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Flight and ships

Ships

Your ship is your character's body in XETODUS. There are 34 hulls to fly, from the Sparrow you start in to moon-sized Behemoths, and each one has its own slots, speed, cargo hold and skill requirements. This chapter covers the classes and the full roster, buying and fitting a ship, how slots and mounts work, module activation modes, insuring a hull with a Hull Bond or replacement cover, saving and rebuying builds, finding your stored ships and painting them.

ContentsShips: 12 sections

On this page

  1. Hull classes
  2. The ship roster
  3. The hangar
  4. Buying a ship
  5. Fitting
  6. Slots, mounts and sizes
  7. Module activation modes
  8. Insurance: Hull Bonds
  9. Insurance: Replacement cover
  10. Ship builds and rebuying
  11. Stored ships
  12. Liveries

Hull classes#

Every hull belongs to a class that tells you what it is for. Tier is the hull's place on the progression ladder: tier 1 hulls need little or no training, while the highest tiers need very high levels in several skills.

Hull classes you can fly
ClassTierHullsWhat it is for
Circuit Ship1FairwindA pure racing hull for the Racing Ports: very fast, very fragile.
Outrider1DartwingThe fastest combat hulls, built to run targets down.
Pathfinder1 to 3Wayfarer, Gleaner, Astrolabe, LongsightFast-warping hulls for sites, salvage and charting.
Prospector1 to 2Delver, Furrow, HewerMining hulls with big ore holds and mining mounts.
Skirmisher1 to 2Sparrow, PalisadeSmall, agile all-rounders. The Sparrow every pilot starts in is one.
Torpedo Craft1NightjarSmall missile boats that hit far above their size against big hulls.
Gunship2HalberdThe first real warships: turrets, fixed guns and missiles together.
Hauler2 to 4Peregrine, Driftcomber, Mule, TradewindCargo hulls, from a colony courier to huge container ships.
Mender2 to 3Suture, LifelineSupport hulls that repair allies with remote repair projectors.
Dredge3QuarrierHeavy industrial miners with booms and an on-board furnace.
Raider3CarrionThe Hollow Crown's own warship: fast and heavily armored.
Warship3Bulwark, QuiverLine warships with medium turrets and layered defenses.
Doctrine Ship4HeraldFleet leaders that broadcast doctrine buffs to clanmates.
Heavy Warship4IroncladA wall of turrets at warship speed.
Ship of the Line5MonolithHeavy broadside ships with large turrets and huge buffers.
Fighter Tender6ColossusCity-sized hulls that launch wings of strike fighters.
Flagship7HegemonThe heaviest warships, with a Spinal Lance along the keel.
Behemoth8 to 9Asterion, Borealis, Nacre, Ophion, MeridianMoon-sized hulls, each built for one role. They moor at orbital berths only.
Worldship10TellurionA machine world: the largest hull in the cluster. It never docks.

From the game's own data

  • Bigger is not simply better. Small hulls are fast, agile, quick to lock and hard to hit with big guns; big hulls carry huge buffers and heavy weapons but turn slowly, align slowly and are easy targets.
  • Many hulls have a role bonus, shown in their role line: more turret or missile damage, stronger remote repairs, faster charting, more salvage and so on.
  • Strike Craft, the fighters a Fighter Tender launches, are not flown by pilots.
A Behemoth-class hull dwarfing the escorts around it.
Behemoths are so big they moor at orbital berths.

The ship roster#

Every released hull, in tier order. High slots are listed by size and mount type (see slots). Cargo is the base hold before modules and skills. Hulls marked Vanguard (Driftcomber and Astrolabe) are Vanguard Charter hulls.

