◆ Fugari Wars
Field Manual

Ships (Overview)

Ships

Your ship is not just a vehicle. It is your hold capacity, your combat power, and your drone bay rolled into one. Pilots can own multiple ships — the number of ships you can field simultaneously scales with your rank tier, which advances as you earn badges. Choosing the right hull for your strategy, knowing when to buy a new one, and deciding which ship to fly on a given session are among the most consequential decisions in Fugari Wars. Getting it wrong is recoverable. Getting it right is a significant advantage.


The Ships

Six distinct ships. Most are available to anyone who can afford them — three require meeting a reputation threshold first.

Ship Purchase Price Hold Hull HP Drone Bay Speed Modifier Rep Gate
Drifter 1,000⬡ 50 400 10,000 ×1.0 None
Hauler 25,000⬡ 2,250 5,000 5,000 ×1.2 None
Raider 100,000⬡ 200 15,000 100,000 ×0.8 None
Warship 500,000⬡ 150 64,000 1,000,000 ×1.0 rep ≥+100 or ≤−200
Leviathan 1,000,000⬡ 2,000 200,000 500,000 ×1.3 rep ≥+450
Heretic 1,000,000⬡ 2,000 125,000 500,000 ×0.9 rep ≤−500

Speed modifier has two effects, neither of which is movement cost:

  • Visual only (galaxy map): All ships cost 1 turn per warp hop regardless of speed modifier. The modifier controls how fast the warp animation plays — higher means faster visual movement across the map.
  • Retreat chance in wave combat: retreat_chance = base_retreat_chance + (speed_modifier × 10). A Raider's ×0.8 is the hardest to break off; a Leviathan's ×1.3 disengages most easily.

Speed modifier does not affect movement cost, turn cost, or warps per turn.

Faction display names. The four base hulls (Drifter, Hauler, Raider, Warship) show a different name in the UI depending on your reputation alignment — same ship, same stats, cosmetic only:

Hull Accord name (rep > 0) Rogue name (rep ≤ 0)
Drifter Surveyor Drifter
Hauler Freighter Runner
Raider Enforcer Marauder
Warship Vanguard Brigand

Leviathan and Heretic are already faction-exclusive by rep gate, so they don't need a second name.


The Drifter — Where Everyone Starts

The Drifter is functional and nothing more. It holds 50 units of cargo, carries 10,000 drones, and moves at standard speed. You will feel its limitations after two or three sessions, and that's by design. The Drifter teaches you the game's rhythms before you have enough credits to make meaningful upgrade decisions.

The Drifter's hold capacity is its binding constraint early. You'll be making multiple trips where a Hauler would make one. Use those extra trips to learn new nodes rather than repeating the same route.


The Hauler — The Trader's Ship

The Hauler is the economic engine of the galaxy. A 2,250-unit hold, the largest in the game, means you can move big commodity loads per trip — but hull HP sits at just 5,000 and the drone bay holds a mere 5,000. This ship cannot fight and cannot defend territory. It moves cargo and nothing else.

A Hauler is most efficient on a tight loop between 2–4 nodes where you're filling and emptying the hold every session. Avoid contested nodes. If you get caught, you die fast.

Best for: Traders who want to maximize per-session credit output and aren't focused on PvP.


The Raider — The Glass Cannon

The Raider trades hold capacity for combat flexibility. Its ×0.8 speed modifier makes it the hardest ship to force off in a wave combat engagement — lowest retreat chance of any hull. Its 15,000 hull HP is meaningful, and the 100,000-drone bay means it can contest territory seriously. The 200-unit hold is a significant step down from the Hauler's trade volume.

Raiders are for pilots who want to control the tempo of encounters — strike, then grind rather than disengage. They work well for port raids, drone assaults, and aggressive patrol of a known trade lane. They're not good for hauling commodity loads, and their hull HP won't survive a sustained engagement against a Warship.

Like all ships, the Raider can equip a Cloaking Charge.

Best for: Aggressive pilots, rogue-path players, and anyone prioritizing combat flexibility over volume.


The Warship — The Frontline Hull

The Warship is a V2 combat platform. 64,000 hull HP, 1,000,000-drone bay, 150-unit hold, standard speed. It carries the largest drone bay in the game — making it the premier garrison-cracking hull and the best drone-war combatant. The Warship requires committed reputation (rep ≥+100 or ≤−200). By the time you're in a Warship, you have made choices about who you are in this galaxy.

