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	<updated>2026-07-09T04:56:39Z</updated>
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	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Vanguard_Galaxy_Wiki&amp;diff=3776</id>
		<title>Vanguard Galaxy Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Vanguard_Galaxy_Wiki&amp;diff=3776"/>
		<updated>2026-06-30T20:51:53Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;mainpage-columns&amp;quot; style=&amp;quot;width:100%; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:100%; padding-right:20px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[File:VG Banner.png|frameless|border|center|800px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A relaxing game about space exploration that can be played full screen or at the bottom of your screen. Trade, fight, mine and salvage your way through a procedurally generated galaxy. Let the game idle while your autopilot handles business and builds your fortune.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
== [[:Category:General Information|General Information]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Game Overview]] - The game, what to expect&lt;br /&gt;
* [[UI]] - Basics of the UI&lt;br /&gt;
* [[Game Music]] - OST available now!&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Game Concepts|Game Concepts]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Captain]] - Starting the game, backgrounds&lt;br /&gt;
** [[XP]] - Gaining XP, levels, level caps&lt;br /&gt;
** [[Skills]] - Skill points, loadouts, bonus points [[File:Bonus.skillpoint.png|x25px|link=Skills]]&lt;br /&gt;
** [[Leadership]] {{beta}} - Leading grunts to their deaths.&lt;br /&gt;
** [[Mastery]] - Skill masteries&lt;br /&gt;
* [[Ships]] - Ships overview, ship roles and modules [[File:stinger.png|x25px|link=Ships]]&lt;br /&gt;
** [[Ship List]] {{beta}} - All known ships, compare and plan ahead [[File:Warden DSF-3.png|x25px|link=Ship List]]&lt;br /&gt;
** [[Ship Decoration]] - Decals!&lt;br /&gt;
** [[Crew]] {{beta}} - Grunts and professions, Officers and abilities&lt;br /&gt;
** [[Officer Skills]] {{beta}} - Officer abilities and classes.&lt;br /&gt;
* [[Items]] - Items, types, rarities, sizes, storage [[File:Dormant Metafiber.png|x25px|link=Items]]&lt;br /&gt;
** [[Substats]] - Item bonuses&lt;br /&gt;
* [[Navigation]] - Map, navigation, gates and keys&lt;br /&gt;
* [[ECHO]] - The autopilot / idle mode [[file:Echo.png|x25px|link=ECHO]]&lt;br /&gt;
* Activity types:  &lt;br /&gt;
** [[Combat]] - Fighting other ships [[File:tempest.png|x25px|link=Combat]]&lt;br /&gt;
** [[Mining]] - Mining asteroids for ore [[File:Auger ERC-2.png|x25px|link=Mining]] &lt;br /&gt;
** [[Salvage]] - Salvaging wrecks for scrap [[File:exdyne.png|x25px|link=Salvage]] &lt;br /&gt;
** [[Trade]] - Trading Bulks for profit [[File:Trundar.png|x25px|link=Trade]] &lt;br /&gt;
** [[Boarding]] {{beta}} - Boarding ships and bases for glory!&lt;br /&gt;
** [[Boss Traps]] {{beta}} - Summon Bosses for LOOT!&lt;br /&gt;
* [[Stations]] - Stations and services&lt;br /&gt;
** [[Workshop]] - Workshop operations&lt;br /&gt;
** [[Refinery]] - Refinery operations&lt;br /&gt;
** [[Forge]] - Forging new items, crafting&lt;br /&gt;
** [[Personnel Center]] {{beta}} - Recruitment and officer training&lt;br /&gt;
** [[Drydock]] {{beta}} - Drydock operations&lt;br /&gt;
* [[Power]] - How Power works&lt;br /&gt;
* [[Drones]] - How Drones work&lt;br /&gt;
* [[Precision]] - Precision and critical hits&lt;br /&gt;
* [[Energy]] - Reactor output and effects&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
== [[:Category:Game World|The World]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Great Gate]] - What is known&lt;br /&gt;
* [[Credits]] - The short and short of it [[File:Credit.png|x25px|link=Credits]]&lt;br /&gt;
* [[Factions]] - Various factions and their goals [[File:Factions.png|x25px|link=Factions]]&lt;br /&gt;
** [[Faction Currencies]] - Tokens [[File:Mars Commendation.png|x25px|link=Faction Currencies]]&lt;br /&gt;
** [[Faction Reputation]] - Reputations and bonuses&lt;br /&gt;
** [[Conquest Reputation]] - Reputations and bonuses&lt;br /&gt;
** [[Conquest Zone]] - Ara Martis, &#039;&#039;The Conquest&#039;&#039;&lt;br /&gt;
* [[Ship Manufacturers]] - People building ships [[File:Margil.png|x25px|link=Ship Manufacturers]] &lt;br /&gt;
* [[:Category:Characters|Characters]] - Friends we made (enemies) along the way [[File:Brenda.diamond.png|x25px|link=Category:Characters]] &lt;br /&gt;
* [[Missions]] - General mission overview&lt;br /&gt;
** [[Skill Missions]] - Missions unlocking skills and skill points&lt;br /&gt;
** [[Patrol]] - Patrol Mission&lt;br /&gt;
** [[Bounty Hunt]] - Bounty Hunt Mission&lt;br /&gt;
** [[Industrial Ops]] - Industrial Ops mission&lt;br /&gt;
** [[Umbral Missions]] - Umbral missions and infections&lt;br /&gt;
&lt;br /&gt;
* Spoiler Territory!&lt;br /&gt;
** [[Story Thus Far]] - Story spoilers&lt;br /&gt;
** [[Story Missions]] - Story Arc Missions&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Lists|Useful Lists]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Ship List]] {{Beta}} - All known ships, compare and plan ahead [[File:Warden DSF-3.png|x25px|link=Ship List]]&lt;br /&gt;
* Items overview&lt;br /&gt;
** [[Boosters]] {{beta}} - New Boosters [[File:Booster Module.png|x25px|link=Boosters]]&lt;br /&gt;
** [[Consumables]] - Deployables included [[File:Plasma.fuel.cell.png|x25px|link=Consumables]]&lt;br /&gt;
** [[Modules]] - Ship components&lt;br /&gt;
** [[Turrets]] {{Beta}} - Ship turrets&lt;br /&gt;
** [[Ammo]] - Food for ship turrets&lt;br /&gt;
** [[Picture of a Space Ship]] - The most critical of all items [[File:Picture of a Spaceship.png|x25px|link=Picture of a Space Ship]]&lt;br /&gt;
** [[Aspects]] {{beta}} - Module Aspects list  [[File:Aspects.png|x25px|link=Aspects]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
== Latest Patch ==&lt;br /&gt;
&lt;br /&gt;
* 2026.06.30 - [https://store.steampowered.com/news/app/3471800/view/678502350181108049 Beta Hotfix 0.8.1.15]&lt;br /&gt;
&lt;br /&gt;
== Game News ==&lt;br /&gt;
&lt;br /&gt;
* 2026.06.22 - [https://store.steampowered.com/news/app/3471800/view/704397413072245055 Roadmap Update]&lt;br /&gt;
* 2026.05.29 - [https://store.steampowered.com/news/app/3471800/view/719032209192781124 New Beta Update 0.8.1]&lt;br /&gt;
* 2026.05.06 - [https://store.steampowered.com/news/app/3471800/view/666113010538905949 Soundtrack release]&lt;br /&gt;
* 2026.04.21 - [https://store.steampowered.com/news/app/3471800/view/571535612595667783 Supporter Pack DLC]&lt;br /&gt;
* 2026.04.10 - [https://store.steampowered.com/news/app/3471800/view/532128384944177807 Early Access Plans]&lt;br /&gt;
* 2026.03.17 - [https://store.steampowered.com/news/app/3471800/view/523118649476645863 Update 0.8 Conquest]&lt;br /&gt;
* 2026.01.23 - [https://store.steampowered.com/news/app/3471800/view/528743713148503601 Conquest: The next beta release is coming soon]&lt;br /&gt;
* 2025.12.16 - [https://store.steampowered.com/news/app/3471800/view/599671687785481605 Update 0.7.5 Gathering Storm]&lt;br /&gt;
* 2025.10.30 - [https://store.steampowered.com/news/app/3471800/view/814714767715336235 Vanguard Galaxy released in Early Access]&lt;br /&gt;
* 2025.10.28 - [https://store.steampowered.com/news/app/3471800/view/524231866419514258 Early Access Roadmap]&lt;br /&gt;
* 2025.09.25 - [https://store.steampowered.com/news/app/3471800/view/533236528800858490 Release Date and Demo Update]&lt;br /&gt;
* 2025.09.03 - [https://store.steampowered.com/news/app/3471800/view/542241191160185678 Closed Beta Test has begun]&lt;br /&gt;
* 2025.06.30 - [https://store.steampowered.com/news/app/3471800/view/542235483178009586 Our plans for Vanguard Galaxy]&lt;br /&gt;
* 2025.05.08 - [https://store.steampowered.com/news/app/3471800/view/542231043576431974 Vanguard Galaxy Demo now available!]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Guides and Tutorials|Guides and Tutorials]] ==&lt;br /&gt;
&lt;br /&gt;
* [[User:Zemurin/Best Ships|The Best Ship?]] - &amp;quot;Best&amp;quot; ships at various stages of the game.&lt;br /&gt;
* [[User:Zemurin/Challenges|Challenges]] - &amp;quot;Fun!&amp;quot; challenges to try at home.&lt;br /&gt;
* [[User:Zemurin/Boarding_Guide|Boarding a Meriavex]] - Dealing with the impossible.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
====== {{beta}} - Pages with content from active Beta playtest. ======&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{Infobox&lt;br /&gt;
  | title=Vanguard Galaxy Wiki&lt;br /&gt;
  | image1=Vanguard.logo.small.png&lt;br /&gt;
  | caption-image1=Vanguard Galaxy&lt;br /&gt;
  | discord=https://discord.com/invite/DJ7JtSQZWK&lt;br /&gt;
  | steam=https://store.steampowered.com/app/3471800/Vanguard_Galaxy/&lt;br /&gt;
  | reddit=https://www.reddit.com/r/VanguardGalaxyGame/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
* The game runs on the Steam Deck. &lt;br /&gt;
* There is no &amp;quot;Offline&amp;quot; Idle. &lt;br /&gt;
* Currently, the Max Level Cap for the Player and Crew is 60. &lt;br /&gt;
* Skill Point cap is 120.&lt;br /&gt;
* Distinguished is the max Reputation Rank attainable (30.000 Rep).&lt;br /&gt;
* The Savefiles  / Savegame for Windows are saved under &lt;br /&gt;
** &amp;lt;code&amp;gt;C:\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳Users\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳[username]\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳AppData\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳LocalLow\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳Bat Roost Games\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳VanguardGalaxy\&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{SITENAME}}]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__noeditsection__&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Drydock&amp;diff=3688</id>
		<title>Drydock</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Drydock&amp;diff=3688"/>
		<updated>2026-06-27T10:36:14Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drydock.png|right|815x815px|thumb|Drydock Window without a captured Ship|frameless]]&lt;br /&gt;
&lt;br /&gt;
== The Drydock ==&lt;br /&gt;
&lt;br /&gt;
With the Drydock you can refit and upgrade ships. The Drydock can be found at most [[Stations]].&lt;br /&gt;
&lt;br /&gt;
=== Captured Ships ===&lt;br /&gt;
&lt;br /&gt;
[[File:Captured ships.png|right|thumb|891x891px]]&lt;br /&gt;
&lt;br /&gt;
When capturing Ships those ships will be brought back by your Crew to the Drydocks. There you can start repairing it if you want or dismantle the Ships for parts. The resources needed will be shown in the Pop-up screen. &lt;br /&gt;
&lt;br /&gt;
=== Dismantling, repairing and selling ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Recomission.png&lt;br /&gt;
File:Dismantle.png&lt;br /&gt;
File:Sell.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Drydock&amp;diff=3687</id>
		<title>Drydock</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Drydock&amp;diff=3687"/>
		<updated>2026-06-27T10:35:16Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Drydock ==&lt;br /&gt;
With the Drydock you can refit and upgrade ships. The Drydock can be found at most [[Stations]].&lt;br /&gt;
[[File:Drydock.png|left|815x815px|Drydock Window without a captured Ship|frameless]]&lt;br /&gt;
&lt;br /&gt;
=== Captured Ships ===&lt;br /&gt;
&lt;br /&gt;
When capturing Ships those ships will be brought back by your Crew to the Drydocks. There you can start repairing it if you want or dismantle the Ships for parts. The resources needed will be shown in the Pop-up screen. &lt;br /&gt;
[[File:Captured ships.png|left|thumb|891x891px]]&lt;br /&gt;
&lt;br /&gt;
=== Dismantling, repairing and selling ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Recomission.png&lt;br /&gt;
File:Dismantle.png&lt;br /&gt;
File:Sell.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Drydock&amp;diff=3681</id>
		<title>Drydock</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Drydock&amp;diff=3681"/>
		<updated>2026-06-27T09:51:54Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Drydock ==&lt;br /&gt;
With the Drydock you can refit and upgrade ships. The Drydock can be found at most [[Stations]].&lt;br /&gt;
[[File:Drydock.png|left|815x815px|Drydock Window without a captured Ship|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
test&lt;br /&gt;
&lt;br /&gt;
=== Captured Ships ===&lt;br /&gt;
&lt;br /&gt;
When capturing Ships those ships will be brought back by your Crew to the Drydocks. There you can start repairing it if you want or dismantle the Ships for parts. The resources needed will be shown in the Pop-up screen. &lt;br /&gt;
[[File:Captured ships.png|left|thumb|891x891px]]&lt;br /&gt;
&lt;br /&gt;
=== Dismantling, repairing and selling ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Recomission.png&lt;br /&gt;
File:Dismantle.png&lt;br /&gt;
File:Sell.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=File:Signal.bossbar.png&amp;diff=3630</id>
		<title>File:Signal.bossbar.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=File:Signal.bossbar.png&amp;diff=3630"/>
		<updated>2026-06-24T07:11:36Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=File:Signal.boss.png&amp;diff=3629</id>
		<title>File:Signal.boss.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=File:Signal.boss.png&amp;diff=3629"/>
		<updated>2026-06-24T07:11:17Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=File:Signal.navpoint.png&amp;diff=3628</id>
		<title>File:Signal.navpoint.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=File:Signal.navpoint.png&amp;diff=3628"/>
		<updated>2026-06-24T07:10:50Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=File:Signal.trap.png&amp;diff=3627</id>
		<title>File:Signal.trap.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=File:Signal.trap.png&amp;diff=3627"/>
		<updated>2026-06-24T07:10:43Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=File:Signal.traps.png&amp;diff=3626</id>
		<title>File:Signal.traps.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=File:Signal.traps.png&amp;diff=3626"/>
		<updated>2026-06-24T07:09:53Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=File:Signal.fragments.png&amp;diff=3625</id>
		<title>File:Signal.fragments.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=File:Signal.fragments.png&amp;diff=3625"/>
		<updated>2026-06-24T07:09:25Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Vanguard_Galaxy_Wiki&amp;diff=3622</id>
		<title>Vanguard Galaxy Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Vanguard_Galaxy_Wiki&amp;diff=3622"/>
		<updated>2026-06-22T18:25:32Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;mainpage-columns&amp;quot; style=&amp;quot;width:100%; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:100%; padding-right:20px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[File:VG Banner.png|frameless|border|center|800px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A relaxing game about space exploration that can be played full screen or at the bottom of your screen. Trade, fight, mine and salvage your way through a procedurally generated galaxy. Let the game idle while your autopilot handles business and builds your fortune.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
== [[:Category:General Information|General Information]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Game Overview]] - The game, what to expect&lt;br /&gt;
* [[UI]] - Basics of the UI&lt;br /&gt;
* [[Game Music]] - OST available now!&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Game Concepts|Game Concepts]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Captain]] - Starting the game, backgrounds&lt;br /&gt;
** [[XP]] - Gaining XP, levels, level caps&lt;br /&gt;
** [[Skills]] - Skill points, loadouts, bonus points [[File:Bonus.skillpoint.png|x25px|link=Skills]]&lt;br /&gt;
** [[Leadership]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Leading grunts to their deaths.&lt;br /&gt;
** [[Mastery]] - Skill masteries&lt;br /&gt;
* [[Ships]] - Ships overview, ship roles and modules [[File:stinger.png|x25px|link=Ships]]&lt;br /&gt;
** [[Ship List]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - All known ships, compare and plan ahead [[File:Warden DSF-3.png|x25px|link=Ship List]]&lt;br /&gt;
** [[Ship Decoration]] - Decals!&lt;br /&gt;
** [[Crew]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Grunts and professions, Officers and abilities&lt;br /&gt;
** [[Officer Skills]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Officer abilities and classes.&lt;br /&gt;
* [[Items]] - Items, types, rarities, sizes, storage [[File:Dormant Metafiber.png|x25px|link=Items]]&lt;br /&gt;
** [[Substats]] - Item bonuses&lt;br /&gt;
* [[Navigation]] - Map, navigation, gates and keys&lt;br /&gt;
* [[ECHO]] - The autopilot / idle mode [[file:Echo.png|x25px|link=ECHO]]&lt;br /&gt;
* Activity types:  &lt;br /&gt;
** [[Combat]] - Fighting other ships [[File:tempest.png|x25px|link=Combat]]&lt;br /&gt;
** [[Mining]] - Mining asteroids for ore [[File:Auger ERC-2.png|x25px|link=Mining]] &lt;br /&gt;
** [[Salvage]] - Salvaging wrecks for scrap [[File:exdyne.png|x25px|link=Salvage]] &lt;br /&gt;
** [[Trade]] - Trading Bulks for profit [[File:Trundar.png|x25px|link=Trade]] &lt;br /&gt;
** [[Boarding]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Boarding ships and bases for glory!&lt;br /&gt;
** [[Boss Traps]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; -&lt;br /&gt;
* [[Stations]] - Stations and services&lt;br /&gt;
** [[Workshop]] - Workshop operations&lt;br /&gt;
** [[Refinery]] - Refinery operations&lt;br /&gt;
** [[Forge]] - Forging new items, crafting&lt;br /&gt;
** [[Personnel Center]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Recruitment and officer training&lt;br /&gt;
** [[Drydock]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Drydock operations&lt;br /&gt;
* [[Power]] - How Power works&lt;br /&gt;
* [[Drones]] - How Drones work&lt;br /&gt;
* [[Precision]] - Precision and critical hits&lt;br /&gt;
* [[Energy]] - Reactor output and effects&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
== [[:Category:Game World|The World]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Great Gate]] - What is known&lt;br /&gt;
* [[Credits]] - The short and short of it [[File:Credit.png|x25px|link=Credits]]&lt;br /&gt;
* [[Factions]] - Various factions and their goals [[File:Factions.png|x25px|link=Factions]]&lt;br /&gt;
** [[Faction Currencies]] - Tokens [[File:Mars Commendation.png|x25px|link=Faction Currencies]]&lt;br /&gt;
** [[Faction Reputation]] - Reputations and bonuses&lt;br /&gt;
** [[Conquest Reputation]] - Reputations and bonuses&lt;br /&gt;
** [[Conquest Zone]] - Ara Martis, &#039;&#039;The Conquest&#039;&#039;&lt;br /&gt;
* [[Ship Manufacturers]] - People building ships [[File:Margil.png|x25px|link=Ship Manufacturers]] &lt;br /&gt;
* [[:Category:Characters|Characters]] - Friends we made (enemies) along the way [[File:Brenda.diamond.png|x25px|link=Category:Characters]] &lt;br /&gt;
* [[Missions]] - General mission overview&lt;br /&gt;
** [[Skill Missions]] - Missions unlocking skills and skill points&lt;br /&gt;
** [[Patrol]] - Patrol Mission&lt;br /&gt;
** [[Bounty Hunt]] - Bounty Hunt Mission&lt;br /&gt;
** [[Industrial Ops]] - Industrial Ops mission&lt;br /&gt;
** [[Umbral Missions]] - Umbral missions and infections&lt;br /&gt;
&lt;br /&gt;
* Spoiler Territory!&lt;br /&gt;
** [[Story Thus Far]] - Story spoilers&lt;br /&gt;
** [[Story Missions]] - Story Arc Missions&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Lists|Useful Lists]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Ship List]] - All known ships, compare and plan ahead [[File:Warden DSF-3.png|x25px|link=Ship List]]&lt;br /&gt;
* Items overview&lt;br /&gt;
** [[Boosters]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - New Boosters [[File:Booster Module.png|x25px|link=Boosters]]&lt;br /&gt;
** [[Consumables]] - Deployables included [[File:Plasma.fuel.cell.png|x25px|link=Consumables]]&lt;br /&gt;
** [[Modules]] - Ship components&lt;br /&gt;
** [[Turrets]] - Ship turrets&lt;br /&gt;
** [[Ammo]] - Food for ship turrets&lt;br /&gt;
** [[Picture of a Space Ship]] - The most critical of all items [[File:Picture of a Spaceship.png|x25px|link=Picture of a Space Ship]]&lt;br /&gt;
** [[Aspects]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Module Aspects list  [[File:Aspects.png|x25px|link=Aspects]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
== Latest Patch ==&lt;br /&gt;
&lt;br /&gt;
* 2026.06.20 - [https://store.steampowered.com/news/app/3471800/view/704397413072243764 Beta Hotfix 0.8.1.13]&lt;br /&gt;
&lt;br /&gt;
== Game News ==&lt;br /&gt;
&lt;br /&gt;
* 2026.06.22 - [https://store.steampowered.com/news/app/3471800/view/704397413072245055 Roadmap Update]&lt;br /&gt;
* 2026.05.29 - [https://store.steampowered.com/news/app/3471800/view/719032209192781124 New Beta Update 0.8.1]&lt;br /&gt;
* 2026.05.06 - [https://store.steampowered.com/news/app/3471800/view/666113010538905949 Soundtrack release]&lt;br /&gt;
* 2026.04.21 - [https://store.steampowered.com/news/app/3471800/view/571535612595667783 Supporter Pack DLC]&lt;br /&gt;
* 2026.04.10 - [https://store.steampowered.com/news/app/3471800/view/532128384944177807 Early Access Plans]&lt;br /&gt;
* 2026.03.17 - [https://store.steampowered.com/news/app/3471800/view/523118649476645863 Update 0.8 Conquest]&lt;br /&gt;
* 2026.01.23 - [https://store.steampowered.com/news/app/3471800/view/528743713148503601 Conquest: The next beta release is coming soon]&lt;br /&gt;
* 2025.12.16 - [https://store.steampowered.com/news/app/3471800/view/599671687785481605 Update 0.7.5 Gathering Storm]&lt;br /&gt;
* 2025.10.30 - [https://store.steampowered.com/news/app/3471800/view/814714767715336235 Vanguard Galaxy released in Early Access]&lt;br /&gt;
* 2025.10.28 - [https://store.steampowered.com/news/app/3471800/view/524231866419514258 Early Access Roadmap]&lt;br /&gt;
* 2025.09.25 - [https://store.steampowered.com/news/app/3471800/view/533236528800858490 Release Date and Demo Update]&lt;br /&gt;
* 2025.09.03 - [https://store.steampowered.com/news/app/3471800/view/542241191160185678 Closed Beta Test has begun]&lt;br /&gt;
* 2025.06.30 - [https://store.steampowered.com/news/app/3471800/view/542235483178009586 Our plans for Vanguard Galaxy]&lt;br /&gt;
* 2025.05.08 - [https://store.steampowered.com/news/app/3471800/view/542231043576431974 Vanguard Galaxy Demo now available!]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Guides and Tutorials|Guides and Tutorials]] ==&lt;br /&gt;
&lt;br /&gt;
* [[User:Zemurin/Best Ships|The Best Ship?]] - &amp;quot;Best&amp;quot; ships at various stages of the game.&lt;br /&gt;
* [[User:Zemurin/Challenges|Challenges]] - &amp;quot;Fun!&amp;quot; challenges to try at home.&lt;br /&gt;
* [[User:Zemurin/Boarding_Guide|Boarding a Meriavex]] - Dealing with the impossible.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
====== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Pages with content from active Beta playtest. ======&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{Infobox&lt;br /&gt;
  | title=Vanguard Galaxy Wiki&lt;br /&gt;
  | image1=Vanguard.logo.small.png&lt;br /&gt;
  | caption-image1=Vanguard Galaxy&lt;br /&gt;
  | discord=https://discord.com/invite/DJ7JtSQZWK&lt;br /&gt;
  | steam=https://store.steampowered.com/app/3471800/Vanguard_Galaxy/&lt;br /&gt;
  | reddit=https://www.reddit.com/r/VanguardGalaxyGame/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
* The game runs on the Steam Deck. &lt;br /&gt;
* There is no &amp;quot;Offline&amp;quot; Idle. &lt;br /&gt;
* Currently, the Max Level Cap for the Player and Crew is 60. &lt;br /&gt;
* Skill Point cap is 120.&lt;br /&gt;
* Distinguished is the max Reputation Rank attainable (30.000 Rep).&lt;br /&gt;
* The Savefiles  / Savegame for Windows are saved under &lt;br /&gt;
** &amp;lt;code&amp;gt;C:\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳Users\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳[username]\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳AppData\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳LocalLow\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳Bat Roost Games\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳VanguardGalaxy\&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{SITENAME}}]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__noeditsection__&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Picture_of_a_Space_Ship&amp;diff=3612</id>
		<title>Picture of a Space Ship</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Picture_of_a_Space_Ship&amp;diff=3612"/>
		<updated>2026-06-20T20:34:03Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Picture of a Spaceship.png|thumb|right|The Picture of a Spaceship]]&lt;br /&gt;
&lt;br /&gt;
== Picture of a Space Ship ==&lt;br /&gt;
&lt;br /&gt;
The Picture of a Space Ship is a critical Quest Item of the highest value in the entire Vanguard Galaxy. It is very difficult to obtain as it requires the player to find the elusive Slick Entrepreneur Robert Miyama (which can be found with relative frequency) at any [[Stations#Bar|Bar]].&lt;br /&gt;
&lt;br /&gt;
Robert will then proceed to sell to the player the Picture of a Space Ship, which guarantees a &#039;&#039;&#039;free ship&#039;&#039;&#039; at &#039;&#039;some point in the future&#039;&#039;. Since this is an once-in-a-lifetime opportunity, the player is advised to find as many as hundreds of Robert Miyamas across the galaxy, and collect hundreds of these once-in-a-lifetime opportunities, which are guaranteed to pay off spectacularly, at some point in the future.&lt;br /&gt;
&lt;br /&gt;
[[File:Picture of a Space Ship.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Picture_of_a_Space_Ship&amp;diff=3611</id>
		<title>Picture of a Space Ship</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Picture_of_a_Space_Ship&amp;diff=3611"/>
		<updated>2026-06-20T20:33:33Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Picture of a Spaceship.png|thumb|right|The Picture of a Spaceship]]&lt;br /&gt;
&lt;br /&gt;
== Picture of a Space Ship ==&lt;br /&gt;
&lt;br /&gt;
The Picture of a Space Ship is a critical Quest Item of the highest value in the entire Vanguard Galaxy. It is very difficult to obtain as it requires the player to find the elusive Slick Entrepreneur Robert Miyama (which can be found with relative frequency) at any [[Stations#Bar|Bar]].&lt;br /&gt;
&lt;br /&gt;
Robert will then proceed to sell to the player the Picture of a Space Ship, which guarantees a &#039;&#039;&#039;free ship&#039;&#039;&#039; at &#039;&#039;some point in the future&#039;&#039;. Since this is an once-in-a-lifetime opportunity, the player is advised to find as many as hundreds of these Entrepreneurs across the galaxy, and collect hundreds of these once-in-a-lifetime opportunities, which are guaranteed to pay off spectacularly, at some point in the future.&lt;br /&gt;
&lt;br /&gt;
[[File:Picture of a Space Ship.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Picture_of_a_Space_Ship&amp;diff=3610</id>
		<title>Picture of a Space Ship</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Picture_of_a_Space_Ship&amp;diff=3610"/>
		<updated>2026-06-20T20:33:24Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Picture of a Spaceship.png|thumb|right|The Picture of a Spaceship]]&lt;br /&gt;
&lt;br /&gt;
== Picture of a Space Ship ==&lt;br /&gt;
&lt;br /&gt;
The Picture of a Space Ship is a critical Quest Item of the highest value in the entire Vanguard Galaxy. It is very difficult to obtain as it requires the player to find the elusive Slick Entrepreneur Robert Miyama (which can be found with relative frequency) at any [[Stations#Bar|Bar]].&lt;br /&gt;
Robert will then proceed to sell to the player the Picture of a Space Ship, which guarantees a &#039;&#039;&#039;free ship&#039;&#039;&#039; at &#039;&#039;some point in the future&#039;&#039;. Since this is an once-in-a-lifetime opportunity, the player is advised to find as many as hundreds of these Entrepreneurs across the galaxy, and collect hundreds of these once-in-a-lifetime opportunities, which are guaranteed to pay off spectacularly, at some point in the future.&lt;br /&gt;
&lt;br /&gt;
[[File:Picture of a Space Ship.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Vanguard_Galaxy_Wiki&amp;diff=3609</id>
		<title>Vanguard Galaxy Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Vanguard_Galaxy_Wiki&amp;diff=3609"/>
		<updated>2026-06-20T14:39:27Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;mainpage-columns&amp;quot; style=&amp;quot;width:100%; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:100%; padding-right:20px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[File:VG Banner.png|frameless|border|center|800px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A relaxing game about space exploration that can be played full screen or at the bottom of your screen. Trade, fight, mine and salvage your way through a procedurally generated galaxy. Let the game idle while your autopilot handles business and builds your fortune.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
== [[:Category:General Information|General Information]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Game Overview]] - The game, what to expect&lt;br /&gt;
* [[UI]] - Basics of the UI&lt;br /&gt;
* [[Game Music]] - OST available now!&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Game Concepts|Game Concepts]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Captain]] - Starting the game, backgrounds&lt;br /&gt;
** [[XP]] - Gaining XP, levels, level caps&lt;br /&gt;
** [[Skills]] - Skill points, loadouts, bonus points [[File:Bonus.skillpoint.png|x25px|link=Skills]]&lt;br /&gt;
** [[Leadership]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Leading grunts to their deaths.&lt;br /&gt;
** [[Mastery]] - Skill masteries&lt;br /&gt;
* [[Ships]] - Ships overview, ship roles and modules [[File:stinger.png|x25px|link=Ships]]&lt;br /&gt;
** [[Ship List]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - All known ships, compare and plan ahead [[File:Warden DSF-3.png|x25px|link=Ship List]]&lt;br /&gt;
** [[Ship Decoration]] - Decals!&lt;br /&gt;
** [[Crew]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Grunts and professions, Officers and abilities&lt;br /&gt;
** [[Officer Skills]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Officer abilities and classes.&lt;br /&gt;
* [[Items]] - Items, types, rarities, sizes, storage [[File:Dormant Metafiber.png|x25px|link=Items]]&lt;br /&gt;
** [[Substats]] - Item bonuses&lt;br /&gt;
* [[Navigation]] - Map, navigation, gates and keys&lt;br /&gt;
* [[ECHO]] - The autopilot / idle mode [[file:Echo.png|x25px|link=ECHO]]&lt;br /&gt;
* Activity types:  &lt;br /&gt;
** [[Combat]] - Fighting other ships [[File:tempest.png|x25px|link=Combat]]&lt;br /&gt;
** [[Mining]] - Mining asteroids for ore [[File:Auger ERC-2.png|x25px|link=Mining]] &lt;br /&gt;
** [[Salvage]] - Salvaging wrecks for scrap [[File:exdyne.png|x25px|link=Salvage]] &lt;br /&gt;
** [[Trade]] - Trading Bulks for profit [[File:Trundar.png|x25px|link=Trade]] &lt;br /&gt;
** [[Boarding]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Boarding ships and bases for glory!&lt;br /&gt;
* [[Stations]] - Stations and services&lt;br /&gt;
** [[Workshop]] - Workshop operations&lt;br /&gt;
** [[Refinery]] - Refinery operations&lt;br /&gt;
** [[Forge]] - Forging new items, crafting&lt;br /&gt;
** [[Personnel Center]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Recruitment and officer training&lt;br /&gt;
** [[Drydock]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Drydock operations&lt;br /&gt;
* [[Power]] - How Power works&lt;br /&gt;
* [[Drones]] - How Drones work&lt;br /&gt;
* [[Precision]] - Precision and critical hits&lt;br /&gt;
* [[Energy]] - Reactor output and effects&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
== [[:Category:Game World|The World]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Great Gate]] - What is known&lt;br /&gt;
* [[Credits]] - The short and short of it [[File:Credit.png|x25px|link=Credits]]&lt;br /&gt;
* [[Factions]] - Various factions and their goals [[File:Factions.png|x25px|link=Factions]]&lt;br /&gt;
** [[Faction Currencies]] - Tokens [[File:Mars Commendation.png|x25px|link=Faction Currencies]]&lt;br /&gt;
** [[Faction Reputation]] - Reputations and bonuses&lt;br /&gt;
** [[Conquest Reputation]] - Reputations and bonuses&lt;br /&gt;
** [[Conquest Zone]] - Ara Martis, &#039;&#039;The Conquest&#039;&#039;&lt;br /&gt;
* [[Ship Manufacturers]] - People building ships [[File:Margil.png|x25px|link=Ship Manufacturers]] &lt;br /&gt;
* [[:Category:Characters|Characters]] - Friends we made (enemies) along the way [[File:Brenda.diamond.png|x25px|link=Category:Characters]] &lt;br /&gt;
* [[Missions]] - General mission overview&lt;br /&gt;
** [[Skill Missions]] - Missions unlocking skills and skill points&lt;br /&gt;
** [[Patrol]] - Patrol Mission&lt;br /&gt;
** [[Bounty Hunt]] - Bounty Hunt Mission&lt;br /&gt;
** [[Industrial Ops]] - Industrial Ops mission&lt;br /&gt;
** [[Umbral Missions]] - Umbral missions and infections&lt;br /&gt;
&lt;br /&gt;
* Spoiler Territory!&lt;br /&gt;
** [[Story Thus Far]] - Story spoilers&lt;br /&gt;
** [[Story Missions]] - Story Arc Missions&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Lists|Useful Lists]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Ship List]] - All known ships, compare and plan ahead [[File:Warden DSF-3.png|x25px|link=Ship List]]&lt;br /&gt;
* Items overview&lt;br /&gt;
** [[Boosters]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - New Boosters [[File:Booster Module.png|x25px|link=Boosters]]&lt;br /&gt;
** [[Consumables]] - Deployables included [[File:Plasma.fuel.cell.png|x25px|link=Consumables]]&lt;br /&gt;
** [[Modules]] - Ship components&lt;br /&gt;
** [[Turrets]] - Ship turrets&lt;br /&gt;
** [[Ammo]] - Food for ship turrets&lt;br /&gt;
** [[Picture of a Space Ship]] - The most critical of all items [[File:Picture of a Spaceship.png|x25px|link=Picture of a Space Ship]]&lt;br /&gt;
** [[Aspects]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Module Aspects list  [[File:Aspects.png|x25px|link=Aspects]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
== Latest Patch ==&lt;br /&gt;
&lt;br /&gt;
* 2026.06.20 - [https://store.steampowered.com/news/app/3471800/view/704397413072243764 Beta Hotfix 0.8.1.13]&lt;br /&gt;
&lt;br /&gt;
== Game News ==&lt;br /&gt;
&lt;br /&gt;
* 2026.05.29 - [https://store.steampowered.com/news/app/3471800/view/719032209192781124 New Beta Update 0.8.1]&lt;br /&gt;
* 2026.05.06 - [https://store.steampowered.com/news/app/3471800/view/666113010538905949 Soundtrack release]&lt;br /&gt;
* 2026.04.21 - [https://store.steampowered.com/news/app/3471800/view/571535612595667783 Supporter Pack DLC]&lt;br /&gt;
* 2026.04.10 - [https://store.steampowered.com/news/app/3471800/view/532128384944177807 Early Access Plans]&lt;br /&gt;
* 2026.03.17 - [https://store.steampowered.com/news/app/3471800/view/523118649476645863 Update 0.8 Conquest]&lt;br /&gt;
* 2026.01.23 - [https://store.steampowered.com/news/app/3471800/view/528743713148503601 Conquest: The next beta release is coming soon]&lt;br /&gt;
* 2025.12.16 - [https://store.steampowered.com/news/app/3471800/view/599671687785481605 Update 0.7.5 Gathering Storm]&lt;br /&gt;
* 2025.10.30 - [https://store.steampowered.com/news/app/3471800/view/814714767715336235 Vanguard Galaxy released in Early Access]&lt;br /&gt;
* 2025.10.28 - [https://store.steampowered.com/news/app/3471800/view/524231866419514258 Early Access Roadmap]&lt;br /&gt;
* 2025.09.25 - [https://store.steampowered.com/news/app/3471800/view/533236528800858490 Release Date and Demo Update]&lt;br /&gt;
* 2025.09.03 - [https://store.steampowered.com/news/app/3471800/view/542241191160185678 Closed Beta Test has begun]&lt;br /&gt;
* 2025.06.30 - [https://store.steampowered.com/news/app/3471800/view/542235483178009586 Our plans for Vanguard Galaxy]&lt;br /&gt;
* 2025.05.08 - [https://store.steampowered.com/news/app/3471800/view/542231043576431974 Vanguard Galaxy Demo now available!]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Guides and Tutorials|Guides and Tutorials]] ==&lt;br /&gt;
&lt;br /&gt;
* [[User:Zemurin/Best Ships|The Best Ship?]] - &amp;quot;Best&amp;quot; ships at various stages of the game.&lt;br /&gt;
* [[User:Zemurin/Challenges|Challenges]] - &amp;quot;Fun!&amp;quot; challenges to try at home.&lt;br /&gt;
* [[User:Zemurin/Boarding_Guide|Boarding a Meriavex]] - Dealing with the impossible.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
====== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Pages with content from active Beta playtest. ======&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{Infobox&lt;br /&gt;
  | title=Vanguard Galaxy Wiki&lt;br /&gt;
  | image1=Vanguard.logo.small.png&lt;br /&gt;
  | caption-image1=Vanguard Galaxy&lt;br /&gt;
  | discord=https://discord.com/invite/DJ7JtSQZWK&lt;br /&gt;
  | steam=https://store.steampowered.com/app/3471800/Vanguard_Galaxy/&lt;br /&gt;
  | reddit=https://www.reddit.com/r/VanguardGalaxyGame/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
* The game runs on the Steam Deck. &lt;br /&gt;
* There is no &amp;quot;Offline&amp;quot; Idle. &lt;br /&gt;
* Currently, the Max Level Cap for the Player and Crew is 60. &lt;br /&gt;
* Skill Point cap is 120.&lt;br /&gt;
* Distinguished is the max Reputation Rank attainable (30.000 Rep).&lt;br /&gt;
* The Savefiles  / Savegame for Windows are saved under &lt;br /&gt;
** &amp;lt;code&amp;gt;C:\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳Users\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳[username]\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳AppData\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳LocalLow\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳Bat Roost Games\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳VanguardGalaxy\&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{SITENAME}}]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__noeditsection__&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Vanguard_Galaxy_Wiki&amp;diff=3586</id>
		<title>Vanguard Galaxy Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Vanguard_Galaxy_Wiki&amp;diff=3586"/>
		<updated>2026-06-19T20:47:02Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;mainpage-columns&amp;quot; style=&amp;quot;width:100%; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:100%; padding-right:20px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[File:VG Banner.png|frameless|border|center|800px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A relaxing game about space exploration that can be played full screen or at the bottom of your screen. Trade, fight, mine and salvage your way through a procedurally generated galaxy. Let the game idle while your autopilot handles business and builds your fortune.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
== [[:Category:General Information|General Information]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Game Overview]] - The game, what to expect&lt;br /&gt;
* [[UI]] - Basics of the UI&lt;br /&gt;
* [[Game Music]] - OST available now!&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Game Concepts|Game Concepts]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Captain]] - Starting the game, backgrounds&lt;br /&gt;
** [[XP]] - Gaining XP, levels, level caps&lt;br /&gt;
** [[Skills]] - Skill points, loadouts, bonus points [[File:Bonus.skillpoint.png|x25px|link=Skills]]&lt;br /&gt;
** [[Leadership]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Leading grunts to their deaths.&lt;br /&gt;
** [[Mastery]] - Skill masteries&lt;br /&gt;
* [[Ships]] - Ships overview, ship roles and modules [[File:stinger.png|x25px|link=Ships]]&lt;br /&gt;
** [[Ship List]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - All known ships, compare and plan ahead [[File:Warden DSF-3.png|x25px|link=Ship List]]&lt;br /&gt;
** [[Ship Decoration]] - Decals!&lt;br /&gt;
** [[Crew]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Grunts and professions, Officers and abilities&lt;br /&gt;
** [[Officer Skills]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Officer abilities and classes.&lt;br /&gt;
* [[Items]] - Items, types, rarities, sizes, storage [[File:Dormant Metafiber.png|x25px|link=Items]]&lt;br /&gt;
** [[Substats]] - Item bonuses&lt;br /&gt;
* [[Navigation]] - Map, navigation, gates and keys&lt;br /&gt;
* [[ECHO]] - The autopilot / idle mode [[file:Echo.png|x25px|link=ECHO]]&lt;br /&gt;
* Activity types:  &lt;br /&gt;
** [[Combat]] - Fighting other ships [[File:tempest.png|x25px|link=Combat]]&lt;br /&gt;
** [[Mining]] - Mining asteroids for ore [[File:Auger ERC-2.png|x25px|link=Mining]] &lt;br /&gt;
** [[Salvage]] - Salvaging wrecks for scrap [[File:exdyne.png|x25px|link=Salvage]] &lt;br /&gt;
** [[Trade]] - Trading Bulks for profit [[File:Trundar.png|x25px|link=Trade]] &lt;br /&gt;
** [[Boarding]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Boarding ships and bases for glory!&lt;br /&gt;
* [[Stations]] - Stations and services&lt;br /&gt;
** [[Workshop]] - Workshop operations&lt;br /&gt;
** [[Refinery]] - Refinery operations&lt;br /&gt;
** [[Forge]] - Forging new items, crafting&lt;br /&gt;
** [[Personnel Center]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Recruitment and officer training&lt;br /&gt;
** [[Drydock]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Drydock operations&lt;br /&gt;
* [[Power]] - How Power works&lt;br /&gt;
* [[Drones]] - How Drones work&lt;br /&gt;
* [[Precision]] - Precision and critical hits&lt;br /&gt;
* [[Energy]] - Reactor output and effects&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
== [[:Category:Game World|The World]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Great Gate]] - What is known&lt;br /&gt;
* [[Credits]] - The short and short of it [[File:Credit.png|x25px|link=Credits]]&lt;br /&gt;
* [[Factions]] - Various factions and their goals [[File:Factions.png|x25px|link=Factions]]&lt;br /&gt;
** [[Faction Currencies]] - Tokens [[File:Mars Commendation.png|x25px|link=Faction Currencies]]&lt;br /&gt;
** [[Faction Reputation]] - Reputations and bonuses&lt;br /&gt;
** [[Conquest Reputation]] - Reputations and bonuses&lt;br /&gt;
** [[Conquest Zone]] - Ara Martis, &#039;&#039;The Conquest&#039;&#039;&lt;br /&gt;
* [[Ship Manufacturers]] - People building ships [[File:Margil.png|x25px|link=Ship Manufacturers]] &lt;br /&gt;
* [[:Category:Characters|Characters]] - Friends we made (enemies) along the way [[File:Brenda.diamond.png|x25px|link=Category:Characters]] &lt;br /&gt;
* [[Missions]] - General mission overview&lt;br /&gt;
** [[Skill Missions]] - Missions unlocking skills and skill points&lt;br /&gt;
** [[Patrol]] - Patrol Mission&lt;br /&gt;
** [[Bounty Hunt]] - Bounty Hunt Mission&lt;br /&gt;
** [[Industrial Ops]] - Industrial Ops mission&lt;br /&gt;
** [[Umbral Missions]] - Umbral missions and infections&lt;br /&gt;
&lt;br /&gt;
* Spoiler Territory!&lt;br /&gt;
** [[Story Thus Far]] - Story spoilers&lt;br /&gt;
** [[Story Missions]] - Story Arc Missions&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Lists|Useful Lists]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Ship List]] - All known ships, compare and plan ahead [[File:Warden DSF-3.png|x25px|link=Ship List]]&lt;br /&gt;
* Items overview&lt;br /&gt;
** [[Boosters]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - New Boosters [[File:Booster Module.png|x25px|link=Boosters]]&lt;br /&gt;
** [[Consumables]] - Deployables included [[File:Plasma.fuel.cell.png|x25px|link=Consumables]]&lt;br /&gt;
** [[Modules]] - Ship components&lt;br /&gt;
** [[Turrets]] - Ship turrets&lt;br /&gt;
** [[Ammo]] - Food for ship turrets&lt;br /&gt;
** [[Picture of a Space Ship]] - The most critical of all items [[File:Picture of a Spaceship.png|x25px|link=Picture of a Space Ship]]&lt;br /&gt;
** [[Aspects]] - Module Aspects list [[File:Aspects.png|x25px|link=Aspects]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
== Latest Patch ==&lt;br /&gt;
&lt;br /&gt;
* 2026.06.19 - [https://store.steampowered.com/news/app/3471800/view/704397413072243669 Beta Hotfix 0.8.1.12]&lt;br /&gt;
&lt;br /&gt;
== Game News ==&lt;br /&gt;
&lt;br /&gt;
* 2026.05.29 - [https://store.steampowered.com/news/app/3471800/view/719032209192781124 New Beta Update 0.8.1]&lt;br /&gt;
* 2026.05.06 - [https://store.steampowered.com/news/app/3471800/view/666113010538905949 Soundtrack release]&lt;br /&gt;
* 2026.04.21 - [https://store.steampowered.com/news/app/3471800/view/571535612595667783 Supporter Pack DLC]&lt;br /&gt;
* 2026.04.10 - [https://store.steampowered.com/news/app/3471800/view/532128384944177807 Early Access Plans]&lt;br /&gt;
* 2026.03.17 - [https://store.steampowered.com/news/app/3471800/view/523118649476645863 Update 0.8 Conquest]&lt;br /&gt;
* 2026.01.23 - [https://store.steampowered.com/news/app/3471800/view/528743713148503601 Conquest: The next beta release is coming soon]&lt;br /&gt;
* 2025.12.16 - [https://store.steampowered.com/news/app/3471800/view/599671687785481605 Update 0.7.5 Gathering Storm]&lt;br /&gt;
* 2025.10.30 - [https://store.steampowered.com/news/app/3471800/view/814714767715336235 Vanguard Galaxy released in Early Access]&lt;br /&gt;
* 2025.10.28 - [https://store.steampowered.com/news/app/3471800/view/524231866419514258 Early Access Roadmap]&lt;br /&gt;
* 2025.09.25 - [https://store.steampowered.com/news/app/3471800/view/533236528800858490 Release Date and Demo Update]&lt;br /&gt;
* 2025.09.03 - [https://store.steampowered.com/news/app/3471800/view/542241191160185678 Closed Beta Test has begun]&lt;br /&gt;
* 2025.06.30 - [https://store.steampowered.com/news/app/3471800/view/542235483178009586 Our plans for Vanguard Galaxy]&lt;br /&gt;
* 2025.05.08 - [https://store.steampowered.com/news/app/3471800/view/542231043576431974 Vanguard Galaxy Demo now available!]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Guides and Tutorials|Guides and Tutorials]] ==&lt;br /&gt;
&lt;br /&gt;
* [[User:Zemurin/Best Ships|The Best Ship?]] - &amp;quot;Best&amp;quot; ships at various stages of the game.&lt;br /&gt;
* [[User:Zemurin/Challenges|Challenges]] - &amp;quot;Fun!&amp;quot; challenges to try at home.&lt;br /&gt;
* [[User:Zemurin/Boarding_Guide|Boarding a Meriavex]] - Dealing with the impossible.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
====== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Pages with content from active Beta playtest. ======&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{Infobox&lt;br /&gt;
  | title=Vanguard Galaxy Wiki&lt;br /&gt;
  | image1=Vanguard.logo.small.png&lt;br /&gt;
  | caption-image1=Vanguard Galaxy&lt;br /&gt;
  | discord=https://discord.com/invite/DJ7JtSQZWK&lt;br /&gt;
  | steam=https://store.steampowered.com/app/3471800/Vanguard_Galaxy/&lt;br /&gt;
  | reddit=https://www.reddit.com/r/VanguardGalaxyGame/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
* The game runs on the Steam Deck. &lt;br /&gt;
* There is no &amp;quot;Offline&amp;quot; Idle. &lt;br /&gt;
