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		<title>Spaceships</title>
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		<updated>2025-04-13T02:26:24Z</updated>

		<summary type="html">&lt;p&gt;76561198127175015: /* Officer */&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 unlock the early-game orbital shipbuilding tech, 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 and found habitats, 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, boost and 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 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;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 Delta-V and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship.&lt;br /&gt;
* &#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.&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.&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;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while a its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&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. Boost and 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;Support:&#039;&#039;&#039; The monthly cost 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.&lt;br /&gt;
* &#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;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
Designing a ship begins with selecting a hull. The type of hull determines the number of nose and hull weapon hard points, the number of utility modules, and the length of the hull.&lt;br /&gt;
&lt;br /&gt;
Shorter ships will have a lower moment of inertia, meaning they will rotate faster than their longer counterparts. The weight required to armor a ship also increases with ship size. Steel armor has been used as a benchmark here, but see the Armor section below for information on lighter armors. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Hull !! rowspan=2 | Base Mass&amp;lt;br&amp;gt;(tons) !! rowspan=2 | Base Crew !! rowspan=2 | Max Officers !! rowspan=2 | Base Turn Rate&amp;lt;br&amp;gt;(deg/sec^2) !! colspan=3 | Construction Time (days) !! colspan=3 | Hard Points !! colspan=2 | Support Cost !! colspan=4 | Base Construction Cost !! rowspan=2 | Required Project !! colspan=2 | Steel Armor Tons/point&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Station T1 ConstructionModule.png|25px]] T1 !! [[File:Station T2 Shipyard.png|25px]] T2 !! [[File:Station T3 Spaceworks.png|25px]] T3 !! [[File:Select Nose Hard Point.png|25px]] Nose !! [[File:Select Hull Hard Point.png|25px]] Hull !! [[File:Select Utility.png|25px]] Utility !! [[File:ICO mission control.png|25px]] !! [[File:ICO currency.png|25px]] !! [[File:ICO water.png|25px]] !! [[File:ICO volatiles.png|25px]] !! [[File:ICO metal.png|25px]] !! [[File:ICO metal noble.png|25px]]!! Nose/Tail !! Side&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gunship&#039;&#039;&#039; || 212 || 3 || 1 || 227.0 || 60 || 51 || 29 || 1 || 0 || 1 || 1 || 1 || 0.6 || 2.6 || 14 || 4 || rowspan=3 | Interplanetary Warships || 46.2 || 462&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Escort&#039;&#039;&#039; || 366 || 4 || 1 || 131.5 || 90 || 77 || 44 || 0 || 2 || 2 || 1 || 2 || 0.8 || 2.8 || 14 || 4 || 46.2 || 462&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corvette&#039;&#039;&#039; || 382 || 8 || 2 || 96.9 || 90 || 77 || 44 || 1 || 1 || 2 || 1 || 3 || 1.6 || 5.1 || 24.5 || 7 || 103.9 || 900.9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frigate&#039;&#039;&#039; || 680 || 20 || 3 || 35.4 || 120 || 102 || 59 || 1 || 2 || 4 || 2 || 4 || 4 || 10 || 42 || 12 || rowspan=3 | Patrol Vessels || 184.8 || 1848&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monitor&#039;&#039;&#039; || 1040 || 35 || 3 || 18.5 || 180 || 120 || 84 || 0 || 4 || 3 || 2 || 4 || 7 || 14 || 49 || 14 || 184.8 || 2310&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Destroyer&#039;&#039;&#039; || 1060 || 40 || 3 || 18.2 || 203 || 135 || 95 || 2 || 2 || 3 || 2 || 5 || 8 || 15 || 49 || 14 || 184.8 || 2310&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cruiser&#039;&#039;&#039; || 1440 || 60 || 4 || 9.5 || 270 || 180 || 126 || 2 || 3 || 6 || 3 || 10 || 12 || 20.5 || 59.5 || 17 || rowspan=3 | Fleet Combatants || 184.8 || 3234&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battlecruiser&#039;&#039;&#039; || 1480 || 70 || 4 || 9.3 || 270 || 180 || 126 || 3 || 2 || 3 || 3 || 12 || 14 || 22.5 || 59.5 || 17 || 184.8 || 3234&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battleship&#039;&#039;&#039; || 1820 || 80 || 5 || 6.6 || 450 || 300 || 200 || 2 || 6 || 4 || 3 || 15 || 16 || 27.5 || 80.5 || 23 || 288.7 || 4620&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lancer&#039;&#039;&#039; || 2400 || 100 || 5 || 4.0 || 540 || 360 || 240 || 4 || 3 || 6 || 4 || 20 || 20 || 37 || 119 || 34 || rowspan=2 | Ships of the Line || 473.1 || 7392&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dreadnought&#039;&#039;&#039; || 2980 || 120 || 5 || 2.9 || 540 || 360 || 240 || 3 || 8 || 6 || 4 || 25 || 24 || 43.5 || 136.5 || 39 || 565.9 || 8893&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Titan&#039;&#039;&#039; || 3480 || 120 || 6 || 2.3 || 608 || 405 || 270 || 4 || 6 || 8 || 5 || 30 || 24 || 44.5 || 143.5 || 41 || rowspan=1 | Titans || 565.9 || 9702&lt;br /&gt;
|}&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&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Long || Short&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attack Bomber&#039;&#039;&#039; || Long || Long&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fighter&#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;Defense Bomber&#039;&#039;&#039; || Short || Long&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
Individual ship may earn experience result in specific improvements for that ship&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Module !! Trigger !! Minimum crew !! Spawn chance!! Effect (Level 1, Level 2, Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Admiral&#039;&#039;&#039; || Flag Bridge || Combat victory ||  || 2% || Fleet MC Reduction (-5%, -10%, -20%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Captain&#039;&#039;&#039; ||  || Combat victory ||  || 1% || Ship MC (-1, -2, -3) Minimum of 1, Global Damage (+2%, +4%, +6%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;First Officier&#039;&#039;&#039; ||  || Combat victory || 20 || 1% || Officer promotion (+1%, +2%, +3%), Global targeting (+3%, +6%, +10%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Control Officier&#039;&#039;&#039; || Missiles || Combat kill with missiles ||  || 6% || Missile targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gunnery Officer&#039;&#039;&#039; || Guns || Combat kill with guns ||  || 6% || Guns targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Direct Energy Officier&#039;&#039;&#039; || Energy weapons || Combat kill with energy weapons ||  || 6% || Energy targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Officer&#039;&#039;&#039; ||  || Combat survival || 10 || 1% || Improve damage control speed (+10%, +20%, +30%), Internal damage (-5%, -10%, -15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineering Officer&#039;&#039;&#039; ||  || Combat survival ||  || 1% || Internal damage (-5%, -10%, -15%), Dock repair speed (+20%, +30%, +50%), Salvage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Propulsion Officer&#039;&#039;&#039; || Tunable Drive || Combat survival ||  || 1% || Combat thrust multiplier (1, 2, 3), ECM +(2%, 4%, 6%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Medical Officier&#039;&#039;&#039; ||  || Combat survival || 40 || 1% || Combat acceleration (+50%, +100%, +150%), Officer survival (+30%, +50%, +70%), Radiation damage (-10%, -25%, -50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CIC Officier&#039;&#039;&#039; ||  || Combat kill || 20 || 2% || ECM (+5%, +12%, +20%), Point defense cooldown (-5%, -10%, -15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intel Officier&#039;&#039;&#039; ||  || Combat kill || 40 || 2% || Global target and damage (+5%, +10%, +15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marine Officier&#039;&#039;&#039; || Marine || Successful marine assault ||  || 10% || Assault combat value (+1, +3, +5)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supply Officier&#039;&#039;&#039; ||  || Transfer completion || 40 || 3% || Max trajectory duration in months (+3, +6, +12), Dock resupply speed (+20%, +30%, +50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Officier&#039;&#039;&#039; ||  || Combat victory || 20 || 1% || Damage control speed (+2%, +4%, +6%) MC Reduction (0, 0, -1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Power Plant !! Classification !! Efficiency !! Specific power (tons/GW) !! Maximum Output (GW)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell I || Fuel Cell || 70.0% || 2,800 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell II || Fuel Cell || 70.0% || 450 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell III || Fuel Cell || 72.0% || 120 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor I || Solid Core Fission || 75.0% || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor II || Solid Core Fission || 77.5% || 34 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor III || Solid Core Fission || 80.0% || 28 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor IV || Solid Core Fission || 82.5% || 12 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor V || Solid Core Fission || 85.0% || 8 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor I || Solid Core Fission || 77.5% || 6 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor II || Solid Core Fission || 80.0% || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor III || Solid Core Fission || 82.5% || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor IV || Solid Core Fission || 85.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor V || Solid Core Fission || 87.5% || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor I || Molten Core Fission || 85.0% || 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor II || Molten Core Fission || 88.0% || 3.5 || 35&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor III || Molten Core Fission || 90.0% || 3 || 420&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt Fission Reactor I || Molten Salt Core Fission || 92.0% || 2 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt Fission Reactor II || Molten Salt Core Fission || 93.0% || 1.8 || 420&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor I || Gas Core Fission || 90.0% || 4 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor II || Gas Core Fission || 92.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor III || Gas Core Fission || 92.0% || 3 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor I || Gas Core Fission || 90.0% || 10 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor II || Gas Core Fission || 91.0% || 7 || 33&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor III || Gas Core Fission || 95.0% || 3 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor I || Gas Core Fission || 93.0% || 10 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor II || Gas Core Fission || 95.0% || 3.5 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor III || Gas Core Fission || 96.0% || 1 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor I || Electrostatic Confinement Fusion || 95.0% || 1 || 46&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor II || Electrostatic Confinement Fusion || 95.0% || 0.5 || 74&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor I || Z-Pinch Fusion || 95.0% || 10 || 260&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor II || Z-Pinch Fusion || 95.0% || 5 || 610&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor III || Z-Pinch Fusion || 96.0% || 1.5 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor IV || Z-Pinch Fusion || 97.0% || 0.4 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor I || Hybrid Confinement Fusion || 97.0% || 4 || 180&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor II || Hybrid Confinement Fusion || 98.0% || 2 || 510&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor III || Hybrid Confinement Fusion || 99.0% || 1 || 1900&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor IV || Hybrid Confinement Fusion || 99.0% || 0.05 || 11400&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak I || Toroid Magnetic Confinement Fusion || 92.0% || 12 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak II || Toroid Magnetic Confinement Fusion || 94.0% || 8 || 401&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak III || Toroid Magnetic Confinement Fusion || 95.0% || 6 || 624&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak IV || Toroid Magnetic Confinement Fusion || 97.5% || 3 || 1300&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor I || Mirrored Magnetic Confinement Fusion || 93.0% || 13.4 || 120&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor II || Mirrored Magnetic Confinement Fusion || 95.0% || 6.5 || 215&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor III || Mirrored Magnetic Confinement Fusion || 97.0% || 1.2 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor I || Inertial Confinement Fusion || 85.0% || 17.6 || 370&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor II || Inertial Confinement Fusion || 89.0% || 12 || 860&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor III || Inertial Confinement Fusion || 92.0% || 10 || 3200&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor IV || Inertial Confinement Fusion || 95.0% || 5 || 5500&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor I || Plasma Core Antimatter || 99.8% || 0.45 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor II || Plasma Core Antimatter || 99.8% || 0.05 || 7300&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Beam Core Reactor || Beam Core Antimatter || 99.8% || 0.00002 || 3000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&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;
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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Type !! Drive !! Required Power Plant !! Thrust Rating (single engine) !! Exhaust Velocity Rating !! Propellant (Propellant/Tank) &lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Apex Solid Rocket || N/A || 20.5 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 20.6 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 21 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 19.8 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 20.9 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 19.7 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 17.9 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Tungsten Resistojet || N/A || 9.9 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Tungsten Resistojet || N/A || 4.3 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Arcjet Drive || N/A || 1.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Plasma Wave Drive || N/A || 1.3 || 6.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Advanced VASIMR Drive || N/A || 7.8 || 7.2 || Water (1) &amp;lt;br /&amp;gt;Hydrogen=Y&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Lorentz Drive || N/A || 5.3 || 6.8 || Water (0.75), Metals (0.25)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Helicon Drive || N/A || 5.3 || 8.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic || Hall Drive || N/A || 2.7 || 4.3 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic || Ion Drive || N/A|| 8.4 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 10 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 9.6 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 1.0 || 7.2 || Water (1) &amp;lt;br /&amp;gt;Hydrogen=Y&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Pondermotive Drive || N/A || 2.2 || 7.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Pulsed Plasmoid Drive || N/A || 1.1 || 8.7 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || E-Beam Drive || N/A || 8.8 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 10.2 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Mass Driver || N/A || 4.4 || 3.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Superconducting Mass Driver || N/A || 5.3 || 4.9 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Kiwi Drive || Solid Core Fission || 11.7 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 12.3 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Snare Drive || Solid Core Fission || 7.2 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Rover Drive || Solid Core Fission || 7.8 || 3.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Cermet NERVA || Solid Core Fission || 8.1 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced NERVA Drive || Solid Core Fission || 15 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 15.3 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Cermet NERVA || Solid Core Fission || 9.8 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Heavy Dumbo || Solid Core Fission || 18.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 13.3 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 14.1 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pebble Drive || Solid Core Fission || 8.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Particle Drive || Solid Core Fission || 9.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Lars Drive || Liquid Core Fission || 13.3 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Teardrop Drive || Liquid Core Fission || 15 || 4.3 || Water (0.995) Fissiles (0.005)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 15.7 || 4.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 19.4 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 15 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 15.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 12.5 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 15 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 13.5 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 15.3 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 15.4 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Fission Lantern || Gas Core Fission || 18.9 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lodestar Fission Lantern || Gas Core Fission || 20.1 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 8.9 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 9.1 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 13.4 || 6.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Flare Drive || Gas Core Fission || 18.4 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Lantern || Nuclear Salt Water Core || 20.3 || 6.0 || Water (0.65), Volatiles (0.05) Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 20.3 || 10.7 || Water (0.25), Volatiles (0.05) Fissiles (0.7)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 11.2 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 14.1 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 14.7 || 7.0 || Water (0.99)*, Fissiles (0.01)*, Antimatter (1 × 10&amp;lt;sup&amp;gt;−12&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Minimag Orion || N/A || 16 || 6.5 || Metals (0.4), Noble Metals (0.4), Fissiles (0.2)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Advanced Minimag Orion || N/A || 17.5 || 7.3 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Orion Drive || N/A || 20.6 || 5.4 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || H-Orion Drive || N/A|| 21.2 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Triton Drive || N/A || 14.2 || 8.6 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Deuteron Drive || N/A || 13.4 || 10.7 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Helion Drive || N/A || 15.9 || 10.4 || Water (0.9), Fissiles (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Borane Lantern || N/A || 15.3 || 11.6 || Water (0.8), Volatiles (0.1), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Deuteron Torch || N/A || 16.1 || 11.7 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Triton Fusor Drive || Electrostatic Confinement Fusion || 11.9 || 8.5 || Water (0.75), Metals (0.24), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Deuteron Fusor Drive || Electrostatic Confinement Fusion || 10.9 || 10.3 || Water (0.76), Metals (0.24)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Protium Fusor Drive || Electrostatic Confinement Fusion || 12.4 || 10.8 || Water (0.76), Metals (0.24)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Triton Polywell Drive || Hybrid Confinement Fusion || 14.1 || 8.4 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Deuteron Polywell Drive || Hybrid Confinement Fusion || 14.6 || 9.2 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Helion Plasmajet Lantern || Hybrid Confinement Fusion || 16.7 || 9.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Borane Plasmajet Lantern || Hybrid Confinement Fusion || 18.9 || 9.5 || Water (0.8), Volatiles (0.1), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Triton Torus Drive || Toroid Magnetic Confinement Fusion || 7.1 || 6.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Triton Reflex Drive || Mirrored Magnetic Confinement Fusion || 6.6 || 10.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Helion Torus Drive || Toroid Magnetic Confinement Fusion || 5.2 || 8.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Advanced Helion Torus Drive || Toroid Magnetic Confinement Fusion || 6.6 || 12.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Helion Reflex Drive || Mirrored Magnetic Confinement Fusion|| 5.7 || 8.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Advanced Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 7.2 || 9.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Helion Drive || Z-Pinch Fusion || 9.4 || 11.8 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Boron Fusion Drive || Z-Pinch Fusion || 10.4 || 10.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Mag Protium Fusion Drive || Any Magnetic Confinement Fusion || 8.6 || 13.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Triton Hope Inertial Drive || Inertial Confinement Fusion || 3.5 || 9.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Triton Vista Inertial Drive || Inertial Confinement Fusion || 8.9 || 7.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Helion Inertial Drive || Inertial Confinement Fusion || 6.8 || 9.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Daedalus Torch || Inertial Confinement Fusion || 10.4 || 13.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Boron Inertial Drive || Inertial Confinement Fusion || 6.0 || 7.3 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Boron Inertial Torch || Inertial Confinement Fusion || 7.6 || 14.1 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Protium Inertial Torch || Inertial Confinement Fusion || 9.1 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Protium Converter Torch || Inertial Confinement Fusion || 17.6 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Antimatter Pulsed Plasma Core Drive || Plasma Core Antimatter || 11.6 || 7.9 || Water (0.99997)*, Antimatter (0.00003)*&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Antimatter Plasma Core Drive || Plasma Core Antimatter || 12.8 || 9.2 || Water (0.99991)*, Antimatter (0.00009)*&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Advanced Antimatter Plasma Core Drive || Plasma Core Antimatter || 13.3 || 11.5 || Water (0.9999), Antimatter (0.0001)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Pion Torch || Beam Core Antimatter || 14.3 || 13.8 || Water (0.5), Antimatter (0.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Rounded&#039;&#039;&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 diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
Radiators remove waste heat produced by the ship&#039;s power plant. They scale in mass based on the power plant&#039;s output and efficiency. Because these are highly vulnerable in combat, they can be retracted if the ship has heat sinks in one or more utility slots. However, once the ship&#039;s heat sink fills up, the radiators must be extended again to protect the lives of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2| Radiator !! rowspan=2 | Combat vulnerability when deployed !! rowspan=2 | Mass (tons / GW) !! colspan=4 | Resources / GW&lt;br /&gt;
|-&lt;br /&gt;
!   [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum Fin || Very High || 400 || 0 || 40 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium Array || High || 181.8 || 0 || 0 || 18.2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Molybdenum Pipe || Moderate || 222.2 || 0 || 11.1 || 11.1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube Filament || Moderate || 153.8 || 14.6 || 0.77 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ionic Dust || Very Low || 333.3 || 31.7 || 1.7 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Cobalt Dust || Very Low || 200 || 0 || 1 || 19 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Tin Droplet || Very Low || 125 || 1.3 || 11.3 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Gallium Mist || Very Low || 100 || 1 || 5 || 4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Lithium Spray || Very Low || 76.9 || 0.77 || 4.6 || 2.3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma || Low || 55.6 || 0.56 || 0.56 || 4.4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Spike || Low || 41.7 || 0.21 || 0.21 || 3.7 || 0.042&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
The ship&#039;s primary battery stores energy from the power plant and provides it to weapons, life support, and other key systems when the main power plant is unable to do so, either due to damage or when the drive is operating on ships that don&#039;t have an independently powered drive. High-power weapons can drain the battery quickly in combat. Improved batteries will have a larger capacity or a faster recharge rate. You may add additional batteries of the same type in utility module slots for greater capacity.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Battery !! rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Time to full charge (minutes) !! rowspan=2|Recharge rate (GJ / minute) !! colspan=5|Resources&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Ion || 30 || 15 || 50 || 0.3 || || 0.6 || 2.4 || || &lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Sulfur || 35 || 21 || 56 || 0.38 || || 1.4 || 2.1 || 0.035 ||&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 80 || 40 || 89 || 0.45 || || 1.6 || 6.4 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water || 20 || 20 || 33 || 0.61 || 1.6 || 0.4 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Graphene || 120 || 48 || 32 || 1.5 || || 9 || 2.4 || 0.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quantum || 80 || 80 || 27 || 2.96  || || 4 || 2.4 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Coil || 2 || 40 || 9 || 4.44 || || 0.1 || 0.06 || 0.04 ||&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Nanowire || 10 || 60 || 10 || 6.0 || || 0.4 || 0.25 || 0.3 || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Armor plating on the ship will absorb incoming weapons fire, preventing damage to internal components. Each point of armor will absorb 20 Megajoules of energy at a single location on the hull before vaporizing. Different armor types require a different thickness and mass to absorb a particular amount of damage. In the below table, the mass required per point is given as a percentage of the mass of steel armour (so for example, a steel plate that weighs 1000 tons would instead weigh 230 tons if it were made of composite armour). &lt;br /&gt;
&lt;br /&gt;
Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will always be 10-20x heavier per point than nose/tail armour. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Armor !! rowspan=2|Weight Multiplier !! rowspan=2|Bonus Resistance !! colspan=5|Cost / kiloton !! colspan=2|Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics !!  X-Ray !! Baryonic&lt;br /&gt;
|-&lt;br /&gt;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0 || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.1% || Chipping || 0 || 0 || 0 || 100 || 0 || 282% || 107%&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.6% || || 0 || 50 || 50 || 0 || 0 || 515% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0 || 671% || 65%&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 28.4% || || 0 || 50 || 25 || 25 || 0 || 876% || 182%&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 22.9% || || 0 || 60 || 35 || 5 || 0 || 1021% || 193%&lt;br /&gt;
|-&lt;br /&gt;
| Foamed Metal || 45.2% || Chipping || 0 || 30 || 50 || 20 || 0 || 718% || 175%&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 11.5% || Kinetic Damage || 0 || 55 || 35 || 10 || 0 || 1163% || 196%&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40 || 950% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.4% || Laser Damage || 0 || 30 || 30 || 20 || 20 || 913% || 171%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
Utility Modules perform a variety of functions to widen a spacecraft&#039;s capabilities. Extra batteries may also be put in utility module slots.&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 || +5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 500 || Improves damage control&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 2)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +5MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain additional ammo and mass&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -50% 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;
| 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;
&lt;br /&gt;
==== Drive Enhancement Module ====&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 || Anything or Hydrogen Propellant || Can replenish Propellant in interface orbits of Jovian planets&amp;lt;br&amp;gt;No aerobraking damage; Cannot be used for antimatter drive that use Hydrogen as Propellant.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Heat Sink !! rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Specific capacity (GJ/ton) !! colspan=4|Resources&lt;br /&gt;
|-&lt;br /&gt;
!   [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Water || 250 || 100 || 0.40 || 25 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Potassium || 205 || 110 || 0.54 ||  ||  || 20.5  || &lt;br /&gt;
|-&lt;br /&gt;
| Sodium || 230 || 370 || 1.61 ||  ||  || 23 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Lithium || 128 || 525 || 4.10 ||  ||  || 12.8 || &lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 485 || 900 || 1.86 ||  || 12.1 || 36.4 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Exotic || 250 || 1800 || 7.2 ||  ||  || 20 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Water || 500 || 200 || 0.40 ||  50 ||  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Potassium || 410 || 220 || 0.54  ||  ||  || 41 || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Sodium || 460 || 740 || 1.61 ||  ||  || 46 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Lithium || 256 || 1050 || 4.10 ||  ||  || 25.6 || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Molten Salt || 970 || 1800 || 1.86 ||  || 24.3 || 72.8 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Exotic || 500 || 3600 || 7.2 ||  ||  || 40 ||  10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&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)&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800&lt;br /&gt;
|}&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;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets.  Weapons can have up to four different possible fire modes:&lt;br /&gt;
* Focus Fire: Will fire at primary target only.&lt;br /&gt;
* Attack: Will fire at primary target if it is in range, otherwise will attack the nearest available target.&lt;br /&gt;
* Guardian: Will fire at incoming projectiles and missiles before targeting enemy ships.&lt;br /&gt;
* Defense: Will fire at incoming projectiles and missiles; will not target ships.&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.  For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds.  If a weapon has a salvo listed of X shots / Y s, it will fire one shot every Y seconds X number of times, and then will go on cooldown, after which it will fire another salvo.  For example, the Krait Missile Bay has a salvo of 2 shots / 5 s and a cooldown of 60 seconds; once in range, it will fire one shot, wait 5 seconds, fire a second shot, and then will go on cooldown for 60 seconds.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* 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;
==== Guns ====&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 muzzle velocity will have a hard time hitting anything at range and the projectiles can be targeted by point defense. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Gun !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
| 30mm Autocannon || 1 ||  || Defense || 4 || 3.2 || 3000 ||  || 200 || 19.5 || 10 shots / 1 s || &lt;br /&gt;
|-&lt;br /&gt;
| 40mm Autocannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 4 || 20.3 || 2000 ||  || 350 || 45 || 6 shots / 4.5 s || &lt;br /&gt;
|-&lt;br /&gt;
| 6-inch Cannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 12 || 22.1 || 600 ||  || 250 || 52 || 4 shots / 2 s || &lt;br /&gt;
|-&lt;br /&gt;
| 8-inch Cannon || 2 ||  || Focus Fire, Attack || 15 || 49 || 400 ||  || 250 || 90 || 4 shots / 3 s || &lt;br /&gt;
|- &lt;br /&gt;
| 10-inch Cannon ||  || 1 || Focus Fire, Attack || 16 || 88.2 || 300 ||  || 250 || 179 || 3 shots / 3 s || &lt;br /&gt;
|-&lt;br /&gt;
| 12-inch Cannon ||  || 2 || Focus Fire, Attack || 20 || 156.8 || 250 ||  || 250 || 305 || 2 shots / 5 s || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&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 may have a difficult time hitting targets at range; coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Magnetic Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Shot Battery Consumption (GJ) !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 28.1 || 1000 ||  || 500 || 62 ||  || 0.15 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 43.2 || 1000 ||  || 550 || 57 ||  || 0.18 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 68 || 1000 ||  || 600 || 52 ||  || 0.22 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 40 || 75.9 || 1500 ||  || 500 || 65 || 3 shots / 10 s || 0.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 116.6 || 1500 ||  || 550 || 60 || 4 shots / 10 s || 0.24 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 173.6 || 1500 ||  || 600 || 55 || 5 shots / 10 s || 0.28 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 36 || 81 || 1200 ||  || 650 || 128.8 ||  || 0.43 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 24 || 124.4 || 1200 ||  || 700 || 118.8 ||  || 0.52 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 12 || 196 || 1200 ||  || 750 || 108.8 ||  || 0.64 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 48 || 218.7 || 1800 ||  || 650 || 136 || 3 shots / 12 s || 0.58 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 36 || 317.5 || 1800 ||  || 700 || 126 || 4 shots / 12 s || 0.66 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 24 || 453.6 || 1800 ||  || 750 || 116 || 5 shots / 12 s || 0.74 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 43 || 233.3 || 1440 ||  || 800 || 269.1 ||  || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 29 || 358.3 || 1440 ||  || 850 || 249.1 ||  || 1.5 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 14 || 563.5 || 1440 ||  || 900 || 229.1 ||  || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 58 || 595.4 || 2160 ||  || 800 || 286.4 || 3 shots / 14 s || 1.6 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 43 || 829.4 || 2160 ||  || 850 || 266.4 || 4 shots / 14 s || 1.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 29 || 1148.2 || 2160 ||  || 900 || 246.4 || 5 shots / 15 s || 1.9 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk1 ||  || 1 || Focus Fire, Attack || 45 || 145.8 || 200 ||  || 550 || 66 ||  || 0.78 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 223.9 || 200 ||  || 600 || 61 ||  || 0.93 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk3 ||  || 1 || Focus Fire, Attack || 15 || 352.2 || 200 ||  || 650 || 56 ||  || 1.1 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk1 ||  || 1 || Focus Fire, Attack || 40 || 273.4 || 300 ||  || 550 || 67.5 || 3 shots / 10 s || 0.73 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 396.9 || 300 ||  || 600 || 62.5 || 4 shots / 10 s || 0.83 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk3 ||  || 1 || Focus Fire, Attack || 20 || 717.6 || 300 ||  || 650 || 57.5 || 5 shots / 10 s || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk1 ||  || 2 || Focus Fire, Attack || 54 || 419.9 || 240 ||  || 700 || 134.4 ||  || 2.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 644 || 240 ||  || 750 || 124.4 ||  || 2.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk3 ||  || 2 || Focus Fire, Attack || 18 || 1102.2 || 240 ||  || 800 || 114.4 ||  || 3.6 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk1 ||  || 2 || Focus Fire, Attack || 48 || 744.2 || 360 ||  || 700 || 138 || 3 shots / 12 s || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 1036.8 || 360 ||  || 750 || 128 || 4 shots / 12 s || 2.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk3 ||  || 2 || Focus Fire, Attack || 24 || 1771.9 || 360 ||  || 800 || 118 || 5 shots / 12 s || 2.9 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk1 ||  || 4 || Focus Fire, Attack || 108 || 1207.5 || 300 ||  || 900 || 276 ||  || 6.4 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2015.5 || 300 ||  || 950 || 256 ||  || 8.4 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk3 ||  || 4 || Focus Fire, Attack || 36 || 3169.6 || 300 ||  || 1000 || 236 ||  || 10.3 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk1 ||  || 4 || Focus Fire, Attack || 96 || 1944 || 450 ||  || 900 || 285 || 3 shots / 24 s || 5.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2624.4 || 450 ||  || 950 || 265 || 4 shots / 24 s || 5.5 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk3 ||  || 4 || Focus Fire, Attack || 48 || 4287.9 || 450 ||  || 1000 || 245 || 5 shots / 24 s || 7 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&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.  All missiles have a range of 1,000 km.&lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different types of warheads:&lt;br /&gt;
* Fragmentation warheads do 50% damage to armor&lt;br /&gt;
* Penetrator warheads do 60% damage to armor&lt;br /&gt;
* Explosive warheads do 80% damage to armor&lt;br /&gt;
* Nuclear warheads do 100% damage to armor and have a blast radius&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor and have a longer but narrower blast cone radius&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Tier !! Mass (tons) !! Blast Damage Radius (km) !! Destruction Cone !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || Focus Fire || 5 || 350.9 || Explosive || 4.5 || 3.3 || 10 || 0 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || Focus Fire || 5 || 501.4 || Explosive || 14.9 || 3.8 || 16 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || Focus Fire || 7 || 598.8 || Explosive || 14.9 || 3.5 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Racer Missile Bay || Focus Fire, Defense || 3 || 89.1 || Explosive || 29.9 || 2.7 || 36 || 1 || 24.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || Focus Fire, Defense || 5 || 501.8 || Fragmentation || 14.9 || 4.5 || 24 || 1 || 43.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || Focus Fire, Defense || 7 || 840.5|| Fragmentation || 14.9 || 4.1 || 18 || 1 || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || Focus Fire || 5 || 501.8 || Penetrator || 14.9 || 4.5 || 16 || 2 || 30.6 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || Focus Fire || 5 || 840.5 || Penetrator || 14.9 || 4.1 || 12 || 2 || 24.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || Focus Fire || 5 || 923.1 || Explosive || 18.3 || 3.7 || 10 || 1 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || Focus Fire, Defense || 5 || 795.2 || Fragmentation || 18.3 || 5.6 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || Focus Fire || 5 || 1,901 || Penetrator || 18.3 || 4.4 || 10 || 1 || 34 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Python Nuclear Missile Bay || Focus Fire, Defense || 5 || 188,325,000 || Nuclear || 18.3 || 4 || 10 || 2 || 31 || 6 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Sidewinder Shaped Nuclear Missile Bay || Focus Fire, Defense || 5 || 418,500,000 || Shaped Nuclear || 18.3 || 4 || 10 || 2+ || 31 || 39 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || Focus Fire || 7 || 1,120.3 || Explosive || 7.5 || 6.2 || 6 || 1 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || Focus Fire || 7 || 8,004.2 || Penetrator || 7.5 || 4.6 || 6 || 2 || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || Focus Fire || 7 || 2,230.4 || Explosive || 9.1 || 8.0 || 6 || 1 || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || Focus Fire || 7 || 15,249.0 || Penetrator || 9.15 || 6.0 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || Focus Fire || 7 || 6,738.3 || Explosive || 4.9 || 12.8 || 6 || 2 || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || Focus Fire || 7 || 48,492.1 || Penetrator || 4.9 || 9.0 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Poseidon Torpedo Bay || Focus Fire || 7 || 17,112.5|| Penetrator || 4.9 || 18.5 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || Focus Fire || 7 || 1,129,950,000 || Nuclear || 7.5 || 6.4 || 5 || 2+ || 49 || 15 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || Focus Fire || 7 || 2,448,225,000 || Nuclear || 9.1 || 7.7 || 5 || 2+ || 44 || 22 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || Focus Fire || 7 || 4,519,800,000 || Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 30 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 93 || 0.2° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Acheron Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.1 || 5 || 2+ || 44 || 124 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Tartarus Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.5 || 5 || 2+ || 44 || 149 || 0.13° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Styx Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.0 || 5 || 2+ || 44 || 219 || 0.085° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher ||Focus Fire || 40 || 22,470,010,000 || Antimatter || 4.9 || 14.6 || 5 || 2+ || 74 || 67 ||  || Not Through Atmosphere&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Laser Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Range (km) !! Mass (tons) !! Shot Battery Consumption (GJ) !! Armor Effectiveness at 100km !! Armor Effectiveness at 200km !! Armor Effectiveness at 500km !! Build Cost !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Laser Turret || 1 ||  || Defense || 3 || 50 || 250 || 20 || 0.2 || 1,289% || 5,156% || 32,227% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Arc Laser Turret || 1 ||  || Defense || 3 || 50 || 300 || 20 || 0.11 || 1,096% || 4,386% || 27,412% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Phaser Turret || 1 ||  || Defense || 3 || 50 || 350 || 20 || 0.14 || 920% || 3,679% || 22,994% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 0.4 || 330% || 1,318% || 8,239% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.29 || 279% || 1,115% || 6,968% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 75 || 0.22 || 233% || 930% || 5,815% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 0.5 || 90% || 358% || 2,238% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.33 || 71% || 284% || 1,777% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.25 || 59% || 235% || 1,471% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 1 || 30% || 118% || 738% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.5 || 20% || 79% || 492% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.33 || 16% || 63% || 393% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.6 || 90% || 361% || 2,254% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.43 || 75% || 299% || 1,868% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 100 || 0.33 || 61% || 244% || 1,523% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.75 || 30% || 121% || 753% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.5 || 23% || 92% || 577% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.38 || 16% || 64% || 399% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 1.5 || 15% || 61% || 378% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.75 || 10% || 41% || 257% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.5 || 5% || 20% || 127% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 0.9 || 20% || 81% || 504% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.64 || 15% || 59% || 369% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 200 || 0.5 || 10% || 42% || 262% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 1.1 || 14% || 54% || 338% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.75 || 8% || 34% || 211% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 315 || 0.56 || 5% || 20% || 126% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 2.3 || 12% || 47% || 296% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 1.1 || 7% || 28% || 175% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 135 || 0.75 || 4% || 15% || 96% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 0.8 || 31% || 124% || 774% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.57 || 24% || 96% || 599% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 150 || 0.44 || 18% || 73% || 456% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 1 || 16% || 64% || 399% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.67 || 11% || 46% || 286% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.5 || 7% || 29% || 180% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 2 || 12% || 49% || 305% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 1 || 8% || 33% || 206% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.67 || 5% || 18% || 113% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1 || 17% || 66% || 416% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.71 || 12% || 47% || 293% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 250 || 0.56 || 8% || 31% || 195% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1.3 || 13% || 51% || 322% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.83 || 8% || 32% || 200% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.63 || 5% || 20% || 125% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 2.5 || 12% || 48% || 298% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 1.3 || 7% || 29% || 180% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.83 || 4% || 17% || 109% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.2 || 14% || 57% || 359% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 0.86 || 10% || 39% || 241% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 350 || 0.67 || 6% || 24% || 148% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.5 || 13% || 51% || 317% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1 || 8% || 32% || 198% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 0.75 || 4% || 17% || 108% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 3 || 12% || 49% || 307% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1.5 || 8% || 30% || 190% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 1 || 4% || 16% || 101% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.4 || 14% || 55% || 344% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1 || 9% || 36% || 227% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 450 || 0.78 || 5% || 22% || 136% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.8 || 13% || 51% || 320% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.2 || 8% || 32% || 200% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 0.88 || 4% || 18% || 111% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 3.5 || 13% || 50% || 314% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.8 || 8% || 31% || 195% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 1.2 || 4% || 17% || 107% ||  || Not Through Atmosphere&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
Particle weapons are short-range weapons that are very good at penetrating armor, potentially disabling or destroying a ship&#039;s internal components, but doing very little to armor or ship structure itself. They are designed to be used as part of a fleet, and are very unlikely to kill a ship if used alone. The point-defense particle beam is also an effective point-defense weapon against missiles, but not against kinetic slugs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Particle Beam !! Hull Slots !! Nose Slots !! Mass (tons) !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Thermal Damage !! X-Ray Damage !! Baryonic Damage !! Targeting Range (km) !! Shot Battery Consumption (GJ) !! Build Cost &lt;br /&gt;
|-&lt;br /&gt;
| Point Defense E-Beamer || 1 || || 5 || Defense || 4 || 5 || 10% || 90% || 0% || 200 || 0.025 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light E-Beam Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 20 || 20 || 10% || 90% || 0% || 300 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 20 || 40 || 10% || 90% || 0% || 400 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy E-Beam Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 20 || 80 || 10% || 90% || 0% || 500 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Electron Lance || || 2 || 30 || Focus Fire, Attack, Guardian, Defense || 20 || 60 || 10% || 90% || 0% || 500 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Electron Lance || || 3 || 60 || Focus Fire, Attack, Guardian, Defense || 20 || 120 || 10% || 90% || 0% || 600 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Electron Lance || || 4 || 120 ||Focus Fire, Attack || 20 || 240 || 10% || 90% || 0% || 800 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Ion Battery || 1 || || 5 || Defense || 3 || 5 || 60% || 34% || 16% || 200 || 0.025 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Ion Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 30 || 20 || 60% || 34% || 16% || 500 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Ion Cannon || || 1 || 15 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 500 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Cannon || || 2 || 30 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 600 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Cannon || || 3 || 60 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% ||| 700 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Ion Cannon || || 4 || 120 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 850 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Beam Battery || 2 || || 25 || Focus Fire, Attack, Guardian, Defense  || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Beam Battery || 4 || || 50 || Focus Fire, Attack, Guardian, Defense  || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Particle Lance || || 1 || 20 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 700 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Lance || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 800 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Lance || || 3 || 80 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% || 900 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Lance || || 4 || 160 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 1000 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Particle Cannon || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 40 || 80 || 100% || 134% || 66% || 800 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Antimatter Particle Cannon || || 3 || 120 || Focus Fire, Attack, Guardian, Defense  || 40 || 160 || 100% || 134% || 66% || 900 || 1.1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Antimatter Particle Cannon || || 4 || 240 || Focus Fire, Attack || 40 || 320 || 100% || 134% || 66% || 1000 || 2.1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Neutron Lance || || 4 || 360 || Focus Fire, Attack || 60 || 560 || 0% || 0% || 100% || 1000 || 3.7 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The difference between Thermal, X-Ray, and Baryonic damage is not explained in game as of patch 0.4.38. From [https://www.reddit.com/r/TerraInvicta/comments/1dcc631/comment/l7xwdtn/ u/Ayla-Selene on reddit]:&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;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 5 half-values (1/32). armor up to the point where it reaches those 5 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness, and not shown anywhere in game. every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons.&lt;br /&gt;
&lt;br /&gt;
here&#039;s a table for the half values of different armor types (i calculated the points from armor thickness per point and the half value thickness):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor !! points per half-value (X-Ray) !! points per half-value (Baryon)&lt;br /&gt;
|-&lt;br /&gt;
| Steel || 0.27 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 0.44 || 1.11&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 0.72 || 4.61&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 1.00 || 0.62&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 1.11 || 5.21&lt;br /&gt;
|-&lt;br /&gt;
| Foamed Metal || 1.62 || 7.44&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 2.53 || 19.77&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 4.83 || 31.05&lt;br /&gt;
|-&lt;br /&gt;
| Exotic || 2.00 || 4.62&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid || 1.80 || 4.40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If your armor is greater than 5 half-values, you can divide the damage by 2^(Armor/PointsPerHalfValue). Otherwise divide it by 32.&lt;br /&gt;
&lt;br /&gt;
Baryon damage is additionally multiplied by 5.&lt;br /&gt;
&lt;br /&gt;
This resulting damage is directly dealt to internals, with the hit location being calculated in the same way as with lasers. If it happens to hit something that is immune to radiation (for example a heat sink or the structure) it will deal no damage.&lt;br /&gt;
&lt;br /&gt;
Any damage at all is enough to disable a weapon (until damage control gets around to repairing it), which explains that the laser stopped firing for a while. Human Lasers also only have 1HP, and once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
As for Ion / Particle... Particle uses a different dispersion model, which theoretically results in much longer effective range. I am not sure if it actually has a noticeable effect on gameplay though.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Plasma Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Shot Battery Consumption (GJ) !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 1 || 2 ||  || Focus Fire, Attack || 30 || 135.0 || 500 ||  || 500 || 320 || 0.45 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 2 || 2 ||  || Focus Fire, Attack || 25 || 135.0 || 500 ||  || 600 || 280 || 0.34 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 3 || 2 ||  || Focus Fire, Attack || 20 || 135.0 || 500 ||  || 700 || 240 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 1 || 4 ||  || Focus Fire, Attack || 36 || 256.0 || 1000 ||  || 600 || 640 || 1.3 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 2 || 4 ||  || Focus Fire, Attack || 30 || 256.0 || 1000 ||  || 700 || 560 || 0.85 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 3 || 4 ||  || Focus Fire, Attack || 24 || 256.0 || 1000 ||  || 800 || 480 || 0.64 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 1 ||  || 3 || Focus Fire, Attack || 48 || 428.8 || 300 ||  || 600 || 540 || 1.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 2 ||  || 3 || Focus Fire, Attack || 40 || 428.8 || 300 ||  || 700 || 480 || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 3 ||  || 3 || Focus Fire, Attack || 32 || 428.8 || 300 ||  || 800 || 420 || 0.95 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 1 ||  || 4 || Focus Fire, Attack || 60 || 551.2 || 300 ||  || 800 || 720 || 2.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 2 ||  || 4 || Focus Fire, Attack || 50 || 551.2 || 300 ||  || 900 || 640 || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 3 ||  || 4 || Focus Fire, Attack || 40 || 551.2 || 300 ||  || 1000 || 560 || 1.4 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
Factions may refit ships at habs with ship construction modules. Refitting is generally limited to replacing parts of a similar type.&lt;br /&gt;
* Hull cannot change.&lt;br /&gt;
* Power Plant can change, if the new Power Plant is of the same Class.&lt;br /&gt;
* Drives can add or remove thrusters to current drive, or substitute a drive with the same Classification, required Power Plant, and Reaction Product.&lt;br /&gt;
* Weapons can change if the new weapon is of the same Class and Mount. (so 1-hull laser can only be replaced by 1-hull lasers).&lt;br /&gt;
* Armor can change freely.&lt;br /&gt;
* Batteries can change to other batteries freely, but not change with other Utility modules.&lt;br /&gt;
* Heat sinks can change freely, but not change with other Utility modules.&lt;br /&gt;
* Radiators can change freely.&lt;br /&gt;
* Utility modules that aren&#039;t batteries or heat sinks can change to other modules with the same Class.&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>76561198127175015</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=3077</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=3077"/>
		<updated>2025-04-09T15:04:01Z</updated>

		<summary type="html">&lt;p&gt;76561198127175015: /* Officer */&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 unlock the early-game orbital shipbuilding tech, 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 and found habitats, 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, boost and 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 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;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 Delta-V and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship.&lt;br /&gt;
* &#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.&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.&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;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while a its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&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. Boost and 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;Support:&#039;&#039;&#039; The monthly cost 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.&lt;br /&gt;
