Voran Colonial Authority // Field Manual VCA-RECON-08

Scout Operations
Field Manual

A fleet jumping into an unknown system is a fleet gambling with lives. Scouting is the look before the leap — fast survey ships, survey probes, and the intel reports that turn a blind jump into a planned advance. A good scout wins the battle before the war fleet ever arrives.

ReconIntelStealth
Section 01 // Reconnaissance

Getting Started

Scouting comes down to three ingredients:

A scout ship — one of four dedicated DR-series scouts, each tied to a scan tier.

A survey probe — a consumable, one per scan, that must match your scout’s tier.

A target system — anywhere you want to know more about.

You send a scout to a system, it spends a probe, and it produces a scan report revealing what’s inside. Higher-tier scouts and probes produce sharper, more complete reports.

There’s no fog of war to uncover — the map and system names are always visible. What’s hidden is the detail: a system’s planets, their resources, its asteroid belts, and who else has ships there. Those stay unknown until you scan, have your own units present, or the system hosts a Voran Citadel.
Section 02 // The Fleet

Scout Ships

Only dedicated scout ships can run scans — a regular ship sent to scan is simply rejected. There are four classes, each locked to a scan tier.

Scout ShipTierRole
DR-1A EosTier 1Basic survey — cheap, rough picture
DR-2A AetherTier 2Improved detail
DR-3A PrometheusTier 3Precise locations and enemy composition
DR-4A MorpheusTier 4Complete intel — and stealthy
Scout ships fit naturally into the Exploration division of your fleets (fleet numbers 601–699). That’s an organizational convention that makes it easy to find your survey ships — not a requirement for scanning.
Section 03 // Consumables

Survey Probes

Every scan consumes one survey probe, and the probe's tier must match the scout's tier. Probes are a stocked inventory item — you buy them ahead of time and draw them down as you scan.

Where to buy: Probes are purchased from Voran (the in-game vendor) using credits. Higher-tier probes cost dramatically more than lower ones.

How they’re spent: When you dispatch a scout, it reserves a probe. The probe is only truly consumed once the scan actually begins on-site.

Refunds: If you cancel or abort a mission before the scan starts, the reserved probe is refunded. Missions even survive server restarts — any interrupted mission is reconciled and its probe returned.

Stock probes at the tier you actually plan to use. A fleet of Tier 3 scouts is useless without Tier 3 probes on hand.
Section 04 // Fire and Forget

Running a Scout Mission

Launching a scan is simple — pick a scout, pick a target system, and go. If the scout is already in the target system, the scan begins immediately. If it's somewhere else, the game plots a jump route, flies the scout there respecting its jump range, and starts the scan the moment it arrives.

RuleDetail
One scan at a timeA scout can't be dispatched on a second scan while it's already on one
No redundant scansYou can’t scan a system you already hold an equal-or-better report for — it would waste a probe
Upgrades replace downgradesA new higher-tier report of a system automatically clears out your older, lower-tier reports of it
CancellableYou can cancel a mission mid-flight or mid-scan; a reserved probe is refunded
Section 05 // Intel Detail

What a Scan Reveals

A completed scan covers three things: planets and their resource deposits, asteroid belts, and enemy fleet presence. The scan tier determines how much detail you get — buy a sharper probe for a sharper picture.

TierPlanets & ResourcesAsteroidsEnemy Fleets
Tier 1 — EosOnly the richer deposits show up; quantities are rough; no richness figuresBasic presenceVague strength band only (light / moderate / heavy)
Tier 2 — AetherAdds approximate richness and tighter quantity estimatesBelt quantities appearImproved read on presence
Tier 3 — PrometheusAdds precise deposit locationsPer-asteroid detailEnemy composition — ship types and counts
Tier 4 — MorpheusEverything, unfuzzed — all deposits, exact figures, and a placement hintFull detailFull enemy detail including ship stats
Use cheap Tier 1 scans to survey lots of systems quickly and find the interesting ones, then send a Tier 3 or Tier 4 scout to fully map the winners.
Section 06 // Shelf Life

Intel Is Perishable

A scan is a snapshot in time, not permanent knowledge — the galaxy moves on the moment your scout leaves. Every report has a lifecycle, and understanding it is the difference between a planned strike and an ambush.

StageWhat Happens
SealedA finished scan arrives sealed — a ~48 hour shelf life. If you never open it, it’s destroyed.
OpenedOpening a report starts its decay clock.
DecayingOver days the intel degrades: full → partial → basic → expired, finest detail stripped first.
GoneFully decayed reports are destroyed.
Fresh intel is reliable, old intel is not. A three-day-old report of an enemy system tells you what was there, not what’s there now.
Section 07 // Stealth

Getting Spotted

Scanning isn't always silent. When a scan completes, other players who have units in that system are alerted that a scan took place — a signal that someone is watching them.