Released hulls
HullClassTierRoleHigh slotsMidLowCargoSkills needed
FairwindCircuit Ship1Circuit Ship: the fastest hull in the cluster, built to do one job and nothing else3 S fixed2120 m³Racing 5
DartwingOutrider1Outrider: the fastest hull in the cluster, built to run targets down3 S fixed2130 m³Piloting 10
WayfarerPathfinder1Pathfinder: +25% seal-breaking chance, +15% salvage chance, fast warp2 S fixed, 1 S utility32260 m³Exploration 20
DelverProspector1Prospector: two mining lasers and a big ore hold2 S utility, 1 S fixed22450 m³Mining 5
SparrowSkirmisher1Starter multirole skirmisher: guns, a missile rack and a forgiving airframe2 S fixed, 1 S missile2260 m³None
NightjarTorpedo Craft1Torpedo craft: +35% missile damage, +50% signature shroud strength3 S missile, 1 S fixed2170 m³Missiles 20, Piloting 10
HalberdGunship2Gunship: turrets, fixed guns and a missile bay2 S turret, 2 S fixed, 2 S missile33160 m³Gunnery 15
PeregrineHauler2Colony courier: 1,400 m³ hold, salvage utility and two defensive guns2 S fixed, 1 S utility231,400 m³Trading 5
SutureMender2Mender: two medium repair projectors, +60% remote repair amount, +20% battery charge rate2 M utility, 2 S fixed43180 m³Engineering 25, Defense 10
GleanerPathfinder2Salvage pathfinder: three salvage mounts, +25% salvage chance, a 900 m³ hold2 S utility, 1 M utility, 1 S fixed32900 m³Salvaging 10, Piloting 5
FurrowProspector2Planetary harvester: +30% harvest yield, four low slots for augers and a 1,400 m³ hold2 S fixed, 1 S utility241,400 m³Harvesting 10, Piloting 5
HewerProspector2Prospector: three mining arms and a 1,800 m³ ore hold, the step between Delver and Quarrier3 S utility, 1 S fixed231,800 m³Mining 15
PalisadeSkirmisher2Shield escort: four small weapons, steady handling and stronger shields2 S fixed, 2 S missile3245 m³Gunnery 8, Piloting 5
QuarrierDredge3Dredge: three heavy mining booms and an on-board furnace3 M utility, 2 S turret338,000 m³Mining 30
Driftcomber (Vanguard)Hauler3Vanguard salvage tender: a fifth Salvage Yard tug and +10% expedition hauls while docked at the yard, +20% salvage, 9,000 m³ hold2 S turret, 2 M utility349,000 m³Reclamation 10, Salvaging 20
MuleHauler3Hauler: a 12,000 m³ hold on an open truss spine, with two chin mounts for mining lasers1 S turret, 2 S utility3412,000 m³Trading 15
LifelineMender3Mender: +100% remote repair amount, +25% battery charge rate4 M utility, 2 S turret54600 m³Engineering 35, Defense 30
Astrolabe (Vanguard)Pathfinder3Vanguard survey yacht: charts 25% faster with 50% more survey range, fast cruise, light guns2 S fixed, 1 S utility42600 m³Cartography 5, Exploration 10
LongsightPathfinder3Deep pathfinder: +40% seal-breaking chance, +15% salvage chance, the fastest warp drive in the cluster2 S fixed, 2 S utility43520 m³Exploration 40, Navigation 20
CarrionRaider3Pirate raider: +15% turret damage, fast and heavily armored for a warship4 M turret, 2 M missile45520 m³Gunnery 35, Piloting 35
BulwarkWarship3Line warship: four medium turrets behind layered armor4 M turret, 2 M missile44450 m³Gunnery 30, Piloting 25
QuiverWarship3Missile warship: four medium launchers, +15% missile damage, lighter armor than a Bulwark4 M missile, 2 M turret44480 m³Missiles 30, Piloting 20
HeraldDoctrine Ship4Doctrine ship: +50% doctrine broadcast strength and range4 M turret, 2 M missile65800 m³Leadership 40, Gunnery 40
TradewindHauler4Heavy container hauler: twice a Mule's container stack, a 24,000 m³ hold, two defensive turrets and a chin pair for mining lasers or salvagers2 S turret, 2 S utility4524,000 m³Trading 30, Navigation 20, Piloting 15
IroncladHeavy Warship4Heavy warship: a wall of turrets at warship speed4 M turret, 2 L turret, 2 M missile55700 m³Gunnery 50, Defense 40
MonolithShip of the Line5Ship of the line: eight heavy turrets, fights broadside8 L turret, 2 M turret, 2 L missile661,200 m³Gunnery 70, Defense 60
ColossusFighter Tender6Fighter tender: city-sized, launches strike-fighter wings12 L turret, 8 M turret8820,000 m³Leadership 80, Gunnery 80
HegemonFlagship7Flagship: +20% turret damage, Spinal Lance hardpoint, +100% doctrine broadcast range10 L turret, 6 M turret, 1 L fixed8830,000 m³Leadership 90, Gunnery 85, Defense 85
AsterionBehemoth8Siege behemoth: armored line breaker, spinal lance, orbital berths only12 L turret, 2 M turret, 1 L fixed88140,000 m³Piloting 95, Leadership 95, Gunnery 95, Defense 90
BorealisBehemoth8Fleet bulwark: +40% doctrine strength, +200% doctrine range, orbital berths only10 L turret, 2 M turret98160,000 m³Piloting 95, Leadership 99, Engineering 90, Defense 95
NacreBehemoth8Fleet sanctuary: +60% remote repairs, +100% doctrine range, orbital berths only8 L turret, 2 M turret, 4 M utility88180,000 m³Piloting 95, Leadership 90, Engineering 95, Defense 95
OphionBehemoth8Arsenal behemoth: six siege launchers, +35% missile damage, orbital berths only8 L turret, 6 L missile88200,000 m³Piloting 95, Gunnery 99, Defense 95, Engineering 90
MeridianBehemoth9Expedition foundry: +30% remote repair, 400,000 m³ hold, orbital berths only12 L turret, 4 M utility99400,000 m³Piloting 99, Engineering 99, Leadership 95, Defense 95
TellurionWorldship10Worldship: moon-sized machine world, Tidal Shear Array, drone carousel; never docks16 L turret, 8 M turret, 1 L fixed1010600,000 m³Piloting 99, Leadership 99, Gunnery 95, Defense 99, Engineering 95

