ASTRORIFT CODEXEnemy CodexPilot CodexMission Guide

ASTRORIFT · ENEMY CODEX

11pirate ships
8drone kinds
6alien kinds
8bosses
12elite modifiers

Units are the game's: hull in old units (the HUD shows x10), speeds in px/s on the 360×640 field, times in ms or s. Bars compare each stat against the highest regular enemy. Contracts scale hull and damage by difficulty band and can add shields; numbers here are the base. Model previews: art/voxel/ships/enemy/*/previews (five views, plus phone scale next to the player in the corner).

Pirate fleet

The five line ships of the pirate faction. Plain ships use data/tuning.json over the old numbers.

Raider

Pressure · chip damage

raider
Raider model from five angles Raider next to the player ship at phone scale

The pirates' bread and butter. Comes straight down towards your lane and plinks single shots.

Hull10–16 (HUD 100–160)
Speed82
Shot dmg20
Shots/min28.6
Ram dmg20
XP3
Tier
1
Size
S
Fire
single
Cooldown
2.1 s
Bolt speed
178 px/s
Warning
130 ms
Aim error
±18.0°
Height band
12–28 %
Dodge
35 % in 70 px
Coin drop
20 %

Abilities

  • Straight chaser Drops into a band 12-28 % down the field, drifts towards your lane and fires a single aimed bolt with a short warning.
  • Bolt dodge Scans for your bolts every few frames and sidesteps away from their line (70 px, 35 % chance, 1.6 s cooldown).
  • Low-hull retreat Fights until killed, unless it breaks off below 20 % hull (35 % chance a second) and climbs off the top.

Elite rolls

VeteranBerserker

Model: art/voxel/ships/enemy/px_raider/px_raider.vox + light / medium / critical damage states

Rusher

Body threat · ram

rusher
Rusher model from five angles Rusher next to the player ship at phone scale

An unarmed ram. Fragile, fast, and it hits hard if it reaches you.

Hull4–7 (HUD 40–70)
Speed108
Shot dmg—
Shots/min—
Ram dmg24
XP4
Tier
1
Size
S
Fire
doesn't shoot
Height band
14–32 %
Dodge
never
Coin drop
22 %

Abilities

  • Homing descent Tracks your x position as it comes down, at up to 80 % of its speed sideways.
  • Charge Within 260 px of you its eyes flash for 0.32 s, then it charges in a locked line at 2.4x speed. No steering once it goes.
  • No dodging Never sidesteps bolts: it is committed to the charge.

Elite rolls

BoardingBerserker

Model: art/voxel/ships/enemy/px_rusher/px_rusher.vox + light / medium / critical damage states

Flanker

Baseline · lane shift

flanker
Flanker model from five angles Flanker next to the player ship at phone scale

Swings in from one side and weaves around your lane, changing sides after every shot.

Hull18–24 (HUD 180–240)
Speed72
Shot dmg20
Shots/min23.1
Ram dmg20
XP5
Tier
2
Size
S
Fire
single
Cooldown
2.6 s
Bolt speed
165 px/s
Warning
150 ms
Aim error
±22.0°
Height band
18–36 %
Dodge
45 % in 72 px
Coin drop
32 %

Abilities

  • Side entry Enters angled from one side, then holds a band 18-36 % down the field.
  • Weave Sways ±70 px around a lane that slowly follows you.
  • Shoot and side-step After each shot it kicks sideways and switches flank, so it is rarely where you aimed.

Elite rolls

VeteranSurvivor

Model: art/voxel/ships/enemy/px_flanker/px_flanker.vox + light / medium / critical damage states

Sniper

Timing window · precision

sniper
Sniper model from five angles Sniper next to the player ship at phone scale

Hangs near the top, paints you with a red aim line, then fires a fast, accurate, heavy bolt.

Hull24–36 (HUD 240–360)
Speed52
Shot dmg30
Shots/min18.8
Ram dmg20
XP6
Tier
3
Size
M
Fire
single
Cooldown
3.2 s
Bolt speed
650 px/s
Warning
400 ms
Aim error
±2.0°
Height band
8–20 %
Dodge
25 % in 60 px
Coin drop
35 %

Abilities

  • Aim line A visible laser tracks you for 400 ms before the shot.
  • Lock For the last 120 ms the line stops following you: move then and the shot misses.
  • Heavy bolt 30 damage at 650 px/s with only ~2° of aim error.

