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

 MK1MK2MK3MK4MK5MK6
DescriptionThe 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.
FactionCorsair
Health300,000360,000440,000520,000630,000750,000
Resurgence70%80%
META Resistance70%
Void/Blight Nebula Resistance100%
Blood Resistance20%
Build Requirement 1Ship Factory XVI (16)
Build Requirement 2Ship Lab XIV (14)
Craft RequirementWorkshop X (10)

Corsair Starjammer Modifications

Raid Component 1
DetailsMK1
Trigger ConditionDefense Down
Forward/Acceleration/Strafe Speed Boost200%
Duration10s
Raid Component 2
Trigger ConditionDefense Down
Max Range Boost10%
Duration10s
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

 MK1MK2MK3MK4MK5MK6
DescriptionThe 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.
FactionCorsair
Health400,000480,000550,000690,000820,000990,000
Resurgence+70%+80%
META Resistance70%
Void/Blight Nebula Resistance100%
Blood Resistance20%
Build Requirement 1Ship Factory XVI (16)
Build Requirement 2Ship Lab XIV (14)
Craft RequirementWorkshop X (10)

Corsair Keelhaul Modifications

DetailsMK1
Trigger ConditionDefense Down
Forward/Turning/AccelerationStrafe Speed Boost125%
Duration10s
Raid Component 2
Trigger ConditionDefense Down
Weapon Cooldown-25%
Duration10s
Component 1
Shield Energy Boost+25%
Component 2
Forward/Turning/AccelerationStrafe Speed Boost15%
Component 3
Stasis25%
Component 4
Munitions/Essence/Radiation Resistance+10%

Corsair Assault: Pillager

 MK1MK2MK3MK4MK5MK6
DescriptionThe 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.
FactionCorsair
Health200,000240,000288,000345,600414,720497,664
Resurgence+70%+80%
META Resistance70%
Void/Blight Nebula Resistance100%
Blood Resistance20%
Build Requirement 1Ship Factory XVI (16)
Build Requirement 2Ship Lab XIV (14)
Craft RequirementWorkshop X (10)

Corsair Pillager Modifications

DetailsMK1
Trigger ConditionDefense Down
Rear/AccelerationStrafe Speed Boost100%
Munitions/Essence/Radiation Screen Resist-20%
Duration10s
Raid Component 2
Trigger ConditionDefense Down
Weapon Cooldown-20%
Projectile Speed Bonus+25%
Duration10s
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 1Level 2Level 3
DescriptionThe Pinpoint Tracker is a long-range munitions weapon that launches a slow, yet deadly, projectile that tracks down enemy hulls with uncanny precision.
Weapon TypeTracker
Damage TypeMunitions
Faction LockV.E.G.A. / Corsair
Mass2,0002,5252,975
DPS18,00021,00024,000
Speed2,000 m/s
Min Range3,500 m
Max Range7,500 m
Shots Per Burst1
Delay Before Fire0
Delay After Fire5
Build RequirementArms Lab XV (15)
Crafting RequirementWorkshop XI (11)

Saprophyte Weapon: Contaminated Disruptor

 Level 1Level 2Level 3
DescriptionThe 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 TypeDisruptor
Damage TypeRadiation
Faction LockSaprophyte / Corsair
Mass2,0002,5252,975
DPS21,89424,59528,130
Speed4,000 m/s
Min Range1,000 m
Max Range4,250 m
Shots Per Burst1
Delay Before Fire0
Delay After Fire2
Build RequirementArms Lab XV (15)
Crafting RequirementWorkshop XI (11)

Guardian Weapon: Bioluminescent Rockets

 Level 1Level 2Level 3
DescriptionThe 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 TypeRockets
Damage TypeEssence
Faction LockGuardian/Corsair
Mass2,0002,5252,975
DPS31,25034,00037,500
Speed3,800 m/s
Min Range500 m
Max Range4,000 m
Shots Per Burst3
Delay Before Fire0
Delay After Fire3
Build RequirementArms Lab XV (15)
Crafting RequirementWorkshop XI (11)

Corsair Defense: Raid Cloak

 Level 1Level 2Level 3
DescriptionThe 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 LockCorsair
Armor Health275,000350,000425,000
Shield Energy255,000412,500545,000
Defense90%
Munitions Resistance10%15%20%
Radiation Resistance10%15%20%
Essence Resistance10%15%20%
Build RequirementArms Lab XV (15)
Crafting RequirementWorkshop 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.