What to expect

41 Ship types

Scouts, freighters, three combat classes, jamming probes. Travel time depends on the universe — you crawl through Denspace and race through Voidspace.

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Reconnaissance

Scout I

Flies to a foreign world and looks at what stands there. It never fights — if it is noticed, it does not come back.

Goes and looks at what stands on a foreign world.

0 12 1,200 »

Pathfinder I

The scout that looks closely: it sees more than the Scout and survives what burns the Scout up.

Sharper reports from foreign worlds, and a scout that does not die at the first hit.

0 45 1,000 »

Ghost II

Sees no further than a scout, but is barely seen itself. Whoever wants to look unnoticed takes it.

Reconnaissance that triggers no answer.

0 70 20 900 »

Sentinel III

An observer that stays. Slow and tough — it reports what happens in its system.

Lasting observation of a system, especially one with a rift.

0 150 90 60 »

Prospector IV

Looks not for enemies but for yields. It tells you whether a world is worth the move before you make it.

Reconnaissance aimed at yield instead of defence.

0 110 30 60 205 »

Riftsinger V

A rift is not a hole but a text. This ship does not merely read it — it speaks it back, and space obeys.

Sees very far, and opens a rift where there is none once every two days.

30 900 380 2,000 190 »

Combat

Swarm I

Meaningless alone, dangerous in series. In the Coldspace it rolls off the line before a ship stands anywhere else.

Cheap numbers against light and medium targets.

8 24 4 190 »

Splinter I

Small, cheap combat probe. On its own it achieves almost nothing; in numbers it becomes dangerous.

Your cheapest combat probe for sheer numbers.

14 45 5 20 220 »

Lance II

Very fast, very fragile. In the Voidspace it is faster than a defence can react.

Fast combat probe against light targets.

40 80 10 10 320 »

Wedge II

Reliable combat probe for the middle range. It takes considerably more punishment than the light probe and hits harder.

Medium combat probe, strong against medium armour.

52 190 25 60 160 »

Harrier II

Thermal against medium armour — the class against which neither kinetics nor resonance look good.

The gap between kinetics and resonance.

72 165 55 15 240 »

Breaker III

Caesite against heavy armour. It is slow and takes little punishment — it only has to arrive.

The affordable answer to heavy hulls.

96 190 40 20 130 »

Needle III

Hits resonances rather than surfaces. Against heavy armour the cheapest way, against light armour pure waste.

Combat probe against heavily armoured targets.

88 110 40 15 210 »

Ram III

The toughest hull in the catalogue, and the slowest. In the Denspace speed does not matter.

Heavy combat probe that takes an enormous amount of punishment.

95 620 20 40 70 »

Bastion III

A ship that is almost nothing but shield. In the Emberspace it survives where everything else burns up.

Shield-heavy combat probe for hostile universes.

70 260 180 30 90 »

Hammer IV

The heaviest thermal weapon that fits on a moving hull. Slow, expensive, devastating.

Heavy combat probe against medium armour and defence installations.

145 340 60 50 120 »

Anvil IV

Heavy combat probe. Expensive and slow, but it breaks open a strong defence.

Your heaviest combat probe. Breaks open armoured defences.

180 780 120 150 100 »

Ironherald V

It announces what is coming, and nobody can prevent it. Once every two days its fleet strikes before the enemy has even formed up.

The strongest attack in the catalogue. The first strike doubles the damage of the opening round.

240 1,400 340 4,000 130 »

Formation

Beacon III

Holds the group together. Without it large fleets arrive in waves, with it all at once.

Raises throughput at the rift and holds the formation together.

0 150 110 40 150 »

Picket IV

Flies ahead and catches what is aimed at the big ships. It hurts nobody and holds everything up.

A screen for expensive ships in the same formation.

14 240 90 25 200 »

Escort IV

A small Carrier for thrust fighters. It leads them rather than merely escorting them.

