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Ships & Fleets

Every race in Orbitarion fields a unique fleet of warships. Same six ship classes across the board — Fighter, Corvette, Frigate, Destroyer, Cruiser, Battleship — but each race builds them differently. Different stats, different targeting, different roles on the battlefield.

This page is your complete reference for all Generation 1 ships currently in the game.


Ship classes

Class Code Role Build time
Fighter Fi Fast, cheap swarm units. First to die, first to overwhelm 2–4 ticks
Corvette Co Counter-fighters. Fast and flexible 5–6 ticks
Frigate Fr First heavy attacker. Orbital Pods/capture-ships are frigates 7–9 ticks
Destroyer De Mid-game workhorse. Strong all-round 11–12 ticks
Cruiser Cr Heavy fleet core. Serious firepower 15–16 ticks
Battleship Bs End-game dominance. Extremely powerful, extremely expensive 18–20 ticks

Each class must be unlocked through the Shipyard research branch before you can build it. See Research for the full unlock chain.


Reading the stats

Stat What it means
Guns × Damage Raw damage per attack roll before hit chance, share, and luck are applied
Armor Hit points per ship. Higher = harder to kill
Initiative Firing order. Lower = fires first. ATH ships fire before everyone else
Agility Evasion. Higher = harder to hit
Weapon Speed Accuracy. Higher = better chance to hit
EMP Resistance Percentage reduction to incoming EMP freeze (0–100%)
Cloaked Invisible to enemy scanners until combat begins
Cost Build cost: Titanium / Silicon / Uranium
Ticks Build time in ticks
T1 / T2 / T3 Target priorities per combat round
Base ETA Travel time in ticks (same-galaxy baseline). Varies by class: Fi/Co = 5, Fr/De = 6, Cr/Bs = 7. See Fleet movement below.

For full combat mechanics, see Combat.


Fleet movement, ETA & fuel

Every fleet you launch has two costs: time (measured in ticks to arrive) and uranium fuel (paid upfront when you launch).

Travel ETA by ship class

In v2, each ship class has its own base ETA — the time it takes to travel within the same galaxy. The slowest ship in a fleet determines the whole fleet's ETA (you can't outrun your own escorts).

Ship class Base ETA (same-galaxy)
Fighter (Fi) 5 ticks
Corvette (Co) 5 ticks
Frigate (Fr) 6 ticks
Destroyer (De) 6 ticks
Cruiser (Cr) 7 ticks
Battleship (Bs) 7 ticks

This means a pure-Fighter strike fleet arrives 2 ticks faster than a pure-Battleship siege fleet at the same distance. Mixed fleets travel at the slowest ship's speed.

Distance multipliers

Distance ETA modifier
Same galaxy base_eta + 0
Same cluster (different galaxy) base_eta + 1
Different cluster base_eta + 2

A pure-Fighter fleet hitting a planet two clusters away: 5 + 2 = 7 ticks. A pure-Battleship fleet at the same distance: 7 + 2 = 9 ticks.

ETA reductions

Three sources stack to reduce ETA:

Source Reduction
ODO race bonus −1 tick
Engine research (per tier, 3 tiers) −1 tick each (max −3)
Diamond-tier alliance with nebula control in target's cluster −1 tick

Floor: 3 ticks. A fleet's effective ETA cannot drop below 3 — no matter how much research and alliance bonus stack, fast strikes have a minimum response window.

A fully-buffed ODO fighter strike same-galaxy: 5 − 1 − 3 − 1 = 0 → floored to 3 ticks. A baseline UEC Battleship attack to a different cluster: 7 + 2 = 9 ticks.

Fuel cost

Uranium fuel pays for the trip:

fuel = ship_count × eta × engine_reduction

The reduction factor scales with how many Engines branch researches you've completed:

Engine researches Fuel multiplier
0 ×1.00
1 (Basic Propulsion) ×0.90
2 (Advanced Propulsion) ×0.75
3 (Warp Drive Technology) ×0.55

Full engine research is a 45% fuel discount on top of the ETA reduction. The savings compound: faster fleets travel fewer ticks AND each ship-tick costs less Uranium.