* Currently, the Max Level Cap for the Player and Crew is 60. &lt;br /&gt;
* Skill Point cap is 120.&lt;br /&gt;
* Distinguished is the max Reputation Rank attainable (30.000 Rep).&lt;br /&gt;
* The Savefiles  / Savegame for Windows are saved under &lt;br /&gt;
** &amp;lt;code&amp;gt;C:\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳Users\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳[username]\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳AppData\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳LocalLow\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳Bat Roost Games\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳VanguardGalaxy\&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{SITENAME}}]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__noeditsection__&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Vanguard_Galaxy_Wiki&amp;diff=3580</id>
		<title>Vanguard Galaxy Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Vanguard_Galaxy_Wiki&amp;diff=3580"/>
		<updated>2026-06-17T07:06:19Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;mainpage-columns&amp;quot; style=&amp;quot;width:100%; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:100%; padding-right:20px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[File:VG Banner.png|frameless|border|center|800px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A relaxing game about space exploration that can be played full screen or at the bottom of your screen. Trade, fight, mine and salvage your way through a procedurally generated galaxy. Let the game idle while your autopilot handles business and builds your fortune.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
== [[:Category:General Information|General Information]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Game Overview]] - The game, what to expect&lt;br /&gt;
* [[UI]] - Basics of the UI&lt;br /&gt;
* [[Game Music]] - OST available now!&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Game Concepts|Game Concepts]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Captain]] - Starting the game, backgrounds&lt;br /&gt;
** [[XP]] - Gaining XP, levels, level caps&lt;br /&gt;
** [[Skills]] - Skill points, loadouts, bonus points [[File:Bonus.skillpoint.png|x25px|link=Skills]]&lt;br /&gt;
** [[Leadership]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Leading grunts to their deaths.&lt;br /&gt;
** [[Mastery]] - Skill masteries&lt;br /&gt;
* [[Ships]] - Ships overview, ship roles and modules [[File:stinger.png|x25px|link=Ships]]&lt;br /&gt;
** [[Ship List]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - All known ships, compare and plan ahead [[File:Warden DSF-3.png|x25px|link=Ship List]]&lt;br /&gt;
** [[Ship Decoration]] - Decals!&lt;br /&gt;
** [[Crew]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Grunts and professions, Officers and abilities&lt;br /&gt;
** [[Officer Skills]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Officer abilities and classes.&lt;br /&gt;
* [[Items]] - Items, types, rarities, sizes, storage [[File:Dormant Metafiber.png|x25px|link=Items]]&lt;br /&gt;
** [[Substats]] - Item bonuses&lt;br /&gt;
* [[Navigation]] - Map, navigation, gates and keys&lt;br /&gt;
* [[ECHO]] - The autopilot / idle mode [[file:Echo.png|x25px|link=ECHO]]&lt;br /&gt;
* Activity types:  &lt;br /&gt;
** [[Combat]] - Fighting other ships [[File:tempest.png|x25px|link=Combat]]&lt;br /&gt;
** [[Mining]] - Mining asteroids for ore [[File:Auger ERC-2.png|x25px|link=Mining]] &lt;br /&gt;
** [[Salvage]] - Salvaging wrecks for scrap [[File:exdyne.png|x25px|link=Salvage]] &lt;br /&gt;
** [[Trade]] - Trading Bulks for profit [[File:Trundar.png|x25px|link=Trade]] &lt;br /&gt;
** [[Boarding]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Boarding ships and bases for glory!&lt;br /&gt;
* [[Stations]] - Stations and services&lt;br /&gt;
** [[Workshop]] - Workshop operations&lt;br /&gt;
** [[Refinery]] - Refinery operations&lt;br /&gt;
** [[Forge]] - Forging new items, crafting&lt;br /&gt;
** [[Personnel Center]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Recruitment and officer training&lt;br /&gt;
** [[Drydock]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Drydock operations&lt;br /&gt;
* [[Power]] - How Power works&lt;br /&gt;
* [[Drones]] - How Drones work&lt;br /&gt;
* [[Precision]] - Precision and critical hits&lt;br /&gt;
* [[Energy]] - Reactor output and effects&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
== [[:Category:Game World|The World]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Great Gate]] - What is known&lt;br /&gt;
* [[Credits]] - The short and short of it [[File:Credit.png|x25px|link=Credits]]&lt;br /&gt;
* [[Factions]] - Various factions and their goals [[File:Factions.png|x25px|link=Factions]]&lt;br /&gt;
** [[Faction Currencies]] - Tokens [[File:Mars Commendation.png|x25px|link=Faction Currencies]]&lt;br /&gt;
** [[Faction Reputation]] - Reputations and bonuses&lt;br /&gt;
** [[Conquest Reputation]] - Reputations and bonuses&lt;br /&gt;
** [[Conquest Zone]] - Ara Martis, &#039;&#039;The Conquest&#039;&#039;&lt;br /&gt;
* [[Ship Manufacturers]] - People building ships [[File:Margil.png|x25px|link=Ship Manufacturers]] &lt;br /&gt;
* [[:Category:Characters|Characters]] - Friends we made (enemies) along the way [[File:Brenda.diamond.png|x25px|link=Category:Characters]] &lt;br /&gt;
* [[Missions]] - General mission overview&lt;br /&gt;
** [[Skill Missions]] - Missions unlocking skills and skill points&lt;br /&gt;
** [[Patrol]] - Patrol Mission&lt;br /&gt;
** [[Bounty Hunt]] - Bounty Hunt Mission&lt;br /&gt;
** [[Industrial Ops]] - Industrial Ops mission&lt;br /&gt;
** [[Umbral Missions]] - Umbral missions and infections&lt;br /&gt;
&lt;br /&gt;
* Spoiler Territory!&lt;br /&gt;
** [[Story Thus Far]] - Story spoilers&lt;br /&gt;
** [[Story Missions]] - Story Arc Missions&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Lists|Useful Lists]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Ship List]] - All known ships, compare and plan ahead [[File:Warden DSF-3.png|x25px|link=Ship List]]&lt;br /&gt;
* Items overview&lt;br /&gt;
** [[Boosters]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - New Boosters [[File:Booster Module.png|x25px|link=Boosters]]&lt;br /&gt;
** [[Consumables]] - Deployables included [[File:Plasma.fuel.cell.png|x25px|link=Consumables]]&lt;br /&gt;
** [[Modules]] - Ship components&lt;br /&gt;
** [[Turrets]] - Ship turrets&lt;br /&gt;
** [[Ammo]] - Food for ship turrets&lt;br /&gt;
** [[Picture of a Space Ship]] - The most critical of all items [[File:Picture of a Spaceship.png|x25px|link=Picture of a Space Ship]]&lt;br /&gt;
** [[Aspects]] - Module Aspects list [[File:Aspects.png|x25px|link=Aspects]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
== Latest Patch ==&lt;br /&gt;
&lt;br /&gt;
* 2026.06.17 - [https://store.steampowered.com/news/app/3471800/view/704397413072240641 Beta Hotfix 0.8.1.11]&lt;br /&gt;
&lt;br /&gt;
== Game News ==&lt;br /&gt;
&lt;br /&gt;
* 2026.05.29 - [https://store.steampowered.com/news/app/3471800/view/719032209192781124 New Beta Update 0.8.1]&lt;br /&gt;
* 2026.05.06 - [https://store.steampowered.com/news/app/3471800/view/666113010538905949 Soundtrack release]&lt;br /&gt;
* 2026.04.21 - [https://store.steampowered.com/news/app/3471800/view/571535612595667783 Supporter Pack DLC]&lt;br /&gt;
* 2026.04.10 - [https://store.steampowered.com/news/app/3471800/view/532128384944177807 Early Access Plans]&lt;br /&gt;
* 2026.03.17 - [https://store.steampowered.com/news/app/3471800/view/523118649476645863 Update 0.8 Conquest]&lt;br /&gt;
* 2026.01.23 - [https://store.steampowered.com/news/app/3471800/view/528743713148503601 Conquest: The next beta release is coming soon]&lt;br /&gt;
* 2025.12.16 - [https://store.steampowered.com/news/app/3471800/view/599671687785481605 Update 0.7.5 Gathering Storm]&lt;br /&gt;
* 2025.10.30 - [https://store.steampowered.com/news/app/3471800/view/814714767715336235 Vanguard Galaxy released in Early Access]&lt;br /&gt;
* 2025.10.28 - [https://store.steampowered.com/news/app/3471800/view/524231866419514258 Early Access Roadmap]&lt;br /&gt;
* 2025.09.25 - [https://store.steampowered.com/news/app/3471800/view/533236528800858490 Release Date and Demo Update]&lt;br /&gt;
* 2025.09.03 - [https://store.steampowered.com/news/app/3471800/view/542241191160185678 Closed Beta Test has begun]&lt;br /&gt;
* 2025.06.30 - [https://store.steampowered.com/news/app/3471800/view/542235483178009586 Our plans for Vanguard Galaxy]&lt;br /&gt;
* 2025.05.08 - [https://store.steampowered.com/news/app/3471800/view/542231043576431974 Vanguard Galaxy Demo now available!]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Guides and Tutorials|Guides and Tutorials]] ==&lt;br /&gt;
&lt;br /&gt;
* [[User:Zemurin/Best Ships|The Best Ship?]] - &amp;quot;Best&amp;quot; ships at various stages of the game.&lt;br /&gt;
* [[User:Zemurin/Challenges|Challenges]] - &amp;quot;Fun!&amp;quot; challenges to try at home.&lt;br /&gt;
* [[User:Zemurin/Boarding_Guide|Boarding a Meriavex]] - Dealing with the impossible.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
====== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Pages with content from active Beta playtest. ======&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{Infobox&lt;br /&gt;
  | title=Vanguard Galaxy Wiki&lt;br /&gt;
  | image1=Vanguard.logo.small.png&lt;br /&gt;
  | caption-image1=Vanguard Galaxy&lt;br /&gt;
  | discord=https://discord.com/invite/DJ7JtSQZWK&lt;br /&gt;
  | steam=https://store.steampowered.com/app/3471800/Vanguard_Galaxy/&lt;br /&gt;
  | reddit=https://www.reddit.com/r/VanguardGalaxyGame/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
* The game runs on the Steam Deck. &lt;br /&gt;
* There is no &amp;quot;Offline&amp;quot; Idle. &lt;br /&gt;
* Currently, the Max Level Cap for the Player and Crew is 60. &lt;br /&gt;
* Skill Point cap is 120.&lt;br /&gt;
* Distinguished is the max Reputation Rank attainable (30.000 Rep).&lt;br /&gt;
* The Savefiles  / Savegame for Windows are saved under &lt;br /&gt;
** &amp;lt;code&amp;gt;C:\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳Users\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳[username]\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳AppData\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳LocalLow\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳Bat Roost Games\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳VanguardGalaxy\&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{SITENAME}}]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__noeditsection__&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Vanguard_Galaxy_Wiki&amp;diff=3579</id>
		<title>Vanguard Galaxy Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Vanguard_Galaxy_Wiki&amp;diff=3579"/>
		<updated>2026-06-16T16:27:47Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;mainpage-columns&amp;quot; style=&amp;quot;width:100%; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:100%; padding-right:20px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[File:VG Banner.png|frameless|border|center|800px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A relaxing game about space exploration that can be played full screen or at the bottom of your screen. Trade, fight, mine and salvage your way through a procedurally generated galaxy. Let the game idle while your autopilot handles business and builds your fortune.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
== [[:Category:General Information|General Information]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Game Overview]] - The game, what to expect&lt;br /&gt;
* [[UI]] - Basics of the UI&lt;br /&gt;
* [[Game Music]] - OST available now!&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Game Concepts|Game Concepts]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Captain]] - Starting the game, backgrounds&lt;br /&gt;
** [[XP]] - Gaining XP, levels, level caps&lt;br /&gt;
** [[Skills]] - Skill points, loadouts, bonus points [[File:Bonus.skillpoint.png|x25px|link=Skills]]&lt;br /&gt;
** [[Leadership]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Leading grunts to their deaths.&lt;br /&gt;
** [[Mastery]] - Skill masteries&lt;br /&gt;
* [[Ships]] - Ships overview, ship roles and modules [[File:stinger.png|x25px|link=Ships]]&lt;br /&gt;
** [[Ship List]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - All known ships, compare and plan ahead [[File:Warden DSF-3.png|x25px|link=Ship List]]&lt;br /&gt;
** [[Ship Decoration]] - Decals!&lt;br /&gt;
** [[Crew]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Grunts and professions, Officers and abilities&lt;br /&gt;
** [[Officer Skills]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Officer abilities and classes.&lt;br /&gt;
* [[Items]] - Items, types, rarities, sizes, storage [[File:Dormant Metafiber.png|x25px|link=Items]]&lt;br /&gt;
** [[Substats]] - Item bonuses&lt;br /&gt;
* [[Navigation]] - Map, navigation, gates and keys&lt;br /&gt;
* [[ECHO]] - The autopilot / idle mode [[file:Echo.png|x25px|link=ECHO]]&lt;br /&gt;
* Activity types:  &lt;br /&gt;
** [[Combat]] - Fighting other ships [[File:tempest.png|x25px|link=Combat]]&lt;br /&gt;
** [[Mining]] - Mining asteroids for ore [[File:Auger ERC-2.png|x25px|link=Mining]] &lt;br /&gt;
** [[Salvage]] - Salvaging wrecks for scrap [[File:exdyne.png|x25px|link=Salvage]] &lt;br /&gt;
** [[Trade]] - Trading Bulks for profit [[File:Trundar.png|x25px|link=Trade]] &lt;br /&gt;
** [[Boarding]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Boarding ships and bases for glory!&lt;br /&gt;
* [[Stations]] - Stations and services&lt;br /&gt;
** [[Workshop]] - Workshop operations&lt;br /&gt;
** [[Refinery]] - Refinery operations&lt;br /&gt;
** [[Forge]] - Forging new items, crafting&lt;br /&gt;
** [[Personnel Center]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Recruitment and officer training&lt;br /&gt;
** [[Drydock]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Drydock operations&lt;br /&gt;
* [[Power]] - How Power works&lt;br /&gt;
* [[Drones]] - How Drones work&lt;br /&gt;
* [[Precision]] - Precision and critical hits&lt;br /&gt;
* [[Energy]] - Reactor output and effects&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
== [[:Category:Game World|The World]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Great Gate]] - What is known&lt;br /&gt;
* [[Credits]] - The short and short of it [[File:Credit.png|x25px|link=Credits]]&lt;br /&gt;
* [[Factions]] - Various factions and their goals [[File:Factions.png|x25px|link=Factions]]&lt;br /&gt;
** [[Faction Currencies]] - Tokens [[File:Mars Commendation.png|x25px|link=Faction Currencies]]&lt;br /&gt;
** [[Faction Reputation]] - Reputations and bonuses&lt;br /&gt;
** [[Conquest Reputation]] - Reputations and bonuses&lt;br /&gt;
** [[Conquest Zone]] - Ara Martis, &#039;&#039;The Conquest&#039;&#039;&lt;br /&gt;
* [[Ship Manufacturers]] - People building ships [[File:Margil.png|x25px|link=Ship Manufacturers]] &lt;br /&gt;
* [[:Category:Characters|Characters]] - Friends we made (enemies) along the way [[File:Brenda.diamond.png|x25px|link=Category:Characters]] &lt;br /&gt;
* [[Missions]] - General mission overview&lt;br /&gt;
** [[Skill Missions]] - Missions unlocking skills and skill points&lt;br /&gt;
** [[Patrol]] - Patrol Mission&lt;br /&gt;
** [[Bounty Hunt]] - Bounty Hunt Mission&lt;br /&gt;
** [[Industrial Ops]] - Industrial Ops mission&lt;br /&gt;
** [[Umbral Missions]] - Umbral missions and infections&lt;br /&gt;
&lt;br /&gt;
* Spoiler Territory!&lt;br /&gt;
** [[Story Thus Far]] - Story spoilers&lt;br /&gt;
** [[Story Missions]] - Story Arc Missions&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Lists|Useful Lists]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Ship List]] - All known ships, compare and plan ahead [[File:Warden DSF-3.png|x25px|link=Ship List]]&lt;br /&gt;
* Items overview&lt;br /&gt;
** [[Boosters]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - New Boosters [[File:Booster Module.png|x25px|link=Boosters]]&lt;br /&gt;
** [[Consumables]] - Deployables included [[File:Plasma.fuel.cell.png|x25px|link=Consumables]]&lt;br /&gt;
** [[Modules]] - Ship components&lt;br /&gt;
** [[Turrets]] - Ship turrets&lt;br /&gt;
** [[Ammo]] - Food for ship turrets&lt;br /&gt;
** [[Picture of a Space Ship]] - The most critical of all items [[File:Picture of a Spaceship.png|x25px|link=Picture of a Space Ship]]&lt;br /&gt;
** [[Aspects]] - Module Aspects list [[File:Aspects.png|x25px|link=Aspects]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
== Latest Patch ==&lt;br /&gt;
&lt;br /&gt;
* 2026.06.16 - [https://store.steampowered.com/news/app/3471800/view/699893179027032995 Beta Hotfix 0.8.1.10]&lt;br /&gt;
&lt;br /&gt;
== Game News ==&lt;br /&gt;
&lt;br /&gt;
* 2026.05.29 - [https://store.steampowered.com/news/app/3471800/view/719032209192781124 New Beta Update 0.8.1]&lt;br /&gt;
* 2026.05.06 - [https://store.steampowered.com/news/app/3471800/view/666113010538905949 Soundtrack release]&lt;br /&gt;
* 2026.04.21 - [https://store.steampowered.com/news/app/3471800/view/571535612595667783 Supporter Pack DLC]&lt;br /&gt;
* 2026.04.10 - [https://store.steampowered.com/news/app/3471800/view/532128384944177807 Early Access Plans]&lt;br /&gt;
* 2026.03.17 - [https://store.steampowered.com/news/app/3471800/view/523118649476645863 Update 0.8 Conquest]&lt;br /&gt;
* 2026.01.23 - [https://store.steampowered.com/news/app/3471800/view/528743713148503601 Conquest: The next beta release is coming soon]&lt;br /&gt;
* 2025.12.16 - [https://store.steampowered.com/news/app/3471800/view/599671687785481605 Update 0.7.5 Gathering Storm]&lt;br /&gt;
* 2025.10.30 - [https://store.steampowered.com/news/app/3471800/view/814714767715336235 Vanguard Galaxy released in Early Access]&lt;br /&gt;
* 2025.10.28 - [https://store.steampowered.com/news/app/3471800/view/524231866419514258 Early Access Roadmap]&lt;br /&gt;
* 2025.09.25 - [https://store.steampowered.com/news/app/3471800/view/533236528800858490 Release Date and Demo Update]&lt;br /&gt;
* 2025.09.03 - [https://store.steampowered.com/news/app/3471800/view/542241191160185678 Closed Beta Test has begun]&lt;br /&gt;
* 2025.06.30 - [https://store.steampowered.com/news/app/3471800/view/542235483178009586 Our plans for Vanguard Galaxy]&lt;br /&gt;
* 2025.05.08 - [https://store.steampowered.com/news/app/3471800/view/542231043576431974 Vanguard Galaxy Demo now available!]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Guides and Tutorials|Guides and Tutorials]] ==&lt;br /&gt;
&lt;br /&gt;
* [[User:Zemurin/Best Ships|The Best Ship?]] - &amp;quot;Best&amp;quot; ships at various stages of the game.&lt;br /&gt;
* [[User:Zemurin/Challenges|Challenges]] - &amp;quot;Fun!&amp;quot; challenges to try at home.&lt;br /&gt;
* [[User:Zemurin/Boarding_Guide|Boarding a Meriavex]] - Dealing with the impossible.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
====== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Pages with content from active Beta playtest. ======&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{Infobox&lt;br /&gt;
  | title=Vanguard Galaxy Wiki&lt;br /&gt;
  | image1=Vanguard.logo.small.png&lt;br /&gt;
  | caption-image1=Vanguard Galaxy&lt;br /&gt;
  | discord=https://discord.com/invite/DJ7JtSQZWK&lt;br /&gt;
  | steam=https://store.steampowered.com/app/3471800/Vanguard_Galaxy/&lt;br /&gt;
  | reddit=https://www.reddit.com/r/VanguardGalaxyGame/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
* The game runs on the Steam Deck. &lt;br /&gt;
* There is no &amp;quot;Offline&amp;quot; Idle. &lt;br /&gt;
* Currently, the Max Level Cap for the Player and Crew is 60. &lt;br /&gt;
* Skill Point cap is 120.&lt;br /&gt;
* Distinguished is the max Reputation Rank attainable (30.000 Rep).&lt;br /&gt;
* The Savefiles  / Savegame for Windows are saved under &lt;br /&gt;
** &amp;lt;code&amp;gt;C:\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳Users\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳[username]\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳AppData\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳LocalLow\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳Bat Roost Games\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳VanguardGalaxy\&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{SITENAME}}]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__noeditsection__&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Salvage&amp;diff=3577</id>
		<title>Salvage</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Salvage&amp;diff=3577"/>
		<updated>2026-06-15T20:38:05Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: /* Salvage Lists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Salvage Page Picture 1.png|thumb|500px|right|Salvaging a Field]]&lt;br /&gt;
[[File:Salvage Page Picture 2.png|thumb|500px|right|Salvage field after a battle]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Salvaging is the art of turning one men&#039;s trash into another men&#039;s treasure: &amp;quot;Sun Tzu probably&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Salvaging is a core activity in Vanguard Galaxy. Salvage fields which occur naturally, through random events, missions, through Salvage Claims, or can be player-generated after every battle. They contain contain ship wrecks, which can be salvaged for scrap.&lt;br /&gt;
&lt;br /&gt;
Scrap can be sold for profit, refined in the [[Refinery]] in order to produce refined materials for further use, or in case of already-usable salvaged materials - used directly for crafting in the [[Forge]]. In addition to salvaging scrap and materials, player can salvage entire modules, such as turrets or ship parts, which can be used directly. &lt;br /&gt;
&lt;br /&gt;
While any ship can salvage, dedicated salvage ships grant significant bonuses. For more info on ship roles, see [[Ships]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Surface and Structural Salvaging&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Salvage.listed.png|500px|right|thumb|Available salvage listed]]&lt;br /&gt;
&lt;br /&gt;
Wrecks contain scrap in three layers: &#039;&#039;&#039;Items&#039;&#039;&#039;, &#039;&#039;&#039;Surface&#039;&#039;&#039; and &#039;&#039;&#039;Structural&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike Mining, all scrap within a wreck is visible at a glance, with the exception of Items. Only those items with a positive (0%+) chance of being salvaged will be shown.&lt;br /&gt;
&lt;br /&gt;
While all wrecks contain surface and structural salvage, only some contain lootable items. Those that do will glow faintly in the color of the highest rarity of the items contained. Thus, a wreck containing a Legendary module, for example, will glow orange.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Surface Salvage&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Surface Salvage will salvage surface scrap. This is usually less rewarding but easier, as surface scrap is normally more common and worth less money.&lt;br /&gt;
&lt;br /&gt;
In order to salvage surface scrap, a ship needs to have &#039;&#039;&#039;Salvage Laser&#039;&#039;&#039; or &#039;&#039;&#039;Salvage Drones&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Sample salvage laser:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Salvage.laser.png|500px]]&lt;br /&gt;
|&lt;br /&gt;
Salvage laser drone:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Salvage.drone.laser.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Structural Salvage&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Structural salvaging will salvage scrap contained in the structural section of a wreck. This activity is usually more difficult, but grants more rewarding scrap. &lt;br /&gt;
&lt;br /&gt;
In order to structural scrap, a ship needs to have either a &#039;&#039;&#039;Salvage Grinder&#039;&#039;&#039; or &#039;&#039;&#039;Salvage Harpoon Drones&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Sample salvage laser:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:salvage.grinder.png|500px]]&lt;br /&gt;
|&lt;br /&gt;
Salvage harpoon drones:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:salvage.drone.harpoon.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Random Scrap&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Of particular note is the ability for salvaging to generate random items not listed in the wreck scrap list. One can randomly generate &#039;&#039;Hull Beams&#039;&#039;, &#039;&#039;Graphite Wafers&#039;&#039;, &#039;&#039;Titanium Plates&#039;&#039;, &#039;&#039;Skeleton Frames&#039;&#039; and so on. Items generated this way can be processed in the [[Refinery]] for refined materials only if they themselves are not craftable in the [[Forge]]. Thus, a Titanium Plate will not be smeltable, but a Hull Beam will. &lt;br /&gt;
&lt;br /&gt;
Salvaging skills such as &#039;&#039;No Need to Refine&#039;&#039; can generate already-refined canisters of raw materials, for direct use in the [[Forge]].&lt;br /&gt;
&lt;br /&gt;
This is the reason why salvaging (as opposed to mining) can be faster if one needs raw materials to craft own gear.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Salvage Fields and Salvage Claims&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Salvage Field.png|right|400px|thumb|Salvage Field]]&lt;br /&gt;
&lt;br /&gt;
Salvage Fields/Wrecks can spawn naturally, when defeating Enemies or accepting Salvage Missions. The chance of a wreckage spawning after a player battle can be boosted with the Skill &#039;&#039;Combat Salvager&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Salvage Fields can be found in most Systems. While regular Salvage Fields will replenish after 1 Hour when not visited in between, Salvage POIs unlocked trough Claims won&#039;t - once a Salvage Claim is drained of scrap it will stay that way until the player uses another Salvage Claim to receive a fresh field.&lt;br /&gt;
&lt;br /&gt;
Claims can be either bought from Salvage Shops or from Salvage Scouts in a Bar.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Salvage Claim and an example of a Claim POI&lt;br /&gt;
|[[File:Salvage Claim.png]]&lt;br /&gt;
|[[File:Salvage.claim.map.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Graveyard Systems&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Graveyard.map.png|500px|right|thumb|Graveyard system on a map]]&lt;br /&gt;
&lt;br /&gt;
Graveyards have a much higher number of salvage fields (usually 3, in contrast to regular 0-1) which are also more profitable. They are also higher level than the surrounding systems, which translates to higher-value scrap.&lt;br /&gt;
&lt;br /&gt;
In order to unlock a regular Graveyard system, one needs to buy a &#039;&#039;&#039;Gate Key&#039;&#039;&#039; from a [[Steel Vultures]] station within the same subsector. Within &#039;&#039;Conquest&#039;&#039; zone, no keys are required.&lt;br /&gt;
&lt;br /&gt;
Graveyard systems occur randomly in the &#039;&#039;Frontier&#039;&#039; zone of the map. Within &#039;&#039;Conquest&#039;&#039; zone of the map, they also spawn - look for non-conquest [[Steel Vultures]] stations. See [[Navigation]] for more information.&lt;br /&gt;
&lt;br /&gt;
Exmaple of a Graveyard system:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:graveyard.system.png|500px]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Salvage Yield&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Salvage Mechanics Explanation Yield.png|thumb|right|770x770px|Disclaimer: This Picture is Ai generated]]&lt;br /&gt;
&lt;br /&gt;
Yield determines the chance to spawn scrap when damaging a Wreck, while [[Power|Salvage Power]] affects how much damage is dealt. As damage accumulates, reaching thresholds triggers scrap spawns based on Salvage Power. Higher Yield increases spawn chances and can be boosted by skills, crew, or equipment. With Yield Values over 100% there is a chance to create a second &amp;quot;drop&amp;quot; and so on, which does not apply to salvaging Items - only surface and structural scrap. &lt;br /&gt;
&lt;br /&gt;
The extraction chance for Items is determined by the Salvage Yield - higher the yield, more items will be available for potential extraction.&lt;br /&gt;
&lt;br /&gt;
Each time an item is extracted successfully, chance to extract remaining items is penalized.&lt;br /&gt;
&lt;br /&gt;
Normally, the level of the Wreck is based on the level of the enemy, and the level of the items salvaged is based on the level of the wreck - if the enemy is below or equal to the player maximum level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: A level 100 enemy will not leave a level 100 wreck. Level of the wreck/items generated is unclear, and depends on player maximum level - only level 105+ enemies leave lvl75 items, and it&#039;s unknown what is required for lvl 76 items.&lt;br /&gt;
&lt;br /&gt;
Different salvage tools may have different yield values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tool&lt;br /&gt;
!Yield&lt;br /&gt;
|-&lt;br /&gt;
|Salvage Laser&lt;br /&gt;
|60%&lt;br /&gt;
|-&lt;br /&gt;
|Salvage Laser Drone&lt;br /&gt;
|60%&lt;br /&gt;
|-&lt;br /&gt;
|Salvage Grinder&lt;br /&gt;
|60%&lt;br /&gt;
|-&lt;br /&gt;
|Salvage Harpoon Drone&lt;br /&gt;
|60% (assumed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Salvage Drops and enhancements trough Skills&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Salvage.png|right|400px|thumb|Salvaging a field]]&lt;br /&gt;
&lt;br /&gt;
Different salvage skill allow for more valuable scrap and items to be generated &#039;&#039;in addition&#039;&#039; to normal scrap. This means when a piece of scrap is retrieved, there is a chance to spawn one or more of additional items. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Skills that greatly enhance the Drops from salvaging Wrecks&lt;br /&gt;
|[[File:Clean_Retrival_Icon.png]]&lt;br /&gt;
|[[File:Clean_Retrial_Skill.png]]&lt;br /&gt;
|Byproduct from &amp;quot;Clean Retrival&amp;quot; skill:&lt;br /&gt;
&lt;br /&gt;
* Circuit board&lt;br /&gt;
* Conduit Cell&lt;br /&gt;
* Durable Alloy&lt;br /&gt;
* Universal Catalyst&lt;br /&gt;
* Substable Wiring&lt;br /&gt;
|-&lt;br /&gt;
|[[File:No_Need_To_Refine_Icon.png]]&lt;br /&gt;
|[[File:No_Need_To_Refine_Skill.png]]&lt;br /&gt;
|Byproduct from &#039;No Need to Refine&amp;quot; skill:&lt;br /&gt;
&lt;br /&gt;
* All Canister of Refined materials&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Environmental Hazards&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hazard Protection 1 Booster.png|thumb|500px|right|Hazard Protection Booster can be bought at most Salvage Shops]]&lt;br /&gt;
&lt;br /&gt;
Akin to Asteroid fields, the Salvage Fields may contain a Hazard - such as Cold, Mines, Radiation, Corrosion etc. These are naturally occurring and are generated from the Ancient Wrecks themselves - wrecks resulting from player combat or claims will normally not generate additional hazards. Once a wreck has been scrapped the hazard around it will vanish.&lt;br /&gt;
&lt;br /&gt;
Boosters granting protection from hazards can be purchased or crafted. One can equip multiple Protection Boosters but each will reduce half of hazard exposure left, so full immunity is not possible to achieve. In the long term, investing in better shielding or repair nanites for armor is recommended.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Salvage Lists&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Surface and Structural Salvage drop different Scraps, with fragments being the least valuable and containing least refinable resources:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scrap&#039;&#039;&#039;: Fragment -&amp;gt; Shard -&amp;gt; Scrap -&amp;gt; Chunk -&amp;gt; Slab -&amp;gt; Core Chunk&lt;br /&gt;
* &#039;&#039;&#039;Structural&#039;&#039;&#039;: Titanium Plate, Tungsten Carbide, Graphite Wafers, Oxide Canister, Skeleton Frame, Hull Beams, Bulkhead, Computing Unit&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Any Module or Turret, Blueprints&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Scrap spawn levels&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Minimum &#039;&#039;&#039;salvage scrap level&#039;&#039;&#039; (salvage POI or wreck level) at which each scrap tier can first appear.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Scrap !! Fragment !! Shard !! Scrap !! Chunk !! Slab !! Core Chunk !! Found in&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 1 || 1 || 11 || 41 || 71 || 101 || Surface&lt;br /&gt;
|-&lt;br /&gt;
| Oxide || 1 || 1 || 11 || 41 || 71 || 101 || Surface&lt;br /&gt;
|-&lt;br /&gt;
| Tungsten || 1 || 1 || 11 || 41 || 71 || 101 || Surface&lt;br /&gt;
|-&lt;br /&gt;
| Silicon || 1 || 1 || 11 || 41 || 71 || 101 || Surface&lt;br /&gt;
|-&lt;br /&gt;
| Carbon || 1 || 1 || 11 || 41 || 71 || 101 || Surface&lt;br /&gt;
|-&lt;br /&gt;
| Platinum || 1 || 1 || 11 || 41 || 71 || 101 || Structural&lt;br /&gt;
|-&lt;br /&gt;
| Iridium || 1 || 1 || 11 || 41 || 71 || 101 || Structural&lt;br /&gt;
|-&lt;br /&gt;
| Astatine || 1 || 1 || 11 || 41 || 71 || 101 || Structural&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Salvage&amp;diff=3576</id>
		<title>Salvage</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Salvage&amp;diff=3576"/>
		<updated>2026-06-15T20:37:35Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: /* Salvage Lists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Salvage Page Picture 1.png|thumb|500px|right|Salvaging a Field]]&lt;br /&gt;
[[File:Salvage Page Picture 2.png|thumb|500px|right|Salvage field after a battle]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Salvaging is the art of turning one men&#039;s trash into another men&#039;s treasure: &amp;quot;Sun Tzu probably&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Salvaging is a core activity in Vanguard Galaxy. Salvage fields which occur naturally, through random events, missions, through Salvage Claims, or can be player-generated after every battle. They contain contain ship wrecks, which can be salvaged for scrap.&lt;br /&gt;
&lt;br /&gt;
Scrap can be sold for profit, refined in the [[Refinery]] in order to produce refined materials for further use, or in case of already-usable salvaged materials - used directly for crafting in the [[Forge]]. In addition to salvaging scrap and materials, player can salvage entire modules, such as turrets or ship parts, which can be used directly. &lt;br /&gt;
&lt;br /&gt;
While any ship can salvage, dedicated salvage ships grant significant bonuses. For more info on ship roles, see [[Ships]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Surface and Structural Salvaging&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Salvage.listed.png|500px|right|thumb|Available salvage listed]]&lt;br /&gt;
&lt;br /&gt;
Wrecks contain scrap in three layers: &#039;&#039;&#039;Items&#039;&#039;&#039;, &#039;&#039;&#039;Surface&#039;&#039;&#039; and &#039;&#039;&#039;Structural&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike Mining, all scrap within a wreck is visible at a glance, with the exception of Items. Only those items with a positive (0%+) chance of being salvaged will be shown.&lt;br /&gt;
&lt;br /&gt;
While all wrecks contain surface and structural salvage, only some contain lootable items. Those that do will glow faintly in the color of the highest rarity of the items contained. Thus, a wreck containing a Legendary module, for example, will glow orange.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Surface Salvage&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Surface Salvage will salvage surface scrap. This is usually less rewarding but easier, as surface scrap is normally more common and worth less money.&lt;br /&gt;
&lt;br /&gt;
In order to salvage surface scrap, a ship needs to have &#039;&#039;&#039;Salvage Laser&#039;&#039;&#039; or &#039;&#039;&#039;Salvage Drones&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Sample salvage laser:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Salvage.laser.png|500px]]&lt;br /&gt;
|&lt;br /&gt;
Salvage laser drone:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Salvage.drone.laser.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Structural Salvage&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Structural salvaging will salvage scrap contained in the structural section of a wreck. This activity is usually more difficult, but grants more rewarding scrap. &lt;br /&gt;
&lt;br /&gt;
In order to structural scrap, a ship needs to have either a &#039;&#039;&#039;Salvage Grinder&#039;&#039;&#039; or &#039;&#039;&#039;Salvage Harpoon Drones&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Sample salvage laser:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:salvage.grinder.png|500px]]&lt;br /&gt;
|&lt;br /&gt;
Salvage harpoon drones:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:salvage.drone.harpoon.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Random Scrap&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Of particular note is the ability for salvaging to generate random items not listed in the wreck scrap list. One can randomly generate &#039;&#039;Hull Beams&#039;&#039;, &#039;&#039;Graphite Wafers&#039;&#039;, &#039;&#039;Titanium Plates&#039;&#039;, &#039;&#039;Skeleton Frames&#039;&#039; and so on. Items generated this way can be processed in the [[Refinery]] for refined materials only if they themselves are not craftable in the [[Forge]]. Thus, a Titanium Plate will not be smeltable, but a Hull Beam will. &lt;br /&gt;
&lt;br /&gt;
Salvaging skills such as &#039;&#039;No Need to Refine&#039;&#039; can generate already-refined canisters of raw materials, for direct use in the [[Forge]].&lt;br /&gt;
&lt;br /&gt;
This is the reason why salvaging (as opposed to mining) can be faster if one needs raw materials to craft own gear.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Salvage Fields and Salvage Claims&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Salvage Field.png|right|400px|thumb|Salvage Field]]&lt;br /&gt;
&lt;br /&gt;
Salvage Fields/Wrecks can spawn naturally, when defeating Enemies or accepting Salvage Missions. The chance of a wreckage spawning after a player battle can be boosted with the Skill &#039;&#039;Combat Salvager&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Salvage Fields can be found in most Systems. While regular Salvage Fields will replenish after 1 Hour when not visited in between, Salvage POIs unlocked trough Claims won&#039;t - once a Salvage Claim is drained of scrap it will stay that way until the player uses another Salvage Claim to receive a fresh field.&lt;br /&gt;
&lt;br /&gt;
Claims can be either bought from Salvage Shops or from Salvage Scouts in a Bar.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Salvage Claim and an example of a Claim POI&lt;br /&gt;
|[[File:Salvage Claim.png]]&lt;br /&gt;
|[[File:Salvage.claim.map.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Graveyard Systems&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Graveyard.map.png|500px|right|thumb|Graveyard system on a map]]&lt;br /&gt;
&lt;br /&gt;
Graveyards have a much higher number of salvage fields (usually 3, in contrast to regular 0-1) which are also more profitable. They are also higher level than the surrounding systems, which translates to higher-value scrap.&lt;br /&gt;
&lt;br /&gt;
In order to unlock a regular Graveyard system, one needs to buy a &#039;&#039;&#039;Gate Key&#039;&#039;&#039; from a [[Steel Vultures]] station within the same subsector. Within &#039;&#039;Conquest&#039;&#039; zone, no keys are required.&lt;br /&gt;
&lt;br /&gt;
Graveyard systems occur randomly in the &#039;&#039;Frontier&#039;&#039; zone of the map. Within &#039;&#039;Conquest&#039;&#039; zone of the map, they also spawn - look for non-conquest [[Steel Vultures]] stations. See [[Navigation]] for more information.&lt;br /&gt;
&lt;br /&gt;
Exmaple of a Graveyard system:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:graveyard.system.png|500px]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Salvage Yield&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Salvage Mechanics Explanation Yield.png|thumb|right|770x770px|Disclaimer: This Picture is Ai generated]]&lt;br /&gt;
&lt;br /&gt;
Yield determines the chance to spawn scrap when damaging a Wreck, while [[Power|Salvage Power]] affects how much damage is dealt. As damage accumulates, reaching thresholds triggers scrap spawns based on Salvage Power. Higher Yield increases spawn chances and can be boosted by skills, crew, or equipment. With Yield Values over 100% there is a chance to create a second &amp;quot;drop&amp;quot; and so on, which does not apply to salvaging Items - only surface and structural scrap. &lt;br /&gt;
&lt;br /&gt;
The extraction chance for Items is determined by the Salvage Yield - higher the yield, more items will be available for potential extraction.&lt;br /&gt;
&lt;br /&gt;
Each time an item is extracted successfully, chance to extract remaining items is penalized.&lt;br /&gt;
&lt;br /&gt;
Normally, the level of the Wreck is based on the level of the enemy, and the level of the items salvaged is based on the level of the wreck - if the enemy is below or equal to the player maximum level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: A level 100 enemy will not leave a level 100 wreck. Level of the wreck/items generated is unclear, and depends on player maximum level - only level 105+ enemies leave lvl75 items, and it&#039;s unknown what is required for lvl 76 items.&lt;br /&gt;
&lt;br /&gt;
Different salvage tools may have different yield values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tool&lt;br /&gt;
!Yield&lt;br /&gt;
|-&lt;br /&gt;
|Salvage Laser&lt;br /&gt;
|60%&lt;br /&gt;
|-&lt;br /&gt;
|Salvage Laser Drone&lt;br /&gt;
|60%&lt;br /&gt;
|-&lt;br /&gt;
|Salvage Grinder&lt;br /&gt;
|60%&lt;br /&gt;
|-&lt;br /&gt;
|Salvage Harpoon Drone&lt;br /&gt;
|60% (assumed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Salvage Drops and enhancements trough Skills&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Salvage.png|right|400px|thumb|Salvaging a field]]&lt;br /&gt;
&lt;br /&gt;
Different salvage skill allow for more valuable scrap and items to be generated &#039;&#039;in addition&#039;&#039; to normal scrap. This means when a piece of scrap is retrieved, there is a chance to spawn one or more of additional items. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Skills that greatly enhance the Drops from salvaging Wrecks&lt;br /&gt;
|[[File:Clean_Retrival_Icon.png]]&lt;br /&gt;
|[[File:Clean_Retrial_Skill.png]]&lt;br /&gt;
|Byproduct from &amp;quot;Clean Retrival&amp;quot; skill:&lt;br /&gt;
&lt;br /&gt;
* Circuit board&lt;br /&gt;
* Conduit Cell&lt;br /&gt;
* Durable Alloy&lt;br /&gt;
* Universal Catalyst&lt;br /&gt;
* Substable Wiring&lt;br /&gt;
|-&lt;br /&gt;
|[[File:No_Need_To_Refine_Icon.png]]&lt;br /&gt;
|[[File:No_Need_To_Refine_Skill.png]]&lt;br /&gt;
|Byproduct from &#039;No Need to Refine&amp;quot; skill:&lt;br /&gt;
&lt;br /&gt;
* All Canister of Refined materials&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Environmental Hazards&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hazard Protection 1 Booster.png|thumb|500px|right|Hazard Protection Booster can be bought at most Salvage Shops]]&lt;br /&gt;
&lt;br /&gt;
Akin to Asteroid fields, the Salvage Fields may contain a Hazard - such as Cold, Mines, Radiation, Corrosion etc. These are naturally occurring and are generated from the Ancient Wrecks themselves - wrecks resulting from player combat or claims will normally not generate additional hazards. Once a wreck has been scrapped the hazard around it will vanish.&lt;br /&gt;
&lt;br /&gt;
Boosters granting protection from hazards can be purchased or crafted. One can equip multiple Protection Boosters but each will reduce half of hazard exposure left, so full immunity is not possible to achieve. In the long term, investing in better shielding or repair nanites for armor is recommended.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Salvage Lists&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Surface and Structural Salvage drop different Scraps, with fragments being the least valuable and containing least refinable resources:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scrap&#039;&#039;&#039;: Fragment -&amp;gt; Shard -&amp;gt; Scrap -&amp;gt; Chunk -&amp;gt; Slab&lt;br /&gt;
* &#039;&#039;&#039;Structural&#039;&#039;&#039;: Titanium Plate, Tungsten Carbide, Graphite Wafers, Oxide Canister, Skeleton Frame, Hull Beams, Bulkhead, Computing Unit&lt;br /&gt;
* &#039;&#039;&#039;Items&#039;&#039;&#039;: Any Module or Turret, Blueprints&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Scrap spawn levels&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Minimum &#039;&#039;&#039;salvage scrap level&#039;&#039;&#039; (salvage POI or wreck level) at which each scrap tier can first appear.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Scrap !! Fragment !! Shard !! Scrap !! Chunk !! Slab !! Core Chunk !! Found in&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 1 || 1 || 11 || 41 || 71 || 101 || Surface&lt;br /&gt;
|-&lt;br /&gt;
| Oxide || 1 || 1 || 11 || 41 || 71 || 101 || Surface&lt;br /&gt;
|-&lt;br /&gt;
| Tungsten || 1 || 1 || 11 || 41 || 71 || 101 || Surface&lt;br /&gt;
|-&lt;br /&gt;
| Silicon || 1 || 1 || 11 || 41 || 71 || 101 || Surface&lt;br /&gt;
|-&lt;br /&gt;
| Carbon || 1 || 1 || 11 || 41 || 71 || 101 || Surface&lt;br /&gt;
|-&lt;br /&gt;
| Platinum || 1 || 1 || 11 || 41 || 71 || 101 || Structural&lt;br /&gt;
|-&lt;br /&gt;
| Iridium || 1 || 1 || 11 || 41 || 71 || 101 || Structural&lt;br /&gt;
|-&lt;br /&gt;
| Astatine || 1 || 1 || 11 || 41 || 71 || 101 || Structural&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Mining&amp;diff=3575</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Mining&amp;diff=3575"/>
		<updated>2026-06-15T20:31:36Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: /* Ore spawn levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mining Page Picture 1.png|thumb|right|500px|Maul mining using Drones]]&lt;br /&gt;
&lt;br /&gt;
Mining is a core activity in Vanguard Galaxy. Asteroid fields which occur naturally, through random events, missions or through Mining Claims contain ore-filled asteroids, which can be mined.&lt;br /&gt;
&lt;br /&gt;
Mined ores can either be sold for profit, or refined in the [[Refinery]] in order to produce refined materials for further use.&lt;br /&gt;
&lt;br /&gt;
While any ship can mine ores, dedicated mining ships grant significant bonuses. For more info on ship roles, see [[Ships]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Surface and Core Mining&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Asteroids contain ores in two layers: &#039;&#039;&#039;surface&#039;&#039;&#039; and &#039;&#039;&#039;core&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Mining.asteroid.png|500px|thumb|right|Ores in an asteroid]]&lt;br /&gt;
&lt;br /&gt;