Elite rolls

SurvivorVeteran

Model: art/voxel/ships/enemy/px_sniper/px_sniper.vox + light / medium / critical damage states

Suppressor

Area denial · burst

suppressor
Suppressor model from five angles Suppressor next to the player ship at phone scale

A heavier raider hull that sprays three-round bursts. Joins the pool 22 s into a mission.

Hull12–18 (HUD 120–180)
Speed78
Shot dmg20
Shots/min25.0
Ram dmg20
XP4
Tier
1
Size
S
Fire
burst x3
Cooldown
2.4 s
Bolt speed
165 px/s
Warning
110 ms
Aim error
±26.0°
Height band
12–28 %
Dodge
35 % in 70 px
Coin drop
20 %

Abilities

  • Burst fire Fires 3 bolts 130 ms apart, loosely aimed (~26° spread), every 2.4 s.
  • Raider brain Moves like a raider: straight down into its band, drifting towards you.

Elite rolls

VeteranBerserker

Model: art/voxel/ships/enemy/px_suppressor/px_suppressor.vox + light / medium / critical damage states

Pirate heavies

The captain ends a patrol; the ace is the target of a Hunt contract.

Captain

Command · heavy

captain
Captain model from five angles Captain next to the player ship at phone scale

The patrol's end boss in miniature. Sits high, buffs the ships around it and always drops a crate.

Hull35–50 (HUD 350–500)
Speed80
Shot dmg20
Shots/min21.4
Ram dmg30
XP16
Tier
4
Size
M
Fire
single
Cooldown
2.8 s
Bolt speed
182 px/s
Warning
240 ms
Aim error
±12.0°
Height band
6–16 %
Dodge
50 % in 80 px
Coin drop
70 %

Abilities

  • Command aura Pirates within 118 px fire 20 % faster (cooldown x0.8). The aura is drawn as an orange ring.
  • Live chipping hull Its voxel body chips away where you hit it instead of swapping damage models.
  • Tracking gunner Holds the top band (6-16 %), repositions every 0.9 s and dodges 50 % of the time.
  • Crate Always leaves a loot crate.

Elite rolls

BerserkerSurvivor

Model: art/voxel/ships/enemy/px_captain/px_captain.vox (live chipping body)

Hunt Ace

Hunt target · hit and run

ace
Hunt Ace model from five angles Hunt Ace next to the player ship at phone scale

The named pirate of a Hunt contract (Dax "Ironjaw" Korr, Vessa "Razorwire" Thorn, Orlo "Gutterlight" Vance ...). A captain hull, pushed harder.

Hull84–120 (HUD 840–1200)
Speed96
Shot dmg23
Shots/min30.6
Ram dmg30
XP16
Tier
4
Size
M
Fire
single
Cooldown
2.0 s
Bolt speed
182 px/s
Warning
240 ms
Aim error
±12.0°
Height band
6–16 %
Dodge
60 % in 84 px
Coin drop
70 %

Abilities

  • Three visits Shows up three times. Leaves at 72 % hull (or after 15 s) on visit one, at 40 % on visit two, and fights to the death on visit three. Damage carries over.
  • Souped-up captain x2.4 hull, fires 30 % faster, hits 15 % harder, flies 20 % faster, dodges 60 % of the time.
  • Elite crate Killing it drops the elite crate. If it escapes after the third visit, the hunt is lost.

Model: art/voxel/ships/enemy/px_ace/px_ace.vox (live chipping body)

Pirate minibosses

Four named pirates, one side weapon each.

Rocketeer Brak BRAK

Miniboss · missiles

mb_raider
Rocketeer Brak model from five angles Rocketeer Brak next to the player ship at phone scale

A named pirate with a bigger hull, a health bar, a name tag and its own radio lines. Flies like a raider.

Hull80 (HUD 800)
Speed70
Shot dmg20
Shots/min28.6
Ram dmg20
XP18
Tier
1
Size
S
Fire
single
Cooldown
2.1 s
Bolt speed
178 px/s
Warning
130 ms
Aim error
±18.0°
Height band
12–28 %
Dodge
35 % in 70 px
Coin drop
20 %

Abilities

  • Missile pod Every 7.5 s (first at 3.5 s) launches 3 homing missiles: 14 damage each, 135 px/s, turn 2.4, 3.6 s life.
  • Raider base Borrows the raider's movement and main gun.
  • Named Health bar, name tag, own bark set (brak), live chipping hull, always a crate.

