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		<title>Spaceships</title>
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		<updated>2026-02-23T22:24:28Z</updated>

		<summary type="html">&lt;p&gt;76561197972366463: /* Ship Performance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ship designing.png|thumb|400px|Ship designing]]&lt;br /&gt;
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]] research the early-game [[Orbital Shipbuilding]] [[Technology]], and the follow-on [[Space Dock]] project for their [[Habs]], they can build interplanetary spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the right modules, ships can prospect [[Celestial Bodies]], found [[Habs|habitats]], increase {{TV|space}}, and [[Fleets#Orbital_Bombardment|Bombard]] surface targets. But the primary role for most ships is combat. &lt;br /&gt;
&lt;br /&gt;
At any time, you can design ships out of the modules you&#039;ve developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
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 [[Habs|hab]] that built them.&lt;br /&gt;
&lt;br /&gt;
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&#039;s function.&lt;br /&gt;
&lt;br /&gt;
== Ship Performance ==&lt;br /&gt;
Ships have the following characteristics that need to be tracked:&lt;br /&gt;
* &#039;&#039;&#039;Battery Capacity:&#039;&#039;&#039; The ship&#039;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.&lt;br /&gt;
* &#039;&#039;&#039;Construction Cost:&#039;&#039;&#039; Resources required to build the ship. {{icon|boost|bgcolor=transparent}}Boost and {{icon|money|bgcolor=transparent}}Money can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.&lt;br /&gt;
* &#039;&#039;&#039;Construction Time:&#039;&#039;&#039; How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.&lt;br /&gt;
* &#039;&#039;&#039;Combat Acceleration:&#039;&#039;&#039; 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. This value is same as Cruise Acceleration * Combat thrust multiplier. If the Cinematic Combat Movement option is turned off, a ship spends more delta-V to accelerate faster than Cruise Acceleration. Base cap is 3.0g, and the cap can be raised to 5.0g with projects.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.&lt;br /&gt;
* {{icon|acceleration}}&#039;&#039;&#039;Cruise Acceleration:&#039;&#039;&#039; How quickly the ship can change its velocity in the strategy layer. Higher cruise accelerations allow ships to overcome a space body&#039;s gravity and take more direct trajectories to its destination. Base cap is 2.0g, and the cap can be raised to 3.0g with projects.&lt;br /&gt;
* {{icon|dv|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Cruise Delta-V&#039;&#039;&#039; 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.&lt;br /&gt;
** Ships with 4 kps Delta-V can intercept and return to a friendly station in the same orbit. &lt;br /&gt;
** Ships with less than 8 kps Delta-V may have trouble reaching the Moon from an Earth orbit. &lt;br /&gt;
** Ships with less than 30 kps Delta-V will not be able to reliably perform interplanetary transfers from Earth.&lt;br /&gt;
** Ships with roughly 60 kps will be able to perform more extreme transfers such as transferring from Mercury to Saturn.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&lt;br /&gt;
* {{icon|combat value|bgcolor=DarkSlateGray}}&#039;&#039;&#039;Space Combat Value:&#039;&#039;&#039; Each ship have Space Combat Value calculated from its weapons and other equipment. This value is irrelevant for most of the game but used for the victory condition of several factions.&lt;br /&gt;
* &#039;&#039;&#039;Support:&#039;&#039;&#039; The {{TV|mc}} and {{TV|money}} upkeep of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction&#039;s attempts to seize the ship and rebellion and malfunction events may occur.&lt;br /&gt;
* &#039;&#039;&#039;Turn Rate:&#039;&#039;&#039; 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.&lt;br /&gt;
* &#039;&#039;&#039;Wet Mass:&#039;&#039;&#039; Wet Mass is the total mass of the ship when fully loaded with fuel. Mass influences the ship&#039;s maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass.&lt;br /&gt;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship hulls. For a more detailled list of all space ship hulls in Terra Invicta, as well as their stats, see [[Ship Hull List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designing a ship begins with selecting a ship hull. The type of hull determines the following key properties of the ship:&lt;br /&gt;
* The number of [[File:Select Nose Hard Point.png|25px]] nose hard points.&lt;br /&gt;
* The number of [[File:Select Hull Hard Point.png|25px]] hull hard points.&lt;br /&gt;
* The number of [[File:Select Utility.png|25px]] utility hard points.&lt;br /&gt;
* The length of the ship.&lt;br /&gt;
* The width of the ship.&lt;br /&gt;
* The structural integrity of the ship.&lt;br /&gt;
* The base construction time for the ship.&lt;br /&gt;
* The construction tier of the ship.&lt;br /&gt;
* The maximum number of officers on the ship.&lt;br /&gt;
* The {{TV|mc}} and {{TV|money}} upkeep of the ship.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Certain officer types can bypass the officer limit.&lt;br /&gt;
* Shipbuilding times are calculated without any shipbuilding speed bonuses or shipbuilding [[Game_Options#Customize_Campaign|game customizations]].&lt;br /&gt;
* Rough Armor Cost Multipliers are not quite accurate because Armor costs per point actually increase with each additional point of side armor. See [[Spaceships#Armor]] for details.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:ShipHullLister|ListSpecific|detailed=false|alien=false}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While most of the above properties are self-explanatory, the length, width, construction tier, and structural integrity of the ship also have significant impacts on the following game mechanics. See [[Ship Hull List]] for more details.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
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.&lt;br /&gt;
* Ships with Long strategic range will emphasize propellant for interplanetary operations&lt;br /&gt;
* Ships with Short strategic range will limit propellant mass in favor of maneuverability&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range !! Other&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Noncombatant || Must carry a Marine module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Noncombatant || Must carry a prospector module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Noncombatant || Must carry a nuclear-powered hab kit module&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Noncombatant ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penetrator&#039;&#039;&#039; || Long || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protector&#039;&#039;&#039; || Long || Short || Will emphasize point defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intruder&#039;&#039;&#039; || Long || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomber&#039;&#039;&#039; || Long || Long || Will emphasize bombardment-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Medium || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Space Superiority&#039;&#039;&#039; || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Standoff&#039;&#039;&#039; || Medium || Long ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interceptor&#039;&#039;&#039; || Short || Short ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrol&#039;&#039;&#039; || Short || Medium ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender&#039;&#039;&#039; || Short || Long ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
&lt;br /&gt;
Completing specific actions with a ship can cause Ship Officers to spawn or promote:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:OfficerLister|ListOfficers}}&lt;br /&gt;
&lt;br /&gt;
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Bonus).&lt;br /&gt;
&lt;br /&gt;
The Project Bonuses are:&lt;br /&gt;
* +0.5 for [[Space Force Basic Training]].&lt;br /&gt;
* +1 for [[Space Navy Academies]].&lt;br /&gt;
* +1 for [[Fleet Officer Schoolhouses]].&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* A tunable drive is a drive with a combat thrust multiplier greater than 1.&lt;br /&gt;
* Every ship hull has a maximum number of officers it can have. Some officers bypass this limit.&lt;br /&gt;
&lt;br /&gt;
== Ship Systems ==&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every space ship consists of the following ship systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Ship System !! rowspan=2 | Health !! rowspan=2 | Function !! colspan=4 | Hit Weight Within:&lt;br /&gt;
|-&lt;br /&gt;
! Nose !! Left/Right !! Tail !! Core&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Survival&amp;lt;ref name=survival&amp;gt;If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Setting Waypoints&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Allows Weapons to Fire • Health % Divides Weapon Cooldowns • Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Systems Reactor&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Auxiliary Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Total Power Charge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| 0.5&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Angular Acceleration&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Main&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Nothing (in Combat)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Health % Multiplies Mid-Combat Repair Speed&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Propellant&lt;br /&gt;
| Fuel (tons) / 100&lt;br /&gt;
| Is the Fuel&lt;br /&gt;
| 0&lt;br /&gt;
| Fuel Tanks / 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
| Hull Structural Integrity&lt;br /&gt;
| Targeting Bonus reduced by Missing Health %&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapons&lt;br /&gt;
| Chosen Nose Weapons&#039; Health&lt;br /&gt;
| Chosen Nose Weapons&#039; Functions&lt;br /&gt;
| Non-Empty Nose Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapons&lt;br /&gt;
| Chosen Hull Weapons&#039; Health&lt;br /&gt;
| Chosen Hull Weapons&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Hull Slots&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Utility Modules&lt;br /&gt;
| Chosen Utility Modules&#039; Health&lt;br /&gt;
| Chosen Utility Modules&#039; Functions&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Non-Empty Non-Invulnerable Utility Slots&amp;lt;ref name=Invulnerable&amp;gt; As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! Radiators&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Heat Vent • Health % Multiplies Heat Loss Rate for Heat Sinks&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
| 3&lt;br /&gt;
| Allows Rotating and Rolling • Allows Setting Waypoints • Health % Multiplies Drive Thrust • Health % Multiplies Angular Acceleration • Health % Multiplies Max Power Plant Output for Battery Recharge Rate&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
| 3 × Thrusters&lt;br /&gt;
| Health % Multiplies Drive Thrust&lt;br /&gt;
| 0&lt;br /&gt;
| Thrusters&lt;br /&gt;
| Thrusters&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
| Chosen Battery&#039;s Health&lt;br /&gt;
| Health % Multiplies Energy Capacity&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage and Hit Weights ===&lt;br /&gt;
&lt;br /&gt;
The internal volume of a ship is divided into 5 areas: Nose, Left, Right, Tail, Core. Whenever damage is applied to one of these areas, the damage is applied to a randomly picked ship system. The chance that a ship system gets picked is equal to (its Hit Weight / Total Hit Weight) for that area of the ship.&lt;br /&gt;
&lt;br /&gt;
When an attack gets through armor (see [[#Armor]] below), an internal system is picked at random from the struck Area and damage is applied to it. If the system is destroyed before it absorbs all the inflicted damage, then another system is picked and damage is applied to it. Most damage types are subject to &#039;&#039;&#039;overpenetration&#039;&#039;&#039;, in which case only a random number of systems (usually between 3 and 7) can be picked (on a random &amp;quot;straight&amp;quot; path through the ship), before any remaining excess damage flies off into space.&lt;br /&gt;
&lt;br /&gt;
For instance, if the ship is hit in the nose starts by damaging a random system in the Nose area, selected by hit weight. Then if damage remains to be distributed, it might stay in the Nose, or move on to one of the Core, Left, or Right areas; the chance to stay in the current area is based on the weapon&#039;s armor chip fraction. (Higher chip percentage == more likely to hit more targets in the same area.) After the area is picked, a random system is selected and damage is applied. If more damage remains, it again might stay in the current area, or might move on to a system in the next area. If any damage is left unapplied when it leaves the Tail, it passes out of the ship, chipping the Tail armor on its way out.&lt;br /&gt;
&lt;br /&gt;
This damage diffusion matters. A weapon with low diffusion (low chip%), such as lasers, almost always moves on from a ship area as soon as possible, damaging only a single system in the area before moving on. Weapons with high diffusion such as kinetics and missiles can stick around in a ship area and damage a random number of systems before moving on, and so are less likely to waste any of their damage potential.&lt;br /&gt;
&lt;br /&gt;
The exceptions (&#039;&#039;not&#039;&#039; subject to overpenetration) are anything that does explosive damage, nuclear damage, or shred damage. Which includes all explosive, nuclear, shaped nuclear, and antimatter [[#Missiles|missiles]]. These will continue destroying ship systems until their damage potential is exhausted.&lt;br /&gt;
&lt;br /&gt;
In most cases damage is applied in sequence to systems and is not divided or shared. One exception is sensors, which receive slight damage from most hits.&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship drives. For a list of all space ship drives in Terra Invicta, as well as their stats, see [[Drive List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&#039;s power plant. Adding 100-ton propellant tanks to the ship increases the ship&#039;s Delta-V, or how much it can change its speed.&lt;br /&gt;
&lt;br /&gt;
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:cruise_thrust_chart@2.6x.png|550px|Cruise trust and ejection velocity for each drive of the game]][[File:combat_thrust_chart@2.6x.png|550px|Combat trust and ejection velocity for each drive of the game]]&lt;br /&gt;
&lt;br /&gt;
==== Propellant ====&lt;br /&gt;
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship&#039;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 exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
If the drive uses He3 fuel and the faction has an active [[Helium-3 Mine]], then all {{icon|fissile}} costs for propellent are replaced by an equivalent amount of {{icon|water}}.&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship power plants. For a list of all space ship power plants in Terra Invicta, as well as their stats, see [[Power Plant List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship&#039;s power plant provides energy to both the ship&#039;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&#039;s systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship radiators. For a list of all space ship radiators in Terra Invicta, as well as their stats, see [[Radiator List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When extended or extending, the ship&#039;s radiators vent the heat generated by various ship systems and modules.&lt;br /&gt;
&lt;br /&gt;
However, non-retracted radiators are highly vulnerable in combat. When a ship takes hit while the radiator is not retracted, the radiator has a chance to get hit directly and destroyed, regardless of the ship&#039;s armor configuration. In fact, the damage taken by the radiator can even bleed through to damage the ship&#039;s internals (but this bleed through is capped at the radiator&#039;s health of just 3). &lt;br /&gt;
&lt;br /&gt;
Radiators can be retracted if the ship has heat sinks in one or more utility slots. But radiators will automatically begin extending when the heat sinks are filled up. See [[Fleets#Power_and_Heat]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship batteries. For a list of all space ship batteries in Terra Invicta, as well as their stats, see [[Battery List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every ship has a built-in power storage, so a ship battery is not necessary, but does provide additional power storage. See [[Fleets#Power_and_Heat]] for details. Better batteries may have a larger capacity or a faster recharge rate.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship armors. For a list of all space ship armors in Terra Invicta, as well as their stats, see [[Ship Armor List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage that is applied to a spaceship can be divided into three categories:&lt;br /&gt;
* Direct Damage focuses on damaging the ship&#039;s internal components.&lt;br /&gt;
* Chip Damage focuses on damaging the armor volume.&lt;br /&gt;
* Shred Damage focuses on damaging the armor value.&lt;br /&gt;
&lt;br /&gt;
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:&lt;br /&gt;
* [[Spaceships#Particle_Weapons|Particle beams]] only apply direct damage. &lt;br /&gt;
* Nuclear [[Spaceships#Missiles|missiles]] also apply shred damage.&lt;br /&gt;
&lt;br /&gt;
When the ship armor is fully intact on the facing that receives the incoming attack:&lt;br /&gt;
* Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship&#039;s internal components.&lt;br /&gt;
** Direct damage from [[Spaceships#Particle_Weapons|Particle beams]] and [[Spaceships#Lasers|Laser weapons]] have different interactions with armor value that are discussed in their own sections.&lt;br /&gt;
* Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.&lt;br /&gt;
* Shred damage reduces the armor value: 1 point of damage removes 1 point of armor.&lt;br /&gt;
&lt;br /&gt;
Damaged armor does not function as well:&lt;br /&gt;
* Armor points removed by shred damage will no longer block any direct damage.&lt;br /&gt;
* Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had.&lt;br /&gt;
&lt;br /&gt;
When the ship has no armor at all on the facing that receives the incoming attack:&lt;br /&gt;
* All Chip and Shred damage is added to the Direct damage and is applied directly to the ship&#039;s internal components.&lt;br /&gt;
&lt;br /&gt;
Armor is typically the heaviest (and most expensive) part of a ship. High tech armors are usually much more effective at blocking direct damage, leading to significantly lower mass (and cost) per point of armor. 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 typically be 10-35x heavier per point than nose/tail armor. As of 0.4.90, the armor formulas are as follows:&lt;br /&gt;
* Armor Plate Thickness (m) = 20 (MJ) / Armor Heat of Vaporization (MJ / kg) / Armor Density (kg / m³) / 0.005 (m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* Nose Armor Thickness (m) = Plate Thickness (m) × Points of Nose Armor&lt;br /&gt;
* Tail Armor Thickness (m) = Plate Thickness (m) × Points of Tail Armor&lt;br /&gt;
* Side Armor Thickness (m) = Plate Thickness (m) × Points of Side Armor&lt;br /&gt;
* Nose Armor Volume (m³) = Nose Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Tail Armor Volume (m³) = Tail Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2&lt;br /&gt;
* Side Armor Volume (m³) = 3.1415927 × Hull Length (m) × ((Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2 - (Hull Width (m) / 2) ^ 2)&lt;br /&gt;
&lt;br /&gt;
These volumes are then multiplied by the following [[Game_Options#Customize_Campaign|game customization]] ship scaling modifiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Armor Volume Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! !! Cinematic !! Realistic&lt;br /&gt;
|-&lt;br /&gt;
| Nose/Tail || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Side || 0.75 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Armor Mass (kg) of each facing is then simply the Armor Volume (m³) of the facing multiplied by Armor Density (kg / m³).&lt;br /&gt;
&lt;br /&gt;
More detailed information on armor and damage calculation can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Raw Code ====&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox|Code}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
		// Token: 0x06004573 RID: 17779 RVA: 0x001C28BC File Offset: 0x001C0ABC&lt;br /&gt;
		public float AbsorbAndApplyArmorDamage(TIShipWeaponTemplate attackingWeapon, ArmorFacing facing, float range_km, float damageAmount, float chippingAmount, DamageType damageType, float angle, TIFactionState attackingFaction, out float internalDamageAssessedHere, out float appliedRadiationDamage, int shreddingAmount = 0)&lt;br /&gt;
		{&lt;br /&gt;
			ModuleDataEntry partToDamage = this.GetPartToDamage(ShipSystem.Radiators, false);&lt;br /&gt;
			internalDamageAssessedHere = 0f;&lt;br /&gt;
			appliedRadiationDamage = 0f;&lt;br /&gt;
			TISpaceFleetState fleet = this.fleet;&lt;br /&gt;
			bool flag = fleet != null &amp;amp;&amp;amp; fleet.bombarding;&lt;br /&gt;
			if ((this.radiatorsExtended || this.radiatorsExtending || this.radiatorsRetracting) &amp;amp;&amp;amp; (!flag || !this.canEverRetractRadiators) &amp;amp;&amp;amp; !this.PartDestroyed(partToDamage) &amp;amp;&amp;amp; attackingWeapon != null &amp;amp;&amp;amp; UnityEngine.Random.value * 100f &amp;lt; (float)this.template.radiatorTemplate.vulnerability * ((this.radiatorsExtending || this.radiatorsRetracting) ? 0.5f : 1f))&lt;br /&gt;
			{&lt;br /&gt;
				float num = damageAmount + chippingAmount;&lt;br /&gt;
				if ((attackingWeapon == null || attackingWeapon.isParticleWeapon) &amp;amp;&amp;amp; ((attackingWeapon != null) ? attackingWeapon.ref_particleWeapon : null) != null)&lt;br /&gt;
				{&lt;br /&gt;
					num *= attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
					damageAmount -= num;&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount = num * attackingWeapon.chipping(range_km);&lt;br /&gt;
				}&lt;br /&gt;
				float num2;&lt;br /&gt;
				this.ApplyDamageToPart(partToDamage, damageAmount, out num2);&lt;br /&gt;
				internalDamageAssessedHere += num2;&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (shreddingAmount == 0 &amp;amp;&amp;amp; !attackingWeapon.isParticleWeapon &amp;amp;&amp;amp; (facing == ArmorFacing.Nose || facing == ArmorFacing.Tail || UnityEngine.Random.value &amp;lt; 0.25f))&lt;br /&gt;
				{&lt;br /&gt;
					return num2;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			if (facing == ArmorFacing.Tail &amp;amp;&amp;amp; 180f - Mathf.Abs(angle) &amp;lt; 5f &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; 0.25f)&lt;br /&gt;
			{&lt;br /&gt;
				float num3;&lt;br /&gt;
				this.ApplyDamageToPart(this.GetPartToDamage(ShipSystem.Drive, false), damageAmount, out num3);&lt;br /&gt;
				internalDamageAssessedHere += num3;&lt;br /&gt;
			}&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				float num4;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, 0.5f, out num4);&lt;br /&gt;
				internalDamageAssessedHere += num4;&lt;br /&gt;
			}&lt;br /&gt;
			else if (attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isBeamWeapon &amp;amp;&amp;amp; UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.1f)&lt;br /&gt;
			{&lt;br /&gt;
				float num5;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num5);&lt;br /&gt;
				internalDamageAssessedHere += num5;&lt;br /&gt;
			}&lt;br /&gt;
			else if (UnityEngine.Random.value &amp;lt; this.GetSystemFunction(ShipSystem.Sensors) * 0.01f)&lt;br /&gt;
			{&lt;br /&gt;
				float num6;&lt;br /&gt;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num6);&lt;br /&gt;
				internalDamageAssessedHere += num6;&lt;br /&gt;
			}&lt;br /&gt;
			TIShipArmorTemplate armorTemplate = TISpaceShipState.ArmorData.GetArmorTemplate(this, facing);&lt;br /&gt;
			int num7 = 0;&lt;br /&gt;
			int num8 = 1;&lt;br /&gt;
			bool flag2 = attackingWeapon != null &amp;amp;&amp;amp; attackingWeapon.isMissileWeapon &amp;amp;&amp;amp; attackingWeapon.ref_missileWeapon.warheadClass == WarheadClass.Fragmentation;&lt;br /&gt;
			if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				num8 = Mathf.RoundToInt(attackingWeapon.ref_missileWeapon.warheadMass_kg / 5f);&lt;br /&gt;
			}&lt;br /&gt;
			bool flag3 = false;&lt;br /&gt;
			float num9 = (float)num8;&lt;br /&gt;
			float num10 = 0f;&lt;br /&gt;
			for (int i = 0; i &amp;lt; num8; i++)&lt;br /&gt;
			{&lt;br /&gt;
				if (UnityEngine.Random.value &amp;lt; this.armor[facing].chippedPct)&lt;br /&gt;
				{&lt;br /&gt;
					num7++;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					if (num8 == 1)&lt;br /&gt;
					{&lt;br /&gt;
						damageAmount += chippingAmount;&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num10 += chippingAmount / (float)num8;&lt;br /&gt;
					}&lt;br /&gt;
					num9 -= 1f;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			chippingAmount *= num9 / (float)num8;&lt;br /&gt;
			if (chippingAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				float armorFacingVolume_m = TISpaceShipState.ArmorData.GetArmorFacingVolume_m3(this, facing);&lt;br /&gt;
				if (armorFacingVolume_m &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f &amp;amp;&amp;amp; this.armor[facing].armorValue &amp;gt; 0)&lt;br /&gt;
				{&lt;br /&gt;
					chippingAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.ChippingResistance);&lt;br /&gt;
					float chip = chippingAmount / armorFacingVolume_m;&lt;br /&gt;
					chippingAmount = this.armor[facing].ChipArmor(chip);&lt;br /&gt;
					if (this.armor[facing].chippedPct &amp;gt;= 1f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += chippingAmount;&lt;br /&gt;
					chippingAmount = 0f;&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num11 = 0f;&lt;br /&gt;
			if (shreddingAmount &amp;gt; 0)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				damageAmount = (float)this.armor[facing].ShredArmor(shreddingAmount);&lt;br /&gt;
				if (this.armor[facing].armorValue &amp;lt;= 0)&lt;br /&gt;
				{&lt;br /&gt;
					flag3 = true;&lt;br /&gt;
					num7 = (flag2 ? num8 : 1);&lt;br /&gt;
				}&lt;br /&gt;
				else&lt;br /&gt;
				{&lt;br /&gt;
					num11 = (float)shreddingAmount * this.armor[facing].chippedPct;&lt;br /&gt;
					if (num11 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						flag3 = true;&lt;br /&gt;
						num7 = (flag2 ? num8 : 1);&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			float num12 = (float)this.armor[facing].armorValue;&lt;br /&gt;
			if (attackingWeapon != null &amp;amp;&amp;amp; !flag3 &amp;amp;&amp;amp; num12 &amp;gt; 0f &amp;amp;&amp;amp; this.armor[facing].chippedPct &amp;lt; 1f)&lt;br /&gt;
			{&lt;br /&gt;
				if (!TIGlobalValuesState.Customizations.cinematicCombatRealismScale)&lt;br /&gt;
				{&lt;br /&gt;
					if (facing != ArmorFacing.Right)&lt;br /&gt;
					{&lt;br /&gt;
						if (facing == ArmorFacing.Left)&lt;br /&gt;
						{&lt;br /&gt;
							num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(-90f - angle));&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					else&lt;br /&gt;
					{&lt;br /&gt;
						num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(90f - angle));&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
				if (attackingWeapon.weaponClass == WeaponClass.Laser)&lt;br /&gt;
				{&lt;br /&gt;
					num12 = attackingWeapon.ref_laserWeapon.ModifyArmorValueForLaserShot(range_km, num12);&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.LaserResistance);&lt;br /&gt;
				}&lt;br /&gt;
				if (damageType == DamageType.Kinetic)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.KineticsResistance);&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAllShips, this.faction, damageAmount, null);&lt;br /&gt;
			if (attackingFaction != null &amp;amp;&amp;amp; attackingFaction.IsAlienFaction)&lt;br /&gt;
			{&lt;br /&gt;
				damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAlienShips, this.faction, damageAmount, null);&lt;br /&gt;
			}&lt;br /&gt;
			if (flag3)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				if (flag2)&lt;br /&gt;
				{&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
					float num13 = (float)num7 / (float)num8;&lt;br /&gt;
					float num14 = num13 * damageAmount + num10;&lt;br /&gt;
					if (num9 &amp;gt; 0f)&lt;br /&gt;
					{&lt;br /&gt;
						float num15 = (1f - num13) * damageAmount / num9 - num12;&lt;br /&gt;
						if (num15 &amp;gt; 0f)&lt;br /&gt;
						{&lt;br /&gt;
							num14 += num15 * num9;&lt;br /&gt;
						}&lt;br /&gt;
					}&lt;br /&gt;
					return Mathf.Max(0f, num14);&lt;br /&gt;
				}&lt;br /&gt;
				if (num11 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					return num11;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			else if (flag2)&lt;br /&gt;
			{&lt;br /&gt;
				float num16 = damageAmount / num9 - num12;&lt;br /&gt;
				damageAmount = 0f;&lt;br /&gt;
				if (num16 &amp;gt; 0f)&lt;br /&gt;
				{&lt;br /&gt;
					damageAmount += num16 * num9;&lt;br /&gt;
					this.spaceCombatValueDataDirty = true;&lt;br /&gt;
				}&lt;br /&gt;
				return damageAmount;&lt;br /&gt;
			}&lt;br /&gt;
			if (damageType == DamageType.ParticleBeam &amp;amp;&amp;amp; attackingWeapon != null)&lt;br /&gt;
			{&lt;br /&gt;
				float num17 = damageAmount * attackingWeapon.ref_particleWeapon.heatFraction;&lt;br /&gt;
				float num18 = damageAmount * attackingWeapon.ref_particleWeapon.xRayFraction;&lt;br /&gt;
				float num19 = damageAmount * attackingWeapon.ref_particleWeapon.baryonFraction;&lt;br /&gt;
				if (!flag3)&lt;br /&gt;
				{&lt;br /&gt;
					num18 = Mathf.Max(0f, num18 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.xRayHalfValue_cm)));&lt;br /&gt;
					num19 = Mathf.Max(0f, num19 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.baryonicHalfValue_cm)));&lt;br /&gt;
				}&lt;br /&gt;
				num18 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num18);&lt;br /&gt;
				num19 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num19);&lt;br /&gt;
				appliedRadiationDamage = this.ApplyInternalRadiationDamage(num18, num19, facing, facing, angle, Mathf.Min(1f, attackingWeapon.ref_particleWeapon.SpotSurfaceArea_m2(range_km) / this.GetCrossSectionalArea_m2(angle)));&lt;br /&gt;
				internalDamageAssessedHere += appliedRadiationDamage;&lt;br /&gt;
				damageAmount = num17;&lt;br /&gt;
			}&lt;br /&gt;
			float num20 = 0f;&lt;br /&gt;
