Acolyte squad medic
Acolyte · Standard quality · support, squad · by hollowpoint_raeGanden ImperatorSample rank, 1 Oct 2026
- 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)

Build rating
4,230
- A
Repair ProjectorBR 222 - B
Repair ProjectorBR 222 - C
Patch RepairerBR 212 - D
Remote Damage AmplifierBR 330 - E
Remote Tracking ShroudBR 336 - F
Lightframe ThrustersBR 198 - G
Barrier RackBR 210 - H
Utility 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
| Stat | Base | Now | Change |
|---|---|---|---|
| Effective health | 3,527 HP | 3,370 HP | ▼ −157 (worse) |
| Armor | 2,000 HP | 1,880 HP | ▼ −120 (worse) |
| Hull | 600 HP | 600 HP | 0 |
| Kinetic resist | 24% | 24% | 0 |
| Explosive resist | 20% | 20% | 0 |
| Acid resist | 40% | 40% | 0 |
Reactor
| Stat | Base | Now | Change |
|---|---|---|---|
| Heat capacity | 550 GJ | 511.5 GJ | ▼ −38.5 (worse) |
| Heat dissipation | 5 /s | 5 /s | 0 |
| Module heat (listed) | 0 /s | 32.66 /s | ▲ +32.66 (worse) |
| Heat per second while every active module runs. | |||
Agility
| Stat | Base | Now | Change |
|---|---|---|---|
| Mass | 4 t | 3.62 t | ▼ −0.38 (better) |
| Thrust | 130 N | 130 N | 0 |
| Acceleration | 76.8 m/s² | 85 m/s² | ▲ +8.2 (better) |
| Turn rate | 27.2 °/s | 30.1 °/s | ▲ +2.9 (better) |
| Turn acceleration | 65.3 °/s² | – | – |
| Changes with mass, not yet calculated. | |||
| Max velocity | 307 m/s | 328.5 m/s | ▲ +21.5 (better) |
Targeting
| Stat | Base | Now | Change |
|---|---|---|---|
| Sensor range | 4.5 km | 4.5 km | 0 |
| Signature radius | 3.4 km | 3.4 km | 0 |
Cargo
| Stat | Base | Now | Change |
|---|---|---|---|
| Cargo slots | 24 | 25 | ▲ +1 (better) |
| Safety hold slots | 4 | 4 | 0 |
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
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.