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Sample

Twin lance Enforcer for the front line

Enforcer · Standard quality · brawler, squad, faction war · by bastion_bait, 2 Oct 2026

18
Copy fit
Battery hardpoint: turrets and missile launchersBattery hardpoint: turrets and missile launchersCore slot: passive modules and conduits, any cellSubsystem hardpoint: active modules such as ECM and repairersCore slot: passive modules and conduits, any cellCore slot: passive modules and conduits, any cellCore slot: passive modules and conduits, any cellCore slot: passive modules and conduits, any cellCore slot: passive modules and conduits, any cellCore slot: passive modules and conduits, any cellCore slot: passive modules and conduits, any cellCore slot: passive modules and conduits, any cellBattery hardpoint: turrets and missile launchersCore slot: passive modules and conduits, any cellCore slot: passive modules and conduits, any cellBattery hardpoint: turrets and missile launchersCore slot: passive modules and conduits, any cellSubsystem hardpoint: active modules such as ECM and repairersCore slot: passive modules and conduits, any cellCore slot: passive modules and conduits, any cellCore slot: passive modules and conduits, any cellCore slot: passive modules and conduits, any cellCore slot: passive modules and conduits, any cellCore slot: passive modules and conduits, any cellCore slot: passive modules and conduits, any cellCore slot: passive modules and conduits, any cellSubsystem hardpoint: active modules such as ECM and repairersCore slot: passive modules and conduits, any cellPropulsion hardpoint: drive modulesCore slot: passive modules and conduits, any cellPropulsion hardpoint: drive modulesCore slot: passive modules and conduits, any cellCore slot: passive modules and conduits, any cellPropulsion hardpoint: drive modulesRampart GatlingARampart GatlingBRampart GatlingCArmor RepairerDArmor HardenerEGyro StabilizerFArmor PlatesGReactive PlatingHArmor ConduitI
  • Battery hardpoint (turrets and missile launchers)
  • Subsystem hardpoint (active modules such as ECM and repairers)
  • Propulsion hardpoint (drive modules)
  • Core slot (passive modules and conduits, any cell)
The Enforcer hull

Build rating

4,880

  1. ARampart GatlingRampart GatlingBR 212
  2. BRampart GatlingRampart GatlingBR 212
  3. CRampart GatlingRampart GatlingBR 212
  4. DArmor RepairerArmor RepairerBR 318
  5. EArmor HardenerArmor HardenerBR 308
  6. FGyro StabilizerGyro StabilizerBR 186
  7. GArmor PlatesArmor PlatesBR 200
  8. HReactive PlatingReactive PlatingBR 342
  9. IArmor ConduitArmor ConduitBR 190

Notes

Two Vanguard Lances on the nose. The lance only fires at targets directly in front of the ship, and every fitted lance fires, so point and commit.

Pairs with the Brawler perk: +100% damage at 35% of optimal or closer. An Armor repairer keeps you in the fight; it reloads automatically from repair charges in cargo once the loaded ones are used.

Built for The Gallows and Cloud Wake with a squad behind you. Solo it's a very expensive way to learn about kiting.

Ship stats

Base is the bare Enforcer at Standard quality.

Rating

Hull (Standard)
2,708
Modules
2,180
Cargo (25% of what's in the hold)
0
Build rating
4,888

Defense

StatBaseNowChange
Effective health3,856 HP4,382 HP+526 (better)
Armor2,250 HP2,649 HP+399 (better)
Hull600 HP600 HP0
Kinetic resist24%24%0
Explosive resist20%20%0
Acid resist40%40%0

Reactor

StatBaseNowChange
Heat capacity500 GJ634.5 GJ+134.5 (better)
Heat dissipation4.5 /s4.5 /s0
Module heat (listed)0 /s19.9 /s+19.9 (worse)
Heat per second while every active module runs.

