Skip to content
Sample

Achamoth Greylock run hauler

Achamoth · Standard quality · hauler · by pirite_pete, 2 Oct 2026

9
Copy fit
Battery hardpoint: turrets and missile launchersBattery 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 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 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 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 cellCore slot: passive modules and conduits, any cellPropulsion hardpoint: drive modulesPropulsion hardpoint: drive modulesMining LaserAMining LaserBArmor RepairerCSurvey ScannerDCargo BayECargo BayFSalvager RigGFuel BayH
  • 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 Achamoth hull

Build rating

4,822

  1. AMining LaserMining LaserBR 210
  2. BMining LaserMining LaserBR 210
  3. CArmor RepairerArmor RepairerBR 318
  4. DSurvey ScannerSurvey ScannerBR 206
  5. ECargo BayCargo BayBR 300
  6. FCargo BayCargo BayBR 300
  7. GSalvager RigSalvager RigBR 302
  8. HFuel BayFuel BayBR 310

Notes

For moving materials between hubs. Relocate moves you, not your ship, so anything you want somewhere else has to be hauled.

A Cloak hides the orange out-of-range icon from enemies, and missiles can't track cloaked ships. Worth it on a ship that can't fight back.

Cargo counts 25% toward build rating, so a full hold can put you over a breach limit. Check the train before you board.

Ship stats

Base is the bare Achamoth at Standard quality.

Rating

Hull (Standard)
2,666
Modules
2,156
Cargo (25% of what's in the hold)
0
Build rating
4,822

Defense

StatBaseNowChange
Effective health4,352 HP4,650 HP+298 (better)
Armor2,400 HP2,400 HP0
Hull800 HP1,000 HP+200 (better)
Kinetic resist24%24%0
Explosive resist20%20%0
Acid resist40%40%0

Reactor

StatBaseNowChange
Heat capacity500 GJ500 GJ0
Heat dissipation4.5 /s4.86 /s+0.36 (better)
Module heat (listed)0 /s18 /s+18 (worse)
Heat per second while every active module runs.

Agility

StatBaseNowChange
Mass5.8 t6.6 t+0.8 (worse)
Thrust150 N171 N+21 (better)
Acceleration61.1 m/s²61.2 m/s²+0.1 (better)
Turn rate17.8 °/s15.6 °/s−2.2 (worse)
Turn acceleration42.7 °/s²––
Changes with mass, not yet calculated.
Max velocity265 m/s265 m/s0

Targeting

StatBaseNowChange
Sensor range5 km5.9 km+0.9 (better)
Signature radius4.7 km5.4 km+0.7 (worse)

Cargo

StatBaseNowChange
Cargo slots2452+28 (better)
Safety hold slots440

Fitting

Battery hardpoints covered
3 of 3
Battery modules
2 of 3
Subsystem hardpoints covered
3 of 3
Propulsion hardpoints covered
2 of 4
Core slots used
15 of 24
Ports connected
not modelled
Not modelled yet: the wiki doesn't list ports per module.
Conduits
0
Regalia set links
not modelled
Not modelled yet: the editor has no Regalia pieces.

Source: Citadel Wiki, Achamoth 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.

Comments

No tips yet.

Sign in to add a tip or vote.

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