Spaceships: Difference between revisions
(→Power Plant: Updated values for 0.4.38. Added Molten Salt Fission Reactors. Removed Power plants not in tech tree.) |
(→Particle Weapons: better TLDR description) |
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|- | |- | ||
| '''Defense Bomber''' || Short || Long | | '''Defense Bomber''' || Short || Long | ||
|} | |||
== Officier == | |||
Individual ship may earn experience result in specific improvements for that ship | |||
{| class="wikitable" | |||
! Name !! Module !! Trigger !! Minimum crew !! Spawn chance!! Effect (Level 1, Level 2, Level 3) | |||
|- | |||
| '''Admiral''' || Flag Bridge || Combat victory || || 2% || Fleet MC Reduction (-5%, -10%, -20%) | |||
|- | |||
| '''Captain''' || || Combat victory || || 1% || Ship MC (-1, -2, -3) Minimum of 1, Global Damage (+2%, +4%, +6%) | |||
|- | |||
| '''First Officier''' || || Combat victory || 20 || 1% || Officer promotion (+1%, +2%, +3%), Global targeting (+3%, +6%, +10%) | |||
|- | |||
| '''Fire Control Officier''' || Missiles || Combat kill with missiles || || 6% || Missile targeting & damage (+10%, +20%, +30%) | |||
|- | |||
| '''Gunnery Officer''' || Guns || Combat kill with guns || || 6% || Guns targeting & damage (+10%, +20%, +30%) | |||
|- | |||
| '''Direct Energy Officier''' || Energy weapons || Combat kill with energy weapons || || 6% || Energy targeting & damage (+10%, +20%, +30%) | |||
|- | |||
| '''Damage Control Officer''' || || Combat survival || 10 || 1% || Improve damage control speed (+10%, +20%, +30%), Internal damage (-5%, -10%, -15%) | |||
|- | |||
| '''Engineering Officer''' || || Combat survival || || 1% || Internal damage (-5%, -10%, -15%), Dock repair speed (+20%, +30%, +50%) | |||
|- | |||
| '''Propulsion Officer''' || || Combat survival || || 1% || Combat thrust multiplier (1, 2, 3), ECM +(2%, 4%, 6%) | |||
|- | |||
| '''Medical Officier''' || || Combat survival || 40 || 1% || Combat acceleration (+50%, +100%, +150%), Officer survival (+30%, +50%, +70%), Radiation damage (-10%, -25%, -50%) | |||
|- | |||
| '''CIC Officier''' || || Combat kill || 20 || 2% || ECM (+5%, +12%, +20%), Point defense cooldown (-5%, -10%, -15%) | |||
|- | |||
| '''Intel Officier''' || || Combat kill || 40 || 2% || Global target and damage (+5%, +10%, +15%) | |||
|- | |||
| '''Marine Officier''' || Marine || Successful marine assault || || 10% || Assault combat value (+1, +3, +5) | |||
|- | |||
| '''Supply Officier''' || || Transfer completion || 40 || 3% || Max trajectory duration in months (+3, +6, +12), Dock resupply speed (+20%, +30%, +50%) | |||
|- | |||
| '''Chief Officier''' || || Combat victory || 20 || 1% || Damage control speed (+2%, +4%, +6%) MC Reduction (0, 0, -1) | |||
|} | |} | ||
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==== Particle Weapons==== | ==== Particle Weapons==== | ||
Particle weapons are short-range weapons that | Particle weapons are short-range weapons that are very good at penetrating armor, potentially disabling or destroying a ship's internal components, but doing very little to armor or ship structure itself. They are designed to be used as part of a fleet, and are very unlikely to kill a ship if used alone. The point-defense particle beam is also an effective point-defense weapon against missiles, but not against kinetic slugs. | ||
{| class="wikitable sortable mw-collapsible mw-collapsed" | {| class="wikitable sortable mw-collapsible mw-collapsed" | ||
! Particle Beam !! Hull Slots !! Nose Slots !! Mass (tons) !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Thermal Damage !! X-Ray Damage !! Baryonic Damage !! Targeting Range (km) !! Shot Battery Consumption (GJ) !! Build Cost | ! Particle Beam !! Hull Slots !! Nose Slots !! Mass (tons) !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Thermal Damage !! X-Ray Damage !! Baryonic Damage !! Targeting Range (km) !! Shot Battery Consumption (GJ) !! Build Cost | ||
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| Spinal Neutron Lance || || 4 || 360 || Focus Fire, Attack || 60 || 560 || 0% || 0% || 100% || 1000 || 3.7 || | | Spinal Neutron Lance || || 4 || 360 || Focus Fire, Attack || 60 || 560 || 0% || 0% || 100% || 1000 || 3.7 || | ||
|} | |} | ||
''The difference between Thermal, X-Ray, and Baryonic damage is not explained in game as of patch 0.4.38. From [https://www.reddit.com/r/TerraInvicta/comments/1dcc631/comment/l7xwdtn/ u/Ayla-Selene on reddit]:'' | |||
<blockquote>Radiation damage is reduced by armor via "Half-Values". one half value cuts damage in half. two half values cut damage in half twice, for 1/4. | |||
all ships have a baseline of 5 half-values (1/32). armor up to the point where it reaches those 5 half-values does nothing. after that it replaces the baseline half-values with its own half-values. | |||
The half value is measured in armor thickness, and not shown anywhere in game. every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. | |||
here's a table for the half values of different armor types (i calculated the points from armor thickness per point and the half value thickness): | |||
{| class="wikitable sortable mw-collapsible mw-collapsed" | |||
|- | |||
! Armor !! points per half-value (X-Ray) !! points per half-value (Baryon) | |||
|- | |||
| Steel || 0.27 || 1.00 | |||
|- | |||
| Titanium || 0.44 || 1.11 | |||
|- | |||
| Silicon Carbide || 0.72 || 4.61 | |||
|- | |||
| Boron Carbide || 1.00 || 0.62 | |||
|- | |||
| Composite || 1.11 || 5.21 | |||
|- | |||
| Foamed Metal || 1.62 || 7.44 | |||
|- | |||
| Nanotube || 2.53 || 19.77 | |||
|- | |||
| Adamantine || 4.83 || 31.05 | |||
|- | |||
| Exotic || 2.00 || 4.62 | |||
|- | |||
| Hybrid || 1.80 || 4.40 | |||
|} | |||
If your armor is greater than 5 half-values, you can divide the damage by 2^(Armor/PointsPerHalfValue). Otherwise divide it by 32. | |||
Baryon damage is additionally multiplied by 5. | |||
This resulting damage is directly dealt to internals, with the hit location being calculated in the same way as with lasers. If it happens to hit something that is immune to radiation (for example a heat sink or the structure) it will deal no damage. | |||
Any damage at all is enough to disable a weapon (until damage control gets around to repairing it), which explains that the laser stopped firing for a while. Human Lasers also only have 1HP, and once a weapon is entirely destroyed it can only be repaired in a shipyard. | |||
As for Ion / Particle... Particle uses a different dispersion model, which theoretically results in much longer effective range. I am not sure if it actually has a noticeable effect on gameplay though. | |||
</blockquote> | |||
==== Plasma Weapons ==== | ==== Plasma Weapons ==== |
Latest revision as of 18:00, 30 November 2024
All the covert machinations on Earth and industrialization efforts in space are the path for factions to build fleets of ships to protect and advance their interests. Once the factions unlock the early-game orbital shipbuilding tech, and the follow-on space dock project for their habs, they can build interplanetary spacecraft.
With the right modules, ships can prospect and found habitats, but the primary role for most ships is combat.
At any time, you can design ships out of the modules you've developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, boost and money.
Individual ships are constructed at habs at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the hab that built them.
To save a ship design, it must have a drive, power plant, radiators, battery, armor materials (even with zero thickness), at least one propellant tank, and an assigned role. Specialty designs like colony ships must also have a utility module that allows them to perform the role's function.
Ship Performance
Ships have the following characteristics that need to be tracked:
- Wet Mass: Wet Mass is the total mass of the ship when fully loaded with fuel. Mass influences the ship's maneuverability. Higher mass decreases Delta-V and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass.
- Crew: How many personnel will serve aboard the ship.
- Cruise Acceleration: How quickly the ship can change its velocity in the strategy layer. Higher cruise accelerations allow ships to overcome a space body's gravity and take more direct trajectories to its destination.
- Combat Acceleration: How quickly the ship can change its velocity in the combat layer. Some drives are capable of short periods of higher acceleration in combat situations.
- Turn Rate: How quickly the ship can change its orientation in combat. This value is dependent on the length and mass of the ship; shorter ships will turn faster all things being equal.
- Heat Sink Capacity: Heat sinks serve as a temporary substitute for a ship's heat management while a its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.
- Battery Capacity: The ship's batteries store power from its power plant for use by most weapon systems when the power plant is unavailable. More advanced batteries are able to recharge during combat.
- Construction Cost: Resources required to build the ship. Boost and Money can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.
- Construction Time: How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.
- Support: The monthly cost of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction's attempts to seize the ship.
- Cruise Delta-V Determines where the ship can go and how fast it can get there. More propellant increases Delta-V. More mass on the ship decreases it.
- Ships with 4 kps Delta-V can intercept and return to a friendly station in the same orbit.
- Ships with less than 8 kps Delta-V may have trouble reaching the Moon from an Earth orbit.
- Ships with less than 30 kps Delta-V will not be able to reliably perform interplanetary transfers from Earth.
- Ships with roughly 60 kps will be able to perform more extreme transfers such as transferring from Mercury to Saturn.
Hull
Designing a ship begins with selecting a hull. The type of hull determines the number of nose and hull weapon hard points, the number of utility modules, and the length of the hull.
