Farreach
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Your ship Intermediate

Role hulls and remote repair

The Shrike, Swift, Petrel, Vigil and Mattock each do one job best, and the Vigil keeps a fleet alive with remote shield and armor repair.

Next to the standard designs, the manufacturers build five role hulls. Each one is made for a single job and carries a hull bonus for it, and each is worse than a standard hull at everything else. Pick one when you know what you want to do.

The five

HullBuilderJobHull bonusSkill
Shrike (destroyer)Kessler ArmsKill frigates and interceptors+25 % small turret damage and tracking, seven high slots. Slower than a Wren.Frigate II
Swift (interceptor)Halcyon DynamicsCatch and pin+60 % slip scrambler and disruptor range. The fastest hull, with the smallest signature.Frigate III
Petrel (explorer)Ostrava SystemsProbe, hack, slip away+50 % probe strength, +20 virus coherence, can't be locked in the slipstream, and its cloak after a jump lasts twice as longFrigate II
Vigil (logistics)Halcyon DynamicsKeep the fleet alive+50 % remote repair amount and rangeCruiser
Mattock (mining frigate)Vorr Heavy IndustriesFirst miner+25 % mining laser yield, a 1,200 m³ holdNone

All five are on the market as Shrike (Destroyer), Swift (Interceptor) and so on, and their builders sell them for loyalty points too. See Faction careers.

What each is for

  • Shrike: seven small guns that track well chew through frigates. It's slow and easy to hit, so a cruiser eats it.
  • Swift: little damage and little tank, but nothing outruns it, and its tackle reaches past most frigate guns. Hold the target for your friends.
  • Petrel: the explorer's ship. It finds signatures fastest and can leave a site under fire, but it has almost no guns.
  • Vigil: a cruiser that heals instead of shooting. With four medium remote shield boosters it out-repairs one cruiser's damage on a fleet mate, but alone it can't kill anything.
  • Mattock: cheaper than a Wren, with eight times its hold and much more yield. No guns: leave when pirates arrive.

Remote repair

Remote repairers go in high slots and work on a ship you've locked, never on yourself.

  1. Train Remote Repair Systems: level I for the small repairers, level II for the medium ones.
  2. Fit them in high slots. A Vigil makes them half as strong again and reach half as far again.
  3. Lock the fleet mate you want to repair. Show mePlay to try this
  4. Activate the repairer on them. Each cycle sends one pulse of repair, and you'll see the beam land.
  • Shield transfers land at the start of each cycle, armor repairs at the end, as with the local versions. Armor is slower but bigger.
  • Out of range, a repairer doesn't cycle. Stay within its range of your target: 5 to 9 km before the Vigil's bonus.
  • Each level of Remote Repair Systems adds 5 % to the amount.
  • Repairers stay on their target when you switch your active target; only weapons move.
  • Fleet mates can call for you with Need shield and Need armor broadcasts. See Fleets.
Tip
A repairer draws on your reactor like any module. Medium ones are hungry, so a Vigil pilot watches the reactor before the shields.