Warships can equip Cloaking Charges and TransWarp Drive (Nexus-only tier — no Pick Node, no towing).

Best for: Endgame-oriented pilots preparing for planetary assaults, or established players who want combat capability without sacrificing too much on other stats.


Leviathan vs. Heretic — The Endgame Split

The two endgame ships represent the full divergence of the Accord path and the Outlaw path. They are the game's most powerful hulls and the most demanding to earn.

Leviathan (Accord Path)

  • Requires: rep ≥+450 (Leviathan eligibility; distinct from Accord Commission perks at +500)
  • Cost: 1,000,000⬡
  • 2,000 hold, 200,000 hull HP, 500,000-drone bay, ×1.3 speed modifier

The Leviathan is the Accord's blessing made manifest. Its 200,000 hull HP is the highest of any hull, and its 2.0× guardian efficiency means its drone screen intercepts twice as effectively as a standard ship. It also carries 2,000 units of cargo — enough to sustain coalition supply chains during extended Fugari sieges. Its ×1.3 speed modifier gives it the highest retreat chance in wave combat. For a pilot who has spent a cycle building reputation, trading clean, and cooperating with the Accord, this is the payoff.

The Leviathan cannot equip a Cloaking Charge. Its TransWarp Drive gives it Full tier access — Nexus, owned/syndicate planets, and Pick Node are all available. TransWarp II enables towing.

Heretic (Outlaw Path)

  • Requires: rep ≤−500 (Outlaw status)
  • Cost: 1,000,000⬡
  • 2,000 hold, 125,000 hull HP, 500,000-drone bay, ×0.9 speed modifier
  • Position visible to ALL players with rep ≥ 0

The Heretic costs the same as the Leviathan but is built differently: the highest strike factor in the game and a chaotic raid bust modifier (rolled fresh between ×3.2 and ×8.0 on every raid) that makes it the most volatile port raider available. It has 1.5× guardian efficiency — enough to sustain garrison fights against T0–T1 planets. The Heretic earns its rep requirement: you cannot reach it without having committed fully to the Outlaw path. The ship is earned, not just bought.

Position visibility is the Heretic's defining burden. Every good-standing pilot can see you on the map at all times. Running a Heretic means being hunted constantly while being powerful enough to make the hunters regret it.

Heretics cannot equip Cloaking Charges. TransWarp Drive gives Full tier access — Nexus, owned/syndicate planets, and Pick Node. TransWarp II enables towing.


The Shipyard

The Nexus Shipyard is where all ship transactions happen. You must be physically present at the Nexus. Progression is non-linear — you can jump to any ship class you can afford, provided you meet the rep requirements. There is no mandatory upgrade path.

The Shipyard offers two modes of acquisition:

Trade-in: Sell your current ship for 50% of its base price, then buy any class. Your net cost is the new ship's price minus the trade-in value. Any cargo that exceeds the new hull's hold capacity is auto-sold at Nexus market prices before the swap completes.

Buy: Pay the full price of a new ship. It appears at the Nexus immediately. Board it (1T) to fly it yourself, or manually tow it to a planet you own.

No ships can be claimed at the Nexus — newly purchased hulls are safe there. However, the Nexus enforces a one-epoch parking limit on inactive ships.

Nexus parking limit: Any ship parked at the Nexus that is not your active hull will receive a warning at the next epoch reset. If it is still inactive at the Nexus one epoch later, it is automatically ejected to the nearest adjacent node — where it becomes fair game for anyone to claim.

Rank tier determines how many ships you can actively field. All pilots start at Rank Tier 1. Your tier advances as you earn badges — each badge earned raises your tier by one, up to a maximum of Tier 9. Rank tier is permanent once earned and carries forward across Fugari cycles. Purchasing a ship beyond your current tier's fleet cap is not permitted; earn the badges to advance first.

Ship Prices and Trade-In Values

Ship Purchase Price Trade-In (50%) Rep Requirement
Drifter 1,000⬡ 500⬡ None
Hauler 25,000⬡ 12,500⬡ None
Raider 100,000⬡ 50,000⬡ None
Warship 500,000⬡ 250,000⬡ rep ≥+100 or ≤−200
Leviathan 1,000,000⬡ 500,000⬡ rep ≥+450
Heretic 1,000,000⬡ 500,000⬡ rep ≤−500

Trade-in examples:

  • A pilot flying a Raider (100,000⬡) who wants a Warship (500,000⬡) pays 500,000 − 50,000 = 450,000⬡ net.
  • A pilot trading in a Hauler (25,000⬡) for a Raider (100,000⬡) pays 100,000 − 12,500 = 87,500⬡ net.
  • A pilot trading in a Drifter (1,000⬡) for a Hauler (25,000⬡) pays 25,000 − 500 = 24,500⬡ net.

