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 »
What to expect
Scouts, freighters, three combat classes, jamming probes. Travel time depends on the universe — you crawl through Denspace and race through Voidspace.
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
Carries a great deal of cargo and nothing else. Without escort it is easy prey.
Carries the loot home.
0 ⚔ 90 ♥ 1,500 ▣ 120 »
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 »
Little cargo, enormous speed. It brings small amounts where they are needed fast.
Fast resupply over long distances.
0 ⚔ 90 ♥ 20 ◈ 420 ▣ 380 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »
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 »