Achamoth Greylock run hauler
Achamoth · Standard quality · hauler · by pirite_pete, 2 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
4,822
- A
Mining LaserBR 210 - B
Mining LaserBR 210 - C
Armor RepairerBR 318 - D
Survey ScannerBR 206 - E
Cargo BayBR 300 - F
Cargo BayBR 300 - G
Salvager RigBR 302 - H
Fuel 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
| Stat | Base | Now | Change |
|---|---|---|---|
| Effective health | 4,352 HP | 4,650 HP | ▲ +298 (better) |
| Armor | 2,400 HP | 2,400 HP | 0 |
| Hull | 800 HP | 1,000 HP | ▲ +200 (better) |
| Kinetic resist | 24% | 24% | 0 |
| Explosive resist | 20% | 20% | 0 |
| Acid resist | 40% | 40% | 0 |
Reactor
| Stat | Base | Now | Change |
|---|---|---|---|
| Heat capacity | 500 GJ | 500 GJ | 0 |
| Heat dissipation | 4.5 /s | 4.86 /s | ▲ +0.36 (better) |
| Module heat (listed) | 0 /s | 18 /s | ▲ +18 (worse) |
| Heat per second while every active module runs. | |||
Agility
| Stat | Base | Now | Change |
|---|---|---|---|
| Mass | 5.8 t | 6.6 t | ▲ +0.8 (worse) |
| Thrust | 150 N | 171 N | ▲ +21 (better) |
| Acceleration | 61.1 m/s² | 61.2 m/s² | ▲ +0.1 (better) |
| Turn rate | 17.8 °/s | 15.6 °/s | ▼ −2.2 (worse) |
| Turn acceleration | 42.7 °/s² | – | – |
| Changes with mass, not yet calculated. | |||
| Max velocity | 265 m/s | 265 m/s | 0 |
Targeting
| Stat | Base | Now | Change |
|---|---|---|---|
| Sensor range | 5 km | 5.9 km | ▲ +0.9 (better) |
| Signature radius | 4.7 km | 5.4 km | ▲ +0.7 (worse) |
Cargo
| Stat | Base | Now | Change |
|---|---|---|---|
| Cargo slots | 24 | 52 | ▲ +28 (better) |
| Safety hold slots | 4 | 4 | 0 |
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
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 Achamoth grid and real modules (Citadel Wiki), laid out by auto-fit.