In order to see what can be mined - which is the first step in mining, the Captain needs to have one of the relevant skills enabled:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Mining overview skills:&lt;br /&gt;
|[[File:Basic_Scanning_Skill.png]]&lt;br /&gt;
|[[File:Advanced_Scanning_Skill.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Scanning&#039;&#039;&#039; skill will show what types of ores are present, &#039;&#039;&#039;Advanced Scanning&#039;&#039;&#039; will show exactly how much damage is needed to mine everything, and how many ores can be expected.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Surface Mining&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Surface mining will mine the ores that are on the outer layer of an Asteroid. This is usually less rewarding but easier, as surface ores are normally more common and worth less money. &lt;br /&gt;
&lt;br /&gt;
In order to mine surface ores, a ship needs to have either a &#039;&#039;&#039;Mining Laser&#039;&#039;&#039;, &#039;&#039;&#039;Mining Autocannon&#039;&#039;&#039; or &#039;&#039;&#039;Mining Surface Drones&#039;&#039;&#039;. Alternatively, special tools like an &#039;&#039;&#039;Asteroid Obliterator&#039;&#039;&#039; can be used, to mixed results.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Sample mining laser:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Mining.laser.png|500px]]&lt;br /&gt;
|&lt;br /&gt;
Mining surface drones:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Mining.drone.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Core Mining&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Core mining will collect the core ores of the Asteroid. This activity is usually more difficult (due to higher HP of core ores), but grants more rewarding Ores. &lt;br /&gt;
&lt;br /&gt;
In order to mine core ores, a ship needs to have either a &#039;&#039;&#039;Core Buster&#039;&#039;&#039; or &#039;&#039;&#039;Mining Core Drones&#039;&#039;&#039;. Alternatively, an &#039;&#039;&#039;Asteroid Obliterator&#039;&#039;&#039; can also be use to mixed results.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Using a Core Buster will vaporize surface ores, while using an Asteroid Obliterator tends to vaporize the entire asteroid. If this is a concern, try to use Mining Core Drones.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Sample mining core buster:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Mining.core.buster.png|500px]]&lt;br /&gt;
|&lt;br /&gt;
Mining core drones:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Mining.drone.core.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Cross-mining and Random Effects&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Locked.containers.png|thumb|right|500px|Locked containers received through mining]]&lt;br /&gt;
&lt;br /&gt;
While mining a specific ore type (surface or core), on successful result there is a 5% chance of having mined the other ore type as well. Thus, getting some core ores while only using a laser is technically possible, though not reliable.&lt;br /&gt;
&lt;br /&gt;
Mining Asteroids also has a chance to spawn &#039;&#039;&#039;Crystals&#039;&#039;&#039;, which can be used in the [[Forge]] to craft &#039;&#039;&#039;Exotic&#039;&#039;&#039; (purple) equipment.&lt;br /&gt;
&lt;br /&gt;
Different types of crystals obtained through mining:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Mining Crystals.png|500px|]]&lt;br /&gt;
&lt;br /&gt;
In addition to above, with certain skills it&#039;s possible for mining to also result in [[Locked Containers]]. These can be quite valuable if opened at a [[Steel Vultures]] station.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Asteroid Fields and Mining Claims&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Mining Claim.png|thumb|right|500px|Example of a Mining Claim.]]&lt;br /&gt;
&lt;br /&gt;
Asteroid Fields can be found in most Systems. While Asteroid Fields will replenish after 1 Hour when not visited in between, Mining POIs unlocked trough Claims won&#039;t - Once a Mining Claim is drained of ores it will stay that way until the player uses another Mining Claim to receive a fresh field.&lt;br /&gt;
&lt;br /&gt;
Claims can be either bought from Mining Shops or from Prospectors in the Bar.&lt;br /&gt;
&lt;br /&gt;
One can view information about a Mining Field at a glance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Basic and Advanced Scanning skills grant (more) information about an Asteroid Field&lt;br /&gt;
!&lt;br /&gt;
!Without the Advanced Scanning Skill&lt;br /&gt;
!With the Advanced Scanning Skill&lt;br /&gt;
|-&lt;br /&gt;
!Before scanning&lt;br /&gt;
|[[File:Asteroid_Field_Map_without_Skill.png]]&lt;br /&gt;
|[[File:Mining_Page_Picture_2.png]]&lt;br /&gt;
|-&lt;br /&gt;
!After scanning&lt;br /&gt;
|[[File:Mining_Page_Picture_3.png]]&lt;br /&gt;
|[[File:Mining_Page_Picture_4.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Motherlode Systems&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Motherlode.map.png|500px|right|thumb|Motherlode system on a map]]&lt;br /&gt;
&lt;br /&gt;
Motherlodes have a much higher number of asteroid fields (usually 3, in contrast to regular 0-1) which are also denser and more profitable. They are also higher level than the surrounding systems, which translates to higher-value ores.&lt;br /&gt;
&lt;br /&gt;
In order to unlock a regular Motherlode system, one needs to buy a &#039;&#039;&#039;Gate Key&#039;&#039;&#039; from a [[Mindus Holdings]] station within the same subsector. Within &#039;&#039;Conquest&#039;&#039; zone, no keys are required.&lt;br /&gt;
&lt;br /&gt;
Motherlode systems occur randomly in the &#039;&#039;Frontier&#039;&#039; zone of the map. Within &#039;&#039;Conquest&#039;&#039; zone of the map, they also spawn - look for non-conquest [[Mindus Holdings]] stations. See [[Navigation]] for more information.&lt;br /&gt;
&lt;br /&gt;
Exmaple of a Motherlode system:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Motherlode.system.png|500px]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Yield and Mining Power&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Mining Mechanis.jpg|right|thumb|781x781px|Disclaimer: This Picture is AI generated.]]&lt;br /&gt;
&lt;br /&gt;
Yield determines the chance to spawn ore when damaging an asteroid, while [[Power|Mining Power]] affects how much damage is dealt. As damage accumulates, reaching thresholds triggers ore spawns based on Mining Power. Higher Yield increases spawn chances and can be boosted by skills, crew, or equipment. With Yield Values over 100% there is a chance to create a second &amp;quot;drop&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
Different mining tools have different yield values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tool&lt;br /&gt;
!Yield&lt;br /&gt;
|-&lt;br /&gt;
|Mining Laser&lt;br /&gt;
|60%&lt;br /&gt;
|-&lt;br /&gt;
|Mining Surface Drone&lt;br /&gt;
|60%&lt;br /&gt;
|-&lt;br /&gt;
|Mining Twin Laser&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
|Mining Autocannon&lt;br /&gt;
|40%&lt;br /&gt;
|-&lt;br /&gt;
|Asteroid Obliterator&lt;br /&gt;
|40%-45%  (depending on size)&lt;br /&gt;
|-&lt;br /&gt;
| Core Buster&lt;br /&gt;
| 40%&lt;br /&gt;
|-&lt;br /&gt;
| Mining Core Drone&lt;br /&gt;
| 80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Environmental Hazards&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hazard Protection 1 Booster.png|thumb|500px|right|Hazard Protection Booster can be bought at most Minudus Stations]]&lt;br /&gt;
&lt;br /&gt;
Asteroid Fields may contain a Hazard - such as Cold, Mines, Radiation, Corrosion etc. These are naturally occurring and are generated from the asteroids themselves. Once an asteroid is destroyed the hazard around it will vanish, but asteroids merely depleted will remain hazardous.&lt;br /&gt;
&lt;br /&gt;
Boosters granting protection from hazards can be purchased or crafted. One can equip multiple Protection Boosters but each will reduce half of hazard exposure left, so full immunity is not possible to achieve. In the long term, investing in better shielding or repair nanites for armor is recommended.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Examples of Hazards&lt;br /&gt;
|&lt;br /&gt;
Radiation:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Radiation Hazardous.png|400px]]&lt;br /&gt;
|&lt;br /&gt;
Cold:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Cold .png|400px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Mines:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Explosive Hazardous.png|400px]]&lt;br /&gt;
|&lt;br /&gt;
Heat:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Heat Hazardous.png|400px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Mineable Ores&#039;&#039;&#039; (as of v0.8.1.9) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&lt;br /&gt;
! Element !! Ores Found In&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #00ccff;&amp;quot;&amp;gt;&#039;&#039;&#039;Titanium&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Cerrax, Neonine, Orminite, Tachyline, Torvenite, Xylenite, Zorinite, Erythrite&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #00ffff;&amp;quot;&amp;gt;&#039;&#039;&#039;Oxide&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Amberic, Baryth, Caldras, Drakitium, Neonine, Tachyline, Xylenite&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #b87333;&amp;quot;&amp;gt;&#039;&#039;&#039;Silicon&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Amberic, Drakitium, Lithar, Onexel, Orminite, Xenorite, Lunorite, Thalorene&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #cc00ff;&amp;quot;&amp;gt;&#039;&#039;&#039;Tungsten&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Argenthyte, Baryth, Caldras, Dromium, Lithar, Torvenite, Xylenite&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #7a7a7a;&amp;quot;&amp;gt;&#039;&#039;&#039;Carbon&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Cerrax, Drakitium, Dromium, Halcyonite, Onexel, Erythrite, Lunorite&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&#039;&#039;&#039;Iridium&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Amberic, Argenthyte, Halcyonite, Xenorite, Crysaline, Omegane&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #c0c0c0;&amp;quot;&amp;gt;&#039;&#039;&#039;Platinum&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Dromium, Tachyline, Zorinite, Crysaline, Omegane, Thalorene&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #00ff9d;&amp;quot;&amp;gt;&#039;&#039;&#039;Astatine&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Caldras, Halcyonite, Neonine, Xenorite, Erythrite, Omegane&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ore spawn levels ==&lt;br /&gt;
&lt;br /&gt;
Minimum &#039;&#039;&#039;asteroid field level&#039;&#039;&#039; (system or mining POI level) at which each ore variant can first appear. Normally, the game has different values for an ore if it can spawn on surface or core of an asteroid. This table ignores that and just shows at which level of the POI you can expect to see an ore appear.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ore !! Base !! Dense !! Rich !! Pure !! Radiant !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Cerrax || 1 || 1 || 1 || — || — || Titanium, Carbon&lt;br /&gt;
|-&lt;br /&gt;
| Amberic || 1 || — || — || 1 || 1 || Oxide, Silicon, Iridium&lt;br /&gt;
|-&lt;br /&gt;
| Onexel || 1 || 1 || 1 || — || — || Silicon, Carbon&lt;br /&gt;
|-&lt;br /&gt;
| Dromium || 1 || — || — || 1 || 1 || Tungsten, Carbon, Platinum&lt;br /&gt;
|-&lt;br /&gt;
| Baryth || 1 || 1 || 1 || — || — || Tungsten, Oxide&lt;br /&gt;
|-&lt;br /&gt;
| Halcyonite || 1 || — || — || 1 || 1 || Carbon, Iridium, Astatine&lt;br /&gt;
|-&lt;br /&gt;
| Orminite || 1 || 1 || 3 || — || — || Silicon, Titanium&lt;br /&gt;
|-&lt;br /&gt;
| Neonine || 1 || — || — || 1 || 3 || Oxide, Titanium, Astatine&lt;br /&gt;
|-&lt;br /&gt;
| Argenthyte || 1 || 7 || 13 || — || — || Tungsten, Iridium&lt;br /&gt;
|-&lt;br /&gt;
| Tachyline || 1 || — || — || 7 || 13 || Oxide, Titanium, Platinum&lt;br /&gt;
|-&lt;br /&gt;
| Zorinite || 11 || 17 || 23 || — || — || Titanium, Platinum&lt;br /&gt;
|-&lt;br /&gt;
| Xenorite || 11 || — || — || 17 || 23 || Silicon, Iridium, Astatine&lt;br /&gt;
|-&lt;br /&gt;
| Lithar || 21 || 27 || 33 || — || — || Silicon, Tungsten&lt;br /&gt;
|-&lt;br /&gt;
| Caldras || 21 || — || — || 27 || 33 || Tungsten, Oxide, Astatine&lt;br /&gt;
|-&lt;br /&gt;
| Torvenite || 31 || 37 || 43 || — || — || Titanium, Tungsten&lt;br /&gt;
|-&lt;br /&gt;
| Drakitium || 31 || — || — || 37 || 43 || Carbon, Silicon, Oxide&lt;br /&gt;
|-&lt;br /&gt;
| Crysaline || 41 || 47 || 53 || — || — || Iridium, Platinum&lt;br /&gt;
|-&lt;br /&gt;
| Xylenite || 41 || — || — || 47 || 53 || Titanium, Tungsten, Oxide&lt;br /&gt;
|-&lt;br /&gt;
| Thalorene || 51 || 57 || 63 || — || — || Silicon, Platinum&lt;br /&gt;
|-&lt;br /&gt;
| Erythrite || 51 || — || — || 57 || 63 || Carbon, Titanium, Astatine&lt;br /&gt;
|-&lt;br /&gt;
| Lunorite || 61 || 67 || 73 || — || — || Silicon, Carbon&lt;br /&gt;
|-&lt;br /&gt;
| Omegane || 61 || — || — || 67 || 73 || Iridium, Platinum, Astatine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Mining&amp;diff=3574</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Mining&amp;diff=3574"/>
		<updated>2026-06-15T20:28:00Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: /* Mineable Ores (as of v0.8.0.2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mining Page Picture 1.png|thumb|right|500px|Maul mining using Drones]]&lt;br /&gt;
&lt;br /&gt;
Mining is a core activity in Vanguard Galaxy. Asteroid fields which occur naturally, through random events, missions or through Mining Claims contain ore-filled asteroids, which can be mined.&lt;br /&gt;
&lt;br /&gt;
Mined ores can either be sold for profit, or refined in the [[Refinery]] in order to produce refined materials for further use.&lt;br /&gt;
&lt;br /&gt;
While any ship can mine ores, dedicated mining ships grant significant bonuses. For more info on ship roles, see [[Ships]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Surface and Core Mining&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Asteroids contain ores in two layers: &#039;&#039;&#039;surface&#039;&#039;&#039; and &#039;&#039;&#039;core&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Mining.asteroid.png|500px|thumb|right|Ores in an asteroid]]&lt;br /&gt;
&lt;br /&gt;
In order to see what can be mined - which is the first step in mining, the Captain needs to have one of the relevant skills enabled:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Mining overview skills:&lt;br /&gt;
|[[File:Basic_Scanning_Skill.png]]&lt;br /&gt;
|[[File:Advanced_Scanning_Skill.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Scanning&#039;&#039;&#039; skill will show what types of ores are present, &#039;&#039;&#039;Advanced Scanning&#039;&#039;&#039; will show exactly how much damage is needed to mine everything, and how many ores can be expected.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Surface Mining&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Surface mining will mine the ores that are on the outer layer of an Asteroid. This is usually less rewarding but easier, as surface ores are normally more common and worth less money. &lt;br /&gt;
&lt;br /&gt;
In order to mine surface ores, a ship needs to have either a &#039;&#039;&#039;Mining Laser&#039;&#039;&#039;, &#039;&#039;&#039;Mining Autocannon&#039;&#039;&#039; or &#039;&#039;&#039;Mining Surface Drones&#039;&#039;&#039;. Alternatively, special tools like an &#039;&#039;&#039;Asteroid Obliterator&#039;&#039;&#039; can be used, to mixed results.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Sample mining laser:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Mining.laser.png|500px]]&lt;br /&gt;
|&lt;br /&gt;
Mining surface drones:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Mining.drone.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Core Mining&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Core mining will collect the core ores of the Asteroid. This activity is usually more difficult (due to higher HP of core ores), but grants more rewarding Ores. &lt;br /&gt;
&lt;br /&gt;
In order to mine core ores, a ship needs to have either a &#039;&#039;&#039;Core Buster&#039;&#039;&#039; or &#039;&#039;&#039;Mining Core Drones&#039;&#039;&#039;. Alternatively, an &#039;&#039;&#039;Asteroid Obliterator&#039;&#039;&#039; can also be use to mixed results.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Using a Core Buster will vaporize surface ores, while using an Asteroid Obliterator tends to vaporize the entire asteroid. If this is a concern, try to use Mining Core Drones.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Sample mining core buster:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Mining.core.buster.png|500px]]&lt;br /&gt;
|&lt;br /&gt;
Mining core drones:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Mining.drone.core.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Cross-mining and Random Effects&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Locked.containers.png|thumb|right|500px|Locked containers received through mining]]&lt;br /&gt;
&lt;br /&gt;
While mining a specific ore type (surface or core), on successful result there is a 5% chance of having mined the other ore type as well. Thus, getting some core ores while only using a laser is technically possible, though not reliable.&lt;br /&gt;
&lt;br /&gt;
Mining Asteroids also has a chance to spawn &#039;&#039;&#039;Crystals&#039;&#039;&#039;, which can be used in the [[Forge]] to craft &#039;&#039;&#039;Exotic&#039;&#039;&#039; (purple) equipment.&lt;br /&gt;
&lt;br /&gt;
Different types of crystals obtained through mining:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Mining Crystals.png|500px|]]&lt;br /&gt;
&lt;br /&gt;
In addition to above, with certain skills it&#039;s possible for mining to also result in [[Locked Containers]]. These can be quite valuable if opened at a [[Steel Vultures]] station.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Asteroid Fields and Mining Claims&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Mining Claim.png|thumb|right|500px|Example of a Mining Claim.]]&lt;br /&gt;
&lt;br /&gt;
Asteroid Fields can be found in most Systems. While Asteroid Fields will replenish after 1 Hour when not visited in between, Mining POIs unlocked trough Claims won&#039;t - Once a Mining Claim is drained of ores it will stay that way until the player uses another Mining Claim to receive a fresh field.&lt;br /&gt;
&lt;br /&gt;
Claims can be either bought from Mining Shops or from Prospectors in the Bar.&lt;br /&gt;
&lt;br /&gt;
One can view information about a Mining Field at a glance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Basic and Advanced Scanning skills grant (more) information about an Asteroid Field&lt;br /&gt;
!&lt;br /&gt;
!Without the Advanced Scanning Skill&lt;br /&gt;
!With the Advanced Scanning Skill&lt;br /&gt;
|-&lt;br /&gt;
!Before scanning&lt;br /&gt;
|[[File:Asteroid_Field_Map_without_Skill.png]]&lt;br /&gt;
|[[File:Mining_Page_Picture_2.png]]&lt;br /&gt;
|-&lt;br /&gt;
!After scanning&lt;br /&gt;
|[[File:Mining_Page_Picture_3.png]]&lt;br /&gt;
|[[File:Mining_Page_Picture_4.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Motherlode Systems&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Motherlode.map.png|500px|right|thumb|Motherlode system on a map]]&lt;br /&gt;
&lt;br /&gt;
Motherlodes have a much higher number of asteroid fields (usually 3, in contrast to regular 0-1) which are also denser and more profitable. They are also higher level than the surrounding systems, which translates to higher-value ores.&lt;br /&gt;
&lt;br /&gt;
In order to unlock a regular Motherlode system, one needs to buy a &#039;&#039;&#039;Gate Key&#039;&#039;&#039; from a [[Mindus Holdings]] station within the same subsector. Within &#039;&#039;Conquest&#039;&#039; zone, no keys are required.&lt;br /&gt;
&lt;br /&gt;
Motherlode systems occur randomly in the &#039;&#039;Frontier&#039;&#039; zone of the map. Within &#039;&#039;Conquest&#039;&#039; zone of the map, they also spawn - look for non-conquest [[Mindus Holdings]] stations. See [[Navigation]] for more information.&lt;br /&gt;
&lt;br /&gt;
Exmaple of a Motherlode system:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Motherlode.system.png|500px]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Yield and Mining Power&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Mining Mechanis.jpg|right|thumb|781x781px|Disclaimer: This Picture is AI generated.]]&lt;br /&gt;
&lt;br /&gt;
Yield determines the chance to spawn ore when damaging an asteroid, while [[Power|Mining Power]] affects how much damage is dealt. As damage accumulates, reaching thresholds triggers ore spawns based on Mining Power. Higher Yield increases spawn chances and can be boosted by skills, crew, or equipment. With Yield Values over 100% there is a chance to create a second &amp;quot;drop&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
Different mining tools have different yield values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tool&lt;br /&gt;
!Yield&lt;br /&gt;
|-&lt;br /&gt;
|Mining Laser&lt;br /&gt;
|60%&lt;br /&gt;
|-&lt;br /&gt;
|Mining Surface Drone&lt;br /&gt;
|60%&lt;br /&gt;
|-&lt;br /&gt;
|Mining Twin Laser&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
|Mining Autocannon&lt;br /&gt;
|40%&lt;br /&gt;
|-&lt;br /&gt;
|Asteroid Obliterator&lt;br /&gt;
|40%-45%  (depending on size)&lt;br /&gt;
|-&lt;br /&gt;
| Core Buster&lt;br /&gt;
| 40%&lt;br /&gt;
|-&lt;br /&gt;
| Mining Core Drone&lt;br /&gt;
| 80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Environmental Hazards&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hazard Protection 1 Booster.png|thumb|500px|right|Hazard Protection Booster can be bought at most Minudus Stations]]&lt;br /&gt;
&lt;br /&gt;
Asteroid Fields may contain a Hazard - such as Cold, Mines, Radiation, Corrosion etc. These are naturally occurring and are generated from the asteroids themselves. Once an asteroid is destroyed the hazard around it will vanish, but asteroids merely depleted will remain hazardous.&lt;br /&gt;
&lt;br /&gt;
Boosters granting protection from hazards can be purchased or crafted. One can equip multiple Protection Boosters but each will reduce half of hazard exposure left, so full immunity is not possible to achieve. In the long term, investing in better shielding or repair nanites for armor is recommended.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Examples of Hazards&lt;br /&gt;
|&lt;br /&gt;
Radiation:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Radiation Hazardous.png|400px]]&lt;br /&gt;
|&lt;br /&gt;
Cold:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Cold .png|400px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Mines:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Explosive Hazardous.png|400px]]&lt;br /&gt;
|&lt;br /&gt;
Heat:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Heat Hazardous.png|400px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Mineable Ores&#039;&#039;&#039; (as of v0.8.1.9) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&lt;br /&gt;
! Element !! Ores Found In&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #00ccff;&amp;quot;&amp;gt;&#039;&#039;&#039;Titanium&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Cerrax, Neonine, Orminite, Tachyline, Torvenite, Xylenite, Zorinite, Erythrite&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #00ffff;&amp;quot;&amp;gt;&#039;&#039;&#039;Oxide&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Amberic, Baryth, Caldras, Drakitium, Neonine, Tachyline, Xylenite&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #b87333;&amp;quot;&amp;gt;&#039;&#039;&#039;Silicon&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Amberic, Drakitium, Lithar, Onexel, Orminite, Xenorite, Lunorite, Thalorene&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #cc00ff;&amp;quot;&amp;gt;&#039;&#039;&#039;Tungsten&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Argenthyte, Baryth, Caldras, Dromium, Lithar, Torvenite, Xylenite&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #7a7a7a;&amp;quot;&amp;gt;&#039;&#039;&#039;Carbon&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Cerrax, Drakitium, Dromium, Halcyonite, Onexel, Erythrite, Lunorite&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&#039;&#039;&#039;Iridium&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Amberic, Argenthyte, Halcyonite, Xenorite, Crysaline, Omegane&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #c0c0c0;&amp;quot;&amp;gt;&#039;&#039;&#039;Platinum&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Dromium, Tachyline, Zorinite, Crysaline, Omegane, Thalorene&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #00ff9d;&amp;quot;&amp;gt;&#039;&#039;&#039;Astatine&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Caldras, Halcyonite, Neonine, Xenorite, Erythrite, Omegane&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ore spawn levels ==&lt;br /&gt;
&lt;br /&gt;
Minimum &#039;&#039;&#039;asteroid field level&#039;&#039;&#039; (system or mining POI level) at which each ore variant can first appear. Normally, the game has different values for an ore if it can spawn on surface or core of an asteroid. This table ignores that and just shows at which level of the POI you can expect to see an ore appear.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ore !! Base !! Dense !! Rich !! Pure !! Radiant&lt;br /&gt;
|-&lt;br /&gt;
| Cerrax || 1 || 1 || 1 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Amberic || 1 || — || — || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Onexel || 1 || 1 || 1 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Dromium || 1 || — || — || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Baryth || 1 || 1 || 1 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Halcyonite || 1 || — || — || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Orminite || 1 || 1 || 3 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Neonine || 1 || — || — || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Argenthyte || 1 || 7 || 13 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Tachyline || 1 || — || — || 7 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Zorinite || 11 || 17 || 23 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Xenorite || 11 || — || — || 17 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Lithar || 21 || 27 || 33 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Caldras || 21 || — || — || 27 || 33&lt;br /&gt;
|-&lt;br /&gt;
| Torvenite || 31 || 37 || 43 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Drakitium || 31 || — || — || 37 || 43&lt;br /&gt;
|-&lt;br /&gt;
| Crysaline || 41 || 47 || 53 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Xylenite || 41 || — || — || 47 || 53&lt;br /&gt;
|-&lt;br /&gt;
| Thalorene || 51 || 57 || 63 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Erythrite || 51 || — || — || 57 || 63&lt;br /&gt;
|-&lt;br /&gt;
| Lunorite || 61 || 67 || 73 || — || —&lt;br /&gt;
|-&lt;br /&gt;
| Omegane || 61 || — || — || 67 || 73&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3573</id>
		<title>Precision</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3573"/>
		<updated>2026-06-15T20:07:34Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: /* Precision into Critical chance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Precision.png|600px|thumb|right|Precision]]&lt;br /&gt;
&lt;br /&gt;
Precision is a base statistic that is directly tied to &#039;&#039;&#039;Critical Chance&#039;&#039;&#039; - a chance to score double (or triple, or quadruple, etc. damage). Normally every ship starts with 3% critical chance, but through precision they can get more. Precision is primarily generated by the equipped Scanner module, and can be further boosted by substats on any module or turret. &#039;&#039;Critical Chance&#039;&#039; by itself can also be boosted through substats on turrets.&lt;br /&gt;
&lt;br /&gt;
Precision defines how precise the ship&#039;s attacks are, which is relevant for critical hit calculations. The higher the ship level (which is related to the level of the gear equipped on the ship), more Precision is required to maintain the same critical hit chance.&lt;br /&gt;
&lt;br /&gt;
All turrets are subject to the same rule - thus having high precision on a mining ship will cause it to cause critical hits with increased frequency, which in turn speeds up mining considerably.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Precision and Critical chance&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Critical.chance.png|600px|right|thumb|Critical Chance]]&lt;br /&gt;
&lt;br /&gt;
* At Level 1, a ship with 10 Precision has 3% + 1.86% = 4.86% Critical Chance&lt;br /&gt;
* At Level 30, a ship with 10 Precision has 3% + 0.25% = 3.25% Critical Chance&lt;br /&gt;
&lt;br /&gt;
There is always a base Critical chance of 3%. Skills that increase the Critical chance will always count towards the base value. &lt;br /&gt;
&lt;br /&gt;
Example: A Skill gives 3% the base Critical chance, and a 2% multiplier.&lt;br /&gt;
&lt;br /&gt;
This calculates to: &amp;lt;code&amp;gt;(3% base + 3% from the skill + ab% from gear + xy% from precision (see below)) * 102% (from the multiplier)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Precision into Critical chance ===&lt;br /&gt;
&lt;br /&gt;
How Precision translates towards Critical Chance shown in the ship&#039;s Info Statistics tab is roughly: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
levelScale = round(25 × 2^(shipLevel / 10)) -&amp;gt; shipLevel comes from average and max level of ship gear&lt;br /&gt;
&lt;br /&gt;
linear = 0.05 × precision / levelScale -&amp;gt; meaning higher the ship level, more is required &lt;br /&gt;
if linear &amp;gt; 5%:&lt;br /&gt;
  precisionCrit = 5% + (linear − 5% + 1)^0.75 − 1 -&amp;gt; over 5%, precision gains diminishing returns.&lt;br /&gt;
else:&lt;br /&gt;
  precisionCrit = linear -&amp;gt; up to 5% is gained linearly&lt;br /&gt;
Critical chance = (3% + precisionCrit + flat crit substats) × crit multipliers&lt;br /&gt;
‎&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since this means precision by itself isn&#039;t really &amp;quot;human-readable&amp;quot;, it&#039;s slated for a revamp at a later date.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3572</id>
		<title>Precision</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3572"/>
		<updated>2026-06-15T20:06:11Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: /* Precision into Critical chance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Precision.png|600px|thumb|right|Precision]]&lt;br /&gt;
&lt;br /&gt;
Precision is a base statistic that is directly tied to &#039;&#039;&#039;Critical Chance&#039;&#039;&#039; - a chance to score double (or triple, or quadruple, etc. damage). Normally every ship starts with 3% critical chance, but through precision they can get more. Precision is primarily generated by the equipped Scanner module, and can be further boosted by substats on any module or turret. &#039;&#039;Critical Chance&#039;&#039; by itself can also be boosted through substats on turrets.&lt;br /&gt;
&lt;br /&gt;
Precision defines how precise the ship&#039;s attacks are, which is relevant for critical hit calculations. The higher the ship level (which is related to the level of the gear equipped on the ship), more Precision is required to maintain the same critical hit chance.&lt;br /&gt;
&lt;br /&gt;
All turrets are subject to the same rule - thus having high precision on a mining ship will cause it to cause critical hits with increased frequency, which in turn speeds up mining considerably.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Precision and Critical chance&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Critical.chance.png|600px|right|thumb|Critical Chance]]&lt;br /&gt;
&lt;br /&gt;
* At Level 1, a ship with 10 Precision has 3% + 1.86% = 4.86% Critical Chance&lt;br /&gt;
* At Level 30, a ship with 10 Precision has 3% + 0.25% = 3.25% Critical Chance&lt;br /&gt;
&lt;br /&gt;
There is always a base Critical chance of 3%. Skills that increase the Critical chance will always count towards the base value. &lt;br /&gt;
&lt;br /&gt;
Example: A Skill gives 3% the base Critical chance, and a 2% multiplier.&lt;br /&gt;
&lt;br /&gt;
This calculates to: &amp;lt;code&amp;gt;(3% base + 3% from the skill + ab% from gear + xy% from precision (see below)) * 102% (from the multiplier)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Precision into Critical chance ===&lt;br /&gt;
&lt;br /&gt;
How Precision translates towards Critical Chance shown in the ship&#039;s Info Statistics tab is roughly: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
levelScale = round(25 × 2^(shipLevel / 10)) -&amp;gt; shipLevel comes from player level and ship gear&lt;br /&gt;
&lt;br /&gt;
linear = 0.05 × precision / levelScale -&amp;gt; meaning higher the ship level, more is required &lt;br /&gt;
if linear &amp;gt; 5%:&lt;br /&gt;
  precisionCrit = 5% + (linear − 5% + 1)^0.75 − 1 -&amp;gt; over 5%, precision gains diminishing returns.&lt;br /&gt;
else:&lt;br /&gt;
  precisionCrit = linear -&amp;gt; up to 5% is gained linearly&lt;br /&gt;
Critical chance = (3% + precisionCrit + flat crit substats) × crit multipliers&lt;br /&gt;
‎&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since this means precision by itself isn&#039;t really &amp;quot;human-readable&amp;quot;, it&#039;s slated for a revamp at a later date.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3571</id>
		<title>Precision</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3571"/>
		<updated>2026-06-15T19:56:06Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Precision.png|600px|thumb|right|Precision]]&lt;br /&gt;
&lt;br /&gt;
Precision is a base statistic that is directly tied to &#039;&#039;&#039;Critical Chance&#039;&#039;&#039; - a chance to score double (or triple, or quadruple, etc. damage). Normally every ship starts with 3% critical chance, but through precision they can get more. Precision is primarily generated by the equipped Scanner module, and can be further boosted by substats on any module or turret. &#039;&#039;Critical Chance&#039;&#039; by itself can also be boosted through substats on turrets.&lt;br /&gt;
&lt;br /&gt;
Precision defines how precise the ship&#039;s attacks are, which is relevant for critical hit calculations. The higher the ship level (which is related to the level of the gear equipped on the ship), more Precision is required to maintain the same critical hit chance.&lt;br /&gt;
&lt;br /&gt;
All turrets are subject to the same rule - thus having high precision on a mining ship will cause it to cause critical hits with increased frequency, which in turn speeds up mining considerably.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Precision and Critical chance&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Critical.chance.png|600px|right|thumb|Critical Chance]]&lt;br /&gt;
&lt;br /&gt;
* At Level 1, a ship with 10 Precision has 3% + 1.86% = 4.86% Critical Chance&lt;br /&gt;
* At Level 30, a ship with 10 Precision has 3% + 0.25% = 3.25% Critical Chance&lt;br /&gt;
&lt;br /&gt;
There is always a base Critical chance of 3%. Skills that increase the Critical chance will always count towards the base value. &lt;br /&gt;
&lt;br /&gt;
Example: A Skill gives 3% the base Critical chance, and a 2% multiplier.&lt;br /&gt;
&lt;br /&gt;
This calculates to: &amp;lt;code&amp;gt;(3% base + 3% from the skill + ab% from gear + xy% from precision (see below)) * 102% (from the multiplier)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Precision into Critical chance ===&lt;br /&gt;
&lt;br /&gt;
How Precision translates towards Critical Chance shown in the ship&#039;s Info Statistics tab is roughly: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
levelScale = round(25 × 2^(shipLevel / 10))&amp;lt;br&amp;gt;&lt;br /&gt;
Critical chance = 3% + (0.05 × precision / levelScale)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Meaning the higher the ship level, more is required.&lt;br /&gt;
&lt;br /&gt;
If this is higher than 5%, then, roughly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Critical chance = 3% + 5% + (old critical chance - 5% + 1)^0.75 - 1&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Meaning it grants diminishing returns.&lt;br /&gt;
&lt;br /&gt;
Since this means precision by itself isn&#039;t really &amp;quot;human-readable&amp;quot;, it&#039;s slated for a revamp at a later date.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3570</id>
		<title>Precision</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3570"/>
		<updated>2026-06-15T19:55:04Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: /* Precision and Critical chance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Precision.png|600px|thumb|right|Precision]]&lt;br /&gt;
&lt;br /&gt;
Precision is a base statistic that is directly tied to &#039;&#039;&#039;Critical Chance&#039;&#039;&#039; - a chance to score double (or triple, or quadruple, etc. damage). Normally every ship starts with 3% critical chance, but through precision they can get more. Precision is primarily generated by the equipped Scanner module, and can be further boosted by substats on any module or turret. &#039;&#039;Critical Chance&#039;&#039; by itself can also be boosted through substats on turrets.&lt;br /&gt;
&lt;br /&gt;
Precision defines how precise the ship&#039;s attacks are, which is relevant for critical hit calculations. The higher the level of the gear equipped on the ship, more Precision is required to maintain the same critical hit chance.&lt;br /&gt;
&lt;br /&gt;
All turrets are subject to the same rule - thus having high precision on a mining ship will cause it to cause critical hits with increased frequency, which in turn speeds up mining considerably.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Precision and Critical chance&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Critical.chance.png|600px|right|thumb|Critical Chance]]&lt;br /&gt;
&lt;br /&gt;
* At Level 1, a ship with 10 Precision has 3% + 1.86% = 4.86% Critical Chance&lt;br /&gt;
* At Level 30, a ship with 10 Precision has 3% + 0.25% = 3.25% Critical Chance&lt;br /&gt;
&lt;br /&gt;
There is always a base Critical chance of 3%. Skills that increase the Critical chance will always count towards the base value. &lt;br /&gt;
&lt;br /&gt;
Example: A Skill gives 3% the base Critical chance, and a 2% multiplier.&lt;br /&gt;
&lt;br /&gt;
This calculates to: &amp;lt;code&amp;gt;(3% base + 3% from the skill + ab% from gear + xy% from precision (see below)) * 102% (from the multiplier)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: How Precision translates towards Critical Chance shown in the ship&#039;s Info Statistics tab is roughly: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
levelScale = round(25 × 2^(shipLevel / 10))&amp;lt;br&amp;gt;&lt;br /&gt;
Critical chance = 3% + (0.05 × precision / levelScale)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Meaning the higher the ship level, more is required.&lt;br /&gt;
&lt;br /&gt;
If this is higher than 5%, then roughly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Critical chance = 3% + 5% + (old critical chance - 5% + 1)^0.75 - 1&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Meaning it grants diminishing returns.&lt;br /&gt;
&lt;br /&gt;
Since this means precision by itself isn&#039;t really &amp;quot;human-readable&amp;quot;, it&#039;s slated for a revamp at a later date.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3569</id>
		<title>Precision</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3569"/>
		<updated>2026-06-15T19:53:05Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: /* Precision and Critical chance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Precision.png|600px|thumb|right|Precision]]&lt;br /&gt;
&lt;br /&gt;
Precision is a base statistic that is directly tied to &#039;&#039;&#039;Critical Chance&#039;&#039;&#039; - a chance to score double (or triple, or quadruple, etc. damage). Normally every ship starts with 3% critical chance, but through precision they can get more. Precision is primarily generated by the equipped Scanner module, and can be further boosted by substats on any module or turret. &#039;&#039;Critical Chance&#039;&#039; by itself can also be boosted through substats on turrets.&lt;br /&gt;
&lt;br /&gt;
Precision defines how precise the ship&#039;s attacks are, which is relevant for critical hit calculations. The higher the level of the gear equipped on the ship, more Precision is required to maintain the same critical hit chance.&lt;br /&gt;
&lt;br /&gt;
All turrets are subject to the same rule - thus having high precision on a mining ship will cause it to cause critical hits with increased frequency, which in turn speeds up mining considerably.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Precision and Critical chance&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Critical.chance.png|600px|right|thumb|Critical Chance]]&lt;br /&gt;
&lt;br /&gt;
* At Level 1, a ship with 10 Precision has 3% + 1.86% = 4.86% Critical Chance&lt;br /&gt;
* At Level 30, a ship with 10 Precision has 3% + 0.25% = 3.25% Critical Chance&lt;br /&gt;
&lt;br /&gt;
There is always a base Critical chance of 3%. Skills that increase the Critical chance will always count towards the base value. &lt;br /&gt;
&lt;br /&gt;
Example: A Skill gives 3% the base Critical chance, and a 2% multiplier.&lt;br /&gt;
&lt;br /&gt;
This calculates to: &amp;lt;code&amp;gt;(3% base + 3% from the skill + ab% from gear + xy% from precision (see below)) * 102% (from the multiplier)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: How Precision translates towards Critical Chance shown in the ship&#039;s Info Statistics tab is roughly: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
levelScale = round(25 × 2^(shipLevel / 10))&lt;br /&gt;
Critical chance = 3% + (0.05 × precision / levelScale)&amp;lt;/code&amp;gt; - meaning the higher the ship level, more is required.&lt;br /&gt;
&lt;br /&gt;
If this is higher than 5%, then roughly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Critical chance = 3% + 5% + (old critical chance - 5% + 1)^0.75 - 1&amp;lt;/code&amp;gt; - meaning it grants diminishing returns.&lt;br /&gt;
&lt;br /&gt;
Since this means precision by itself isn&#039;t really &amp;quot;human-readable&amp;quot;, it&#039;s slated for a revamp at a later date.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3568</id>
		<title>Precision</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3568"/>
		<updated>2026-06-15T19:47:19Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: /* Precision and Critical chance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Precision.png|600px|thumb|right|Precision]]&lt;br /&gt;
&lt;br /&gt;
Precision is a base statistic that is directly tied to &#039;&#039;&#039;Critical Chance&#039;&#039;&#039; - a chance to score double (or triple, or quadruple, etc. damage). Normally every ship starts with 3% critical chance, but through precision they can get more. Precision is primarily generated by the equipped Scanner module, and can be further boosted by substats on any module or turret. &#039;&#039;Critical Chance&#039;&#039; by itself can also be boosted through substats on turrets.&lt;br /&gt;
&lt;br /&gt;
Precision defines how precise the ship&#039;s attacks are, which is relevant for critical hit calculations. The higher the level of the gear equipped on the ship, more Precision is required to maintain the same critical hit chance.&lt;br /&gt;
&lt;br /&gt;
All turrets are subject to the same rule - thus having high precision on a mining ship will cause it to cause critical hits with increased frequency, which in turn speeds up mining considerably.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Precision and Critical chance&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Critical.chance.png|600px|right|thumb|Critical Chance]]&lt;br /&gt;
&lt;br /&gt;
* At Level 1, a ship with 10 Precision has 3% + 1.86% = 4.86% Critical Chance&lt;br /&gt;
* At Level 30, a ship with 10 Precision has 3% + 0.25% = 3.25% Critical Chance&lt;br /&gt;
&lt;br /&gt;
There is always a base Critical chance of 3%. Skills that increase the Critical chance will always count towards the base value. &lt;br /&gt;
&lt;br /&gt;
Example: A Skill gives 3% the base Critical chance, and a 2% multiplier.&lt;br /&gt;
&lt;br /&gt;
This calculates to: &amp;lt;code&amp;gt;(3% base + 3% from the skill + ab% from gear + xy% from precision (see below)) * 102% (from the multiplier)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: How Precision translates towards Critical Chance shown in the ship&#039;s Info Statistics tab is roughly: &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Critical chance = 3% + (0.05 × precision / levelScale)&amp;lt;/code&amp;gt; - meaning the higher the ship level, more is required.&lt;br /&gt;
&lt;br /&gt;
If this is higher than 5%, then roughly:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Critical chance = 5% + (old critical chance - 5%)^0.75&amp;lt;/code&amp;gt; - meaning it grants diminishing returns.&lt;br /&gt;
&lt;br /&gt;
Since this means precision by itself isn&#039;t really &amp;quot;human-readable&amp;quot;, it&#039;s slated for a revamp at a later date.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3567</id>
		<title>Precision</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3567"/>
		<updated>2026-06-15T19:46:42Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: /* Precision and Critical chance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Precision.png|600px|thumb|right|Precision]]&lt;br /&gt;
&lt;br /&gt;
Precision is a base statistic that is directly tied to &#039;&#039;&#039;Critical Chance&#039;&#039;&#039; - a chance to score double (or triple, or quadruple, etc. damage). Normally every ship starts with 3% critical chance, but through precision they can get more. Precision is primarily generated by the equipped Scanner module, and can be further boosted by substats on any module or turret. &#039;&#039;Critical Chance&#039;&#039; by itself can also be boosted through substats on turrets.&lt;br /&gt;
&lt;br /&gt;
Precision defines how precise the ship&#039;s attacks are, which is relevant for critical hit calculations. The higher the level of the gear equipped on the ship, more Precision is required to maintain the same critical hit chance.&lt;br /&gt;
&lt;br /&gt;
All turrets are subject to the same rule - thus having high precision on a mining ship will cause it to cause critical hits with increased frequency, which in turn speeds up mining considerably.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Precision and Critical chance&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Critical.chance.png|600px|right|thumb|Critical Chance]]&lt;br /&gt;
&lt;br /&gt;
* At Level 1, a ship with 10 Precision has 3% + 1.86% = 4.86% Critical Chance&lt;br /&gt;