Repair Costs

Repairing restores hull HP at the Nexus. The cost is calculated per HP:

repair_cost_per_hp = ship_repair_base / hull_hp

Repair uses a separate per-ship repair base value, not the Nexus shipyard purchase price. A full repair from 1 HP always costs exactly the ship's repair base.

Ship Cost per HP Full Repair Cost
Drifter ~1.25⬡/HP 500⬡
Hauler ~1.00⬡/HP 5,000⬡
Raider ~0.53⬡/HP 8,000⬡
Warship ~0.59⬡/HP 38,000⬡
Leviathan ~0.64⬡/HP 128,000⬡
Heretic ~0.94⬡/HP 118,000⬡

Repair cost scales with ship value, not raw HP. A Leviathan missing 100,000 HP is a 64,000⬡ repair bill. Protect your hull accordingly.


Passive Hull Regen

All ships regenerate hull HP passively at +1 HP per minute, as long as they are not destroyed (hull HP > 0). This applies to both player ships and Fugari patrol ships. Regen is automatic — no action, turn cost, or location requirement.

At +1 HP/min, a Drifter (400 max HP) fully heals in under 7 hours. A Leviathan (200,000 max HP) takes roughly 139 days — passive regen alone won't save an endgame hull. For serious damage, repair at the Nexus.

Passive regen is useful for topping off minor combat wear between sessions. It is not a substitute for Nexus repairs after a real engagement.


TransWarp Drive

The TransWarp Drive is a one-time boolean upgrade available at the Nexus Shipyard. Eligible hulls: Hauler, Warship, Leviathan, and Heretic. No reputation gate.

  • Hauler and Warship get Nexus-only access — can jump directly to the Nexus, but not to planets or Pick Node.
  • Leviathan and Heretic get Full tier access — Nexus, owned/syndicate planets, and Pick Node.

Requirements to purchase:

  • Currently at the Nexus
  • Flying an eligible hull
  • 50,000⬡

What it does:

Destination options depend on your hull's TransWarp tier:

  • Nexus-only (Hauler, Warship): jump directly to the Nexus only. Owned/syndicate planets and Pick Node are blocked.
  • Full (Leviathan, Heretic): jump to the Nexus, any planet you own (including syndicate members' planets), or any node of your choosing ("Pick Node").

A destination dropdown appears in the node panel. Select your target, confirm the energy cost, and engage.

Cost per jump: 3 energy cargo per hop of the shortest path. A 4-hop jump costs 12 energy. Energy is deducted from your ship's hold — no turns are consumed.

Transit lag: TransWarp takes 2 seconds to complete. A warp animation plays on your screen during transit.

Cooldown: 1 minute between jumps.

Pick Node (Full tier only): You may enter any valid galaxy node ID as a destination. If a friendly guardian (your own or your syndicate's) is deployed at the target node, the jump is safe. If no friendly guardian exists there, there is a 50% chance of an unstable transwarp event — your ship is destroyed and you respawn in an escape drifter at a random nearby node. This is the risk/reward tradeoff for reaching arbitrary nodes. Nexus-only hulls cannot use Pick Node.

Strategic use:

  • Emergency extraction back to Nexus when your hull is low (all TransWarp hulls)
  • Skip hostile territory entirely — the jump bypasses all intermediate encounters
  • Full tier: Return to colonized planets / reposition between owned worlds without retracing your route
  • Full tier: Pick Node to reach deep-galaxy targets instantly — but deploy guardians first or accept the risk

TransWarp II

TransWarp II is a secondary upgrade (100,000⬡ at the Nexus) that enables towing during a TransWarp jump. With TW II installed, you may bring along one syndicate member or one of your own parked ships at the same node. Towing costs 10 energy cargo per hop instead of 3.


Cloaking Charges

A Cloaking Charge can be purchased at the Nexus from the Command > Ship panel.

Eligible ships: Drifter, Hauler, Raider, and Warship only. Leviathan and Heretic hulls cannot equip Cloaking Charges.

Cost: 10,000⬡ per charge. No limit on charges carried.