Model: art/voxel/ships/enemy/px_mb_raider/px_mb_raider.vox (live chipping body)

Flak-Jack Tolliver TOLLIVER

Miniboss · flak

mb_flanker
Flak-Jack Tolliver model from five angles Flak-Jack Tolliver next to the player ship at phone scale

A named pirate with a bigger hull, a health bar, a name tag and its own radio lines. Flies like a flanker.

Hull90 (HUD 900)
Speed65
Shot dmg20
Shots/min23.1
Ram dmg20
XP20
Tier
2
Size
S
Fire
single
Cooldown
2.6 s
Bolt speed
165 px/s
Warning
150 ms
Aim error
±22.0°
Height band
18–36 %
Dodge
45 % in 72 px
Coin drop
32 %

Abilities

  • Flak cannon Every 6.0 s (first at 3.0 s) fires a 7-pellet cone (56°), 8 damage per pellet at 150 px/s.
  • Flanker base Borrows the flanker's movement and main gun.
  • Named Health bar, name tag, own bark set (tolliver), live chipping hull, always a crate.

Model: art/voxel/ships/enemy/px_mb_flanker/px_mb_flanker.vox (live chipping body)

Longshot Vey VEY

Miniboss · railgun

mb_sniper
Longshot Vey model from five angles Longshot Vey next to the player ship at phone scale

A named pirate with a bigger hull, a health bar, a name tag and its own radio lines. Flies like a sniper.

Hull75 (HUD 750)
Speed47
Shot dmg30
Shots/min18.8
Ram dmg20
XP22
Tier
3
Size
M
Fire
single
Cooldown
3.2 s
Bolt speed
195 px/s
Warning
260 ms
Aim error
±6.0°
Height band
8–20 %
Dodge
25 % in 60 px
Coin drop
35 %

Abilities

  • Railgun Every 8.5 s (first at 4.0 s) locks on for 1.1 s, then fires a 22 px wide rail for 36 damage.
  • Sniper base Borrows the sniper's movement and main gun.
  • Named Health bar, name tag, own bark set (vey), live chipping hull, always a crate.

Model: art/voxel/ships/enemy/px_mb_sniper/px_mb_sniper.vox (live chipping body)

Rammer Gorr GORR

Miniboss · dash

mb_rusher
Rammer Gorr model from five angles Rammer Gorr next to the player ship at phone scale

A named pirate with a bigger hull, a health bar, a name tag and its own radio lines. Flies like a raider.

Hull85 (HUD 850)
Speed78
Shot dmg20
Shots/min22.0
Ram dmg20
XP20
Tier
1
Size
S
Fire
single
Cooldown
2.7 s
Bolt speed
178 px/s
Warning
130 ms
Aim error
±18.0°
Height band
12–28 %
Dodge
35 % in 70 px
Coin drop
20 %

Abilities

  • Shockwave dash Every 6.0 s (first at 3.0 s) charges for 0.55 s, dashes at 330 px/s for 0.7 s, then bursts in a 72 px blast for 15 damage.
  • Raider base Borrows the raider's movement and main gun at x1.3 cooldown.
  • Named Health bar, name tag, own bark set (gorr), live chipping hull, always a crate.

Model: art/voxel/ships/enemy/px_mb_rusher/px_mb_rusher.vox (live chipping body)

Drone squads

Drones fly in squads: formations, a spotter that locks you, and volley windows.

Interceptor

Pressure · interceptor

dr_interceptor
Interceptor model from five angles Interceptor next to the player ship at phone scale

The squad's fast attacker. Flies in formation and peels off to circle you.

Hull14–22 (HUD 140–220)
Speed88
Shot dmg20
Shots/min27.3
Ram dmg20
XP4
Tier
2
Size
S
Fire
single
Cooldown
2.2 s
Bolt speed
182 px/s
Warning
140 ms
Aim error
±14.0°
Height band
14–32 %
Dodge
40 % in 70 px
Coin drop
22 %

Abilities

  • Swoop Every 6-9 s an interceptor in formation breaks off for 1.8 s and circles a point above you at 110 px.
  • Formation fire Only fires while within 80 px of its slot in the squad's formation.

Elite rolls

AdaptivePrecisionBerserker

Model: art/voxel/ships/enemy/dr_interceptor/dr_interceptor.vox + light / medium / critical damage states

Precision Interceptor

Pressure · interceptor

dr_precision
Precision Interceptor model from five angles Precision Interceptor next to the player ship at phone scale

An interceptor with a better targeting core. At most two at once.