* At Level 30, a ship with 10 Precision has 3% + 0.25% = 3.25% Critical Chance&lt;br /&gt;
&lt;br /&gt;
There is always a base Critical chance of 3%. Skills that increase the Critical chance will always count towards the base value. &lt;br /&gt;
&lt;br /&gt;
Example: A Skill gives 3% the base Critical chance, and a 2% multiplier.&lt;br /&gt;
&lt;br /&gt;
This calculates to: &amp;lt;code&amp;gt;(3% base + 3% from the skill + ab% from gear + xy% from precision (see below)) * 102% (from the multiplier)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: How Precision translates towards Critical Chance shown in the ship&#039;s Info Statistics tab is roughly: &lt;br /&gt;
&lt;br /&gt;
* Critical chance = 3% + (0.05 × precision / levelScale) - meaning the higher the ship level, more is required.&lt;br /&gt;
&lt;br /&gt;
If this is higher than 5%, then roughly:&lt;br /&gt;
&lt;br /&gt;
* Critical chance = 5% + (old critical chance - 5%)^0.75 - meaning it grants diminishing returns.&lt;br /&gt;
&lt;br /&gt;
Since this means precision by itself isn&#039;t really &amp;quot;human-readable&amp;quot;, it&#039;s slated for a revamp at a later date.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3566</id>
		<title>Precision</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3566"/>
		<updated>2026-06-15T19:46:14Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Precision.png|600px|thumb|right|Precision]]&lt;br /&gt;
&lt;br /&gt;
Precision is a base statistic that is directly tied to &#039;&#039;&#039;Critical Chance&#039;&#039;&#039; - a chance to score double (or triple, or quadruple, etc. damage). Normally every ship starts with 3% critical chance, but through precision they can get more. Precision is primarily generated by the equipped Scanner module, and can be further boosted by substats on any module or turret. &#039;&#039;Critical Chance&#039;&#039; by itself can also be boosted through substats on turrets.&lt;br /&gt;
&lt;br /&gt;
Precision defines how precise the ship&#039;s attacks are, which is relevant for critical hit calculations. The higher the level of the gear equipped on the ship, more Precision is required to maintain the same critical hit chance.&lt;br /&gt;
&lt;br /&gt;
All turrets are subject to the same rule - thus having high precision on a mining ship will cause it to cause critical hits with increased frequency, which in turn speeds up mining considerably.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Precision and Critical chance&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Critical.chance.png|600px|right|thumb|Critical Chance]]&lt;br /&gt;
&lt;br /&gt;
* At Level 1, a ship with 10 Precision has 3% + 1.86% = 4.86% Critical Chance&lt;br /&gt;
* At Level 30, a ship with 10 Precision has 3% + 0.25% = 3.25% Critical Chance&lt;br /&gt;
&lt;br /&gt;
There is always a base Critical chance of 3%. Skills that increase the Critical chance will always count towards the base value. &lt;br /&gt;
&lt;br /&gt;
Example: A Skill gives 3% the base Critical chance, and a 2% multiplier.&lt;br /&gt;
&lt;br /&gt;
This calculates to: (3% base + 3% from the skill + ab% from gear + xy% from precision (see below)) * 102% (from the multiplier).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: How Precision translates towards Critical Chance shown in the ship&#039;s Info Statistics tab is roughly: &lt;br /&gt;
&lt;br /&gt;
* Critical chance = 3% + (0.05 × precision / levelScale) - meaning the higher the ship level, more is required.&lt;br /&gt;
&lt;br /&gt;
If this is higher than 5%, then roughly:&lt;br /&gt;
&lt;br /&gt;
* Critical chance = 5% + (old critical chance - 5%)^0.75 - meaning it grants diminishing returns.&lt;br /&gt;
&lt;br /&gt;
Since this means precision by itself isn&#039;t really &amp;quot;human-readable&amp;quot;, it&#039;s slated for a revamp at a later date.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3565</id>
		<title>Precision</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3565"/>
		<updated>2026-06-15T19:41:12Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Precision.png|600px|thumb|right|Precision]]&lt;br /&gt;
&lt;br /&gt;
Precision is a base statistic that is directly tied to &#039;&#039;&#039;Critical Chance&#039;&#039;&#039; - a chance to score double (or triple, or quadruple, etc. damage). Normally every ship starts with 3% critical chance, but through precision they can get more. Precision is primarily generated by the equipped Scanner module, and can be further boosted by substats on any module or turret. &#039;&#039;Critical Chance&#039;&#039; by itself can also be boosted through substats on turrets.&lt;br /&gt;
&lt;br /&gt;
Precision defines how precise the ship&#039;s attacks are, which is relevant for critical hit calculations. The higher the level of the gear equipped on the ship, more Precision is required to maintain the same critical hit chance.&lt;br /&gt;
&lt;br /&gt;
All turrets are subject to the same rule - thus having high precision on a mining ship will cause it to cause critical hits with increased frequency, which in turn speeds up mining considerably.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Precision and Critical chance&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Critical.chance.png|600px|right|thumb|Critical Chance]]&lt;br /&gt;
&lt;br /&gt;
* At Level 1, a ship with 10 Precision has 3% + 1.86% = 4.86% Critical Chance&lt;br /&gt;
* At Level 30, a ship with 10 Precision has 3% + 0.25% = 3.25% Critical Chance&lt;br /&gt;
&lt;br /&gt;
There is always a base Critical chance of 3%. Skills that increase the Critical chance will always count towards the base value. &lt;br /&gt;
&lt;br /&gt;
Example: A Skill gives 3% the base Critical chance, and a 2% multiplier.&lt;br /&gt;
&lt;br /&gt;
This calculates to: (3% base + 3% from the skill) * 102% (from the multiplier).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: How Precision translates towards Critical Chance shown in the ship&#039;s Info Statistics tab is roughly: &lt;br /&gt;
&lt;br /&gt;
* Critical chance = (0.05 × precision / levelScale) - meaning the higher the average level of the ship&#039;s gear, more is required.&lt;br /&gt;
&lt;br /&gt;
If this is higher than 5%, then roughly:&lt;br /&gt;
&lt;br /&gt;
* Critical chance = (old critical chance)^0.75 - meaning it grants diminishing returns.&lt;br /&gt;
&lt;br /&gt;
Since this means precision by itself isn&#039;t really &amp;quot;human-readable&amp;quot;, it&#039;s slated for a revamp at a later date.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3564</id>
		<title>Precision</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Precision&amp;diff=3564"/>
		<updated>2026-06-15T19:31:53Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Precision.png|600px|thumb|right|Precision]]&lt;br /&gt;
&lt;br /&gt;
Precision is a base statistic that every ship starts with (3%), but is primarily boosted by the equipped Scanner module, and can be further boosted by substats on any module or turret. &lt;br /&gt;
&lt;br /&gt;
It defines how precise the ship&#039;s attacks are, which is relevant for critical hit calculations. The higher the level of the gear equipped on the ship, more Precision is required to maintain the same critical hit chance.&lt;br /&gt;
&lt;br /&gt;
All turrets are subject to the same rule - thus having high precision on a mining ship will cause it to cause critical hits (and mine more ore) with increased frequency.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Precision and Critical chance&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Critical.chance.png|600px|right|thumb|Critical Chance]]&lt;br /&gt;
&lt;br /&gt;
* At Level 1, 10 Precision equals 1.86% Critical Chance&lt;br /&gt;
* At Level 30, 10 Precision equals 0.25% Critical Chance&lt;br /&gt;
&lt;br /&gt;
There is always a base Critical chance of 3%. Skills that increase the Critical chance will always count towards the base value. &lt;br /&gt;
&lt;br /&gt;
Example: A Skill gives 3% the base Critical chance, and a 2% multiplier.&lt;br /&gt;
&lt;br /&gt;
This calculates to: (3% base + 3% from the skill) * 102% (from the multiplier).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: How Precision translates towards Critical Chance shown in the ship&#039;s Info Statistics tab is roughly: Softcap at 5%, and then all additional precision is added via precision^0.75 - basically with diminishing returns.&lt;br /&gt;
&lt;br /&gt;
Since this means precision itself isn&#039;t really &amp;quot;human-readable&amp;quot;, it&#039;s slated for a revamp at a later date.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Energy&amp;diff=3563</id>
		<title>Energy</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Energy&amp;diff=3563"/>
		<updated>2026-06-15T19:20:48Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Reactor.energy.png|900px|thumb|right|Reactor Output and Bonus]]&lt;br /&gt;
&lt;br /&gt;
Energy output of the ship&#039;s reactor is measured against the energy consumption from all the equipped modules. Staying within nominal limits causes no effects, while producing too little or too much energy causes significant penalties and bonuses. Penalties should be avoided, while bonuses can be harnessed. Energy is a constant value that doesn&#039;t change (fluctuate) while flying or doing tasks. This means keeping the produced energy high gives you positive effects.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Reactor Output&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Having these thresholds met will cause following effects:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Reactor Thresholds and Effects&lt;br /&gt;
! Current usage&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;50% &lt;br /&gt;
| +20% Power&lt;br /&gt;
|-&lt;br /&gt;
| 50% - 75%&lt;br /&gt;
| +10% Power&lt;br /&gt;
|-&lt;br /&gt;
| 75% - 100%&lt;br /&gt;
| No Effect&lt;br /&gt;
|-&lt;br /&gt;
| 100% - 125%&lt;br /&gt;
| -25% Power&lt;br /&gt;
|-&lt;br /&gt;
| 125% - 150%&lt;br /&gt;
| -50% Power&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;150%&lt;br /&gt;
| -75% Power&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Although it may seem the Power statistic listed above is the same as [[Power]], it is &#039;&#039;&#039;not&#039;&#039;&#039; - the bonuses and penalties apply to all main power types (combat, mining, salvage) generated in the form of a modifier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Reactor Bonus Example&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
In the following example the reactor bonus is an additional +0.2 modifier factor added to all the modifiers gained elsewhere, and applies to total Mining Power output. In the same vein the modifier is applied to other forms of power - Combat and Salvage, but &#039;&#039;&#039;not&#039;&#039;&#039; Drone, Torpedo, or others.&lt;br /&gt;
&lt;br /&gt;
[[File:Reactor.bonus.png]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Reactor Penalty Example&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
If the same ship is brought down to maximum penalty, the bonus turns into a -0.75 modifier factor which applies to the same calculations as above, cutting the total Mining Power of the example ship down to 1/4th of the original value.&lt;br /&gt;
&lt;br /&gt;
[[File:Reactor.penalty.png]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Harnessing the Reactor Bonuses&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Divert.power.png|600px|thumb|right|Divert Power]]&lt;br /&gt;
&lt;br /&gt;
While everyone should obviously try to keep the reactor energy usage minimized, through the use of Microgenerators and Solar Powered [[Aspects]], there are skills that rely on this bonus as well:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Divert Power&#039;&#039;&#039;: Combat skill that adds additional Combat Power boost when energy usage is at minimum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Bonus form Divert Power is not listed in the calculations due to a bug, but it is applied regardless.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Drones&amp;diff=3562</id>
		<title>Drones</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Drones&amp;diff=3562"/>
		<updated>2026-06-15T19:13:57Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: /* Drone Bays and Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drone Gathering.png|thumb|500px|right|Drones doing drone work]]&lt;br /&gt;
&lt;br /&gt;
Drones are autonomous craft deployed from a ship with a Drone Bay, which can be configured to do any type of activity - [[Combat]], [[Mining]], [[Salvage]], or utility.&lt;br /&gt;
&lt;br /&gt;
The individual setup of drones is entirely up to the Player. It&#039;s quite common to use drones for defense while main turrets are dedicated to mining, or vice versa.&lt;br /&gt;
&lt;br /&gt;
[[Echo|ECHO]] can use drones, and will actively deploy and return them to the Ship when it decides to leave a POI. The Player can also deploy them manually by clicking the &amp;quot;Deploy&amp;quot; button at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
Drones can be destroyed by environmental hazards or by enemy activity. When destroyed, the Drone Bay will manufacture new ones after a short delay. Leaving drones behind when doing an Emergency Jump is also not an issue, as the drones will be reset by the time they are re-deployed.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Drone types&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Drones.png|500px|right|thumb|Example Drone Layout]]&lt;br /&gt;
&lt;br /&gt;
Available Drone types depend on the Drone skills unlocked. &lt;br /&gt;
&lt;br /&gt;
* Basic ones (mining laser, salvage laser, combat laser) are always available, &lt;br /&gt;
* Advanced drone types (mining core, salvage harpoon, combat missile) are unlocked by &#039;&#039;&#039;Advanced Drone Access&#039;&#039;&#039; skill,&lt;br /&gt;
* Utility drones (painter, scanner and shield repair drones) are unlocked by &#039;&#039;&#039;Utility Drone Access&#039;&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Advanced Drone Access skill&lt;br /&gt;
![[File:Drone Skill Tree.png]]&lt;br /&gt;
![[File:Drone Types.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Behaviour&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
Once released, drones act on their own for most activities. They can be re-focused on a single Object by clicking it - be it an asteroid or a combat vessel. &lt;br /&gt;
&lt;br /&gt;
In combat all drones will focus the target clicked or that attacks the player first unless ordered otherwise. &lt;br /&gt;
&lt;br /&gt;
While [[Mining]] or [[Salvage]], once set free, drones start targeting everything in sight. When autopiloting/idling, [[Echo|ECHO]] will direct them to targets to focus on - whichever target ECHO chooses first.        &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Drone Power&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Drones don&#039;t have their own isolated Power. When a drone fires, it draws from a &#039;&#039;&#039;shared pool&#039;&#039;&#039; built from the ship&#039;s matching activity Power (Combat/Mining/Salvage — see [[Power]]), the ship&#039;s &amp;lt;code&amp;gt;Drone Power&amp;lt;/code&amp;gt; stat, and the sum of every loaded drone&#039;s own Power. That pool is then sliced into per-drone attack power by a per-turret formula.&lt;br /&gt;
&lt;br /&gt;
In rough terms:&lt;br /&gt;
&lt;br /&gt;
* Adding more drone slots adds firepower overall, but each individual drone&#039;s per-shot power drops slightly as the pool is shared more ways.&lt;br /&gt;
* The bay&#039;s tooltip &amp;quot;Drone Power&amp;quot; figure is cosmetic, it tells you what each loaded drone&#039;s turret is rated at, not the actual stat used in damage math.&lt;br /&gt;
* Drone shots feed off ship Power (a mining drone would use Mining Power), but the reverse is also true, drones&#039; own Power contributes to &#039;&#039;&#039;ship&#039;&#039;&#039; turret damage.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Drone Bays and Skills&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Drone Bays exist in all rarities and sizes. Depending on the Size the bay can store and control  different amounts of Drones. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Drone Bay sizes&lt;br /&gt;
!Size&lt;br /&gt;
!Small&lt;br /&gt;
!Medium&lt;br /&gt;
!Large&lt;br /&gt;
|-&lt;br /&gt;
!Picture:&lt;br /&gt;
![[File:Small Drone Bay.png|thumb|center]]&lt;br /&gt;
![[File:Medium Drone Bay.png|thumb|center]]&lt;br /&gt;
![[File:Drone Bay Large.png|thumb|center]]&lt;br /&gt;
|-&lt;br /&gt;
!Base Drones:&lt;br /&gt;
|3 &lt;br /&gt;
|6 &lt;br /&gt;
|9 &lt;br /&gt;
|-&lt;br /&gt;
!With Aspects:&lt;br /&gt;
| 2x Extended Drone Bay +1: +2&lt;br /&gt;
| 2x Oversized Drone Bay +2: +4&lt;br /&gt;
| 2x Oversized Drone Bay +2: +4&lt;br /&gt;
|-&lt;br /&gt;
! With Skills:&lt;br /&gt;
| Drone Squad Expansion / Expanded Drone Control: +2&lt;br /&gt;
| Drone Squad Expansion / Expanded Drone Control: +2&lt;br /&gt;
| Drone Squad Expansion / Expanded Drone Control: +2&lt;br /&gt;
|-&lt;br /&gt;
!With max Hull Milestones:&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
!Max Drones:&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are 2 Drone Bay exclusive [[Aspects]] that increase the maximum Amount of Drones that can be stored and controlled.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Unassigned Drones&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
If a Drone Bay has free/unassigned drone Slots, the game will fill them up randomly. It&#039;s best to choose Drones until all slots are filled. &lt;br /&gt;
&lt;br /&gt;
Drone Bay View:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Drone Bay View.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Drones&amp;diff=3561</id>
		<title>Drones</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Drones&amp;diff=3561"/>
		<updated>2026-06-15T19:09:17Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drone Gathering.png|thumb|500px|right|Drones doing drone work]]&lt;br /&gt;
&lt;br /&gt;
Drones are autonomous craft deployed from a ship with a Drone Bay, which can be configured to do any type of activity - [[Combat]], [[Mining]], [[Salvage]], or utility.&lt;br /&gt;
&lt;br /&gt;
The individual setup of drones is entirely up to the Player. It&#039;s quite common to use drones for defense while main turrets are dedicated to mining, or vice versa.&lt;br /&gt;
&lt;br /&gt;
[[Echo|ECHO]] can use drones, and will actively deploy and return them to the Ship when it decides to leave a POI. The Player can also deploy them manually by clicking the &amp;quot;Deploy&amp;quot; button at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
Drones can be destroyed by environmental hazards or by enemy activity. When destroyed, the Drone Bay will manufacture new ones after a short delay. Leaving drones behind when doing an Emergency Jump is also not an issue, as the drones will be reset by the time they are re-deployed.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Drone types&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:Drones.png|500px|right|thumb|Example Drone Layout]]&lt;br /&gt;
&lt;br /&gt;
Available Drone types depend on the Drone skills unlocked. &lt;br /&gt;
&lt;br /&gt;
* Basic ones (mining laser, salvage laser, combat laser) are always available, &lt;br /&gt;
* Advanced drone types (mining core, salvage harpoon, combat missile) are unlocked by &#039;&#039;&#039;Advanced Drone Access&#039;&#039;&#039; skill,&lt;br /&gt;
* Utility drones (painter, scanner and shield repair drones) are unlocked by &#039;&#039;&#039;Utility Drone Access&#039;&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Advanced Drone Access skill&lt;br /&gt;
![[File:Drone Skill Tree.png]]&lt;br /&gt;
![[File:Drone Types.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Behaviour&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
Once released, drones act on their own for most activities. They can be re-focused on a single Object by clicking it - be it an asteroid or a combat vessel. &lt;br /&gt;
&lt;br /&gt;
In combat all drones will focus the target clicked or that attacks the player first unless ordered otherwise. &lt;br /&gt;
&lt;br /&gt;
While [[Mining]] or [[Salvage]], once set free, drones start targeting everything in sight. When autopiloting/idling, [[Echo|ECHO]] will direct them to targets to focus on - whichever target ECHO chooses first.        &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Drone Power&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Drones don&#039;t have their own isolated Power. When a drone fires, it draws from a &#039;&#039;&#039;shared pool&#039;&#039;&#039; built from the ship&#039;s matching activity Power (Combat/Mining/Salvage — see [[Power]]), the ship&#039;s &amp;lt;code&amp;gt;Drone Power&amp;lt;/code&amp;gt; stat, and the sum of every loaded drone&#039;s own Power. That pool is then sliced into per-drone attack power by a per-turret formula.&lt;br /&gt;
&lt;br /&gt;
In rough terms:&lt;br /&gt;
&lt;br /&gt;
* Adding more drone slots adds firepower overall, but each individual drone&#039;s per-shot power drops slightly as the pool is shared more ways.&lt;br /&gt;
* The bay&#039;s tooltip &amp;quot;Drone Power&amp;quot; figure is cosmetic, it tells you what each loaded drone&#039;s turret is rated at, not the actual stat used in damage math.&lt;br /&gt;
* Drone shots feed off ship Power (a mining drone would use Mining Power), but the reverse is also true, drones&#039; own Power contributes to &#039;&#039;&#039;ship&#039;&#039;&#039; turret damage.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Drone Bays and Skills&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Drone Bays exist in all rarities and sizes. Depending on the Size the bay can store and control  different amounts of Drones. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Drone Bay sizes&lt;br /&gt;
!Size&lt;br /&gt;
!Small&lt;br /&gt;
!Medium&lt;br /&gt;
!Large&lt;br /&gt;
|-&lt;br /&gt;
!Picture:&lt;br /&gt;
![[File:Small Drone Bay.png|thumb|center]]&lt;br /&gt;
![[File:Medium Drone Bay.png|thumb|center]]&lt;br /&gt;
![[File:Drone Bay Large.png|thumb|center]]&lt;br /&gt;
|-&lt;br /&gt;
!Base Drones:&lt;br /&gt;
|3 &lt;br /&gt;
|6 &lt;br /&gt;
|9 &lt;br /&gt;
|-&lt;br /&gt;
!With Aspects:&lt;br /&gt;
| Extended Drone Bay: +2&lt;br /&gt;
| Oversized Drone Bay: +4&lt;br /&gt;
| Oversized Drone Bay: +4&lt;br /&gt;
|-&lt;br /&gt;
! With Skills:&lt;br /&gt;
| Drone Squad Expansion / Expanded Drone Control: +2&lt;br /&gt;
| Drone Squad Expansion / Expanded Drone Control: +2&lt;br /&gt;
| Drone Squad Expansion / Expanded Drone Control: +2&lt;br /&gt;
|-&lt;br /&gt;
!With max Hull Milestones:&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
!Max Drones:&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are 2 Drone Bay exclusive [[Aspects]] that increase the maximum Amount of Drones that can be stored and controlled.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Unassigned Drones&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
If a Drone Bay has free/unassigned drone Slots, the game will fill them up randomly. It&#039;s best to choose Drones until all slots are filled. &lt;br /&gt;
&lt;br /&gt;
Drone Bay View:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Drone Bay View.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Power&amp;diff=3560</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Power&amp;diff=3560"/>
		<updated>2026-06-15T18:47:43Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: /* Resulting ship-side Power stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power Caluclations Page.png|thumb|297x297px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power&#039;&#039;&#039; is the represents both the actual ship stat &amp;quot;power&amp;quot;, and generally speaking, all specific types of power a ship may posses - such as &amp;quot;combat power&amp;quot;, &amp;quot;salvage power&amp;quot;, &amp;quot;drone power&amp;quot; and many others. It affects everything a ship does, and can be modified, scaled and changed.&lt;br /&gt;
&lt;br /&gt;
== The Five+ PowerStats ==&lt;br /&gt;
&lt;br /&gt;
The game tracks many separate power values. They are stored independently and used by different systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:18%;&amp;quot; | Stat !! What is it? !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; || This is a general type of power that, if it exists on a turret or a module, will mirror into some of the other &#039;&#039;specific&#039;&#039; power types the ship has. || Combat, Mining and Salvage power types will count this Power as their own.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Combat Power&amp;lt;/code&amp;gt; || Applies when doing damage. || All weapons use it and as a rule of thumb, very roughly, a ship&#039;s DPS will be total Combat Power / fire rate / 5.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Mining Power&amp;lt;/code&amp;gt; || Applies when mining asteroids || Same DPS as combat power but only against asteroids.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Salvage Power&amp;lt;/code&amp;gt; || Applies when salvaging scrap || Same DPS as combat power but only against wrecks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Drone Power&amp;lt;/code&amp;gt; || Applies to drones and whatever they do. || Exceptions are drones that don&#039;t actually do any damage to anything, which is beside the point.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Torpedo Power&amp;lt;/code&amp;gt; || Similar to combat Power but torpedo specific. || Unclear why this is separate for torpedoes, but it is.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are even more different powers, like &amp;lt;code&amp;gt;Repair Power&amp;lt;/code&amp;gt; which is used when repairing a ship&#039;s armor or shields, but these are not as relevant to players.&lt;br /&gt;
&lt;br /&gt;
== Base Power applies to some other Powers ==&lt;br /&gt;
&lt;br /&gt;
Anything that adds &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; (the &#039;&#039;Power&#039;&#039; Power) adds the same amount to &amp;lt;code&amp;gt;Combat Power&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Mining Power&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Salvage Power&amp;lt;/code&amp;gt;. It will not be added to any of the other types (Torpedo, Drone, etc). This is useful when kitting multi-role ships - if you&#039;re using a ship in multiple roles by swapping turrets from combat to mining or similar. This way modules that add Power will be useful to any and all activity types.&lt;br /&gt;
&lt;br /&gt;
Normally, ship gear that list a class-specific stat (e.g. a Surface Mining Laser with &amp;lt;code&amp;gt;+1,500 MiningPower&amp;lt;/code&amp;gt;) contribute only to that specific activity - mining power, and will not be useful if the ship is fighting.&lt;br /&gt;
&lt;br /&gt;
If you want to double- (or triple-) down on power, Exotic (purple) gear has three substats along their main stat. The main stat of a weapon is Combat Power. One of the three substats may *also* be Combat Power, while another one may be simply Power. All three are combined and counted when summing up total Combat Power. &lt;br /&gt;
&lt;br /&gt;
== Feed Your Reactors, Polish the Hull, Man the Cannons ==&lt;br /&gt;
&lt;br /&gt;
=== The Reactor ===&lt;br /&gt;
&lt;br /&gt;
A major source of Power Multipliers is the Reactor. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:18%;&amp;quot; | Reactor usage !! Power modifier&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 50% || +20%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 75% || +10%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 100% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 125% || -25%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 150% || -50%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 150% || -75%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is always optimal to craft your gear (through the use of [[Workshop]] and [[Aspects]] such as &#039;&#039;Solar Powered&#039;&#039;) so your energy usage remains below 50%. This will grant a 20% modifier (with further bonuses to Combat Power from the Combat [[Skills|skill tree]]), multiplying the main three powers on a ship (combat, mining, salvaging).&lt;br /&gt;
&lt;br /&gt;
=== The Hull ===&lt;br /&gt;
&lt;br /&gt;
Aside for Reactor, the [[Drydock]] can upgrade the hull in many ways. Each node along the individual upgrade tracks will upgrade the total power of the ship regarding a certain stat (combat, mining, salvage), and each milestone unlocked grants a lump bonus.&lt;br /&gt;
&lt;br /&gt;
In addition to hull upgrades, varying ship classes have their own innate power modifiers, such as combat hulls having a +30% power (applied to combat power) or a mining hull having +30% power (applied to mining power). See [[Ship List]] for all the ships and their hull bonuses.&lt;br /&gt;
&lt;br /&gt;
=== The Crew ===&lt;br /&gt;
&lt;br /&gt;
See [[Crew]] for crew details. Crew can have different professions, so Miners will boost Mining Power, while Gunners will grant a boost to Combat Power. Crew bonuses added this way count as a separate source of Power and will be multiplied by all normal skill and item multipliers.&lt;br /&gt;
&lt;br /&gt;
Officers also have their own passive bonuses which are added to varying powers - a Mining officer with a passive 2.34% Mining Power will use it to multiply the total if active on a ship.&lt;br /&gt;
&lt;br /&gt;
== Drone Power ==&lt;br /&gt;
&lt;br /&gt;
Drone Power is universally a confusing and often discussed topic because how it applies, and what really happens. It is scheduled for a revamp, so until that happens, the math specifics are not relevant. Suffice to say there are some math issues with how Drone Power applies to combat drones and how it combines with existing combat power coming in from the hardpoints (turrets).&lt;br /&gt;
&lt;br /&gt;
For other uses (mining and salvaging, painting and other utility uses), drones work perfectly as expected.&lt;br /&gt;
&lt;br /&gt;
If you need to know anything about Drone Power, know this - the &amp;quot;+2000 Drone Power&amp;quot; shown on a Drone Bay &#039;&#039;main&#039;&#039; stat is cosmetic. If you set all your drones to be Painters or Scanners (which have 0 power), total Drone Power is actually zero, no matter what the display says. Actual Drone Power is calculated from &#039;&#039;individual&#039;&#039; drones you have equipped, and this number is not shown anywhere except (with varying accuracy) in the ship Info screen. However, a Drone Bay, same as any other module or turret, can have &amp;lt;code&amp;gt;+Drone Power&amp;lt;/code&amp;gt; as a substat, in which case that number is fully added to the Drone Power total.&lt;br /&gt;
&lt;br /&gt;
See Example 3 for a better breakdown.&lt;br /&gt;
&lt;br /&gt;
For general info on drones, please consult [[Drones]].&lt;br /&gt;
&lt;br /&gt;
== Examples of Power Distribution ==&lt;br /&gt;
&lt;br /&gt;
=== Example 1: Salvage &amp;amp; Combat modules don&#039;t mix, which is good ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ship &#039;&#039;Power&#039;&#039; Power:&#039;&#039;&#039; 10,000 Power&lt;br /&gt;
* &#039;&#039;&#039;Installed Salvage Equipment:&#039;&#039;&#039; +1,000 Salvage Power&lt;br /&gt;
* &#039;&#039;&#039;Installed Combat Turret:&#039;&#039;&#039; +1,000 Combat Power&lt;br /&gt;
&lt;br /&gt;
Resulting Stats:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Salvage Power:&#039;&#039;&#039; 11,000 (10,000 Power + 1,000 Salvage Power)&lt;br /&gt;
* &#039;&#039;&#039;Combat Power:&#039;&#039;&#039; 11,000 (10,000 Power + 1,000 Combat Power)&lt;br /&gt;
&lt;br /&gt;
=== Example 2: Torpedo usage ===&lt;br /&gt;
&lt;br /&gt;
Torpedoes are similar to weapons, in that they use both Torpedo and &#039;&#039;normalized&#039;&#039; Combat Power - these are added together and then converted into damage similar to weapons.&lt;br /&gt;
&lt;br /&gt;
=== Example 3: Mining ship with a drone bay ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ship Type:&#039;&#039;&#039; Mining Ship - slots: 1× Surface Mining Laser, 1x Combat Autocannon, 1× Medium Drone Bay&lt;br /&gt;
* &#039;&#039;&#039;Ship Power:&#039;&#039;&#039; 10,000 Power - coming from various modules&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Module !! Stat line !! Activity&lt;br /&gt;
|-&lt;br /&gt;
|1× Medium Drone Bay || &amp;lt;code&amp;gt;+2,000 Drone Power main stat, +1000 Drone Power substat&amp;lt;/code&amp;gt; || Ignore the main display on the item itself, it&#039;s cosmetic. The +1000 is actually added to the Drone Power total any any drone can use it.&lt;br /&gt;
|-&lt;br /&gt;
|1× Surface Mining Laser || &amp;lt;code&amp;gt;+1,500 Mining Power&amp;lt;/code&amp;gt; || This is added to Mining Power and will be usable by Mining Drones&lt;br /&gt;
|-&lt;br /&gt;
|1× Combat Autocannon || &amp;lt;code&amp;gt;+1,500 Combat Power&amp;lt;/code&amp;gt; || This is added to Combat Power and will be usable by Combat Drones&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resulting ship-side Power stats ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Power&#039;&#039;&#039; = (10,000 (Base) + 1,500 (mining laser)) * 130% (mining hull) = &#039;&#039;&#039;14,950&#039;&#039;&#039; - This is the amount the ship mines with when firing the mining laser&lt;br /&gt;
* &#039;&#039;&#039;Combat Power&#039;&#039;&#039; = 10,000 (Base) + 1,500 (autocannon) = &#039;&#039;&#039;11,500&#039;&#039;&#039; - This is the amount the ship fights with with when firing the autocannon&lt;br /&gt;
* &#039;&#039;&#039;Salvage Power&#039;&#039;&#039; = 10,000 (Base) = &#039;&#039;&#039;10,000&#039;&#039;&#039; - no salvage gear, but the Salvage Power still exists and will show up in Ship Info stats&lt;br /&gt;
* &#039;&#039;&#039;Drone Power&#039;&#039;&#039; = +1,000 (Modules or turrets with a substat explicitly adding &amp;quot;+xy Drone Power&amp;quot; ) + 0 (Drydock/officers) = &#039;&#039;&#039;1,000&#039;&#039;&#039; - Counterintuitive, but we ignore the main stat of the drone bay. The individual mining or combat drones give their bonuses to mining and combat power pools instead. In the ship Info display the UI will wrongly also add the main +2,000 to the total drone power, however this is not the case in reality.&lt;br /&gt;
&lt;br /&gt;
So, if a number of drones are doing mining, they use:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Pool&#039;&#039;&#039; = 14,950 (Mining Power) + 1,000 (Drone Power) + (xy) Individual Mining Drones Combined Power = &#039;&#039;&#039;15,950 + xy&#039;&#039;&#039; - This amount is divided across all mining drones (and turrets), after applying a stacking penalty (not relevant for this example). More drones, less power each, but more resilient to being destroyed.&lt;br /&gt;
&lt;br /&gt;
If you have half drones mining, half salvaging (an ideal example for actual [[Industrial Ops]] missions), then the salvage drones would dip into:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Salvage Pool&#039;&#039;&#039; = 10,000 (Salvage Power) + 1,000 (Drone Power) + (xy) Individual Salvage Drones Combined Power = &#039;&#039;&#039;12,000 + xy&#039;&#039;&#039; - This amount is again divided across the salvage drones (and turrets), after a stacking penalty for multiple turrets (where drones also count as turrets).&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Power&amp;diff=3559</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Power&amp;diff=3559"/>
		<updated>2026-06-15T18:45:02Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: /* Drone Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power Caluclations Page.png|thumb|297x297px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power&#039;&#039;&#039; is the represents both the actual ship stat &amp;quot;power&amp;quot;, and generally speaking, all specific types of power a ship may posses - such as &amp;quot;combat power&amp;quot;, &amp;quot;salvage power&amp;quot;, &amp;quot;drone power&amp;quot; and many others. It affects everything a ship does, and can be modified, scaled and changed.&lt;br /&gt;
&lt;br /&gt;
== The Five+ PowerStats ==&lt;br /&gt;
&lt;br /&gt;
The game tracks many separate power values. They are stored independently and used by different systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:18%;&amp;quot; | Stat !! What is it? !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; || This is a general type of power that, if it exists on a turret or a module, will mirror into some of the other &#039;&#039;specific&#039;&#039; power types the ship has. || Combat, Mining and Salvage power types will count this Power as their own.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Combat Power&amp;lt;/code&amp;gt; || Applies when doing damage. || All weapons use it and as a rule of thumb, very roughly, a ship&#039;s DPS will be total Combat Power / fire rate / 5.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Mining Power&amp;lt;/code&amp;gt; || Applies when mining asteroids || Same DPS as combat power but only against asteroids.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Salvage Power&amp;lt;/code&amp;gt; || Applies when salvaging scrap || Same DPS as combat power but only against wrecks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Drone Power&amp;lt;/code&amp;gt; || Applies to drones and whatever they do. || Exceptions are drones that don&#039;t actually do any damage to anything, which is beside the point.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Torpedo Power&amp;lt;/code&amp;gt; || Similar to combat Power but torpedo specific. || Unclear why this is separate for torpedoes, but it is.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are even more different powers, like &amp;lt;code&amp;gt;Repair Power&amp;lt;/code&amp;gt; which is used when repairing a ship&#039;s armor or shields, but these are not as relevant to players.&lt;br /&gt;
&lt;br /&gt;
== Base Power applies to some other Powers ==&lt;br /&gt;
&lt;br /&gt;
Anything that adds &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; (the &#039;&#039;Power&#039;&#039; Power) adds the same amount to &amp;lt;code&amp;gt;Combat Power&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Mining Power&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Salvage Power&amp;lt;/code&amp;gt;. It will not be added to any of the other types (Torpedo, Drone, etc). This is useful when kitting multi-role ships - if you&#039;re using a ship in multiple roles by swapping turrets from combat to mining or similar. This way modules that add Power will be useful to any and all activity types.&lt;br /&gt;
&lt;br /&gt;
Normally, ship gear that list a class-specific stat (e.g. a Surface Mining Laser with &amp;lt;code&amp;gt;+1,500 MiningPower&amp;lt;/code&amp;gt;) contribute only to that specific activity - mining power, and will not be useful if the ship is fighting.&lt;br /&gt;
&lt;br /&gt;
If you want to double- (or triple-) down on power, Exotic (purple) gear has three substats along their main stat. The main stat of a weapon is Combat Power. One of the three substats may *also* be Combat Power, while another one may be simply Power. All three are combined and counted when summing up total Combat Power. &lt;br /&gt;
&lt;br /&gt;
== Feed Your Reactors, Polish the Hull, Man the Cannons ==&lt;br /&gt;
&lt;br /&gt;
=== The Reactor ===&lt;br /&gt;
&lt;br /&gt;
A major source of Power Multipliers is the Reactor. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:18%;&amp;quot; | Reactor usage !! Power modifier&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 50% || +20%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 75% || +10%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 100% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 125% || -25%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 150% || -50%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 150% || -75%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is always optimal to craft your gear (through the use of [[Workshop]] and [[Aspects]] such as &#039;&#039;Solar Powered&#039;&#039;) so your energy usage remains below 50%. This will grant a 20% modifier (with further bonuses to Combat Power from the Combat [[Skills|skill tree]]), multiplying the main three powers on a ship (combat, mining, salvaging).&lt;br /&gt;
&lt;br /&gt;
=== The Hull ===&lt;br /&gt;
&lt;br /&gt;
Aside for Reactor, the [[Drydock]] can upgrade the hull in many ways. Each node along the individual upgrade tracks will upgrade the total power of the ship regarding a certain stat (combat, mining, salvage), and each milestone unlocked grants a lump bonus.&lt;br /&gt;
&lt;br /&gt;
In addition to hull upgrades, varying ship classes have their own innate power modifiers, such as combat hulls having a +30% power (applied to combat power) or a mining hull having +30% power (applied to mining power). See [[Ship List]] for all the ships and their hull bonuses.&lt;br /&gt;
&lt;br /&gt;
=== The Crew ===&lt;br /&gt;
&lt;br /&gt;
See [[Crew]] for crew details. Crew can have different professions, so Miners will boost Mining Power, while Gunners will grant a boost to Combat Power. Crew bonuses added this way count as a separate source of Power and will be multiplied by all normal skill and item multipliers.&lt;br /&gt;
&lt;br /&gt;
Officers also have their own passive bonuses which are added to varying powers - a Mining officer with a passive 2.34% Mining Power will use it to multiply the total if active on a ship.&lt;br /&gt;
&lt;br /&gt;
== Drone Power ==&lt;br /&gt;
&lt;br /&gt;
Drone Power is universally a confusing and often discussed topic because how it applies, and what really happens. It is scheduled for a revamp, so until that happens, the math specifics are not relevant. Suffice to say there are some math issues with how Drone Power applies to combat drones and how it combines with existing combat power coming in from the hardpoints (turrets).&lt;br /&gt;
&lt;br /&gt;
For other uses (mining and salvaging, painting and other utility uses), drones work perfectly as expected.&lt;br /&gt;
&lt;br /&gt;
If you need to know anything about Drone Power, know this - the &amp;quot;+2000 Drone Power&amp;quot; shown on a Drone Bay &#039;&#039;main&#039;&#039; stat is cosmetic. If you set all your drones to be Painters or Scanners (which have 0 power), total Drone Power is actually zero, no matter what the display says. Actual Drone Power is calculated from &#039;&#039;individual&#039;&#039; drones you have equipped, and this number is not shown anywhere except (with varying accuracy) in the ship Info screen. However, a Drone Bay, same as any other module or turret, can have &amp;lt;code&amp;gt;+Drone Power&amp;lt;/code&amp;gt; as a substat, in which case that number is fully added to the Drone Power total.&lt;br /&gt;
&lt;br /&gt;
See Example 3 for a better breakdown.&lt;br /&gt;
&lt;br /&gt;
For general info on drones, please consult [[Drones]].&lt;br /&gt;
&lt;br /&gt;
== Examples of Power Distribution ==&lt;br /&gt;
&lt;br /&gt;
=== Example 1: Salvage &amp;amp; Combat modules don&#039;t mix, which is good ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ship &#039;&#039;Power&#039;&#039; Power:&#039;&#039;&#039; 10,000 Power&lt;br /&gt;
* &#039;&#039;&#039;Installed Salvage Equipment:&#039;&#039;&#039; +1,000 Salvage Power&lt;br /&gt;
* &#039;&#039;&#039;Installed Combat Turret:&#039;&#039;&#039; +1,000 Combat Power&lt;br /&gt;
&lt;br /&gt;
Resulting Stats:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Salvage Power:&#039;&#039;&#039; 11,000 (10,000 Power + 1,000 Salvage Power)&lt;br /&gt;
* &#039;&#039;&#039;Combat Power:&#039;&#039;&#039; 11,000 (10,000 Power + 1,000 Combat Power)&lt;br /&gt;
&lt;br /&gt;
=== Example 2: Torpedo usage ===&lt;br /&gt;
&lt;br /&gt;
Torpedoes are similar to weapons, in that they use both Torpedo and &#039;&#039;normalized&#039;&#039; Combat Power - these are added together and then converted into damage similar to weapons.&lt;br /&gt;
&lt;br /&gt;
=== Example 3: Mining ship with a drone bay ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ship Type:&#039;&#039;&#039; Mining Ship - slots: 1× Surface Mining Laser, 1x Combat Autocannon, 1× Medium Drone Bay&lt;br /&gt;
* &#039;&#039;&#039;Ship Power:&#039;&#039;&#039; 10,000 Power - coming from various modules&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Module !! Stat line !! Activity&lt;br /&gt;
|-&lt;br /&gt;
|1× Medium Drone Bay || &amp;lt;code&amp;gt;+2,000 Drone Power main stat, +1000 Drone Power substat&amp;lt;/code&amp;gt; || Ignore the main display on the item itself, it&#039;s cosmetic. The +1000 is actually added to the Drone Power total any any drone can use it.&lt;br /&gt;
|-&lt;br /&gt;
|1× Surface Mining Laser || &amp;lt;code&amp;gt;+1,500 Mining Power&amp;lt;/code&amp;gt; || This is added to Mining Power and will be usable by Mining Drones&lt;br /&gt;
|-&lt;br /&gt;
|1× Combat Autocannon || &amp;lt;code&amp;gt;+1,500 Combat Power&amp;lt;/code&amp;gt; || This is added to Combat Power and will be usable by Combat Drones&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resulting ship-side Power stats ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Power&#039;&#039;&#039; = 10,000 (Base) + 1,500 (mining laser) = &#039;&#039;&#039;11,500&#039;&#039;&#039; - This is the amount the ship mines with when firing the mining laser&lt;br /&gt;
* &#039;&#039;&#039;Combat Power&#039;&#039;&#039; = 10,000 (Base) + 1,500 (autocannon) = &#039;&#039;&#039;11,500&#039;&#039;&#039; - This is the amount the ship fights with with when firing the autocannon&lt;br /&gt;
* &#039;&#039;&#039;Salvage Power&#039;&#039;&#039; = 10,000 (Base) = &#039;&#039;&#039;10,000&#039;&#039;&#039; - no salvage gear, but the Salvage Power still exists and will show up in Ship Info stats&lt;br /&gt;
* &#039;&#039;&#039;Drone Power&#039;&#039;&#039; = +1,000 (Modules or turrets with a substat explicitly adding &amp;quot;+xy Drone Power&amp;quot; ) + 0 (Drydock/officers) = &#039;&#039;&#039;1,000&#039;&#039;&#039; - Counterintuitive, but we ignore the main stat of the drone bay. The individual mining or combat drones give their bonuses to mining and combat power pools instead. In the ship Info display the UI will wrongly also add the main +2,000 to the total drone power, however this is not the case in reality.&lt;br /&gt;
&lt;br /&gt;
So, if a number of drones are doing mining, they use:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Pool&#039;&#039;&#039; = 11,500 (Mining Power) + 1,000 (Drone Power) + (xy) Individual Mining Drones Combined Power = &#039;&#039;&#039;12,500 + xy&#039;&#039;&#039; - This amount is divided across all mining drones (and turrets), after applying a stacking penalty (not relevant for this example). More drones, less power each, but more resilient to being destroyed.&lt;br /&gt;
&lt;br /&gt;