A 1 000-ship fleet at 5-tick ETA with 0 engines: 5 000 Ur. The same fleet with 3 engines and a 2-tick reduction (5 → 3 ETA): 1 000 × 3 × 0.55 = 1 650 Ur. That's a 67% savings — fuel costs reward Engines investment heavily.

No total wipeout in PvP

A fleet engaged in player-vs-player combat never loses 100% of any ship type. The engine enforces a 50% survival floor per ship type. If you would have been wiped, you scatter back at 50% strength over 8–12 ticks instead.

This rule applies to PvP only — fleets fighting The Void can be totally destroyed if the engagement goes badly. See Combat — Panic Retreat & Scatter for full mechanics.


United Earth Command

Heavy armor. High firepower. Fires last, survives longest.


Orbital Pod · Fighter · Capture

UEC Orbital Pod

Basic orbital capture pod. Cheap and disposable. Contributes 0.5 orbs per surviving ship to orbital theft after battle. Has zero combat ability — always escort with kill ships. See Combat — Orbital theft for the full formula.

Armor Initiative Agility EMP Res Cloaked Cost Ticks
15 15 10 0% 30 Ti / 20 Si 3

Falcon · Fighter · Kill

UEC Falcon

Armored strike fighter. Twin nose cannons deliver steady damage. The toughest fighter in the game — built to survive, not just to swarm.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
2 × 5 = 10 45 8 25 30 0% 50 Ti / 30 Si 4

Targets: Fi → Co


Vanguard · Corvette · Kill

UEC Vanguard

Armored corvette. Triple-mount turrets shred fighters and contribute to fleet defense. The heaviest corvette in the game.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
3 × 9 = 27 110 7 20 35 0% 120 Ti / 80 Si 6

Targets: Fi → Co → Fr


Atlas Transport · Frigate · Capture

UEC Atlas Transport

Heavy orbital capture vessel. Contributes 1.25 orbs per surviving ship — 2.5× the Orbital Pod. Tanky enough to survive longer engagements, making it the primary raiding hull when you want serious orbital yield.

Armor Initiative Agility EMP Res Cost Ticks
100 15 10 0% 200 Ti / 150 Si / 30 Ur 8

Sentinel · Frigate · Kill

UEC Sentinel

Heavy assault frigate. The first ship in the UEC tree that hits like a warship instead of a skirmisher. Built to lead frigate squadrons through enemy fire.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
4 × 17 = 68 185 6 15 35 5% 250 Ti / 180 Si / 30 Ur 9

Targets: Co → Fr → De


Pegasus · Destroyer · Kill

UEC Pegasus

Anti-swarm destroyer. 14 guns make it a fighter-killer of the highest order — only the STC Ravager rivals its anti-fighter role. Don't ignore Pegasus fleets if you're fielding swarms.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
14 × 11 = 154 315 5 12 40 5% 450 Ti / 350 Si / 80 Ur 12

Targets: Fi → Co → Fr


Aegis · Cruiser · Kill

UEC Aegis

Heavy cruiser. The first true capital ship. Devastating in volley combat against destroyers and other cruisers.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
8 × 45 = 360 515 5 10 40 10% 800 Ti / 600 Si / 150 Ur 16

Targets: De → Cr → Bs


Titan · Battleship · Kill

UEC Titan

The flagship of human civilization. Highest armor in the game (920) plus brutal capital-class damage. Slow to fire and slow to build, but a fleet of Titans is the closest thing in Orbitarion to "unkillable".

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
12 × 68 = 816 920 4 8 45 10% 1500 Ti / 1200 Si / 400 Ur 20

Targets: Cr → Bs → De


Odonari Hive

Cheap, fast, cloaked. Strikes before the enemy knows it's there.


Orbital Pod · Fighter · Capture · Cloaked

ODO Orbital Pod

The only cloaked capture ship at the Fighter class. Cheaper and faster to build than other races' equivalents, but extremely fragile. Contributes 0.5 orbs per surviving ship to orbital theft.

Armor Initiative Agility EMP Res Cloaked Cost Ticks
10 15 15 0% 25 Ti / 15 Si 2

Stinger · Fighter · Kill · Cloaked

ODO Stinger

Cheap cloaked swarm fighter. Individually weak (25 armor) but extremely cost-efficient. The Odonari fleet doctrine: more, more, more.

