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For more information on how to use modules in ship design, see Shipyard.

In StarDrive, ship components are called "modules". To add a module to a ship, simply click and drag it from the list on the left of the Shipyard screen or select it and left-click on a desired slot; 1x1 modules can be pasted by holding down the mouse button and dragging them across the module grid

Many Modules may only be placed in certain slots when designing a ship, for instance engines may only be placed in E (engine) slots and Bridges may only be placed in I (inside) slots.

Module Statistics[]

Modules have a variety of statistics which affect how they work when placed on a ship as well as a ship's overall stats.

  • Universal:
    • Size - size of a module (horizontal x vertical)
    • Mass (slows down sublight speed and reduces turning rate)
    • Production cost (adds to the total production cost of the ship)
    • Hitpoints (adds to the total hitpoints of the ship)
    • Power consumption (excluding armor and fuel cells)
  • Weapons:
    • Speed - speed of projectile (for Ballistic, Energy Cannons, Bombs and Missiles; note that Beams are instantenous and Bombs pick much of their velocity from their carrier)
    • Damage - damage per shot
    • DPS - damage per second
    • Damage radius - radius, in which damage is inflicted (not only for exploding weaponry)
    • RoF - Rate of fire, in shots per second
    • Range - max range of a weapon
    • Firing Arc - firing arc of a weapon
    • Ordnance stored - ordnance capacity of a module (for ordnance-using weapons)
    • Ordnance per shot - ordnance, used for a single shot (for Ballistic Cannons, Bombs and Missiles)
    • Energy per shot - energy, required for a single shot (for Energy Weapons)
    • Missile hitpoints - any missile could be shot down with point defense (for missiles)
  • Power:
    • Power output (for powerplants)
    • Power stored (for fuel cell modules and reactors)
    • Power radius (for reactors, indicates power coverage for a singe reactor)
  • Other:
    • Cargo stored (for cargo hold modules)

Weapons[]

Weapons Overview[]

Currently weapons are divided into categories, depending on the ammunition source (ballistic weapons use ordnance; or energy weapons use power) and projectile type (beam or single shot/pulse).

Most weapons are restricted to O/IO slots, but there are a few exceptions that can be placed in I slots as well:

  • Ancient Repulsor
  • EMP Torpedo
  • Heavy Tractor Beam

Most weapons that take up a square area can be rotated freely via hold-and-drag and possess a 45°, 90°, 120° or even 360° firing arc (the latter is for the player-inaccessible Ancient Disruptor); the rest have arcs narrower than 45° and can only be set in parallel or perpendicularly to the keel by using the arrow buttons.

Ammunition[]

Each weapon consumes resources when fired, either ordnance for ballistic weapons, or power for energy weapons. One unit of ordnance is usually comparable to 100-200 power in terms of base damage output.

Ballistic weapons have a definite advantage in stored capacity. An Ordnance Storage stores 125 Ordnance, while the same-sized Medium Fuel Cell stores 1500 power. With the above conversion rate, this gives ordinance roughly a tenfold advantage in stored capacity. Furthermore, ballistic weapons generally sport a respectable amount of integral storage, whereas the integral storage of reactors (except Main Engineering) is negligible.

On the other hand, energy weapons have the advantage in ammunition regeneration. The basic Medium Nuclear Reactor generates 225 power per second. Meanwhile, the Ordnance Fabricator produces 1 Ordnance per second, but consumes 250 power per second, so it would take a little more than another Medium Nuclear Reactor to break even on power. As such, energy weapons regenerate their capacity at about 3-4 times the rate of ballistic weapons with basic technology.

Practically, this makes ballistic weapons relatively better in short conflicts and when resupply from spaceports is readily available. On the other hand, energy weapons are relatively better in long conflicts away from resupply.

Apart from module unlocks, research improves ballistic weapons directly via increased weapon performance, while energy weapons benefit more indirectly via improved reactors and energy storage, as well as several generations of similar mounts.

