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
- 01
Budgets
Every module costs CPU and powergrid. Tank or damage, speed or reach: the fitting window shows the trade before you undock.
- 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.
- 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.
- 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.
- 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.
- 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.

Read the Handbookthe same guides the game opens
Your shipFittingPut modules in high, mid and low slots within your hull's CPU and powergrid, and load the right charges into your weapons.
Your shipGuns and trackingWhy turret shots miss, how to read your hit chance, and what to do when a small, fast ship circles you.
Your shipElectronic warfare and overheatJammers, dampeners and tracking disruptors, how to fight through them, damage types against Cartel and Choir hulls, and pushing a rack past its rating.
Your shipSkillsSpend your starting SP, queue skills that train while you're offline, and meet the requirements for bigger hulls and better modules.