Hull14–22 (HUD 140–220)
Speed88
Shot dmg20
Shots/min27.3
Ram dmg20
XP5
Tier
2
Size
S
Fire
single
Cooldown
2.2 s
Bolt speed
218 px/s
Warning
140 ms
Aim error
±10.0°
Height band
14–32 %
Dodge
40 % in 70 px
Coin drop
28 %
Max alive
2

Abilities

  • Always elite Spawns as a Precision elite: shots 20 % faster, aim error x0.7, +25 % hull, +15 % damage.
  • Swoop Same swoops as the interceptor.

Model: art/voxel/ships/enemy/dr_precision/dr_precision.vox + light / medium / critical damage states

Sentinel

Baseline · sentinel

dr_sentinel
Sentinel model from five angles Sentinel next to the player ship at phone scale

A tougher escort drone that body-blocks for wounded squad mates.

Hull22–32 (HUD 220–320)
Speed70
Shot dmg20
Shots/min17.6
Ram dmg20
XP5
Tier
2
Size
S
Fire
single
Cooldown
3.4 s
Bolt speed
170 px/s
Warning
160 ms
Aim error
±18.0°
Height band
20–38 %
Dodge
20 % in 60 px
Coin drop
28 %

Abilities

  • Guard Places itself 46 px in front of the most wounded squad mate below 65 % hull, between it and you.

Elite rolls

AdaptiveLinkedBerserker

Model: art/voxel/ships/enemy/dr_sentinel/dr_sentinel.vox + light / medium / critical damage states

Drone Sniper

Disruptor · sniper

dr_sniper
Drone Sniper model from five angles Drone Sniper next to the player ship at phone scale

Long-range disruptor. Follows the pirate sniper's tuning: a fast bolt after a locking warning.

Hull22–32 (HUD 220–320)
Speed48
Shot dmg35
Shots/min20.0
Ram dmg20
XP7
Tier
3
Size
M
Fire
single
Cooldown
3.0 s
Bolt speed
480 px/s
Warning
420 ms
Aim error
±4.0°
Height band
6–18 %
Dodge
25 % in 60 px
Coin drop
38 %
Max alive
3

Abilities

  • Precision shot A long 420 ms warning, locked for the last 160 ms, then a 35-damage bolt at 480 px/s.
  • High band Keeps to the top of the field rather than the formation row.

Elite rolls

AdaptivePrecision

Model: art/voxel/ships/enemy/dr_sniper/dr_sniper.vox + light / medium / critical damage states

Shield Emitter

Support · emitter

dr_emitter
Shield Emitter model from five angles Shield Emitter next to the player ship at phone scale

Support drone that shields its squad.

Hull20–30 (HUD 200–300)
Speed60
Shot dmg20
Shots/min15.4
Ram dmg10
XP8
Tier
3
Size
S
Fire
single
Cooldown
3.9 s
Bolt speed
162 px/s
Warning
210 ms
Aim error
±21.0°
Height band
5–14 %
Dodge
30 % in 64 px
Coin drop
45 %
Max alive
2

Abilities

  • Shield bubbles Every 7 s (first at 2 s) gives every other drone within 160 px a bubble that soaks one hit.
  • Support Never becomes the squad's spotter. Kill it first.

Elite rolls

Linked

Model: art/voxel/ships/enemy/dr_emitter/dr_emitter.vox + light / medium / critical damage states

Coordinator

Support · coordinator

dr_coordinator
Coordinator model from five angles Coordinator next to the player ship at phone scale

Squad leader. Makes every drone near it faster and deadlier. One at a time.

Hull30–40 (HUD 300–400)
Speed70
Shot dmg20
Shots/min20.0
Ram dmg20
XP14
Tier
4
Size
M
Fire
single
Cooldown
3.0 s
Bolt speed
175 px/s
Warning
260 ms
Aim error
±10.0°
Height band
5–15 %
Dodge
30 % in 70 px
Coin drop
65 %
Max alive
1

Abilities

  • Command aura Drones within 180 px move 15 % faster, fire 13 % faster and hold formation more loosely (x1.2 tolerance).
  • Broken link When it dies the formation breaks for 4 s: nobody fires and the drones jitter.

Elite rolls

Linked

Model: art/voxel/ships/enemy/dr_coordinator/dr_coordinator.vox + light / medium / critical damage states

Drone heavies

The warden leads drone contracts; bay interceptors come out of a boss.

Bay Interceptor

Support · bay

dr_bay
Bay Interceptor model from five angles Bay Interceptor next to the player ship at phone scale

The small drone a boss's bay launches during the fight.