Shorter ships will have a lower moment of inertia, meaning they will rotate faster than their longer counterparts. The weight required to armor a ship also increases with ship size. Steel armor has been used as a benchmark here, but see the Armor section below for information on lighter armors.
Role
Each ship has a role, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat and how much propellant will it want. The role affects the autodesigner behavior and where the ship is placed in a combat formation.
- Ships with Long strategic range will emphasize propellant for interplanetary operations
- Ships with Short strategic range will limit propellant mass in favor of maneuverability
Role | Strategic Range | Preferred Combat Engagement Range |
---|---|---|
Troop Carrier | Long | Will avoid combat |
Explorer | Long | Will avoid combat |
Inner System Colony Ship | Long | Will avoid combat |
Outer System Colony Ship | Long | Will avoid combat |
Transport | Long | Will avoid combat |
Strike | Long | Short |
Interdictor | Long | Medium |
Attack Bomber | Long | Long |
Fighter | Medium | Short |
Space Superiority | Medium | Medium |
Standoff | Medium | Long |
Interceptor | Short | Short |
Patrol | Short | Medium |
Defense Bomber | Short | Long |
Officier
Individual ship may earn experience result in specific improvements for that ship
Name | Module | Trigger | Minimum crew | Spawn chance | Effect (Level 1, Level 2, Level 3) |
---|---|---|---|---|---|
Admiral | Flag Bridge | Combat victory | 2% | Fleet MC Reduction (-5%, -10%, -20%) | |
Captain | Combat victory | 1% | Ship MC (-1, -2, -3) Minimum of 1, Global Damage (+2%, +4%, +6%) | ||
First Officier | Combat victory | 20 | 1% | Officer promotion (+1%, +2%, +3%), Global targeting (+3%, +6%, +10%) | |
Fire Control Officier | Missiles | Combat kill with missiles | 6% | Missile targeting & damage (+10%, +20%, +30%) | |
Gunnery Officer | Guns | Combat kill with guns | 6% | Guns targeting & damage (+10%, +20%, +30%) | |
Direct Energy Officier | Energy weapons | Combat kill with energy weapons | 6% | Energy targeting & damage (+10%, +20%, +30%) | |
Damage Control Officer | Combat survival | 10 | 1% | Improve damage control speed (+10%, +20%, +30%), Internal damage (-5%, -10%, -15%) | |
Engineering Officer | Combat survival | 1% | Internal damage (-5%, -10%, -15%), Dock repair speed (+20%, +30%, +50%) | ||
Propulsion Officer | Combat survival | 1% | Combat thrust multiplier (1, 2, 3), ECM +(2%, 4%, 6%) | ||
Medical Officier | Combat survival | 40 | 1% | Combat acceleration (+50%, +100%, +150%), Officer survival (+30%, +50%, +70%), Radiation damage (-10%, -25%, -50%) | |
CIC Officier | Combat kill | 20 | 2% | ECM (+5%, +12%, +20%), Point defense cooldown (-5%, -10%, -15%) | |
Intel Officier | Combat kill | 40 | 2% | Global target and damage (+5%, +10%, +15%) | |
Marine Officier | Marine | Successful marine assault | 10% | Assault combat value (+1, +3, +5) | |
Supply Officier | Transfer completion | 40 | 3% | Max trajectory duration in months (+3, +6, +12), Dock resupply speed (+20%, +30%, +50%) | |
Chief Officier | Combat victory | 20 | 1% | Damage control speed (+2%, +4%, +6%) MC Reduction (0, 0, -1) |
Ship Components
Power Plant
A ship's power plant provides energy to both the ship's drive and other ship systems. The mass of the power plant scales with the greater of the power requirement of the drive or the ship's systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.
Power Plant | Classification | Efficiency | Specific power (tons/GW) | Maximum Output (GW) |
---|---|---|---|---|
Fuel Cell I | Fuel Cell | 70.0% | 2,800 | 0.2 |
Fuel Cell II | Fuel Cell | 70.0% | 450 | 0.8 |
Fuel Cell III | Fuel Cell | 72.0% | 120 | 1.5 |
Solid Core Fission Reactor I | Solid Core Fission | 75.0% | 40 | 2 |
Solid Core Fission Reactor II | Solid Core Fission | 77.5% | 34 | 6 |
Solid Core Fission Reactor III | Solid Core Fission | 80.0% | 28 | 20 |
Solid Core Fission Reactor IV | Solid Core Fission | 82.5% | 12 | 60 |
Solid Core Fission Reactor V | Solid Core Fission | 85.0% | 8 | 125 |
Compact Solid Core Fission Reactor I | Solid Core Fission | 77.5% | 6 | 1.5 |
Compact Solid Core Fission Reactor II | Solid Core Fission | 80.0% | 5 | 5 |
Compact Solid Core Fission Reactor III | Solid Core Fission | 82.5% | 4 | 12 |
Compact Solid Core Fission Reactor IV | Solid Core Fission | 85.0% | 3 | 20 |
Compact Solid Core Fission Reactor V | Solid Core Fission | 87.5% | 2 | 20 |
Molten Core Fission Reactor I | Molten Core Fission | 85.0% | 4 | 8 |
Molten Core Fission Reactor II | Molten Core Fission | 88.0% | 3.5 | 35 |
Molten Core Fission Reactor III | Molten Core Fission | 90.0% | 3 | 420 |
Molten Salt Fission Reactor I | Molten Salt Core Fission | 92.0% | 2 | 40 |
Molten Salt Fission Reactor II | Molten Salt Core Fission | 93.0% | 1.8 | 420 |
Vapor Core Fission Reactor I | Gas Core Fission | 90.0% | 4 | 6.5 |
Vapor Core Fission Reactor II | Gas Core Fission | 92.0% | 3 | 20 |
Vapor Core Fission Reactor III | Gas Core Fission | 92.0% | 3 | 60 |
Gas Core Fission Reactor I | Gas Core Fission | 90.0% | 10 | 8 |
Gas Core Fission Reactor II | Gas Core Fission | 91.0% | 7 | 33 |
Gas Core Fission Reactor III | Gas Core Fission | 95.0% | 3 | 150 |
Terawatt Gas Core Fission Reactor I | Gas Core Fission | 93.0% | 10 | 1700 |
Terawatt Gas Core Fission Reactor II | Gas Core Fission | 95.0% | 3.5 | 1700 |
Terawatt Gas Core Fission Reactor III | Gas Core Fission | 96.0% | 1 | 1700 |
Electrostatic Confinement Fusion Reactor I | Electrostatic Confinement Fusion | 95.0% | 1 | 46 |
Electrostatic Confinement Fusion Reactor II | Electrostatic Confinement Fusion | 95.0% | 0.5 | 74 |
Z-Pinch Fusion Reactor I | Z-Pinch Fusion | 95.0% | 10 | 260 |
Z-Pinch Fusion Reactor II | Z-Pinch Fusion | 95.0% | 5 | 610 |
Z-Pinch Fusion Reactor III | Z-Pinch Fusion | 96.0% | 1.5 | 2500 |
Z-Pinch Fusion Reactor IV | Z-Pinch Fusion | 97.0% | 0.4 | 4000 |
Hybrid Confinement Fusion Reactor I | Hybrid Confinement Fusion | 97.0% | 4 | 180 |
Hybrid Confinement Fusion Reactor II | Hybrid Confinement Fusion | 98.0% | 2 | 510 |
Hybrid Confinement Fusion Reactor III | Hybrid Confinement Fusion | 99.0% | 1 | 1900 |
Hybrid Confinement Fusion Reactor IV | Hybrid Confinement Fusion | 99.0% | 0.05 | 11400 |
Fusion Tokamak I | Toroid Magnetic Confinement Fusion | 92.0% | 12 | 128 |
Fusion Tokamak II | Toroid Magnetic Confinement Fusion | 94.0% | 8 | 401 |
Fusion Tokamak III | Toroid Magnetic Confinement Fusion | 95.0% | 6 | 624 |
Fusion Tokamak IV | Toroid Magnetic Confinement Fusion | 97.5% | 3 | 1300 |
Mirror Cell Fusion Reactor I | Mirrored Magnetic Confinement Fusion | 93.0% | 13.4 | 120 |
Mirror Cell Fusion Reactor II | Mirrored Magnetic Confinement Fusion | 95.0% | 6.5 | 215 |
Mirror Cell Fusion Reactor III | Mirrored Magnetic Confinement Fusion | 97.0% | 1.2 | 256 |
Inertial Confinement Fusion Reactor I | Inertial Confinement Fusion | 85.0% | 17.6 | 370 |
Inertial Confinement Fusion Reactor II | Inertial Confinement Fusion | 89.0% | 12 | 860 |
Inertial Confinement Fusion Reactor III | Inertial Confinement Fusion | 92.0% | 10 | 3200 |
Inertial Confinement Fusion Reactor IV | Inertial Confinement Fusion | 95.0% | 5 | 5500 |
Antimatter Plasma Core Reactor I | Plasma Core Antimatter | 99.8% | 0.45 | 1200 |
Antimatter Plasma Core Reactor II | Plasma Core Antimatter | 99.8% | 0.05 | 7300 |
Antimatter Beam Core Reactor | Beam Core Antimatter | 99.8% | 0.00002 | 3000000 |
Drive
Drives expel propellant from the tail of the ship to make the ship go places. Drives come in a variety of forms, but are rated by two common values: thrust and exhaust velocity. High-thrust drives can achieve higher velocities more quickly, and high-exhaust velocity drives use less propellant to do so. Together these values determine the power required by the ship's power plant. Adding 100-ton propellant tanks to the ship increases the ship's Delta-V, or how much it can change its speed.
Note: Many drives require a certain class of power plant to function, and in some cases, a lower-tech power plant of the correct class may not be able to produce enough power to support an advanced drive.