Energy Beam[]

All energy beam weapons, with the exception of Disentegrator Array and Ancient Repulsor, have two variants – heavy and light. Heavy variants occupy 2x3 slots and have fixed 45° arcs with limited customization. They deal more damage, have longer range and require more energy to fire. Light variants need a 2x2 space and have fully customizable 45° degree firing arcs. The drawback is that they deal less damage and have shorter range.

Energy beam weapons fire pulses that last 2 seconds (180 frames). They do not need ordnance to fire.

Different beams have different recharge rate – from 4.5 to 10 seconds, as well as different purposes.

Beams drain energy while firing, so make sure you have enough energy reserves. For example, a beam weapon firing for two seconds will drain (Pwr/Sec*2) units of energy, so if ship's reactors produce (PowerRecharge) units of energy each second, you'll need at least (Pwr/Sec*2 - PowerRecharge*2) units of energy reserve to fire full two seconds without interruption. If, while firing, ship runs out of energy reserve, then the beam will stop firing (i.e beam will fire for 1 second, then it will run out of energy and will stop firing).

To make sure that ship's energy reserve is replenished for the next round of fire, energy regeneration must be at least (Pwr/Sec*2*RoF). To make that calculation easier check out the last column of the following table:

Icon Weapon Name Requirement Size Mass Cost HP DPS Pwr Pwr/sec Range Fire Arc RoF Sust
Beamturret 2x2
Laser Beam Turret Energy Weapons 2x2 12 10 480 90 -5 240 2700 45 0.2 96
Beamcannon 2x3
Heavy-mount Laser Beam Energy Weapons 2x3 12 12 540 144 -5 360 4200 45 0.1 72
Fusionbeam 2x2
Fusion Beam Turret Fusion Beams 2x2 12 12 480 144 -5 450 2700 45 0.1 90
Fusioncannon 2x3
Heavy-mount Fusion Beam Fusion Beams 2x3 12 18 720 216 -5 550 4200 45 0.1 110
Phasorbeam 2x2
Light Phasor Array Phasors 2x2 12 14 400 225 -5 350 2700 45 0.125 87.5
Phasorcannon 2x3
Heavy-mount Phasor Array Phasors 2x3 12 24 600 281.3 -5 450 5200 45 0.125 112.5
Beamcannon 2x3
Thalaron Blaster Thalaron Blaster 2x3 12 4 600 20 -5 90 4200 45 0.22 40
Ionbeam 2x2
Ion Beam Turret Ionic Weaponry 2x2 12 4 450 12 -5 60 4200 45 0.22 26.6
Ionbeamcannon 2x3 Heavy-mount Ion Beam Ionic Weaponry 2x3 12 4 450 25 -5 80 4200 45 0.22 35.6
Beamturret 2x2 Siphon Beam Turret Energy Siphon Beam 2x2 12 4 400 25 -5 100 4200 45 0.22 44.5
Beamcannon 2x3 Heavy Siphon Beam Energy Siphon Beam 2x3 12 4 450 40 -5 140 4200 45 0.22 62.3
Beamturret 2x2 Tractor Beam Turret Tractor Beam 2x2 12 4 400 NA -5 60 4200 45 0.22 26.7
Beamcannon 2x3 Heavy Tractor Beam Tractor Beam 2x3 12 4 450 NA -5 60 4200 45 0.22 26.7
DisruptorTurret2x2 Ancient Repulsor Mysteries Event 2x2 10 4 450 NA 10 60 3500 120 0.33 26.7
Beamcannon 3x8
Distintegrator Array Distintegrator Array 3x8 10.8 96 540 630 -5 1500 6000 45 0.1 300

Energy Cannon[]

Energy cannons use energy for firing, but, unlike energy beams, their shots are individual bolts and have travel speed. Because of that energy canons are less-suited to use against fast and agile targets, but are great against slow moving targets.