From the game's own data

The skills listed are needed to fly the hull. Its modules have their own requirements (see fitting), and the Skills window shows what each new level unlocks.

The hangar#

Dock at any station and open Hangar from the station's services. It is where you manage the ships and items you keep at that station.

Ships in this hangar
Every assembled ship you have docked here, with its class, a one-line summary, its bond status and any skill it still needs. The Active ship is the one you undock in; Board makes another ship active.
Ship detail
Select a ship to see its full specifications (defense, battery, navigation, hold and profile), its slot layout, what is fitted and its estimated value, and its hull mastery rank. Earn skill XP while flying a hull to rank it up.
Repair ship
Repairs the active ship's armor and hull for a fee. Shields recharge by themselves.
Cargo hold
What is aboard the active ship, with a meter of used capacity. Unload moves a stack to the station hangar.
Station hangar
Items you keep at this station. Load moves a stack into the active ship's hold; modules can be fitted and packaged hulls assembled straight from here.
Search
One box searches ships, hull names and classes, items and categories. Press / to jump to it.
Stored ships by station
Every ship you own anywhere, grouped by station. See stored ships.
A close view of a ship's hull plating, panel lines and markings under hangar lights.
Every hull has its own model, hardpoints and paint.

Buying a ship#

New hulls are sold packaged on station markets, like any other item. A packaged hull is cargo; you assemble it into a ship at a station.

  1. Check the skills

    Look up the hull in the roster. You can buy a hull before you can fly it, but you cannot undock in it until you meet its skill requirements.

  2. Find it on the Market

    Open Market, pick the Ships category (the hull class chips narrow it down) and select the hull. The detail view shows its stats, its requirements (met or not), the price history and the order book.

  3. Buy it

    Buy from a sell order. The packaged hull lands in this station's hangar.

  4. Assemble it

    In the Hangar, find the packaged hull among your items and choose Assemble. It becomes an empty ship in this hangar.

  5. Board and fit it

    Press Board to make it your active ship, then open Fitting to put modules in its slots.

  • Small hulls are on sale at almost every station. Bigger hulls are stocked at larger hubs, and the biggest warships mostly at the trade hubs of the faction home systems. Stock restocks over a few hours, and other pilots sell hulls too.
  • Not every hull is sold. Fighter Tenders, Flagships, Behemoths and the Worldship are built by industrialists, so look for them on the market from other pilots or build one yourself. See manufacturing.
  • The Carrion, the Hollow Crown's own raider, turns up rarely and expensively in pirate markets.
  • Vanguard hulls are sold at Vanguard berths and in the Vanguard store to Charter members, for credits.
  • If you lose your last flyable ship at home, the Accord fleet office issues you a free Sparrow. See losing a ship.

Fitting#

Open Fitting while docked with your active ship in the hangar. The window shows your high, mid and low slots on the left and the ship's attributes on the right.

The Fitting window: rows of high, mid and low slots with fitted modules on the left and the ship's attributes on the right.
The Fitting window.
  1. Pick a slot

    Click a slot. On the 3D ship behind the window, the matching hardpoint lights up.

