ASTRORIFT CODEXEnemy CodexPilot CodexMission Guide

ASTRORIFT · PILOT CODEX

9hulls
15gun marks
17side weapons
18upgrades
10pickups
24crew

Everything a pilot can fly, fit, pick up, hire and earn. Search filters the cards. Companion page: enemy-codex.html.

How your ship fights

The rules every hull flies by. Hull and shield are in the game's own units: the HUD shows them ×10. Distances are px on the 360×640 field.

Main gun

  • One cadence for every hull The gun fires every 0.22 s (4.5 volleys a second) on every hull. A hull's rated fire rate only sets how hard each bolt hits: damage per bolt = hull damage × 0.22 ÷ (fire rate in s), so a faster-rated hull hits harder per bolt.
  • Hold to fire On by default: the gun fires while your finger is on the screen.
  • What speeds it up Everything multiplies: the gun's Mk interval × Fire Control upgrades 1/(1 + bonus) × the hull's affinity × Rapid Fire ×0.5 × Overclock ×0.5 × Overdrive ×0.5.
  • Damage per bolt random(hull min..max) × hull scale × Mk damage × (1 + Overcharge bonus) × crit × the gun-mod share, then + Plasma Mk.V's flat armour-pierce.
  • Crits One roll per volley (every bolt of it crits together). Chance = hull crit + the Mk's crit bonus + the hull's affinity; a crit multiplies by the hull's crit multiplier.
  • Bolts Fly at 420 px/s × the family's speed (ion ×1.15, plasma ×0.85). Low-visibility fog adds about ±3° of spread.

Power and handling

  • Power budget Gun Mk + both side weapons + every armed upgrade must fit the hull's capacity. You can't fit more than it holds.
  • Load slows you Up to 60 % of capacity: full handling. At 80 %: ×0.95. At 100 %: ×0.90. Thrusters multiply on top.
  • What handling scales Top speed (the hull's max step per frame) and how quickly the ship answers the stick (capped).
Load≤60 %70 %80 %90 %100 %
Handling×1.000×0.975×0.950×0.925×0.900

Shield and hull

  • Shield first, whole hits While the shield has any points it soaks the whole hit, with no spill to the hull: a 30-damage hit on 1 shield only empties the shield.
  • Regen After a hit the shield waits the hull's regen delay, or its longer break delay if the hit emptied it, then refills at its regen rate (1/s base, plus Shield Regen upgrades). Alien decay nodes pause it.
  • Hit window After a landed hit, more hits are ignored for 250 ms. No damage at all during the FTL jump in and out, a Shockwave Dash or a Warp Stabilizer jump.
  • Damage reduction Reactive Plating cuts hull damage only (not shield), capped at 50 %.
  • Ramming Flying into a ship costs you its contact damage and destroys it with no kill credit, XP or loot. The boss hits for 40 on contact. Rocks break, no credit.
  • Hull carries over There is no free repair between missions: hull damage stays until you pay for it at a hub.

Overdrive

  • Fill the meter Bullet graze 0.11 and rock graze 0.07 (×1 + 5 % per combo step), your kill 0.03, a heavy kill (captain, ace, warden, brood mother, miniboss) 0.08, every 5-graze combo +0.10. Wingman kills never fill it.
  • Fire it The Overdrive button lights up when the meter is full.
  • What it does Wipes every enemy shot within 260 px (mines too) and turns each into a 1-XP orb (up to 25), a short slow-mo, then 6 s of double fire rate with every bolt piercing.
  • Stretch it Each graze while it runs adds 0.4 s, up to 10 s left.

Graze

  • What counts A bullet passing within a 26 px band just outside your hitbox while you are moving (≥22 px/s). Each bullet once; mines never. A rock within 14 px (once per rock every 1.2 s).
  • Reward XP orbs: 8 per bullet, 4 per rock, × the combo multiplier. Every 5 combo: a bonus of 10 × multiplier XP, +0.10 Overdrive and a GRAZE ×N banner.
  • Combo ×1.0, +0.25 a graze to ×1.5 at 3 and ×2.0 at 5, then +0.2 a graze to ×3.0 at 10 (cap). After 1 s without a graze it drops one step every 0.9 s; any hit halves it.
  • Shockwave Dash Counts up to 8 bullets it passes as grazes.

When things go wrong

  • Zero hull The Warp Stabilizer is tried first. Otherwise the ship is lost: a contract still pays 25 % of its credits and XP, every orb you collected counts in full, and fragments you picked up are kept. The hub's reputation drops.
  • Abandon No credits, no contract XP and no fragments, but the orb XP you collected is kept. Closing the app mid-mission voids the run.
  • Repair 1 cr per missing hull point, ×2 when the hull is below 5. First dock ever: one free full repair.
  • Emergency loan Destroyed and broke? A full repair on a loan: credits go negative and come back out of your next contract. Above zero hull you get the repair your credits cover.
  • Mission 1 safety net The first killing hit of the first mission leaves you at 1 hull with a full shield.

After the win

  • Cleanup Keep flying and firing, unable to drop below 1 hull. Every orb and pickup is pulled to you and a LEAVE button appears; it ends on its own once the field is empty, or after 45 s.
  • On leaving All orbs are credited, crates still on the field are opened for their fragments, and loose fragments are banked.
  • Shoot the mines A mine you shoot explodes on your account: its blast gives you kills, XP and loot, and can chain to 3 more.

Hulls

Nine ships in three lines. Each fires only its own gun family.

HullGunHullShieldDmg/boltDPS Mk.IDPS Mk.VCritSpeedHitboxPowerPriceFrom tier
PV-A1 “Needle”Laser25250.854.812.212 %7.210×14100Free (starter)1
PV-A2 “Shade”Laser20250.875.113.013 %8.48×121082,250 cr + 6 frag2
PV-A3 “Viper”Laser30251.087.118.116 %7.610×141205,500 cr + 12 frag3
KV-7 “Rampart”Ion45451.427.919.411 %5.924×241402,300 cr + 8 frag2
KV-8 “Citadel”Ion48651.448.019.711 %5.226×261583,650 cr + 10 frag3
KV-9 “Arsenal”Ion58521.8610.225.010 %4.630×302007,000 cr + 16 frag4
SV-X1 “Ledger”Plasma42421.6210.134.413 %9.026×261684,700 cr + 12 frag3
SV-X2 “Dossier”Plasma38382.1614.144.015 %9.824×241854,900 cr + 14 frag5
SV-X3 “Syndicate”Plasma50502.9820.559.517 %9.426×262157,400 cr + 20 frag5

DPS is one target, no upgrades or pickups: the average bolt with crits folded in, on its own family's gun at Mk.I and Mk.V, with the hull's affinity. Plasma splash and ion stuns come on top. Speed is the hull's top step per frame before Thrusters and load. A new hull comes with its family's Mk.I, full hull and empty hardpoints and becomes your active ship; switching between owned hulls is free and each keeps its own loadout, upgrades and damage. Hulls can't be sold.

PV-A1 “Needle”

Polar Veil scout · Scout reconnaissance

pv_a1_needle
PV-A1 “Needle”

Quick and small: the hardest ship to hit.

Affinity with its own gun: Laser fire rate +8 %

Hull25 (HUD 250)
Shield25 (HUD 250)
Dmg / bolt0.85
DPS Mk.I4.8
DPS Mk.V12.2
Crit12 % ×2.25
Top speed7.2 px/f
Handling0.095
Power100
Main gun
Laser only
Hitbox
10 × 14 px
Shield regen
3.2 s after a hit
Shield break
4.5 s if emptied
Regen rate
1 / s
Rated fire
650 ms
Hull damage
2–3
Bank
up to 20°
Price
Free (starter)
Sold at
your starting ship
PV-A1 “Needle” from six angles
PV-A1 “Needle” damage states
Lore

Originally assembled from surplus drone buses during the Orion Spur remap, this early Polar Veil frame prioritizes sensor reach and maneuverability over armor. Pilots call it the “Needle” — fast, precise, and unforgiving when pushed too far.

Commissioned for the Orion Spur remap initiative, early Mk-I scouts were assembled from surplus drone frames and engineered to endure radiation over direct impact. Polar Veil branded it “the honest ship” — sacrificing armor for unmatched sensor reach — a claim later echoed in salvage-law briefs following its high loss rates.