Currently there are two unique canons – EMP and Polaron. EMP canon inflicts EMP damage, which will disable target's systems upon exceeding a ship's capacity for EMP damage (determined by hull size and presence of Pulse Capacitors; EMP also does not penetrate shields) whereas shots made with Polaron Cannons will bypass the target's shields.

Additionally, the only energy-using Point Defense at the moment is PD Laser Cannon, though it is inferior compared to Phalanx PD, but is energy-independent and has limited anti-ship utility.

Icon Weapon Name Requirement Size Mass Cost Health Spd Pwr DPS Rng Fire Arc Dmg/Shot Pwr/Shot Pwr/Sec Dmg Rad RoF
LaserCannon PD Laser Cannon Energy Weapons 1x1 3 1 100 950 -1 10 1200 90 8 20 25 NA 1.25
LaserTurret Laser Turret Energy Cannons 2x2 12 12 450 800 -5 125 1600 150 25 x 5 11 x 5 68.75 NA 1
HeavyLaserTurret Heavy Laser Turret Energy Cannons 3x3 27 27 900 1100 -10 61.5 1800 90 80 75 57.75 5 0.77
HeavyLaserCannon Heavy Laser Cannon Energy Cannons 1x3 9 3 300 1500 -4 61.5 1800 23 80 75 57.75 5 0.77
DisruptorTurret2x2 Disruptor Cannon Turret Disruptors 2x2 10 4 400 1000 -10 116.7 2000 90 175 175 115.5 1 0.667
DisruptorTurret3x3 Dual Disruptor Cannon Disruptors 3x3 10 10 900 1000 -10 166.7 2000 90 100 100 166 1 1.66
EMPTurret2x2 EMP Turret EMP Cannons 2x2 10 9 400 875 -10 NA 2800 90 25 180 180 NA 1
EMPTurret3x3 Twin EMP Cannons EMP Cannons 3x3 10 9 900 875 -10 NA 2800 90 25 160 320 NA 2
PhotonTurret 2x2 Polaron Cannon Turret Phased Polaron Cannons 2x2 10 12 450 1100 -10 53.3 2200 90 80 100 166 5 0.66
PolaronTurret Twin Polaron Cannons Phased Polaron Cannons 3x3 10 25 450 1100 -10 133.3 2200 90 80 100 166 5 1.66
HeavyLaserCannon Ion Canon Mysteries Event 1x3 9 15 300 1450 -15 82.5 4800 15 125 180 118.8 1 0.66
NA Ancient Disruptor Not usable by Player 2x2 10 4 400 1000 -10 2000 90 100 175 1

Energy Torpedo[]

Not quite torpedos as the name suggests – weapons in this category actually have mechanics similar to energy cannons, one being a turret and the other is a fixed, forward-oriented heavy gun.

Icon Weapon Name Requirement Size Mass Cost Health Speed Power DPS Range Fire Arc Damage Pwr/Shot Damage Radius RoF
PhotonTurret 2x2 Photon Turret Photon Cannons 2x2 10 12 450 875 -10 66.7 3800 90 300 180 20 0.22
QT Cannon 3x8 Quantum Torpedo Cannon Quantum Torpedo Cannon 3x8 250 50 2500 1300 -80 722.2 6000 15 6500 3000 75 0.11

Ballistic Cannon[]

Ballistic weapons contain the most powerful Point Defense so far – Phalanx PD, as well as very powerful heavy cannons – Mass Driver and Massive canon.

Mechanics are similar to energy canons, but instead of energy these guns use ordnance and thus need to be supplied with ordnance via supply ships. Alternatively, they could be resupplied at the nearest planet with a Space Port.

