Cult Bank by icycalm on 26 Apr 2026 17:48

Now that's what I am talking bout.



Cult Bank by shubn on 26 Apr 2026 17:31

Previous balance: 6,819,286 aUEC

I deposited 193,180,714.

Current balance: 200,000,000 aUEC

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Profession: Looting by icycalm on 25 Apr 2026 20:16

https://starcitizen.tools/OMNI-CFS-Diamond_Flight_Suit

Star Citizen Wiki wrote:
The OMNI-CFS-Diamond Flight Suit is a flight suit manufactured by United Empire of Earth Navy (UEEN). It is used by the combat pilots in the UEEN. It is featured in Squadron 42 and not available in the Persistent Universe at the moment.


Originally this could only be acquired via a glitch during last Invictus and only a handful of people had got it, but now CIG has put them in the loot pool and the coolest orgs are outfitting their pilots with it, as below: https://www.reddit.com/r/starcitizen/co ... frame_when

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Knuckle_28 wrote:
Is this the CitizenCon armor pack or you can find it in game?


PredatorFish wrote:
You can find this flight suit at the Hathor OLP and PAF sites :)


ReallyKyole wrote:
Huh. That's the UEEN variant of the Omni CFS. You can only get the CitCon variant normally. How'd you get those?!


Oakcamp wrote:
There was a bug that allowed very few people to steal some of the mannequin armors in ILW. I imagine that's how?


PredatorFish wrote:
It's lootable at the Hathor OLP and PAF sites. The suits aren't too uncommon - but the matching helmets seem rare (except the Slate version of the helmet which is commonly found at ASD Site B used by NPCs which you can loot. :)


I want it for our Master Chiefs, and I am logging in right now to get acquainted with the Hathor sites and look for it. We don't need TOO MANY of these, even a couple will do, since we don't need a ton of Master Chiefs, but obviously the ideal is for every player to have one.



Captains of Industry 2956 by icycalm on 23 Apr 2026 19:33

https://robertsspaceindustries.com/en/c ... ustry-2026

There are no contests or rewards. The main attraction are the profession guides and the free fly, plus the armor, MaxLift, and paints. The latter have quite a bit of blue in them, so shubn might want to use some. Maybe also a future white Commander.

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The guides are very extensive and very cool. Don't miss them, especially if you're new to the industrial professions. But even if you're experienced, I'd still go through them to make sure I didn't miss anything, or just for a refresher. They'd probably also impress friends you'd like to try bringing into the game.

Cargo Guide
https://robertsspaceindustries.com/comm ... argo-Guide

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Industrial Guide
https://robertsspaceindustries.com/en/c ... play-Guide

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Mission: Operation Breaker Stations by icycalm on 23 Apr 2026 16:48

Can the exclusive rock breaker be soloed? And how long do you think it will take?
https://www.reddit.com/r/starcitizen/co ... od_and_how

dominator5k wrote:
Yes. Around an hour if you know what to do.


Wappenmann wrote:
I did it multiple times.

Better have a medic ship nearby, but it's possible to do without dying.

Takes pretty long, everything below 90 min is good skill.

First run took me 2.5h, but half the time was reading the damn map.


PoloHusky wrote:
Very much so, I would recommend bringing a med bed with you. It's a rather big facility and the tram rides make it slow, so a few hours give or take? Also bring some of that blood de-drugifying stuff. I don't recall the name, but one of my deaths was due to me being fucked up from all my med injections.


Very good info. If solo can be done then duo should be comfortable, and then we can run the Idris-based ops by sending a duo to do Sworn Enemies and another to do this. Maybe a third duo or a trio to do the Municipal Works when it comes online? So a total of 6-7 players could potentially run 3 major Nyx ops off an Idris at the same time while a clone or two remain with the Idris and resupply everyone as they return and switch between ops and partners, so no one gets bored. Very efficient and likely very profitable.


P.S. The second player in the duos can be a Medic with a medical ship.



Scheduling by icycalm on 22 Apr 2026 22:25

The Storm Breaker/Align and Mine session I was planning for this Saturday is delayed to next Saturday. I need the extra time to research which one is the least bugged and make preparations for it with the CO in Cult Command. No worries, we have the rest of the year to get them done, and chances are we'll get one of the two out of the way next Saturday.



Mission: Tactical Strike Groups by icycalm on 22 Apr 2026 21:20

Datamined info from the discussing.whatever Discord.

I am loving the length and complexity of this. So many genres squashed together. We should be playing it in three weeks. Can't wait.

discussing.whatever wrote:
Tactical Strike Groups Phases (Potential Spoilers, obviously):
- Phase 1 | Opening / First Contact
- Intro Defeat Attacking Fighters
- Completed
- Completed Idris Available

- Phase 2 | Assault Station Objectives
- Intro Assault Station
- Intro Assault Station Weapon Type
- Subobjective Intro 2A
- Damage First
- Damage Second
- Damage Final
- Subobjective Final Cooler Destroyed
- Subobjective Success
- Target Destroyed Encouragement

- Phase 3 | Interception
- Intro Intercept Bombers

- Phase 4 | Power Core Objective
- Reminder Destroy Power Core
- Destroy Power Core Success

- Phase 5 | Escalation / Rescue + Threat
- Reminder
- Save Pilot Captain's Response
- Save Pilot Captain's Response To Forget Threat
- Vanduul Warning
- Success

- Phase 6 | Boss Fight (Mauler)
- Vanduul Mauler Arrives
- Attack Mauler
- Bonus Objective Success
- Escape Mauler
- Escape Mauler Idris Leaving
- Vanduul Mauler Destroyed
- Gabe Dies Captain's Response
- Gabe Escapes Captain's Response
- Fail Pilot Dead
- Success Captain's Response

- Phase 7 | Data Recovery
- Vanduul Data Discovered Mission Start
- Search the Mauler wreckage and EVA to recover data drives
- Mission Complete



Movies based on games by icycalm on 22 Apr 2026 21:01

Street Fighter | Official Trailer (2026 Movie)
https://www.youtube.com/watch?v=Xt4X4FvXk2A

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This will make a fortune and deservedly so: it's what we imagined the game's world to be back in the '90s. I do have issues with a couple of the casting choices, but overall they are great, though admittedly nowhere near as great as the (White) Marvel choices. It makes sense though because Marvel can spend a lot more money plus SF has the added requirement that the actors can convincingly throw a roundhouse kick. So really they've done the best that can be done within current constraints.

The next one will be fully AI and look like the game. Until then I'll have fun watching this one.

So many great callouts in this one, the car-smashing above all. No DEI issues either since the game is already super-diverse.

Plus it looks like they made Ken the hero lol. Ken is the most popular character, especially among White players. There's even a meme about it lol. I was a Ken player from day 1 with Guile a close second.

Man now I want to play SF6. One day soon.

I wonder if we could arrange a movie viewing on Discord? Would love to see the movie for the first time with CULT people. Let me know if anyone knows how to handle this well.

October 16.



Cult Spec by icycalm on 22 Apr 2026 19:44

recoil's recent paint post [ > ] reminded me to add the Aurora Mk I series to the Pirate Inquisitor Spec, since its pirate paint (which cost me a good $50 a couple years ago lol when it was still super-rare but which you can snag right now from RSI for a mere fiver) is now in the game.

Dread Pirate Paint Showcase - RSI Aurora MK I | Star Citizen
https://www.youtube.com/watch?v=hvPesuYku_k

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Moreover, there is now another paint called False Colors that's also perfect for piracy, and indeed looks almost the same as Dread Pirate. So I added that as an option too. Note that in the Pirate Spec we prefer the opposite of uniformity, so if two Auroras show up to an op, it's best if one is Dread Pirate and the other False Colors. Of course two of the same will also work, I am just explaining the thinking behind the Pirate Spec.