Polar Veil Aeronautics (Lunar Lagrange Annex) · founded GY 2988 · model year 3027

Models: art/voxel/ships/player/pv_a1_needle/pv_a1_needle.vox + light / medium / critical damage states

PV-A2 “Shade”

Polar Veil scout · Scout reconnaissance

pv_a2_shade
PV-A2 “Shade”

A dart: the quickest stick and the smallest target in the fleet, and the thinnest hull.

Affinity with its own gun: Laser fire interval -10 %

Hull20 (HUD 200)
Shield25 (HUD 250)
Dmg / bolt0.87
DPS Mk.I5.1
DPS Mk.V13.0
Crit13 % ×2.30
Top speed8.4 px/f
Handling0.110
Power108
Main gun
Laser only
Hitbox
8 × 12 px
Shield regen
3.0 s after a hit
Shield break
4.5 s if emptied
Regen rate
1 / s
Rated fire
635 ms
Hull damage
2–3
Bank
up to 22°
Price
2,250 cr + 6 frag
Sold at
Dusthaven, CLV Sail, Theia-X, Ishtar-III, Zipacna-I, FTL-Barge, Gaia-VII
PV-A2 “Shade” from six angles
PV-A2 “Shade” damage states
Lore

A stripped-down Polar Veil sprint frame with raked exhaust fins — trades a little armor for noticeably sharper stick response on the belt.

Mk-II scouts were pitched to courier guilds as “the honest ship, faster.” Actuaries noted the thinner spine plating; pilots noted the fins and stopped asking questions.

Polar Veil Aeronautics (Lunar Lagrange Annex) · founded GY 2988 · model year 3029

Models: art/voxel/ships/player/pv_a2_shade/pv_a2_shade.vox + light / medium / critical damage states

PV-A3 “Viper”

Polar Veil scout · Scout reconnaissance

pv_a3_viper
PV-A3 “Viper”

A sniper's scout: fast, precise, burst damage, still small.

Affinity with its own gun: Laser fire interval -12 %, crit +2 points

Hull30 (HUD 300)
Shield25 (HUD 250)
Dmg / bolt1.08
DPS Mk.I7.1
DPS Mk.V18.1
Crit16 % ×2.50
Top speed7.6 px/f
Handling0.100
Power120
Main gun
Laser only
Hitbox
10 × 14 px
Shield regen
3.1 s after a hit
Shield break
4.5 s if emptied
Regen rate
1 / s
Rated fire
610 ms
Hull damage
2–4
Bank
up to 20°
Price
5,500 cr + 12 frag
Sold at
CLV Sail, Theia-X, Ishtar-III, Zipacna-I, FTL-Barge, Gaia-VII
PV-A3 “Viper” from six angles
PV-A3 “Viper” damage states
Lore

Forward-swept fang fins and a tighter fire-control loop — Polar Veil’s burst specialist for pilots who live on crit windows.

The Viper line reintroduced hull mass the Mk-II shed, then spent it on targeting rails and asymmetric venting. Marshals hate the silhouette; racers love the nose.

Polar Veil Aeronautics (Lunar Lagrange Annex) · founded GY 2988 · model year 3032

Models: art/voxel/ships/player/pv_a3_viper/pv_a3_viper.vox + light / medium / critical damage states

KV-7 “Rampart”

Kestrel Voidworks interceptor · Heavy interceptor

kv7_rampart
KV-7 “Rampart”

Heavy and steady: holds a lane under fire, slow on the stick, a big target.

Affinity with its own gun: Ion stun chance +10 points

Hull45 (HUD 450)
Shield45 (HUD 450)
Dmg / bolt1.42
DPS Mk.I7.9
DPS Mk.V19.4
Crit11 % ×2.20
Top speed5.9 px/f
Handling0.048
Power140
Main gun
Ion only
Hitbox
24 × 24 px
Shield regen
3.3 s after a hit
Shield break
4.6 s if emptied
Regen rate
1 / s
Rated fire
620 ms
Hull damage
3–5
Bank
up to 8°
Price
2,300 cr + 8 frag
Sold at
Dusthaven, CLV Sail, Theia-X, Ishtar-III, Zipacna-I, FTL-Barge, Gaia-VII
KV-7 “Rampart” from six angles
KV-7 “Rampart” damage states
Lore

A compact kinetic brawler favored by belt marshals: thicker plating than a scout, slower on the stick, but built to hold a lane under fire.

The Rampart line trades sensor reach for survivability—twin redundant bus bars, slab armor over the crew spine, and a power budget sized for heavier secondaries.

Kestrel Voidworks · founded GY 2994 · model year 3031

Models: art/voxel/ships/player/kv7_rampart/kv7_rampart.vox + light / medium / critical damage states

KV-8 “Citadel”

Kestrel Voidworks interceptor · Heavy interceptor

kv8_citadel
KV-8 “Citadel”

A fortress: the biggest shield, the quickest to come back, slow on the stick.

Affinity with its own gun: Ion stun chance +13 points

Hull48 (HUD 480)
Shield65 (HUD 650)
Dmg / bolt1.44
DPS Mk.I8.0
DPS Mk.V19.7
Crit11 % ×2.20
Top speed5.2 px/f
Handling0.042
Power158
Main gun
Ion only
Hitbox
26 × 26 px
Shield regen
2.6 s after a hit
Shield break
4.6 s if emptied
Regen rate
1 / s
Rated fire
610 ms
Hull damage
3–5
Bank
up to 7°
Price
3,650 cr + 10 frag
Sold at
CLV Sail, Theia-X, Ishtar-III, Zipacna-I, FTL-Barge, Gaia-VII
KV-8 “Citadel” from six angles
KV-8 “Citadel” damage states
Lore

A widened Rampart bus with redundant shield rings — slower than the Mk-I, but built to soak lane pressure while your secondaries do the talking.

Citadel prototypes bolted a dome generator atop the Rampart spine. Belt insurers approved the shield budget; pilots approved the survival rate.

Kestrel Voidworks · founded GY 2994 · model year 3034

Models: art/voxel/ships/player/kv8_citadel/kv8_citadel.vox + light / medium / critical damage states

KV-9 “Arsenal”

Kestrel Voidworks interceptor · Heavy interceptor

kv9_arsenal
KV-9 “Arsenal”

A gun platform: the most power and hull, the slowest and the biggest target there is.

Affinity with its own gun: Ion stun chance +16 points, stuns 0.2 s longer

Hull58 (HUD 580)
Shield52 (HUD 520)
Dmg / bolt1.86
DPS Mk.I10.2
DPS Mk.V25.0
Crit10 % ×2.10
Top speed4.6 px/f
Handling0.038
Power200
Main gun
Ion only
Hitbox
30 × 30 px
Shield regen
3.5 s after a hit
Shield break
4.6 s if emptied
Regen rate
1 / s
Rated fire
590 ms
Hull damage
4–6
Bank
up to 6°
Price
7,000 cr + 16 frag
Sold at
Ishtar-III, Zipacna-I, FTL-Barge, Gaia-VII
KV-9 “Arsenal” from six angles
KV-9 “Arsenal” damage states
Lore

The widest Kestrel frame in service — hardpoints on every flank and a power spine sized for gun-platform loadouts at the cost of top speed.

Arsenal hulls were designed around side-rail wattage, not sprint charts. Marshals who fly them call it a weapons barge with a cockpit.

Kestrel Voidworks · founded GY 2994 · model year 3036

Models: art/voxel/ships/player/kv9_arsenal/kv9_arsenal.vox + light / medium / critical damage states

SV-X1 “Ledger”

Solvault experimental · Corporate prototype

sv_x1_ledger
SV-X1 “Ledger”

Fast and hard-hitting: the most power for a build, and as big a target as the Rampart.

Affinity with its own gun: Plasma splash +6 %

Hull42 (HUD 420)
Shield42 (HUD 420)
Dmg / bolt1.62
DPS Mk.I10.1
DPS Mk.V34.4
Crit13 % ×2.60
Top speed9.0 px/f
Handling0.070
Power168
Main gun
Plasma only
Hitbox
26 × 26 px
Shield regen
2.8 s after a hit
Shield break
4.0 s if emptied
Regen rate
1 / s
Rated fire
542 ms
Hull damage
3–5
Bank
up to 17°
Price
4,700 cr + 12 frag
Sold at
CLV Sail, Theia-X, Ishtar-III, Zipacna-I, FTL-Barge, Gaia-VII
SV-X1 “Ledger” from six angles
SV-X1 “Ledger” damage states
Lore

A belt-market skunkworks airframe: Rampart-class survivability tuned up under corporate warranty terms—heavier bus, faster cycle time, and a power spine sized for premium secondaries.