* &#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;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
Designing a ship begins with selecting a hull. The type of hull determines the number of nose and hull weapon hard points, the number of utility modules, and the length of the hull.&lt;br /&gt;
&lt;br /&gt;
Shorter ships will have a lower moment of inertia, meaning they will rotate faster than their longer counterparts. The weight required to armor a ship also increases with ship size. Steel armor has been used as a benchmark here, but see the Armor section below for information on lighter armors. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Hull !! rowspan=2 | Base Mass&amp;lt;br&amp;gt;(tons) !! rowspan=2 | Base Crew !! rowspan=2 | Max Officers !! rowspan=2 | Base Turn Rate&amp;lt;br&amp;gt;(deg/sec^2) !! colspan=3 | Construction Time (days) !! colspan=3 | Hard Points !! colspan=2 | Support Cost !! colspan=4 | Base Construction Cost !! rowspan=2 | Required Project !! colspan=2 | Steel Armor Tons/point&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Station T1 ConstructionModule.png|25px]] T1 !! [[File:Station T2 Shipyard.png|25px]] T2 !! [[File:Station T3 Spaceworks.png|25px]] T3 !! [[File:Select Nose Hard Point.png|25px]] Nose !! [[File:Select Hull Hard Point.png|25px]] Hull !! [[File:Select Utility.png|25px]] Utility !! [[File:ICO mission control.png|25px]] !! [[File:ICO currency.png|25px]] !! [[File:ICO water.png|25px]] !! [[File:ICO volatiles.png|25px]] !! [[File:ICO metal.png|25px]] !! [[File:ICO metal noble.png|25px]]!! Nose/Tail !! Side&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gunship&#039;&#039;&#039; || 212 || 3 || 1 || 227.0 || 60 || 51 || 29 || 1 || 0 || 1 || 1 || 1 || 0.6 || 2.6 || 14 || 4 || rowspan=3 | Interplanetary Warships || 46.2 || 462&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Escort&#039;&#039;&#039; || 366 || 4 || 1 || 131.5 || 90 || 77 || 44 || 0 || 2 || 2 || 1 || 2 || 0.8 || 2.8 || 14 || 4 || 46.2 || 462&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corvette&#039;&#039;&#039; || 382 || 8 || 2 || 96.9 || 90 || 77 || 44 || 1 || 1 || 2 || 1 || 3 || 1.6 || 5.1 || 24.5 || 7 || 103.9 || 900.9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frigate&#039;&#039;&#039; || 680 || 20 || 3 || 35.4 || 120 || 102 || 59 || 1 || 2 || 4 || 2 || 4 || 4 || 10 || 42 || 12 || rowspan=3 | Patrol Vessels || 184.8 || 1848&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monitor&#039;&#039;&#039; || 1040 || 35 || 3 || 18.5 || 180 || 120 || 84 || 0 || 4 || 3 || 2 || 4 || 7 || 14 || 49 || 14 || 184.8 || 2310&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Destroyer&#039;&#039;&#039; || 1060 || 40 || 3 || 18.2 || 203 || 135 || 95 || 2 || 2 || 3 || 2 || 5 || 8 || 15 || 49 || 14 || 184.8 || 2310&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cruiser&#039;&#039;&#039; || 1440 || 60 || 4 || 9.5 || 270 || 180 || 126 || 2 || 3 || 6 || 3 || 10 || 12 || 20.5 || 59.5 || 17 || rowspan=3 | Fleet Combatants || 184.8 || 3234&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battlecruiser&#039;&#039;&#039; || 1480 || 70 || 4 || 9.3 || 270 || 180 || 126 || 3 || 2 || 3 || 3 || 12 || 14 || 22.5 || 59.5 || 17 || 184.8 || 3234&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battleship&#039;&#039;&#039; || 1820 || 80 || 5 || 6.6 || 450 || 300 || 200 || 2 || 6 || 4 || 3 || 15 || 16 || 27.5 || 80.5 || 23 || 288.7 || 4620&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lancer&#039;&#039;&#039; || 2400 || 100 || 5 || 4.0 || 540 || 360 || 240 || 4 || 3 || 6 || 4 || 20 || 20 || 37 || 119 || 34 || rowspan=2 | Ships of the Line || 473.1 || 7392&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dreadnought&#039;&#039;&#039; || 2980 || 120 || 5 || 2.9 || 540 || 360 || 240 || 3 || 8 || 6 || 4 || 25 || 24 || 43.5 || 136.5 || 39 || 565.9 || 8893&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Titan&#039;&#039;&#039; || 3480 || 120 || 6 || 2.3 || 608 || 405 || 270 || 4 || 6 || 8 || 5 || 30 || 24 || 44.5 || 143.5 || 41 || rowspan=1 | Titans || 565.9 || 9702&lt;br /&gt;
|}&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&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Long || Short&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attack Bomber&#039;&#039;&#039; || Long || Long&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fighter&#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;Defense Bomber&#039;&#039;&#039; || Short || Long&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
Individual ship may earn experience result in specific improvements for that ship&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Module !! Trigger !! Minimum crew !! Spawn chance!! Effect (Level 1, Level 2, Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Admiral&#039;&#039;&#039; || Flag Bridge || Combat victory ||  || 2% || Fleet MC Reduction (-5%, -10%, -20%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Captain&#039;&#039;&#039; ||  || Combat victory ||  || 1% || Ship MC (-1, -2, -3) Minimum of 1, Global Damage (+2%, +4%, +6%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;First Officier&#039;&#039;&#039; ||  || Combat victory || 20 || 1% || Officer promotion (+1%, +2%, +3%), Global targeting (+3%, +6%, +10%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Control Officier&#039;&#039;&#039; || Missiles || Combat kill with missiles ||  || 6% || Missile targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gunnery Officer&#039;&#039;&#039; || Guns || Combat kill with guns ||  || 6% || Guns targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Direct Energy Officier&#039;&#039;&#039; || Energy weapons || Combat kill with energy weapons ||  || 6% || Energy targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Officer&#039;&#039;&#039; ||  || Combat survival || 10 || 1% || Improve damage control speed (+10%, +20%, +30%), Internal damage (-5%, -10%, -15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineering Officer&#039;&#039;&#039; ||  || Combat survival ||  || 1% || Internal damage (-5%, -10%, -15%), Dock repair speed (+20%, +30%, +50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Propulsion Officer&#039;&#039;&#039; || Tunable Drive || Combat survival ||  || 1% || Combat thrust multiplier (1, 2, 3), ECM +(2%, 4%, 6%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Medical Officier&#039;&#039;&#039; ||  || Combat survival || 40 || 1% || Combat acceleration (+50%, +100%, +150%), Officer survival (+30%, +50%, +70%), Radiation damage (-10%, -25%, -50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CIC Officier&#039;&#039;&#039; ||  || Combat kill || 20 || 2% || ECM (+5%, +12%, +20%), Point defense cooldown (-5%, -10%, -15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intel Officier&#039;&#039;&#039; ||  || Combat kill || 40 || 2% || Global target and damage (+5%, +10%, +15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marine Officier&#039;&#039;&#039; || Marine || Successful marine assault ||  || 10% || Assault combat value (+1, +3, +5)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supply Officier&#039;&#039;&#039; ||  || Transfer completion || 40 || 3% || Max trajectory duration in months (+3, +6, +12), Dock resupply speed (+20%, +30%, +50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Officier&#039;&#039;&#039; ||  || Combat victory || 20 || 1% || Damage control speed (+2%, +4%, +6%) MC Reduction (0, 0, -1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Power Plant !! Classification !! Efficiency !! Specific power (tons/GW) !! Maximum Output (GW)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell I || Fuel Cell || 70.0% || 2,800 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell II || Fuel Cell || 70.0% || 450 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell III || Fuel Cell || 72.0% || 120 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor I || Solid Core Fission || 75.0% || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor II || Solid Core Fission || 77.5% || 34 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor III || Solid Core Fission || 80.0% || 28 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor IV || Solid Core Fission || 82.5% || 12 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor V || Solid Core Fission || 85.0% || 8 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor I || Solid Core Fission || 77.5% || 6 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor II || Solid Core Fission || 80.0% || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor III || Solid Core Fission || 82.5% || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor IV || Solid Core Fission || 85.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor V || Solid Core Fission || 87.5% || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor I || Molten Core Fission || 85.0% || 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor II || Molten Core Fission || 88.0% || 3.5 || 35&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor III || Molten Core Fission || 90.0% || 3 || 420&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt Fission Reactor I || Molten Salt Core Fission || 92.0% || 2 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt Fission Reactor II || Molten Salt Core Fission || 93.0% || 1.8 || 420&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor I || Gas Core Fission || 90.0% || 4 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor II || Gas Core Fission || 92.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor III || Gas Core Fission || 92.0% || 3 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor I || Gas Core Fission || 90.0% || 10 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor II || Gas Core Fission || 91.0% || 7 || 33&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor III || Gas Core Fission || 95.0% || 3 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor I || Gas Core Fission || 93.0% || 10 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor II || Gas Core Fission || 95.0% || 3.5 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor III || Gas Core Fission || 96.0% || 1 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor I || Electrostatic Confinement Fusion || 95.0% || 1 || 46&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor II || Electrostatic Confinement Fusion || 95.0% || 0.5 || 74&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor I || Z-Pinch Fusion || 95.0% || 10 || 260&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor II || Z-Pinch Fusion || 95.0% || 5 || 610&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor III || Z-Pinch Fusion || 96.0% || 1.5 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor IV || Z-Pinch Fusion || 97.0% || 0.4 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor I || Hybrid Confinement Fusion || 97.0% || 4 || 180&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor II || Hybrid Confinement Fusion || 98.0% || 2 || 510&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor III || Hybrid Confinement Fusion || 99.0% || 1 || 1900&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor IV || Hybrid Confinement Fusion || 99.0% || 0.05 || 11400&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak I || Toroid Magnetic Confinement Fusion || 92.0% || 12 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak II || Toroid Magnetic Confinement Fusion || 94.0% || 8 || 401&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak III || Toroid Magnetic Confinement Fusion || 95.0% || 6 || 624&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak IV || Toroid Magnetic Confinement Fusion || 97.5% || 3 || 1300&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor I || Mirrored Magnetic Confinement Fusion || 93.0% || 13.4 || 120&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor II || Mirrored Magnetic Confinement Fusion || 95.0% || 6.5 || 215&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor III || Mirrored Magnetic Confinement Fusion || 97.0% || 1.2 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor I || Inertial Confinement Fusion || 85.0% || 17.6 || 370&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor II || Inertial Confinement Fusion || 89.0% || 12 || 860&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor III || Inertial Confinement Fusion || 92.0% || 10 || 3200&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor IV || Inertial Confinement Fusion || 95.0% || 5 || 5500&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor I || Plasma Core Antimatter || 99.8% || 0.45 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor II || Plasma Core Antimatter || 99.8% || 0.05 || 7300&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Beam Core Reactor || Beam Core Antimatter || 99.8% || 0.00002 || 3000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&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;
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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Type !! Drive !! Required Power Plant !! Thrust Rating (single engine) !! Exhaust Velocity Rating !! Propellant (Propellant/Tank) &lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Apex Solid Rocket || N/A || 20.5 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 20.6 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 21 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 19.8 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 20.9 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 19.7 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 17.9 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Tungsten Resistojet || N/A || 9.9 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Tungsten Resistojet || N/A || 4.3 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Arcjet Drive || N/A || 1.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Plasma Wave Drive || N/A || 1.3 || 6.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Advanced VASIMR Drive || N/A || 7.8 || 7.2 || Water (1) &amp;lt;br /&amp;gt;Hydrogen=Y&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Lorentz Drive || N/A || 5.3 || 6.8 || Water (0.75), Metals (0.25)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Helicon Drive || N/A || 5.3 || 8.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic || Hall Drive || N/A || 2.7 || 4.3 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic || Ion Drive || N/A|| 8.4 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 10 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 9.6 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 1.0 || 7.2 || Water (1) &amp;lt;br /&amp;gt;Hydrogen=Y&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Pondermotive Drive || N/A || 2.2 || 7.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Pulsed Plasmoid Drive || N/A || 1.1 || 8.7 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || E-Beam Drive || N/A || 8.8 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 10.2 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Mass Driver || N/A || 4.4 || 3.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Superconducting Mass Driver || N/A || 5.3 || 4.9 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Kiwi Drive || Solid Core Fission || 11.7 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 12.3 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Snare Drive || Solid Core Fission || 7.2 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Rover Drive || Solid Core Fission || 7.8 || 3.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Cermet NERVA || Solid Core Fission || 8.1 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced NERVA Drive || Solid Core Fission || 15 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 15.3 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Cermet NERVA || Solid Core Fission || 9.8 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Heavy Dumbo || Solid Core Fission || 18.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 13.3 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 14.1 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pebble Drive || Solid Core Fission || 8.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Particle Drive || Solid Core Fission || 9.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Lars Drive || Liquid Core Fission || 13.3 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Teardrop Drive || Liquid Core Fission || 15 || 4.3 || Water (0.995) Fissiles (0.005)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 15.7 || 4.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 19.4 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 15 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 15.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 12.5 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 15 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 13.5 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 15.3 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 15.4 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Fission Lantern || Gas Core Fission || 18.9 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lodestar Fission Lantern || Gas Core Fission || 20.1 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 8.9 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 9.1 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 13.4 || 6.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Flare Drive || Gas Core Fission || 18.4 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Lantern || Nuclear Salt Water Core || 20.3 || 6.0 || Water (0.65), Volatiles (0.05) Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 20.3 || 10.7 || Water (0.25), Volatiles (0.05) Fissiles (0.7)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 11.2 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 14.1 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 14.7 || 7.0 || Water (0.99)*, Fissiles (0.01)*, Antimatter (1 × 10&amp;lt;sup&amp;gt;−12&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Minimag Orion || N/A || 16 || 6.5 || Metals (0.4), Noble Metals (0.4), Fissiles (0.2)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Advanced Minimag Orion || N/A || 17.5 || 7.3 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Orion Drive || N/A || 20.6 || 5.4 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || H-Orion Drive || N/A|| 21.2 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Triton Drive || N/A || 14.2 || 8.6 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Deuteron Drive || N/A || 13.4 || 10.7 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Helion Drive || N/A || 15.9 || 10.4 || Water (0.9), Fissiles (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Borane Lantern || N/A || 15.3 || 11.6 || Water (0.8), Volatiles (0.1), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Deuteron Torch || N/A || 16.1 || 11.7 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Triton Fusor Drive || Electrostatic Confinement Fusion || 11.9 || 8.5 || Water (0.75), Metals (0.24), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Deuteron Fusor Drive || Electrostatic Confinement Fusion || 10.9 || 10.3 || Water (0.76), Metals (0.24)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Protium Fusor Drive || Electrostatic Confinement Fusion || 12.4 || 10.8 || Water (0.76), Metals (0.24)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Triton Polywell Drive || Hybrid Confinement Fusion || 14.1 || 8.4 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Deuteron Polywell Drive || Hybrid Confinement Fusion || 14.6 || 9.2 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Helion Plasmajet Lantern || Hybrid Confinement Fusion || 16.7 || 9.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Borane Plasmajet Lantern || Hybrid Confinement Fusion || 18.9 || 9.5 || Water (0.8), Volatiles (0.1), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Triton Torus Drive || Toroid Magnetic Confinement Fusion || 7.1 || 6.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Triton Reflex Drive || Mirrored Magnetic Confinement Fusion || 6.6 || 10.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Helion Torus Drive || Toroid Magnetic Confinement Fusion || 5.2 || 8.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Advanced Helion Torus Drive || Toroid Magnetic Confinement Fusion || 6.6 || 12.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Helion Reflex Drive || Mirrored Magnetic Confinement Fusion|| 5.7 || 8.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Advanced Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 7.2 || 9.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Helion Drive || Z-Pinch Fusion || 9.4 || 11.8 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Boron Fusion Drive || Z-Pinch Fusion || 10.4 || 10.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Mag Protium Fusion Drive || Any Magnetic Confinement Fusion || 8.6 || 13.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Triton Hope Inertial Drive || Inertial Confinement Fusion || 3.5 || 9.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Triton Vista Inertial Drive || Inertial Confinement Fusion || 8.9 || 7.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Helion Inertial Drive || Inertial Confinement Fusion || 6.8 || 9.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Daedalus Torch || Inertial Confinement Fusion || 10.4 || 13.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Boron Inertial Drive || Inertial Confinement Fusion || 6.0 || 7.3 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Boron Inertial Torch || Inertial Confinement Fusion || 7.6 || 14.1 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Protium Inertial Torch || Inertial Confinement Fusion || 9.1 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Protium Converter Torch || Inertial Confinement Fusion || 17.6 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Antimatter Pulsed Plasma Core Drive || Plasma Core Antimatter || 11.6 || 7.9 || Water (0.99997)*, Antimatter (0.00003)*&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Antimatter Plasma Core Drive || Plasma Core Antimatter || 12.8 || 9.2 || Water (0.99991)*, Antimatter (0.00009)*&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Advanced Antimatter Plasma Core Drive || Plasma Core Antimatter || 13.3 || 11.5 || Water (0.9999), Antimatter (0.0001)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Pion Torch || Beam Core Antimatter || 14.3 || 13.8 || Water (0.5), Antimatter (0.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Rounded&#039;&#039;&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 diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
Radiators remove waste heat produced by the ship&#039;s power plant. They scale in mass based on the power plant&#039;s output and efficiency. Because these are highly vulnerable in combat, they can be retracted if the ship has heat sinks in one or more utility slots. However, once the ship&#039;s heat sink fills up, the radiators must be extended again to protect the lives of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2| Radiator !! rowspan=2 | Combat vulnerability when deployed !! rowspan=2 | Mass (tons / GW) !! colspan=4 | Resources / GW&lt;br /&gt;
|-&lt;br /&gt;
!   [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum Fin || Very High || 400 || 0 || 40 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium Array || High || 181.8 || 0 || 0 || 18.2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Molybdenum Pipe || Moderate || 222.2 || 0 || 11.1 || 11.1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube Filament || Moderate || 153.8 || 14.6 || 0.77 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ionic Dust || Very Low || 333.3 || 31.7 || 1.7 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Cobalt Dust || Very Low || 200 || 0 || 1 || 19 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Tin Droplet || Very Low || 125 || 1.3 || 11.3 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Gallium Mist || Very Low || 100 || 1 || 5 || 4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Lithium Spray || Very Low || 76.9 || 0.77 || 4.6 || 2.3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma || Low || 55.6 || 0.56 || 0.56 || 4.4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Spike || Low || 41.7 || 0.21 || 0.21 || 3.7 || 0.042&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
The ship&#039;s primary battery stores energy from the power plant and provides it to weapons, life support, and other key systems when the main power plant is unable to do so, either due to damage or when the drive is operating on ships that don&#039;t have an independently powered drive. High-power weapons can drain the battery quickly in combat. Improved batteries will have a larger capacity or a faster recharge rate. You may add additional batteries of the same type in utility module slots for greater capacity.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Battery !! rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Time to full charge (minutes) !! rowspan=2|Recharge rate (GJ / minute) !! colspan=5|Resources&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Ion || 30 || 15 || 50 || 0.3 || || 0.6 || 2.4 || || &lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Sulfur || 35 || 21 || 56 || 0.38 || || 1.4 || 2.1 || 0.035 ||&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 80 || 40 || 89 || 0.45 || || 1.6 || 6.4 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water || 20 || 20 || 33 || 0.61 || 1.6 || 0.4 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Graphene || 120 || 48 || 32 || 1.5 || || 9 || 2.4 || 0.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quantum || 80 || 80 || 27 || 2.96  || || 4 || 2.4 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Coil || 2 || 40 || 9 || 4.44 || || 0.1 || 0.06 || 0.04 ||&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Nanowire || 10 || 60 || 10 || 6.0 || || 0.4 || 0.25 || 0.3 || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Armor plating on the ship will absorb incoming weapons fire, preventing damage to internal components. Each point of armor will absorb 20 Megajoules of energy at a single location on the hull before vaporizing. Different armor types require a different thickness and mass to absorb a particular amount of damage. In the below table, the mass required per point is given as a percentage of the mass of steel armour (so for example, a steel plate that weighs 1000 tons would instead weigh 230 tons if it were made of composite armour). &lt;br /&gt;
&lt;br /&gt;
Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will always be 10-20x heavier per point than nose/tail armour. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Armor !! rowspan=2|Weight Multiplier !! rowspan=2|Bonus Resistance !! colspan=5|Cost / kiloton !! colspan=2|Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics !!  X-Ray !! Baryonic&lt;br /&gt;
|-&lt;br /&gt;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0 || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.1% || Chipping || 0 || 0 || 0 || 100 || 0 || 282% || 107%&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.6% || || 0 || 50 || 50 || 0 || 0 || 515% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0 || 671% || 65%&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 28.4% || || 0 || 50 || 25 || 25 || 0 || 876% || 182%&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 22.9% || || 0 || 60 || 35 || 5 || 0 || 1021% || 193%&lt;br /&gt;
|-&lt;br /&gt;
| Foamed Metal || 45.2% || Chipping || 0 || 30 || 50 || 20 || 0 || 718% || 175%&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 11.5% || Kinetic Damage || 0 || 55 || 35 || 10 || 0 || 1163% || 196%&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40 || 950% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.4% || Laser Damage || 0 || 30 || 30 || 20 || 20 || 913% || 171%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
Utility Modules perform a variety of functions to widen a spacecraft&#039;s capabilities. Extra batteries may also be put in utility module slots.&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 || +5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 500 || Improves damage control&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 2)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +5MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain additional ammo and mass&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -50% 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;
| 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;
&lt;br /&gt;
==== Drive Enhancement Module ====&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 || Anything or Hydrogen Propellant || Can replenish Propellant in interface orbits of Jovian planets&amp;lt;br&amp;gt;No aerobraking damage; Cannot be used for antimatter drive that use Hydrogen as Propellant.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Heat Sink !! rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Specific capacity (GJ/ton) !! colspan=4|Resources&lt;br /&gt;
|-&lt;br /&gt;
!   [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Water || 250 || 100 || 0.40 || 25 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Potassium || 205 || 110 || 0.54 ||  ||  || 20.5  || &lt;br /&gt;
|-&lt;br /&gt;
| Sodium || 230 || 370 || 1.61 ||  ||  || 23 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Lithium || 128 || 525 || 4.10 ||  ||  || 12.8 || &lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 485 || 900 || 1.86 ||  || 12.1 || 36.4 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Exotic || 250 || 1800 || 7.2 ||  ||  || 20 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Water || 500 || 200 || 0.40 ||  50 ||  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Potassium || 410 || 220 || 0.54  ||  ||  || 41 || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Sodium || 460 || 740 || 1.61 ||  ||  || 46 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Lithium || 256 || 1050 || 4.10 ||  ||  || 25.6 || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Molten Salt || 970 || 1800 || 1.86 ||  || 24.3 || 72.8 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Exotic || 500 || 3600 || 7.2 ||  ||  || 40 ||  10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&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)&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800&lt;br /&gt;
|}&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;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets.  Weapons can have up to four different possible fire modes:&lt;br /&gt;
* Focus Fire: Will fire at primary target only.&lt;br /&gt;
* Attack: Will fire at primary target if it is in range, otherwise will attack the nearest available target.&lt;br /&gt;
* Guardian: Will fire at incoming projectiles and missiles before targeting enemy ships.&lt;br /&gt;
* Defense: Will fire at incoming projectiles and missiles; will not target ships.&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.  For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds.  If a weapon has a salvo listed of X shots / Y s, it will fire one shot every Y seconds X number of times, and then will go on cooldown, after which it will fire another salvo.  For example, the Krait Missile Bay has a salvo of 2 shots / 5 s and a cooldown of 60 seconds; once in range, it will fire one shot, wait 5 seconds, fire a second shot, and then will go on cooldown for 60 seconds.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* 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;
==== Guns ====&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 muzzle velocity will have a hard time hitting anything at range and the projectiles can be targeted by point defense. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Gun !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
| 30mm Autocannon || 1 ||  || Defense || 4 || 3.2 || 3000 ||  || 200 || 19.5 || 10 shots / 1 s || &lt;br /&gt;
|-&lt;br /&gt;
| 40mm Autocannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 4 || 20.3 || 2000 ||  || 350 || 45 || 6 shots / 4.5 s || &lt;br /&gt;
|-&lt;br /&gt;
| 6-inch Cannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 12 || 22.1 || 600 ||  || 250 || 52 || 4 shots / 2 s || &lt;br /&gt;
|-&lt;br /&gt;
| 8-inch Cannon || 2 ||  || Focus Fire, Attack || 15 || 49 || 400 ||  || 250 || 90 || 4 shots / 3 s || &lt;br /&gt;
|- &lt;br /&gt;
| 10-inch Cannon ||  || 1 || Focus Fire, Attack || 16 || 88.2 || 300 ||  || 250 || 179 || 3 shots / 3 s || &lt;br /&gt;
|-&lt;br /&gt;
| 12-inch Cannon ||  || 2 || Focus Fire, Attack || 20 || 156.8 || 250 ||  || 250 || 305 || 2 shots / 5 s || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&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 may have a difficult time hitting targets at range; coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Magnetic Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Shot Battery Consumption (GJ) !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 28.1 || 1000 ||  || 500 || 62 ||  || 0.15 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 43.2 || 1000 ||  || 550 || 57 ||  || 0.18 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 68 || 1000 ||  || 600 || 52 ||  || 0.22 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 40 || 75.9 || 1500 ||  || 500 || 65 || 3 shots / 10 s || 0.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 116.6 || 1500 ||  || 550 || 60 || 4 shots / 10 s || 0.24 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 173.6 || 1500 ||  || 600 || 55 || 5 shots / 10 s || 0.28 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 36 || 81 || 1200 ||  || 650 || 128.8 ||  || 0.43 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 24 || 124.4 || 1200 ||  || 700 || 118.8 ||  || 0.52 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 12 || 196 || 1200 ||  || 750 || 108.8 ||  || 0.64 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 48 || 218.7 || 1800 ||  || 650 || 136 || 3 shots / 12 s || 0.58 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 36 || 317.5 || 1800 ||  || 700 || 126 || 4 shots / 12 s || 0.66 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 24 || 453.6 || 1800 ||  || 750 || 116 || 5 shots / 12 s || 0.74 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 43 || 233.3 || 1440 ||  || 800 || 269.1 ||  || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 29 || 358.3 || 1440 ||  || 850 || 249.1 ||  || 1.5 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 14 || 563.5 || 1440 ||  || 900 || 229.1 ||  || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 58 || 595.4 || 2160 ||  || 800 || 286.4 || 3 shots / 14 s || 1.6 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 43 || 829.4 || 2160 ||  || 850 || 266.4 || 4 shots / 14 s || 1.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 29 || 1148.2 || 2160 ||  || 900 || 246.4 || 5 shots / 15 s || 1.9 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk1 ||  || 1 || Focus Fire, Attack || 45 || 145.8 || 200 ||  || 550 || 66 ||  || 0.78 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 223.9 || 200 ||  || 600 || 61 ||  || 0.93 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk3 ||  || 1 || Focus Fire, Attack || 15 || 352.2 || 200 ||  || 650 || 56 ||  || 1.1 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk1 ||  || 1 || Focus Fire, Attack || 40 || 273.4 || 300 ||  || 550 || 67.5 || 3 shots / 10 s || 0.73 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 396.9 || 300 ||  || 600 || 62.5 || 4 shots / 10 s || 0.83 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk3 ||  || 1 || Focus Fire, Attack || 20 || 717.6 || 300 ||  || 650 || 57.5 || 5 shots / 10 s || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk1 ||  || 2 || Focus Fire, Attack || 54 || 419.9 || 240 ||  || 700 || 134.4 ||  || 2.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 644 || 240 ||  || 750 || 124.4 ||  || 2.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk3 ||  || 2 || Focus Fire, Attack || 18 || 1102.2 || 240 ||  || 800 || 114.4 ||  || 3.6 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk1 ||  || 2 || Focus Fire, Attack || 48 || 744.2 || 360 ||  || 700 || 138 || 3 shots / 12 s || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 1036.8 || 360 ||  || 750 || 128 || 4 shots / 12 s || 2.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk3 ||  || 2 || Focus Fire, Attack || 24 || 1771.9 || 360 ||  || 800 || 118 || 5 shots / 12 s || 2.9 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk1 ||  || 4 || Focus Fire, Attack || 108 || 1207.5 || 300 ||  || 900 || 276 ||  || 6.4 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2015.5 || 300 ||  || 950 || 256 ||  || 8.4 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk3 ||  || 4 || Focus Fire, Attack || 36 || 3169.6 || 300 ||  || 1000 || 236 ||  || 10.3 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk1 ||  || 4 || Focus Fire, Attack || 96 || 1944 || 450 ||  || 900 || 285 || 3 shots / 24 s || 5.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2624.4 || 450 ||  || 950 || 265 || 4 shots / 24 s || 5.5 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk3 ||  || 4 || Focus Fire, Attack || 48 || 4287.9 || 450 ||  || 1000 || 245 || 5 shots / 24 s || 7 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&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.  All missiles have a range of 1,000 km.&lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different types of warheads:&lt;br /&gt;
* Fragmentation warheads do 50% damage to armor&lt;br /&gt;
* Penetrator warheads do 60% damage to armor&lt;br /&gt;
* Explosive warheads do 80% damage to armor&lt;br /&gt;
* Nuclear warheads do 100% damage to armor and have a blast radius&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor and have a longer but narrower blast cone radius&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Tier !! Mass (tons) !! Blast Damage Radius (km) !! Destruction Cone !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || Focus Fire || 5 || 350.9 || Explosive || 4.5 || 3.3 || 10 || 0 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || Focus Fire || 5 || 501.4 || Explosive || 14.9 || 3.8 || 16 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || Focus Fire || 7 || 598.8 || Explosive || 14.9 || 3.5 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Racer Missile Bay || Focus Fire, Defense || 3 || 89.1 || Explosive || 29.9 || 2.7 || 36 || 1 || 24.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || Focus Fire, Defense || 5 || 501.8 || Fragmentation || 14.9 || 4.5 || 24 || 1 || 43.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || Focus Fire, Defense || 7 || 840.5|| Fragmentation || 14.9 || 4.1 || 18 || 1 || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || Focus Fire || 5 || 501.8 || Penetrator || 14.9 || 4.5 || 16 || 2 || 30.6 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || Focus Fire || 5 || 840.5 || Penetrator || 14.9 || 4.1 || 12 || 2 || 24.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || Focus Fire || 5 || 923.1 || Explosive || 18.3 || 3.7 || 10 || 1 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || Focus Fire, Defense || 5 || 795.2 || Fragmentation || 18.3 || 5.6 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || Focus Fire || 5 || 1,901 || Penetrator || 18.3 || 4.4 || 10 || 1 || 34 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Python Nuclear Missile Bay || Focus Fire, Defense || 5 || 188,325,000 || Nuclear || 18.3 || 4 || 10 || 2 || 31 || 6 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Sidewinder Shaped Nuclear Missile Bay || Focus Fire, Defense || 5 || 418,500,000 || Shaped Nuclear || 18.3 || 4 || 10 || 2+ || 31 || 39 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || Focus Fire || 7 || 1,120.3 || Explosive || 7.5 || 6.2 || 6 || 1 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || Focus Fire || 7 || 8,004.2 || Penetrator || 7.5 || 4.6 || 6 || 2 || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || Focus Fire || 7 || 2,230.4 || Explosive || 9.1 || 8.0 || 6 || 1 || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || Focus Fire || 7 || 15,249.0 || Penetrator || 9.15 || 6.0 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || Focus Fire || 7 || 6,738.3 || Explosive || 4.9 || 12.8 || 6 || 2 || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || Focus Fire || 7 || 48,492.1 || Penetrator || 4.9 || 9.0 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Poseidon Torpedo Bay || Focus Fire || 7 || 17,112.5|| Penetrator || 4.9 || 18.5 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || Focus Fire || 7 || 1,129,950,000 || Nuclear || 7.5 || 6.4 || 5 || 2+ || 49 || 15 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || Focus Fire || 7 || 2,448,225,000 || Nuclear || 9.1 || 7.7 || 5 || 2+ || 44 || 22 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || Focus Fire || 7 || 4,519,800,000 || Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 30 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 93 || 0.2° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Acheron Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.1 || 5 || 2+ || 44 || 124 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Tartarus Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.5 || 5 || 2+ || 44 || 149 || 0.13° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Styx Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.0 || 5 || 2+ || 44 || 219 || 0.085° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher ||Focus Fire || 40 || 22,470,010,000 || Antimatter || 4.9 || 14.6 || 5 || 2+ || 74 || 67 ||  || Not Through Atmosphere&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Laser Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Range (km) !! Mass (tons) !! Shot Battery Consumption (GJ) !! Armor Effectiveness at 100km !! Armor Effectiveness at 200km !! Armor Effectiveness at 500km !! Build Cost !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Laser Turret || 1 ||  || Defense || 3 || 50 || 250 || 20 || 0.2 || 1,289% || 5,156% || 32,227% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Arc Laser Turret || 1 ||  || Defense || 3 || 50 || 300 || 20 || 0.11 || 1,096% || 4,386% || 27,412% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Phaser Turret || 1 ||  || Defense || 3 || 50 || 350 || 20 || 0.14 || 920% || 3,679% || 22,994% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 0.4 || 330% || 1,318% || 8,239% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.29 || 279% || 1,115% || 6,968% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 75 || 0.22 || 233% || 930% || 5,815% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 0.5 || 90% || 358% || 2,238% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.33 || 71% || 284% || 1,777% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.25 || 59% || 235% || 1,471% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 1 || 30% || 118% || 738% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.5 || 20% || 79% || 492% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.33 || 16% || 63% || 393% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.6 || 90% || 361% || 2,254% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.43 || 75% || 299% || 1,868% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 100 || 0.33 || 61% || 244% || 1,523% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.75 || 30% || 121% || 753% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.5 || 23% || 92% || 577% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.38 || 16% || 64% || 399% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 1.5 || 15% || 61% || 378% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.75 || 10% || 41% || 257% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.5 || 5% || 20% || 127% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 0.9 || 20% || 81% || 504% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.64 || 15% || 59% || 369% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 200 || 0.5 || 10% || 42% || 262% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 1.1 || 14% || 54% || 338% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.75 || 8% || 34% || 211% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 315 || 0.56 || 5% || 20% || 126% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 2.3 || 12% || 47% || 296% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 1.1 || 7% || 28% || 175% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 135 || 0.75 || 4% || 15% || 96% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 0.8 || 31% || 124% || 774% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.57 || 24% || 96% || 599% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 150 || 0.44 || 18% || 73% || 456% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 1 || 16% || 64% || 399% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.67 || 11% || 46% || 286% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.5 || 7% || 29% || 180% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 2 || 12% || 49% || 305% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 1 || 8% || 33% || 206% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.67 || 5% || 18% || 113% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1 || 17% || 66% || 416% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.71 || 12% || 47% || 293% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 250 || 0.56 || 8% || 31% || 195% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1.3 || 13% || 51% || 322% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.83 || 8% || 32% || 200% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.63 || 5% || 20% || 125% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 2.5 || 12% || 48% || 298% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 1.3 || 7% || 29% || 180% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.83 || 4% || 17% || 109% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.2 || 14% || 57% || 359% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 0.86 || 10% || 39% || 241% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 350 || 0.67 || 6% || 24% || 148% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.5 || 13% || 51% || 317% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1 || 8% || 32% || 198% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 0.75 || 4% || 17% || 108% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 3 || 12% || 49% || 307% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1.5 || 8% || 30% || 190% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 1 || 4% || 16% || 101% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.4 || 14% || 55% || 344% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1 || 9% || 36% || 227% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 450 || 0.78 || 5% || 22% || 136% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.8 || 13% || 51% || 320% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.2 || 8% || 32% || 200% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 0.88 || 4% || 18% || 111% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 3.5 || 13% || 50% || 314% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.8 || 8% || 31% || 195% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 1.2 || 4% || 17% || 107% ||  || Not Through Atmosphere&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
Particle weapons are short-range weapons that are very good at penetrating armor, potentially disabling or destroying a ship&#039;s internal components, but doing very little to armor or ship structure itself. They are designed to be used as part of a fleet, and are very unlikely to kill a ship if used alone. The point-defense particle beam is also an effective point-defense weapon against missiles, but not against kinetic slugs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Particle Beam !! Hull Slots !! Nose Slots !! Mass (tons) !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Thermal Damage !! X-Ray Damage !! Baryonic Damage !! Targeting Range (km) !! Shot Battery Consumption (GJ) !! Build Cost &lt;br /&gt;
|-&lt;br /&gt;
| Point Defense E-Beamer || 1 || || 5 || Defense || 4 || 5 || 10% || 90% || 0% || 200 || 0.025 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light E-Beam Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 20 || 20 || 10% || 90% || 0% || 300 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 20 || 40 || 10% || 90% || 0% || 400 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy E-Beam Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 20 || 80 || 10% || 90% || 0% || 500 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Electron Lance || || 2 || 30 || Focus Fire, Attack, Guardian, Defense || 20 || 60 || 10% || 90% || 0% || 500 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Electron Lance || || 3 || 60 || Focus Fire, Attack, Guardian, Defense || 20 || 120 || 10% || 90% || 0% || 600 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Electron Lance || || 4 || 120 ||Focus Fire, Attack || 20 || 240 || 10% || 90% || 0% || 800 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Ion Battery || 1 || || 5 || Defense || 3 || 5 || 60% || 34% || 16% || 200 || 0.025 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Ion Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 30 || 20 || 60% || 34% || 16% || 500 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Ion Cannon || || 1 || 15 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 500 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Cannon || || 2 || 30 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 600 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Cannon || || 3 || 60 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% ||| 700 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Ion Cannon || || 4 || 120 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 850 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Beam Battery || 2 || || 25 || Focus Fire, Attack, Guardian, Defense  || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Beam Battery || 4 || || 50 || Focus Fire, Attack, Guardian, Defense  || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Particle Lance || || 1 || 20 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 700 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Lance || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 800 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Lance || || 3 || 80 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% || 900 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Lance || || 4 || 160 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 1000 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Particle Cannon || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 40 || 80 || 100% || 134% || 66% || 800 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Antimatter Particle Cannon || || 3 || 120 || Focus Fire, Attack, Guardian, Defense  || 40 || 160 || 100% || 134% || 66% || 900 || 1.1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Antimatter Particle Cannon || || 4 || 240 || Focus Fire, Attack || 40 || 320 || 100% || 134% || 66% || 1000 || 2.1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Neutron Lance || || 4 || 360 || Focus Fire, Attack || 60 || 560 || 0% || 0% || 100% || 1000 || 3.7 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The difference between Thermal, X-Ray, and Baryonic damage is not explained in game as of patch 0.4.38. From [https://www.reddit.com/r/TerraInvicta/comments/1dcc631/comment/l7xwdtn/ u/Ayla-Selene on reddit]:&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;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 5 half-values (1/32). armor up to the point where it reaches those 5 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness, and not shown anywhere in game. every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons.&lt;br /&gt;
&lt;br /&gt;
here&#039;s a table for the half values of different armor types (i calculated the points from armor thickness per point and the half value thickness):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor !! points per half-value (X-Ray) !! points per half-value (Baryon)&lt;br /&gt;
|-&lt;br /&gt;
| Steel || 0.27 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 0.44 || 1.11&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 0.72 || 4.61&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 1.00 || 0.62&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 1.11 || 5.21&lt;br /&gt;
|-&lt;br /&gt;
| Foamed Metal || 1.62 || 7.44&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 2.53 || 19.77&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 4.83 || 31.05&lt;br /&gt;
|-&lt;br /&gt;
| Exotic || 2.00 || 4.62&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid || 1.80 || 4.40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If your armor is greater than 5 half-values, you can divide the damage by 2^(Armor/PointsPerHalfValue). Otherwise divide it by 32.&lt;br /&gt;
&lt;br /&gt;
Baryon damage is additionally multiplied by 5.&lt;br /&gt;
&lt;br /&gt;
This resulting damage is directly dealt to internals, with the hit location being calculated in the same way as with lasers. If it happens to hit something that is immune to radiation (for example a heat sink or the structure) it will deal no damage.&lt;br /&gt;
&lt;br /&gt;
Any damage at all is enough to disable a weapon (until damage control gets around to repairing it), which explains that the laser stopped firing for a while. Human Lasers also only have 1HP, and once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
As for Ion / Particle... Particle uses a different dispersion model, which theoretically results in much longer effective range. I am not sure if it actually has a noticeable effect on gameplay though.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Plasma Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Shot Battery Consumption (GJ) !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 1 || 2 ||  || Focus Fire, Attack || 30 || 135.0 || 500 ||  || 500 || 320 || 0.45 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 2 || 2 ||  || Focus Fire, Attack || 25 || 135.0 || 500 ||  || 600 || 280 || 0.34 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 3 || 2 ||  || Focus Fire, Attack || 20 || 135.0 || 500 ||  || 700 || 240 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 1 || 4 ||  || Focus Fire, Attack || 36 || 256.0 || 1000 ||  || 600 || 640 || 1.3 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 2 || 4 ||  || Focus Fire, Attack || 30 || 256.0 || 1000 ||  || 700 || 560 || 0.85 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 3 || 4 ||  || Focus Fire, Attack || 24 || 256.0 || 1000 ||  || 800 || 480 || 0.64 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 1 ||  || 3 || Focus Fire, Attack || 48 || 428.8 || 300 ||  || 600 || 540 || 1.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 2 ||  || 3 || Focus Fire, Attack || 40 || 428.8 || 300 ||  || 700 || 480 || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 3 ||  || 3 || Focus Fire, Attack || 32 || 428.8 || 300 ||  || 800 || 420 || 0.95 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 1 ||  || 4 || Focus Fire, Attack || 60 || 551.2 || 300 ||  || 800 || 720 || 2.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 2 ||  || 4 || Focus Fire, Attack || 50 || 551.2 || 300 ||  || 900 || 640 || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 3 ||  || 4 || Focus Fire, Attack || 40 || 551.2 || 300 ||  || 1000 || 560 || 1.4 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
Factions may refit ships at habs with ship construction modules. Refitting is generally limited to replacing parts of a similar type.&lt;br /&gt;
* Hull cannot change.&lt;br /&gt;
* Power Plant can change, if the new Power Plant is of the same Class.&lt;br /&gt;
* Drives can add or remove thrusters to current drive, or substitute a drive with the same Classification, required Power Plant, and Reaction Product.&lt;br /&gt;
* Weapons can change if the new weapon is of the same Class and Mount. (so 1-hull laser can only be replaced by 1-hull lasers).&lt;br /&gt;
* Armor can change freely.&lt;br /&gt;
* Batteries can change to other batteries freely, but not change with other Utility modules.&lt;br /&gt;
* Heat sinks can change freely, but not change with other Utility modules.&lt;br /&gt;
* Radiators can change freely.&lt;br /&gt;
* Utility modules that aren&#039;t batteries or heat sinks can change to other modules with the same Class.&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>76561198127175015</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=3076</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=3076"/>
		<updated>2025-04-08T18:38:23Z</updated>

		<summary type="html">&lt;p&gt;76561198127175015: /* Hull */ Officers&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 unlock the early-game orbital shipbuilding tech, 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 and found habitats, 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, boost and 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 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;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 Delta-V and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship.&lt;br /&gt;
* &#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.&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.&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;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while a its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&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. Boost and 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;Support:&#039;&#039;&#039; The monthly cost 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.&lt;br /&gt;
* &#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;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
Designing a ship begins with selecting a hull. The type of hull determines the number of nose and hull weapon hard points, the number of utility modules, and the length of the hull.&lt;br /&gt;
&lt;br /&gt;