If you have half drones mining, half salvaging (an ideal example for actual [[Industrial Ops]] missions), then the salvage drones would dip into:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Salvage Pool&#039;&#039;&#039; = 10,000 (Salvage Power) + 1,000 (Drone Power) + (xy) Individual Salvage Drones Combined Power = &#039;&#039;&#039;12,000 + xy&#039;&#039;&#039; - This amount is again divided across the salvage drones (and turrets), after a stacking penalty for multiple turrets (where drones also count as turrets).&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Power&amp;diff=3558</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Power&amp;diff=3558"/>
		<updated>2026-06-15T18:42:00Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power Caluclations Page.png|thumb|297x297px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power&#039;&#039;&#039; is the represents both the actual ship stat &amp;quot;power&amp;quot;, and generally speaking, all specific types of power a ship may posses - such as &amp;quot;combat power&amp;quot;, &amp;quot;salvage power&amp;quot;, &amp;quot;drone power&amp;quot; and many others. It affects everything a ship does, and can be modified, scaled and changed.&lt;br /&gt;
&lt;br /&gt;
== The Five+ PowerStats ==&lt;br /&gt;
&lt;br /&gt;
The game tracks many separate power values. They are stored independently and used by different systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:18%;&amp;quot; | Stat !! What is it? !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; || This is a general type of power that, if it exists on a turret or a module, will mirror into some of the other &#039;&#039;specific&#039;&#039; power types the ship has. || Combat, Mining and Salvage power types will count this Power as their own.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Combat Power&amp;lt;/code&amp;gt; || Applies when doing damage. || All weapons use it and as a rule of thumb, very roughly, a ship&#039;s DPS will be total Combat Power / fire rate / 5.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Mining Power&amp;lt;/code&amp;gt; || Applies when mining asteroids || Same DPS as combat power but only against asteroids.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Salvage Power&amp;lt;/code&amp;gt; || Applies when salvaging scrap || Same DPS as combat power but only against wrecks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Drone Power&amp;lt;/code&amp;gt; || Applies to drones and whatever they do. || Exceptions are drones that don&#039;t actually do any damage to anything, which is beside the point.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Torpedo Power&amp;lt;/code&amp;gt; || Similar to combat Power but torpedo specific. || Unclear why this is separate for torpedoes, but it is.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are even more different powers, like &amp;lt;code&amp;gt;Repair Power&amp;lt;/code&amp;gt; which is used when repairing a ship&#039;s armor or shields, but these are not as relevant to players.&lt;br /&gt;
&lt;br /&gt;
== Base Power applies to some other Powers ==&lt;br /&gt;
&lt;br /&gt;
Anything that adds &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; (the &#039;&#039;Power&#039;&#039; Power) adds the same amount to &amp;lt;code&amp;gt;Combat Power&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Mining Power&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Salvage Power&amp;lt;/code&amp;gt;. It will not be added to any of the other types (Torpedo, Drone, etc). This is useful when kitting multi-role ships - if you&#039;re using a ship in multiple roles by swapping turrets from combat to mining or similar. This way modules that add Power will be useful to any and all activity types.&lt;br /&gt;
&lt;br /&gt;
Normally, ship gear that list a class-specific stat (e.g. a Surface Mining Laser with &amp;lt;code&amp;gt;+1,500 MiningPower&amp;lt;/code&amp;gt;) contribute only to that specific activity - mining power, and will not be useful if the ship is fighting.&lt;br /&gt;
&lt;br /&gt;
If you want to double- (or triple-) down on power, Exotic (purple) gear has three substats along their main stat. The main stat of a weapon is Combat Power. One of the three substats may *also* be Combat Power, while another one may be simply Power. All three are combined and counted when summing up total Combat Power. &lt;br /&gt;
&lt;br /&gt;
== Feed Your Reactors, Polish the Hull, Man the Cannons ==&lt;br /&gt;
&lt;br /&gt;
=== The Reactor ===&lt;br /&gt;
&lt;br /&gt;
A major source of Power Multipliers is the Reactor. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:18%;&amp;quot; | Reactor usage !! Power modifier&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 50% || +20%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 75% || +10%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 100% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 125% || -25%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 150% || -50%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 150% || -75%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is always optimal to craft your gear (through the use of [[Workshop]] and [[Aspects]] such as &#039;&#039;Solar Powered&#039;&#039;) so your energy usage remains below 50%. This will grant a 20% modifier (with further bonuses to Combat Power from the Combat [[Skills|skill tree]]), multiplying the main three powers on a ship (combat, mining, salvaging).&lt;br /&gt;
&lt;br /&gt;
=== The Hull ===&lt;br /&gt;
&lt;br /&gt;
Aside for Reactor, the [[Drydock]] can upgrade the hull in many ways. Each node along the individual upgrade tracks will upgrade the total power of the ship regarding a certain stat (combat, mining, salvage), and each milestone unlocked grants a lump bonus.&lt;br /&gt;
&lt;br /&gt;
In addition to hull upgrades, varying ship classes have their own innate power modifiers, such as combat hulls having a +30% power (applied to combat power) or a mining hull having +30% power (applied to mining power). See [[Ship List]] for all the ships and their hull bonuses.&lt;br /&gt;
&lt;br /&gt;
=== The Crew ===&lt;br /&gt;
&lt;br /&gt;
See [[Crew]] for crew details. Crew can have different professions, so Miners will boost Mining Power, while Gunners will grant a boost to Combat Power. Crew bonuses added this way count as a separate source of Power and will be multiplied by all normal skill and item multipliers.&lt;br /&gt;
&lt;br /&gt;
Officers also have their own passive bonuses which are added to varying powers - a Mining officer with a passive 2.34% Mining Power will use it to multiply the total if active on a ship.&lt;br /&gt;
&lt;br /&gt;
== Drone Power ==&lt;br /&gt;
&lt;br /&gt;
Drone Power is universally a confusing and often discussed topic because how it applies, and what really happens. It is scheduled for a revamp, so until that happens, the math specifics are not relevant. suffice to say there are some math issues with how Drone Power applies to combat drones and how it combines with existing combat power coming in from the hardpoints (turrets).&lt;br /&gt;
&lt;br /&gt;
For other uses (mining and salvaging, painting and other utility uses), drones work perfectly as expected.&lt;br /&gt;
&lt;br /&gt;
If you need to know anything about Drone Power, know this - the &amp;quot;+2000 Drone Power&amp;quot; shown on a Drone Bay &#039;&#039;main&#039;&#039; stat is cosmetic. If you set all your drones to be Painters or Scanners (which have 0 power), total Drone Power is actually zero, no matter what the display says. Actual Drone Power is calculated from &#039;&#039;individual&#039;&#039; drones you have equipped, and this number is not shown anywhere except (with varying accuracy) in the ship Info screen. However, a Drone Bay, same as any other module or turret, can have &amp;lt;code&amp;gt;+Drone Power&amp;lt;/code&amp;gt; as a substat, in which case that number is fully added to the Drone Power total.&lt;br /&gt;
&lt;br /&gt;
See Example 3 for a better breakdown.&lt;br /&gt;
&lt;br /&gt;
For general info on drones, please consult [[Drones]].&lt;br /&gt;
&lt;br /&gt;
== Examples of Power Distribution ==&lt;br /&gt;
&lt;br /&gt;
=== Example 1: Salvage &amp;amp; Combat modules don&#039;t mix, which is good ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ship &#039;&#039;Power&#039;&#039; Power:&#039;&#039;&#039; 10,000 Power&lt;br /&gt;
* &#039;&#039;&#039;Installed Salvage Equipment:&#039;&#039;&#039; +1,000 Salvage Power&lt;br /&gt;
* &#039;&#039;&#039;Installed Combat Turret:&#039;&#039;&#039; +1,000 Combat Power&lt;br /&gt;
&lt;br /&gt;
Resulting Stats:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Salvage Power:&#039;&#039;&#039; 11,000 (10,000 Power + 1,000 Salvage Power)&lt;br /&gt;
* &#039;&#039;&#039;Combat Power:&#039;&#039;&#039; 11,000 (10,000 Power + 1,000 Combat Power)&lt;br /&gt;
&lt;br /&gt;
=== Example 2: Torpedo usage ===&lt;br /&gt;
&lt;br /&gt;
Torpedoes are similar to weapons, in that they use both Torpedo and &#039;&#039;normalized&#039;&#039; Combat Power - these are added together and then converted into damage similar to weapons.&lt;br /&gt;
&lt;br /&gt;
=== Example 3: Mining ship with a drone bay ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ship Type:&#039;&#039;&#039; Mining Ship - slots: 1× Surface Mining Laser, 1x Combat Autocannon, 1× Medium Drone Bay&lt;br /&gt;
* &#039;&#039;&#039;Ship Power:&#039;&#039;&#039; 10,000 Power - coming from various modules&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Module !! Stat line !! Activity&lt;br /&gt;
|-&lt;br /&gt;
|1× Medium Drone Bay || &amp;lt;code&amp;gt;+2,000 Drone Power main stat, +1000 Drone Power substat&amp;lt;/code&amp;gt; || Ignore the main display on the item itself, it&#039;s cosmetic. The +1000 is actually added to the Drone Power total any any drone can use it.&lt;br /&gt;
|-&lt;br /&gt;
|1× Surface Mining Laser || &amp;lt;code&amp;gt;+1,500 Mining Power&amp;lt;/code&amp;gt; || This is added to Mining Power and will be usable by Mining Drones&lt;br /&gt;
|-&lt;br /&gt;
|1× Combat Autocannon || &amp;lt;code&amp;gt;+1,500 Combat Power&amp;lt;/code&amp;gt; || This is added to Combat Power and will be usable by Combat Drones&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resulting ship-side Power stats ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Power&#039;&#039;&#039; = 10,000 (Base) + 1,500 (mining laser) = &#039;&#039;&#039;11,500&#039;&#039;&#039; - This is the amount the ship mines with when firing the mining laser&lt;br /&gt;
* &#039;&#039;&#039;Combat Power&#039;&#039;&#039; = 10,000 (Base) + 1,500 (autocannon) = &#039;&#039;&#039;11,500&#039;&#039;&#039; - This is the amount the ship fights with with when firing the autocannon&lt;br /&gt;
* &#039;&#039;&#039;Salvage Power&#039;&#039;&#039; = 10,000 (Base) = &#039;&#039;&#039;10,000&#039;&#039;&#039; - no salvage gear, but the Salvage Power still exists and will show up in Ship Info stats&lt;br /&gt;
* &#039;&#039;&#039;Drone Power&#039;&#039;&#039; = +1,000 (Modules or turrets with a substat explicitly adding &amp;quot;+xy Drone Power&amp;quot; ) + 0 (Drydock/officers) = &#039;&#039;&#039;1,000&#039;&#039;&#039; - Counterintuitive, but we ignore the main stat of the drone bay. The individual mining or combat drones give their bonuses to mining and combat power pools instead. In the ship Info display the UI will wrongly also add the main +2,000 to the total drone power, however this is not the case in reality.&lt;br /&gt;
&lt;br /&gt;
So, if a number of drones are doing mining, they use:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Pool&#039;&#039;&#039; = 11,500 (Mining Power) + 1,000 (Drone Power) + (xy) Individual Mining Drones Combined Power = &#039;&#039;&#039;12,500 + xy&#039;&#039;&#039; - This amount is divided across all mining drones (and turrets), after applying a stacking penalty (not relevant for this example). More drones, less power each, but more resilient to being destroyed.&lt;br /&gt;
&lt;br /&gt;
If you have half drones mining, half salvaging (an ideal example for actual [[Industrial Ops]] missions), then the salvage drones would dip into:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Salvage Pool&#039;&#039;&#039; = 10,000 (Salvage Power) + 1,000 (Drone Power) + (xy) Individual Salvage Drones Combined Power = &#039;&#039;&#039;12,000 + xy&#039;&#039;&#039; - This amount is again divided across the salvage drones (and turrets), after a stacking penalty for multiple turrets (where drones also count as turrets).&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Power&amp;diff=3557</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Power&amp;diff=3557"/>
		<updated>2026-06-15T18:35:17Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power Caluclations Page.png|thumb|297x297px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power&#039;&#039;&#039; is the represents both the actual ship stat &amp;quot;power&amp;quot;, and generally speaking, all specific types of power a ship may posses - such as &amp;quot;combat power&amp;quot;, &amp;quot;salvage power&amp;quot;, &amp;quot;drone power&amp;quot; and many others. It affects everything a ship does, and can be modified, scaled and changed.&lt;br /&gt;
&lt;br /&gt;
== The Five+ PowerStats ==&lt;br /&gt;
&lt;br /&gt;
The game tracks manu separate power values. They are stored independently and used by different systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:18%;&amp;quot; | Stat !! What is it? !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; || This is a general type of power that, if it exists on a turret or a module, will mirror into some of the other &#039;&#039;specific&#039;&#039; power types the ship has. || Combat, Mining and Salvage power types will count this Power as their own.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Combat Power&amp;lt;/code&amp;gt; || Applies when doing damage. || All weapons use it and as a rule of thumb, very roughly, a ship&#039;s DPS will be total Combat Power / fire rate / 5.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Mining Power&amp;lt;/code&amp;gt; || Applies when mining asteroids || Same DPS as combat power but only against asteroids.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Salvage Power&amp;lt;/code&amp;gt; || Applies when salvaging scrap || Same DPS as combat power but only against wrecks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Drone Power&amp;lt;/code&amp;gt; || Applies to drones and whatever they do. || Exceptions are drones that don&#039;t actually do any damage to anything, which is beside the point.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Torpedo Power&amp;lt;/code&amp;gt; || Similar to combat Power but torpedo specific. || Unclear why this is separate for torpedoes, but it is.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are even more different powers, like &amp;lt;code&amp;gt;Repair Power&amp;lt;/code&amp;gt; which is used when repairing a ship&#039;s armor or shields, but these are not as relevant to players.&lt;br /&gt;
&lt;br /&gt;
== Base Power applies to some other Powers ==&lt;br /&gt;
&lt;br /&gt;
Anything that adds &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; (the &#039;&#039;Power&#039;&#039; Power) adds the same amount to &amp;lt;code&amp;gt;Combat Power&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Mining Power&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Salvage Power&amp;lt;/code&amp;gt;. It will not be added to any of the other types (Torpedo, Drone, etc). This is useful when kitting multi-role ships - if you&#039;re using a ship in multiple roles by swapping turrets from combat to mining or similar. This way modules that add Power will be useful to any and all activity types.&lt;br /&gt;
&lt;br /&gt;
Normally, ship gear that list a class-specific stat (e.g. a Surface Mining Laser with &amp;lt;code&amp;gt;+1,500 MiningPower&amp;lt;/code&amp;gt;) contribute only to that specific activity - mining power, and will not be useful if the ship is fighting.&lt;br /&gt;
&lt;br /&gt;
If you want to double- (or triple-) down on power, Exotic (purple) gear has three substats along their main stat. The main stat of a weapon is Combat Power. One of the three substats may *also* be Combat Power, while another one may be simply Power. All three are combined and counted when summing up total Combat Power. &lt;br /&gt;
&lt;br /&gt;
== Feed Your Reactors, Polish the Hull, Man the Cannons ==&lt;br /&gt;
&lt;br /&gt;
=== The Reactor ===&lt;br /&gt;
&lt;br /&gt;
A major source of Power Multipliers is the Reactor. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:18%;&amp;quot; | Reactor usage !! Power modifier&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 50% || +20%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 75% || +10%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 100% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 125% || -25%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 150% || -50%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 150% || -75%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is always optimal to craft your gear (through the use of [[Workshop]] and [[Aspects]] such as &#039;&#039;Solar Powered&#039;&#039;) so your energy usage remains below 50%. This will grant a 20% modifier (with further bonuses to Combat Power from the Combat [[Skills|skill tree]]), multiplying the main three powers on a ship (combat, mining, salvaging).&lt;br /&gt;
&lt;br /&gt;
=== The Hull ===&lt;br /&gt;
&lt;br /&gt;
Aside for Reactor, the [[Drydock]] can upgrade the hull in many ways. Each node along the individual upgrade tracks will upgrade the total power of the ship regarding a certain stat (combat, mining, salvage), and each milestone unlocked grants a lump bonus.&lt;br /&gt;
&lt;br /&gt;
In addition to hull upgrades, varying ship classes have their own innate power modifiers, such as combat hulls having a +30% power (applied to combat power) or a mining hull having +30% power (applied to mining power). See [[Ship List]] for all the ships and their hull bonuses.&lt;br /&gt;
&lt;br /&gt;
=== The Crew ===&lt;br /&gt;
&lt;br /&gt;
See [[Crew]] for crew details. Crew can have different professions, so Miners will boost Mining Power, while Gunners will grant a boost to Combat Power. Crew bonuses added this way count as a separate source of Power and will be multiplied by all normal skill and item multipliers.&lt;br /&gt;
&lt;br /&gt;
Officers also have their own passive bonuses which are added to varying powers - a Mining officer with a passive 2.34% Mining Power will use it to multiply the total if active on a ship.&lt;br /&gt;
&lt;br /&gt;
== Drone Power ==&lt;br /&gt;
&lt;br /&gt;
Drone Power is universally a confusing and often discussed topic because how it applies, and what really happens. It is scheduled for a revamp, so until that happens, the math specifics are not relevant. suffice to say there are some math issues with how Drone Power applies to combat drones and how it combines with existing combat power coming in from the hardpoints (turrets).&lt;br /&gt;
&lt;br /&gt;
For other uses (mining and salvaging, painting and other utility uses), drones work perfectly as expected.&lt;br /&gt;
&lt;br /&gt;
If you need to know anything about Drone Power, know this - the &amp;quot;+2000 Drone Power&amp;quot; shown on a Drone Bay &#039;&#039;main&#039;&#039; stat is cosmetic. If you set all your drones to be Painters or Scanners (which have 0 power), total Drone Power is actually zero, no matter what the display says. Actual Drone Power is calculated from &#039;&#039;individual&#039;&#039; drones you have equipped, and this number is not shown anywhere except (with varying accuracy) in the ship Info screen. However, a Drone Bay, same as any other module or turret, can have &amp;lt;code&amp;gt;+Drone Power&amp;lt;/code&amp;gt; as a substat, in which case that number is fully added to the Drone Power total.&lt;br /&gt;
&lt;br /&gt;
See Example 3 for a better breakdown.&lt;br /&gt;
&lt;br /&gt;
For general info on drones, please consult [[Drones]].&lt;br /&gt;
&lt;br /&gt;
== Examples of Power Distribution ==&lt;br /&gt;
&lt;br /&gt;
=== Example 1: Salvage &amp;amp; Combat modules don&#039;t mix, which is good ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ship &#039;&#039;Power&#039;&#039; Power:&#039;&#039;&#039; 10,000 Power&lt;br /&gt;
* &#039;&#039;&#039;Installed Salvage Equipment:&#039;&#039;&#039; +1,000 Salvage Power&lt;br /&gt;
* &#039;&#039;&#039;Installed Combat Turret:&#039;&#039;&#039; +1,000 Combat Power&lt;br /&gt;
&lt;br /&gt;
Resulting Stats:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Salvage Power:&#039;&#039;&#039; 11,000 (10,000 Power + 1,000 Salvage Power)&lt;br /&gt;
* &#039;&#039;&#039;Combat Power:&#039;&#039;&#039; 11,000 (10,000 Power + 1,000 Combat Power)&lt;br /&gt;
&lt;br /&gt;
=== Example 2: Torpedo usage ===&lt;br /&gt;
&lt;br /&gt;
Torpedoes are similar to weapons, in that they use both Torpedo and &#039;&#039;normalized&#039;&#039; Combat Power - these are added together and then converted into damage similar to weapons.&lt;br /&gt;
&lt;br /&gt;
=== Example 3: Mining ship with a drone bay ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ship Type:&#039;&#039;&#039; Mining Ship - slots: 1× Surface Mining Laser, 1x Combat Autocannon, 1× Medium Drone Bay&lt;br /&gt;
* &#039;&#039;&#039;Ship Power:&#039;&#039;&#039; 10,000 Power - coming from various modules&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Module !! Stat line !! Activity&lt;br /&gt;
|-&lt;br /&gt;
|1× Medium Drone Bay || &amp;lt;code&amp;gt;+2,000 Drone Power main stat, +1000 Drone Power substat&amp;lt;/code&amp;gt; || Ignore the main display on the item itself, it&#039;s cosmetic. The +1000 is actually added to the Drone Power total any any drone can use it.&lt;br /&gt;
|-&lt;br /&gt;
|1× Surface Mining Laser || &amp;lt;code&amp;gt;+1,500 Mining Power&amp;lt;/code&amp;gt; || This is added to Mining Power and will be usable by Mining Drones&lt;br /&gt;
|-&lt;br /&gt;
|1× Combat Autocannon || &amp;lt;code&amp;gt;+1,500 Combat Power&amp;lt;/code&amp;gt; || This is added to Combat Power and will be usable by Combat Drones&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resulting ship-side Power stats ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Power&#039;&#039;&#039; = 10,000 (Base) + 1,500 (mining laser) = &#039;&#039;&#039;11,500&#039;&#039;&#039; - This is the amount the ship mines with when firing the mining laser&lt;br /&gt;
* &#039;&#039;&#039;Combat Power&#039;&#039;&#039; = 10,000 (Base) + 1,500 (autocannon) = &#039;&#039;&#039;11,500&#039;&#039;&#039; - This is the amount the ship fights with with when firing the autocannon&lt;br /&gt;
* &#039;&#039;&#039;Salvage Power&#039;&#039;&#039; = 10,000 (Base) = &#039;&#039;&#039;10,000&#039;&#039;&#039; - no salvage gear, but the Salvage Power still exists and will show up in Ship Info stats&lt;br /&gt;
* &#039;&#039;&#039;Drone Power&#039;&#039;&#039; = +1,000 (Modules or turrets with a substat explicitly adding &amp;quot;+xy Drone Power&amp;quot; ) + 0 (Drydock/officers) = &#039;&#039;&#039;1,000&#039;&#039;&#039; - Counterintuitive, but we ignore the main stat of the drone bay. The individual mining or combat drones give their bonuses to mining and combat power pools instead. In the ship Info display the UI will wrongly also add the main +2,000 to the total drone power, however this is not the case in reality.&lt;br /&gt;
&lt;br /&gt;
So, if a number of drones are doing mining, they use:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Pool&#039;&#039;&#039; = 11,500 (Mining Power) + 1,000 (Drone Power) + (xy) Individual Mining Drones Combined Power = &#039;&#039;&#039;12,500 + xy&#039;&#039;&#039; - This amount is divided across all mining drones (and turrets), after applying a stacking penalty (not relevant for this example). More drones, less power each, but more resilient to being destroyed.&lt;br /&gt;
&lt;br /&gt;
If you have half drones mining, half salvaging (an ideal example for actual [[Industrial Ops]] missions), then the salvage drones would dip into:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Salvage Pool&#039;&#039;&#039; = 10,000 (Salvage Power) + 1,000 (Drone Power) + (xy) Individual Salvage Drones Combined Power = &#039;&#039;&#039;12,000 + xy&#039;&#039;&#039; - This amount is again divided across the salvage drones (and turrets), after a stacking penalty for multiple turrets (where drones also count as turrets).&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Power&amp;diff=3556</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Power&amp;diff=3556"/>
		<updated>2026-06-15T18:28:54Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power Caluclations Page.png|thumb|297x297px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power&#039;&#039;&#039; is the represents both the actual ship stat &amp;quot;power&amp;quot;, and generally speaking, all specific types of power a ship may posses - such as &amp;quot;combat power&amp;quot;, &amp;quot;salvage power&amp;quot;, &amp;quot;drone power&amp;quot; and many others. It affects everything a ship does, and can be modified, scaled and changed.&lt;br /&gt;
&lt;br /&gt;
== The Five+ PowerStats ==&lt;br /&gt;
&lt;br /&gt;
The game tracks manu separate power values. They are stored independently and used by different systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:18%;&amp;quot; | Stat !! What is it? !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; || This is a general type of power that, if it exists on a turret or a module, will mirror into some of the other &#039;&#039;specific&#039;&#039; power types the ship has. || Combat, Mining and Salvage power types will count this Power as their own.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Combat Power&amp;lt;/code&amp;gt; || Applies when doing damage. || All weapons use it and as a rule of thumb, very roughly, a ship&#039;s DPS will be total Combat Power / fire rate / 5.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Mining Power&amp;lt;/code&amp;gt; || Applies when mining asteroids || Same DPS as combat power but only against asteroids.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Salvage Power&amp;lt;/code&amp;gt; || Applies when salvaging scrap || Same DPS as combat power but only against wrecks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Drone Power&amp;lt;/code&amp;gt; || Applies to drones and whatever they do. || Exceptions are drones that don&#039;t actually do any damage to anything, which is beside the point.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Torpedo Power&amp;lt;/code&amp;gt; || Similar to combat Power but torpedo specific. || Unclear why this is separate for torpedoes, but it is.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are even more different powers, like &amp;lt;code&amp;gt;Repair Power&amp;lt;/code&amp;gt; which is used when repairing a ship&#039;s armor or shields, but these are not as relevant to players.&lt;br /&gt;
&lt;br /&gt;
== Base Power applies to some other Powers ==&lt;br /&gt;
&lt;br /&gt;
Anything that adds &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; (the &#039;&#039;Power&#039;&#039; Power) adds the same amount to &amp;lt;code&amp;gt;Combat Power&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Mining Power&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Salvage Power&amp;lt;/code&amp;gt;. It will not be added to any of the other types (Torpedo, Drone, etc). This is useful when kitting multi-role ships - if you&#039;re using a ship in multiple roles by swapping turrets from combat to mining or similar. This way modules that add Power will be useful to any and all activity types.&lt;br /&gt;
&lt;br /&gt;
Normally, ship gear that list a class-specific stat (e.g. a Surface Mining Laser with &amp;lt;code&amp;gt;+1,500 MiningPower&amp;lt;/code&amp;gt;) contribute only to that specific activity - mining power, and will not be useful if the ship is fighting.&lt;br /&gt;
&lt;br /&gt;
If you want to double- (or triple-) down on power, Exotic (purple) gear has three substats along their main stat. The main stat of a weapon is Combat Power. One of the three substats may *also* be Combat Power, while another one may be simply Power. All three are combined and counted when summing up total Combat Power. &lt;br /&gt;
&lt;br /&gt;
== Feed Your Reactors, Polish the Hull, Man the Cannons ==&lt;br /&gt;
&lt;br /&gt;
=== The Reactor ===&lt;br /&gt;
&lt;br /&gt;
A major source of Power Multipliers is the Reactor. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:18%;&amp;quot; | Reactor usage !! Power modifier&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 50% || +20%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 75% || +10%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 100% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 125% || -25%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 150% || -50%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 150% || -75%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is always optimal to craft your gear (through the use of [[Workshop]] and [[Aspects]] such as &#039;&#039;Solar Powered&#039;&#039;) so your energy usage remains below 50%. This will grant a 20% modifier (with further bonuses to Combat Power from the Combat [[Skills|skill tree]]), multiplying the main three powers on a ship (combat, mining, salvaging).&lt;br /&gt;
&lt;br /&gt;
=== The Hull ===&lt;br /&gt;
&lt;br /&gt;
Aside for Reactor, the [[Drydock]] can upgrade the hull in many ways. Each node along the individual upgrade tracks will upgrade the total power of the ship regarding a certain stat (combat, mining, salvage), and each milestone unlocked grants a lump bonus.&lt;br /&gt;
&lt;br /&gt;
In addition to hull upgrades, varying ship classes have their own innate power modifiers, such as combat hulls having a +30% power (applied to combat power) or a mining hull having +30% power (applied to mining power). See [[Ship List]] for all the ships and their hull bonuses.&lt;br /&gt;
&lt;br /&gt;
=== The Crew ===&lt;br /&gt;
&lt;br /&gt;
See [[Crew]] for crew details. Crew can have different professions, so Miners will boost Mining Power, while Gunners will grant a boost to Combat Power. Crew bonuses added this way count as a separate source of Power and will be multiplied by all normal skill and item multipliers.&lt;br /&gt;
&lt;br /&gt;
Officers also have their own passive bonuses which are added to varying powers - a Mining officer with a passive +2.34% Mining Power will add it to the total if active on a ship.&lt;br /&gt;
&lt;br /&gt;
== Drone Power ==&lt;br /&gt;
&lt;br /&gt;
Drone Power is universally a confusing and often discussed topic because how it applies, and what really happens. It is scheduled for a revamp, so until that happens, the math specifics are not relevant. suffice to say there are some math issues with how Drone Power applies to combat drones and how it combines with existing combat power coming in from the hardpoints (turrets).&lt;br /&gt;
&lt;br /&gt;
For other uses (mining and salvaging, painting and other utility uses), drones work perfectly as expected.&lt;br /&gt;
&lt;br /&gt;
If you need to know anything about Drone Power, know this - the &amp;quot;+2000 Drone Power&amp;quot; shown on a Drone Bay is cosmetic. If you set all your drones to be Painters or Scanners (which have 0 power), total Drone Power is actually zero, no matter what the display says. Actual Drone Power is calculated from &#039;&#039;individual&#039;&#039; drones you have equipped, and this number is not shown anywhere except (with varying accuracy) in the ship Info screen.&lt;br /&gt;
&lt;br /&gt;
For general info on drones, please consult [[Drones]].&lt;br /&gt;
&lt;br /&gt;
== Examples of Power Distribution ==&lt;br /&gt;
&lt;br /&gt;
=== Example 1: Salvage &amp;amp; Combat modules don&#039;t mix, which is good ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ship &#039;&#039;Power&#039;&#039; Power:&#039;&#039;&#039; 10,000 Power&lt;br /&gt;
* &#039;&#039;&#039;Installed Salvage Equipment:&#039;&#039;&#039; +1,000 Salvage Power&lt;br /&gt;
* &#039;&#039;&#039;Installed Combat Turret:&#039;&#039;&#039; +1,000 Combat Power&lt;br /&gt;
&lt;br /&gt;
Resulting Stats:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Salvage Power:&#039;&#039;&#039; 11,000 (10,000 Power + 1,000 Salvage Power)&lt;br /&gt;
* &#039;&#039;&#039;Combat Power:&#039;&#039;&#039; 11,000 (10,000 Power + 1,000 Combat Power)&lt;br /&gt;
&lt;br /&gt;
=== Example 2: Torpedo usage ===&lt;br /&gt;
&lt;br /&gt;
Torpedoes are similar to weapons, in that they use both Torpedo and &#039;&#039;normalized&#039;&#039; Combat Power - these are added together and then converted into damage similar to weapons.&lt;br /&gt;
&lt;br /&gt;
=== Example 3: Mining ship with a drone bay ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ship Type:&#039;&#039;&#039; Mining Ship - slots: 1× Surface Mining Laser, 1x Combat Autocannon, 1× Medium Drone Bay&lt;br /&gt;
* &#039;&#039;&#039;Ship Power:&#039;&#039;&#039; 10,000 Power - coming from various modules&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Module !! Stat line !! Activity&lt;br /&gt;
|-&lt;br /&gt;
|1× Medium Drone Bay || &amp;lt;code&amp;gt;+2,000 Drone Power main stat, +1000 Drone Power substat&amp;lt;/code&amp;gt; || Ignore the main display on the item itself, it&#039;s cosmetic. The +1000 is actually added to the Drone Power total any any drone can use it.&lt;br /&gt;
|-&lt;br /&gt;
|1× Surface Mining Laser || &amp;lt;code&amp;gt;+1,500 Mining Power&amp;lt;/code&amp;gt; || This is added to Mining Power and will be usable by Mining Drones&lt;br /&gt;
|-&lt;br /&gt;
|1× Combat Autocannon || &amp;lt;code&amp;gt;+1,500 Combat Power&amp;lt;/code&amp;gt; || This is added to Combat Power and will be usable by Combat Drones&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resulting ship-side Power stats ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Power&#039;&#039;&#039; = 10,000 (Base) + 1,500 (mining laser) = &#039;&#039;&#039;11,500&#039;&#039;&#039; - This is the amount the ship mines with when firing the mining laser&lt;br /&gt;
* &#039;&#039;&#039;Combat Power&#039;&#039;&#039; = 10,000 (Base) + 1,500 (autocannon) = &#039;&#039;&#039;11,500&#039;&#039;&#039; - This is the amount the ship fights with with when firing the autocannon&lt;br /&gt;
* &#039;&#039;&#039;Salvage Power&#039;&#039;&#039; = 10,000 (Base) = &#039;&#039;&#039;10,000&#039;&#039;&#039; - no salvage gear, but the Salvage Power still exists and will show up in Ship Info stats&lt;br /&gt;
* &#039;&#039;&#039;Drone Power&#039;&#039;&#039; = +1,000 (Modules or turrets with a substat explicitly adding &amp;quot;+xy Drone Power&amp;quot; ) + 0 (Drydock/officers) = &#039;&#039;&#039;1,000&#039;&#039;&#039; - Counterintuitive, but we ignore the main stat of the drone bay. The individual mining or combat drones give their bonuses to mining and combat power pools instead. In the ship Info display the UI will wrongly also add the main +2,000 to the total drone power, however this is not the case in reality.&lt;br /&gt;
&lt;br /&gt;
So, if a number of drones are doing mining, they use:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Pool&#039;&#039;&#039; = 11,500 (Mining Power) + 1,000 (Drone Power) + (xy) Individual Mining Drones Combined Power = &#039;&#039;&#039;12,500 + xy&#039;&#039;&#039; - This amount is divided across all mining drones (and turrets), after applying a stacking penalty (not relevant for this example). More drones, less power each, but more resilient to being destroyed.&lt;br /&gt;
&lt;br /&gt;
If you have half drones mining, half salvaging (an ideal example for actual [[Industrial Ops]] missions), then the salvage drones would dip into:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Salvage Pool&#039;&#039;&#039; = 10,000 (Salvage Power) + 1,000 (Drone Power) + (xy) Individual Salvage Drones Combined Power = &#039;&#039;&#039;12,000 + xy&#039;&#039;&#039; - This amount is again divided across the salvage drones (and turrets), after a stacking penalty for multiple turrets (where drones also count as turrets).&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Power&amp;diff=3555</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Power&amp;diff=3555"/>
		<updated>2026-06-15T18:23:54Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power Caluclations Page.png|thumb|297x297px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power&#039;&#039;&#039; is the represents both the actual ship stat &amp;quot;power&amp;quot;, and generally speaking, all specific types of power a ship may posses - such as &amp;quot;combat power&amp;quot;, &amp;quot;salvage power&amp;quot;, &amp;quot;drone power&amp;quot; and many others. It affects everything a ship does, and can be modified, scaled and changed.&lt;br /&gt;
&lt;br /&gt;
== The Five+ PowerStats ==&lt;br /&gt;
&lt;br /&gt;
The game tracks manu separate power values. They are stored independently and used by different systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:18%;&amp;quot; | Stat !! What is it? !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; || This is a general type of power that, if it exists on a turret or a module, will mirror into some of the other &#039;&#039;specific&#039;&#039; power types the ship has. || Combat, Mining and Salvage power types will count this Power as their own.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Combat Power&amp;lt;/code&amp;gt; || Applies when doing damage. || All weapons use it and as a rule of thumb, very roughly, a ship&#039;s DPS will be total Combat Power / fire rate / 5.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Mining Power&amp;lt;/code&amp;gt; || Applies when mining asteroids || Same DPS as combat power but only against asteroids.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Salvage Power&amp;lt;/code&amp;gt; || Applies when salvaging scrap || Same DPS as combat power but only against wrecks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Drone Power&amp;lt;/code&amp;gt; || Applies to drones and whatever they do. || Exceptions are drones that don&#039;t actually do any damage to anything, which is beside the point.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Torpedo Power&amp;lt;/code&amp;gt; || Similar to combat Power but torpedo specific. || Unclear why this is separate for torpedoes, but it is.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are even more different powers, like &amp;lt;code&amp;gt;Repair Power&amp;lt;/code&amp;gt; which is used when repairing a ship&#039;s armor or shields, but these are not as relevant to players.&lt;br /&gt;
&lt;br /&gt;
== Base Power applies to some other Powers ==&lt;br /&gt;
&lt;br /&gt;
Anything that adds &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; (the &#039;&#039;Power&#039;&#039; Power) adds the same amount to &amp;lt;code&amp;gt;Combat Power&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Mining Power&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Salvage Power&amp;lt;/code&amp;gt;. It will not be added to any of the other types (Torpedo, Drone, etc). This is useful when kitting multi-role ships - if you&#039;re using a ship in multiple roles by swapping turrets from combat to mining or similar. This way modules that add Power will be useful to any and all activity types.&lt;br /&gt;
&lt;br /&gt;
Normally, ship gear that list a class-specific stat (e.g. a Surface Mining Laser with &amp;lt;code&amp;gt;+1,500 MiningPower&amp;lt;/code&amp;gt;) contribute only to that specific activity - mining power, and will not be useful if the ship is fighting.&lt;br /&gt;
&lt;br /&gt;
If you want to double- (or triple-) down on power, Exotic (purple) gear has three substats along their main stat. The main stat of a weapon is Combat Power. One of the three substats may *also* be Combat Power, while another one may be simply Power. All three are combined and counted when summing up total Combat Power. &lt;br /&gt;
&lt;br /&gt;
== Feed Your Reactors, Polish the Hull, Man the Cannons ==&lt;br /&gt;
&lt;br /&gt;
=== The Reactor ===&lt;br /&gt;
&lt;br /&gt;
A major source of Power Multipliers is the Reactor. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:18%;&amp;quot; | Reactor usage !! Power modifier&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 50% || +20%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 75% || +10%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 100% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 125% || -25%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 150% || -50%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 150% || -75%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is always optimal to craft your gear (through the use of [[Workshop]] and [[Aspects]] such as &#039;&#039;Solar Powered&#039;&#039;) so your energy usage remains below 50%. This will grant a 20% modifier (with further bonuses to Combat Power from the Combat [[Skills|skill tree]]), multiplying the main three powers on a ship (combat, mining, salvaging).&lt;br /&gt;
&lt;br /&gt;
=== The Hull ===&lt;br /&gt;
&lt;br /&gt;
Aside for Reactor, the [[Drydock]] can upgrade the hull in many ways. Each node along the individual upgrade tracks will upgrade the total power of the ship regarding a certain stat (combat, mining, salvage).&lt;br /&gt;
&lt;br /&gt;
=== The Crew ===&lt;br /&gt;
&lt;br /&gt;
See [[Crew]] for crew details. Crew can have different professions, so Miners will boost Mining Power, while Gunners will grant a boost to Combat Power. Crew bonuses added this way count as a separate source of Power and will be multiplied by all normal skill and item multipliers.&lt;br /&gt;
&lt;br /&gt;
== Drone Power ==&lt;br /&gt;
&lt;br /&gt;
Drone Power is universally a confusing and often discussed topic because how it applies, and what really happens. It is scheduled for a revamp, so until that happens, the math specifics are not relevant. suffice to say there are some math issues with how Drone Power applies to combat drones and how it combines with existing combat power coming in from the hardpoints (turrets).&lt;br /&gt;
&lt;br /&gt;
For other uses (mining and salvaging, painting and other utility uses), drones work perfectly as expected.&lt;br /&gt;
&lt;br /&gt;
If you need to know anything about Drone Power, know this - the &amp;quot;+2000 Drone Power&amp;quot; shown on a Drone Bay is cosmetic. If you set all your drones to be Painters or Scanners (which have 0 power), total Drone Power is actually zero, no matter what the display says. Actual Drone Power is calculated from &#039;&#039;individual&#039;&#039; drones you have equipped, and this number is not shown anywhere except (with varying accuracy) in the ship Info screen.&lt;br /&gt;
&lt;br /&gt;
For general info on drones, please consult [[Drones]].&lt;br /&gt;
&lt;br /&gt;
== Examples of Power Distribution ==&lt;br /&gt;
&lt;br /&gt;
=== Example 1: Salvage &amp;amp; Combat modules don&#039;t mix, which is good ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ship &#039;&#039;Power&#039;&#039; Power:&#039;&#039;&#039; 10,000 Power&lt;br /&gt;
* &#039;&#039;&#039;Installed Salvage Equipment:&#039;&#039;&#039; +1,000 Salvage Power&lt;br /&gt;
* &#039;&#039;&#039;Installed Combat Turret:&#039;&#039;&#039; +1,000 Combat Power&lt;br /&gt;
&lt;br /&gt;
Resulting Stats:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Salvage Power:&#039;&#039;&#039; 11,000 (10,000 Power + 1,000 Salvage Power)&lt;br /&gt;
* &#039;&#039;&#039;Combat Power:&#039;&#039;&#039; 11,000 (10,000 Power + 1,000 Combat Power)&lt;br /&gt;
&lt;br /&gt;
=== Example 2: Mining ship with a drone bay ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ship Type:&#039;&#039;&#039; Mining Ship - slots: 1× Surface Mining Laser, 1x Combat Autocannon, 1× Medium Drone Bay&lt;br /&gt;
* &#039;&#039;&#039;Ship Power:&#039;&#039;&#039; 10,000 Power - coming from various modules&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Module !! Stat line !! Activity&lt;br /&gt;
|-&lt;br /&gt;
|1× Medium Drone Bay || &amp;lt;code&amp;gt;+2,000 Drone Power main stat, +1000 Drone Power substat&amp;lt;/code&amp;gt; || Ignore the main display on the item itself, it&#039;s cosmetic. The +1000 is actually added to the Drone Power total any any drone can use it.&lt;br /&gt;
|-&lt;br /&gt;
|1× Surface Mining Laser || &amp;lt;code&amp;gt;+1,500 Mining Power&amp;lt;/code&amp;gt; || This is added to Mining Power and will be usable by Mining Drones&lt;br /&gt;
|-&lt;br /&gt;
|1× Combat Autocannon || &amp;lt;code&amp;gt;+1,500 Combat Power&amp;lt;/code&amp;gt; || This is added to Combat Power and will be usable by Combat Drones&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resulting ship-side Power stats ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Power&#039;&#039;&#039; = 10,000 (Base) + 1,500 (mining laser) = &#039;&#039;&#039;11,500&#039;&#039;&#039; - This is the amount the ship mines with when firing the mining laser&lt;br /&gt;
* &#039;&#039;&#039;Combat Power&#039;&#039;&#039; = 10,000 (Base) + 1,500 (autocannon) = &#039;&#039;&#039;11,500&#039;&#039;&#039; - This is the amount the ship fights with with when firing the autocannon&lt;br /&gt;
* &#039;&#039;&#039;Salvage Power&#039;&#039;&#039; = 10,000 (Base) = &#039;&#039;&#039;10,000&#039;&#039;&#039; - no salvage gear, but the Salvage Power still exists and will show up in Ship Info stats&lt;br /&gt;
* &#039;&#039;&#039;Drone Power&#039;&#039;&#039; = +1,000 (Modules or turrets with a substat explicitly adding &amp;quot;+xy Drone Power&amp;quot; ) + 0 (Drydock/officers) = &#039;&#039;&#039;1,000&#039;&#039;&#039; - Counterintuitive, but we ignore the main stat of the drone bay. The individual mining or combat drones give their bonuses to mining and combat power pools instead. In the ship Info display the UI will wrongly also add the main +2,000 to the total drone power, however this is not the case in reality.&lt;br /&gt;
&lt;br /&gt;
So, if a number of drones are doing mining, they use:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Pool&#039;&#039;&#039; = 11,500 (Mining Power) + 1,000 (Drone Power) + (xy) Individual Mining Drones Combined Power = &#039;&#039;&#039;12,500 + xy&#039;&#039;&#039; - This amount is divided across all mining drones (and turrets), after applying a stacking penalty (not relevant for this example). More drones, less power each, but more resilient to being destroyed.&lt;br /&gt;
&lt;br /&gt;
If you have half drones mining, half salvaging (an ideal example for actual [[Industrial Ops]] missions), then the salvage drones would dip into:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Salvage Pool&#039;&#039;&#039; = 10,000 (Salvage Power) + 1,000 (Drone Power) + (xy) Individual Salvage Drones Combined Power = &#039;&#039;&#039;12,000 + xy&#039;&#039;&#039; - This amount is again divided across the salvage drones (and turrets), after a stacking penalty for multiple turrets (where drones also count as turrets).&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Power&amp;diff=3554</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Power&amp;diff=3554"/>