  2. Choose a module

    The picker below lists every module in this station's hangar. Modules that cannot go in that slot are dimmed with the reason: wrong slot, wrong mount or size, or a skill you are missing.

  3. Fit it

    Press Fit. The module moves from the hangar onto the ship; whatever was in the slot goes back to the hangar. Unfit empties the slot.

  4. Set its mode

    For a module you switch on (a booster, repairer, thruster or jammer), choose its activation mode in the picker. See module modes.

Reading the attributes#

Every number updates as you fit: shield, armor and hull, armor resistances, shield regeneration, the battery (capacity, voltage, charge rate and peak output), Fitted draw (the average power your guns and modules use while all running), top speed, boost speed, agility, warp speed, cargo, signature, lock range and your gunnery and mining bonuses.

  • You can only fit the active ship, while docked, from modules in the same station's hangar. Buy modules on the Market first.
  • Removing a module that enlarges your hold is refused while the cargo would no longer fit. Unload first.
  • Only one armor plating can be fitted per hull, and it shows on the hull.
  • A newly assembled hull is empty: fit it before you undock.

Slots, mounts and sizes#

Each hull has three rows of slots. What a module can do decides which row it goes in.

High slots
Weapons and utility tools: guns, turrets, missile launchers, mining lasers, salvagers, remote repair projectors and seal breakers. Each high slot is a physical hardpoint on the hull with a mount type and a size.
Mid slots
Shields and electronics: shield regenerators and amplifiers, barrier weaves, thrusters, point defense and flak, countermeasures, jammers, scanners, doctrine arrays and the signature shroud.
Low slots
Armor and engineering: plates and platings, armor repair arrays, structural bracing, battery banks and regulators, hold extensions and planetary augers.

Mount types#

High-slot mount types
MountWhat it isTakes
FixedA gun locked along the nose. It aims within a small gimbal cone, so you aim the ship.Small guns, mining lasers and some tools
TurretA rotating weapon that tracks targets on its own across its arc of fire.Turreted guns, medium and large launchers, remote repair projectors and salvage rigs
MissileA launcher bay. Missiles guide themselves to a locked target.Missile launchers, swarm pods and torpedo racks
UtilityA tool mount.Mining lasers and bores, salvagers, projectors and seal breakers

Sizes#

  • Hardpoints are S (small), M (medium) or L (large). Weapons must match the size exactly: a medium turret takes only medium guns.
  • Salvagers and seal breakers are the exception: a small one also fits a larger mount.
  • Small guns fit both fixed and turret mounts; small launchers need a missile mount. Medium and large guns are turret-only, and medium and large launchers fit missile and turret mounts.
  • Hulls of the same class can lay out their hardpoints very differently. Check the slot layout in the hangar's ship detail or in the roster before you buy modules.

Module activation modes#

Every module you switch on (not mining lasers or flares) has an activation mode that decides when it runs. Modes are saved per ship and per slot. Guns and launchers have their own fire settings (With Engage or Manual only, and a target size): see weapon fire modes.

Manual
Only you switch it on and off: its number key (1 to 9), a click or a tap on the module. No badge.
Auto on damage
Badge A. The module switches itself on when its layer drops below a threshold (70% by default; 50%, 60%, 70%, 80%, 90% offered) and stays on until the layer is full. It never runs the battery below 20%. Offered for shield regenerators (shield) and armor repair arrays (armor).
With Engage
Badge E. Switched on when you press Engage (V).
Default and available modes of standard modules
ModuleSlotDefaultModes offered
Barrier RegeneratorMidAuto on damageManual, Auto on damage, With Engage
Burst ThrusterMidManualManual, With Engage
Sensor JammerMidWith EngageManual, With Engage
Deep ScannerMidManualManual, With Engage
Nanite Repair ArrayLowAuto on damageManual, Auto on damage, With Engage
Barrier Projector MHighManualManual, With Engage
Nanite Projector MHighManualManual, With Engage
Siege Doctrine ArrayMidManualManual, With Engage
Rampart Doctrine ArrayMidManualManual, With Engage
Vector Doctrine ArrayMidManualManual, With Engage
Seal BreakerHighManualManual, With Engage
signature shroudMidManualManual, With Engage
Heavy Barrier RegeneratorMidAuto on damageManual, Auto on damage, With Engage
Nanite Surge ArrayLowAuto on damageManual, Auto on damage, With Engage
Wideband JammerMidWith EngageManual, With Engage
Survey ArrayMidManualManual, With Engage
Overdrive ThrusterMidManualManual, With Engage

