SHIP OVERVIEW
Shield & Armor
Shields Fitment: The 135c comes with 1× Size-1 shield generator by default, swappable with any S1 unit. Mechanics: Shields absorb incoming energy damage first; once depleted, hull/armor takes damage. Tips: Upgrade to a high-uptime or high-recharge S1 shield, and divert more power to shields in combat. Armor Role: As a light freight starter ship, the 135c has light armor, making it vulnerable once shields are down. In-game data: Its spec sheet lists “Ship Armor,” indicating a light hull armor layer. Tips: Rely on avoidance and maneuverability, avoid trading against heavy fire, and disengage to recharge shields when necessary.
Hangar Size & Docking Compatibility
Hangar/Pad Size: Small Docking Support: No
Weapon Loadout, Ammunition Types and Turret
Pilot guns: 2× Size-3 gun hardpoints under pilot control; if you fit a gimbal, you mount Size-2 guns (standard “gimbal = −1 size” rule). Missiles: 1 rack for 2× Size-2 missiles (e.g., StrikeForce II–class). Turrets: None (no manned or remote turret; all forward-firing pilot weapons and a small missile rack).
Missile Hardpoints & Missile Types
135c Missile Load: Factory loadout provides one launcher carrying 2× Size-2 missiles (often StrikeForce II by default; can be swapped for any S2 type; total carried missiles = 2). Ammo Note: The stock guns are energy weapons, so no ballistic ammo is carried; only missiles consume “ammo.”
Minimum & Recommended Crew
Minimum crew: 1 Recommended crew: 1
Cargo Size
6 SCU
Specialization, Role and Function
Freighter
Engines, Power Plants, Cooling Systems, and Radar
Quantum Drive: TARS Expedition (S1, Civilian, C-grade) Power Plant: Fortitude (S1, Industrial, C-grade) Coolers: Thermax (S1, Industrial, C-grade) ×2 Radar: Ecouter (S1, Military, C-grade)