“Pure” ballistic weapons have no special bonuses but some research in Space Weapons technology branch will grant various bonuses for ballistic weapons. For more information check Space Weapons

Icon Weapon Name Requirement Size Mass Cost HP Spd Pwr DPS Rng Fire Arc Dmg Ord/Shot Ord/sec Ord Cap Dmg Rad RoF
VulcanCannon PD Vulcan Cannon None 1x1 5 1 100 1250 -1 42.9 1000 20 15 0.1 0.286 4 0 2.86
FlakTurret Flak Turret None 2x2 10 4 400 500 -4 75 2500 90 150 0.8 0.4 16 15 0.5
FlakTurret3x3 Scatter Flak Turret None 3x3 10 4 900 500 -9 187.5 2500 90 150 2.3 2.875 36 15 1.25
Phalanx Phalanx PD Point Defense 2x2 10 8 400 1400 -4 80 1000 120 8 0.12 1.2 16 0 10
Fletchette 2x2 Fletchette AF Turret Point Defense 2x2 10 4 400 3200 -4 315 1500 90

70x9

0.75 0.375 16 0 0.5
Railgun1x3 Railgun Magnetic Artillery 1x3 9 5 300 1375 -6 66.7 3200 15 100 0.45 0.3 0 0 0.66
MassDriver 2x5 Mass Driver Magnetic Artillery 2x5 20 15 1000 1750 -20 250 5400 15

1300

(bug)

4 0.8 0 15 0.2
Railgun 3x8 Massive Cannon Subspace Artillery 3x8 250 25 2500 2000 -80 312.5 7500 20

2500

(bug)

6 0.75 0 75 0.125

Bomb[]

Bombs are used to bombard planets, with different bombs having different effects.

Currently all the bombs use ordnance to fire, so make sure you have a few ordnance fabricators on your bombardment ships.

Icon Weapon Name Requirement Size Mass Cost HP Ord Cap Pwr Ord/shot Ord/sec Land Dmg Troop Dmg Pop Dmg
Bombbay 2x2 Tactical Nuclear Bomb Bay None 2x2 12 4 400 20 -5 2 0.5 1 1 0.01
Deathspore 2x2 Death Spore Deployment Bay Genetic Manipulation 2x2 12 30 450 20 -5 1 1 0 3 0.1
Liberator 2x2 Owlwok Liberator Owlwok Freedom Event 2x2 12 150 450 20 -5 20 20 NA NA NA

Space Bombs[]

A feature introduced in 1.13H, these weapons are currently unavailable without using Cheats. Their key feature is a grand velocity of 1, which requires the deploying ship to charge towards its target as the launcher's velocity is retained by the bomb.

Missile[]

The main feature of missile weapons is that they have tracking capability, so it is much easier to shoot down agile opponents.

Every missile launcher has a small ordnance capacity, but in order to get the most use out of missiles during a fight you should place a few ordnance stores.

Different missiles have different speeds and their accuracy is not 100%, so even the fastest missile could miss an agile fighter.

Another problem with missiles is that they are quite susceptible to point defense weapons. Every missile has its own hit points and so destruction by point defense is possible; missile hit points and capacity to evade defensive fire can be upgraded via research.

Icon Weapon Name Requirement Size Mass Cost HP Spd Pwr DPS Rng Fire Arc Dmg Ord/Shot Ord Cap Ord/Sec Dmg Rad RoF Msl HP
MissileRack Rocket Launcher Missile Theory 1x1 10 2 100 850 -1 39.6 2500 23 95 1 4 0.41 20 0.416 3
Mrls 2x2 MRLS Missile Theory 2x2 10 8 450 850 -4 95 2000 90 95 1.5 50 1.5 20 1 6
Missile1x3 Missile Launcher Anti-Frigate Missile 1x3 9 6 300 500 -3 130 4000 15 650 5 12 1 45 0.2 10
Dualmissileturret 3x3 Dual Missile Turret Anti-Frigate Missile 3x3 10 18 900 400 -9 406.3 4000 90 650 5 50 3.125 45 0.625 20
ConventionalTorpedo Conventional Torpedo Tube Conventional Torpedoes 2x5 10 20 1000 300 -5

666.7

(833.3)

6000 15

6000

(7500)

15 80 1.65 150 0.11 100
Emp torpedo EMP Torpedo Tube EMP Torpedoes 2x5 10 8 1000 400 -5 1000 4200 5

4500

(??)