		<updated>2026-06-15T18:06:32Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power Caluclations Page.png|thumb|297x297px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power&#039;&#039;&#039; is the represents both the actual ship stat &amp;quot;power&amp;quot;, and generally speaking, all specific types of power a ship may posses - such as &amp;quot;combat power&amp;quot;, &amp;quot;salvage power&amp;quot;, &amp;quot;drone power&amp;quot; and many others. It affects everything a ship does, and can be modified, scaled and changed.&lt;br /&gt;
&lt;br /&gt;
== The Five+ PowerStats ==&lt;br /&gt;
&lt;br /&gt;
The game tracks manu separate power values. They are stored independently and used by different systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:18%;&amp;quot; | Stat !! What is it? !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; || This is a general type of power that, if it exists on a turret or a module, will mirror into all other &#039;&#039;specific&#039;&#039; power types the ship has. || All other power types will count this Power as their own.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Combat Power&amp;lt;/code&amp;gt; || Applies when doing damage. || All weapons use it and as a rule of thumb, very roughly, a ship&#039;s DPS will be total Combat Power / fire rate / 5.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Mining Power&amp;lt;/code&amp;gt; || Applies when mining asteroids || Same DPS as combat power but only against asteroids.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Salvage Power&amp;lt;/code&amp;gt; || Applies when salvaging scrap || Same DPS as combat power but only against wrecks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Drone Power&amp;lt;/code&amp;gt; || Applies to drones and whatever they do. || Exceptions are drones that don&#039;t actually do any damage to anything, which is beside the point.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Torpedo Power&amp;lt;/code&amp;gt; || Similar to combat Power but torpedo specific. || Unclear why this is separate for torpedoes, but it is.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are even more different powers, like &amp;lt;code&amp;gt;Repair Power&amp;lt;/code&amp;gt; which is used when repairing a ship&#039;s armor or shields, but these are not as relevant to players.&lt;br /&gt;
&lt;br /&gt;
== Base Power applies to some other Powers ==&lt;br /&gt;
&lt;br /&gt;
Anything that adds &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; (the &#039;&#039;Power&#039;&#039; Power) adds the same amount to &amp;lt;code&amp;gt;Combat Power&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Mining Power&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Salvage Power&amp;lt;/code&amp;gt;. It will not be added to any of the other types (Torpedo, Drone, etc). This is useful when kitting multi-role ships - if you&#039;re using a ship in multiple roles by swapping turrets from combat to mining or similar. This way modules that add Power will be useful to any and all activity types.&lt;br /&gt;
&lt;br /&gt;
Normally, ship gear that list a class-specific stat (e.g. a Surface Mining Laser with &amp;lt;code&amp;gt;+1,500 MiningPower&amp;lt;/code&amp;gt;) contribute only to that specific activity - mining power, and will not be useful if the ship is fighting.&lt;br /&gt;
&lt;br /&gt;
If you want to double- (or triple-) down on power, Exotic (purple) gear has three substats along their main stat. The main stat of a weapon is Combat Power. One of the three substats may *also* be Combat Power, while another one may be simply Power. All three are combined and counted when summing up total Combat Power. &lt;br /&gt;
&lt;br /&gt;
== Feed Your Reactors, Polish the Hull, Man the Cannons ==&lt;br /&gt;
&lt;br /&gt;
=== The Reactor ===&lt;br /&gt;
&lt;br /&gt;
A major source of Power Multipliers is the Reactor. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:18%;&amp;quot; | Reactor usage !! Power modifier&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 50% || +20%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 75% || +10%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 100% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 125% || -25%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 150% || -50%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 150% || -75%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is always optimal to craft your gear (through the use of [[Workshop]] and [[Aspects]] such as &#039;&#039;Solar Powered&#039;&#039;) so your energy usage remains below 50%. This will grant a 20% modifier (with further bonuses to Combat Power from the Combat [[Skills|skill tree]]), multiplying the main three powers on a ship (combat, mining, salvaging).&lt;br /&gt;
&lt;br /&gt;
=== The Hull ===&lt;br /&gt;
&lt;br /&gt;
Aside for Reactor, the [[Drydock]] can upgrade the hull in many ways. Each node along the individual upgrade tracks will upgrade the total power of the ship regarding a certain stat (combat, mining, salvage).&lt;br /&gt;
&lt;br /&gt;
=== The Crew ===&lt;br /&gt;
&lt;br /&gt;
See [[Crew]] for crew details. Crew can have different professions, so Miners will boost Mining Power, while Gunners will grant a boost to Combat Power. Crew bonuses added this way count as a separate source of Power and will be multiplied by all normal skill and item multipliers.&lt;br /&gt;
&lt;br /&gt;
== Drone Power ==&lt;br /&gt;
&lt;br /&gt;
Drone Power is universally a confusing and often discussed topic because how it applies, and what really happens. It is scheduled for a revamp, so until that happens, the math specifics are not relevant. suffice to say there are some math issues with how Drone Power applies to combat drones and how it combines with existing combat power coming in from the hardpoints (turrets).&lt;br /&gt;
&lt;br /&gt;
For other uses (mining and salvaging, painting and other utility uses), drones work perfectly as expected.&lt;br /&gt;
&lt;br /&gt;
If you need to know anything about Drone Power, know this - the &amp;quot;+2000 Drone Power&amp;quot; shown on a Drone Bay is cosmetic. If you set all your drones to be Painters or Scanners (which have 0 power), total Drone Power is actually zero, no matter what the display says. Actual Drone Power is calculated from &#039;&#039;individual&#039;&#039; drones you have equipped, and this number is not shown anywhere except (with varying accuracy) in the ship Info screen.&lt;br /&gt;
&lt;br /&gt;
For general info on drones, please consult [[Drones]].&lt;br /&gt;
&lt;br /&gt;
== Examples of Power Distribution ==&lt;br /&gt;
&lt;br /&gt;
=== Example 1: Salvage &amp;amp; Combat modules don&#039;t mix, which is good ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ship &#039;&#039;Power&#039;&#039; Power:&#039;&#039;&#039; 10,000 Power&lt;br /&gt;
* &#039;&#039;&#039;Installed Salvage Equipment:&#039;&#039;&#039; +1,000 Salvage Power&lt;br /&gt;
* &#039;&#039;&#039;Installed Combat Turret:&#039;&#039;&#039; +1,000 Combat Power&lt;br /&gt;
&lt;br /&gt;
Resulting Stats:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Salvage Power:&#039;&#039;&#039; 11,000 (10,000 Power + 1,000 Salvage Power)&lt;br /&gt;
* &#039;&#039;&#039;Combat Power:&#039;&#039;&#039; 11,000 (10,000 Power + 1,000 Combat Power)&lt;br /&gt;
&lt;br /&gt;
=== Example 2: Mining ship with a drone bay ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ship Type:&#039;&#039;&#039; Mining Ship - slots: 1× Surface Mining Laser, 1x Combat Autocannon, 1× Medium Drone Bay&lt;br /&gt;
* &#039;&#039;&#039;Ship Power:&#039;&#039;&#039; 10,000 Power - coming from various modules&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Module !! Stat line !! Activity&lt;br /&gt;
|-&lt;br /&gt;
|1× Medium Drone Bay || &amp;lt;code&amp;gt;+2,000 Drone Power&amp;lt;/code&amp;gt; || Assume this number is the sum of actually equipped drones, and ignore the display on the item itself. It is then added to the Drone Power total any any drone can use it&lt;br /&gt;
|-&lt;br /&gt;
|1× Surface Mining Laser || &amp;lt;code&amp;gt;+1,500 Mining Power&amp;lt;/code&amp;gt; || This is added to Mining Power and will be usable by Mining Drones&lt;br /&gt;
|-&lt;br /&gt;
|1× Combat Autocannon || &amp;lt;code&amp;gt;+1,500 Combat Power&amp;lt;/code&amp;gt; || This is added to Combat Power and will be usable by Combat Drones&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resulting ship-side Power stats ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Power&#039;&#039;&#039; = 10,000 (Base) + 1,500 (mining laser) = &#039;&#039;&#039;11,500&#039;&#039;&#039; - This is the amount the ship mines with when firing the mining laser&lt;br /&gt;
* &#039;&#039;&#039;Combat Power&#039;&#039;&#039; = 10,000 (Base) + 1,500 (autocannon) = &#039;&#039;&#039;11,500&#039;&#039;&#039; - This is the amount the ship fights with with when firing the autocannon&lt;br /&gt;
* &#039;&#039;&#039;Salvage Power&#039;&#039;&#039; = 10,000 (Base) = &#039;&#039;&#039;10,000&#039;&#039;&#039; - no salvage gear, but the Salvage Power still exists and will show up in Ship Info stats&lt;br /&gt;
* &#039;&#039;&#039;Drone Power&#039;&#039;&#039; = 2,000 (Sum of all drones individual power)  + 0 (Modules or turrets with a substat explicitly adding &amp;quot;+xy Drone Power&amp;quot; ) = &#039;&#039;&#039;2,000&#039;&#039;&#039; - This amount is added specifically to the pool used by the drones.&lt;br /&gt;
&lt;br /&gt;
So, if a number of drones are doing mining, they use:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Pool&#039;&#039;&#039; = 11,500 (Mining Power) + 2,000 (Drone Pool) = &#039;&#039;&#039;13,500&#039;&#039;&#039; - This amount is divided across the drones. More drones, less power each, but more resilient to being destroyed.&lt;br /&gt;
&lt;br /&gt;
If you have half drones mining, half salvaging (an ideal example for actual [[Industrial Ops]] missions), then the salvage drones would dip into:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Salvage Pool&#039;&#039;&#039; = 10,000 (Salvage Power) + 2,000 (Drone Pool) = &#039;&#039;&#039;12,000&#039;&#039;&#039; - This amount is again divided across the salvage drones.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Power&amp;diff=3553</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Power&amp;diff=3553"/>
		<updated>2026-06-15T17:47:35Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power Caluclations Page.png|thumb|297x297px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power&#039;&#039;&#039; is the represents both the actual ship stat &amp;quot;power&amp;quot;, and generally speaking, all specific types of power a ship may posses - such as &amp;quot;combat power&amp;quot;, &amp;quot;salvage power&amp;quot;, &amp;quot;drone power&amp;quot; and many others. It affects everything a ship does, and can be modified, scaled and changed.&lt;br /&gt;
&lt;br /&gt;
== The Five+ PowerStats ==&lt;br /&gt;
&lt;br /&gt;
The game tracks manu separate power values. They are stored independently and used by different systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:18%;&amp;quot; | Stat !! What is it? !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; || This is a general type of power that, if it exists on a turret or a module, will mirror into all other &#039;&#039;specific&#039;&#039; power types the ship has. || All other power types will count this Power as their own.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Combat Power&amp;lt;/code&amp;gt; || Applies when doing damage. || All weapons use it and as a rule of thumb, a ship&#039;s DPS will be total Combat Power / 5.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Mining Power&amp;lt;/code&amp;gt; || Applies when mining asteroids || Same DPS as combat power but only against asteroids.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Salvage Power&amp;lt;/code&amp;gt; || Applies when salvaging scrap || Same DPS as combat power but only against wrecks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Drone Power&amp;lt;/code&amp;gt; || Applies to drones and whatever they do. || Exceptions are drones that don&#039;t actually do any damage to anything, which is beside the point.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Torpedo Power&amp;lt;/code&amp;gt; || Similar to combat Power but torpedo specific. || Unclear why this is separate for torpedoes, but it is.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are even more different powers, like &amp;lt;code&amp;gt;Repair Power&amp;lt;/code&amp;gt; which is used when repairing a ship&#039;s armor or shields, but these are not as relevant to players.&lt;br /&gt;
&lt;br /&gt;
== Base Power applies to all other Powers ==&lt;br /&gt;
&lt;br /&gt;
Anything that adds &amp;lt;code&amp;gt;Power&amp;lt;/code&amp;gt; (the &#039;&#039;Power&#039;&#039; Power) adds the same amount to &amp;lt;code&amp;gt;Combat Power&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Mining Power&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;SalvagePower&amp;lt;/code&amp;gt; and so on. It&#039;s useful to have items granting base (raw) Power if you&#039;re using a ship in multiple roles by swapping turrets from combat to mining or similar. This way modules that add Power will be useful to any and all activity types.&lt;br /&gt;
&lt;br /&gt;
Normally, ship gear that list a class-specific stat (e.g. a Surface Mining Laser with &amp;lt;code&amp;gt;+1,500 MiningPower&amp;lt;/code&amp;gt;) contribute only to that specific activity - mining power, and will not be useful if the ship is fighting.&lt;br /&gt;
&lt;br /&gt;
If you want to double- (or triple-) down on power, Exotic (purple) gear has three substats along their main stat. The main stat of a weapon is Combat Power. One of the three substats may *also* be Combat Power, while another one may be simply Power. All three are combined and counted when summing up total Combat Power. &lt;br /&gt;
&lt;br /&gt;
== Feed Your Reactors, Polish the Hull ==&lt;br /&gt;
&lt;br /&gt;
A major source of Power Multipliers is the Reactor. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:18%;&amp;quot; | Reactor usage !! Power modifier&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 50% || +20%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 75% || +10%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 100% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 125% || -25%&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 150% || -50%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 150% || -75%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is always optimal to craft your gear (through the use of [[Workshop]] and [[Aspects]] such as &#039;&#039;Solar Powered&#039;&#039;) so your energy usage remains below 50%. This will grant a 20% modifier (with further bonuses to combat from the Combat [[Skills|skill tree]]), multiplying all the powers on a ship.&lt;br /&gt;
&lt;br /&gt;
Aside for Reactor, the [[Drydock]] can upgrade the hull in many ways. Each node along the individual upgrade tracks will upgrade the total power of the ship regarding a certain stat (combat, mining, salvage).&lt;br /&gt;
&lt;br /&gt;
== Drone Power ==&lt;br /&gt;
&lt;br /&gt;
Drone Power is universally a confusing and often discussed topic because how it applies, and what really happens. It is scheduled for a revamp, so until that happens, the math specifics are not relevant. suffice to say there are some math issues with how Drone Power applies to combat drones and how it combines with existing combat power coming in from the hardpoints (turrets).&lt;br /&gt;
&lt;br /&gt;
For other uses (mining and salvaging, painting and other utility uses), drones work perfectly as expected.&lt;br /&gt;
&lt;br /&gt;
For general info on drones, please consult [[Drones]].&lt;br /&gt;
&lt;br /&gt;
== Examples of Power Distribution ==&lt;br /&gt;
&lt;br /&gt;
=== Example 1: Salvage &amp;amp; Combat modules don&#039;t mix, which is good ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ship &#039;&#039;Power&#039;&#039; Power:&#039;&#039;&#039; 10,000 Power&lt;br /&gt;
* &#039;&#039;&#039;Installed Salvage Equipment:&#039;&#039;&#039; +1,000 Salvage Power&lt;br /&gt;
* &#039;&#039;&#039;Installed Combat Turret:&#039;&#039;&#039; +1,000 Combat Power&lt;br /&gt;
&lt;br /&gt;
Resulting Stats:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Salvage Power:&#039;&#039;&#039; 11,000 (10,000 Power + 1,000 Salvage Power)&lt;br /&gt;
* &#039;&#039;&#039;Combat Power:&#039;&#039;&#039; 11,000 (10,000 Power + 1,000 Combat Power)&lt;br /&gt;
&lt;br /&gt;
=== Example 2: Mining ship with a drone bay ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ship Type:&#039;&#039;&#039; Mining Ship — slots: 1× Surface Mining Laser, 1x Combat Autocannon, 1× Medium Drone Bay&lt;br /&gt;
* &#039;&#039;&#039;Hull&#039;s Base Power:&#039;&#039;&#039; 10,000 Power&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Module !! Stat line !! Activity&lt;br /&gt;
|-&lt;br /&gt;
|1× Medium Drone Bay || &amp;lt;code&amp;gt;+2,000 Drone Power&amp;lt;/code&amp;gt; || This is added to the Drone Power total any any drone can use it&lt;br /&gt;
|-&lt;br /&gt;
|1× Surface Mining Laser || &amp;lt;code&amp;gt;+1,500 Mining Power&amp;lt;/code&amp;gt; || This is added to Mining Power and will be usable by Mining Drones&lt;br /&gt;
|-&lt;br /&gt;
|1× Combat Autocannon || &amp;lt;code&amp;gt;+1,500 Combat Power&amp;lt;/code&amp;gt; || This is added to Combat Power and will be usable by Combat Drones&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resulting ship-side Power stats ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Power&#039;&#039;&#039; = 10,000 (Base) + 1,500 (mining laser) = &#039;&#039;&#039;11,500&#039;&#039;&#039; - This is the amount the ship mines with when firing the mining laser&lt;br /&gt;
* &#039;&#039;&#039;Combat Power&#039;&#039;&#039; = 10,000 (Base) + 1,500 (autocannon) = &#039;&#039;&#039;11,500&#039;&#039;&#039; - This is the amount the ship fights with with when firing the autocannon&lt;br /&gt;
* &#039;&#039;&#039;Salvage Power&#039;&#039;&#039; = 10,000 (Base) = &#039;&#039;&#039;10,000&#039;&#039;&#039; - no salvage gear, but the Salvage Power still exists and will show up in Ship Info stats&lt;br /&gt;
* &#039;&#039;&#039;Drone Power&#039;&#039;&#039; = 2,000 (Drone Bay) = &#039;&#039;&#039;2,000&#039;&#039;&#039; - This amount is added specifically to the pool used by the drones.&lt;br /&gt;
&lt;br /&gt;
So, if a number of drones are doing mining, they use:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mining Pool&#039;&#039;&#039; = 11,500 (Mining Power) + 2,000 (Drone Pool) = &#039;&#039;&#039;13,500&#039;&#039;&#039; - This amount is divided across the drones. More drones, less power each, but more resilient to being destroyed.&lt;br /&gt;
&lt;br /&gt;
If you have half drones mining, half salvaging (an ideal example for actual [[Industrial Ops]] missions), then the salvage drones would dip into:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Salvage Pool&#039;&#039;&#039; = 10,000 (Salvage Power) + 2,000 (Drone Pool) = &#039;&#039;&#039;12,000&#039;&#039;&#039; - This amount is again divided across the salvage drones.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Vanguard_Galaxy_Wiki&amp;diff=3552</id>
		<title>Vanguard Galaxy Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Vanguard_Galaxy_Wiki&amp;diff=3552"/>
		<updated>2026-06-15T16:58:25Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;mainpage-columns&amp;quot; style=&amp;quot;width:100%; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:100%; padding-right:20px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[File:VG Banner.png|frameless|border|center|800px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A relaxing game about space exploration that can be played full screen or at the bottom of your screen. Trade, fight, mine and salvage your way through a procedurally generated galaxy. Let the game idle while your autopilot handles business and builds your fortune.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
== [[:Category:General Information|General Information]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Game Overview]] - The game, what to expect&lt;br /&gt;
* [[UI]] - Basics of the UI&lt;br /&gt;
* [[Game Music]] - OST available now!&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Game Concepts|Game Concepts]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Captain]] - Starting the game, backgrounds&lt;br /&gt;
** [[XP]] - Gaining XP, levels, level caps&lt;br /&gt;
** [[Skills]] - Skill points, loadouts, bonus points [[File:Bonus.skillpoint.png|x25px|link=Skills]]&lt;br /&gt;
** [[Leadership]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Leading grunts to their deaths.&lt;br /&gt;
** [[Mastery]] - Skill masteries&lt;br /&gt;
* [[Ships]] - Ships overview, ship roles and modules [[File:stinger.png|x25px|link=Ships]]&lt;br /&gt;
** [[Ship List]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - All known ships, compare and plan ahead [[File:Warden DSF-3.png|x25px|link=Ship List]]&lt;br /&gt;
** [[Ship Decoration]] - Decals!&lt;br /&gt;
** [[Crew]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Grunts and professions, Officers and abilities&lt;br /&gt;
** [[Officer Skills]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Officer abilities and classes.&lt;br /&gt;
* [[Items]] - Items, types, rarities, sizes, storage [[File:Dormant Metafiber.png|x25px|link=Items]]&lt;br /&gt;
** [[Substats]] - Item bonuses&lt;br /&gt;
* [[Navigation]] - Map, navigation, gates and keys&lt;br /&gt;
* [[ECHO]] - The autopilot / idle mode [[file:Echo.png|x25px|link=ECHO]]&lt;br /&gt;
* Activity types:  &lt;br /&gt;
** [[Combat]] - Fighting other ships [[File:tempest.png|x25px|link=Combat]]&lt;br /&gt;
** [[Mining]] - Mining asteroids for ore [[File:Auger ERC-2.png|x25px|link=Mining]] &lt;br /&gt;
** [[Salvage]] - Salvaging wrecks for scrap [[File:exdyne.png|x25px|link=Salvage]] &lt;br /&gt;
** [[Trade]] - Trading Bulks for profit [[File:Trundar.png|x25px|link=Trade]] &lt;br /&gt;
** [[Boarding]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Boarding ships and bases for glory!&lt;br /&gt;
* [[Stations]] - Stations and services&lt;br /&gt;
** [[Workshop]] - Workshop operations&lt;br /&gt;
** [[Refinery]] - Refinery operations&lt;br /&gt;
** [[Forge]] - Forging new items, crafting&lt;br /&gt;
** [[Personnel Center]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Recruitment and officer training&lt;br /&gt;
** [[Drydock]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Drydock operations&lt;br /&gt;
* [[Power]] - How Power works&lt;br /&gt;
* [[Drones]] - How Drones work&lt;br /&gt;
* [[Precision]] - Precision and critical hits&lt;br /&gt;
* [[Energy]] - Reactor output and effects&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
== [[:Category:Game World|The World]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Great Gate]] - What is known&lt;br /&gt;
* [[Credits]] - The short and short of it [[File:Credit.png|x25px|link=Credits]]&lt;br /&gt;
* [[Factions]] - Various factions and their goals [[File:Factions.png|x25px|link=Factions]]&lt;br /&gt;
** [[Faction Currencies]] - Tokens [[File:Mars Commendation.png|x25px|link=Faction Currencies]]&lt;br /&gt;
** [[Faction Reputation]] - Reputations and bonuses&lt;br /&gt;
** [[Conquest Reputation]] - Reputations and bonuses&lt;br /&gt;
** [[Conquest Zone]] - Ara Martis, &#039;&#039;The Conquest&#039;&#039;&lt;br /&gt;
* [[Ship Manufacturers]] - People building ships [[File:Margil.png|x25px|link=Ship Manufacturers]] &lt;br /&gt;
* [[:Category:Characters|Characters]] - Friends we made (enemies) along the way [[File:Brenda.diamond.png|x25px|link=Category:Characters]] &lt;br /&gt;
* [[Missions]] - General mission overview&lt;br /&gt;
** [[Skill Missions]] - Missions unlocking skills and skill points&lt;br /&gt;
** [[Patrol]] - Patrol Mission&lt;br /&gt;
** [[Bounty Hunt]] - Bounty Hunt Mission&lt;br /&gt;
** [[Industrial Ops]] - Industrial Ops mission&lt;br /&gt;
** [[Umbral Missions]] - Umbral missions and infections&lt;br /&gt;
&lt;br /&gt;
* Spoiler Territory!&lt;br /&gt;
** [[Story Thus Far]] - Story spoilers&lt;br /&gt;
** [[Story Missions]] - Story Arc Missions&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Lists|Useful Lists]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Ship List]] - All known ships, compare and plan ahead [[File:Warden DSF-3.png|x25px|link=Ship List]]&lt;br /&gt;
* Items overview&lt;br /&gt;
** [[Boosters]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - New Boosters [[File:Booster Module.png|x25px|link=Boosters]]&lt;br /&gt;
** [[Consumables]] - Deployables included [[File:Plasma.fuel.cell.png|x25px|link=Consumables]]&lt;br /&gt;
** [[Modules]] - Ship components&lt;br /&gt;
** [[Turrets]] - Ship turrets&lt;br /&gt;
** [[Ammo]] - Food for ship turrets&lt;br /&gt;
** [[Picture of a Space Ship]] - The most critical of all items [[File:Picture of a Spaceship.png|x25px|link=Picture of a Space Ship]]&lt;br /&gt;
** [[Aspects]] - Module Aspects list [[File:Aspects.png|x25px|link=Aspects]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
== Latest Patch ==&lt;br /&gt;
&lt;br /&gt;
* 2026.06.12 - [https://store.steampowered.com/news/app/3471800/view/699893179027031591 Beta Hotfix 0.8.1.8]&lt;br /&gt;
&lt;br /&gt;
== Game News ==&lt;br /&gt;
&lt;br /&gt;
* 2026.05.29 - [https://store.steampowered.com/news/app/3471800/view/719032209192781124 New Beta Update 0.8.1]&lt;br /&gt;
* 2026.05.06 - [https://store.steampowered.com/news/app/3471800/view/666113010538905949 Soundtrack release]&lt;br /&gt;
* 2026.04.21 - [https://store.steampowered.com/news/app/3471800/view/571535612595667783 Supporter Pack DLC]&lt;br /&gt;
* 2026.04.10 - [https://store.steampowered.com/news/app/3471800/view/532128384944177807 Early Access Plans]&lt;br /&gt;
* 2026.03.17 - [https://store.steampowered.com/news/app/3471800/view/523118649476645863 Update 0.8 Conquest]&lt;br /&gt;
* 2026.01.23 - [https://store.steampowered.com/news/app/3471800/view/528743713148503601 Conquest: The next beta release is coming soon]&lt;br /&gt;
* 2025.12.16 - [https://store.steampowered.com/news/app/3471800/view/599671687785481605 Update 0.7.5 Gathering Storm]&lt;br /&gt;
* 2025.10.30 - [https://store.steampowered.com/news/app/3471800/view/814714767715336235 Vanguard Galaxy released in Early Access]&lt;br /&gt;
* 2025.10.28 - [https://store.steampowered.com/news/app/3471800/view/524231866419514258 Early Access Roadmap]&lt;br /&gt;
* 2025.09.25 - [https://store.steampowered.com/news/app/3471800/view/533236528800858490 Release Date and Demo Update]&lt;br /&gt;
* 2025.09.03 - [https://store.steampowered.com/news/app/3471800/view/542241191160185678 Closed Beta Test has begun]&lt;br /&gt;
* 2025.06.30 - [https://store.steampowered.com/news/app/3471800/view/542235483178009586 Our plans for Vanguard Galaxy]&lt;br /&gt;
* 2025.05.08 - [https://store.steampowered.com/news/app/3471800/view/542231043576431974 Vanguard Galaxy Demo now available!]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Guides and Tutorials|Guides and Tutorials]] ==&lt;br /&gt;
&lt;br /&gt;
* [[User:Zemurin/Best Ships|The Best Ship?]] - &amp;quot;Best&amp;quot; ships at various stages of the game.&lt;br /&gt;
* [[User:Zemurin/Challenges|Challenges]] - &amp;quot;Fun!&amp;quot; challenges to try at home.&lt;br /&gt;
* [[User:Zemurin/Boarding_Guide|Boarding a Meriavex]] - Dealing with the impossible.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
====== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Pages with content from active Beta playtest. ======&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{Infobox&lt;br /&gt;
  | title=Vanguard Galaxy Wiki&lt;br /&gt;
  | image1=Vanguard.logo.small.png&lt;br /&gt;
  | caption-image1=Vanguard Galaxy&lt;br /&gt;
  | discord=https://discord.com/invite/DJ7JtSQZWK&lt;br /&gt;
  | steam=https://store.steampowered.com/app/3471800/Vanguard_Galaxy/&lt;br /&gt;
  | reddit=https://www.reddit.com/r/VanguardGalaxyGame/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
* The game runs on the Steam Deck. &lt;br /&gt;
* There is no &amp;quot;Offline&amp;quot; Idle. &lt;br /&gt;
* Currently, the Max Level Cap for the Player and Crew is 60. &lt;br /&gt;
* Skill Point cap is 120.&lt;br /&gt;
* Distinguished is the max Reputation Rank attainable (30.000 Rep).&lt;br /&gt;
* The Savefiles  / Savegame for Windows are saved under &lt;br /&gt;
** &amp;lt;code&amp;gt;C:\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳Users\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳[username]\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳AppData\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳LocalLow\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳Bat Roost Games\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳VanguardGalaxy\&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{SITENAME}}]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__noeditsection__&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=User:Zemurin/Boarding_Guide&amp;diff=3550</id>
		<title>User:Zemurin/Boarding Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=User:Zemurin/Boarding_Guide&amp;diff=3550"/>
		<updated>2026-06-15T08:43:02Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: /* The COD2 push */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ver|0.8.1.9}}&lt;br /&gt;
&lt;br /&gt;
For schmu.&lt;br /&gt;
&lt;br /&gt;
[[File:boarded.destroyer.png|500px|thumb|right|Catch a Meriavex lately?]]&lt;br /&gt;
&lt;br /&gt;
So, you want to know how to board. No, you don&#039;t. You want to know how to board a Meriavex or a Carkalon, and pull it off. 90% prep, 10% execution. So let&#039;s get started.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;What&#039;s the issue with Meridia?&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Meridia&#039;s forces are special. They have several modifiers that make boarding their ships very difficult.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level&#039;&#039;&#039;: Meridia defenders are always 10 levels above the player. This factors into their grunts HP and damage values, always far outstripping yours.&lt;br /&gt;
* &#039;&#039;&#039;Never surrender&#039;&#039;&#039;: Their grunts will never surrender.&lt;br /&gt;
* &#039;&#039;&#039;Scuttle reactor&#039;&#039;&#039;: They will always try to scuttle their reactor and blow up the ship if requirements for this are met.&lt;br /&gt;
* &#039;&#039;&#039;Armory Blow&#039;&#039;&#039;: They will try to blow up the armory, destroying the ship if conditions for this are met.&lt;br /&gt;
* &#039;&#039;&#039;Vent airlocks&#039;&#039;&#039;: They will try to vent the airlock, killing your attackers inside and many of the nearby marines, as well as a portion of their own forces.&lt;br /&gt;
* &#039;&#039;&#039;Kamikaze&#039;&#039;&#039;: When panicked, their forces will go kamikaze, charge your forces in suicide rushes, doing more damage before dying.&lt;br /&gt;
* &#039;&#039;&#039;Alertness&#039;&#039;&#039;: Their defenders are 50% faster to become alert, meaning stealth approaches are not viable.&lt;br /&gt;
&lt;br /&gt;
All of this can be dealt with.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;What is needed?&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The shopping list is relatively simple:&lt;br /&gt;
&lt;br /&gt;
=== A slow damager ===&lt;br /&gt;
&lt;br /&gt;
A ship able to easily but &#039;&#039;&#039;slowly&#039;&#039;&#039; bring down a destroyer to 0%. Speed matters. Boarding checks start at 40% and happen every 15% after that. If you do 50% damage with a strong rail alpha strike, you&#039;ll skip the crucial milestone checks and more likely than not destroy the ship. You need a selection of weapons that don&#039;t do much critical damage, have low individual damage per shot, so the first low-damage hit after a milestone forces a boardable check without needlessly damaging the hull.&lt;br /&gt;
&lt;br /&gt;
=== EMP weapons ===&lt;br /&gt;
Every weapon has an EMP value, but some weapons are &#039;&#039;&#039;far&#039;&#039;&#039; better than others. Namely, plasma cannons. Plasma repeaters are also usable (especially since there are no plasma cannons in S-size). EMP starts to visibly accumulate only after armor and shields are depleted, and you have a limited window of time to do most EMP buildup you can until each check is rolled. &lt;br /&gt;
&lt;br /&gt;
For this reason best to avoid &#039;&#039;any&#039;&#039; sources of damage that don&#039;t carry EMP - such as drones, mercs or anything that might interfere in the process. Ideal conditions are an empty map, you, the target and your plasma weapons in between.&lt;br /&gt;
&lt;br /&gt;
=== Huge crew ===&lt;br /&gt;
A simple Meridia deckhand is worth 3 of your marines and will kill them 1-vs-3 without much issues. You need numbers. Forget taking down a destroyer with anything other than a size-5 vessel.&lt;br /&gt;
&lt;br /&gt;
=== Even more crew! ===&lt;br /&gt;
[[File:brig.png|500px|thumb|right|Brig]]&lt;br /&gt;
Having a full complement of marines may not be enough. Having people in the ship&#039;s brig will also help. Having people floating out in space in pods is also a good source to bodies to throw at them.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Good&#039;&#039; crew ===&lt;br /&gt;
[[File:boarding.skills.png|500px|thumb|right|Boarding skills]]&lt;br /&gt;
This means skills. Primarily &#039;&#039;&#039;Assault Doctrine&#039;&#039;&#039;, and if you can, in any way, get officers (of combat or engineering category) that have both Assault Doctrine and Crew Conditioning skills in the first two slots. These are the only slots these two skills can appear - if you don&#039;t see them when hiring people, they won&#039;t get them later - so visit every Personnel center until you find at least one such unicorn!&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t get the unicorns, focus on assault doctrine so you reach 8/3. You&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
=== Other considerations ===&lt;br /&gt;
&lt;br /&gt;
# Ship can&#039;t be lvl 81+ - those never pass boarding checks.&lt;br /&gt;
# You have a stash of locator beacons - you will need at least one.&lt;br /&gt;
# You are not at war with Canisec - you will need a patrol run as Orsanon&#039;s Bounty Hunts won&#039;t generate destroyers as primary target so those are unreliable.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Ship&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:boarder.ship.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Ship selection matters. One might think combat vessels are go-to choice for boarding combat, but nope, destroyers only have room for 80 crew while reclaimers and harvesters have room for 96 (without skills), and much more is needed for a successful Meridia destroyer capture. Also, but less importantly, combat hulls boost critical damage, you don&#039;t want this. In fact, disable all skills that boost critical chance or damage.&lt;br /&gt;
&lt;br /&gt;
In addition, a ship with as many hardpoints as possible, to spread the combat power around and have each weapon do less damage individually. Also, no drones, no torpedoes, no distractions.&lt;br /&gt;
&lt;br /&gt;
We boil down to a selection between an Axcetor or a Sledge. Both will work - Sledge because of 4 turrets, exclusively plasma cannons, and Axcetor because of 5 turrets where 2 can be filled with S plasma repeaters.&lt;br /&gt;
&lt;br /&gt;
== The Deed ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s walk through every step of the way.&lt;br /&gt;
&lt;br /&gt;
=== Getting a destroyer boardable ===&lt;br /&gt;
&lt;br /&gt;
# Start a Patrol, on Extreme. If you reach lvl 80 ships and don&#039;t see a destroyer, reset your rank and retry.&lt;br /&gt;
# Once you spot a destroyer, &#039;&#039;&#039;save to slot 1&#039;&#039;&#039;.&lt;br /&gt;
# Shoot at it until it is boardable. If it is destroyed, reload &#039;&#039;&#039;1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Chances of a destroyer becoming boardable on a killing shot, assuming plasma weapons that manage to fill the EMP bar about halfway through, are &#039;&#039;measly 5.9%&#039;&#039;. To make it boardable at 40% hull - much less. This might take 10 or more attempts.&lt;br /&gt;
&lt;br /&gt;
=== Prep for boarding ===&lt;br /&gt;
&lt;br /&gt;
You managed to make it boardable. Make sure there are no distractions like remaining hostile ships. This is where we start boarding prep. Drop a locator beacon. Approach the ship.&lt;br /&gt;
&lt;br /&gt;
Once you are ready, &#039;&#039;&#039;save to slot 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Boarding.setup.png|500px|thumb|right|Boarding Setup]]&lt;br /&gt;
&lt;br /&gt;
For boarding, you want:&lt;br /&gt;
&lt;br /&gt;
* Aggressive&lt;br /&gt;
* Hollow&lt;br /&gt;
* No grenades&lt;br /&gt;
* No automove&lt;br /&gt;
* Yes to autobuy&lt;br /&gt;
* All marines (entire crew)&lt;br /&gt;
&lt;br /&gt;
Start the boarding, and do nothing. Check the compartments, count the hazards. If you have 20% structural integrity, and see 2 or more hazards in compartments, &#039;&#039;&#039;load 2&#039;&#039;&#039;. You can wing this with a single hazard if you start at 20% integrity, but optimally no hazards (which can happen on 30% attempts).&lt;br /&gt;
&lt;br /&gt;
For starting events - there are events that make the attempt easier, but &#039;&#039;none are mandatory&#039;&#039;. Sure - a disabled reactor will prevent them from blowing up the ship, but the strategy does not hinge on this. In fact, one of the best events is a negative one - where entire enemy crew starts alerted.&lt;br /&gt;
&lt;br /&gt;
=== The Grim and Gritty ===&lt;br /&gt;
&lt;br /&gt;
[[File:boarding.destroyer.png|500px|thumb|right|Boarding a Carkalon]]&lt;br /&gt;
&lt;br /&gt;
You start at the airlock. Airlock is a not a safe space, but it&#039;s best of the bad choices. Whatever they throw at you while you hold the airlock will eventually die, as long as you have boarders offscreen or in staging area so they can cycle wounded for fresh troops.&lt;br /&gt;
&lt;br /&gt;
The room right next to the airlock is the &#039;&#039;&#039;CORRIDOR OF DEATH&#039;&#039;&#039; (COD). Whatever &#039;&#039;&#039;you&#039;&#039;&#039; throw into that corridor will die.&lt;br /&gt;
&lt;br /&gt;
Understanding how these two rooms function is critical.&lt;br /&gt;
&lt;br /&gt;
=== The supporting fire mechanic ===&lt;br /&gt;
&lt;br /&gt;
This is where you need to learn about supporting fire. People in rooms adjacent to a room where combat is happening will help out by firing into the room, if they are alerted to the situation (red circle on a room).&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;airlock&#039;&#039; you have the advantage because you have 8 marines in there, along with &#039;&#039;&#039;100+ marines offscreen&#039;&#039;&#039;, all of which are can cycle to replace your wounded. These offscreen marined &#039;&#039;&#039;do not&#039;&#039;&#039; provide cover fire, just fresh meat.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;corridor of death&#039;&#039;, the enemy has the advantage, because they have 8 guys there, and quite likely another 20-30 more in 4 adjacent rooms, all of which are firing into your marines, and additionally, every one of their guys is 2-3x stronger than your marines. You cannot take the COD, and you &#039;&#039;&#039;should not&#039;&#039;&#039; attempt to.&lt;br /&gt;
&lt;br /&gt;
=== Drawing hostiles into airlock ===&lt;br /&gt;
&lt;br /&gt;
Instead, send 2 marines into the COD. They will die instantly (unless you retreat them when wounded) - but this will flag the defenders of that room for a counterattack onto the airlock. So sit tight, and wait until all but one of the COD-hostiles tries to take over the airlock and dies.&lt;br /&gt;
&lt;br /&gt;
The last man in a room (any room) will never leave it, so ideally you lost or retreated the initial sacrificial lambs, and possibly some airlock defenders, but they lost their entire COD garrison, minus the one remaining. This is what we&#039;ll do from now on - getting their people into COD, and then to hit you in the airlock, while you suffer minimal losses of the sacrificial grunts.&lt;br /&gt;
&lt;br /&gt;
Fighting in the airlock from now on will provide the enemy only with support fire from the single enemy they have in the COD, and not 30 guys in all adjacent rooms. This will make fights easier, but still nowhere fair.&lt;br /&gt;
&lt;br /&gt;
=== Panic ===&lt;br /&gt;
&lt;br /&gt;
When Meridia&#039;s forces panic, they will inevitably go kamikaze, rush your troops and die, while dealing damage to your people. Often, they will flee combat and go to another room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Never chase them&#039;&#039;&#039;. In that room, they will &#039;&#039;still&#039;&#039; go kamikaze, and die, but deal no damage to you, and also - since you were not the one who killed them - there will be no structural integrity loss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Structural integrity loss is tied to &#039;&#039;&#039;your&#039;&#039;&#039; kills of the defenders - 1.5 points per kill if hollow ammunition, up to 2.5 points per kill for armor piercing ammo.&lt;br /&gt;
&lt;br /&gt;
Always check nearby rooms for panicked soldiers that fled your combats, and &#039;&#039;&#039;do nothing&#039;&#039;&#039; until all of them self-immolate.&lt;br /&gt;
&lt;br /&gt;
=== Back to the COD ===&lt;br /&gt;
&lt;br /&gt;
There is a single COD defender, but the 4 rooms adjacent to it are filled. You need to draw them out. If the defender is not a gunner or marine (those are armored and do more damage), send 3 marines. If the defender is a gunner or marine, send 4. All these you send will die - unless you retreat fast and in time.&lt;br /&gt;
&lt;br /&gt;
When they engage the single defender - enemies from nearby alerted rooms will come rushing to help and hopefully (!) overwhelm you by sending 4-5 people. This is the ideal scenario which often happens. Once your guys are gone (dead or retreated), all but one enemies will rush the airlock - and die here. This way we&#039;re trading more or less 1:1, which is the goal as they only have up to 80 defenders, while we started with 120+.&lt;br /&gt;
&lt;br /&gt;
Eventually you will have drained:&lt;br /&gt;
# The COD&lt;br /&gt;
# The 3 adjacent rooms&lt;br /&gt;
# The COD2&lt;br /&gt;
from all defenders but a single one.&lt;br /&gt;
&lt;br /&gt;
This still leaves a lot of defenders in the armory, reactor and bridge.&lt;br /&gt;
&lt;br /&gt;
=== Running out of meat? ===&lt;br /&gt;
&lt;br /&gt;
You have prisoners. Go recruit them in your ship&#039;s Toolbar/Crew tab, then click the cogwheel and deploy everything you can scrounge up. Every gun matters. If there were people floating in space, they will be collected by now (if they are far away, fly to them, grab them), and then push everyone into service via the cogwheel button.&lt;br /&gt;
&lt;br /&gt;
=== The COD2 push ===&lt;br /&gt;
&lt;br /&gt;
[[file:Boarding.cod2.png|800px|thumb|right|Clearing out the COD2]]&lt;br /&gt;
&lt;br /&gt;
Take a full squad, kill the last COD defender, and then move the squad (only the 8 guys, not 11 or however many is possible to move) to COD2. There, you will kill the single COD2 defender, and will be rushed by forces from Bridge, Reactor, Armory, and Storage once they alert to full.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do nothing&#039;&#039;&#039; to help your guys out, get them out of the fight as soon as they have drawn enough enemies to COD2. The more people they bring out, the better.&lt;br /&gt;
&lt;br /&gt;
Send nothing to the empty COD, either! You need the room so your marines can fall back to the airlock.&lt;br /&gt;
&lt;br /&gt;
Once your guys are out, all but one of COD2 enemies will rush COD, and then all but one of COD enemies will rush the airlock - and die there.&lt;br /&gt;
&lt;br /&gt;
Rinse and repeat, carefully, with ever smaller sacrificial squads, until nothing but one defender remains in all rooms except the COD and COD2.&lt;br /&gt;
&lt;br /&gt;
=== Blowing up the reactor and you ===&lt;br /&gt;
&lt;br /&gt;
If at any point you hold 55% rooms or more, the enemy will:&lt;br /&gt;
&lt;br /&gt;
# Blow the reactor, destroying the ship, unless reactor is disabled but the random starting event.&lt;br /&gt;
# Blow up the armory, causing 35% structural damage, which you are &#039;&#039;really&#039;&#039; unlikely to be able to afford, thus destroying the ship.&lt;br /&gt;
&lt;br /&gt;
However, we hold only airlock and 2 CODs, so we&#039;re nowhere close to 55%, and they have 7 guys left, one in each room. This is why &#039;&#039;&#039;we didn&#039;t touch any other room so far&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: If you&#039;re somehow reading this and &#039;&#039;&#039;not&#039;&#039;&#039; fighting Meridia but someone normal and reasonable - no they won&#039;t blow up anything, they aren&#039;t fanatics.&lt;br /&gt;
&lt;br /&gt;
Now. &#039;&#039;&#039;Save 3&#039;&#039;&#039;. Rush both armory and reactor simultaneously with as much people you can. You will take them, and this is where danger is gone and you won.&lt;br /&gt;
&lt;br /&gt;
=== Wrapup ===&lt;br /&gt;
&lt;br /&gt;
Clear out the remaining holdouts and do the final room investigations.&lt;br /&gt;
&lt;br /&gt;
If you structural integrity is low, leave the final hazard (if any) for last. There is a chance the EXTRACT button will appear before the last hazard blows the ship up, so spam-click the green extract button if you&#039;re in danger of losing the ship. Once you click the button, you&#039;re done, and a proud owner of a brand-new Meriavex or Carkalon.&lt;br /&gt;
&lt;br /&gt;
GG.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides and Tutorials]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=User:Zemurin/Boarding_Guide&amp;diff=3549</id>
		<title>User:Zemurin/Boarding Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=User:Zemurin/Boarding_Guide&amp;diff=3549"/>
		<updated>2026-06-15T08:39:00Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ver|0.8.1.9}}&lt;br /&gt;
&lt;br /&gt;
For schmu.&lt;br /&gt;
&lt;br /&gt;
[[File:boarded.destroyer.png|500px|thumb|right|Catch a Meriavex lately?]]&lt;br /&gt;
&lt;br /&gt;
So, you want to know how to board. No, you don&#039;t. You want to know how to board a Meriavex or a Carkalon, and pull it off. 90% prep, 10% execution. So let&#039;s get started.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;What&#039;s the issue with Meridia?&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Meridia&#039;s forces are special. They have several modifiers that make boarding their ships very difficult.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level&#039;&#039;&#039;: Meridia defenders are always 10 levels above the player. This factors into their grunts HP and damage values, always far outstripping yours.&lt;br /&gt;
* &#039;&#039;&#039;Never surrender&#039;&#039;&#039;: Their grunts will never surrender.&lt;br /&gt;
* &#039;&#039;&#039;Scuttle reactor&#039;&#039;&#039;: They will always try to scuttle their reactor and blow up the ship if requirements for this are met.&lt;br /&gt;
* &#039;&#039;&#039;Armory Blow&#039;&#039;&#039;: They will try to blow up the armory, destroying the ship if conditions for this are met.&lt;br /&gt;
