them to return - its remaining health is indicated by the red bar. Squadrons also have a limited flight time, which is indicated by the blue bar. When they run out of fuel, they are also forced to return.

Some squadrons fly straight towards the enemy while others flank the enemy. Flanking in itself is both an advantage and a disadvantage. Sometimes it can easily bombard a ship in their minimal range firing arc but sometimes it means flying straight into the defending weapons.

## Combat Details

Squadrons have statistics that are direct counterparts to those of weapons: Damage, Speed, Minimum Range and Maximum Range. However, they additionally have Health and Flight Time as described above.

### Damage

This has the same meaning as the Damage stat of weapons, except that a squadron's damage output diminishes proportionally as it loses health. For example, a squadron at 25% health only deals 25% of its listed damage.

### Speed

This is the speed at which the squadron moves in combat. Faster squadrons are able to better evade enemy weapon fire and waste less time catching up to its targets.

### Range

Squadrons have same the Targeting Range semantics as weapons.

Note that squadrons do not have a Projectile Range - once locked onto a target, they will continue to pursue and damage that target even if the target later exits the targeting range. However, they will be forced to retreat upon manual retargeting, regardless of whether the new target is within targeting range.
Seeker Missile

## General

The Seeker Missile is a rapid-fire Explosive weapon designed to repel squadrons. It is limited to Xeno Division Hulls or better.

It fires a stream of tiny homing missiles, which explode with a unique graphic unlike the typical circle of death.

## Strategy and Setup

### Advantages

Seeker Missiles are excellent against squadrons; the extremely high fire rate allows them to instantly switch targets after destroying one squadron, while the homing ability guarantees a hit against them.

They are also incredibly mass efficient, exceeding that of all other regular Xeno Division Ship Weapons.

It is possible, though unlikely, for the weapon to hit multiple ships at once when enhanced by AM Warheads or the like. The increased AoE could also be used to damage squadrons as they launch from the enemy.

### Disadvantages

Seeker Missiles can only hit one group of squadrons at a time unless fitted on a Suppressor or a battleship with Targeting Computer, making them less useful against large numbers often seen in advanced Alien outposts. At the cost of fire rate and accuracy, Cluster Missiles and its variants can hit multiple groups of squadrons in a line, so try to mix the two weapons together to achieve maximum protection.

Seeker Missiles have short range that enables longer-ranged ships, in particular battleships, to kite you.

As a lightweight weapon, Seeker Missiles deal low damage and should be complemented by high-damaging weapons such as Rupture Beams to make up for the lost DPS, unless you only intend to fight squadrons with them.

## Gallery

* The design behind Seeker Missile and its variants
* The Seeker Missile's stream of explosions hitting a Covenant Cruiser
* Seeker Missiles fired at Ranger Swarms from a Suppressor
Shatter Driver

## General

The Shatter Driver is a unique long-range Kinetic weapon that splits into more projectiles upon impact. It can only be used on Xeno Division Hulls or better.

Upon impact or reaching projectile range, 5 secondary projectiles are generated in a 45-degree arc. These projectiles travel a further 1,550 m at a speed of 2,250 m/s, hitting additional enemies behind the main target.

## Strategy and Setup

### Advantages

Shatter Drivers have massive range, allowing destroyers equipped with them to snipe bases outside the range of most turrets. Even if the turrets fire back, they could easily dodge most of the shots at such a distance. Their shatter effect excels against clustered bases by damaging multiple modules at once. The use of Siege Casing further increases the damage dealt to modules.

They are also very useful on battleships as they outrange Arc Missiles significantly, making kiting much easier as well.

The weapon's secondary projectiles travel far beyond maximum range; this can be exploited to damage enemies that are running away or otherwise out of range.

### Disadvantages

Shatter Drivers have poor mass efficiency, which is made even worse by the fact that the main projectile only deals partial damage. In addition, they have a modest minimum range that prevents them from firing at nearby ships. Therefore, they are weak to blitz attacks that often use mass-efficient Disintegrator Cannons, Cluster Missiles and Rupture Beams.

