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ES2-Icon-Interceptor
Interceptor I
  • Ship
  • Special
  • Ultimate
The Colonial fleet's original workhorse, the Interceptor-class fighter maximizes offensive capabilities by redirecting engine reserves to weapons - a feature preserved from older models - for steady uninterrupted fire.
Weapons use boost energy after weapon energy is depleted.
Heavily boosts weapon damage and fire rate and provides unlimited energy. Killing an enemy increases the remaining duration by 1.0s.
ES2-Icon-Credits
14,500
ES2-Icon-PowerConverter
Special
Power Converter
ES2-Icon-Ultimate-WeaponOverdrive
ULT
Weapon Overdrive
ES2-Icon-ShipPassive
Passives
1
Shield Bonus
60%
Armor Bonus
100%
Hull
260
Handling
480
Speed
85m/s
Tractor Beam
800m
ES2-Icon-Primary
3
primaries
ES2-Icon-Type-Secondary
3
secondaries
ES2-Icon-Crafting-Consumables
3
consumables
ES2-Icon-Device
2
devices
ES2-Icon-Type-CargoUnit
18
cargo

The Interceptor is a subclass of medium fighter class ships in Everspace 2 that are intended to focus on primary weapons as their main source of damage, and to keep them firing for much longer than average.

DisambigFor the ship in Everspace, see Colonial Interceptor.

Special[]

Power Converter: Weapons use boost energy after weapon energy is depleted.

Notes:[]

  • As described, this lets Primary weapons pull from the Boost energy when their main supply is depleted allowing for longer periods of sustained fire before switching.

Ultimate Ability (ULT)[]

Weapon Overdrive: Heavily boosts weapon damage and fire rate and provides unlimited energy. Killing an enemy increases the remaining duration by 1.0s.

Notes:[]

  • While activated, The screen is tinted red and and the sound of weapons fire is changed.
  • Increases damage by 1.8x and fire rate by 50%.

Equipment Slots[]

  • Primary Weapons: 3
  • Secondary Weapons: 3
  • Consumables: 3
  • Devices: 2-4
  • Cargo: 18-30

Stats[]

  • Shield Bonus: 60%-106%
  • Armor Bonus: 100%-176%
  • Base Hull: 260-5634
  • Expertise: Weapon Energy Consumption
Expertise 0 20 100 200 300 400 500 1000 2000 5000 Infinity
Weapon Energy Consumption -0% -0.8% -3.6% -6.7% -9.2% -11.4% -13.3% -20.0% -26.7% -33.3% -40.0%
  • Ship Speed: 85-89 m/s
  • Handling: 480-530

Passives[]

The following passive effects are currently available for Interceptors. A ship can only have one of the two exclusive passives.

  • When flying toward a locked enemy target beyond 1500m range, gain 15% increased speed.
  • 10% increased primary weapon damage.
  • Collecting an energy orb grants +1% increased critical hit chance for 6 seconds, up to 20%.
  • Primary weapon hits refund 30% of energy cost.
  • Critical hits have a 20% chance to recharge Weapon Overdrive by 1%.
  • When entering a location, gain 20% increased boost and fire rate for 60s.
  • While firing primary weapons, gain 1% increased critical hit damage every second to a maximum of 20%.
  • While Weapon Overdrive is active, gain 100% increased energy orb collection range. [Exclusive]
  • While Weapon Overdrive is active, gain 50% chance to refund secondary weapons upon use. [Exclusive]

Tactical Analysis[]

A bit of a glass cannon. While an Interceptor with its various passives and Expertise can keep its Primary weapons firing for a great deal longer than other ships, it has absolutely nothing that boosts its innate toughness and its moderate-grade health and maneuverability will not endure sustained enemy fire for long. While its more efficient Primary energy use appears novel, other ships can achieve the same thing by simply cycling their weapon selection. The Interceptor does have some damage output boosts through some of its passives and the Overdrive Ultimate, but this damage is still surpassed by several other ships.

Overall, the Interceptor is a middle-of-the-road general purpose ship.

Gallery[]