Guns × Dmg Armor Init Agility WS EMP Res Cloaked Cost Ticks
2 × 4 = 8 23 9 35 25 0% 35 Ti / 25 Si 3

Targets: Fi → Co


Reaver · Corvette · Kill · Cloaked

ODO Reaver

Cloaked anti-fighter corvette. Targets corvettes first (anti-counter-counter), then falls back to fighters. Fast, agile, and invisible until shots are fired.

Guns × Dmg Armor Init Agility WS EMP Res Cloaked Cost Ticks
3 × 9 = 27 55 8 30 30 0% 90 Ti / 70 Si 5

Targets: Co → Fi → Fr


Brood Carrier · Frigate · Capture · Cloaked

ODO Brood Carrier

Cloaked orbital capture frigate. Contributes 1.25 orbs per surviving ship to orbital theft. Approaches a planet invisible — ODO is the only race whose capture frigate stays cloaked all the way to combat.

Armor Initiative Agility EMP Res Cloaked Cost Ticks
70 15 15 0% 150 Ti / 130 Si / 20 Ur 7

Mantis · Frigate · Kill · Cloaked

ODO Mantis

Cloaked heavy frigate. The Odonari's first proper warship. Faster, cheaper, and more agile than UEC Sentinel — but with less armor.

Guns × Dmg Armor Init Agility WS EMP Res Cloaked Cost Ticks
4 × 17 = 68 115 7 25 30 5% 200 Ti / 160 Si / 25 Ur 8

Targets: Fr → De → Co


Hornet · Destroyer · Kill

ODO Hornet

Heavy destroyer. The first ODO ship that's NOT cloaked — too large to hide. Compensates with more agility than most destroyers (20 vs UEC Pegasus 12).

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
5 × 29 = 145 185 6 20 35 5% 380 Ti / 300 Si / 70 Ur 11

Targets: De → Fr → Cr


Scarab · Cruiser · Kill

ODO Scarab

Cruiser-class kill ship. Cheaper and faster than UEC Aegis, with slightly less armor but higher per-shot damage.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
6 × 62 = 372 330 5 15 35 10% 700 Ti / 550 Si / 130 Ur 15

Targets: Cr → De → Bs


Leviathan Beetle · Battleship · Kill

ODO Leviathan Beetle

The Hive's flagship. Massive damage output (95 per gun) — the highest single-shot damage on any battleship. Trades some armor and initiative for raw kill power.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
8 × 100 = 800 610 4 12 40 10% 1300 Ti / 1100 Si / 350 Ur 18

Targets: De → Cr → Bs


The Aetherians

Energy specialists. EMP freezes, kill ships clean up. Fires first.


Orbital Pod · Fighter · Capture

ATH Orbital Pod

Standard orbital capture pod with mild EMP resistance baked in. Slightly more expensive than UEC's, slightly tougher armor. Contributes 0.5 orbs per surviving ship to orbital theft.

Armor Initiative Agility EMP Res Cost Ticks
20 15 10 10% 30 Ti / 25 Si 3

Pulse · Fighter · EMP

ATH Pulse

Cheapest EMP platform. Doesn't kill — freezes. A wave of Pulses ahead of a UEC ally fleet can paralyze entire enemy frigate squadrons before they fire.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
1 × 6 = 6 35 10 28 28 15% 45 Ti / 35 Si 4

Targets: Fi → Fr


Arc · Corvette · EMP

ATH Arc

EMP corvette. Targets enemy corvettes first (anti-screen). Slightly tougher than Pulse but still primarily a freeze platform.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
2 × 10 = 20 80 8 22 32 20% 110 Ti / 85 Si 6

Targets: Co → Fr → Fi


Conduit · Frigate · Capture

ATH Conduit

Aetherian orbital capture frigate. Contributes 1.25 orbs per surviving ship to orbital theft. Slightly less armored than UEC's Atlas but with significant EMP resistance — survives EMP-counter-fleets better.