Hull26–34 (HUD 260–340)
Speed72
Shot dmg10
Shots/min14.3
Ram dmg16
XP4
Tier
2
Size
S
Fire
single
Cooldown
4.2 s
Bolt speed
155 px/s
Warning
160 ms
Aim error
±24.0°
Height band
18–36 %
Dodge
30 % in 60 px
Coin drop
28 %

Abilities

  • Boss escort Launched by a boss's drone bay. Stays leashed within 150 px of the boss.
  • Weak gun Slow, loose, 10-damage shots: it is there to clutter the field.

Model: art/voxel/ships/enemy/dr_bay/dr_bay.vox + light / medium / critical damage states

Warden

Support · warden

dr_warden
Warden model from five angles Warden next to the player ship at phone scale

Takes the captain's place in drone contracts: the patrol's end, Elimination's quota, Rescue's last wave.

Hull45–60 (HUD 450–600)
Speed74
Shot dmg20
Shots/min24.0
Ram dmg30
XP18
Tier
4
Size
M
Fire
single
Cooldown
2.5 s
Bolt speed
190 px/s
Warning
240 ms
Aim error
±9.2°
Height band
7–16 %
Dodge
45 % in 80 px
Coin drop
65 %

Abilities

  • Twin cannons Fires two parallel bolts 22 px apart.
  • Command aura Carries the coordinator's aura (faster drones, faster fire) without breaking formation when it dies.
  • Heavy The drone faction's captain: health bar, chipping hull, never leaves the fight.

Elite rolls

LinkedBerserker

Model: art/voxel/ships/enemy/dr_warden/dr_warden.vox (live chipping body)

Alien brood

The brood acts as one creature: at most 3 aliens wind up at once, 0.22 s between volleys.

Drifter

Baseline · drifter

al_drifter
Drifter model from five angles Drifter next to the player ship at phone scale

Organic wanderer that fouls the field with slime.

Hull16–22 (HUD 160–220)
Speed80
Shot dmg18
Shots/min23.1
Ram dmg14
XP5
Tier
2
Size
S
Fire
single
Cooldown
2.6 s
Bolt speed
162 px/s
Warning
150 ms
Aim error
±22.0°
Height band
18–42 %
Dodge
25 % in 60 px
Coin drop
30 %
Max alive
5

Abilities

  • Slime trail Drops a slime patch every 0.9 s (at most 3, 28 px, 2.5 s life). Flying through one slows you to 70 % for 0.5 s.
  • Surge Every 3-5 s surges at x1.25 speed.

Elite rolls

Phase-shiftRegenerative

Model: art/voxel/ships/enemy/al_drifter/al_drifter.vox + light / medium / critical damage states

Splitter

Pressure · splitter

al_splitter
Splitter model from five angles Splitter next to the player ship at phone scale

Cheap and aggressive. Kill it and you get two more problems.

Hull12–18 (HUD 120–180)
Speed78
Shot dmg20
Shots/min28.6
Ram dmg20
XP4
Tier
1
Size
S
Fire
spread x3
Cooldown
2.1 s
Bolt speed
175 px/s
Warning
130 ms
Aim error
±18.0°
Height band
15–30 %
Dodge
20 % in 60 px
Coin drop
22 %
Max alive
6

Abilities

  • Split On death bursts into 2 swarmlings (if the swarmling cap allows).
  • Sow Every 7 s drops a corruption node under itself: slow 40 %, instability 30 %, decay 30 %.
  • 3-shot spread Fires a fan of three bolts, ±7°.

Elite rolls

Mutating

Model: art/voxel/ships/enemy/al_splitter/al_splitter.vox + light / medium / critical damage states

Leech

Disruptor · leech

al_leech
Leech model from five angles Leech next to the player ship at phone scale

The brood's medic and sniper in one. Its shots keep the others alive.

Hull22–34 (HUD 220–340)
Speed50
Shot dmg32
Shots/min18.8
Ram dmg20
XP7
Tier
3
Size
M
Fire
single
Cooldown
3.2 s
Bolt speed
195 px/s
Warning
260 ms
Aim error
±6.0°
Height band
8–22 %
Dodge
20 % in 56 px
Coin drop
38 %
Max alive
3

Abilities

  • Feed Every shot it fires heals the nearest alien within 260 px for 2-5 hull, shown as a green thread.
  • Bio bolt Sniper-like: long warning with an aim line, then a 32-damage bolt.