Type | Drive | Required Power Plant | Power Plant Weight ** | Thrust Rating (single engine) | Exhaust Velocity Rating | Propellant (Propellant/Tank) |
---|---|---|---|---|---|---|
Chemical | Apex Solid Rocket | N/A | 66 | 20.5 | 1.4 | Volatiles (1) |
Chemical | Meteor Liquid Rocket | N/A | 17 | 20.6 | 1.6 | Water (0.6), Volatiles (0.4) |
Chemical | Neutron Liquid Rocket | N/A | 13 | 21 | 1.6 | Volatiles (1) |
Chemical | Venture Liquid Rocket | N/A | 14 | 19.8 | 2.2 | Water (1) |
Chemical | Diana Superheavy Rocket | N/A | 14 | 20.9 | 1.9 | Water (0.6), Volatiles (0.4) |
Chemical | Nova Liquid Rocket | N/A | 15 | 19.7 | 2.5 | Water (1) |
Chemical | Super Kronos Liquid Rocket | N/A | 10 | 17.9 | 4.4 | Volatiles (0.998), Fissiles (0.002) |
Electrothermal | Tungsten Resistojet | N/A | 37 | 9.9 | 3.3 | Water (1) |
Electrothermal: High Energy | Tungsten Resistojet | N/A | 37 | 4.3 | 3.3 | Water (1) |
Electrothermal | Arcjet Drive | N/A | 37 | 1.0 | 4.3 | Water (1) |
Electromagnetic | Plasma Wave Drive | N/A | 37 | 1.3 | 6.3 | Anything (1) |
Electromagnetic: High Energy | Advanced VASIMR Drive | N/A | ? | 7.8 | 7.2 | Water (1) Hydrogen=Y |
Electromagnetic: High Energy | Lorentz Drive | N/A | 43 | 5.3 | 6.8 | Water (0.75), Metals (0.25) |
Electromagnetic: High Energy | Helicon Drive | N/A | 55 | 5.3 | 8.3 | Water (0.9), Metals (0.1) |
Electrostatic | Hall Drive | N/A | 37 | 2.7 | 4.3 | Metals (1) |
Electrostatic | Ion Drive | N/A | 37 | 8.4 | 6.3 | Water (0.9), Metals (0.1) |
Electrostatic: High Energy | Grid Drive | N/A | 42 | 10 | 7.7 | Water (0.9), Metals (0.1) |
Electrostatic: High Energy | Colloid Drive | N/A | 38 | 9.6 | 5.4 | Volatiles (1) |
Electromagnetic | VASIMR | N/A | 37 | 1.0 | 7.2 | Water (1) Hydrogen=Y |
Electromagnetic | Pondermotive Drive | N/A | 38 | 2.2 | 7.2 | Water (1) |
Electromagnetic | Pulsed Plasmoid Drive | N/A | 38 | 1.1 | 8.7 | Anything (1) |
Electrothermal | E-Beam Drive | N/A | 37 | 8.8 | 4.3 | Anything (1) |
Electrothermal: High Energy | Amplitron Drive | N/A | 37 | 10.2 | 3.3 | Water (1) |
Electromagnetic | Mass Driver | N/A | 63 | 4.4 | 3.3 | Anything (1) |
Electromagnetic: High Energy | Superconducting Mass Driver | N/A | 69 | 5.3 | 4.9 | Anything (1) |
Fission: Solid | Kiwi Drive | Solid Core Fission | 31 | 11.7 | 3.1 | Water (1) |
Fission: Solid | NERVA Drive | Solid Core Fission | 32 | 12.3 | 3.0 | Water (1) |
Fission: Solid | Snare Drive | Solid Core Fission | 34 | 7.2 | 3.1 | Water (1) |
Fission: Solid | Rover Drive | Solid Core Fission | 37 | 7.8 | 3.2 | Water (1) |
Fission: Solid | Cermet NERVA | Solid Core Fission | 40 | 8.1 | 3.3 | Water (1) |
Fission: Solid | Advanced NERVA Drive | Solid Core Fission | 52 | 15 | 3.0 | Water (1) |
Fission: Solid | Dumbo | Solid Core Fission | 57 | 15.3 | 3.1 | Water (1) |
Fission: Solid | Advanced Cermet NERVA | Solid Core Fission | 66 | 9.8 | 3.3 | Water (1) |
Fission: Solid | Heavy Dumbo | Solid Core Fission | 278 | 18.4 | 3.0 | Water (1) |
Fission: Solid | Pulsar Drive | Solid Core Fission | 42 | 13.3 | 4.0 | Water (1) |
Fission: Solid | Advanced Pulsar Drive | Solid Core Fission | 14 | 14.1 | 5.0 | Water (1) |
Fission: Solid | Pebble Drive | Solid Core Fission | 43 | 8.4 | 3.3 | Water (1) |
Fission: Solid | Particle Drive | Solid Core Fission | 56 | 9.4 | 3.3 | Water (1) |
Fission: Solid | Lars Drive | Liquid Core Fission | 50 | 13.3 | 4.3 | Water (1) |
Fission: Liquid | Teardrop Drive | Liquid Core Fission | 15 | 4.3 | Water (0.995) Fissiles (0.005) | |
Fission: Liquid | Fission Spinner Drive | Liquid Core Fission | 155 | 15.7 | 4.1 | Water (1) |
Fission: Liquid | Pegasus Drive | Liquid Core Fission | 256 | 19.4 | 4.0 | Water (1) |
Fission: Gas | Vortex Drive | Gas Core Fission | 55 | 15 | 4.3 | Water (1) |
Fission: Gas | Super Vortex Drive | Gas Core Fission | 66 | 15.6 | 4.3 | Water (1) |
Fission: Gas | Cavity Drive | Gas Core Fission | 40 | 12.5 | 4.3 | Water (1) |
Fission: Gas | Advanced Cavity Drive | Gas Core Fission | 60 | 15 | 4.6 | Water (1) |
Fission: Gas | Quartz Drive | Gas Core Fission | 40 | 13.5 | 3.4 | Water (1) |
Fission: Gas | Lightbulb Drive | Gas Core Fission | 58 | 15.3 | 4.2 | Water (1) |
Fission: Gas | Pharos Drive | Gas Core Fission | 63 | 15.4 | 4.4 | Water (1) |
Fission: Gas | Firestar Fission Lantern | Gas Core Fission | 1072 | 18.9 | 5.6 | Water (0.98), Noble Metals (0.01), Fissiles (0.01) |
Fission: Gas | Lodestar Fission Lantern | Gas Core Fission | 1072 | 20.1 | 5.0 | Water (1) |
Fission: Gas | Fission Frag Drive | Gas Core Fission | 43 | 8.9 | 8.3 | Fissiles (1) |
Fission: Gas | Dusty Plasma Drive | Gas Core Fission | 44 | 9.1 | 11.9 | Fissiles (1) |
Fission: Gas | Burner Drive | Gas Core Fission | 45 | 13.4 | 6.1 | Water (0.98), Noble Metals (0.01), Fissiles (0.01) |
Fission: Gas | Flare Drive | Gas Core Fission | 103 | 18.4 | 5.1 | Water (0.98), Noble Metals (0.01), Fissiles (0.01) |
Fission: Salt Water | Neutron Flux Lantern | Nuclear Salt Water Core | 156 | 20.3 | 6.0 | Water (0.65), Volatiles (0.05) Fissiles (0.3) |
Fission: Salt Water | Neutron Flux Torch | Nuclear Salt Water Core | 2566 | 20.3 | 10.7 | Water (0.25), Volatiles (0.05) Fissiles (0.7) |
Fission Pulse: Z-Pinch Fission | Z-Pinch Microfission Drive | N/A | 129.1 | 11.2 | 7.3 | Water (0.5), Fissiles (0.5) |
Fission Pulse | Neutronium Microfission Drive | N/A | 169.5 | 14.1 | 7.3 | Water (0.99), Fissiles (0.01) |
Fission Pulse | Antimatter Microfission Drive | N/A | 36.4 | 14.7 | 7.0 | Water (0.99)*, Fissiles (0.01)*, Antimatter (1 × 10−12) |
Fission Pulse: Z-Pinch Fission | Minimag Orion | N/A | 1.5 | 16 | 6.5 | Metals (0.4), Noble Metals (0.4), Fissiles (0.2) |
Fission Pulse: Z-Pinch Fission | Advanced Minimag Orion | N/A | 0.73 | 17.5 | 7.3 | Metals (0.4), Noble Metals (0.3), Fissiles (0.3) |
Fission Pulse | Orion Drive | N/A | 367 | 20.6 | 5.4 | Metals (0.4), Noble Metals (0.3), Fissiles (0.3) |
Fission Pulse | H-Orion Drive | N/A | 202 | 21.2 | 6.9 | Metals (0.3), Noble Metals (0.35), Fissiles (0.35) |
Fusion Pulse: Z-Pinch Fusion | Zeta Triton Drive | N/A | 14.2 | 8.6 | Water (0.99), Fissiles (0.01) | |
Fusion Pulse: Z-Pinch Fusion | Zeta Deuteron Drive | N/A | 13.4 | 10.7 | Water (1) | |
Fusion Pulse: Z-Pinch Fusion | Zeta Helion Drive | N/A | 15.9 | 10.4 | Water (0.9), Fissiles (0.1) | |
Fusion Pulse: Z-Pinch Fusion | Zeta Borane Lantern | N/A | 15.3 | 11.6 | Water (0.8), Volatiles (0.1), Metals (0.1) | |
Fusion Pulse: Z-Pinch Fusion | Zeta Deuteron Torch | N/A | 16.1 | 11.7 | Water (1) | |
Electrostatic Confinement Fusion | Triton Fusor Drive | Electrostatic Confinement Fusion | 11.9 | 8.5 | Water (0.75), Metals (0.24), Fissiles (0.01) | |
Electrostatic Confinement Fusion | Deuteron Fusor Drive | Electrostatic Confinement Fusion | 10.9 | 10.3 | Water (0.76), Metals (0.24) | |
Electrostatic Confinement Fusion | Protium Fusor Drive | Electrostatic Confinement Fusion | 12.4 | 10.8 | Water (0.76), Metals (0.24) | |
Hybrid Confinement Fusion | Triton Polywell Drive | Hybrid Confinement Fusion | 14.1 | 8.4 | Metals (1) | |
Hybrid Confinement Fusion | Deuteron Polywell Drive | Hybrid Confinement Fusion | 14.6 | 9.2 | Metals (1) | |
Hybrid Confinement Fusion | Helion Plasmajet Lantern | Hybrid Confinement Fusion | 16.7 | 9.1 | Water (1) | |
Hybrid Confinement Fusion | Borane Plasmajet Lantern | Hybrid Confinement Fusion | 18.9 | 9.5 | Water (0.8), Volatiles (0.1), Metals (0.1) | |
Magnetic Confinement Fusion | Triton Torus Drive | Toroid Magnetic Confinement Fusion | 58 | 7.1 | 6.1 | Water (1) |
Magnetic Confinement Fusion | Triton Reflex Drive | Mirrored Magnetic Confinement Fusion | 214 | 6.6 | 10.9 | Water (1) |
Magnetic Confinement Fusion | Helion Torus Drive | Toroid Magnetic Confinement Fusion | 61 | 5.2 | 8.4 | Water (1) |
Magnetic Confinement Fusion | Advanced Helion Torus Drive | Toroid Magnetic Confinement Fusion | 604 | 6.6 | 12.9 | Water (1) |
Magnetic Confinement Fusion | Helion Reflex Drive | Mirrored Magnetic Confinement Fusion | 59 | 5.7 | 8.3 | Water (1) |