What a cloak does:

While cloaked, your ship is:

  • Invisible to other players' passive and active scans
  • Hidden from the online players list
  • Not detected by guardian checkpoints (they do not trigger)
  • Not targeted by orbital batteries (they do not fire)

How cloak breaks:

The cloak breaks immediately if you perform any combat or planet action: attacking a ship or port, raiding a port, assaulting a planet or citadel, storming Fugari, deploying garrison drones, or colonizing/building on a planet. Breaking via action consumes the charge.

Trading, repairing, scanning, and passive movement do not break your cloak.

Entering the Nexus breaks it. A cloak is for hiding out in the galaxy (lying low overnight, shaking off a pursuer), not for doing business at its hub. Warping to the Nexus node keeps your cloak; entering the Nexus itself drops it. Opening the NEXUS while cloaked asks first, and any business that has to be done there (the shop, the Ledger, loans, the shipyard, ship upgrades, the free repair, the Vault Heist) drops it too. Wiring credits to the Ledger from elsewhere does not.

The cloak also breaks if you enter a tier 3+ citadel node — there is a 75% chance the orbital scanner detects you on entry.

Duration: A cloak lasts 12 hours from the moment you activate it. It is not tied to epoch resets — it expires by wall-clock time regardless of what happens to the cycle. If you are still cloaked when 12 hours elapse, the cloak drops automatically.

Cooldown: After a cloak breaks (by action or scanner detection), there is a 1-hour real-time cooldown before you can activate another charge.

Epoch reset: All unused charges are zeroed at each epoch reset. An active cloak is not interrupted by the epoch — it continues running until it expires or breaks.

Cloaked attack (ambush):

If you attack while cloaked, the cloak breaks at the start of combat — but not before: the attacker gets a free first wave, and the defender is forced to Hold in wave 1. This is the ambush advantage. The charge is consumed on break.

Strategic use:

  • Slip through contested space without appearing on rival scans
  • Reposition near a target before striking to secure the ambush wave
  • Travel through defended territory without triggering orbital batteries or guardian checkpoints

Fleet Management

Your fleet is yours to compose however you like — multiple Haulers for a pure trade operation, a Raider and a Warship for flexible combat, or any other combination. The limit is your current rank tier's fleet cap, credits, and your ability to keep ships in useful positions. Rank advances through earned badges; see your Fleet view for progress toward the next tier.

Key rules:

  • Parked ships on scan: Unmanned ships are visible on scan as unmanned vessels. Other pilots can see them.
  • Parked ships can be stolen. Any player at the same node can claim an undefended parked ship if the node has no guardian drones, no active planet garrison, and no Fugari guardians. See Claiming a Ship.
  • Cargo and drones belong to the ship. Each hull carries its own hold contents and drone complement. Switching ships means switching inventories.
  • Credits and turns belong to the player. Your wallet and turn budget stay with you regardless of which ship you are flying.

Towing a Ship

Tow moves one of your own parked ships from your current node to a destination planet you own, or sells it at the Nexus for 50% value. You must be physically present at the node where the ship sits.

Modes:

Mode Effect Turn cost
planet Ship moves to your owned planet 2 × warp distance to planet
nexus Ship sold for 50% base + 50% cargo value 2 × warp distance to Nexus

Requirements:

  • You must be at the same node as the ship
  • You must own the destination planet (planet mode)
  • Enough turns for the tow cost

The path cost uses the minimum-turn route through the warp graph. A planet 4 warp-hops from your node costs 8 turns to tow to.

Buy + Tow at the Nexus Shipyard is a separate workflow: pay full price for a new ship and have it delivered to a planet you own without leaving the Nexus. Same turn cost formula applies from the Nexus as origin.

Strategic use:

  • Reposition your fleet without flying each hull manually
  • Sell off a surplus hull at the Nexus without making an extra trip

Boarding a Ship

Board lets you take control of any ship in your fleet that is parked at your current node. Cost: 1 turn.

Requirements:

  • Both you and the target ship must be at the same node
  • You must have at least 1 turn remaining

When you board, your previous ship is left parked at that node — unmanned, visible on scan, but vulnerable to claiming (see below). You take the wheel of the new hull and inherit its cargo hold and drone bay. Your credits and turns carry over unchanged.

You cannot board remotely. If your Hauler is at a trade planet three nodes away, you have to fly there first. Plan your fleet positions accordingly.