Elite rolls

Rift-touchedRegenerative

Model: art/voxel/ships/enemy/al_leech/al_leech.vox + light / medium / critical damage states

Rift Seeder

Elite · seeder

al_seeder
Rift Seeder model from five angles Rift Seeder next to the player ship at phone scale

Plants corruption nodes that change the rules of the fight around you.

Hull20–30 (HUD 200–300)
Speed60
Shot dmg16
Shots/min12.0
Ram dmg10
XP9
Tier
3
Size
S
Fire
spread x3
Cooldown
5.0 s
Bolt speed
165 px/s
Aim error
±20.0°
Height band
5–16 %
Dodge
25 % in 60 px
Coin drop
48 %
Max alive
2

Abilities

  • Rift sowing Every 5.5 s sows a corruption node near you, cycling slow → decay → instability → enhancement (the enhancement field is sown round itself, for its kin).
  • 3-shot spread Slow, wide fan of three bolts every 5 s.

Elite rolls

Rift-touchedBrood carrier

Model: art/voxel/ships/enemy/al_seeder/al_seeder.vox + light / medium / critical damage states

Swarmling

Pressure · swarmling

al_swarmling
Swarmling model from five angles Swarmling next to the player ship at phone scale

Tiny, fast, everywhere. Circles you and lunges.

Hull5–8 (HUD 50–80)
Speed105
Shot dmg12
Shots/min21.4
Ram dmg15
XP1
Tier
1
Size
S
Fire
single
Cooldown
2.8 s
Bolt speed
155 px/s
Aim error
±20.0°
Height band
20–65 %
Dodge
30 % in 50 px
Coin drop
8 %
Max alive
6

Abilities

  • Orbit Circles above and beside you at 90 px.
  • Dash Every 2.5-4.5 s dashes straight at you at x2.4 speed for 0.45 s.

Elite rolls

Mutating

Model: art/voxel/ships/enemy/al_swarmling/al_swarmling.vox + light / medium / critical damage states

Alien heavies

The brood mother takes the captain's place.

Brood Mother

Elite · broodmother

al_broodmother
Brood Mother model from five angles Brood Mother next to the player ship at phone scale

A seeder grown up. Takes the captain's place in alien contracts.

Hull60–80 (HUD 600–800)
Speed56
Shot dmg23
Shots/min23.1
Ram dmg30
XP22
Tier
3
Size
S
Fire
spread x3
Cooldown
2.6 s
Bolt speed
175 px/s
Warning
220 ms
Aim error
±11.5°
Height band
8–18 %
Dodge
30 % in 70 px
Coin drop
48 %
Max alive
1

Abilities

  • Brood carrier Always elite: every 12 s births a swarmling, up to 4 children at once.
  • Rift sowing Sows corruption nodes like a seeder.
  • Heavy The alien faction's captain: health bar, chipping hull, wide 3-shot spread.

Model: art/voxel/ships/enemy/al_broodmother/al_broodmother.vox (live chipping body)

Faction systems

Rules that act on a whole faction rather than one ship.

Drone squad brain

  • Formation Wing, wedge or line slots round an anchor that follows you. A drone fires only within 80 px of its slot.
  • Spotter Every 6 s the highest non-support drone locks you for 1.5 s: squad aim error x0.75, shots +40 px/s.
  • Volley director At most max(2, alive − 1) drones winding up at once, 0.15 s apart. Every 5.5 s a 0.42 s burst window lets every ready drone fire together.
  • Broken formation A coordinator's death stops the squad firing for 4 s.

Corruption nodes

Sown by splitters, seeders, brood mothers and rift-touched elites. At most 4 on the field, 70–120 px, 9 s life, 12 hits to pop the core.

  • Slow Your ship flies at 90 % speed inside.
  • Instability +4° spread on your main gun.
  • Decay Your shield stops regenerating.
  • Enhancement Aliens inside fire x1.1 faster.

Pirate captain aura

Pirates within 118 px of a captain fire with x0.8 cooldown. Bring the captain down first and the rest slow down.

Shared rules

Default shot: 20 damage. Your ship can't be hit twice within 250 ms. At most 48 enemy bullets on screen. Plain ships swap to damaged models at 75, 50 and 25 % hull; heavies chip voxels live.

Retreat

No timer: ships fight until killed. At 20 % hull or less a ship breaks off with a 35 % chance each second and climbs off the top toward the closer edge at x0.55 speed, without firing. Never retreat: rushers, swarmlings, bay drones, latched boarders, a boss's escorts, Elimination's captain.

