- 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
4,316
- A
RailgunBR 216 - B
RailgunBR 216 - C
Tracking ComputerBR 308 - D
Target PainterBR 306 - E
Battery IntegratorBR 330 - F
Impulse NacelleBR 330 - G
Turret ConduitBR 190
Notes
Theory fit, not flown yet. One turret type only, Marksman affinity, sit at the back of the squad.
Turrets track based on signature radius, so a big hull at range still gets hit. Missiles and mines ignore signature entirely.
Will update after a proper Cloud Wake session. Downvote if you must, but tell me why.
Ship stats
Base is the bare Orstrog at Standard quality.
Rating
- Hull (Standard)
- 2,420
- Modules
- 1,896
- Cargo (25% of what's in the hold)
- 0
- Build rating
- 4,316
Defense
| Stat | Base | Now | Change |
|---|---|---|---|
| Effective health | 3,790 HP | 3,790 HP | 0 |
| Armor | 2,200 HP | 2,200 HP | 0 |
| 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 | 475 GJ | 503.5 GJ | ▲ +28.5 (better) |
| Heat dissipation | 4.5 /s | 4.27 /s | ▼ −0.23 (worse) |
| Module heat (listed) | 0 /s | 12 /s | ▲ +12 (worse) |
| 2 fitted active modules have no heat figure on the wiki and count as 0. | |||
Agility
| Stat | Base | Now | Change |
|---|---|---|---|
| Mass | 4.5 t | 4.73 t | ▲ +0.23 (worse) |
| Thrust | 135 N | 170.1 N | ▲ +35.1 (better) |
| Acceleration | 70.3 m/s² | 84.4 m/s² | ▲ +14.1 (better) |
| Turn rate | 22.7 °/s | 21.6 °/s | ▼ −1.1 (worse) |
| Turn acceleration | 54.5 °/s² | – | – |
| Changes with mass, not yet calculated. | |||
| Max velocity | 283 m/s | 322.6 m/s | ▲ +39.6 (better) |
Targeting
| Stat | Base | Now | Change |
|---|---|---|---|
| Sensor range | 5.4 km | 5.4 km | 0 |
| Signature radius | 3.2 km | 3.78 km | ▲ +0.58 (worse) |
Cargo
| Stat | Base | Now | Change |
|---|---|---|---|
| Cargo slots | 24 | 24 | 0 |
| Safety hold slots | 4 | 4 | 0 |
Fitting
- Battery hardpoints covered
- 3 of 4
- Battery modules
- 2 of 4
- Subsystem hardpoints covered
- 2 of 3
- Propulsion hardpoints covered
- 1 of 3
- Core slots used
- 9 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, Orstrog and Modules, fetched 3 Oct 2026. 11 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. Signature radius: In-game tooltip (screenshots, 5 Oct 2026), 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 Orstrog grid and real modules (Citadel Wiki), laid out by auto-fit.