			if (damageAmount &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				num20 = Mathf.Max(0f, damageAmount + (flag3 ? chippingAmount : 0f) - (flag3 ? 0f : num12));&lt;br /&gt;
			}&lt;br /&gt;
			if (num20 &amp;gt; 0f || internalDamageAssessedHere &amp;gt; 0f)&lt;br /&gt;
			{&lt;br /&gt;
				this.spaceCombatValueDataDirty = true;&lt;br /&gt;
			}&lt;br /&gt;
			return num20;&lt;br /&gt;
		}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section is obsolete. For a list of all utility modules in Terra Invicta, as well as their stats, see [[Utility Module List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Space Science Lab || 200 || {{icon|space}}+5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 700 || Improves [[Fleets#Mid-Combat_Repairs|mid-]] and [[Fleets#Post-Combat_Repairs|post-combat repairs]].&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Bay || 1000 || Collects more [[Fleets#Salvage|Salvage]] after Winning Combats.&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 20 || Significantly increases the ship&#039;s turning speed.&lt;br /&gt;
|-&lt;br /&gt;
| Flag Bridge || 90 || Reduces the fleet&#039;s {{icon|mc}}Mission Control upkeep. (Does not stack with other Flag Bridges.)&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -25% Internal Damage during combat&lt;br /&gt;
|-&lt;br /&gt;
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 8)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|destroy}}Spartans || rowspan=3 | 200 || rowspan=3 | Enables the Assault Hab fleet operation {{icon|marine}}(assault value 10)&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|resist}}Rangers&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|submit}}Immortals&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +20MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Cyclotron || 50 || +20MJ particle beam power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain +50% ammo. Mass increases accordingly.&lt;br /&gt;
|-&lt;br /&gt;
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% chance force an enemy weapon into cooldown when this ship is targeted. &lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer|| 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark II || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 30%.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer Mark III || 10 || Improve a ship&#039;s roll to overcome enemy ECM and damage to sensors by 50%.&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Drive Enhancement Module ====&lt;br /&gt;
&lt;br /&gt;
{{ObsoleteBox}}&lt;br /&gt;
Drive Enhancement Modules requires a certain type of Drive to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Utility Module !! Mass (tons) !! Ship Requirements !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Muon Spiker || 40 || Nuclear Fusion Drive || +10% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Fission Drive || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +30% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +20% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +35% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Hydron Trap || 20 || Hydrogen Propellant || +50% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| ISRU Module || 40 || || Can replenish Propellant at unimproved hab sites that produce raw materials used in ship&#039;s propellant&lt;br /&gt;
|-&lt;br /&gt;
| Remass Scoop || 40 || || Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or &#039;anything&#039; as propellant.&amp;lt;br&amp;gt;No aerobraking damage({{icon|warning}}aerobraking is not implemented yet)&lt;br /&gt;
|}&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship heat sinks. For a list of all space ship heat sinks in Terra Invicta, as well as their stats, see [[Heat Sink List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. See [[Fleets#Power_and_Heat]] for details.&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&lt;br /&gt;
&lt;br /&gt;
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Kit !! Mass (tons) !! Constructed Modules&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200 || Platform Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200 || Outpost Core, Construction Module, Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250 || Platform Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300 || Outpost Core, Construction Module, Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250 || Platform Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300 || Outpost Core, Construction Module, Fusion Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250 || Automated Platform Core, Automated Supply Depot, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200 || Automated Outpost Core, Automated Mining Complex, Automated Solar Collector, Automated Solar Collector&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300 || Automated Platform Core, Automated Supply Depot, Automated Fission Pile&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800 || Automated Outpost Core, Automated Mining Complex, Automated Fission Pile, Automated Fission Pile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Using the kit only &#039;&#039;begins&#039;&#039; local construction of the hab and the modules. So you still have to wait 180 days for a Construction Module to be built.&lt;br /&gt;
&lt;br /&gt;
Solar Kits are only usable if the installed Solar Collector(s) can produce enough power for other modules. So Solar Platform Kits cannot be used if the location is too far away from the sun. But Solar Outpost Kits can be used on locations far away from the sun, if the hab site gets enough solar power from Solar Mirror bonus.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons systems are either mounted on the ship&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Fire Modes ====&lt;br /&gt;
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. The default firing mode can be set in the ship designer, as well as changed in the middle of combat. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Fire Modes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Standard Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Targeting Priority&amp;lt;ref&amp;gt;Will attempt to shoot at the first item in the list that is in range. Will never shoot at anything that is not in the list.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Focus Fire &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
|-&lt;br /&gt;
| Attack &lt;br /&gt;
| &lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Defense &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated&amp;gt;Non-beam defense weapons will let all allies know they have fired at an enemy projectile so other defense weapons don&#039;t waste their shots on that projectile.&amp;lt;/ref&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian &lt;br /&gt;
|&lt;br /&gt;
# Nearest enemy projectile that is in range and not already saturated.&amp;lt;ref name=saturated /&amp;gt;&lt;br /&gt;
# Nearest enemy projectile that is in range.&lt;br /&gt;
# Primary Target.&lt;br /&gt;
# Nearest enemy ship or hab module that is in range.&lt;br /&gt;
|-&lt;br /&gt;
| Idle&lt;br /&gt;
| Never fires.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | &amp;lt;big&amp;gt;Special Fire Modes&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Fire Mode !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Salvo&lt;br /&gt;
| Special mode for Missile Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Focus Fire mode, but automatically switches to Idle mode after firing 1/4 of the missile weapon&#039;s total ammo.&lt;br /&gt;
|-&lt;br /&gt;
| Bracket&lt;br /&gt;
| Special mode for non-beam Weapons. &lt;br /&gt;
&lt;br /&gt;
Identical to the Attack mode, but when the target is an enemy ship, will attempt to shoot at possible locations for the enemy ship to move into.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Targeting Range and Defense Range ====&lt;br /&gt;
&lt;br /&gt;
All weapons have a targeting range, and can only fire at targets within that range. But notably, weapons take into account the relative velocity of the target, as well as the expected amount of time that their projectiles will take to arrive, to effectively fire at the future location of a target when it would be in range. &lt;br /&gt;
&lt;br /&gt;
For example, the 10-inch Cannon has 250km targeting range and 1.4 km/s muzzle velocity. So it takes 250km/1.4km/s = ~178.5s for a bullet fired by the weapon to reach the maximum range. This means the 10-inch Cannon will attempt to fire at targets ~178.5s before they enter the 250km range. So&lt;br /&gt;
if an enemy ship is approaching head-on at a relative velocity of 1 km/s, then the 10-inch Cannon will fire at it ~178.5s before it arrives in range:  when it is still 250km + ~178.5s × 1km/s = ~428.5km away. &lt;br /&gt;
&lt;br /&gt;
When targeting an enemy projectile instead of a ship or [[Habs|hab]], weapons use a defense range that is computed as follows:&lt;br /&gt;
# Set the defense range to the targeting range.&lt;br /&gt;
# If the weapon has an attack mode, then apply a penalty to the defense range:&lt;br /&gt;
#* Divide by 3 for Energy weapons ([[Spaceships#Lasers|Lasers]], [[Spaceships#Particle_Weapons|Particles]], and [[Spaceships#Plasma_Weapons|Plasma]]), but cannot go below 200km.&lt;br /&gt;
#* Divide by 2 for Gun weapons ([[Spaceships#Guns|Naval Guns]] and [[Spaceships#Magnetic_Weapons|Magnetic Weapons]]), but cannot go below 200km.&lt;br /&gt;
#* No penalty for [[Spaceships#Missiles|Missile]] weapons.&lt;br /&gt;
# Add a bonus to the defense range for the mount:&lt;br /&gt;
#* On Cinematic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 100 for ship mounted weapons.&lt;br /&gt;
#** Add 5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
#* On Realistic Combat Scaling:&lt;br /&gt;
#** Add the Ship Hull Length × 10 for ship mounted weapons.&lt;br /&gt;
#** Add 0.5km for [[Habs|hab]] mounted weapons.&lt;br /&gt;
&lt;br /&gt;
==== Cooldown and Salvos ====&lt;br /&gt;
&lt;br /&gt;
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. If a weapon has a salvo listed of X shots over Y seconds, that means it will fire one shot every Y / (X-1) seconds X number of times, and then will go on its cooldown, after which it will fire another salvo. &lt;br /&gt;
&lt;br /&gt;
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. The Light Coilgun Battery Mk1 has a salvo of 3 shots over 20 seconds and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* (Naval) Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.&lt;br /&gt;
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.&lt;br /&gt;
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.&lt;br /&gt;
* Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.&lt;br /&gt;
* Lasers: Use energy. Limited bombard. Never miss. More effective at close range.&lt;br /&gt;
* Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.&lt;br /&gt;
&lt;br /&gt;
More detailed information on damage dealt by different weapons depending on enemy armor can be found in the article [[Guide Armor|Guide Armor]].&lt;br /&gt;
&lt;br /&gt;
==== Guns ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship naval guns. For a list of all space ship naval guns in Terra Invicta, as well as their stats, see [[Naval Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low range and low muzzle velocity will have a hard time hitting anything at range. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
&lt;br /&gt;
The damage done by a naval gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notably, naval guns do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Naval guns also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Naval guns cannot be used to bombard.&lt;br /&gt;
&lt;br /&gt;
Naval gun projectiles can be hit by point defenses and will be destroyed in one hit. But point defenses usually ignore autocannon bullets simply because they are so weak as to not be worth shooting at.&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship magnetic guns. For a list of all space ship magnetic guns in Terra Invicta, as well as their stats, see [[Magnetic Gun List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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 and siege coilguns may have a difficult time hitting targets at range; non-siege coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
&lt;br /&gt;
The damage done by a magnetic gun projectile is simply its impact kinetic energy / 20MJ. Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but uses the ammo mass instead of the warhead mass, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = ½ × Ammo Mass (kg) × (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Magnetic weapon projectiles can be hit by point defenses, but may need multiple hits to be destroyed. Specifically, the point defenses must do (Warhead Mass / 10kg) damage to destroy the projectile.&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship missiles. For a list of all space ship missiles in Terra Invicta, as well as their stats, see [[Missile List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Warhead Class !! Total Damage !! Chip % !! Can Bombard !! Is AoE !! Kinetic Damage?&amp;lt;ref&amp;gt;Adamantane Armor has 25% resistance to Kinetic Damage. Kinetic Damage can also over penetrate, meaning the damage goes out the other end of the ship before it is fully applied.&amp;lt;/ref&amp;gt; !! Other Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation || rowspan=2| ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 50% || rowspan=3 | No || rowspan=3| No || rowspan=2| Yes || On contact, splits into 5kg warheads that independently roll for through-armor-criticals. (But still acts as one attack in all other aspects.)&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator || 60% || None&lt;br /&gt;
|-&lt;br /&gt;
| Explosive || Payload Damage + 0.1 × ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 80% || rowspan=4|No || None&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear || rowspan=3 | Payload Damage || 100% || rowspan=3 | Not through Atmosphere || rowspan=2| Spherical AoE || rowspan=3 | Also applies Shred Damage.&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || 25% &lt;br /&gt;
|-&lt;br /&gt;
| Shaped Nuclear || 100% || Cone AoE &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notably, missiles do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.&lt;br /&gt;
&lt;br /&gt;
Missiles also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.&lt;br /&gt;
&lt;br /&gt;
Missile projectiles can be hit by point defenses and will be destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship laser weapons. For a list of all laser weapons in Terra Invicta, as well as their stats, see [[Laser Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Laser Engine [[Spaceships#Utility_Modules|Utility Modules]] increase the shot power of lasers, increasing both damage and power consumption.&lt;br /&gt;
* Power Consumption is divided by 20 when targeting [[Spaceships#Missiles|Missile]] or [[Spaceships#Guns|Naval Gun]] Projectiles.&lt;br /&gt;
* The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
All ship lasers can be used to bombard, but only visible light lasers (orange, green, violet) can bombard through atmosphere.&lt;br /&gt;
&lt;br /&gt;
All human ship laser weapons have 1 hp, regardless of size. All alien ship laser weapons have 2 hp, regardless of size. For comparison, most other ship weapons and modules have (3 × hard points) hp. So lasers are both literally and figuratively glass cannons. &lt;br /&gt;
&lt;br /&gt;
Except for a few particularly powerful alien lasers, all lasers can serve as point defenses that shoot down incoming enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
===== Armor Penetration =====&lt;br /&gt;
&lt;br /&gt;
When a laser weapon shoots an armored target, the effective armor of the target is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × Armor Effectiveness&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor Effectiveness = Spot Area (m²) / 0.005 (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Area (m²) = 0.7853982 × (Spot Diameter (m) )²&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter (m) = Distance to Target (km) × Spot Diameter Precise Factor (m/km)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Spot Diameter Precise Factor (m/km) = (1000 / Mirror Diameter (m)) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When combined:&lt;br /&gt;
&amp;lt;pre&amp;gt;Effective Armor = Base Armor ^ 1.5 × 0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since armor works by subtracting its value from incoming damage, and RNG can randomize incoming damage by up to ±20%, we can re-arrange the formula to get the amount of armor needed to fully block a laser:&lt;br /&gt;
&amp;lt;pre&amp;gt;Armor = (Laser Damage × 1.2 / (0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² ) ) ^ (1/1.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Range =====&lt;br /&gt;
&lt;br /&gt;
Notably, laser weapons actually refuse to fire at targets unless they have sufficient armor penetration and damage. So weaker lasers may have less actual range than their stated targeting range. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Kinetic Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.5)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Missile Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.15)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-Poorly-Armored-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness &amp;gt; 0.25)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Poorly-Armored ship means the targeted part of the ship either has 0 armor or has over 20% of its armor chipped.&lt;br /&gt;
&lt;br /&gt;
So a laser weapon will only fire at the target if the target is within both its Targeting Range and its Effective Range. Use the [[Spaceships#Targeting_Range_and_Defense_Range|Defense Range]] instead of Targeting Range for enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
An important consequence of this is that the weaker lasers, such as Point Defense Phaser Turrets, can gain significant amounts of range from anything that buffs laser damage, such as:&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Directed Energy Officers&lt;br /&gt;
* Intelligence Officers&lt;br /&gt;
* Commanding Officers&lt;br /&gt;
* [[Precision Focusing Software]] Project&lt;br /&gt;
&lt;br /&gt;
===== Chipping =====&lt;br /&gt;
&lt;br /&gt;
Unlike other weapons, the % of a laser&#039;s damage that goes towards chipping is dynamically calculated based on its armor penetration. Specifically:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Chip % = Armor Effectiveness / 1000, capped at 0.25&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that the chip damage dealt by lasers is actually inversely proportional to their ability to penetrate armor, giving low tech lasers an advantage. Nevertheless, chip damage dealt by lasers is usually negligible, so this advantage is rarely worth it.&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship particle weapons. For a list of all particle weapons in Terra Invicta, as well as their stats, see [[Particle Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Particle weapons do not miss and are excellent at targeting enemy projectiles. They also have unique interactions with armor that always allows some damage to penetrate into the ship internals, though the resulting damage may be extremely small and only good for temporarily disabling certain internal components. However, particle weapons do no damage at all to armor, and have low overall damage. &lt;br /&gt;
&lt;br /&gt;
Charged particle weapons can only target enemy missiles. Neutral particle weapons can target all enemy projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = Shot Power (MJ) / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Target Area (m²) = 3.1415927 × Target Ship Length × Target Ship Width / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Area (m²) = 3.1415927 × (Beam Radius (m) )^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the particle beam fires neutral particles, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Emittance (m) × Distance to Target (m) / 1000000 / Lens Radius (cm) × 100 (cm/m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Beam Radius (m) = Lens Radius (cm) / 100 (cm/m) × 2 ^ (Distance to Target (km) / Doubling Range (km) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Electron Beam weapons, all particle beam weapons have Beam Area less than the Target Area of even a gunship, even at their maximum range. So in practice the damage of a particle beam does not actually decrease with distance from the target ship unless it is an electron beam.&lt;br /&gt;
&lt;br /&gt;
Particle weapons do no chip damage. Instead, the damage of a particle beam is split into 3 parts: Heat, X-rays, and Baryons. Heat damage behaves in the standard manner: the armor value of the target is subtracted from it, and any leftover damage is applied to the ship internals. Heat damage is also the damage that is used when calculating the effects of shooting enemy kinetic projectiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.&lt;br /&gt;
&lt;br /&gt;
===== Armor Interactions =====&lt;br /&gt;
&lt;br /&gt;
Heat damage has the standard armor interactions of other weapons. In contrast, X-rays and Baryons are considered radiation damage and have a completely different interaction with armor. Specifically, radiation damage is reduced by armor via &amp;quot;Half-Values&amp;quot;. one half value cuts damage in half. two half values cut damage in half twice, for 1/4.&lt;br /&gt;
&lt;br /&gt;
All ships have a baseline of 4 half-values (1/16). armor up to the point where it reaches those 4 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness. Every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. See [[Ship Armor List]] for details.&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, apart from Boron Carbide Armor, all armors have significantly smaller half-values for x-rays than for baryons. Baryon damage is additionally multiplied by 5. Thus in practice, most radiation damage is done via baryons instead of X-rays. Notably:&lt;br /&gt;
* (Both Human and Alien) Adamantane Armor needs about 120 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
* (Both Human and Alien) Exotic Armor needs about 18.5 points of armor to reach 4 half-values for Baryons.&lt;br /&gt;
&lt;br /&gt;
Notably, although armor can significantly reduce radiation damage, it can never reduce it all the way to zero. So there is always some leftover radiation damage that is then directly dealt to the ship internals, with the hit location being calculated in the same way as with lasers. &lt;br /&gt;
&lt;br /&gt;
Damaged ship parts and systems either stop working or work at reduced effectiveness, but can be [[Fleets#Mid-Combat_Repairs|repaired over time]]. For example, damaged weapons cannot fire until fully repaired. Lasers have especially low health, making them good targets for particle beams. Once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
===== Critical hits =====&lt;br /&gt;
&lt;br /&gt;
On a critical hit (TAC), particle beams do their full shot power as direct damage, no dividing into thermal, x-ray and baryon parts, and no extra damage multipliers (except antimatter still gets its 130% bonus to thermal).&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
&amp;lt;i&amp;gt;This section discusses the game mechanics for ship plasma weapons. For a list of all space ship plasma weapons in Terra Invicta, as well as their stats, see [[Plasma Weapon List]] instead.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense but also cannot act as 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.&lt;br /&gt;
&lt;br /&gt;
Strangely, the damage done by a plasma weapon projectile is simply its impact kinetic energy / 20MJ, but applied as thermal damage instead of kinetic damage (so armors with special kinetic resistance do not apply that resistance to plasma). Specifically: &lt;br /&gt;
&amp;lt;pre&amp;gt;Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power consumed per shot is calculated similarly, but adds charging energy, and takes into account the weapon&#039;s Efficiency. Specifically:&lt;br /&gt;
&amp;lt;pre&amp;gt;Power Consumed (GJ) = Charging Energy (GJ) / Efficiency + ½ × Warhead Mass (kg) * (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.&lt;br /&gt;
&lt;br /&gt;
Notably, although plasma weapons do consume ammo and have a finite magazine size, this ammo weighs nothing and costs nothing to resupply.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Ships can be constructed at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The construction time is calculated as follows:&lt;br /&gt;
* If the ship hull Construction Tier is greater than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × 1.5 ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is equal to the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If the ship hull Construction Tier is less than the ship construction module Tier, then: &lt;br /&gt;
&amp;lt;pre&amp;gt;Construction Time (days) = Base Construction Time (days) × Ship Construction Module Construction Time Modifier ^ Tier Gap&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This construction time is then divided by (100% + Ship Building Speed Bonus).&lt;br /&gt;
&lt;br /&gt;
See [[Ship Hull List]] for a list of all ship hulls and their construction times at each ship construction module.&lt;br /&gt;
&lt;br /&gt;
=== Probes ===&lt;br /&gt;
Probes can be launched from any hab construction modules. Depending on where the hab is located, this can decrease the resources needed to launch a probe, or the time it takes to reach its destination.&lt;br /&gt;
&lt;br /&gt;
== Resupply ==&lt;br /&gt;
&lt;br /&gt;
Ships can be resupplied at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]) and/or [[Supply Depot]] modules.&lt;br /&gt;
&lt;br /&gt;
The base resupply duration is 0.005 days per fuel tank + 0.025 days per 50 ammo.&lt;br /&gt;
&lt;br /&gt;
The resupply duration is divided by the sum of ship construction module tiers on the hab, with each [[Supply Depot]] module counting as an additional tier 2 [[Shipyard]]. It is also reduced by the Supply Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
(Note: As of Version 0.4.90, there may be a bug that causes fuel tanks to take twice as long to refuel and not receive any of the resupply speed bonuses, taking 0.01 days per fuel tank.)&lt;br /&gt;
&lt;br /&gt;
=== ISRU ===&lt;br /&gt;
&lt;br /&gt;
Ships with an ISRU module&amp;lt;ref name=refuel&amp;gt;Ships cannot share a refueling module with other ships. Every ship that wants to refuel needs to have its own refueling module.&amp;lt;/ref&amp;gt; can refuel from hab sites they are landed on. These hab sites do not need to have a hab built on them. The refuel duration is calculated as follows:&lt;br /&gt;
* If the propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;, then the Refuel Duration = Fuel needed (tons) / Hab Site Total Daily Output&amp;lt;ref name=output&amp;gt;The Daily Output of a Hab Site is its base value as seen in the prospecting tab, without any mining bonuses applied.&amp;lt;/ref&amp;gt; (units) / 10 (tons / unit) / 3.&lt;br /&gt;
* Otherwise, the refuel duration is the maximum out of:&lt;br /&gt;
** {{TV|water}} Fuel needed (tons) / Hab Site {{TV|water}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|volatiles}} Fuel needed (tons) / Hab Site {{TV|volatiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|metals}} Fuel needed (tons) / Hab Site {{TV|metals}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|nobles}} Fuel needed (tons) / Hab Site {{TV|nobles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
** {{TV|fissiles}} Fuel needed (tons) / Hab Site {{TV|fissiles}} Daily Output&amp;lt;ref name=output /&amp;gt; (units) / 10 (tons / unit)&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration is capped at 90 days. If it would take longer than that, then the ship is only partially refueled by as much as can be done within 90 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using ISRU modules:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
Note: The following drives come with free ISRU capabilities, and can refuel this way without needing an actual ISRU module:&lt;br /&gt;
{{#invoke:DriveLister|ListRestrictedDrives|Match,freeISRU,true}}&lt;br /&gt;
&lt;br /&gt;
=== Remass Scoop ===&lt;br /&gt;
&lt;br /&gt;
Ships with a Remass Scoop&amp;lt;ref name=refuel /&amp;gt; can refuel from the atmospheres of Gas Giant planets when the ship is in interface orbit around that planet. But only if one of the following is true:&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Anything&#039;&#039;&#039;.&lt;br /&gt;
* The propellent type is &#039;&#039;&#039;Hydrogen&#039;&#039;&#039; and only consists of {{TV|water}} and/or {{TV|volatiles}}.&lt;br /&gt;
&lt;br /&gt;
Note: {{TV|fissiles}} costs can be converted into {{TV|water}} costs for drives that use Helium-3, if the faction has an active He3 mine. This conversion effectively allows the Remass Scoop to also refuel {{TV|fissiles}} in these cases.&lt;br /&gt;
&lt;br /&gt;
The Refuel Duration (days) = Fuel needed (tons) / 1000.&lt;br /&gt;
&lt;br /&gt;
Note: The refuel duration has a minimum of 10 days. If it would be shorter than that, then it is set to 10 days.&lt;br /&gt;
&lt;br /&gt;
There are two main advantages to refueling using Remass Scoops:&lt;br /&gt;
* The refuel cost is free. &lt;br /&gt;
* Every ship refuels &#039;&#039;in parallel&#039;&#039;, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.&lt;br /&gt;
&lt;br /&gt;
See [[Drive List]] for a list of drives, which also notes which drives can use remass scoops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
&lt;br /&gt;
Ships can be repaired at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The Repair Cost and Duration for each Ship System, Part, or Armor Facing is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship System, Part, or Armor Facing !! Repair Duration (days) !! Repair Cost&lt;br /&gt;
|-&lt;br /&gt;
! Nose Structure&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Time / 10&lt;br /&gt;
| rowspan=3 | Missing Health % × Hull Construction Cost / 10&lt;br /&gt;
|-&lt;br /&gt;
! Central Structure&lt;br /&gt;
|-&lt;br /&gt;
! Tail Structure&lt;br /&gt;
|-&lt;br /&gt;
! Fire Control&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier &lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Cost / 200&lt;br /&gt;
|- &lt;br /&gt;
! Damage Control&lt;br /&gt;
|-&lt;br /&gt;