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Dread Pirate

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False Colors

This is what the added ships look like in the Ship Spec:

Deluxe Starter: Aurora Mk I SE (Dread Pirate|False Colors) [Grey] [$$$]
Light Freight: Aurora Mk I CL (Dread Pirate|False Colors) [New Deal] [969,570]
Light Fighter: Aurora Mk I LN (Dread Pirate|False Colors) [New Deal] [861,840]
Pathfinder: Aurora Mk I LX (Dread Pirate|False Colors) [New Deal] [653,562]
Interdiction: Aurora Mk I MR (Dread Pirate|False Colors) [New Deal] [646,380]
Starter/Pathfinder: Aurora Mk I ES (Dread Pirate|False Colors) [New Deal] [402,192]


The ES is now the cheapest ship in the Pirate Spec, around 33% cheaper than the next one up, which is the Cutter. So that makes it easier to get into piracy, as long as you have the paint for it. Meanwhile the SE is probably the most flexible pirate starter, but note you can't get that in the game and might never be able to. The rest will also be removed from the in-game stores at some point in the next few months, probably at the same time the Mk II is added. Hopefully we'll get a pirate paint for that too at some point.

Really there's no big reason to bother with the Mk Is unless you already cashown one, or grab one soon before they're gone. But for the sake of completion, they're now in the Pirate Spec and can be used in pirate ops. I will certainly be using my SE when zipping around the verse as a solo pirate or on my way to join pirate ops. Maybe I'll also try some low-level piracy with it at some point.



Paints by recoil on 22 Apr 2026 02:15

I added the Aurora Mk I Dread Pirate paint to my collection.



Mission: Tactical Strike Groups by icycalm on 22 Apr 2026 01:54

https://www.reddit.com/r/starcitizen/co ... _there_are

floortofloor wrote:
It's not just Tactical Strike Groups, there are more missions at these locations

I just did a mission that was simply beautifully cinematic. I helped an Idris fight off a subcapital Vanduul ship while taking down small Vanduul fighters. Note this was not the Mauler, it was smaller than the Idris that was there. Already 4.8 Evo is cooking up some crazy gameplay. Btw they are called QV Extraction Stations.


That sounds like the midpoint TSG segment where you help the People's Alliance Idris that's there to resupply poor players who don't own one.



Mission: Tactical Strike Groups by icycalm on 21 Apr 2026 20:49

https://www.reddit.com/r/starcitizen/co ... nt/ohi0co1

madmossy wrote:
7-10 people from what we have been playing with during EVO.

Capital ships are not necessary, you could go Perseus/Hammerhead and a bunch of fighters. There's nothing bigger than a heavy fighter you really need to worry about and for the tunnel runners, 3 wings that need to be cleared. Currently distortion is too high resulting in you being unable to really escape after your run. Hopefully with that reduced a little so it's still dangerous to linger, but not a death sentence just for reaching the middle.

Depending on what CIG do with relation to armour/weapons and flight suits you might need a Conny/Corsair/Paladin/Valk/Steel/TAC as a dropship for some players with appropriate gear to clear the station and find the hangar.

The face to face with the Vanduul is also not necessary, you can avoid direct conflict, you just need to ensure the pilot you are rescuing gets away.


This means that with all our regulars present we would only need a couple randoms to join, which shouldn't be tough. At any rate if we do ally with an org, it better be a small one to avoid overkill.

Of course balancing may change all this. But it gives a good sense of where they're headed because before the test people were speculating you'd need 20 players.

Glad to hear a dropship may be useful for once. I wonder which is the biggest that can fit in an Idris. Probably the Cutlass Steel at least.



Mission: Tactical Strike Groups by icycalm on 21 Apr 2026 02:36

First details are out! Sounds complex AF. They don't call it "endgame contract" for nothing! Of course I do take issue with using the term "endgame" in a metaverse game, but what can you expect from 1,300 jobbing devs who've never studied art theory? So I'm cutting them some slack.

[Evocati NDA] Star Citizen Alpha 4.8 PTU 11681592 Patch Notes
https://robertsspaceindustries.com/spec ... atch-notes

Wakapedia-CIG @Wakapedia-CIG wrote:
New Mission: Tactical Strike Groups
Tactical Strike Groups is a new endgame mercenary contract designed for large, organized player squads. The mission tasks players with assaulting a fortified Nyx asteroid base held by hostile forces, working through a multi-phase assault that rewards coordination across ship classes and combat roles. The contract is accessible from Levski and scales in intensity as each phase of the station is dismantled. The rewards will be great but expect heavy resistance throughout.

Mission Overview



Key Mechanics



It sounds like, and I hope there will be, a hell of a grind to earn the rep to unlock this. I would make it available only to elite operators that have put in days in clearing missions, but CIG won't go that far I am sure cause they want everyone to play it. Let's see how steep they'll make the requirements. Hopefully steeper than any other contract. And maybe in a few months' time when the mission is old news they can increase the requirements further.



Narrative Event: Return of XenoThreat by icycalm on 21 Apr 2026 02:18

[Evocati NDA] Star Citizen Alpha 4.8 PTU 11681592 Patch Notes
https://robertsspaceindustries.com/spec ... atch-notes

Wakapedia-CIG @Wakapedia-CIG wrote:
New Event: Return of XenoThreat


Whaaat

Probably their mid-patch event. Seems like they're getting serious about keeping us occupied nonstop, which I applaud from a design perspective but also kind of fret due to my Battlegrounds plans. We'll see how it goes. If I give up camping and get a place I should be able to handle everything.



Cult Strategy by icycalm on 20 Apr 2026 22:39

I'll start the main Cult Strategy discussion with a brief introduction to our major mission strategy. The game currently has about half a dozen major missions? Meaning missions that are the size of a programmer minigame's entire campaign level. And we've so far finished all of them at least once, except last year's Align and Mine in Stanton, and Storm Breaker in Pyro. Correct me if I am wrong, but I think these are the only two we've yet to complete.

So CIG's bimonthly update schedule for this year is a good opportunity to take some time and go back and finish those, and I plan to start that off this coming Saturday with Storm Breaker if recoil can make it, or with Align and Mine if he can't but a Stanton Commander can. Then in June's lull, after we've played May's Tactical Strike Groups at least once, we can try the other one. Even if we don't finish either of them anytime soon, we have until the end of the year to keep trying during the bimonthly lulls, so we should be able to fully catch up with the major missions by year's end.

Now I realize these repeats won't be as exciting to people as our first attempts. Especially in the case of Storm Breaker, we've already reached the final boss fight in our first attempt, so there won't be anything new to see. At least with Align and Mine we've only played the ground part and never reached the space station part, and it's an awesome space station from what I've seen.

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But it doesn't matter if we don't field full teams. Even 3-4 players can get these jobs done, and getting the jobs done is all that matters. Let's beat these missions any way we can and document our tactics in their respective threads, and then when the full capital ship refueling/repair/restocking mechanics arrive next month we can start setting aside one Saturday per month or every other month to just cruise around in an Idris and try to chain as many of the major missions as possible. That's our endgame with these missions, because the way Chris is designing the game it seems he wants you to play ALL of them regularly in order to obtain the materials to be able to fabricate everything in your base when base-building comes in later this year. So for example by the end of the year I want us to be able to cruise in an Idris commanded by shubn in Nyx and chain everything: Sworn Enemies, Operation Breaker Stations, and the upcoming Tactical Strike Groups and Levski Municipal Works, in whatever order shubn feels like on that day, and ideally completing all of them in a single session and WITHOUT returning to a station for repairs etc. And the same with Pyro's missions (with recoil in charge), and Stanton's (with the Stanton Commanders). I think this sort of challenge will be terrifically exciting and endlessly replayable, especially considering that a new major mission should be added to the roster by CIG every couple of months.

So the ideal mindset with which to view these repeat attempts is from the perspective of performance. On the first pass you want to be surprised and take it all in, so you should focus on that by avoiding spoilers and not bothering with performance concerns like looting etc., while on subsequent attempts you want to optimize your tactics and shorten completion time while minimizing injuries and maximizing returns. The added carrier operations and chaining goals should contribute greatly to keeping our interest alive indefinitely, and giving command to local leaders will make their parts of the verse feel more personal to them, and our organization more authentic.

But it's also fully understandable if some people only enjoy the first attempts and never join subsequent ones. Let's face it, that's the majority of the game's playerbase anyway, and indeed gamers in general, and there's nothing wrong with that: we are grateful for every contribution to our efforts, and don't worry about follow-ups: the rest of us can handle those just fine.

