VEGA Conflict will enter Downtime on Monday, September 8th, 2025. It's expected to last 3 hours.
[EVENT] New Frontiers
Starts: Monday, September 8th, 2025, at 3:15 PM PDT
Ends: Thursday, September 11th, at 2:45 PM PDT
[EVENT] Marauders (Main Event)
Starts: Thursday, September 11th, 2025, at 3 PM PDT
Ends: Monday, September 15th, 2025, at 3 PM PDT
[EVENT] New Frontiers
Starts: Monday, September 15th, 2025, at 3:15 PM PDT
Ends: Thursday, September 18th, 2025, at 2:45 PM PDT
[EVENT] Temporal Fracture
Starts: Monday, September 15th, 2025, at 3:15 PM PDT
Ends: Thursday, September 18th, 2025, at 2:45 PM PDT
[EVENT] Mobilization
Starts: Thursday, September 18th, 2025, at 3 PM PDT
Ends: Monday, September 22nd, 2025, at 3 PM PDT
[EVENT] New Frontiers
Starts: Monday, September 22nd, 2025, at 3:15 PM PDT
Ends: Thursday, September 25th, 2025, at 2:45 PM PDT
[EVENT] Temporal Fracture
Starts: Monday, September 22nd, 2025, at 3:15 PM PDT
Ends: Thursday, September 25th, 2025, at 2:45 PM PDT
[EVENT] Decimation
Starts: Thursday, September 25th, 2025, at 3:00 PM PDT
Ends: Monday, September 29th, 2025, at 3:00 PM PDT
[EVENT] New Frontiers
Starts: Monday, September 29th, 2025, at 3:15 PM PDT
Ends: Thursday, October 2nd, 2025, at 2:45 PM PDT
[EVENT] Temporal Fracture
Starts: Monday, September 29th, 2025, at 3:15 PM PDT
Ends: Thursday, October 2nd, 2025, at 2:45 PM PDT
[EVENT] Termination
Starts: Thursday, October 2nd, 2025, at 3:00 PM PDT
Ends: Monday, October 6th, 2025, at 3:00 PM PDT
Note: Temporal Fracture is a brand-new event that will replace the weekly Riots. CLICK HERE to read the Design Diary!
Corsair Interceptor: Starjammer

| MK1 | MK2 | MK3 | MK4 | MK5 | MK6 | |
| Description | The Starjammer, with its speed and focus on close-range weaponry, is the fast attack Interceptor of the Corsairs. With its ability to intercept enemy hulls, the Corsairs favor deploying Starjammers when they need to engage forces in Fleet-to-Fleet combat. | |||||
| Faction | Corsair | |||||
| Health | 300,000 | 360,000 | 440,000 | 520,000 | 630,000 | 750,000 |
| Resurgence | 70% | 80% | ||||
| META Resistance | 70% | |||||
| Void/Blight Nebula Resistance | 100% | |||||
| Blood Resistance | 20% | |||||
| Build Requirement 1 | Ship Factory XVI (16) | |||||
| Build Requirement 2 | Ship Lab XIV (14) | |||||
| Craft Requirement | Workshop X (10) | |||||
Corsair Starjammer Modifications
| Raid Component 1 | |
| Details | MK1 |
| Trigger Condition | Defense Down |
| Forward/Acceleration/Strafe Speed Boost | 200% |
| Duration | 10s |
| Raid Component 2 | |
| Trigger Condition | Defense Down |
| Max Range Boost | 10% |
| Duration | 10s |
| Component 1 | |
| Shield Energy Boost | +15% |
| Component 2 | |
| Ship Damage Bonus | +15% |
| Component 3 | |
| Ablative Recovery Suppression | -10% |
| Component 4 | |
| Deflector/Ward Bonus Damage | +20% |
Corsair Juggernaut: Keelhaul

| MK1 | MK2 | MK3 | MK4 | MK5 | MK6 | |
| Description | The Keelhaul is the all-purpose Juggernaut that the Corsairs use for the majority of their raids. Its higher defensive capabilities, focus on medium-range weaponry, and penchant for being fast to repair between battles make it the go-to ship for the Corsairs when getting the drop on their enemies. | |||||
| Faction | Corsair | |||||
| Health | 400,000 | 480,000 | 550,000 | 690,000 | 820,000 | 990,000 |
| Resurgence | +70% | +80% | ||||
| META Resistance | 70% | |||||
| Void/Blight Nebula Resistance | 100% | |||||
| Blood Resistance | 20% | |||||
| Build Requirement 1 | Ship Factory XVI (16) | |||||
| Build Requirement 2 | Ship Lab XIV (14) | |||||
| Craft Requirement | Workshop X (10) | |||||
Corsair Keelhaul Modifications
| Details | MK1 |
| Trigger Condition | Defense Down |
| Forward/Turning/AccelerationStrafe Speed Boost | 125% |
| Duration | 10s |
| Raid Component 2 | |
| Trigger Condition | Defense Down |
| Weapon Cooldown | -25% |
| Duration | 10s |
| Component 1 | |
| Shield Energy Boost | +25% |
| Component 2 | |
| Forward/Turning/AccelerationStrafe Speed Boost | 15% |
| Component 3 | |
| Stasis | 25% |
| Component 4 | |
| Munitions/Essence/Radiation Resistance | +10% |
Corsair Assault: Pillager