! Life Support Main&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=2 | Missing Health % × Hull Construction {{TV|volatiles}} Cost / 20&lt;br /&gt;
|- &lt;br /&gt;
! Life Support Backup&lt;br /&gt;
|- &lt;br /&gt;
! Power Coupling&lt;br /&gt;
| rowspan=4 | Missing Health % × Hull Construction Tier / 2&lt;br /&gt;
| rowspan=4 | {{TV|metals|0.1}}&lt;br /&gt;
|- &lt;br /&gt;
! Drive Coupling&lt;br /&gt;
|- &lt;br /&gt;
! Vector Thrusters&lt;br /&gt;
|- &lt;br /&gt;
! Sensors&lt;br /&gt;
|-&lt;br /&gt;
! System Reactor&lt;br /&gt;
| Missing Health % × 2 &lt;br /&gt;
| Missing Health % × Hypothetical cost of Power Plant if it has 100% Efficiency and only has to supply the systems and weapons.&lt;br /&gt;
|-&lt;br /&gt;
! Bridge&lt;br /&gt;
| Missing Health % × Hull Construction Tier × 2&lt;br /&gt;
| Missing Health % × Hull Construction Cost / 100&lt;br /&gt;
|- &lt;br /&gt;
! Nose Weapon&lt;br /&gt;
| rowspan=7 | Missing Health % × 2 &lt;br /&gt;
| rowspan=7 | Missing Health % × Module Cost / 4&lt;br /&gt;
|- &lt;br /&gt;
! Hull Weapon&lt;br /&gt;
|- &lt;br /&gt;
! Utility Module&lt;br /&gt;
|- &lt;br /&gt;
! Radiator&lt;br /&gt;
|- &lt;br /&gt;
! Power Plant&lt;br /&gt;
|- &lt;br /&gt;
! Drive&lt;br /&gt;
|- &lt;br /&gt;
! Battery&lt;br /&gt;
|-&lt;br /&gt;
! Nose Armor&lt;br /&gt;
| rowspan=4 | Shred %  + Chip % &lt;br /&gt;
| rowspan=4 | (Shred %  + Chip %  / 4) × Armor Cost &lt;br /&gt;
|-&lt;br /&gt;
! Left Armor&lt;br /&gt;
|-&lt;br /&gt;
! Right Armor&lt;br /&gt;
|-&lt;br /&gt;
! Tail Armor&lt;br /&gt;
|-&lt;br /&gt;
! Propellant&lt;br /&gt;
| colspan=2 | Not actually repairable, &amp;quot;destroyed&amp;quot; fuel tanks are functionally no different from empty fuel tanks and are just simply replaced in a resupply operation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The repair duration is divided by the sum of ship construction module tiers on the hab. It is also reduced by the Engineering Officer if the ship has one.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Side armor is split into Left and Right armor, but each has to pay repairs as if it is the whole side armor. Which means repairing side armor is effectively twice as expensive as repairing nose or tail armor.&lt;br /&gt;
* Certain utility modules may have 4 times the repair costs (so they cost as much to repair as to build).&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
&lt;br /&gt;
Factions may refit ships at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Hull List|Ship Hull]] Type || colspan=2 | Cannot be changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship Armor List|Ship Armor]] || Can be changed freely. || 5% for each slot (nose, side, tail) changed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Plant List|Power Plant]] || Only to a Power Plant of the same Type. Power Plant Types are:&lt;br /&gt;
* Fuel Cell&lt;br /&gt;
* Solid Core Fission&lt;br /&gt;
* Molten Salt Core Fission&lt;br /&gt;
* Liquid Core Fission&lt;br /&gt;
* Gas Core Fission&lt;br /&gt;
* Electrostatic Confinement Fusion&lt;br /&gt;
* Mirrored Magnetic Confinement Fusion&lt;br /&gt;
* Toroid Magnetic Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Z Pinch Fusion&lt;br /&gt;
* Inertial Confinement Fusion&lt;br /&gt;
* Hybrid Confinement Fusion&lt;br /&gt;
* Antimatter Plasma Core&lt;br /&gt;
* Antimatter Beam Core&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[Drive List|Drive]] || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:&lt;br /&gt;
* Chemical &lt;br /&gt;
* Electrothermal &lt;br /&gt;
* Electrostatic &lt;br /&gt;
* Electromagnetic &lt;br /&gt;
* Fission_Thermal &lt;br /&gt;
* NuclearSaltWater &lt;br /&gt;
* Fission_Pulse &lt;br /&gt;
* Fusion_Thermal &lt;br /&gt;
* Antimatter &lt;br /&gt;
The Required Power Plant Types are the same as the Power Plant Types, but with the addition of &amp;quot;Any Power Plant&amp;quot;.&lt;br /&gt;
The Propellent Types are:&lt;br /&gt;
* ReactionProducts &lt;br /&gt;
* Hydrogen &lt;br /&gt;
* Anything &lt;br /&gt;
* Water &lt;br /&gt;
* NobleGases &lt;br /&gt;
* Volatiles &lt;br /&gt;
* Metals&lt;br /&gt;
| 25% (0% if only Thruster Count changed.)&lt;br /&gt;
|-&lt;br /&gt;
| [[Radiator List|Radiator]] || Can be changed freely. || 5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat Sink List|Heat Sinks]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| [[Battery List|Batteries]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| General Utility Modules:&lt;br /&gt;
* Mobile Space Science Labs&lt;br /&gt;
* Repair Bays&lt;br /&gt;
* Marines&lt;br /&gt;
* Laser Engines&lt;br /&gt;
* Magazines&lt;br /&gt;
* Colony Kits&lt;br /&gt;
* Cyclotrons&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add more. || 5% for each Changed or Added.&lt;br /&gt;
|-&lt;br /&gt;
| Unchangeable Utility Modules:&lt;br /&gt;
* ISRU&lt;br /&gt;
* Remass Scoop&lt;br /&gt;
* Component Armor&lt;br /&gt;
* Salvage Bay&lt;br /&gt;
* Armor Struts&lt;br /&gt;
* Vector Thrusters&lt;br /&gt;
* Flag Bridge&lt;br /&gt;
| Cannot reduce number or interchange. But can add any that weren&#039;t in the old design. || 5% for each Added.&lt;br /&gt;
|-&lt;br /&gt;
| Spikers:&lt;br /&gt;
* Muon&lt;br /&gt;
* Neutronium&lt;br /&gt;
* Antimatter &lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen Storage:&lt;br /&gt;
* Liquid Hydrogen Containment&lt;br /&gt;
* Slush Hydrogen Tankage&lt;br /&gt;
* Hydron Trap&lt;br /&gt;
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Electronic Countermeasures || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Targeting Computer || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.&lt;br /&gt;
|-&lt;br /&gt;
| Weapons || Cannot add or remove, but can freely move around and change as long as the Mount and Type do not change. Weapon Mounts are:&lt;br /&gt;
* 1-Hull&lt;br /&gt;
* 2-Hull&lt;br /&gt;
* 4-Hull&lt;br /&gt;
* 1-Nose&lt;br /&gt;
* 2-Nose&lt;br /&gt;
* 3-Nose&lt;br /&gt;
* 4-Nose&lt;br /&gt;
Weapon Types are:&lt;br /&gt;
* [[Naval Gun List|Naval Guns]]&lt;br /&gt;
* [[Laser Weapon List|Lasers]]&lt;br /&gt;
* [[Particle Weapon List|Particle Beams]]&lt;br /&gt;
* [[Magnetic Gun List|Magnetic Guns]]&lt;br /&gt;
* [[Plasma Weapon List|Plasma]]&lt;br /&gt;
* [[Missile List|Missiles]]&lt;br /&gt;
| 5% for each changed, but moving around is free.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.&lt;br /&gt;
&lt;br /&gt;
== Scuttle ==&lt;br /&gt;
&lt;br /&gt;
Since ships cost {{TV|mc}} and {{TV|money}} to upkeep, there are many situations where a ship may no longer be wanted. In these cases, these unwanted ships can be scuttled to destroy them.&lt;br /&gt;
&lt;br /&gt;
If this scuttling happens at a ship construction module ([[Space Dock]], [[Shipyard]], [[Spaceworks]]), then the faction regains 25% of the space resource costs of the ship, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay {{TV|boost}} to evacuate the ship crew from the ship. If the ship&#039;s location is in an Earth Interface Orbit&amp;lt;ref&amp;gt;The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.&amp;lt;/ref&amp;gt;, then the cost to evacuate the ship crew is free. Otherwise, the {{TV|boost}} cost is equivalent to moving 0.1 tons of mass per ship crew from Earth to the ship&#039;s location. &lt;br /&gt;
&lt;br /&gt;
If the scuttled ship is part of a larger fleet, then the {{TV|boost}} cost will be reduced by moving crew from the ship onto other ships in the fleet. Each remaining ship in the fleet can receive up to 25% more crew than it originally has. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
Various &amp;quot;[[Guides]]&amp;quot; are available that detail among other things ship module performance and functions.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561197972366463</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=11556</id>
		<title>Fleets</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=11556"/>
		<updated>2026-02-18T02:24:20Z</updated>

		<summary type="html">&lt;p&gt;76561197972366463: /* Missile Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{icon|fleet}}Fleets consist of one or more ships that are directed by one of the human factions or the aliens. Fleets conduct operations and fight in space battles.&lt;br /&gt;
&lt;br /&gt;
== Fleet Operations ==&lt;br /&gt;
Fleets may undertake various operations, typically only when they are in orbit and not in a transfer. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=60% | Effects !! Required components&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO TransferOperation on.png|40px]] Transfer&lt;br /&gt;
| Launch this fleet toward the selected orbit, station, or fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SplitFleetOperation on.png|40px]] Split Fleet&lt;br /&gt;
| Break off one or more ships into a separate fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeFleetOperation on.png|40px]] Merge Fleets&lt;br /&gt;
| Merge a nearby fleet into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeAllFleetOperation on.png|40px]] Merge All Fleets&lt;br /&gt;
| Merge all nearby fleets into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LandOnSurfaceOperation on.png|40px]] Land on Surface&lt;br /&gt;
| Set down at a friendly or undefended enemy base, or an unimproved hab site. Fleet must have sufficient acceleration to take off again, and access to enough Delta-V to reach an interface orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LaunchFromSurfaceOperation on.png|40px]] Launch&lt;br /&gt;
| Launch the fleet into an interface orbit of this space body. Requires the fleet has Delta-V greater than the body&#039;s escape velocity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO UndockFromStationOperation on.png|40px]] Undock&lt;br /&gt;
| Undock from this station and assume a matching orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ScuttleShipsOperation on.png|40px]] Scuttle Ships&lt;br /&gt;
| Scuttle ships from this fleet. If docked at one of your shipyards, gain 25% of the ship&#039;s construction resources in your stockpile. If not docked at any hab, pay Boost to send any crew home that can&#039;t be absorbed by the rest of the fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyOperation on.png|40px]] Resupply&lt;br /&gt;
| Refuel and rearm ships in this fleet. Requires being docked at a hab with a supply depot or shipyard and a sufficient resource stockpile to cover at least a partial resupply. Ships with the capability to resupply from the local environment may do so for free.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RepairFleetOperation on.png|40px]] Repair&lt;br /&gt;
| Repair damage and restore exhausted modules to ships in fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyAndRepairOperation on.png|40px]] Repair and Resupply&lt;br /&gt;
| Refuel, rearm, and repair all ships in this fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SetHomeportOperation on.png|40px]] Set Homeport&lt;br /&gt;
| Sets a home habitat for this fleet. A station, or an interface orbit above a base, will become the default destination for the fleet when initiating a trajectory when the fleet is not already docked there and no other space object is currently selected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ClearHomeportOperation on.png|40px]] Clear Homeport&lt;br /&gt;
| Clear this fleet&#039;s homeport.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelFleetOperation on.png|40px]] Cancel&lt;br /&gt;
| Cancel the fleet&#039;s active operation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO InterfleetRefuelOperation on.png|40px]] Share Propellant&lt;br /&gt;
| Transfer propellant between ships in this fleet to increase some ships&#039; Delta-V.&lt;br /&gt;
| Drive with the same propellant&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation Low on.png|40px]] Low-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 200km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation Med on.png|40px]] Mid-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 400km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation High on.png|40px]] High-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 600km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DestroyHabOperation on.png|40px]] Destroy Hab&lt;br /&gt;
| Destroy the hab this fleet is docked at. Commits atrocities when destroying certain hab modules. We will recover salvage. Duration is 15 minutes multiplied by the sum of hab module tiers.&lt;br /&gt;
| Marine Assault Unit or Rangers&amp;lt;br&amp;gt;Weapons (stations only)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultHabOperation on.png|40px]] Assault Hab&lt;br /&gt;
| Assault and capture an enemy hab with our Marines. We can seize a station we have docked with, or an enemy base from an interface orbit above it. Habs with Marine defenses will be harder to capture.&lt;br /&gt;
| Marine Assault Unit or Rangers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SurveyPlanetFromFleetOperation on.png|40px]] Survey&lt;br /&gt;
| Prospect mining sites on a planet, moon or asteroid. The fleet must be in an interface orbit of the space body to perform this operation.&lt;br /&gt;
| [[File:ICO MobileSpaceScienceLab.png|25px]] Mobile Space Science Lab&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarPlatformOperation on.png|40px]] Found Platform (Solar)&lt;br /&gt;
| Found a platform with a solar collector and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control. The solar collector must produce at least 10 power in the current orbit, enough to power up the construction module.&lt;br /&gt;
| [[File:ICO SolarPlatformKit.png|25px]] Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionPlatformOperation on.png|40px]] Found Platform (Fission)&lt;br /&gt;
| Found a platform with a fission pile and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FissionPlatformKit.png|25px]] Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionPlatformOperation on.png|40px]] Found Platform (Fusion)&lt;br /&gt;
| Found a platform with a fusion pile and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FusionPlatformKit.png|25px]] Fusion Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarOutpostOperation on.png|40px]] Found Outpost (Solar)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control. The solar collector must produce at least 10 power at the target base site, enough to power up the construction module.&lt;br /&gt;
| [[File:ICO SolarOutpostKit.png|25px]] Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionOutpostOperation on.png|40px]] Found Outpost (Fission)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FissionOutpostKit.png|25px]] Fission Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionOutpostOperation on.png|40px]] Found Outpost (Fusion)&lt;br /&gt;
| Found an outpost with a fusion pile and a construction module at a prospected base site.  The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FusionOutpostKit.png|25px]] Fusion Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarPlatformOperation on.png|40px]] Found Automated Supply Depot (Solar)&lt;br /&gt;
| Found an automated platform with an automated solar collector and an automated supply depot in the fleet&#039;s current orbit. Requires 1 free Mission Control. The automated solar collector must produce at least 3 power in the current orbit, enough to power up the automated supply depot.&lt;br /&gt;
| [[File:ICO AutomatedSolarPlatformKit.png|25px]] Automated Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionPlatformOperation on.png|40px]] Found Automated Supply Depot (Fission)&lt;br /&gt;
| Found an automated platform with an automated fission pile and an automated supply depot  in the fleet&#039;s current orbit. Requires 1 free Mission Control.&lt;br /&gt;
| [[File:ICO AutomatedFissionPlatformKit.png|25px]] Automated Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarOutpostOperation on.png|40px]] Found Automated Mining Outpost (Solar)&lt;br /&gt;
| Found an automated outpost with two automated solar collectors and an automated mining complex at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 1 free Mission Control to deploy. The automated solar collectors must produce enough power at the target base site to power up the automated mining complex.&lt;br /&gt;
| [[File:ICO AutomatedSolarOutpostKit.png|25px]] Automated Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionOutpostOperation on.png|40px]] Found Automated Mining Outpost (Fission)&lt;br /&gt;
| Found an automated outpost with two automated fission piles and an automated mining complex at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 1 free Mission Control to deploy.&lt;br /&gt;
| [[File:ICO AutomatedFissionOutpostKit.png|25px]] Automated Fission Outpost Kit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfers ===&lt;br /&gt;
A transfer is the term for a {{icon|fleet}}fleet moving from one place to another while staying in space. Fleets may transfer to orbits, stations, or other fleets. A fleet needs enough {{icon|dv|bgcolor=DarkSlateGray}}delta-V to make a transfer, and longer transfer will require more delta-V. If the {{icon|acceleration}}cruise acceleration of a fleet is too low, they might be unable to make transfer to fast-moving objects. &lt;br /&gt;
&lt;br /&gt;
When initiating a transfer operation, a fleet will receive one or more trajectory options if it can reach its destination at all. If multiple trajectories are possible, the player may choose between trading off arrival time and Delta-V expenditure between them.&lt;br /&gt;
&lt;br /&gt;
Trajectories might be microthrust spirals, which are typical for fleets with low acceleration; impulse conics, for fleets with high acceleration but low Delta-V; or torch chords, for advanced fleets with both high acceleration and Delta-V.&lt;br /&gt;
&lt;br /&gt;
=== Assault Hab ===&lt;br /&gt;
&lt;br /&gt;
==== Valid Targets ====&lt;br /&gt;
&lt;br /&gt;
First, invalidate every [[Hab]] for which any of the following are true:&lt;br /&gt;
* The [[Hab]] is already currently undergoing an Assault Hab Operation.&lt;br /&gt;
* The [[Hab]] is owned by the Fleet&#039;s [[Faction]].&lt;br /&gt;
* The [[Hab]] is owned by the Fleet&#039;s [[Faction]]&#039;s permanent ally ({{icon|submit}}[[The Servants]] and {{icon|alien}}[[Aliens]] are the only permanent allies).&lt;br /&gt;
* The [[Hab]] is the Alien Primary Hab (Alien Base Alpha).&lt;br /&gt;
&lt;br /&gt;
A Fleet can perform an Assault Hab Operation on the following targets:&lt;br /&gt;
* If docked to a [[Hab]] that wasn&#039;t invalidated, then this [[Hab]] is the only valid target.&lt;br /&gt;
* If the fleet is landed on or in an interface orbit of a [[Space Body]], then the valid targets are all of the [[Space Body]]&#039;s [[Habs]] that weren&#039;t invalidated.&lt;br /&gt;
&lt;br /&gt;
Note: The Fleet needs to have marines in order to perform the Assault Hab Operation, but the marines do not necessarily have to be on the fleet itself, because the fleet uses all marines in nearby space assets (such as Barracks on habs) owned by the same faction.&lt;br /&gt;
&lt;br /&gt;
==== Success Chance ====&lt;br /&gt;
&lt;br /&gt;
Note: When starting the Assault Hab Operation, the game shows the success chance if the assault would happen immediately without any changes. But  Assault Hab Operations are not instantaneous, and circumstances can change. The actual success chance is calculated using only the circumstances at the moment that the Assault Hab Operation completes.&lt;br /&gt;
&lt;br /&gt;
The {{icon|marine}}Assault Combat Value of a [[Spaceship]] is calculated as follows:&lt;br /&gt;
# For each [[Spaceships#Utility_Modules|Utility Module]]: Add the {{icon|marine}}Assault Combat Value of the module × Module Health %&lt;br /&gt;
#* Some Utility Modules only provide Assault Combat Value when defending against an enemy assault.&lt;br /&gt;
#* If the Module Health % is less than 0.1%, it does not contribute anything.&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of any [[Spaceships#Officer|Officers]] on board.&lt;br /&gt;
&lt;br /&gt;
The {{icon|marine}}Assault Combat Value of a [[Hab]] is calculated as follows:&lt;br /&gt;
# For each active hab module: Add the {{icon|marine}}Assault Combat Value of the module&lt;br /&gt;
# If the Hab is a {{icon|base}}Base, then Add the Hab Tier.&lt;br /&gt;
# If the Hab is being {{MissionIcon|Advise}}[[Advise]]d, Multiply by (1 + 0.01 per {{TV|command}}).&lt;br /&gt;
#* Standard diminishing returns for multiple {{MissionIcon|Advise}}[[Advise|Advisors]].&lt;br /&gt;
&lt;br /&gt;
The total Attack Score of the Assault Hab Operation is calculated as follows:&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in the Attacking fleet.&lt;br /&gt;
# If the Attacking fleet is docked at a [[Hab]] owned by the Attacking [[Faction]], then:&lt;br /&gt;
## Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in every other fleet that is also owned by the Attacking [[Faction]] and docked to the same [[Hab]].&lt;br /&gt;
## If the Attacking [[Faction]] is not bankrupt on {{icon|mc}}MC, {{TV|boost}}, or {{icon|money}}Money, then Add the {{icon|marine}}Assault Combat Value of the [[Hab]].&lt;br /&gt;
# If the Attacking [[Faction]] is over its {{icon|mc}}MC cap and is not the {{icon|alien}}[[Aliens]], then Subtract the amount of overcap.&lt;br /&gt;
&lt;br /&gt;
The total Defense Score of the Assault Hab Operation is calculated as follows:&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of the Defending [[Hab]].&lt;br /&gt;
# If the Defending [[Faction]] is over its {{icon|mc}}MC cap and is not the {{icon|alien}}[[Aliens]], then Subtract the amount of overcap.&lt;br /&gt;
# If the Defending [[Faction]] is bankrupt on {{TV|boost}}, then Subtract the amount of {{TV|boost}} the Defending [[Faction]] is missing per Day.&lt;br /&gt;
#* This is the {{TV|boost}} Daily Upkeep - {{TV|boost}} Daily Income - {{TV|boost}} stockpiled&lt;br /&gt;
# If the Defending [[Faction]] is bankrupt on {{icon|money}}Money and &#039;&#039;&#039;negative&#039;&#039;&#039; Net {{icon|money}}Money Income, then Add the Net Monthly {{icon|money}}Money Income.&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in every fleet that is owned by the Defending [[Faction]] and docked to the Defending [[Hab]].&lt;br /&gt;
# If the Defending [[Hab]] is not being decommissioned, then:&lt;br /&gt;
## For each [[Councilor]] owned by the Defending [[Faction]]: Add {{TV|command}} / 6.&lt;br /&gt;
## If the Defending [[Hab]] is a {{icon|base}}Base and the Attacking Fleet is in orbit, then for each hab defense module: Add Module Tier.&lt;br /&gt;
# For each [[Councilor]] using the {{MissionIcon|Protect}}[[Protect Target]] [[Mission]] on the Defending [[Hab]], add {{TV|command}}.&lt;br /&gt;
&lt;br /&gt;
The outcome of the Assault Hab Operation is determined by a standard [[Roll]], using the difference between the total Attack and Defense Scores.&lt;br /&gt;
&lt;br /&gt;
==== Post-Assault Damage ====&lt;br /&gt;
&lt;br /&gt;
Whenever an assault hab operation (or {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] mission) completes, marines on both sides may take damage depending on the outcome. This damage is determined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Taken for by each possible participant for each possible outcome.&lt;br /&gt;
|-&lt;br /&gt;
! !! Critical Failure !! Normal Failure !! Normal Success !! Critical Success &lt;br /&gt;
|-&lt;br /&gt;
| % Health Lost by each Marine Module on Attacking Fleets || 50% to 100% || 25% to 75% || 0% to 50% || 0% to 10%&lt;br /&gt;
|-&lt;br /&gt;
| % Health Lost by each Marine Module on Defending Fleets || 0% to 10% || 0% to 50% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Officer on Attacking Fleets to Die || 50% || 5% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Officer on Defending Fleets to Die || 0% || 0% || 5% || 50%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Module on Attacking Hab to be Destroyed || 50% / Module Tier || 10% / Module Tier || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Module on Defending Hab to be Destroyed || 0% || 10% if Defender has negative {{icon|money}}Money or is over their {{icon|mc}}MC cap. || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Attacking Councilor || If not {{MissionIcon|Protect}}[[Protect Target|Protected]], Die. Otherwise, if target hab is not {{icon|alien}}[[Alien]], {{MissionIcon|Detain}}[[Detain]] for 5 turns || If not {{MissionIcon|Protect}}[[Protect Target|Protected]] and target hab is not {{icon|alien}}[[Alien]], {{MissionIcon|Detain}}[[Detain]] for 5 turns. || None || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Orbital Bombardment ===&lt;br /&gt;
&lt;br /&gt;
==== Bombardment Capability ====&lt;br /&gt;
&lt;br /&gt;
A fleet equipped with bombardment-capable weapons may conduct orbital bombardment against targets on the surface of a [[Celestial Bodies|Space Body]]. They must be in an interface orbit to launch attacks.&lt;br /&gt;
&lt;br /&gt;
Above Earth, valid targets include [[Nations#Armies|Armies]], space facilities, [[Regions]], and any [[Aliens|alien assets]] we have detected. On other space bodies, {{icon|base}}[[Habs|Bases]] and landed space fleets may be targeted.&lt;br /&gt;
&lt;br /&gt;
The weapons capable of bombardment are:&lt;br /&gt;
* All [[Spaceships#Lasers|Laser Weapons]] except for the dedicated point defense lasers that have no attack mode.&lt;br /&gt;
* All [[Spaceships#Magnetic_Weapons|Magnetic Weapons]].&lt;br /&gt;
* All [[Spaceships#Missiles|Missiles]] that have nuclear, antimatter, or shaped nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
Furthermore, [[Celestial Bodies|Space Bodies]] that have a sufficiently thick atmosphere cannot be bombarded by:&lt;br /&gt;
* All [[Spaceships#Missiles|Missiles]]&lt;br /&gt;
* All [[Spaceships#Lasers|Laser Weapons]] that have wavelengths less than 380nm or more than 740nm. (This means infrared, ultraviolet, x-ray, and gamma lasers are blocked, whereas orange, green, and violet lasers are still allowed to bombard.)&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, only two bombardable [[Celestial Bodies|Space Bodies]] have such thick atmospheres: [[Earth]] and [[Titan]] (a moon of [[Saturn]]).&lt;br /&gt;
&lt;br /&gt;
===== Valid Earth Targets for Bombardment =====&lt;br /&gt;
&lt;br /&gt;
A nation is considered friendly to a faction if any of the following are true:&lt;br /&gt;
* The faction owns at least one control point in the nation.&lt;br /&gt;
* The nation is [[Foreign_Relations#Alliances|allied]] to another nation that the faction owns at least one control point in.&lt;br /&gt;
&lt;br /&gt;
A nation is considered hostile to a faction if any of the following are true:&lt;br /&gt;
* The nation is [[Foreign_Relations#Wars|at war]] with another nation that the faction owns at least one control point in.&lt;br /&gt;
* The faction is {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The faction is the {{icon|alien}}[[Aliens]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
All nations are also hostile to all factions if the [[Aliens#Alien_Administration|Alien Nation]] owns at least 90% of the [[Earth]]&#039;s [[Regions]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valid Earth Targets for Bombardment&lt;br /&gt;
|-&lt;br /&gt;
! Target !! Conditions within Hostile Nations !! Conditions within Friendly Nations&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Xenoflora]] || The Bombarding Faction can see it. &lt;br /&gt;
|&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Aliens#Alien_Facility|Alien Facility]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| colspan = 2 |&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Aliens#Alien_Assault_Carrier|UFO Landing]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| colspan = 2 |&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]]&lt;br /&gt;
| Always valid.&lt;br /&gt;
| Never valid.&lt;br /&gt;
|-&lt;br /&gt;
| Space Facilities&lt;br /&gt;
| Always valid.&lt;br /&gt;
| Never valid.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrestrial_Warfare#Armies|Armies]]&lt;br /&gt;
| &lt;br /&gt;
* The army is not controlled by the Bombarding Faction.&lt;br /&gt;
* If the Bombarding Faction is the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]], then the army is also not controlled by the other.&lt;br /&gt;
|&lt;br /&gt;
The army belongs to a nation that is [[Foreign_Relations#Wars|at war]] with the target nation.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The army is a [[Aliens#Megafauna|Megafauna]] and the Bombarding Faction is not the {{icon|alien}}[[Aliens]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that a nation can be both friendly and hostile to the same faction at the same time. But a bombardment target only needs to meet one side&#039;s conditions to be valid. For example, all regions are valid targets in a nation that is both friendly and hostile. On the other hand, if a nation is neither friendly nor hostile, then nothing within it can be bombarded.&lt;br /&gt;
&lt;br /&gt;
==== Bombardment Mechanics ====&lt;br /&gt;
&lt;br /&gt;
The Bombardment operation proceeds in rounds, once per orbit. Specifically, a round occurs every time the fleet reaches a specific position in orbit that is roughly over the target it is bombarding.&lt;br /&gt;
&lt;br /&gt;
When a round occurs, every bombardment capable weapon on every ship in the fleet that can still fire will fire at the target. If the target is a [[Habs|Hab]], then a random hab module on the hab is selected as the target, but the hab core can only be targeted after everything else is destroyed. If the target is a [[Fleets|Fleet]], then a random [[Spaceships|spaceship]] in the fleet is selected as the target.&lt;br /&gt;
&lt;br /&gt;
After the fleet finishes firing, if the target has any defenses that can still fire, such as [[Nations#Space_Defenses|region defense lasers]] or [[Battlestation]] [[Habs|hab]] modules, they will fire back at the most threatening ship in the attacking fleet. &lt;br /&gt;
&lt;br /&gt;
Note: Landed fleets are basically sitting ducks: they are unable to shoot back and cannot activate any point defenses. If the target fleet is landed at a hab, then that hab can shoot back, but it cannot use its point defenses to protect the fleet.&lt;br /&gt;
&lt;br /&gt;
===== Missile Mechanics =====&lt;br /&gt;
&lt;br /&gt;
Per the aforementioned rules regarding lasers, missiles, and planetary bodies with atmospheres, [[Earth]] cannot be bombarded by standard [[Spaceships#Missiles|Missiles]]. The [[Spaceships#Missiles|Missiles]] that ARE bombardment-capable have nuclear, antimatter, or shaped nuclear warheads with absurdly high damage values. As such, the game does not look at missile damage values and instead handles them differently from standard ship-to-ship combat:&lt;br /&gt;