Built as a loss-leader to capture Dusthaven contracts, the Ledger prototypes over-deliver on paper specs while quietly logging telemetry for Solvault actuaries. Marshals who fly them swear the hull “knows” when the quarter closes.

Solvault Industrial Trials Division · founded GY 2991 · model year 3033

Models: art/voxel/ships/player/sv_x1_ledger/sv_x1_ledger.vox + light / medium / critical damage states

SV-X2 “Dossier”

Solvault experimental · Corporate prototype

sv_x2_dossier
SV-X2 “Dossier”

Aggressive: fast, hard-hitting, lighter armour than the Ledger.

Affinity with its own gun: Plasma splash +10 %

Hull38 (HUD 380)
Shield38 (HUD 380)
Dmg / bolt2.16
DPS Mk.I14.1
DPS Mk.V44.0
Crit15 % ×2.80
Top speed9.8 px/f
Handling0.082
Power185
Main gun
Plasma only
Hitbox
24 × 24 px
Shield regen
2.7 s after a hit
Shield break
4.0 s if emptied
Regen rate
1 / s
Rated fire
510 ms
Hull damage
4–6
Bank
up to 18°
Price
4,900 cr + 14 frag
Sold at
FTL-Barge, Gaia-VII
SV-X2 “Dossier” from six angles
SV-X2 “Dossier” damage states
Lore

A leaner Solvault trials frame tuned for output — sharper wing sweep, faster cycle time, and a power bus that rewards aggressive plasma loadouts.

Dossier prototypes traded corporate polish for vent throughput. Actuaries called it reckless; quarter-close telemetry called it effective.

Solvault Industrial Trials Division · founded GY 2991 · model year 3035

Models: art/voxel/ships/player/sv_x2_dossier/sv_x2_dossier.vox + light / medium / critical damage states

SV-X3 “Syndicate”

Solvault experimental · Corporate prototype

sv_x3_syndicate
SV-X3 “Syndicate”

The best ship money can buy: fast, the hardest-hitting gun, a solid hull.

Affinity with its own gun: Plasma splash radius +14 %, splash damage +4 %

Hull50 (HUD 500)
Shield50 (HUD 500)
Dmg / bolt2.98
DPS Mk.I20.5
DPS Mk.V59.5
Crit17 % ×3.00
Top speed9.4 px/f
Handling0.078
Power215
Main gun
Plasma only
Hitbox
26 × 26 px
Shield regen
2.6 s after a hit
Shield break
4.0 s if emptied
Regen rate
1 / s
Rated fire
480 ms
Hull damage
5–8
Bank
up to 17°
Price
7,400 cr + 20 frag
Sold at
FTL-Barge, Gaia-VII
SV-X3 “Syndicate” from six angles
SV-X3 “Syndicate” damage states
Lore

Solvault’s prestige endgame hull — gold-trim venting, widest plasma spread in the class, and a price tag that assumes you already won the belt.

Syndicate airframes ship with concierge warranty tiers and telemetry locks. Pilots who afford them rarely file claims — they file victory reports.

Solvault Industrial Trials Division · founded GY 2991 · model year 3038

Models: art/voxel/ships/player/sv_x3_syndicate/sv_x3_syndicate.vox + light / medium / critical damage states

Main guns

Three families, five marks each. Volleys a second are before upgrades and pickups.

Laser · PV-A1 “Needle”, PV-A2 “Shade”, PV-A3 “Viper”

The Polar Veil scouts' gun. No tricks: the cleanest damage curve and the only family with crit bonuses on the Mk (+1 point a mark).

MarkVolleysIntervalDamageSpecialPowerPriceHub tier
Laser Mk.I4.55/s×1.00×1.00—15Free (starter)1+
Laser Mk.II4.89/s×0.93×1.18+1 % crit18250 cr + 2 frag1+
Laser Mk.III5.29/s×0.86×1.38+2 % crit22400 cr + 3 frag1+
Laser Mk.IV5.68/s×0.80×1.58+3 % crit26650 cr + 4 frag1+
Laser Mk.V6.14/s×0.74×1.80+4 % crit31950 cr + 6 frag1+

Ion · KV-7 “Rampart”, KV-8 “Citadel”, KV-9 “Arsenal”

The Kestrel interceptors' gun. Faster cadence and faster bolts (×1.15), a little less damage per bolt, and a chance on every hit to stun a regular enemy: it stops firing and steering and drifts to a halt. Never stuns the boss or an already-stunned ship; the hull's affinity adds stun chance.

MarkVolleysIntervalDamageSpecialPowerPriceHub tier
Ion Mk.I5.17/s×0.88×0.9510 % stun, 1 s16Free (starter)1+
Ion Mk.II5.54/s×0.82×1.1212 % stun, 1.1 s19280 cr + 2 frag2+
Ion Mk.III5.98/s×0.76×1.3014 % stun, 1.2 s23450 cr + 3 frag2+
Ion Mk.IV6.49/s×0.70×1.5016 % stun, 1.4 s27795 cr + 4 frag3+
Ion Mk.V7.10/s×0.64×1.7018 % stun, 1.5 s321,160 cr + 6 frag3+

Plasma · SV-X1 “Ledger”, SV-X2 “Dossier”, SV-X3 “Syndicate”

The Solvault prototypes' gun. Slow, heavy bolts (×0.85 speed) and the biggest damage per bolt. Every bolt that hits something splashes a share of its damage round it, crates included; Mk.V adds flat armour-pierce to every bolt. With Explosive Rounds active the bigger radius and the bigger share each win.

MarkVolleysIntervalDamageSpecialPowerPriceHub tier
Plasma Mk.I3.95/s×1.15×1.3024 px splash, 18 %18Free (starter)1+
Plasma Mk.II4.21/s×1.08×1.5524 px splash, 18 %21280 cr + 2 frag2+
Plasma Mk.III4.50/s×1.01×1.8236 px splash, 24 %25450 cr + 3 frag2+
Plasma Mk.IV4.78/s×0.95×2.1236 px splash, 24 %29750 cr + 4 frag3+
Plasma Mk.V5.05/s×0.90×2.4544 px splash, 28 %, +2 pierce341,100 cr + 6 frag3+

Buying and boosting

  • In order Marks are bought one after another with credits and fragments, per family, at a Workshop whose hub tier sells that mark. A new mark is fitted at once if its power fits; otherwise it waits, owned.
  • Fit any mark you own Every mark you bought stays yours. In the Loadout, tap a lower mark to fit it and free power for a side weapon or an upgrade (each mark draws more than the one before). Each hull keeps its own fitted mark.
  • Weapon Upgrade pickup +1 mark for the rest of the mission on top of your fitted mark, up to Mk.V. It ignores the power budget and stops dropping once you are at Mk.V.
  • Gun modifiers Double Shot, Tri Shot and Wide Volley pickups add barrels for the mission (see Loot).
Extra gun barrel model
gun_barrel: the extra barrels a gun mod bolts on

Side weapons

Seventeen weapons for two hardpoints.

Hardpoints

  • Two of them Left and right, both open from the start. Shots leave from ±14 px of the nose.
  • One of each A weapon can't be on both sides; fitting it to the other side swaps them.
  • Power Both count against the hull's power budget with the gun and the upgrades.
  • Offline During the FTL jump in and out, the boss's intro and a boss EMP. They do work in the cleanup after a win.
  • Buying Credits and fragments at the Workshop; a new weapon goes straight into an empty hardpoint if it fits.

Weapon kinds

  • Tapped A button on the HUD. The cooldown starts only when it actually fires; a tap while it recharges does nothing and costs nothing.
  • Automatic No button: it works on its own timer, first one interval after launch.
  • Passive Always on while fitted.
  • Emergency Once per mission, by itself, when you need it.

A tapped weapon that has nothing to do (Arc Lightning with nobody in reach, a Railgun mid-charge, a beam, well or swarm still running, four incendiary shells in flight, a dash mid-dash) refuses the tap and keeps its charge.