The exception is the top tier: Tier 4 Morpheus scans are stealthy and raise no alert. Nobody knows you looked. If you’re scouting a hostile system and don’t want to tip your hand, it’s worth the Tier 4 cost — cheaper scans get the intel, but they announce your interest to everyone parked there.
Section 08 // Intel as Currency

Sharing & Selling Intel

Among the Voran, good intelligence is currency. Scan reports are a genuine commodity — knowledge is something you can trade, not just spend.

Share with your guild: An active report can be shared to your guildmates so everyone benefits from one scout’s work.

Sell on VIX: Reports can be listed on the marketplace for auction or buy-now. While a report is listed, its shelf-life clock is paused and preserved. A buyer who wins it receives it sealed, with about a 24-hour window to open it before it expires.

This turns scouting into a real economic role: a dedicated scout player can survey the galaxy and sell intel to commanders who’d rather buy knowledge than fly for it.
Section 09 // Side Benefit

Scouting Also Charts Routes

Scouting has a useful side effect. When a scout travels a new path between systems, it records a mapped route — a known jump lane — and shares it with you and your guild.

Mapped routes expire after about 24 hours, so they reflect recently traveled lanes rather than a permanent map. It’s a free bonus of keeping scouts on the move.
Section 10 // Wide-Angle Lens

Regional Awareness (Sector Intel)

Separate from per-system scanning, every named sector has a Sector Intel dashboard — a free, always-available regional summary showing total systems, resource-tier breakdowns, recent and largest battles, activity levels, and the top guilds by systems controlled.

Sector Intel is your wide-angle lens: use it to decide which sectors are worth scouting in the first place, then send scouts to survey the specific systems that matter.
Section 11 // Operational Doctrine

Scouting Checklist

From your first probe to scouting the competition — follow each tier in sequence as your reconnaissance operation matures.

1Setting Up Your First ScoutNew Commander
1Acquire a scout ship — start with a DR-1A Eos to learn the ropes cheaply.
2Buy matching probes from Voran — a scout is useless without probes of its tier.
3Pick a target system — somewhere you’re curious about or planning to expand into.
4Dispatch and forget — the scout flies itself there and scans on arrival.
2Running an Efficient SurveyOngoing
1Sweep wide with Tier 1 — cheap scans across many systems find the promising ones.
2Follow up with high tiers — send a Prometheus or Morpheus to fully map the best finds.
3Open sealed reports promptly — a sealed report dies in ~48 hours if you never open it.
4Act on fresh intel — plan your mining or expansion while the report is still full detail.
3Scouting the CompetitionContested Space
1Go stealth in hostile space — Tier 4 Morpheus scans don't alert the locals.
2Re-scan before you commit — enemy fleets move; old intel misleads.
3Share with your guild — one scout’s report can arm your whole guild.
4Sell surplus intel on VIX — reports you don’t need are worth credits to someone else.
Section 12 // Threat Assessment

Warning Signs

The messages you'll run into while scouting, what causes them, and how to clear them.

"Unit is not a scout ship"
CauseYou tried to scan with a non-scout ship
FixUse a DR-series scout
Scan blocked / can't start
CauseYou already hold an equal-or-better report for that system
FixWait for it to decay, or scan at a higher tier
Out of probes
CauseNo matching-tier probes in inventory
FixBuy more from Voran before dispatching
Report vanished before use
CauseSealed report passed its ~48h shelf life unopened
FixOpen reports promptly after they arrive
Intel turned out wrong
CauseReport had decayed, or was stale
FixRe-scan for fresh intel before acting
Enemy knew you were watching
CauseYou used a Tier 1–3 scan on an occupied system
FixUse Tier 4 Morpheus for silent scouting
Section 13 // Commander's Briefing

Key Tips

Distilled reconnaissance doctrine — the habits that separate a scout who wins battles from one who wastes probes.

A Scout Is Nothing Without Probes
Buy the matching tier before you dispatch, or the mission can’t scan.
Tier Buys Clarity
Higher tiers reveal richer detail — precise locations, exact numbers, and full enemy composition.
Sweep Cheap, Confirm Expensive
Tier 1 finds the interesting systems; high tiers map them properly.
Open Sealed Reports Fast
They expire in about 48 hours if you never open them, and intel rots as it decays — act while it’s fresh.
Scanning Can Be Seen
Only Tier 4 Morpheus scans are stealthy; everything else alerts anyone with units in the system.
Intel Is Money
Share reports with your guild, or sell surplus on VIX — scouting can be a full economic role.