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.