Shatter Drivers are quite dodgeable even with the help of Iridium Magnets, and are useless against agile targets such as frigates.

## Trivia

* The Shatter Driver's primary and secondary projectiles do a total of 66.7% and 50% DPS respectively.
* The Shatter Driver fails to hit targets at the very edge of maximum range with its primary shot, effectively only doing 50% DPS instead of 66.7%.

## Gallery

* The design behind Shatter Driver and its variants
* Shatter Driver's main projectile travelling towards a Decimator Cutter
* Shatter Driver's secondary projectiles missing the Decimator Cutters
* Annihilator Battleships firing Shatter Drivers
Ship Lab

## General

The Ship Lab is one of three research labs. It enables you to research up to Tier 3 hulls, armors and cargo holds. In addition, crafting recipes for hulls, their upgrades and the fusion of related materials can be researched here.

The level of the Ship Lab and Ship Factory determines the range of hulls you have the ability to build.

Most Blueprints and some Reusable Items that are armor or cargo holds, as well as advanced thrusters, can only be constructed after your Ship 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

* It used to be called the "Naval Lab".
* All Miner Rebellion modules (except Terminus Mines) received Anti-Pierce in the mid-January 2020 update which is basically infinite Counter Pierce.
* The Ship Lab had its build and upgrade times reduced by 30% for all levels in the late April 2020 update.
Patches/06302021

## Events

* Precision Strike
	+ Earn the Cannonade Ranger Needle Driver I-III, and Deflector Nano Shields beginning Thursday, June 8th @3pm PDT.
* Mobilization
	+ Mk2-Mk4 Cannonade upgrade materials and Warden Thruster I-III in Mobilization, beginning Thursday, July 15th @3pm pdt.
* Decimation
	+ Mk5-Mk6 Cannonade upgrade materials, Fission Missile Turret I-III, and Rift Drive I-III are up for grabs in Decimation, beginning Thursday, July 22nd @3pm pdt.
* Alliance War
	+ Join your Alliance on Wednesday, July 28th @ 3pm pdt to gain Intel, Solar Shards, and Marauder Tech from a collapsing sector.

## New Features

* Executor
	+ The Executor Dreadnought is a one-ship fleet replacement which lives up to its name, boasting no-delay shield recharge and an irradiation field that fires high-range Stasis Energy volleys during Prime Shift Active. Earn Mk1 Executor Dreadnought Fragments beginning Monday, July 19th @ 3pm pdt.
* Warden Thruster
	+ Maximize forward speed and acceleration using the Warden Thruster, which can be placed on both the Executor Dreadnought and Torus Dreadnought.
* Cannonade
	+ When life gives you cannons… make your enemy regret it. The Cannonade is a ranger which utilizes a Rangefinder Overdrive that stacks bonuses of increased firing rate and projectile speed.
* Needle Driver
	+ The Needle Driver gets straight to the point: a single, high DPS projectile pieces up to 10 enemies. At levels two and three, it uses three projectiles.
* Rift Drive
	+ Jump to your enemy’s doorstep up to three sectors away using the new Rift Drive, which provides a bonus in the beginning of the first attack after making the jump, boosting both your attack and defense Prime Shift charge rates.
* Fission Missile Turret
	+ Using a base-conversion process, the Spectre faction has converted the Fission Missile into an Explosive variant that features guided projectiles to ensure maximum damage against swarms of enemies.
Shockwave Shell

## General

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

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

## Strategy and Setup

### Advantages

Like the Spectral Shell, Shockwave Shells have excellent shield energy and mass efficiency, even greater than that of the Harmonic Exophase Shield.

Spectral Shells are a direct counter to the Sai Missile, being able to resist Explosive Damage as well as their Piercing effect.