WeaponKindTimingPowerPrice
EMP BlastTapped7 s25Free (starter)
Flak CannonTapped12 s30280 cr + 1 frag
Missile PodTapped12 s35300 cr + 1 frag
Arc LightningTapped12 s28350 cr + 2 frag
Ricochet BlasterTapped10 s34380 cr + 2 frag
Ion BeamTapped14 s35420 cr + 2 frag
Shockwave DashTapped7 s32450 cr + 2 frag
Incendiary LauncherTapped12 s35480 cr + 2 frag
RailgunTapped14 s35500 cr + 3 frag
Overclock CoreAutomaticevery 20 s30680 cr + 3 frag
Drone SwarmTapped15 s42700 cr + 4 frag
Guardian DroneAutomaticevery 5 s35720 cr + 4 frag
Salvage DronePassive—25750 cr + 3 frag
Gravity PulseTapped18 s44800 cr + 4 frag
Nano RepairAutomaticevery 12 s35900 cr + 5 frag
Warp StabilizerEmergencyonce451,100 cr + 6 frag
Orbital StrikeTapped30 s501,200 cr + 6 frag

EMP Blast

Tapped 7 s cooldown

emp_blast

Clears enemy bullets around the ship and stuns nearby enemies.

Power25
  • Pulse Within 150 px: wipes every enemy shot (mines too), stuns every enemy ship for 1.5 s and deals 8 to each.
  • Boss Takes the damage but is never stunned. Rocks are ignored.
  • Starter Free, and the only weapon fitted in Mission 1.
Price
Free (starter)
Kind
Tapped

Missile Pod

Tapped 12 s cooldown

missile_pod

A volley of homing missiles that picks the nearest targets.

Power35
  • Volley 3 missiles, 0.07 s apart. Each locks the nearest target nobody else claimed within 700 px (they share if there are fewer) and re-targets if it dies.
  • Flight Launches at 150 px/s, accelerates to 380, starts turning (5.2 rad/s) after 0.12 s.
  • Burst On contact or after 3.2 s: a 52 px blast for 10 damage. At most 12 in flight.
Price
300 cr + 1 frag
Kind
Tapped
missile model
missile

Replaces the old Seeker Swarm

Flak Cannon

Tapped 12 s cooldown

flak_cannon

A short cone of airburst blasts in front of the ship.

Power30
  • Cone 7 airbursts across a 60° cone in front of you, at 50-100 % of the 320 px range, landing over about 0.17 s.
  • Each burst A 38 px blast for 8 damage.
Price
280 cr + 1 frag
Kind
Tapped

Replaces the old Shrapnel Mortar

Railgun

Tapped 14 s cooldown

railgun

An instant piercing line with heavy damage.

Power35
  • Charge 0.22 s while the line follows you, then an instant line straight up from the hardpoint.
  • Pierce ±14 px wide, 720 px long; hits up to 5 targets, lowest on screen first, 35 damage each (rocks and the boss too). The afterglow does no damage.
Price
500 cr + 3 frag
Kind
Tapped

Replaces the old Basic Laser, Plasma Cannon

Ion Beam

Tapped 14 s cooldown

ion_beam

A two second beam straight up the field that slows what it touches.

Power35
  • Beam 2 s straight up from the hardpoint, following the ship: steer to sweep it. ±18 px wide.
  • Damage 6 every 0.125 s: 16 ticks, 96 to a target held in it the whole time.
  • Slow Enemies in it fly at 50 % speed until about 1.1 s after their last tick.
Price
420 cr + 2 frag
Kind
Tapped

Replaces the old Pulse Barrage

Arc Lightning

Tapped 12 s cooldown

arc_lightning

Chain lightning that jumps across up to five enemies.

Power28
  • Chain Strikes the nearest target within 300 px (rocks too), then jumps 4 times, up to 200 px each, to targets it has not hit: 5 targets, 14 damage each, 0.07 s apart.
  • No waste With nothing in reach it doesn't fire and keeps its charge.
Price
350 cr + 2 frag
Kind
Tapped

Ricochet Blaster

Tapped 10 s cooldown

ricochet_blaster

A fan of shots that bounce off the field edges and asteroids.

Power34
  • Fan 5 shots over 64° at 360 px/s, each with a 520 px path and 4 bounces, 15 damage per hit.
  • Bounces Off the side walls, the top and bottom edges, rocks (1 bounce) and ships (2 bounces). Never the same target twice in a row. At most 10 shots alive.
Price
380 cr + 2 frag
Kind
Tapped

Incendiary Launcher

Tapped 12 s cooldown

incendiary_launcher

A shell that leaves a burning patch.

Power35
  • Shell From the nose at 240 px/s, aimed at the nearest target within ±25° of straight up and 700 px. Bursts on contact or after 460 px: a 38 px blast for 20.
  • Fire Leaves a 46 px burning patch: 5 damage a second for 5 s, drifting down. At most 3 patches and 4 shells.
Price
480 cr + 2 frag
Kind
Tapped
incendiary shell model
incendiary shell

Orbital Strike

Tapped 30 s cooldown

orbital_strike

Calls down a precise strike on the biggest group after a moment.

Power50
  • Targeting Picks the spot with the most enemies within 85 px (the boss counts three times). With nothing to hit it aims 250 px ahead.
  • Strike A 1 s warning ring, then a 100 px blast for 120. It doesn't track, so ships can fly out of it.
Price
1,200 cr + 6 frag
Kind
Tapped

Shockwave Dash

Tapped 7 s cooldown

shockwave_dash

A short dash with a brief invulnerable window. Bullets passed count as grazes.

Power32
  • Dash 110 px toward your finger (or straight up) in 0.22 s, invulnerable for 0.4 s.
  • Graze Up to 8 bullets along the path count as grazes: XP and Overdrive.
  • Landing A 64 px blast for 16 damage.
Price
450 cr + 2 frag
Kind
Tapped

Gravity Pulse

Tapped 18 s cooldown

gravity_pulse

Pulls enemies and bullets toward a point, then releases.

Power44
  • Well Opens 180 px ahead of you for 4 s and drags enemies, rocks and enemy shots within 260 px to its centre (harder in the last 0.7 s). Shots that reach the centre vanish. The boss isn't moved.
  • Damage 8 a second to everything in it, the boss included, then a 109 px collapse for 40.
Price
800 cr + 4 frag
Kind
Tapped

Drone Swarm

Tapped 15 s cooldown

drone_swarm

Three attack drones fight beside you for eight seconds.

Power42
  • Wing 3 drones in a wedge behind you for 8 s.
  • Fire Each hits the nearest target within 380 px for 5 every 0.45 s (rocks and the boss too); they go quiet in the last 0.8 s.
Price
700 cr + 4 frag
Kind
Tapped
attack drone model
attack drone

Guardian Drone

Automatic every 5 s

guardian_drone

An orbiting drone that blocks one bullet, then recharges.

Power35
  • Block Orbits at 34 px. Once charged it darts to the most urgent enemy shot (about to hit, or within 40 px; never beyond 260 px) and swallows it, mines included.
  • Recharge 5 s after each block.
Price
720 cr + 4 frag
Kind
Automatic
guardian drone model
guardian drone

Nano Repair

Automatic every 12 s

nano_repair

Slowly repairs the hull while the ship is not being hit.

Power35
  • Heal +8 hull every 12 s, only when the hull is damaged and nothing has hit you (shield included) for 4 s. Otherwise it waits, charge kept.
Price
900 cr + 5 frag
Kind
Automatic

Salvage Drone

Passive always on

salvage_drone

Collects XP and signal fragments from across the field. More drops while equipped.

Power25
  • Vacuum Every XP orb on the field streams to you. The drone flies out at 300 px/s to fetch signal fragments, even ones drifting off the bottom.
  • More drops Regular-kill drop chance ×1.25 (8 % → 10 %) and crates' bonus fragment chance +15 points.
  • Leaves alone Repairs, buffs, gun mods and weapon upgrades.
Price
750 cr + 3 frag
Kind
Passive
salvage drone model
salvage drone

Overclock Core

Automatic every 20 s

overclock_core

Periodic bursts of faster fire.

Power30
  • Burst Every 20 s your fire interval is ×0.5 for 5 s, multiplying with Rapid Fire and Overdrive.
Price
680 cr + 3 frag
Kind
Automatic

Warp Stabilizer

Emergency once a mission

warp_stabilizer

Once per mission: a killing hit triggers a short jump to safety.

Power45
  • Save Once per mission, a killing hit sets the hull to 10, adds 20 shield and jumps you to the safest spot near the bottom, invulnerable for 1.2 s.
  • Clear Enemy shots within 250 px of where you were and 150 px of where you land are wiped.
Price
1,100 cr + 6 frag
Kind
Emergency

Ship upgrades

Six Workshop tracks, three tiers each.