&lt;br /&gt;
;When the Target is a [[Habs|Hab]]:&lt;br /&gt;
:If any missile with a shaped nuclear warhead hits, then the randomly selected target hab module is destroyed in one hit.&lt;br /&gt;
:If any missile with a nuclear or antimatter warhead hits, then the &#039;&#039;&#039;&#039;&#039;entire hab&#039;&#039;&#039;&#039;&#039; is destroyed in one hit.&lt;br /&gt;
:Furthermore, shaped nuclear missiles have a 20% chance to hit even if they are shot by the hab&#039;s point defenses.&lt;br /&gt;
;When the Target is a Fleet:&lt;br /&gt;
:The &#039;&#039;&#039;&#039;&#039;entire fleet&#039;&#039;&#039;&#039;&#039; is destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
On the other hand, missiles are incredibly easy for the target&#039;s point defenses to shoot: each missile bay has an Anti-PD value of just 1. &lt;br /&gt;
&lt;br /&gt;
The chance that a projectile is shot by point defenses is equal to the Total PD value of the target divided by the Total Anti-PD value of the Bombarding Fleet&#039;s weapons. &lt;br /&gt;
&lt;br /&gt;
Ultimately. bombarding with missiles will often simply result in all missiles being destroyed by point defenses, if any exist (keeping in mind that, again, shaped nuclear missiles do have a 20% chance to hit even if shot by the hab&#039;s point defenses).&lt;br /&gt;
&lt;br /&gt;
===== Laser Mechanics =====&lt;br /&gt;
&lt;br /&gt;
[[Spaceships#Lasers|Laser Weapons]] function almost the same in bombardment as in real combat. The only notable difference is that [[Celestial Bodies|Space Bodies]] with thicker atmospheres apply a penalty to the laser&#039;s damage. Specifically, the laser damage is multiplied by:&lt;br /&gt;
* 1 for [[Celestial Bodies|Space Bodies]] with No Atmosphere.&lt;br /&gt;
* 0.99 for [[Celestial Bodies|Space Bodies]] with Trace Atmosphere.&lt;br /&gt;
* 0.95 for [[Celestial Bodies|Space Bodies]] with Thin Atmosphere.&lt;br /&gt;
* 0.8 for [[Celestial Bodies|Space Bodies]] with Standard Atmosphere.&lt;br /&gt;
&lt;br /&gt;
Note: Nothing on [[Earth]] has any armor. So the laser weapon&#039;s armor penetration has no effect whatsoever when bombarding targets on [[Earth]].&lt;br /&gt;
&lt;br /&gt;
For the defending side, each laser has a bombardment-altitude-dependent PD value that is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Estimated Damage at Range X = Damage / Armor Effectiveness at range X&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Estimated DPS at Range X = (Estimated Damage at Range X × 0.3 + Estimated Damage at 200km × 0.15 + Estimated Damage at 500km × 0.25 + Estimated Damage at 800km × 0.3) / Cooldown (s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 200km = Estimated DPS at 200km × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 400km = (Estimated DPS at 200km + Estimated DPS at 400km) × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 600km = (Estimated DPS at 200km + Estimated DPS at 300km + Estimated DPS at 600km) × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance that each bombarding projectile is shot by the target&#039;s point defenses is equal to the target&#039;s Total PD Value divided by the Bombarding Fleet&#039;s Total Anti-PD value.&lt;br /&gt;
&lt;br /&gt;
===== Armor Mechanics =====&lt;br /&gt;
&lt;br /&gt;
Nothing on [[Earth]] has any armor.&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] naturally have whatever armor they normally have.&lt;br /&gt;
&lt;br /&gt;
For Ground [[Habs|Hab Modules]], their armor values are calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;Hab Module Armor Value = Heat of Vaporization (MJ/kg) of Best Available Armor / 10 × Module Tier&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combat Modules (Powered Marine Modules and Powered Defense Modules) have 4 times as much armor value.&lt;br /&gt;
&lt;br /&gt;
Critical Modules (Unpowered Marine Modules, Unpowered Defense Modules, Power Plants, and the Hab Core) have 2 times as much armor value.&lt;br /&gt;
&lt;br /&gt;
The best available armor for [[Habs]] owned by Human [[Factions]] is simply the best armor that the faction has researched, but excluding any armor that costs {{icon|exotics}}exotics.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The best available armor for Alien [[Habs]] in the same [[Celestial Bodies|Space Body]] as their Wormhole is the Alien Exotic Armor, which has a Heat of Vaporization of 70 MJ/kg.&lt;br /&gt;
&lt;br /&gt;
The best available armor for all other Alien [[Habs]] is the Alien Diamondoid Armor, which has a Heat of Vaporization of 59.534 MJ/kg.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Magnetic Gun Mechanics =====&lt;br /&gt;
&lt;br /&gt;
[[Spaceships#Magnetic_Weapons|Magnetic Weapons]] mechanics are the most complex: the game actually does several calculations, taking into account the target [[Celestial Bodies|Space Body&#039;s]] mass, radius, sphere of influence, and atmosphere. Both gravity and air resistance are modelled, to compute the surface impact velocity of the [[Spaceships#Magnetic_Weapons|Magnetic Weapons&#039;]] projectiles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Distance to Space Body Core (m) = Space Body Mean Radius (m) + Bombardment Altitude (m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Mean Orbital Speed (m/s)= (6.67384E-11m³/kg/s² × Space Body Mass (kg) / Distance to Space Body Core (m))^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Velocity (m/s) = ((Muzzle Velocity (m/s))^2 + (Mean Orbital Speed (m/s))^2)^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Kinetic Energy (J) = 0.5 × Warhead Mass (kg) × (Initial Projectile Velocity (m/s))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Distance to Space Body Core (m) &amp;gt; Space Body Sphere of Influence Radius (m), then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Gravitational Acceleration (m/s²) = 0&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Gravitational Acceleration (m/s²) = 6.67384E-11m³/kg/s² × Space Body Mass (kg) / (Distance to Space Body Core (m))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Average Gravitational Acceleration (m/s²) = (Space Body Surface Gravity (m/s²) + Initial Gravitational Acceleration (m/s²))/2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Gravitational Potential Energy (J) = Warhead Mass (kg) × Bombardment Altitude (m) × Average Gravitational Acceleration (m/s²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Initial Projectile Energy (J) = Initial Projectile Kinetic Energy (J) + Initial Projectile Gravitational Potential Energy (J)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Base Surface Impact Velocity (m/s) = (2 × Total Initial Projectile Energy (J) / Warhead Mass (kg) ) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the [[Celestial Bodies|Space Body]] does not have at least a Thin Atmosphere, then this Base Surface Impact Velocity (m/s) is simply used as the Actual Surface Impact Velocity (m/s) for the projectiles fired by the [[Spaceships#Magnetic_Weapons|Magnetic Weapon]]. I.e., &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Base Surface Impact Velocity (m/s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game proceeds to calculate air resistance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Length of Projectile&#039;s Path Through Atmosphere (m) = Space Body Atmosphere Scale Height (m) × (Initial Projectile Velocity (m/s) / Muzzle Velocity (m/s))&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Energy Lost to Atmospheric Drag (J) = Space Body Atmosphere Surface Density (kg/m³) × Length of Projectile&#039;s Path Through Atmosphere (m) × 0.001m² × (Initial Projectile Velocity (m/s))^2&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
0.001m² seems to represent the projectile&#039;s cross-sectional area as it flies through the atmosphere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Remaining Energy (J) = Max(0, Total Initial Projectile Energy (J) - Energy Lost to Atmospheric Drag (J))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Modified Surface Impact Velocity (m/s) = (2 × Remaining Energy (J) / Warhead Mass (kg)) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Terminal Velocity (m/s) = (2 × Warhead Mass (kg) × Space Body Surface Gravity (m/s²) / 4.0000003E-05m² / Space Body Atmosphere Surface Density (kg/m³))^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: 4.0000003E-05m² ≈ 0.001m² × 0.04, where 0.04 is the Drag Coefficient of a Streamlined Body flying through the atmosphere.&lt;br /&gt;
&lt;br /&gt;
If Base Surface Impact Velocity (m/s) &amp;gt; Terminal Velocity (m/s) then:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Max(Terminal Velocity (m/s), Modified Surface Impact Velocity (m/s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Min(Terminal Velocity (m/s), Modified Surface Impact Velocity (m/s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, now that the Actual Surface Impact Velocity (m/s) has been computed, it is easy to compute the kinetic energy of the impact:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Impact Energy (J) = 0.5 × Warhead Mass (kg) × (Actual Surface Impact Velocity (m/s))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every 20MJ of energy is equal to 1 point of damage, so we have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Projectile Damage = Impact Energy (J) / 20000000J&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, every [[Spaceships#Magnetic_Weapons|Magnetic Weapon]] has a bombarding-altitude-dependent anti-PD value that is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-PD value = Impact Energy (J) / 1000000MJ/J / Average Cooldown Between Shots (s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance that an bombardier&#039;s attack gets shot by the target&#039;s point defenses is equal to the total PD value of the target divided by the total Anti-PD value of the bombarding fleet&#039;s weapons.&lt;br /&gt;
&lt;br /&gt;
But Projectile Damage is not simply used as is, because there is one last factor to consider: Chipping. Every weapon has a chipping %, and in normal combat, this % of the damage is done as chipping damage, while the rest is done as direct damage.&lt;br /&gt;
&lt;br /&gt;
For bombardment, the same rules apply unless the target is on earth. If the target is on earth, then the direct damage is instead calculated as the max of (direct damage, total damage / 2). Which in the base game is just the direct damage since magnetic weapons all have at most 35% chipping, but may be important for mods.&lt;br /&gt;
&lt;br /&gt;
===== Damage Conversion =====&lt;br /&gt;
&lt;br /&gt;
So far we have discussed how the damage of each attack is calculated. But this damage amount is in point of damage versus a ship. Depending on the bombardment target, the damage is handled very differently:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bombardment Target !! Effect of X Damage&lt;br /&gt;
|-&lt;br /&gt;
| An [[Terrestrial_Warfare#Armies|Army]] || Take X × Health % / 18000 / {{TV|miltech}} damage.&amp;lt;br&amp;gt;×2 if Army is in Combat.&amp;lt;br&amp;gt;×0.75 if Army&#039;s Faction has researched [[Army Dispersion Tactics]].&amp;lt;br&amp;gt;Capped at 0.1875% for [[Spaceships#Magnetic_Weapons|Magnetic Weapons]] and 0.125% for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip %) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A [[Aliens#Megafauna|Megafauna Army]] &lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| Take X × Max(10%,Health %) / 18000 / {{TV|miltech}} damage.&amp;lt;br&amp;gt;×2 if Army is in Combat.&amp;lt;br&amp;gt;×0.75 if Army&#039;s Faction has researched [[Army Dispersion Tactics]].&amp;lt;br&amp;gt;Capped at 0.1875% for [[Spaceships#Magnetic_Weapons|Magnetic Weapons]] and 0.125% for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip %) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| A [[Regions|Region]] || Take X / 10000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.05.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|boost}}[[Nations#Boost|Boost]] Facility || (X / 10) Chance:&amp;lt;br&amp;gt;Remove X / 100 of the {{TV|boost}} Production.&amp;lt;br&amp;gt;Minimum: 1/10th of the {{TV|boost}} Production.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|mc}}[[Nations#Mission_Control|Mission Control]] Facility || (X / 10) Chance:&amp;lt;br&amp;gt;Remove {{TV|mc|1}}.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense]] Facility || Min(0.05, X / 1000) Chance:&amp;lt;br&amp;gt;Destroy {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense]] Facility.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A [[Aliens#Alien_Assault_Carrier|UFO Landing]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| Take X damage. Destroyed when total damage taken reaches 1200.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
An [[Aliens#Alien_Facility|Alien Facility]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| Take X damage. Destroyed when total damage taken reaches 80.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Alien Xenoforming]]&lt;br /&gt;
| Remove Max(0.005, X / 100) Xenoflora Growth Levels.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip % × Xenoflora Growth Levels) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| A [[Habs|Hab Module]] &lt;br /&gt;
| Subtract Hab Module Armor&amp;lt;ref&amp;gt;Use Effective Armor for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;/ref&amp;gt; from X&amp;lt;br&amp;gt;Multiply X by 0.75 if Hab&#039;s Faction has researched [[Hardened Hab Shelters]].&amp;lt;br&amp;gt;(1 - Hab Module Tier / X) Chance:&amp;lt;br&amp;gt;Destroy Hab Module.&lt;br /&gt;
|-&lt;br /&gt;
| A [[Spaceships|Spaceship]]&lt;br /&gt;
| Apply damage as if Target was hit in the Side.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Related Links =====&lt;br /&gt;
&lt;br /&gt;
See [[Laser Weapon List]] for information on the power of [[Spaceships#Lasers|Laser Weapons]], including the anti-bombardment lasers used by the defenses.&lt;br /&gt;
&lt;br /&gt;
See [[Ship Armor List]] for information on the armor of ground [[Habs|hab]] modules in bombardment.&lt;br /&gt;
&lt;br /&gt;
See [[Space Body List]] for a list of [[Celestial Bodies|Space Bodies]] and their stats.&lt;br /&gt;
&lt;br /&gt;
See [[Earth]] for a table of damage and anti-PD values for magnetic guns when bombarding the [[Earth]].&lt;br /&gt;
&lt;br /&gt;
== Space Combat ==&lt;br /&gt;
[[File:Combat UI.png|thumb|400px|Combat UI showing ship commands and fleet commands]]&lt;br /&gt;
When two fleets from enemy factions meet in an orbit, deep space, or at a station, a space battle begins. Players may elect to autoresolve combats.&lt;br /&gt;
&lt;br /&gt;
Stations with defensive modules will take part in battles; they will be considered disabled if those modules are destroyed.&lt;br /&gt;
&lt;br /&gt;
Very large space battles will have active and reinforcing ships. Reinforcing ships will join during combat at a later time to replace active ships when they are destroyed. You can adjust the maximum number of ships that can be active at any time during combat in the gameplay settings in the options menu. This is for performance reasons in very large battles.&lt;br /&gt;
&lt;br /&gt;
When a fleet or station is attacked, allied fleets of the defender in the same orbit and less than 1,000 kilometers away will be drawn into the battle and join the defending fleet.&lt;br /&gt;
&lt;br /&gt;
Before a battle begins, each fleet will select from one of three stances: Engage, Accept, or Evade. Fleets that are docked at habs or are unavailable for operations because of previous battles may only select the Accept option. Based on what each side picks the follwing will happen:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Choice !! Engage !! Accept !! Escape&lt;br /&gt;
|-&lt;br /&gt;
! Engage&lt;br /&gt;
| Combat || Combat || Pursuit&lt;br /&gt;
|-&lt;br /&gt;
! Accept&lt;br /&gt;
| Combat || No combat || No combat&lt;br /&gt;
|-&lt;br /&gt;
! Escape&lt;br /&gt;
| Pursuit || No combat || No combat&lt;br /&gt;
|}&lt;br /&gt;
If pursuit takes place both fleets will attempt to outpace the other with a combination of fleet acceleration and bid Delta-V. If the fleet that selected Engage moves faster the combat will take place.&lt;br /&gt;
&lt;br /&gt;
Once in combat, players plan maneuvers their ships by setting waypoints in 3D space. Ships will turn and thrust to reach their waypoints. Players may also rotate a ship&#039;s facing independent of its direction of travel to present certain weapons or armor facings to an enemy. Special maneuvers include persistent spins, rolls, and a padlocking-target command that keeps the ship&#039;s nose pointed at its primary target.&lt;br /&gt;
&lt;br /&gt;
Any damage that penetrates a ship&#039;s armor is applied to its internal systems. Weapons and other modules may be temporarily disabled or permanently destroyed, requiring repair at a hab with a shipyard. Damage control teams will also attempt to restore function to critical systems in combat.&lt;br /&gt;
&lt;br /&gt;
=== Fire Control ===&lt;br /&gt;
Weapons have one or more fire modes available to them. They can be set at the fleet, ship, or individual weapon level during combat.&lt;br /&gt;
&lt;br /&gt;
Ships may also designate an enemy ship or hab module as its primary target. The ship&#039;s weapons will favor that enemy over others. Missile weapons require a primary target to fire.&lt;br /&gt;
&lt;br /&gt;
Depending on their capabilities, weapons may also be set to only attack enemy ships, only fire defensively at incoming projectiles and missiles, or in &amp;quot;guardian&amp;quot; mode, firing first at threatening projectiles and then targeting enemy craft.&lt;br /&gt;
&lt;br /&gt;
Ships or the entire fleet can be set to the following fire postures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Posture !! Offensive weaponry !! Guardian-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FocusFireCommand ON.png|25px]] Focus Fire || Attack only primary target || Attack only primary target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AttackCommand ON.png|25px]] Attack || Attack primary target if in range, otherwise nearest target || Attack primary target if in range, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BalancedCommand ON.png|25px]] Balanced || Attack primary target if in range, otherwise nearest target || Attack threatening projectiles if any, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DefensiveCommand ON.png|25px]] Defensive || Attack primary target if in range, otherwise nearest target || Attack only threatening projectiles&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FortifyCommand ON.png|25px]] Fortified || Preserve power and ammo || Attack only threatening projectiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ECM and Targeting ===&lt;br /&gt;
&lt;br /&gt;
The ECM Value of a [[Habs|hab]] module is always 0%.&lt;br /&gt;
&lt;br /&gt;
The ECM Value of a [[Spaceships|Spaceship]] is calculated as follows:&lt;br /&gt;
* If the ship systems are depowered, then it is simply 0%.&lt;br /&gt;
* If the weapon is alien and the ship&#039;s faction has not researched the [[Alien-Adapted_ECM]] project, then it is simply 0%.&lt;br /&gt;
* Otherwise, sum up all of the ECM bonuses given by:&lt;br /&gt;
** The ship&#039;s [[Spaceships#Utility_Modules|Utility Modules]]. (STO Fighters automatically have their faction&#039;s best researched ECM module built-in.)&lt;br /&gt;
** The ship&#039;s [[Spaceships#Officer|Officers]].&lt;br /&gt;
** The ship faction&#039;s [[Effect List|effects]].&lt;br /&gt;
** The ship&#039;s allied [[Habs|hab]] modules, if they are also present in this combat.&lt;br /&gt;
&lt;br /&gt;
The Targeting Bonus of a weapon on a [[Habs|hab]] module is calculated as the sum of:&lt;br /&gt;
* The hab module&#039;s fleet Targeting Bonus. Counts only itself, not other modules on the hab.&lt;br /&gt;
* The Targeting Bonus from the hab faction&#039;s [[Effect List|effects]]. (This is equal to the bonus from best Targeting Computer [[Spaceships#Utility_Modules|Utility Module]] that the faction has researched.)&lt;br /&gt;
&lt;br /&gt;
The Targeting Bonus of a weapon on a [[Spaceships|Spaceship]] is calculated as follows:&lt;br /&gt;
* If the ship systems are depowered, then it is -200%.&lt;br /&gt;
* Otherwise, sum up all of the Targeting bonuses and penalties given by:&lt;br /&gt;
** The ship&#039;s [[Spaceships#Utility_Modules|Utility Modules]]. (STO Fighters automatically have their faction&#039;s best researched Targeting Computer module built-in.)&lt;br /&gt;
** The ship&#039;s [[Spaceships#Officer|Officers]].&lt;br /&gt;
** The ship&#039;s allied [[Habs|hab]] modules, if they are also present in this combat.&lt;br /&gt;
** Penalty: Reduce by the missing health % of the ship&#039;s Fire Control [[Spaceships#Ship_Systems|system]].&lt;br /&gt;
** Penalty: Reduce by the missing health % of the ship&#039;s Sensors [[Spaceships#Ship_Systems|system]].&lt;br /&gt;
&lt;br /&gt;
==== Weapon Shutdown ====&lt;br /&gt;
&lt;br /&gt;
Whenever a weapon changes targets, there is a chance for it to be forcefully shut down for a random duration. The shutdown chance and duration are determined by the weapon&#039;s total targeting bonus versus the target&#039;s total ECM value. In addition, each [[Habs|hab]] module and [[Spaceships|Spaceship]] records the number of ECM defeats it has suffered against each target: whenever a weapon finishes its ECM forced shutdown duration, the number of ECM defeats against the target that shut it down increases by 1.&lt;br /&gt;
&lt;br /&gt;
The weapon shutdown chance and duration are then calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Chance = Target ECM Value × Min(1, Distance to Target / Weapon Range) - Weapon Targeting Bonus - 2% × ECM Defeats against Target&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Weapon Shutdown Chance ≤ 100%, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Duration (s) = Weapon Shutdown Chance × (Random value between 0 and 100 inclusive) × 5 × (2 if weapon is missile) / (1 + ECM Defeats against Target)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Duration (s) = (100 × Weapon Shutdown Chance - (Random value between 0 and 100 inclusive)) × 5 × (2 if weapon is missile) / (1 + ECM Defeats against Target)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missile Negation ====&lt;br /&gt;
&lt;br /&gt;
Whenever a non-AOE&amp;lt;ref&amp;gt;The AoE missile types are nuclear, shaped nuclear, and antimatter.&amp;lt;/ref&amp;gt; missile hits a target, there is a chance for it to be completely negated, doing no damage whatsoever. This chance is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Missile Negation Chance = Target ECM Value - Targeting Bonus of the Missile Bay of the Ship that fired the missile&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: If the ship that fired the missile has died, then the Targeting Bonus is set to 0%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Power and Heat ===&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] must manage their power and heat carefully in combat: many [[Spaceships#Ship_Systems|ship systems]] and modules do not function without sufficient power, and overheating causes the ship to take internal damage. Extending the ship&#039;s [[Spaceships#Radiator|radiators]] generally prevents overheating, but extended [[Spaceships#Radiator|radiators]] are not protected by the ship&#039;s [[Spaceships#Armor]] and hits on the radiators can bleed damage into the ship&#039;s internals. &lt;br /&gt;
&lt;br /&gt;
For each ship:&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Systems Power (GW) = 1.1 × (Crew × 0.000005GW + Ship Hull Construction Tier × 0.005GW + Sum of Utility Module Power Requirements (MW) × 0.001 GW/MW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Weapons Power (GW) = Sum for Each Weapon that is NOT Self-Powered: Power Used Per Shot (GJ) / Min(Cooldown (s), Intra-Salvo Cooldown (s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Propulsion Power (GW) = 0 if Drive is Self-Powered, otherwise: Drive Thrust (N) × Drive EV (km/s) × 0.5 × 0.000001(GW/KW) / Drive Efficiency&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to the [[Spaceships#Battery|Battery]] module, each ship also has an auxiliary power storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Aux Power Capacity (GJ) = Required Systems Power (GW) * 1s + Sum for Each Weapon that is NOT Self-Powered: Power Used Per Shot (GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Aux Power Storage naturally begins each battle completely full.&lt;br /&gt;
&lt;br /&gt;
Every 0.25 seconds, if the ship&#039;s [[Spaceships#Radiator|radiators]] are extended or extending or the ship&#039;s [[Spaceships#Heat_Sink|heat sinks]] are less than 98% full, then:&lt;br /&gt;
# The Aux Power refills (up to its capacity) by: &amp;lt;pre&amp;gt;0.25s × Power Coupling Health % × (Required Systems Power (GW) + Required Weapons Power (GW)) × Systems Reactor Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the [[Spaceships#Drive|Drive]]&#039;s power generation mode matches the current state of the thrusters, then the Aux Power also refills (up to its capacity) by an additional: &amp;lt;pre&amp;gt;0.25s × Power Coupling Health % × Required Propulsion Power (GW) × Power Plant Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the Aux power actually refilled at all in the previous steps, and the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by: &amp;lt;pre&amp;gt;Aux Power refilled × (1 - Power Plant efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
# The Aux Power is reduced by: &amp;lt;pre&amp;gt;0.25s × Required Systems Power (GW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every second:&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by: &amp;lt;pre&amp;gt;Required Systems Power (GW) × 1s × (1 - Power Plant efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the ship has a [[Spaceships#Battery|Battery]] that is not at full capacity, then the ship attempts to transfer power from the Aux Power to the [[Spaceships#Battery|Battery]]. The amount of power transferred is the minimum of the following: &amp;lt;pre&amp;gt;Battery Capacity (GJ) × Battery Health % - Current Battery Power (GJ)&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;Current Aux Power (GJ) × Power Coupling Health %&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;Battery Recharge Rate (GJ)&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Whenever a ship [[Spaceships#Weapons|weapon]] fires, if the [[Spaceships#Weapons|weapon]] is not self-powered, then:&lt;br /&gt;
# The Aux Power is reduced by the weapon&#039;s power consumption per shot. Note: The weapon will not fire in the first place if the power consumption per shot is greater than the current Aux Power + [[Spaceships#Battery|Battery]] Power.&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by the weapon&#039;s heat generation per shot.&lt;br /&gt;
&lt;br /&gt;
Whenever the Aux Power is reduced, if it is reduced below 0, then the underflow is drawn from the ship&#039;s [[Spaceships#Battery|Battery]] (if any exist). If the total power stored reaches 0, then the ship systems are depowered until the power stored increases. Having depowered systems has significant negative effects on the ship&#039;s [[Fleets#ECM_and_Targeting|ECM and Targeting]].&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s [[Spaceships#Drive|Drive]] is thrusting, if the [[Spaceships#Drive|Drive]] is not open-cycle and the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by:&lt;br /&gt;
&amp;lt;pre&amp;gt;Thrust Duration (s) × Required Propulsion Power (GW) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s [[Spaceships#Radiator|radiators]] are extended or extending, the ship vents any stored heat at a rate of:&lt;br /&gt;
&amp;lt;pre&amp;gt;Radiator Health % × (Required Systems Power (GW) + Required Weapons Power (GW)) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
If the [[Spaceships#Drive|Drive]] is not open-cycle, then the ship vents an additional:&lt;br /&gt;
&amp;lt;pre&amp;gt;Radiator Health % × Required Propulsion Power (GW) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ship&#039;s total heat capacity can change as it takes damage: &amp;lt;pre&amp;gt;Current Total Heat Capacity (GJ) = Sum for each Heat Sink: Heat Sink Capacity (GJ) × Heat Sink Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s heat exceeds its current total heat capacity:&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted and not dead, then they automatically begin extending and the ship&#039;s heat is simply set to the current total heat capacity without any problems (since it gets vented out the extending radiator).&lt;br /&gt;
# Otherwise, the ship&#039;s heat is set to the current total heat capacity, and then the ship&#039;s core takes internal damage equal to: &amp;lt;pre&amp;gt;Excess Heat Removed (GJ) × 1000MJ/GJ / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mid-Combat Repairs ===&lt;br /&gt;
&lt;br /&gt;
Every 15 seconds, every damaged ship will attempt to repair its damage. The total repair power of a ship is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Hull Crew / 2 || Base Value.&lt;br /&gt;
|-&lt;br /&gt;
| +(Hull Crew / 4 + Repair Bay Crew × Repair Bay Health %) || For each Repair Bay [[Spaceships#Utility_Modules|Utility Module]].&lt;br /&gt;
|-&lt;br /&gt;
| ×0.10416667% || Base Multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| ×Damage Control Health % || [[Spaceships#Ship_Systems|Damage Control System]] Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| ×1.5 || Project Research:&amp;lt;br&amp;gt;[[Project_RapidRepairingMaterials|Rapid Repairing Materials]]&lt;br /&gt;
|-&lt;br /&gt;
| ×1.5 || Project Research:&amp;lt;br&amp;gt;[[Project_DamageControlDrones|Damage Control Drones]]&lt;br /&gt;
|-&lt;br /&gt;
| ×1.05 || Possible Event Outcome:&amp;lt;br&amp;gt;[[Hab Breakthrough]]&lt;br /&gt;
|-&lt;br /&gt;
| ×(1 + 0.02 per Crew Chief Officer Rank + 0.1 per Damage Control Officer Rank) || [[Spaceships#Officer|Officer]] Bonuses&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This total repair power is divided up into repair groups of 4.5454547% repair power, plus a leftover repair group containing the remaining repair power. Each repair group is then assigned to repair a specific (damaged but still repairable) [[Spaceships#Ship_Systems|ship system]] or module, in the following priority ordering:&lt;br /&gt;
# Life Support Main&lt;br /&gt;
# Damage Control&lt;br /&gt;
# Bridge&lt;br /&gt;
# Drive Coupling&lt;br /&gt;
# Power Coupling&lt;br /&gt;
# Vector Thrusters&lt;br /&gt;
# Life Support Backup&lt;br /&gt;
# Fire Control&lt;br /&gt;
# Sensors&lt;br /&gt;
# Radiator&lt;br /&gt;
# Power Plant&lt;br /&gt;
# Drive&lt;br /&gt;
# Battery&lt;br /&gt;
# Hull Weapons&lt;br /&gt;
# Nose Weapons	&lt;br /&gt;
# Utility Modules&lt;br /&gt;
&lt;br /&gt;