* &#039;&#039;&#039;Vent airlocks&#039;&#039;&#039;: They will try to vent the airlock, killing your attackers inside and many of the nearby marines, as well as a portion of their own forces.&lt;br /&gt;
* &#039;&#039;&#039;Kamikaze&#039;&#039;&#039;: When panicked, their forces will go kamikaze, charge your forces in suicide rushes, doing more damage before dying.&lt;br /&gt;
* &#039;&#039;&#039;Alertness&#039;&#039;&#039;: Their defenders are 50% faster to become alert, meaning stealth approaches are not viable.&lt;br /&gt;
&lt;br /&gt;
All of this can be dealt with.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;What is needed?&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The shopping list is relatively simple:&lt;br /&gt;
&lt;br /&gt;
=== A slow damager ===&lt;br /&gt;
&lt;br /&gt;
A ship able to easily but &#039;&#039;&#039;slowly&#039;&#039;&#039; bring down a destroyer to 0%. Speed matters. Boarding checks start at 40% and happen every 15% after that. If you do 50% damage with a strong rail alpha strike, you&#039;ll skip the crucial milestone checks and more likely than not destroy the ship. You need a selection of weapons that don&#039;t do much critical damage, have low individual damage per shot, so the first low-damage hit after a milestone forces a boardable check without needlessly damaging the hull.&lt;br /&gt;
&lt;br /&gt;
=== EMP weapons ===&lt;br /&gt;
Every weapon has an EMP value, but some weapons are &#039;&#039;&#039;far&#039;&#039;&#039; better than others. Namely, plasma cannons. Plasma repeaters are also usable (especially since there are no plasma cannons in S-size). EMP starts to visibly accumulate only after armor and shields are depleted, and you have a limited window of time to do most EMP buildup you can until each check is rolled. &lt;br /&gt;
&lt;br /&gt;
For this reason best to avoid &#039;&#039;any&#039;&#039; sources of damage that don&#039;t carry EMP - such as drones, mercs or anything that might interfere in the process. Ideal conditions are an empty map, you, the target and your plasma weapons in between.&lt;br /&gt;
&lt;br /&gt;
=== Huge crew ===&lt;br /&gt;
A simple Meridia deckhand is worth 3 of your marines and will kill them 1-vs-3 without much issues. You need numbers. Forget taking down a destroyer with anything other than a size-5 vessel.&lt;br /&gt;
&lt;br /&gt;
=== Even more crew! ===&lt;br /&gt;
[[File:brig.png|500px|thumb|right|Brig]]&lt;br /&gt;
Having a full complement of marines may not be enough. Having people in the ship&#039;s brig will also help. Having people floating out in space in pods is also a good source to bodies to throw at them.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Good&#039;&#039; crew ===&lt;br /&gt;
[[File:boarding.skills.png|500px|thumb|right|Boarding skills]]&lt;br /&gt;
This means skills. Primarily &#039;&#039;&#039;Assault Doctrine&#039;&#039;&#039;, and if you can, in any way, get officers (of combat or engineering category) that have both Assault Doctrine and Crew Conditioning skills in the first two slots. These are the only slots these two skills can appear - if you don&#039;t see them when hiring people, they won&#039;t get them later - so visit every Personnel center until you find at least one such unicorn!&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t get the unicorns, focus on assault doctrine so you reach 8/3. You&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
=== Other considerations ===&lt;br /&gt;
&lt;br /&gt;
# Ship can&#039;t be lvl 81+ - those never pass boarding checks.&lt;br /&gt;
# You have a stash of locator beacons - you will need at least one.&lt;br /&gt;
# You are not at war with Canisec - you will need a patrol run as Orsanon&#039;s Bounty Hunts won&#039;t generate destroyers as primary target so those are unreliable.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Ship&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[File:boarder.ship.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Ship selection matters. One might think combat vessels are go-to choice for boarding combat, but nope, destroyers only have room for 80 crew while reclaimers and harvesters have room for 96 (without skills), and much more is needed for a successful Meridia destroyer capture. Also, but less importantly, combat hulls boost critical damage, you don&#039;t want this. In fact, disable all skills that boost critical chance or damage.&lt;br /&gt;
&lt;br /&gt;
In addition, a ship with as many hardpoints as possible, to spread the combat power around and have each weapon do less damage individually. Also, no drones, no torpedoes, no distractions.&lt;br /&gt;
&lt;br /&gt;
We boil down to a selection between an Axcetor or a Sledge. Both will work - Sledge because of 4 turrets, exclusively plasma cannons, and Axcetor because of 5 turrets where 2 can be filled with S plasma repeaters.&lt;br /&gt;
&lt;br /&gt;
== The Deed ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s walk through every step of the way.&lt;br /&gt;
&lt;br /&gt;
=== Getting a destroyer boardable ===&lt;br /&gt;
&lt;br /&gt;
# Start a Patrol, on Extreme. If you reach lvl 80 ships and don&#039;t see a destroyer, reset your rank and retry.&lt;br /&gt;
# Once you spot a destroyer, &#039;&#039;&#039;save to slot 1&#039;&#039;&#039;.&lt;br /&gt;
# Shoot at it until it is boardable. If it is destroyed, reload &#039;&#039;&#039;1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Chances of a destroyer becoming boardable on a killing shot, assuming plasma weapons that manage to fill the EMP bar about halfway through, are &#039;&#039;measly 5.9%&#039;&#039;. To make it boardable at 40% hull - much less. This might take 10 or more attempts.&lt;br /&gt;
&lt;br /&gt;
=== Prep for boarding ===&lt;br /&gt;
&lt;br /&gt;
You managed to make it boardable. Make sure there are no distractions like remaining hostile ships. This is where we start boarding prep. Drop a locator beacon. Approach the ship.&lt;br /&gt;
&lt;br /&gt;
Once you are ready, &#039;&#039;&#039;save to slot 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Boarding.setup.png|500px|thumb|right|Boarding Setup]]&lt;br /&gt;
&lt;br /&gt;
For boarding, you want:&lt;br /&gt;
&lt;br /&gt;
* Aggressive&lt;br /&gt;
* Hollow&lt;br /&gt;
* No grenades&lt;br /&gt;
* No automove&lt;br /&gt;
* Yes to autobuy&lt;br /&gt;
* All marines (entire crew)&lt;br /&gt;
&lt;br /&gt;
Start the boarding, and do nothing. Check the compartments, count the hazards. If you have 20% structural integrity, and see 2 or more hazards in compartments, &#039;&#039;&#039;load 2&#039;&#039;&#039;. You can wing this with a single hazard if you start at 20% integrity, but optimally no hazards (which can happen on 30% attempts).&lt;br /&gt;
&lt;br /&gt;
For starting events - there are events that make the attempt easier, but &#039;&#039;none are mandatory&#039;&#039;. Sure - a disabled reactor will prevent them from blowing up the ship, but the strategy does not hinge on this. In fact, one of the best events is a negative one - where entire enemy crew starts alerted.&lt;br /&gt;
&lt;br /&gt;
=== The Grim and Gritty ===&lt;br /&gt;
&lt;br /&gt;
[[File:boarding.destroyer.png|500px|thumb|right|Boarding a Carkalon]]&lt;br /&gt;
&lt;br /&gt;
You start at the airlock. Airlock is a not a safe space, but it&#039;s best of the bad choices. Whatever they throw at you while you hold the airlock will eventually die, as long as you have boarders offscreen or in staging area so they can cycle wounded for fresh troops.&lt;br /&gt;
&lt;br /&gt;
The room right next to the airlock is the &#039;&#039;&#039;CORRIDOR OF DEATH&#039;&#039;&#039; (COD). Whatever &#039;&#039;&#039;you&#039;&#039;&#039; throw into that corridor will die.&lt;br /&gt;
&lt;br /&gt;
Understanding how these two rooms function is critical.&lt;br /&gt;
&lt;br /&gt;
=== The supporting fire mechanic ===&lt;br /&gt;
&lt;br /&gt;
This is where you need to learn about supporting fire. People in rooms adjacent to a room where combat is happening will help out by firing into the room, if they are alerted to the situation (red circle on a room).&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;airlock&#039;&#039; you have the advantage because you have 8 marines in there, along with &#039;&#039;&#039;100+ marines offscreen&#039;&#039;&#039;, all of which are can cycle to replace your wounded. These offscreen marined &#039;&#039;&#039;do not&#039;&#039;&#039; provide cover fire, just fresh meat.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;corridor of death&#039;&#039;, the enemy has the advantage, because they have 8 guys there, and quite likely another 20-30 more in 4 adjacent rooms, all of which are firing into your marines, and additionally, every one of their guys is 2-3x stronger than your marines. You cannot take the COD, and you &#039;&#039;&#039;should not&#039;&#039;&#039; attempt to.&lt;br /&gt;
&lt;br /&gt;
=== Drawing hostiles into airlock ===&lt;br /&gt;
&lt;br /&gt;
Instead, send 2 marines into the COD. They will die instantly (unless you retreat them when wounded) - but this will flag the defenders of that room for a counterattack onto the airlock. So sit tight, and wait until all but one of the COD-hostiles tries to take over the airlock and dies.&lt;br /&gt;
&lt;br /&gt;
The last man in a room (any room) will never leave it, so ideally you lost or retreated the initial sacrificial lambs, and possibly some airlock defenders, but they lost their entire COD garrison, minus the one remaining. This is what we&#039;ll do from now on - getting their people into COD, and then to hit you in the airlock, while you suffer minimal losses of the sacrificial grunts.&lt;br /&gt;
&lt;br /&gt;
Fighting in the airlock from now on will provide the enemy only with support fire from the single enemy they have in the COD, and not 30 guys in all adjacent rooms. This will make fights easier, but still nowhere fair.&lt;br /&gt;
&lt;br /&gt;
=== Panic ===&lt;br /&gt;
&lt;br /&gt;
When Meridia&#039;s forces panic, they will inevitably go kamikaze, rush your troops and die, while dealing damage to your people. Often, they will flee combat and go to another room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Never chase them&#039;&#039;&#039;. In that room, they will &#039;&#039;still&#039;&#039; go kamikaze, and die, but deal no damage to you, and also - since you were not the one who killed them - there will be no structural integrity loss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Structural integrity loss is tied to &#039;&#039;&#039;your&#039;&#039;&#039; kills of the defenders - 1.5 points per kill if hollow ammunition, up to 2.5 points per kill for armor piercing ammo.&lt;br /&gt;
&lt;br /&gt;
Always check nearby rooms for panicked soldiers that fled your combats, and &#039;&#039;&#039;do nothing&#039;&#039;&#039; until all of them self-immolate.&lt;br /&gt;
&lt;br /&gt;
=== Back to the COD ===&lt;br /&gt;
&lt;br /&gt;
There is a single COD defender, but the 4 rooms adjacent to it are filled. You need to draw them out. If the defender is not a gunner or marine (those are armored and do more damage), send 3 marines. If the defender is a gunner or marine, send 4. All these you send will die - unless you retreat fast and in time.&lt;br /&gt;
&lt;br /&gt;
When they engage the single defender - enemies from nearby alerted rooms will come rushing to help and hopefully (!) overwhelm you by sending 4-5 people. This is the ideal scenario which often happens. Once your guys are gone (dead or retreated), all but one enemies will rush the airlock - and die here. This way we&#039;re trading more or less 1:1, which is the goal as they only have up to 80 defenders, while we started with 120+.&lt;br /&gt;
&lt;br /&gt;
Eventually you will have drained:&lt;br /&gt;
# The COD&lt;br /&gt;
# The 3 adjacent rooms&lt;br /&gt;
# The COD2&lt;br /&gt;
from all defenders but a single one.&lt;br /&gt;
&lt;br /&gt;
This still leaves a lot of defenders in the armory, reactor and bridge.&lt;br /&gt;
&lt;br /&gt;
=== Running out of meat? ===&lt;br /&gt;
&lt;br /&gt;
You have prisoners. Go recruit them in your ship&#039;s Toolbar/Crew tab, then click the cogwheel and deploy everything you can scrounge up. Every gun matters. If there were people floating in space, they will be collected by now (if they are far away, fly to them, grab them), and then push everyone into service via the cogwheel button.&lt;br /&gt;
&lt;br /&gt;
=== The COD2 push ===&lt;br /&gt;
&lt;br /&gt;
[[file:Boarding.cod2.png|800px|thumb|right|Clearing out the COD2]]&lt;br /&gt;
&lt;br /&gt;
Take a full squad, kill the last COD defender, and then move the squad (only the 8 guys, not 11 or however many is possible to move) to COD2. There, you will kill the single COD2 defender, and will be rushed by forces from Bridge, Reactor, Armory, and Storage once they alert to full.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do nothing&#039;&#039;&#039; to help your guys out, ge tthem out of the fight as soon as they have drawn enough enemies to COD2. The more people they bring out, the better.&lt;br /&gt;
&lt;br /&gt;
Send nothing to the empty COD, either! You need the room so your marines can fall back to the airlock.&lt;br /&gt;
&lt;br /&gt;
Once your guys are out, all but one of COD2 enemies will rush COD, and then all but one of COD enemies will rush the airlock - and die there.&lt;br /&gt;
&lt;br /&gt;
Rinse and repeat, carefully, with ever smaller sacrificial squads, until nothing but one defender remains in all rooms except the COD and COD2.&lt;br /&gt;
&lt;br /&gt;
=== Blowing up the reactor and you ===&lt;br /&gt;
&lt;br /&gt;
If at any point you hold 55% rooms or more, the enemy will:&lt;br /&gt;
&lt;br /&gt;
# Blow the reactor, destroying the ship, unless reactor is disabled but the random starting event.&lt;br /&gt;
# Blow up the armory, causing 35% structural damage, which you are &#039;&#039;really&#039;&#039; unlikely to be able to afford, thus destroying the ship.&lt;br /&gt;
&lt;br /&gt;
However, we hold only airlock and 2 CODs, so we&#039;re nowhere close to 55%, and they have 7 guys left, one in each room. This is why &#039;&#039;&#039;we didn&#039;t touch any other room so far&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: If you&#039;re somehow reading this and &#039;&#039;&#039;not&#039;&#039;&#039; fighting Meridia but someone normal and reasonable - no they won&#039;t blow up anything, they aren&#039;t fanatics.&lt;br /&gt;
&lt;br /&gt;
Now. &#039;&#039;&#039;Save 3&#039;&#039;&#039;. Rush both armory and reactor simultaneously with as much people you can. You will take them, and this is where danger is gone and you won.&lt;br /&gt;
&lt;br /&gt;
=== Wrapup ===&lt;br /&gt;
&lt;br /&gt;
Clear out the remaining holdouts and do the final room investigations.&lt;br /&gt;
&lt;br /&gt;
If you structural integrity is low, leave the final hazard (if any) for last. There is a chance the EXTRACT button will appear before the last hazard blows the ship up, so spam-click the green extract button if you&#039;re in danger of losing the ship. Once you click the button, you&#039;re done, and a proud owner of a brand-new Meriavex or Carkalon.&lt;br /&gt;
&lt;br /&gt;
GG.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides and Tutorials]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Ship_List&amp;diff=3546</id>
		<title>Ship List</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Ship_List&amp;diff=3546"/>
		<updated>2026-06-14T17:46:06Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the listing of various ship manufacturers and points of sale for these ships, please consult [[Ship Manufacturers]]. For general information about ships, see [[Ships]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Column legend ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0;&amp;quot;&lt;br /&gt;
! Code !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Identity&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Ships&amp;lt;/code&amp;gt; || Ship name and image. Same name, diffrent image usually means stolen/refurbished ships&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Manufacturer&amp;lt;/code&amp;gt; || Builder, see [[Ship Manufacturers]]. In case of [[Marade Wharf]] some of their ships are actually stolen.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Aux&amp;lt;/code&amp;gt; || Auxiliary slot type and size, if present, normally either Drone Bay &#039;&#039;or&#039;&#039; a Torpedo Bay&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Durability &amp;lt;small&amp;gt;(modifier × base value)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hull&amp;lt;/code&amp;gt; || Hull HP modifier.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Armr&amp;lt;/code&amp;gt; || Armor HP modifier.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Shld&amp;lt;/code&amp;gt; || Shield HP modifier.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Mobility&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Crgo&amp;lt;/code&amp;gt; || Cargo capacity (m3)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Spd&amp;lt;/code&amp;gt; ||Maximum warp speed (ls/s)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Acc&amp;lt;/code&amp;gt; || Warp acceleration (ls/s²)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Tonn&amp;lt;/code&amp;gt; || Tonnage - affects mobility, rotation, non-warp acceleration&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Combat&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Hrdp&amp;lt;/code&amp;gt; || Hardpoint slots, size-coded (e.g. 2M 3S means &amp;quot;2 Medium and 3 Small Hardpoints&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Requirements &amp;lt;small&amp;gt;(— means not available from a shipyard)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ShpR&amp;lt;/code&amp;gt; || Shipyard reputation required&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Cnq&amp;lt;/code&amp;gt; || Conquest rank required&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PlyrL&amp;lt;/code&amp;gt; || Player level required, 0! means starter ship&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ShpL&amp;lt;/code&amp;gt; || Shipyard level required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Small Ships ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Cutters=&lt;br /&gt;
&amp;quot;A light combat craft, usually armed with a single turret. Fast and expendable.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Cutter || 1 || 1 || 5 || 3 || 1 || +30% Combat Power, +3% Critical Chance || —&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Ships with Player Level requirement 0! are available as starter ships.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Raptor&amp;lt;br&amp;gt;[[File:Raptor.png|frameless|200px]]&lt;br /&gt;
| [[Akai Armory]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.9&lt;br /&gt;
| —&lt;br /&gt;
| 0.25&lt;br /&gt;
| 60&lt;br /&gt;
| 71&lt;br /&gt;
| 19&lt;br /&gt;
| 1S&lt;br /&gt;
| 290&lt;br /&gt;
| Neutral&lt;br /&gt;
| —&lt;br /&gt;
| 0!&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Zephyr&amp;lt;br&amp;gt;[[File:Zephyr.png|frameless|200px]]&lt;br /&gt;
| [[Akai Armory]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.4&lt;br /&gt;
| —&lt;br /&gt;
| 1.5&lt;br /&gt;
| 95&lt;br /&gt;
| 87&lt;br /&gt;
| 19&lt;br /&gt;
| 1S&lt;br /&gt;
| 290&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 12&lt;br /&gt;
| 7+&lt;br /&gt;
|-&lt;br /&gt;
| Zephyr&amp;lt;br&amp;gt;[[File:Zephyr.wharf.png|frameless|200px]]&lt;br /&gt;
| [[Marade Wharf]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.4&lt;br /&gt;
| —&lt;br /&gt;
| 1.5&lt;br /&gt;
| 95&lt;br /&gt;
| 87&lt;br /&gt;
| 19&lt;br /&gt;
| 1S&lt;br /&gt;
| 290&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 12&lt;br /&gt;
| 7+&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor&amp;lt;br&amp;gt;[[File:Interceptor.png|frameless|200px]]&lt;br /&gt;
| [[Custos Arms]]&lt;br /&gt;
| —&lt;br /&gt;
| 0.9&lt;br /&gt;
| —&lt;br /&gt;
| 1.1&lt;br /&gt;
| 60&lt;br /&gt;
| 91&lt;br /&gt;
| 24&lt;br /&gt;
| 1S&lt;br /&gt;
| 220&lt;br /&gt;
| Neutral&lt;br /&gt;
| —&lt;br /&gt;
| 5&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Cudal&amp;lt;br&amp;gt;[[File:Cudal.png|frameless|200px]]&lt;br /&gt;
| [[Frontier]]&lt;br /&gt;
| —&lt;br /&gt;
| 0.8&lt;br /&gt;
| —&lt;br /&gt;
| 1.0&lt;br /&gt;
| 100&lt;br /&gt;
| 62&lt;br /&gt;
| 17&lt;br /&gt;
| 1S&lt;br /&gt;
| 340&lt;br /&gt;
| Neutral&lt;br /&gt;
| —&lt;br /&gt;
| 3&lt;br /&gt;
| 0 - 15&lt;br /&gt;
|-&lt;br /&gt;
| Cudal&amp;lt;br&amp;gt;[[File:Cudal.wharf.png|frameless|200px]]&lt;br /&gt;
| [[Marade Wharf]]&lt;br /&gt;
| —&lt;br /&gt;
| 0.8&lt;br /&gt;
| —&lt;br /&gt;
| 1.0&lt;br /&gt;
| 100&lt;br /&gt;
| 62&lt;br /&gt;
| 17&lt;br /&gt;
| 1S&lt;br /&gt;
| 340&lt;br /&gt;
| Neutral&lt;br /&gt;
| —&lt;br /&gt;
| 3&lt;br /&gt;
| 0 - 15&lt;br /&gt;
|-&lt;br /&gt;
| Margil&amp;lt;br&amp;gt;[[File:Margil.png|frameless|200px]]&lt;br /&gt;
| [[Frontier]]&lt;br /&gt;
| —&lt;br /&gt;
| 3.2&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| 70&lt;br /&gt;
| 71&lt;br /&gt;
| 19&lt;br /&gt;
| 1S&lt;br /&gt;
| 260&lt;br /&gt;
| Neutral&lt;br /&gt;
| —&lt;br /&gt;
| 1&lt;br /&gt;
| 0 - 15&lt;br /&gt;
|-&lt;br /&gt;
| Margil&amp;lt;br&amp;gt;[[File:Margil.wharf.png|frameless|200px]]&lt;br /&gt;
| [[Marade Wharf]]&lt;br /&gt;
| —&lt;br /&gt;
| 3.2&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| 70&lt;br /&gt;
| 71&lt;br /&gt;
| 19&lt;br /&gt;
| 1S&lt;br /&gt;
| 260&lt;br /&gt;
| Neutral&lt;br /&gt;
| —&lt;br /&gt;
| 1&lt;br /&gt;
| 0 - 15&lt;br /&gt;
|-&lt;br /&gt;
| Buzzard&amp;lt;br&amp;gt;[[File:Buzzard.png|frameless|200px]]&lt;br /&gt;
| [[Marade Wharf]]&lt;br /&gt;
| —&lt;br /&gt;
| 0.8&lt;br /&gt;
| 0.7&lt;br /&gt;
| —&lt;br /&gt;
| 60&lt;br /&gt;
| 96&lt;br /&gt;
| 24&lt;br /&gt;
| 1S&lt;br /&gt;
| 190&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 1&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Firecs&amp;lt;br&amp;gt;[[File:Firecs.png|frameless|200px]]&lt;br /&gt;
| [[Obrix]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.1&lt;br /&gt;
| —&lt;br /&gt;
| 1.35&lt;br /&gt;
| 40&lt;br /&gt;
| 93&lt;br /&gt;
| 11&lt;br /&gt;
| 1S&lt;br /&gt;
| 205&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 7&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Thorne&amp;lt;br&amp;gt;[[File:Thorne.png|frameless|200px]]&lt;br /&gt;
| [[Obrix]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.1&lt;br /&gt;
| —&lt;br /&gt;
| 1.3&lt;br /&gt;
| 60&lt;br /&gt;
| 88&lt;br /&gt;
| 12&lt;br /&gt;
| 1S&lt;br /&gt;
| 220&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 5&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Thorne &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;[[File:Thorne-meridia.png|frameless|200px]]&lt;br /&gt;
| [[Obrix]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.1&lt;br /&gt;
| —&lt;br /&gt;
| 1.3&lt;br /&gt;
| 60&lt;br /&gt;
| 88&lt;br /&gt;
| 12&lt;br /&gt;
| 1S&lt;br /&gt;
| 220&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 5&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Seradal &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;[[File:Seradal.png|frameless|120x120px]]&lt;br /&gt;
| [[Obrix]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.2&lt;br /&gt;
| —&lt;br /&gt;
| 1.25&lt;br /&gt;
| 60&lt;br /&gt;
| 89&lt;br /&gt;
| 15&lt;br /&gt;
| 1S&lt;br /&gt;
| 210&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 5&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Stilet&amp;lt;br&amp;gt;[[File:Stilet.png|frameless|200px]]&lt;br /&gt;
| [[RedStar Forge]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.0&lt;br /&gt;
| 1.2&lt;br /&gt;
| —&lt;br /&gt;
| 70&lt;br /&gt;
| 65&lt;br /&gt;
| 18&lt;br /&gt;
| 1S&lt;br /&gt;
| 285&lt;br /&gt;
| Neutral&lt;br /&gt;
| —&lt;br /&gt;
| 3&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Stinger&amp;lt;br&amp;gt;[[File:Stinger.png|frameless|200px]]&lt;br /&gt;
| [[Marade Wharf]]&lt;br /&gt;
| —&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.5&lt;br /&gt;
| —&lt;br /&gt;
| 40&lt;br /&gt;
| 103&lt;br /&gt;
| 26&lt;br /&gt;
| 1S&lt;br /&gt;
| 165&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 1&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Tesak&amp;lt;br&amp;gt;[[File:Tesak.png|frameless|200px]]&lt;br /&gt;
| [[RedStar Forge]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.1&lt;br /&gt;
| 1.3&lt;br /&gt;
| —&lt;br /&gt;
| 115&lt;br /&gt;
| 65&lt;br /&gt;
| 18&lt;br /&gt;
| 1S&lt;br /&gt;
| 355&lt;br /&gt;
| Neutral&lt;br /&gt;
| —&lt;br /&gt;
| 5&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Acolyte AC-1&amp;lt;br&amp;gt;[[File:Acolyte AC-1.png|frameless|200px]]&lt;br /&gt;
| [[Spirit Design]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.0&lt;br /&gt;
| —&lt;br /&gt;
| 1.0&lt;br /&gt;
| 70&lt;br /&gt;
| 68&lt;br /&gt;
| 19&lt;br /&gt;
| 1S&lt;br /&gt;
| 320&lt;br /&gt;
| Neutral&lt;br /&gt;
| —&lt;br /&gt;
| 3&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Votary&amp;lt;br&amp;gt;[[File:Votary.png|frameless|200px]]&lt;br /&gt;
| [[Spirit Design]]&lt;br /&gt;
| —&lt;br /&gt;
| 0.8&lt;br /&gt;
| —&lt;br /&gt;
| 1.0&lt;br /&gt;
| 90&lt;br /&gt;
| 101&lt;br /&gt;
| 23&lt;br /&gt;
| 1S&lt;br /&gt;
| 345&lt;br /&gt;
| Neutral&lt;br /&gt;
| —&lt;br /&gt;
| 5&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Sagitta&amp;lt;br&amp;gt;[[File:Sagitta.png|frameless|200px]]&lt;br /&gt;
| [[Stellar Industries]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.0&lt;br /&gt;
| —&lt;br /&gt;
| 1.1&lt;br /&gt;
| 90&lt;br /&gt;
| 88&lt;br /&gt;
| 23&lt;br /&gt;
| 1S&lt;br /&gt;
| 330&lt;br /&gt;
| Neutral&lt;br /&gt;
| —&lt;br /&gt;
| 3&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Verutum&amp;lt;br&amp;gt;[[File:Verutum.png|frameless|200px]]&lt;br /&gt;
| [[Stellar Industries]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.1&lt;br /&gt;
| —&lt;br /&gt;
| 1.2&lt;br /&gt;
| 110&lt;br /&gt;
| 81&lt;br /&gt;
| 19&lt;br /&gt;
| 1S&lt;br /&gt;
| 380&lt;br /&gt;
| Neutral&lt;br /&gt;
| —&lt;br /&gt;
| 5&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Gunships=&lt;br /&gt;
&amp;quot;A small strike vessel, carrying heavier firepower than a cutter. Effective in close-range dogfights.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Gunship || 2 || 2 || 15 || 10 || 1 || +30% Combat Power, +3% Critical Chance || +20% Weapon Range &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Shrike&amp;lt;br&amp;gt;[[File:Shrike.png|frameless|200px]]&lt;br /&gt;
| [[Akai Armory]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.2&lt;br /&gt;
| —&lt;br /&gt;
| 1.85&lt;br /&gt;
| 155&lt;br /&gt;
| 67&lt;br /&gt;
| 23&lt;br /&gt;
| 2S&lt;br /&gt;
| 585&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 13&lt;br /&gt;
| 8+&lt;br /&gt;
|-&lt;br /&gt;
| Shrike&amp;lt;br&amp;gt;[[File:Shrike.wharf.png|frameless|200px]]&lt;br /&gt;
| [[Marade Wharf]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.2&lt;br /&gt;
| —&lt;br /&gt;
| 1.85&lt;br /&gt;
| 155&lt;br /&gt;
| 67&lt;br /&gt;
| 23&lt;br /&gt;
| 2S&lt;br /&gt;
| 585&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 13&lt;br /&gt;
| 8+&lt;br /&gt;
|-&lt;br /&gt;
| Cruiser&amp;lt;br&amp;gt;[[File:Cruiser.png|frameless|200px]]&lt;br /&gt;
| [[Custos Arms]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.3&lt;br /&gt;
| —&lt;br /&gt;
| 1.6&lt;br /&gt;
| 90&lt;br /&gt;
| 78&lt;br /&gt;
| 21&lt;br /&gt;
| 2S&lt;br /&gt;
| 380&lt;br /&gt;
| Distinguished&lt;br /&gt;
| —&lt;br /&gt;
| 9&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| Tergal&amp;lt;br&amp;gt;[[File:Tergal.png|frameless|200px]]&lt;br /&gt;
| [[Frontier]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.5&lt;br /&gt;
| —&lt;br /&gt;
| 1.5&lt;br /&gt;
| 160&lt;br /&gt;
| 56&lt;br /&gt;
| 14&lt;br /&gt;
| 2S&lt;br /&gt;
| 650&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Tergal&amp;lt;br&amp;gt;[[File:Tergal.wharf.png|frameless|200px]]&lt;br /&gt;
| [[Marade Wharf]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.5&lt;br /&gt;
| —&lt;br /&gt;
| 1.5&lt;br /&gt;
| 160&lt;br /&gt;
| 56&lt;br /&gt;
| 14&lt;br /&gt;
| 2S&lt;br /&gt;
| 650&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Outrider&amp;lt;br&amp;gt;[[File:Outrider.png|frameless|200px]]&lt;br /&gt;
| [[Marade Wharf]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.2&lt;br /&gt;
| 1.3&lt;br /&gt;
| —&lt;br /&gt;
| 110&lt;br /&gt;
| 67&lt;br /&gt;
| 10&lt;br /&gt;
| 2S&lt;br /&gt;
| 660&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 7&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Oryne&amp;lt;br&amp;gt;[[File:Oryne.png|frameless|200px]]&lt;br /&gt;
| [[Obrix]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.6&lt;br /&gt;
| —&lt;br /&gt;
| 1.65&lt;br /&gt;
| 135&lt;br /&gt;
| 69&lt;br /&gt;
| 24&lt;br /&gt;
| 2S&lt;br /&gt;
| 450&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 9&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| Petara&amp;lt;br&amp;gt;[[File:Petara.png|frameless|200px]]&lt;br /&gt;
| [[Obrix]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.55&lt;br /&gt;
| —&lt;br /&gt;
| 1.7&lt;br /&gt;
| 120&lt;br /&gt;
| 69&lt;br /&gt;
| 24&lt;br /&gt;
| 2S&lt;br /&gt;
| 470&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 9&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| Petara &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;[[File:Petara-meridia.png|frameless|200px]]&lt;br /&gt;
| [[Obrix]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.55&lt;br /&gt;
| —&lt;br /&gt;
| 1.7&lt;br /&gt;
| 120&lt;br /&gt;
| 69&lt;br /&gt;
| 24&lt;br /&gt;
| 2S&lt;br /&gt;
| 470&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 9&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| Berdysh&amp;lt;br&amp;gt;[[File:Berdysh.png|frameless|200px]]&lt;br /&gt;
| [[RedStar Forge]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.6&lt;br /&gt;
| 1.8&lt;br /&gt;
| —&lt;br /&gt;
| 190&lt;br /&gt;
| 59&lt;br /&gt;
| 10&lt;br /&gt;
| 1M&lt;br /&gt;
| 810&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 8&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Molot&amp;lt;br&amp;gt;[[File:Molot.png|frameless|200px]]&lt;br /&gt;
| [[RedStar Forge]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.4&lt;br /&gt;
| 1.6&lt;br /&gt;
| —&lt;br /&gt;
| 130&lt;br /&gt;
| 46&lt;br /&gt;
| 12&lt;br /&gt;
| 2S&lt;br /&gt;
| 750&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 7&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Arbiter&amp;lt;br&amp;gt;[[File:Arbiter.png|frameless|200px]]&lt;br /&gt;
| [[Spirit Design]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.4&lt;br /&gt;
| 1.3&lt;br /&gt;
| —&lt;br /&gt;
| 145&lt;br /&gt;
| 99&lt;br /&gt;
| 20&lt;br /&gt;
| 2S&lt;br /&gt;
| 620&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 8&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Confessor&amp;lt;br&amp;gt;[[File:Confessor.png|frameless|200px]]&lt;br /&gt;
| [[Spirit Design]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.5&lt;br /&gt;
| 1.45&lt;br /&gt;
| —&lt;br /&gt;
| 155&lt;br /&gt;
| 57&lt;br /&gt;
| 16&lt;br /&gt;
| 2S&lt;br /&gt;
| 680&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 7&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Preceptor&amp;lt;br&amp;gt;[[File:Preceptor.png|frameless|200px]]&lt;br /&gt;
| [[Spirit Design]]&lt;br /&gt;
| Dronebay&amp;lt;br&amp;gt;Small&lt;br /&gt;
| 1.55&lt;br /&gt;
| 1.6&lt;br /&gt;
| —&lt;br /&gt;
| 140&lt;br /&gt;
| 52&lt;br /&gt;
| 14&lt;br /&gt;
| —&lt;br /&gt;
| 730&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 7&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Phalanx&amp;lt;br&amp;gt;[[File:Phalanx.png|frameless|200px]]&lt;br /&gt;
| [[Stellar Industries]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.5&lt;br /&gt;
| —&lt;br /&gt;
| 1.7&lt;br /&gt;
| 170&lt;br /&gt;
| 54&lt;br /&gt;
| 14&lt;br /&gt;
| 1M&lt;br /&gt;
| 650&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 7&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Triarius&amp;lt;br&amp;gt;[[File:Triarius.png|frameless|200px]]&lt;br /&gt;
| [[Stellar Industries]]&lt;br /&gt;
| —&lt;br /&gt;
| 2&lt;br /&gt;
| —&lt;br /&gt;
| 1.8&lt;br /&gt;
| 195&lt;br /&gt;
| 60&lt;br /&gt;
| 13&lt;br /&gt;
| 2S&lt;br /&gt;
| 750&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 8&lt;br /&gt;
| 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Mining Skiffs=&lt;br /&gt;
&amp;quot;A compact mining ship, specialized for quick resource gathering in asteroid fields.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Mining Skiff || 1 || 1 || 6 || 3 || 1 || +30% Mining Power, +20% Resource Yield || —&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Ships with Player Level requirement 0! are available as starter ships.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Garnil&amp;lt;br&amp;gt;[[File:Garnil.png|frameless|200px]] || [[Frontier]] || — || 2.05 || — || — || 190 || 54 || 18 || 1S || 410 || Neutral || — || 0! || 0 - 15&lt;br /&gt;
|-&lt;br /&gt;
| Rockhound&amp;lt;br&amp;gt;[[File:Rockhound.png|frameless|200px]] || [[Marade Wharf]] || — || 2.6 || — || — || 140 || 50 || 10 || 1S || 360 || Neutral || — || 1 || 0+&lt;br /&gt;
|-&lt;br /&gt;
| Chisel Mk I&amp;lt;br&amp;gt;[[File:Chisel Mk I.png|frameless|200px]] || [[Mindus Manufacturing]] || — || 2.0 || — || — || 180 || 62 || 18 || 1S || 380 || Wary || — || 0! || 0 - 15&lt;br /&gt;
|-&lt;br /&gt;
| Chisel Mk II&amp;lt;br&amp;gt;[[File:Chisel Mk II.png|frameless|200px]] || [[Mindus Manufacturing]] || — || 2.2 || 0.5 || — || 290 || 48 || 12 || 1S || 550 || Neutral || — || 2 || 0+&lt;br /&gt;
|-&lt;br /&gt;
| Bur&amp;lt;br&amp;gt;[[File:Bur.png|frameless|200px]] || [[RedStar Forge]] || — || 1.2 || 0.6 || — || 325 || 39 || 10 || 1S || 390 || Neutral || — ||  4 || 0+&lt;br /&gt;
|-&lt;br /&gt;
| Veinseeker&amp;lt;br&amp;gt;[[File:Veinseeker.png|frameless|200px]] || [[Spirit Design]] || — || 1.2 || — || 0.5 || 290 || 78 || 17 || 1S || 390 || Neutral || — || 4 || 0+&lt;br /&gt;
|-&lt;br /&gt;
| Dolabra&amp;lt;br&amp;gt;[[File:dolabra.png|frameless|200px]] || [[Stellar Industries]] || — || 1.2 || — || 0.7 || 310 || 51 || 12 || 1S || 480 || Neutral || — || 4 || 0+&lt;br /&gt;
|-&lt;br /&gt;
| Bore&amp;lt;br&amp;gt;[[File:Bore.png|frameless|200px]] || [[Utixon Corp]] || — || 2.4 || — || — || 290 || 42 || 9 || 1S || 440 || Neutral || — || 2 || 0+&lt;br /&gt;
|-&lt;br /&gt;
| Belvak &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;[[File:Belvak.png|frameless|200px]]&lt;br /&gt;
| [[Varlis Construct]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.0&lt;br /&gt;
| —&lt;br /&gt;
| 0.8&lt;br /&gt;
| 180&lt;br /&gt;
| 73&lt;br /&gt;
| 15&lt;br /&gt;
| 1S&lt;br /&gt;
| 340&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 5&lt;br /&gt;
| 0 - 15&lt;br /&gt;
|-&lt;br /&gt;
| Corsix &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;[[File:Corsix.png|frameless|120x120px]]&lt;br /&gt;
| [[Varlis Construct]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.1&lt;br /&gt;
| —&lt;br /&gt;
| 1.2&lt;br /&gt;
| 280&lt;br /&gt;
| 80&lt;br /&gt;
| 13&lt;br /&gt;
| 1S&lt;br /&gt;
| 470&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 5&lt;br /&gt;
| 0 - 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-|Hewers=&lt;br /&gt;
&amp;quot;Not as vulnerable as Skiffs, Hewer sized mining ships open up more possibilities for gathering ores.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Hewer || 2 || 2 || 18 || 9 || 1 || +30% Mining Power, +20% Resource Yield || +10% Weapon Range&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Gale&amp;lt;br&amp;gt;[[File:Gale.png|frameless|200px]]&lt;br /&gt;
| [[Akai Armory]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.8&lt;br /&gt;
| —&lt;br /&gt;
| 1.8&lt;br /&gt;
| 320&lt;br /&gt;
| 62&lt;br /&gt;
| 34&lt;br /&gt;
| 1M&lt;br /&gt;
| 620&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 11&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Pillager&amp;lt;br&amp;gt;[[File:Pillager.png|frameless|200px]]&lt;br /&gt;
| [[Marade Wharf]]&lt;br /&gt;
| —&lt;br /&gt;
| 2&lt;br /&gt;
| 1.2&lt;br /&gt;
| —&lt;br /&gt;
| 280&lt;br /&gt;
| 50&lt;br /&gt;
| 10&lt;br /&gt;
| 2S&lt;br /&gt;
| 570&lt;br /&gt;
| Neutral&lt;br /&gt;
| —&lt;br /&gt;
| 7&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&amp;lt;br&amp;gt;[[File:Foreman DC-2.png|frameless|200px]]&lt;br /&gt;
| [[Mindus Manufacturing]]&lt;br /&gt;
| Dronebay&amp;lt;br&amp;gt;Small&lt;br /&gt;
| 2.3&lt;br /&gt;
| 0.8&lt;br /&gt;
| —&lt;br /&gt;
| 460&lt;br /&gt;
| 50&lt;br /&gt;
| 10&lt;br /&gt;
| —&lt;br /&gt;
| 900&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 7&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Pickaxe&amp;lt;br&amp;gt;[[File:Pickaxe.png|frameless|200px]]&lt;br /&gt;
| [[Mindus Manufacturing]]&lt;br /&gt;
| —&lt;br /&gt;
| 2.3&lt;br /&gt;
| 0.6&lt;br /&gt;
| —&lt;br /&gt;
| 370&lt;br /&gt;
| 40&lt;br /&gt;
| 13&lt;br /&gt;
| 2S&lt;br /&gt;
| 690&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 7&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Eradon&amp;lt;br&amp;gt;[[File:Eradon.png|frameless|200px]]&lt;br /&gt;
| [[Obrix]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.65&lt;br /&gt;
| —&lt;br /&gt;
| 1.4&lt;br /&gt;
| 310&lt;br /&gt;
| 56&lt;br /&gt;
| 11&lt;br /&gt;
| 2S&lt;br /&gt;
| 490&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 9&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| Kailov&amp;lt;br&amp;gt;[[File:Kailov.png|frameless|200px]]&lt;br /&gt;
| [[RedStar Forge]]&lt;br /&gt;
| —&lt;br /&gt;
| 2.0&lt;br /&gt;
| 1.0&lt;br /&gt;
| —&lt;br /&gt;
| 420&lt;br /&gt;
| 38&lt;br /&gt;
| 11&lt;br /&gt;
| 1M&lt;br /&gt;
| 710&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 8&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Devotee&amp;lt;br&amp;gt;[[File:Devotee.png|frameless|200px]]&lt;br /&gt;
| [[Spirit Design]]&lt;br /&gt;
| —&lt;br /&gt;
| 2&lt;br /&gt;
| —&lt;br /&gt;
| 0.7&lt;br /&gt;
| 390&lt;br /&gt;
| 67&lt;br /&gt;
| 15&lt;br /&gt;
| 2S&lt;br /&gt;
| 770&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 8&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Carbo&amp;lt;br&amp;gt;[[File:Carbo.png|frameless|200px]]&lt;br /&gt;
| [[Stellar Industries]]&lt;br /&gt;
| —&lt;br /&gt;
| 2&lt;br /&gt;
| —&lt;br /&gt;
| 0.9&lt;br /&gt;
| 500&lt;br /&gt;
| 48&lt;br /&gt;
| 16&lt;br /&gt;
| 2S&lt;br /&gt;
| 1240&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 8&lt;br /&gt;
| 6+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Salvage Skiffs=&lt;br /&gt;
&amp;quot;A small nimble salvage ship, darting through debris fields stripping whatever it can carry before moving on.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Skiff || 1 || 1 || 6 || 3 || 1 || +30% Salvage Power, +20% Resource Yield || —&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Ships with Player Level requirement 0! are available as starter ships.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Squall&amp;lt;br&amp;gt;[[File:Squall.png|frameless|200px]] || [[Akai Armory]] || — || 1.2 || — || 1.4 || 140 || 84 || 23 || 1S || 340 || Neutral || — || 4 || 0 - 15&lt;br /&gt;
|-&lt;br /&gt;
| Chisel Mk I SN&amp;lt;br&amp;gt;[[File:Chisel Mk I SN.png|frameless|200px]] || [[Mindus Manufacturing]] || — || 1.7 || — || — || 220 || 58 || 18 || 1S || 395 || Neutral || — || 0! || 0 - 15&lt;br /&gt;
|-&lt;br /&gt;
| Rezak&amp;lt;br&amp;gt;[[File:Skrap.png|frameless|200px]] || [[RedStar Forge]] || — || 1.1 || 1.2 || — || 210 || 54 || 10 || 1S || 510 || Neutral || — || 4 || 0 - 25&lt;br /&gt;
|-&lt;br /&gt;
| Reliqua&amp;lt;br&amp;gt;[[File:Reliqua.png|frameless|200px]] || [[Spirit Design]] || — || 1.1 || — || 0.5 || 200 || 71 || 19 || 1S || 500 || Neutral || — || 4 || 0 - 25&lt;br /&gt;
|-&lt;br /&gt;
| Lacinia&amp;lt;br&amp;gt;[[File:Lacinia.png|frameless|200px]] || [[Stellar Industries]] || — || 1.2 || — || 0.6 || 230 || 61 || 17 || 1S || 530 || Neutral || — || 4 || 0 - 25&lt;br /&gt;
|-&lt;br /&gt;
| Tugbit&amp;lt;br&amp;gt;[[File:Tugbit.png|frameless|200px]] || [[Utixon Corp]] || — || 1.8 || — || — || 210 || 54 || 16 || 1S || 410 || Neutral || — || 0! || 0 - 15&lt;br /&gt;
|-&lt;br /&gt;
| Wreckrat &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;[[File:Wreckrat.png|frameless|200px]]&lt;br /&gt;
| [[Marade Wharf]]&lt;br /&gt;
| —&lt;br /&gt;
| 1&lt;br /&gt;
| 1.1&lt;br /&gt;
| —&lt;br /&gt;
| 135&lt;br /&gt;
| 89&lt;br /&gt;
| 21&lt;br /&gt;
| 1S&lt;br /&gt;
| 390&lt;br /&gt;
| Neutral&lt;br /&gt;
| —&lt;br /&gt;
| 4&lt;br /&gt;
| 0 - 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-|Scows=&lt;br /&gt;
&amp;quot;A step up from the salvage Skiff, the Scow is a workhorse salvager built to haul junk rather than look good doing it.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Scow || 2 || 2 || 18 || 9 || 1 || +30% Salvage Power, +20% Resource Yield || +10% Weapon Range &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Kite&amp;lt;br&amp;gt;[[File:Kite.png|frameless|200px]]&lt;br /&gt;
| [[Akai Armory]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.8&lt;br /&gt;
| —&lt;br /&gt;
| 1.8&lt;br /&gt;
| 320&lt;br /&gt;
| 62&lt;br /&gt;
| 34&lt;br /&gt;
| 1M&lt;br /&gt;
| 620&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 11&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Otrub&amp;lt;br&amp;gt;[[File:Otrub.png|frameless|200px]]&lt;br /&gt;
| [[RedStar Forge]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.3&lt;br /&gt;
| 1.1&lt;br /&gt;
| —&lt;br /&gt;
| 340&lt;br /&gt;
| 45&lt;br /&gt;
| 12&lt;br /&gt;
| 2S&lt;br /&gt;
| 780&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 6&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Remnant&amp;lt;br&amp;gt;[[File:Remnant.png|frameless|200px]]&lt;br /&gt;
| [[Spirit Design]]&lt;br /&gt;
| Dronebay Small&lt;br /&gt;
| 1.2&lt;br /&gt;
| —&lt;br /&gt;
| 1.4&lt;br /&gt;
| 200&lt;br /&gt;
| 59&lt;br /&gt;
| 13&lt;br /&gt;
| 1S&lt;br /&gt;
| 825&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 7&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Rekkem&amp;lt;br&amp;gt;[[File:Rekkem.png|frameless|200px]]&lt;br /&gt;
| [[Utixon Corp]]&lt;br /&gt;
| —&lt;br /&gt;
| 2.1&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| 320&lt;br /&gt;
| 50&lt;br /&gt;
| 15&lt;br /&gt;
| 2S&lt;br /&gt;
| 390&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 6&lt;br /&gt;
| 0 - 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Couriers=&lt;br /&gt;
&amp;quot;The fast Courier cargo ship is built for speed over capacity, ideal for delivering high value cargo across sectors.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Courier || 1 || 1 || 4 || 2 || 1 || — || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Vesper&amp;lt;br&amp;gt;[[File:Vesper.png|frameless|200px]]&lt;br /&gt;
| [[Spirit Design]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.3&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| 560&lt;br /&gt;
| 96&lt;br /&gt;
| 30&lt;br /&gt;
| 1S&lt;br /&gt;
| 620&lt;br /&gt;
| Neutral&lt;br /&gt;
| —&lt;br /&gt;
| 9&lt;br /&gt;
| 0+&lt;br /&gt;
|-&lt;br /&gt;
| Oxlo Mk I&amp;lt;br&amp;gt;[[File:Oxlo Mk I.png|frameless|200px]]&lt;br /&gt;
| [[Utixon Corp]]&lt;br /&gt;
| —&lt;br /&gt;
| 2&lt;br /&gt;
| 0.4&lt;br /&gt;
| —&lt;br /&gt;
| 880&lt;br /&gt;
| 48&lt;br /&gt;
| 11&lt;br /&gt;
| 1S&lt;br /&gt;
| 750&lt;br /&gt;
| Neutral&lt;br /&gt;
| —&lt;br /&gt;
| 6&lt;br /&gt;
| 0+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Ferries=&lt;br /&gt;
&amp;quot;A modest transport vessel ferrying goods and supplies between stations, the backbone of trade.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Ferry || 2 || 2 || 12 || 6 || 1 || — || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Vagon&amp;lt;br&amp;gt;[[File:Vagon.png|frameless|200px]]&lt;br /&gt;
| [[RedStar Forge]]&lt;br /&gt;
| —&lt;br /&gt;
| 2&lt;br /&gt;
| 1.9&lt;br /&gt;
| —&lt;br /&gt;
| 1240&lt;br /&gt;
| 39&lt;br /&gt;
| 12&lt;br /&gt;
| 1S&lt;br /&gt;
| 1210&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 9&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| Vectura&amp;lt;br&amp;gt;[[File:Vectura.png|frameless|200px]]&lt;br /&gt;
| [[Stellar Industries]]&lt;br /&gt;
| —&lt;br /&gt;
| 2.2&lt;br /&gt;
| —&lt;br /&gt;
| 1.3&lt;br /&gt;
| 1100&lt;br /&gt;
| 44&lt;br /&gt;
| 13&lt;br /&gt;
| 2S&lt;br /&gt;
| 1430&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 9&lt;br /&gt;
| 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medium Ships ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Corvettes=&lt;br /&gt;
&amp;quot;Corvettes bridge the gap between gunships and frigates, combining agility with enough firepower to threaten larger ships.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Corvette || 3 || 3 || 25 || 16 || 3 || +30% Combat Power, +3% Critical Chance || +40% Weapon Range&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Cyclone&amp;lt;br&amp;gt;[[File:Cyclone.png|frameless|200px]]&lt;br /&gt;
| [[Akai Armory]]&lt;br /&gt;
| —&lt;br /&gt;
| 4&lt;br /&gt;
| —&lt;br /&gt;
| 4&lt;br /&gt;
| 460&lt;br /&gt;
| 65&lt;br /&gt;
| 9&lt;br /&gt;
| 1M 2S&lt;br /&gt;
| 1250&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 21&lt;br /&gt;
| 16+&lt;br /&gt;
|-&lt;br /&gt;
| Siren&amp;lt;br&amp;gt;[[File:Siren.png|frameless|200px]]&lt;br /&gt;
| [[Custos Arms]]&lt;br /&gt;
| —&lt;br /&gt;
| 5&lt;br /&gt;
| —&lt;br /&gt;
| 5&lt;br /&gt;
| 380&lt;br /&gt;
| 65&lt;br /&gt;
| 17&lt;br /&gt;
| 2M&lt;br /&gt;
| 1150&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 22&lt;br /&gt;
| 17+&lt;br /&gt;
|-&lt;br /&gt;
| Siren Overseer&amp;lt;br&amp;gt;[[File:Siren Overseer.png|frameless|200px]]&lt;br /&gt;
| [[Custos Arms]]&lt;br /&gt;
| Dronebay Medium&lt;br /&gt;
| 4.5&lt;br /&gt;
| —&lt;br /&gt;
| 4.5&lt;br /&gt;
| 310&lt;br /&gt;
| 59&lt;br /&gt;
| 16&lt;br /&gt;
| 1M&lt;br /&gt;
| 1380&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 24&lt;br /&gt;
| 19+&lt;br /&gt;
|-&lt;br /&gt;
| Sarnil&amp;lt;br&amp;gt;[[File:Sarnil.png|frameless|200px]]&lt;br /&gt;
| [[Frontier]]&lt;br /&gt;
| —&lt;br /&gt;
| 2.5&lt;br /&gt;
| —&lt;br /&gt;
| 2.5&lt;br /&gt;
| 310&lt;br /&gt;
| 53&lt;br /&gt;
| 12&lt;br /&gt;
| 1M 2S&lt;br /&gt;
| 1560&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 17&lt;br /&gt;
| 12+&lt;br /&gt;
|-&lt;br /&gt;
| Sarnil&amp;lt;br&amp;gt;[[File:Sarnil.wharf.png|frameless|200px]]&lt;br /&gt;
| [[Marade Wharf]]&lt;br /&gt;
| —&lt;br /&gt;
| 2.5&lt;br /&gt;
| —&lt;br /&gt;
| 2.5&lt;br /&gt;
| 310&lt;br /&gt;
| 53&lt;br /&gt;
| 12&lt;br /&gt;
| 1M 2S&lt;br /&gt;
| 1560&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 17&lt;br /&gt;
| 12+&lt;br /&gt;
|-&lt;br /&gt;
| Blood Dredger&amp;lt;br&amp;gt;[[File:Blood Dredger.png|frameless|200px]]&lt;br /&gt;
| [[Marade Wharf]]&lt;br /&gt;
| —&lt;br /&gt;
| 2.5&lt;br /&gt;
| 2.5&lt;br /&gt;
| —&lt;br /&gt;
| 490&lt;br /&gt;
| 50&lt;br /&gt;
| 10&lt;br /&gt;
| 1M 1S&lt;br /&gt;
| 1300&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 12&lt;br /&gt;
| 7+&lt;br /&gt;
|-&lt;br /&gt;
| Syladon&amp;lt;br&amp;gt;[[File:Syladon.png|frameless|200px]]&lt;br /&gt;
| [[Obrix]]&lt;br /&gt;
| —&lt;br /&gt;
| 4.6&lt;br /&gt;
| —&lt;br /&gt;
| 4.5&lt;br /&gt;
| 400&lt;br /&gt;
| 62&lt;br /&gt;
| 17&lt;br /&gt;
| 2M&lt;br /&gt;
| 1250&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 22&lt;br /&gt;
| 17+&lt;br /&gt;
|-&lt;br /&gt;