Armor Initiative Agility EMP Res Cost Ticks
85 15 12 20% 190 Ti / 150 Si / 30 Ur 8

Volt · Frigate · EMP

ATH Volt

Heavy EMP frigate. The hardest-hitting EMP platform in the game. Combined with high EMP resistance, Volt fleets can fight other Aetherian fleets effectively where Pulse and Arc cannot.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
3 × 18 = 54 160 6 16 34 25% 240 Ti / 190 Si / 35 Ur 9

Targets: Fr → De → Co


Tempest · Destroyer · Kill

ATH Tempest

Aetherian kill destroyer with 30% EMP resistance — built to operate inside friendly EMP volleys without getting frozen itself.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
4 × 38 = 152 280 5 14 38 30% 420 Ti / 340 Si / 100 Ur 12

Targets: Fr → De → Fi


Aether · Cruiser · Kill

ATH Aether

Heavy cruiser. 35% EMP resistance lets it dominate inside Aetherian fleet engagements. Slightly less armor than UEC Aegis but better hit chance (weapon speed 40).

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
6 × 70 = 420 520 4 11 40 35% 820 Ti / 580 Si / 250 Ur 16

Targets: De → Cr → Co


Celestial · Battleship · Kill

ATH Celestial

The lowest-initiative battleship in the game (3). Celestial fires before every other battleship and most other ships, period. Combined with 40% EMP resistance, it's the ultimate "fire first, weather everything" capital ship.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
8 × 115 = 920 950 3 9 44 40% 1400 Ti / 1250 Si / 500 Ur 20

Targets: Cr → Bs → Fr


Sytherian Cartel

Ship-stealing. Capture enemy vessels mid-battle, fight on with them next round.


Orbital Pod · Fighter · Capture

STC Orbital Pod

Standard orbital capture pod. Contributes 0.5 orbs per surviving ship to orbital theft. The Cartel finally got orbital theft in v2.

Armor Initiative Agility EMP Res Cost Ticks
12 15 12 0% 28 Ti / 22 Si 3

Cutlass · Fighter · Steal

STC Cutlass

Boarding fighter. Targets fighters and captures them instead of destroying. A successful Cutlass strike against an enemy fighter screen turns those screens into your screens.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
4 × 3 = 12 30 9 30 28 0% 40 Ti / 30 Si 3

Targets: Fi → Co · Mechanic: captures instead of kills · +5% agility bonus


Raider · Corvette · Steal

STC Raider

Boarding corvette. Punches up — targets frigates and destroyers, not other corvettes. A successful Raider strike is a +420-resource swing in your favor (you take the frigate, your enemy loses it).

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
4 × 8 = 32 63 7 25 32 0% 100 Ti / 75 Si 5

Targets: Fr → De → Co · Mechanic: captures · +5% agility bonus


Black Frigate · Frigate · Steal

STC Black Frigate

Boarding frigate. Punches up hard — targets cruisers and battleships. The strongest capture ship in the game. One successful Black Frigate strike against an enemy cruiser is a 1 420-resource gift to your fleet.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
5 × 16 = 80 140 6 18 33 5% 220 Ti / 170 Si / 30 Ur 9

Targets: Cr → Bs → Fr · Mechanic: captures · +5% agility bonus


Infiltrator · Frigate · Capture

STC Infiltrator

Orbital capture frigate. Contributes 1.25 orbs per surviving ship to orbital theft — same yield as UEC Atlas and ODO Brood Carrier, but significantly more agile (20). Survives more engagements, which translates directly into more orbitals per raid.

Armor Initiative Agility EMP Res Cost Ticks
80 15 20 0% 170 Ti / 140 Si / 25 Ur 7

Ravager · Destroyer · Kill

STC Ravager

Anti-swarm destroyer. Like UEC Pegasus, it targets fighters first — but with higher damage per gun (18 vs 8). Pure kill platform — doesn't steal.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
6 × 27 = 162 230 6 15 38 5% 400 Ti / 320 Si / 75 Ur 11

Targets: Fi → Co → Fr


Corsair · Cruiser · Kill

STC Corsair

Fleet anchor cruiser. Doesn't steal — kills frigates and destroyers to clean up after the boarding fleet has done its work.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
8 × 48 = 384 375 5 12 38 10% 720 Ti / 560 Si / 140 Ur 15

Targets: Fr → De → Cr


Dread Corsair · Battleship · Kill

STC Dread Corsair

Flagship hunter. STC's pure-kill battleship. Targets cruisers and battleships. Slightly less armor than UEC Titan but built faster (19 ticks vs 20).