15 80 3.45 105 0.23 NA

Plasma[]

At the moment plasma category has only one weapon in it - the plasma thrower.

Contrary to what you may think, currently plasma thrower isn't a cannon. It is, in fact, a plasmathrower as in "flamethrower": it deals constant damage in a cone, at very close range. That makes it ideal for space close-combat.

It is worth noting that this isn't an energy weapon - it uses ordnance, and quite a lot, because of it very high RoF.

Icon Weapon Name Requirement Size Mass Cost HP Spd Pwr DPS Rng Fire Arc Dmg Ord/shot Ord/sec Dmg Rad RoF
FlakTurret Plasma Thrower Plasma Vectoring 2x2 10 7 450 700 -10 1200 800 90 30 0.1 4 15 40

Power[]

Power Plant[]

Power plants are essential for any ship - almost all modules require power to function, including all weapons and engines. If a module is outside the range of a power plant, it won't function. If a ship's total power draw exceeds its power generation, it will start to draw power from its energy stores. If they are depleted, the ship is incapable of warping or firing energy weapons.

Warning: reactors explode when destroyed!

Icon Module Name Requirement Size Mass Cost Health Power Store Power

Power /Space

Power Radius
NuclearReactorSmall Nuclear Reactor None 1x1 7 5 100 10 50 50 2
NuclearReactorMedium Med. Nuclear Reactor None 2x2 25 20 400 40 225 56.25 3
Warpreactor 3x3 Anti-Matter Reactor Anti-Matter Reactor 3x3 50 34 500 90 900 100 5
Engineering_4x4 Main Engineering Integrated System 4x4 50 64 2000 1000 1600 100 8
Remnant Reactor Small Remnant Small Reactor Reverse Engineering Event 1x1 10 10 100 50 100 100 2
AncientReactorMed Ancient Reactor Not usable by players 2x2 50 10 500 50 500 125 4
NA Power Conduit None 1x1 1 0.5 100 NA -1 NA 4

Fuel Cell[]

Fuel Cells store power, allowing ships to absorb spikes in power consumption (power draw exceeding power generation), whether it is from firing many energy weapons at the same time, from being hit by Ion Beams, or from warp travel; in the latter case, the ship will make small jumps interspersed by constant stops to recharge.

Power generators also have some power capacity, but, except for Main Engineering, they are insufficient for energy weapon-dependent ships.

Fuel Cell performance can be upgraded via research.

Icon Module Name Requirement Size Mass Cost Health Power Store Storage /Space
Small fuelcell Small Fuel Cell None 1x1 1 1 50 250 250
Med fuelcell Medium Fuel Cell None 2x2 15 4 200 1500 375
Small fuelcell armored Small Armored Fuel Cell Combat Readiness 1x1 10 2 150 200 200
Med fuelcell armored Medium Armored Fuel Cell Combat Readiness 2x2 45 6 600 1200 300
Remnant small fuelcell Remnant Small Power Cell Reverse Engineering Event 1x1 10 5 150 500 500

Engine[]

Engines provide ships with the ability to move, both via forward thrust and manoeuvring ability. They can only be installed in E slots, and are the only thing aside from power relays that installed into these slots, which makes putting the largest thrusters available into these slots a no-brainer. The key choice is between the particular engine models.

Larger engines unlocked by later research are more efficient than a cluster of smaller engines of the same size, but e.g. a Hunter corvette can still fit a frigate-size engine.

There are three general types of engines: Combat Thrusters, standard engines and Warp Thrusters. Warp thrusters provide improved faster-than-light speed than standard models, but lower performance at sublight speed. Combat Thrusters contribute nothing to Warp Speed, but consume less power and have superior sublight performance; a ship equipped entirely with combat thrusters cannot warp at all, but this is near-impossible for larger ships: Combat Thrusters come in 1x1 and 2x2 sizes, and the 1x1 variant is available only on fighters. A ship built without warp capability has excellent mobility and requires much less power (power draw triples at warp) but needs a carrier with Fighter Bays or Raider Bays to lift it into combat zones.

