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Sigma Shipyards Epsilon-class Heavy Shuttle

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Heavy Shuttle
Sigma Shipyards Epsilon-class Heavy Shuttle
General characteristics
Acceleration Good (485)
Turning ability Good (39)
Maximum speed 390
Cost {{{cost}}}
Requirements {{{requires}}}
Technical specifications
Length 12 meters
Shield capacity 45/10
Armor effectiveness 45/0
Energy capacity 4 jumps
Crew 2
Total mass 25 tons
Free space 15 tons
Cargo space 15 tons
Gun hard-points Maximum of 2
Turret hard-points None
Standard armament Light blaster (1)
Included outfits None

The Sigma Shipyards Epsilon-class Heavy Shuttle, often called simply a Heavy Shuttle, is a light freighter built by Sigma Shipyards as a larger version of the Alpha-class shuttle. Although slightly less maneuverable, the Heavy Shuttle has replaced its smaller cousin in many systems; its larger energy and cargo capacity allow for more jumps with more cargo. Like the Alpha-models, Epsilon-class shuttles have been in production for hundreds of years, and are used across much of Federation space by independent traders.


If you have any gameplay tips, hints, or background information relevant to this topic, please post them here.

At the start of the game, the player has enough money to buy both the stock and used variant straight away. Since the Heavy Shuttle is better than the Shuttle in every way (besides a small decrease in speed, which is hardly significant), a large proportion of players usually do this immediately. It is possible to buy a long-range weapon, such as an [FPC][1] or 100mm railgun, and use it to disable ships much larger and more capable than the Heavy Shuttle, and then board the ships, giving you the option to take their credits, and possibly (but unlikely), to capture the ship. This is done by making the target ship (good options are Manticores, Marauder Pegasuses, Valkyries, and other similar craft without long-range guns) hostile by firing a single shot at it. It will then turn and chase you, firing missiles or rockets at you, trying to kill or disable your ship. Move away from the ship until it runs out of missile ammo, and then get it in range of your weapon but out of range of theirs and fire until it is disabled. This method can take a long time but is normally worth it to gain a sizeable amount of credits and possibly a captured ship.

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