So I am in talks with the leaders right now in #cult-command to figure out which op we'll be running this Saturday. Look for news on that soon. I personally am very much looking forward to delving into these more performance-oriented sessions and seeing how far we can push our results. And hey, there are some great rewards to look forward to as well such as mechs or high-quality self-fabricated weapons and gear, and so on. Participants will get first dibs on those, but once they've all got theirs we will certainly look to similarly equip every single Cult Soldier, including clones.



Cult Strategy by icycalm on 20 Apr 2026 22:29

This thread is about our various strategies. We'll start off with an analysis of how we'll approach the major missions, but eventually we'll also examine base-building, alliances, and more.



Cult Spec by icycalm on 20 Apr 2026 21:29

Star Citizen | Armor Showcase | CitizenCon 2955 Digital Goodies Pack | SOL III FLIGHT SUIT
https://www.youtube.com/shorts/tvSS8LsGjIw

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Remember when the Sol-III flight suit's helmet wasn't EVA-worthy on launch so I swapped it for the Antium Helmet Moss Camo? [ > ] Well now it's been reported on Reddit that it somehow became EVA-worthy, so I swapped it back to the original.

Sol-III Helmet/Core/Flight Suit Aviator [Grey]

I think the reason they added the anti-immersive EVA capability (it's an open-face helmet, remember) is because if you took it off to leave it in the ship and switch to an EVA suit, by the time you returned the ship could be blown up and the suit gone until the next update. And since they aren't sold in shops in the game currently, no one would have used it. But with the next update giving flight advantages for using a flight suit, they want people to use it, so until ship item insurance arrives, they made it EVA-worthy. That's my theory at any rate.

Either way they're gonna need to put some flight suits in the stores in the game next patch. They can't keep them cash-only any longer. So I look forward to what will land in the stores next patch. Hopefully some brand-new suits as well, or at least some new colors to choose from, black being my preference for the Inquisitors. But until then, this is the one we'll be using.

And btw there's another color of it in the game now too, according to CStone, the Bombardier version with "stone color with dark brown accents". Would be nice to find one and see what it looks like.



Mission: Tactical Strike Groups by icycalm on 20 Apr 2026 20:51

It's time to start talking about the new major mission and location arriving in Nyx next month! It's going into PTU soon, if it's not there already (I think it was briefly in Evocati late last week). You can see some minor spoilers already in our #citizen-chat Discord channel.

So first off, rewatch the relevant segment from last CitCon (I've timestamped the exact spot below), it's great fun and you can see it with new eyes now with all the new features that have come online since.

CitizenCon Direct: October 11, 2025
https://www.youtube.com/watch?v=_n9bXJnkgBQ&t=9495s

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Then take a look at the pics released with the Nyx traveler's guide last year.

Traveler's Guide to the Galaxy: Nyx
https://robertsspaceindustries.com/en/c ... Galaxy-Nyx

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And finally the most recent pics released with the latest roadmap updates.

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What has me especially excited is that a number of new items and features are coming online with this update that are many more and heftier than usual, and CIG has shown a strong inclination to try to cram ALL new features into the main mission with which an update launches. So we know that the new capital ship refueling/repair/restocking mechanics will be vital to this mission, but flight suit mechanics are also coming in and they might need some locker functionality to be truly useful, plus maybe the area-denial plasma grenade and silent crossbow that are coming will be useful in the boarding stage, implying that the tactical situation inside (which for the first time will include freeing and extracting hostages) will be more complex than usual? And the icing on the cake is that the first Vanduul capital ship will make its appearance as the mission's final boss fight! I've timestamped the exact segment for you: https://www.youtube.com/watch?v=_n9bXJnkgBQ&t=10060s

This is especially important because up to now we've only been fighting cap ships that we can also own, but no player will be able to have this one (at least for now...) so we don't know its capabilities, and even when we later get to know them it will produce more interesting fights than Idris vs. Idris or Idris vs. Polaris. I am looking forward to seeing it arrive also in regular mission chains as a final boss fight. Hopefully they won't keep it restricted to this one.

Moreover, this mission looks like it will require more players than we usually have available, so shubn will have to think about recruiting strategies. We can either just holler on global chat just before we begin, to see if we can snag a couple of randoms, or we can look for orgs to ally with, and in fact shubn has already brought the leader of such an org to our Discord, and I even saw them playing together just this weekend, so whatever he chooses to try, we should be good on that front, and it should be a unique experience. Also a great one to replay when we want to recruit people.

Finally, the capital-ship-based ops that this mission will launch will open up a whole new dimension to the game, and I look forward to spending the odd Saturday roaming the verse and chaining multiple major missions while based off an Idris. And it all starts next month with Tactical Strike Groups (which will almost certainly be renamed before release btw).


P.S. Oh and I forgot that they're obviously timing this mission's launch to coincide with Invictus in order to push new military ships and no doubt also weapons and gear (perhaps more flight blades?) So we'll keep a close eye on that too and see what we can grab that can aid our tactics. I bet the upcoming Ironclad Assault or the Hammerhead variant would do well in this mission.



Cult Spec by icycalm on 20 Apr 2026 18:40

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I had an epiphany while admiring the base white Chiron armor, which in my view is the best-looking color: it's perfect for a Medic Captain Spec. And since the Galaxy w/ Med Bay will require at least two fireteams to fully crew, I reckon we'll need a Medic Captain eventually since we have that ship on order, and it's coming soonish. I imagine the Captain staying on the Galaxy with an Inquisitor bodyguard while a Master Chief takes one or two Inquisitors with the onboard Ursa Medivac, and another Master Chief or a lone Inquisitor takes out a C8R, if it will also fit onboard. And we pretty much have all those people when we're playing with a full team. Keeping in mind also that the current server capacity of 700 players is scheduled to be increased to the thousands, I can see a time in the future when we can spend a session in a fully-crewed hospital Galaxy cruising the verse and rendering aid to players in need, and with this addition to the spec, doing it in the best style possible.

So the Medic Captain is identical for now to the Inquisitor apart from the armor color plus I removed the Medivac Rescue Light from his backpack (aint supposed to get his hands that dirty) and replaced the knife with the rangefinder. So this spec will actually be the easiest of all the Medics to source because that rescue light and that knife were quite hard to get, plus he's also missing the Master Chief's Field Medic Kit and rare MaxLift. He still needs the grey market undersuit though, and a couple more rare items. You can definitely play this guy if you have a couple of Inquisitors under you and can't be bothered to gear up as Master Chief, as long as you're flying at least an Apollo.

And on that note, I noticed that I'd forgotten to distribute the vehicles between the specs, so I did this now, giving the Ursa Medivac and C8R to the Inquisitor, the Cutlass Red, Terrapin Medic and Apollo Medivac to the Master Chief, and finally the upcoming Galaxy w/ Med Bay to the Captain. Remember, the higher ranks can also use all the lower ranks' vehicles, but not vice versa, so a Master Chief can take out a C8R on his own so that when an Inquisitor joins him the latter can sit in the jumpseat etc. (they all have jumpseats, even the solo ships).

For those who have misgivings over using a light armor like the Chiron for combat medic duty, let me remind you that CIG advertises this armor in-lore specifically as a combat medic armor, so I am sure that when they sit down to differentiate the armors they'll give it sufficient advantages to justify its existence. So it makes perfect sense to build our Medic Spec around it.

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Virgil Ltd wrote:
Be the first on the scene with the Chiron armor. Designed to provide the essential protection that combat medics need, the armor features ultra-lightweight paneling to keep the wearer quick on their feet without compromising on safety. Crucial, high-impact sections have been reinforced with raised carbon plating on top of a highly durable polyfiber for maximum flexibility.


Regarding the green Lifesaver color, maybe we can now use this for the Contractor Medics since there are several medic vehicle paints that match this color scheme. And of course ysignal can also use them for his ops etc. in place of our base Inquisitors.



Cult Capital Fleet by icycalm on 20 Apr 2026 17:22

It has been confirmed by CIG that the last concept ship will be a battleship/battlecruiser called Anvil Odin and will be unveiled next month at Invictus. People are speculating about size, specs and price, and below I attach a Reddit post that summarizes the info we currently have, and the best speculation.

