Skip to content
Pilot HandbookCHAPTER 03

Ships

Every pilot starts in the NOVA-α. Earn your way up eight rungs to the Monarch, or fly one of the sidegrades beside it. Each ship has one thing it does best.

A bigger ship is the biggest step up in power. Each rung is tougher, carries more gear and hauls more than the one below it, and a fully fitted ship flies faster the higher you climb. Every card shows the hull as the Shop does: its HP, its empty speed, its hold, its slots for lasers, generators and extensions, its price and what a wreck costs to repair. The bars compare it with the best of all thirteen.

  • NOVA-αCommonStarter

    Where every pilot begins, given free and already fitted. It can never be sold.

    HP
    4,000
    Speed
    330
    Cargo
    400
    Lasers / gens / ext
    2 / 1 / 2
    Price
    Free
    Wreck repair
    Free
  • WASPCommonFirst fighter

    Your first real fighter, and the first ship you buy.

    HP
    16,000
    Speed
    340
    Cargo
    800
    Lasers / gens / ext
    3 / 6 / 3
    Price
    150,000
    Wreck repair
    50
  • LYNXRareFast raider

    The quickest hull Credits can buy: a raider for fast fights.

    HP
    64,000
    Speed
    375
    Cargo
    1,200
    Lasers / gens / ext
    4 / 8 / 3
    Price
    750,000
    Wreck repair
    100
  • MANTISRarePatrol frigate

    A steady frigate, built to hold a lane.

    HP
    120,000
    Speed
    360
    Cargo
    1,400
    Lasers / gens / ext
    6 / 10 / 4
    Price
    1,500,000
    Wreck repair
    150
  • RHINORareHeavy gunboat

    The heaviest Credits hull, with a deep generator bank.

    HP
    150,000
    Speed
    340
    Cargo
    1,600
    Lasers / gens / ext
    8 / 12 / 4
    Price
    3,000,000
    Wreck repair
    200
  • RAPTOREpicStrike cruiser

    The first Rift Crystal hull, with the speed to pick its fights.

    HP
    180,000
    Speed
    360
    Cargo
    2,000
    Lasers / gens / ext
    10 / 12 / 5
    Price
    50,000
    Wreck repair
    300
  • DRAKEEpicAssault cruiser

    The assault cruiser that leads a push onto the fronts.

    HP
    220,000
    Speed
    350
    Cargo
    2,400
    Lasers / gens / ext
    12 / 14 / 5
    Price
    150,000
    Wreck repair
    400
  • MONARCHLegendaryFlagship

    The top of the ladder: the toughest combat ship, with the biggest combat hold.

    HP
    256,000
    Speed
    340
    Cargo
    3,000
    Lasers / gens / ext
    15 / 15 / 6
    Price
    450,000
    Wreck repair
    500

Beside the Monarch sit four sidegrades, on the same rung and at the same price. None of them sits above it and none beats it head on: each gives up the Monarch’s all-round strength for one thing it does better than any other ship. Pick the one that fits how you fly.

  • SERAPHLegendaryGlass cannonSIDEGRADE

    The glass cannon: the most guns of any ship, on the thinnest hull.

    HP
    190,000
    Speed
    385
    Cargo
    1,800
    Lasers / gens / ext
    21 / 9 / 6
    Price
    450,000
    Wreck repair
    500
  • JUGGERNAUTLegendaryBulwarkSIDEGRADE

    The bulwark: a tank that fights back, on the slowest engine.

    HP
    340,000
    Speed
    260
    Cargo
    1,800
    Lasers / gens / ext
    11 / 19 / 6
    Price
    450,000
    Wreck repair
    500
  • SHRIKELegendaryHunterSIDEGRADE

    The Hunter: the fastest ship there is, empty or fitted, with a light frame and a small hold.

    HP
    200,000
    Speed
    430
    Cargo
    1,000
    Lasers / gens / ext
    20 / 10 / 3
    Price
    450,000
    Wreck repair
    500
  • SCORPIONLegendaryHunterSIDEGRADE

    The same Hunter in its own model and paint. Owning one never gives you the other.

    HP
    200,000
    Speed
    430
    Cargo
    1,000
    Lasers / gens / ext
    20 / 10 / 3
    Price
    450,000
    Wreck repair
    500
  • CARAVANLegendaryHaulerSIDEGRADE

    The hauler: the toughest hull and the biggest hold in the game, with fewer guns.

    HP
    420,000
    Speed
    305
    Cargo
    4,000
    Lasers / gens / ext
    10 / 15 / 6
    Price
    450,000
    Wreck repair
    500

The Wasp, Lynx, Mantis and Rhino are bought with Credits, which every fight pays. The Raptor, Drake, Monarch and every sidegrade are bought with Rift Crystal, which kills pay and missions pay most of all. Buy them in the Shop.

  • A new ship arrives empty: no gear moves across from another ship.
  • There is no limit: you can buy any hull again, and a second copy is a separate ship.
  • A ship bought in the Shop sells back for 30% of its price, and its gear returns to you. Empty its hold first, and repair it if it is a wreck.
  • Ships also turn up at the Auction, bid in Credits.

Every ship is earned in play

No hull is sold only for money, and Gold cannot buy Rift Crystal. A pilot who never pays reaches the same ships. See fair play.

Own as many ships as you like, keep each one fitted, and launch the one the fight calls for with Set Active in the Hangar.

  • Its own fitGear is fitted to one hull at a time, and every ship keeps its own hold.
  • Two configsConfig 1 and Config 2 are two complete fits on one ship. See configs.
  • Its own damageEvery ship you own keeps its own HP. A ship comes back out of the hangar exactly as damaged as you left it: switching ships is never a repair.
  • Repairs in flightYour repair bot mends the ship you are flying, and no other.
The hangar with a ship and its fitted gear
THE HANGAR: YOUR SHIP AND ITS FIT

A skin changes a ship’s colours and nothing else: never its HP, its slots, its speed or its size. Paint, not power.

  • Your faction’s colours are free and on your ship from the first minute.
  • A skin belongs to one hull: a design for one model never paints another.
  • Today the NOVA-α has its designs: Standard Issue and the three faction colours. The other hulls fly their own look.