Magnetic Confinement Fusion | Advanced Helion Reflex Drive | Mirrored Magnetic Confinement Fusion | 178 | 7.2 | 9.9 | Water (1) |
Fusion Pulse: Z-Pinch Fusion | Zeta Helion Drive | Z-Pinch Fusion | 425 | 9.4 | 11.8 | Water (1) |
Fusion Pulse: Z-Pinch Fusion | Zeta Boron Fusion Drive | Z-Pinch Fusion | 339 | 10.4 | 10.3 | Water (1) |
Magnetic Confinement Fusion | Mag Protium Fusion Drive | Any Magnetic Confinement Fusion | 1860 | 8.6 | 13.0 | Water (1) |
Intertial Confinement Fusion | Triton Hope Inertial Drive | Inertial Confinement Fusion | 53 | 3.5 | 9.4 | Water (1) |
Intertial Confinement Fusion | Triton Vista Inertial Drive | Inertial Confinement Fusion | 56 | 8.9 | 7.4 | Water (1) |
Intertial Confinement Fusion | Helion Inertial Drive | Inertial Confinement Fusion | 55 | 6.8 | 9.2 | Water (1) |
Intertial Confinement Fusion | Daedalus Torch | Inertial Confinement Fusion | 440 | 10.4 | 13.2 | Water (1) |
Intertial Confinement Fusion | Boron Inertial Drive | Inertial Confinement Fusion | 53 | 6.0 | 7.3 | Water (0.5), Volatiles (0.5) |
Intertial Confinement Fusion | Boron Inertial Torch | Inertial Confinement Fusion | 156 | 7.6 | 14.1 | Water (0.5), Volatiles (0.5) |
Intertial Confinement Fusion | Protium Inertial Torch | Inertial Confinement Fusion | 227 | 9.1 | 13.3 | Water (1) |
Intertial Confinement Fusion | Protium Converter Torch | Inertial Confinement Fusion | 63551 | 17.6 | 13.3 | Water (1) |
Antimatter | Antimatter Pulsed Plasma Core Drive | Plasma Core Antimatter | 121 | 11.6 | 7.9 | Water (0.99997)*, Antimatter (0.00003)* |
Antimatter | Antimatter Plasma Core Drive | Plasma Core Antimatter | 391 | 12.8 | 9.2 | Water (0.99991)*, Antimatter (0.00009)* |
Antimatter | Advanced Antimatter Plasma Core Drive | Plasma Core Antimatter | 2238 | 13.3 | 11.5 | Water (0.9999), Antimatter (0.0001) |
Antimatter | Pion Torch | Beam Core Antimatter | 70 | 14.3 | 13.8 | Water (0.5), Antimatter (0.5) |
*Rounded
**This is the additional weight that a ship's drive will add. For drives with a required power plant, this is based on a gunship with a size 1 drive, the most efficient power plant of that class, and tin droplet radiators. For drives without a required power plant but that still required power, a Terawatt Gas Core Fission Reactor III will be used. For drives that don't require power, this is based on just a size 1 drive. A heavy ship will have degraded drive drive performance, as well as often costing more due to scaling power plant and radiator costs. Drives more than 1000 tons begin having noticeable issues. Drives more than 10000 tons are practically useless.
Propellant
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship's Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives diminishing returns for delta-V. The resources used to make propellant is determined by the drive.
Radiator
Radiators remove waste heat produced by the ship's power plant. They scale in mass based on the power plant's output and efficiency. Because these are highly vulnerable in combat, they can be retracted if the ship has heat sinks in one or more utility slots. However, once the ship's heat sink fills up, the radiators must be extended again to protect the lives of the crew.
Battery
The ship's primary battery stores energy from the power plant and provides it to weapons, life support, and other key systems when the main power plant is unable to do so, either due to damage or when the drive is operating on ships that don't have an independently powered drive. High-power weapons can drain the battery quickly in combat. Improved batteries will have a larger capacity or a faster recharge rate. You may add additional batteries of the same type in utility module slots for greater capacity.
Armor
Armor plating on the ship will absorb incoming weapons fire, preventing damage to internal components. Each point of armor will absorb 20 Megajoules of energy at a single location on the hull before vaporizing. Different armor types require a different thickness and mass to absorb a particular amount of damage. In the below table, the mass required per point is given as a percentage of the mass of steel armour (so for example, a steel plate that weighs 1000 tons would instead weigh 230 tons if it were made of composite armour).
Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will always be 10-20x heavier per point than nose/tail armour.
Utility Modules
Utility Modules perform a variety of functions to widen a spacecraft's capabilities. Extra batteries may also be put in utility module slots.
Utility Module | Mass (tons) | Effect |
---|---|---|
Mobile Space Science Lab | 200 | +5% Space Science Research Can prospect space bodies from interface orbits |
Repair Bay | 500 | Improves damage control |
Marine Assault Unit | 200 | Enables the Assault Hab fleet operation (assault value 2) |
Advanced Marine Assault Unit | 200 | Enables the Assault Hab fleet operation (assault value 4) |
Elite Marine Assault Unit | 200 | Enables the Assault Hab fleet operation (assault value 6) |
Laser Engine | 25 | +5MJ laser weapon power |
Advanced Laser Engine | 50 | +10MJ laser weapon power |
Magazine | 100 | Projectile weapons gain additional ammo and mass |
Component Armor | 500 | -50% Internal Damage during combat |
Armor Strut | 500 | Increase the amount of armor each facing on ship can carry by 100%. |
ECM | 10 | 20% chance force an enemy weapon into cooldown when this ship is targeted. |
ECM Mark II | 10 | 40% chance force an enemy weapon into cooldown when this ship is targeted. |
ECM Mark III | 10 | 60% chance force an enemy weapon into cooldown when this ship is targeted. |
Targeting Computer | 10 | Improve a ship's roll to overcome enemy ECM and damage to sensors by 10%. |
Targeting Computer Mark II | 10 | Improve a ship's roll to overcome enemy ECM and damage to sensors by 30%. |
Targeting Computer Mark III | 10 | Improve a ship's roll to overcome enemy ECM and damage to sensors by 50%. |
Drive Enhancement Module
Drive Enhancement Modules requires a certain type of Drive to be used.
Utility Module | Mass (tons) | Ship Requirements | Effect |
---|---|---|---|
Muon Spiker | 40 | Nuclear Fusion Drive | +10% Thrust |
Neutronium Spiker | 40 | Nuclear Fission Drive | +20% Thrust |
Antimatter Spiker | 40 | Nuclear Drive | +30% Thrust |
Liquid Hydrogen Containment | 5 | Hydrogen Propellant | +20% Exhaust Velocity |
Slush Hydrogen Tankage | 10 | Hydrogen Propellant | +35% Exhaust Velocity |
Hydron Trap | 20 | Hydrogen Propellant | +50% Exhaust Velocity |
ISRU Module | 40 | Can replenish Propellant at unimproved hab sites that produce raw materials used in ship's propellant | |
Remass Scoop | 40 | Anything or Hydrogen Propellant | Can replenish Propellant in interface orbits of Jovian planets No aerobraking damage; Cannot be used for antimatter drive that use Hydrogen as Propellant. |
Heat Sink
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire.
Kit
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.
Kit | Mass (tons) |
---|---|
Solar Platform | 200 |
Solar Outpost | 200 |
Fission Platform | 250 |
Fission Outpost | 300 |
Fusion Platform | 250 |
Fusion Outpost | 300 |
Automated Solar Platform | 250 |
Automated Solar Outpost | 1200 |
Automated Fission Platform | 300 |
Automated Fission Outpost | 1800 |
Weapons
Weapons systems are either mounted on the ship's nose or on the hull. Nose weapons are typically more powerful than hull weapons of a similar size, but they have a limited field of fire. Hull weapons can fire in any direction around the ship. Weapons also come in various sizes; larger weapon systems are generally more powerful but will take up multiple weapon slots.
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets. Weapons can have up to four different possible fire modes:
- Focus Fire: Will fire at primary target only.
- Attack: Will fire at primary target if it is in range, otherwise will attack the nearest available target.
