Farreach
Play

Fly and fightIn the game

Combat and fitting

Fit inside your CPU and powergrid, load the right charges, jam, dampen and overheat, and pin targets before they slip away.

modules
named and faction variants
charges

Every hull has a CPU and powergrid budget, so you can’t fit the best of everything. Turrets have to track, charges trade range for damage, and tackle decides who gets to leave. A sharp fit beats a bigger ship.

Vela

What you do

  1. 01

    Budgets

    Every module costs CPU and powergrid. Tank or damage, speed or reach: the fitting window shows the trade before you undock.

  2. 02

    Charges

    Long-range rounds or heavy hitters, and damage types for the target: Ion and Thermal rounds bite into Cartel hulls, Kinetic and Concussive into the Choir. Beam crystals cover every range. Swap them between volleys.

  3. 03

    Tackle

    A slip scrambler stops a target slipping or lighting its Overdrive. A disruptor holds it from further out. Stabilizers are how you fight back.

  4. 04

    Electronic warfare

    Target jammers break locks, sensor dampeners shrink lock range and tracking disruptors throw off guns. A Signal Amplifier hardens your sensors, and a jammed pilot can still lock whoever is jamming them.

  5. 05

    Overheat

    Push a rack past its rating for about a fifth more effect. Every second builds heat damage; let it run and the module burns out until a station repairs it.

  6. 06

    They use it too

    In the Frontier some Cartel Cutters dampen and Enforcers disrupt tracking. In the Void some Choir Acolytes jam and Revenants dampen. Core pirates fight clean.

The fitting window: high, mid and low slots around the hull, with CPU and powergrid bars and the ship’s stats.

Read the Handbookthe same guides the game opens