The reason I am making this post, and in this thread specifically, is to see if anyone's interested in cashbuying this, and to give my advice on the matter. Of course I would like one in our fleet, but this isn't reaching flyable state anytime in the next couple of years. Earliest it could come is somewhere between two-three years from now, whereas the Kraken and Kraken Privateer are in production right now and will likely be flyable by next year's Invictus, so about exactly one year from now. And we only have one of those currently, shubn's base Kraken. So a second Kraken, perhaps a Privateer one so we can have both versions, would get at least a year if not 2+ years of play from us before we got our hands on the Odin. That said... who knows what the Odin loaner(s) will be? Maybe it'll be a Kraken, in which case grabbing an Odin now will give us the absolute best of both worlds. We'll find out what the loaner situation is like next month.

Regarding our overall capital ship acquisition strategy, if you want to know what our next priority is, it is a Kraken, and ideally a Kraken Privateer. We have more than enough Polarises, Idrises, and Pioneers, and even 890Js. We're only missing a Javelin, as far as warships go, but this can be easily rectified by melting either of our Praetorian Packs and putting the credits in an Aegis Complete Pack, which would preserve our Idris-Ms and add a Javelin on top. In fact we could have two Javelins if we melted both our packs. We would lose our 890Js this way, but they're easy enough to earn in the game, and Javelins are worth way more to us. We would also lose two of our three Pioneers. But melting only one pack gives us a Javelin while preserving two of our Pioneers.

But perhaps even more usefully, the new version of the Praetorian Pack that we can easily get by melting one or both of our current ones contains both a Javelin and a Kraken Privateer, and would get us up to TWO Javelins and THREE Krakens overall if we wanted, though it would lose us a bunch of rare items including the Pioneer land parcels, which we have no idea currently how useful they'd be.

In other words we have several options for Javelins, up to two of them if we want, so I am not worried about that ship and would therefore much prefer an Odin than a Javelin as our next purchase. But even more immediately I would prefer a Kraken Privateer to ensure we own at least one of every kind of warship capital in the game.

For reference, here's our current capital fleet, with the Kraken at the top because it will be the largest ship in the game once it arrives next year:

1x Kraken
3x Idris (2xM, 1xP)
4x Polaris
3x Pioneer
2x 890 Jump

Either way, if you have any thoughts on the matter at any time, let us know in this thread. I am sure we're all dying to get our hands on this even if only in jpeg form, and I am bummed we don't yet have a pic to attach to this post. I can't wait to see what it looks like next month! It will probably also have some cool exclusive capabilities to differentiate it from the rest, apart from sheer size, capacity and firepower.


P.S. "Final concept ship" doesn't mean final ship, or final large ship. It means the last ship they will sell in jpeg form. All future ships will go straight to flyable and won't be sold in advance, that's all. No more jpegs after this!


https://www.reddit.com/r/starcitizen/co ... nsolidated

Fade78 wrote:
Anvil Odin: some info (not new but consolidated)

Star Citizen: Anvil Odin Battlecruiser Confirmed for ILW 2026

Hey everyone, just wanted to share what's been confirmed about the Anvil Odin while finishing my monthly quota of search...

CIG has officially added it to the Galactapedia and updated the Anvil Aerospace documentation, so this is now confirmed to be coming at Invictus Launch Week 2026 (May).

What We Know So Far

Confirmation: The Odin was added to the Galactapedia on April 17, 2026, along with an update to Anvil Aerospace's documentation. Jared Huckaby personally confirmed the name. This ship has been part of the stretch goals since the original crowdfunding campaign.

Class: Battlecruiser. Based on lore and comparisons, it's positioned between the Idris frigate and larger capitals like the Bengal (carrier) or Retribution (dreadnought). Designed for modern naval warfare and large-scale engagements. It will also work with the new combat mechanics from patches 4.0+ (in-flight resupply/rearming).

Size: No official dimensions yet, but community estimates place it around 700-750 meters long (between Javelin at ~480m and Bengal at ~990m). This would make it one of the largest playable ships.

Lore: Follows Anvil's tradition of Norse mythology naming (Valkyrie, Asgard, etc.) Odin is the supreme god, so it fits as their most powerful warship. There's an Odin star system already in the lore, so this creates an intentional connection.

Release & Availability

This is tied to a 10+ year stretch goal. CIG has indicated this may be their final concept ship to be sold. Expect a limited-time concept sale during ILW 2026.

Last year ILW showed the Idris frigate. This year the Odin is expected to be the headline announcement.

Community Discussion Points



What's Still Unknown

Code: Select all
TOPIC                                 STATUS
Exact dimensions                      Not released
Armament                              Not released
Crew complement                       Not released
Concept price                         Not released
Special features (hangars, drones)    Speculative only
In-game availability date             Not released


I was under the impression that the Javelin would be the biggest ship being sold to players...

Did I get it wrong?



Also: https://www.reddit.com/r/starcitizen/co ... nt/ogsimds

Tierbook96 wrote:
SQ42 takes place in 2945 and this is a new in-lore class in 2956, so not in SQ42.



And for the lulz: https://www.reddit.com/r/starcitizen/co ... nt/ogcn9r9

LususDolo wrote:
Norse god names are loki the best.


AestheticEntactogen wrote:
Thor fucks sake


Agatsu74 wrote:
Top Tyr joke.


LordAnubis85 wrote:
Are you Frigg'in kidding me?


Agatsu74 wrote:
Why the Hel would I do that?


IvarTheBoned wrote:
The stress of these puns is making me go Baldr.


Agatsu74 wrote:
...and the thread is Fulla them!


SirKillsalot wrote:
Bro's gonna Bragi about this comment a Freyr bit...



Hints & Tips by icycalm on 18 Apr 2026 21:24

https://www.reddit.com/r/starcitizen/co ... nt/ogybhkn

Loppie73 wrote:
It's not broken. Once you have a CrimeStat and don't work it off in Klescher, many of the "reputable" agencies in game withdraw from showing you legal contracts. You are now stuck in the "illegal" cycle. Very very hard to fix. You're probably going to end up having to ask for a full character reset...

This is the part that all the "it's cool to be a pirate" players don't tell you about.



Tales from the Verse by icycalm on 18 Apr 2026 21:08

https://www.reddit.com/r/starcitizen/co ... stat_4_bad

Consistent-Theory681 wrote:
Is Crime Stat 4 Bad?

I was bored of mining and saw someone say "Is crime stat 4 bad?" on chat. Turns out this was some noob on freefly who got jerky with his gun somewhere. They ended up in Klescher.

So a few of us from global chat got together, one of us helped him through escaping, I took a Comm Array down and took over Kareah to clear the CrimeStat. Through the jailbreak, most of us got on Discord and started being more coordinated. We failed twice, both times the PVP around Kareah was just too heavy to get it done. It was a busy server.

So, the third time he escaped, we all went to Pyro and did the valakkar mission. It was my first experience of this.

OMG, I don't think I have got through so many mags on any mission in any game in my life.

It was like the movie Aliens but without a minigun.

Res'ing people every few mins, dealing with the numerous SC bugs like the PTSD SC people we are.

It was relentless, sitting down on a shuttle on the way back never felt so rewarding. I was exhausted.

So he's buying the game even though he still has a CrimeStat and I met a few more fun people to play with.

We got some nice eggs.



Cult Spec by icycalm on 18 Apr 2026 19:26

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In a recent PTU, pre-4.7, some pics were taken of some color variations of the new Virgil light combat medical armor. One of those colors was the Samaritan, pictured above, which I thought looks fantastic as Inquisitor to complement our existing Medic who is now bumped up to Master Chief, since his armor is heavy. Problem is, apart from the above two PTU pics, there are no more pics on Reddit or Google or anywhere else, and people aren't even talking about it. They are however talking about the base white Chiron, which can be found in lootboxes apparently all over the verse. People have even made videos about it.

