Shield Generator
Your health bar. Hull damage is slow to repair and permanent in the field; shields regenerate for free. A bigger shield beats a bigger gun for anyone still learning.
Guides // Activities
Bounty hunting, Resource Extraction Sites, and Conflict Zones — earn credits while you learn to fight.
Combat is the one career where the galaxy fights back, and the only one where a bad session costs you money instead of making it. The good news is that it is also the most forgiving to learn, because early on the system authority will do the dangerous half of the work while you collect the bounty.
The rule that matters more than any build advice: never fly without the rebuy (The insurance excess to get your ship back after it explodes — about 5% of hull and modules.). If you cannot pay the insurance on your ship twice over, you are not ready to take it into a fight. Check the rebuy figure in the right-hand panel before you launch.
Your health bar. Hull damage is slow to repair and permanent in the field; shields regenerate for free. A bigger shield beats a bigger gun for anyone still learning.
The most underrated combat module. It decides how fast your weapons, engines, and shields recharge. An undersized distributor means you run dry mid-fight and simply stop shooting.
Utility mounts. Cheap, light, and each one is a straight percentage on top of your shield. Fill spare utility slots with these before anything exotic.
Breaks the target lock of gimballed and turreted weapons pointed at you. Limited ammunition, so fire it when you are actually being hit, not on approach.
Dumps heat instantly. Essential if you fly plasma or rails, and a useful escape tool — a cold ship is much harder to track.
Optional. Reveals bounties from other jurisdictions and can multiply a payout several times over. Not required to get paid, but it is close to free money at a busy site.
These are the hulls built for shooting things. Work up the list — a medium ship you can afford to lose teaches you more than a large one you cannot.
| Ship | Class | Price | Description | Build |
|---|---|---|---|---|
| Kestrel Mk II | Small | 13.8M CR | A small-pad firepower monster. Extremely agile with heavy firepower for its size, but unforgiving if you make mistakes. | EDSY |
| Fer-de-Lance | Medium | 51.2M CR | A premier medium combat ship and one of the classic PvP duelists. Fast, agile, and built around concentrated firepower. | — |
| Python Mk II | Medium | 64.7M CR | A brutal medium combat platform with exceptional firepower. One of the best choices for serious PvE combat. | EDSY |
| Federal Corvette | Large | 183.2M CR | The large-pad PvE combat benchmark. Enormous firepower, strong defenses, and excellent maneuverability for its size. Requires Rear Admiral rank with the Federation. | EDSY |
Almost every fight is two fights stacked together: strip the shield, then break the hull. Different weapons are good at each, which is why mixed loadouts beat pure ones.
| Weapon | Damage type | Best against | Notes |
|---|---|---|---|
| Pulse Laser | Thermal | Shields | Cheap, power-efficient, forgiving. The default beginner shield-stripper. |
| Burst / Beam Laser | Thermal | Shields | More damage than pulse, far more heat and distributor draw. Beams melt shields and your capacitor. |
| Multicannon | Kinetic | Hull | Reliable, low heat, uses ammunition. The standard hull-breaker. |
| Cannon | Kinetic | Hull | Slow, heavy-hitting projectiles. Rewards good aim. |
| Plasma Accelerator | Absolute | Both | Enormous burst, ignores most resistances. Punishing to aim, brutal on power and heat. |
| Rail Gun | Thermal + Kinetic | Modules | Pierces shields to damage modules directly. Disables a target rather than deleting it. |
| Missiles / Torpedoes | Explosive | Hull | Good against big slow targets. Countered by point defence and chaff. |
Fires exactly where the nose points. Highest damage, no tracking, immune to chaff. The competitive choice, and the hardest to learn.
Tracks a locked target within a small cone. Slightly less damage, far more forgiving. Defeated by chaff, and it will not fire accurately without a target lock. Start here.
Tracks independently and fires on its own. Lowest damage by a wide margin, but it works while you are busy flying. Useful on large multi-role hulls, wasted on a fighter.
Ship handling decides more fights than weapon choice. These are the habits worth building from your very first engagement.
Your six pips (Power Distributor Pips: Six units of capacitor power split between SYS, ENG, and WEP. No group takes more than four.) should never sit still in a fight. Push WEP while you are landing damage, slam SYS the moment you are the one being shot, and dump everything into ENG when you need to escape. This single habit separates pilots who survive from pilots who do not.
Turn rate peaks in the blue section of your throttle. Pinning the throttle forward makes you fast and wide; sitting in the blue zone (The blue band on the throttle where your ship turns fastest. Not the same as the landing approach band.) lets you out-turn almost anything. Most new pilots fly far too fast to ever get their nose on target.
Throttle to zero and apply reverse thrust while keeping your nose on the target. You drift backwards while continuing to fire, which forces an aggressive opponent to overshoot repeatedly. It is the single most effective PvE (Player versus Environment: Flying against ships nobody is piloting, rather than against other commanders.) trick there is.
When an enemy lines up on you, boost. The sudden change in speed throws off both NPC (Non-Player Character: A ship or person nobody is flying — crew, security, pirates, and traffic.) aim and gimbal tracking. Boost also gets you out of a bad merge (The head-on pass at the start of a dogfight, where both ships cross.) faster than turning will.
Chaff blinds gimbals and turrets for a few seconds. Fire it when you are taking sustained fire, then reposition while they cannot track you. Against fixed weapons it does nothing at all.
If shields are down and the hull is dropping, leave. Four pips to ENG, boost away, and high-wake (Leaving by hyperspace jump to another system. Nothing can follow you through it.) to another system — low-waking (Dropping back into supercruise instead of jumping. The same ship can interdict you again.) to supercruise can be interdicted, a hyperspace jump cannot be followed. There is no shame in it; a rebuy costs more than a retreat.