- Guardian: Will fire at incoming projectiles and missiles before targeting enemy ships.
- Defense: Will fire at incoming projectiles and missiles; will not target ships.
All weapons have a cooldown, and some weapons fire in salvos. If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up. For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds. If a weapon has a salvo listed of X shots / Y s, it will fire one shot every Y seconds X number of times, and then will go on cooldown, after which it will fire another salvo. For example, the Krait Missile Bay has a salvo of 2 shots / 5 s and a cooldown of 60 seconds; once in range, it will fire one shot, wait 5 seconds, fire a second shot, and then will go on cooldown for 60 seconds.
Weapons can be classified in certain general types:
- Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.
- Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.
- Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.
- Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.
- Lasers: Use energy. Limited bombard. Never miss. More effective at close range.
- Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.
Guns
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low muzzle velocity will have a hard time hitting anything at range and the projectiles can be targeted by point defense. They are quickly outclassed by magnetic weapons.
Gun | Hull Slots | Nose Slots | Fire Modes | Cooldown (s) | Damage (MJ) | Magazine | Magazine Materials | Range (km) | Mass (tons) | Salvo | Build Cost |
---|---|---|---|---|---|---|---|---|---|---|---|
30mm Autocannon | 1 | Defense | 4 | 3.2 | 3000 | 200 | 19.5 | 10 shots / 1 s | |||
40mm Autocannon | 1 | Focus Fire, Attack, Guardian, Defense | 4 | 20.3 | 2000 | 350 | 45 | 6 shots / 4.5 s | |||
6-inch Cannon | 1 | Focus Fire, Attack, Guardian, Defense | 12 | 22.1 | 600 | 250 | 52 | 4 shots / 2 s | |||
8-inch Cannon | 2 | Focus Fire, Attack | 15 | 49 | 400 | 250 | 90 | 4 shots / 3 s | |||
10-inch Cannon | 1 | Focus Fire, Attack | 16 | 88.2 | 300 | 250 | 179 | 3 shots / 3 s | |||
12-inch Cannon | 2 | Focus Fire, Attack | 20 | 156.8 | 250 | 250 | 305 | 2 shots / 5 s |
Magnetic Weapons
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense. Due to low muzzle velocity, railguns may have a difficult time hitting targets at range; coilguns have a significantly higher muzzle velocity and are more difficult to dodge. All magnetic weapons are capable of bombardment.
Magnetic Weapon | Hull Slots | Nose Slots | Fire Modes | Cooldown (s) | Damage (MJ) | Magazine | Magazine Materials | Range (km) | Mass (tons) | Salvo | Shot Battery Consumption (GJ) | Build Cost |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Light Railgun Battery Mk1 | 1 | Focus Fire, Attack, Guardian, Defense | 30 | 28.1 | 1000 | 500 | 62 | 0.15 | ||||
Light Railgun Battery Mk2 | 1 | Focus Fire, Attack, Guardian, Defense | 20 | 43.2 | 1000 | 550 | 57 | 0.18 | ||||
Light Railgun Battery Mk3 | 1 | Focus Fire, Attack, Guardian, Defense | 10 | 68 | 1000 | 600 | 52 | 0.22 | ||||
Light Coilgun Battery Mk1 | 1 | Focus Fire, Attack, Guardian, Defense | 40 | 75.9 | 1500 | 500 | 65 | 3 shots / 10 s | 0.2 | |||
Light Coilgun Battery Mk2 | 1 | Focus Fire, Attack, Guardian, Defense | 30 | 116.6 | 1500 | 550 | 60 | 4 shots / 10 s | 0.24 | |||
Light Coilgun Battery Mk3 | 1 | Focus Fire, Attack, Guardian, Defense | 20 | 173.6 | 1500 | 600 | 55 | 5 shots / 10 s | 0.28 | |||
Railgun Battery Mk1 | 2 | Focus Fire, Attack | 36 | 81 | 1200 | 650 | 128.8 | 0.43 | ||||
Railgun Battery Mk2 | 2 | Focus Fire, Attack | 24 | 124.4 | 1200 | 700 | 118.8 | 0.52 | ||||
Railgun Battery Mk3 | 2 | Focus Fire, Attack | 12 | 196 | 1200 | 750 | 108.8 | 0.64 | ||||
Coilgun Battery Mk1 | 2 | Focus Fire, Attack | 48 | 218.7 | 1800 | 650 | 136 | 3 shots / 12 s | 0.58 | |||
Coilgun Battery Mk2 | 2 | Focus Fire, Attack | 36 | 317.5 | 1800 | 700 | 126 | 4 shots / 12 s | 0.66 | |||
Coilgun Battery Mk3 | 2 | Focus Fire, Attack | 24 | 453.6 | 1800 | 750 | 116 | 5 shots / 12 s | 0.74 | |||
Heavy Railgun Battery Mk1 | 4 | Focus Fire, Attack | 43 | 233.3 | 1440 | 800 | 269.1 | 1.2 | ||||
Heavy Railgun Battery Mk2 | 4 | Focus Fire, Attack | 29 | 358.3 | 1440 | 850 | 249.1 | 1.5 | ||||
Heavy Railgun Battery Mk3 | 4 | Focus Fire, Attack | 14 | 563.5 | 1440 | 900 | 229.1 | 1.8 | ||||
Heavy Coilgun Battery Mk1 | 4 | Focus Fire, Attack | 58 | 595.4 | 2160 | 800 | 286.4 | 3 shots / 14 s | 1.6 | |||
Heavy Coilgun Battery Mk2 | 4 | Focus Fire, Attack | 43 | 829.4 | 2160 | 850 | 266.4 | 4 shots / 14 s | 1.7 | |||
Heavy Coilgun Battery Mk3 | 4 | Focus Fire, Attack | 29 | 1148.2 | 2160 | 900 | 246.4 | 5 shots / 15 s | 1.9 | |||
Light Rail Cannon Mk1 | 1 | Focus Fire, Attack | 45 | 145.8 | 200 | 550 | 66 | 0.78 | ||||
Light Rail Cannon Mk2 | 1 | Focus Fire, Attack | 30 | 223.9 | 200 | 600 | 61 | 0.93 | ||||
Light Rail Cannon Mk3 | 1 | Focus Fire, Attack | 15 | 352.2 | 200 | 650 | 56 | 1.1 | ||||
Light Coil Cannon Mk1 | 1 | Focus Fire, Attack | 40 | 273.4 | 300 | 550 | 67.5 | 3 shots / 10 s | 0.73 | |||
Light Coil Cannon Mk2 | 1 | Focus Fire, Attack | 30 | 396.9 | 300 | 600 | 62.5 | 4 shots / 10 s | 0.83 | |||
Light Coil Cannon Mk3 | 1 | Focus Fire, Attack | 20 | 717.6 | 300 | 650 | 57.5 | 5 shots / 10 s | 1.2 | |||
Rail Cannon Mk1 | 2 | Focus Fire, Attack | 54 | 419.9 | 240 | 700 | 134.4 | 2.2 | ||||
Rail Cannon Mk2 | 2 | Focus Fire, Attack | 36 | 644 | 240 | 750 | 124.4 | 2.7 | ||||
Rail Cannon Mk3 | 2 | Focus Fire, Attack | 18 | 1102.2 | 240 | 800 | 114.4 | 3.6 | ||||
Coil Cannon Mk1 | 2 | Focus Fire, Attack | 48 | 744.2 | 360 | 700 | 138 | 3 shots / 12 s | 2 | |||
Coil Cannon Mk2 | 2 | Focus Fire, Attack | 36 | 1036.8 | 360 | 750 | 128 | 4 shots / 12 s | 2.2 | |||
Coil Cannon Mk3 | 2 | Focus Fire, Attack | 24 | 1771.9 | 360 | 800 | 118 | 5 shots / 12 s | 2.9 | |||
Spinal Railgun Mk1 | 4 | Focus Fire, Attack | 108 | 1207.5 | 300 | 900 | 276 | 6.4 | ||||
Spinal Railgun Mk2 | 4 | Focus Fire, Attack | 72 | 2015.5 | 300 | 950 | 256 | 8.4 | ||||
Spinal Railgun Mk3 | 4 | Focus Fire, Attack | 36 | 3169.6 | 300 | 1000 | 236 | 10.3 | ||||
Spinal Coiler Mk1 | 4 | Focus Fire, Attack | 96 | 1944 | 450 | 900 | 285 | 3 shots / 24 s | 5.2 | |||
Spinal Coiler Mk2 | 4 | Focus Fire, Attack | 72 | 2624.4 | 450 | 950 | 265 | 4 shots / 24 s | 5.5 | |||
Spinal Coiler Mk3 | 4 | Focus Fire, Attack | 48 | 4287.9 | 450 | 1000 | 245 | 5 shots / 24 s | 7 |
Missiles
Missile weapons (which include both missiles and torpedoes) do high damage and will chase the enemy, but are very susceptible to being shot down by point defense and are constrained by small magazines. Missiles will fire offensively only if an enemy ship or hab module has been set as a target. All missiles have a range of 1,000 km.
