VESSARION GALAXY TR/EN Play
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Wiki Gear Ships

Ships

The 12 ships of the game: stats, slots, passives, signature skills and prices.

Ships are not tied to a unit: all four units fly the same schemes from the Common Yard. No ship has a level or any other ship requirement, only a price. Your first ship is free.

Comparison

ShipTypeArmorShieldSpeedLaserRocketGen.UtilityCargoPrice
AlnilamProgression 1/65,0002,50033021201,000Free (starter ship)
AlnitakProgression 2/622,00011,00031541213,000170,000 Credits or 486 Silicite
MintakaProgression 3/680,00040,00030062316,0005,000,000 Credits or 14,300 Silicite
OrionProgression 4/6175,00088,000290933210,00025,000,000 Credits or 71,400 Silicite
OrbeaProgression 5/6320,000160,0002801244216,00060,000,000 Credits or 171,000 Silicite
NeyraProgression 6/6560,000280,0002701645324,000105,000,000 Credits and 350,000 Silicite
LyraSupport620,000420,0002801536524,0001,000,000 Silicite
AquilaSupport640,000360,0002851546524,0001,000,000 Silicite
AriesDamage700,000330,0002851857416,0001,000,000 Silicite
LupusDamage540,000270,0003302265412,0001,000,000 Silicite
HerculesDamage760,000360,0002452027420,0001,000,000 Silicite
LeoDamage600,000300,0002852046418,0001,000,000 Silicite

Progression ships

From Alnilam to Neyra: every step means more slots, armor and cargo.

Alnilam

Progression 1/6 Progression 1/6 · starter ship

“Every road starts at a threshold.”

The oldest, cheapest scheme in the Common Yard. Every unit sends a new pilot out in an Alnilam first: it probes the border, counts Exiles, reads the drift of the shardfall, and comes back. It is light because it is lost often; the capsule survives, so nobody minds.

Armor
5,000
Shield
2,500
Speed
330
Laser slots
2
Rocket slots
1
Generator slots
2
Utility slots
0
Cargo
1,000
Price
Free (starter ship)

Alnitak

Progression 2/6 Progression 2/6

“It looks steep. It can be climbed.”

The first real gun hull for a pilot who has outgrown the Alnilam. All four units build the Alnitak from the same drawing; only the paint and the banner differ. The workhorse of the patrol line: neither elegant nor fast, but always there.

Armor
22,000
Shield
11,000
Speed
315
Laser slots
4
Rocket slots
1
Generator slots
2
Utility slots
1
Cargo
3,000
Price
170,000 Credits or 486 Silicite

Mintaka

Progression 3/6 Progression 3/6

“The line stands on its back.”

The spine of the patrol line: thick hull, balanced guns, long watches. Shard hunters turn away when they see a Mintaka; Exile destroyers do not, which is why Mintaka hulls are patched.

Armor
80,000
Shield
40,000
Speed
300
Laser slots
6
Rocket slots
2
Generator slots
3
Utility slots
1
Cargo
6,000
Price
5,000,000 Credits or 14,300 Silicite

Orion

Progression 4/6 Progression 4/6

“From an Orion, the Belt looks small.”

The first truly heavy hull among the common schemes. A pilot who wants to enter the Broken Belt under his own name for the first time picks an Orion. Exile destroyers no longer dare fly beside it.

Armor
175,000
Shield
88,000
Speed
290
Laser slots
9
Rocket slots
3
Generator slots
3
Utility slots
2
Cargo
10,000
Price
25,000,000 Credits or 71,400 Silicite

Orbea

Progression 5/6 Progression 5/6

“Past this point it is only wind.”

The units' heavy patrol ship; each one costs about a unit's annual budget. Where an Orbea's shadow falls, the Exiles go quiet. That is why it is entrusted only to experienced pilots.

Armor
320,000
Shield
160,000
Speed
280
Laser slots
12
Rocket slots
4
Generator slots
4
Utility slots
2
Cargo
16,000
Price
60,000,000 Credits or 171,000 Silicite

Neyra

Progression 6/6 Progression 6/6 · does everything

“It fills the horizon; the Belt whispers its name.”

The largest hull ever drawn at the Common Yard. It does not go onto the slip until all four units approve, because since the Ring began to fall no one has been able to lift a Neyra alone. When a Neyra hangs in the sky, the border is redrawn.

Armor
560,000
Shield
280,000
Speed
270
Laser slots
16
Rocket slots
4
Generator slots
5
Utility slots
3
Cargo
24,000
Price
105,000,000 Credits and 350,000 Silicite

End-game · Damage ships

Damage ships melt enemies fast. Each one is set apart by the way you want to hunt: diving in, long range, a crushing volley, or a pincer.

