Seizure Craft
Fugari Seizure Craft — Assault Class

Role
Armed escalation. The consequence of an unresolved latch.
The Seizure Craft is what appears when a Fugari latch goes unresolved. It does not negotiate. It arrives, overwhelms whatever drone presence is defending a node, and takes it. Not damages it — takes it. The node changes hands.
This is the point where most solo pilots who have been quietly managing their Fugari situation decide they need a syndicate.
Stats
| Stat | Value |
|---|---|
| Hull HP | 15,000 |
| Combat type | Standard wave combat — striker/guardian drones |
Threat Vector
Territorial and armed. Unlike the Latcher's slow economic drain, the Seizure Craft delivers an immediate, hard loss. You lose a node. Its resources, its position, its strategic value — all of it transfers to Fugari control.
The Seizure Craft is also a combat vessel in a way the Latcher is not. It uses standard wave combat when engaged — strikers and guardians both active. It hits a specific target fast and leaves.
Encounter Trigger
Seizure Crafts escalate from an unresolved Latcher encounter. They do not appear on first contact — the Latcher comes first. If the latch persists and demands go unanswered, the Seizure Craft deploys.
Defending Against Seizure
In V2, you can fight the Seizure Craft directly. It uses standard wave combat, which means survival requires strikers on your side. Unlike the Latcher (which only drains), the Seizure Craft will damage your hull if you engage without preparation.
| Option | Effect |
|---|---|
| Fight via wave combat | Engage directly — strikers required. Destroying it stops the seizure. |
| Purge before escalation | Clearing the latch early prevents the Seizure Craft from deploying at all |
| Retreat | Disengage; the node seizure proceeds |
| Syndicate coordination | Massed drone presence makes direct combat viable and purges more efficient |
The correct response to a Fugari latch is earlier, not after the node is gone.
The Contractor Betrayal
Outlaw-path pilots (rep −500) who have accepted the Fugari contractor role will eventually face a Seizure Craft targeting one of their own nodes. This is not a bug. The Fugari betray every contractor, without warning, without exception.
The betrayal fires the fugari_betrayal activity log entry and generates a specific narrative in the Realm Report — the contractor who trusted the leeches, and what it cost them.
The Heretic hull requires rep ≤−500. The contractor path naturally arrives at that threshold through the rep penalties accumulated during the contractor relationship and its violent end. The betrayal is not a discrete unlock trigger — it is the final chapter of a path that ends with the Heretic as the only hull that makes sense for what comes next.