Missiles and torpedoes can have different types of warheads:
- Fragmentation warheads do 50% damage to armor
- Penetrator warheads do 60% damage to armor
- Explosive warheads do 80% damage to armor
- Nuclear warheads do 100% damage to armor and have a blast radius
- Shaped Nuclear warheads do 100% damage to armor and have a longer but narrower blast cone radius
Missile Bay | Fire Modes | Cooldown (s) | Damage (MJ) | Warhead | Acceleration (gs) | Delta-V (kps) | Magazine | Tier | Mass (tons) | Blast Damage Radius (km) | Destruction Cone | Can Bombard |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Krait Missile Bay | Focus Fire | 5 | 350.9 | Explosive | 4.5 | 3.3 | 10 | 0 | 31 | No | ||
Anaconda Missile Bay | Focus Fire | 5 | 501.4 | Explosive | 14.9 | 3.8 | 16 | 1 | 29.2 | No | ||
Cobra Missile Bay | Focus Fire | 7 | 598.8 | Explosive | 14.9 | 3.5 | 12 | 1 | 29.2 | No | ||
Racer Missile Bay | Focus Fire, Defense | 3 | 89.1 | Explosive | 29.9 | 2.7 | 36 | 1 | 24.4 | No | ||
Rattler Missile Bay | Focus Fire, Defense | 5 | 501.8 | Fragmentation | 14.9 | 4.5 | 24 | 1 | 43.4 | No | ||
Riverjack Missile Bay | Focus Fire, Defense | 7 | 840.5 | Fragmentation | 14.9 | 4.1 | 18 | 1 | 33.8 | No | ||
Harlequin Missile Bay | Focus Fire | 5 | 501.8 | Penetrator | 14.9 | 4.5 | 16 | 2 | 30.6 | No | ||
Keelback Missile Bay | Focus Fire | 5 | 840.5 | Penetrator | 14.9 | 4.1 | 12 | 2 | 24.2 | No | ||
Copperhead Missile Bay | Focus Fire | 5 | 923.1 | Explosive | 18.3 | 3.7 | 10 | 1 | 31 | No | ||
Viper Missile Bay | Focus Fire, Defense | 5 | 795.2 | Fragmentation | 18.3 | 5.6 | 12 | 1 | 29.2 | No | ||
Lancehead Missile Bay | Focus Fire | 5 | 1,901 | Penetrator | 18.3 | 4.4 | 10 | 1 | 34 | No | ||
Python Nuclear Missile Bay | Focus Fire, Defense | 5 | 188,325,000 | Nuclear | 18.3 | 4 | 10 | 2 | 31 | 6 | Not Through Atmosphere | |
Sidewinder Shaped Nuclear Missile Bay | Focus Fire, Defense | 5 | 418,500,000 | Shaped Nuclear | 18.3 | 4 | 10 | 2+ | 31 | 39 | 0.15° | Not Through Atmosphere |
Hera Torpedo Bay | Focus Fire | 7 | 1,120.3 | Explosive | 7.5 | 6.2 | 6 | 1 | 38.8 | No | ||
Hermes Torpedo Bay | Focus Fire | 7 | 8,004.2 | Penetrator | 7.5 | 4.6 | 6 | 2 | 33.8 | No | ||
Artemis Torpedo Bay | Focus Fire | 7 | 2,230.4 | Explosive | 9.1 | 8.0 | 6 | 1 | 43.8 | No | ||
Vulcan Torpedo Bay | Focus Fire | 7 | 15,249.0 | Penetrator | 9.15 | 6.0 | 6 | 2 | 38.8 | No | ||
Athena Torpedo Bay | Focus Fire | 7 | 6,738.3 | Explosive | 4.9 | 12.8 | 6 | 2 | 43.8 | No | ||
Ares Torpedo Bay | Focus Fire | 7 | 48,492.1 | Penetrator | 4.9 | 9.0 | 6 | 2 | 38.8 | No | ||
Poseidon Torpedo Bay | Focus Fire | 7 | 17,112.5 | Penetrator | 4.9 | 18.5 | 6 | 2 | 38.8 | No | ||
Cerberus Nuclear Torpedo Bay | Focus Fire | 7 | 1,129,950,000 | Nuclear | 7.5 | 6.4 | 5 | 2+ | 49 | 15 | Not Through Atmosphere | |
Hades Nuclear Torpedo Bay | Focus Fire | 7 | 2,448,225,000 | Nuclear | 9.1 | 7.7 | 5 | 2+ | 44 | 22 | Not Through Atmosphere | |
Nemesis Nuclear Torpedo Bay | Focus Fire | 7 | 4,519,800,000 | Nuclear | 4.9 | 10.7 | 5 | 2+ | 44 | 30 | Not Through Atmosphere | |
Olympus Shaped Nuclear Torpedo Bay | Focus Fire | 7 | 4,185,000,000 | Shaped Nuclear | 4.9 | 10.7 | 5 | 2+ | 44 | 93 | 0.2° | Not Through Atmosphere |
Acheron Shaped Nuclear Torpedo Bay | Focus Fire | 7 | 4,185,000,000 | Shaped Nuclear | 4.9 | 10.1 | 5 | 2+ | 44 | 124 | 0.15° | Not Through Atmosphere |
Tartarus Shaped Nuclear Torpedo Bay | Focus Fire | 7 | 4,185,000,000 | Shaped Nuclear | 4.9 | 9.5 | 5 | 2+ | 44 | 149 | 0.13° | Not Through Atmosphere |
Styx Shaped Nuclear Torpedo Bay | Focus Fire | 7 | 4,185,000,000 | Shaped Nuclear | 4.9 | 9.0 | 5 | 2+ | 44 | 219 | 0.085° | Not Through Atmosphere |
Antimatter Torpedo Launcher | Focus Fire | 40 | 22,470,010,000 | Antimatter | 4.9 | 14.6 | 5 | 2+ | 74 | 67 | Not Through Atmosphere |
Lasers
Laser weapons do not miss and are excellent at targeting enemy projectiles. However, laser weapons have difficulty penetrating armor unless they are at close range. Laser weapons for non-alien ships come in three different wavelengths: Infrared, Visible (Green), and Ultraviolet, from least powerful to most powerful. Additionally, laser weapons use one of three different beam types: Standard, Arc, and Phaser, from least powerful to most powerful. Each laser battery and cannon size comes in nine different configurations, corresponding to all the possible combinations of wavelength and beam type. The more powerful the wavelength and beam type, the better the laser is at penetrating armor.
Laser Weapon | Hull Slots | Nose Slots | Fire Modes | Cooldown (s) | Base Shot Power (MJ) | Range (km) | Mass (tons) | Shot Battery Consumption (GJ) | Armor Effectiveness at 100km | Armor Effectiveness at 200km | Armor Effectiveness at 500km | Build Cost | Can Bombard |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Point Defense Laser Turret | 1 | Defense | 3 | 50 | 250 | 20 | 0.2 | 1,289% | 5,156% | 32,227% | No | ||
Point Defense Arc Laser Turret | 1 | Defense | 3 | 50 | 300 | 20 | 0.11 | 1,096% | 4,386% | 27,412% | No | ||
Point Defense Phaser Turret | 1 | Defense | 3 | 50 | 350 | 20 | 0.14 | 920% | 3,679% | 22,994% | No | ||
60 cm IR Laser Battery | 1 | Focus Fire, Attack, Guardian, Defense | 30 | 100 | 600 | 150 | 0.4 | 330% | 1,318% | 8,239% | Not Through Atmosphere | ||
60 cm IR Arc Laser Battery | 1 | Focus Fire, Attack, Guardian, Defense | 20 | 100 | 600 | 115 | 0.29 | 279% | 1,115% | 6,968% | Not Through Atmosphere | ||
60 cm IR Phaser Battery | 1 | Focus Fire, Attack, Guardian, Defense | 10 | 100 | 600 | 75 | 0.22 | 233% | 930% | 5,815% | Not Through Atmosphere | ||
60 cm Green Laser Battery | 1 | Focus Fire, Attack, Guardian, Defense | 30 | 100 | 600 | 150 | 0.5 | 90% | 358% | 2,238% | Yes | ||
60 cm Green Arc Laser Battery | 1 | Focus Fire, Attack, Guardian, Defense | 20 | 100 | 600 | 115 | 0.33 | 71% | 284% | 1,777% | Yes | ||
60 cm Green Phaser Battery | 1 | Focus Fire, Attack, Guardian, Defense | 10 | 100 | 600 | 115 | 0.25 | 59% | 235% | 1,471% | Yes | ||
60 cm UV Laser Battery | 1 | Focus Fire, Attack, Guardian, Defense | 30 | 100 | 600 | 150 | 1 | 30% | 118% | 738% | Not Through Atmosphere | ||
60 cm UV Arc Laser Battery | 1 | Focus Fire, Attack, Guardian, Defense | 20 | 100 | 600 | 115 | 0.5 | 20% | 79% | 492% | Not Through Atmosphere | ||
60 cm UV Phaser Battery | 1 | Focus Fire, Attack, Guardian, Defense | 10 | 100 | 600 | 115 | 0.33 | 16% | 63% | 393% | Not Through Atmosphere | ||
120 cm IR Laser Battery | 2 | Focus Fire, Attack, Guardian, Defense | 30 | 150 | 700 | 200 | 0.6 | 90% | 361% | 2,254% | Not Through Atmosphere | ||
120 cm IR Arc Laser Battery | 2 | Focus Fire, Attack, Guardian, Defense | 20 | 150 | 700 | 155 | 0.43 | 75% | 299% | 1,868% | Not Through Atmosphere | ||
120 cm IR Phaser Battery | 2 | Focus Fire, Attack, Guardian, Defense | 10 | 150 | 700 | 100 | 0.33 | 61% | 244% | 1,523% | Not Through Atmosphere | ||
120 cm Green Laser Battery | 2 | Focus Fire, Attack, Guardian, Defense | 30 | 150 | 700 | 200 | 0.75 | 30% | 121% | 753% | Yes | ||
120 cm Green Arc Laser Battery | 2 | Focus Fire, Attack, Guardian, Defense | 20 | 150 | 700 | 155 | 0.5 | 23% | 92% | 577% | Yes | ||
120 cm Green Phaser Battery | 2 | Focus Fire, Attack, Guardian, Defense | 10 | 150 | 700 | 155 | 0.38 | 16% | 64% | 399% | Yes | ||
120 cm UV Laser Battery | 2 | Focus Fire, Attack, Guardian, Defense | 30 | 150 | 700 | 200 | 1.5 | 15% | 61% | 378% | Not Through Atmosphere | ||
120 cm UV Arc Laser Battery | 2 | Focus Fire, Attack, Guardian, Defense | 20 | 150 | 700 | 155 | 0.75 | 10% | 41% | 257% | Not Through Atmosphere | ||
120 cm UV Phaser Battery | 2 | Focus Fire, Attack, Guardian, Defense | 10 | 150 | 700 | 155 | 0.5 | 5% | 20% | 127% | Not Through Atmosphere | ||
360 cm IR Laser Battery | 4 | Focus Fire, Attack, Guardian, Defense | 30 | 225 | 850 | 400 | 0.9 | 20% | 81% | 504% | Not Through Atmosphere | ||
360 cm IR Arc Laser Battery | 4 | Focus Fire, Attack, Guardian, Defense | 20 | 225 | 850 | 315 | 0.64 | 15% | 59% | 369% | Not Through Atmosphere | ||
360 cm IR Phaser Battery | 4 | Focus Fire, Attack, Guardian, Defense | 10 | 225 | 850 | 200 | 0.5 | 10% | 42% | 262% | Not Through Atmosphere | ||
360 cm Green Laser Battery | 4 | Focus Fire, Attack, Guardian, Defense | 30 | 225 | 850 | 400 | 1.1 | 14% | 54% | 338% | Yes | ||
360 cm Green Arc Laser Battery | 4 | Focus Fire, Attack, Guardian, Defense | 20 | 225 | 850 | 315 | 0.75 | 8% | 34% | 211% | Yes | ||
360 cm Green Phaser Battery | 4 | Focus Fire, Attack, Guardian, Defense | 10 | 225 | 850 | 315 | 0.56 | 5% | 20% | 126% | Yes | ||
360 cm UV Laser Battery | 4 | Focus Fire, Attack, Guardian, Defense | 30 | 225 | 850 | 400 | 2.3 | 12% | 47% | 296% | Not Through Atmosphere | ||
360 cm UV Arc Laser Battery | 4 | Focus Fire, Attack, Guardian, Defense | 20 | 225 | 850 | 315 | 1.1 | 7% | 28% | 175% | Not Through Atmosphere | ||
360 cm UV Phaser Battery | 4 | Focus Fire, Attack, Guardian, Defense | 10 | 225 | 850 | 135 | 0.75 | 4% | 15% | 96% | Not Through Atmosphere | ||
240 cm IR Laser Cannon | 1 | Focus Fire, Attack, Guardian, Defense | 30 | 200 | 800 | 300 | 0.8 | 31% | 124% | 774% | Not Through Atmosphere | ||
240 cm IR Arc Laser Cannon | 1 | Focus Fire, Attack, Guardian, Defense | 20 | 200 | 800 | 235 | 0.57 | 24% | 96% | 599% | Not Through Atmosphere | ||
240 cm IR Phaser Cannon | 1 | Focus Fire, Attack, Guardian, Defense | 10 | 200 | 800 | 150 | 0.44 | 18% | 73% | 456% | Not Through Atmosphere | ||
240 cm Green Laser Cannon | 1 | Focus Fire, Attack, Guardian, Defense | 30 | 200 | 800 | 300 | 1 | 16% | 64% | 399% | Yes | ||
240 cm Green Arc Laser Cannon | 1 | Focus Fire, Attack, Guardian, Defense | 20 | 200 | 800 | 235 | 0.67 | 11% | 46% | 286% | Yes | ||
240 cm Green Phaser Cannon | 1 | Focus Fire, Attack, Guardian, Defense | 10 | 200 | 800 | 235 | 0.5 | 7% | 29% | 180% | Yes | ||
240 cm UV Laser Cannon | 1 | Focus Fire, Attack, Guardian, Defense | 30 | 200 | 800 | 300 | 2 | 12% | 49% | 305% | Not Through Atmosphere | ||
240 cm UV Arc Laser Cannon | 1 | Focus Fire, Attack, Guardian, Defense | 20 | 200 | 800 | 235 | 1 | 8% | 33% | 206% | Not Through Atmosphere | ||
240 cm UV Phaser Cannon | 1 | Focus Fire, Attack, Guardian, Defense | 10 | 200 | 800 | 235 | 0.67 | 5% | 18% | 113% | Not Through Atmosphere | ||
480 cm IR Laser Cannon | 2 | Focus Fire, Attack, Guardian, Defense | 30 | 250 | 900 | 500 | 1 | 17% | 66% | 416% | Not Through Atmosphere | ||
480 cm IR Arc Laser Cannon | 2 | Focus Fire, Attack, Guardian, Defense | 20 | 250 | 900 | 395 | 0.71 | 12% | 47% | 293% | Not Through Atmosphere | ||
480 cm IR Phaser Cannon | 2 | Focus Fire, Attack, Guardian, Defense | 10 | 250 | 900 | 250 | 0.56 | 8% | 31% | 195% | Not Through Atmosphere | ||
480 cm Green Laser Cannon | 2 | Focus Fire, Attack, Guardian, Defense | 30 | 250 | 900 | 500 | 1.3 | 13% | 51% | 322% | Yes | ||
480 cm Green Arc Laser Cannon | 2 | Focus Fire, Attack, Guardian, Defense | 20 | 250 | 900 | 395 | 0.83 | 8% | 32% | 200% | Yes | ||
480 cm Green Phaser Cannon | 2 | Focus Fire, Attack, Guardian, Defense | 10 | 250 | 900 | 395 | 0.63 | 5% | 20% | 125% | Yes | ||
480 cm UV Laser Cannon | 2 | Focus Fire, Attack, Guardian, Defense | 30 | 250 | 900 | 500 | 2.5 | 12% | 48% | 298% | Not Through Atmosphere | ||
480 cm UV Arc Laser Cannon | 2 | Focus Fire, Attack, Guardian, Defense | 20 | 250 | 900 | 395 | 1.3 | 7% | 29% | 180% | Not Through Atmosphere | ||
480 cm UV Phaser Cannon | 2 | Focus Fire, Attack, Guardian, Defense | 10 | 250 | 900 | 395 | 0.83 | 4% | 17% | 109% | Not Through Atmosphere | ||
720 cm IR Laser Cannon | 3 | Focus Fire, Attack, Guardian, Defense | 30 | 300 | 950 | 700 | 1.2 | 14% | 57% | 359% | Not Through Atmosphere | ||
720 cm IR Arc Laser Cannon | 3 | Focus Fire, Attack, Guardian, Defense | 20 | 300 | 950 | 555 | 0.86 | 10% | 39% | 241% | Not Through Atmosphere | ||
720 cm IR Phaser Cannon | 3 | Focus Fire, Attack, Guardian, Defense | 10 | 300 | 950 | 350 | 0.67 | 6% | 24% | 148% | Not Through Atmosphere | ||
720 cm Green Laser Cannon | 3 | Focus Fire, Attack, Guardian, Defense | 30 | 300 | 950 | 700 | 1.5 | 13% | 51% | 317% | Yes | ||
720 cm Green Arc Laser Cannon | 3 | Focus Fire, Attack, Guardian, Defense | 20 | 300 | 950 | 555 | 1 | 8% | 32% | 198% | Yes | ||
720 cm Green Phaser Cannon | 3 | Focus Fire, Attack, Guardian, Defense | 10 | 300 | 950 | 555 | 0.75 | 4% | 17% | 108% | Yes | ||
720 cm UV Laser Cannon | 3 | Focus Fire, Attack, Guardian, Defense | 30 | 300 | 950 | 700 | 3 | 12% | 49% | 307% | Not Through Atmosphere | ||
720 cm UV Arc Laser Cannon | 3 | Focus Fire, Attack, Guardian, Defense | 20 | 300 | 950 | 555 | 1.5 | 8% | 30% | 190% | Not Through Atmosphere | ||
720 cm UV Phaser Cannon | 3 | Focus Fire, Attack, Guardian, Defense | 10 | 300 | 950 | 555 | 1 | 4% | 16% | 101% | Not Through Atmosphere | ||
960 cm IR Laser Cannon | 4 | Focus Fire, Attack, Guardian, Defense | 30 | 350 | 1000 | 900 | 1.4 | 14% | 55% | 344% | Not Through Atmosphere | ||
960 cm IR Arc Laser Cannon | 4 | Focus Fire, Attack, Guardian, Defense | 20 | 350 | 1000 | 715 | 1 | 9% | 36% | 227% | Not Through Atmosphere | ||
960 cm IR Phaser Cannon | 4 | Focus Fire, Attack, Guardian, Defense | 10 | 350 | 1000 | 450 | 0.78 | 5% | 22% | 136% | Not Through Atmosphere | ||
960 cm Green Laser Cannon | 4 | Focus Fire, Attack, Guardian, Defense | 30 | 350 | 1000 | 900 | 1.8 | 13% | 51% | 320% | Yes | ||
960 cm Green Arc Laser Cannon | 4 | Focus Fire, Attack, Guardian, Defense | 20 | 350 | 1000 | 715 | 1.2 | 8% | 32% | 200% | Yes | ||
960 cm Green Phaser Cannon | 4 | Focus Fire, Attack, Guardian, Defense | 10 | 350 | 1000 | 715 | 0.88 | 4% | 18% | 111% | Yes | ||
960 cm UV Laser Cannon | 4 | Focus Fire, Attack, Guardian, Defense | 30 | 350 | 1000 | 900 | 3.5 | 13% | 50% | 314% | Not Through Atmosphere | ||
960 cm UV Arc Laser Cannon | 4 | Focus Fire, Attack, Guardian, Defense | 20 | 350 | 1000 | 715 | 1.8 | 8% | 31% | 195% | Not Through Atmosphere | ||
960 cm UV Phaser Cannon | 4 | Focus Fire, Attack, Guardian, Defense | 10 | 350 | 1000 | 715 | 1.2 | 4% | 17% | 107% | Not Through Atmosphere |
Particle Weapons
Particle weapons are short-range weapons that are very good at penetrating armor, potentially disabling or destroying a ship's internal components, but doing very little to armor or ship structure itself. They are designed to be used as part of a fleet, and are very unlikely to kill a ship if used alone. The point-defense particle beam is also an effective point-defense weapon against missiles, but not against kinetic slugs.
Particle Beam | Hull Slots | Nose Slots | Mass (tons) | Fire Modes | Cooldown (s) | Base Shot Power (MJ) | Thermal Damage | X-Ray Damage | Baryonic Damage | Targeting Range (km) | Shot Battery Consumption (GJ) | Build Cost |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Point Defense E-Beamer | 1 | 5 | Defense | 4 | 5 | 10% | 90% | 0% | 200 | 0.025 | ||
Light E-Beam Battery | 1 | 10 | Focus Fire, Attack, Guardian, Defense | 20 | 20 | 10% | 90% | 0% | 300 | 0.13 | ||
E-Beam Battery | 2 | 20 | Focus Fire, Attack, Guardian, Defense | 20 | 40 | 10% | 90% | 0% | 400 | 0.27 | ||
Heavy E-Beam Battery | 4 | 40 | Focus Fire, Attack, Guardian, Defense | 20 | 80 | 10% | 90% | 0% | 500 | 0.53 | ||
Electron Lance | 2 | 30 | Focus Fire, Attack, Guardian, Defense | 20 | 60 | 10% | 90% | 0% | 500 | 0.4 | ||
Heavy Electron Lance | 3 | 60 | Focus Fire, Attack, Guardian, Defense | 20 | 120 | 10% | 90% | 0% | 600 | 0.8 | ||
Spinal Electron Lance | 4 | 120 | Focus Fire, Attack | 20 | 240 | 10% | 90% | 0% | 800 | 1.6 | ||
Point Defense Ion Battery | 1 | 5 | Defense | 3 | 5 | 60% | 34% | 16% | 200 | 0.025 | ||
Light Ion Battery | 1 | 10 | Focus Fire, Attack, Guardian, Defense | 30 | 20 | 60% | 34% | 16% | 500 | 0.13 | ||
Ion Battery | 2 | 20 | Focus Fire, Attack, Guardian, Defense | 30 | 40 | 60% | 34% | 16% | 600 | 0.27 | ||
Heavy Ion Battery | 4 | 40 | Focus Fire, Attack, Guardian, Defense | 30 | 80 | 60% | 34% | 16% | 700 | 0.53 | ||
Light Ion Cannon | 1 | 15 | Focus Fire, Attack, Guardian, Defense | 30 | 30 | 60% | 34% | 16% | 500 | 0.2 | ||
Ion Cannon | 2 | 30 | Focus Fire, Attack, Guardian, Defense | 30 | 60 | 60% | 34% | 16% | 600 | 0.4 | ||
Heavy Ion Cannon | 3 | 60 | Focus Fire, Attack, Guardian, Defense | 30 | 120 | 60% | 34% | 16% | 700 | 0.8 | ||
Spinal Ion Cannon | 4 | 120 | Focus Fire, Attack | 30 | 240 | 60% | 34% | 16% | 850 | 1.6 | ||
Particle Beam Battery | 2 | 25 | Focus Fire, Attack, Guardian, Defense | 30 | 40 | 60% | 34% | 16% | 600 | 0.27 | ||
Heavy Particle Beam Battery | 4 | 50 | Focus Fire, Attack, Guardian, Defense | 30 | 80 | 60% | 34% | 16% | 700 | 0.53 | ||
Light Particle Lance | 1 | 20 | Focus Fire, Attack, Guardian, Defense | 30 | 30 | 60% | 34% | 16% | 700 | 0.2 | ||
Particle Lance | 2 | 40 | Focus Fire, Attack, Guardian, Defense | 30 | 60 | 60% | 34% | 16% | 800 | 0.4 | ||
Heavy Particle Lance | 3 | 80 | Focus Fire, Attack, Guardian, Defense | 30 | 120 | 60% | 34% | 16% | 900 | 0.8 | ||
Spinal Particle Lance | 4 | 160 | Focus Fire, Attack | 30 | 240 | 60% | 34% | 16% | 1000 | 1.6 | ||
Antimatter Particle Cannon | 2 | 40 | Focus Fire, Attack, Guardian, Defense | 40 | 80 | 100% | 134% | 66% | 800 | 0.53 | ||
Heavy Antimatter Particle Cannon | 3 | 120 | Focus Fire, Attack, Guardian, Defense | 40 | 160 | 100% | 134% | 66% | 900 | 1.1 | ||
Spinal Antimatter Particle Cannon | 4 | 240 | Focus Fire, Attack | 40 | 320 | 100% | 134% | 66% | 1000 | 2.1 | ||
Spinal Neutron Lance | 4 | 360 | Focus Fire, Attack | 60 | 560 | 0% | 0% | 100% | 1000 | 3.7 |
The difference between Thermal, X-Ray, and Baryonic damage is not explained in game as of patch 0.4.38. From u/Ayla-Selene on reddit:
Radiation damage is reduced by armor via "Half-Values". one half value cuts damage in half. two half values cut damage in half twice, for 1/4.
all ships have a baseline of 5 half-values (1/32). armor up to the point where it reaches those 5 half-values does nothing. after that it replaces the baseline half-values with its own half-values.
The half value is measured in armor thickness, and not shown anywhere in game. every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons.
here's a table for the half values of different armor types (i calculated the points from armor thickness per point and the half value thickness):
Armor points per half-value (X-Ray) points per half-value (Baryon) Steel 0.27 1.00 Titanium 0.44 1.11 Silicon Carbide 0.72 4.61 Boron Carbide 1.00 0.62 Composite 1.11 5.21 Foamed Metal 1.62 7.44 Nanotube 2.53 19.77 Adamantine 4.83 31.05 Exotic 2.00 4.62 Hybrid 1.80 4.40 If your armor is greater than 5 half-values, you can divide the damage by 2^(Armor/PointsPerHalfValue). Otherwise divide it by 32.
Baryon damage is additionally multiplied by 5.
This resulting damage is directly dealt to internals, with the hit location being calculated in the same way as with lasers. If it happens to hit something that is immune to radiation (for example a heat sink or the structure) it will deal no damage.
Any damage at all is enough to disable a weapon (until damage control gets around to repairing it), which explains that the laser stopped firing for a while. Human Lasers also only have 1HP, and once a weapon is entirely destroyed it can only be repaired in a shipyard.
As for Ion / Particle... Particle uses a different dispersion model, which theoretically results in much longer effective range. I am not sure if it actually has a noticeable effect on gameplay though.
Plasma Weapons
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target. Plasma weapons cannot bombard.
Plasma Weapon | Hull Slots | Nose Slots | Fire Modes | Cooldown (s) | Damage (MJ) | Magazine | Magazine Materials | Range (km) | Mass (tons) | Shot Battery Consumption (GJ) | Build Cost |
---|---|---|---|---|---|---|---|---|---|---|---|
Plasma Battery Mk 1 | 2 | Focus Fire, Attack | 30 | 135.0 | 500 | 500 | 320 | 0.45 | |||
Plasma Battery Mk 2 | 2 | Focus Fire, Attack | 25 | 135.0 | 500 | 600 | 280 | 0.34 | |||
Plasma Battery Mk 3 | 2 | Focus Fire, Attack | 20 | 135.0 | 500 | 700 | 240 | 0.27 | |||
Heavy Plasma Battery Mk 1 | 4 | Focus Fire, Attack | 36 | 256.0 | 1000 | 600 | 640 | 1.3 | |||
Heavy Plasma Battery Mk 2 | 4 | Focus Fire, Attack | 30 | 256.0 | 1000 | 700 | 560 | 0.85 | |||
Heavy Plasma Battery Mk 3 | 4 | Focus Fire, Attack | 24 | 256.0 | 1000 | 800 | 480 | 0.64 | |||
Plasma Cannon Mk 1 | 3 | Focus Fire, Attack | 48 | 428.8 | 300 | 600 | 540 | 1.7 | |||
Plasma Cannon Mk 2 | 3 | Focus Fire, Attack | 40 | 428.8 | 300 | 700 | 480 | 1.2 | |||
Plasma Cannon Mk 3 | 3 | Focus Fire, Attack | 32 | 428.8 | 300 | 800 | 420 | 0.95 | |||
Heavy Plasma Cannon Mk 1 | 4 | Focus Fire, Attack | 60 | 551.2 | 300 | 800 | 720 | 2.8 | |||
Heavy Plasma Cannon Mk 2 | 4 | Focus Fire, Attack | 50 | 551.2 | 300 | 900 | 640 | 1.8 | |||
Heavy Plasma Cannon Mk 3 | 4 | Focus Fire, Attack | 40 | 551.2 | 300 | 1000 | 560 | 1.4 |
Refits
Factions may refit ships at habs with ship construction modules. Refitting is generally limited to replacing parts of a similar type.
- Hull cannot change.
- Power Plant can change, if the new Power Plant is of the same Class.
- Drives can add or remove thrusters to current drive, or substitute a drive with the same Classification, required Power Plant, and Reaction Product.
- Weapons can change if the new weapon is of the same Class and Mount. (so 1-hull laser can only be replaced by 1-hull lasers).
- Armor can change freely.
- Batteries can change to other batteries freely, but not change with other Utility modules.
- Heat sinks can change freely, but not change with other Utility modules.
- Radiators can change freely.
- Utility modules that aren't batteries or heat sinks can change to other modules with the same Class.
Additional information
Various "Guides" are available that detail among other things ship module performance and functions.
Terra Invicta mechanics | |
---|---|
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