Actual ship mobility is defined by thrust/mass ratio: heavier ship will move and steer slower than a lighter ship with the same engine system. The most notable source of mass is armour.

Icon Module Name Requirement Size Mass Cost Health Power Sublight Thrust FTL Thrust Turn Thrust
EngineSmall Small Engine None 1x1 10 1 200 -20 12800 12800 12800
Warpengine 1x1 Small Warp Engine None 1x1 10 1 200 -20 8000 80000 8000
Engine fighter 1x1 Small Combat Thruster

Corvette Hull

1x1 5 1 200 -10 25000 0 25000
EngineMedium Medium Engine Frigate Construction 2x2 35 6 800 -75 67200 67200 67200
CombatEngine 2x2 Combat Engine Frigate Construction 2x2 25 6 800 -50 90000 0 90000
Warpengine 2x2 Medium Warp Engine Frigate Construction 2x2 35 6 800 -75 33360 336000 33360
Engine 3x3 Capital Engine Cruiser Construction 3x3 10 25 1800 -150 160000 160000 160000
Warpengine 3x3 Capital Warp Engine Cruiser Construction 3x3 10 25 1800 -150 81000 792000 81000
Engine 4x4 Titan Engine Titan Construction 4x4 25 50 3200 -260 368000 368000 368000
Warpengine 4x4 Titanic Warp Engine Titan Construction 4x4 25 50 3200 -260 150000 1472000 150000

Defense[]

Shield[]

Shields intercept incoming damage in a radius and thus can form the first line of defense for ships equipped with them. Compared to Armor, Shields are lightweight, have integral regeneration, and allow a much greater area to share the same pool of hit points, but are more expensive to build. In terms of hit points per area, they are about a wash when power consumption is taken into account.

Note that a slot is 16 units across.

Icon Module Name Requirement Size Mass Cost Health Power Shield Strength Shield Recharge Shield Recharge Delay Shield Size
Shield 1KW 1 KW Shield Energy Shielding 2x2 10 16 400 -75 2000 20 3.5 75
Fighter Shield Fighter Shield Fighter Shields 1x1 2 8 100 -20 500 40 1.5 50
Shield 10KW 10KW Shield Heavy Shielding 3x3 20 36 900 -250 10000 25 3.5 120
Shield 3x6 Canopy Shield Canopy Shielding 3x6 20 25 100 -2500 25000 35 3.5 400
Shield 1KW Ancient Shield Reverse Engineering Event

Mysteries Event

2x2 10 12 400 -50 5000 50 3.5 100

Armor[]

Cruder than Shields but still effective, Armour modules simply absorb damage that strikes their area. Armour is cheap, durable, and very heavy.

There are four categories of armour modules. Steel Armour is the baseline. Bulkheads can, unlike other armour units, fitted to I slots. Plasteel Armour is slightly weaker but noticeably lighter. Quantinium Armour, not available to players but found on the bow of the Remnant Assimilator, is even heavier but tougher.

Icon Module Name Requirement Size Mass Cost Health Special
Bulkhead 1x1 Internal Bulkhead None 1x1 10 0.5 400 NA
Bulkhead 2x2 Reinforced Bulkhead None 2x2 40 2 1600 Equals 4x small
SteelArmorSmall Small Steel Armor Armor Theory 1x1 20 1 850 NA
SteelArmorMedium Medium Steel Armor Armor Theory 2x2 75 3 4000 18% more HP effective than 4x small
SteelArmorLarge Large Steel Armor Armor Theory 3x3 175 8 10000 31% more HP effective than 9x small
SteelArmorSmall Small Plasteel Armor Advanced Materials 1x1 10 1 600 NA
SteelArmorMedium Medium Plasteel Armor Advanced Materials 2x2 30 3 3000 25% more HP effective than 4x small
SteelArmorLarge Large Plasteel Armor Advanced Materials 3x3 80 8 7500 39% more HP effective than 9x small
Powerplant Pulse Capacitor Pulse Capacitors 2x2 8 2 400 1600 EMP Protection

Special[]

Storage[]

Cargo holds allow a ship to transport stored food, production and colonists between planets (e.g. freighters and colony ships typically have cargo holds taking up most of the ships), while ordnance storage modules allow a ship to store ordnance which is consumed when firing projectile weapons.