Agility

StatBaseNowChange
Mass4.6 t4.92 t+0.32 (worse)
Thrust130 N143 N+13 (better)
Acceleration67.2 m/s²69.1 m/s²+1.9 (better)
Turn rate22.6 °/s23.2 °/s+0.6 (better)
Turn acceleration54.2 °/s²––
Changes with mass, not yet calculated.
Max velocity290 m/s290 m/s0

Targeting

StatBaseNowChange
Sensor range4.5 km4.5 km0
Signature radius3.3 km3.04 km−0.26 (better)

Cargo

StatBaseNowChange
Cargo slots2420−4 (worse)
Safety hold slots440

Fitting

Battery hardpoints covered
4 of 4
Battery modules
3 of 4
Subsystem hardpoints covered
3 of 3
Propulsion hardpoints covered
1 of 3
Core slots used
13 of 24
Ports connected
not modelled
Not modelled yet: the wiki doesn't list ports per module.
Conduits
1
Each at 50% output: with no ports modelled, nothing connects to them.
Regalia set links
not modelled
Not modelled yet: the editor has no Regalia pieces.

Source: Citadel Wiki, Enforcer and Modules, fetched 3 Oct 2026. 12 base stats: Community ship guide by sturmer.one (kekbur.net), Beta Patch 2. Kinetic resist, explosive resist and safety hold slots: official patch notes, Beta Patch 2. Modules counted at Standard quality.

Show the text
Compare with the bare hull
How the stats are worked out

Only what the sources document. Base values at Standard quality come from the community ship guide by sturmer.one (Beta Patch 2, read from the game: rating, armor, hull, heat, mass, thrust, handling, speed, sensor range, signature and hardpoints) and the hull's wiki page (effective health, resists, cargo, the fitting grid). Beta Patch 2 gave every hull four safety hold cells and armor resists of 24% kinetic and 20% high-explosive (official patch notes).

Calculated

  • Hull quality: Faction 85%, Flawed 90%, Superior 110%, Masterwork 120% of armor, hull, heat capacity and the hull's rating. Nothing else changes with quality (Rarity and quality page).
  • Passive module effects (core modules, conduits, propulsion modules) on armor, hull, heat capacity, heat dissipation, mass, thrust, turn rate, max velocity, sensor range, signature and cargo, as the Modules page lists them.
  • Stacking: percentage bonuses to one stat count strongest first at 100%, 95.8%, 84.1%, 67.7%, 50% and so on; bonuses and penalties apart; flat bonuses in full (Ship fitting page).
  • Acceleration = thrust ÷ mass and turn rate = turning force ÷ mass (Ship stats page), scaled from the hull's own figures. Max velocity doesn't depend on mass. With the guide's values one constant fits 18 hulls; the two scouts (130 N in the guide, 138 N on the wiki) fit only among themselves, which scaling from their own figures allows.
  • Effective health = armor ÷ (1 − kinetic resist) + hull ÷ the hull's share of kinetic damage, solved from each hull's own figures (0.67 on all 20). The hull term is solved with the wiki's own resist, armor and hull; the armor term uses the Beta Patch 2 resist and the current armor.
  • Conduits at 50% output: with no ports, nothing connects to them (Ports and conduits page).
  • Build rating: hull at its quality + modules at Standard + 25% of the cargo hold's rating (Build rating page).
  • Module heat: the heat per second the wiki lists for fitted active modules, added up.

Not modelled yet

  • Resist bonuses (and effective health once one is fitted): the wiki doesn't say how a resist bonus adds to the hull's resist.
  • Turn acceleration after mass or turn rate changes: no formula on the wiki.
  • Active modules (subsystems, turrets): their effects apply only while running and aren't on the sheet.
  • Ports, port connections, Tek Ciphers, Regalia set links, rolled modifiers, module quality, affinity, time to SCRAM and module weights.
  • Rounding: the sources show mass to 0.1 t, so derived figures can be off in the last digit.
  • The Orstrog and Vektr grids are the wiki's (4 battery, 3 subsystem, 3 propulsion, 20 core); the guide counts 5, 2, 2 and 21. The editor uses the wiki grid until the current layout is known.

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Sample build on the real Enforcer grid and real modules (Citadel Wiki), laid out by auto-fit.