Shorter ships will have a lower moment of inertia, meaning they will rotate faster than their longer counterparts. The weight required to armor a ship also increases with ship size. Steel armor has been used as a benchmark here, but see the Armor section below for information on lighter armors. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Hull !! rowspan=2 | Base Mass&amp;lt;br&amp;gt;(tons) !! rowspan=2 | Base Crew !! rowspan=2 | Max Officers !! rowspan=2 | Base Turn Rate&amp;lt;br&amp;gt;(deg/sec^2) !! colspan=3 | Construction Time (days) !! colspan=3 | Hard Points !! colspan=2 | Support Cost !! colspan=4 | Base Construction Cost !! rowspan=2 | Required Project !! colspan=2 | Steel Armor Tons/point&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Station T1 ConstructionModule.png|25px]] T1 !! [[File:Station T2 Shipyard.png|25px]] T2 !! [[File:Station T3 Spaceworks.png|25px]] T3 !! [[File:Select Nose Hard Point.png|25px]] Nose !! [[File:Select Hull Hard Point.png|25px]] Hull !! [[File:Select Utility.png|25px]] Utility !! [[File:ICO mission control.png|25px]] !! [[File:ICO currency.png|25px]] !! [[File:ICO water.png|25px]] !! [[File:ICO volatiles.png|25px]] !! [[File:ICO metal.png|25px]] !! [[File:ICO metal noble.png|25px]]!! Nose/Tail !! Side&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gunship&#039;&#039;&#039; || 212 || 3 || 1 || 227.0 || 60 || 51 || 29 || 1 || 0 || 1 || 1 || 1 || 0.6 || 2.6 || 14 || 4 || rowspan=3 | Interplanetary Warships || 46.2 || 462&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Escort&#039;&#039;&#039; || 366 || 4 || 1 || 131.5 || 90 || 77 || 44 || 0 || 2 || 2 || 1 || 2 || 0.8 || 2.8 || 14 || 4 || 46.2 || 462&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corvette&#039;&#039;&#039; || 382 || 8 || 2 || 96.9 || 90 || 77 || 44 || 1 || 1 || 2 || 1 || 3 || 1.6 || 5.1 || 24.5 || 7 || 103.9 || 900.9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frigate&#039;&#039;&#039; || 680 || 20 || 3 || 35.4 || 120 || 102 || 59 || 1 || 2 || 4 || 2 || 4 || 4 || 10 || 42 || 12 || rowspan=3 | Patrol Vessels || 184.8 || 1848&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monitor&#039;&#039;&#039; || 1040 || 35 || 3 || 18.5 || 180 || 120 || 84 || 0 || 4 || 3 || 2 || 4 || 7 || 14 || 49 || 14 || 184.8 || 2310&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Destroyer&#039;&#039;&#039; || 1060 || 40 || 3 || 18.2 || 203 || 135 || 95 || 2 || 2 || 3 || 2 || 5 || 8 || 15 || 49 || 14 || 184.8 || 2310&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cruiser&#039;&#039;&#039; || 1440 || 60 || 4 || 9.5 || 270 || 180 || 126 || 2 || 3 || 6 || 3 || 10 || 12 || 20.5 || 59.5 || 17 || rowspan=3 | Fleet Combatants || 184.8 || 3234&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battlecruiser&#039;&#039;&#039; || 1480 || 70 || 4 || 9.3 || 270 || 180 || 126 || 3 || 2 || 3 || 3 || 12 || 14 || 22.5 || 59.5 || 17 || 184.8 || 3234&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battleship&#039;&#039;&#039; || 1820 || 80 || 5 || 6.6 || 450 || 300 || 200 || 2 || 6 || 4 || 3 || 15 || 16 || 27.5 || 80.5 || 23 || 288.7 || 4620&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lancer&#039;&#039;&#039; || 2400 || 100 || 5 || 4.0 || 540 || 360 || 240 || 4 || 3 || 6 || 4 || 20 || 20 || 37 || 119 || 34 || rowspan=2 | Ships of the Line || 473.1 || 7392&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dreadnought&#039;&#039;&#039; || 2980 || 120 || 5 || 2.9 || 540 || 360 || 240 || 3 || 8 || 6 || 4 || 25 || 24 || 43.5 || 136.5 || 39 || 565.9 || 8893&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Titan&#039;&#039;&#039; || 3480 || 120 || 6 || 2.3 || 608 || 405 || 270 || 4 || 6 || 8 || 5 || 30 || 24 || 44.5 || 143.5 || 41 || rowspan=1 | Titans || 565.9 || 9702&lt;br /&gt;
|}&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&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Long || Short&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attack Bomber&#039;&#039;&#039; || Long || Long&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fighter&#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;Defense Bomber&#039;&#039;&#039; || Short || Long&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer ==&lt;br /&gt;
Individual ship may earn experience result in specific improvements for that ship&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Module !! Trigger !! Minimum crew !! Spawn chance!! Effect (Level 1, Level 2, Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Admiral&#039;&#039;&#039; || Flag Bridge || Combat victory ||  || 2% || Fleet MC Reduction (-5%, -10%, -20%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Captain&#039;&#039;&#039; ||  || Combat victory ||  || 1% || Ship MC (-1, -2, -3) Minimum of 1, Global Damage (+2%, +4%, +6%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;First Officier&#039;&#039;&#039; ||  || Combat victory || 20 || 1% || Officer promotion (+1%, +2%, +3%), Global targeting (+3%, +6%, +10%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Control Officier&#039;&#039;&#039; || Missiles || Combat kill with missiles ||  || 6% || Missile targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gunnery Officer&#039;&#039;&#039; || Guns || Combat kill with guns ||  || 6% || Guns targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Direct Energy Officier&#039;&#039;&#039; || Energy weapons || Combat kill with energy weapons ||  || 6% || Energy targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Officer&#039;&#039;&#039; ||  || Combat survival || 10 || 1% || Improve damage control speed (+10%, +20%, +30%), Internal damage (-5%, -10%, -15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineering Officer&#039;&#039;&#039; ||  || Combat survival ||  || 1% || Internal damage (-5%, -10%, -15%), Dock repair speed (+20%, +30%, +50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Propulsion Officer&#039;&#039;&#039; ||  || Combat survival ||  || 1% || Combat thrust multiplier (1, 2, 3), ECM +(2%, 4%, 6%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Medical Officier&#039;&#039;&#039; ||  || Combat survival || 40 || 1% || Combat acceleration (+50%, +100%, +150%), Officer survival (+30%, +50%, +70%), Radiation damage (-10%, -25%, -50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CIC Officier&#039;&#039;&#039; ||  || Combat kill || 20 || 2% || ECM (+5%, +12%, +20%), Point defense cooldown (-5%, -10%, -15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intel Officier&#039;&#039;&#039; ||  || Combat kill || 40 || 2% || Global target and damage (+5%, +10%, +15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marine Officier&#039;&#039;&#039; || Marine || Successful marine assault ||  || 10% || Assault combat value (+1, +3, +5)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supply Officier&#039;&#039;&#039; ||  || Transfer completion || 40 || 3% || Max trajectory duration in months (+3, +6, +12), Dock resupply speed (+20%, +30%, +50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Officier&#039;&#039;&#039; ||  || Combat victory || 20 || 1% || Damage control speed (+2%, +4%, +6%) MC Reduction (0, 0, -1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Power Plant !! Classification !! Efficiency !! Specific power (tons/GW) !! Maximum Output (GW)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell I || Fuel Cell || 70.0% || 2,800 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell II || Fuel Cell || 70.0% || 450 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell III || Fuel Cell || 72.0% || 120 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor I || Solid Core Fission || 75.0% || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor II || Solid Core Fission || 77.5% || 34 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor III || Solid Core Fission || 80.0% || 28 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor IV || Solid Core Fission || 82.5% || 12 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor V || Solid Core Fission || 85.0% || 8 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor I || Solid Core Fission || 77.5% || 6 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor II || Solid Core Fission || 80.0% || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor III || Solid Core Fission || 82.5% || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor IV || Solid Core Fission || 85.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor V || Solid Core Fission || 87.5% || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor I || Molten Core Fission || 85.0% || 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor II || Molten Core Fission || 88.0% || 3.5 || 35&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor III || Molten Core Fission || 90.0% || 3 || 420&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt Fission Reactor I || Molten Salt Core Fission || 92.0% || 2 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt Fission Reactor II || Molten Salt Core Fission || 93.0% || 1.8 || 420&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor I || Gas Core Fission || 90.0% || 4 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor II || Gas Core Fission || 92.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor III || Gas Core Fission || 92.0% || 3 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor I || Gas Core Fission || 90.0% || 10 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor II || Gas Core Fission || 91.0% || 7 || 33&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor III || Gas Core Fission || 95.0% || 3 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor I || Gas Core Fission || 93.0% || 10 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor II || Gas Core Fission || 95.0% || 3.5 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor III || Gas Core Fission || 96.0% || 1 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor I || Electrostatic Confinement Fusion || 95.0% || 1 || 46&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor II || Electrostatic Confinement Fusion || 95.0% || 0.5 || 74&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor I || Z-Pinch Fusion || 95.0% || 10 || 260&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor II || Z-Pinch Fusion || 95.0% || 5 || 610&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor III || Z-Pinch Fusion || 96.0% || 1.5 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor IV || Z-Pinch Fusion || 97.0% || 0.4 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor I || Hybrid Confinement Fusion || 97.0% || 4 || 180&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor II || Hybrid Confinement Fusion || 98.0% || 2 || 510&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor III || Hybrid Confinement Fusion || 99.0% || 1 || 1900&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor IV || Hybrid Confinement Fusion || 99.0% || 0.05 || 11400&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak I || Toroid Magnetic Confinement Fusion || 92.0% || 12 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak II || Toroid Magnetic Confinement Fusion || 94.0% || 8 || 401&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak III || Toroid Magnetic Confinement Fusion || 95.0% || 6 || 624&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak IV || Toroid Magnetic Confinement Fusion || 97.5% || 3 || 1300&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor I || Mirrored Magnetic Confinement Fusion || 93.0% || 13.4 || 120&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor II || Mirrored Magnetic Confinement Fusion || 95.0% || 6.5 || 215&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor III || Mirrored Magnetic Confinement Fusion || 97.0% || 1.2 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor I || Inertial Confinement Fusion || 85.0% || 17.6 || 370&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor II || Inertial Confinement Fusion || 89.0% || 12 || 860&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor III || Inertial Confinement Fusion || 92.0% || 10 || 3200&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor IV || Inertial Confinement Fusion || 95.0% || 5 || 5500&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor I || Plasma Core Antimatter || 99.8% || 0.45 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor II || Plasma Core Antimatter || 99.8% || 0.05 || 7300&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Beam Core Reactor || Beam Core Antimatter || 99.8% || 0.00002 || 3000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&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;
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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Type !! Drive !! Required Power Plant !! Thrust Rating (single engine) !! Exhaust Velocity Rating !! Propellant (Propellant/Tank) &lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Apex Solid Rocket || N/A || 20.5 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 20.6 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 21 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 19.8 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 20.9 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 19.7 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 17.9 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Tungsten Resistojet || N/A || 9.9 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Tungsten Resistojet || N/A || 4.3 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Arcjet Drive || N/A || 1.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Plasma Wave Drive || N/A || 1.3 || 6.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Advanced VASIMR Drive || N/A || 7.8 || 7.2 || Water (1) &amp;lt;br /&amp;gt;Hydrogen=Y&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Lorentz Drive || N/A || 5.3 || 6.8 || Water (0.75), Metals (0.25)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Helicon Drive || N/A || 5.3 || 8.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic || Hall Drive || N/A || 2.7 || 4.3 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic || Ion Drive || N/A|| 8.4 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 10 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 9.6 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 1.0 || 7.2 || Water (1) &amp;lt;br /&amp;gt;Hydrogen=Y&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Pondermotive Drive || N/A || 2.2 || 7.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Pulsed Plasmoid Drive || N/A || 1.1 || 8.7 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || E-Beam Drive || N/A || 8.8 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 10.2 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Mass Driver || N/A || 4.4 || 3.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Superconducting Mass Driver || N/A || 5.3 || 4.9 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Kiwi Drive || Solid Core Fission || 11.7 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 12.3 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Snare Drive || Solid Core Fission || 7.2 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Rover Drive || Solid Core Fission || 7.8 || 3.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Cermet NERVA || Solid Core Fission || 8.1 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced NERVA Drive || Solid Core Fission || 15 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 15.3 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Cermet NERVA || Solid Core Fission || 9.8 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Heavy Dumbo || Solid Core Fission || 18.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 13.3 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 14.1 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pebble Drive || Solid Core Fission || 8.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Particle Drive || Solid Core Fission || 9.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Lars Drive || Liquid Core Fission || 13.3 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Teardrop Drive || Liquid Core Fission || 15 || 4.3 || Water (0.995) Fissiles (0.005)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 15.7 || 4.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 19.4 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 15 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 15.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 12.5 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 15 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 13.5 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 15.3 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 15.4 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Fission Lantern || Gas Core Fission || 18.9 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lodestar Fission Lantern || Gas Core Fission || 20.1 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 8.9 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 9.1 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 13.4 || 6.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Flare Drive || Gas Core Fission || 18.4 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Lantern || Nuclear Salt Water Core || 20.3 || 6.0 || Water (0.65), Volatiles (0.05) Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 20.3 || 10.7 || Water (0.25), Volatiles (0.05) Fissiles (0.7)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 11.2 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 14.1 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 14.7 || 7.0 || Water (0.99)*, Fissiles (0.01)*, Antimatter (1 × 10&amp;lt;sup&amp;gt;−12&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Minimag Orion || N/A || 16 || 6.5 || Metals (0.4), Noble Metals (0.4), Fissiles (0.2)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Advanced Minimag Orion || N/A || 17.5 || 7.3 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Orion Drive || N/A || 20.6 || 5.4 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || H-Orion Drive || N/A|| 21.2 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Triton Drive || N/A || 14.2 || 8.6 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Deuteron Drive || N/A || 13.4 || 10.7 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Helion Drive || N/A || 15.9 || 10.4 || Water (0.9), Fissiles (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Borane Lantern || N/A || 15.3 || 11.6 || Water (0.8), Volatiles (0.1), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Deuteron Torch || N/A || 16.1 || 11.7 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Triton Fusor Drive || Electrostatic Confinement Fusion || 11.9 || 8.5 || Water (0.75), Metals (0.24), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Deuteron Fusor Drive || Electrostatic Confinement Fusion || 10.9 || 10.3 || Water (0.76), Metals (0.24)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Protium Fusor Drive || Electrostatic Confinement Fusion || 12.4 || 10.8 || Water (0.76), Metals (0.24)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Triton Polywell Drive || Hybrid Confinement Fusion || 14.1 || 8.4 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Deuteron Polywell Drive || Hybrid Confinement Fusion || 14.6 || 9.2 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Helion Plasmajet Lantern || Hybrid Confinement Fusion || 16.7 || 9.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Borane Plasmajet Lantern || Hybrid Confinement Fusion || 18.9 || 9.5 || Water (0.8), Volatiles (0.1), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Triton Torus Drive || Toroid Magnetic Confinement Fusion || 7.1 || 6.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Triton Reflex Drive || Mirrored Magnetic Confinement Fusion || 6.6 || 10.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Helion Torus Drive || Toroid Magnetic Confinement Fusion || 5.2 || 8.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Advanced Helion Torus Drive || Toroid Magnetic Confinement Fusion || 6.6 || 12.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Helion Reflex Drive || Mirrored Magnetic Confinement Fusion|| 5.7 || 8.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Advanced Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 7.2 || 9.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Helion Drive || Z-Pinch Fusion || 9.4 || 11.8 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Boron Fusion Drive || Z-Pinch Fusion || 10.4 || 10.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Mag Protium Fusion Drive || Any Magnetic Confinement Fusion || 8.6 || 13.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Triton Hope Inertial Drive || Inertial Confinement Fusion || 3.5 || 9.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Triton Vista Inertial Drive || Inertial Confinement Fusion || 8.9 || 7.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Helion Inertial Drive || Inertial Confinement Fusion || 6.8 || 9.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Daedalus Torch || Inertial Confinement Fusion || 10.4 || 13.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Boron Inertial Drive || Inertial Confinement Fusion || 6.0 || 7.3 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Boron Inertial Torch || Inertial Confinement Fusion || 7.6 || 14.1 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Protium Inertial Torch || Inertial Confinement Fusion || 9.1 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Protium Converter Torch || Inertial Confinement Fusion || 17.6 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Antimatter Pulsed Plasma Core Drive || Plasma Core Antimatter || 11.6 || 7.9 || Water (0.99997)*, Antimatter (0.00003)*&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Antimatter Plasma Core Drive || Plasma Core Antimatter || 12.8 || 9.2 || Water (0.99991)*, Antimatter (0.00009)*&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Advanced Antimatter Plasma Core Drive || Plasma Core Antimatter || 13.3 || 11.5 || Water (0.9999), Antimatter (0.0001)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Pion Torch || Beam Core Antimatter || 14.3 || 13.8 || Water (0.5), Antimatter (0.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Rounded&#039;&#039;&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 diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
Radiators remove waste heat produced by the ship&#039;s power plant. They scale in mass based on the power plant&#039;s output and efficiency. Because these are highly vulnerable in combat, they can be retracted if the ship has heat sinks in one or more utility slots. However, once the ship&#039;s heat sink fills up, the radiators must be extended again to protect the lives of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2| Radiator !! rowspan=2 | Combat vulnerability when deployed !! rowspan=2 | Mass (tons / GW) !! colspan=4 | Resources / GW&lt;br /&gt;
|-&lt;br /&gt;
!   [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum Fin || Very High || 400 || 0 || 40 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium Array || High || 181.8 || 0 || 0 || 18.2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Molybdenum Pipe || Moderate || 222.2 || 0 || 11.1 || 11.1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube Filament || Moderate || 153.8 || 14.6 || 0.77 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ionic Dust || Very Low || 333.3 || 31.7 || 1.7 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Cobalt Dust || Very Low || 200 || 0 || 1 || 19 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Tin Droplet || Very Low || 125 || 1.3 || 11.3 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Gallium Mist || Very Low || 100 || 1 || 5 || 4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Lithium Spray || Very Low || 76.9 || 0.77 || 4.6 || 2.3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma || Low || 55.6 || 0.56 || 0.56 || 4.4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Spike || Low || 41.7 || 0.21 || 0.21 || 3.7 || 0.042&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
The ship&#039;s primary battery stores energy from the power plant and provides it to weapons, life support, and other key systems when the main power plant is unable to do so, either due to damage or when the drive is operating on ships that don&#039;t have an independently powered drive. High-power weapons can drain the battery quickly in combat. Improved batteries will have a larger capacity or a faster recharge rate. You may add additional batteries of the same type in utility module slots for greater capacity.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Battery !! rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Time to full charge (minutes) !! rowspan=2|Recharge rate (GJ / minute) !! colspan=5|Resources&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Ion || 30 || 15 || 50 || 0.3 || || 0.6 || 2.4 || || &lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Sulfur || 35 || 21 || 56 || 0.38 || || 1.4 || 2.1 || 0.035 ||&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 80 || 40 || 89 || 0.45 || || 1.6 || 6.4 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water || 20 || 20 || 33 || 0.61 || 1.6 || 0.4 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Graphene || 120 || 48 || 32 || 1.5 || || 9 || 2.4 || 0.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quantum || 80 || 80 || 27 || 2.96  || || 4 || 2.4 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Coil || 2 || 40 || 9 || 4.44 || || 0.1 || 0.06 || 0.04 ||&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Nanowire || 10 || 60 || 10 || 6.0 || || 0.4 || 0.25 || 0.3 || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Armor plating on the ship will absorb incoming weapons fire, preventing damage to internal components. Each point of armor will absorb 20 Megajoules of energy at a single location on the hull before vaporizing. Different armor types require a different thickness and mass to absorb a particular amount of damage. In the below table, the mass required per point is given as a percentage of the mass of steel armour (so for example, a steel plate that weighs 1000 tons would instead weigh 230 tons if it were made of composite armour). &lt;br /&gt;
&lt;br /&gt;
Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will always be 10-20x heavier per point than nose/tail armour. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Armor !! rowspan=2|Weight Multiplier !! rowspan=2|Bonus Resistance !! colspan=5|Cost / kiloton !! colspan=2|Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics !!  X-Ray !! Baryonic&lt;br /&gt;
|-&lt;br /&gt;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0 || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.1% || Chipping || 0 || 0 || 0 || 100 || 0 || 282% || 107%&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.6% || || 0 || 50 || 50 || 0 || 0 || 515% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0 || 671% || 65%&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 28.4% || || 0 || 50 || 25 || 25 || 0 || 876% || 182%&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 22.9% || || 0 || 60 || 35 || 5 || 0 || 1021% || 193%&lt;br /&gt;
|-&lt;br /&gt;
| Foamed Metal || 45.2% || Chipping || 0 || 30 || 50 || 20 || 0 || 718% || 175%&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 11.5% || Kinetic Damage || 0 || 55 || 35 || 10 || 0 || 1163% || 196%&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40 || 950% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.4% || Laser Damage || 0 || 30 || 30 || 20 || 20 || 913% || 171%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
Utility Modules perform a variety of functions to widen a spacecraft&#039;s capabilities. Extra batteries may also be put in utility module slots.&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 || +5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 500 || Improves damage control&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 2)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +5MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain additional ammo and mass&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -50% 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;
| 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;
&lt;br /&gt;
==== Drive Enhancement Module ====&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 || Anything or Hydrogen Propellant || Can replenish Propellant in interface orbits of Jovian planets&amp;lt;br&amp;gt;No aerobraking damage; Cannot be used for antimatter drive that use Hydrogen as Propellant.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Heat Sink !! rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Specific capacity (GJ/ton) !! colspan=4|Resources&lt;br /&gt;
|-&lt;br /&gt;
!   [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Water || 250 || 100 || 0.40 || 25 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Potassium || 205 || 110 || 0.54 ||  ||  || 20.5  || &lt;br /&gt;
|-&lt;br /&gt;
| Sodium || 230 || 370 || 1.61 ||  ||  || 23 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Lithium || 128 || 525 || 4.10 ||  ||  || 12.8 || &lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 485 || 900 || 1.86 ||  || 12.1 || 36.4 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Exotic || 250 || 1800 || 7.2 ||  ||  || 20 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Water || 500 || 200 || 0.40 ||  50 ||  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Potassium || 410 || 220 || 0.54  ||  ||  || 41 || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Sodium || 460 || 740 || 1.61 ||  ||  || 46 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Lithium || 256 || 1050 || 4.10 ||  ||  || 25.6 || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Molten Salt || 970 || 1800 || 1.86 ||  || 24.3 || 72.8 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Exotic || 500 || 3600 || 7.2 ||  ||  || 40 ||  10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&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)&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800&lt;br /&gt;
|}&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;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets.  Weapons can have up to four different possible fire modes:&lt;br /&gt;
* Focus Fire: Will fire at primary target only.&lt;br /&gt;
* Attack: Will fire at primary target if it is in range, otherwise will attack the nearest available target.&lt;br /&gt;
* Guardian: Will fire at incoming projectiles and missiles before targeting enemy ships.&lt;br /&gt;
* Defense: Will fire at incoming projectiles and missiles; will not target ships.&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.  For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds.  If a weapon has a salvo listed of X shots / Y s, it will fire one shot every Y seconds X number of times, and then will go on cooldown, after which it will fire another salvo.  For example, the Krait Missile Bay has a salvo of 2 shots / 5 s and a cooldown of 60 seconds; once in range, it will fire one shot, wait 5 seconds, fire a second shot, and then will go on cooldown for 60 seconds.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* 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;
==== Guns ====&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 muzzle velocity will have a hard time hitting anything at range and the projectiles can be targeted by point defense. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Gun !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
| 30mm Autocannon || 1 ||  || Defense || 4 || 3.2 || 3000 ||  || 200 || 19.5 || 10 shots / 1 s || &lt;br /&gt;
|-&lt;br /&gt;
| 40mm Autocannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 4 || 20.3 || 2000 ||  || 350 || 45 || 6 shots / 4.5 s || &lt;br /&gt;
|-&lt;br /&gt;
| 6-inch Cannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 12 || 22.1 || 600 ||  || 250 || 52 || 4 shots / 2 s || &lt;br /&gt;
|-&lt;br /&gt;
| 8-inch Cannon || 2 ||  || Focus Fire, Attack || 15 || 49 || 400 ||  || 250 || 90 || 4 shots / 3 s || &lt;br /&gt;
|- &lt;br /&gt;
| 10-inch Cannon ||  || 1 || Focus Fire, Attack || 16 || 88.2 || 300 ||  || 250 || 179 || 3 shots / 3 s || &lt;br /&gt;
|-&lt;br /&gt;
| 12-inch Cannon ||  || 2 || Focus Fire, Attack || 20 || 156.8 || 250 ||  || 250 || 305 || 2 shots / 5 s || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&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 may have a difficult time hitting targets at range; coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Magnetic Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Shot Battery Consumption (GJ) !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 28.1 || 1000 ||  || 500 || 62 ||  || 0.15 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 43.2 || 1000 ||  || 550 || 57 ||  || 0.18 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 68 || 1000 ||  || 600 || 52 ||  || 0.22 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 40 || 75.9 || 1500 ||  || 500 || 65 || 3 shots / 10 s || 0.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 116.6 || 1500 ||  || 550 || 60 || 4 shots / 10 s || 0.24 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 173.6 || 1500 ||  || 600 || 55 || 5 shots / 10 s || 0.28 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 36 || 81 || 1200 ||  || 650 || 128.8 ||  || 0.43 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 24 || 124.4 || 1200 ||  || 700 || 118.8 ||  || 0.52 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 12 || 196 || 1200 ||  || 750 || 108.8 ||  || 0.64 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 48 || 218.7 || 1800 ||  || 650 || 136 || 3 shots / 12 s || 0.58 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 36 || 317.5 || 1800 ||  || 700 || 126 || 4 shots / 12 s || 0.66 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 24 || 453.6 || 1800 ||  || 750 || 116 || 5 shots / 12 s || 0.74 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 43 || 233.3 || 1440 ||  || 800 || 269.1 ||  || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 29 || 358.3 || 1440 ||  || 850 || 249.1 ||  || 1.5 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 14 || 563.5 || 1440 ||  || 900 || 229.1 ||  || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 58 || 595.4 || 2160 ||  || 800 || 286.4 || 3 shots / 14 s || 1.6 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 43 || 829.4 || 2160 ||  || 850 || 266.4 || 4 shots / 14 s || 1.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 29 || 1148.2 || 2160 ||  || 900 || 246.4 || 5 shots / 15 s || 1.9 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk1 ||  || 1 || Focus Fire, Attack || 45 || 145.8 || 200 ||  || 550 || 66 ||  || 0.78 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 223.9 || 200 ||  || 600 || 61 ||  || 0.93 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk3 ||  || 1 || Focus Fire, Attack || 15 || 352.2 || 200 ||  || 650 || 56 ||  || 1.1 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk1 ||  || 1 || Focus Fire, Attack || 40 || 273.4 || 300 ||  || 550 || 67.5 || 3 shots / 10 s || 0.73 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 396.9 || 300 ||  || 600 || 62.5 || 4 shots / 10 s || 0.83 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk3 ||  || 1 || Focus Fire, Attack || 20 || 717.6 || 300 ||  || 650 || 57.5 || 5 shots / 10 s || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk1 ||  || 2 || Focus Fire, Attack || 54 || 419.9 || 240 ||  || 700 || 134.4 ||  || 2.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 644 || 240 ||  || 750 || 124.4 ||  || 2.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk3 ||  || 2 || Focus Fire, Attack || 18 || 1102.2 || 240 ||  || 800 || 114.4 ||  || 3.6 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk1 ||  || 2 || Focus Fire, Attack || 48 || 744.2 || 360 ||  || 700 || 138 || 3 shots / 12 s || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 1036.8 || 360 ||  || 750 || 128 || 4 shots / 12 s || 2.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk3 ||  || 2 || Focus Fire, Attack || 24 || 1771.9 || 360 ||  || 800 || 118 || 5 shots / 12 s || 2.9 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk1 ||  || 4 || Focus Fire, Attack || 108 || 1207.5 || 300 ||  || 900 || 276 ||  || 6.4 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2015.5 || 300 ||  || 950 || 256 ||  || 8.4 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk3 ||  || 4 || Focus Fire, Attack || 36 || 3169.6 || 300 ||  || 1000 || 236 ||  || 10.3 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk1 ||  || 4 || Focus Fire, Attack || 96 || 1944 || 450 ||  || 900 || 285 || 3 shots / 24 s || 5.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2624.4 || 450 ||  || 950 || 265 || 4 shots / 24 s || 5.5 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk3 ||  || 4 || Focus Fire, Attack || 48 || 4287.9 || 450 ||  || 1000 || 245 || 5 shots / 24 s || 7 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&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.  All missiles have a range of 1,000 km.&lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different types of warheads:&lt;br /&gt;
* Fragmentation warheads do 50% damage to armor&lt;br /&gt;
* Penetrator warheads do 60% damage to armor&lt;br /&gt;
* Explosive warheads do 80% damage to armor&lt;br /&gt;
* Nuclear warheads do 100% damage to armor and have a blast radius&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor and have a longer but narrower blast cone radius&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Tier !! Mass (tons) !! Blast Damage Radius (km) !! Destruction Cone !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || Focus Fire || 5 || 350.9 || Explosive || 4.5 || 3.3 || 10 || 0 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || Focus Fire || 5 || 501.4 || Explosive || 14.9 || 3.8 || 16 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || Focus Fire || 7 || 598.8 || Explosive || 14.9 || 3.5 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Racer Missile Bay || Focus Fire, Defense || 3 || 89.1 || Explosive || 29.9 || 2.7 || 36 || 1 || 24.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || Focus Fire, Defense || 5 || 501.8 || Fragmentation || 14.9 || 4.5 || 24 || 1 || 43.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || Focus Fire, Defense || 7 || 840.5|| Fragmentation || 14.9 || 4.1 || 18 || 1 || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || Focus Fire || 5 || 501.8 || Penetrator || 14.9 || 4.5 || 16 || 2 || 30.6 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || Focus Fire || 5 || 840.5 || Penetrator || 14.9 || 4.1 || 12 || 2 || 24.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || Focus Fire || 5 || 923.1 || Explosive || 18.3 || 3.7 || 10 || 1 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || Focus Fire, Defense || 5 || 795.2 || Fragmentation || 18.3 || 5.6 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || Focus Fire || 5 || 1,901 || Penetrator || 18.3 || 4.4 || 10 || 1 || 34 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Python Nuclear Missile Bay || Focus Fire, Defense || 5 || 188,325,000 || Nuclear || 18.3 || 4 || 10 || 2 || 31 || 6 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Sidewinder Shaped Nuclear Missile Bay || Focus Fire, Defense || 5 || 418,500,000 || Shaped Nuclear || 18.3 || 4 || 10 || 2+ || 31 || 39 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || Focus Fire || 7 || 1,120.3 || Explosive || 7.5 || 6.2 || 6 || 1 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || Focus Fire || 7 || 8,004.2 || Penetrator || 7.5 || 4.6 || 6 || 2 || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || Focus Fire || 7 || 2,230.4 || Explosive || 9.1 || 8.0 || 6 || 1 || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || Focus Fire || 7 || 15,249.0 || Penetrator || 9.15 || 6.0 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || Focus Fire || 7 || 6,738.3 || Explosive || 4.9 || 12.8 || 6 || 2 || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || Focus Fire || 7 || 48,492.1 || Penetrator || 4.9 || 9.0 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Poseidon Torpedo Bay || Focus Fire || 7 || 17,112.5|| Penetrator || 4.9 || 18.5 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || Focus Fire || 7 || 1,129,950,000 || Nuclear || 7.5 || 6.4 || 5 || 2+ || 49 || 15 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || Focus Fire || 7 || 2,448,225,000 || Nuclear || 9.1 || 7.7 || 5 || 2+ || 44 || 22 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || Focus Fire || 7 || 4,519,800,000 || Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 30 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 93 || 0.2° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Acheron Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.1 || 5 || 2+ || 44 || 124 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Tartarus Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.5 || 5 || 2+ || 44 || 149 || 0.13° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Styx Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.0 || 5 || 2+ || 44 || 219 || 0.085° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher ||Focus Fire || 40 || 22,470,010,000 || Antimatter || 4.9 || 14.6 || 5 || 2+ || 74 || 67 ||  || Not Through Atmosphere&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Laser Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Range (km) !! Mass (tons) !! Shot Battery Consumption (GJ) !! Armor Effectiveness at 100km !! Armor Effectiveness at 200km !! Armor Effectiveness at 500km !! Build Cost !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Laser Turret || 1 ||  || Defense || 3 || 50 || 250 || 20 || 0.2 || 1,289% || 5,156% || 32,227% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Arc Laser Turret || 1 ||  || Defense || 3 || 50 || 300 || 20 || 0.11 || 1,096% || 4,386% || 27,412% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Phaser Turret || 1 ||  || Defense || 3 || 50 || 350 || 20 || 0.14 || 920% || 3,679% || 22,994% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 0.4 || 330% || 1,318% || 8,239% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.29 || 279% || 1,115% || 6,968% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 75 || 0.22 || 233% || 930% || 5,815% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 0.5 || 90% || 358% || 2,238% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.33 || 71% || 284% || 1,777% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.25 || 59% || 235% || 1,471% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 1 || 30% || 118% || 738% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.5 || 20% || 79% || 492% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.33 || 16% || 63% || 393% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.6 || 90% || 361% || 2,254% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.43 || 75% || 299% || 1,868% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 100 || 0.33 || 61% || 244% || 1,523% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.75 || 30% || 121% || 753% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.5 || 23% || 92% || 577% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.38 || 16% || 64% || 399% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 1.5 || 15% || 61% || 378% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.75 || 10% || 41% || 257% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.5 || 5% || 20% || 127% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 0.9 || 20% || 81% || 504% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.64 || 15% || 59% || 369% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 200 || 0.5 || 10% || 42% || 262% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 1.1 || 14% || 54% || 338% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.75 || 8% || 34% || 211% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 315 || 0.56 || 5% || 20% || 126% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 2.3 || 12% || 47% || 296% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 1.1 || 7% || 28% || 175% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 135 || 0.75 || 4% || 15% || 96% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 0.8 || 31% || 124% || 774% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.57 || 24% || 96% || 599% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 150 || 0.44 || 18% || 73% || 456% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 1 || 16% || 64% || 399% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.67 || 11% || 46% || 286% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.5 || 7% || 29% || 180% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 2 || 12% || 49% || 305% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 1 || 8% || 33% || 206% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.67 || 5% || 18% || 113% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1 || 17% || 66% || 416% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.71 || 12% || 47% || 293% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 250 || 0.56 || 8% || 31% || 195% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1.3 || 13% || 51% || 322% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.83 || 8% || 32% || 200% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.63 || 5% || 20% || 125% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 2.5 || 12% || 48% || 298% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 1.3 || 7% || 29% || 180% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.83 || 4% || 17% || 109% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.2 || 14% || 57% || 359% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 0.86 || 10% || 39% || 241% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 350 || 0.67 || 6% || 24% || 148% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.5 || 13% || 51% || 317% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1 || 8% || 32% || 198% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 0.75 || 4% || 17% || 108% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 3 || 12% || 49% || 307% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1.5 || 8% || 30% || 190% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 1 || 4% || 16% || 101% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.4 || 14% || 55% || 344% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1 || 9% || 36% || 227% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 450 || 0.78 || 5% || 22% || 136% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.8 || 13% || 51% || 320% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.2 || 8% || 32% || 200% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 0.88 || 4% || 18% || 111% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 3.5 || 13% || 50% || 314% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.8 || 8% || 31% || 195% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 1.2 || 4% || 17% || 107% ||  || Not Through Atmosphere&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
Particle weapons are short-range weapons that are very good at penetrating armor, potentially disabling or destroying a ship&#039;s internal components, but doing very little to armor or ship structure itself. They are designed to be used as part of a fleet, and are very unlikely to kill a ship if used alone. The point-defense particle beam is also an effective point-defense weapon against missiles, but not against kinetic slugs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Particle Beam !! Hull Slots !! Nose Slots !! Mass (tons) !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Thermal Damage !! X-Ray Damage !! Baryonic Damage !! Targeting Range (km) !! Shot Battery Consumption (GJ) !! Build Cost &lt;br /&gt;
|-&lt;br /&gt;
| Point Defense E-Beamer || 1 || || 5 || Defense || 4 || 5 || 10% || 90% || 0% || 200 || 0.025 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light E-Beam Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 20 || 20 || 10% || 90% || 0% || 300 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 20 || 40 || 10% || 90% || 0% || 400 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy E-Beam Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 20 || 80 || 10% || 90% || 0% || 500 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Electron Lance || || 2 || 30 || Focus Fire, Attack, Guardian, Defense || 20 || 60 || 10% || 90% || 0% || 500 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Electron Lance || || 3 || 60 || Focus Fire, Attack, Guardian, Defense || 20 || 120 || 10% || 90% || 0% || 600 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Electron Lance || || 4 || 120 ||Focus Fire, Attack || 20 || 240 || 10% || 90% || 0% || 800 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Ion Battery || 1 || || 5 || Defense || 3 || 5 || 60% || 34% || 16% || 200 || 0.025 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Ion Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 30 || 20 || 60% || 34% || 16% || 500 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Ion Cannon || || 1 || 15 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 500 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Cannon || || 2 || 30 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 600 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Cannon || || 3 || 60 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% ||| 700 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Ion Cannon || || 4 || 120 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 850 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Beam Battery || 2 || || 25 || Focus Fire, Attack, Guardian, Defense  || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Beam Battery || 4 || || 50 || Focus Fire, Attack, Guardian, Defense  || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Particle Lance || || 1 || 20 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 700 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Lance || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 800 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Lance || || 3 || 80 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% || 900 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Lance || || 4 || 160 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 1000 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Particle Cannon || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 40 || 80 || 100% || 134% || 66% || 800 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Antimatter Particle Cannon || || 3 || 120 || Focus Fire, Attack, Guardian, Defense  || 40 || 160 || 100% || 134% || 66% || 900 || 1.1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Antimatter Particle Cannon || || 4 || 240 || Focus Fire, Attack || 40 || 320 || 100% || 134% || 66% || 1000 || 2.1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Neutron Lance || || 4 || 360 || Focus Fire, Attack || 60 || 560 || 0% || 0% || 100% || 1000 || 3.7 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The difference between Thermal, X-Ray, and Baryonic damage is not explained in game as of patch 0.4.38. From [https://www.reddit.com/r/TerraInvicta/comments/1dcc631/comment/l7xwdtn/ u/Ayla-Selene on reddit]:&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;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 5 half-values (1/32). armor up to the point where it reaches those 5 half-values does nothing. after that it replaces the baseline half-values with its own half-values.&lt;br /&gt;
&lt;br /&gt;
The half value is measured in armor thickness, and not shown anywhere in game. every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons.&lt;br /&gt;
&lt;br /&gt;
here&#039;s a table for the half values of different armor types (i calculated the points from armor thickness per point and the half value thickness):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor !! points per half-value (X-Ray) !! points per half-value (Baryon)&lt;br /&gt;
|-&lt;br /&gt;
| Steel || 0.27 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 0.44 || 1.11&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 0.72 || 4.61&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 1.00 || 0.62&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 1.11 || 5.21&lt;br /&gt;
|-&lt;br /&gt;
| Foamed Metal || 1.62 || 7.44&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 2.53 || 19.77&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 4.83 || 31.05&lt;br /&gt;
|-&lt;br /&gt;
| Exotic || 2.00 || 4.62&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid || 1.80 || 4.40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If your armor is greater than 5 half-values, you can divide the damage by 2^(Armor/PointsPerHalfValue). Otherwise divide it by 32.&lt;br /&gt;
&lt;br /&gt;
Baryon damage is additionally multiplied by 5.&lt;br /&gt;
&lt;br /&gt;
This resulting damage is directly dealt to internals, with the hit location being calculated in the same way as with lasers. If it happens to hit something that is immune to radiation (for example a heat sink or the structure) it will deal no damage.&lt;br /&gt;
&lt;br /&gt;
Any damage at all is enough to disable a weapon (until damage control gets around to repairing it), which explains that the laser stopped firing for a while. Human Lasers also only have 1HP, and once a weapon is entirely destroyed it can only be repaired in a shipyard.&lt;br /&gt;
&lt;br /&gt;
As for Ion / Particle... Particle uses a different dispersion model, which theoretically results in much longer effective range. I am not sure if it actually has a noticeable effect on gameplay though.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Plasma Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Shot Battery Consumption (GJ) !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 1 || 2 ||  || Focus Fire, Attack || 30 || 135.0 || 500 ||  || 500 || 320 || 0.45 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 2 || 2 ||  || Focus Fire, Attack || 25 || 135.0 || 500 ||  || 600 || 280 || 0.34 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 3 || 2 ||  || Focus Fire, Attack || 20 || 135.0 || 500 ||  || 700 || 240 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 1 || 4 ||  || Focus Fire, Attack || 36 || 256.0 || 1000 ||  || 600 || 640 || 1.3 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 2 || 4 ||  || Focus Fire, Attack || 30 || 256.0 || 1000 ||  || 700 || 560 || 0.85 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 3 || 4 ||  || Focus Fire, Attack || 24 || 256.0 || 1000 ||  || 800 || 480 || 0.64 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 1 ||  || 3 || Focus Fire, Attack || 48 || 428.8 || 300 ||  || 600 || 540 || 1.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 2 ||  || 3 || Focus Fire, Attack || 40 || 428.8 || 300 ||  || 700 || 480 || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 3 ||  || 3 || Focus Fire, Attack || 32 || 428.8 || 300 ||  || 800 || 420 || 0.95 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 1 ||  || 4 || Focus Fire, Attack || 60 || 551.2 || 300 ||  || 800 || 720 || 2.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 2 ||  || 4 || Focus Fire, Attack || 50 || 551.2 || 300 ||  || 900 || 640 || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 3 ||  || 4 || Focus Fire, Attack || 40 || 551.2 || 300 ||  || 1000 || 560 || 1.4 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
Factions may refit ships at habs with ship construction modules. Refitting is generally limited to replacing parts of a similar type.&lt;br /&gt;
* Hull cannot change.&lt;br /&gt;
* Power Plant can change, if the new Power Plant is of the same Class.&lt;br /&gt;
* Drives can add or remove thrusters to current drive, or substitute a drive with the same Classification, required Power Plant, and Reaction Product.&lt;br /&gt;
* Weapons can change if the new weapon is of the same Class and Mount. (so 1-hull laser can only be replaced by 1-hull lasers).&lt;br /&gt;
* Armor can change freely.&lt;br /&gt;
* Batteries can change to other batteries freely, but not change with other Utility modules.&lt;br /&gt;
* Heat sinks can change freely, but not change with other Utility modules.&lt;br /&gt;
* Radiators can change freely.&lt;br /&gt;
* Utility modules that aren&#039;t batteries or heat sinks can change to other modules with the same Class.&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>76561198127175015</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Councilors&amp;diff=3075</id>
		<title>Councilors</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Councilors&amp;diff=3075"/>
		<updated>2025-03-27T19:13:46Z</updated>

		<summary type="html">&lt;p&gt;76561198127175015: /* Faction Profession Affinities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Council.png|thumb|400px|Council view]]&lt;br /&gt;
Councilors are a faction&#039;s primary proxies on Earth and may also go to space to advance its interests there. Factions may initially have four councilors but certain projects allow them to expand the size of their council to six. Their primary role is to perform Missions on behalf of their faction.&lt;br /&gt;
&lt;br /&gt;
Periodically, the game will enter the assignment phase, during which all factions will assign their councilors to missions. These missions will be resolved in a random sequence over the next few weeks. While some missions are automatically successful, most require a success roll. Missions can target nations, control points, habitats, and other councilors.&lt;br /&gt;
&lt;br /&gt;
Factions can recruit councilors by spending Influence. Each month there is a new group of potetial recruits to choose from. You can also turn councilors from other factions to work for you.&lt;br /&gt;
&lt;br /&gt;
The name and appearance of recruired councilors can be changed at any time.&lt;br /&gt;
&lt;br /&gt;
== Recruiting ==&lt;br /&gt;
&lt;br /&gt;
On the 1st of each month, each faction refreshes their own recruiting candidate pool. During refresh, each candidate currently in the pool has a random chance to become unavailable. The pool is then refilled up to a minimum number plus a small random number of extras.&lt;br /&gt;
&lt;br /&gt;
== Profession ==&lt;br /&gt;
Each councilor has a profession, which determines the range of their initial stats, available missions and possible traits. The Alien profession is only available to alien councilors.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2 | Profession !! colspan=8 | Base stats !! rowspan=2 | Available missions !! rowspan=2 | Description&lt;br /&gt;
|-&lt;br /&gt;