How upgrades work

  • One per track Six tracks. Tiers are bought in order with credits only; you own every tier you bought, but only one tier per track is armed at a time. Arming one disarms the other tier of that track.
  • Not cumulative Tiers replace each other: Hull Plating II is +35, not +55. Reactive Plating trades the hull points for −25 % hull damage; Shield Regen III trades the flat regen for 2 % of max shield a second.
  • Power Armed upgrades draw power from the hull. A new tier is armed automatically if it fits.
  • Maths Fire Control divides the fire interval by (1 + bonus). Overcharge multiplies gun damage. Thrusters multiply speed with the load penalty on top. Damage reduction caps at 50 %.

Hull plating

TierEffectCostPower
Hull Plating I+20 max hull (HUD +200)200 cr10
Hull Plating II+35 max hull (HUD +350)320 cr13
Reactive Plating−25 % hull damage taken500 cr22

Thrusters

TierEffectCostPower
Thruster I+15 % speed and handling150 cr8
Thruster II+22 % speed and handling220 cr11
Thruster III+30 % speed and handling320 cr14

Shield capacitor

TierEffectCostPower
Shield Capacitor I+25 max shield (HUD +250)250 cr12
Shield Capacitor II+35 max shield (HUD +350)380 cr16
Shield Capacitor III+50 max shield (HUD +500)520 cr20

Shield regeneration

TierEffectCostPower
Shield Regen I+1 shield regen a second200 cr6
Shield Regen II+1.5 shield regen a second280 cr8
Shield Regen III+2 % of max shield regen a second380 cr12

Fire control

TierEffectCostPower
Fire Control Ifire interval ÷ 1.12 (12 % faster)300 cr8
Fire Control IIfire interval ÷ 1.18 (18 % faster)420 cr11
Fire Control IIIfire interval ÷ 1.24 (24 % faster)560 cr14

Overcharge rounds

TierEffectCostPower
Overcharge Rounds I+20 % gun damage350 cr8
Overcharge Rounds II+30 % gun damage500 cr11
Overcharge Rounds III+40 % gun damage680 cr14

Loot

What falls from wrecks and crates. Per-kill odds include the 8 % drop chance; crate odds are per draw.

Drops

  • Regular kills 8 % chance of one pickup (×1.25 with the Salvage Drone).
  • Heavies drop crates Captains, drone wardens and brood mothers always drop a crate; the Hunt's ace and the minibosses drop an elite crate.
  • Only what helps Gun mods drop only as the next rank up (Double, then Tri, then Wide). No Weapon Upgrade at Mk.V. Mission 1 drops nothing.
  • On the field Pickups scatter, then drift down; they blink for their last 2 s. You collect within 22 px and draw them in from their magnet radius. At most 24 on the field.

Crates

Loot crate
  • Break it open 4 hits (elite 7) from bolts, splash, your blasts, side weapons or a shot mine. It drifts down at 30 px/s.
  • Contents 2-4 different pickups (elite 3-4) plus a bonus fragment at 35 % (elite 60 %; +15 points with the Salvage Drone).
  • Left behind A crate still on the field when you leave a won mission is opened for its fragments.

Pity and buffs

  • Repair pity Hull under 25 % and no Repair dropped for 45 s: a Repair falls in your lane.
  • Powerup pity No buff or mission pickup dropped for 90 s: one you don't have falls in your lane.
  • Timed buffs At most 3 at once, shown as arcs round the ship. The same buff again refreshes it; a new one replaces the one closest to running out.
  • No shield mutator Repairs are ×1.5 likelier.

Gun modifier ranks

RankBoltsEachVolley
None1×1.00×1.00
Double Shot2×0.75×1.50
Tri Shot3×0.65×1.95
Wide Volley4×0.55×2.20

Ranks only go up and last the whole mission.

Repair

heal

repair
Repair model

+15 hull at once (HUD +150).

Rarity
Rare
Kind
Instant
Lies for
6 s
Magnet
70 px
Per kill
2.58 %
Crate draw
32.3 %
Elite draw
13.7 %

Signal fragment

fragment

signal_fragment
Signal fragment model

+1 signal fragment, the currency for gun marks, side weapons and hulls. Banked at the end of the mission, kept even if the ship is lost.

Rarity
Epic
Kind
Instant
Lies for
until it leaves
Magnet
90 px
Per kill
1.03 %
Crate draw
12.9 %
Elite draw
18.3 %

Rapid Fire

fire_rate

rapid_fire
Rapid Fire model

Fire interval ×0.5 for 12 s.

Rarity
Rare
Kind
Timed buff · 12 s
Lies for
8 s
Magnet
80 px
Per kill
1.55 %
Crate draw
19.4 %
Elite draw
10.7 %

Piercing Rounds

pierce

piercing_rounds
Piercing Rounds model

Every bolt goes through enemy ships (each ship once) for 12 s. Still stops on the boss, rocks, crates, mines and alien nodes.

Rarity
Rare
Kind
Timed buff · 12 s
Lies for
8 s
Magnet
80 px
Per kill
0.65 %
Crate draw
8.1 %
Elite draw
6.9 %

Explosive Rounds

explosive

explosive_rounds
Explosive Rounds model

Every bolt hit splashes 18 % of its damage in 24 px for 12 s.

Rarity
Rare
Kind
Timed buff · 12 s
Lies for
8 s
Magnet
80 px
Per kill
0.65 %
Crate draw
8.1 %
Elite draw
6.9 %

Magnet Field

magnet

magnet_field
Magnet Field model

For 8 s every pickup and orb on the field flies to you at 380 px/s.

Rarity
Epic
Kind
Timed buff · 8 s
Lies for
8 s
Magnet
90 px
Per kill
0.26 %
Crate draw
3.2 %
Elite draw
7.6 %

Double Shot

gun_mod

double_shot
Double Shot model

Two parallel bolts (±10 px), each ×0.75: a volley of ×1.50. Kept for the mission.

Rarity
Rare
Kind
Whole mission
Lies for
8 s
Magnet
80 px
Per kill
0.65 %
Crate draw
8.1 %
Elite draw
13.7 %

Tri Shot

gun_mod

tri_shot
Tri Shot model

The two bolts plus a wing bolt at 18°, left and right in turn; three bolts each ×0.65: ×1.95. Kept for the mission.

Rarity
Epic
Kind
Whole mission
Lies for
8 s
Magnet
80 px
Per kill
0.26 %
Crate draw
3.2 %
Elite draw
10.7 %

Wide Volley

gun_mod

wide_volley
Wide Volley model

Two parallel bolts plus both wings at ±18°; four bolts each ×0.55: ×2.20. Kept for the mission.

Rarity
Epic
Kind
Whole mission
Lies for
8 s
Magnet
80 px
Per kill
0.13 %
Crate draw
1.6 %
Elite draw
3.1 %

Weapon Upgrade

tier

weapon_upgrade
Weapon Upgrade model

+1 gun mark for the rest of the mission, up to Mk.V, power ignored.

Rarity
Epic
Kind
Whole mission
Lies for
8 s
Magnet
80 px
Per kill
0.26 %
Crate draw
3.2 %
Elite draw
8.4 %

Crew

Twenty-four pilots who can fly as your wingman.

Hiring

  • Unlock Win Lone Signal (Frontier's first story mission). Its rescued pilot, Mira Kade, joins the pool at half fee, flying a Ledger.
  • Roster Up to 3 hired, one flies with you. The pool holds up to 5 candidates and rerolls every 1-3 missions. Dismissing is permanent, no refund.
  • Fee Tier 1 280 cr, tier 2 700, tier 3 1,600, +10 % per listing level above 1. Listings: tier 1 at level 3, tier 2 at 3-4, tier 3 at 4-5.
  • Coordinators A hub's coordinator stops being for hire once you have docked there.

Pay

  • Salary 10 + 3 per level above 1, paid at launch whatever happens. Can't pay? You fly solo, no debt.
  • Share The wingman who flew takes 15 % of the run's credits, XP and fragments (a loss too, not an abandon). It goes into its own wallet and its XP.
  • Its own shopping After every mission each member spends its wallet: the next gun mark, a side weapon from its specialist list for an empty hardpoint, the next upgrade tier. Never a downgrade, always within its hull's power.