### Disadvantages

Shockwave Shells are unable to recharge unlike the Blast Shield, meaning that the maximum shield energy is somewhat limited.

Shockwave Shells have negative resistance to other damage types, making them vulnerable against non-Explosive damage, especially Alien and Plasma damage, which are extremely common in Alien Event Targets.

## Trivia

* Hulls with active Shockwave Shells glow orange, similar to the Shockwave Shield.
* The Shockwave Shell was granted immunity to Explosive Nebula Fields in the late April 2019 update.
* Shockwave Shell has received immunity to Alien and Plasma Nebula Fields in the early November 2019 update.
* Its repair time was nullified as a result of the late September 2020 update, which updated the repair time of all Tier 7 ships to be invariant to equipment.

## Gallery

* Shockwave Shell I stat card
* Shockwave Shell II stat card
* Shockwave Shell III stat card
Plasma Eclipse Driver

Stats on this page have not been confirmed by KIXEYE!

## Stats

 Speed
 Spread
 Shield Bypass
 Traits

## General

The Plasma Eclipse Driver is the Plasma damage variant of the Eclipse Driver, taking on a pink colouration instead. It was adapted for use within the Oligarch Armada.

## Strategy

The weapon has a long range, and the Inquisitor Destroyers that use them have fully loaded up with them, causing the weapon to deal high amounts of damage.

Use a carrier to kite the Destroyers, since the weapon has a minimum range and thus is easy prey to squadrons.

## Trivia

* The Plasma Eclipse Driver was first seen in Altairian Mothership fleets during Doomsday.

## Gallery

* Plasma Eclipse Drivers being fired from Oligarch Inquisitor Destroyers.
Spear Driver

Stats on this page have not been confirmed by KIXEYE!

## Stats

 Speed
 Spread

## General

The Spear Driver fires piercing bolts from extremely far away, with a long cooldown. The Energy, Explosive and Kinetic versions have Volt Driver, Vector Torpedo and Lancer Driver visuals respectively.

In the Liberatus Oxen target, the Spear Driver instead looks like thicker Gatling Ray rounds.

## Strategy

While the projectiles are extremely slow, their large spread makes it difficult to dodge all of them. Avoid bunching up your ships, or else its piercing ability will effectively double your damage taken.

Its minimum range is so large that it is all but unable to fire back once your ships manage to open fire on its parent ship.

## Trivia

* This weapon is mainly seen on the Broadsider/NPC.

## Gallery

* A Broadsider firing a barrage of KI Spear Drivers at a faraway Valrayvn.
* The EN Spear Driver as seen in the Liberatus Alkaline target.
* The EN Spear Driver as seen in the Liberatus Pride target.
* The EX Spear Driver as seen in the Liberatus Synthesizer target.
SICO Missile

## General

The SICO Missile is a powerful Explosive weapon that sets the standard for medium-level combat.

It fires a constant flurry of missiles in a medium spread, which detonate with a medium-sized explosion.

## Strategy and Setup

### Advantages

SICO Missiles are highly versatile with medium range and potent firepower. They have a relatively large explosion that allows them to reliably hit multiple ships even without the use of AM Warheads or the like, and a large enough spread that guarantees a hit even against evasive opponents.

SICO Missiles are also excellent as an anti-squadron weapon due to their constant firing pattern.

### Disadvantages

SICO Missiles are inaccurate against targets at maximum range due to their relatively slow projectile speed.

SICO Missiles lack the range to compete against longer-range weapons such as Vector Torpedoes and ECHO Rays, unless you equip this weapon on fast ships like cutters. Their minimum range can cause problems in close combat; spread your ships out to avoid this.

## Trivia

* The SICO Missile actually fires bursts of four missiles before taking a brief moment to reload, rather than a constant stream of missiles.