! [[File:ICO persuasion.png|25px]] !! [[File:ICO investigation.png|25px]] !! [[File:ICO espionage.png|25px]] !! [[File:ICO command.png|25px]] !! [[File:ICO administration.png|25px]] !! [[File:ICO science.png|25px]] !! [[File:ICO security.png|25px]] !! [[File:ICO loyalty.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Activist&#039;&#039;&#039; || 4-8 || 3-5 || 1-5 || 0-1 || 0-1 || 0-1 || 0-1 || 0-16 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;An Activist seeks social change through persuasion rather than violence.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Astronaut&#039;&#039;&#039; || 1-5 || 2-4 || 0-2 || 5-7 || 0-6 || 4-6 || 2-6 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module || &#039;&#039;Astronauts are among the lucky few who have been to space and often merge military and scientific backgrounds.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Celebrity&#039;&#039;&#039; || 6-8 || 0-3 || 0-1 || 0-1 || 2-6 || 0-1 || 2-4 || 0-16 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;An influential entertainer, artist, athlete or scion with a substantial public following.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commando&#039;&#039;&#039; || 1 || 0-5 || 2-6 || 4-6 || 1 || 0-1 || 6 || 0-16 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Commandos are experts in small-scale combat operations and protecting others from attacks.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Diplomat&#039;&#039;&#039; || 3-7 || 1-5 || 2-6 || 1-3 || 2-6 || 0-1 || 3-5 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;Diplomats are influential communicators who promote peaceful and profitable relations between nations and their peoples.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Evangelist&#039;&#039;&#039; || 6-8 || 0-2 || 0-1 || 2-4 || 1-5 || 0 || 0-4 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;Evangelists are public figures whose influence is built around promoting an ideology to a sometimes fanatical cadre of followers.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Executive&#039;&#039;&#039; || 1-7 || 0-4 || 0-2 || 3-5 || 4-6 || 0-3 || 2-4 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge || &#039;&#039;Executives are senior leaders in government and business who may not have a high public profile but are good at getting things done.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fixer&#039;&#039;&#039; || 2-4 || 2-6 || 4-6 || 0-1 || 0-1 || 0-1 || 0-4 || 0-16 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Fixers are troubleshooters and generalists who can solve an array of problems ... quietly.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hacker&#039;&#039;&#039; || 0-4 || 4-6 || 4-6 || 0-1 || 0-3 || 0-3 || 1-3 || 0-16 || [[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Hackers are experts in extracting information from computer networks and promoting agendas at important nodes.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inspector&#039;&#039;&#039; || 2-4 || 4-6 || 0-4 || 3-5 || 3-5 || 0-2 || 3-5 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;An Inspector is a senior police official charged with protecting the public.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Investigator&#039;&#039;&#039; || 1-3 || 7 || 3-5 || 0-1 || 0-3 || 0-2 || 2-4 || 0-17 || [[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Investigators gather scattered bits of information and piece together the truth, usually for a private audience.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Journalist&#039;&#039;&#039; || 4-8 || 6 || 1-5 || 0 || 0-2 || 0-3 || 0-1 || 0-17 || [[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;Journalists uncover hidden information and deliver it to the public, sometimes challenging powerful interests.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Judge&#039;&#039;&#039; || 3-7 || 4-6 || 0-3 || 0-2 || 1-5 || 0-1 || 2-4 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation || &#039;&#039;A judge is a government official with the power to interpret law and order the arrest of powerful people.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kingpin&#039;&#039;&#039; || 3-5 || 0-4 || 3-5 || 3-5 || 4-6 || 0 || 2-6 || 0-17 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;A mastermind of executing operations of questionable legality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Officer&#039;&#039;&#039; || 2-6 || 0-3 || 2-4 || 6-8 || 2-6 || 0-2 || 4-6 || 0-18 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Officers are senior commanders and experts in military affairs.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Operative&#039;&#039;&#039; || 1-3 || 2-4 || 6 || 3-5 || 0-1 || 0-1 || 3-5 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Operatives are trained experts in both espionage and small-scale violent action.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Politician&#039;&#039;&#039; || 4-8 || 1-5 || 0-4 || 0-3 || 2-6 || 0-1 || 2-4 || 0-14 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge || &#039;&#039;A politician is a senior government official who ostensibly represents the public interest.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Professor&#039;&#039;&#039; || 1-7 || 4-6 || 0-4 || 0-4 || 2-4 || 4-6 || 0-1 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;An academic who has developed expertise in important matters and conveys it to an audience.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rebel&#039;&#039;&#039; || 2-6 || 0-4 || 3-7 || 5-7 || 0-2 || 0 || 2-6 || 0-16 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;A Rebel is willing and able to take violent action against the powers that be. &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scientist&#039;&#039;&#039; || 2-4 || 2-6 || 0-2 || 0 || 1-5 || 7 || 1-3 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project || &#039;&#039;Scientists organize and lead research efforts to uncover some new understanding of how the world works.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spy&#039;&#039;&#039; || 2-6 || 4-6 || 6 || 1-3 || 0-2 || 0-1 || 3-5 || 0-16 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;Spies are trained to gather information by a variety of covert means.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tech Mongul&#039;&#039;&#039; || 2-6 || 0-4 || 0-3 || 0-2 || 2-6 || 4-6 || 2-4 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Tech Moguls are entrepreneurial visionaries who have turned inventions into a successful business.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tycoon&#039;&#039;&#039; || 0-5 || 0-3 || 0-3 || 1-5 || 7 || 0-4 || 1-5 || 0-16 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge || &#039;&#039;Tycoons are owners of older industries or come from inherited wealth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attorney&#039;&#039;&#039; || 6-7 || 1-2 || 1-3 || 6-7 || 3 || 0-2 || 3-4 || 5-17 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;be&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;be&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity || &#039;&#039;Attorneys use persuasion and knowledge of the state to advance the interests of their faction.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineer&#039;&#039;&#039; || 2-6 || 1-2 || 1-2 || 4-6 || 4-6 || 6-7 || 2-3 || 6-16 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;be&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity || &#039;&#039;Engineers apply scientific undertndings to solve problems.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alien&#039;&#039;&#039; || 2-12 || 0-5 || 5-15 || 0-10 || 0-8 || 0-8 || 7-13 || 25 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor&amp;lt;br&amp;gt;[[File:ICO abductions on.png|24px]] Abductions&amp;lt;br&amp;gt;[[File:ICO buildfacility on.png|24px]] Build Facility&amp;lt;br&amp;gt;[[File:ICO enthrallelites on.png|24px]] Enthrall Elites&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Enthrall Org&amp;lt;br&amp;gt;[[File:ICO enthrallpublic on.png|24px]] Enthrall Public&amp;lt;br&amp;gt;[[File:ICO enthrallelites on.png|24px]] Enthrall Unaligned Elites&amp;lt;br&amp;gt;[[File:ICO passtechnology on.png|24px]] Pass Technology&amp;lt;br&amp;gt;[[File:ICO Xenoform on.png|24px]] Xenoform || &#039;&#039;The mysterious Hydra operatives reveal little about their capabilities or purpose.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Faction Profession Affinities==&lt;br /&gt;
&lt;br /&gt;
Every faction has affinity to some professions. Councillors with profession faction has affinity for, cost 30 influence to hire while councillors of other professions cost 60. Moreover, if faction has less than 30 influence when recruit pool is refreshed, newly created potential recruits will only have professions matching faction affinity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Faction!!Profession Affinities!&lt;br /&gt;
|-&lt;br /&gt;
|Resistance&lt;br /&gt;
|&lt;br /&gt;
*Rebel&lt;br /&gt;
*Operative&lt;br /&gt;
*Spy&lt;br /&gt;
*Kingpin&lt;br /&gt;
*Activist&lt;br /&gt;
*Inspector&lt;br /&gt;
*Officer&lt;br /&gt;
*Judge&lt;br /&gt;
*Journalist&lt;br /&gt;
*Commando&lt;br /&gt;
*Hacker&lt;br /&gt;
*Investigator&lt;br /&gt;
*Tech Mogul&lt;br /&gt;
*Scientist&lt;br /&gt;
*Astronaut&lt;br /&gt;
*Professor&lt;br /&gt;
|-&lt;br /&gt;
|Humanity First&lt;br /&gt;
|&lt;br /&gt;
*Rebel&lt;br /&gt;
*Operative&lt;br /&gt;
*Officer&lt;br /&gt;
*Commando&lt;br /&gt;
*Evangelist&lt;br /&gt;
|-&lt;br /&gt;
|Initiative&lt;br /&gt;
|&lt;br /&gt;
*Rebel&lt;br /&gt;
*Spy&lt;br /&gt;
*Kingpin&lt;br /&gt;
*Politician&lt;br /&gt;
*Executive&lt;br /&gt;
*Evangelist&lt;br /&gt;
*Hacker&lt;br /&gt;
*Tycoon&lt;br /&gt;
*Attorney&lt;br /&gt;
|-&lt;br /&gt;
|Servants&lt;br /&gt;
|&lt;br /&gt;
*Activist&lt;br /&gt;
*Evangelist&lt;br /&gt;
|-&lt;br /&gt;
|Protectorate&lt;br /&gt;
|&lt;br /&gt;
*Spy&lt;br /&gt;
*Inspector&lt;br /&gt;
*Judge&lt;br /&gt;
*Politician&lt;br /&gt;
*Diplomat&lt;br /&gt;
*Tycoon&lt;br /&gt;
*Attorney&lt;br /&gt;
|-&lt;br /&gt;
|Academy&lt;br /&gt;
|&lt;br /&gt;
*Inspector&lt;br /&gt;
*Judge&lt;br /&gt;
*Politician&lt;br /&gt;
*Executive&lt;br /&gt;
*Journalist&lt;br /&gt;
*Diplomat&lt;br /&gt;
*Tech Mogul&lt;br /&gt;
*Scientist&lt;br /&gt;
*Astronaut&lt;br /&gt;
*Professor&lt;br /&gt;
*Tycoon&lt;br /&gt;
|-&lt;br /&gt;
|Exodus&lt;br /&gt;
|&lt;br /&gt;
*Kingpin&lt;br /&gt;
*Tech Mogul&lt;br /&gt;
*Scientist&lt;br /&gt;
*Astronaut&lt;br /&gt;
*Attorney&lt;br /&gt;
*Engineer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
A councilor has eight attributes. They determine success chances on missions or offer bonuses to incomes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute !! Effects !! width=50% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Persuasion&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO persuasion.png]]&lt;br /&gt;
| &lt;br /&gt;
* +1% Influence Generation per Persuasion point&lt;br /&gt;
* +1 Control point maximum per Persuasion point&lt;br /&gt;
* Increases the success chance of Control Nation missions&lt;br /&gt;
* Increases the success chance of Control Space Asset missions&lt;br /&gt;
* Increases the success chance of Inspire missions&lt;br /&gt;
* Increases the success chance of Public Campaign missions&lt;br /&gt;
* Increases the success chance of Turn Councilor missions&lt;br /&gt;
| &#039;&#039;Persuasion is the ability to shape the opinions of others to your own.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Investigation&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO investigation.png]]&lt;br /&gt;
| &lt;br /&gt;
* Increases the chance to spot other factions&#039; councilors&lt;br /&gt;
* Increases the success chance of Crackdown missions&lt;br /&gt;
* Increases the success chance of Detain Councilor missions&lt;br /&gt;
* Increases the success chance of Investigate Councilor missions&lt;br /&gt;
| &#039;&#039;Investigation is the councilor&#039;s ability to discover information someone would prefer to keep hidden.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Espionage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO espionage.png]]&lt;br /&gt;
| &lt;br /&gt;
* Increases the chance to avoid being spotted by other factions&lt;br /&gt;
* Increases the success chance of Assassinate missions&lt;br /&gt;
* Increases the success chance of Purge missions&lt;br /&gt;
* Increases the success chance of Sabotage Facilities missions&lt;br /&gt;
* Increases the success chance of Sabotage Hab Module missions&lt;br /&gt;
* Increases the success chance of Sabotage Project missions&lt;br /&gt;
* Increases the success chance of Steal Project missions&lt;br /&gt;
* Decreases the success chance of enemy Investigate Councilor missions&lt;br /&gt;
| &#039;&#039;Espionage is the ability to move in secret and conduct covert operations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Command&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO command.png]]&lt;br /&gt;
| &lt;br /&gt;
* +1% Ops Generation per Command point&lt;br /&gt;
* +1 Control point maximum per Command point&lt;br /&gt;
* Increases the success chance of Assault Alien Asset missions&lt;br /&gt;
* Increases the success chance of Assault Enemy Space Asset missions&lt;br /&gt;
* Increases the success chance of Coup d&#039;Etat missions&lt;br /&gt;
* Increases the success chance of Extract Councilor missions&lt;br /&gt;
* Increases the success chance of Increase Unrest missions&lt;br /&gt;
* Increases the success chance of Stabilize Nation missions&lt;br /&gt;
* Decreases the success chance of enemy Assault Enemy Space Asset missions&lt;br /&gt;
* Decreases the success chance of enemy Coup d&#039;Etat missions&lt;br /&gt;
* Decreases the success chance of enemy Increase Unrest missions&lt;br /&gt;
| &#039;&#039;Command represents this councilor&#039;s ability to organize and lead combat operations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Administration&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO administration.png]]&lt;br /&gt;
| &lt;br /&gt;
* +1 Control point maximum per Administration point&lt;br /&gt;
* +1 Councilor Org Capacity per Administration point&lt;br /&gt;
* +1% Money Generation per Administration point&lt;br /&gt;
* Increases the success chance of Hostile Takeover missions&lt;br /&gt;
* Decreases the success chance of enemy Crackdown missions&lt;br /&gt;
* Decreases the success chance of enemy Hostile Takeover missions&lt;br /&gt;
* Decreases the success chance of enemy Purge missions&lt;br /&gt;
| &#039;&#039;Administration is the ability to manage large organizations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Science&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO science.png]]&lt;br /&gt;
| &lt;br /&gt;
* +1% Research Generation per Science point&lt;br /&gt;
* Used in certain events (sum of all councilors science)&lt;br /&gt;
| &#039;&#039;Science is the ability to investigate and analyze phenomena to derive new understandings of the universe and those who inhabit it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Security&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO security.png]]&lt;br /&gt;
| &lt;br /&gt;
* Decreases the success chance of enemy Assassinate missions&lt;br /&gt;
* Decreases the success chance of enemy Control Space Asset missions&lt;br /&gt;
* Decreases the success chance of enemy Detain Councilor missions&lt;br /&gt;
* Decreases the success chance of enemy Extract Councilor missions&lt;br /&gt;
* Decreases the success chance of enemy Investigate Councilor missions&lt;br /&gt;
* Decreases the success chance of enemy Sabotage Facilities missions&lt;br /&gt;
* Decreases the success chance of enemy Sabotage Hab Module missions&lt;br /&gt;
* Decreases the success chance of enemy Sabotage Project missions&lt;br /&gt;
* Decreases the success chance of enemy Steal Project missions&lt;br /&gt;
* Decreases the success chance of enemy Turn Councilor missions&lt;br /&gt;
| &#039;&#039;Security is this councilor&#039;s ability to survive violence.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loyalty&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO loyalty.png]]&lt;br /&gt;
| &lt;br /&gt;
* Decreases the success chance of enemy Control Space Asset missions&lt;br /&gt;
* Decreases the success chance of enemy Turn Councilor missions&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Requires Investigate Councilor missions to know if the value changes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The Loyalty attribute determines how likely councilors are to betray their faction to another.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detection ==&lt;br /&gt;
[[File:councilor_detected.png|thumb|200px|A councilor being detected and aware of that. For her, this scenario is quite likely as she has high Investigation attribute and low Espionage attribute, and she is a megastar so she cannot go to ground.]]&lt;br /&gt;
After every completed mission (whether successful or failed, but not aborted) each councilor has a chance of being detected based on the detection risk of the mission. The chance is reduced by the councilor&#039;s Espionage attribute and increased by [[#Noise|noise]]. The chance is increased by the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
4 * % control of nation where mission took place (e.g. if faction controls 4 out of 5 CPs in nation then this is 3.2)&lt;br /&gt;
+12 if the region or an adjacent region has been surveyed during the same missions phase and the councilor risking detection is human&lt;br /&gt;
&lt;br /&gt;
+ Sum of (Investigation attribute of each faction&#039;s councilor * region proximity multiplier)&lt;br /&gt;
    Investigation to include also bonus +inv when detecting from traits&lt;br /&gt;
    Region proximity multiplayer:&lt;br /&gt;
        if in same region = 1&lt;br /&gt;
        else if in same nation = 0.5&lt;br /&gt;
        else if in adjacent region = 0.25&lt;br /&gt;
        else = 0&lt;br /&gt;
&lt;br /&gt;
Sum of all above / count of faction&#039;s advisors (this effectively means the more councilors faction has the weaker effect of e.g. xenoscience modules is)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When detecting alien councilors the following bonuses and penalties also apply:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; from Global Listening Network council engineering project&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Xenology Lab hab module (max xenoscience bonus is &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+9&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Xenoscience Research Center hab module (max xenoscience bonus is &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+9&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Xenoscience Institute hab module (max xenoscience bonus is &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+9&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; per 10% xenoforming in the region&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; if an Alien Facility is built in the region&lt;br /&gt;
* If the region or an adjacent region has been surveyed during the same missions phase there is a &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; bonus. It increases by &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; for each investigated alien councilor above 4, capping at &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+12&#039;&#039;&#039;&amp;lt;/span&amp;gt; after 12 alien councilors have been investigated.&lt;br /&gt;
[[File:ICO geoscape councilor unknown generic.png|thumb|60px|Councilor detected]]&lt;br /&gt;
[[File:ICO geoscape councilor exploit generic.png|thumb|60px|Councilor identified (The Initiative)]]&lt;br /&gt;
A detection success will reveal the location but not the faction of the councilor, marking councilor with a gray icon. This will allow the Investigate Councilor mission to target them. A detection critical success will reveal the faction of the councilor and allow all missions to target the councilor, marking councilor with a faction-colored icon.&lt;br /&gt;
&lt;br /&gt;
=== Detection awareness ===&lt;br /&gt;
When a councilor is detected there is a chance to gain knowledge about the detection. The roll is done separately for each faction that detected the councilor. The chance of discovering the detection is determined by the Investigation attribute of the detected councilor against the Espionage attribute of all councilors from the detecting nation divided by 6. If the player faction discovers a councilor has been detected they&#039;ll see the pawn notification icon on left edge on screen in color of their faction.&lt;br /&gt;
&lt;br /&gt;
All councilors keep track of all factions they are aware spotted them. Player has this information about turned councilors as well. It is visible on councilor&#039;s face image - as highlighted on the picture here. This information however does not tell you when was the last time the councilor noticed that he was spotted by those factions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Go To Ground&#039;&#039; mission will erase this information. Even though it&#039;s not 100% sure other factions will lose all intel on the councilor. (But it is likely that espionage 1 or more is enough to ensure that). However - it is still possible to be spotted on the &#039;&#039;Go To Ground&#039;&#039; mission - it&#039;s just unlikely with noise caused being negative 8.&lt;br /&gt;
&lt;br /&gt;
=== Intel on target ===&lt;br /&gt;
&lt;br /&gt;
Councilors have 5 levels of intelligence given to each faction aware of their existence. Each level reveals more information about this councilor:&lt;br /&gt;
&lt;br /&gt;
# Councilor is detected&lt;br /&gt;
# Their affiliation, identity and class is revealed&lt;br /&gt;
# Their stats, orgs and available missions are revealed&lt;br /&gt;
# The faction sees their actions during mission phase&lt;br /&gt;
# The faction knows their loyalty and can turn them&lt;br /&gt;
&lt;br /&gt;
Intel on target is also added to some mission against this councilor, for example, Assassinate and Hostile Takeover.&lt;br /&gt;
&lt;br /&gt;
Intel may increase with consecutive passive detection, or more actively with Investigate mission.&lt;br /&gt;
&lt;br /&gt;
=== Turn councilor ===&lt;br /&gt;
&lt;br /&gt;
[[File:Turned.png|200px|thumb|Turned councilor]]&lt;br /&gt;
Councilors with 5 intel on them can become this faction&#039;s spies via &#039;&#039;[[Missions#turn_councilor|Turn councilor]]&#039;&#039; action. Each faction can have no more than 2 spies in other factions.&lt;br /&gt;
&lt;br /&gt;
Spies provide full vision of their faction, 3 intel on other councilors, and can be forced to increase failure chance on their missions. Other factions are programmed to track councilors suspected to be spies and deal with them (their suspicion about advisers is stored in &amp;lt;code&amp;gt;internalCouncilorSuspicion&amp;lt;/code&amp;gt; variable).&lt;br /&gt;
&lt;br /&gt;
Hydra councilors can never be turned.&lt;br /&gt;
&lt;br /&gt;
==== Dealing with spies ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Investigate councilor&#039;&#039; may reveal whether investigated adviser is turned or not.&lt;br /&gt;
* &#039;&#039;Inspire&#039;&#039; will make target councilor cut their contacts with faction that turned them. This will not reveal whether this councilor was a spy or not.&lt;br /&gt;
* Firing suspected councilor or sending them on suicide mission is also a valid option.&lt;br /&gt;
&lt;br /&gt;
==== Stealing councilors ====&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to steal turned councilors from other factions. To do that, open their profile in council interface and press &#039;&#039;resign&#039;&#039;. This will add them to unemployed councilors pool, from where they will be available to hire.&lt;br /&gt;
&lt;br /&gt;
=== Noise ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ Noise generated by [[missions]]&lt;br /&gt;
|-&lt;br /&gt;
! Mission	&lt;br /&gt;
! style=&amp;quot;text-align: right&amp;quot; | Critical Fail	&lt;br /&gt;
! Fail	&lt;br /&gt;
! Success	&lt;br /&gt;
! Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| Abductions	&lt;br /&gt;
| 8	&lt;br /&gt;
| 4	&lt;br /&gt;
| 2	&lt;br /&gt;
| -4&lt;br /&gt;
|- &lt;br /&gt;
| Advise&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |			0&lt;br /&gt;
|-&lt;br /&gt;
| Assasinate&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Asset&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Grant Alien Control&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Build Facility&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Contact&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Control Space Asset&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Coup d&#039;Etat&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Crackdown&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Defend Interests&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Deorbit&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Detain Councilor&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Surveil Location&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| Dominate Nation&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| Enthrall Elites&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Enthrall Org&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Enthrall Public&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Enthrall Unaligned Elites&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Extract Councilor&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Control Nation&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Go To Ground&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| Hostile Takeover&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Inspire Councilor&lt;br /&gt;
| -2&lt;br /&gt;
| -4&lt;br /&gt;
| -4&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Investigate Alien Activity&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Investigate Councilor&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Orbit&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Pass Technology&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Public Campaign&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Protect Councilor&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Purge&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Facilities&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -6&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Hab Module&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -6&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Project&lt;br /&gt;
| 8&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Seize Space Asset&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Set National Policy&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 10&lt;br /&gt;
|-&lt;br /&gt;
| Stabilize Nation&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Steal Project&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
| Terrorize Region&lt;br /&gt;
| 16&lt;br /&gt;
| 16&lt;br /&gt;
| 30&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| Transfer&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Turn Councilor&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Increase Unrest&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Xenoform&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| -4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Traits are innate characteristics of a councilor. They may grant permanent or conditioned stat bonuses or maluses, incomes, or access to certain orgs. Some traits may be purchased, upgraded or removed by spending XP.&lt;br /&gt;
&lt;br /&gt;
=== Positive Traits ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Trait !! Effects !! XP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Can purchase Government Orgs&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;A member of a recognized government with official status.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transparent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Loyalty is visible&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Always means exactly what he or she says.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apocalyptic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion if any nation used a strategic nuclear barrage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Believes the end of humanity is nigh and wishes others to do so.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Aware&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when detecting other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Particularly skilled at detecting other councilors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Beloved&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Faction killing this councilor gains an Atrocity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Popular regardless of their loyalties.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hard Target&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Enemy critical failures on Assassinate and Detain Councilor missions against this councilor will result in the attacker&#039;s death if not protected&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Will strike back if attacked.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Streetwise&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Skilled at navigating dark corners in his or her home nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Untouchable&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Being targeted for Assassinate missions will give the targeting councilor the Marked trait&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 150&lt;br /&gt;
| &#039;&#039;In too important a position to be safely deleted.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Veteran&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2% Military Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;A former member of his or her home nation&#039;s armed forces.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ace Assassin&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An efficient killer.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vengeful&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Assassinate&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;It&#039;s payback time.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Learner&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20% Augumentation XP Cost&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Picks up new skills faster than most.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Striver&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30% Augumentation XP Cost&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Dedicated to self-improvement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Survivor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;Very hard to kill during episodes of mass violence.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crew&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Ops Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Has a small team of loyal followers who serve as bodyguards and can conduct operations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Counselor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where cohesion is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Advise&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Appeals to what we have in common.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unifier&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where cohesion is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Advise&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Lower Unrest&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;Influential in nations with a sense of common purpose.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Affluent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;Makes a good living.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prosperous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Well-off and able to contribute meaningful funds to the cause.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wealthy&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;Has access to a hefty bank account.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Astronomer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Space Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Space Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chemist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Materials Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Materials.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doctor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Life Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Life Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Physicist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Energy Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Energy.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Computer Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Information Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Information Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Military Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Military Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Social Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Social Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Social Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Astronomer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Space Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Space Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Chemist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Materials Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Materials.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Doctor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Life Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Life Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Physicist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Energy Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Energy.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Computer Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Information Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Information Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Military Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Military Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Military Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Social Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Social Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Social Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Astronomer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Space Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Space Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Chemist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Materials Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Materials.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Doctor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Life Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Life Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Physicist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Energy Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Energy.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Computer Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Space Information Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Information Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Military Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Military Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Military Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Social Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Social Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Social Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Connected&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Able to use back channels to exert a measure of influence.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Puppet Master&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Control Nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;Able to pull strings in many places without notice.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Skilled at evading detaction.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Undercover&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Orbit mission can target other factions&#039; tier 1 habitats&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;This person&#039;s public persona conceals someone who is able to infiltrate enemy space installations without fear of identification.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Agitator&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where education is 6 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where cohesion is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Excels at gaining the support of those unhappy with their nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Second Wave&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Aliens only&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;This alien appears to be part of a second wave of infiltrators and more skilled at evading detection than its predecessors.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Implant Traits ====&lt;br /&gt;
Implant traits can only be added or upgraded following certain projects. Higher tier traits must be upgraded from the previous tier.&lt;br /&gt;
* Tier 1 traits cost 500 Money and require the Cybernetic Implants project.&lt;br /&gt;
* Tier 2 traits cost 1000 Money and require the Neural Engineering project.&lt;br /&gt;
* Tier 3 traits cost 2000 Money and require the Cyborging project.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier 1 Trait !! Tier 2 Trait !! Tier 3 Trait&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Datajack&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Neural Interlink&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Embedded Sensors&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Enhanced Senses&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Argus Implant&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Force Tracker&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Battle Computer&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Strategic AI&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intelligent Assistant&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Management AI&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Executive AI&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protection Unit&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;P-Defense System&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Guardian Angel&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scrambler&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Countermeasures&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Stealth Field&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loyalty Monitor&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Loyalty is visible&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Cannot be upgraded&lt;br /&gt;
| Cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| No tier 1 version&lt;br /&gt;
| No tier 2 version&lt;br /&gt;
| &#039;&#039;&#039;Forebrain Stimulator&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Pherocyte Emitters =====&lt;br /&gt;
Pherocyte emitters are special implant traits which increase Persuasion. They require the Pherocyte Emitter project, which can be researched in parallel with the Cyborging project once the faction has completed the Pherocytes project.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier 1 Trait !! Tier 2 Trait&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pherocyte Emitter&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Costs 5000 Money and requires the Pherocyte Emitter project.&lt;br /&gt;
| &#039;&#039;&#039;Pherocyte Mass Emitter&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Turn Councilor&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Costs 10000 Money and requires the Pherocyte Mastery project.&lt;br /&gt;
* &#039;&#039;&#039;The Initiative only&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mixed Traits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait !! Effects !! Missions !! Remove Cost !! width=35% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Criminal&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Can purchase Criminal Orgs&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security in nations where unrest is 1 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Involved in illegal activities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sociopath&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Can purchase Sociopath Orgs&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Someone skilled at managing others in sole pursuit of his or her own satisfaction.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Firebrand&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where education is 6 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where cohesion is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where education is at least 9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Appeals to the anger and fear of an uncritical audience.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Demagogue&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion in nations where education is 6 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion in nations where cohesion is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion in nations where education is at least 9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;An influential rabble-rouser who plays to the basest instincts of the public.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rich&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where Inequality is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Has vast sums to call on, but disliked in egalitarian nations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Billionaire&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion in nations where Inequality is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Access to truly obscene amounts of money, to the point of unpopularity in nations that prize equality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eminent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Influential among elites, but well-known enough to sometimes attract unwanted attention.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Famous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+9 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Broadly known among elites and the public.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Megastar&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+12 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-8 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Go To Ground&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A person of global renown, whose very movements make the news worldwide.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Opinion Leader&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where Government is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A respected commentator on public affairs, whose words reach many in free nations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Media Darling&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+7 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion in nations where Government is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A popular speaker on media channels in free nations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elder Statesman&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4 Persuasion in nations where Government is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A widely respected and influential member of the political elite.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Averse&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cannot perform missions in nations with unrest of 6 or higher&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Particularly concerned with security and avoiding personal risk.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paranoid&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cannot perform missions in nations with unrest of 6 or higher&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40 XP&lt;br /&gt;
| &#039;&#039;Sees enemies everywhere. Only right some of the time.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ethical&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where Inequality is 3.5 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty per atrocity by faction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Assassinate&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A person of principle who believes not all means are justified by their end.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pacifist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where Education is at least 9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Loyalty per atrocity by faction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Assassinate&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Assault Alien Asset&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Assault Enemy Space Asset&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Increase Unrest&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Sabotage Facilities&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Personally refuses to take part in any violent action.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Academic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Advise&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Affiliated with a research university.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Awkward Genius&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Public Campaign&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Poor at recognizing social cues and working with others but able to conduct scientific investigations with unparalleled focus.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brazen&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where Education is 7 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Flouts elite conventions, gaining influence among the masses at some personal risk.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Conspiracy Theorist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Investigate Alien Activity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Sees connections between events that others will not. Occasionally right about them.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corrupt&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| 40 XP&lt;br /&gt;
| &#039;&#039;Influential, but will steal from us.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cynic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Difficult to fool, but expresses little hope for humanity&#039;s future.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Demanding&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty per critical failure on a mission&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Does not tolerate failure from anyone.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Expert&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Advise&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;An oft-quoted speaker on topics in a certain realm of expertise.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Family Ties&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Loses loyalty if home nation is hit with a Strategic Nuclear Barrage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
| &#039;&#039;Feels a strong connection to their homeland and has family there.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Does not work well with others, but skilled at secretive activity.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Martyr&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;If it dies violently owner receives Public Campaign effects in every nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A violent death will draw millions to their cause.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;National Hero&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Well known and influential in his or her home nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Oligarch&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where Inequality is above 4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where Inequality is below 4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Has gained riches via political power; influential in nations with high inequality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Suspicious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation when detecting other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Naturally inclined to distrust others.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Technocrat&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5% Social Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where education is 8 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Advise&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Believes that social relations are simply an engineering problem.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Furtive&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;2 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A secretive and often negative personality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inscrutable&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;12 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Never seems to express a strong opinion.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pollyanna&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;25 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Always expresses a sunny outlook on events, regardless of their reality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extremist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where education is at least 8&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Utterly devoted to the cause and holds those who aren&#039;t in low regard.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fanatic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where education is 6 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;An absolute true believer who lacks an understanding of certain subtleties of dealing with the world.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Traits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait !! Effects !! Remove Cost !! width=50% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inflexible&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10% Augumentation XP Cost&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40 XP&lt;br /&gt;
| &#039;&#039;Slow to learn new things.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declining&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+100% Augumentation XP Cost&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Permanent&lt;br /&gt;
| &#039;&#039;Age is taking its toll.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Careless&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Security in nations where unrest is at least 4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Someone who doesn&#039;t take personal security terribly seriously.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Delinquent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 300K Money&lt;br /&gt;
| &#039;&#039;Refuses to honour outstanding debts, gaining them a reputation for untrustworthiness and causing their movements to be more closely tracked.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Anxious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty per councilor lost to assassination&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Not ready to die for the cause.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Insecure&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty per critical failure on a mission&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Is troubled by personal failure.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loss Averse&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty per destroyed tier 1 hab&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Loyalty per destroyed tier 2 hab&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Loyalty per destroyed tier 3 hab&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Haunted by defeat.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Addict&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Security if Money is 0&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40 XP&lt;br /&gt;
| &#039;&#039;Addicted to an illicit substance and willing to go to any length to acquire it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earthbound&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Orbit&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;This person refuses to travel to space.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extorted&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 300K Money&lt;br /&gt;
| &#039;&#039;Feels that they have been taken advantage of financially by our faction, making them reluctant to trust us.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Indebted&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 150K Money&lt;br /&gt;
| &#039;&#039;Owes a very large sum of money to creditors, reducing their credibility.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Indulgent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Loyalty if Money is 0&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Spends lots of money on personal gratification.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marked&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Public Campaign&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 50 XP&amp;lt;br&amp;gt;1000 Money&amp;lt;br&amp;gt;500 Influence&amp;lt;br&amp;gt;100 Ops&lt;br /&gt;
| &#039;&#039;This councilor has done something public, and terrible, and is the target of surveillance efforts around the globe.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pariah&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Security when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Permanent&lt;br /&gt;
| &#039;&#039;Strongly disliked in his or her home nation, this person fares better in foreign lands.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enemy of the State&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cannot perform missions in his or her home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&amp;lt;br&amp;gt;20 Influence&lt;br /&gt;
| &#039;&#039;Faces imprisonment or execution in his or her home nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Non Grata&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cannot perform missions in rivals of his or her home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;20 Influence&lt;br /&gt;
| &#039;&#039;Faces imprisonment or execution in rivals of his or her home nation.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198127175015</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Councilors&amp;diff=3074</id>
		<title>Councilors</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Councilors&amp;diff=3074"/>
		<updated>2025-03-27T19:12:15Z</updated>

		<summary type="html">&lt;p&gt;76561198127175015: /* Profession */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Council.png|thumb|400px|Council view]]&lt;br /&gt;
Councilors are a faction&#039;s primary proxies on Earth and may also go to space to advance its interests there. Factions may initially have four councilors but certain projects allow them to expand the size of their council to six. Their primary role is to perform Missions on behalf of their faction.&lt;br /&gt;
&lt;br /&gt;
Periodically, the game will enter the assignment phase, during which all factions will assign their councilors to missions. These missions will be resolved in a random sequence over the next few weeks. While some missions are automatically successful, most require a success roll. Missions can target nations, control points, habitats, and other councilors.&lt;br /&gt;
&lt;br /&gt;
Factions can recruit councilors by spending Influence. Each month there is a new group of potetial recruits to choose from. You can also turn councilors from other factions to work for you.&lt;br /&gt;
&lt;br /&gt;
The name and appearance of recruired councilors can be changed at any time.&lt;br /&gt;
&lt;br /&gt;
== Recruiting ==&lt;br /&gt;
&lt;br /&gt;
On the 1st of each month, each faction refreshes their own recruiting candidate pool. During refresh, each candidate currently in the pool has a random chance to become unavailable. The pool is then refilled up to a minimum number plus a small random number of extras.&lt;br /&gt;
&lt;br /&gt;
== Profession ==&lt;br /&gt;
Each councilor has a profession, which determines the range of their initial stats, available missions and possible traits. The Alien profession is only available to alien councilors.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2 | Profession !! colspan=8 | Base stats !! rowspan=2 | Available missions !! rowspan=2 | Description&lt;br /&gt;
|-&lt;br /&gt;