Levels and contracts

  • Levels Same XP curve as yours. Per level above 1: hull +4 %, damage +1.5 %, shield +2 %, fire interval −0.5 % (floor 100 ms), +1 shield regen every 5 levels.
  • Side contracts Every 4-8 of your missions a member may leave for 1-2 missions (longer from level 4 and 8, at most 3; at most 2 away). While away it earns its wallet 10 % of each of your runs (efficiency 45→100 %, +5 % a level), and that doesn't come out of your pay.
  • Injury A wingman knocked to 0 hull limps off the field and sits out 1-2 missions.
  • Guest pilot Shepherd Protocol lends you a tier-2 level-4 pilot free: no salary, no share.

In the fight

  • Its own ship Flies its own hull, gun mark, upgrades and racks. Its main gun hits ×0.6 and its side weapons ×0.6 with ×1.5 cooldowns compared with yours.
  • Manners Stays out of your firing lane (±48 px) and sidesteps if you fly into it. Fires only when lined up within 72 px.
  • Loot Takes pickups that have been lying for 3 s: weapon upgrades first, repairs when it is hurt, buffs (8 s for it). Never fragments.
  • Kills Its kills give orbs, loot and quota, but never fill your Overdrive meter.
  • Down No +10 score for the run and at most 2 stars.

Specialists

Main gunner

Flies left of you, never uses side weapons, goes for elites.

Racks from: EMP Blast, Railgun, Missile Pod

Spends on: damage, fire rate, gun, side weapon

Side weapons

Flies right of you and fires its racks whenever it has a target.

Racks from: Flak Cannon, Ion Beam, Missile Pod, Railgun, EMP Blast

Spends on: side weapon, fire rate, damage, gun, speed

Support

Flies right of you and fires its kit when danger is high or anyone's hull is low.

Racks from: EMP Blast, Nano Repair

Spends on: hull, shield, shield regen, gun, side weapon

Traits

TraitWhat it does
RecklessFires only when lined up close (28 px).
CautiousRetreats earlier and dodges wider.
SteadfastHolds a target longer and switches only for a much better one.
Bounty hunterGoes after elites.
ProtectorGoes after what threatens you and flies closer.
OpportunistPrefers the nearest target.
Field medicGoes for repairs once below 60 % hull.
SuppressorFires its support kit earlier.
Interceptor instinctMoves into a shot closing on you.
SharpshooterFires from a wider line (120 px).
ArmoredTakes 20 % less damage.
SwiftFlies 15 % faster and dodges harder.

Natures

NatureRetreat atSpends first on
Defensive40 % hullhull, shield, shield regen
Aggressive15 % hulldamage, fire rate
Balanced30 % hullno preference

Each hire listing rolls the pilot's nature, trait, level and ship: a PV-A1 “Needle”/KV-7 “Rampart”/SV-X1 “Ledger” hull, a gun mark by level, side weapons by tier from the specialist's list and one tier-I upgrade track (two from tier 3 at level 4).

Elin Voss

Elin Voss

Main gunner tier 1 · 280 cr

Medic-adjacent engineer. Shields first, questions later.

Backstory

Elin Voss was a field systems engineer for a mining company in the outer belt. She kept life support, hulls and shields running through digs troubled by unstable rock and, more and more, by pirates. The company wouldn't pay for a combat pilot, so it added a gun override to her station. She was a better gunner than anyone expected, herself included.

After a third pirate attack in six months, the insurer pulled out and the site closed. Elin used her settlement to buy a ship and went freelance.

She shoots first, but she thinks in systems: hull status, shield cycles, what fails first. She keeps her ship spotless and often checks other pilots' hulls too. Gunner by contract, engineer by everything else.

Mira Kade

Mira Kade

Main gunner tier 1 · 280 cr

Salvage-runner turned gunner. Lives for the kill feed.

Backstory

Mira Kade grew up aboard her parents' salvage hauler on the outer shipping lanes. She learned early which wrecks were worth the trip and which were pirate traps.

The hauler carried guns because the insurer required it and pirates preyed on unarmed ships. So Mira learned the main gun young. At seventeen she lied about her age to win her first combat contract, then out-shot the veteran the firm was weighing.

Salvage left her hungry. Everything valuable was once lost by someone, and she has never fully split the fighter from the scavenger. Her main gun is hot from launch, and she watches the kill feed more than any other readout. She is not reckless. She just grew up where risk was the only option.

Torin Pike

Torin Pike

Main gunner tier 1 · 280 cr

Coordinator at CLV Sail

Balanced operator. Reads the battlefield before the first shot lands.

Backstory

Torin Pike started as a tactical analyst for a border militia too poor to afford scouts. He read incoming fights from sensor data alone and gave thirty seconds of warning before contact.

When the militia disbanded, a private military contractor hired him for far better pay. He left after two years, when the work stopped looking like security. He isn't ideological about it. He just wants contracts that are honest about what they are.

Before every mission he maps each known threat. In a fight he spots when the obvious target is a decoy and finds the one that matters. His gunnery is precise, not aggressive: he wastes no fire and never rushes. Now he runs the CLV Sail Mining Belt the same way.

Uma Priya

Uma Priya

Main gunner tier 1 · 280 cr

Coordinator at Gaia-VII

Convoy captain retired young. Favors sustained main-beam pressure.

Backstory

Uma Priya commanded her first convoy at twenty-six, the youngest captain on Halcyon Shipping's outer-rim roster. Older crews doubted her. She won them over with the best safety record in the division for four straight years. Her method: hold position, keep firing discipline, and never let a fight collapse into a close-range brawl.

At thirty-one she quit by choice, over what she calls "a difference of opinion about acceptable losses." The company chose to run a compromised route. She formally opposed it, then refused to fly it.

She went freelance and brought the same patience to escort work. She sets clean firing lines, keeps the pressure steady and lets the math settle it. It usually does. These days she runs Gaia-VII, a garden habitat, with the same calm.

Jonah Rell

Jonah Rell

Side weapons tier 1 · 280 cr

Gadget tinkerer. Side racks always warm on any hull.

Backstory

Jonah Rell built his first side rack mount at seventeen, in a maintenance bay on Crosspoint Station. He used parts from a scrapped patrol skiff and a wiring diagram from a contraband manual. Security took it and fined him. The dock chief hired him the next week, because the mount worked.

Over four years he learned every side-weapon system used across the rim, treating each one as a puzzle, not a procedure. When Crosspoint switched to automated maintenance, he loaded his tools onto his ship and took combat jobs to fund his next project.

His side racks are always loaded and often running something new, tested in private until it works. He loses weapons more often than careful pilots, but replaces them faster, and usually with something better.

Rue Han

Rue Han

Side weapons tier 1 · 280 cr

Defensive specialist with a cautious streak.

Backstory

Rue Han worked for a small security firm guarding data stations and relay nodes in contested sectors. These sites were worth attacking, but too minor for the rim authority to protect. The job taught her patience, and how to spot trouble before it turns into disaster.

In three years, no one died on her watch. Bigger firms came calling, and she turned them all down. She keeps a private list of terms, and corporate work breaks too many of them.

Now she freelances and maintains her own ship. Her side weapons control the space between her and the threat, rather than just killing fast. She usually fires last. That is a choice, not hesitation, and pilots who learn the difference want her back.

Sable Ortiz

Sable Ortiz

Side weapons tier 1 · 280 cr

Quiet flanker. Picks off elites before they stack.

Backstory

Sable Ortiz took her first solo contract at nineteen, with a borrowed escort licence and her uncle's ship. He had gone missing two months earlier, and the rim authority closed his case unsolved. She doesn't talk about him.

She spent eight months in the outer belt doing trace-and-track work for a private recovery firm. She quit because it kept her too close to the people who made her uncle disappear.

Sable works the flanks, away from the main fight. She reads the battle for the one elite enemy that could turn it into a disaster, and removes it before anyone else sees the threat. She lists no affiliations and no background. Her ship carries no markings, which is exactly how she wants it.

Vex Ashford

Vex Ashford

Support tier 1 · 280 cr

Former convoy escort. Keeps the formation tight when pirates push.

Backstory

Vex Ashford flew escort on the outer-rim shipping lanes for Meridian Freight for six years. In Sector 7, a Raven-wing patrol pinned his convoy behind a debris field, out of range of any backup. Vex held the screen alone for almost forty minutes. No cargo was lost.

Meridian filed it as routine piracy and docked his bonus for the shield overload he ran to buy time. He walked. His severance paid for a freelance licence and a worn used ship that needed weeks in dock.

He no longer plans his shield rotations. He feels a gap open and closes it before most pilots see the threat. He posts his rate on the open boards and never haggles. The number is what the work costs.