| Syladon &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;[[File:Syladon-meridia.png|frameless|200px]]&lt;br /&gt;
| [[Obrix]]&lt;br /&gt;
| —&lt;br /&gt;
| 4.9&lt;br /&gt;
| —&lt;br /&gt;
| 4.5&lt;br /&gt;
| 400&lt;br /&gt;
| 62&lt;br /&gt;
| 17&lt;br /&gt;
| 2M 1S&lt;br /&gt;
| 1190&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 22&lt;br /&gt;
| 17+&lt;br /&gt;
|-&lt;br /&gt;
| Bulav&amp;lt;br&amp;gt;[[File:Kamin.png|frameless|200px]]&lt;br /&gt;
| [[RedStar Forge]]&lt;br /&gt;
| —&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| —&lt;br /&gt;
| 410&lt;br /&gt;
| 52&lt;br /&gt;
| 15&lt;br /&gt;
| 1M 1S&lt;br /&gt;
| 1340&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 13&lt;br /&gt;
| 8+&lt;br /&gt;
|-&lt;br /&gt;
| Exemplar&amp;lt;br&amp;gt;[[File:Exemplar.png|frameless|200px]]&lt;br /&gt;
| [[Spirit Design]]&lt;br /&gt;
| Dronebay Medium&lt;br /&gt;
| 3.1&lt;br /&gt;
| —&lt;br /&gt;
| 3.6&lt;br /&gt;
| 520&lt;br /&gt;
| 59&lt;br /&gt;
| 11&lt;br /&gt;
| 1S&lt;br /&gt;
| 1340&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 21&lt;br /&gt;
| 16+&lt;br /&gt;
|-&lt;br /&gt;
| Fanatic&amp;lt;br&amp;gt;[[File:Fanatic.png|frameless|200px]]&lt;br /&gt;
| [[Spirit Design]]&lt;br /&gt;
| —&lt;br /&gt;
| 3.2&lt;br /&gt;
| —&lt;br /&gt;
| 3.2&lt;br /&gt;
| 650&lt;br /&gt;
| 40&lt;br /&gt;
| 15&lt;br /&gt;
| 1M 2S&lt;br /&gt;
| 1250&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 14&lt;br /&gt;
| 9+&lt;br /&gt;
|-&lt;br /&gt;
| Maniple&amp;lt;br&amp;gt;[[File:Maniple.png|frameless|200px]]&lt;br /&gt;
| [[Stellar Industries]]&lt;br /&gt;
| —&lt;br /&gt;
| 3.2&lt;br /&gt;
| —&lt;br /&gt;
| 3.5&lt;br /&gt;
| 600&lt;br /&gt;
| 38&lt;br /&gt;
| 16&lt;br /&gt;
| 4S&lt;br /&gt;
| 1360&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 17&lt;br /&gt;
| 12+&lt;br /&gt;
|-&lt;br /&gt;
| Tribune&amp;lt;br&amp;gt;[[File:Tribune.png|frameless|200px]]&lt;br /&gt;
| [[Stellar Industries]]&lt;br /&gt;
| Dronebay Small&lt;br /&gt;
| 3.1&lt;br /&gt;
| —&lt;br /&gt;
| 3.5&lt;br /&gt;
| 580&lt;br /&gt;
| 42&lt;br /&gt;
| 18&lt;br /&gt;
| 2S&lt;br /&gt;
| 1490&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 21&lt;br /&gt;
| 16+&lt;br /&gt;
|-&lt;br /&gt;
| Nevaros &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;[[File:Nevaros.png|frameless|200px]]&lt;br /&gt;
| [[Varlis Construct]]&lt;br /&gt;
| —&lt;br /&gt;
| 5.4&lt;br /&gt;
| —&lt;br /&gt;
| 4.9&lt;br /&gt;
| 340&lt;br /&gt;
| 67&lt;br /&gt;
| 18&lt;br /&gt;
| 1M 3S&lt;br /&gt;
| 1420&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 26&lt;br /&gt;
| 21+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Frigates=&lt;br /&gt;
&amp;quot;A durable frontline warship, Frigates form the backbone of many fleets, balancing offense and defense.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Frigate || 4 || 4 || 50 || 32 || 4 || +30% Combat Power, +3% Critical Chance || +70% Weapon Range &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Tempest&amp;lt;br&amp;gt;[[File:Tempest.png|frameless|200px]]&lt;br /&gt;
| [[Akai Armory]]&lt;br /&gt;
| Dronebay Small&lt;br /&gt;
| 7.3&lt;br /&gt;
| —&lt;br /&gt;
| 8.1&lt;br /&gt;
| 590&lt;br /&gt;
| 79&lt;br /&gt;
| 7&lt;br /&gt;
| 2M 1S&lt;br /&gt;
| 2550&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 29&lt;br /&gt;
| 12+&lt;br /&gt;
|-&lt;br /&gt;
| Enforcer&amp;lt;br&amp;gt;[[File:Enforcer.png|frameless|200px]]&lt;br /&gt;
| [[Custos Arms]]&lt;br /&gt;
| Dronebay Medium&lt;br /&gt;
| 6.6&lt;br /&gt;
| —&lt;br /&gt;
| 8.2&lt;br /&gt;
| 560&lt;br /&gt;
| 110&lt;br /&gt;
| 20&lt;br /&gt;
| 2M 1S&lt;br /&gt;
| 2700&lt;br /&gt;
| Exalted&lt;br /&gt;
| —&lt;br /&gt;
| 38&lt;br /&gt;
| 32+&lt;br /&gt;
|-&lt;br /&gt;
| Brimstone&amp;lt;br&amp;gt;[[File:Brimstone.png|frameless|200px]]&lt;br /&gt;
| [[Marade Wharf]]&lt;br /&gt;
| —&lt;br /&gt;
| 7.1&lt;br /&gt;
| —&lt;br /&gt;
| 6.9&lt;br /&gt;
| 840&lt;br /&gt;
| 62&lt;br /&gt;
| 9&lt;br /&gt;
| 1M 4S&lt;br /&gt;
| 2800&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 29&lt;br /&gt;
| 24+&lt;br /&gt;
|-&lt;br /&gt;
| Ramose&amp;lt;br&amp;gt;[[File:Ramose.png|frameless|200px]]&lt;br /&gt;
| [[Obrix]]&lt;br /&gt;
| —&lt;br /&gt;
| 5.8&lt;br /&gt;
| —&lt;br /&gt;
| 8.4&lt;br /&gt;
| 710&lt;br /&gt;
| 81&lt;br /&gt;
| 11&lt;br /&gt;
| 3M 1S&lt;br /&gt;
| 2410&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 35&lt;br /&gt;
| 32+&lt;br /&gt;
|-&lt;br /&gt;
| Grom&amp;lt;br&amp;gt;[[File:Grom.png|frameless|200px]]&lt;br /&gt;
| [[RedStar Forge]]&lt;br /&gt;
| —&lt;br /&gt;
| 5.3&lt;br /&gt;
| 8.7&lt;br /&gt;
| —&lt;br /&gt;
| 620&lt;br /&gt;
| 78&lt;br /&gt;
| 6&lt;br /&gt;
| 2M 2S&lt;br /&gt;
| 2480&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 29&lt;br /&gt;
| 24+&lt;br /&gt;
|-&lt;br /&gt;
| Penance&amp;lt;br&amp;gt;[[File:Penance.png|frameless|200px]]&lt;br /&gt;
| [[Spirit Design]]&lt;br /&gt;
| —&lt;br /&gt;
| 6.8&lt;br /&gt;
| —&lt;br /&gt;
| 6.9&lt;br /&gt;
| 960&lt;br /&gt;
| 73&lt;br /&gt;
| 6&lt;br /&gt;
| 3M&lt;br /&gt;
| 2800&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 29&lt;br /&gt;
| 24+&lt;br /&gt;
|-&lt;br /&gt;
| Redeemer&amp;lt;br&amp;gt;[[File:Redeemer.png|frameless|200px]]&lt;br /&gt;
| [[Spirit Design]]&lt;br /&gt;
| Dronebay Medium&lt;br /&gt;
| 6.4&lt;br /&gt;
| —&lt;br /&gt;
| 5.1&lt;br /&gt;
| 860&lt;br /&gt;
| 70&lt;br /&gt;
| 7&lt;br /&gt;
| 1M 2S&lt;br /&gt;
| 2625&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 29&lt;br /&gt;
| 22+&lt;br /&gt;
|-&lt;br /&gt;
| Centurion&amp;lt;br&amp;gt;[[File:Centurion.png|frameless|200px]]&lt;br /&gt;
| [[Stellar Industries]]&lt;br /&gt;
| —&lt;br /&gt;
| 6.4&lt;br /&gt;
| —&lt;br /&gt;
| 7.8&lt;br /&gt;
| 840&lt;br /&gt;
| 70&lt;br /&gt;
| 6&lt;br /&gt;
| 3M&lt;br /&gt;
| 2750&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 29&lt;br /&gt;
| 24+&lt;br /&gt;
|-&lt;br /&gt;
| Valdrax &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;[[File:Valdrax.png|frameless|200px]]&lt;br /&gt;
| [[Varlis Construct]]&lt;br /&gt;
| —&lt;br /&gt;
| 6&lt;br /&gt;
| —&lt;br /&gt;
| 8.9&lt;br /&gt;
| 1020&lt;br /&gt;
| 85&lt;br /&gt;
| 6&lt;br /&gt;
| 3M 1S&lt;br /&gt;
| 2720&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 35&lt;br /&gt;
| 30+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Dredgers=&lt;br /&gt;
&amp;quot;More capable than Hewers but still relatively nimble, the Dredger is built for extended operations far from the safety of a station.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Dredger || 3 || 2–4* || 30 || 15 || 2 || +30% Mining Power, +20% Resource Yield || +20% Weapon Range &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Dredger officers vary by ship: Moxe 2, most dredgers 3, Auger ERC-7 4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Delvir&amp;lt;br&amp;gt;[[File:Delvir.png|frameless|200px]]&lt;br /&gt;
| [[Frontier]]&lt;br /&gt;
| —&lt;br /&gt;
| 3.8&lt;br /&gt;
| 0.6&lt;br /&gt;
| —&lt;br /&gt;
| 780&lt;br /&gt;
| 50&lt;br /&gt;
| 10&lt;br /&gt;
| 3S&lt;br /&gt;
| 2150&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 12&lt;br /&gt;
| 7+&lt;br /&gt;
|-&lt;br /&gt;
| Auger ERC-2&amp;lt;br&amp;gt;[[File:Auger ERC-2.png|frameless|200px]]&lt;br /&gt;
| [[Mindus Manufacturing]]&lt;br /&gt;
| —&lt;br /&gt;
| 3.2&lt;br /&gt;
| 1.4&lt;br /&gt;
| —&lt;br /&gt;
| 880&lt;br /&gt;
| 50&lt;br /&gt;
| 10&lt;br /&gt;
| 1M 1S&lt;br /&gt;
| 1950&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 11&lt;br /&gt;
| 6+&lt;br /&gt;
|-&lt;br /&gt;
| Auger ERC-7&amp;lt;br&amp;gt;[[File:Auger ERC-7.png|frameless|200px]]&lt;br /&gt;
| [[Mindus Manufacturing]]&lt;br /&gt;
| —&lt;br /&gt;
| 2.8&lt;br /&gt;
| —&lt;br /&gt;
| 2&lt;br /&gt;
| 700&lt;br /&gt;
| 50&lt;br /&gt;
| 10&lt;br /&gt;
| 1M 2S&lt;br /&gt;
| 1875&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 19&lt;br /&gt;
| 14+&lt;br /&gt;
|-&lt;br /&gt;
| Rudnik&amp;lt;br&amp;gt;[[File:Rudnik.png|frameless|200px]]&lt;br /&gt;
| [[RedStar Forge]]&lt;br /&gt;
| Dronebay Small&lt;br /&gt;
| 3.4&lt;br /&gt;
| 2&lt;br /&gt;
| —&lt;br /&gt;
| 870&lt;br /&gt;
| 65&lt;br /&gt;
| 12&lt;br /&gt;
| 2S&lt;br /&gt;
| 2680&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 13&lt;br /&gt;
| 8+&lt;br /&gt;
|-&lt;br /&gt;
| Anotan&amp;lt;br&amp;gt;[[File:Anotan.png|frameless|200px]]&lt;br /&gt;
| [[Spirit Design]]&lt;br /&gt;
| Dronebay Medium&lt;br /&gt;
| 2.9&lt;br /&gt;
| —&lt;br /&gt;
| 1.6&lt;br /&gt;
| 720&lt;br /&gt;
| 70&lt;br /&gt;
| 15&lt;br /&gt;
| 2S&lt;br /&gt;
| 2800&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 13&lt;br /&gt;
| 8+&lt;br /&gt;
|-&lt;br /&gt;
| Terebra&amp;lt;br&amp;gt;[[File:Terebra.png|frameless|200px]]&lt;br /&gt;
| [[Stellar Industries]]&lt;br /&gt;
| —&lt;br /&gt;
| 2.9&lt;br /&gt;
| —&lt;br /&gt;
| 2&lt;br /&gt;
| 920&lt;br /&gt;
| 60&lt;br /&gt;
| 11&lt;br /&gt;
| 3S&lt;br /&gt;
| 2130&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 13&lt;br /&gt;
| 8+&lt;br /&gt;
|-&lt;br /&gt;
| Moxe&amp;lt;br&amp;gt;[[File:Moxe.png|frameless|200px]]&lt;br /&gt;
| [[Utixon Corp]]&lt;br /&gt;
| Dronebay Medium&lt;br /&gt;
| 2.9&lt;br /&gt;
| 0.6&lt;br /&gt;
| —&lt;br /&gt;
| 740&lt;br /&gt;
| 50&lt;br /&gt;
| 10&lt;br /&gt;
| 1S&lt;br /&gt;
| 2620&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 13&lt;br /&gt;
| 8+&lt;br /&gt;
|-&lt;br /&gt;
| Cratovac &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;[[File:Cratovac.png|frameless|200px]]&lt;br /&gt;
| [[Varlis Construct]]&lt;br /&gt;
| Dronebay Medium&lt;br /&gt;
| 2&lt;br /&gt;
| —&lt;br /&gt;
| 2.4&lt;br /&gt;
| 460&lt;br /&gt;
| 75&lt;br /&gt;
| 13&lt;br /&gt;
| 2S&lt;br /&gt;
| 2140&lt;br /&gt;
| Exalted&lt;br /&gt;
| —&lt;br /&gt;
| 12&lt;br /&gt;
| 7+&lt;br /&gt;
|-&lt;br /&gt;
| Tarc &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;[[File:Tarc.png|frameless|200px]]&lt;br /&gt;
| [[Varlis Construct]]&lt;br /&gt;
| —&lt;br /&gt;
| 1.9&lt;br /&gt;
| —&lt;br /&gt;
| 2.4&lt;br /&gt;
| 680&lt;br /&gt;
| 75&lt;br /&gt;
| 13&lt;br /&gt;
| 3S&lt;br /&gt;
| 1890&lt;br /&gt;
| Exalted&lt;br /&gt;
| —&lt;br /&gt;
| 12&lt;br /&gt;
| 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Breakers=&lt;br /&gt;
&amp;quot;A mid-sized spaceship built to fracture large asteroid bodies, a notable step-up from Dredgers.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Breaker || 4 || 4 || 60 || 30 || 4 || +30% Mining Power, +20% Resource Yield || +30% Weapon Range &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Warden&amp;lt;br&amp;gt;[[File:Warden DSF-3.png|frameless|200px]]&lt;br /&gt;
| [[Mindus Manufacturing]]&lt;br /&gt;
| Dronebay Medium&lt;br /&gt;
| 5.2&lt;br /&gt;
| —&lt;br /&gt;
| 3.2&lt;br /&gt;
| 1220&lt;br /&gt;
| 77&lt;br /&gt;
| 7&lt;br /&gt;
| 1M 2S&lt;br /&gt;
| 2350&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 30&lt;br /&gt;
| 22+&lt;br /&gt;
|-&lt;br /&gt;
| Ferrum&amp;lt;br&amp;gt;[[File:Ferrum.png|frameless|200px]]&lt;br /&gt;
| [[Stellar Industries]]&lt;br /&gt;
| —&lt;br /&gt;
| 4.6&lt;br /&gt;
| —&lt;br /&gt;
| 2.6&lt;br /&gt;
| 1100&lt;br /&gt;
| 96&lt;br /&gt;
| 9&lt;br /&gt;
| 2M 3S&lt;br /&gt;
| 1900&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 30&lt;br /&gt;
| 25+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Scrappers=&lt;br /&gt;
&amp;quot;A dedicated scrapping ship equipped to dismantle wrecks with greater ease than the smaller Scow type salvagers.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Scrapper || 3 || 3–4* || 30 || 15 || 2 || +30% Salvage Power, +20% Resource Yield || +20% Weapon Range &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Scrapper officers vary by ship: Bero, Lom, Osprey, Elytra 3; Fultor, Rasura, Exdyne 4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Osprey&amp;lt;br&amp;gt;[[File:Osprey.png|frameless|200px]]&lt;br /&gt;
| [[Akai Armory]]&lt;br /&gt;
| —&lt;br /&gt;
| 2.6&lt;br /&gt;
| 1.3&lt;br /&gt;
| 4&lt;br /&gt;
| 590&lt;br /&gt;
| 56&lt;br /&gt;
| 12&lt;br /&gt;
| 1M 2S&lt;br /&gt;
| 1360&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 22&lt;br /&gt;
| 17+&lt;br /&gt;
|-&lt;br /&gt;
| Bero&amp;lt;br&amp;gt;[[File:Bero.png|frameless|200px]]&lt;br /&gt;
| [[Frontier]]&lt;br /&gt;
| —&lt;br /&gt;
| 2.2&lt;br /&gt;
| 0.8&lt;br /&gt;
| —&lt;br /&gt;
| 530&lt;br /&gt;
| 41&lt;br /&gt;
| 15&lt;br /&gt;
| 1M 1S&lt;br /&gt;
| 1430&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 12&lt;br /&gt;
| 7 - 50&lt;br /&gt;
|-&lt;br /&gt;
| Lom&amp;lt;br&amp;gt;[[File:Lom.png|frameless|200px]]&lt;br /&gt;
| [[RedStar Forge]]&lt;br /&gt;
| Dronebay Small&lt;br /&gt;
| 3&lt;br /&gt;
| 1.8&lt;br /&gt;
| —&lt;br /&gt;
| 660&lt;br /&gt;
| 49&lt;br /&gt;
| 12&lt;br /&gt;
| 1M 1S&lt;br /&gt;
| 1820&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 20&lt;br /&gt;
| 15+&lt;br /&gt;
|-&lt;br /&gt;
| Elytra&amp;lt;br&amp;gt;[[File:Elytra.png|frameless|200px]]&lt;br /&gt;
| [[Spirit Design]]&lt;br /&gt;
| Dronebay Medium&lt;br /&gt;
| 2.8&lt;br /&gt;
| —&lt;br /&gt;
| 1.2&lt;br /&gt;
| 425&lt;br /&gt;
| 62&lt;br /&gt;
| 16&lt;br /&gt;
| 1S&lt;br /&gt;
| 1820&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 19&lt;br /&gt;
| 14+&lt;br /&gt;
|-&lt;br /&gt;
| Rasura&amp;lt;br&amp;gt;[[File:Rasura.png|frameless|200px]]&lt;br /&gt;
| [[Stellar Industries]]&lt;br /&gt;
| —&lt;br /&gt;
| 3&lt;br /&gt;
| —&lt;br /&gt;
| 1.2&lt;br /&gt;
| 650&lt;br /&gt;
| 45&lt;br /&gt;
| 15&lt;br /&gt;
| 1M 1S&lt;br /&gt;
| 1610&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 14&lt;br /&gt;
| 9+&lt;br /&gt;
|-&lt;br /&gt;
| Exdyne&amp;lt;br&amp;gt;[[File:Exdyne.png|frameless|200px]]&lt;br /&gt;
| [[Utixon Corp]]&lt;br /&gt;
| Dronebay Medium&lt;br /&gt;
| 3.4&lt;br /&gt;
| 1.2&lt;br /&gt;
| —&lt;br /&gt;
| 590&lt;br /&gt;
| 58&lt;br /&gt;
| 5&lt;br /&gt;
| 2S&lt;br /&gt;
| 1820&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 24&lt;br /&gt;
| 19+&lt;br /&gt;
|-&lt;br /&gt;
| Fultor&amp;lt;br&amp;gt;[[File:Fultor.png|frameless|200px]]&lt;br /&gt;
| [[Utixon Corp]]&lt;br /&gt;
| —&lt;br /&gt;
| 3.8&lt;br /&gt;
| 1.2&lt;br /&gt;
| —&lt;br /&gt;
| 880&lt;br /&gt;
| 26&lt;br /&gt;
| 6&lt;br /&gt;
| 1M 2S&lt;br /&gt;
| 2320&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 19&lt;br /&gt;
| 14+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Wreckers=&lt;br /&gt;
&amp;quot;A heavy salvage ship built to tear apart wrecks, creating raw materials in no time and with it a fat paycheck.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Wrecker || 4 || 4 || 60 || 30 || 4 || +30% Salvage Power, +20% Resource Yield || +30% Weapon Range &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Kuvald&amp;lt;br&amp;gt;[[File:kuvald.png|frameless|200px]]&lt;br /&gt;
| [[RedStar Forge]]&lt;br /&gt;
| —&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| —&lt;br /&gt;
| 1050&lt;br /&gt;
| 79&lt;br /&gt;
| 32&lt;br /&gt;
| 3M 1S&lt;br /&gt;
| 2026&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 28&lt;br /&gt;
| 23+&lt;br /&gt;
|-&lt;br /&gt;
| Sanctifier&amp;lt;br&amp;gt;[[File:Sanctifier.png|frameless|200px]]&lt;br /&gt;
| [[Spirit Design]]&lt;br /&gt;
| Dronebay Medium&lt;br /&gt;
| 5&lt;br /&gt;
| —&lt;br /&gt;
| 3.1&lt;br /&gt;
| 720&lt;br /&gt;
| 98&lt;br /&gt;
| 30&lt;br /&gt;
| 2M&lt;br /&gt;
| 2580&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 28&lt;br /&gt;
| 23+&lt;br /&gt;
|-&lt;br /&gt;
| Scoria&amp;lt;br&amp;gt;[[File:Scoria.png|frameless|200px]]&lt;br /&gt;
| [[Stellar Industries]]&lt;br /&gt;
| —&lt;br /&gt;
| 4.6&lt;br /&gt;
| —&lt;br /&gt;
| 2.6&lt;br /&gt;
| 1150&lt;br /&gt;
| 92&lt;br /&gt;
| 21&lt;br /&gt;
| 2M 2S&lt;br /&gt;
| 1850&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 29&lt;br /&gt;
| 24+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Haulers=&lt;br /&gt;
&amp;quot;The Hauler is capable of carrying significant cargo loads across larger routes, and more capable of protecting itself.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Hauler || 3 || 2–3* || 20 || 10 || 2 || — || +20% Weapon Range&lt;br /&gt;
|} &lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Hauler officers: Oxlo Mk II, Cormel 2; Compline, Bremya 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Cormel&amp;lt;br&amp;gt;[[File:Cormel.png|frameless|200px]]&lt;br /&gt;
| [[Frontier]]&lt;br /&gt;
| —&lt;br /&gt;
| 2.1&lt;br /&gt;
| 0.6&lt;br /&gt;
| —&lt;br /&gt;
| 1470&lt;br /&gt;
| 39&lt;br /&gt;
| 13&lt;br /&gt;
| 1S&lt;br /&gt;
| 1890&lt;br /&gt;
| Cordial&lt;br /&gt;
| —&lt;br /&gt;
| 10&lt;br /&gt;
| 5 - 50&lt;br /&gt;
|-&lt;br /&gt;
| Bremya&amp;lt;br&amp;gt;[[File:Bremya.png|frameless|200px]]&lt;br /&gt;
| [[RedStar Forge]]&lt;br /&gt;
| —&lt;br /&gt;
| 3&lt;br /&gt;
| 4.5&lt;br /&gt;
| —&lt;br /&gt;
| 2500&lt;br /&gt;
| 42&lt;br /&gt;
| 30&lt;br /&gt;
| 2S&lt;br /&gt;
| 2600&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 12&lt;br /&gt;
| 7+&lt;br /&gt;
|-&lt;br /&gt;
| Compline&amp;lt;br&amp;gt;[[File:Compline.png|frameless|200px]]&lt;br /&gt;
| [[Spirit Design]]&lt;br /&gt;
| —&lt;br /&gt;
| 2.2&lt;br /&gt;
| —&lt;br /&gt;
| 1.1&lt;br /&gt;
| 900&lt;br /&gt;
| 112&lt;br /&gt;
| 20&lt;br /&gt;
| 1S&lt;br /&gt;
| 1680&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 15&lt;br /&gt;
| 10+&lt;br /&gt;
|-&lt;br /&gt;
| Oxlo Mk II&amp;lt;br&amp;gt;[[File:Oxlo Mk II.png|frameless|200px]]&lt;br /&gt;
| [[Utixon Corp]]&lt;br /&gt;
| —&lt;br /&gt;
| 2.4&lt;br /&gt;
| 0.7&lt;br /&gt;
| —&lt;br /&gt;
| 1920&lt;br /&gt;
| 32&lt;br /&gt;
| 9&lt;br /&gt;
| 1S&lt;br /&gt;
| 2320&lt;br /&gt;
| Friendly&lt;br /&gt;
| —&lt;br /&gt;
| 14&lt;br /&gt;
| 9 - 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Freighters=&lt;br /&gt;
&amp;quot;A dedicated vessel built for bulk cargo runs, the Freighter trades speed for capacity on the major trade lanes between systems.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Freighter|| 4 || 3* || 40 || 20 || 2* || — || +30% Weapon Range &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Only one size-4 transport exists (Trundar); it has 3 officers, not 4, and 2 boosters instead of 4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Trundar&amp;lt;br&amp;gt;[[File:Trundar.png|frameless|200px]]&lt;br /&gt;
| [[Utixon Corp]]&lt;br /&gt;
| —&lt;br /&gt;
| 7.8&lt;br /&gt;
| 1.6&lt;br /&gt;
| —&lt;br /&gt;
| 3600&lt;br /&gt;
| 16&lt;br /&gt;
| 5&lt;br /&gt;
| 2S&lt;br /&gt;
| 2950&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 26&lt;br /&gt;
| 21 - 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Large Ships ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Destroyers=&lt;br /&gt;
&amp;quot;A heavily-armed warship focused on offensive capabilities, often used for patrol and assault missions.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer || 5 || 5 || 80 || 52 || 5 || +30% Combat Power, +3% Critical Chance || +100% Weapon Range &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Hurricane&amp;lt;br&amp;gt;[[File:Hurricane.png|frameless|200px]]&lt;br /&gt;
| [[Akai Armory]]&lt;br /&gt;
| —&lt;br /&gt;
| 11.4&lt;br /&gt;
| —&lt;br /&gt;
| 12.3&lt;br /&gt;
| 1080&lt;br /&gt;
| 115&lt;br /&gt;
| 14&lt;br /&gt;
| 1L 2M 2S&lt;br /&gt;
| 4420&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 45&lt;br /&gt;
| 40+&lt;br /&gt;
|-&lt;br /&gt;
| Typhoon&amp;lt;br&amp;gt;[[File:Typhoon.png|frameless|200px]]&lt;br /&gt;
| [[Akai Armory]]&lt;br /&gt;
| Dronebay Large&lt;br /&gt;
| 11.8&lt;br /&gt;
| —&lt;br /&gt;
| 10.5&lt;br /&gt;
| 990&lt;br /&gt;
| 111&lt;br /&gt;
| 12&lt;br /&gt;
| 1M 3S&lt;br /&gt;
| 4620&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 53&lt;br /&gt;
| 40+&lt;br /&gt;
|-&lt;br /&gt;
| Eclipse&amp;lt;br&amp;gt;[[File:Eclipse.png|frameless|200px]]&lt;br /&gt;
| [[Kharon Forgeworks]]&lt;br /&gt;
| Dronebay Small&lt;br /&gt;
| 8.1&lt;br /&gt;
| —&lt;br /&gt;
| 8.9&lt;br /&gt;
| 1060&lt;br /&gt;
| 128&lt;br /&gt;
| 22&lt;br /&gt;
| 1L 3M&lt;br /&gt;
| 4020&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
| Rypper&amp;lt;br&amp;gt;[[File:Rypper.png|frameless|200px]]&lt;br /&gt;
| [[Marade Wharf]]&lt;br /&gt;
| Dronebay Large&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| —&lt;br /&gt;
| 1230&lt;br /&gt;
| 106&lt;br /&gt;
| 6&lt;br /&gt;
| 1L 2S&lt;br /&gt;
| 4520&lt;br /&gt;
| Distinguished&lt;br /&gt;
| Cutthroat&lt;br /&gt;
| 52&lt;br /&gt;
| 40+&lt;br /&gt;
|-&lt;br /&gt;
| Meriavex &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;[[File:Meriavex.png|frameless|200px]]&lt;br /&gt;
| [[Obrix]]&lt;br /&gt;
| —&lt;br /&gt;
| 7.5&lt;br /&gt;
| 12.1&lt;br /&gt;
| —&lt;br /&gt;
| 1020&lt;br /&gt;
| 113&lt;br /&gt;
| 12&lt;br /&gt;
| 2L 2M 1S&lt;br /&gt;
| 4280&lt;br /&gt;
| Respected&lt;br /&gt;
| —&lt;br /&gt;
| 80&lt;br /&gt;
| 200+&lt;br /&gt;
|-&lt;br /&gt;
| Terravex&amp;lt;br&amp;gt;[[File:Terravex.png|frameless|200px]]&lt;br /&gt;
| [[Obrix]]&lt;br /&gt;
| —&lt;br /&gt;
| 7.5&lt;br /&gt;
| —&lt;br /&gt;
| 11.4&lt;br /&gt;
| 1100&lt;br /&gt;
| 122&lt;br /&gt;
| 16&lt;br /&gt;
| 2L 2M&lt;br /&gt;
| 4120&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
| Varyag&amp;lt;br&amp;gt;[[File:Varyag.png|frameless|200px]]&lt;br /&gt;
| [[RedStar Forge]]&lt;br /&gt;
| Torpedoes Medium&lt;br /&gt;
| 9.4&lt;br /&gt;
| 12.3&lt;br /&gt;
| —&lt;br /&gt;
| 990&lt;br /&gt;
| 115&lt;br /&gt;
| 5&lt;br /&gt;
| 2M 3S&lt;br /&gt;
| 3800&lt;br /&gt;
| Respected&lt;br /&gt;
| Comrade&lt;br /&gt;
| 45&lt;br /&gt;
| 40+&lt;br /&gt;
|-&lt;br /&gt;
| Varyag-R&amp;lt;br&amp;gt;[[File:Varyag-R.png|frameless|200px]]&lt;br /&gt;
| [[RedStar Forge]]&lt;br /&gt;
| Dronebay Medium&lt;br /&gt;
| 9&lt;br /&gt;
| 11.2&lt;br /&gt;
| —&lt;br /&gt;
| 950&lt;br /&gt;
| 109&lt;br /&gt;
| 6&lt;br /&gt;
| 1L 2M&lt;br /&gt;
| 4020&lt;br /&gt;
| Respected&lt;br /&gt;
| Comrade&lt;br /&gt;
| 45&lt;br /&gt;
| 40+&lt;br /&gt;
|-&lt;br /&gt;
| Inquisitor&amp;lt;br&amp;gt;[[File:Inquisitor.png|frameless|200px]]&lt;br /&gt;
| [[Spirit Design]]&lt;br /&gt;
| Dronebay Medium&lt;br /&gt;
| 11.8&lt;br /&gt;
| —&lt;br /&gt;
| 10.3&lt;br /&gt;
| 970&lt;br /&gt;
| 120&lt;br /&gt;
| 5&lt;br /&gt;
| 1L 1M 2S&lt;br /&gt;
| 4100&lt;br /&gt;
| Respected&lt;br /&gt;
| Initiate&lt;br /&gt;
| 45&lt;br /&gt;
| 40+&lt;br /&gt;
|-&lt;br /&gt;
| Sparta&amp;lt;br&amp;gt;[[File:Sparta.png|frameless|200px]]&lt;br /&gt;
| [[Stellar Industries]]&lt;br /&gt;
| Torpedoes Medium&lt;br /&gt;
| 13.2&lt;br /&gt;
| —&lt;br /&gt;
| 11.9&lt;br /&gt;
| 1090&lt;br /&gt;
| 110&lt;br /&gt;
| 5&lt;br /&gt;
| 2L 2S&lt;br /&gt;
| 4620&lt;br /&gt;
| Respected&lt;br /&gt;
| Associate&lt;br /&gt;
| 45&lt;br /&gt;
| 40+&lt;br /&gt;
|-&lt;br /&gt;
| Carkalon &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;[[File:Carkalon.png|frameless|200px]]&lt;br /&gt;
| [[Varlis Construct]]&lt;br /&gt;
| Torpedoes Medium&lt;br /&gt;
| 8&lt;br /&gt;
| —&lt;br /&gt;
| 13.4&lt;br /&gt;
| 850&lt;br /&gt;
| 130&lt;br /&gt;
| 10&lt;br /&gt;
| 2L 1M 2S&lt;br /&gt;
| 3780&lt;br /&gt;
| Exalted&lt;br /&gt;
| —&lt;br /&gt;
| 45&lt;br /&gt;
| 40+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Harvesters=&lt;br /&gt;
&amp;quot;The ore Harvester is capable of deep asteroid field operations, its larger cargo capacity increases profit greatly.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Harvester || 5 || 5 || 96 || 48 || 5 || +30% Mining Power, +0% Resource Yield || +40% Weapon Range &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Maul&amp;lt;br&amp;gt;[[File:Maul.png|frameless|200px]]&lt;br /&gt;
| [[Mindus Manufacturing]]&lt;br /&gt;
| Dronebay Large&lt;br /&gt;
| 6.8&lt;br /&gt;
| 4.3&lt;br /&gt;
| —&lt;br /&gt;
| 1680&lt;br /&gt;
| 89&lt;br /&gt;
| 5&lt;br /&gt;
| 1L 2S&lt;br /&gt;
| 4230&lt;br /&gt;
| Respected&lt;br /&gt;
| Pickaxe Wielder&lt;br /&gt;
| 47&lt;br /&gt;
| 40+&lt;br /&gt;
|-&lt;br /&gt;
| Sledge&amp;lt;br&amp;gt;[[File:Sledge.png|frameless|200px]]&lt;br /&gt;
| [[Mindus Manufacturing]]&lt;br /&gt;
| —&lt;br /&gt;
| 7.2&lt;br /&gt;
| —&lt;br /&gt;
| 5.1&lt;br /&gt;
| 1890&lt;br /&gt;
| 94&lt;br /&gt;
| 5&lt;br /&gt;
| 2L 2M&lt;br /&gt;
| 3910&lt;br /&gt;
| Respected&lt;br /&gt;
| Pickaxe Wielder&lt;br /&gt;
| 43&lt;br /&gt;
| 40+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Reclaimers=&lt;br /&gt;
&amp;quot;The Reclaimer is a capable mid-range salvager able to operate in contested debris fields for extended periods.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Reclaimer || 5 || 5 || 96 || 48 || 5 || +30% Salvage Power, +20% Resource Yield || +40% Weapon Range &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Axcetor&amp;lt;br&amp;gt;[[File:Axcetor.png|frameless|200px]]&lt;br /&gt;
| [[Utixon Corp]]&lt;br /&gt;
| —&lt;br /&gt;
| 5.8&lt;br /&gt;
| 5.5&lt;br /&gt;
| —&lt;br /&gt;
| 1830&lt;br /&gt;
| 103&lt;br /&gt;
| 7&lt;br /&gt;
| 1L 2M 2S&lt;br /&gt;
| 4400&lt;br /&gt;
| Respected&lt;br /&gt;
| Wreckhand&lt;br /&gt;
| 43&lt;br /&gt;
| 40+&lt;br /&gt;
|-&lt;br /&gt;
| Gryp&amp;lt;br&amp;gt;[[File:Gryp.png|frameless|200px]]&lt;br /&gt;
| [[Utixon Corp]]&lt;br /&gt;
| Dronebay Large&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| —&lt;br /&gt;
| 1640&lt;br /&gt;
| 101&lt;br /&gt;
| 6&lt;br /&gt;
| 1L 2S&lt;br /&gt;
| 4400&lt;br /&gt;
| Respected&lt;br /&gt;
| Wreckhand&lt;br /&gt;
| 47&lt;br /&gt;
| 40+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-|Carracks=&lt;br /&gt;
&amp;quot;A heavy trading vessel of considerable size and range, Carrack sized cargo ships are self sufficient ships capable of operating independently.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:0 0 1em;&amp;quot;&lt;br /&gt;
! Class !! Size !! Officers !! Crew !! Brig !! Boosters !! Role Bonus !! Ranage Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Carrack || 5 || 5 || 64 || 32 || 5 || — || +40% Weapon Range &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ship !! style=&amp;quot;width: 145px; white-space: nowrap;&amp;quot; | Manufacturer !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Aux !! Hull !! Armr !! Shld !! Crgo !! Spd !! Acc !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Hrdp !! Tonn !! style=&amp;quot;width: 105px; white-space: nowrap;&amp;quot; | ShpR !! style=&amp;quot;width: 100px; white-space: nowrap;&amp;quot; | Cnq !! PlyrL !! ShpL&lt;br /&gt;
|-&lt;br /&gt;
| Paktar&amp;lt;br&amp;gt;[[File:Paktar.png|frameless|200px]]&lt;br /&gt;
| [[Marade Wharf]]&lt;br /&gt;
| Dronebay Medium&lt;br /&gt;
| 9.1&lt;br /&gt;
| 7.9&lt;br /&gt;
| —&lt;br /&gt;
| 3200&lt;br /&gt;
| 71&lt;br /&gt;
| 7&lt;br /&gt;
| 4M&lt;br /&gt;
| 4900&lt;br /&gt;
| Respected&lt;br /&gt;
| Cutthroat&lt;br /&gt;
| 42&lt;br /&gt;
| 40+&lt;br /&gt;
|-&lt;br /&gt;
| Drometar&amp;lt;br&amp;gt;[[File:Drometar.png|frameless|200px]]&lt;br /&gt;
| [[Utixon Corp]]&lt;br /&gt;
| Dronebay Medium&lt;br /&gt;
| 9.1&lt;br /&gt;
| 4.2&lt;br /&gt;
| —&lt;br /&gt;
| 6210&lt;br /&gt;
| 23&lt;br /&gt;
| 4&lt;br /&gt;
| 2M&lt;br /&gt;
| 6200&lt;br /&gt;
| Distinguished&lt;br /&gt;
| —&lt;br /&gt;
| 43&lt;br /&gt;
| 38+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Crew&amp;diff=3538</id>
		<title>Crew</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Crew&amp;diff=3538"/>
		<updated>2026-06-14T14:26:18Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: review&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ver|0.8.1.9}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039; are the people who serve aboard your [[Ship List|ships]]. They come in two distinct kinds: unique named &#039;&#039;&#039;officers&#039;&#039;&#039;, who come in different qualities (white to gold), [[skills]], a passive buff and idle income, and the rank-and-file &#039;&#039;&#039;crew members&#039;&#039;&#039; (grunts), who are hired in bulk to grant small stacking bonuses by profession.&lt;br /&gt;
&lt;br /&gt;
Both are recruited and managed at the [[Personnel Center]], and both are commanded through the [[Leadership]] skill tree.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Officers&#039;&#039;&#039; ==&lt;br /&gt;
[[file:personnel.officers.png|thumb|right|500px|Hiring Officers]]&lt;br /&gt;
&lt;br /&gt;
Officers are unique, named crew with their own portrait, level, quality, and a set of [[Officer Skills]]. Each officer is an individual you collect, level, and assign deliberately.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Officer qualities&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Officers come in five quality tiers, same as equipment. Higher quality means more skill slots and stronger idle income and passive bonuses:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Skill slots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standard&#039;&#039;&#039; || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enhanced&#039;&#039;&#039; || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;High-Grade&#039;&#039;&#039; || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exotic&#039;&#039;&#039; || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Legendary&#039;&#039;&#039; || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Skill slots unlock gradually as the officer gains levels. The only way to raise an officer to Exotic is through the Personnel Center&#039;s [[Personnel Center#Training|Training]] service, assuming they didn&#039;t start as purple.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: There are no legendary officers in the game yet, and no way to upgrade an officer to legendary/gold quality.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Officer skills&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Each officer carries a number of [[Officer Skills|officer skills]] (per the table above) drawn from the same pool used across the [[Skills|skill trees]]. Skills provide flat or percentage bonuses to a stat. Every skill an officer possesses grants +1 skill point to that particular skill, and is combined with the captain&#039;s own skill investment.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Examples of skills that officers can grant a single point in.&lt;br /&gt;
! Skill !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Efficient Miner || +5% Mining power&lt;br /&gt;
|-&lt;br /&gt;
| Harvester || +2.5% ore yield&lt;br /&gt;
|-&lt;br /&gt;
| Loadmaster || +5% cargo-related bonus&lt;br /&gt;
|-&lt;br /&gt;
| Fire Control Officer || +12% combat bonus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[Officer Skills]] for a full explanation and listing of possible skills.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Passive Bonus&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Officer.passivepng|400px|thumb|right|Officer Passive Bonus&lt;br /&gt;
&lt;br /&gt;
An officer assigned to your &#039;&#039;&#039;active ship&#039;&#039;&#039; grants a small passive bonus to a stat tied to that officer&#039;s profession. This bonus scales with the officer&#039;s level and quality, so a high-level Exotic (purple) officer gives a noticeably larger buff than a low-level Standard (white) one.&lt;br /&gt;
&lt;br /&gt;
The passive bonus must first be unlocked by the &#039;&#039;&#039;Officer Expertise&#039;&#039;&#039; node in the [[Leadership]] skill tree, and can be strengthened further by the &#039;&#039;&#039;Elite Officers&#039;&#039;&#039; node.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Idle income&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
An officer who is &#039;&#039;&#039;not&#039;&#039;&#039; aboard your current ship earns credits passively over real time, deposited automatically into your account.&lt;br /&gt;
&lt;br /&gt;
Income scales with the officer&#039;s level and quality, roughly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Quality !! Idle-income multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Standard || ×1&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced || ×2&lt;br /&gt;
|-&lt;br /&gt;
| High-Grade || ×5&lt;br /&gt;
|-&lt;br /&gt;
| Exotic || ×10&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || ×20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Idle income only accrues while you are playing (it is not offline progress) and must first be unlocked by the &#039;&#039;&#039;Off-Duty Contracts&#039;&#039;&#039; node in the [[Leadership]] skill tree. This turns a deep officer roster into a steady credit stream from the officers you aren&#039;t actively flying with.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Crew members&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Crew.crew-ui.png|thumb|right|Crew]]&lt;br /&gt;
Crew members are generic, interchangeable personnel grouped by profession rather than tracked as individuals. Every crew member of a given type is identical.&lt;br /&gt;
&lt;br /&gt;
Their bonuses are granted per crew member and stack linearly; twice the crew, twice the bonus, with no cap.&lt;br /&gt;
&lt;br /&gt;
A crew member only provides its bonus while assigned to an active ship. Unassigned crew sit in your reserve pool.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Crew types&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Effect (per crew member) !! Role !! Approx. cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deckhand&#039;&#039;&#039; || Repairs the ship&#039;s hull over time (passive hull regeneration) || General || 3,500&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gunner&#039;&#039;&#039; || Increases combat power, fights well when boarding  || Combat || 7,000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prospector&#039;&#039;&#039; || Increases [[Mining]] power (and minor hull repair) || Mining || 7,000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scrapper&#039;&#039;&#039; || Increases [[Salvage]] power (and minor hull repair) || Salvage || 7,000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marine&#039;&#039;&#039; || Specialized in [[Boarding]]: high boarding damage and HP || Boarding || 16,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The per-member combat/mining/salvage bonus is small but adds up across a fully crewed ship; bigger ships that hold many crew see a meaningful total.&lt;br /&gt;
&lt;br /&gt;
Marines provide no economic or combat-power bonus. Their value is in [[Boarding|boarding actions]], and assaulting high level or large ships without marines is next to impossible.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Crew capacity&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Every ship class has its own maximum crew, fixed by two things: the ship&#039;s &#039;&#039;&#039;size&#039;&#039;&#039; and its &#039;&#039;&#039;role&#039;&#039;&#039;. The ship capacity for crew is fixed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039; and &#039;&#039;&#039;role&#039;&#039;&#039; set the crew capacity. Bigger hulls hold far more:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Size class !! Combat !! Mining/Salvage !! Cargo&lt;br /&gt;
|-&lt;br /&gt;
| Size 1 (small) || 5 || 6 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Size 2 (small) || 15 || 18 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Size 3 (medium) || 25 || 30 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Size 4 (medium) || 50 || 60 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Size 5 (large) || 80 || 96 || 64&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This per-class cap can be raised further through the &#039;&#039;&#039;Expanded Quarters&#039;&#039;&#039; node in the [[Leadership]] skill tree, and by Leadership tree mastery.&lt;br /&gt;
&lt;br /&gt;
Separately from each ship&#039;s cap, you keep an account-wide &#039;&#039;&#039;reserve&#039;&#039;&#039; of unassigned crew to draw from. The reserve size grows as your character levels up.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Acquiring crew&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Personnel Center]]&#039;&#039;&#039;: This is the primary source. Buy crew of any stocked type; sell unwanted crew back for 25% of their cost.&lt;br /&gt;
* &#039;&#039;&#039;Crew Capsules&#039;&#039;&#039;: Pods recovered as loot. A recovered capsule can occasionally contain hostile crew, who are sent to your brig as [[Boarding#Prisoners|prisoners]] instead.&lt;br /&gt;
* &#039;&#039;&#039;[[Boarding#Prisoners|Prisoners]]&#039;&#039;&#039;: Unwilling prisoners go to the brig, once they become willing they can be recruited into your crew at a discount.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Casualties&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Crew can be killed when a ship takes hull damage. Higher-resistance crew (such as Marines) are far less likely to die. &lt;br /&gt;
&lt;br /&gt;
When boarding ships and installations, crew can get wounded. If wounded, they try to get to the staging area to recover, before rejoining the fight.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Expanding your crew&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Leadership&#039;&#039;&#039; skill tree governs almost everything on this page: it unlocks officer idle income and passive buffs, boosts crew bonuses and boarding power, expands crew and brig capacity, and improves what you get from [[Boarding|prisoners]]. See [[Leadership]] for the full node list.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=File:Officer.passive.png&amp;diff=3537</id>
		<title>File:Officer.passive.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=File:Officer.passive.png&amp;diff=3537"/>
		<updated>2026-06-14T14:12:07Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
	<entry>
		<id>https://wiki.vanguardgalaxy.com/index.php?title=Vanguard_Galaxy_Wiki&amp;diff=3536</id>
		<title>Vanguard Galaxy Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.vanguardgalaxy.com/index.php?title=Vanguard_Galaxy_Wiki&amp;diff=3536"/>
		<updated>2026-06-14T14:04:38Z</updated>

		<summary type="html">&lt;p&gt;Zemurin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;mainpage-columns&amp;quot; style=&amp;quot;width:100%; border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:100%; padding-right:20px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[File:VG Banner.png|frameless|border|center|800px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A relaxing game about space exploration that can be played full screen or at the bottom of your screen. Trade, fight, mine and salvage your way through a procedurally generated galaxy. Let the game idle while your autopilot handles business and builds your fortune.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
== [[:Category:General Information|General Information]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Game Overview]] - The game, what to expect&lt;br /&gt;
* [[UI]] - Basics of the UI&lt;br /&gt;
* [[Game Music]] - OST available now!&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Game Concepts|Game Concepts]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Captain]] - Starting the game, backgrounds&lt;br /&gt;
** [[XP]] - Gaining XP, levels, level caps&lt;br /&gt;
** [[Skills]] - Skill points, loadouts, bonus points [[File:Bonus.skillpoint.png|x25px|link=Skills]]&lt;br /&gt;
** [[Leadership]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Leading grunts to their deaths.&lt;br /&gt;
** [[Mastery]] - Skill masteries&lt;br /&gt;
* [[Ships]] - Ships overview, ship roles and modules [[File:stinger.png|x25px|link=Ships]]&lt;br /&gt;
** [[Ship List]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - All known ships, compare and plan ahead [[File:Warden DSF-3.png|x25px|link=Ship List]]&lt;br /&gt;
** [[Ship Decoration]] - Decals!&lt;br /&gt;
** [[Crew]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Grunts and professions, Officers and abilities&lt;br /&gt;
** [[Officer Skills]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Officer abilities and classes.&lt;br /&gt;
* [[Items]] - Items, types, rarities, sizes, storage [[File:Dormant Metafiber.png|x25px|link=Items]]&lt;br /&gt;
** [[Substats]] - Item bonuses&lt;br /&gt;
* [[Navigation]] - Map, navigation, gates and keys&lt;br /&gt;
* [[ECHO]] - The autopilot / idle mode [[file:Echo.png|x25px|link=ECHO]]&lt;br /&gt;
* Activity types:  &lt;br /&gt;
** [[Combat]] - Fighting other ships [[File:tempest.png|x25px|link=Combat]]&lt;br /&gt;
** [[Mining]] - Mining asteroids for ore [[File:Auger ERC-2.png|x25px|link=Mining]] &lt;br /&gt;
** [[Salvage]] - Salvaging wrecks for scrap [[File:exdyne.png|x25px|link=Salvage]] &lt;br /&gt;
** [[Trade]] - Trading Bulks for profit [[File:Trundar.png|x25px|link=Trade]] &lt;br /&gt;
** [[Boarding]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Boarding ships and bases for glory!&lt;br /&gt;
* [[Stations]] - Stations and services&lt;br /&gt;
** [[Workshop]] - Workshop operations&lt;br /&gt;
** [[Refinery]] - Refinery operations&lt;br /&gt;
** [[Forge]] - Forging new items, crafting&lt;br /&gt;
** [[Personnel Center]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Recruitment and officer training&lt;br /&gt;
** [[Drydock]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Drydock operations&lt;br /&gt;
* [[Power]] - How Power works&lt;br /&gt;
* [[Drones]] - How Drones work&lt;br /&gt;
* [[Damage and mitigation]] - How damage is calculated and mitigated&lt;br /&gt;
* [[Precision]] - Precision and critical hits&lt;br /&gt;
* [[Energy]] - Reactor output and effects&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
== [[:Category:Game World|The World]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Great Gate]] - What is known&lt;br /&gt;
* [[Credits]] - The short and short of it [[File:Credit.png|x25px|link=Credits]]&lt;br /&gt;
* [[Factions]] - Various factions and their goals [[File:Factions.png|x25px|link=Factions]]&lt;br /&gt;
** [[Faction Currencies]] - Tokens [[File:Mars Commendation.png|x25px|link=Faction Currencies]]&lt;br /&gt;
** [[Faction Reputation]] - Reputations and bonuses&lt;br /&gt;
** [[Conquest Reputation]] - Reputations and bonuses&lt;br /&gt;
** [[Conquest Zone]] - Ara Martis, &#039;&#039;The Conquest&#039;&#039;&lt;br /&gt;
* [[Ship Manufacturers]] - People building ships [[File:Margil.png|x25px|link=Ship Manufacturers]] &lt;br /&gt;
* [[:Category:Characters|Characters]] - Friends we made (enemies) along the way [[File:Brenda.diamond.png|x25px|link=Category:Characters]] &lt;br /&gt;
* [[Missions]] - General mission overview&lt;br /&gt;
** [[Skill Missions]] - Missions unlocking skills and skill points&lt;br /&gt;
** [[Patrol]] - Patrol Mission&lt;br /&gt;
** [[Bounty Hunt]] - Bounty Hunt Mission&lt;br /&gt;
** [[Industrial Ops]] - Industrial Ops mission&lt;br /&gt;
** [[Umbral Missions]] - Umbral missions and infections&lt;br /&gt;
&lt;br /&gt;
* Spoiler Territory!&lt;br /&gt;
** [[Story Thus Far]] - Story spoilers&lt;br /&gt;
** [[Story Missions]] - Story Arc Missions&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Lists|Useful Lists]] ==&lt;br /&gt;
&lt;br /&gt;
* [[Ship List]] - All known ships, compare and plan ahead [[File:Warden DSF-3.png|x25px|link=Ship List]]&lt;br /&gt;
* Items overview&lt;br /&gt;
** [[Boosters]] &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - New Boosters [[File:Booster Module.png|x25px|link=Boosters]]&lt;br /&gt;
** [[Consumables]] - Deployables included [[File:Plasma.fuel.cell.png|x25px|link=Consumables]]&lt;br /&gt;
** [[Modules]] - Ship components&lt;br /&gt;
** [[Turrets]] - Ship turrets&lt;br /&gt;
** [[Ammo]] - Food for ship turrets&lt;br /&gt;
** [[Picture of a Space Ship]] - The most critical of all items [[File:Picture of a Spaceship.png|x25px|link=Picture of a Space Ship]]&lt;br /&gt;
** [[Aspects]] - Module Aspects list [[File:Aspects.png|x25px|link=Aspects]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
== Latest Patch ==&lt;br /&gt;
&lt;br /&gt;
* 2026.06.12 - [https://store.steampowered.com/news/app/3471800/view/699893179027031591 Beta Hotfix 0.8.1.8]&lt;br /&gt;
&lt;br /&gt;
== Game News ==&lt;br /&gt;
&lt;br /&gt;
* 2026.05.29 - [https://store.steampowered.com/news/app/3471800/view/719032209192781124 New Beta Update 0.8.1]&lt;br /&gt;
* 2026.05.06 - [https://store.steampowered.com/news/app/3471800/view/666113010538905949 Soundtrack release]&lt;br /&gt;
* 2026.04.21 - [https://store.steampowered.com/news/app/3471800/view/571535612595667783 Supporter Pack DLC]&lt;br /&gt;
* 2026.04.10 - [https://store.steampowered.com/news/app/3471800/view/532128384944177807 Early Access Plans]&lt;br /&gt;
* 2026.03.17 - [https://store.steampowered.com/news/app/3471800/view/523118649476645863 Update 0.8 Conquest]&lt;br /&gt;
* 2026.01.23 - [https://store.steampowered.com/news/app/3471800/view/528743713148503601 Conquest: The next beta release is coming soon]&lt;br /&gt;
* 2025.12.16 - [https://store.steampowered.com/news/app/3471800/view/599671687785481605 Update 0.7.5 Gathering Storm]&lt;br /&gt;
* 2025.10.30 - [https://store.steampowered.com/news/app/3471800/view/814714767715336235 Vanguard Galaxy released in Early Access]&lt;br /&gt;
* 2025.10.28 - [https://store.steampowered.com/news/app/3471800/view/524231866419514258 Early Access Roadmap]&lt;br /&gt;
* 2025.09.25 - [https://store.steampowered.com/news/app/3471800/view/533236528800858490 Release Date and Demo Update]&lt;br /&gt;
* 2025.09.03 - [https://store.steampowered.com/news/app/3471800/view/542241191160185678 Closed Beta Test has begun]&lt;br /&gt;
* 2025.06.30 - [https://store.steampowered.com/news/app/3471800/view/542235483178009586 Our plans for Vanguard Galaxy]&lt;br /&gt;
* 2025.05.08 - [https://store.steampowered.com/news/app/3471800/view/542231043576431974 Vanguard Galaxy Demo now available!]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Guides and Tutorials|Guides and Tutorials]] ==&lt;br /&gt;
&lt;br /&gt;
* [[User:Zemurin/Best Ships|The Best Ship?]] - &amp;quot;Best&amp;quot; ships at various stages of the game.&lt;br /&gt;
* [[User:Zemurin/Challenges|Challenges]] - &amp;quot;Fun!&amp;quot; challenges to try at home.&lt;br /&gt;
* [[User:Zemurin/Boarding_Guide|Boarding a Meriavex]] - Dealing with the impossible.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
====== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;β&amp;lt;/span&amp;gt; - Pages with content from active Beta playtest. ======&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{Infobox&lt;br /&gt;
  | title=Vanguard Galaxy Wiki&lt;br /&gt;
  | image1=Vanguard.logo.small.png&lt;br /&gt;
  | caption-image1=Vanguard Galaxy&lt;br /&gt;
  | discord=https://discord.com/invite/DJ7JtSQZWK&lt;br /&gt;
  | steam=https://store.steampowered.com/app/3471800/Vanguard_Galaxy/&lt;br /&gt;
  | reddit=https://www.reddit.com/r/VanguardGalaxyGame/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
* The game runs on the Steam Deck. &lt;br /&gt;
* There is no &amp;quot;Offline&amp;quot; Idle. &lt;br /&gt;
* Currently, the Max Level Cap for the Player and Crew is 60. &lt;br /&gt;
* Skill Point cap is 120.&lt;br /&gt;
* Distinguished is the max Reputation Rank attainable (30.000 Rep).&lt;br /&gt;
* The Savefiles  / Savegame for Windows are saved under &lt;br /&gt;
** &amp;lt;code&amp;gt;C:\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳Users\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳[username]\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳AppData\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳LocalLow\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳Bat Roost Games\&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;↳VanguardGalaxy\&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:{{SITENAME}}]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__noeditsection__&lt;/div&gt;</summary>
		<author><name>Zemurin</name></author>
	</entry>
</feed>