Chiron Medical Armor + Sub Flair Showcase - Star Citizen 4.6
https://www.youtube.com/watch?v=hRVM3-A8sDI

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Now don't get me wrong, the white is freakin gorgeous, even better-looking than the red/white in my opinion, however our (now) Medic Master Chief is red/white, so the red/white Chiron complements him better. However, in order to utilize the white too, I am making a CONTRACTOR Medic Inquisitor out of it. So when accompanying a Contractor team, if you want to play Medic for them, you should source the white Chiron. (Note that I have yet to publish detailed Contractor Specs, so for the time being just make them up yourself with the info I've sprinkled all over the place, and ask me directly if you have a question.)

So back to the Samaritan (i.e. red/white) Chiron: I am not sure if this is in the game at all yet, so I've designated it as [???] for acquisition purposes. If it's NOT in the game, then use base white color (i.e. the Contractor one just mentioned) until it's added. I am hoping next month's bundle is the Samaritan cause then we just buy it for a few bucks and not have to worry about looting it.

Another issue is the undersuit. There was no new undersuit released with the Chiron, so the only specifically-medic undersuit in the game is still our current Medic Master Chief's TCS-4 Undersuit Lifeforce, which was removed from the Pledge Store together with the armor a while back and can now only be obtained from the grey market. It's very cheap though, like $15 from the Impound, and you get both the undersuit and the Master Chief armor with it, so just grab it if you want to play any kind of Medic.

Another very cool recent medic-themed release was the Field Medic Kit in the Subscribers Store last month:

March 2026 Subscriber Promotions
https://robertsspaceindustries.com/en/c ... Promotions

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This holds 5 medgun refills, 4 medpens AND an extra medgun, and it's awesomely animated and looks fantastic to boot so we really need it in the spec. However, there are a couple of issues with it. First of all, it's really not needed for day-to-day medic ops since even the new Medic Inquisitor can hold all the supplies he needs on him with no problems. So as has been pointed out by others in the community, this kit is more for emergencies rather than routine ops. So what I did was instead of giving it to every Medic Inquisitor, I just gave it to the Medic Master Chief, not to carry it around on his person but to have it in his ship for emergencies. So I REMOVED the extra medgun from the Inquisitor's and Master Chief's backpacks and I put it in this new kit for the Master Chief. The other issue is that since this item can't be attached to your armor, it will be lost with every death. However, as long as you're subbed, you can keep melting it and rebuying it. It's not an elegant solution, but it works, plus ship gear insurance is coming soon so all this will be solved and you'll just be able to place the kit in your medical vehicle and have it there after every insurance claim without having to think about it. For now, if you're playing a Medic Master Chief, just keep melting and rebuying as usual, and if you don't want the headache, just play an Medic Inquisitor.

Another change I made is keep the medgel in the backpack only for the Master Chief, so the Inquisitor won't have to shell a fortune for medgel. Also, since the Inquisitor's backpack is small, space is at a premium for him.

In sum, the "cool"/rare/expensive items like the field kit and the medgel go to the Master Chief, while the Inquisitor only keeps one rare item, the Medivac Rescue Light which a bunch of us got from an event ages ago, and which can only be got now from the grey market for a rather hefty price:

€34,95 on The Impound
https://theimpound.com/products/medivac-rescue-light

$27+ on Star Hangar
https://star-hangar.com/catalogsearch/r ... scue+light

Star Citizen Alpha 3.23.1/Medivac Rescue Light
https://www.youtube.com/watch?v=v1NammNfZ78

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The problem with this item once again is that since you can't attach it to your armor, when it's gone it's gone, and you can't melt and rebuy since CIG doesn't sell it, so even those of us who have it can only use it once per patch until we lose it. But again, I expect this to be fixed very soon when ship item insurance is launched. Until then, I have put this item in parenthesis in the spec which means it's optional. Bring it if you have one and want to risk it. I personally will risk mine once per month in a big mission, if I'm playing Medic.

Rounding out the changes to the now Medic Master Chief, I've made him similar to the base Master Chief in that he needs a (red) LMG on his left back, plus the red MaxLift that was a reward for the recent Clearing the Air event on his right back. My justification for these changes is that, okay, he's a Master Chief so he has to bring some heavy weaponry along, but nothing crazy like a railgun, an LMG will do. And then on his other back slot he should bring a MaxLift to extricate people from difficult situations, perhaps moving vehicles etc., and it's nice that we now have a red one to go with all the rest of his gear. Of course an Inquisitor can also bring this MaxLift along if he wants. But with a Master Chief in the team, we're guaranteed to have it.

And of course both Inquisitor and Master Chief need the rare red CitCon knife, and red "ArcCorp" multi-tool, so basically the Medic Specs are the most loaded with rare/expensive items. It's a really crazy amount of cool shit, but several of us have them, and it's not like we use Medics all that much, plus all this stuff should eventually be given to us as blueprints so we should be able to fabricate them for everyone. Until then, use the stuff if you have it, and if you don't have it you should be able to borrow it from those who do now and then.

I personally look forward to setting aside a day to run a full Medic fireteam with three Inquisitors and a Master Chief flying around the verse in the Apollo and giving players the coolest rescue experience possible. I am 100% certain no other org has as cool a medic setup as we do. My only annoyance is that the Ursa Medivac doesn't fit in the Apollo. It would be so awesome if it fit. And apparently it doesn't fit inside ANY medical ship... I suppose we'll have to wait for the Galaxy's medical module for the ultimate rescue team. Thankfully it's coming at IAE before year's end, and Adjudicator has bought a Galaxy, so we should be golden.

And btw I understand that no one wants to run around in a light armor, BUT... first of all you aren't supposed to be getting shot at very much, if you play Medic. Second of all, if this is a big issue for you... just play Master Chief. Even if you're the lone Medic in the team, just gear up as Master Chief if you worry about being under heavy fire. And if a second Medic joins you, and he's worried too, just play as two Master Chiefs, no worries. Until CIG gives light armors some advantages that make them worthwhile to prefer them over heavier armors, just do what you have to do to get the job done. But I think it's also cool from a roleplaying perspective to play a fragile Medic who has to hang as far back as possible to avoid getting killed. And when we do play a Medic fireteam, the fact that it will be four Medics in it should compensate for three of them being in light armors. And btw I think one of the future advantages of light armor is that you'll be able to use it also while piloting ships when heavier armors won't be allowed. Or run around cities with them even when heavier armors must be removed. Stuff like that. So I am fairly certain that eventually it will make even mechanical sense for the Medic Inquisitor to be wearing light armor.

Finally, let me say a quick word about the other two Chiron colors that are in the game right now. Or at least the first is in the game and the second might not be yet, but should be coming.

Chiron AA Support Armor Showcase - Star Citizen 4.6
https://www.youtube.com/watch?v=YgMJYo9TF18

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Regarding the Clearing the Air reward, I had no idea what to do with it until I encountered a Reddit thread where some people were saying it's ugly (I personally think it's gorgeous), and someone replied this: https://www.reddit.com/r/starcitizen/co ... nt/o20i1pi

OKAwesome121 wrote:
Have you seen what real world maritime search and rescue techs wear? This looks exactly like that stuff. It's supposed to be high visibility - which rarely looks good.


I have no idea what maritime S&R looks like, but I'll take this guy's word for it and make the AA Chiron our maritime version of the Medic when boats are added to the game. Squadron 42 already has a boat and the devs have said they want to add them to the PU too when they've also added water-based mission content, so they're coming eventually. And on boats, we'll use this armor for Medic. Also the matching fabricator skin we earned in that event. So keep that fabricator to put on boats. For the time being, however, IF you own an 890J which is a kind of boat, you can use this skin and the matching fabricator on it as a luxury. (And on other Origin ships that look like boats: I think the 600i and maybe 400i as well.)

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And finally, this is another Chiron color called the Lifesaver. It's green and I think it looks cool, so ysignal can have it for his faction's Medic Inquisitors if he wants to. When he makes his green bases with base-building, I think it would look cool if in his hospital building he has guys dressed in this.



Cult Fleet by shubn on 18 Apr 2026 16:03

Yes, the IKTIs are showing up in my ASOP. You only really need one since currently you can just claim it and get as many as you want out, but I made enough to get my rep up with Wikelo to make the military Wolf that comes with the Antium Midnight Sun armor (the gold one).