! [[File:ICO persuasion.png|25px]] !! [[File:ICO investigation.png|25px]] !! [[File:ICO espionage.png|25px]] !! [[File:ICO command.png|25px]] !! [[File:ICO administration.png|25px]] !! [[File:ICO science.png|25px]] !! [[File:ICO security.png|25px]] !! [[File:ICO loyalty.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Activist&#039;&#039;&#039; || 4-8 || 3-5 || 1-5 || 0-1 || 0-1 || 0-1 || 0-1 || 0-16 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;An Activist seeks social change through persuasion rather than violence.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Astronaut&#039;&#039;&#039; || 1-5 || 2-4 || 0-2 || 5-7 || 0-6 || 4-6 || 2-6 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module || &#039;&#039;Astronauts are among the lucky few who have been to space and often merge military and scientific backgrounds.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Celebrity&#039;&#039;&#039; || 6-8 || 0-3 || 0-1 || 0-1 || 2-6 || 0-1 || 2-4 || 0-16 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;An influential entertainer, artist, athlete or scion with a substantial public following.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commando&#039;&#039;&#039; || 1 || 0-5 || 2-6 || 4-6 || 1 || 0-1 || 6 || 0-16 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Commandos are experts in small-scale combat operations and protecting others from attacks.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Diplomat&#039;&#039;&#039; || 3-7 || 1-5 || 2-6 || 1-3 || 2-6 || 0-1 || 3-5 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;Diplomats are influential communicators who promote peaceful and profitable relations between nations and their peoples.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Evangelist&#039;&#039;&#039; || 6-8 || 0-2 || 0-1 || 2-4 || 1-5 || 0 || 0-4 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;Evangelists are public figures whose influence is built around promoting an ideology to a sometimes fanatical cadre of followers.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Executive&#039;&#039;&#039; || 1-7 || 0-4 || 0-2 || 3-5 || 4-6 || 0-3 || 2-4 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge || &#039;&#039;Executives are senior leaders in government and business who may not have a high public profile but are good at getting things done.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fixer&#039;&#039;&#039; || 2-4 || 2-6 || 4-6 || 0-1 || 0-1 || 0-1 || 0-4 || 0-16 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Fixers are troubleshooters and generalists who can solve an array of problems ... quietly.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hacker&#039;&#039;&#039; || 0-4 || 4-6 || 4-6 || 0-1 || 0-3 || 0-3 || 1-3 || 0-16 || [[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Hackers are experts in extracting information from computer networks and promoting agendas at important nodes.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inspector&#039;&#039;&#039; || 2-4 || 4-6 || 0-4 || 3-5 || 3-5 || 0-2 || 3-5 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;An Inspector is a senior police official charged with protecting the public.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Investigator&#039;&#039;&#039; || 1-3 || 7 || 3-5 || 0-1 || 0-3 || 0-2 || 2-4 || 0-17 || [[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Investigators gather scattered bits of information and piece together the truth, usually for a private audience.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Journalist&#039;&#039;&#039; || 4-8 || 6 || 1-5 || 0 || 0-2 || 0-3 || 0-1 || 0-17 || [[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;Journalists uncover hidden information and deliver it to the public, sometimes challenging powerful interests.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Judge&#039;&#039;&#039; || 3-7 || 4-6 || 0-3 || 0-2 || 1-5 || 0-1 || 2-4 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation || &#039;&#039;A judge is a government official with the power to interpret law and order the arrest of powerful people.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kingpin&#039;&#039;&#039; || 3-5 || 0-4 || 3-5 || 3-5 || 4-6 || 0 || 2-6 || 0-17 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;A mastermind of executing operations of questionable legality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Officer&#039;&#039;&#039; || 2-6 || 0-3 || 2-4 || 6-8 || 2-6 || 0-2 || 4-6 || 0-18 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Officers are senior commanders and experts in military affairs.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Operative&#039;&#039;&#039; || 1-3 || 2-4 || 6 || 3-5 || 0-1 || 0-1 || 3-5 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Operatives are trained experts in both espionage and small-scale violent action.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Politician&#039;&#039;&#039; || 4-8 || 1-5 || 0-4 || 0-3 || 2-6 || 0-1 || 2-4 || 0-14 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge || &#039;&#039;A politician is a senior government official who ostensibly represents the public interest.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Professor&#039;&#039;&#039; || 1-7 || 4-6 || 0-4 || 0-4 || 2-4 || 4-6 || 0-1 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;An academic who has developed expertise in important matters and conveys it to an audience.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rebel&#039;&#039;&#039; || 2-6 || 0-4 || 3-7 || 5-7 || 0-2 || 0 || 2-6 || 0-16 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;A Rebel is willing and able to take violent action against the powers that be. &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scientist&#039;&#039;&#039; || 2-4 || 2-6 || 0-2 || 0 || 1-5 || 7 || 1-3 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project || &#039;&#039;Scientists organize and lead research efforts to uncover some new understanding of how the world works.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spy&#039;&#039;&#039; || 2-6 || 4-6 || 6 || 1-3 || 0-2 || 0-1 || 3-5 || 0-16 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;Spies are trained to gather information by a variety of covert means.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tech Mongul&#039;&#039;&#039; || 2-6 || 0-4 || 0-3 || 0-2 || 2-6 || 4-6 || 2-4 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Tech Moguls are entrepreneurial visionaries who have turned inventions into a successful business.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tycoon&#039;&#039;&#039; || 0-5 || 0-3 || 0-3 || 1-5 || 7 || 0-4 || 1-5 || 0-16 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge || &#039;&#039;Tycoons are owners of older industries or come from inherited wealth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attorney&#039;&#039;&#039; || 6-7 || 1-2 || 1-3 || 6-7 || 3 || 0-2 || 3-4 || 5-17 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;be&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;be&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity || &#039;&#039;Attorneys use persuasion and knowledge of the state to advance the interests of their faction.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineer&#039;&#039;&#039; || 2-6 || 1-2 || 1-2 || 4-6 || 4-6 || 6-7 || 2-3 || 6-16 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;be&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity || &#039;&#039;Engineers apply scientific undertndings to solve problems.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alien&#039;&#039;&#039; || 2-12 || 0-5 || 5-15 || 0-10 || 0-8 || 0-8 || 7-13 || 25 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor&amp;lt;br&amp;gt;[[File:ICO abductions on.png|24px]] Abductions&amp;lt;br&amp;gt;[[File:ICO buildfacility on.png|24px]] Build Facility&amp;lt;br&amp;gt;[[File:ICO enthrallelites on.png|24px]] Enthrall Elites&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Enthrall Org&amp;lt;br&amp;gt;[[File:ICO enthrallpublic on.png|24px]] Enthrall Public&amp;lt;br&amp;gt;[[File:ICO enthrallelites on.png|24px]] Enthrall Unaligned Elites&amp;lt;br&amp;gt;[[File:ICO passtechnology on.png|24px]] Pass Technology&amp;lt;br&amp;gt;[[File:ICO Xenoform on.png|24px]] Xenoform || &#039;&#039;The mysterious Hydra operatives reveal little about their capabilities or purpose.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Faction Profession Affinities==&lt;br /&gt;
&lt;br /&gt;
Every faction has affinity to some professions. Councillors with profession faction has affinity for, cost 30 influence to hire while councillors of other professions cost 60. Moreover, if faction has less than 30 influence when recruit pool is refreshed, newly created potential recruits will only have professions matching faction affinity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Faction!!Profession Affinities!&lt;br /&gt;
|-&lt;br /&gt;
|Resistance&lt;br /&gt;
|&lt;br /&gt;
*Rebel&lt;br /&gt;
*Operative&lt;br /&gt;
*Spy&lt;br /&gt;
*Kingpin&lt;br /&gt;
*Activist&lt;br /&gt;
*Inspector&lt;br /&gt;
*Officer&lt;br /&gt;
*Judge&lt;br /&gt;
*Journalist&lt;br /&gt;
*Commando&lt;br /&gt;
*Hacker&lt;br /&gt;
*Investigator&lt;br /&gt;
*Tech Mogul&lt;br /&gt;
*Scientist&lt;br /&gt;
*Astronaut&lt;br /&gt;
*Professor&lt;br /&gt;
|-&lt;br /&gt;
|Humanity First&lt;br /&gt;
|&lt;br /&gt;
*Rebel&lt;br /&gt;
*Operative&lt;br /&gt;
*Officer&lt;br /&gt;
*Commando&lt;br /&gt;
*Evangelist&lt;br /&gt;
|-&lt;br /&gt;
|Initiative&lt;br /&gt;
|&lt;br /&gt;
*Rebel&lt;br /&gt;
*Spy&lt;br /&gt;
*Kingpin&lt;br /&gt;
*Politician&lt;br /&gt;
*Executive&lt;br /&gt;
*Evangelist&lt;br /&gt;
*Hacker&lt;br /&gt;
*Tycoon&lt;br /&gt;
|-&lt;br /&gt;
|Servants&lt;br /&gt;
|&lt;br /&gt;
*Activist&lt;br /&gt;
*Evangelist&lt;br /&gt;
|-&lt;br /&gt;
|Protectorate&lt;br /&gt;
|&lt;br /&gt;
*Spy&lt;br /&gt;
*Inspector&lt;br /&gt;
*Judge&lt;br /&gt;
*Politician&lt;br /&gt;
*Diplomat&lt;br /&gt;
*Tycoon&lt;br /&gt;
|-&lt;br /&gt;
|Academy&lt;br /&gt;
|&lt;br /&gt;
*Inspector&lt;br /&gt;
*Judge&lt;br /&gt;
*Politician&lt;br /&gt;
*Executive&lt;br /&gt;
*Journalist&lt;br /&gt;
*Diplomat&lt;br /&gt;
*Tech Mogul&lt;br /&gt;
*Scientist&lt;br /&gt;
*Astronaut&lt;br /&gt;
*Professor&lt;br /&gt;
*Tycoon&lt;br /&gt;
|-&lt;br /&gt;
|Exodus&lt;br /&gt;
|&lt;br /&gt;
*Kingpin&lt;br /&gt;
*Tech Mogul&lt;br /&gt;
*Scientist&lt;br /&gt;
*Astronaut&lt;br /&gt;
|}&lt;br /&gt;
== Attributes ==&lt;br /&gt;
A councilor has eight attributes. They determine success chances on missions or offer bonuses to incomes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute !! Effects !! width=50% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Persuasion&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO persuasion.png]]&lt;br /&gt;
| &lt;br /&gt;
* +1% Influence Generation per Persuasion point&lt;br /&gt;
* +1 Control point maximum per Persuasion point&lt;br /&gt;
* Increases the success chance of Control Nation missions&lt;br /&gt;
* Increases the success chance of Control Space Asset missions&lt;br /&gt;
* Increases the success chance of Inspire missions&lt;br /&gt;
* Increases the success chance of Public Campaign missions&lt;br /&gt;
* Increases the success chance of Turn Councilor missions&lt;br /&gt;
| &#039;&#039;Persuasion is the ability to shape the opinions of others to your own.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Investigation&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO investigation.png]]&lt;br /&gt;
| &lt;br /&gt;
* Increases the chance to spot other factions&#039; councilors&lt;br /&gt;
* Increases the success chance of Crackdown missions&lt;br /&gt;
* Increases the success chance of Detain Councilor missions&lt;br /&gt;
* Increases the success chance of Investigate Councilor missions&lt;br /&gt;
| &#039;&#039;Investigation is the councilor&#039;s ability to discover information someone would prefer to keep hidden.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Espionage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO espionage.png]]&lt;br /&gt;
| &lt;br /&gt;
* Increases the chance to avoid being spotted by other factions&lt;br /&gt;
* Increases the success chance of Assassinate missions&lt;br /&gt;
* Increases the success chance of Purge missions&lt;br /&gt;
* Increases the success chance of Sabotage Facilities missions&lt;br /&gt;
* Increases the success chance of Sabotage Hab Module missions&lt;br /&gt;
* Increases the success chance of Sabotage Project missions&lt;br /&gt;
* Increases the success chance of Steal Project missions&lt;br /&gt;
* Decreases the success chance of enemy Investigate Councilor missions&lt;br /&gt;
| &#039;&#039;Espionage is the ability to move in secret and conduct covert operations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Command&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO command.png]]&lt;br /&gt;
| &lt;br /&gt;
* +1% Ops Generation per Command point&lt;br /&gt;
* +1 Control point maximum per Command point&lt;br /&gt;
* Increases the success chance of Assault Alien Asset missions&lt;br /&gt;
* Increases the success chance of Assault Enemy Space Asset missions&lt;br /&gt;
* Increases the success chance of Coup d&#039;Etat missions&lt;br /&gt;
* Increases the success chance of Extract Councilor missions&lt;br /&gt;
* Increases the success chance of Increase Unrest missions&lt;br /&gt;
* Increases the success chance of Stabilize Nation missions&lt;br /&gt;
* Decreases the success chance of enemy Assault Enemy Space Asset missions&lt;br /&gt;
* Decreases the success chance of enemy Coup d&#039;Etat missions&lt;br /&gt;
* Decreases the success chance of enemy Increase Unrest missions&lt;br /&gt;
| &#039;&#039;Command represents this councilor&#039;s ability to organize and lead combat operations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Administration&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO administration.png]]&lt;br /&gt;
| &lt;br /&gt;
* +1 Control point maximum per Administration point&lt;br /&gt;
* +1 Councilor Org Capacity per Administration point&lt;br /&gt;
* +1% Money Generation per Administration point&lt;br /&gt;
* Increases the success chance of Hostile Takeover missions&lt;br /&gt;
* Decreases the success chance of enemy Crackdown missions&lt;br /&gt;
* Decreases the success chance of enemy Hostile Takeover missions&lt;br /&gt;
* Decreases the success chance of enemy Purge missions&lt;br /&gt;
| &#039;&#039;Administration is the ability to manage large organizations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Science&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO science.png]]&lt;br /&gt;
| &lt;br /&gt;
* +1% Research Generation per Science point&lt;br /&gt;
* Used in certain events (sum of all councilors science)&lt;br /&gt;
| &#039;&#039;Science is the ability to investigate and analyze phenomena to derive new understandings of the universe and those who inhabit it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Security&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO security.png]]&lt;br /&gt;
| &lt;br /&gt;
* Decreases the success chance of enemy Assassinate missions&lt;br /&gt;
* Decreases the success chance of enemy Control Space Asset missions&lt;br /&gt;
* Decreases the success chance of enemy Detain Councilor missions&lt;br /&gt;
* Decreases the success chance of enemy Extract Councilor missions&lt;br /&gt;
* Decreases the success chance of enemy Investigate Councilor missions&lt;br /&gt;
* Decreases the success chance of enemy Sabotage Facilities missions&lt;br /&gt;
* Decreases the success chance of enemy Sabotage Hab Module missions&lt;br /&gt;
* Decreases the success chance of enemy Sabotage Project missions&lt;br /&gt;
* Decreases the success chance of enemy Steal Project missions&lt;br /&gt;
* Decreases the success chance of enemy Turn Councilor missions&lt;br /&gt;
| &#039;&#039;Security is this councilor&#039;s ability to survive violence.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loyalty&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO loyalty.png]]&lt;br /&gt;
| &lt;br /&gt;
* Decreases the success chance of enemy Control Space Asset missions&lt;br /&gt;
* Decreases the success chance of enemy Turn Councilor missions&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Requires Investigate Councilor missions to know if the value changes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The Loyalty attribute determines how likely councilors are to betray their faction to another.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detection ==&lt;br /&gt;
[[File:councilor_detected.png|thumb|200px|A councilor being detected and aware of that. For her, this scenario is quite likely as she has high Investigation attribute and low Espionage attribute, and she is a megastar so she cannot go to ground.]]&lt;br /&gt;
After every completed mission (whether successful or failed, but not aborted) each councilor has a chance of being detected based on the detection risk of the mission. The chance is reduced by the councilor&#039;s Espionage attribute and increased by [[#Noise|noise]]. The chance is increased by the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
4 * % control of nation where mission took place (e.g. if faction controls 4 out of 5 CPs in nation then this is 3.2)&lt;br /&gt;
+12 if the region or an adjacent region has been surveyed during the same missions phase and the councilor risking detection is human&lt;br /&gt;
&lt;br /&gt;
+ Sum of (Investigation attribute of each faction&#039;s councilor * region proximity multiplier)&lt;br /&gt;
    Investigation to include also bonus +inv when detecting from traits&lt;br /&gt;
    Region proximity multiplayer:&lt;br /&gt;
        if in same region = 1&lt;br /&gt;
        else if in same nation = 0.5&lt;br /&gt;
        else if in adjacent region = 0.25&lt;br /&gt;
        else = 0&lt;br /&gt;
&lt;br /&gt;
Sum of all above / count of faction&#039;s advisors (this effectively means the more councilors faction has the weaker effect of e.g. xenoscience modules is)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When detecting alien councilors the following bonuses and penalties also apply:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; from Global Listening Network council engineering project&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Xenology Lab hab module (max xenoscience bonus is &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+9&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Xenoscience Research Center hab module (max xenoscience bonus is &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+9&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Xenoscience Institute hab module (max xenoscience bonus is &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+9&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; per 10% xenoforming in the region&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; if an Alien Facility is built in the region&lt;br /&gt;
* If the region or an adjacent region has been surveyed during the same missions phase there is a &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; bonus. It increases by &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; for each investigated alien councilor above 4, capping at &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+12&#039;&#039;&#039;&amp;lt;/span&amp;gt; after 12 alien councilors have been investigated.&lt;br /&gt;
[[File:ICO geoscape councilor unknown generic.png|thumb|60px|Councilor detected]]&lt;br /&gt;
[[File:ICO geoscape councilor exploit generic.png|thumb|60px|Councilor identified (The Initiative)]]&lt;br /&gt;
A detection success will reveal the location but not the faction of the councilor, marking councilor with a gray icon. This will allow the Investigate Councilor mission to target them. A detection critical success will reveal the faction of the councilor and allow all missions to target the councilor, marking councilor with a faction-colored icon.&lt;br /&gt;
&lt;br /&gt;
=== Detection awareness ===&lt;br /&gt;
When a councilor is detected there is a chance to gain knowledge about the detection. The roll is done separately for each faction that detected the councilor. The chance of discovering the detection is determined by the Investigation attribute of the detected councilor against the Espionage attribute of all councilors from the detecting nation divided by 6. If the player faction discovers a councilor has been detected they&#039;ll see the pawn notification icon on left edge on screen in color of their faction.&lt;br /&gt;
&lt;br /&gt;
All councilors keep track of all factions they are aware spotted them. Player has this information about turned councilors as well. It is visible on councilor&#039;s face image - as highlighted on the picture here. This information however does not tell you when was the last time the councilor noticed that he was spotted by those factions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Go To Ground&#039;&#039; mission will erase this information. Even though it&#039;s not 100% sure other factions will lose all intel on the councilor. (But it is likely that espionage 1 or more is enough to ensure that). However - it is still possible to be spotted on the &#039;&#039;Go To Ground&#039;&#039; mission - it&#039;s just unlikely with noise caused being negative 8.&lt;br /&gt;
&lt;br /&gt;
=== Intel on target ===&lt;br /&gt;
&lt;br /&gt;
Councilors have 5 levels of intelligence given to each faction aware of their existence. Each level reveals more information about this councilor:&lt;br /&gt;
&lt;br /&gt;
# Councilor is detected&lt;br /&gt;
# Their affiliation, identity and class is revealed&lt;br /&gt;
# Their stats, orgs and available missions are revealed&lt;br /&gt;
# The faction sees their actions during mission phase&lt;br /&gt;
# The faction knows their loyalty and can turn them&lt;br /&gt;
&lt;br /&gt;
Intel on target is also added to some mission against this councilor, for example, Assassinate and Hostile Takeover.&lt;br /&gt;
&lt;br /&gt;
Intel may increase with consecutive passive detection, or more actively with Investigate mission.&lt;br /&gt;
&lt;br /&gt;
=== Turn councilor ===&lt;br /&gt;
&lt;br /&gt;
[[File:Turned.png|200px|thumb|Turned councilor]]&lt;br /&gt;
Councilors with 5 intel on them can become this faction&#039;s spies via &#039;&#039;[[Missions#turn_councilor|Turn councilor]]&#039;&#039; action. Each faction can have no more than 2 spies in other factions.&lt;br /&gt;
&lt;br /&gt;
Spies provide full vision of their faction, 3 intel on other councilors, and can be forced to increase failure chance on their missions. Other factions are programmed to track councilors suspected to be spies and deal with them (their suspicion about advisers is stored in &amp;lt;code&amp;gt;internalCouncilorSuspicion&amp;lt;/code&amp;gt; variable).&lt;br /&gt;
&lt;br /&gt;
Hydra councilors can never be turned.&lt;br /&gt;
&lt;br /&gt;
==== Dealing with spies ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Investigate councilor&#039;&#039; may reveal whether investigated adviser is turned or not.&lt;br /&gt;
* &#039;&#039;Inspire&#039;&#039; will make target councilor cut their contacts with faction that turned them. This will not reveal whether this councilor was a spy or not.&lt;br /&gt;
* Firing suspected councilor or sending them on suicide mission is also a valid option.&lt;br /&gt;
&lt;br /&gt;
==== Stealing councilors ====&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to steal turned councilors from other factions. To do that, open their profile in council interface and press &#039;&#039;resign&#039;&#039;. This will add them to unemployed councilors pool, from where they will be available to hire.&lt;br /&gt;
&lt;br /&gt;
=== Noise ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ Noise generated by [[missions]]&lt;br /&gt;
|-&lt;br /&gt;
! Mission	&lt;br /&gt;
! style=&amp;quot;text-align: right&amp;quot; | Critical Fail	&lt;br /&gt;
! Fail	&lt;br /&gt;
! Success	&lt;br /&gt;
! Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| Abductions	&lt;br /&gt;
| 8	&lt;br /&gt;
| 4	&lt;br /&gt;
| 2	&lt;br /&gt;
| -4&lt;br /&gt;
|- &lt;br /&gt;
| Advise&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |			0&lt;br /&gt;
|-&lt;br /&gt;
| Assasinate&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Asset&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Grant Alien Control&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Build Facility&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Contact&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Control Space Asset&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Coup d&#039;Etat&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Crackdown&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Defend Interests&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Deorbit&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Detain Councilor&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Surveil Location&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| Dominate Nation&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| Enthrall Elites&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Enthrall Org&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Enthrall Public&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Enthrall Unaligned Elites&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Extract Councilor&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Control Nation&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Go To Ground&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| Hostile Takeover&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Inspire Councilor&lt;br /&gt;
| -2&lt;br /&gt;
| -4&lt;br /&gt;
| -4&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Investigate Alien Activity&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Investigate Councilor&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Orbit&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Pass Technology&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Public Campaign&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Protect Councilor&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Purge&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Facilities&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -6&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Hab Module&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -6&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Project&lt;br /&gt;
| 8&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Seize Space Asset&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Set National Policy&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 10&lt;br /&gt;
|-&lt;br /&gt;
| Stabilize Nation&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Steal Project&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
| Terrorize Region&lt;br /&gt;
| 16&lt;br /&gt;
| 16&lt;br /&gt;
| 30&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| Transfer&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Turn Councilor&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Increase Unrest&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Xenoform&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| -4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Traits are innate characteristics of a councilor. They may grant permanent or conditioned stat bonuses or maluses, incomes, or access to certain orgs. Some traits may be purchased, upgraded or removed by spending XP.&lt;br /&gt;
&lt;br /&gt;
=== Positive Traits ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Trait !! Effects !! XP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Can purchase Government Orgs&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;A member of a recognized government with official status.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transparent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Loyalty is visible&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Always means exactly what he or she says.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apocalyptic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion if any nation used a strategic nuclear barrage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Believes the end of humanity is nigh and wishes others to do so.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Aware&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when detecting other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Particularly skilled at detecting other councilors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Beloved&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Faction killing this councilor gains an Atrocity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Popular regardless of their loyalties.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hard Target&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Enemy critical failures on Assassinate and Detain Councilor missions against this councilor will result in the attacker&#039;s death if not protected&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Will strike back if attacked.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Streetwise&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Skilled at navigating dark corners in his or her home nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Untouchable&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Being targeted for Assassinate missions will give the targeting councilor the Marked trait&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 150&lt;br /&gt;
| &#039;&#039;In too important a position to be safely deleted.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Veteran&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2% Military Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;A former member of his or her home nation&#039;s armed forces.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ace Assassin&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An efficient killer.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vengeful&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Assassinate&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;It&#039;s payback time.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Learner&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20% Augumentation XP Cost&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Picks up new skills faster than most.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Striver&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30% Augumentation XP Cost&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Dedicated to self-improvement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Survivor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;Very hard to kill during episodes of mass violence.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crew&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Ops Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Has a small team of loyal followers who serve as bodyguards and can conduct operations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Counselor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where cohesion is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Advise&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Appeals to what we have in common.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unifier&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where cohesion is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Advise&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Lower Unrest&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;Influential in nations with a sense of common purpose.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Affluent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;Makes a good living.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prosperous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Well-off and able to contribute meaningful funds to the cause.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wealthy&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;Has access to a hefty bank account.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Astronomer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Space Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Space Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chemist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Materials Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Materials.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doctor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Life Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Life Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Physicist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Energy Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Energy.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Computer Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Information Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Information Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Military Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Military Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Social Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Social Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Social Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Astronomer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Space Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Space Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Chemist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Materials Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Materials.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Doctor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Life Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Life Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Physicist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Energy Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Energy.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Computer Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Information Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Information Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Military Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Military Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Military Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Social Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Social Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Social Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Astronomer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Space Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Space Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Chemist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Materials Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Materials.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Doctor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Life Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Life Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Physicist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Energy Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Energy.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Computer Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Space Information Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Information Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Military Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Military Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Military Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Social Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Social Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Social Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Connected&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Able to use back channels to exert a measure of influence.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Puppet Master&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Control Nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;Able to pull strings in many places without notice.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Skilled at evading detaction.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Undercover&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Orbit mission can target other factions&#039; tier 1 habitats&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;This person&#039;s public persona conceals someone who is able to infiltrate enemy space installations without fear of identification.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Agitator&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where education is 6 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where cohesion is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Excels at gaining the support of those unhappy with their nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Second Wave&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Aliens only&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;This alien appears to be part of a second wave of infiltrators and more skilled at evading detection than its predecessors.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Implant Traits ====&lt;br /&gt;
Implant traits can only be added or upgraded following certain projects. Higher tier traits must be upgraded from the previous tier.&lt;br /&gt;
* Tier 1 traits cost 500 Money and require the Cybernetic Implants project.&lt;br /&gt;
* Tier 2 traits cost 1000 Money and require the Neural Engineering project.&lt;br /&gt;
* Tier 3 traits cost 2000 Money and require the Cyborging project.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier 1 Trait !! Tier 2 Trait !! Tier 3 Trait&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Datajack&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Neural Interlink&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Embedded Sensors&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Enhanced Senses&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Argus Implant&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Force Tracker&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Battle Computer&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Strategic AI&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intelligent Assistant&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Management AI&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Executive AI&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protection Unit&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;P-Defense System&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Guardian Angel&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scrambler&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Countermeasures&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Stealth Field&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loyalty Monitor&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Loyalty is visible&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Cannot be upgraded&lt;br /&gt;
| Cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| No tier 1 version&lt;br /&gt;
| No tier 2 version&lt;br /&gt;
| &#039;&#039;&#039;Forebrain Stimulator&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Pherocyte Emitters =====&lt;br /&gt;
Pherocyte emitters are special implant traits which increase Persuasion. They require the Pherocyte Emitter project, which can be researched in parallel with the Cyborging project once the faction has completed the Pherocytes project.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier 1 Trait !! Tier 2 Trait&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pherocyte Emitter&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Costs 5000 Money and requires the Pherocyte Emitter project.&lt;br /&gt;
| &#039;&#039;&#039;Pherocyte Mass Emitter&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Turn Councilor&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Costs 10000 Money and requires the Pherocyte Mastery project.&lt;br /&gt;
* &#039;&#039;&#039;The Initiative only&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mixed Traits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait !! Effects !! Missions !! Remove Cost !! width=35% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Criminal&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Can purchase Criminal Orgs&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security in nations where unrest is 1 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Involved in illegal activities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sociopath&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Can purchase Sociopath Orgs&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Someone skilled at managing others in sole pursuit of his or her own satisfaction.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Firebrand&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where education is 6 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where cohesion is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where education is at least 9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Appeals to the anger and fear of an uncritical audience.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Demagogue&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion in nations where education is 6 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion in nations where cohesion is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion in nations where education is at least 9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;An influential rabble-rouser who plays to the basest instincts of the public.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rich&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where Inequality is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Has vast sums to call on, but disliked in egalitarian nations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Billionaire&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion in nations where Inequality is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Access to truly obscene amounts of money, to the point of unpopularity in nations that prize equality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eminent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Influential among elites, but well-known enough to sometimes attract unwanted attention.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Famous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+9 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Broadly known among elites and the public.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Megastar&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+12 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-8 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Go To Ground&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A person of global renown, whose very movements make the news worldwide.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Opinion Leader&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where Government is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A respected commentator on public affairs, whose words reach many in free nations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Media Darling&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+7 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion in nations where Government is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A popular speaker on media channels in free nations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elder Statesman&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4 Persuasion in nations where Government is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A widely respected and influential member of the political elite.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Averse&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cannot perform missions in nations with unrest of 6 or higher&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Particularly concerned with security and avoiding personal risk.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paranoid&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cannot perform missions in nations with unrest of 6 or higher&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40 XP&lt;br /&gt;
| &#039;&#039;Sees enemies everywhere. Only right some of the time.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ethical&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where Inequality is 3.5 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty per atrocity by faction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Assassinate&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A person of principle who believes not all means are justified by their end.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pacifist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where Education is at least 9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Loyalty per atrocity by faction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Assassinate&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Assault Alien Asset&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Assault Enemy Space Asset&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Increase Unrest&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Sabotage Facilities&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Personally refuses to take part in any violent action.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Academic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Advise&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Affiliated with a research university.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Awkward Genius&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Public Campaign&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Poor at recognizing social cues and working with others but able to conduct scientific investigations with unparalleled focus.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brazen&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where Education is 7 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Flouts elite conventions, gaining influence among the masses at some personal risk.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Conspiracy Theorist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Investigate Alien Activity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Sees connections between events that others will not. Occasionally right about them.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corrupt&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| 40 XP&lt;br /&gt;
| &#039;&#039;Influential, but will steal from us.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cynic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Difficult to fool, but expresses little hope for humanity&#039;s future.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Demanding&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty per critical failure on a mission&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Does not tolerate failure from anyone.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Expert&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Advise&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;An oft-quoted speaker on topics in a certain realm of expertise.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Family Ties&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Loses loyalty if home nation is hit with a Strategic Nuclear Barrage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
| &#039;&#039;Feels a strong connection to their homeland and has family there.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Does not work well with others, but skilled at secretive activity.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Martyr&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;If it dies violently owner receives Public Campaign effects in every nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A violent death will draw millions to their cause.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;National Hero&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Well known and influential in his or her home nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Oligarch&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where Inequality is above 4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where Inequality is below 4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Has gained riches via political power; influential in nations with high inequality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Suspicious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation when detecting other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Naturally inclined to distrust others.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Technocrat&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5% Social Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where education is 8 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Advise&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Believes that social relations are simply an engineering problem.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Furtive&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;2 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A secretive and often negative personality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inscrutable&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;12 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Never seems to express a strong opinion.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pollyanna&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;25 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Always expresses a sunny outlook on events, regardless of their reality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extremist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where education is at least 8&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Utterly devoted to the cause and holds those who aren&#039;t in low regard.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fanatic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where education is 6 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;An absolute true believer who lacks an understanding of certain subtleties of dealing with the world.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Traits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait !! Effects !! Remove Cost !! width=50% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inflexible&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10% Augumentation XP Cost&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40 XP&lt;br /&gt;
| &#039;&#039;Slow to learn new things.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declining&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+100% Augumentation XP Cost&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Permanent&lt;br /&gt;
| &#039;&#039;Age is taking its toll.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Careless&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Security in nations where unrest is at least 4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Someone who doesn&#039;t take personal security terribly seriously.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Delinquent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 300K Money&lt;br /&gt;
| &#039;&#039;Refuses to honour outstanding debts, gaining them a reputation for untrustworthiness and causing their movements to be more closely tracked.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Anxious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty per councilor lost to assassination&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Not ready to die for the cause.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Insecure&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty per critical failure on a mission&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Is troubled by personal failure.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loss Averse&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty per destroyed tier 1 hab&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Loyalty per destroyed tier 2 hab&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Loyalty per destroyed tier 3 hab&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Haunted by defeat.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Addict&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Security if Money is 0&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40 XP&lt;br /&gt;
| &#039;&#039;Addicted to an illicit substance and willing to go to any length to acquire it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earthbound&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Orbit&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;This person refuses to travel to space.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extorted&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 300K Money&lt;br /&gt;
| &#039;&#039;Feels that they have been taken advantage of financially by our faction, making them reluctant to trust us.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Indebted&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 150K Money&lt;br /&gt;
| &#039;&#039;Owes a very large sum of money to creditors, reducing their credibility.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Indulgent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Loyalty if Money is 0&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Spends lots of money on personal gratification.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marked&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Public Campaign&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 50 XP&amp;lt;br&amp;gt;1000 Money&amp;lt;br&amp;gt;500 Influence&amp;lt;br&amp;gt;100 Ops&lt;br /&gt;
| &#039;&#039;This councilor has done something public, and terrible, and is the target of surveillance efforts around the globe.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pariah&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Security when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Permanent&lt;br /&gt;
| &#039;&#039;Strongly disliked in his or her home nation, this person fares better in foreign lands.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enemy of the State&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cannot perform missions in his or her home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&amp;lt;br&amp;gt;20 Influence&lt;br /&gt;
| &#039;&#039;Faces imprisonment or execution in his or her home nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Non Grata&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cannot perform missions in rivals of his or her home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;20 Influence&lt;br /&gt;
| &#039;&#039;Faces imprisonment or execution in rivals of his or her home nation.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198127175015</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Councilors&amp;diff=3073</id>
		<title>Councilors</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Councilors&amp;diff=3073"/>
		<updated>2025-03-27T19:11:20Z</updated>

		<summary type="html">&lt;p&gt;76561198127175015: /* Profession */  Attonery and Engineer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Council.png|thumb|400px|Council view]]&lt;br /&gt;
Councilors are a faction&#039;s primary proxies on Earth and may also go to space to advance its interests there. Factions may initially have four councilors but certain projects allow them to expand the size of their council to six. Their primary role is to perform Missions on behalf of their faction.&lt;br /&gt;
&lt;br /&gt;
Periodically, the game will enter the assignment phase, during which all factions will assign their councilors to missions. These missions will be resolved in a random sequence over the next few weeks. While some missions are automatically successful, most require a success roll. Missions can target nations, control points, habitats, and other councilors.&lt;br /&gt;
&lt;br /&gt;
Factions can recruit councilors by spending Influence. Each month there is a new group of potetial recruits to choose from. You can also turn councilors from other factions to work for you.&lt;br /&gt;
&lt;br /&gt;
The name and appearance of recruired councilors can be changed at any time.&lt;br /&gt;
&lt;br /&gt;
== Recruiting ==&lt;br /&gt;
&lt;br /&gt;
On the 1st of each month, each faction refreshes their own recruiting candidate pool. During refresh, each candidate currently in the pool has a random chance to become unavailable. The pool is then refilled up to a minimum number plus a small random number of extras.&lt;br /&gt;
&lt;br /&gt;
== Profession ==&lt;br /&gt;
Each councilor has a profession, which determines the range of their initial stats, available missions and possible traits. The Alien profession is only available to alien councilors.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2 | Profession !! colspan=8 | Base stats !! rowspan=2 | Available missions !! rowspan=2 | Description&lt;br /&gt;
|-&lt;br /&gt;