Elite modifiers

FactionEliteBase boostTrick
PiratesBerserkerx1.4 hullBelow 50 % hull: x1.35 speed, 40 % faster fire, x1.2 damage.
PiratesVeteranx1.4 hullDodges x1.8 as often, x0.6 cooldown, aim error x0.45.
PiratesSurvivorx1.4 hullSurvives one killing hit with 8 % hull and 0.5 s of invulnerability.
PiratesBoardingx1.4 hullLatches onto your ship instead of ramming: slows you to 55 % and drains 2 hull/s until you swerve 380 px to shake it off.
DronesAdaptivex1.25 hull, x1.15 dmgDodges your bolts 56-90 px, every 1.2 s.
DronesPrecisionx1.25 hull, x1.15 dmgShots x1.2 faster, aim error x0.7.
DronesLinkedx1.25 hull, x1.15 dmgDrones within 200 px fire 9 % faster.
AliensRift-touchedx1.25 hull, x1.15 dmgSows an instability node every 6 s.
AliensMutatingx1.25 hull, x1.15 dmgEvery 10 s grows: +10 % speed (cap 40 %), +10 % fire rate (cap 50 %), heals 10 %, bigger nodes.
AliensRegenerativex1.25 hull, x1.15 dmgHeals 1.5 hull per second.
AliensBrood carrierx1.25 hull, x1.15 dmgBirths a swarmling every 12 s, up to 4.
AliensPhase-shiftx1.25 hull, x1.15 dmgEvery 12 s phases for 2 s, taking only 30 % damage.

Bosses

Every boss is a hull plus a loadout: a primary gun, a side weapon from phase 2 and an add-on from phase 3 (phase 3 fires 28 % faster). Base shot: 35 damage at 220 px/s every 0.9 s. Kill reward 120 XP.

Rask "Lanejack" Venn RASK

Pirate boss · hull 150–300 (HUD 1500–3000)

Rask "Lanejack" Venn portrait
px_rask_bomber
px_rask_bomber
Primary gun always

Twin cannons, side by side

Side weapon phase 2, below 66 %

Homing mines every 3.0 s (faster in phase 3): 15 damage, 80 px blast.

Add-on phase 3, below 33 %

Calls reinforcements every 9 s (at most 4 alive).

Movement

Sweep: tracks your lane with a slow sway.

Story appearances

  • Lone Signal · Frontier Station

Kara Blacktide BLACKTIDE

Pirate boss · hull 210–240 (HUD 2100–2400)

Kara Blacktide portrait

Ex-salvage auditor turned raider. Strikes under stolen transponder codes and vanishes into ion storms.

bs_kara
bs_kara
Primary gun always

Twin cannons, side by side

Side weapon phase 2, below 66 %

EMP: a 96 px ring marks your spot, charges 1.2 s, then knocks your guns offline for 4 s and clears bullets in it. Every 15 s.

Add-on phase 3, below 33 %

Calls reinforcements every 9 s (at most 4 alive).

Movement

Sweep: tracks your lane with a slow sway.

Story appearances

  • Priority: Corridor Clearance · Frontier Station

Sera "Ironhook" Venn IRONHOOK

Pirate boss · hull 220–250 (HUD 2200–2500)

Sera "Ironhook" Venn portrait

Kara Blacktide's cutter enforcer, Rask's kin. Cuts convoys open with a torch she calls the hook.

bs_ironhook
bs_ironhook
Primary gun always

Single aimed orb / pulse

Side weapon phase 2, below 66 %

Beam: a warning line follows you 2 s, locks for the last 0.55 s, then a 32 px column fires for 27 damage.

Add-on phase 3, below 33 %

Shield: invulnerable for 3 s every 11 s.

Movement

Sweep: tracks your lane with a slow sway.

Story appearances

  • Blacktide Spoof Run · Dusthaven Exchange

Vex Irons VEX

Pirate boss · hull 250–290 (HUD 2500–2900)

Vex Irons portrait

Belt warlord in a hauler-killer. Treats lane disputes as unpaid tax, and the belt's drones answer to him.

bs_vex
bs_vex
Primary gun always

Twin cannons, side by side

Side weapon phase 2, below 66 %

Homing mines every 3.0 s (faster in phase 3): 15 damage, 80 px blast.

Add-on phase 3, below 33 %

Drone bay: a bay interceptor every 3.5 s, at most 3, leashed to the boss.

Movement

Sweep: tracks your lane with a slow sway.