The Hermes (now Hull B) is my "use store credit to play with the new toy" ship. If I want the Hermes or Hull B for realz, I'll just make a CCU chain. The Apollo is safe.



Cult Fleet by icycalm on 18 Apr 2026 15:47

So all those IKTIs are showing up in your ASOP? Or you just keep them in local storage?

If they are in your ASOP they can be easily loaned out to people and we basically have a full mech squad if we want it. It's not even that important for other people to earn IKTIs in that case as long as you're in the game.


P.S. I got a panic attack when I read you upgraded your Hermes because I confused it with the Apollo.



Cult Fleet by shubn on 18 Apr 2026 10:19

I upgraded my Hermes to a Hull B, bought another Aurora Mk I SE as LTI token, and a couple of UTVs.

I also got the following from Wikelo: an ATLS IKTI, eight ATLS GEO IKTIs, and an L-21 Wolf Wikelo War Special.



Mission: Operation Breaker Stations by icycalm on 16 Apr 2026 18:53

Rock Breaker Full Guide 100% Yield | Star Citizen 4.7
https://www.youtube.com/watch?v=UY6xe2GFZ48

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@Mrkraken wrote:
00:00 What is rock cracker?
00:27 Private locations
00:54 Rockbreaker One Page Guide
01:07 Reputation gate for mining claims
01:16 How to get to rockcracker
01:27 Exclusive rock breaker claim
01:48 Can you respawn here?
02:11 Is rockbreaker instanced?
02:39 Contested locations
03:06 Are there normal contracts?
03:37 What gear to take
04:33 How to break open the rock
04:57 Where to land
05:09 How to find the medbed
05:20 How to restore power
05:36 Sector 2
06:03 MS-S2-03
06:32 What do Sadaryx nodes look like?
07:29 So thats where Jax went
07:40 MS-S2-02 Path
07:51 Hidden Sadaryx nodes
08:11 Capacitor 2 and 3
08:35 How to get to the lower core
09:02 Refractor B code location
09:13 Final capacitor
09:24 MS-S1-06 final Sadaryx
10:02 Easy capacitor moving for solo players
11:08 Restart Systems in Operations
11:57 Fast route to refractor B code
12:39 How to fire at max yield
12:58 100% yield checklist
13:23 Avoid getting shot on the monorail
14:11 Where to find Catalysts
14:26 Where to find loot room keycards
14:42 Refractor A code location
15:00 Unlocking catalyst storage
15:36 How to print sadaryx focusing lenses
16:01 Where to input the refractor codes
16:36 Fire the laser!
17:04 Do you get blueprints from rockbreaker?
17:16 Ore amounts and quality
17:34 Refine or sell the Savrilium?



Mission: Operation Breaker Stations by icycalm on 16 Apr 2026 18:48

https://ko-fi.com/s/649d231bb1

MrKraken wrote:
One-page guide for 100% Yield, with additional pages for sandbox contracts and maps of the location.


He's now offering his high-res images only on the pay site, but you can download them for zero, and I did so. Next time I'll kick him a couple of bucks. They're huge images, 10+ MB each. The PDF version is 70 MB.

These guides will be fantastic embedded in the Cult Engine 1.5 overworld I will make of the verse, alongside CIG's trailers.

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BTW we haven't seen/said anything about the "sandbox contracts" he speaks of! This is the thread for them, if anyone finds them/tries them out.



Exclusive Gear by icycalm on 16 Apr 2026 18:37

The silver Monde will be our Security Master Chief. Not sure what we can do with the carbon fiber version. The gun and the paint will be usable by multiple specs of course. We'll see what we can do with the armor. I suppose a future black Commander could use it as his personalized Security Master Chief. Keep in mind also that the Security Spec is what we'll also use in bases for security when base-building comes in.



Exclusive Gear by shubn on 16 Apr 2026 13:20

Gear - HighSec - Bundle $25
https://robertsspaceindustries.com/en/p ... le-Warbond

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The paint looks very similar to the default Alpha Wolf paint, but with an exposed carbon fiber finish.

I bought three.



lol by icycalm on 16 Apr 2026 02:09

https://x.com/Clint_Davey1/status/2044557782947701226

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40K10 Warhammer 40,000: Eye of Terror by icycalm on 15 Apr 2026 20:09

First details on the new Apocalypse rules are out, and they go a long way towards assuaging concerns! Above all we learn what they mean by "modular" and it's kind of revolutionary! It means that instead of getting an entirely new ruleset for large battles you get a range of rules simplifications that can be applied à la carte so that the bigger the battle the more of these you are using! So a 10,000 pts battle will have a different ruleset than 50,000 and 100,000 and 500,000 pts ones, and the choice of how much simplification to apply will be up to the players! (could also potentially apply them progressively during the battle, either to speed it up if it's taking too long or complexify it as more units are eliminated??) This might also open the door to incorporating rules from previous Apocalypse editions as merely extra modules. Also, since the base ruleset remains the same, it means units don't need to be restated for Apocalypse, which might explain why the book is thinner than previous editions. Finally, the modules aren't just simplifying things but also adding abilities that only come into play at larger army sizes!

Terrific news all around then and the icing is that the boxed set is shipping imminently. Of course Wahapedia will take some months to put the rules online, but we should have rough scans soon, and anyway the good scans will be out long before year's end, so Alex Kierkegaard's Warmaster is still on track for a late 2026 release leading to its first-runner-up win for 2026 Game of the Year that's now undisputed among industry veterans.

Check the full news update for hype!

https://www.warhammer-community.com/en- ... ttles-easy

Games Workshop wrote:
New Apocalypse rules make gigantic battles easy

Massive games of Warhammer 40,000 are loads of fun, and new rules in the Eye of Terror expansion make running these Apocalypse battles easier than ever. Grab your biggest army and your grandest plan, and find out how.

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First, what is Apocalypse? This type of game tends to be anything beyond the scope of a normal 2,000-point battle, from as little as two friends throwing hands with oversized armies to entire teams of players shepherding tens of thousands of points around enormous battlefields. If the prospect of simply moving all of your stuff leaves you checking your schedule for the rest of the day, there's a good chance you're in Apocalypse. Armageddon is the ideal setting for these types of battles, as hordes of Orks take on regiments of Astra Militarum, but conflicts of this size take place across the galaxy.

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Unlike some previous incarnations (the first version of Apocalypse came out in 2007, introducing rules for massed battles and big miniatures, including the Stompa and Baneblade in plastic), this latest version of Apocalypse uses the core Warhammer 40,000 rules with a few artful tweaks, so you don't have to learn a whole new system to get stuck in. A new suite of 12 rules adaptations offers ways to cut down on turn time and simplify complex rules, so that you spend less time reading rulebooks and more time blowing Titans to pieces. Engine kill!

In big team games with massive hordes of miniatures, for instance, you don't always want to wait for your friend with 120 Kroot Carnivores to finish his Advances before Deep Striking your single unit of Warp Spiders onto the table. With the Ready Reinforcements rule, you can now do your Reinforcement step at any point during the phase – easy as that.

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Perhaps most importantly, given the sheer size of the weapons found on the super-heavies that rule the Apocalypse roost, units that would otherwise get shot off the table before doing anything at all can hold on for one last hurrah – Giving Their All to get some payback before dramatically expiring.

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These are only a couple of the rules available to tweak your experience, and they all work just as well at 3,000 points as they do at 30,000. To cap it all off, each faction has at least three impressive new Stratagems made specifically for the size and spectacle of Apocalypse games – Orks can feed off the chaos around them to call a Waaagh! as often as they can afford the Command point cost (don't worry if the costs look a little high – you get loads more Command points in Apocalypse games), while Chaos Space Marines can rip open a yawning portal to the Warp and spirit a significant chunk of their army across the battlefield. We can't guarantee that it's as comfortable as jumping in the back of a Rhino, but it is fast.

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Once you've had a quick look at the rules adaptations and found which ones work for you, you’ll be fighting Apocalypse battles in no time. The only thing you need to worry about is getting all your players together (proving once again that the greatest threat to the 41st Millennium isn't heretics or xenos – it's scheduling), and wouldn't you know it, there's a section in the Eye of Terror: Apocalypse book about that too.