Strengthens up to sixty thrust fighters in the formation.

25 220 70 80 240 »

Carrier V

Takes up to 12 combat probes into the group and gives them a quarter more striking power, and they become harder to hit. On its own it is mainly a large, slow target.

Markedly strengthens your combat probes in the formation.

45 1,400 90 900 90 »

Flagship V

The largest command ship. It holds four hundred combat probes together and makes a fleet of them.

Markedly strengthens up to four hundred combat probes.

60 900 320 400 110 »

Everstand V

The toughest hull ever put into service. Once every two days it places itself before a whole world, and what falls on her falls on him.

The toughest hull in the catalogue. The shield wall prevents all building damage during one attack.

90 2,600 420 5,000 85 »

Cargo

Freighter II

Carries a great deal of cargo and nothing else. Without escort it is easy prey.

Carries the loot home.

0 90 1,500 120 »

Colony Ship II

Carries enough people and equipment for a first settlement in your own universe. It is consumed doing so.

Your second world, and your third.

0 140 90 »

Runner II

Little cargo, enormous speed. It brings small amounts where they are needed fast.

Fast resupply over long distances.

0 90 20 420 380 »

Hauler III

The largest hold in the catalogue on the slowest hull. For short runs with heavy loads.

Hauls enormous quantities over short distances.

0 300 3,200 65 »

Tanker III

The fastest and best protected freighter of its era. Little room — but what is in it arrives.

Carries valuable cargo through unsafe territory.

0 260 80 900 130 »

Ferry III

Medium hold on an armoured hull. Half the Hauler’s load, but nearly twice as fast and not defenceless.

The balanced freighter when the route is unsafe.

0 210 60 1,500 110 »

Rift Ark III

FOREIGN universes ONLY: founds a new world there and is consumed doing so. Useless in your own universe — the Colony Ship is for that.

Founds your worlds OUTSIDE the Home Space — and only there.

0 400 100 80 »

Corebreaker V

It never lands. It hangs above the world, reaches down into the core and pulls up in one night what a colony needs two weeks for.

Carries a great deal, and taps a vein once every two days.

40 1,200 220 90,000 95 »

Support

Raider Squad II

Sixty in landing suits, carrying what they can carry. In orbit they are cargo; on the ground they are the attack.

The fighting strength on the ground. Sixty troops per squad.

0 120 300 »

Assault Shuttle II

A landing craft, nothing else. It does not shoot, it takes no punishment — it brings forty through the atmosphere and back up again.

Brings raider squads to the ground. Without a shuttle the best squad stays put in orbit.

0 180 260 »

Surveyor III

The scout with the highest detection strength: it finds rifts where a Scout is already blind.

Finds rifts from the greatest distance.

0 130 50 150 »

Jammer III

Throws the target world’s defence out of rhythm so that it aims worse. Each further Jammer helps a little less; more than 40 percent is never possible.

Makes the target’s defence less accurate.

0 160 40 140 »

Rift Tender III

Brings 400 Iridyne to a world of yours — enough to hold a rift open for an entire fleet.

Brings Iridyne where a fleet needs it — to the rift, not to the depot.

0 210 60 130 »

Shield Barge IV

Spreads a shield field across the whole group. In the Emberspace it decides battles.

Gives every ship in the formation extra shield points.

0 320 260 60 100 »

Foundry IV

Puts damaged hulls back together in the field. In the Coldspace it works almost for free.

Restores part of the hull lost after an attack.

0 300 90 200 95 »

Repair Tender IV

Patches hulls between rounds during a battle. In long fights it replaces whole ships.

Restores part of your formation’s hull every round.

0 280 120 120 140 »

Starstride V

The fastest hull anyone has ever built. Once every two days it takes a whole fleet along — not faster, but instantly.

The fastest ship in the catalogue. The shortcut brings a fleet in flight to its target at once.

70 820 200 3,000 320 »