| MK1 | MK2 | MK3 | MK4 | MK5 | MK6 | |
| Description | The Pillager is the long-range Assault ship of the Corsair, with a focus on Lance and Tracker weaponry. Used primarily in Corsair assaults on outposts, the Pillager is the best choice for raiding unsuspecting bases. | |||||
| Faction | Corsair | |||||
| Health | 200,000 | 240,000 | 288,000 | 345,600 | 414,720 | 497,664 |
| Resurgence | +70% | +80% | ||||
| META Resistance | 70% | |||||
| Void/Blight Nebula Resistance | 100% | |||||
| Blood Resistance | 20% | |||||
| Build Requirement 1 | Ship Factory XVI (16) | |||||
| Build Requirement 2 | Ship Lab XIV (14) | |||||
| Craft Requirement | Workshop X (10) | |||||
Corsair Pillager Modifications
| Details | MK1 |
| Trigger Condition | Defense Down |
| Rear/AccelerationStrafe Speed Boost | 100% |
| Munitions/Essence/Radiation Screen Resist | -20% |
| Duration | 10s |
| Raid Component 2 | |
| Trigger Condition | Defense Down |
| Weapon Cooldown | -20% |
| Projectile Speed Bonus | +25% |
| Duration | 10s |
| Component 1 | |
| Shield Energy Boost | +10% |
| Component 2 | |
| Module Weapon Charge Disruption | +15% |
| Module Weapon Charge Disruption | +10% |
| Component 3 | |
| Module Damage Boost | +10% |
| Component 4 | |
| AoE Radius Boost | +20% |
V.E.G.A Weapon: Pinpoint Tracker

| Level 1 | Level 2 | Level 3 | |
| Description | The Pinpoint Tracker is a long-range munitions weapon that launches a slow, yet deadly, projectile that tracks down enemy hulls with uncanny precision. | ||
| Weapon Type | Tracker | ||
| Damage Type | Munitions | ||
| Faction Lock | V.E.G.A. / Corsair | ||
| Mass | 2,000 | 2,525 | 2,975 |
| DPS | 18,000 | 21,000 | 24,000 |
| Speed | 2,000 m/s | ||
| Min Range | 3,500 m | ||
| Max Range | 7,500 m | ||
| Shots Per Burst | 1 | ||
| Delay Before Fire | 0 | ||
| Delay After Fire | 5 | ||
| Build Requirement | Arms Lab XV (15) | ||
| Crafting Requirement | Workshop XI (11) | ||
Saprophyte Weapon: Contaminated Disruptor

| Level 1 | Level 2 | Level 3 | |
| Description | The Contaminated Disruptor fires high-velocity radiation rounds at enemy hulls. These rounds are able to ricochet off their targets, while not losing momentum, until they finally detonate in a large area. | ||
| Weapon Type | Disruptor | ||
| Damage Type | Radiation | ||
| Faction Lock | Saprophyte / Corsair | ||
| Mass | 2,000 | 2,525 | 2,975 |
| DPS | 21,894 | 24,595 | 28,130 |
| Speed | 4,000 m/s | ||
| Min Range | 1,000 m | ||
| Max Range | 4,250 m | ||
| Shots Per Burst | 1 | ||
| Delay Before Fire | 0 | ||
| Delay After Fire | 2 | ||
| Build Requirement | Arms Lab XV (15) | ||
| Crafting Requirement | Workshop XI (11) | ||
Guardian Weapon: Bioluminescent Rockets

| Level 1 | Level 2 | Level 3 | |
| Description | The Bioluminescent Rockets launch volleys of essence rockets in a small arc. Maximum damage is dealt in close proximity, where enemy hulls cannot dodge the full brunt of the volley. | ||
| Weapon Type | Rockets | ||
| Damage Type | Essence | ||
| Faction Lock | Guardian/Corsair | ||
| Mass | 2,000 | 2,525 | 2,975 |
| DPS | 31,250 | 34,000 | 37,500 |
| Speed | 3,800 m/s | ||
| Min Range | 500 m | ||
| Max Range | 4,000 m | ||
| Shots Per Burst | 3 | ||
| Delay Before Fire | 0 | ||
| Delay After Fire | 3 | ||
| Build Requirement | Arms Lab XV (15) | ||
| Crafting Requirement | Workshop XI (11) | ||
Corsair Defense: Raid Cloak

| Level 1 | Level 2 | Level 3 | |
| Description | The main defensive tech used by Corsair hulls, Cloaks provide protection against multiple damage types, but are primarily used in unlocking the Raid Mode capabilities of the equipped hull. | ||
| Faction Lock | Corsair | ||
| Armor Health | 275,000 | 350,000 | 425,000 |
| Shield Energy | 255,000 | 412,500 | 545,000 |
| Defense | 90% | ||
| Munitions Resistance | 10% | 15% | 20% |
| Radiation Resistance | 10% | 15% | 20% |
| Essence Resistance | 10% | 15% | 20% |
| Build Requirement | Arms Lab XV (15) | ||
| Crafting Requirement | Workshop XI (11) | ||
- Biosynthetic Disruptor Turret now Ricochets correctly.
- Some localization text description fixes.
- Frontier's missing Blood damage Resistance fixed.
- Jump drive bug fixed on Unsuspicious Freighter
Previous T15 hulls, in order to return to a somewhat familiar progression system, have had slots added to them at the Elite level.
Saprophyte hulls
- Defiler + Pestilent: Weapon slot at Mk6.
- Contagion: Ward slot
- Some increases to the built-in shield and DPS bonuses.
VEGA hulls
- Raptor + Valiant: Weapon and Deflector slot at mk6
- Longstrike: Deflector slot
- Increases to armor and Shield bonuses in passives.
Guardian hulls
- All 3 hulls get an armor slot at mk6
- Increases to armor bonuses.
- This is to serve the goal of getting the classes into their roles a bit more.
- Different Deflectors/Wards can no longer be equipped together due to it causing a Resistance drop issue.
- Mass values on T15 hulls, as well as T15 equipment, have been updated.
- DPS value increased on Salvo Rockets.