! [[File:ICO persuasion.png|25px]] !! [[File:ICO investigation.png|25px]] !! [[File:ICO espionage.png|25px]] !! [[File:ICO command.png|25px]] !! [[File:ICO administration.png|25px]] !! [[File:ICO science.png|25px]] !! [[File:ICO security.png|25px]] !! [[File:ICO loyalty.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Activist&#039;&#039;&#039; || 4-8 || 3-5 || 1-5 || 0-1 || 0-1 || 0-1 || 0-1 || 0-16 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;An Activist seeks social change through persuasion rather than violence.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Astronaut&#039;&#039;&#039; || 1-5 || 2-4 || 0-2 || 5-7 || 0-6 || 4-6 || 2-6 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module || &#039;&#039;Astronauts are among the lucky few who have been to space and often merge military and scientific backgrounds.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Celebrity&#039;&#039;&#039; || 6-8 || 0-3 || 0-1 || 0-1 || 2-6 || 0-1 || 2-4 || 0-16 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;An influential entertainer, artist, athlete or scion with a substantial public following.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commando&#039;&#039;&#039; || 1 || 0-5 || 2-6 || 4-6 || 1 || 0-1 || 6 || 0-16 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Commandos are experts in small-scale combat operations and protecting others from attacks.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Diplomat&#039;&#039;&#039; || 3-7 || 1-5 || 2-6 || 1-3 || 2-6 || 0-1 || 3-5 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;Diplomats are influential communicators who promote peaceful and profitable relations between nations and their peoples.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Evangelist&#039;&#039;&#039; || 6-8 || 0-2 || 0-1 || 2-4 || 1-5 || 0 || 0-4 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;Evangelists are public figures whose influence is built around promoting an ideology to a sometimes fanatical cadre of followers.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Executive&#039;&#039;&#039; || 1-7 || 0-4 || 0-2 || 3-5 || 4-6 || 0-3 || 2-4 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge || &#039;&#039;Executives are senior leaders in government and business who may not have a high public profile but are good at getting things done.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fixer&#039;&#039;&#039; || 2-4 || 2-6 || 4-6 || 0-1 || 0-1 || 0-1 || 0-4 || 0-16 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Fixers are troubleshooters and generalists who can solve an array of problems ... quietly.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hacker&#039;&#039;&#039; || 0-4 || 4-6 || 4-6 || 0-1 || 0-3 || 0-3 || 1-3 || 0-16 || [[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Hackers are experts in extracting information from computer networks and promoting agendas at important nodes.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inspector&#039;&#039;&#039; || 2-4 || 4-6 || 0-4 || 3-5 || 3-5 || 0-2 || 3-5 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;An Inspector is a senior police official charged with protecting the public.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Investigator&#039;&#039;&#039; || 1-3 || 7 || 3-5 || 0-1 || 0-3 || 0-2 || 2-4 || 0-17 || [[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Investigators gather scattered bits of information and piece together the truth, usually for a private audience.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Journalist&#039;&#039;&#039; || 4-8 || 6 || 1-5 || 0 || 0-2 || 0-3 || 0-1 || 0-17 || [[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;Journalists uncover hidden information and deliver it to the public, sometimes challenging powerful interests.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Judge&#039;&#039;&#039; || 3-7 || 4-6 || 0-3 || 0-2 || 1-5 || 0-1 || 2-4 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation || &#039;&#039;A judge is a government official with the power to interpret law and order the arrest of powerful people.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kingpin&#039;&#039;&#039; || 3-5 || 0-4 || 3-5 || 3-5 || 4-6 || 0 || 2-6 || 0-17 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;A mastermind of executing operations of questionable legality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Officer&#039;&#039;&#039; || 2-6 || 0-3 || 2-4 || 6-8 || 2-6 || 0-2 || 4-6 || 0-18 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Officers are senior commanders and experts in military affairs.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Operative&#039;&#039;&#039; || 1-3 || 2-4 || 6 || 3-5 || 0-1 || 0-1 || 3-5 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Operatives are trained experts in both espionage and small-scale violent action.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Politician&#039;&#039;&#039; || 4-8 || 1-5 || 0-4 || 0-3 || 2-6 || 0-1 || 2-4 || 0-14 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge || &#039;&#039;A politician is a senior government official who ostensibly represents the public interest.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Professor&#039;&#039;&#039; || 1-7 || 4-6 || 0-4 || 0-4 || 2-4 || 4-6 || 0-1 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;An academic who has developed expertise in important matters and conveys it to an audience.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rebel&#039;&#039;&#039; || 2-6 || 0-4 || 3-7 || 5-7 || 0-2 || 0 || 2-6 || 0-16 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO assaultfacility on.png|24px]] Assault Alien Asset&amp;lt;br&amp;gt;[[File:ICO seizespaceasset on.png|24px]] Assault Enemy Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;A Rebel is willing and able to take violent action against the powers that be. &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scientist&#039;&#039;&#039; || 2-4 || 2-6 || 0-2 || 0 || 1-5 || 7 || 1-3 || 0-16 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project || &#039;&#039;Scientists organize and lead research efforts to uncover some new understanding of how the world works.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spy&#039;&#039;&#039; || 2-6 || 4-6 || 6 || 1-3 || 0-2 || 0-1 || 3-5 || 0-16 || [[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO extract on.png|24px]] Extract Councilor&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor || &#039;&#039;Spies are trained to gather information by a variety of covert means.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tech Mongul&#039;&#039;&#039; || 2-6 || 0-4 || 0-3 || 0-2 || 2-6 || 4-6 || 2-4 || 0-17 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO propaganda on.png|24px]] Public Campaign&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location || &#039;&#039;Tech Moguls are entrepreneurial visionaries who have turned inventions into a successful business.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tycoon&#039;&#039;&#039; || 0-5 || 0-3 || 0-3 || 1-5 || 7 || 0-4 || 1-5 || 0-16 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO purge on.png|24px]] Purge || &#039;&#039;Tycoons are owners of older industries or come from inherited wealth.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attorney&#039;&#039;&#039; || 6-7 || 1-2 || 1-3 || 6-7 || 3 || 0-2 || 3-4 || 5-17 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;be&amp;gt;[[File:ICO purge on.png|24px]] Purge&amp;lt;be&amp;gt;[[File:ICO crackdown on.png|24px]] Crackdown&amp;lt;br&amp;gt;[[File:ICO defendinterest on.png|24px]] Defend Interests&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO investigatecouncilor on.png|24px]] Investigate Councilor&amp;lt;br&amp;gt;[[File:ICO inspire on.png|24px]] Inspire&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor&amp;lt;br&amp;gt;[[File:ICO detain on.png|24px]] Detain Councilor&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Hostile Takeover&amp;lt;br&amp;gt;[[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;be&amp;gt; || &#039;&#039;Attorneys use persuasion and knowledge of the state to advance the interests of their faction.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineer&#039;&#039;&#039; || 2-6 || 1-2 || 1-2 || 4-6 || 4-6 || 6-7 || 2-3 || 6-16 || [[File:ICO gain influence on.png|24px]] Control Nation&amp;lt;br&amp;gt;[[File:ICO controlspaceasset on.png|24px]] Control Space Asset&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Facilities&amp;lt;be&amp;gt;[[File:ICO sabotagefacilities on.png|24px]] Sabotage Hab Module&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stealproject on.png|24px]] Steal Project&amp;lt;br&amp;gt;[[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO investigatealienactivity on.png|24px]] Investigate Alien Activity&amp;lt;be&amp;gt; || &#039;&#039;Engineers apply scientific undertndings to solve problems.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alien&#039;&#039;&#039; || 2-12 || 0-5 || 5-15 || 0-10 || 0-8 || 0-8 || 7-13 || 25 || [[File:ICO advisenation on.png|24px]] Advise&amp;lt;br&amp;gt;[[File:ICO assassinate on.png|24px]] Assassinate&amp;lt;br&amp;gt;[[File:ICO coup on.png|24px]] Coup d&#039;Etat&amp;lt;br&amp;gt;[[File:ICO unrest on.png|24px]] Increase Unrest&amp;lt;br&amp;gt;[[File:ICO protect on.png|24px]] Protect Target&amp;lt;br&amp;gt;[[File:ICO sabotageproject on.png|24px]] Sabotage Project&amp;lt;br&amp;gt;[[File:ICO stabilize on.png|24px]] Stabilize Nation&amp;lt;br&amp;gt;[[File:ICO detectcouncilactivity on.png|24px]] Surveil Location&amp;lt;br&amp;gt;[[File:ICO turn on.png|24px]] Turn Councilor&amp;lt;br&amp;gt;[[File:ICO abductions on.png|24px]] Abductions&amp;lt;br&amp;gt;[[File:ICO buildfacility on.png|24px]] Build Facility&amp;lt;br&amp;gt;[[File:ICO enthrallelites on.png|24px]] Enthrall Elites&amp;lt;br&amp;gt;[[File:ICO hostiletakeover on.png|24px]] Enthrall Org&amp;lt;br&amp;gt;[[File:ICO enthrallpublic on.png|24px]] Enthrall Public&amp;lt;br&amp;gt;[[File:ICO enthrallelites on.png|24px]] Enthrall Unaligned Elites&amp;lt;br&amp;gt;[[File:ICO passtechnology on.png|24px]] Pass Technology&amp;lt;br&amp;gt;[[File:ICO Xenoform on.png|24px]] Xenoform || &#039;&#039;The mysterious Hydra operatives reveal little about their capabilities or purpose.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Faction Profession Affinities==&lt;br /&gt;
&lt;br /&gt;
Every faction has affinity to some professions. Councillors with profession faction has affinity for, cost 30 influence to hire while councillors of other professions cost 60. Moreover, if faction has less than 30 influence when recruit pool is refreshed, newly created potential recruits will only have professions matching faction affinity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Faction!!Profession Affinities!&lt;br /&gt;
|-&lt;br /&gt;
|Resistance&lt;br /&gt;
|&lt;br /&gt;
*Rebel&lt;br /&gt;
*Operative&lt;br /&gt;
*Spy&lt;br /&gt;
*Kingpin&lt;br /&gt;
*Activist&lt;br /&gt;
*Inspector&lt;br /&gt;
*Officer&lt;br /&gt;
*Judge&lt;br /&gt;
*Journalist&lt;br /&gt;
*Commando&lt;br /&gt;
*Hacker&lt;br /&gt;
*Investigator&lt;br /&gt;
*Tech Mogul&lt;br /&gt;
*Scientist&lt;br /&gt;
*Astronaut&lt;br /&gt;
*Professor&lt;br /&gt;
|-&lt;br /&gt;
|Humanity First&lt;br /&gt;
|&lt;br /&gt;
*Rebel&lt;br /&gt;
*Operative&lt;br /&gt;
*Officer&lt;br /&gt;
*Commando&lt;br /&gt;
*Evangelist&lt;br /&gt;
|-&lt;br /&gt;
|Initiative&lt;br /&gt;
|&lt;br /&gt;
*Rebel&lt;br /&gt;
*Spy&lt;br /&gt;
*Kingpin&lt;br /&gt;
*Politician&lt;br /&gt;
*Executive&lt;br /&gt;
*Evangelist&lt;br /&gt;
*Hacker&lt;br /&gt;
*Tycoon&lt;br /&gt;
|-&lt;br /&gt;
|Servants&lt;br /&gt;
|&lt;br /&gt;
*Activist&lt;br /&gt;
*Evangelist&lt;br /&gt;
|-&lt;br /&gt;
|Protectorate&lt;br /&gt;
|&lt;br /&gt;
*Spy&lt;br /&gt;
*Inspector&lt;br /&gt;
*Judge&lt;br /&gt;
*Politician&lt;br /&gt;
*Diplomat&lt;br /&gt;
*Tycoon&lt;br /&gt;
|-&lt;br /&gt;
|Academy&lt;br /&gt;
|&lt;br /&gt;
*Inspector&lt;br /&gt;
*Judge&lt;br /&gt;
*Politician&lt;br /&gt;
*Executive&lt;br /&gt;
*Journalist&lt;br /&gt;
*Diplomat&lt;br /&gt;
*Tech Mogul&lt;br /&gt;
*Scientist&lt;br /&gt;
*Astronaut&lt;br /&gt;
*Professor&lt;br /&gt;
*Tycoon&lt;br /&gt;
|-&lt;br /&gt;
|Exodus&lt;br /&gt;
|&lt;br /&gt;
*Kingpin&lt;br /&gt;
*Tech Mogul&lt;br /&gt;
*Scientist&lt;br /&gt;
*Astronaut&lt;br /&gt;
|}&lt;br /&gt;
== Attributes ==&lt;br /&gt;
A councilor has eight attributes. They determine success chances on missions or offer bonuses to incomes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute !! Effects !! width=50% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Persuasion&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO persuasion.png]]&lt;br /&gt;
| &lt;br /&gt;
* +1% Influence Generation per Persuasion point&lt;br /&gt;
* +1 Control point maximum per Persuasion point&lt;br /&gt;
* Increases the success chance of Control Nation missions&lt;br /&gt;
* Increases the success chance of Control Space Asset missions&lt;br /&gt;
* Increases the success chance of Inspire missions&lt;br /&gt;
* Increases the success chance of Public Campaign missions&lt;br /&gt;
* Increases the success chance of Turn Councilor missions&lt;br /&gt;
| &#039;&#039;Persuasion is the ability to shape the opinions of others to your own.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Investigation&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO investigation.png]]&lt;br /&gt;
| &lt;br /&gt;
* Increases the chance to spot other factions&#039; councilors&lt;br /&gt;
* Increases the success chance of Crackdown missions&lt;br /&gt;
* Increases the success chance of Detain Councilor missions&lt;br /&gt;
* Increases the success chance of Investigate Councilor missions&lt;br /&gt;
| &#039;&#039;Investigation is the councilor&#039;s ability to discover information someone would prefer to keep hidden.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Espionage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO espionage.png]]&lt;br /&gt;
| &lt;br /&gt;
* Increases the chance to avoid being spotted by other factions&lt;br /&gt;
* Increases the success chance of Assassinate missions&lt;br /&gt;
* Increases the success chance of Purge missions&lt;br /&gt;
* Increases the success chance of Sabotage Facilities missions&lt;br /&gt;
* Increases the success chance of Sabotage Hab Module missions&lt;br /&gt;
* Increases the success chance of Sabotage Project missions&lt;br /&gt;
* Increases the success chance of Steal Project missions&lt;br /&gt;
* Decreases the success chance of enemy Investigate Councilor missions&lt;br /&gt;
| &#039;&#039;Espionage is the ability to move in secret and conduct covert operations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Command&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO command.png]]&lt;br /&gt;
| &lt;br /&gt;
* +1% Ops Generation per Command point&lt;br /&gt;
* +1 Control point maximum per Command point&lt;br /&gt;
* Increases the success chance of Assault Alien Asset missions&lt;br /&gt;
* Increases the success chance of Assault Enemy Space Asset missions&lt;br /&gt;
* Increases the success chance of Coup d&#039;Etat missions&lt;br /&gt;
* Increases the success chance of Extract Councilor missions&lt;br /&gt;
* Increases the success chance of Increase Unrest missions&lt;br /&gt;
* Increases the success chance of Stabilize Nation missions&lt;br /&gt;
* Decreases the success chance of enemy Assault Enemy Space Asset missions&lt;br /&gt;
* Decreases the success chance of enemy Coup d&#039;Etat missions&lt;br /&gt;
* Decreases the success chance of enemy Increase Unrest missions&lt;br /&gt;
| &#039;&#039;Command represents this councilor&#039;s ability to organize and lead combat operations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Administration&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO administration.png]]&lt;br /&gt;
| &lt;br /&gt;
* +1 Control point maximum per Administration point&lt;br /&gt;
* +1 Councilor Org Capacity per Administration point&lt;br /&gt;
* +1% Money Generation per Administration point&lt;br /&gt;
* Increases the success chance of Hostile Takeover missions&lt;br /&gt;
* Decreases the success chance of enemy Crackdown missions&lt;br /&gt;
* Decreases the success chance of enemy Hostile Takeover missions&lt;br /&gt;
* Decreases the success chance of enemy Purge missions&lt;br /&gt;
| &#039;&#039;Administration is the ability to manage large organizations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Science&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO science.png]]&lt;br /&gt;
| &lt;br /&gt;
* +1% Research Generation per Science point&lt;br /&gt;
* Used in certain events (sum of all councilors science)&lt;br /&gt;
| &#039;&#039;Science is the ability to investigate and analyze phenomena to derive new understandings of the universe and those who inhabit it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Security&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO security.png]]&lt;br /&gt;
| &lt;br /&gt;
* Decreases the success chance of enemy Assassinate missions&lt;br /&gt;
* Decreases the success chance of enemy Control Space Asset missions&lt;br /&gt;
* Decreases the success chance of enemy Detain Councilor missions&lt;br /&gt;
* Decreases the success chance of enemy Extract Councilor missions&lt;br /&gt;
* Decreases the success chance of enemy Investigate Councilor missions&lt;br /&gt;
* Decreases the success chance of enemy Sabotage Facilities missions&lt;br /&gt;
* Decreases the success chance of enemy Sabotage Hab Module missions&lt;br /&gt;
* Decreases the success chance of enemy Sabotage Project missions&lt;br /&gt;
* Decreases the success chance of enemy Steal Project missions&lt;br /&gt;
* Decreases the success chance of enemy Turn Councilor missions&lt;br /&gt;
| &#039;&#039;Security is this councilor&#039;s ability to survive violence.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loyalty&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ICO loyalty.png]]&lt;br /&gt;
| &lt;br /&gt;
* Decreases the success chance of enemy Control Space Asset missions&lt;br /&gt;
* Decreases the success chance of enemy Turn Councilor missions&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Requires Investigate Councilor missions to know if the value changes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The Loyalty attribute determines how likely councilors are to betray their faction to another.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detection ==&lt;br /&gt;
[[File:councilor_detected.png|thumb|200px|A councilor being detected and aware of that. For her, this scenario is quite likely as she has high Investigation attribute and low Espionage attribute, and she is a megastar so she cannot go to ground.]]&lt;br /&gt;
After every completed mission (whether successful or failed, but not aborted) each councilor has a chance of being detected based on the detection risk of the mission. The chance is reduced by the councilor&#039;s Espionage attribute and increased by [[#Noise|noise]]. The chance is increased by the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
4 * % control of nation where mission took place (e.g. if faction controls 4 out of 5 CPs in nation then this is 3.2)&lt;br /&gt;
+12 if the region or an adjacent region has been surveyed during the same missions phase and the councilor risking detection is human&lt;br /&gt;
&lt;br /&gt;
+ Sum of (Investigation attribute of each faction&#039;s councilor * region proximity multiplier)&lt;br /&gt;
    Investigation to include also bonus +inv when detecting from traits&lt;br /&gt;
    Region proximity multiplayer:&lt;br /&gt;
        if in same region = 1&lt;br /&gt;
        else if in same nation = 0.5&lt;br /&gt;
        else if in adjacent region = 0.25&lt;br /&gt;
        else = 0&lt;br /&gt;
&lt;br /&gt;
Sum of all above / count of faction&#039;s advisors (this effectively means the more councilors faction has the weaker effect of e.g. xenoscience modules is)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When detecting alien councilors the following bonuses and penalties also apply:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; from Global Listening Network council engineering project&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Xenology Lab hab module (max xenoscience bonus is &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+9&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Xenoscience Research Center hab module (max xenoscience bonus is &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+9&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Xenoscience Institute hab module (max xenoscience bonus is &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+9&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; per 10% xenoforming in the region&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; if an Alien Facility is built in the region&lt;br /&gt;
* If the region or an adjacent region has been surveyed during the same missions phase there is a &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; bonus. It increases by &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; for each investigated alien councilor above 4, capping at &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+12&#039;&#039;&#039;&amp;lt;/span&amp;gt; after 12 alien councilors have been investigated.&lt;br /&gt;
[[File:ICO geoscape councilor unknown generic.png|thumb|60px|Councilor detected]]&lt;br /&gt;
[[File:ICO geoscape councilor exploit generic.png|thumb|60px|Councilor identified (The Initiative)]]&lt;br /&gt;
A detection success will reveal the location but not the faction of the councilor, marking councilor with a gray icon. This will allow the Investigate Councilor mission to target them. A detection critical success will reveal the faction of the councilor and allow all missions to target the councilor, marking councilor with a faction-colored icon.&lt;br /&gt;
&lt;br /&gt;
=== Detection awareness ===&lt;br /&gt;
When a councilor is detected there is a chance to gain knowledge about the detection. The roll is done separately for each faction that detected the councilor. The chance of discovering the detection is determined by the Investigation attribute of the detected councilor against the Espionage attribute of all councilors from the detecting nation divided by 6. If the player faction discovers a councilor has been detected they&#039;ll see the pawn notification icon on left edge on screen in color of their faction.&lt;br /&gt;
&lt;br /&gt;
All councilors keep track of all factions they are aware spotted them. Player has this information about turned councilors as well. It is visible on councilor&#039;s face image - as highlighted on the picture here. This information however does not tell you when was the last time the councilor noticed that he was spotted by those factions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Go To Ground&#039;&#039; mission will erase this information. Even though it&#039;s not 100% sure other factions will lose all intel on the councilor. (But it is likely that espionage 1 or more is enough to ensure that). However - it is still possible to be spotted on the &#039;&#039;Go To Ground&#039;&#039; mission - it&#039;s just unlikely with noise caused being negative 8.&lt;br /&gt;
&lt;br /&gt;
=== Intel on target ===&lt;br /&gt;
&lt;br /&gt;
Councilors have 5 levels of intelligence given to each faction aware of their existence. Each level reveals more information about this councilor:&lt;br /&gt;
&lt;br /&gt;
# Councilor is detected&lt;br /&gt;
# Their affiliation, identity and class is revealed&lt;br /&gt;
# Their stats, orgs and available missions are revealed&lt;br /&gt;
# The faction sees their actions during mission phase&lt;br /&gt;
# The faction knows their loyalty and can turn them&lt;br /&gt;
&lt;br /&gt;
Intel on target is also added to some mission against this councilor, for example, Assassinate and Hostile Takeover.&lt;br /&gt;
&lt;br /&gt;
Intel may increase with consecutive passive detection, or more actively with Investigate mission.&lt;br /&gt;
&lt;br /&gt;
=== Turn councilor ===&lt;br /&gt;
&lt;br /&gt;
[[File:Turned.png|200px|thumb|Turned councilor]]&lt;br /&gt;
Councilors with 5 intel on them can become this faction&#039;s spies via &#039;&#039;[[Missions#turn_councilor|Turn councilor]]&#039;&#039; action. Each faction can have no more than 2 spies in other factions.&lt;br /&gt;
&lt;br /&gt;
Spies provide full vision of their faction, 3 intel on other councilors, and can be forced to increase failure chance on their missions. Other factions are programmed to track councilors suspected to be spies and deal with them (their suspicion about advisers is stored in &amp;lt;code&amp;gt;internalCouncilorSuspicion&amp;lt;/code&amp;gt; variable).&lt;br /&gt;
&lt;br /&gt;
Hydra councilors can never be turned.&lt;br /&gt;
&lt;br /&gt;
==== Dealing with spies ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Investigate councilor&#039;&#039; may reveal whether investigated adviser is turned or not.&lt;br /&gt;
* &#039;&#039;Inspire&#039;&#039; will make target councilor cut their contacts with faction that turned them. This will not reveal whether this councilor was a spy or not.&lt;br /&gt;
* Firing suspected councilor or sending them on suicide mission is also a valid option.&lt;br /&gt;
&lt;br /&gt;
==== Stealing councilors ====&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to steal turned councilors from other factions. To do that, open their profile in council interface and press &#039;&#039;resign&#039;&#039;. This will add them to unemployed councilors pool, from where they will be available to hire.&lt;br /&gt;
&lt;br /&gt;
=== Noise ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ Noise generated by [[missions]]&lt;br /&gt;
|-&lt;br /&gt;
! Mission	&lt;br /&gt;
! style=&amp;quot;text-align: right&amp;quot; | Critical Fail	&lt;br /&gt;
! Fail	&lt;br /&gt;
! Success	&lt;br /&gt;
! Critical Success&lt;br /&gt;
|-&lt;br /&gt;
| Abductions	&lt;br /&gt;
| 8	&lt;br /&gt;
| 4	&lt;br /&gt;
| 2	&lt;br /&gt;
| -4&lt;br /&gt;
|- &lt;br /&gt;
| Advise&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |			0&lt;br /&gt;
|-&lt;br /&gt;
| Assasinate&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Asset&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Grant Alien Control&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Build Facility&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Contact&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Control Space Asset&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Coup d&#039;Etat&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Crackdown&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Defend Interests&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Deorbit&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Detain Councilor&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Surveil Location&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| Dominate Nation&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| Enthrall Elites&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Enthrall Org&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Enthrall Public&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Enthrall Unaligned Elites&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Extract Councilor&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Control Nation&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Go To Ground&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| Hostile Takeover&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Inspire Councilor&lt;br /&gt;
| -2&lt;br /&gt;
| -4&lt;br /&gt;
| -4&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Investigate Alien Activity&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Investigate Councilor&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Orbit&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Pass Technology&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Public Campaign&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Protect Councilor&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Purge&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Facilities&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -6&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Hab Module&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -6&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Project&lt;br /&gt;
| 8&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Seize Space Asset&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Set National Policy&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 10&lt;br /&gt;
|-&lt;br /&gt;
| Stabilize Nation&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Steal Project&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
| Terrorize Region&lt;br /&gt;
| 16&lt;br /&gt;
| 16&lt;br /&gt;
| 30&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| Transfer&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Turn Councilor&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Increase Unrest&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Xenoform&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| -4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Traits are innate characteristics of a councilor. They may grant permanent or conditioned stat bonuses or maluses, incomes, or access to certain orgs. Some traits may be purchased, upgraded or removed by spending XP.&lt;br /&gt;
&lt;br /&gt;
=== Positive Traits ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Trait !! Effects !! XP Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Can purchase Government Orgs&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;A member of a recognized government with official status.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transparent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Loyalty is visible&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Always means exactly what he or she says.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apocalyptic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion if any nation used a strategic nuclear barrage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Believes the end of humanity is nigh and wishes others to do so.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Aware&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when detecting other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Particularly skilled at detecting other councilors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Beloved&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Faction killing this councilor gains an Atrocity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Popular regardless of their loyalties.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hard Target&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Enemy critical failures on Assassinate and Detain Councilor missions against this councilor will result in the attacker&#039;s death if not protected&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Will strike back if attacked.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Streetwise&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Skilled at navigating dark corners in his or her home nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Untouchable&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Being targeted for Assassinate missions will give the targeting councilor the Marked trait&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 150&lt;br /&gt;
| &#039;&#039;In too important a position to be safely deleted.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Veteran&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2% Military Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;A former member of his or her home nation&#039;s armed forces.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ace Assassin&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An efficient killer.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vengeful&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Assassinate&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;It&#039;s payback time.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Learner&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20% Augumentation XP Cost&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Picks up new skills faster than most.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Striver&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30% Augumentation XP Cost&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Dedicated to self-improvement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Survivor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;Very hard to kill during episodes of mass violence.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crew&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Ops Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Has a small team of loyal followers who serve as bodyguards and can conduct operations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Counselor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where cohesion is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Advise&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Appeals to what we have in common.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unifier&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where cohesion is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Advise&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Lower Unrest&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;Influential in nations with a sense of common purpose.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Affluent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
| &#039;&#039;Makes a good living.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prosperous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Well-off and able to contribute meaningful funds to the cause.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wealthy&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;Has access to a hefty bank account.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Astronomer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Space Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Space Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chemist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Materials Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Materials.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doctor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Life Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Life Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Physicist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Energy Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Energy.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Computer Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Information Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Information Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Military Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Military Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Social Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15% Social Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;An expert in the study of Social Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Astronomer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Space Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Space Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Chemist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Materials Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Materials.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Doctor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Life Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Life Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Physicist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Energy Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Energy.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Computer Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Information Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Information Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Military Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Military Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Military Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Senior Social Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25% Social Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;A prominent researcher in the field of Social Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Astronomer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Space Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Space Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Chemist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Materials Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Materials.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Doctor&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Life Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Life Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Physicist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Energy Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Energy.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Computer Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Space Information Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Information Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Military Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Military Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Military Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Social Scientist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35% Social Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80&lt;br /&gt;
| &#039;&#039;A distinguished researcher in the field of Social Science.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Connected&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Able to use back channels to exert a measure of influence.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Puppet Master&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Control Nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40&lt;br /&gt;
| &#039;&#039;Able to pull strings in many places without notice.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;Skilled at evading detaction.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Undercover&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Orbit mission can target other factions&#039; tier 1 habitats&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;This person&#039;s public persona conceals someone who is able to infiltrate enemy space installations without fear of identification.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Agitator&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where education is 6 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where cohesion is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;Excels at gaining the support of those unhappy with their nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Second Wave&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Aliens only&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
| &#039;&#039;This alien appears to be part of a second wave of infiltrators and more skilled at evading detection than its predecessors.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Implant Traits ====&lt;br /&gt;
Implant traits can only be added or upgraded following certain projects. Higher tier traits must be upgraded from the previous tier.&lt;br /&gt;
* Tier 1 traits cost 500 Money and require the Cybernetic Implants project.&lt;br /&gt;
* Tier 2 traits cost 1000 Money and require the Neural Engineering project.&lt;br /&gt;
* Tier 3 traits cost 2000 Money and require the Cyborging project.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier 1 Trait !! Tier 2 Trait !! Tier 3 Trait&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Datajack&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Neural Interlink&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Embedded Sensors&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Enhanced Senses&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Argus Implant&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Force Tracker&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Battle Computer&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Strategic AI&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intelligent Assistant&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Management AI&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Executive AI&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Protection Unit&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;P-Defense System&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Guardian Angel&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scrambler&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Countermeasures&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;Stealth Field&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loyalty Monitor&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Loyalty is visible&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Cannot be upgraded&lt;br /&gt;
| Cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| No tier 1 version&lt;br /&gt;
| No tier 2 version&lt;br /&gt;
| &#039;&#039;&#039;Forebrain Stimulator&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Pherocyte Emitters =====&lt;br /&gt;
Pherocyte emitters are special implant traits which increase Persuasion. They require the Pherocyte Emitter project, which can be researched in parallel with the Cyborging project once the faction has completed the Pherocytes project.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier 1 Trait !! Tier 2 Trait&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pherocyte Emitter&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Costs 5000 Money and requires the Pherocyte Emitter project.&lt;br /&gt;
| &#039;&#039;&#039;Pherocyte Mass Emitter&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Granted: Turn Councilor&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Costs 10000 Money and requires the Pherocyte Mastery project.&lt;br /&gt;
* &#039;&#039;&#039;The Initiative only&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mixed Traits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait !! Effects !! Missions !! Remove Cost !! width=35% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Criminal&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Can purchase Criminal Orgs&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security in nations where unrest is 1 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Unknown&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Involved in illegal activities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sociopath&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Can purchase Sociopath Orgs&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Someone skilled at managing others in sole pursuit of his or her own satisfaction.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Firebrand&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where education is 6 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where cohesion is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where education is at least 9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Appeals to the anger and fear of an uncritical audience.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Demagogue&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion in nations where education is 6 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion in nations where cohesion is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion in nations where education is at least 9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;An influential rabble-rouser who plays to the basest instincts of the public.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rich&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where Inequality is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Has vast sums to call on, but disliked in egalitarian nations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Billionaire&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion in nations where Inequality is 4 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Access to truly obscene amounts of money, to the point of unpopularity in nations that prize equality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eminent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Influential among elites, but well-known enough to sometimes attract unwanted attention.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Famous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+9 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Broadly known among elites and the public.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Megastar&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+12 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-8 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Go To Ground&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A person of global renown, whose very movements make the news worldwide.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Opinion Leader&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where Government is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A respected commentator on public affairs, whose words reach many in free nations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Media Darling&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+7 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion in nations where Government is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A popular speaker on media channels in free nations.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elder Statesman&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4 Persuasion in nations where Government is at least 6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A widely respected and influential member of the political elite.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Averse&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cannot perform missions in nations with unrest of 6 or higher&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Particularly concerned with security and avoiding personal risk.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paranoid&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cannot perform missions in nations with unrest of 6 or higher&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40 XP&lt;br /&gt;
| &#039;&#039;Sees enemies everywhere. Only right some of the time.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ethical&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where Inequality is 3.5 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty per atrocity by faction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Assassinate&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A person of principle who believes not all means are justified by their end.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pacifist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where Education is at least 9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Loyalty per atrocity by faction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Assassinate&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Assault Alien Asset&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Assault Enemy Space Asset&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Increase Unrest&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Sabotage Facilities&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Personally refuses to take part in any violent action.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Academic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Advise&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Affiliated with a research university.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Awkward Genius&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Public Campaign&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Poor at recognizing social cues and working with others but able to conduct scientific investigations with unparalleled focus.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brazen&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where Education is 7 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Flouts elite conventions, gaining influence among the masses at some personal risk.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Conspiracy Theorist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Investigate Alien Activity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Sees connections between events that others will not. Occasionally right about them.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corrupt&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| 40 XP&lt;br /&gt;
| &#039;&#039;Influential, but will steal from us.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cynic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Difficult to fool, but expresses little hope for humanity&#039;s future.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Demanding&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty per critical failure on a mission&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Does not tolerate failure from anyone.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Expert&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Advise&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;An oft-quoted speaker on topics in a certain realm of expertise.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Family Ties&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Security in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Loses loyalty if home nation is hit with a Strategic Nuclear Barrage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
| &#039;&#039;Feels a strong connection to their homeland and has family there.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Does not work well with others, but skilled at secretive activity.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Martyr&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;If it dies violently owner receives Public Campaign effects in every nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A violent death will draw millions to their cause.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;National Hero&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Persuasion when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Security when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Well known and influential in his or her home nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Oligarch&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Persuasion in nations where Inequality is above 4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where Inequality is below 4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Has gained riches via political power; influential in nations with high inequality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Suspicious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Investigation when detecting other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Naturally inclined to distrust others.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Technocrat&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Monthly Influence Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Monthly Research Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Science&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5% Social Science Research&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where education is 8 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Granted: Advise&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Believes that social relations are simply an engineering problem.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Furtive&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Espionage&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Administration&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;2 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;A secretive and often negative personality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inscrutable&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;12 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Never seems to express a strong opinion.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pollyanna&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;25 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Always expresses a sunny outlook on events, regardless of their reality.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extremist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Persuasion in nations where education is at least 8&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;+3 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Utterly devoted to the cause and holds those who aren&#039;t in low regard.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fanatic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2 Persuasion in nations where education is 6 or less&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;An absolute true believer who lacks an understanding of certain subtleties of dealing with the world.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Traits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait !! Effects !! Remove Cost !! width=50% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inflexible&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10% Augumentation XP Cost&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40 XP&lt;br /&gt;
| &#039;&#039;Slow to learn new things.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Declining&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+100% Augumentation XP Cost&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Investigation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Permanent&lt;br /&gt;
| &#039;&#039;Age is taking its toll.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Careless&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Security in nations where unrest is at least 4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Someone who doesn&#039;t take personal security terribly seriously.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Delinquent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6 Apparent Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 300K Money&lt;br /&gt;
| &#039;&#039;Refuses to honour outstanding debts, gaining them a reputation for untrustworthiness and causing their movements to be more closely tracked.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Anxious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty per councilor lost to assassination&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Not ready to die for the cause.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Insecure&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty per critical failure on a mission&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Is troubled by personal failure.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loss Averse&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Loyalty per destroyed tier 1 hab&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Loyalty per destroyed tier 2 hab&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3 Loyalty per destroyed tier 3 hab&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Haunted by defeat.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Addict&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Security if Money is 0&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 40 XP&lt;br /&gt;
| &#039;&#039;Addicted to an illicit substance and willing to go to any length to acquire it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earthbound&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Orbit&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;This person refuses to travel to space.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extorted&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6 Loyalty&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Inspire&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 300K Money&lt;br /&gt;
| &#039;&#039;Feels that they have been taken advantage of financially by our faction, making them reluctant to trust us.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Indebted&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 150K Money&lt;br /&gt;
| &#039;&#039;Owes a very large sum of money to creditors, reducing their credibility.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Indulgent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Monthly Money Income&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Loyalty if Money is 0&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&lt;br /&gt;
| &#039;&#039;Spends lots of money on personal gratification.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marked&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10 Security&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4 Espionage when being detected by other councilors&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mission Prohibited: Public Campaign&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 50 XP&amp;lt;br&amp;gt;1000 Money&amp;lt;br&amp;gt;500 Influence&amp;lt;br&amp;gt;100 Ops&lt;br /&gt;
| &#039;&#039;This councilor has done something public, and terrible, and is the target of surveillance efforts around the globe.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pariah&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Persuasion when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2 Security when in home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Permanent&lt;br /&gt;
| &#039;&#039;Strongly disliked in his or her home nation, this person fares better in foreign lands.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enemy of the State&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cannot perform missions in his or her home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&amp;lt;br&amp;gt;20 Influence&lt;br /&gt;
| &#039;&#039;Faces imprisonment or execution in his or her home nation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Non Grata&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Cannot perform missions in rivals of his or her home nation&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| 20 XP&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;20 Influence&lt;br /&gt;
| &#039;&#039;Faces imprisonment or execution in rivals of his or her home nation.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198127175015</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=3032</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=3032"/>
		<updated>2024-11-27T20:01:38Z</updated>

		<summary type="html">&lt;p&gt;76561198127175015: /* Officier */&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 unlock the early-game orbital shipbuilding tech, 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 and found habitats, 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, boost and 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 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;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 Delta-V and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship.&lt;br /&gt;
* &#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.&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.&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;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while a its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&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. Boost and 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;Support:&#039;&#039;&#039; The monthly cost 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.&lt;br /&gt;
* &#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;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
Designing a ship begins with selecting a hull. The type of hull determines the number of nose and hull weapon hard points, the number of utility modules, and the length of the hull.&lt;br /&gt;
&lt;br /&gt;