Note: The Ship Armor, Nose Structure, Central Structure, Tail Structure, and Propellent can never be repaired in combat, and so are not part of this priority ordering.&lt;br /&gt;
&lt;br /&gt;
Note 2: Some Utility Modules can never be repaired by the ship (they need a dock). This includes all marine modules and all colony kit modules.  &lt;br /&gt;
&lt;br /&gt;
A part or system is usually repairable as long as it has not been completely destroyed (reached 0% Health). The following systems are repairable even if they are completely destroyed: &lt;br /&gt;
* Drive Coupling&lt;br /&gt;
* Fire Control&lt;br /&gt;
* Power Coupling&lt;br /&gt;
* Sensors&lt;br /&gt;
&lt;br /&gt;
The following systems repair 3.5 times as fast:&lt;br /&gt;
* Drive Coupling&lt;br /&gt;
* Power Coupling&lt;br /&gt;
* Sensors&lt;br /&gt;
&lt;br /&gt;
=== Post-Combat Repairs ===&lt;br /&gt;
&lt;br /&gt;
After combat ends, any ship system or part that can be repaired by [[Fleets#Mid-Combat Repairs|Mid-Combat Repairs]] is repaired until it cannot be repaired further (even if the Damage Control System is completely destroyed). Note that many [[Spaceships#Ship_Systems|ship systems]] cannot be repaired mid-combat, especially if they have been completely destroyed.&lt;br /&gt;
&lt;br /&gt;
But Post-Combat Repairs can fix some of these [[Spaceships#Ship_Systems|systems]], up to an extent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2| [[Spaceships#Ship_Systems|Ship System]] !! colspan=2| Repairable up to % Health&lt;br /&gt;
|-&lt;br /&gt;
! Without Repair Bay !! With Repair Bay&lt;br /&gt;
|-&lt;br /&gt;
| Power Plant || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Drive || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Radiator || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Bridge || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Life Support Main || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Life Support Backup || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Battery || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
But any ship system that is repaired in this manner is henceforth capped at this health %, unable to be repaired further until the ship is repaired at an actual [[Space Dock]], [[Shipyard]], or [[Spaceworks]].&lt;br /&gt;
&lt;br /&gt;
Note: Repair bays only affect the individual [[Spaceships]] they are on. Not the entire fleet.&lt;br /&gt;
&lt;br /&gt;
=== Salvage ===&lt;br /&gt;
&lt;br /&gt;
When any ship is destroyed in combat by any method other than an AoE missile, the winner of the combat&amp;lt;ref&amp;gt;Note that the winner of the combat does not have to be the destroyer of the ship, factions can in fact salvage their own ships that were destroyed in combat.&amp;lt;/ref&amp;gt; will gain a fraction of its resource cost as salvage, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}. &lt;br /&gt;
&lt;br /&gt;
Note: The winner of the combat must have at least one surviving ship to collect the salvage.&lt;br /&gt;
&lt;br /&gt;
The salvage fraction is calculated differently for each resource type:&lt;br /&gt;
* {{TV|water}} and {{TV|fissiles}} can never be salvaged.&lt;br /&gt;
* {{TV|volatiles}}, {{TV|metals}}, and {{TV|nobles}} have their salvage fraction set to a random value between 0% and 25%.&amp;lt;ref name=separaterolls&amp;gt;Every ship and every resource type is rolled separately and independently.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* {{TV|antimatter}} has only a 25% chance&amp;lt;ref name=separaterolls /&amp;gt; to be salvaged. But when it is salvaged, the fraction is set to 100%.&lt;br /&gt;
* {{TV|exotics}} have their salvage fraction set to a random value between 0% and 85%.&amp;lt;ref name=separaterolls /&amp;gt; This is then multiplied by 2, 1, ½, or ⅓ for Cinematic, Normal, Veteran, or Brutal [[Game_Options#Game_Difficulty|Campaign Difficulty]]. Then divided by the [[Game_Options#Alien_Progression_Rate|Alien Progression Rate]].&lt;br /&gt;
&lt;br /&gt;
Then the total salvage is multiplied by (20% + the fleet&#039;s Salvage Bonus). The Salvage Bonus of the fleet is calculated as 10% per Salvage Bay + 10% per Supply Officer Rank, with a soft cap at 25% and hard cap at 50%. Specifically, when the base Salvage bonus is over 25%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Salvage Bonus = 25% + 25% × (Base Salvage Bonus - 25%) / (Base Salvage Bonus + 175%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561197972366463</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=11555</id>
		<title>Fleets</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=11555"/>
		<updated>2026-02-18T02:19:06Z</updated>

		<summary type="html">&lt;p&gt;76561197972366463: /* Missile Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{icon|fleet}}Fleets consist of one or more ships that are directed by one of the human factions or the aliens. Fleets conduct operations and fight in space battles.&lt;br /&gt;
&lt;br /&gt;
== Fleet Operations ==&lt;br /&gt;
Fleets may undertake various operations, typically only when they are in orbit and not in a transfer. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=60% | Effects !! Required components&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO TransferOperation on.png|40px]] Transfer&lt;br /&gt;
| Launch this fleet toward the selected orbit, station, or fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SplitFleetOperation on.png|40px]] Split Fleet&lt;br /&gt;
| Break off one or more ships into a separate fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeFleetOperation on.png|40px]] Merge Fleets&lt;br /&gt;
| Merge a nearby fleet into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeAllFleetOperation on.png|40px]] Merge All Fleets&lt;br /&gt;
| Merge all nearby fleets into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LandOnSurfaceOperation on.png|40px]] Land on Surface&lt;br /&gt;
| Set down at a friendly or undefended enemy base, or an unimproved hab site. Fleet must have sufficient acceleration to take off again, and access to enough Delta-V to reach an interface orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LaunchFromSurfaceOperation on.png|40px]] Launch&lt;br /&gt;
| Launch the fleet into an interface orbit of this space body. Requires the fleet has Delta-V greater than the body&#039;s escape velocity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO UndockFromStationOperation on.png|40px]] Undock&lt;br /&gt;
| Undock from this station and assume a matching orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ScuttleShipsOperation on.png|40px]] Scuttle Ships&lt;br /&gt;
| Scuttle ships from this fleet. If docked at one of your shipyards, gain 25% of the ship&#039;s construction resources in your stockpile. If not docked at any hab, pay Boost to send any crew home that can&#039;t be absorbed by the rest of the fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyOperation on.png|40px]] Resupply&lt;br /&gt;
| Refuel and rearm ships in this fleet. Requires being docked at a hab with a supply depot or shipyard and a sufficient resource stockpile to cover at least a partial resupply. Ships with the capability to resupply from the local environment may do so for free.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RepairFleetOperation on.png|40px]] Repair&lt;br /&gt;
| Repair damage and restore exhausted modules to ships in fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyAndRepairOperation on.png|40px]] Repair and Resupply&lt;br /&gt;
| Refuel, rearm, and repair all ships in this fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SetHomeportOperation on.png|40px]] Set Homeport&lt;br /&gt;
| Sets a home habitat for this fleet. A station, or an interface orbit above a base, will become the default destination for the fleet when initiating a trajectory when the fleet is not already docked there and no other space object is currently selected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ClearHomeportOperation on.png|40px]] Clear Homeport&lt;br /&gt;
| Clear this fleet&#039;s homeport.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelFleetOperation on.png|40px]] Cancel&lt;br /&gt;
| Cancel the fleet&#039;s active operation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO InterfleetRefuelOperation on.png|40px]] Share Propellant&lt;br /&gt;
| Transfer propellant between ships in this fleet to increase some ships&#039; Delta-V.&lt;br /&gt;
| Drive with the same propellant&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation Low on.png|40px]] Low-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 200km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation Med on.png|40px]] Mid-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 400km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation High on.png|40px]] High-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 600km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DestroyHabOperation on.png|40px]] Destroy Hab&lt;br /&gt;
| Destroy the hab this fleet is docked at. Commits atrocities when destroying certain hab modules. We will recover salvage. Duration is 15 minutes multiplied by the sum of hab module tiers.&lt;br /&gt;
| Marine Assault Unit or Rangers&amp;lt;br&amp;gt;Weapons (stations only)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultHabOperation on.png|40px]] Assault Hab&lt;br /&gt;
| Assault and capture an enemy hab with our Marines. We can seize a station we have docked with, or an enemy base from an interface orbit above it. Habs with Marine defenses will be harder to capture.&lt;br /&gt;
| Marine Assault Unit or Rangers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SurveyPlanetFromFleetOperation on.png|40px]] Survey&lt;br /&gt;
| Prospect mining sites on a planet, moon or asteroid. The fleet must be in an interface orbit of the space body to perform this operation.&lt;br /&gt;
| [[File:ICO MobileSpaceScienceLab.png|25px]] Mobile Space Science Lab&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarPlatformOperation on.png|40px]] Found Platform (Solar)&lt;br /&gt;
| Found a platform with a solar collector and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control. The solar collector must produce at least 10 power in the current orbit, enough to power up the construction module.&lt;br /&gt;
| [[File:ICO SolarPlatformKit.png|25px]] Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionPlatformOperation on.png|40px]] Found Platform (Fission)&lt;br /&gt;
| Found a platform with a fission pile and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FissionPlatformKit.png|25px]] Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionPlatformOperation on.png|40px]] Found Platform (Fusion)&lt;br /&gt;
| Found a platform with a fusion pile and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FusionPlatformKit.png|25px]] Fusion Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarOutpostOperation on.png|40px]] Found Outpost (Solar)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control. The solar collector must produce at least 10 power at the target base site, enough to power up the construction module.&lt;br /&gt;
| [[File:ICO SolarOutpostKit.png|25px]] Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionOutpostOperation on.png|40px]] Found Outpost (Fission)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FissionOutpostKit.png|25px]] Fission Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionOutpostOperation on.png|40px]] Found Outpost (Fusion)&lt;br /&gt;
| Found an outpost with a fusion pile and a construction module at a prospected base site.  The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FusionOutpostKit.png|25px]] Fusion Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarPlatformOperation on.png|40px]] Found Automated Supply Depot (Solar)&lt;br /&gt;
| Found an automated platform with an automated solar collector and an automated supply depot in the fleet&#039;s current orbit. Requires 1 free Mission Control. The automated solar collector must produce at least 3 power in the current orbit, enough to power up the automated supply depot.&lt;br /&gt;
| [[File:ICO AutomatedSolarPlatformKit.png|25px]] Automated Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionPlatformOperation on.png|40px]] Found Automated Supply Depot (Fission)&lt;br /&gt;
| Found an automated platform with an automated fission pile and an automated supply depot  in the fleet&#039;s current orbit. Requires 1 free Mission Control.&lt;br /&gt;
| [[File:ICO AutomatedFissionPlatformKit.png|25px]] Automated Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarOutpostOperation on.png|40px]] Found Automated Mining Outpost (Solar)&lt;br /&gt;
| Found an automated outpost with two automated solar collectors and an automated mining complex at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 1 free Mission Control to deploy. The automated solar collectors must produce enough power at the target base site to power up the automated mining complex.&lt;br /&gt;
| [[File:ICO AutomatedSolarOutpostKit.png|25px]] Automated Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionOutpostOperation on.png|40px]] Found Automated Mining Outpost (Fission)&lt;br /&gt;
| Found an automated outpost with two automated fission piles and an automated mining complex at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 1 free Mission Control to deploy.&lt;br /&gt;
| [[File:ICO AutomatedFissionOutpostKit.png|25px]] Automated Fission Outpost Kit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfers ===&lt;br /&gt;
A transfer is the term for a {{icon|fleet}}fleet moving from one place to another while staying in space. Fleets may transfer to orbits, stations, or other fleets. A fleet needs enough {{icon|dv|bgcolor=DarkSlateGray}}delta-V to make a transfer, and longer transfer will require more delta-V. If the {{icon|acceleration}}cruise acceleration of a fleet is too low, they might be unable to make transfer to fast-moving objects. &lt;br /&gt;
&lt;br /&gt;
When initiating a transfer operation, a fleet will receive one or more trajectory options if it can reach its destination at all. If multiple trajectories are possible, the player may choose between trading off arrival time and Delta-V expenditure between them.&lt;br /&gt;
&lt;br /&gt;
Trajectories might be microthrust spirals, which are typical for fleets with low acceleration; impulse conics, for fleets with high acceleration but low Delta-V; or torch chords, for advanced fleets with both high acceleration and Delta-V.&lt;br /&gt;
&lt;br /&gt;
=== Assault Hab ===&lt;br /&gt;
&lt;br /&gt;
==== Valid Targets ====&lt;br /&gt;
&lt;br /&gt;
First, invalidate every [[Hab]] for which any of the following are true:&lt;br /&gt;
* The [[Hab]] is already currently undergoing an Assault Hab Operation.&lt;br /&gt;
* The [[Hab]] is owned by the Fleet&#039;s [[Faction]].&lt;br /&gt;
* The [[Hab]] is owned by the Fleet&#039;s [[Faction]]&#039;s permanent ally ({{icon|submit}}[[The Servants]] and {{icon|alien}}[[Aliens]] are the only permanent allies).&lt;br /&gt;
* The [[Hab]] is the Alien Primary Hab (Alien Base Alpha).&lt;br /&gt;
&lt;br /&gt;
A Fleet can perform an Assault Hab Operation on the following targets:&lt;br /&gt;
* If docked to a [[Hab]] that wasn&#039;t invalidated, then this [[Hab]] is the only valid target.&lt;br /&gt;
* If the fleet is landed on or in an interface orbit of a [[Space Body]], then the valid targets are all of the [[Space Body]]&#039;s [[Habs]] that weren&#039;t invalidated.&lt;br /&gt;
&lt;br /&gt;
Note: The Fleet needs to have marines in order to perform the Assault Hab Operation, but the marines do not necessarily have to be on the fleet itself, because the fleet uses all marines in nearby space assets (such as Barracks on habs) owned by the same faction.&lt;br /&gt;
&lt;br /&gt;
==== Success Chance ====&lt;br /&gt;
&lt;br /&gt;
Note: When starting the Assault Hab Operation, the game shows the success chance if the assault would happen immediately without any changes. But  Assault Hab Operations are not instantaneous, and circumstances can change. The actual success chance is calculated using only the circumstances at the moment that the Assault Hab Operation completes.&lt;br /&gt;
&lt;br /&gt;
The {{icon|marine}}Assault Combat Value of a [[Spaceship]] is calculated as follows:&lt;br /&gt;
# For each [[Spaceships#Utility_Modules|Utility Module]]: Add the {{icon|marine}}Assault Combat Value of the module × Module Health %&lt;br /&gt;
#* Some Utility Modules only provide Assault Combat Value when defending against an enemy assault.&lt;br /&gt;
#* If the Module Health % is less than 0.1%, it does not contribute anything.&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of any [[Spaceships#Officer|Officers]] on board.&lt;br /&gt;
&lt;br /&gt;
The {{icon|marine}}Assault Combat Value of a [[Hab]] is calculated as follows:&lt;br /&gt;
# For each active hab module: Add the {{icon|marine}}Assault Combat Value of the module&lt;br /&gt;
# If the Hab is a {{icon|base}}Base, then Add the Hab Tier.&lt;br /&gt;
# If the Hab is being {{MissionIcon|Advise}}[[Advise]]d, Multiply by (1 + 0.01 per {{TV|command}}).&lt;br /&gt;
#* Standard diminishing returns for multiple {{MissionIcon|Advise}}[[Advise|Advisors]].&lt;br /&gt;
&lt;br /&gt;
The total Attack Score of the Assault Hab Operation is calculated as follows:&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in the Attacking fleet.&lt;br /&gt;
# If the Attacking fleet is docked at a [[Hab]] owned by the Attacking [[Faction]], then:&lt;br /&gt;
## Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in every other fleet that is also owned by the Attacking [[Faction]] and docked to the same [[Hab]].&lt;br /&gt;
## If the Attacking [[Faction]] is not bankrupt on {{icon|mc}}MC, {{TV|boost}}, or {{icon|money}}Money, then Add the {{icon|marine}}Assault Combat Value of the [[Hab]].&lt;br /&gt;
# If the Attacking [[Faction]] is over its {{icon|mc}}MC cap and is not the {{icon|alien}}[[Aliens]], then Subtract the amount of overcap.&lt;br /&gt;
&lt;br /&gt;
The total Defense Score of the Assault Hab Operation is calculated as follows:&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of the Defending [[Hab]].&lt;br /&gt;
# If the Defending [[Faction]] is over its {{icon|mc}}MC cap and is not the {{icon|alien}}[[Aliens]], then Subtract the amount of overcap.&lt;br /&gt;
# If the Defending [[Faction]] is bankrupt on {{TV|boost}}, then Subtract the amount of {{TV|boost}} the Defending [[Faction]] is missing per Day.&lt;br /&gt;
#* This is the {{TV|boost}} Daily Upkeep - {{TV|boost}} Daily Income - {{TV|boost}} stockpiled&lt;br /&gt;
# If the Defending [[Faction]] is bankrupt on {{icon|money}}Money and &#039;&#039;&#039;negative&#039;&#039;&#039; Net {{icon|money}}Money Income, then Add the Net Monthly {{icon|money}}Money Income.&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in every fleet that is owned by the Defending [[Faction]] and docked to the Defending [[Hab]].&lt;br /&gt;
# If the Defending [[Hab]] is not being decommissioned, then:&lt;br /&gt;
## For each [[Councilor]] owned by the Defending [[Faction]]: Add {{TV|command}} / 6.&lt;br /&gt;
## If the Defending [[Hab]] is a {{icon|base}}Base and the Attacking Fleet is in orbit, then for each hab defense module: Add Module Tier.&lt;br /&gt;
# For each [[Councilor]] using the {{MissionIcon|Protect}}[[Protect Target]] [[Mission]] on the Defending [[Hab]], add {{TV|command}}.&lt;br /&gt;
&lt;br /&gt;
The outcome of the Assault Hab Operation is determined by a standard [[Roll]], using the difference between the total Attack and Defense Scores.&lt;br /&gt;
&lt;br /&gt;
==== Post-Assault Damage ====&lt;br /&gt;
&lt;br /&gt;
Whenever an assault hab operation (or {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] mission) completes, marines on both sides may take damage depending on the outcome. This damage is determined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Taken for by each possible participant for each possible outcome.&lt;br /&gt;
|-&lt;br /&gt;
! !! Critical Failure !! Normal Failure !! Normal Success !! Critical Success &lt;br /&gt;
|-&lt;br /&gt;
| % Health Lost by each Marine Module on Attacking Fleets || 50% to 100% || 25% to 75% || 0% to 50% || 0% to 10%&lt;br /&gt;
|-&lt;br /&gt;
| % Health Lost by each Marine Module on Defending Fleets || 0% to 10% || 0% to 50% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Officer on Attacking Fleets to Die || 50% || 5% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Officer on Defending Fleets to Die || 0% || 0% || 5% || 50%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Module on Attacking Hab to be Destroyed || 50% / Module Tier || 10% / Module Tier || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Module on Defending Hab to be Destroyed || 0% || 10% if Defender has negative {{icon|money}}Money or is over their {{icon|mc}}MC cap. || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Attacking Councilor || If not {{MissionIcon|Protect}}[[Protect Target|Protected]], Die. Otherwise, if target hab is not {{icon|alien}}[[Alien]], {{MissionIcon|Detain}}[[Detain]] for 5 turns || If not {{MissionIcon|Protect}}[[Protect Target|Protected]] and target hab is not {{icon|alien}}[[Alien]], {{MissionIcon|Detain}}[[Detain]] for 5 turns. || None || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Orbital Bombardment ===&lt;br /&gt;
&lt;br /&gt;
==== Bombardment Capability ====&lt;br /&gt;
&lt;br /&gt;
A fleet equipped with bombardment-capable weapons may conduct orbital bombardment against targets on the surface of a [[Celestial Bodies|Space Body]]. They must be in an interface orbit to launch attacks.&lt;br /&gt;
&lt;br /&gt;
Above Earth, valid targets include [[Nations#Armies|Armies]], space facilities, [[Regions]], and any [[Aliens|alien assets]] we have detected. On other space bodies, {{icon|base}}[[Habs|Bases]] and landed space fleets may be targeted.&lt;br /&gt;
&lt;br /&gt;
The weapons capable of bombardment are:&lt;br /&gt;
* All [[Spaceships#Lasers|Laser Weapons]] except for the dedicated point defense lasers that have no attack mode.&lt;br /&gt;
* All [[Spaceships#Magnetic_Weapons|Magnetic Weapons]].&lt;br /&gt;
* All [[Spaceships#Missiles|Missiles]] that have nuclear, antimatter, or shaped nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
Furthermore, [[Celestial Bodies|Space Bodies]] that have a sufficiently thick atmosphere cannot be bombarded by:&lt;br /&gt;
* All [[Spaceships#Missiles|Missiles]]&lt;br /&gt;
* All [[Spaceships#Lasers|Laser Weapons]] that have wavelengths less than 380nm or more than 740nm. (This means infrared, ultraviolet, x-ray, and gamma lasers are blocked, whereas orange, green, and violet lasers are still allowed to bombard.)&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, only two bombardable [[Celestial Bodies|Space Bodies]] have such thick atmospheres: [[Earth]] and [[Titan]] (a moon of [[Saturn]]).&lt;br /&gt;
&lt;br /&gt;
===== Valid Earth Targets for Bombardment =====&lt;br /&gt;
&lt;br /&gt;
A nation is considered friendly to a faction if any of the following are true:&lt;br /&gt;
* The faction owns at least one control point in the nation.&lt;br /&gt;
* The nation is [[Foreign_Relations#Alliances|allied]] to another nation that the faction owns at least one control point in.&lt;br /&gt;
&lt;br /&gt;
A nation is considered hostile to a faction if any of the following are true:&lt;br /&gt;
* The nation is [[Foreign_Relations#Wars|at war]] with another nation that the faction owns at least one control point in.&lt;br /&gt;
* The faction is {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The faction is the {{icon|alien}}[[Aliens]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
All nations are also hostile to all factions if the [[Aliens#Alien_Administration|Alien Nation]] owns at least 90% of the [[Earth]]&#039;s [[Regions]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valid Earth Targets for Bombardment&lt;br /&gt;
|-&lt;br /&gt;
! Target !! Conditions within Hostile Nations !! Conditions within Friendly Nations&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Xenoflora]] || The Bombarding Faction can see it. &lt;br /&gt;
|&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Aliens#Alien_Facility|Alien Facility]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| colspan = 2 |&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Aliens#Alien_Assault_Carrier|UFO Landing]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| colspan = 2 |&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]]&lt;br /&gt;
| Always valid.&lt;br /&gt;
| Never valid.&lt;br /&gt;
|-&lt;br /&gt;
| Space Facilities&lt;br /&gt;
| Always valid.&lt;br /&gt;
| Never valid.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrestrial_Warfare#Armies|Armies]]&lt;br /&gt;
| &lt;br /&gt;
* The army is not controlled by the Bombarding Faction.&lt;br /&gt;
* If the Bombarding Faction is the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]], then the army is also not controlled by the other.&lt;br /&gt;
|&lt;br /&gt;
The army belongs to a nation that is [[Foreign_Relations#Wars|at war]] with the target nation.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The army is a [[Aliens#Megafauna|Megafauna]] and the Bombarding Faction is not the {{icon|alien}}[[Aliens]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that a nation can be both friendly and hostile to the same faction at the same time. But a bombardment target only needs to meet one side&#039;s conditions to be valid. For example, all regions are valid targets in a nation that is both friendly and hostile. On the other hand, if a nation is neither friendly nor hostile, then nothing within it can be bombarded.&lt;br /&gt;
&lt;br /&gt;
==== Bombardment Mechanics ====&lt;br /&gt;
&lt;br /&gt;
The Bombardment operation proceeds in rounds, once per orbit. Specifically, a round occurs every time the fleet reaches a specific position in orbit that is roughly over the target it is bombarding.&lt;br /&gt;
&lt;br /&gt;
When a round occurs, every bombardment capable weapon on every ship in the fleet that can still fire will fire at the target. If the target is a [[Habs|Hab]], then a random hab module on the hab is selected as the target, but the hab core can only be targeted after everything else is destroyed. If the target is a [[Fleets|Fleet]], then a random [[Spaceships|spaceship]] in the fleet is selected as the target.&lt;br /&gt;
&lt;br /&gt;
After the fleet finishes firing, if the target has any defenses that can still fire, such as [[Nations#Space_Defenses|region defense lasers]] or [[Battlestation]] [[Habs|hab]] modules, they will fire back at the most threatening ship in the attacking fleet. &lt;br /&gt;
&lt;br /&gt;
Note: Landed fleets are basically sitting ducks: they are unable to shoot back and cannot activate any point defenses. If the target fleet is landed at a hab, then that hab can shoot back, but it cannot use its point defenses to protect the fleet.&lt;br /&gt;
&lt;br /&gt;
===== Missile Mechanics =====&lt;br /&gt;
&lt;br /&gt;
Per the aforementioned rules regarding lasers, missiles, and planetary bodies with atmospheres, [[Earth]] cannot be bombarded by [[Spaceships#Missiles|Missiles]], and the only bombardment capable [[Spaceships#Missiles|Missiles]] all have nuclear, antimatter, or shaped nuclear warheads, meaning their damage values are all absurdly high. As such, the game does not look at missile damage values and instead handles them differently from standard ship-to-ship combat:&lt;br /&gt;
&lt;br /&gt;
;When the Target is a [[Habs|Hab]]:&lt;br /&gt;
:If any missile with a shaped nuclear warhead hits, then the randomly selected target hab module is destroyed in one hit.&lt;br /&gt;
:If any missile with a nuclear or antimatter warhead hits, then the &#039;&#039;&#039;&#039;&#039;entire hab&#039;&#039;&#039;&#039;&#039; is destroyed in one hit.&lt;br /&gt;
:Furthermore, shaped nuclear missiles have a 20% chance to hit even if they are shot by the hab&#039;s point defenses.&lt;br /&gt;
;When the Target is a Fleet:&lt;br /&gt;
:The &#039;&#039;&#039;&#039;&#039;entire fleet&#039;&#039;&#039;&#039;&#039; is destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
On the other hand, missiles are incredibly easy for the target&#039;s point defenses to shoot: each missile bay has an Anti-PD value of just 1. &lt;br /&gt;
&lt;br /&gt;
The chance that a projectile is shot by point defenses is equal to the Total PD value of the target divided by the Total Anti-PD value of the Bombarding Fleet&#039;s weapons. &lt;br /&gt;
&lt;br /&gt;
Ultimately. bombarding with missiles will often simply result in all missiles being destroyed by point defenses, if any exist (keeping in mind that, again, shaped nuclear missiles do have a 20% chance to hit even if shot by the hab&#039;s point defenses).&lt;br /&gt;
&lt;br /&gt;
===== Laser Mechanics =====&lt;br /&gt;
&lt;br /&gt;
[[Spaceships#Lasers|Laser Weapons]] function almost the same in bombardment as in real combat. The only notable difference is that [[Celestial Bodies|Space Bodies]] with thicker atmospheres apply a penalty to the laser&#039;s damage. Specifically, the laser damage is multiplied by:&lt;br /&gt;
* 1 for [[Celestial Bodies|Space Bodies]] with No Atmosphere.&lt;br /&gt;
* 0.99 for [[Celestial Bodies|Space Bodies]] with Trace Atmosphere.&lt;br /&gt;
* 0.95 for [[Celestial Bodies|Space Bodies]] with Thin Atmosphere.&lt;br /&gt;
* 0.8 for [[Celestial Bodies|Space Bodies]] with Standard Atmosphere.&lt;br /&gt;
&lt;br /&gt;
Note: Nothing on [[Earth]] has any armor. So the laser weapon&#039;s armor penetration has no effect whatsoever when bombarding targets on [[Earth]].&lt;br /&gt;
&lt;br /&gt;
For the defending side, each laser has a bombardment-altitude-dependent PD value that is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Estimated Damage at Range X = Damage / Armor Effectiveness at range X&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Estimated DPS at Range X = (Estimated Damage at Range X × 0.3 + Estimated Damage at 200km × 0.15 + Estimated Damage at 500km × 0.25 + Estimated Damage at 800km × 0.3) / Cooldown (s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 200km = Estimated DPS at 200km × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 400km = (Estimated DPS at 200km + Estimated DPS at 400km) × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 600km = (Estimated DPS at 200km + Estimated DPS at 300km + Estimated DPS at 600km) × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance that each bombarding projectile is shot by the target&#039;s point defenses is equal to the target&#039;s Total PD Value divided by the Bombarding Fleet&#039;s Total Anti-PD value.&lt;br /&gt;