Dex Holloway

Dex Holloway

Main gunner tier 2 · 700 cr

Coordinator at Zipacna-I

Damage-first pilot. Chases alpha strikes over formation discipline.

Backstory

Dex Holloway has been told his fighting style is a liability by three employers, and once by a contracts board that flagged his insurance record. He disagrees with all of them.

The complaint is always formation discipline. Dex leaves his lane to chase an alpha strike on the top target. The case for him is the results: when he commits, that target stops being a threat fast, and fights where the worst threat falls early tend to go well.

After his third employer let him go, he blamed the structure and went freelance. He tunes his main gun for maximum opening damage and trusts his wingmen to catch what slips past. Most crews who resent his style hire him again. Now he runs Zipacna-I, a comet refuelling node.

Levi Cruz

Levi Cruz

Main gunner tier 2 · 700 cr

Freighter first officer. Jack-of-all-trades gunnery on contract hulls.

Backstory

Levi Cruz spent eight years as first officer on medium-haul freighters on inner-to-outer belt routes. The title covered everything: navigation, cargo, crew disputes, small hull repairs, and whatever gun the ship carried when trouble came.

Freighters use whatever gear is cheap in port, so Levi has fired more main gun setups than most combat pilots ever see. He is good with all of them and a master of none. He treats gunnery as a family of problems, not one trick.

His last ship was sold for scrap after a contract dispute, and the crew was let go without severance. He turned to combat work because it paid better and bored him less. To Levi, a ship is a ship and a gun is a gun.

Holt Vega

Holt Vega

Side weapons tier 2 · 700 cr

Coordinator at Dusthaven

Raid veteran. Double-taps flanks with rack salvos.

Backstory

Holt Vega spent four years in a corporate rapid-response unit raiding pirate bases: staging areas, supply depots and hardened positions held by gangs who no longer expected anyone to come for them.

The work took patience. He slipped onto the flank unseen, waited for the right angle, then fired rack salvos that left the target no time to respond. The unit kept him until the corporation swapped raids for satellite surveillance.

Freelance, he found mostly escort and defensive jobs. They pay the same, and his flank timing and rack discipline carry over. His calm economy can look like indifference, but it is efficiency. Now he also runs the Dusthaven Exchange, a busy trade hub.

Mara Doyle

Mara Doyle

Side weapons tier 2 · 700 cr

Dock union fixer. Knows every rack quirk you can bolt to a hull.

Backstory

Mara Doyle came up through the dock workers' union on Farpoint Station. Her real job was knowing which supervisor to talk to, which inspector would approve an odd mount, and which manifests deserved a second look. The union taught her that every system has gaps, and the people who know them get things done.

Side weapons were her unofficial schooling. She installed and tested more racks, and won more waivers, than any certified armorer in her division.

When the station dropped the union, Mara bought a ship at a distressed assets auction and rebuilt its side hardpoints to her own standard. She knows which weapons pair well, which mounts run hot and which labels lie. In a wingman, that is worth more than it looks.

Raina Molloy

Raina Molloy

Side weapons tier 2 · 700 cr

Patrol sniper. Tags priority targets for the wing.

Backstory

Raina Molloy spent six years as a target specialist with a rim-authority patrol division, until a budget review labeled her post non-essential. She didn't take it personally. She knew government shake-ups had nothing to do with the work.

Those years taught her one thing above all: remove the right threat early and the rest of the fight gets much easier. She went freelance but prefers wing work to solo jobs. Her skills pay off most in a formation.

Raina marks targets before she fires and calls the threat order to her wingmen. The key shot is often one nobody else knew was needed. Her aim is good, not exceptional. What sets her apart is taking the right shot at the right moment, every time.

Senna Okonkwo

Senna Okonkwo

Side weapons tier 2 · 700 cr

Coordinator at Ishtar-III

Minefield survivor. Clears swarms with wide-arc flak.

Backstory

Senna Okonkwo was twenty-two when a cargo run went wrong in the Redgate minefield. Two crewmates lost their ships. Since then she has favored wide-arc flak over precision weapons. When threats come from everywhere, clearing half the sky beats picking one target out of twenty.

She spent a year recovering, then went back to contract work. She needed the money, and staying on the ground felt worse than flying.

Now she excels against swarms and stays calm in chaos. She is not unaffected. She has simply lived through worse. Her side racks are loaded for wide coverage: not elegant, but they make swarming her costly. Senna does not enjoy combat. She is just very good at it. These days she brings that calm to running Ishtar-III.

Cade Lynn

Cade Lynn

Support tier 2 · 700 cr

Field medic with a knack for capacitor tuning mid-fight.

Backstory

Cade Lynn was a combat medic in a rim-authority rapid response unit. In one campaign the medical supplies ran out long before the fighting did, so Cade rigged hull repair systems to keep life support going. It worked so well that the unit's engineering officer moved him into ship systems.

He served three more years as a field engineer. When the unit was stood down, he went freelance.

He still thinks like a medic. He scans damage for the one failure that will turn a bad fight into a lost one, and fixes that first. He learned to tune capacitors under fire because shields were often all that kept his crew alive. Pilots who fly with Cade say they fly better for it.

Niko Serrano

Niko Serrano

Support tier 2 · 700 cr

Runs hot intercepts and overloads shield harmonics under fire.

Backstory

Niko Serrano flew intercept for a private defense contractor for three years. His results were good, but his methods were not in the manual. He overloaded his shield harmonics to scramble enemy targeting, and the damage reports needed creative explaining. The contractor used his numbers, then let his contract lapse rather than defend him to an insurance panel.

He went freelance at once. Freelancers clear their tactics with nobody.

Niko knows the physics well enough to tune the effect. He runs hotter than most pilots without losing control. His ship shows scars from close calls and one overload that went too far. He calls it a fair trade. He picks the contracts other support pilots find too complicated and treats the complication as the puzzle worth solving.

Yuki Tanaka

Yuki Tanaka

Support tier 2 · 700 cr

Orbital traffic controller turned escort. Never panics.

Backstory

Yuki Tanaka spent seven years in orbital traffic control at Callisto Station. At peak times she tracked hundreds of ships at once, sorted out conflicts and handled sudden emergencies. She was never the loudest voice in the room, and always the last to raise it.

When the station automated control and cut a third of her division, she left without regret. She knew what her mind was built for, and escort work fit it best.

She tracks many threats at once and keeps everyone moving around a crisis. Pilots say flying with her is like watching a very good program run: smooth, and it makes everyone nearby smoother too. Her colleagues assume she can't panic. She hasn't proven them wrong yet.

Greta Lind

Greta Lind

Main gunner tier 3 · 1,600 cr

Coordinator at Theia-X

Fleet instructor. Teaches patience through precision, any weapon.

Backstory

Greta Lind taught tactical gunnery at the Outer Rim Fleet Academy for nine years. Then a corporate defense consortium absorbed the academy and rebuilt the course around the weapons it sold. She resigned before the new syllabus began. Her reason was technical: good gunnery means thinking across many systems, and a one-brand course removes that variety.

She went back into the field, telling herself it was to stay current. Really, she was better than most of her former students and knew it.

As a wingman she leads by example: precise targeting, steady fire, threats taken in the right order. She offers advice unasked and is usually right. Most pilots stop minding by the second fight. Now she runs Theia-X, a deep relay gate, to the same standard.

Igor Volk

Igor Volk

Main gunner tier 3 · 1,600 cr

Black-ops gunner. Overkill is policy on any platform.

Backstory

Igor Volk's record before he appeared on open freelance boards is incomplete. Either agencies redacted it, or it was never filed anywhere public. He won't say which.

The open record starts seven years ago: a run of high-tier combat contracts and a success rate that suggests exceptional skill or exceptional circumstance. He has used ion, plasma and laser systems, plus at least two found in no catalogue. To him they are interchangeable tools. The weapon is not what he pays attention to.

He keeps his ship in flawless order and takes contracts on direct, fixed terms. His overkill policy is not posture. The fastest way to end a fight is to bring so much force that the outcome is never in doubt. He applies this calmly, without visible emotion.

Pax Orion

Pax Orion

Side weapons tier 3 · 1,600 cr

Coordinator at FTL-Barge

Smuggler ace. Side racks do the talking on a contract hull.

Backstory

Pax Orion began in what rim licensing boards call "unlicensed commercial transport": running goods through contested sectors without the customs paperwork that would draw attention to them. He was very good at it.

His side-weapon skill comes from that life, not military training. In the outer belt, convincing armed opposition to back off depends on whose racks answer faster.

