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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

Mobile vehicle bay
Seamoth
200
Health
200 m
Crush depth
4
Upgrade slots
1
Power cell
Depth moduleCrush depth
Without a depth module200 m
[Seamoth depth module MK1](/items/vehiclehullmodule1)300 m
[Seamoth depth module MK2](/items/vehiclehullmodule2)500 m
[Seamoth depth module MK3](/items/vehiclehullmodule3)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](/items/powercell) (200) or [Ion power cell](/items/precursorionpowercell) (1,000). - Engine: 0.067 energy per second at full throttle. Each [Engine efficiency module](/items/vehiclepowerupgrademodule) divides it again (they stack). - Storage: no built-in locker. Each [Storage module](/items/vehiclestoragemodule) opens one 4 x 4 locker, up to 4. - [Seamoth sonar](/items/seamothsonarmodule): 1 energy per ping, 5 s cooldown. - [Seamoth perimeter defense system](/items/seamothelectricaldefense): 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](/items/seamothsolarcharge): 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. - [Seamoth page](/items/seamoth)

Prawn suit

Mobile vehicle bay
Image widget · no source set
600
Health
900 m
Crush depth
4
Upgrade slots
2
Arm slots
2
Power cells
Depth moduleCrush depth
Without a depth module900 m
[Prawn suit depth module MK1](/items/exohullmodule1)1,300 m
[Prawn suit depth module MK2](/items/exohullmodule2)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](/items/powercell) (200) or [Ion power cell](/items/precursorionpowercell) (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](/items/vehiclestoragemodule) adds a row, up to 6 x 8. - Only one [Prawn suit jump jet upgrade](/items/exosuitjetupgrademodule) and one [Prawn suit thermal reactor](/items/exosuitthermalreactormodule) can be fitted. The [Prawn suit thermal reactor](/items/exosuitthermalreactormodule) 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](/items/exosuitdrillarmmodule): 4 damage per hit, 5 m reach. - [Prawn suit grappling arm](/items/exosuitgrapplingarmmodule): reaches 35 m, 2 s cooldown. - [Prawn suit propulsion cannon](/items/exosuitpropulsionarmmodule): 4 energy per shot, picks up objects up to 25 m away. - [Prawn suit torpedo arm](/items/exosuittorpedoarmmodule): two tubes and a 3 x 2 torpedo store; 5 s reload. - [Prawn suit page](/items/exosuit)

Cyclops

Mobile vehicle bay
Cyclops
1500
Health
500 m
Crush depth
6
Upgrade slots
6
Power cells
Depth moduleCrush depth
Without a depth module500 m
[Cyclops depth module MK1](/items/cyclopshullmodule1)900 m
[Cyclops depth module MK2](/items/cyclopshullmodule2)1,300 m
[Cyclops depth module MK3](/items/cyclopshullmodule3)1,700 m
SpeedAccelerationEnergy per secondNoise
Slow4.680.07555
Standard6.270.16570
Flank7.30.33100

- 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](/items/powercell) (200) or [Ion power cell](/items/precursorionpowercell) (1,000). The [Cyclops engine efficiency module](/items/powerupgrademodule) divides motor energy by 3; a second one adds nothing. - Storage: 5 lockers of 3 x 6. - [Cyclops shield generator](/items/cyclopsshieldmodule): 50 energy every 5 s. While it is up the hull takes no damage and attackers take 20 electrical damage. - [Cyclops sonar upgrade](/items/cyclopssonarmodule): 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](/items/cyclopsdecoymodule). - [Cyclops fire suppression system](/items/cyclopsfiresuppressionmodule): 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 page](/items/cyclops)

Seaglide

Fabricator
15
Top speed setting
7.6
Swimming, for comparison
0.1
Energy per second
2 x 3
Inventory size

- Power: one [Battery](/items/battery) (100), [Lithium ion battery](/items/lithiumionbattery) (200), [Ion battery](/items/precursorionbattery) (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. - [Seaglide page](/items/seaglide)

Neptune Escape Rocket

Build order
StepStageBuilt at
1[Neptune Launch Platform](/items/rocketbase)Mobile vehicle bay
2[Neptune Gantry](/items/rocketbaseladder)Neptune Launch Platform
3[Neptune Boosters](/items/rocketstage1)Neptune Launch Platform
4[Neptune Fuel Reserve](/items/rocketstage2)Neptune Launch Platform
5[Neptune Cockpit](/items/rocketstage3)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.