&lt;br /&gt;
===== Armor Mechanics =====&lt;br /&gt;
&lt;br /&gt;
Nothing on [[Earth]] has any armor.&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] naturally have whatever armor they normally have.&lt;br /&gt;
&lt;br /&gt;
For Ground [[Habs|Hab Modules]], their armor values are calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;Hab Module Armor Value = Heat of Vaporization (MJ/kg) of Best Available Armor / 10 × Module Tier&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combat Modules (Powered Marine Modules and Powered Defense Modules) have 4 times as much armor value.&lt;br /&gt;
&lt;br /&gt;
Critical Modules (Unpowered Marine Modules, Unpowered Defense Modules, Power Plants, and the Hab Core) have 2 times as much armor value.&lt;br /&gt;
&lt;br /&gt;
The best available armor for [[Habs]] owned by Human [[Factions]] is simply the best armor that the faction has researched, but excluding any armor that costs {{icon|exotics}}exotics.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The best available armor for Alien [[Habs]] in the same [[Celestial Bodies|Space Body]] as their Wormhole is the Alien Exotic Armor, which has a Heat of Vaporization of 70 MJ/kg.&lt;br /&gt;
&lt;br /&gt;
The best available armor for all other Alien [[Habs]] is the Alien Diamondoid Armor, which has a Heat of Vaporization of 59.534 MJ/kg.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Magnetic Gun Mechanics =====&lt;br /&gt;
&lt;br /&gt;
[[Spaceships#Magnetic_Weapons|Magnetic Weapons]] mechanics are the most complex: the game actually does several calculations, taking into account the target [[Celestial Bodies|Space Body&#039;s]] mass, radius, sphere of influence, and atmosphere. Both gravity and air resistance are modelled, to compute the surface impact velocity of the [[Spaceships#Magnetic_Weapons|Magnetic Weapons&#039;]] projectiles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Distance to Space Body Core (m) = Space Body Mean Radius (m) + Bombardment Altitude (m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Mean Orbital Speed (m/s)= (6.67384E-11m³/kg/s² × Space Body Mass (kg) / Distance to Space Body Core (m))^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Velocity (m/s) = ((Muzzle Velocity (m/s))^2 + (Mean Orbital Speed (m/s))^2)^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Kinetic Energy (J) = 0.5 × Warhead Mass (kg) × (Initial Projectile Velocity (m/s))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Distance to Space Body Core (m) &amp;gt; Space Body Sphere of Influence Radius (m), then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Gravitational Acceleration (m/s²) = 0&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Gravitational Acceleration (m/s²) = 6.67384E-11m³/kg/s² × Space Body Mass (kg) / (Distance to Space Body Core (m))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Average Gravitational Acceleration (m/s²) = (Space Body Surface Gravity (m/s²) + Initial Gravitational Acceleration (m/s²))/2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Gravitational Potential Energy (J) = Warhead Mass (kg) × Bombardment Altitude (m) × Average Gravitational Acceleration (m/s²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Initial Projectile Energy (J) = Initial Projectile Kinetic Energy (J) + Initial Projectile Gravitational Potential Energy (J)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Base Surface Impact Velocity (m/s) = (2 × Total Initial Projectile Energy (J) / Warhead Mass (kg) ) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the [[Celestial Bodies|Space Body]] does not have at least a Thin Atmosphere, then this Base Surface Impact Velocity (m/s) is simply used as the Actual Surface Impact Velocity (m/s) for the projectiles fired by the [[Spaceships#Magnetic_Weapons|Magnetic Weapon]]. I.e., &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Base Surface Impact Velocity (m/s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game proceeds to calculate air resistance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Length of Projectile&#039;s Path Through Atmosphere (m) = Space Body Atmosphere Scale Height (m) × (Initial Projectile Velocity (m/s) / Muzzle Velocity (m/s))&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Energy Lost to Atmospheric Drag (J) = Space Body Atmosphere Surface Density (kg/m³) × Length of Projectile&#039;s Path Through Atmosphere (m) × 0.001m² × (Initial Projectile Velocity (m/s))^2&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
0.001m² seems to represent the projectile&#039;s cross-sectional area as it flies through the atmosphere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Remaining Energy (J) = Max(0, Total Initial Projectile Energy (J) - Energy Lost to Atmospheric Drag (J))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Modified Surface Impact Velocity (m/s) = (2 × Remaining Energy (J) / Warhead Mass (kg)) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Terminal Velocity (m/s) = (2 × Warhead Mass (kg) × Space Body Surface Gravity (m/s²) / 4.0000003E-05m² / Space Body Atmosphere Surface Density (kg/m³))^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: 4.0000003E-05m² ≈ 0.001m² × 0.04, where 0.04 is the Drag Coefficient of a Streamlined Body flying through the atmosphere.&lt;br /&gt;
&lt;br /&gt;
If Base Surface Impact Velocity (m/s) &amp;gt; Terminal Velocity (m/s) then:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Max(Terminal Velocity (m/s), Modified Surface Impact Velocity (m/s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Min(Terminal Velocity (m/s), Modified Surface Impact Velocity (m/s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, now that the Actual Surface Impact Velocity (m/s) has been computed, it is easy to compute the kinetic energy of the impact:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Impact Energy (J) = 0.5 × Warhead Mass (kg) × (Actual Surface Impact Velocity (m/s))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every 20MJ of energy is equal to 1 point of damage, so we have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Projectile Damage = Impact Energy (J) / 20000000J&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, every [[Spaceships#Magnetic_Weapons|Magnetic Weapon]] has a bombarding-altitude-dependent anti-PD value that is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-PD value = Impact Energy (J) / 1000000MJ/J / Average Cooldown Between Shots (s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance that an bombardier&#039;s attack gets shot by the target&#039;s point defenses is equal to the total PD value of the target divided by the total Anti-PD value of the bombarding fleet&#039;s weapons.&lt;br /&gt;
&lt;br /&gt;
But Projectile Damage is not simply used as is, because there is one last factor to consider: Chipping. Every weapon has a chipping %, and in normal combat, this % of the damage is done as chipping damage, while the rest is done as direct damage.&lt;br /&gt;
&lt;br /&gt;
For bombardment, the same rules apply unless the target is on earth. If the target is on earth, then the direct damage is instead calculated as the max of (direct damage, total damage / 2). Which in the base game is just the direct damage since magnetic weapons all have at most 35% chipping, but may be important for mods.&lt;br /&gt;
&lt;br /&gt;
===== Damage Conversion =====&lt;br /&gt;
&lt;br /&gt;
So far we have discussed how the damage of each attack is calculated. But this damage amount is in point of damage versus a ship. Depending on the bombardment target, the damage is handled very differently:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bombardment Target !! Effect of X Damage&lt;br /&gt;
|-&lt;br /&gt;
| An [[Terrestrial_Warfare#Armies|Army]] || Take X × Health % / 18000 / {{TV|miltech}} damage.&amp;lt;br&amp;gt;×2 if Army is in Combat.&amp;lt;br&amp;gt;×0.75 if Army&#039;s Faction has researched [[Army Dispersion Tactics]].&amp;lt;br&amp;gt;Capped at 0.1875% for [[Spaceships#Magnetic_Weapons|Magnetic Weapons]] and 0.125% for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip %) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A [[Aliens#Megafauna|Megafauna Army]] &lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| Take X × Max(10%,Health %) / 18000 / {{TV|miltech}} damage.&amp;lt;br&amp;gt;×2 if Army is in Combat.&amp;lt;br&amp;gt;×0.75 if Army&#039;s Faction has researched [[Army Dispersion Tactics]].&amp;lt;br&amp;gt;Capped at 0.1875% for [[Spaceships#Magnetic_Weapons|Magnetic Weapons]] and 0.125% for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip %) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| A [[Regions|Region]] || Take X / 10000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.05.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|boost}}[[Nations#Boost|Boost]] Facility || (X / 10) Chance:&amp;lt;br&amp;gt;Remove X / 100 of the {{TV|boost}} Production.&amp;lt;br&amp;gt;Minimum: 1/10th of the {{TV|boost}} Production.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|mc}}[[Nations#Mission_Control|Mission Control]] Facility || (X / 10) Chance:&amp;lt;br&amp;gt;Remove {{TV|mc|1}}.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense]] Facility || Min(0.05, X / 1000) Chance:&amp;lt;br&amp;gt;Destroy {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense]] Facility.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A [[Aliens#Alien_Assault_Carrier|UFO Landing]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| Take X damage. Destroyed when total damage taken reaches 1200.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
An [[Aliens#Alien_Facility|Alien Facility]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| Take X damage. Destroyed when total damage taken reaches 80.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Alien Xenoforming]]&lt;br /&gt;
| Remove Max(0.005, X / 100) Xenoflora Growth Levels.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip % × Xenoflora Growth Levels) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| A [[Habs|Hab Module]] &lt;br /&gt;
| Subtract Hab Module Armor&amp;lt;ref&amp;gt;Use Effective Armor for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;/ref&amp;gt; from X&amp;lt;br&amp;gt;Multiply X by 0.75 if Hab&#039;s Faction has researched [[Hardened Hab Shelters]].&amp;lt;br&amp;gt;(1 - Hab Module Tier / X) Chance:&amp;lt;br&amp;gt;Destroy Hab Module.&lt;br /&gt;
|-&lt;br /&gt;
| A [[Spaceships|Spaceship]]&lt;br /&gt;
| Apply damage as if Target was hit in the Side.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Related Links =====&lt;br /&gt;
&lt;br /&gt;
See [[Laser Weapon List]] for information on the power of [[Spaceships#Lasers|Laser Weapons]], including the anti-bombardment lasers used by the defenses.&lt;br /&gt;
&lt;br /&gt;
See [[Ship Armor List]] for information on the armor of ground [[Habs|hab]] modules in bombardment.&lt;br /&gt;
&lt;br /&gt;
See [[Space Body List]] for a list of [[Celestial Bodies|Space Bodies]] and their stats.&lt;br /&gt;
&lt;br /&gt;
See [[Earth]] for a table of damage and anti-PD values for magnetic guns when bombarding the [[Earth]].&lt;br /&gt;
&lt;br /&gt;
== Space Combat ==&lt;br /&gt;
[[File:Combat UI.png|thumb|400px|Combat UI showing ship commands and fleet commands]]&lt;br /&gt;
When two fleets from enemy factions meet in an orbit, deep space, or at a station, a space battle begins. Players may elect to autoresolve combats.&lt;br /&gt;
&lt;br /&gt;
Stations with defensive modules will take part in battles; they will be considered disabled if those modules are destroyed.&lt;br /&gt;
&lt;br /&gt;
Very large space battles will have active and reinforcing ships. Reinforcing ships will join during combat at a later time to replace active ships when they are destroyed. You can adjust the maximum number of ships that can be active at any time during combat in the gameplay settings in the options menu. This is for performance reasons in very large battles.&lt;br /&gt;
&lt;br /&gt;
When a fleet or station is attacked, allied fleets of the defender in the same orbit and less than 1,000 kilometers away will be drawn into the battle and join the defending fleet.&lt;br /&gt;
&lt;br /&gt;
Before a battle begins, each fleet will select from one of three stances: Engage, Accept, or Evade. Fleets that are docked at habs or are unavailable for operations because of previous battles may only select the Accept option. Based on what each side picks the follwing will happen:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Choice !! Engage !! Accept !! Escape&lt;br /&gt;
|-&lt;br /&gt;
! Engage&lt;br /&gt;
| Combat || Combat || Pursuit&lt;br /&gt;
|-&lt;br /&gt;
! Accept&lt;br /&gt;
| Combat || No combat || No combat&lt;br /&gt;
|-&lt;br /&gt;
! Escape&lt;br /&gt;
| Pursuit || No combat || No combat&lt;br /&gt;
|}&lt;br /&gt;
If pursuit takes place both fleets will attempt to outpace the other with a combination of fleet acceleration and bid Delta-V. If the fleet that selected Engage moves faster the combat will take place.&lt;br /&gt;
&lt;br /&gt;
Once in combat, players plan maneuvers their ships by setting waypoints in 3D space. Ships will turn and thrust to reach their waypoints. Players may also rotate a ship&#039;s facing independent of its direction of travel to present certain weapons or armor facings to an enemy. Special maneuvers include persistent spins, rolls, and a padlocking-target command that keeps the ship&#039;s nose pointed at its primary target.&lt;br /&gt;
&lt;br /&gt;
Any damage that penetrates a ship&#039;s armor is applied to its internal systems. Weapons and other modules may be temporarily disabled or permanently destroyed, requiring repair at a hab with a shipyard. Damage control teams will also attempt to restore function to critical systems in combat.&lt;br /&gt;
&lt;br /&gt;
=== Fire Control ===&lt;br /&gt;
Weapons have one or more fire modes available to them. They can be set at the fleet, ship, or individual weapon level during combat.&lt;br /&gt;
&lt;br /&gt;
Ships may also designate an enemy ship or hab module as its primary target. The ship&#039;s weapons will favor that enemy over others. Missile weapons require a primary target to fire.&lt;br /&gt;
&lt;br /&gt;
Depending on their capabilities, weapons may also be set to only attack enemy ships, only fire defensively at incoming projectiles and missiles, or in &amp;quot;guardian&amp;quot; mode, firing first at threatening projectiles and then targeting enemy craft.&lt;br /&gt;
&lt;br /&gt;
Ships or the entire fleet can be set to the following fire postures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Posture !! Offensive weaponry !! Guardian-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FocusFireCommand ON.png|25px]] Focus Fire || Attack only primary target || Attack only primary target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AttackCommand ON.png|25px]] Attack || Attack primary target if in range, otherwise nearest target || Attack primary target if in range, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BalancedCommand ON.png|25px]] Balanced || Attack primary target if in range, otherwise nearest target || Attack threatening projectiles if any, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DefensiveCommand ON.png|25px]] Defensive || Attack primary target if in range, otherwise nearest target || Attack only threatening projectiles&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FortifyCommand ON.png|25px]] Fortified || Preserve power and ammo || Attack only threatening projectiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ECM and Targeting ===&lt;br /&gt;
&lt;br /&gt;
The ECM Value of a [[Habs|hab]] module is always 0%.&lt;br /&gt;
&lt;br /&gt;
The ECM Value of a [[Spaceships|Spaceship]] is calculated as follows:&lt;br /&gt;
* If the ship systems are depowered, then it is simply 0%.&lt;br /&gt;
* If the weapon is alien and the ship&#039;s faction has not researched the [[Alien-Adapted_ECM]] project, then it is simply 0%.&lt;br /&gt;
* Otherwise, sum up all of the ECM bonuses given by:&lt;br /&gt;
** The ship&#039;s [[Spaceships#Utility_Modules|Utility Modules]]. (STO Fighters automatically have their faction&#039;s best researched ECM module built-in.)&lt;br /&gt;
** The ship&#039;s [[Spaceships#Officer|Officers]].&lt;br /&gt;
** The ship faction&#039;s [[Effect List|effects]].&lt;br /&gt;
** The ship&#039;s allied [[Habs|hab]] modules, if they are also present in this combat.&lt;br /&gt;
&lt;br /&gt;
The Targeting Bonus of a weapon on a [[Habs|hab]] module is calculated as the sum of:&lt;br /&gt;
* The hab module&#039;s fleet Targeting Bonus. Counts only itself, not other modules on the hab.&lt;br /&gt;
* The Targeting Bonus from the hab faction&#039;s [[Effect List|effects]]. (This is equal to the bonus from best Targeting Computer [[Spaceships#Utility_Modules|Utility Module]] that the faction has researched.)&lt;br /&gt;
&lt;br /&gt;
The Targeting Bonus of a weapon on a [[Spaceships|Spaceship]] is calculated as follows:&lt;br /&gt;
* If the ship systems are depowered, then it is -200%.&lt;br /&gt;
* Otherwise, sum up all of the Targeting bonuses and penalties given by:&lt;br /&gt;
** The ship&#039;s [[Spaceships#Utility_Modules|Utility Modules]]. (STO Fighters automatically have their faction&#039;s best researched Targeting Computer module built-in.)&lt;br /&gt;
** The ship&#039;s [[Spaceships#Officer|Officers]].&lt;br /&gt;
** The ship&#039;s allied [[Habs|hab]] modules, if they are also present in this combat.&lt;br /&gt;
** Penalty: Reduce by the missing health % of the ship&#039;s Fire Control [[Spaceships#Ship_Systems|system]].&lt;br /&gt;
** Penalty: Reduce by the missing health % of the ship&#039;s Sensors [[Spaceships#Ship_Systems|system]].&lt;br /&gt;
&lt;br /&gt;
==== Weapon Shutdown ====&lt;br /&gt;
&lt;br /&gt;
Whenever a weapon changes targets, there is a chance for it to be forcefully shut down for a random duration. The shutdown chance and duration are determined by the weapon&#039;s total targeting bonus versus the target&#039;s total ECM value. In addition, each [[Habs|hab]] module and [[Spaceships|Spaceship]] records the number of ECM defeats it has suffered against each target: whenever a weapon finishes its ECM forced shutdown duration, the number of ECM defeats against the target that shut it down increases by 1.&lt;br /&gt;
&lt;br /&gt;
The weapon shutdown chance and duration are then calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Chance = Target ECM Value × Min(1, Distance to Target / Weapon Range) - Weapon Targeting Bonus - 2% × ECM Defeats against Target&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Weapon Shutdown Chance ≤ 100%, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Duration (s) = Weapon Shutdown Chance × (Random value between 0 and 100 inclusive) × 5 × (2 if weapon is missile) / (1 + ECM Defeats against Target)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Duration (s) = (100 × Weapon Shutdown Chance - (Random value between 0 and 100 inclusive)) × 5 × (2 if weapon is missile) / (1 + ECM Defeats against Target)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missile Negation ====&lt;br /&gt;
&lt;br /&gt;
Whenever a non-AOE&amp;lt;ref&amp;gt;The AoE missile types are nuclear, shaped nuclear, and antimatter.&amp;lt;/ref&amp;gt; missile hits a target, there is a chance for it to be completely negated, doing no damage whatsoever. This chance is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Missile Negation Chance = Target ECM Value - Targeting Bonus of the Missile Bay of the Ship that fired the missile&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: If the ship that fired the missile has died, then the Targeting Bonus is set to 0%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Power and Heat ===&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] must manage their power and heat carefully in combat: many [[Spaceships#Ship_Systems|ship systems]] and modules do not function without sufficient power, and overheating causes the ship to take internal damage. Extending the ship&#039;s [[Spaceships#Radiator|radiators]] generally prevents overheating, but extended [[Spaceships#Radiator|radiators]] are not protected by the ship&#039;s [[Spaceships#Armor]] and hits on the radiators can bleed damage into the ship&#039;s internals. &lt;br /&gt;
&lt;br /&gt;
For each ship:&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Systems Power (GW) = 1.1 × (Crew × 0.000005GW + Ship Hull Construction Tier × 0.005GW + Sum of Utility Module Power Requirements (MW) × 0.001 GW/MW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Weapons Power (GW) = Sum for Each Weapon that is NOT Self-Powered: Power Used Per Shot (GJ) / Min(Cooldown (s), Intra-Salvo Cooldown (s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Propulsion Power (GW) = 0 if Drive is Self-Powered, otherwise: Drive Thrust (N) × Drive EV (km/s) × 0.5 × 0.000001(GW/KW) / Drive Efficiency&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to the [[Spaceships#Battery|Battery]] module, each ship also has an auxiliary power storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Aux Power Capacity (GJ) = Required Systems Power (GW) * 1s + Sum for Each Weapon that is NOT Self-Powered: Power Used Per Shot (GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Aux Power Storage naturally begins each battle completely full.&lt;br /&gt;
&lt;br /&gt;
Every 0.25 seconds, if the ship&#039;s [[Spaceships#Radiator|radiators]] are extended or extending or the ship&#039;s [[Spaceships#Heat_Sink|heat sinks]] are less than 98% full, then:&lt;br /&gt;
# The Aux Power refills (up to its capacity) by: &amp;lt;pre&amp;gt;0.25s × Power Coupling Health % × (Required Systems Power (GW) + Required Weapons Power (GW)) × Systems Reactor Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the [[Spaceships#Drive|Drive]]&#039;s power generation mode matches the current state of the thrusters, then the Aux Power also refills (up to its capacity) by an additional: &amp;lt;pre&amp;gt;0.25s × Power Coupling Health % × Required Propulsion Power (GW) × Power Plant Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the Aux power actually refilled at all in the previous steps, and the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by: &amp;lt;pre&amp;gt;Aux Power refilled × (1 - Power Plant efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
# The Aux Power is reduced by: &amp;lt;pre&amp;gt;0.25s × Required Systems Power (GW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every second:&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by: &amp;lt;pre&amp;gt;Required Systems Power (GW) × 1s × (1 - Power Plant efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the ship has a [[Spaceships#Battery|Battery]] that is not at full capacity, then the ship attempts to transfer power from the Aux Power to the [[Spaceships#Battery|Battery]]. The amount of power transferred is the minimum of the following: &amp;lt;pre&amp;gt;Battery Capacity (GJ) × Battery Health % - Current Battery Power (GJ)&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;Current Aux Power (GJ) × Power Coupling Health %&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;Battery Recharge Rate (GJ)&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Whenever a ship [[Spaceships#Weapons|weapon]] fires, if the [[Spaceships#Weapons|weapon]] is not self-powered, then:&lt;br /&gt;
# The Aux Power is reduced by the weapon&#039;s power consumption per shot. Note: The weapon will not fire in the first place if the power consumption per shot is greater than the current Aux Power + [[Spaceships#Battery|Battery]] Power.&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by the weapon&#039;s heat generation per shot.&lt;br /&gt;
&lt;br /&gt;
Whenever the Aux Power is reduced, if it is reduced below 0, then the underflow is drawn from the ship&#039;s [[Spaceships#Battery|Battery]] (if any exist). If the total power stored reaches 0, then the ship systems are depowered until the power stored increases. Having depowered systems has significant negative effects on the ship&#039;s [[Fleets#ECM_and_Targeting|ECM and Targeting]].&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s [[Spaceships#Drive|Drive]] is thrusting, if the [[Spaceships#Drive|Drive]] is not open-cycle and the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by:&lt;br /&gt;
&amp;lt;pre&amp;gt;Thrust Duration (s) × Required Propulsion Power (GW) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s [[Spaceships#Radiator|radiators]] are extended or extending, the ship vents any stored heat at a rate of:&lt;br /&gt;
&amp;lt;pre&amp;gt;Radiator Health % × (Required Systems Power (GW) + Required Weapons Power (GW)) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
If the [[Spaceships#Drive|Drive]] is not open-cycle, then the ship vents an additional:&lt;br /&gt;
&amp;lt;pre&amp;gt;Radiator Health % × Required Propulsion Power (GW) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ship&#039;s total heat capacity can change as it takes damage: &amp;lt;pre&amp;gt;Current Total Heat Capacity (GJ) = Sum for each Heat Sink: Heat Sink Capacity (GJ) × Heat Sink Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s heat exceeds its current total heat capacity:&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted and not dead, then they automatically begin extending and the ship&#039;s heat is simply set to the current total heat capacity without any problems (since it gets vented out the extending radiator).&lt;br /&gt;
# Otherwise, the ship&#039;s heat is set to the current total heat capacity, and then the ship&#039;s core takes internal damage equal to: &amp;lt;pre&amp;gt;Excess Heat Removed (GJ) × 1000MJ/GJ / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mid-Combat Repairs ===&lt;br /&gt;
&lt;br /&gt;
Every 15 seconds, every damaged ship will attempt to repair its damage. The total repair power of a ship is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Hull Crew / 2 || Base Value.&lt;br /&gt;
|-&lt;br /&gt;
| +(Hull Crew / 4 + Repair Bay Crew × Repair Bay Health %) || For each Repair Bay [[Spaceships#Utility_Modules|Utility Module]].&lt;br /&gt;
|-&lt;br /&gt;
| ×0.10416667% || Base Multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| ×Damage Control Health % || [[Spaceships#Ship_Systems|Damage Control System]] Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| ×1.5 || Project Research:&amp;lt;br&amp;gt;[[Project_RapidRepairingMaterials|Rapid Repairing Materials]]&lt;br /&gt;
|-&lt;br /&gt;
| ×1.5 || Project Research:&amp;lt;br&amp;gt;[[Project_DamageControlDrones|Damage Control Drones]]&lt;br /&gt;
|-&lt;br /&gt;
| ×1.05 || Possible Event Outcome:&amp;lt;br&amp;gt;[[Hab Breakthrough]]&lt;br /&gt;
|-&lt;br /&gt;
| ×(1 + 0.02 per Crew Chief Officer Rank + 0.1 per Damage Control Officer Rank) || [[Spaceships#Officer|Officer]] Bonuses&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This total repair power is divided up into repair groups of 4.5454547% repair power, plus a leftover repair group containing the remaining repair power. Each repair group is then assigned to repair a specific (damaged but still repairable) [[Spaceships#Ship_Systems|ship system]] or module, in the following priority ordering:&lt;br /&gt;
# Life Support Main&lt;br /&gt;
# Damage Control&lt;br /&gt;
# Bridge&lt;br /&gt;
# Drive Coupling&lt;br /&gt;
# Power Coupling&lt;br /&gt;
# Vector Thrusters&lt;br /&gt;
# Life Support Backup&lt;br /&gt;
# Fire Control&lt;br /&gt;
# Sensors&lt;br /&gt;
# Radiator&lt;br /&gt;
# Power Plant&lt;br /&gt;
# Drive&lt;br /&gt;
# Battery&lt;br /&gt;
# Hull Weapons&lt;br /&gt;
# Nose Weapons	&lt;br /&gt;
# Utility Modules&lt;br /&gt;
&lt;br /&gt;
Note: The Ship Armor, Nose Structure, Central Structure, Tail Structure, and Propellent can never be repaired in combat, and so are not part of this priority ordering.&lt;br /&gt;
&lt;br /&gt;
Note 2: Some Utility Modules can never be repaired by the ship (they need a dock). This includes all marine modules and all colony kit modules.  &lt;br /&gt;
&lt;br /&gt;
A part or system is usually repairable as long as it has not been completely destroyed (reached 0% Health). The following systems are repairable even if they are completely destroyed: &lt;br /&gt;
* Drive Coupling&lt;br /&gt;
* Fire Control&lt;br /&gt;
* Power Coupling&lt;br /&gt;
* Sensors&lt;br /&gt;
&lt;br /&gt;
The following systems repair 3.5 times as fast:&lt;br /&gt;
* Drive Coupling&lt;br /&gt;
* Power Coupling&lt;br /&gt;
* Sensors&lt;br /&gt;
&lt;br /&gt;
=== Post-Combat Repairs ===&lt;br /&gt;
&lt;br /&gt;
After combat ends, any ship system or part that can be repaired by [[Fleets#Mid-Combat Repairs|Mid-Combat Repairs]] is repaired until it cannot be repaired further (even if the Damage Control System is completely destroyed). Note that many [[Spaceships#Ship_Systems|ship systems]] cannot be repaired mid-combat, especially if they have been completely destroyed.&lt;br /&gt;
&lt;br /&gt;
But Post-Combat Repairs can fix some of these [[Spaceships#Ship_Systems|systems]], up to an extent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2| [[Spaceships#Ship_Systems|Ship System]] !! colspan=2| Repairable up to % Health&lt;br /&gt;
|-&lt;br /&gt;
! Without Repair Bay !! With Repair Bay&lt;br /&gt;
|-&lt;br /&gt;
| Power Plant || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Drive || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Radiator || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Bridge || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Life Support Main || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Life Support Backup || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Battery || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
But any ship system that is repaired in this manner is henceforth capped at this health %, unable to be repaired further until the ship is repaired at an actual [[Space Dock]], [[Shipyard]], or [[Spaceworks]].&lt;br /&gt;
&lt;br /&gt;
Note: Repair bays only affect the individual [[Spaceships]] they are on. Not the entire fleet.&lt;br /&gt;
&lt;br /&gt;
=== Salvage ===&lt;br /&gt;
&lt;br /&gt;
When any ship is destroyed in combat by any method other than an AoE missile, the winner of the combat&amp;lt;ref&amp;gt;Note that the winner of the combat does not have to be the destroyer of the ship, factions can in fact salvage their own ships that were destroyed in combat.&amp;lt;/ref&amp;gt; will gain a fraction of its resource cost as salvage, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}. &lt;br /&gt;