Shorter ships will have a lower moment of inertia, meaning they will rotate faster than their longer counterparts. The weight required to armor a ship also increases with ship size. Steel armor has been used as a benchmark here, but see the Armor section below for information on lighter armors. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Hull !! rowspan=2 | Base Mass&amp;lt;br&amp;gt;(tons) !! rowspan=2 | Base Crew !! rowspan=2 | Base Turn Rate&amp;lt;br&amp;gt;(deg/sec^2) !! colspan=3 | Construction Time (days) !! colspan=3 | Hard Points !! colspan=2 | Support Cost !! colspan=4 | Base Construction Cost !! rowspan=2 | Required Project !! colspan=2 | Steel Armor Tons/point&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Station T1 ConstructionModule.png|25px]] T1 !! [[File:Station T2 Shipyard.png|25px]] T2 !! [[File:Station T3 Spaceworks.png|25px]] T3 !! [[File:Select Nose Hard Point.png|25px]] Nose !! [[File:Select Hull Hard Point.png|25px]] Hull !! [[File:Select Utility.png|25px]] Utility !! [[File:ICO mission control.png|25px]] !! [[File:ICO currency.png|25px]] !! [[File:ICO water.png|25px]] !! [[File:ICO volatiles.png|25px]] !! [[File:ICO metal.png|25px]] !! [[File:ICO metal noble.png|25px]]!! Nose/Tail !! Side&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gunship&#039;&#039;&#039; || 212 || 3 || 227.0 || 60 || 51 || 29 || 1 || 0 || 1 || 1 || 1 || 0.6 || 2.6 || 14 || 4 || rowspan=3 | Interplanetary Warships || 46.2 || 462&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Escort&#039;&#039;&#039; || 366 || 4 || 131.5 || 90 || 77 || 44 || 0 || 2 || 2 || 1 || 2 || 0.8 || 2.8 || 14 || 4 || 46.2 || 462&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corvette&#039;&#039;&#039; || 382 || 8 || 96.9 || 90 || 77 || 44 || 1 || 1 || 2 || 1 || 3 || 1.6 || 5.1 || 24.5 || 7 || 103.9 || 900.9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frigate&#039;&#039;&#039; || 680 || 20 || 35.4 || 120 || 102 || 59 || 1 || 2 || 4 || 2 || 4 || 4 || 10 || 42 || 12 || rowspan=3 | Patrol Vessels || 184.8 || 1848&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monitor&#039;&#039;&#039; || 1040 || 35 || 18.5 || 180 || 120 || 84 || 0 || 4 || 3 || 2 || 4 || 7 || 14 || 49 || 14 || 184.8 || 2310&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Destroyer&#039;&#039;&#039; || 1060 || 40 || 18.2 || 203 || 135 || 95 || 2 || 2 || 3 || 2 || 5 || 8 || 15 || 49 || 14 || 184.8 || 2310&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cruiser&#039;&#039;&#039; || 1440 || 60 || 9.5 || 270 || 180 || 126 || 2 || 3 || 6 || 3 || 10 || 12 || 20.5 || 59.5 || 17 || rowspan=3 | Fleet Combatants || 184.8 || 3234&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battlecruiser&#039;&#039;&#039; || 1480 || 70 || 9.3 || 270 || 180 || 126 || 3 || 2 || 3 || 3 || 12 || 14 || 22.5 || 59.5 || 17 || 184.8 || 3234&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battleship&#039;&#039;&#039; || 1820 || 80 || 6.6 || 450 || 300 || 200 || 2 || 6 || 4 || 3 || 15 || 16 || 27.5 || 80.5 || 23 || 288.7 || 4620&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lancer&#039;&#039;&#039; || 2400 || 100 || 4.0 || 540 || 360 || 240 || 4 || 3 || 6 || 4 || 20 || 20 || 37 || 119 || 34 || rowspan=2 | Ships of the Line || 473.1 || 7392&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dreadnought&#039;&#039;&#039; || 2980 || 120 || 2.9 || 540 || 360 || 240 || 3 || 8 || 6 || 4 || 25 || 24 || 43.5 || 136.5 || 39 || 565.9 || 8893&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Titan&#039;&#039;&#039; || 3480 || 120 || 2.3 || 608 || 405 || 270 || 4 || 6 || 8 || 5 || 30 || 24 || 44.5 || 143.5 || 41 || rowspan=1 | Titans || 565.9 || 9702&lt;br /&gt;
|}&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&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Long || Short&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attack Bomber&#039;&#039;&#039; || Long || Long&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fighter&#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;Defense Bomber&#039;&#039;&#039; || Short || Long&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officier ==&lt;br /&gt;
Individual ship may earn experience result in specific improvements for that ship&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Module !! Trigger !! Minimum crew !! Spawn chance!! Effect (Level 1, Level 2, Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Admiral&#039;&#039;&#039; || Flag Bridge || Combat victory ||  || 2% || Fleet MC Reduction (-5%, -10%, -20%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Captain&#039;&#039;&#039; ||  || Combat victory ||  || 1% || Ship MC (-1, -2, -3) Minimum of 1, Global Damage (+2%, +4%, +6%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;First Officier&#039;&#039;&#039; ||  || Combat victory || 20 || 1% || Officer promotion (+1%, +2%, +3%), Global targeting (+3%, +6%, +10%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Control Officier&#039;&#039;&#039; || Missiles || Combat kill with missiles ||  || 6% || Missile targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gunnery Officer&#039;&#039;&#039; || Guns || Combat kill with guns ||  || 6% || Guns targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Direct Energy Officier&#039;&#039;&#039; || Energy weapons || Combat kill with energy weapons ||  || 6% || Energy targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Officer&#039;&#039;&#039; ||  || Combat survival || 10 || 1% || Improve damage control speed (+10%, +20%, +30%), Internal damage (-5%, -10%, -15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineering Officer&#039;&#039;&#039; ||  || Combat survival ||  || 1% || Internal damage (-5%, -10%, -15%), Dock repair speed (+20%, +30%, +50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Propulsion Officer&#039;&#039;&#039; ||  || Combat survival ||  || 1% || Combat thrust multiplier (1, 2, 3), ECM +(2%, 4%, 6%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Medical Officier&#039;&#039;&#039; ||  || Combat survival || 40 || 1% || Combat acceleration (+50%, +100%, +150%), Officer survival (+30%, +50%, +70%), Radiation damage (-10%, -25%, -50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CIC Officier&#039;&#039;&#039; ||  || Combat kill || 20 || 2% || ECM (+5%, +12%, +20%), Point defense cooldown (-5%, -10%, -15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intel Officier&#039;&#039;&#039; ||  || Combat kill || 40 || 2% || Global target and damage (+5%, +10%, +15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marine Officier&#039;&#039;&#039; || Marine || Successful marine assault ||  || 10% || Assault combat value (+1, +3, +5)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supply Officier&#039;&#039;&#039; ||  || Transfer completion || 40 || 3% || Max trajectory duration in months (+3, +6, +12), Dock resupply speed (+20%, +30%, +50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Officier&#039;&#039;&#039; ||  || Combat victory || 20 || 1% || Damage control speed (+2%, +4%, +6%) MC Reduction (0, 0, -1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Power Plant !! Classification !! Efficiency !! Specific power (tons/GW) !! Maximum Output (GW)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell I || Fuel Cell || 70.0% || 2,800 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell II || Fuel Cell || 70.0% || 450 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell III || Fuel Cell || 72.0% || 120 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor I || Solid Core Fission || 75.0% || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor II || Solid Core Fission || 77.5% || 34 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor III || Solid Core Fission || 80.0% || 28 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor IV || Solid Core Fission || 82.5% || 12 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor V || Solid Core Fission || 85.0% || 8 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor I || Solid Core Fission || 77.5% || 6 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor II || Solid Core Fission || 80.0% || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor III || Solid Core Fission || 82.5% || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor IV || Solid Core Fission || 85.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor V || Solid Core Fission || 87.5% || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor I || Molten Core Fission || 85.0% || 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor II || Molten Core Fission || 88.0% || 3.5 || 35&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor III || Molten Core Fission || 90.0% || 3 || 420&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt Fission Reactor I || Molten Salt Core Fission || 92.0% || 2 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt Fission Reactor II || Molten Salt Core Fission || 93.0% || 1.8 || 420&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor I || Gas Core Fission || 90.0% || 4 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor II || Gas Core Fission || 92.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor III || Gas Core Fission || 92.0% || 3 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor I || Gas Core Fission || 90.0% || 10 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor II || Gas Core Fission || 91.0% || 7 || 33&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor III || Gas Core Fission || 95.0% || 3 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor I || Gas Core Fission || 93.0% || 10 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor II || Gas Core Fission || 95.0% || 3.5 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor III || Gas Core Fission || 96.0% || 1 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor I || Electrostatic Confinement Fusion || 95.0% || 1 || 46&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor II || Electrostatic Confinement Fusion || 95.0% || 0.5 || 74&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor I || Z-Pinch Fusion || 95.0% || 10 || 260&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor II || Z-Pinch Fusion || 95.0% || 5 || 610&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor III || Z-Pinch Fusion || 96.0% || 1.5 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor IV || Z-Pinch Fusion || 97.0% || 0.4 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor I || Hybrid Confinement Fusion || 97.0% || 4 || 180&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor II || Hybrid Confinement Fusion || 98.0% || 2 || 510&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor III || Hybrid Confinement Fusion || 99.0% || 1 || 1900&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor IV || Hybrid Confinement Fusion || 99.0% || 0.05 || 11400&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak I || Toroid Magnetic Confinement Fusion || 92.0% || 12 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak II || Toroid Magnetic Confinement Fusion || 94.0% || 8 || 401&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak III || Toroid Magnetic Confinement Fusion || 95.0% || 6 || 624&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak IV || Toroid Magnetic Confinement Fusion || 97.5% || 3 || 1300&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor I || Mirrored Magnetic Confinement Fusion || 93.0% || 13.4 || 120&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor II || Mirrored Magnetic Confinement Fusion || 95.0% || 6.5 || 215&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor III || Mirrored Magnetic Confinement Fusion || 97.0% || 1.2 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor I || Inertial Confinement Fusion || 85.0% || 17.6 || 370&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor II || Inertial Confinement Fusion || 89.0% || 12 || 860&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor III || Inertial Confinement Fusion || 92.0% || 10 || 3200&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor IV || Inertial Confinement Fusion || 95.0% || 5 || 5500&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor I || Plasma Core Antimatter || 99.8% || 0.45 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor II || Plasma Core Antimatter || 99.8% || 0.05 || 7300&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Beam Core Reactor || Beam Core Antimatter || 99.8% || 0.00002 || 3000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&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;
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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Type !! Drive !! Required Power Plant !! Power Plant Weight ** !! Thrust Rating (single engine) !! Exhaust Velocity Rating !! Propellant (Propellant/Tank) &lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Apex Solid Rocket || N/A || 66 || 20.5 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 20.6 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 21 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 19.8 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 20.9 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 19.7 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 17.9 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Tungsten Resistojet || N/A || 37 || 9.9 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Tungsten Resistojet || N/A || 37 || 4.3 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Arcjet Drive || N/A || 37 || 1.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Plasma Wave Drive || N/A || 37 || 1.3 || 6.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Advanced VASIMR Drive || N/A || ? || 7.8 || 7.2 || Water (1) &amp;lt;br /&amp;gt;Hydrogen=Y&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Lorentz Drive || N/A || 43 || 5.3 || 6.8 || Water (0.75), Metals (0.25)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Helicon Drive || N/A || 55 || 5.3 || 8.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic || Hall Drive || N/A || 37 || 2.7 || 4.3 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic || Ion Drive || N/A || 37 || 8.4 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 10 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 9.6 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1) &amp;lt;br /&amp;gt;Hydrogen=Y&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Pondermotive Drive || N/A || 38 || 2.2 || 7.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Pulsed Plasmoid Drive || N/A || 38 || 1.1 || 8.7 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || E-Beam Drive || N/A || 37 || 8.8 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 10.2 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Mass Driver || N/A || 63 || 4.4 || 3.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Superconducting Mass Driver || N/A || 69 || 5.3 || 4.9 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Kiwi Drive || Solid Core Fission || 31 || 11.7 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 12.3 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Snare Drive || Solid Core Fission || 34 || 7.2 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Rover Drive || Solid Core Fission || 37 || 7.8 || 3.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Cermet NERVA || Solid Core Fission || 40 || 8.1 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced NERVA Drive || Solid Core Fission || 52 || 15 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 15.3 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Cermet NERVA || Solid Core Fission || 66 || 9.8 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Heavy Dumbo || Solid Core Fission || 278 || 18.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 13.3 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 14 || 14.1 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pebble Drive || Solid Core Fission || 43 || 8.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Particle Drive || Solid Core Fission || 56 || 9.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Lars Drive || Liquid Core Fission || 50 || 13.3 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Teardrop Drive || Liquid Core Fission ||  || 15 || 4.3 || Water (0.995) Fissiles (0.005)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 15.7 || 4.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 19.4 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 15 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 15.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 12.5 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 15 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 13.5 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 15.3 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 15.4 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Fission Lantern || Gas Core Fission || 1072 || 18.9 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lodestar Fission Lantern || Gas Core Fission || 1072 || 20.1 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 8.9 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 9.1 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 13.4 || 6.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Flare Drive || Gas Core Fission || 103 || 18.4 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Lantern || Nuclear Salt Water Core || 156 || 20.3 || 6.0 || Water (0.65), Volatiles (0.05) Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 20.3 || 10.7 || Water (0.25), Volatiles (0.05) Fissiles (0.7)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 129.1 || 11.2 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 169.5 || 14.1 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 36.4 || 14.7 || 7.0 || Water (0.99)*, Fissiles (0.01)*, Antimatter (1 × 10&amp;lt;sup&amp;gt;−12&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Minimag Orion || N/A || 1.5 || 16 || 6.5 || Metals (0.4), Noble Metals (0.4), Fissiles (0.2)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Advanced Minimag Orion || N/A || 0.73 || 17.5 || 7.3 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Orion Drive || N/A || 367 || 20.6 || 5.4 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || H-Orion Drive || N/A || 202 || 21.2 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Triton Drive || N/A ||  || 14.2 || 8.6 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Deuteron Drive || N/A ||  || 13.4 || 10.7 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Helion Drive || N/A ||  || 15.9 || 10.4 || Water (0.9), Fissiles (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Borane Lantern || N/A ||  || 15.3 || 11.6 || Water (0.8), Volatiles (0.1), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Deuteron Torch || N/A ||  || 16.1 || 11.7 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Triton Fusor Drive || Electrostatic Confinement Fusion ||  || 11.9 || 8.5 || Water (0.75), Metals (0.24), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Deuteron Fusor Drive || Electrostatic Confinement Fusion ||  || 10.9 || 10.3 || Water (0.76), Metals (0.24)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Protium Fusor Drive || Electrostatic Confinement Fusion ||  || 12.4 || 10.8 || Water (0.76), Metals (0.24)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Triton Polywell Drive || Hybrid Confinement Fusion ||  || 14.1 || 8.4 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Deuteron Polywell Drive || Hybrid Confinement Fusion ||  || 14.6 || 9.2 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Helion Plasmajet Lantern || Hybrid Confinement Fusion ||  || 16.7 || 9.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Borane Plasmajet Lantern || Hybrid Confinement Fusion ||  || 18.9 || 9.5 || Water (0.8), Volatiles (0.1), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Triton Torus Drive || Toroid Magnetic Confinement Fusion || 58 || 7.1 || 6.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Triton Reflex Drive || Mirrored Magnetic Confinement Fusion || 214 || 6.6 || 10.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Helion Torus Drive || Toroid Magnetic Confinement Fusion || 61 || 5.2 || 8.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Advanced Helion Torus Drive || Toroid Magnetic Confinement Fusion || 604 || 6.6 || 12.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 59 || 5.7 || 8.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Advanced Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 178 || 7.2 || 9.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Helion Drive || Z-Pinch Fusion || 425 || 9.4 || 11.8 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Boron Fusion Drive || Z-Pinch Fusion || 339 || 10.4 || 10.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Mag Protium Fusion Drive || Any Magnetic Confinement Fusion || 1860 || 8.6 || 13.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Triton Hope Inertial Drive || Inertial Confinement Fusion || 53 || 3.5 || 9.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Triton Vista Inertial Drive || Inertial Confinement Fusion || 56 || 8.9 || 7.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Helion Inertial Drive || Inertial Confinement Fusion || 55 || 6.8 || 9.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Daedalus Torch || Inertial Confinement Fusion || 440 || 10.4 || 13.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Boron Inertial Drive || Inertial Confinement Fusion || 53 || 6.0 || 7.3 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Boron Inertial Torch || Inertial Confinement Fusion || 156 || 7.6 || 14.1 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Protium Inertial Torch || Inertial Confinement Fusion || 227 || 9.1 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Protium Converter Torch || Inertial Confinement Fusion || 63551 || 17.6 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Antimatter Pulsed Plasma Core Drive || Plasma Core Antimatter || 121 || 11.6 || 7.9 || Water (0.99997)*, Antimatter (0.00003)*&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Antimatter Plasma Core Drive || Plasma Core Antimatter || 391 || 12.8 || 9.2 || Water (0.99991)*, Antimatter (0.00009)*&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Advanced Antimatter Plasma Core Drive || Plasma Core Antimatter || 2238 || 13.3 || 11.5 || Water (0.9999), Antimatter (0.0001)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Pion Torch || Beam Core Antimatter || 70 || 14.3 || 13.8 || Water (0.5), Antimatter (0.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Rounded&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;This is the additional weight that a ship&#039;s drive will add. For drives with a required power plant, this is based on a gunship with a size 1 drive, the most efficient power plant of that class, and tin droplet radiators. For drives without a required power plant but that still required power, a Terawatt Gas Core Fission Reactor III will be used. For drives that don&#039;t require power, this is based on just a size 1 drive.&lt;br /&gt;
A heavy ship will have degraded drive drive performance, as well as often costing more due to scaling power plant and radiator costs. Drives more than 1000 tons begin having noticeable issues. Drives more than 10000 tons are practically useless.&#039;&#039; &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 diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
Radiators remove waste heat produced by the ship&#039;s power plant. They scale in mass based on the power plant&#039;s output and efficiency. Because these are highly vulnerable in combat, they can be retracted if the ship has heat sinks in one or more utility slots. However, once the ship&#039;s heat sink fills up, the radiators must be extended again to protect the lives of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2| Radiator !! rowspan=2 | Combat vulnerability when deployed !! rowspan=2 | Mass (tons / GW) !! colspan=4 | Resources / GW&lt;br /&gt;
|-&lt;br /&gt;
!   [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum Fin || Very High || 400 || 0 || 40 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium Array || High || 181.8 || 0 || 0 || 18.2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Molybdenum Pipe || Moderate || 222.2 || 0 || 11.1 || 11.1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube Filament || Moderate || 153.8 || 14.6 || 0.77 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ionic Dust || Very Low || 333.3 || 31.7 || 1.7 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Cobalt Dust || Very Low || 200 || 0 || 1 || 19 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Tin Droplet || Very Low || 125 || 1.3 || 11.3 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Gallium Mist || Very Low || 100 || 1 || 5 || 4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Lithium Spray || Very Low || 76.9 || 0.77 || 4.6 || 2.3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma || Low || 55.6 || 0.56 || 0.56 || 4.4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Spike || Low || 41.7 || 0.21 || 0.21 || 3.7 || 0.042&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
The ship&#039;s primary battery stores energy from the power plant and provides it to weapons, life support, and other key systems when the main power plant is unable to do so, either due to damage or when the drive is operating on ships that don&#039;t have an independently powered drive. High-power weapons can drain the battery quickly in combat. Improved batteries will have a larger capacity or a faster recharge rate. You may add additional batteries of the same type in utility module slots for greater capacity.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Battery !! rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Time to full charge (minutes) !! rowspan=2|Recharge rate (GJ / minute) !! colspan=5|Resources&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Ion || 30 || 15 || 50 || 0.3 || || 0.6 || 2.4 || || &lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Sulfur || 35 || 21 || 56 || 0.38 || || 1.4 || 2.1 || 0.035 ||&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 80 || 40 || 89 || 0.45 || || 1.6 || 6.4 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water || 20 || 20 || 33 || 0.61 || 1.6 || 0.4 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Graphene || 120 || 48 || 32 || 1.5 || || 9 || 2.4 || 0.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quantum || 80 || 80 || 27 || 2.96  || || 4 || 2.4 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Coil || 2 || 40 || 9 || 4.44 || || 0.1 || 0.06 || 0.04 ||&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Nanowire || 10 || 60 || 10 || 6.0 || || 0.4 || 0.25 || 0.3 || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Armor plating on the ship will absorb incoming weapons fire, preventing damage to internal components. Each point of armor will absorb 20 Megajoules of energy at a single location on the hull before vaporizing. Different armor types require a different thickness and mass to absorb a particular amount of damage. In the below table, the mass required per point is given as a percentage of the mass of steel armour (so for example, a steel plate that weighs 1000 tons would instead weigh 230 tons if it were made of composite armour). &lt;br /&gt;
&lt;br /&gt;
Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will always be 10-20x heavier per point than nose/tail armour. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Armor !! rowspan=2|Weight Multiplier !! rowspan=2|Bonus Resistance !! colspan=5|Cost / kiloton !! colspan=2|Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics !!  X-Ray !! Baryonic&lt;br /&gt;
|-&lt;br /&gt;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0 || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.1% || Chipping || 0 || 0 || 0 || 100 || 0 || 282% || 107%&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.6% || || 0 || 50 || 50 || 0 || 0 || 515% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0 || 671% || 65%&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 28.4% || || 0 || 50 || 25 || 25 || 0 || 876% || 182%&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 22.9% || || 0 || 60 || 35 || 5 || 0 || 1021% || 193%&lt;br /&gt;
|-&lt;br /&gt;
| Foamed Metal || 45.2% || Chipping || 0 || 30 || 50 || 20 || 0 || 718% || 175%&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 11.5% || Kinetic Damage || 0 || 55 || 35 || 10 || 0 || 1163% || 196%&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40 || 950% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.4% || Laser Damage || 0 || 30 || 30 || 20 || 20 || 913% || 171%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
Utility Modules perform a variety of functions to widen a spacecraft&#039;s capabilities. Extra batteries may also be put in utility module slots.&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 || +5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 500 || Improves damage control&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 2)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +5MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain additional ammo and mass&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -50% 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;
| 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;
&lt;br /&gt;
==== Drive Enhancement Module ====&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 || Anything or Hydrogen Propellant || Can replenish Propellant in interface orbits of Jovian planets&amp;lt;br&amp;gt;No aerobraking damage; Cannot be used for antimatter drive that use Hydrogen as Propellant.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Heat Sink !! rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Specific capacity (GJ/ton) !! colspan=4|Resources&lt;br /&gt;
|-&lt;br /&gt;
!   [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Water || 250 || 100 || 0.40 || 25 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Potassium || 205 || 110 || 0.54 ||  ||  || 20.5  || &lt;br /&gt;
|-&lt;br /&gt;
| Sodium || 230 || 370 || 1.61 ||  ||  || 23 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Lithium || 128 || 525 || 4.10 ||  ||  || 12.8 || &lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 485 || 900 || 1.86 ||  || 12.1 || 36.4 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Exotic || 250 || 1800 || 7.2 ||  ||  || 20 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Water || 500 || 200 || 0.40 ||  50 ||  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Potassium || 410 || 220 || 0.54  ||  ||  || 41 || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Sodium || 460 || 740 || 1.61 ||  ||  || 46 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Lithium || 256 || 1050 || 4.10 ||  ||  || 25.6 || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Molten Salt || 970 || 1800 || 1.86 ||  || 24.3 || 72.8 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Exotic || 500 || 3600 || 7.2 ||  ||  || 40 ||  10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&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)&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800&lt;br /&gt;
|}&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;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets.  Weapons can have up to four different possible fire modes:&lt;br /&gt;
* Focus Fire: Will fire at primary target only.&lt;br /&gt;
* Attack: Will fire at primary target if it is in range, otherwise will attack the nearest available target.&lt;br /&gt;
* Guardian: Will fire at incoming projectiles and missiles before targeting enemy ships.&lt;br /&gt;
* Defense: Will fire at incoming projectiles and missiles; will not target ships.&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.  For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds.  If a weapon has a salvo listed of X shots / Y s, it will fire one shot every Y seconds X number of times, and then will go on cooldown, after which it will fire another salvo.  For example, the Krait Missile Bay has a salvo of 2 shots / 5 s and a cooldown of 60 seconds; once in range, it will fire one shot, wait 5 seconds, fire a second shot, and then will go on cooldown for 60 seconds.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* 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;
==== Guns ====&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 muzzle velocity will have a hard time hitting anything at range and the projectiles can be targeted by point defense. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Gun !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
| 30mm Autocannon || 1 ||  || Defense || 4 || 3.2 || 3000 ||  || 200 || 19.5 || 10 shots / 1 s || &lt;br /&gt;
|-&lt;br /&gt;
| 40mm Autocannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 4 || 20.3 || 2000 ||  || 350 || 45 || 6 shots / 4.5 s || &lt;br /&gt;
|-&lt;br /&gt;
| 6-inch Cannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 12 || 22.1 || 600 ||  || 250 || 52 || 4 shots / 2 s || &lt;br /&gt;
|-&lt;br /&gt;
| 8-inch Cannon || 2 ||  || Focus Fire, Attack || 15 || 49 || 400 ||  || 250 || 90 || 4 shots / 3 s || &lt;br /&gt;
|- &lt;br /&gt;
| 10-inch Cannon ||  || 1 || Focus Fire, Attack || 16 || 88.2 || 300 ||  || 250 || 179 || 3 shots / 3 s || &lt;br /&gt;
|-&lt;br /&gt;
| 12-inch Cannon ||  || 2 || Focus Fire, Attack || 20 || 156.8 || 250 ||  || 250 || 305 || 2 shots / 5 s || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&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 may have a difficult time hitting targets at range; coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Magnetic Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Shot Battery Consumption (GJ) !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 28.1 || 1000 ||  || 500 || 62 ||  || 0.15 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 43.2 || 1000 ||  || 550 || 57 ||  || 0.18 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 68 || 1000 ||  || 600 || 52 ||  || 0.22 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 40 || 75.9 || 1500 ||  || 500 || 65 || 3 shots / 10 s || 0.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 116.6 || 1500 ||  || 550 || 60 || 4 shots / 10 s || 0.24 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 173.6 || 1500 ||  || 600 || 55 || 5 shots / 10 s || 0.28 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 36 || 81 || 1200 ||  || 650 || 128.8 ||  || 0.43 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 24 || 124.4 || 1200 ||  || 700 || 118.8 ||  || 0.52 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 12 || 196 || 1200 ||  || 750 || 108.8 ||  || 0.64 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 48 || 218.7 || 1800 ||  || 650 || 136 || 3 shots / 12 s || 0.58 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 36 || 317.5 || 1800 ||  || 700 || 126 || 4 shots / 12 s || 0.66 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 24 || 453.6 || 1800 ||  || 750 || 116 || 5 shots / 12 s || 0.74 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 43 || 233.3 || 1440 ||  || 800 || 269.1 ||  || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 29 || 358.3 || 1440 ||  || 850 || 249.1 ||  || 1.5 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 14 || 563.5 || 1440 ||  || 900 || 229.1 ||  || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 58 || 595.4 || 2160 ||  || 800 || 286.4 || 3 shots / 14 s || 1.6 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 43 || 829.4 || 2160 ||  || 850 || 266.4 || 4 shots / 14 s || 1.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 29 || 1148.2 || 2160 ||  || 900 || 246.4 || 5 shots / 15 s || 1.9 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk1 ||  || 1 || Focus Fire, Attack || 45 || 145.8 || 200 ||  || 550 || 66 ||  || 0.78 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 223.9 || 200 ||  || 600 || 61 ||  || 0.93 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk3 ||  || 1 || Focus Fire, Attack || 15 || 352.2 || 200 ||  || 650 || 56 ||  || 1.1 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk1 ||  || 1 || Focus Fire, Attack || 40 || 273.4 || 300 ||  || 550 || 67.5 || 3 shots / 10 s || 0.73 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 396.9 || 300 ||  || 600 || 62.5 || 4 shots / 10 s || 0.83 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk3 ||  || 1 || Focus Fire, Attack || 20 || 717.6 || 300 ||  || 650 || 57.5 || 5 shots / 10 s || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk1 ||  || 2 || Focus Fire, Attack || 54 || 419.9 || 240 ||  || 700 || 134.4 ||  || 2.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 644 || 240 ||  || 750 || 124.4 ||  || 2.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk3 ||  || 2 || Focus Fire, Attack || 18 || 1102.2 || 240 ||  || 800 || 114.4 ||  || 3.6 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk1 ||  || 2 || Focus Fire, Attack || 48 || 744.2 || 360 ||  || 700 || 138 || 3 shots / 12 s || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 1036.8 || 360 ||  || 750 || 128 || 4 shots / 12 s || 2.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk3 ||  || 2 || Focus Fire, Attack || 24 || 1771.9 || 360 ||  || 800 || 118 || 5 shots / 12 s || 2.9 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk1 ||  || 4 || Focus Fire, Attack || 108 || 1207.5 || 300 ||  || 900 || 276 ||  || 6.4 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2015.5 || 300 ||  || 950 || 256 ||  || 8.4 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk3 ||  || 4 || Focus Fire, Attack || 36 || 3169.6 || 300 ||  || 1000 || 236 ||  || 10.3 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk1 ||  || 4 || Focus Fire, Attack || 96 || 1944 || 450 ||  || 900 || 285 || 3 shots / 24 s || 5.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2624.4 || 450 ||  || 950 || 265 || 4 shots / 24 s || 5.5 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk3 ||  || 4 || Focus Fire, Attack || 48 || 4287.9 || 450 ||  || 1000 || 245 || 5 shots / 24 s || 7 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&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.  All missiles have a range of 1,000 km.&lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different types of warheads:&lt;br /&gt;
* Fragmentation warheads do 50% damage to armor&lt;br /&gt;
* Penetrator warheads do 60% damage to armor&lt;br /&gt;
* Explosive warheads do 80% damage to armor&lt;br /&gt;
* Nuclear warheads do 100% damage to armor and have a blast radius&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor and have a longer but narrower blast cone radius&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Tier !! Mass (tons) !! Blast Damage Radius (km) !! Destruction Cone !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || Focus Fire || 5 || 350.9 || Explosive || 4.5 || 3.3 || 10 || 0 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || Focus Fire || 5 || 501.4 || Explosive || 14.9 || 3.8 || 16 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || Focus Fire || 7 || 598.8 || Explosive || 14.9 || 3.5 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Racer Missile Bay || Focus Fire, Defense || 3 || 89.1 || Explosive || 29.9 || 2.7 || 36 || 1 || 24.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || Focus Fire, Defense || 5 || 501.8 || Fragmentation || 14.9 || 4.5 || 24 || 1 || 43.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || Focus Fire, Defense || 7 || 840.5|| Fragmentation || 14.9 || 4.1 || 18 || 1 || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || Focus Fire || 5 || 501.8 || Penetrator || 14.9 || 4.5 || 16 || 2 || 30.6 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || Focus Fire || 5 || 840.5 || Penetrator || 14.9 || 4.1 || 12 || 2 || 24.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || Focus Fire || 5 || 923.1 || Explosive || 18.3 || 3.7 || 10 || 1 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || Focus Fire, Defense || 5 || 795.2 || Fragmentation || 18.3 || 5.6 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || Focus Fire || 5 || 1,901 || Penetrator || 18.3 || 4.4 || 10 || 1 || 34 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Python Nuclear Missile Bay || Focus Fire, Defense || 5 || 188,325,000 || Nuclear || 18.3 || 4 || 10 || 2 || 31 || 6 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Sidewinder Shaped Nuclear Missile Bay || Focus Fire, Defense || 5 || 418,500,000 || Shaped Nuclear || 18.3 || 4 || 10 || 2+ || 31 || 39 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || Focus Fire || 7 || 1,120.3 || Explosive || 7.5 || 6.2 || 6 || 1 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || Focus Fire || 7 || 8,004.2 || Penetrator || 7.5 || 4.6 || 6 || 2 || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || Focus Fire || 7 || 2,230.4 || Explosive || 9.1 || 8.0 || 6 || 1 || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || Focus Fire || 7 || 15,249.0 || Penetrator || 9.15 || 6.0 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || Focus Fire || 7 || 6,738.3 || Explosive || 4.9 || 12.8 || 6 || 2 || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || Focus Fire || 7 || 48,492.1 || Penetrator || 4.9 || 9.0 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Poseidon Torpedo Bay || Focus Fire || 7 || 17,112.5|| Penetrator || 4.9 || 18.5 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || Focus Fire || 7 || 1,129,950,000 || Nuclear || 7.5 || 6.4 || 5 || 2+ || 49 || 15 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || Focus Fire || 7 || 2,448,225,000 || Nuclear || 9.1 || 7.7 || 5 || 2+ || 44 || 22 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || Focus Fire || 7 || 4,519,800,000 || Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 30 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 93 || 0.2° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Acheron Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.1 || 5 || 2+ || 44 || 124 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Tartarus Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.5 || 5 || 2+ || 44 || 149 || 0.13° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Styx Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.0 || 5 || 2+ || 44 || 219 || 0.085° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher ||Focus Fire || 40 || 22,470,010,000 || Antimatter || 4.9 || 14.6 || 5 || 2+ || 74 || 67 ||  || Not Through Atmosphere&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Laser Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Range (km) !! Mass (tons) !! Shot Battery Consumption (GJ) !! Armor Effectiveness at 100km !! Armor Effectiveness at 200km !! Armor Effectiveness at 500km !! Build Cost !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Laser Turret || 1 ||  || Defense || 3 || 50 || 250 || 20 || 0.2 || 1,289% || 5,156% || 32,227% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Arc Laser Turret || 1 ||  || Defense || 3 || 50 || 300 || 20 || 0.11 || 1,096% || 4,386% || 27,412% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Phaser Turret || 1 ||  || Defense || 3 || 50 || 350 || 20 || 0.14 || 920% || 3,679% || 22,994% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 0.4 || 330% || 1,318% || 8,239% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.29 || 279% || 1,115% || 6,968% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 75 || 0.22 || 233% || 930% || 5,815% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 0.5 || 90% || 358% || 2,238% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.33 || 71% || 284% || 1,777% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.25 || 59% || 235% || 1,471% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 1 || 30% || 118% || 738% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.5 || 20% || 79% || 492% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.33 || 16% || 63% || 393% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.6 || 90% || 361% || 2,254% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.43 || 75% || 299% || 1,868% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 100 || 0.33 || 61% || 244% || 1,523% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.75 || 30% || 121% || 753% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.5 || 23% || 92% || 577% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.38 || 16% || 64% || 399% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 1.5 || 15% || 61% || 378% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.75 || 10% || 41% || 257% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.5 || 5% || 20% || 127% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 0.9 || 20% || 81% || 504% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.64 || 15% || 59% || 369% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 200 || 0.5 || 10% || 42% || 262% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 1.1 || 14% || 54% || 338% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.75 || 8% || 34% || 211% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 315 || 0.56 || 5% || 20% || 126% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 2.3 || 12% || 47% || 296% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 1.1 || 7% || 28% || 175% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 135 || 0.75 || 4% || 15% || 96% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 0.8 || 31% || 124% || 774% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.57 || 24% || 96% || 599% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 150 || 0.44 || 18% || 73% || 456% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 1 || 16% || 64% || 399% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.67 || 11% || 46% || 286% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.5 || 7% || 29% || 180% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 2 || 12% || 49% || 305% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 1 || 8% || 33% || 206% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.67 || 5% || 18% || 113% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1 || 17% || 66% || 416% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.71 || 12% || 47% || 293% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 250 || 0.56 || 8% || 31% || 195% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1.3 || 13% || 51% || 322% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.83 || 8% || 32% || 200% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.63 || 5% || 20% || 125% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 2.5 || 12% || 48% || 298% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 1.3 || 7% || 29% || 180% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.83 || 4% || 17% || 109% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.2 || 14% || 57% || 359% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 0.86 || 10% || 39% || 241% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 350 || 0.67 || 6% || 24% || 148% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.5 || 13% || 51% || 317% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1 || 8% || 32% || 198% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 0.75 || 4% || 17% || 108% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 3 || 12% || 49% || 307% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1.5 || 8% || 30% || 190% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 1 || 4% || 16% || 101% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.4 || 14% || 55% || 344% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1 || 9% || 36% || 227% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 450 || 0.78 || 5% || 22% || 136% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.8 || 13% || 51% || 320% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.2 || 8% || 32% || 200% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 0.88 || 4% || 18% || 111% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 3.5 || 13% || 50% || 314% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.8 || 8% || 31% || 195% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 1.2 || 4% || 17% || 107% ||  || Not Through Atmosphere&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
Particle weapons are short-range weapons that can do severe damage to a ship&#039;s internal components if they penetrate a ship&#039;s armor.  Prior to 0.4 update, the point-defense particle beam is also an effective point-defense weapon.  They unlock early in the tech tree, but they are quickly outclassed by lasers.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Particle Beam !! Hull Slots !! Nose Slots !! Mass (tons) !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Thermal Damage !! X-Ray Damage !! Baryonic Damage !! Targeting Range (km) !! Shot Battery Consumption (GJ) !! Build Cost &lt;br /&gt;
|-&lt;br /&gt;
| Point Defense E-Beamer || 1 || || 5 || Defense || 4 || 5 || 10% || 90% || 0% || 200 || 0.025 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light E-Beam Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 20 || 20 || 10% || 90% || 0% || 300 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 20 || 40 || 10% || 90% || 0% || 400 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy E-Beam Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 20 || 80 || 10% || 90% || 0% || 500 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Electron Lance || || 2 || 30 || Focus Fire, Attack, Guardian, Defense || 20 || 60 || 10% || 90% || 0% || 500 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Electron Lance || || 3 || 60 || Focus Fire, Attack, Guardian, Defense || 20 || 120 || 10% || 90% || 0% || 600 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Electron Lance || || 4 || 120 ||Focus Fire, Attack || 20 || 240 || 10% || 90% || 0% || 800 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Ion Battery || 1 || || 5 || Defense || 3 || 5 || 60% || 34% || 16% || 200 || 0.025 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Ion Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 30 || 20 || 60% || 34% || 16% || 500 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Ion Cannon || || 1 || 15 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 500 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Cannon || || 2 || 30 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 600 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Cannon || || 3 || 60 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% ||| 700 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Ion Cannon || || 4 || 120 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 850 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Beam Battery || 2 || || 25 || Focus Fire, Attack, Guardian, Defense  || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Beam Battery || 4 || || 50 || Focus Fire, Attack, Guardian, Defense  || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Particle Lance || || 1 || 20 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 700 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Lance || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 800 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Lance || || 3 || 80 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% || 900 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Lance || || 4 || 160 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 1000 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Particle Cannon || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 40 || 80 || 100% || 134% || 66% || 800 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Antimatter Particle Cannon || || 3 || 120 || Focus Fire, Attack, Guardian, Defense  || 40 || 160 || 100% || 134% || 66% || 900 || 1.1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Antimatter Particle Cannon || || 4 || 240 || Focus Fire, Attack || 40 || 320 || 100% || 134% || 66% || 1000 || 2.1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Neutron Lance || || 4 || 360 || Focus Fire, Attack || 60 || 560 || 0% || 0% || 100% || 1000 || 3.7 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Plasma Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Shot Battery Consumption (GJ) !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 1 || 2 ||  || Focus Fire, Attack || 30 || 135.0 || 500 ||  || 500 || 320 || 0.45 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 2 || 2 ||  || Focus Fire, Attack || 25 || 135.0 || 500 ||  || 600 || 280 || 0.34 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 3 || 2 ||  || Focus Fire, Attack || 20 || 135.0 || 500 ||  || 700 || 240 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 1 || 4 ||  || Focus Fire, Attack || 36 || 256.0 || 1000 ||  || 600 || 640 || 1.3 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 2 || 4 ||  || Focus Fire, Attack || 30 || 256.0 || 1000 ||  || 700 || 560 || 0.85 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 3 || 4 ||  || Focus Fire, Attack || 24 || 256.0 || 1000 ||  || 800 || 480 || 0.64 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 1 ||  || 3 || Focus Fire, Attack || 48 || 428.8 || 300 ||  || 600 || 540 || 1.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 2 ||  || 3 || Focus Fire, Attack || 40 || 428.8 || 300 ||  || 700 || 480 || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 3 ||  || 3 || Focus Fire, Attack || 32 || 428.8 || 300 ||  || 800 || 420 || 0.95 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 1 ||  || 4 || Focus Fire, Attack || 60 || 551.2 || 300 ||  || 800 || 720 || 2.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 2 ||  || 4 || Focus Fire, Attack || 50 || 551.2 || 300 ||  || 900 || 640 || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 3 ||  || 4 || Focus Fire, Attack || 40 || 551.2 || 300 ||  || 1000 || 560 || 1.4 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
Factions may refit ships at habs with ship construction modules. Refitting is generally limited to replacing parts of a similar type.&lt;br /&gt;
* Hull cannot change.&lt;br /&gt;
* Power Plant can change, if the new Power Plant is of the same Class.&lt;br /&gt;
* Drives can add or remove thrusters to current drive, or substitute a drive with the same Classification, required Power Plant, and Reaction Product.&lt;br /&gt;
* Weapons can change if the new weapon is of the same Class and Mount. (so 1-hull laser can only be replaced by 1-hull lasers).&lt;br /&gt;
* Armor can change freely.&lt;br /&gt;
* Batteries can change to other batteries freely, but not change with other Utility modules.&lt;br /&gt;
* Heat sinks can change freely, but not change with other Utility modules.&lt;br /&gt;
* Radiators can change freely.&lt;br /&gt;
* Utility modules that aren&#039;t batteries or heat sinks can change to other modules with the same Class.&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>76561198127175015</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=3031</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=3031"/>
		<updated>2024-11-27T20:00:30Z</updated>

		<summary type="html">&lt;p&gt;76561198127175015: &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 unlock the early-game orbital shipbuilding tech, 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 and found habitats, 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, boost and 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 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;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 Delta-V and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship.&lt;br /&gt;
* &#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.&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.&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;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while a its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&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. Boost and 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;Support:&#039;&#039;&#039; The monthly cost 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.&lt;br /&gt;
* &#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;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
Designing a ship begins with selecting a hull. The type of hull determines the number of nose and hull weapon hard points, the number of utility modules, and the length of the hull.&lt;br /&gt;
&lt;br /&gt;
Shorter ships will have a lower moment of inertia, meaning they will rotate faster than their longer counterparts. The weight required to armor a ship also increases with ship size. Steel armor has been used as a benchmark here, but see the Armor section below for information on lighter armors. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Hull !! rowspan=2 | Base Mass&amp;lt;br&amp;gt;(tons) !! rowspan=2 | Base Crew !! rowspan=2 | Base Turn Rate&amp;lt;br&amp;gt;(deg/sec^2) !! colspan=3 | Construction Time (days) !! colspan=3 | Hard Points !! colspan=2 | Support Cost !! colspan=4 | Base Construction Cost !! rowspan=2 | Required Project !! colspan=2 | Steel Armor Tons/point&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Station T1 ConstructionModule.png|25px]] T1 !! [[File:Station T2 Shipyard.png|25px]] T2 !! [[File:Station T3 Spaceworks.png|25px]] T3 !! [[File:Select Nose Hard Point.png|25px]] Nose !! [[File:Select Hull Hard Point.png|25px]] Hull !! [[File:Select Utility.png|25px]] Utility !! [[File:ICO mission control.png|25px]] !! [[File:ICO currency.png|25px]] !! [[File:ICO water.png|25px]] !! [[File:ICO volatiles.png|25px]] !! [[File:ICO metal.png|25px]] !! [[File:ICO metal noble.png|25px]]!! Nose/Tail !! Side&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gunship&#039;&#039;&#039; || 212 || 3 || 227.0 || 60 || 51 || 29 || 1 || 0 || 1 || 1 || 1 || 0.6 || 2.6 || 14 || 4 || rowspan=3 | Interplanetary Warships || 46.2 || 462&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Escort&#039;&#039;&#039; || 366 || 4 || 131.5 || 90 || 77 || 44 || 0 || 2 || 2 || 1 || 2 || 0.8 || 2.8 || 14 || 4 || 46.2 || 462&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corvette&#039;&#039;&#039; || 382 || 8 || 96.9 || 90 || 77 || 44 || 1 || 1 || 2 || 1 || 3 || 1.6 || 5.1 || 24.5 || 7 || 103.9 || 900.9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frigate&#039;&#039;&#039; || 680 || 20 || 35.4 || 120 || 102 || 59 || 1 || 2 || 4 || 2 || 4 || 4 || 10 || 42 || 12 || rowspan=3 | Patrol Vessels || 184.8 || 1848&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monitor&#039;&#039;&#039; || 1040 || 35 || 18.5 || 180 || 120 || 84 || 0 || 4 || 3 || 2 || 4 || 7 || 14 || 49 || 14 || 184.8 || 2310&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Destroyer&#039;&#039;&#039; || 1060 || 40 || 18.2 || 203 || 135 || 95 || 2 || 2 || 3 || 2 || 5 || 8 || 15 || 49 || 14 || 184.8 || 2310&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cruiser&#039;&#039;&#039; || 1440 || 60 || 9.5 || 270 || 180 || 126 || 2 || 3 || 6 || 3 || 10 || 12 || 20.5 || 59.5 || 17 || rowspan=3 | Fleet Combatants || 184.8 || 3234&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battlecruiser&#039;&#039;&#039; || 1480 || 70 || 9.3 || 270 || 180 || 126 || 3 || 2 || 3 || 3 || 12 || 14 || 22.5 || 59.5 || 17 || 184.8 || 3234&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battleship&#039;&#039;&#039; || 1820 || 80 || 6.6 || 450 || 300 || 200 || 2 || 6 || 4 || 3 || 15 || 16 || 27.5 || 80.5 || 23 || 288.7 || 4620&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lancer&#039;&#039;&#039; || 2400 || 100 || 4.0 || 540 || 360 || 240 || 4 || 3 || 6 || 4 || 20 || 20 || 37 || 119 || 34 || rowspan=2 | Ships of the Line || 473.1 || 7392&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dreadnought&#039;&#039;&#039; || 2980 || 120 || 2.9 || 540 || 360 || 240 || 3 || 8 || 6 || 4 || 25 || 24 || 43.5 || 136.5 || 39 || 565.9 || 8893&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Titan&#039;&#039;&#039; || 3480 || 120 || 2.3 || 608 || 405 || 270 || 4 || 6 || 8 || 5 || 30 || 24 || 44.5 || 143.5 || 41 || rowspan=1 | Titans || 565.9 || 9702&lt;br /&gt;