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
10 × 85 = 850 720 4 10 42 10% 1400 Ti / 1100 Si / 370 Ur 19

Targets: Cr → Bs → De


The Void

Not playable. NPC garrisons in nebulae and Star Map sectors. ~70% of equivalent-class strength.

The Void doesn't have capture-ships, EMP, cloaking, or stealing. They are six conventional kill-ships, deliberately weaker than equivalent player ships, scaled to be challenging in quantity rather than per-unit.

The Void's ships are immune to STC ship-stealing. They have 0 EMP resistance across all six classes — fully vulnerable to ATH freeze fleets.

See The Void for full background.


Probe · Fighter · Kill

Void Probe

Standard fighter. Three small guns. The cheapest combat ship in the game (50 total cost).

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
3 × 4 = 12 30 9 22 28 0% 30 Ti / 20 Si 3

Targets: Fi → Co → Fr


Harvester · Corvette · Kill

Void Harvester

Anti-swarm corvette. Targets fighters as primary — unusual; most player corvettes punch up to frigates. Harvester instead reinforces fighter screens, hunting enemy Stingers and Falcons.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
4 × 6 = 24 75 8 18 30 0% 70 Ti / 50 Si 5

Targets: Fi → Co → Fr


Assimilator · Frigate · Kill

Void Assimilator

Defensive frigate. Targets corvettes and other frigates but does not target Destroyers — its chain stops at Frigate. A player fleet with no Corvette or Frigate exposure can ignore Assimilators entirely.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
4 × 12 = 48 130 7 14 33 0% 150 Ti / 110 Si / 20 Ur 8

Targets: Co → Fr → Fi


Subjugator · Destroyer · Kill

Void Subjugator

Standard destroyer. Targets frigates and other destroyers. The Void's first real punch.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
5 × 16 = 80 220 6 12 36 0% 280 Ti / 220 Si / 50 Ur 11

Targets: Fr → De → Co


Cathedral · Cruiser · Kill

Void Cathedral

Heavy cruiser. The first Void ship that genuinely threatens player capitals. 380 armor and 240 DPS make Cathedrals serious targets in Ring 1-2 Dominion sectors.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
6 × 40 = 240 380 5 9 38 0% 500 Ti / 400 Si / 100 Ur 15

Targets: De → Cr → Fr


Apex · Battleship · Kill

Void Apex

The Void's flagship. Anchors Ring 0 (Stellar Core) defenses. 650 armor and 8 × 65 = 520 DPS. Not as dangerous as a UEC Titan one-on-one, but you don't fight one Apex — you fight a wing of them.

Guns × Dmg Armor Init Agility WS EMP Res Cost Ticks
8 × 65 = 520 650 4 7 40 0% 1000 Ti / 800 Si / 300 Ur 19

Targets: Cr → Bs → De


Class comparison

The same six ship classes across all five races, at a glance. Base ETA is the same-galaxy travel time for that class.

Fighters (base ETA: 5 ticks)

Race Ship Guns × Dmg Armor Init Agility WS Cost
UEC Falcon 2 × 5 = 10 45 8 25 30 80
ODO Stinger 2 × 4 = 8 23 9 35 25 60
ATH Pulse (EMP) 1 × 6 = 6 35 10 28 28 80
STC Cutlass (Steal) 4 × 3 = 12 30 9 30 28 70
VOID Probe 3 × 4 = 12 30 9 22 28 50

Corvettes (base ETA: 5 ticks)

Race Ship Guns × Dmg Armor Init Agility WS Cost
UEC Vanguard 3 × 9 = 27 110 7 20 35 200
ODO Reaver 3 × 9 = 27 55 8 30 30 160
ATH Arc (EMP) 2 × 10 = 20 80 8 22 32 195
STC Raider (Steal) 4 × 8 = 32 63 7 25 32 175
VOID Harvester 4 × 6 = 24 75 8 18 30 120