&lt;br /&gt;
Note: The winner of the combat must have at least one surviving ship to collect the salvage.&lt;br /&gt;
&lt;br /&gt;
The salvage fraction is calculated differently for each resource type:&lt;br /&gt;
* {{TV|water}} and {{TV|fissiles}} can never be salvaged.&lt;br /&gt;
* {{TV|volatiles}}, {{TV|metals}}, and {{TV|nobles}} have their salvage fraction set to a random value between 0% and 25%.&amp;lt;ref name=separaterolls&amp;gt;Every ship and every resource type is rolled separately and independently.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* {{TV|antimatter}} has only a 25% chance&amp;lt;ref name=separaterolls /&amp;gt; to be salvaged. But when it is salvaged, the fraction is set to 100%.&lt;br /&gt;
* {{TV|exotics}} have their salvage fraction set to a random value between 0% and 85%.&amp;lt;ref name=separaterolls /&amp;gt; This is then multiplied by 2, 1, ½, or ⅓ for Cinematic, Normal, Veteran, or Brutal [[Game_Options#Game_Difficulty|Campaign Difficulty]]. Then divided by the [[Game_Options#Alien_Progression_Rate|Alien Progression Rate]].&lt;br /&gt;
&lt;br /&gt;
Then the total salvage is multiplied by (20% + the fleet&#039;s Salvage Bonus). The Salvage Bonus of the fleet is calculated as 10% per Salvage Bay + 10% per Supply Officer Rank, with a soft cap at 25% and hard cap at 50%. Specifically, when the base Salvage bonus is over 25%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Salvage Bonus = 25% + 25% × (Base Salvage Bonus - 25%) / (Base Salvage Bonus + 175%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561197972366463</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=11554</id>
		<title>Fleets</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Fleets&amp;diff=11554"/>
		<updated>2026-02-18T02:08:12Z</updated>

		<summary type="html">&lt;p&gt;76561197972366463: /* Bombardment Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{icon|fleet}}Fleets consist of one or more ships that are directed by one of the human factions or the aliens. Fleets conduct operations and fight in space battles.&lt;br /&gt;
&lt;br /&gt;
== Fleet Operations ==&lt;br /&gt;
Fleets may undertake various operations, typically only when they are in orbit and not in a transfer. They are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Operation !! width=60% | Effects !! Required components&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO TransferOperation on.png|40px]] Transfer&lt;br /&gt;
| Launch this fleet toward the selected orbit, station, or fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SplitFleetOperation on.png|40px]] Split Fleet&lt;br /&gt;
| Break off one or more ships into a separate fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeFleetOperation on.png|40px]] Merge Fleets&lt;br /&gt;
| Merge a nearby fleet into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO MergeAllFleetOperation on.png|40px]] Merge All Fleets&lt;br /&gt;
| Merge all nearby fleets into this one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LandOnSurfaceOperation on.png|40px]] Land on Surface&lt;br /&gt;
| Set down at a friendly or undefended enemy base, or an unimproved hab site. Fleet must have sufficient acceleration to take off again, and access to enough Delta-V to reach an interface orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO LaunchFromSurfaceOperation on.png|40px]] Launch&lt;br /&gt;
| Launch the fleet into an interface orbit of this space body. Requires the fleet has Delta-V greater than the body&#039;s escape velocity.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO UndockFromStationOperation on.png|40px]] Undock&lt;br /&gt;
| Undock from this station and assume a matching orbit.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ScuttleShipsOperation on.png|40px]] Scuttle Ships&lt;br /&gt;
| Scuttle ships from this fleet. If docked at one of your shipyards, gain 25% of the ship&#039;s construction resources in your stockpile. If not docked at any hab, pay Boost to send any crew home that can&#039;t be absorbed by the rest of the fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyOperation on.png|40px]] Resupply&lt;br /&gt;
| Refuel and rearm ships in this fleet. Requires being docked at a hab with a supply depot or shipyard and a sufficient resource stockpile to cover at least a partial resupply. Ships with the capability to resupply from the local environment may do so for free.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO RepairFleetOperation on.png|40px]] Repair&lt;br /&gt;
| Repair damage and restore exhausted modules to ships in fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ResupplyAndRepairOperation on.png|40px]] Repair and Resupply&lt;br /&gt;
| Refuel, rearm, and repair all ships in this fleet.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SetHomeportOperation on.png|40px]] Set Homeport&lt;br /&gt;
| Sets a home habitat for this fleet. A station, or an interface orbit above a base, will become the default destination for the fleet when initiating a trajectory when the fleet is not already docked there and no other space object is currently selected.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO ClearHomeportOperation on.png|40px]] Clear Homeport&lt;br /&gt;
| Clear this fleet&#039;s homeport.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO CancelFleetOperation on.png|40px]] Cancel&lt;br /&gt;
| Cancel the fleet&#039;s active operation.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO InterfleetRefuelOperation on.png|40px]] Share Propellant&lt;br /&gt;
| Transfer propellant between ships in this fleet to increase some ships&#039; Delta-V.&lt;br /&gt;
| Drive with the same propellant&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation Low on.png|40px]] Low-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 200km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation Med on.png|40px]] Mid-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 400km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BombardOperation High on.png|40px]] High-Level Bombardment&lt;br /&gt;
| Begin orbital bombardment against a surface target from 600km altitude. Requires being in an interface orbit. Defended locations will return fire. Earth-based space facilities and armies typically must be in a nation at war to be targeted. Targeting large civilian facilities is an atrocity.&lt;br /&gt;
| Weapons that can bombard&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DestroyHabOperation on.png|40px]] Destroy Hab&lt;br /&gt;
| Destroy the hab this fleet is docked at. Commits atrocities when destroying certain hab modules. We will recover salvage. Duration is 15 minutes multiplied by the sum of hab module tiers.&lt;br /&gt;
| Marine Assault Unit or Rangers&amp;lt;br&amp;gt;Weapons (stations only)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AssaultHabOperation on.png|40px]] Assault Hab&lt;br /&gt;
| Assault and capture an enemy hab with our Marines. We can seize a station we have docked with, or an enemy base from an interface orbit above it. Habs with Marine defenses will be harder to capture.&lt;br /&gt;
| Marine Assault Unit or Rangers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO SurveyPlanetFromFleetOperation on.png|40px]] Survey&lt;br /&gt;
| Prospect mining sites on a planet, moon or asteroid. The fleet must be in an interface orbit of the space body to perform this operation.&lt;br /&gt;
| [[File:ICO MobileSpaceScienceLab.png|25px]] Mobile Space Science Lab&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarPlatformOperation on.png|40px]] Found Platform (Solar)&lt;br /&gt;
| Found a platform with a solar collector and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control. The solar collector must produce at least 10 power in the current orbit, enough to power up the construction module.&lt;br /&gt;
| [[File:ICO SolarPlatformKit.png|25px]] Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionPlatformOperation on.png|40px]] Found Platform (Fission)&lt;br /&gt;
| Found a platform with a fission pile and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FissionPlatformKit.png|25px]] Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionPlatformOperation on.png|40px]] Found Platform (Fusion)&lt;br /&gt;
| Found a platform with a fusion pile and a construction module in the fleet&#039;s current orbit. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FusionPlatformKit.png|25px]] Fusion Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundSolarOutpostOperation on.png|40px]] Found Outpost (Solar)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control. The solar collector must produce at least 10 power at the target base site, enough to power up the construction module.&lt;br /&gt;
| [[File:ICO SolarOutpostKit.png|25px]] Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFissionOutpostOperation on.png|40px]] Found Outpost (Fission)&lt;br /&gt;
| Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FissionOutpostKit.png|25px]] Fission Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundFusionOutpostOperation on.png|40px]] Found Outpost (Fusion)&lt;br /&gt;
| Found an outpost with a fusion pile and a construction module at a prospected base site.  The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control.&lt;br /&gt;
| [[File:ICO FusionOutpostKit.png|25px]] Fusion Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarPlatformOperation on.png|40px]] Found Automated Supply Depot (Solar)&lt;br /&gt;
| Found an automated platform with an automated solar collector and an automated supply depot in the fleet&#039;s current orbit. Requires 1 free Mission Control. The automated solar collector must produce at least 3 power in the current orbit, enough to power up the automated supply depot.&lt;br /&gt;
| [[File:ICO AutomatedSolarPlatformKit.png|25px]] Automated Solar Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionPlatformOperation on.png|40px]] Found Automated Supply Depot (Fission)&lt;br /&gt;
| Found an automated platform with an automated fission pile and an automated supply depot  in the fleet&#039;s current orbit. Requires 1 free Mission Control.&lt;br /&gt;
| [[File:ICO AutomatedFissionPlatformKit.png|25px]] Automated Fission Platform Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedSolarOutpostOperation on.png|40px]] Found Automated Mining Outpost (Solar)&lt;br /&gt;
| Found an automated outpost with two automated solar collectors and an automated mining complex at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 1 free Mission Control to deploy. The automated solar collectors must produce enough power at the target base site to power up the automated mining complex.&lt;br /&gt;
| [[File:ICO AutomatedSolarOutpostKit.png|25px]] Automated Solar Outpost Kit&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FoundAutomatedFissionOutpostOperation on.png|40px]] Found Automated Mining Outpost (Fission)&lt;br /&gt;
| Found an automated outpost with two automated fission piles and an automated mining complex at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 1 free Mission Control to deploy.&lt;br /&gt;
| [[File:ICO AutomatedFissionOutpostKit.png|25px]] Automated Fission Outpost Kit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfers ===&lt;br /&gt;
A transfer is the term for a {{icon|fleet}}fleet moving from one place to another while staying in space. Fleets may transfer to orbits, stations, or other fleets. A fleet needs enough {{icon|dv|bgcolor=DarkSlateGray}}delta-V to make a transfer, and longer transfer will require more delta-V. If the {{icon|acceleration}}cruise acceleration of a fleet is too low, they might be unable to make transfer to fast-moving objects. &lt;br /&gt;
&lt;br /&gt;
When initiating a transfer operation, a fleet will receive one or more trajectory options if it can reach its destination at all. If multiple trajectories are possible, the player may choose between trading off arrival time and Delta-V expenditure between them.&lt;br /&gt;
&lt;br /&gt;
Trajectories might be microthrust spirals, which are typical for fleets with low acceleration; impulse conics, for fleets with high acceleration but low Delta-V; or torch chords, for advanced fleets with both high acceleration and Delta-V.&lt;br /&gt;
&lt;br /&gt;
=== Assault Hab ===&lt;br /&gt;
&lt;br /&gt;
==== Valid Targets ====&lt;br /&gt;
&lt;br /&gt;
First, invalidate every [[Hab]] for which any of the following are true:&lt;br /&gt;
* The [[Hab]] is already currently undergoing an Assault Hab Operation.&lt;br /&gt;
* The [[Hab]] is owned by the Fleet&#039;s [[Faction]].&lt;br /&gt;
* The [[Hab]] is owned by the Fleet&#039;s [[Faction]]&#039;s permanent ally ({{icon|submit}}[[The Servants]] and {{icon|alien}}[[Aliens]] are the only permanent allies).&lt;br /&gt;
* The [[Hab]] is the Alien Primary Hab (Alien Base Alpha).&lt;br /&gt;
&lt;br /&gt;
A Fleet can perform an Assault Hab Operation on the following targets:&lt;br /&gt;
* If docked to a [[Hab]] that wasn&#039;t invalidated, then this [[Hab]] is the only valid target.&lt;br /&gt;
* If the fleet is landed on or in an interface orbit of a [[Space Body]], then the valid targets are all of the [[Space Body]]&#039;s [[Habs]] that weren&#039;t invalidated.&lt;br /&gt;
&lt;br /&gt;
Note: The Fleet needs to have marines in order to perform the Assault Hab Operation, but the marines do not necessarily have to be on the fleet itself, because the fleet uses all marines in nearby space assets (such as Barracks on habs) owned by the same faction.&lt;br /&gt;
&lt;br /&gt;
==== Success Chance ====&lt;br /&gt;
&lt;br /&gt;
Note: When starting the Assault Hab Operation, the game shows the success chance if the assault would happen immediately without any changes. But  Assault Hab Operations are not instantaneous, and circumstances can change. The actual success chance is calculated using only the circumstances at the moment that the Assault Hab Operation completes.&lt;br /&gt;
&lt;br /&gt;
The {{icon|marine}}Assault Combat Value of a [[Spaceship]] is calculated as follows:&lt;br /&gt;
# For each [[Spaceships#Utility_Modules|Utility Module]]: Add the {{icon|marine}}Assault Combat Value of the module × Module Health %&lt;br /&gt;
#* Some Utility Modules only provide Assault Combat Value when defending against an enemy assault.&lt;br /&gt;
#* If the Module Health % is less than 0.1%, it does not contribute anything.&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of any [[Spaceships#Officer|Officers]] on board.&lt;br /&gt;
&lt;br /&gt;
The {{icon|marine}}Assault Combat Value of a [[Hab]] is calculated as follows:&lt;br /&gt;
# For each active hab module: Add the {{icon|marine}}Assault Combat Value of the module&lt;br /&gt;
# If the Hab is a {{icon|base}}Base, then Add the Hab Tier.&lt;br /&gt;
# If the Hab is being {{MissionIcon|Advise}}[[Advise]]d, Multiply by (1 + 0.01 per {{TV|command}}).&lt;br /&gt;
#* Standard diminishing returns for multiple {{MissionIcon|Advise}}[[Advise|Advisors]].&lt;br /&gt;
&lt;br /&gt;
The total Attack Score of the Assault Hab Operation is calculated as follows:&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in the Attacking fleet.&lt;br /&gt;
# If the Attacking fleet is docked at a [[Hab]] owned by the Attacking [[Faction]], then:&lt;br /&gt;
## Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in every other fleet that is also owned by the Attacking [[Faction]] and docked to the same [[Hab]].&lt;br /&gt;
## If the Attacking [[Faction]] is not bankrupt on {{icon|mc}}MC, {{TV|boost}}, or {{icon|money}}Money, then Add the {{icon|marine}}Assault Combat Value of the [[Hab]].&lt;br /&gt;
# If the Attacking [[Faction]] is over its {{icon|mc}}MC cap and is not the {{icon|alien}}[[Aliens]], then Subtract the amount of overcap.&lt;br /&gt;
&lt;br /&gt;
The total Defense Score of the Assault Hab Operation is calculated as follows:&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of the Defending [[Hab]].&lt;br /&gt;
# If the Defending [[Faction]] is over its {{icon|mc}}MC cap and is not the {{icon|alien}}[[Aliens]], then Subtract the amount of overcap.&lt;br /&gt;
# If the Defending [[Faction]] is bankrupt on {{TV|boost}}, then Subtract the amount of {{TV|boost}} the Defending [[Faction]] is missing per Day.&lt;br /&gt;
#* This is the {{TV|boost}} Daily Upkeep - {{TV|boost}} Daily Income - {{TV|boost}} stockpiled&lt;br /&gt;
# If the Defending [[Faction]] is bankrupt on {{icon|money}}Money and &#039;&#039;&#039;negative&#039;&#039;&#039; Net {{icon|money}}Money Income, then Add the Net Monthly {{icon|money}}Money Income.&lt;br /&gt;
# Add the {{icon|marine}}Assault Combat Value of every [[Spaceship]] in every fleet that is owned by the Defending [[Faction]] and docked to the Defending [[Hab]].&lt;br /&gt;
# If the Defending [[Hab]] is not being decommissioned, then:&lt;br /&gt;
## For each [[Councilor]] owned by the Defending [[Faction]]: Add {{TV|command}} / 6.&lt;br /&gt;
## If the Defending [[Hab]] is a {{icon|base}}Base and the Attacking Fleet is in orbit, then for each hab defense module: Add Module Tier.&lt;br /&gt;
# For each [[Councilor]] using the {{MissionIcon|Protect}}[[Protect Target]] [[Mission]] on the Defending [[Hab]], add {{TV|command}}.&lt;br /&gt;
&lt;br /&gt;
The outcome of the Assault Hab Operation is determined by a standard [[Roll]], using the difference between the total Attack and Defense Scores.&lt;br /&gt;
&lt;br /&gt;
==== Post-Assault Damage ====&lt;br /&gt;
&lt;br /&gt;
Whenever an assault hab operation (or {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] mission) completes, marines on both sides may take damage depending on the outcome. This damage is determined as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Damage Taken for by each possible participant for each possible outcome.&lt;br /&gt;
|-&lt;br /&gt;
! !! Critical Failure !! Normal Failure !! Normal Success !! Critical Success &lt;br /&gt;
|-&lt;br /&gt;
| % Health Lost by each Marine Module on Attacking Fleets || 50% to 100% || 25% to 75% || 0% to 50% || 0% to 10%&lt;br /&gt;
|-&lt;br /&gt;
| % Health Lost by each Marine Module on Defending Fleets || 0% to 10% || 0% to 50% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Officer on Attacking Fleets to Die || 50% || 5% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Officer on Defending Fleets to Die || 0% || 0% || 5% || 50%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Module on Attacking Hab to be Destroyed || 50% / Module Tier || 10% / Module Tier || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| % Chance for each Marine Module on Defending Hab to be Destroyed || 0% || 10% if Defender has negative {{icon|money}}Money or is over their {{icon|mc}}MC cap. || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Attacking Councilor || If not {{MissionIcon|Protect}}[[Protect Target|Protected]], Die. Otherwise, if target hab is not {{icon|alien}}[[Alien]], {{MissionIcon|Detain}}[[Detain]] for 5 turns || If not {{MissionIcon|Protect}}[[Protect Target|Protected]] and target hab is not {{icon|alien}}[[Alien]], {{MissionIcon|Detain}}[[Detain]] for 5 turns. || None || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Orbital Bombardment ===&lt;br /&gt;
&lt;br /&gt;
==== Bombardment Capability ====&lt;br /&gt;
&lt;br /&gt;
A fleet equipped with bombardment-capable weapons may conduct orbital bombardment against targets on the surface of a [[Celestial Bodies|Space Body]]. They must be in an interface orbit to launch attacks.&lt;br /&gt;
&lt;br /&gt;
Above Earth, valid targets include [[Nations#Armies|Armies]], space facilities, [[Regions]], and any [[Aliens|alien assets]] we have detected. On other space bodies, {{icon|base}}[[Habs|Bases]] and landed space fleets may be targeted.&lt;br /&gt;
&lt;br /&gt;
The weapons capable of bombardment are:&lt;br /&gt;
* All [[Spaceships#Lasers|Laser Weapons]] except for the dedicated point defense lasers that have no attack mode.&lt;br /&gt;
* All [[Spaceships#Magnetic_Weapons|Magnetic Weapons]].&lt;br /&gt;
* All [[Spaceships#Missiles|Missiles]] that have nuclear, antimatter, or shaped nuclear warheads.&lt;br /&gt;
&lt;br /&gt;
Furthermore, [[Celestial Bodies|Space Bodies]] that have a sufficiently thick atmosphere cannot be bombarded by:&lt;br /&gt;
* All [[Spaceships#Missiles|Missiles]]&lt;br /&gt;
* All [[Spaceships#Lasers|Laser Weapons]] that have wavelengths less than 380nm or more than 740nm. (This means infrared, ultraviolet, x-ray, and gamma lasers are blocked, whereas orange, green, and violet lasers are still allowed to bombard.)&lt;br /&gt;
&lt;br /&gt;
As of Version 0.4.90, only two bombardable [[Celestial Bodies|Space Bodies]] have such thick atmospheres: [[Earth]] and [[Titan]] (a moon of [[Saturn]]).&lt;br /&gt;
&lt;br /&gt;
===== Valid Earth Targets for Bombardment =====&lt;br /&gt;
&lt;br /&gt;
A nation is considered friendly to a faction if any of the following are true:&lt;br /&gt;
* The faction owns at least one control point in the nation.&lt;br /&gt;
* The nation is [[Foreign_Relations#Alliances|allied]] to another nation that the faction owns at least one control point in.&lt;br /&gt;
&lt;br /&gt;
A nation is considered hostile to a faction if any of the following are true:&lt;br /&gt;
* The nation is [[Foreign_Relations#Wars|at war]] with another nation that the faction owns at least one control point in.&lt;br /&gt;
* The faction is {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The faction is the {{icon|alien}}[[Aliens]].&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
All nations are also hostile to all factions if the [[Aliens#Alien_Administration|Alien Nation]] owns at least 90% of the [[Earth]]&#039;s [[Regions]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valid Earth Targets for Bombardment&lt;br /&gt;
|-&lt;br /&gt;
! Target !! Conditions within Hostile Nations !! Conditions within Friendly Nations&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Xenoflora]] || The Bombarding Faction can see it. &lt;br /&gt;
|&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Aliens#Alien_Facility|Alien Facility]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| colspan = 2 |&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
[[Aliens#Alien_Assault_Carrier|UFO Landing]] &lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| colspan = 2 |&lt;br /&gt;
* The Bombarding Faction is not the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]].&lt;br /&gt;
* The Bombarding Faction can see it.&lt;br /&gt;
|-&lt;br /&gt;
| [[Regions]]&lt;br /&gt;
| Always valid.&lt;br /&gt;
| Never valid.&lt;br /&gt;
|-&lt;br /&gt;
| Space Facilities&lt;br /&gt;
| Always valid.&lt;br /&gt;
| Never valid.&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrestrial_Warfare#Armies|Armies]]&lt;br /&gt;
| &lt;br /&gt;
* The army is not controlled by the Bombarding Faction.&lt;br /&gt;
* If the Bombarding Faction is the {{icon|alien}}[[Aliens]] or {{icon|submit}}[[The Servants]], then the army is also not controlled by the other.&lt;br /&gt;
|&lt;br /&gt;
The army belongs to a nation that is [[Foreign_Relations#Wars|at war]] with the target nation.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The army is a [[Aliens#Megafauna|Megafauna]] and the Bombarding Faction is not the {{icon|alien}}[[Aliens]].&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that a nation can be both friendly and hostile to the same faction at the same time. But a bombardment target only needs to meet one side&#039;s conditions to be valid. For example, all regions are valid targets in a nation that is both friendly and hostile. On the other hand, if a nation is neither friendly nor hostile, then nothing within it can be bombarded.&lt;br /&gt;
&lt;br /&gt;
==== Bombardment Mechanics ====&lt;br /&gt;
&lt;br /&gt;
The Bombardment operation proceeds in rounds, once per orbit. Specifically, a round occurs every time the fleet reaches a specific position in orbit that is roughly over the target it is bombarding.&lt;br /&gt;
&lt;br /&gt;
When a round occurs, every bombardment capable weapon on every ship in the fleet that can still fire will fire at the target. If the target is a [[Habs|Hab]], then a random hab module on the hab is selected as the target, but the hab core can only be targeted after everything else is destroyed. If the target is a [[Fleets|Fleet]], then a random [[Spaceships|spaceship]] in the fleet is selected as the target.&lt;br /&gt;
&lt;br /&gt;
After the fleet finishes firing, if the target has any defenses that can still fire, such as [[Nations#Space_Defenses|region defense lasers]] or [[Battlestation]] [[Habs|hab]] modules, they will fire back at the most threatening ship in the attacking fleet. &lt;br /&gt;
&lt;br /&gt;
Note: Landed fleets are basically sitting ducks: they are unable to shoot back and cannot activate any point defenses. If the target fleet is landed at a hab, then that hab can shoot back, but it cannot use its point defenses to protect the fleet.&lt;br /&gt;
&lt;br /&gt;
===== Missile Mechanics =====&lt;br /&gt;
&lt;br /&gt;
Note that by the above rules, [[Earth]] cannot be bombarded by [[Spaceships#Missiles|Missiles]], and the only bombardment capable [[Spaceships#Missiles|Missiles]] all have nuclear, antimatter, or shaped nuclear warheads, meaning their damage values are all absurdly high. As such, the game does not even look at the missile&#039;s damage value, instead handling them very differently:&lt;br /&gt;
&lt;br /&gt;
;When the Target is a [[Habs|Hab]]:&lt;br /&gt;
:If any missile with a shaped nuclear warhead hits, then the randomly selected target hab module is destroyed in one hit.&lt;br /&gt;
:If any missile with a nuclear or antimatter warhead hits, then the &#039;&#039;&#039;&#039;&#039;entire hab&#039;&#039;&#039;&#039;&#039; is destroyed in one hit.&lt;br /&gt;
:Furthermore, shaped nuclear missiles have a 20% chance to hit even if they are shot by the hab&#039;s point defenses.&lt;br /&gt;
;When the Target is a Fleet:&lt;br /&gt;
:The &#039;&#039;&#039;&#039;&#039;entire fleet&#039;&#039;&#039;&#039;&#039; is destroyed in one hit.&lt;br /&gt;
&lt;br /&gt;
On the other hand, missiles are incredibly easy for the target&#039;s point defenses to shoot: each missile bay has an Anti-PD value of just 1. &lt;br /&gt;
&lt;br /&gt;
The chance that a project is shot by point defenses is equal to the Total PD value of the target divided by the Total Anti-PD value of the Bombarding Fleet&#039;s weapons. &lt;br /&gt;
&lt;br /&gt;
So in practice, bombarding with missiles will simply get all missiles shot by point defenses, if any exist. Though as stated above, shaped nuclear missiles have a 20% chance to hit even if they are shot by the hab&#039;s point defenses.&lt;br /&gt;
&lt;br /&gt;
===== Laser Mechanics =====&lt;br /&gt;
&lt;br /&gt;
[[Spaceships#Lasers|Laser Weapons]] function almost the same in bombardment as in real combat. The only notable difference is that [[Celestial Bodies|Space Bodies]] with thicker atmospheres apply a penalty to the laser&#039;s damage. Specifically, the laser damage is multiplied by:&lt;br /&gt;
* 1 for [[Celestial Bodies|Space Bodies]] with No Atmosphere.&lt;br /&gt;
* 0.99 for [[Celestial Bodies|Space Bodies]] with Trace Atmosphere.&lt;br /&gt;
* 0.95 for [[Celestial Bodies|Space Bodies]] with Thin Atmosphere.&lt;br /&gt;
* 0.8 for [[Celestial Bodies|Space Bodies]] with Standard Atmosphere.&lt;br /&gt;
&lt;br /&gt;
Note: Nothing on [[Earth]] has any armor. So the laser weapon&#039;s armor penetration has no effect whatsoever when bombarding targets on [[Earth]].&lt;br /&gt;
&lt;br /&gt;
For the defending side, each laser has a bombardment-altitude-dependent PD value that is calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Estimated Damage at Range X = Damage / Armor Effectiveness at range X&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Estimated DPS at Range X = (Estimated Damage at Range X × 0.3 + Estimated Damage at 200km × 0.15 + Estimated Damage at 500km × 0.25 + Estimated Damage at 800km × 0.3) / Cooldown (s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 200km = Estimated DPS at 200km × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 400km = (Estimated DPS at 200km + Estimated DPS at 400km) × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PD Value at 600km = (Estimated DPS at 200km + Estimated DPS at 300km + Estimated DPS at 600km) × 30 × 2 if Target is a Hab&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance that each bombarding projectile is shot by the target&#039;s point defenses is equal to the target&#039;s Total PD Value divided by the Bombarding Fleet&#039;s Total Anti-PD value.&lt;br /&gt;
&lt;br /&gt;
===== Armor Mechanics =====&lt;br /&gt;
&lt;br /&gt;
Nothing on [[Earth]] has any armor.&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] naturally have whatever armor they normally have.&lt;br /&gt;
&lt;br /&gt;
For Ground [[Habs|Hab Modules]], their armor values are calculated as:&lt;br /&gt;
&amp;lt;pre&amp;gt;Hab Module Armor Value = Heat of Vaporization (MJ/kg) of Best Available Armor / 10 × Module Tier&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combat Modules (Powered Marine Modules and Powered Defense Modules) have 4 times as much armor value.&lt;br /&gt;
&lt;br /&gt;
Critical Modules (Unpowered Marine Modules, Unpowered Defense Modules, Power Plants, and the Hab Core) have 2 times as much armor value.&lt;br /&gt;
&lt;br /&gt;
The best available armor for [[Habs]] owned by Human [[Factions]] is simply the best armor that the faction has researched, but excluding any armor that costs {{icon|exotics}}exotics.&lt;br /&gt;
&lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
The best available armor for Alien [[Habs]] in the same [[Celestial Bodies|Space Body]] as their Wormhole is the Alien Exotic Armor, which has a Heat of Vaporization of 70 MJ/kg.&lt;br /&gt;
&lt;br /&gt;
The best available armor for all other Alien [[Habs]] is the Alien Diamondoid Armor, which has a Heat of Vaporization of 59.534 MJ/kg.&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
===== Magnetic Gun Mechanics =====&lt;br /&gt;
&lt;br /&gt;