Story appearances

  • Priority: Sail Approach · Dusthaven Exchange
  • Black-Box Recovery · CLV Sail Mining Belt

Drone Overseer OVERSEER

Drone boss · hull 150–300 (HUD 1500–3000), +35 % per hub tier above 1

bs_drone_dagger
bs_drone_dagger
bs_drone_disk
bs_drone_disk
bs_drone_wedge
bs_drone_wedge
Primary gun always

One rolled per run: Single aimed orb / pulse
Twin cannons, side by side

Side weapon phase 2, below 66 %

One rolled per run: EMP: a 96 px ring marks your spot, charges 1.2 s, then knocks your guns offline for 4 s and clears bullets in it. Every 15 s.
Beam: a warning line follows you 2 s, locks for the last 0.55 s, then a 32 px column fires for 27 damage.

Add-on phase 3, below 33 %

One rolled per run: Drone bay: a bay interceptor every 3.5 s, at most 3, leashed to the boss.
Shield: invulnerable for 3 s every 11 s.

Movement

Hover: strafes side to side at the top.

Mordo Rift MORDO

Pirate boss · hull 270–310 (HUD 2700–3100)

Survived the Theia breach in a rebuilt bomber and took the relay gate as his toll booth. Collects from everyone, owes no one.

bs_mordo
bs_mordo
Primary gun always

3-shot fan (±11°)

Side weapon phase 2, below 66 %

Homing mines every 3.0 s (faster in phase 3): 15 damage, 80 px blast.

Add-on phase 3, below 33 %

Calls reinforcements every 9 s (at most 4 alive).

Movement

Dive: every 6 s drops 150 px towards you, holds, and rises.

Story appearances

  • Priority: Transit to Theia-X · CLV Sail Mining Belt · ends: escape
  • The Gatekeeper · Theia-X Deep Relay · ends: escape
  • Shepherd Protocol · Zipacna-I Refuel Node · ends: escape
  • Priority: Deep Transit Clearance · Zipacna-I Refuel Node

Brood Colossus COLOSSUS

Alien boss · hull 150–300 (HUD 1500–3000), +35 % per hub tier above 1

bs_alien_dreadnought
bs_alien_dreadnought
bs_alien_colossus
bs_alien_colossus
bs_alien_colossus_b
bs_alien_colossus_b
Primary gun always

One rolled per run: 5-shot arc (±36°, x0.82 speed)
3-shot fan (±11°)

Side weapon phase 2, below 66 %

One rolled per run: Shockwave: an expanding ring every 5 s, 25 damage, grows over 1.5 s.
Beam: a warning line follows you 2 s, locks for the last 0.55 s, then a 32 px column fires for 27 damage.

Add-on phase 3, below 33 %

One rolled per run: Shield: invulnerable for 3 s every 11 s.
Brood: births a swarmling every 3 s, at most 4.
Calls reinforcements every 9 s (at most 4 alive).

Movement

One rolled per run: Sweep: tracks your lane with a slow sway.
Dive: every 6 s drops 150 px towards you, holds, and rises.

Story appearances

  • Priority: Anomaly Telemetry · Theia-X Deep Relay
  • Priority: Anomaly Handoff · Ishtar-III Research Platform

The Hollow Matriarch MATRIARCH

Alien boss · hull 380–420 (HUD 3800–4200)

The brood's mind, a hollow ring of shell round a core that has outlived a hundred bodies. She sends probes ahead of the swarm and comes herself only for gardens.

bs_matriarch
bs_matriarch
bs_matriarch_core
bs_matriarch_core
Primary gun always

5-shot arc (±36°, x0.82 speed)

Side weapon phase 2, below 66 %

Shockwave: an expanding ring every 5 s, 25 damage, grows over 1.5 s.

Add-on phase 3, below 33 %

Brood: births a swarmling every 3 s, at most 4.

Movement

Dive: every 6 s drops 150 px towards you, holds, and rises.

Story appearances

  • Syndicate Purge · FTL-Barge Drydock · ends: withdraw
  • Priority: Garden Corridor Clearance · FTL-Barge Drydock · ends: withdraw
  • Garden Siege · Gaia-VII Garden Habitat · ends: finale

How boss fights end

  • Escape Mordo jumps out at 15 % hull in some story missions: you win, he lives.
  • Withdraw The Matriarch pulls back at 33 %: you win, she waits at the garden.
  • Finale In Garden Siege her shell breaks at 15 %. The hollow core fights on with 30 % hull, fires 40 % faster, moves x1.6 faster, sows two corruption nodes every 4 s and calls a last swarm of 4.