Vehicles
/vehicles
Vehicles
Vehicles
Seamoth, Prawn suit, Cyclops and Seaglide: health, crush depth and depth modules, slots, power, storage and every system, plus the Neptune rocket's build order.
Seamoth
- 200
- Health
- 200 m
- Crush depth
- 4
- Upgrade slots
- 1
- Power cell
| Depth module | Crush depth |
|---|---|
| Without a depth module | 200 m |
| Seamoth depth module MK1 | 300 m |
| Seamoth depth module MK2 | 500 m |
| Seamoth depth module MK3 | 900 m |
- Depth modules do not stack: the deepest one fitted counts. Below crush depth the hull takes 20 damage every 3 s.
- Power: one Power cell (200) or Ion power cell (1,000).
- Engine: 0.067 energy per second at full throttle. Each Engine efficiency module divides it again (they stack).
- Storage: no built-in locker. Each Storage module opens one 4 x 4 locker, up to 4.
- Seamoth sonar: 1 energy per ping, 5 s cooldown.
- Seamoth perimeter defense system: charges at 5 energy per second up to 30; at full charge it reaches 45 m and deals 61 damage. 5 s cooldown.
- Seamoth solar charger: charges by light level, falling to nothing at 200 m depth; several modules add up.
- Refills the pilot's oxygen at 4 per second for 0.1 energy per unit.
Prawn suit
- 600
- Health
- 900 m
- Crush depth
- 4
- Upgrade slots
- 2
- Arm slots
- 2
- Power cells
| Depth module | Crush depth |
|---|---|
| Without a depth module | 900 m |
| Prawn suit depth module MK1 | 1,300 m |
| Prawn suit depth module MK2 | 1,700 m |
- Depth modules do not stack: the deepest one fitted counts. Below crush depth the hull takes 10 damage every 3 s.
- Power: two power cells, each a Power cell (200) or Ion power cell (1,000).
- Moving: 0.083 energy per second. A jump costs 1.2 energy, at most one per 1 s.
- Storage: 6 x 4; each Storage module adds a row, up to 6 x 8.
- Only one Prawn suit jump jet upgrade and one Prawn suit thermal reactor can be fitted. The Prawn suit thermal reactor makes no energy at 30 °C and 1 energy per second at 60 °C and above.
- Claw arm (the default when an arm slot is empty): 50 damage, 6.5 m reach.
- Prawn suit drill arm: 4 damage per hit, 5 m reach.
- Prawn suit grappling arm: reaches 35 m, 2 s cooldown.
- Prawn suit propulsion cannon: 4 energy per shot, picks up objects up to 25 m away.
- Prawn suit torpedo arm: two tubes and a 3 x 2 torpedo store; 5 s reload.
Cyclops
- 1500
- Health
- 500 m
- Crush depth
- 6
- Upgrade slots
- 6
- Power cells
| Depth module | Crush depth |
|---|---|
| Without a depth module | 500 m |
| Cyclops depth module MK1 | 900 m |
| Cyclops depth module MK2 | 1,300 m |
| Cyclops depth module MK3 | 1,700 m |
| Speed | Acceleration | Energy per second | Noise |
|---|---|---|---|
| Slow | 4.68 | 0.075 | 55 |
| Standard | 6.27 | 0.165 | 70 |
| Flank | 7.3 | 0.33 | 100 |
- Depth modules do not stack: the deepest one fitted counts. Below crush depth the hull takes 20 damage every 3 s.
- Power: six power cells, each a Power cell (200) or Ion power cell (1,000). The Cyclops engine efficiency module divides motor energy by 3; a second one adds nothing.
- Storage: 5 lockers of 3 x 6.
- Cyclops shield generator: 50 energy every 5 s. While it is up the hull takes no damage and attackers take 20 electrical damage.
- Cyclops sonar upgrade: 10 energy every 5 s. Silent running: 5 energy every 5 s, halves the noise.
- Decoy tube: 1 decoy, 5 with the Cyclops Decoy Tube Upgrade.
- Cyclops fire suppression system: starts 3 s after use, runs 30 s, 200 s cooldown.
- Fires only start at 80% hull or below. Each fire takes 15 hull every 10 s. Running at Flank can start fires in the engine room.
- The docking bay takes a Seamoth or a Prawn suit.
Cyclops
Cyclops depth module MK1
Cyclops depth module MK2
Cyclops depth module MK3
Cyclops engine efficiency module
Cyclops shield generator
Cyclops sonar upgrade
Cyclops Decoy Tube Upgrade
Creature decoy
Cyclops fire suppression system
Cyclops docking bay repair module
Cyclops thermal reactor module
Power cell
Ion power cell
Seaglide
- 15
- Top speed setting
- 7.6
- Swimming, for comparison
- 0.1
- Energy per second
- 2 x 3
- Inventory size
- Power: one Battery (100), Lithium ion battery (200), Ion battery (500).
- Uses 0.1 energy per second while it pulls.
- Fins give no extra speed while the Seaglide is held.
- It has lights and a mini map.
Neptune Escape Rocket
| Step | Stage | Built at |
|---|---|---|
| 1 | Neptune Launch Platform | Mobile vehicle bay |
| 2 | Neptune Gantry | Neptune Launch Platform |
| 3 | Neptune Boosters | Neptune Launch Platform |
| 4 | Neptune Fuel Reserve | Neptune Launch Platform |
| 5 | Neptune Cockpit | Neptune Launch Platform |
- Each stage takes 25 s to build; building a stage adds the next stage's blueprint.
- Storage: 4 lockers of 3 x 6.
- Launch needs all five preflight checks (Life Support Systems, Primary Computer, Communications Array, Hydraulic Systems, Auxiliary Power Unit) and the alien quarantine platform disabled. The time capsule is optional.