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Pre-order the Eye of Terror: Reign of Iron expansion tomorrow and join the Iron Warriors on their hellish campaign to dominate the Cadian Gate – and if you have your eyes on an Apocalypse game or two, you might also want to stock up on the devastating new Defilers.



Mission: Operation Breaker Stations by icycalm on 15 Apr 2026 16:29

This mission/location is very cool in many ways, but contrary to some opinions I've heard (some of which I posted earlier), it's not better than Onyx Facility/Dark Territory. It's not even equal to it. It is inferior, but not by very much, plus it does outshine it in some areas. The scale of the facility is ridiculous, for one, plus it's not on the ground, it is in space, and it has a full-scale monorail running in it. It's definitely a great addition to Nyx and to the verse in general, with its own unique flavor. I liked that cold replaces Onyx's radiation as environmental hazard, and it's also done quite subtly. It doesn't beat you over the head with it as Onyx does: for most of the facility you can see that you're cold but you aren't harmed in any way: you just frost over etc. But eventually your hands start shaking, and in the end you need to do something about it. At that point I think it was recoil who said you can warm up in an equipment storage area that felt quite cozy, plus they got the coffee machines working and I am not sure if the coffee also warms you up?

Regarding challenge, the higher end of the target player number, 6, is too much at least for the PVE version of the facility. You can easily make do with 4 players, and 3 is doable with some care. Two is doable with a LOT of care, and solo is doable if you're super-careful and know the place inside-out. So, for us, 3-4 will be a good number, with the occasional 2-player run when people are feeling confident. I think I would have enjoyed our run a lot more if we didn't have 6 players and just steamrolled everything, so keep that in mind when going back there. With 6 players it's better to split into two teams of 3 and take on two facilities at the same time. Even better, go to completely different missions, perhaps complementary ones? Maybe you could first send in a military team to clean the place out, and then a mining/refining team comes close behind to mine the place out while the first team moves to another location or mission.

Is there a boss? If so we didn't encounter him, but at some point Rory and I took a side passage (more like an underground one/beneath the main sections) and came upon an icy wall that seemed like it could be blown up with something, so we tried grenades and they didn't do the trick. But maybe the mining laser can do it? And maybe the boss is behind that wall? Another possibility is that there's no boss at the facility at all, and the datamined boss is still to be added in a mid-patch update. According to this rumor, it will be the apex valakkar demonstrated at a CitCon a couple years ago, much bigger than any valakkar we've seen so far, and it'll be able to range across a large planetary surface. So it won't be in Nyx since the planets aren't in yet? I dunno, we have to look into all this once the next update hits. However, I still say it's worth returning to that wall Rory and I found and taking a crack at it with the mining laser. Plus there seem to be a lot of blue little rocks to mine down there: the place is full of them. Not sure how valuable they are; that entire part of the game has blown over my head, so an expert should advise here. (It might even be that shubn, recoil and ysignal went through there after I logged off; I see a pic above that looks like that place.)

I "only" played 7.5 hours and had to quit due to headache, and Rory and Adjudicator also dropped out some time after, but the rest of the guys finished the job at around the 9-10-hour mark. They fired the laser at 100% and I think they did at least a little bit of mining too afterwards. Probably nowhere near enough to make it worth the effort, but I dunno, maybe one of those who took part can tell us what's up with the mining part.

Barring a boss discovery, I consider this mission completed, and from now on we'll just be going back to speedrun it while looting and mining, plus blueprints.



Mission: Operation Breaker Stations by icycalm on 13 Apr 2026 21:48

Operation Breaker Stations #1 with shubn and The Cult
https://www.youtube.com/watch?v=CAk-O5utb3Y

Operation Breaker Stations #1 with ysignal and The Cult
https://www.youtube.com/watch?v=e1k78Cq9eYY

Operation Breaker Stations #1 with recoil and The Cult Part I
https://www.youtube.com/watch?v=w4QH-MhmFRw

Operation Breaker Stations #1 with recoil and The Cult Part II
https://www.youtube.com/watch?v=X2Dvft349xY


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icycalm wrote:
Leaving Levski fully stocked and loaded.
5 characters + 2 clones.
2 ATLS GEO, 2 fabrication machines.
2 Golems.


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icycalm wrote:
At one of the new Nyx rest stops, here to transfer our imprints before setting out for the Breaker Station.


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Adjudicator wrote:
Subtitled text from mission fixer: Accepting a QV Breaker exclusive contract.


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icycalm wrote:
Rory joined. 6 players/2 clones now.


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This second group pic has the extra player and is our biggest and best pirate crew pic so far, showing off also the latest Pirate Spec. There is one Pirate Captain (shubn) and one Pirate Master Chief (ysignal) in addition to the Pirate Inquisitors, and all the helmets are scary, so you know we're up to no good. It's a little too dark for my liking, but that's the inside of the Polaris. What you can't see is that we're standing in front of one of the rare pirate crates, so in a future pic I would like to pile up a bunch of them with the skulls facing the camera. Probably at a landing zone so that we don't risk losing them. Also on the side are two of our pirate-skinned ATLS GEOs. Really damn cool scene.

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icycalm wrote:
Breaker Station in view.


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icycalm wrote:
You can see the landing pads below that big yellow structure.


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This is one of the new gang's (the Salamanders) getups. It's so cool that it inspired me to finally commit to making a Frontier Spec. Problem is, it's light armor, so useless for combat. So I will give it to a strategic rank. Probably the Frontier Commander. We grabbed a few bits and pieces of this during our run, but not sure if we got a complete set. We should look into it.

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icycalm wrote:
Impressive shaft.


icycalm wrote:
It's getting colder and our hands are trembling.


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icycalm wrote:
Warming up in a maintenance closet.


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Adjudicator wrote:
This prominent sign gives a clue on what materials are needed for progression. Sadaryx for fabricating focus lenses.


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Adjudicator wrote:
A mining checklist on the Operations desk reveals clues about how to maximise mining yield.


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icycalm wrote:
One of the monorail rides.


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ysignal wrote:
Lasing catalysts loaded.


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icycalm wrote:
Dropping out due to headache. Played 7.5 hours so I am not too bummed.
I'll be following the action via Discord.
It seems like we're maybe 50% of the way through. Something like that.


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ysignal wrote:
Obstruction that can be destroyed using a mining laser.


icycalm wrote:
I think we found that crack with Rory earlier and tried throwing some grenades at it but they did nothing.
So the lenses aren't found in the facility? They can only be fabricated?


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shubn wrote:
There's the Sadaryx behind the wall of calcified coolant we destroyed.


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shubn wrote:
12 Sadaryx mined. 6 the first time, 6 this time.


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shubn wrote:
Found this inscription, not sure if it means anything.


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shubn wrote:
Finally found the final code.


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ysignal wrote:
Aligning the final refractor.


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shubn wrote:
Putting the Sadaryx in to craft lenses.


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shubn wrote:
One lens.


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ysignal wrote:
Placing the final lens.


icycalm wrote:
How many in total?


ysignal wrote:
Three.
We're about to fire.


icycalm wrote:
What's the percentage?


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shubn wrote:
100%


icycalm wrote:
Take a pic of that long tube with the laser. That's the moneyshot.


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icycalm wrote:
No boss btw?


ysignal wrote:
No boss.


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recoil wrote:
My perspective above.


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shubn wrote:
Imma firin mah lazor


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shubn wrote:
You can see the rock cracking over time.


Big lazor
https://www.youtube.com/watch?v=u1K52OEcjVM

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shubn wrote:
Highlight of my POV when firing the laser.


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shubn wrote:
That's a big hole.


icycalm wrote:
Wow nice.
Would be cool if in the future you can also get to haul the rock itself there.


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recoil wrote:
Some rocks you can extract right away, some you have to fracture. The optimal charge levels are really small, so you may easily overcharge them.


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shubn wrote:
Bringing a second Golem and a few mining gadgets to help recoil.


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shubn wrote:
Going to place a mining gadget on a rock.


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shubn wrote:
Looks like mining gadgets might be bugged. Can't place it.


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shubn wrote:
Back at Levski to refine what recoil mined.


