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Sample

Acolyte squad medic

Acolyte · Standard quality · support, squad · by hollowpoint_rae, 1 Oct 2026

48
Copy fit
Battery hardpoint: turrets and missile launchersBattery hardpoint: turrets and missile launchersSubsystem hardpoint: active modules such as ECM and repairersBattery 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 cellSubsystem hardpoint: active modules such as ECM and repairersCore 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 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 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 cellPropulsion hardpoint: drive modulesCore slot: passive modules and conduits, any cellPropulsion hardpoint: drive modulesRepair ProjectorARepair ProjectorBPatch RepairerCRemote Damage AmplifierDRemote Tracking ShroudELightframe ThrustersFBarrier RackGUtility ConduitH
  • 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 Acolyte hull

Build rating

4,230

  1. ARepair ProjectorRepair ProjectorBR 222
  2. BRepair ProjectorRepair ProjectorBR 222
  3. CPatch RepairerPatch RepairerBR 212
  4. DRemote Damage AmplifierRemote Damage AmplifierBR 330
  5. ERemote Tracking ShroudRemote Tracking ShroudBR 336
  6. FLightframe ThrustersLightframe ThrustersBR 198
  7. GBarrier RackBarrier RackBR 210
  8. HUtility ConduitUtility ConduitBR 190

Notes

Support hulls have the most utility slots, and the Acolyte uses them. A Repair projector on the battery hardpoint does the main job.

Conduits on the core cells, linked through ports to same-type modules. A conduit is weak with no connections and gets much stronger as same-type modules connect to it, so the layout matters more than the parts.

Squads cap at three. This fit assumes the other two are doing the shooting.

Ship stats

Base is the bare Acolyte at Standard quality.

Rating

Hull (Standard)
2,310
Modules
1,920
Cargo (25% of what's in the hold)
0
Build rating
4,230

Defense

StatBaseNowChange
Effective health3,527 HP3,370 HP−157 (worse)
Armor2,000 HP1,880 HP−120 (worse)
Hull600 HP600 HP0
Kinetic resist24%24%0
Explosive resist20%20%0
Acid resist40%40%0

Reactor

StatBaseNowChange
Heat capacity550 GJ511.5 GJ−38.5 (worse)
Heat dissipation5 /s5 /s0
Module heat (listed)0 /s32.66 /s+32.66 (worse)
Heat per second while every active module runs.

Agility

StatBaseNowChange
Mass4 t3.62 t−0.38 (better)
Thrust130 N130 N0
Acceleration76.8 m/s²85 m/s²+8.2 (better)
Turn rate27.2 °/s30.1 °/s+2.9 (better)
Turn acceleration65.3 °/s²––
Changes with mass, not yet calculated.
Max velocity307 m/s328.5 m/s+21.5 (better)

Targeting

StatBaseNowChange
Sensor range4.5 km4.5 km0
Signature radius3.4 km3.4 km0

Cargo

StatBaseNowChange
Cargo slots2425+1 (better)
Safety hold slots440

Fitting

Battery hardpoints covered
3 of 3
Battery modules
2 of 3
Subsystem hardpoints covered
4 of 4
Propulsion hardpoints covered
1 of 2
Core slots used
3 of 20
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, Acolyte 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.
  • Orstrog and Vektr: grid not documented yet. In game they have 5 battery, 2 subsystem, 2 propulsion and 21 core; the editor uses the wiki's older grid (4, 3, 3 and 20 core) until the current layout is known.

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