After one incident made smuggling too complicated, he earned a legal combat licence. Legal contracts paid nearly as well, with far less trouble from port authorities. His racks are tuned by years of real pressure, and he fights with the creativity of someone who learned outside the rulebook. His charm is deliberate, yet mostly genuine. These days he also runs the FTL-Barge, a mobile drydock.

Alma Sterling

Alma Sterling

Support tier 3 · 1,600 cr

Coordinator at Frontier

Corporate security lead. Aggressive screen doctrine.

Backstory

Alma Sterling spent eleven years as security lead for a major corporate extraction company across three contested sectors. She built and commanded a twelve-ship escort program that ran priority convoys without a single casualty for four straight years.

Then a merger turned her division into a desk job with no flying. She resigned the same week, which surprised the corporation and nobody who knew her. Major operators called before she had even posted her availability. She came back to do the work herself, not to supervise analysts who did it worse.

Her aggressive screen doctrine comes from real experience in truly contested space. Her standards for herself are high. For others they are lower, which she calls realistic: not everyone is her. Now she runs Frontier Station.

Bruno Kessler

Bruno Kessler

Support tier 3 · 1,600 cr

Siege engineer. EMP timing wins wars.

Backstory

Bruno Kessler spent seven years as a siege engineer with a rim-sector military unit. His specialty was electronic warfare: EMP timing and shield disruption. When a corporate defense contractor took over, it claimed his methods as its property. Rather than sign away his own work, he went freelance.

He fights like an engineer. He works out which conditions lead to a win, creates them, and strikes at the right moment. To him an EMP is less a weapon than a switch that tips the fight his way.

That makes him slow to fire and deadly when he does. Before launch he asks pointed questions and often has the whole sequence planned. Pilots who find him abstract change their minds once a fight unfolds exactly as he predicted.

Cass Drum

Cass Drum

Support tier 3 · 1,600 cr

Shield tech from the belt wars. Always flies braced, any frame.

Backstory

Cass Drum ran shields through the Belt Resource Wars, the crews' name for five years of fighting over outer-belt mining rights. Corporate histories now call them "contract disputes."

She served on three ships. Two were destroyed under her. She brought the third home, and it taught her what the others lacked: stay braced all the time, and read the hit before it lands. She knows how fast things fall apart when shield discipline slips.

The corporations behind the war absorbed or dissolved her division, and she will not work for any of them again, whatever they call themselves now. So she freelances, and keeps her shields to a standard most pilots call excessive. She earned that standard. Whatever the ship and whatever the job, Cass flies braced.

Zia Ren

Zia Ren

Support tier 3 · 1,600 cr

Shield harmonics researcher. Stabilizes the line under burst.

Backstory

Zia Ren spent four years researching shield harmonics at the Vega Institute for Applied Combat Systems. Her work on shield stability under burst fire produced three papers and a prototype that held where shields normally collapse. A political dispute cut the funding two weeks before field trials.

She wasn't bitter, just practical. The research was sound and the field fascinated her. The surest way to keep testing was to fly where the results had to work. So she earned a combat license and went freelance to gather real-world data no simulation can match.

On paper she is the most qualified shield specialist for hire. She is also the most likely to explain exactly why a shield failed. Wingmen find that reassuring or unsettling, depending on how much they follow.

Progression and economy

What a mission pays and what levels, reputation and the daily open.

Pilot level

XP to the next level = 500 + 120 × level. A level gives no stats: it opens contracts, bands and board slots.

LevelTotal XPTo nextOpens
10620Patrol; Easy band; Medium band
2620740Survival; Elimination; Hard band
31,360860Escort; 4th board slot, risky contracts add a mutator
42,220980Hunt; Rescue; Hard+ band; the daily contract
53,2001,100Delivery; Extraction
64,3001,220Extreme band; Extreme dailies
75,5201,340—
86,8601,460—
98,3201,580—
109,9001,700—

Contract pay

  • Credits band credits × type factor × slot (safe ×0.90 one band lower, standard ×1.00, risky ×1.12) × ±10 % × each mutator × 1.1 with a named miniboss × the hub's pay × backtrack, rounded to 5.
  • XP 30-45 × the band's XP multiplier × backtrack, plus every orb you collected.
  • Fragments Whatever you picked up, plus +1 at the band's bonus chance on a win.
  • Partial wins Escort, delivery and the like scale the credits by how much arrived.
  • Board Reroll for 50 cr; it rerolls free after a won contract.

Difficulty bands

BandOpensCreditsXP+1 fragmentEnemy hull / dmgMinibossMutatorsRep win / loss
EasyL1120 cr×0.80 %×0.90 / ×0.900 %0+3 / -2
MediumL1135 cr×1.010 %×1.00 / ×1.000 %0+6 / -4
HardL2170 cr×1.425 %×1.15 / ×1.1030 %0+10 / -6
Hard+L4215 cr×1.740 %×1.25 / ×1.1560 %1+13 / -8
ExtremeL6270 cr×2.060 %×1.40 / ×1.25100 %2+17 / -10

Contract types

TypeOpensLengthPayWin line
PatrolL1180 s×1.00Lane clear.
SurvivalL2150 s×1.00Sector held.
EliminationL2200 s×1.00Hostiles cleared.
EscortL3200 s×1.10Convoy secured.
HuntL4180 s×1.15Target eliminated.
RescueL4150 s×1.10Crew recovered.
DeliveryL5200 s×1.15Cargo delivered.
ExtractionL5160 s×1.10Package recovered.

Hubs

HubTierPayRep gainCoordinatorBands
Frontier Station1×1.00×1.00Alma SterlingEasy–Hard+
Dusthaven Exchange2×1.12×0.40Holt VegaMedium–Extreme
CLV Sail Mining Belt3×1.22×0.45Torin PikeMedium–Extreme
Theia-X Deep Relay3×1.22×0.35Greta LindMedium–Extreme
Ishtar-III Research Platform4×1.28×0.35Senna OkonkwoMedium–Extreme
Zipacna-I Refuel Node4×1.28×0.25Dex HollowayMedium–Extreme
FTL-Barge Drydock5×1.35×0.30Pax OrionMedium–Extreme
Gaia-VII Garden Habitat5×1.35×0.30Uma PriyaMedium–Extreme

Reputation

  • Per hub 0-100, moved by every contract there: the band's win/loss value × the hub's rep gain (at least 1 point). Story missions pay their own and gain even on a loss.
  • What it opens 25 at Frontier (50 elsewhere) posts the hub's story mission; 75 posts the route mission to the next hub. No discounts or stat perks.
  • Backtracking Flying at a hub below your best tier pays less: one tier down credits ×0.75 / XP ×0.80 / fragments ×0.75, two ×0.45 / ×0.55 / ×0.45, three or more ×0.25 / ×0.35 / ×0.25. Story and route missions are exempt. Travel is free.

Daily contract

  • One a day Per hub per UTC day, from level 4: Hunt, Extraction or Rescue at Hard or Hard+ (Hard+ or Extreme from level 6), always with a boss.
  • Pay ×1.8 credits; a win streak adds ×1.4 from 3 wins and ×1.8 from 5. A loss resets the streak and the daily can be flown again.

Run score and stars

  • Core (stars) 10 for the win + 35 × hull left + up to 30 for the share of kills + 10 if no wingman went down + up to 10 for time.
  • Stars 3 at 65, 2 at 38, else 1. At most 2 if the wingman went down or you end under 20 % hull; 1 under 10 %.
  • Flourish (score only) Up to 20 more from graze XP, peak combo and overkills.
  • Reward Best score and stars per hub are shown, nothing more. A loss scores 0.

Mutators

None is a pure buff: each makes a contract harder and pays more. Hard+ rolls one, Extreme two.

MutatorEffectFromPay
No shieldAn EMP takes the shield offline for the whole mission.Hard++×1.22
Gravity pullA gravity well drags the ship towards it.Hard+×1.15
Low visibilityFog hides everything but the space around the ship.Easy+×1.08
Homing minesMines drift in from the top and steer towards the ship.Hard++×1.13
Splitting asteroidsLarge rocks break into smaller ones.Hard++×1.16
Enemy shieldsEnemy ships carry a shield layer.Hard++×1.18
Fast raidersRaiders move and fire faster.Hard++×1.14
Double spawnEvery squad arrives doubled.Hard+×1.18
Aggressive enemiesShorter fire cooldowns and less retreating.Easy+×1.12