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shubn wrote:
It looked like I could set up a refining order for the Golem in the stored Polaris, but it's not going through, so I guess I'll have to store the Golem by itself.

I get the feeling that the ideal mining ship for inside the rock is in fact a Prospector with appropriate mining head and modules.


icycalm wrote:
I have an idea for where the boss might be. I'll post it in the debrief.



Cult Spec by icycalm on 13 Apr 2026 21:12

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Beck when I made the base Inquisitor Spec the P8 wasn't in the game yet. Later it was added, but only in a CitCon pack. Now it can be found all over the game (and I think in all colors too?) so there's no sense keeping it off the Spec. So I was planning to add it as an option for the Inquisitor, when I realized the Captain has the same rifle... So I gave the P8 to the Captain, and only to him, to differentiate him. It makes sense too because the P4 mag has 40 rounds (increased from 30 when I first added it to the Spec) but the P8 has 15, and the Captain should be doing less shooting. So here are the changes:

Left back: P8-AR "Blackguard" Rifle [Loot/Grey]
Left torso: 3x P8-AR Rifle Magazine (15 Cap) [Verse]


There is also a slightly different mag spec in CStone but it might be an error: https://finder.cstone.space/FPSMags1/62 ... e50c37d40d

P8-ARM Rifle Magazine (30 cap)

Huge upgrade if it's not an error—twice the rounds—and apparently it's not in shops so it can only be looted? But it's probably an error. Let me know if anyone finds it.


P.S. The MaxLift Tractor Beam was still in the Captain Spec even though I said ages ago I'd remove it, so it's now removed and replaced with Individual Choice.



Cult Spec by icycalm on 13 Apr 2026 18:56

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Alongside the crossbow, we're getting a second type of grenade next month, and it sounds interesting!

Cloud Imperium Games wrote:
Implementing Kastak Arms' area-denial grenade. Prime and throw to lock down an area and prevent enemies from pushing through.


Normally Kastak Arms is the shady arms maker that we use for our pirates, but this sounds useful for all specs, so I don't see the point in restricting it to pirates. So to start with, I've added it to the Master Chief Spec because 1) He has 4 grenade slots, so can easily switch two of them to this type, and 2) He is the fireteam leader so choosing which area to area-deny sounds like his purview. This is how the change looks like in his spec:

Chest: 2x MK-4 Frag Grenade [Verse] [4x292] + 2x Kastak Arms Plasma Grenade

And note that this change carries over to most of the specialist Master Chiefs that have the line "All else same as base Master Chief".

Should other ranks get this grenade, or at least a choice of grenade?

I haven't given it much thought. Let's first try it out with the MC, and depending on how it goes we take it from there. I am open to suggestions once people have tried it out.



Cult Spec by icycalm on 13 Apr 2026 18:44

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This is finally coming in the next major update, just over a month from now, and I couldn't hold my excitement so I went ahead and added it as alternate loadout to the Assassin and Bounty Hunter.

This is how it looks in the Assassin:

Left back: Any Sniper/UltiFlex Crossbow

And the Bounty Hunter:

Right back: GP-33 MOD "Thunderclap" Grenade Launcher/Klaus & Werner Arrowhead Sniper Rifle - Voyager edition [Subscribers] [$$$]/UltiFlex Crossbow

Note that the Ranger can pick any weapons, so he can take it too when needed, and of course almost all the base military ranks have a free slot to choose whatever they want, so practically any spec can bring this along when needed.

This is how it's currently described in the roadmap:

Cloud Imperium Games wrote:
Implementing the long-awaited crossbow, featuring a devastating, shattering bolt and harsh projectile drop, the Ultiflex Crossbow rewards skilled aim with immense power. Its near-silent firing mechanism lets you strike quietly and gain the upper hand on your foes.



Cult Fleet by ysignal on 12 Apr 2026 22:43

Upgraded my Aurora Mk I LN to an Aurora Mk II and my Freelancer DUR to a Hull B. Also picked up a UTV and an Aurora Mk II Cargo Module.



Paints by icycalm on 12 Apr 2026 18:39

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UTV Reckoner Paint $3
https://robertsspaceindustries.com/en/p ... oner-Paint

This paint is the closest the UTV currently gets to the STV's Cobalt Grey, which is our standard Contractor paint. So I grabbed one. It's "limited time", whatever that means these days, but it's only 3 bucks, so if you think you'll be using it, grab one before it goes away. We probably don't need many of these anyway, and we should always be able to grab extra ones for a buck or two more from the grey market.



Cult Fleet by icycalm on 12 Apr 2026 18:14

Upgraded one of my Pulses to the UTV. Note that this will now be standard for Cult Contractors, along with the STV, but I haven't yet published full lists of vehicles for the Contractors. It's a lot of work, and I plan to do it. Just giving a quick heads-up for now.



Stella Fortuna 2956 by icycalm on 12 Apr 2026 17:54

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A quick update on this. I completed the race on the last day of the event, and in fact I might have finished after the event was over because when I went to the frontpage the Stella Fortune page was down. So I contacted support (Concierge Support, for what it's worth) and told them that I finished the race in good time but I don't see the helmet. And several days later they came back to me saying that "whoever finished in time will eventually get it". And sure enough, a couple days later it showed up in my hangar. But it's not something special, as I was expecting. It's the same $4 helmet you could always get in the Pledge Store. So if you missed out on this, you didn't miss much.

I was hoping it would have been the green helmet that comes with the green racing suit that was only available to buy during the event. Anyway, I'll buy it next year to use it while roleplaying that I am one of ysignal's racers.



The Rise of the Metaverse by icycalm on 12 Apr 2026 01:35

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Only in the metaverse genre. I.e. only in Star Citizen and Alex Kierkegaard's Battlegrounds.



Cult Fleet by Adjudicator on 11 Apr 2026 15:17

Obtained the following for my accounts:

Main account and CULTCLONE-2: Aurora Mk II, Aurora Mk I SE, UTV

CULTCLONE-6: Aurora Mk II, Aurora Mk I SE



Cult Fleet by recoil on 11 Apr 2026 12:18

I did a similar upgrade from a Fury to the Aurora Mk I SE.



40K10 Tutorial #2: Recover the STC Fragment by icycalm on 03 Apr 2026 16:18

So here's an update on this.

First off I am hyped we got the full roster of 6 players. And don't worry, I am not assuming all of you will stick with the game, I realize you're just getting a taste of it and I'll be happy if even one or two people end up playing long-term. I am even planning a solo mode so that I can play against Cult Intelligence (CI) myself, so technically no players will be needed for this part of my metaverse to function, but of course the more the merrier. Either way it's a promising start, and I am stoked for it.

The holdup now is that I need to assemble the map. It's quite a delicate task if I want to get it as accurate-to-the-tabletop as possible, which I want to. The previous one was near-100% accurate and looked great to boot, so I am trying to achieve the same here. Moreover, this same map will be used in the sequel with minor modifications, if you manage to get there, so the next mission will be quicker to start if you win this one. Then I will have to make a brand-new map for the next one, but then that one will be used for several of the missions after (all tutorial missions) so mission setup will speed up considerably once we're past this mission. Moreover I am learning all the tools and finding all the resources to assemble maps and I am getting better and faster at it. Doubtless I'll become an expert quickly and then we'll even be able to run multiple missions concurrently, as you will see will become possible once the paths through the galaxy diverge.

This last point is worth elaborating. For the tutorial section there is only one straight path and every mission follows the previous one, but at the end of the tutorial 3 distinct paths will open up (corresponding to the 3 "Ways to Play" detailed in the Battle Honours booklet page 29, if you've checked that out...), and some of them will soon branch further, so eventually there will be literally DOZENS of paths to follow across the galaxy, even zooming into specific planets to play out entire campaigns of urban hiveworld gang wars with entire new factions of units! (google "Necromunda" for a preview of this). And ALL these new factions and units will be usable in Alex Kierkegaard's Warmaster when it launches later this year!

All this to say, once more, that there has never been anything like this game, and it is the ultimate tactics game of all time, which later this year will expand to the ultimate strategy game as well.

But in order to get there I have to first finish this damn map, so please stick with me and be patient for a few more days, as you have so graciously been with me for so long.