From the game's own data

The module activation menu over the module rack, offering Manual, Auto on damage and With Engage with a threshold choice.
Right-click (or hold) a module on the HUD to change its mode.
  • Set a mode in Fitting (pick the slot), or right-click a module on the HUD (hold it on a touch screen). It works docked or in space.
  • Auto runs on the server, so it keeps working with the game window in the background and on every device.
  • Switching an auto module on by hand overrides the 20% battery floor for that run; it still stops when the layer is full.
  • Engage fires every weapon set With Engage (all of them, unless you changed one). It switches on only the modules set With Engage, so a booster no longer drains your battery in every fight before your shields are even hit.
  • Refitting a slot with a different module resets that slot to the new module's default.

Insurance: Hull Bonds#

The Keelwright Mutual, the Kheper Syndicate's shipwrights' mutual, bonds hulls against loss. You pay a premium for a 14-day term; if the hull is destroyed, the Mutual pays you a share of its keel value, the value of the raw materials in it. Bond a hull in the Hangar while docked where the hull is (Bond this hull in the ship's detail).

Bond tiers
TierPays (of keel value)Premium per termNotes
Salvage Bond40%5%Cheap cover for hulls you expect to lose.
Keel Bond70%12%The usual cover for a working hull.
Full Keel Bond100%25%Pays the whole keel value.

From the game's own data

What changes the price#

  • Pilot level discount: premiums drop steadily as your pilot level rises, to 30% off at level 99.
  • Claims record: each paid claim on your account in the last 14 days adds 20% to premiums, up to +100%.
  • Large-hull surcharge: Fighter Tenders ×1.25, Flagships ×1.5, Behemoths ×1.5.
  • Renewing: renew the same tier once 14 days or less are left, to pay up to 28 days ahead. Renewing keeps your cover with no new waiting period. Buying a different tier replaces the bond and forfeits the rest of the old term.
  • Auto-renew (opt in) renews from your wallet on the bond's last day, as long as the premium stays under the limit you agreed to.

Modules and cargo#

  • Fitted modules can be added: covered at the same share of their materials value. Named Crown-Forged and Exodus-Pattern modules count only at their standard module's materials; Legendary and Exotic modules, and modules no NPC buys, are not covered.
  • Cargo can be added up to a declared value (capped by hull class): 8% of it per term, paid up to what the lost cargo would fetch from NPC buyers. Cargo counts only once it has been aboard in space for 10 minutes, and an account can declare up to ₡50,000,000 of cargo cover per week.
  • Anything that drops into the wreck is never paid (it can still be looted). Contraband, relics, trophies, blueprints and account goods are not covered, and Job Board courier goods are covered by their collateral instead.

