Every commission on one scope. Rings are divisions: Command at the center, then Gunline, Outriders, Longhaul, Dirtside. Click a blip to pull its datasheet.
ACTIVE — in the hangar, flyableNOV · BUYBACKNOV · PLANNEDNAME HELD — no hull ownedCONCEPT — owned or ordered, not yet builtMULTI-ROLE — answers to more than one card
The Registry
Thirty-six forged names. Real roots, invented results, no collisions with anything that flies. Click a card for the full datasheet.
Personal Kit
Not hulls, so they carry no commission name — the register is for ships. Listed because boarding actions, bunkers, and defending your own deck are all jobs, and this is what you bring to them. Both items arrived with patch 4.10.
K-01 · Armour
BUL-H4 “SteelTek”
Clark Defense Systems · super-heavy exo-suit
Heaviest armour tier in the game. Resistances 88 across physical, energy, stun and impact; rated −70 to 100 °C. The part that matters: a Size 5 primary weapon slot — the only reason the Vendetta can be carried at all.
K-02 · Weapon
Vendetta “SteelTek” HMG
Apocalypse Arms · Size 5 heavy machine gun
Ballistic, 1,000-round magazine, 1,000 RPM, roughly 308 DPS — about 18,500 damage before you reload. 18 kg, effective inside 35 m. Requires a heavy exo-suit to carry, which is why the bundle is the bundle.
What Should I Bring?
Answer the board. The fleet dispatches.
Risk Matrix
Not “what fits the job” — that is the other tab. This one asks whether taking this hull on that work is a sensible bet, and shows its whole arithmetic so you can argue with it. Every figure below is visible on purpose.
Cargo aboardSpace
How the number is built.RISK = THREAT + EXPOSURE − MITIGATION Threat is the work itself, plus one for lawless space. Exposure is what losing her actually costs you — hull value tier, plus the cargo in her hold. Mitigation is what she can do about it: her solo self-defence, plus credit for having been trialled. Solo is the assumption throughout, because that is how you fly; a capital’s manned turrets earn her nothing here until there are bodies in them.
An untested hull scores zero mitigation. Not as a gimmick — you genuinely do not know what she survives until you have run her, and the matrix should not pretend otherwise. Trialling a ship moves her a whole band on most work, which is the honest reward for having done the homework.
What Ship Is It?
Ten rounds. The console gives you a root, a story, or a gun rack. You name the hull. Ranks are earned, not issued.
ROUND —/10SCORE 0STREAK 0BEST RANK —
The Forge
Where the names come from, and where yours can. Real roots, hammered together.
Read a Name
Pick a commission to see how she was forged.
Forge Your Own
Fleet Yard
Every hull as a holographic schematic, laid out on the deck. Geometry is original and drawn from each ship’s published dimensions — these are scale schematics, not the ships. Drag to orbit, scroll to zoom, right-drag to pan. Click a hull or a roster line to select it. Dimensions come from each ship’s published figures. Where RSI’s matrix, the wiki and the extracted game files disagree — the Pitbull, Dragonfly and Mercury all do — the game-file numbers are used, since they match the real asset. The Railen is drawn in her 65 × 52 × 37 m flight configuration.
3D viewer could not load. The hull schematics need three.js from the CDN — check the connection and reload.
Acceptance Trials
Every hull gets walked, flown, and graded before it keeps its slot. Class-specific cards, six weighted factors, one disposition. Run them wherever you fly — the venue is recorded on every card, so results stay comparable as long as you say where you were.