[[Spaceships#Magnetic_Weapons|Magnetic Weapons]] mechanics are the most complex: the game actually does several calculations, taking into account the target [[Celestial Bodies|Space Body&#039;s]] mass, radius, sphere of influence, and atmosphere. Both gravity and air resistance are modelled, to compute the surface impact velocity of the [[Spaceships#Magnetic_Weapons|Magnetic Weapons&#039;]] projectiles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Distance to Space Body Core (m) = Space Body Mean Radius (m) + Bombardment Altitude (m)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Mean Orbital Speed (m/s)= (6.67384E-11m³/kg/s² × Space Body Mass (kg) / Distance to Space Body Core (m))^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Velocity (m/s) = ((Muzzle Velocity (m/s))^2 + (Mean Orbital Speed (m/s))^2)^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Kinetic Energy (J) = 0.5 × Warhead Mass (kg) × (Initial Projectile Velocity (m/s))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Distance to Space Body Core (m) &amp;gt; Space Body Sphere of Influence Radius (m), then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Gravitational Acceleration (m/s²) = 0&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Gravitational Acceleration (m/s²) = 6.67384E-11m³/kg/s² × Space Body Mass (kg) / (Distance to Space Body Core (m))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Average Gravitational Acceleration (m/s²) = (Space Body Surface Gravity (m/s²) + Initial Gravitational Acceleration (m/s²))/2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Initial Projectile Gravitational Potential Energy (J) = Warhead Mass (kg) × Bombardment Altitude (m) × Average Gravitational Acceleration (m/s²)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Total Initial Projectile Energy (J) = Initial Projectile Kinetic Energy (J) + Initial Projectile Gravitational Potential Energy (J)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Base Surface Impact Velocity (m/s) = (2 × Total Initial Projectile Energy (J) / Warhead Mass (kg) ) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the [[Celestial Bodies|Space Body]] does not have at least a Thin Atmosphere, then this Base Surface Impact Velocity (m/s) is simply used as the Actual Surface Impact Velocity (m/s) for the projectiles fired by the [[Spaceships#Magnetic_Weapons|Magnetic Weapon]]. I.e., &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Base Surface Impact Velocity (m/s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game proceeds to calculate air resistance:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Length of Projectile&#039;s Path Through Atmosphere (m) = Space Body Atmosphere Scale Height (m) × (Initial Projectile Velocity (m/s) / Muzzle Velocity (m/s))&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Energy Lost to Atmospheric Drag (J) = Space Body Atmosphere Surface Density (kg/m³) × Length of Projectile&#039;s Path Through Atmosphere (m) × 0.001m² × (Initial Projectile Velocity (m/s))^2&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
0.001m² seems to represent the projectile&#039;s cross-sectional area as it flies through the atmosphere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Remaining Energy (J) = Max(0, Total Initial Projectile Energy (J) - Energy Lost to Atmospheric Drag (J))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Modified Surface Impact Velocity (m/s) = (2 × Remaining Energy (J) / Warhead Mass (kg)) ^ 0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Terminal Velocity (m/s) = (2 × Warhead Mass (kg) × Space Body Surface Gravity (m/s²) / 4.0000003E-05m² / Space Body Atmosphere Surface Density (kg/m³))^0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: 4.0000003E-05m² ≈ 0.001m² × 0.04, where 0.04 is the Drag Coefficient of a Streamlined Body flying through the atmosphere.&lt;br /&gt;
&lt;br /&gt;
If Base Surface Impact Velocity (m/s) &amp;gt; Terminal Velocity (m/s) then:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Max(Terminal Velocity (m/s), Modified Surface Impact Velocity (m/s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Surface Impact Velocity (m/s) = Min(Terminal Velocity (m/s), Modified Surface Impact Velocity (m/s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, now that the Actual Surface Impact Velocity (m/s) has been computed, it is easy to compute the kinetic energy of the impact:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Impact Energy (J) = 0.5 × Warhead Mass (kg) × (Actual Surface Impact Velocity (m/s))^2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Terra Invicta, every 20MJ of energy is equal to 1 point of damage, so we have:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Projectile Damage = Impact Energy (J) / 20000000J&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Furthermore, every [[Spaceships#Magnetic_Weapons|Magnetic Weapon]] has a bombarding-altitude-dependent anti-PD value that is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Anti-PD value = Impact Energy (J) / 1000000MJ/J / Average Cooldown Between Shots (s)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chance that an bombardier&#039;s attack gets shot by the target&#039;s point defenses is equal to the total PD value of the target divided by the total Anti-PD value of the bombarding fleet&#039;s weapons.&lt;br /&gt;
&lt;br /&gt;
But Projectile Damage is not simply used as is, because there is one last factor to consider: Chipping. Every weapon has a chipping %, and in normal combat, this % of the damage is done as chipping damage, while the rest is done as direct damage.&lt;br /&gt;
&lt;br /&gt;
For bombardment, the same rules apply unless the target is on earth. If the target is on earth, then the direct damage is instead calculated as the max of (direct damage, total damage / 2). Which in the base game is just the direct damage since magnetic weapons all have at most 35% chipping, but may be important for mods.&lt;br /&gt;
&lt;br /&gt;
===== Damage Conversion =====&lt;br /&gt;
&lt;br /&gt;
So far we have discussed how the damage of each attack is calculated. But this damage amount is in point of damage versus a ship. Depending on the bombardment target, the damage is handled very differently:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bombardment Target !! Effect of X Damage&lt;br /&gt;
|-&lt;br /&gt;
| An [[Terrestrial_Warfare#Armies|Army]] || Take X × Health % / 18000 / {{TV|miltech}} damage.&amp;lt;br&amp;gt;×2 if Army is in Combat.&amp;lt;br&amp;gt;×0.75 if Army&#039;s Faction has researched [[Army Dispersion Tactics]].&amp;lt;br&amp;gt;Capped at 0.1875% for [[Spaceships#Magnetic_Weapons|Magnetic Weapons]] and 0.125% for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip %) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A [[Aliens#Megafauna|Megafauna Army]] &lt;br /&gt;
{{SpoilerBoxEnd}} &lt;br /&gt;
| Take X × Max(10%,Health %) / 18000 / {{TV|miltech}} damage.&amp;lt;br&amp;gt;×2 if Army is in Combat.&amp;lt;br&amp;gt;×0.75 if Army&#039;s Faction has researched [[Army Dispersion Tactics]].&amp;lt;br&amp;gt;Capped at 0.1875% for [[Spaceships#Magnetic_Weapons|Magnetic Weapons]] and 0.125% for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip %) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| A [[Regions|Region]] || Take X / 10000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.05.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|boost}}[[Nations#Boost|Boost]] Facility || (X / 10) Chance:&amp;lt;br&amp;gt;Remove X / 100 of the {{TV|boost}} Production.&amp;lt;br&amp;gt;Minimum: 1/10th of the {{TV|boost}} Production.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|mc}}[[Nations#Mission_Control|Mission Control]] Facility || (X / 10) Chance:&amp;lt;br&amp;gt;Remove {{TV|mc|1}}.&lt;br /&gt;
|-&lt;br /&gt;
| A {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense]] Facility || Min(0.05, X / 1000) Chance:&amp;lt;br&amp;gt;Destroy {{icon|sto defense}}[[Nations#Space_Defenses|Space Defense]] Facility.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
A [[Aliens#Alien_Assault_Carrier|UFO Landing]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| Take X damage. Destroyed when total damage taken reaches 1200.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{SpoilerBox}}&lt;br /&gt;
An [[Aliens#Alien_Facility|Alien Facility]]&lt;br /&gt;
{{SpoilerBoxEnd}}&lt;br /&gt;
| Take X damage. Destroyed when total damage taken reaches 80.&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens#Alien_Xenoforming|Alien Xenoforming]]&lt;br /&gt;
| Remove Max(0.005, X / 100) Xenoflora Growth Levels.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;(Weapon Chip % × Xenoflora Growth Levels) Chance:&amp;lt;br&amp;gt;Region takes X / 500000 [[Regions#Region_Damage|Damage]].&amp;lt;br&amp;gt;Capped at 0.001 [[Regions#Region_Damage|Damage]].&lt;br /&gt;
|-&lt;br /&gt;
| A [[Habs|Hab Module]] &lt;br /&gt;
| Subtract Hab Module Armor&amp;lt;ref&amp;gt;Use Effective Armor for [[Spaceships#Lasers|Laser Weapons]].&amp;lt;/ref&amp;gt; from X&amp;lt;br&amp;gt;Multiply X by 0.75 if Hab&#039;s Faction has researched [[Hardened Hab Shelters]].&amp;lt;br&amp;gt;(1 - Hab Module Tier / X) Chance:&amp;lt;br&amp;gt;Destroy Hab Module.&lt;br /&gt;
|-&lt;br /&gt;
| A [[Spaceships|Spaceship]]&lt;br /&gt;
| Apply damage as if Target was hit in the Side.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Related Links =====&lt;br /&gt;
&lt;br /&gt;
See [[Laser Weapon List]] for information on the power of [[Spaceships#Lasers|Laser Weapons]], including the anti-bombardment lasers used by the defenses.&lt;br /&gt;
&lt;br /&gt;
See [[Ship Armor List]] for information on the armor of ground [[Habs|hab]] modules in bombardment.&lt;br /&gt;
&lt;br /&gt;
See [[Space Body List]] for a list of [[Celestial Bodies|Space Bodies]] and their stats.&lt;br /&gt;
&lt;br /&gt;
See [[Earth]] for a table of damage and anti-PD values for magnetic guns when bombarding the [[Earth]].&lt;br /&gt;
&lt;br /&gt;
== Space Combat ==&lt;br /&gt;
[[File:Combat UI.png|thumb|400px|Combat UI showing ship commands and fleet commands]]&lt;br /&gt;
When two fleets from enemy factions meet in an orbit, deep space, or at a station, a space battle begins. Players may elect to autoresolve combats.&lt;br /&gt;
&lt;br /&gt;
Stations with defensive modules will take part in battles; they will be considered disabled if those modules are destroyed.&lt;br /&gt;
&lt;br /&gt;
Very large space battles will have active and reinforcing ships. Reinforcing ships will join during combat at a later time to replace active ships when they are destroyed. You can adjust the maximum number of ships that can be active at any time during combat in the gameplay settings in the options menu. This is for performance reasons in very large battles.&lt;br /&gt;
&lt;br /&gt;
When a fleet or station is attacked, allied fleets of the defender in the same orbit and less than 1,000 kilometers away will be drawn into the battle and join the defending fleet.&lt;br /&gt;
&lt;br /&gt;
Before a battle begins, each fleet will select from one of three stances: Engage, Accept, or Evade. Fleets that are docked at habs or are unavailable for operations because of previous battles may only select the Accept option. Based on what each side picks the follwing will happen:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Choice !! Engage !! Accept !! Escape&lt;br /&gt;
|-&lt;br /&gt;
! Engage&lt;br /&gt;
| Combat || Combat || Pursuit&lt;br /&gt;
|-&lt;br /&gt;
! Accept&lt;br /&gt;
| Combat || No combat || No combat&lt;br /&gt;
|-&lt;br /&gt;
! Escape&lt;br /&gt;
| Pursuit || No combat || No combat&lt;br /&gt;
|}&lt;br /&gt;
If pursuit takes place both fleets will attempt to outpace the other with a combination of fleet acceleration and bid Delta-V. If the fleet that selected Engage moves faster the combat will take place.&lt;br /&gt;
&lt;br /&gt;
Once in combat, players plan maneuvers their ships by setting waypoints in 3D space. Ships will turn and thrust to reach their waypoints. Players may also rotate a ship&#039;s facing independent of its direction of travel to present certain weapons or armor facings to an enemy. Special maneuvers include persistent spins, rolls, and a padlocking-target command that keeps the ship&#039;s nose pointed at its primary target.&lt;br /&gt;
&lt;br /&gt;
Any damage that penetrates a ship&#039;s armor is applied to its internal systems. Weapons and other modules may be temporarily disabled or permanently destroyed, requiring repair at a hab with a shipyard. Damage control teams will also attempt to restore function to critical systems in combat.&lt;br /&gt;
&lt;br /&gt;
=== Fire Control ===&lt;br /&gt;
Weapons have one or more fire modes available to them. They can be set at the fleet, ship, or individual weapon level during combat.&lt;br /&gt;
&lt;br /&gt;
Ships may also designate an enemy ship or hab module as its primary target. The ship&#039;s weapons will favor that enemy over others. Missile weapons require a primary target to fire.&lt;br /&gt;
&lt;br /&gt;
Depending on their capabilities, weapons may also be set to only attack enemy ships, only fire defensively at incoming projectiles and missiles, or in &amp;quot;guardian&amp;quot; mode, firing first at threatening projectiles and then targeting enemy craft.&lt;br /&gt;
&lt;br /&gt;
Ships or the entire fleet can be set to the following fire postures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Posture !! Offensive weaponry !! Guardian-capable weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FocusFireCommand ON.png|25px]] Focus Fire || Attack only primary target || Attack only primary target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO AttackCommand ON.png|25px]] Attack || Attack primary target if in range, otherwise nearest target || Attack primary target if in range, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO BalancedCommand ON.png|25px]] Balanced || Attack primary target if in range, otherwise nearest target || Attack threatening projectiles if any, otherwise nearest target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO DefensiveCommand ON.png|25px]] Defensive || Attack primary target if in range, otherwise nearest target || Attack only threatening projectiles&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ICO FortifyCommand ON.png|25px]] Fortified || Preserve power and ammo || Attack only threatening projectiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ECM and Targeting ===&lt;br /&gt;
&lt;br /&gt;
The ECM Value of a [[Habs|hab]] module is always 0%.&lt;br /&gt;
&lt;br /&gt;
The ECM Value of a [[Spaceships|Spaceship]] is calculated as follows:&lt;br /&gt;
* If the ship systems are depowered, then it is simply 0%.&lt;br /&gt;
* If the weapon is alien and the ship&#039;s faction has not researched the [[Alien-Adapted_ECM]] project, then it is simply 0%.&lt;br /&gt;
* Otherwise, sum up all of the ECM bonuses given by:&lt;br /&gt;
** The ship&#039;s [[Spaceships#Utility_Modules|Utility Modules]]. (STO Fighters automatically have their faction&#039;s best researched ECM module built-in.)&lt;br /&gt;
** The ship&#039;s [[Spaceships#Officer|Officers]].&lt;br /&gt;
** The ship faction&#039;s [[Effect List|effects]].&lt;br /&gt;
** The ship&#039;s allied [[Habs|hab]] modules, if they are also present in this combat.&lt;br /&gt;
&lt;br /&gt;
The Targeting Bonus of a weapon on a [[Habs|hab]] module is calculated as the sum of:&lt;br /&gt;
* The hab module&#039;s fleet Targeting Bonus. Counts only itself, not other modules on the hab.&lt;br /&gt;
* The Targeting Bonus from the hab faction&#039;s [[Effect List|effects]]. (This is equal to the bonus from best Targeting Computer [[Spaceships#Utility_Modules|Utility Module]] that the faction has researched.)&lt;br /&gt;
&lt;br /&gt;
The Targeting Bonus of a weapon on a [[Spaceships|Spaceship]] is calculated as follows:&lt;br /&gt;
* If the ship systems are depowered, then it is -200%.&lt;br /&gt;
* Otherwise, sum up all of the Targeting bonuses and penalties given by:&lt;br /&gt;
** The ship&#039;s [[Spaceships#Utility_Modules|Utility Modules]]. (STO Fighters automatically have their faction&#039;s best researched Targeting Computer module built-in.)&lt;br /&gt;
** The ship&#039;s [[Spaceships#Officer|Officers]].&lt;br /&gt;
** The ship&#039;s allied [[Habs|hab]] modules, if they are also present in this combat.&lt;br /&gt;
** Penalty: Reduce by the missing health % of the ship&#039;s Fire Control [[Spaceships#Ship_Systems|system]].&lt;br /&gt;
** Penalty: Reduce by the missing health % of the ship&#039;s Sensors [[Spaceships#Ship_Systems|system]].&lt;br /&gt;
&lt;br /&gt;
==== Weapon Shutdown ====&lt;br /&gt;
&lt;br /&gt;
Whenever a weapon changes targets, there is a chance for it to be forcefully shut down for a random duration. The shutdown chance and duration are determined by the weapon&#039;s total targeting bonus versus the target&#039;s total ECM value. In addition, each [[Habs|hab]] module and [[Spaceships|Spaceship]] records the number of ECM defeats it has suffered against each target: whenever a weapon finishes its ECM forced shutdown duration, the number of ECM defeats against the target that shut it down increases by 1.&lt;br /&gt;
&lt;br /&gt;
The weapon shutdown chance and duration are then calculated as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Chance = Target ECM Value × Min(1, Distance to Target / Weapon Range) - Weapon Targeting Bonus - 2% × ECM Defeats against Target&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Weapon Shutdown Chance ≤ 100%, then:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Duration (s) = Weapon Shutdown Chance × (Random value between 0 and 100 inclusive) × 5 × (2 if weapon is missile) / (1 + ECM Defeats against Target)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise:&lt;br /&gt;
&amp;lt;pre&amp;gt;Weapon Shutdown Duration (s) = (100 × Weapon Shutdown Chance - (Random value between 0 and 100 inclusive)) × 5 × (2 if weapon is missile) / (1 + ECM Defeats against Target)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Missile Negation ====&lt;br /&gt;
&lt;br /&gt;
Whenever a non-AOE&amp;lt;ref&amp;gt;The AoE missile types are nuclear, shaped nuclear, and antimatter.&amp;lt;/ref&amp;gt; missile hits a target, there is a chance for it to be completely negated, doing no damage whatsoever. This chance is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Missile Negation Chance = Target ECM Value - Targeting Bonus of the Missile Bay of the Ship that fired the missile&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: If the ship that fired the missile has died, then the Targeting Bonus is set to 0%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Power and Heat ===&lt;br /&gt;
&lt;br /&gt;
[[Spaceships]] must manage their power and heat carefully in combat: many [[Spaceships#Ship_Systems|ship systems]] and modules do not function without sufficient power, and overheating causes the ship to take internal damage. Extending the ship&#039;s [[Spaceships#Radiator|radiators]] generally prevents overheating, but extended [[Spaceships#Radiator|radiators]] are not protected by the ship&#039;s [[Spaceships#Armor]] and hits on the radiators can bleed damage into the ship&#039;s internals. &lt;br /&gt;
&lt;br /&gt;
For each ship:&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Systems Power (GW) = 1.1 × (Crew × 0.000005GW + Ship Hull Construction Tier × 0.005GW + Sum of Utility Module Power Requirements (MW) × 0.001 GW/MW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Weapons Power (GW) = Sum for Each Weapon that is NOT Self-Powered: Power Used Per Shot (GJ) / Min(Cooldown (s), Intra-Salvo Cooldown (s))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Required Propulsion Power (GW) = 0 if Drive is Self-Powered, otherwise: Drive Thrust (N) × Drive EV (km/s) × 0.5 × 0.000001(GW/KW) / Drive Efficiency&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to the [[Spaceships#Battery|Battery]] module, each ship also has an auxiliary power storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Aux Power Capacity (GJ) = Required Systems Power (GW) * 1s + Sum for Each Weapon that is NOT Self-Powered: Power Used Per Shot (GJ)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Aux Power Storage naturally begins each battle completely full.&lt;br /&gt;
&lt;br /&gt;
Every 0.25 seconds, if the ship&#039;s [[Spaceships#Radiator|radiators]] are extended or extending or the ship&#039;s [[Spaceships#Heat_Sink|heat sinks]] are less than 98% full, then:&lt;br /&gt;
# The Aux Power refills (up to its capacity) by: &amp;lt;pre&amp;gt;0.25s × Power Coupling Health % × (Required Systems Power (GW) + Required Weapons Power (GW)) × Systems Reactor Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the [[Spaceships#Drive|Drive]]&#039;s power generation mode matches the current state of the thrusters, then the Aux Power also refills (up to its capacity) by an additional: &amp;lt;pre&amp;gt;0.25s × Power Coupling Health % × Required Propulsion Power (GW) × Power Plant Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the Aux power actually refilled at all in the previous steps, and the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by: &amp;lt;pre&amp;gt;Aux Power refilled × (1 - Power Plant efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
# The Aux Power is reduced by: &amp;lt;pre&amp;gt;0.25s × Required Systems Power (GW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every second:&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by: &amp;lt;pre&amp;gt;Required Systems Power (GW) × 1s × (1 - Power Plant efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If the ship has a [[Spaceships#Battery|Battery]] that is not at full capacity, then the ship attempts to transfer power from the Aux Power to the [[Spaceships#Battery|Battery]]. The amount of power transferred is the minimum of the following: &amp;lt;pre&amp;gt;Battery Capacity (GJ) × Battery Health % - Current Battery Power (GJ)&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;Current Aux Power (GJ) × Power Coupling Health %&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;Battery Recharge Rate (GJ)&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Whenever a ship [[Spaceships#Weapons|weapon]] fires, if the [[Spaceships#Weapons|weapon]] is not self-powered, then:&lt;br /&gt;
# The Aux Power is reduced by the weapon&#039;s power consumption per shot. Note: The weapon will not fire in the first place if the power consumption per shot is greater than the current Aux Power + [[Spaceships#Battery|Battery]] Power.&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by the weapon&#039;s heat generation per shot.&lt;br /&gt;
&lt;br /&gt;
Whenever the Aux Power is reduced, if it is reduced below 0, then the underflow is drawn from the ship&#039;s [[Spaceships#Battery|Battery]] (if any exist). If the total power stored reaches 0, then the ship systems are depowered until the power stored increases. Having depowered systems has significant negative effects on the ship&#039;s [[Fleets#ECM_and_Targeting|ECM and Targeting]].&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s [[Spaceships#Drive|Drive]] is thrusting, if the [[Spaceships#Drive|Drive]] is not open-cycle and the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted, retracting, or dead, then the ship&#039;s heat increases by:&lt;br /&gt;
&amp;lt;pre&amp;gt;Thrust Duration (s) × Required Propulsion Power (GW) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s [[Spaceships#Radiator|radiators]] are extended or extending, the ship vents any stored heat at a rate of:&lt;br /&gt;
&amp;lt;pre&amp;gt;Radiator Health % × (Required Systems Power (GW) + Required Weapons Power (GW)) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
If the [[Spaceships#Drive|Drive]] is not open-cycle, then the ship vents an additional:&lt;br /&gt;
&amp;lt;pre&amp;gt;Radiator Health % × Required Propulsion Power (GW) × (1 - Power Plant Efficiency)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ship&#039;s total heat capacity can change as it takes damage: &amp;lt;pre&amp;gt;Current Total Heat Capacity (GJ) = Sum for each Heat Sink: Heat Sink Capacity (GJ) × Heat Sink Health %&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever the ship&#039;s heat exceeds its current total heat capacity:&lt;br /&gt;
# If the ship&#039;s [[Spaceships#Radiator|radiators]] are retracted and not dead, then they automatically begin extending and the ship&#039;s heat is simply set to the current total heat capacity without any problems (since it gets vented out the extending radiator).&lt;br /&gt;
# Otherwise, the ship&#039;s heat is set to the current total heat capacity, and then the ship&#039;s core takes internal damage equal to: &amp;lt;pre&amp;gt;Excess Heat Removed (GJ) × 1000MJ/GJ / 20MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mid-Combat Repairs ===&lt;br /&gt;
&lt;br /&gt;
Every 15 seconds, every damaged ship will attempt to repair its damage. The total repair power of a ship is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Hull Crew / 2 || Base Value.&lt;br /&gt;
|-&lt;br /&gt;
| +(Hull Crew / 4 + Repair Bay Crew × Repair Bay Health %) || For each Repair Bay [[Spaceships#Utility_Modules|Utility Module]].&lt;br /&gt;
|-&lt;br /&gt;
| ×0.10416667% || Base Multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| ×Damage Control Health % || [[Spaceships#Ship_Systems|Damage Control System]] Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| ×1.5 || Project Research:&amp;lt;br&amp;gt;[[Project_RapidRepairingMaterials|Rapid Repairing Materials]]&lt;br /&gt;
|-&lt;br /&gt;
| ×1.5 || Project Research:&amp;lt;br&amp;gt;[[Project_DamageControlDrones|Damage Control Drones]]&lt;br /&gt;
|-&lt;br /&gt;
| ×1.05 || Possible Event Outcome:&amp;lt;br&amp;gt;[[Hab Breakthrough]]&lt;br /&gt;
|-&lt;br /&gt;
| ×(1 + 0.02 per Crew Chief Officer Rank + 0.1 per Damage Control Officer Rank) || [[Spaceships#Officer|Officer]] Bonuses&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This total repair power is divided up into repair groups of 4.5454547% repair power, plus a leftover repair group containing the remaining repair power. Each repair group is then assigned to repair a specific (damaged but still repairable) [[Spaceships#Ship_Systems|ship system]] or module, in the following priority ordering:&lt;br /&gt;
# Life Support Main&lt;br /&gt;
# Damage Control&lt;br /&gt;
# Bridge&lt;br /&gt;
# Drive Coupling&lt;br /&gt;
# Power Coupling&lt;br /&gt;
# Vector Thrusters&lt;br /&gt;
# Life Support Backup&lt;br /&gt;
# Fire Control&lt;br /&gt;
# Sensors&lt;br /&gt;
# Radiator&lt;br /&gt;
# Power Plant&lt;br /&gt;
# Drive&lt;br /&gt;
# Battery&lt;br /&gt;
# Hull Weapons&lt;br /&gt;
# Nose Weapons	&lt;br /&gt;
# Utility Modules&lt;br /&gt;
&lt;br /&gt;
Note: The Ship Armor, Nose Structure, Central Structure, Tail Structure, and Propellent can never be repaired in combat, and so are not part of this priority ordering.&lt;br /&gt;
&lt;br /&gt;
Note 2: Some Utility Modules can never be repaired by the ship (they need a dock). This includes all marine modules and all colony kit modules.  &lt;br /&gt;
&lt;br /&gt;
A part or system is usually repairable as long as it has not been completely destroyed (reached 0% Health). The following systems are repairable even if they are completely destroyed: &lt;br /&gt;
* Drive Coupling&lt;br /&gt;
* Fire Control&lt;br /&gt;
* Power Coupling&lt;br /&gt;
* Sensors&lt;br /&gt;
&lt;br /&gt;
The following systems repair 3.5 times as fast:&lt;br /&gt;
* Drive Coupling&lt;br /&gt;
* Power Coupling&lt;br /&gt;
* Sensors&lt;br /&gt;
&lt;br /&gt;
=== Post-Combat Repairs ===&lt;br /&gt;
&lt;br /&gt;
After combat ends, any ship system or part that can be repaired by [[Fleets#Mid-Combat Repairs|Mid-Combat Repairs]] is repaired until it cannot be repaired further (even if the Damage Control System is completely destroyed). Note that many [[Spaceships#Ship_Systems|ship systems]] cannot be repaired mid-combat, especially if they have been completely destroyed.&lt;br /&gt;
&lt;br /&gt;
But Post-Combat Repairs can fix some of these [[Spaceships#Ship_Systems|systems]], up to an extent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2| [[Spaceships#Ship_Systems|Ship System]] !! colspan=2| Repairable up to % Health&lt;br /&gt;
|-&lt;br /&gt;
! Without Repair Bay !! With Repair Bay&lt;br /&gt;
|-&lt;br /&gt;
| Power Plant || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Drive || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Radiator || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Vector Thrusters || 5% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Bridge || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Life Support Main || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Life Support Backup || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Battery || 0% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
But any ship system that is repaired in this manner is henceforth capped at this health %, unable to be repaired further until the ship is repaired at an actual [[Space Dock]], [[Shipyard]], or [[Spaceworks]].&lt;br /&gt;
&lt;br /&gt;
Note: Repair bays only affect the individual [[Spaceships]] they are on. Not the entire fleet.&lt;br /&gt;
&lt;br /&gt;
=== Salvage ===&lt;br /&gt;
&lt;br /&gt;
When any ship is destroyed in combat by any method other than an AoE missile, the winner of the combat&amp;lt;ref&amp;gt;Note that the winner of the combat does not have to be the destroyer of the ship, factions can in fact salvage their own ships that were destroyed in combat.&amp;lt;/ref&amp;gt; will gain a fraction of its resource cost as salvage, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}. &lt;br /&gt;
&lt;br /&gt;
Note: The winner of the combat must have at least one surviving ship to collect the salvage.&lt;br /&gt;
&lt;br /&gt;
The salvage fraction is calculated differently for each resource type:&lt;br /&gt;
* {{TV|water}} and {{TV|fissiles}} can never be salvaged.&lt;br /&gt;
* {{TV|volatiles}}, {{TV|metals}}, and {{TV|nobles}} have their salvage fraction set to a random value between 0% and 25%.&amp;lt;ref name=separaterolls&amp;gt;Every ship and every resource type is rolled separately and independently.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* {{TV|antimatter}} has only a 25% chance&amp;lt;ref name=separaterolls /&amp;gt; to be salvaged. But when it is salvaged, the fraction is set to 100%.&lt;br /&gt;
* {{TV|exotics}} have their salvage fraction set to a random value between 0% and 85%.&amp;lt;ref name=separaterolls /&amp;gt; This is then multiplied by 2, 1, ½, or ⅓ for Cinematic, Normal, Veteran, or Brutal [[Game_Options#Game_Difficulty|Campaign Difficulty]]. Then divided by the [[Game_Options#Alien_Progression_Rate|Alien Progression Rate]].&lt;br /&gt;
&lt;br /&gt;
Then the total salvage is multiplied by (20% + the fleet&#039;s Salvage Bonus). The Salvage Bonus of the fleet is calculated as 10% per Salvage Bay + 10% per Supply Officer Rank, with a soft cap at 25% and hard cap at 50%. Specifically, when the base Salvage bonus is over 25%:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Actual Salvage Bonus = 25% + 25% × (Base Salvage Bonus - 25%) / (Base Salvage Bonus + 175%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561197972366463</name></author>
	</entry>
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