Claims#

  • A new or re-tiered bond pays nothing for 30 minutes after it is issued. Renewals keep their cover.
  • Losses with no hostile involved (a crash, re-entry heat) pay 50%; losses while marked a criminal pay 50% (both together: a quarter).
  • No payout when a pilot on your own account took part in the kill, for self-inflicted losses, or when the Accord Marshals destroy you while you are a criminal.
  • Payouts are credits, paid straight to your wallet.
  • The Sparrow and Tellurion cannot be bonded: the Accord fleet office replaces Sparrows for free, and the Mutual will not write a policy on a worldship.
Keel values and premiums for every bondable hull
Hull Bond prices (hull only, no claims record)
HullKeel valueKeel Bond premium (level 1)Keel Bond paysKeel Bond premium (level 99)Full Keel premium (level 1)Full Keel pays
Fairwind₡32,842₡3,942₡22,989₡2,759₡8,211₡32,842
Dartwing₡35,420₡4,251₡24,794₡2,976₡8,855₡35,420
Wayfarer₡60,186₡7,223₡42,130₡5,056₡15,047₡60,186
Delver₡35,284₡4,235₡24,698₡2,964₡8,821₡35,284
Nightjar₡75,007₡9,001₡52,504₡6,301₡18,752₡75,007
Halberd₡140,986₡16,919₡98,690₡11,843₡35,247₡140,986
Peregrine₡84,496₡10,140₡59,147₡7,098₡21,124₡84,496
Suture₡195,129₡23,416₡136,590₡16,391₡48,783₡195,129
Gleaner₡67,152₡8,059₡47,006₡5,641₡16,788₡67,152
Furrow₡79,979₡9,598₡55,985₡6,719₡19,995₡79,979
Hewer₡93,170₡11,181₡65,218₡7,827₡23,293₡93,170
Palisade₡46,235₡5,549₡32,364₡3,884₡11,559₡46,235
Quarrier₡1,261,324₡151,359₡882,926₡105,952₡315,331₡1,261,324
Driftcomber₡724,728₡86,968₡507,309₡60,878₡181,182₡724,728
Mule₡767,361₡92,084₡537,152₡64,459₡191,841₡767,361
Lifeline₡1,253,463₡150,416₡877,424₡105,291₡313,366₡1,253,463
Astrolabe₡151,352₡18,163₡105,946₡12,714₡37,838₡151,352
Longsight₡284,279₡34,114₡198,995₡23,880₡71,070₡284,279
Carrion₡1,618,623₡194,235₡1,133,036₡135,965₡404,656₡1,618,623
Bulwark₡1,006,979₡120,838₡704,885₡84,587₡251,745₡1,006,979
Quiver₡1,001,287₡120,155₡700,900₡84,109₡250,322₡1,001,287
Herald₡6,753,989₡810,479₡4,727,792₡567,336₡1,688,498₡6,753,989
Tradewind₡3,142,409₡377,090₡2,199,686₡263,963₡785,603₡3,142,409
Ironclad₡5,590,033₡670,804₡3,913,023₡469,563₡1,397,509₡5,590,033
Monolith₡20,448,635₡2,453,837₡14,314,044₡1,717,686₡5,112,159₡20,448,635
Colossus₡298,595,112₡44,789,267₡209,016,578₡31,352,487₡93,310,973₡298,595,112
Hegemon₡1,042,219,442₡187,599,500₡729,553,609₡131,319,650₡390,832,291₡1,042,219,442
Asterion₡4,285,083,426₡771,315,017₡2,999,558,398₡539,920,512₡1,606,906,285₡4,285,083,426
Borealis₡4,907,901,346₡883,422,243₡3,435,530,942₡618,395,570₡1,840,463,005₡4,907,901,346
Nacre₡4,288,558,406₡771,940,514₡3,001,990,884₡540,358,360₡1,608,209,403₡4,288,558,406
Ophion₡4,671,630,720₡840,893,530₡3,270,141,504₡588,625,471₡1,751,861,520₡4,671,630,720
Meridian₡7,670,060,488₡1,380,610,888₡5,369,042,341₡966,427,622₡2,876,272,683₡7,670,060,488

Premiums are per 14-day term and include the large-hull surcharge. Your quote in the Hangar also reflects your claims record and any module or cargo cover. From the game's own data

Insurance: Replacement cover#

The Keelwright Mutual also writes replacement cover: if the hull is destroyed, the Mutual buys you the same hull (and on Full Replacement, every covered module that was destroyed) from sell orders on the market and delivers it to your home station, assembled and fitted where you can fit it. It never makes a ship out of thin air: every claim is a real purchase from pilots' and NPC sell orders, so ship builders keep selling. Insure a hull in the Hangar while docked where it is (Insure in the ship's detail).

Cover
CoverWhat it replaces
Hull ReplacementThe Mutual buys you the same hull and delivers it home.
Full ReplacementThe hull and every covered module that was destroyed, refitted.

From the game's own data

Premium per 14-day term, as a share of the insured value
Where losses are coveredPremium
Secure space9%
Anywhere30%

The insured value is the reference price of the hull and each covered module ×1.25, about what an NPC shelf in Secure space asks. Large hulls carry the same surcharge as Hull Bonds. From the game's own data

How a claim works#

  • The Mutual looks for sell orders within 5 jumps of your home station or of the place you were lost, and buys the cheapest units, never above the dearest NPC shelf price. It never buys from your own account or from anyone who took part in the kill, nor from listings made after the loss.
  • The hull is assembled at your home station and every replaced module you can fit goes into its slot, with the module modes and munition loads you had. The rest waits in the station hangar.
  • A part no seller offers within reach is paid in credits, at most at its assessed value (the same value a Hull Bond uses).
  • The Mutual pays at most about 1.1 times the usual trade price for a unit, buys at most 2 hulls a week from any one seller (and the accounts linked to it), and spends within a daily budget: a claim past it waits for the next day, oldest first.
  • Claims are paid from the Mutual's reserve, which premiums fill. 15% of every premium never reaches the reserve, so the reserve can never pay out more than comes in. If it runs short, the rest of your replacement follows in order as it refills.

