The first time a Terran Armada Incursion hit my route, I wasn’t hunting for a fight. I was lining up a routine grav jump, hit the button, and… nothing. Grav drive offline, fast travel greyed out, and a red Terran icon burning on the star map. The game doesn’t spell this out very clearly, so it felt like the Settled Systems themselves had just locked me in.
That’s the core of Incursions in the Terran Armada DLC: dynamic invasions that literally bend the rules of travel until you deal with them. Once I understood how the system works – and tuned my builds separately for space and ground Incursions – they went from annoying interruptions to my favorite endgame loop for testing ships, farming X-Tech, and stress-testing builds against high-level robots.
This guide breaks down how Incursions are structured, how grav drive disruption and Cruise Mode change your approach, and the best strategies I’ve found for every type of Incursion, including difficulty tuning and efficient X-Tech farming.
Terran Armada Incursions are dynamic combat events that pop up around the Settled Systems once you’re into the DLC storyline. You’re up against a robotic invasion force that wants to bring everything under one rigid authority – and they show up with serious hardware to back that up.
On the star map, Incursions are marked clearly as Terran Armada activity. In practice, they fall into two broad scales:
I treat small Incursions as warm-ups or farming runs, and large ones as mini-dungeons that test both my ship and my on-foot build.
The most important mechanic to internalize: active Incursions interfere with your grav drive and fast travel. When you’re in the same area of space as an Incursion, you’ll often see:
To reach these hotspots, you need to use Cruise Mode – the seamless system travel added in the Free Lanes update. Instead of loading straight into a planet’s orbit, you actually fly there. If an Incursion is active along that path, you’ll get pulled into it naturally as you approach.
Once the Incursion is cleared, grav jumps and fast travel snap back to normal. It feels like the Armada is jamming the lanes until you kick them out.
Incursions are tuned as endgame content: dense robot groups, tough ships, and enemy modifiers that punish sloppy builds. Going in “with whatever you’ve been using” works for the first couple, but you’ll hit a wall if you don’t specialize.
Against Terran Armada ships, I’ve had the most success with a classic three-weapon setup:
The key is power management. In tougher Incursions, I run my grav drive low or even at zero and shove all power into shields and weapons. Since grav jumps are disabled by the Incursion anyway, that power point is usually wasted if it’s still in the drive.
Two specific tweaks that helped my survival rate:
On foot, Terran Incursions are almost entirely robots. That means:
For skills, I value:
The new companion Delta – a reprogrammed Terran robot – also fits perfectly into Incursion runs. Delta soaks aggro, understands robot behavior, and doesn’t complain when you decide to clear every last assembly line on a platform.
Space-based Incursions are where I test ships. The game throws mixed Terran fleets with modifiers like “Tricky” (harder to hit) or “Martyr” (enrages allies when one dies), so you want a plan before you dive in.
These are usually one- to two-wave fights against light to medium ships.
When you’re farming, these are your bread and butter. Clear time is short, grav drive comes back online quickly, and you get a steady trickle of X-Tech and Terran weapons without risking your ship to a capital vessel.
Large space Incursions usually mean a big Terran ship in the middle – assault carrier, assembler, or similar – with escorts.
When a large space Incursion is also story-related, expect extra scripting: reinforcements after you “win”, or an objective marker tied to boarding or destroying a specific hull section.
Ground Incursions are where the Terran Armada DLC feels closest to a traditional dungeon crawl: tighter spaces, layered objectives, and high robot density.
Platforms play out like fortified compounds:
Tactical tips that made these much smoother for me:
Boarding an assembler or assault ship is basically a corridor shooter against robots.
Many large Incursions end with you disabling a core, flipping a series of switches, or destroying specific machinery. I always do one last sweep for containers and dead robots before leaving; Terran interiors are stuffed with X-Tech and high-tier loot.
Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.
Ultimate Guide Strategy Guide + Weekly Pro Tips
Terran Armada Incursions plug into a larger DLC storyline, but most of what you see on the map is optional.
My rule of thumb:
You’re never forced to clear every optional Incursion in a system, but leaving too many up means you’ll regularly run into grav drive issues when trying to travel quickly through that region.
Terran Incursions hit harder than base-game encounters, but you have a lot of control over how brutal they feel. I tune difficulty in three main ways.
Start → Settings → Gameplay to bump difficulty up or down before engaging a big Incursion. When I’m testing a new build, I drop one step until I’m confident, then raise it again for farming.Once you’ve cleared the DLC storyline, Incursions function as repeatable endgame content. This is where I lock in my preferred difficulty and just live there for a while.
Every Incursion type can drop X-Tech – the new high-end resource – along with weapons, armor, ships, and gear that lean into a more grounded, “real-world” aesthetic (think rugged machine guns and industrial plating).
From a pure efficiency standpoint, here’s how I prioritize runs:
A few small habits increased my X-Tech haul noticeably: