Spaceships

From Terra Invicta Official Wiki
Ship designing

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.

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 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 transfering 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.

Hull Base Mass
(tons)
Base Crew Base Turn Rate
(deg/sec^2)
Construction Time
(days)
Hard Points Support Cost Base Construction Cost Required technology
Select Nose Hard Point.png Nose Select Hull Hard Point.png Hull Select Utility.png Utility ICO mission control.png Mission Control ICO currency.png Money ICO water.png Water ICO volatiles.png Volatiles ICO metal.png Base Metals ICO metal noble.png Noble Metals
Gunship 212 3 227.0 46/22.8 1 0 1 1 1 0.6 2.6 14 4 Interplanetary Warships
Escort 216 4 222.8 68/34.2 0 2 2 1 2 0.8 2.8 14 4
Corvette 382 8 96.9 68/34.2 1 1 2 1 3 1.6 5.1 24.5 7
Frigate 680 20 35.4 103/51.3 1 2 4 2 4 4 10 42 12 Patrol Vessels
Monitor 840 35 22.9 103/51.3 0 4 3 2 4 7 14 49 14
Destroyer 860 40 22.4 103/51.3 2 2 3 2 5 8 15 49 14
Cruiser 1090 60 12.6 148/74.1 2 3 6 3 10 12 20.5 59.5 17 Fleet Combatants
Battlecruiser 1130 70 12.2 148/74.1 3 2 3 3 12 14 22.5 59.5 17
Battleship 1470 80 8.2 148/74.1 2 6 4 3 15 16 27.5 80.5 23
Lancer 2100 100 4.6 182/91.2 4 3 6 4 20 20 37 119 34 Ships of the Line
Dreadnought 2430 120 3.6 182/91.2 3 8 6 4 25 24 43.5 136.5 39
Titan 2530 120 3.2 182/91.2 4 6 8 5 30 24 44.5 143.5 41

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

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 0.6
Fuel Cell III Fuel Cell 72.0% 120 1
Solid Core Fission Reactor I Solid Core Fission 75.0% 40 2
Solid Core Fission Reactor II Solid Core Fission 75.0% 34 6
Solid Core Fission Reactor III Solid Core Fission 75.0% 28 15
Solid Core Fission Reactor IV Solid Core Fission 75.0% 12 60
Solid Core Fission Reactor V Solid Core Fission 75.0% 8 125
Compact Solid Core Fission Reactor I Solid Core Fission 80.0% 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 80.0% 4 12
Compact Solid Core Fission Reactor IV Solid Core Fission 80.0% 3 20
Compact Solid Core Fission Reactor V Solid Core Fission 85.0% 2 20
Molten Core Fission Reactor I Liquid Core Fission 85.0% 3 1
Molten Core Fission Reactor II Liquid Core Fission 88.0% 3 750
Molten Core Fission Reactor III Liquid Core Fission 90.0% 2.5 1300
Vapor Core Fission Reactor I Gas Core Fission 90.0% 13 6
Vapor Core Fission Reactor II Gas Core Fission 92.0% 8 8
Vapor Core Fission Reactor III Gas Core Fission 92.0% 4 14
Gas Core Fission Reactor I Gas Core Fission 90.0% 15 5
Gas Core Fission Reactor II Gas Core Fission 91.0% 10 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
Salt Water Core Reactor I Nuclear Salt Water Core 99.5% 0.45 32000
Salt Water Core Reactor II Nuclear Salt Water Core 99.5% 0.080 230000
Electrostatic Confinement Fusion Reactor I Electrostatic Confinement Fusion 95.0% 2 5
Electrostatic Confinement Fusion Reactor II Electrostatic Confinement Fusion 95.0% 1 25
Electrostatic Confinement Fusion Reactor III Electrostatic Confinement Fusion 95.0% 0.25 80
Z-Pinch Fusion Reactor I Z-Pinch Fusion 96.0% 13 110
Z-Pinch Fusion Reactor II Z-Pinch Fusion 98.5% 5 220
Z-Pinch Fusion Reactor III Z-Pinch Fusion 99.0% 2 3500
Hybrid Confinement Fusion Reactor I Hybrid Confinement Fusion 97.0% 4 2.5
Hybrid Confinement Fusion Reactor II Hybrid Confinement Fusion 98.0% 2 2000
Hybrid Confinement Fusion Reactor III Hybrid Confinement Fusion 99.0% 1 20000
Fusion Tokamak I Toroid Magnetic Confinement Fusion 85.0% 28 30
Fusion Tokamak II Toroid Magnetic Confinement Fusion 88.0% 14 30
Fusion Tokamak III Toroid Magnetic Confinement Fusion 92.0% 10 212
Fusion Tokamak IV Toroid Magnetic Confinement Fusion 93.5% 4 1200
Fusion Tokamak V Toroid Magnetic Confinement Fusion 98.5% 1 4800
Flow-Stabilized Z-Pinch Fusion Reactor Z-Pinch Fusion 99.5% 0.0068 300000
Mirror Cell Fusion Reactor I Mirrored Magnetic Confinement Fusion 93.0% 13.4 60
Mirror Cell Fusion Reactor II Mirrored Magnetic Confinement Fusion 95.0% 6.5 360
Mirror Cell Fusion Reactor III Mirrored Magnetic Confinement Fusion 98.0% 1.2 1400
Inertial Confinement Fusion Reactor I Inertial Confinement Fusion 85.0% 17.6 5
Inertial Confinement Fusion Reactor II Inertial Confinement Fusion 87.0% 12 30
Inertial Confinement Fusion Reactor III Inertial Confinement Fusion 89.0% 10 200
Heavy Inertial Confinement Fusion Reactor Inertial Confinement Fusion 97.5% 20 650
Inertial Confinement Terawatt Fusion Reactor I Inertial Confinement Fusion 95.0% 1 10000
Inertial Confinement Terawatt Fusion Reactor II Inertial Confinement Fusion 99.0% 0.068 22000
Inertial Confinement Terawatt Fusion Reactor III Inertial Confinement Fusion 99.9% 0.002 3000000
Antimatter Plasma Core Reactor Plasma Core Antimatter 99.8% 0.45 1200
Antimatter Plasma Core Reactor Plasma Core Antimatter 99.8% 0.05 7300
Antimatter Plasma Core Reactor Plasma Core Antimatter 99.8% 0.005 42000
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.

Drive Required Power Plant Thrust Rating (single engine) Exhaust Velocity Rating Propellant (Propellant/Tank)
Apex Solid Rocket N/A 14.9 1.4 Volatiles (1)
Meteor Liquid Rocket N/A 14.9 1.6 Water (0.6), Volatiles (0.4)
Neutron Liquid Rocket N/A 15.3 1.6 Volatiles (1)
Venture Liquid Rocket N/A 14.2 2.2 Water (1)
Diana Superheavy Rocket N/A 15.3 1.9 Water (0.6), Volatiles (0.4)
Nova Liquid Rocket N/A 13.9 2.5 Water (1)
Super Kronos Liquid Rocket N/A 12.3 4.4 Volatiles (0.998), Fissiles (0.002)
Resistojet N/A 1.0 1.5 Water (1)
Tungsten Resistojet N/A 4.3 3.3 Water (1)
Arcjet Drive N/A 1.0 4.3 Water (1)
Plasma Wave Drive N/A 1.3 6.3 Anything (1)
Lorentz Drive N/A 5.3 6.8 Water (0.75), Metals (0.25)
Helicon Drive N/A 5.3 8.3 Water (0.9), Metals (0.1)
Hall Drive N/A 2.7 4.3 Metals (1)
Ion Drive N/A 1.5 6.3 Water (0.9), Metals (0.1)
Grid Drive N/A 4.3 7.7 Water (0.9), Metals (0.1)
Colloid Drive N/A 4.0 5.4 Volatiles (1)
VASIMR N/A 1.0 7.2 Water (1)
Pondermotive Drive N/A 2.2 7.2 Water (1)
Pulsed Plasmoid Drive N/A 1.1 8.7 Anything (1)
E-Beam Drive N/A 3.2 4.3 Anything (1)
Amplitron Drive N/A 4.6 3.3 Water (1)
Mass Driver N/A 4.4 3.3 Anything (1)
Superconducting Mass Driver N/A 5.3 4.9 Anything (1)
Kiwi Drive Solid Core Fission 6.0 3.1 Water (1)
NERVA Drive Solid Core Fission 6.6 3.0 Water (1)
Snare Drive Solid Core Fission 7.2 3.1 Water (1)
Rover Drive Solid Core Fission 7.8 3.2 Water (1)
Cermet NERVA Solid Core Fission 8.1 3.3 Water (1)
Advanced NERVA Drive Solid Core Fission 9.4 3.0 Water (1)
Dumbo Solid Core Fission 9.6 3.1 Water (1)
Advanced Cermet NERVA Solid Core Fission 9.8 3.3 Water (1)
Heavy Dumbo Solid Core Fission 12.8 3.0 Water (1)
Pulsar Drive Solid Core Fission 7.6 4.0 Water (1)
Advanced Pulsar Drive Solid Core Fission 8.5 5.0 Water (1)
Pebble Drive Solid Core Fission 8.4 3.3 Water (1)
Particle Drive Solid Core Fission 9.4 3.3 Water (1)
Lars Drive Liquid Core Fission 7.6 4.3 Water (1)
Fission Spinner Drive Liquid Core Fission 10.1 4.9 Water (1)
Pegasus Drive Liquid Core Fission 10.6 5.3 Water (1)
Vortex Drive Gas Core Fission 9.4 4.3 Water (1)
Super Vortex Drive Gas Core Fission 10.0 4.3 Water (1)
Cavity Drive Gas Core Fission 6.8 4.3 Water (1)
Advanced Cavity Drive Gas Core Fission 9.4 4.6 Water (1)
Quartz Drive Gas Core Fission 7.9 3.4 Water (1)
Lightbulb Drive Gas Core Fission 9.7 4.2 Water (1)
Pharos Drive Gas Core Fission 9.8 4.4 Water (1)
Fission Lantern Gas Core Fission 14.4 5.0 Water (1)
Fission Frag Drive Gas Core Fission 3.2 8.3 Fissiles (1)
Dusty Plasma Drive Gas Core Fission 1.5 11.9 Fissiles (1)
Burner Drive Gas Core Fission 7.8 6.1 Water (0.98), Noble Metals (0.01), Fissiles (0.01)
Flare Drive Gas Core Fission 12.8 5.1 Water (0.98), Noble Metals (0.01), Fissiles (0.01)
Firestar Drive Gas Core Fission 13.3 5.6 Water (0.98), Noble Metals (0.01), Fissiles (0.01)
Neutron Flux Drive Nuclear Salt Water Core 14.7 6.0 Water (0.5), Fissiles (0.5)
Neutron Flux Torch Nuclear Salt Water Core 14.7 12.2 Water (0.5), Fissiles (0.5)
Z-Pinch Microfission Drive N/A 4.6 7.3 Water (0.5), Fissiles (0.5)
Neutronium Microfission Drive N/A 6.6 7.3 Water (0.99), Fissiles (0.01)
Antimatter Microfission Drive N/A 8.5 7.0 Water (0.99)*, Fissiles (0.01)*, Antimatter (1 × 10−12)
Minimag Orion N/A 10.3 6.5 Metals (0.4), Noble Metals (0.4), Fissiles (0.2)
Advanced Minimag Orion N/A 11.9 7.3 Metals (0.4), Noble Metals (0.3), Fissiles (0.3)
Orion Drive N/A 15.0 5.4 Metals (0.4), Noble Metals (0.3), Fissiles (0.3)
H-Orion Drive N/A 15.6 6.9 Metals (0.3), Noble Metals (0.35), Fissiles (0.35)
Triton Pulse Drive N/A 9.6 7.6 Water (0.995), Fissiles (0.05)
Firefly Torch Z-Pinch Fusion 10.7 16.6 Water (1)
Lithium Fusion Lantern Electrostatic Confinement Fusion 7.1 4.3 Water (0.5), Metals (0.5)
Hybrid Fusion Drive Hybrid Confinement Fusion 4.8 5.7 Metals (1)
Icarus Drive Hybrid Confinement Fusion 10.0 10.2 Water (1)
Icarus Torch Hybrid Confinement Fusion 11.4 12.1 Water (1)
Triton Torus Drive Toroid Magnetic Confinement Fusion 7.1 6.1 Water (1)
Triton Reflex Drive Mirrored Magnetic Confinement Fusion 6.6 10.9 Water (1)
Helion Torus Drive Toroid Magnetic Confinement Fusion 5.2 8.4 Water (1)
Advanced Helion Torus Drive Toroid Magnetic Confinement Fusion 6.6 12.9 Water (1)
Helion Reflex Drive Mirrored Magnetic Confinement Fusion 5.7 8.3 Water (1)
Advanced Helion Reflex Drive Mirrored Magnetic Confinement Fusion 7.2 9.9 Water (1)
Zeta Helion Drive Z-Pinch Fusion 9.4 11.8 Water (1)
Zeta Boron Fusion Drive Z-Pinch Fusion 10.4 10.3 Water (1)
Mag Protium Fusion Drive Any Magnetic Confinement Fusion 8.6 13.0 Water (1)
Triton Hope Inertial Drive Inertial Confinement Fusion 3.5 9.4 Water (1)
Triton Vista Inertial Drive Inertial Confinement Fusion 8.9 7.4 Water (1)
Helion Inertial Drive Inertial Confinement Fusion 6.8 9.2 Water (1)
Daedalus Torch Inertial Confinement Fusion 10.4 13.2 Water (1)
Boron Inertial Drive Inertial Confinement Fusion 6.0 7.3 Water (0.5), Volatiles (0.5)
Boron Inertial Torch Inertial Confinement Fusion 7.6 14.1 Water (0.5), Volatiles (0.5)
Protium Inertial Torch Inertial Confinement Fusion 9.1 13.3 Water (1)
Protium Converter Torch Inertial Confinement Fusion 17.6 13.3 Water (1)
Antimatter Pulsed Plasma Core Drive Plasma Core Antimatter 11.6 7.9 Water (0.99997)*, Antimatter (0.00003)*
Antimatter Plasma Core Drive Plasma Core Antimatter 12.8 9.2 Water (0.99991)*, Antimatter (0.00009)*
Advanced Antimatter Plasma Core Drive Plasma Core Antimatter 13.3 11.5 Water (0.9999), Antimatter (0.0001)
Pion Torch Beam Core Antimatter 14.3 13.8 Water (0.5), Antimatter (0.5)

*Rounded

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.

Radiator Combat Vulnerability When Deployed Waste Heat (tons/GW)
Aluminum Fin Very High 400
Titanium Array High 181.8
Molybdenum Pipe Moderate 222.2
Nanotube Filament Moderate 153.8
Ionic Dust Very Low 333.3
Cobalt Dust Very Low 200
Tin Droplet Very Low 125
Alien Exotic Spike Low 83.3

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.

Battery Mass (tons) Capacity (GJ) Time to full charge (minutes)
Lithium-Ion 30 15 50
Lithium-Sulfur 35 21 56
Molten Salt 80 40 89
Salt Water 20 20 33
Graphene 120 48 32
Quantum 80 80 27
Superconducting Coil 2 40 9
Exotic Nanowire 10 60 10

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 much damage. Note that a point of lateral armor is much more massive than nose and tail armor because it had a greater surface area to cover.

Armor Desnity (kg/m^3) Bonus Resistance
Steel 7850 Chipping
Titanium 4500 Chipping
Silicon Carbide 3210
Boron Carbide 2520 Kinetic Damage
Composite 1930
Nanotube 1720
Adamantane 1800 Kinetic Damage
Exotic 2200
Hybrid 1400 Laser Damage

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 1)
Advanced Marine Assault Unit 200 Enables the Assault Hab fleet operation (assault value 3)
Elite Marine Assault Unit 200 Enables the Assault Hab fleet operation (assault value 5)
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
ECM 10 20% Missile Immunity
ECM Mark II 10 40% Missile Immunity
ECM Mark III 10 60% Missile Immunity

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 +20% Thrust
Neutronium Spiker 40 Nuclear Drive +35% Thrust
Antimatter Spiker 40 Nuclear Drive +50% Thrust
Liquid Hydrogen Containment 5 Hydrogen Propellant +10% Exhaust Velocity
Slush Hydrogen Tankage 10 Hydrogen Propellant +25% Exhaust Velocity
Hydron Trap 20 Hydrogen Propellant +50% Exhaust Velocity
ISRU Module 40 Anything Propellant Can replenish Propellant at habs with a Mining Complex
Remass Scoop 40 Anything or Hydrogen Propellant Can replenish Propellant in interface orbits of Jovian planets
No aerobraking damage

Heat Sink

Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire.

Heat Sink Mass (tons) Capacity (GJ) Specific capacity (GJ/ton)
Water 250 100 0.40
Potassium 205 110 0.54
Sodium 230 370 1.61
Lithium 128 525 4.10
Molten Salt 485 900 1.86
Exotic 250 1800 7.2
Heavy Water 500 200 0.40
Heavy Potassium 410 220 0.54
Heavy Sodium 460 740 1.61
Heavy Lithium 256 1050 4.10
Heavy Molten Salt 970 1800 1.86
Heavy Exotic 500 3600 7.2

Kit

Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a 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 will take up multiple weapon slots in the ship's hull.

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 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. Only available as hull weapons.
  • Magnetic Weapons: Use magazines, high ammo capacity. Use energy. Can bombard.
  • Plasma Weapons: Use energy. Cannot bombard. High damage. Only available in large sizes.
  • Lasers: Use energy. Limited bombard. Never miss. More effective at close range.
  • Particle Beams: Use energy. Cannot bombard. High damage. Never miss. Short range.


Guns

Magnetic Weapons

Missiles

Missiles can have different 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
  • Shaped Nuclear warheads do 100% damage to armor in a 20-degree cone
Missile Mass (tons) Fire Modes Damage (MJ) Warhead Acceleration (gs) Delta-V (kps) Magazine Salvo Can Bombard
Krait Missile Bay 31 Focus Fire 350.9 Explosive 2.5 3.3 10 2 shots / 5 s No
Anaconda Missile Bay 29.2 Focus Fire 249.2 Explosive 5 3.7 16 3 shots / 5 s No
Cobra Missile Bay 29.2 Focus Fire 396.1 Explosive 3.5 4.1 12 3 shots / 7 s No
Rattler Missile Bay 33.8 Focus Fire, Defense 294.1 Fragmentation 7.5 3.4 24 3 shots / 5 s No
Riverjack Missile Bay 33.8 Focus Fire, Defense 756.6 Fragmentation 5.3 3.9 18 3 shots / 7 s No
Harlequin Missile Bay 24.2 Focus Fire 434.7 Penetrator 5 4.2 16 3 shots / 5 s No
Keelback Missile Bay 24.2 Focus Fire 1003.5 Penetrator 3.5 4.5 12 3 shots / 5 s No
Copperhead Missile Bay 39 Focus Fire 613.2 Explosive 3.5 5.8 10 2 shots / 5 s No
Viper Missile Bay 33.8 Focus Fire, Defense 897 Fragmentation 5.3 6 12 2 shots / 5 s No
Lancehead Missile Bay 34 Focus Fire 3003 Penetrator 3.5 5.5 10 2 shots / 5 s No
Hera Torpedo Bay 38.8 Focus Fire 1042.9 Explosive 2 5.8 6 1 No
Hermes Torpedo Bay 33.8 Focus Fire 7095.9 Penetrator 2 5.8 6 1 No
Artemis Torpedo Bay 43.8 Focus Fire 2145.8 Explosive 2.5 7.7 6 1 No
Vulcan Torpedo Bay 38.8 Focus Fire 14346.3 Penetrator 2.5 5.8 6 1 No
Athena Torpedo Bay 43.8 Focus Fire 5469.7 Explosive 3 11.1 6 1 No
Ares Torpedo Bay 38.8 Focus Fire 37067.8 Penetrator 3 7.9 6 1 No
Cerberus Nuclear Torpedo Bay 52 Focus Fire 1129950000 Nuclear 1.5 2.6 5 1 Not Through Atmosphere
Hades Nuclear Torpedo Bay 47 Focus Fire 2448225000 Nuclear 2 3.6 5 1 Not Through Atmosphere
Nemesis Nuclear Torpedo Bay 47 Focus Fire 4519800000 Nuclear 2.5 5.1 5 1 Not Through Atmosphere
Olympus Shaped Nuclear Torpedo Bay 47 Focus Fire 3766500000 Shaped Nuclear 2.5 5.1 5 1 Not Through Atmosphere
Antimatter Torpedo Launcher 77 Focus Fire 22470010000 Antimatter 2.5 5.4 5 1 Not Through Atmosphere

Lasers

Lasers Mass (tons) Fire Modes Wavelength (nm) Cooldown (s) Base Shot Power (MJ) Targeting Range (km) Shot Battery Consumption (GJ) Build Cost Can Bombard
Point Defense Laser Turret 20 Defense 1,080 3 50 250 0.2 No
60 cm Infrared Laser Battery 150 Focus Fire, Attack, Guardian, Defense 1,080 30 100 600 0.4 Not through Atmosphere
120 cm Infrared Laser Battery 200 Focus Fire, Attack, Guardian, Defense 1,080 30 150 700 0.6 Not through Atmosphere
360 cm Infrared Laser Battery 400 Focus Fire, Attack, Guardian, Defense 1,080 30 225 850 0.9 Not through Atmosphere
480 cm Infrared Laser Cannon 500 Focus Fire, Attack, Guardian, Defense 1,080 30 250 900 1.0 Not through Atmosphere
720 cm Infrared Laser Cannon 700 Focus Fire, Attack, Guardian, Defense 1,080 30 300 950 1.2 Not through Atmosphere
Point Defense Arc Laser Turret 20 Defense 1,080 3 50 300 0.14 No
60 cm Green Laser Battery 150 Focus Fire, Attack, Guardian, Defense 540 30 100 600 0.5 Yes
120 cm Green Laser Battery 200 Focus Fire, Attack, Guardian, Defense 540 30 150 700 0.75 Yes
360 cm Green Laser Battery 400 Focus Fire, Attack, Guardian, Defense 540 30 225 850 1.1 Yes
480 cm Green Laser Cannon 500 Focus Fire, Attack, Guardian, Defense 540 30 250 900 1.3 Yes
720 cm Green Laser Cannon 700 Focus Fire, Attack, Guardian, Defense 540 30 300 950 1.5 Yes
60 cm Green Arc Laser Battery 115 Focus Fire, Attack, Guardian, Defense 540 20 100 600 0.33 Yes
120 cm Green Arc Laser Battery 150 Focus Fire, Attack, Guardian, Defense 540 20 150 700 0.5 Yes
360 cm Green Arc Laser Battery 315 Focus Fire, Attack, Guardian, Defense 540 20 225 850 0.75 Yes
480 cm Green Arc Laser Cannon 395 Focus Fire, Attack, Guardian, Defense 540 20 250 900 0.83 Yes
720 cm Green Arc Laser Cannon 555 Focus Fire, Attack, Guardian, Defense 540 20 300 950 1.0 Yes
Point Defense Phaser Turret 20 Defense 1,080 2 50 350 0.11 No


Particle Beams

Particle Beam Hull Slots Nose Slots Mass (tons) Fire Modes Cooldown (s) Base Shot Power (MJ) Targeting Range (km) Shot Battery Consumption (GJ) Build Cost
Point Defense Particle Beam 1 3 Defense 4 30 200 0.2
Particle Cannon Mk1 2 100 Focus Fire, Attack 60 90 250 0.9
Particle Cannon Mk2 2 100 Focus Fire, Attack 50 120 350 0.8
Particle Cannon Mk3 2 100 Focus Fire, Attack 40 180 450 0.9
Heavy Particle Cannon Mk1 3 500 Focus Fire, Attack 72 120 325 1.2
Heavy Particle Cannon Mk2 3 500 Focus Fire, Attack 60 180 425 1.2
Heavy Particle Cannon Mk3 3 500 Focus Fire, Attack 48 240 525 1.2
Spinal Particle Cannon Mk1 4 1000 Focus Fire, Attack 90 180 400 1.8
Spinal Particle Cannon Mk2 4 1000 Focus Fire, Attack 75 240 500 1.6
Spinal Particle Cannon Mk3 4 1000 Focus Fire, Attack 60 360 600 1.8

Plasma Weapons

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.