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](/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
- 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](/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
- 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](/items/cyclopshullmodule1) | 900 m |
| [Cyclops depth module MK2](/items/cyclopshullmodule2) | 1,300 m |
| [Cyclops depth module MK3](/items/cyclopshullmodule3) | 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](/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
- 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
| Step | Stage | Built 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.