## Gallery

* SICO Missile I blueprint
* SICO Missile II blueprint
* SICO Missile III blueprint
* SICO Missiles fired from a Venom Battleship
* SICO Missiles bombarding a base's Bridge
* A barrage of SICO missiles fired at a fleet of Dread Battleships
* A barrage of SICO missiles fires at Apocrypha Cruisers
* SICO Missiles with AM Warheads V
Shatter Driver Turret

## General

The Shatter Driver Turret is the base counterpart of the Shatter Driver.

It fires a slow-moving projectile that splits into a fan of secondary projectiles on impact or when it reaches projectile range, similar to the ship version.

## Strategy and Setup

### Advantages

Shatter Driver Turrets have very high range and can protect a large area against sniper attacks. Their shatter effect allows them to hit anti-squadron ships that may be sitting beyond their maximum range.

At higher levels, the weapon's innate shield bypass greatly increases the direct armor damage dealt through the shields, which is very useful considering that most sniper decoys use regenerating shields.

### Disadvantages

Shatter Driver Turrets have even less firepower than Gemini Driver Turrets due to the fact that the primary shot only deals a portion of the listed DPS. They are also much easier to dodge, having a slower projectile speed.

Shatter Driver Turrets are highly vulnerable to blitz attacks due to their low damage and large minimum range.

## Trivia

* The (Xeno) Shatter Driver Turret's primary and secondary projectiles do a total of 66.7% and 50% DPS respectively.
* The Shatter Driver Turret fails to hit targets at the very edge of maximum range with its primary shot, effectively only doing 50% DPS instead of 66.7%.
* This is considered to be one of the worst turrets in the game.

## Gallery

* Shatter Driver Turret I stat card
* Shatter Driver Turret II stat card
* Shatter Driver Turret III stat card
* Shatter Driver Turrets on the Bridge taking out an Exterminator Destroyer
* Xeno Shatter Driver Turrets targeting a strafing Liberator Destroyer
Spectre Ricochet Dissipators

* Energy
* Explosive
* Kinetic

## Stats

 Module XP
 Antimatter  | 7,607,575

## General

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

## Strategy and Setup

### Advantages

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

### Disadvantages

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

## Trivia

* Its icons appear to be advanced versions of the Spectre Chain Dissipators.
* Currently, Spectre Ricochet 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.
Ship

**Ships**, also known as "hulls", form the basic unit of a fleet.

## Size

Ships have a circular collision box. Unless under the effect of Stasis, ships are unable to move through each other.

The size of the collision box is the same as the ship's hitbox, which is the box used to determine whether a weapon projectlie lands a hit on a ship.

## Firing Arc

Firing Arc determines the area of coverage of a ship's equipped weapons. Some ships such as cruisers have wider firing arcs (270 deg), as opposed to e.g. destroyers (45 deg). Certain ships may even have multiple firing arcs, essentially doubling the number of weapons (as well as damage output) on the ship. In some cases, these firing arcs can overlap, enabling the ship to multiply its damage output against a single target.

### Statistics

Firing Arc Width refers to the angle of the sector in which the ship can target enemies, while Firing Arc Offset is calculated relative to the ship's heading.

## Mobility

Ships can (obviously) move around in combat, whether it be to pursue or run away from enemies, enter an enemy's blind spot, or dodge incoming projectiles.

### Statistics

Ships have six mobility-related statistics:

* Ship Speed, which is the maximum forward speed of the ship.
* Strafe Speed, which is the maximum speed of the ship when moving perpendicular to its heading.
* Rear Speed, which is the maximum reverse speed of the ship.
* Acceleration, which is the rate at which Ship Speed, Strafe Speed and Rear Speed can increase (up to their maximum).
* Turning Speed, which is the constant rate at which a ship can turn around.
* Sector Speed, which is the maximum rate at which the ship's fleet can move in sector space.

Note that "Ship Speed" in-game may refer to a combination of the aforementioned Ship Speed, Strafe Speed, Rear Speed and Turning Speed.