Accurate as of v2.0.18 (August 2026).
Everything in this section follows the same model: buy it as an item, carry it, consume it at deploy. Deploying charges no credits — the purchase was the price.
Deployables are bought at the supplies service: the three starports and
Agricultural Ports.
The catalog
| Item | Price | Sector cap | Your cap |
|---|---|---|---|
| Proximity Mine | 250 | 100 | 50 |
| Sentry Drone | 1,500 | 50 | 20 |
| Turret | 3,000 | 20 | 8 |
| Sensor Buoy | 800 | 10 | 5 |
| Cloak Field | 5,000 | 1 | 2 |
| Limpet Tracker | 4,000 | — | 10 live |
| Navigation Beacon | 2,500 | — | one per sector |
There is no per-purchase cap any more (v2.0.16 dropped it — it never limited anything, it just made you tap the buy button repeatedly). What actually bounds an arsenal is the sector cap and your cap at deploy time, plus cargo room and your wallet.
Deploying costs 1 turn for ordnance. Limpets and beacons cost 0. You cannot deploy anything while PvP-immune — laying a minefield from behind an immunity window is aggression, and every aggressive act is blocked while the window runs.
No-deploy zones
Nothing may be deployed in fed_core or fed_space. The Federation does not
tolerate munitions in its own space, and the block is absolute.
Mines — the only thing that fires on entry
Mines are the only deployable that attacks automatically. Everything else is passive presence.
When a ship enters a sector with hostile mines:
- each mine rolls a 60% chance to fire
- at most 3 detonate per entry
- each detonation deals
attack × 4–6damage — with attack 8, that’s 32–48 per mine, up to about 144 for a full triple
Damage runs through the standard shields-then-hull-at-×1.5 pipeline. Mines can kill you outright.
What mines do not spare:
- They do not spare your corp-mates. Deployables have never checked corp membership. If you mine a lane your corporation uses, you will hit your own people.
What they do spare:
- PvP-immune ships. Immunity covers deployables.
- Anyone arriving by stable wormhole transit. A stable wormhole bypasses mines and hazards entirely. A scattered unstable exit does not.
Mines decay at 2% per day, compounding.
Detonations are on the record. The victim’s report names the mine’s owner, a kill posts a public ship mined story naming both parties, and the owner gets a private field report — victim, sector, damage dealt, mines spent and mines remaining. (Kills report immediately; mere-damage reports are batched.) A minefield is not an anonymous weapon; it just doesn’t need you present.
Planets can lay mines too. A planet with a Barracks can convert garrison fighters into ordinary mines in its own sector — 6 garrison fighters plus 150 cr per mine, up to 20 per order, behind a level gate. The conversion is one-way: fighters spent on the approaches are gone from the siege garrison. The mines themselves are indistinguishable from ship-laid ones — same entry triggers, same decay, same corp friendly-fire, same attackability. See Planets.
Passive stacks
Sentry drones, turrets, sensor buoys and cloak fields sit in a sector and do nothing on their own. They are area presence: visible on a scan, contributing attack and defense values to any deliberate assault on the stack, and killable.
| Item | Attack | Defense | Lifetime |
|---|---|---|---|
| Sentry Drone | 5 | 3 | decays 3%/day |
| Turret | 12 | 2 | decays 3%/day |
| Sensor Buoy | 0 | 1 | decays 1%/day |
| Cloak Field | 0 | 0 | expires in 48 hours |
Deployable sector fighters no longer exist. Fighters belong to planet garrisons. Sectors get mines.
Attacking ordnance
You can deliberately assault a stack in your sector for 1 turn:
winChance = playerPower / (playerPower + ordnancePower) ± 20%
clamped to [5%, 95%]Losing hurts. A defeat applies the 75% defeat loss rate — you lose 75% of your fighters and take 75% of your defense pool as damage, through the hull spill. Attacking a heavy stack can destroy your ship.
The confirm screen quotes server-computed odds, the expected swing and the turn cost before you commit, and since v2.0.17 the stack’s owner is told their ordnance was destroyed — by whom, and where. Decay is quieter: when the daily tick finally rots your field away you get an expiry notice, and the deploy screen previews how long a stack has left.
Seeing deployables
Active scans and StarNav sweeps report deployables only at StarNav 2 or better. Below that you see sectors and hazards and nothing else.
What a scan reports is kind and quantity. It never reports ownership. You can see that a sector holds 40 mines. You cannot see whose they are until they detonate.
Limpet trackers
A limpet is a hull tag, not a weapon.
Plant one in a sector for 0 turns. It waits. The first non-owner player ship to arrive gets it attached silently — no notification, no warning. From then on, every move that ship makes updates the limpet’s last-known sector for you.
- A cloak fools sensors, not a device bolted to your hull. Limpets keep reporting through a cloak. A cloaked ship arriving in a sector cannot be newly latched, but an existing limpet keeps working.
- PvP-immune ships cannot be latched.
- Corp membership is not checked. You will tag your own people.
- Cap: 10 live limpets per player per galaxy, planted and attached combined.
- A planted limpet waits indefinitely. An attached one reports for 48 hours and then falls off.
- You can self-destruct your own at any time. No refund.
Getting them off
A shipyard limpet sweep costs a flat 10,000 cr and is charged even if you’re clean. It scrubs every attached tracker and reveals each planter’s handle and the sector they planted in.
If you think you’re being followed, the sweep is how you find out who. If you’re wrong, it cost you 10,000 for the peace of mind.
The sweep cuts both ways: the planter is told their tracker was swept. And when an attached limpet simply times out, its owner gets an expiry notice rather than silence.
The Warrant
The epic hull The Warrant makes any limpet planted while flying it never expire once attached. That’s decided at latch time and never revisited — switching hulls later doesn’t retroactively expire an eternal tracker, and switching to The Warrant doesn’t extend older latches.
Navigation beacons
A public message in a sector. 2,500 cr, 0 turns, up to 140 characters, one per player per sector.
Everyone who passes through sees your handle on it, and the glyph of any beacon-mark insignia you hold — the Corsair Sigil (☠) is a GM-event exclusive that marks every beacon you plant.
Remove your own at any time. You can also destroy someone else’s beacon — 1 turn, you must be in the sector, and the demolition posts to the public feed. A beacon war is a real thing you can have.
Beacons are, with paid announcements, the closest thing the game has to public communication outside a corporation. There are no direct messages. If you want to leave someone a note, you leave it in a sector.
Private notes
Free, invisible to everyone else: a 280-character note per sector plus a favorite flag. Cost nothing, take no turns, and are the correct place to record which mining port was paying 260 for organics last cycle.