Frigates (kill-class, base ETA: 6 ticks)

Race Ship Guns × Dmg Armor Init Agility WS EMP Res Cost
UEC Sentinel 4 × 17 = 68 185 6 15 35 5% 460
ODO Mantis 4 × 17 = 68 115 7 25 30 5% 385
ATH Volt (EMP) 3 × 18 = 54 160 6 16 34 25% 465
STC Black Frigate (Steal) 5 × 16 = 80 140 6 18 33 5% 420
VOID Assimilator 4 × 12 = 48 130 7 14 33 0% 280

Destroyers (base ETA: 6 ticks)

Race Ship Guns × Dmg Armor Init Agility WS EMP Res Cost
UEC Pegasus 14 × 11 = 154 315 5 12 40 5% 880
ODO Hornet 5 × 29 = 145 185 6 20 35 5% 750
ATH Tempest 4 × 38 = 152 280 5 14 38 30% 860
STC Ravager 6 × 27 = 162 230 6 15 38 5% 795
VOID Subjugator 5 × 16 = 80 220 6 12 36 0% 550

Cruisers (base ETA: 7 ticks)

Race Ship Guns × Dmg Armor Init Agility WS EMP Res Cost
UEC Aegis 8 × 45 = 360 515 5 10 40 10% 1550
ODO Scarab 6 × 62 = 372 330 5 15 35 10% 1380
ATH Aether 6 × 70 = 420 520 4 11 40 35% 1650
STC Corsair 8 × 48 = 384 375 5 12 38 10% 1420
VOID Cathedral 6 × 40 = 240 380 5 9 38 0% 1000

Battleships (base ETA: 7 ticks)

Race Ship Guns × Dmg Armor Init Agility WS EMP Res Cost
UEC Titan 12 × 68 = 816 920 4 8 45 10% 3100
ODO Leviathan Beetle 8 × 100 = 800 610 4 12 40 10% 2750
ATH Celestial 8 × 115 = 920 950 3 9 44 40% 3150
STC Dread Corsair 10 × 85 = 850 720 4 10 42 10% 2870
VOID Apex 8 × 65 = 520 650 4 7 40 0% 2100

Quick reference

Concept Detail
Ship classes Fi, Co, Fr, De, Cr, Bs
Playable races UEC, ODO, ATH, STC
NPC race The Void
Ships per playable race 8 (1 capture-Fi + 1 kill-Fi + 1 kill-Co + 1 capture-Fr + 1 kill-Fr + 1 kill-De + 1 kill-Cr + 1 kill-Bs)
Total Void ships 6 (one per class, no capture)
Initiative range 3 (ATH Celestial) → 15 (capture ships)
Orbital theft: Fi capture ships 0.5 orbs per surviving ship
Orbital theft: Fr capture ships 1.25 orbs per surviving ship (2.5× Orbital Pod)
Base ETA by class Fi/Co = 5, Fr/De = 6, Cr/Bs = 7 (same-galaxy)
Distance modifier Same-cluster +1, different-cluster +2
ETA floor 3 ticks (cannot go lower regardless of bonuses)
Max ETA reduction (research) −3 ticks (full Engines chain)
Max fuel reduction (research) 45% (Warp Drive: ×0.55)
Race ETA bonus ODO −1 tick
Diamond alliance ETA bonus −1 tick (only with nebula control in target cluster)
Fuel formula ship_count × eta × engine_factor
Engine factors (0/1/2/3 researches) 1.00 / 0.90 / 0.75 / 0.55
Highest single-ship armor ATH Celestial, 950
Highest single-shot damage ATH Celestial, 115/gun
Highest gun count UEC Pegasus, 14 guns
Highest weapon speed UEC Titan, 45
Cheapest combat ship Void Probe, 50 total cost
Highest EMP resistance ATH Celestial, 40%
Cloaked ships ODO Orbital Pod, Stinger, Reaver, Brood Carrier, Mantis
Survival floor (PvP) 50% per ship type — no ship type fully wiped in PvP
Scatter return ETA 8–12 ticks if fleet lost ≥50% (PvP only)

Documentation reflects Orbitarion v2.0. Last updated: 2026-06-07.