Aries

Damage Diver · dives in close and hits hard after a Surge

“It dives first and talks later.”

A thick hull with a spear-sharp prow and two twin-barrelled gun blocks on its flanks. The Aries closes the gap in a single move; it comes out of its dash right beside the target and lands the hardest blow in the first few seconds. The yard crews named it Aries, after the Ram, for the red-hot tip of its nose; its pilots like the name.

Armor
700,000
Shield
330,000
Speed
285
Laser slots
18
Rocket slots
5
Generator slots
7
Utility slots
4
Cargo
16,000
Price
1,000,000 Silicite
Passive · Ram StrikeFor 5 s after Surge ends, your damage is +20%; the first laser volley after a Surge slows its target (pilots 30% for 2 s, creatures 45% for 3 s, creature bosses half of that)
Signature skillSurge cooldown 25 → 20 s

Lupus

Damage Hunter · thin as a blade, the fastest damage ship; strikes from the longest range

“Blade-thin, it strikes from behind.”

A thin predator with a forked tail and two exposed gun prongs up front. The Lupus does not go for the target's face: it circles round, strikes from the tail side, and because its armor is thin it is gone before anyone can answer. Fast and fragile; it forgives no mistakes.

Armor
540,000
Shield
270,000
Speed
330
Laser slots
22
Rocket slots
6
Generator slots
5
Utility slots
4
Cargo
12,000
Price
1,000,000 Silicite
Passive · Wolf's EyeLaser and rocket range +15%
Signature skillSurge cooldown 25 → 15 s

Hercules

Damage Crusher · heavy brute force that flattens whatever is in its way; a hard volley every 8 s

“What stands in front of it is crushed.”

A broad, low brute packed with glowing barrels. The Hercules is slow, but the two rows of guns on its prow let loose an extra-hard salvo every eight seconds; its thick armor handles the rest. Few come near it: you are either crushed by that salvo or you keep your distance.

Armor
760,000
Shield
360,000
Speed
245
Laser slots
20
Rocket slots
2
Generator slots
7
Utility slots
4
Cargo
20,000
Price
1,000,000 Silicite
Passive · Crushing VolleyEvery 8 s your next laser volley deals +50% damage (whatever the target; if you hold fire it waits, ready)
Signature skillWhile Leech runs, you take 25% less damage

Leo

Damage Pincer hunter · traps its prey with a crescent claw and hits harder the longer it stays on one target

“It squeezes first, then it strikes.”

Two thick horns sweep forward, a pair of barrels on each tip. The Leo takes its prey into the mouth of the crescent and never takes its eyes off one target; the longer it squeezes, the harder it hits. The Surety Corps' debt collectors call it the pincer: the runaway debt and the runaway Exile both end up inside that crescent sooner or later.

Armor
600,000
Shield
300,000
Speed
285
Laser slots
20
Rocket slots
4
Generator slots
6
Utility slots
4
Cargo
18,000
Price
1,000,000 Silicite
Passive · PincerEvery laser salvo in a row on the same target adds +5 % more damage on it (2nd salvo +5 %, 3rd +10 % …), up to +25 % (until the target changes or you pause for 3 s)
Signature skillSurge cooldown 25 → 20 s

End-game · Support ships

Support ships restore the shields of unit mates nearby or raise their damage.

Lyra

Support Healer · restores shields and heals its unit-mates

“The wound closes, the fleet stays.”

Light on guns, strong on shield recovery. The Lyra's mending beam patches the shields and hulls of friends nearby; it was built from a drawing left over from the old Accord infirmaries. The units do not count it a warship, but when the line is failing, everyone drifts to its side.

Armor
620,000
Shield
420,000
Speed
280
Laser slots
15
Rocket slots
3
Generator slots
6
Utility slots
5
Cargo
24,000
Price
1,000,000 Silicite
Passive · Repair NetThe shields of unit-mates within 1,000 units (you included) refill 2.5% per second, even in combat
Signature skillRecharge becomes an area effect: you and your unit-mates within 1,000 units get 50% of your shield, cooldown 30 s

Aquila

Support Supporter · a damage aura and light healing

“While the banner stands, the fleet stands.”

It carries an echo beacon that buffs friends nearby: shields, damage, speed, whatever the moment needs. It looks like a banner, but it is made of shield tremor, not cloth. The units keep it in the middle of the watch, not at the back; shooting the banner is the enemy's first move.

Armor
640,000
Shield
360,000
Speed
285
Laser slots
15
Rocket slots
4
Generator slots
6
Utility slots
5
Cargo
24,000
Price
1,000,000 Silicite
Passive · Banner AuraUnit mates within 1,000 units (you included) deal +10% damage and their shields refill 1% per second
Signature skillRecharge becomes an area effect: you and your unit-mates within 1,000 units get 25% of your shield