What is not covered#

  • Only losses to hostile pilots and NPCs count: not crashes or re-entry, not self-inflicted losses, not while you are marked a criminal, and not when a pilot on your own account took part. Nothing is covered in a policy's first 60 minutes.
  • A loss to NPCs alone carries a 20% excess, paid from your wallet when the replacement is bought. It counts only when the hull carried a weapon or a defensive module, had been in space at least 10 minutes, was not lost in the system where you bought the policy within 6 hours of buying it, and your account had no other NPC claim in that system that week.
  • Modules that drop into the wreck are not replaced, nor named Crown-Forged or Exodus-Pattern modules, Legendary and Exotic modules, or anything found rather than bought.
  • A policy ends at its first claim. An account can have 3 replacement claims a week, and each claim in the last 30 days adds 50% to premiums.
  • A hull carries one kind of cover at a time: a Hull Bond or replacement cover. The Sparrow, the Worldship, Vanguard hulls and Legendary hulls can't take replacement cover.

Ship builds and rebuying#

Save a fitted ship as a build (Save build in the Hangar's ship detail, or Save active ship as a build on the Market's Builds tab). A build keeps the hull, every module in its slot, module modes and munition loads. You can keep 40 builds, and the ship you lose last is remembered automatically as Last ship lost.

  1. Open the Builds tab

    Open Market and pick Builds, or press Buy last ship on the screen you see when your ship is destroyed.

  2. Read the quote

    Every part is priced from this station's sell orders, cheapest first. Parts you already have in the hangar are used first (switch it off to buy everything). Missing parts show the cheapest seller within your market reach (or the nearest one past it), with a Route button and a Buy order button. Buying happens at this station.

  3. Buy it

    Buy this build buys every part or nothing. Buy what's available buys what is on sale and leaves the rest. The hull is assembled in the hangar and fitted in the same step.

Stripping a ship#

Strip all modules in the Hangar's ship detail moves every fitted module and the munitions in the hold to the station hangar, in one step. You need to be docked where the ship is, and whatever else is in the hold must still fit the bare hull.

Stored ships#

Ships stay where you leave them. The Stored ships by station list at the bottom of the Hangar shows every assembled ship you own, grouped by the station it is docked at, with the number of ships and hangars.

  • The station you are docked at opens first; the others fold open on a click.
  • With more than eight ships, a search box finds a ship by name or hull, or a whole station by name.
  • Set course to hangar plots the route to a station that holds your ships, ready for Travel.
  • The list updates by itself as you buy, assemble, lose or move ships.
  • Packaged hulls are items, not ships: they stay in the station hangar's item list until you assemble them.

To move a ship, undock in it and fly it to the new station. Packaged hulls can also be hauled as cargo in a big enough hold (their packaged volume is large), or traded to another pilot with a contract.

Liveries#

A livery repaints a ship. By default every hull wears your faction's colors (or your clan's). Pick a livery in Fitting, under Livery, for the active ship; the first swatch puts the default colors back. Liveries belong to the account, so every pilot on it can use one you own.