Icon Module Name Requirement Size Mass Cost Health Power Ordnance Capacity Special
CargoSmall Small Cargo Hold None 1x1 10 1 10 NA NA Holds 1 unit of cargo
OrdnanceSmall Small Ordnance None 1x1 2 1 100 NA 25 NA
Ordnance Ordnance Storage None 2x2 10 3 600 NA 125 25% more efficient than 4x small
Fabricator Ordnance Fabricator Fleet Supply 2x2 20 45 400 -250 NA

Generates 1 ordnance/sec

Command[]

All ships must have at least one cockpit, bridge or CIC; cockpit modules also provide sensor range and repair when powered. Troop modules are also found in this category.

Icon Module Name Requirement Size Mass Cost Health Power Repair Sensor Range Special
Cockpit Cockpit None 1x1 2 4 100 -2 10 40000 Is cockpit, 10 boarding defense
Bridge Bridge None 2x2 8 10 450 -8 100 80000 Is cockpit, 30 boarding defense
CIC 4x4 Combat Information Center Integrated Systems 4x4 40 50 1600 -32 400 150000 Is cockpit, 50 boarding defense
Barracks 2x2 Small Marine Barracks Ship Assault 2x2 2 25 400 0 NA NA Houses 1 Marine Platoon
Barracks 8x4 Large Marine Barracks Currently unavailable 8x4 2 100 100 -4 NA NA Houses 4 Marine Platoons; inferior to 4 Small Barracks
Sickbay 4x4 Sickbay Shipboard Medicine 4x4 16 25 1600 -25 NA NA 16 energy for activation; heals onboard troops, effect stacks

Hangar[]

Hangars allow a ship to launch smaller ships or drones.

Icon Module Name Requirement Size Mass Cost Health Power Special
FighterBay Fighter Bay Fighter Theory 3x4 80 25 800 -10 Launches and respawns single fighter of a chosen type
Fighterbay 4x8 Raider Bay Battle Raiders 4x8 240 300 2400 -25 Launches corvette class vessels as well as frigates size 60 or less
OrdSupplyBay Ordnance Supply Bay Fleet Supply 2x2 10 25 600 -5 Ordnance capacity 100; launches ordnance warp-capable supply drones, 50 ordnance each
AssaultShuttleBay Assault Shuttle Bay Ship Assault 4x3 80 25 800 -10 Will launch a boarding assault shuttle; houses additional ground troops.
Mrls 2x2 Repair Drone Launcher Fleet Supply 2x2 10 16 450 -10 Ordnance capacity 50; launches repair drones every 30 seconds; 50 ordnance to send a single drone

Special/Other[]

Icon Module Name Requirement Size Mass Cost Health Power Special
ColonyModule Colonization Module None 2x3 100 30 100 0 Contains 0.1 colonists, 2 units of food and production. Ship with this module is able to colonize a planet and will be consumed in the process [?]
Powerplant Inertial Damper Inertial Dampers 2x2 -100 5 400 -150 Lowers mass of a ship by 100 mass (to a minimum of 0.5 mass per slot)
Sensors 2x2 Subspace Sensors Subspace Communication 2x2 10 9 300 -15 Sets ship sensors range to 250.000; multiple modules do not stack.
Inhibitor 5x5 Warp Inhibitor Subspatial Dynamics 5x5 50 50 2500 -750 Blocks the ability to warp for non-allied ships in 30.000 radius
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