This is the part most guides skip. Knowing how to fight is useless if you cannot find anything to fight. Every site below is a different difficulty and a different payout — work down the list as your ship and your hands improve.
Every populated system has one, and it is always listed in the navigation panel. Traffic passes through constantly, security is present in high-security systems, and the pirates are small. This is where you learn to shoot without paying for the lesson. Scan ships until one comes up Wanted, then help the authority kill it — you only need to land some damage to claim the bounty.
Resource Extraction Sites (Resource Extraction Site: A spot in a planetary ring where miners work and pirates hunt them. Comes in four intensities.) are found in the rings of planets in populated systems. Drop into a ring and the available sites appear in the navigation panel. Pirates hunt miners here, and system authority hunts pirates — which means you can let security tank while you collect vouchers.
| Site | Security | Who it is for |
|---|---|---|
| Low Intensity RES | Present | First real combat after Nav Beacons. Sparse spawns, small ships. |
| RES (standard) | Present | A step up in traffic, same forgiving security backup. |
| High Intensity RES | Heavy | The beginner sweet spot. Dense spawns and a lot of security — big bounties, most of the risk absorbed for you. |
| Hazardous RES | None | No authority at all. Large wings (A group of up to four commanders flying together and sharing mission credit.) of serious ships. Bring an engineered hull and a real shield. |
A Nav Beacon (Navigation Beacon: The traffic marker every populated system carries. Scan it for system data; loiter for easy bounties.) whose security link has been knocked out. You will see “System Link Error: Security response unavailable” on the HUD when you arrive — meaning no authority will ever show up, for you or for the pirates. Spawn rates are higher than a Hazardous RES, with more variety and more wings, and the bounties on offer are large.
How to find one: they appear in systems under Civil War or Lockdown states. Drop at the system's normal Nav Beacon and scan it to download system data, and the compromised variant shows up as a signal source. They do not appear in the nav panel until you are within about 1,000 Ls (Light-Second: Distance inside a system. A station 200,000 Ls out is a long supercruise, jump range be damned.).
Faction warfare. These spawn in systems at War or Civil War — filter for those states in the Galaxy Map to find them. You pick a side on arrival and are paid in combat bonds rather than bounty vouchers, redeemed with the faction you fought for.
| Intensity | What spawns |
|---|---|
| Low | Competent ships, no objectives beyond winning the zone. A fair first conflict zone. |
| Medium | Tougher mix, plus Spec Ops wings (A group of up to four commanders flying together and sharing mission credit.) and War Zone Correspondents as bonus targets. |
| High | The hardest ships you can meet, Enemy Captains, and Capital-class megaships. Engineered ships only. |
Threat 3 to 7, most common in Anarchy systems. Threat 7 can spawn seized Capital-class ships — check the threat level before you drop, because it is displayed and it is honest.
Threat 3 to 6, generated by whatever mission sent you there. Contents match the mission brief.
Not combat, but worth knowing — these are salvage, and dropping into one expecting a fight wastes time.
Powerplay adds its own combat layer: undermining a rival power means killing their ships in their systems, which is reliable, repeatable, and pays merits toward module unlocks rather than raw credits. Expect PvP (Player versus Player: Fighting other commanders. Only possible in Open Play.) interest in contested systems.
Anti-Xeno (Anti-Xeno: Fighting Thargoids. Needs Guardian or AX weapons — conventional hardpoints barely scratch them.) is a separate discipline. Thargoids are immune to conventional weapons and require Guardian or AX-specific hardpoints, plus a caustic-resistant build. Do not wander into it in a bounty-hunting ship.
| Ship | Class | Price | Description | Build |
|---|---|---|---|---|
| Alliance Chieftain | Medium | 18.6M CR | The classic AX interceptor hunter. Excellent agility, hardpoint placement, and hull characteristics make it one of the best ships for learning AX combat. | — |
| Krait Mk II | Medium | 44.2M CR | A heavier AX platform with excellent firepower, more internal space, and a fighter bay. A strong alternative when you want more firepower and staying power. | — |
Combat produces vouchers, not credits. Until you hand them in they are worth nothing, and they die with your ship.
Earned from killing Wanted ships. Redeem at any station belonging to the issuing faction, under Contacts. Bounties are per-faction, so a session at one beacon may leave you with vouchers from several.
Earned in conflict zones. Redeem with the faction you fought for, at one of their stations. They pay considerably better than bounties at the same difficulty.
Found in low-security and anarchy systems. They will cash vouchers from any faction for a cut, and clear fines and bounties on your own head. Useful when you are far from the issuing faction.
The highest-paying thing you can do with a combat ship, and it is pure mission bookkeeping. Stacking (Stacking Missions: Taking several contracts with the same objective from different factions, so one run pays all of them.) is what makes it pay. The mechanic: kills count toward every massacre mission you hold, so long as each mission came from a different minor faction.
Take four pirate massacre missions from four different factions, each asking for twelve kills in the same target system, and you kill twelve pirates — not forty-eight — and get paid four times, plus the bounty vouchers you collect along the way. Stack ten and the numbers get silly.
You want one target system with a Hazardous RES (Resource Extraction Site: A spot in a planetary ring where miners work and pirates hunt them. Comes in four intensities.), surrounded by one or two systems containing many stations and many different minor factions. More factions in fewer jumps is the whole trick.
Payouts scale with your standing with the issuing faction and your combat rank. Allied factions with a high rank top out around 500k per mission. Unfriendly ones will not even offer the good missions.
Wing massacre missions pay far more and can still be completed solo. Take them whenever they appear.
Fly to the target system, work the Hazardous RES (Resource Extraction Site: A spot in a planetary ring where miners work and pirates hunt them. Comes in four intensities.), and track kills per faction. Then run the circuit of stations to hand everything in.