A Sparrow in the Wingmate Chevron livery: squadron gray with orange chevrons.
Wingmate Chevron on a Sparrow.
An Ironclad in the Emberwing livery: a charred hull with ember chevrons.
Emberwing on an Ironclad.
Liveries and how to get them
LiveryHow to get itLook
Vanguard IvoryIncluded with the Vanguard CharterThe colors of the first ships through the wormhole.
Nebula VeilIncluded with the Vanguard CharterDeep violet hull with a glowing magenta trim.
Solar WindIncluded with the Vanguard CharterBurnt orange plating, charred panels and a sun-gold accent.
Void RunnerIncluded with the Vanguard CharterNear-black hull with cold cyan running lights.
MoonpearlIncluded with the Vanguard CharterWarm pearl over plum-gray with a lavender sheen at the edges and softly breathing lavender trim.
NightprismIncluded with the Vanguard CharterA near-black thin-film coat that slides through teal, violet and gold as the hull turns, with mint light running aft along the trim.
Cold ChromeIncluded with the Vanguard CharterBright metal-flake silver over graphite with electric-blue accents and a blue drive.
Tidal LumenIncluded with the Vanguard CharterDeep-water teal with a pearl sheen and bioluminescent bands that roll aft along the trim.
Rose AnodizeIncluded with the Vanguard CharterAnodized rose-copper flake over dark cocoa with champagne trim.
Standard BearerIncluded with the Vanguard CharterParade ivory flake and deep navy under a gold spine and chevrons that glow in slow time.
Glacier300 Aether in the Vanguard storeIce-blue plating from the frozen fringe worlds.
Crimson Comet300 Aether in the Vanguard storeRacing red with an amber flash.
Jade Circuit400 Aether in the Vanguard storeGreen alloy traced with bright circuitry.
Gilded Exodus600 Aether in the Vanguard storeGold leaf over dark bronze. Subtle it is not.
Grid MarkerEarned in playStart-line white, black roundel and hazard orange. Awarded for a podium finish at a Racing Port.
Checkered FlareEarned in playMidnight blue under chevrons, with a cold blue drive. The mark of a race winner.
Tracker's StripeEarned in playGunmetal with a blaze-orange tracker's stripe. Bought with Bounty Points at a Bounty Office.
CrownbaneEarned in playBone white over black with blood-red chevrons. For a hunter of Hunting 75 and above, bought with Bounty Points.
Marshal's DressEarned in playAccord parade ivory over Marshal navy, with a gold spine and chevrons. Bought with Merits at a Solari Accord station.
Guild HazardEarned in playSyndicate safety amber over charcoal with black hazard chevrons. Bought with Merits at a Kheper Syndicate station.
Crimson MusterEarned in playDominion gunmetal and black under a crimson spine and chevrons. Bought with Merits at a Vanta Dominion station.
Harbor Signal₡250,000 at any stationHarbor-pilot navy over pale gray with signal-yellow trim. Sold at every station for credits.
Dune Courier₡1,500,000 at any stationDesert sand and espresso with teal courier chevrons. Sold at every station for credits.
Apex LineReach Racing 50Acid lime over graphite with white apex chevrons and a lime drive, seen from the far end of any grid. For a pilot of Racing 50.
DuskhideComplete 50 hunting tasks (On the Trail)Umber hide, a near-black spine and amber chevrons. For a hunter with fifty contracts filled.
Seam OchreReach Mining 50Ochre work paint over slate with bone-white hazard chevrons. For a miner of Mining 50.
Verdigris ArchiveCrack 25 derelict caches (Relic Hunter)Weathered verdigris over dark bronze with bright copper trim, the color of old Exodus wreckage. For a Relic Hunter.
Event HorizonEarned in playA black hull with a gold accretion stripe and a white-hot drive. Redeemed from an Event Horizon Livery Kit, found beyond a singularity.
Wingmate ChevronRecruit a Wingmate: a recruit reaches WingmateSquadron gray with orange formation chevrons. For bringing a wingmate into the cluster.
Vanguard RecruiterRecruit a Wingmate: a recruit reaches VanguardMidnight blue, a gilded spine and chevrons, and a gold drive. For a recruit who joined the Vanguard.
Squadron LeadRecruit a Wingmate: 3 qualified recruitsOlive drab with bone chevrons and a spine stripe, the lead ship's paint. Three qualified recruits.
EmberwingRecruit a Wingmate: 10 qualified recruitsCharred hull, ember chevrons and a drive that burns orange. Ten qualified recruits.
Commander's GiltRecruit a Wingmate: 25 qualified recruitsParade white and navy with gilt chevrons and an ice-blue drive. Twenty-five qualified recruits.

From the game's own data

  • Credit liveries are bought right in the Fitting window from your wallet, and are yours for good.
  • Earned liveries unlock the first time a pilot who meets the goal opens the paint list.
  • Some paints have special finishes (metallic, pearl or iridescent) or glowing animated trim, and some change the color of your engine glow. 6 liveries have a finish or trim.
  • Locked liveries show in the picker with a small mark and the way to unlock them when you hover.
A Peregrine in the Vanguard Recruiter livery: midnight blue with a gilded spine and chevrons.
Vanguard Recruiter on a Peregrine.
A Herald in the Commander's Gilt livery: parade white and navy with gilt chevrons.
Commander's Gilt on a Herald.

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