What transfers when you board:

Stays with the ship Stays with you
Cargo hold contents Credits
Deployed and bay drones Turns remaining
Hull HP Reputation
Ship stats (hold, bay, speed modifier) Syndicate membership

Strategic use: Boarding is the core of multi-hull play. A pilot who has positioned a Hauler at a high-value trade node and a Raider near contested space can alternate roles each session by boarding at a midpoint planet. The 1T cost is low enough that switching frequently is viable — the constraint is getting your hulls into the right positions in the first place.


Claiming a Ship

Claim lets you take ownership of an undefended ship at your current node. Two types of ships can be claimed:

  • Parked ships — a ship belonging to another player that is not their active hull.
  • Adrift ships — a ownerless wreck left behind after PvP first-death. No previous owner to notify; the galaxy feed logs it as a salvage.

Cost: 1 turn. Ownership transfers immediately; the ship stays at that node under your name.

Requirements:

  • The target ship must be at your current node
  • For parked ships: it must not be the owner's active hull
  • The node must have no hostile guardian drones, no active planet garrison, no armed orbital canon, and no Fugari guardian drones

If the node is defended, you cannot claim. Clear the defenses first.

Planet ownership shortcuts: If you own the planet at a node, garrison and battery checks are skipped — you can always claim ships (parked or adrift) at your own planets.

Once claimed, the original owner loses the ship. They cannot reclaim it unless you tow or fly it back. The galaxy feed logs every seizure.


When Your Ship Is Destroyed

Ship destruction is not a minor setback. Only your active ship is affected — parked ships in your fleet remain safe wherever they are. When your active hull's HP drops to zero, you don't keep the hull: your ship becomes an ownerless wreck at that node, claimable by anyone who reaches it, and you're ejected into a fragile escape pod. See The Escape Drifter below for exactly what happens next.

The attacker loots cargo from your hold up to their own hold capacity — wallet credits are never looted from a normal PvP kill. Credit loss only happens if your escape pod is subsequently destroyed too (see below).

The implication is clear: a pilot in a Warship or higher who gets killed loses the hull outright, loses cargo, and cedes map tempo to whoever just beat them — on top of every turn spent getting back to a real ship afterward. This is why avoiding bad engagements matters far more than winning them. Don't fight unless the odds are favorable or the objective is worth the risk.

If you're running a Leviathan or Heretic, losing the fight is devastating: you don't keep the hull, and replacing one costs its full base price from scratch. Protect your hull like it matters, because for this cycle, it does.


The Escape Drifter

When your ship's hull drops to zero, you are not immediately eliminated. Every way a ship can die ends the same way — PvP combat, fighting the Fugari, a planet's garrison and orbital canon during a raid, a node assault, an unstable TransWarp, a Nova Burst, or straining against an Orbital Lock until the hull gives out:

  1. Your ship becomes a wreck — an ownerless vessel sitting at the node (claimable by others)
  2. You are ejected into an Escape Drifter: 1 HP, 10 guardians, 10 strikers
  3. The Escape Drifter is launched on a random walk — 1d20 hops away from where the ship died, stopping early at the first node held by another pilot's guardian drones

You survive, but in the weakest possible hull. Your first priority is reaching the Nexus to acquire a replacement ship.

Escape Drifter Credit Bounty

Killing an Escape Drifter pays a bounty. When a player in an Escape Drifter is killed:

  • 50% of the victim's on-hand credits are deducted from their wallet
  • That amount is transferred to the killing-blow attacker (capped at the attacker's wallet ceiling for their fleet tier)

This incentivizes chasing an escape pod rather than letting it slip away. The bounty goes to the pilot who lands the killing blow — not split across a fleet, not awarded to the highest DPS dealer. The pilot who finishes it earns it.

The escape drifter credit bounty applies only to Escape Drifter ships (not to normal ship-to-ship PvP). Standard PvP loot is cargo-based, not credit-based.

Second Death

If your Escape Drifter is destroyed (the "second death"), the credit bounty above applies, and you respawn at the Nexus in a bare Drifter — 0 drones, 1 HP, built from scratch. There's no third stage: from the Nexus you repair, restock, and rebuild your fleet like any fresh start. The Nexus is a safe zone — no combat can be initiated there.

The Chase Dynamic

The escape drifter random walk covers up to 20 hops — it can land well away from the combat node. Pursuing it costs turns. The 50% credit bounty is calibrated to make the chase worthwhile when the victim is carrying significant credits. A well-funded pilot who dies in combat becomes a moving target with a valuable bounty on them. Whether to chase or not is a tactical judgment call.