|}&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&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Long || Short&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attack Bomber&#039;&#039;&#039; || Long || Long&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fighter&#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;Defense Bomber&#039;&#039;&#039; || Short || Long&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officier ==&lt;br /&gt;
Individual ship may earn experience result in specific improvements for that ship&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Module !! Trigger !! Minimum crew !! Spawn chance!! Effect (Level 1, Level 2, Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Admiral&#039;&#039;&#039; !! Flag Bridge !! Combat victory !!  !! 2% !! Fleet MC Reduction (-5%, -10%, -20%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Captain&#039;&#039;&#039; !!  !! Combat victory !!  !! 1% !! Ship MC (-1, -2, -3) Minimum of 1, Global Damage (+2%, +4%, +6%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;First Officier&#039;&#039;&#039; !!  !! Combat victory !! 20 !! 1% !! Officer promotion (+1%, +2%, +3%), Global targeting (+3%, +6%, +10%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Control Officier&#039;&#039;&#039; !! Missiles !! Combat kill with missiles !!  !! 6% !! Missile targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gunnery Officer&#039;&#039;&#039; !! Guns !! Combat kill with guns !!  !! 6% !! Guns targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Direct Energy Officier&#039;&#039;&#039; !! Energy weapons !! Combat kill with energy weapons !!  !! 6% !! Energy targeting &amp;amp; damage (+10%, +20%, +30%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Officer&#039;&#039;&#039; !!  !! Combat survival !! 10 !! 1% !! Improve damage control speed (+10%, +20%, +30%), Internal damage (-5%, -10%, -15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineering Officer&#039;&#039;&#039; !!  !! Combat survival !!  !! 1% !! Internal damage (-5%, -10%, -15%), Dock repair speed (+20%, +30%, +50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Propulsion Officer&#039;&#039;&#039; !!  !! Combat survival !!  !! 1% !! Combat thrust multiplier (1, 2, 3), ECM +(2%, 4%, 6%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Medical Officier&#039;&#039;&#039; !!  !! Combat survival !! 40 !! 1% !! Combat acceleration (+50%, +100%, +150%), Officer survival (+30%, +50%, +70%), Radiation damage (-10%, -25%, -50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CIC Officier&#039;&#039;&#039; !!  !! Combat kill !! 20 !! 2% !! ECM (+5%, +12%, +20%), Point defense cooldown (-5%, -10%, -15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intel Officier&#039;&#039;&#039; !!  !! Combat kill !! 40 !! 2% !! Global target and damage (+5%, +10%, +15%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marine Officier&#039;&#039;&#039; !! Marine !! Successful marine assault !!  !! 10% !! Assault combat value (+1, +3, +5)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supply Officier&#039;&#039;&#039; !!  !! Transfer completion !! 40 !! 3% !! Max trajectory duration in months (+3, +6, +12), Dock resupply speed (+20%, +30%, +50%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chief Officier&#039;&#039;&#039; !!  !! Combat victory !! 20 !! 1% !! Damage control speed (+2%, +4%, +6%) MC Reduction (0, 0, -1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Power Plant !! Classification !! Efficiency !! Specific power (tons/GW) !! Maximum Output (GW)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell I || Fuel Cell || 70.0% || 2,800 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell II || Fuel Cell || 70.0% || 450 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell III || Fuel Cell || 72.0% || 120 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor I || Solid Core Fission || 75.0% || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor II || Solid Core Fission || 77.5% || 34 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor III || Solid Core Fission || 80.0% || 28 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor IV || Solid Core Fission || 82.5% || 12 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor V || Solid Core Fission || 85.0% || 8 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor I || Solid Core Fission || 77.5% || 6 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor II || Solid Core Fission || 80.0% || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor III || Solid Core Fission || 82.5% || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor IV || Solid Core Fission || 85.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor V || Solid Core Fission || 87.5% || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor I || Molten Core Fission || 85.0% || 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor II || Molten Core Fission || 88.0% || 3.5 || 35&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor III || Molten Core Fission || 90.0% || 3 || 420&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt Fission Reactor I || Molten Salt Core Fission || 92.0% || 2 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt Fission Reactor II || Molten Salt Core Fission || 93.0% || 1.8 || 420&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor I || Gas Core Fission || 90.0% || 4 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor II || Gas Core Fission || 92.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor III || Gas Core Fission || 92.0% || 3 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor I || Gas Core Fission || 90.0% || 10 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor II || Gas Core Fission || 91.0% || 7 || 33&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor III || Gas Core Fission || 95.0% || 3 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor I || Gas Core Fission || 93.0% || 10 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor II || Gas Core Fission || 95.0% || 3.5 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor III || Gas Core Fission || 96.0% || 1 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor I || Electrostatic Confinement Fusion || 95.0% || 1 || 46&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor II || Electrostatic Confinement Fusion || 95.0% || 0.5 || 74&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor I || Z-Pinch Fusion || 95.0% || 10 || 260&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor II || Z-Pinch Fusion || 95.0% || 5 || 610&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor III || Z-Pinch Fusion || 96.0% || 1.5 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor IV || Z-Pinch Fusion || 97.0% || 0.4 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor I || Hybrid Confinement Fusion || 97.0% || 4 || 180&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor II || Hybrid Confinement Fusion || 98.0% || 2 || 510&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor III || Hybrid Confinement Fusion || 99.0% || 1 || 1900&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor IV || Hybrid Confinement Fusion || 99.0% || 0.05 || 11400&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak I || Toroid Magnetic Confinement Fusion || 92.0% || 12 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak II || Toroid Magnetic Confinement Fusion || 94.0% || 8 || 401&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak III || Toroid Magnetic Confinement Fusion || 95.0% || 6 || 624&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak IV || Toroid Magnetic Confinement Fusion || 97.5% || 3 || 1300&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor I || Mirrored Magnetic Confinement Fusion || 93.0% || 13.4 || 120&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor II || Mirrored Magnetic Confinement Fusion || 95.0% || 6.5 || 215&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor III || Mirrored Magnetic Confinement Fusion || 97.0% || 1.2 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor I || Inertial Confinement Fusion || 85.0% || 17.6 || 370&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor II || Inertial Confinement Fusion || 89.0% || 12 || 860&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor III || Inertial Confinement Fusion || 92.0% || 10 || 3200&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor IV || Inertial Confinement Fusion || 95.0% || 5 || 5500&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor I || Plasma Core Antimatter || 99.8% || 0.45 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor II || Plasma Core Antimatter || 99.8% || 0.05 || 7300&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Beam Core Reactor || Beam Core Antimatter || 99.8% || 0.00002 || 3000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&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;
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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Type !! Drive !! Required Power Plant !! Power Plant Weight ** !! Thrust Rating (single engine) !! Exhaust Velocity Rating !! Propellant (Propellant/Tank) &lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Apex Solid Rocket || N/A || 66 || 20.5 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 20.6 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 21 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 19.8 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 20.9 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 19.7 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 17.9 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Tungsten Resistojet || N/A || 37 || 9.9 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Tungsten Resistojet || N/A || 37 || 4.3 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Arcjet Drive || N/A || 37 || 1.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Plasma Wave Drive || N/A || 37 || 1.3 || 6.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Advanced VASIMR Drive || N/A || ? || 7.8 || 7.2 || Water (1) &amp;lt;br /&amp;gt;Hydrogen=Y&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Lorentz Drive || N/A || 43 || 5.3 || 6.8 || Water (0.75), Metals (0.25)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Helicon Drive || N/A || 55 || 5.3 || 8.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic || Hall Drive || N/A || 37 || 2.7 || 4.3 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic || Ion Drive || N/A || 37 || 8.4 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 10 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 9.6 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1) &amp;lt;br /&amp;gt;Hydrogen=Y&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Pondermotive Drive || N/A || 38 || 2.2 || 7.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Pulsed Plasmoid Drive || N/A || 38 || 1.1 || 8.7 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || E-Beam Drive || N/A || 37 || 8.8 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 10.2 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Mass Driver || N/A || 63 || 4.4 || 3.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Superconducting Mass Driver || N/A || 69 || 5.3 || 4.9 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Kiwi Drive || Solid Core Fission || 31 || 11.7 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 12.3 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Snare Drive || Solid Core Fission || 34 || 7.2 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Rover Drive || Solid Core Fission || 37 || 7.8 || 3.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Cermet NERVA || Solid Core Fission || 40 || 8.1 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced NERVA Drive || Solid Core Fission || 52 || 15 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 15.3 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Cermet NERVA || Solid Core Fission || 66 || 9.8 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Heavy Dumbo || Solid Core Fission || 278 || 18.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 13.3 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 14 || 14.1 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pebble Drive || Solid Core Fission || 43 || 8.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Particle Drive || Solid Core Fission || 56 || 9.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Lars Drive || Liquid Core Fission || 50 || 13.3 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Teardrop Drive || Liquid Core Fission ||  || 15 || 4.3 || Water (0.995) Fissiles (0.005)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 15.7 || 4.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 19.4 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 15 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 15.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 12.5 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 15 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 13.5 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 15.3 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 15.4 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Fission Lantern || Gas Core Fission || 1072 || 18.9 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lodestar Fission Lantern || Gas Core Fission || 1072 || 20.1 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 8.9 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 9.1 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 13.4 || 6.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Flare Drive || Gas Core Fission || 103 || 18.4 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Lantern || Nuclear Salt Water Core || 156 || 20.3 || 6.0 || Water (0.65), Volatiles (0.05) Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 20.3 || 10.7 || Water (0.25), Volatiles (0.05) Fissiles (0.7)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 129.1 || 11.2 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 169.5 || 14.1 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 36.4 || 14.7 || 7.0 || Water (0.99)*, Fissiles (0.01)*, Antimatter (1 × 10&amp;lt;sup&amp;gt;−12&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Minimag Orion || N/A || 1.5 || 16 || 6.5 || Metals (0.4), Noble Metals (0.4), Fissiles (0.2)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Advanced Minimag Orion || N/A || 0.73 || 17.5 || 7.3 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Orion Drive || N/A || 367 || 20.6 || 5.4 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || H-Orion Drive || N/A || 202 || 21.2 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Triton Drive || N/A ||  || 14.2 || 8.6 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Deuteron Drive || N/A ||  || 13.4 || 10.7 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Helion Drive || N/A ||  || 15.9 || 10.4 || Water (0.9), Fissiles (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Borane Lantern || N/A ||  || 15.3 || 11.6 || Water (0.8), Volatiles (0.1), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Deuteron Torch || N/A ||  || 16.1 || 11.7 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Triton Fusor Drive || Electrostatic Confinement Fusion ||  || 11.9 || 8.5 || Water (0.75), Metals (0.24), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Deuteron Fusor Drive || Electrostatic Confinement Fusion ||  || 10.9 || 10.3 || Water (0.76), Metals (0.24)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Protium Fusor Drive || Electrostatic Confinement Fusion ||  || 12.4 || 10.8 || Water (0.76), Metals (0.24)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Triton Polywell Drive || Hybrid Confinement Fusion ||  || 14.1 || 8.4 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Deuteron Polywell Drive || Hybrid Confinement Fusion ||  || 14.6 || 9.2 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Helion Plasmajet Lantern || Hybrid Confinement Fusion ||  || 16.7 || 9.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Borane Plasmajet Lantern || Hybrid Confinement Fusion ||  || 18.9 || 9.5 || Water (0.8), Volatiles (0.1), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Triton Torus Drive || Toroid Magnetic Confinement Fusion || 58 || 7.1 || 6.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Triton Reflex Drive || Mirrored Magnetic Confinement Fusion || 214 || 6.6 || 10.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Helion Torus Drive || Toroid Magnetic Confinement Fusion || 61 || 5.2 || 8.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Advanced Helion Torus Drive || Toroid Magnetic Confinement Fusion || 604 || 6.6 || 12.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 59 || 5.7 || 8.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Advanced Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 178 || 7.2 || 9.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Helion Drive || Z-Pinch Fusion || 425 || 9.4 || 11.8 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Boron Fusion Drive || Z-Pinch Fusion || 339 || 10.4 || 10.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Mag Protium Fusion Drive || Any Magnetic Confinement Fusion || 1860 || 8.6 || 13.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Triton Hope Inertial Drive || Inertial Confinement Fusion || 53 || 3.5 || 9.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Triton Vista Inertial Drive || Inertial Confinement Fusion || 56 || 8.9 || 7.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Helion Inertial Drive || Inertial Confinement Fusion || 55 || 6.8 || 9.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Daedalus Torch || Inertial Confinement Fusion || 440 || 10.4 || 13.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Boron Inertial Drive || Inertial Confinement Fusion || 53 || 6.0 || 7.3 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Boron Inertial Torch || Inertial Confinement Fusion || 156 || 7.6 || 14.1 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Protium Inertial Torch || Inertial Confinement Fusion || 227 || 9.1 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Protium Converter Torch || Inertial Confinement Fusion || 63551 || 17.6 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Antimatter Pulsed Plasma Core Drive || Plasma Core Antimatter || 121 || 11.6 || 7.9 || Water (0.99997)*, Antimatter (0.00003)*&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Antimatter Plasma Core Drive || Plasma Core Antimatter || 391 || 12.8 || 9.2 || Water (0.99991)*, Antimatter (0.00009)*&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Advanced Antimatter Plasma Core Drive || Plasma Core Antimatter || 2238 || 13.3 || 11.5 || Water (0.9999), Antimatter (0.0001)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Pion Torch || Beam Core Antimatter || 70 || 14.3 || 13.8 || Water (0.5), Antimatter (0.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Rounded&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;This is the additional weight that a ship&#039;s drive will add. For drives with a required power plant, this is based on a gunship with a size 1 drive, the most efficient power plant of that class, and tin droplet radiators. For drives without a required power plant but that still required power, a Terawatt Gas Core Fission Reactor III will be used. For drives that don&#039;t require power, this is based on just a size 1 drive.&lt;br /&gt;
A heavy ship will have degraded drive drive performance, as well as often costing more due to scaling power plant and radiator costs. Drives more than 1000 tons begin having noticeable issues. Drives more than 10000 tons are practically useless.&#039;&#039; &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 diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
Radiators remove waste heat produced by the ship&#039;s power plant. They scale in mass based on the power plant&#039;s output and efficiency. Because these are highly vulnerable in combat, they can be retracted if the ship has heat sinks in one or more utility slots. However, once the ship&#039;s heat sink fills up, the radiators must be extended again to protect the lives of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2| Radiator !! rowspan=2 | Combat vulnerability when deployed !! rowspan=2 | Mass (tons / GW) !! colspan=4 | Resources / GW&lt;br /&gt;
|-&lt;br /&gt;
!   [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum Fin || Very High || 400 || 0 || 40 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium Array || High || 181.8 || 0 || 0 || 18.2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Molybdenum Pipe || Moderate || 222.2 || 0 || 11.1 || 11.1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube Filament || Moderate || 153.8 || 14.6 || 0.77 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ionic Dust || Very Low || 333.3 || 31.7 || 1.7 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Cobalt Dust || Very Low || 200 || 0 || 1 || 19 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Tin Droplet || Very Low || 125 || 1.3 || 11.3 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Gallium Mist || Very Low || 100 || 1 || 5 || 4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Lithium Spray || Very Low || 76.9 || 0.77 || 4.6 || 2.3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma || Low || 55.6 || 0.56 || 0.56 || 4.4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Spike || Low || 41.7 || 0.21 || 0.21 || 3.7 || 0.042&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
The ship&#039;s primary battery stores energy from the power plant and provides it to weapons, life support, and other key systems when the main power plant is unable to do so, either due to damage or when the drive is operating on ships that don&#039;t have an independently powered drive. High-power weapons can drain the battery quickly in combat. Improved batteries will have a larger capacity or a faster recharge rate. You may add additional batteries of the same type in utility module slots for greater capacity.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Battery !! rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Time to full charge (minutes) !! rowspan=2|Recharge rate (GJ / minute) !! colspan=5|Resources&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Ion || 30 || 15 || 50 || 0.3 || || 0.6 || 2.4 || || &lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Sulfur || 35 || 21 || 56 || 0.38 || || 1.4 || 2.1 || 0.035 ||&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 80 || 40 || 89 || 0.45 || || 1.6 || 6.4 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water || 20 || 20 || 33 || 0.61 || 1.6 || 0.4 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Graphene || 120 || 48 || 32 || 1.5 || || 9 || 2.4 || 0.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quantum || 80 || 80 || 27 || 2.96  || || 4 || 2.4 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Coil || 2 || 40 || 9 || 4.44 || || 0.1 || 0.06 || 0.04 ||&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Nanowire || 10 || 60 || 10 || 6.0 || || 0.4 || 0.25 || 0.3 || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Armor plating on the ship will absorb incoming weapons fire, preventing damage to internal components. Each point of armor will absorb 20 Megajoules of energy at a single location on the hull before vaporizing. Different armor types require a different thickness and mass to absorb a particular amount of damage. In the below table, the mass required per point is given as a percentage of the mass of steel armour (so for example, a steel plate that weighs 1000 tons would instead weigh 230 tons if it were made of composite armour). &lt;br /&gt;
&lt;br /&gt;
Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will always be 10-20x heavier per point than nose/tail armour. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Armor !! rowspan=2|Weight Multiplier !! rowspan=2|Bonus Resistance !! colspan=5|Cost / kiloton !! colspan=2|Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics !!  X-Ray !! Baryonic&lt;br /&gt;
|-&lt;br /&gt;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0 || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.1% || Chipping || 0 || 0 || 0 || 100 || 0 || 282% || 107%&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.6% || || 0 || 50 || 50 || 0 || 0 || 515% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0 || 671% || 65%&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 28.4% || || 0 || 50 || 25 || 25 || 0 || 876% || 182%&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 22.9% || || 0 || 60 || 35 || 5 || 0 || 1021% || 193%&lt;br /&gt;
|-&lt;br /&gt;
| Foamed Metal || 45.2% || Chipping || 0 || 30 || 50 || 20 || 0 || 718% || 175%&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 11.5% || Kinetic Damage || 0 || 55 || 35 || 10 || 0 || 1163% || 196%&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40 || 950% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.4% || Laser Damage || 0 || 30 || 30 || 20 || 20 || 913% || 171%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
Utility Modules perform a variety of functions to widen a spacecraft&#039;s capabilities. Extra batteries may also be put in utility module slots.&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 || +5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 500 || Improves damage control&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 2)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +5MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain additional ammo and mass&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -50% 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;
| 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;
&lt;br /&gt;
==== Drive Enhancement Module ====&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 || Anything or Hydrogen Propellant || Can replenish Propellant in interface orbits of Jovian planets&amp;lt;br&amp;gt;No aerobraking damage; Cannot be used for antimatter drive that use Hydrogen as Propellant.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Heat Sink !! rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Specific capacity (GJ/ton) !! colspan=4|Resources&lt;br /&gt;
|-&lt;br /&gt;
!   [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Water || 250 || 100 || 0.40 || 25 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Potassium || 205 || 110 || 0.54 ||  ||  || 20.5  || &lt;br /&gt;
|-&lt;br /&gt;
| Sodium || 230 || 370 || 1.61 ||  ||  || 23 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Lithium || 128 || 525 || 4.10 ||  ||  || 12.8 || &lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 485 || 900 || 1.86 ||  || 12.1 || 36.4 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Exotic || 250 || 1800 || 7.2 ||  ||  || 20 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Water || 500 || 200 || 0.40 ||  50 ||  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Potassium || 410 || 220 || 0.54  ||  ||  || 41 || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Sodium || 460 || 740 || 1.61 ||  ||  || 46 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Lithium || 256 || 1050 || 4.10 ||  ||  || 25.6 || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Molten Salt || 970 || 1800 || 1.86 ||  || 24.3 || 72.8 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Exotic || 500 || 3600 || 7.2 ||  ||  || 40 ||  10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&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)&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800&lt;br /&gt;
|}&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;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets.  Weapons can have up to four different possible fire modes:&lt;br /&gt;
* Focus Fire: Will fire at primary target only.&lt;br /&gt;
* Attack: Will fire at primary target if it is in range, otherwise will attack the nearest available target.&lt;br /&gt;
* Guardian: Will fire at incoming projectiles and missiles before targeting enemy ships.&lt;br /&gt;
* Defense: Will fire at incoming projectiles and missiles; will not target ships.&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.  For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds.  If a weapon has a salvo listed of X shots / Y s, it will fire one shot every Y seconds X number of times, and then will go on cooldown, after which it will fire another salvo.  For example, the Krait Missile Bay has a salvo of 2 shots / 5 s and a cooldown of 60 seconds; once in range, it will fire one shot, wait 5 seconds, fire a second shot, and then will go on cooldown for 60 seconds.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* 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;
==== Guns ====&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 muzzle velocity will have a hard time hitting anything at range and the projectiles can be targeted by point defense. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Gun !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
| 30mm Autocannon || 1 ||  || Defense || 4 || 3.2 || 3000 ||  || 200 || 19.5 || 10 shots / 1 s || &lt;br /&gt;
|-&lt;br /&gt;
| 40mm Autocannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 4 || 20.3 || 2000 ||  || 350 || 45 || 6 shots / 4.5 s || &lt;br /&gt;
|-&lt;br /&gt;
| 6-inch Cannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 12 || 22.1 || 600 ||  || 250 || 52 || 4 shots / 2 s || &lt;br /&gt;
|-&lt;br /&gt;
| 8-inch Cannon || 2 ||  || Focus Fire, Attack || 15 || 49 || 400 ||  || 250 || 90 || 4 shots / 3 s || &lt;br /&gt;
|- &lt;br /&gt;
| 10-inch Cannon ||  || 1 || Focus Fire, Attack || 16 || 88.2 || 300 ||  || 250 || 179 || 3 shots / 3 s || &lt;br /&gt;
|-&lt;br /&gt;
| 12-inch Cannon ||  || 2 || Focus Fire, Attack || 20 || 156.8 || 250 ||  || 250 || 305 || 2 shots / 5 s || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&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 may have a difficult time hitting targets at range; coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Magnetic Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Shot Battery Consumption (GJ) !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 28.1 || 1000 ||  || 500 || 62 ||  || 0.15 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 43.2 || 1000 ||  || 550 || 57 ||  || 0.18 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 68 || 1000 ||  || 600 || 52 ||  || 0.22 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 40 || 75.9 || 1500 ||  || 500 || 65 || 3 shots / 10 s || 0.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 116.6 || 1500 ||  || 550 || 60 || 4 shots / 10 s || 0.24 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 173.6 || 1500 ||  || 600 || 55 || 5 shots / 10 s || 0.28 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 36 || 81 || 1200 ||  || 650 || 128.8 ||  || 0.43 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 24 || 124.4 || 1200 ||  || 700 || 118.8 ||  || 0.52 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 12 || 196 || 1200 ||  || 750 || 108.8 ||  || 0.64 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 48 || 218.7 || 1800 ||  || 650 || 136 || 3 shots / 12 s || 0.58 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 36 || 317.5 || 1800 ||  || 700 || 126 || 4 shots / 12 s || 0.66 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 24 || 453.6 || 1800 ||  || 750 || 116 || 5 shots / 12 s || 0.74 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 43 || 233.3 || 1440 ||  || 800 || 269.1 ||  || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 29 || 358.3 || 1440 ||  || 850 || 249.1 ||  || 1.5 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 14 || 563.5 || 1440 ||  || 900 || 229.1 ||  || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 58 || 595.4 || 2160 ||  || 800 || 286.4 || 3 shots / 14 s || 1.6 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 43 || 829.4 || 2160 ||  || 850 || 266.4 || 4 shots / 14 s || 1.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 29 || 1148.2 || 2160 ||  || 900 || 246.4 || 5 shots / 15 s || 1.9 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk1 ||  || 1 || Focus Fire, Attack || 45 || 145.8 || 200 ||  || 550 || 66 ||  || 0.78 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 223.9 || 200 ||  || 600 || 61 ||  || 0.93 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk3 ||  || 1 || Focus Fire, Attack || 15 || 352.2 || 200 ||  || 650 || 56 ||  || 1.1 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk1 ||  || 1 || Focus Fire, Attack || 40 || 273.4 || 300 ||  || 550 || 67.5 || 3 shots / 10 s || 0.73 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 396.9 || 300 ||  || 600 || 62.5 || 4 shots / 10 s || 0.83 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk3 ||  || 1 || Focus Fire, Attack || 20 || 717.6 || 300 ||  || 650 || 57.5 || 5 shots / 10 s || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk1 ||  || 2 || Focus Fire, Attack || 54 || 419.9 || 240 ||  || 700 || 134.4 ||  || 2.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 644 || 240 ||  || 750 || 124.4 ||  || 2.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk3 ||  || 2 || Focus Fire, Attack || 18 || 1102.2 || 240 ||  || 800 || 114.4 ||  || 3.6 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk1 ||  || 2 || Focus Fire, Attack || 48 || 744.2 || 360 ||  || 700 || 138 || 3 shots / 12 s || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 1036.8 || 360 ||  || 750 || 128 || 4 shots / 12 s || 2.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk3 ||  || 2 || Focus Fire, Attack || 24 || 1771.9 || 360 ||  || 800 || 118 || 5 shots / 12 s || 2.9 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk1 ||  || 4 || Focus Fire, Attack || 108 || 1207.5 || 300 ||  || 900 || 276 ||  || 6.4 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2015.5 || 300 ||  || 950 || 256 ||  || 8.4 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk3 ||  || 4 || Focus Fire, Attack || 36 || 3169.6 || 300 ||  || 1000 || 236 ||  || 10.3 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk1 ||  || 4 || Focus Fire, Attack || 96 || 1944 || 450 ||  || 900 || 285 || 3 shots / 24 s || 5.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2624.4 || 450 ||  || 950 || 265 || 4 shots / 24 s || 5.5 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk3 ||  || 4 || Focus Fire, Attack || 48 || 4287.9 || 450 ||  || 1000 || 245 || 5 shots / 24 s || 7 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&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.  All missiles have a range of 1,000 km.&lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different types of warheads:&lt;br /&gt;
* Fragmentation warheads do 50% damage to armor&lt;br /&gt;
* Penetrator warheads do 60% damage to armor&lt;br /&gt;
* Explosive warheads do 80% damage to armor&lt;br /&gt;
* Nuclear warheads do 100% damage to armor and have a blast radius&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor and have a longer but narrower blast cone radius&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Tier !! Mass (tons) !! Blast Damage Radius (km) !! Destruction Cone !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || Focus Fire || 5 || 350.9 || Explosive || 4.5 || 3.3 || 10 || 0 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || Focus Fire || 5 || 501.4 || Explosive || 14.9 || 3.8 || 16 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || Focus Fire || 7 || 598.8 || Explosive || 14.9 || 3.5 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Racer Missile Bay || Focus Fire, Defense || 3 || 89.1 || Explosive || 29.9 || 2.7 || 36 || 1 || 24.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || Focus Fire, Defense || 5 || 501.8 || Fragmentation || 14.9 || 4.5 || 24 || 1 || 43.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || Focus Fire, Defense || 7 || 840.5|| Fragmentation || 14.9 || 4.1 || 18 || 1 || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || Focus Fire || 5 || 501.8 || Penetrator || 14.9 || 4.5 || 16 || 2 || 30.6 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || Focus Fire || 5 || 840.5 || Penetrator || 14.9 || 4.1 || 12 || 2 || 24.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || Focus Fire || 5 || 923.1 || Explosive || 18.3 || 3.7 || 10 || 1 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || Focus Fire, Defense || 5 || 795.2 || Fragmentation || 18.3 || 5.6 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || Focus Fire || 5 || 1,901 || Penetrator || 18.3 || 4.4 || 10 || 1 || 34 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Python Nuclear Missile Bay || Focus Fire, Defense || 5 || 188,325,000 || Nuclear || 18.3 || 4 || 10 || 2 || 31 || 6 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Sidewinder Shaped Nuclear Missile Bay || Focus Fire, Defense || 5 || 418,500,000 || Shaped Nuclear || 18.3 || 4 || 10 || 2+ || 31 || 39 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || Focus Fire || 7 || 1,120.3 || Explosive || 7.5 || 6.2 || 6 || 1 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || Focus Fire || 7 || 8,004.2 || Penetrator || 7.5 || 4.6 || 6 || 2 || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || Focus Fire || 7 || 2,230.4 || Explosive || 9.1 || 8.0 || 6 || 1 || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || Focus Fire || 7 || 15,249.0 || Penetrator || 9.15 || 6.0 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || Focus Fire || 7 || 6,738.3 || Explosive || 4.9 || 12.8 || 6 || 2 || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || Focus Fire || 7 || 48,492.1 || Penetrator || 4.9 || 9.0 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Poseidon Torpedo Bay || Focus Fire || 7 || 17,112.5|| Penetrator || 4.9 || 18.5 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || Focus Fire || 7 || 1,129,950,000 || Nuclear || 7.5 || 6.4 || 5 || 2+ || 49 || 15 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || Focus Fire || 7 || 2,448,225,000 || Nuclear || 9.1 || 7.7 || 5 || 2+ || 44 || 22 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || Focus Fire || 7 || 4,519,800,000 || Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 30 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 93 || 0.2° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Acheron Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.1 || 5 || 2+ || 44 || 124 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Tartarus Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.5 || 5 || 2+ || 44 || 149 || 0.13° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Styx Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.0 || 5 || 2+ || 44 || 219 || 0.085° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher ||Focus Fire || 40 || 22,470,010,000 || Antimatter || 4.9 || 14.6 || 5 || 2+ || 74 || 67 ||  || Not Through Atmosphere&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Laser Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Range (km) !! Mass (tons) !! Shot Battery Consumption (GJ) !! Armor Effectiveness at 100km !! Armor Effectiveness at 200km !! Armor Effectiveness at 500km !! Build Cost !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Laser Turret || 1 ||  || Defense || 3 || 50 || 250 || 20 || 0.2 || 1,289% || 5,156% || 32,227% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Arc Laser Turret || 1 ||  || Defense || 3 || 50 || 300 || 20 || 0.11 || 1,096% || 4,386% || 27,412% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Phaser Turret || 1 ||  || Defense || 3 || 50 || 350 || 20 || 0.14 || 920% || 3,679% || 22,994% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 0.4 || 330% || 1,318% || 8,239% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.29 || 279% || 1,115% || 6,968% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 75 || 0.22 || 233% || 930% || 5,815% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 0.5 || 90% || 358% || 2,238% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.33 || 71% || 284% || 1,777% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.25 || 59% || 235% || 1,471% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 1 || 30% || 118% || 738% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.5 || 20% || 79% || 492% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.33 || 16% || 63% || 393% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.6 || 90% || 361% || 2,254% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.43 || 75% || 299% || 1,868% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 100 || 0.33 || 61% || 244% || 1,523% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.75 || 30% || 121% || 753% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.5 || 23% || 92% || 577% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.38 || 16% || 64% || 399% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 1.5 || 15% || 61% || 378% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.75 || 10% || 41% || 257% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.5 || 5% || 20% || 127% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 0.9 || 20% || 81% || 504% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.64 || 15% || 59% || 369% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 200 || 0.5 || 10% || 42% || 262% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 1.1 || 14% || 54% || 338% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.75 || 8% || 34% || 211% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 315 || 0.56 || 5% || 20% || 126% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 2.3 || 12% || 47% || 296% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 1.1 || 7% || 28% || 175% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 135 || 0.75 || 4% || 15% || 96% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 0.8 || 31% || 124% || 774% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.57 || 24% || 96% || 599% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 150 || 0.44 || 18% || 73% || 456% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 1 || 16% || 64% || 399% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.67 || 11% || 46% || 286% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.5 || 7% || 29% || 180% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 2 || 12% || 49% || 305% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 1 || 8% || 33% || 206% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.67 || 5% || 18% || 113% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1 || 17% || 66% || 416% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.71 || 12% || 47% || 293% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 250 || 0.56 || 8% || 31% || 195% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1.3 || 13% || 51% || 322% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.83 || 8% || 32% || 200% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.63 || 5% || 20% || 125% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 2.5 || 12% || 48% || 298% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 1.3 || 7% || 29% || 180% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.83 || 4% || 17% || 109% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.2 || 14% || 57% || 359% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 0.86 || 10% || 39% || 241% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 350 || 0.67 || 6% || 24% || 148% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.5 || 13% || 51% || 317% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1 || 8% || 32% || 198% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 0.75 || 4% || 17% || 108% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 3 || 12% || 49% || 307% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1.5 || 8% || 30% || 190% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 1 || 4% || 16% || 101% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.4 || 14% || 55% || 344% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1 || 9% || 36% || 227% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 450 || 0.78 || 5% || 22% || 136% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.8 || 13% || 51% || 320% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.2 || 8% || 32% || 200% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 0.88 || 4% || 18% || 111% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 3.5 || 13% || 50% || 314% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.8 || 8% || 31% || 195% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 1.2 || 4% || 17% || 107% ||  || Not Through Atmosphere&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
Particle weapons are short-range weapons that can do severe damage to a ship&#039;s internal components if they penetrate a ship&#039;s armor.  Prior to 0.4 update, the point-defense particle beam is also an effective point-defense weapon.  They unlock early in the tech tree, but they are quickly outclassed by lasers.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Particle Beam !! Hull Slots !! Nose Slots !! Mass (tons) !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Thermal Damage !! X-Ray Damage !! Baryonic Damage !! Targeting Range (km) !! Shot Battery Consumption (GJ) !! Build Cost &lt;br /&gt;
|-&lt;br /&gt;
| Point Defense E-Beamer || 1 || || 5 || Defense || 4 || 5 || 10% || 90% || 0% || 200 || 0.025 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light E-Beam Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 20 || 20 || 10% || 90% || 0% || 300 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 20 || 40 || 10% || 90% || 0% || 400 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy E-Beam Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 20 || 80 || 10% || 90% || 0% || 500 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Electron Lance || || 2 || 30 || Focus Fire, Attack, Guardian, Defense || 20 || 60 || 10% || 90% || 0% || 500 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Electron Lance || || 3 || 60 || Focus Fire, Attack, Guardian, Defense || 20 || 120 || 10% || 90% || 0% || 600 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Electron Lance || || 4 || 120 ||Focus Fire, Attack || 20 || 240 || 10% || 90% || 0% || 800 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Ion Battery || 1 || || 5 || Defense || 3 || 5 || 60% || 34% || 16% || 200 || 0.025 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Ion Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 30 || 20 || 60% || 34% || 16% || 500 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Ion Cannon || || 1 || 15 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 500 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Cannon || || 2 || 30 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 600 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Cannon || || 3 || 60 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% ||| 700 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Ion Cannon || || 4 || 120 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 850 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Beam Battery || 2 || || 25 || Focus Fire, Attack, Guardian, Defense  || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Beam Battery || 4 || || 50 || Focus Fire, Attack, Guardian, Defense  || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Particle Lance || || 1 || 20 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 700 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Lance || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 800 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Lance || || 3 || 80 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% || 900 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Lance || || 4 || 160 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 1000 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Particle Cannon || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 40 || 80 || 100% || 134% || 66% || 800 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Antimatter Particle Cannon || || 3 || 120 || Focus Fire, Attack, Guardian, Defense  || 40 || 160 || 100% || 134% || 66% || 900 || 1.1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Antimatter Particle Cannon || || 4 || 240 || Focus Fire, Attack || 40 || 320 || 100% || 134% || 66% || 1000 || 2.1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Neutron Lance || || 4 || 360 || Focus Fire, Attack || 60 || 560 || 0% || 0% || 100% || 1000 || 3.7 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Plasma Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Shot Battery Consumption (GJ) !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 1 || 2 ||  || Focus Fire, Attack || 30 || 135.0 || 500 ||  || 500 || 320 || 0.45 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 2 || 2 ||  || Focus Fire, Attack || 25 || 135.0 || 500 ||  || 600 || 280 || 0.34 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 3 || 2 ||  || Focus Fire, Attack || 20 || 135.0 || 500 ||  || 700 || 240 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 1 || 4 ||  || Focus Fire, Attack || 36 || 256.0 || 1000 ||  || 600 || 640 || 1.3 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 2 || 4 ||  || Focus Fire, Attack || 30 || 256.0 || 1000 ||  || 700 || 560 || 0.85 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 3 || 4 ||  || Focus Fire, Attack || 24 || 256.0 || 1000 ||  || 800 || 480 || 0.64 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 1 ||  || 3 || Focus Fire, Attack || 48 || 428.8 || 300 ||  || 600 || 540 || 1.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 2 ||  || 3 || Focus Fire, Attack || 40 || 428.8 || 300 ||  || 700 || 480 || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 3 ||  || 3 || Focus Fire, Attack || 32 || 428.8 || 300 ||  || 800 || 420 || 0.95 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 1 ||  || 4 || Focus Fire, Attack || 60 || 551.2 || 300 ||  || 800 || 720 || 2.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 2 ||  || 4 || Focus Fire, Attack || 50 || 551.2 || 300 ||  || 900 || 640 || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 3 ||  || 4 || Focus Fire, Attack || 40 || 551.2 || 300 ||  || 1000 || 560 || 1.4 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
Factions may refit ships at habs with ship construction modules. Refitting is generally limited to replacing parts of a similar type.&lt;br /&gt;
* Hull cannot change.&lt;br /&gt;
* Power Plant can change, if the new Power Plant is of the same Class.&lt;br /&gt;
* Drives can add or remove thrusters to current drive, or substitute a drive with the same Classification, required Power Plant, and Reaction Product.&lt;br /&gt;
* Weapons can change if the new weapon is of the same Class and Mount. (so 1-hull laser can only be replaced by 1-hull lasers).&lt;br /&gt;
* Armor can change freely.&lt;br /&gt;
* Batteries can change to other batteries freely, but not change with other Utility modules.&lt;br /&gt;
* Heat sinks can change freely, but not change with other Utility modules.&lt;br /&gt;
* Radiators can change freely.&lt;br /&gt;
* Utility modules that aren&#039;t batteries or heat sinks can change to other modules with the same Class.&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>76561198127175015</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Console_Commands&amp;diff=3030</id>
		<title>Console Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Console_Commands&amp;diff=3030"/>
		<updated>2024-11-27T19:04:39Z</updated>

		<summary type="html">&lt;p&gt;76561198127175015: /* List of commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game&#039;s console can be enabled by editing the following file in the game&#039;s folder with a text editor: &amp;lt;code&amp;gt;TerraInvicta_Data\StreamingAssets\Templates\TIGlobalConfig.json&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the second half there is the following line: &amp;quot;debug_ConsoleActive&amp;quot;: false,. Set it to true and save the file. Note that certain game updates might overwrite the file, requiring another edit.&lt;br /&gt;
&lt;br /&gt;
The console can be opened with the ~ key.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== List of commands ==&lt;br /&gt;
Commands are not case-sensitive but the parameters are.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Effect&lt;br /&gt;
! Parameters&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| help&lt;br /&gt;
| Lists all commands&lt;br /&gt;
| &lt;br /&gt;
| help&lt;br /&gt;
|-&lt;br /&gt;
| absorb&lt;br /&gt;
| The first nation annexes the second nation&lt;br /&gt;
| nation internal name,[[#Nation_internal_names|nation internal name]]&lt;br /&gt;
| absorb USA,CAN&lt;br /&gt;
|-&lt;br /&gt;
| addscouncilresources&lt;br /&gt;
| Adds all faction resources to the player faction&lt;br /&gt;
| amount&lt;br /&gt;
| addcouncilresources 100&lt;br /&gt;
|-&lt;br /&gt;
| addOfficier&lt;br /&gt;
| Add an officer to the indicated ship&lt;br /&gt;
| amount&lt;br /&gt;
| AddOfficer shipName,officerDataName&lt;br /&gt;
|-&lt;br /&gt;
| addspaceresources&lt;br /&gt;
| Adds all space resources to the player faction&lt;br /&gt;
| amount&lt;br /&gt;
| addspaceresources 100&lt;br /&gt;
|-&lt;br /&gt;
| addresource&lt;br /&gt;
| Adds a certain resource to a [[faction]]&lt;br /&gt;
| resource,amount,[[#Faction_internal_names|faction internal name]]&lt;br /&gt;
| addresource Money,100,SubmitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| giveresource&lt;br /&gt;
| Adds a certain resource to a [[faction]]&lt;br /&gt;
| resource,amount,[[#Faction_internal_names|faction internal name]]&lt;br /&gt;
| giveresource Money,100,SubmitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| addtrait&lt;br /&gt;
| Adds a [[trait]] to the selected councilor&lt;br /&gt;
| trait internal name&lt;br /&gt;
| addtrait ConspiracyTheorist&lt;br /&gt;
|-&lt;br /&gt;
| aerosols&lt;br /&gt;
| Adds excess stratospheric aerosols to Earth&lt;br /&gt;
| amount&lt;br /&gt;
| aerosols 0.1&lt;br /&gt;
|-&lt;br /&gt;
| armygohome&lt;br /&gt;
| Teleports the selected army to its home region&lt;br /&gt;
| &lt;br /&gt;
| armygohome&lt;br /&gt;
|-&lt;br /&gt;
| changeunrest&lt;br /&gt;
| Adds unrest to the selected nation, negative values lower it&lt;br /&gt;
| amount&lt;br /&gt;
| changeunrest 3&lt;br /&gt;
|-&lt;br /&gt;
| completemodule&lt;br /&gt;
| Completes the construction of the selected hab module&lt;br /&gt;
| &lt;br /&gt;
| completemodule&lt;br /&gt;
|-&lt;br /&gt;
| completeobjective&lt;br /&gt;
| Completes the written objective for the player faction&lt;br /&gt;
| objective internal name&lt;br /&gt;
| completeobjective ResearchExotics&lt;br /&gt;
|-&lt;br /&gt;
| completeproject&lt;br /&gt;
| Completes the current council engineering project for a [[faction]]&lt;br /&gt;
| [[#Faction_internal_names|faction internal name]]&lt;br /&gt;
| completeproject EscapeCouncil&lt;br /&gt;
|-&lt;br /&gt;
| damageship&lt;br /&gt;
| Damages one ship in the selected fleet, will not fully destroy ships&lt;br /&gt;
| amount&lt;br /&gt;
| damageship 100&lt;br /&gt;
|-&lt;br /&gt;
| destroymodule&lt;br /&gt;
| Destroys the selected hab module&lt;br /&gt;
| &lt;br /&gt;
| destroymodule&lt;br /&gt;
|-&lt;br /&gt;
| dumpfleetgoal&lt;br /&gt;
| Writes the mission of the selected fleet&lt;br /&gt;
| &lt;br /&gt;
| dumpfleetgoal&lt;br /&gt;
|-&lt;br /&gt;
| givealltechs&lt;br /&gt;
| Completes all global research and gives the faction all council engineering projects&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; campaign will require using the &#039;&#039;completeobjective&#039;&#039; command to proceed unless already at final objective&lt;br /&gt;
| faction internal name&lt;br /&gt;
| givealltechs ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| giveallcps&lt;br /&gt;
| Gives all unonwned control points in the chosen nation to a [[faction]]&lt;br /&gt;
| nation name,[[#Faction_internal_names|faction internal name]]&lt;br /&gt;
| giveallcps Afghanistan,ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| givecp&lt;br /&gt;
| Gives an unonwned control point in the chosen nation to a [[faction]]&lt;br /&gt;
| nation name,[[#Faction_internal_names|faction internal name]]&lt;br /&gt;
| givecp Afghanistan,ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| giveorg&lt;br /&gt;
| Gives a [[faction]] a certain org&lt;br /&gt;
| [[#Faction_internal_names|faction internal name]],org internal name&lt;br /&gt;
| giveorg ResistCouncil,CentralIntelligenceAgency&lt;br /&gt;
|-&lt;br /&gt;
| giveproject&lt;br /&gt;
| Give finished project to council.&lt;br /&gt;
| giveproject dataName, factionName (optional)&lt;br /&gt;
| giveproject Project_CommercialResearch, ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| givexp&lt;br /&gt;
| Gives XP to the selected councilor&lt;br /&gt;
| amount&lt;br /&gt;
| givexp 200&lt;br /&gt;
|-&lt;br /&gt;
| killasset&lt;br /&gt;
| Kill the selected army, councilor or fleet&lt;br /&gt;
| &lt;br /&gt;
| killasset&lt;br /&gt;
|-&lt;br /&gt;
| killstate&lt;br /&gt;
| Kills the selected army, councilor, fleet or habitat&lt;br /&gt;
| &lt;br /&gt;
| killstate&lt;br /&gt;
|-&lt;br /&gt;
| modifygdp&lt;br /&gt;
| Adds or removes GDP billions to a certain nation&lt;br /&gt;
| nation name,amount&lt;br /&gt;
| modifygdp Afghanistan,300&lt;br /&gt;
|-&lt;br /&gt;
| nosecrets&lt;br /&gt;
| Reveals all [[Factions|factions]]&#039; councilors, objectives and council engineering projects&lt;br /&gt;
| &lt;br /&gt;
| nosecrets&lt;br /&gt;
|-&lt;br /&gt;
| nuke&lt;br /&gt;
| Launches a strategic nuclear barrage in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| nuke&lt;br /&gt;
|-&lt;br /&gt;
| peaceout&lt;br /&gt;
| Enda all wars the selected nation is involved in&lt;br /&gt;
| &lt;br /&gt;
| peaceout&lt;br /&gt;
|-&lt;br /&gt;
| propaganda&lt;br /&gt;
| Completes a Public Opinion mission on every nation for a [[faction]]&lt;br /&gt;
| [[#Faction_internal_names|faction internal name]],strength (optional)&lt;br /&gt;
| propaganda ResistCouncil,10&lt;br /&gt;
|-&lt;br /&gt;
| prospect&lt;br /&gt;
| Prospscts a celestial body&lt;br /&gt;
| celestial body&lt;br /&gt;
| prospect Ganymede&lt;br /&gt;
|-&lt;br /&gt;
| revealsites&lt;br /&gt;
| Prospects all celestial bodies&lt;br /&gt;
| &lt;br /&gt;
| revealsites&lt;br /&gt;
|-&lt;br /&gt;
| revolution&lt;br /&gt;
| Triggers a revolution in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| revolution&lt;br /&gt;
|-&lt;br /&gt;
| regimechange&lt;br /&gt;
| Triggers a regime change for the player faction in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| regimechange&lt;br /&gt;
|-&lt;br /&gt;
| setarmyhealth&lt;br /&gt;
| Changes the selected army&#039;s strength, 1 means 100%&lt;br /&gt;
| amount&lt;br /&gt;
| setarmyhealth 0.5&lt;br /&gt;
|-&lt;br /&gt;
| setfation&lt;br /&gt;
| Changes [[factions]], requires a save and reload for full effect and will not work if done during mission assignment phase&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; can switch to the alien faction but certain actions will crash the game&lt;br /&gt;
| faction internal name&lt;br /&gt;
| setfation ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| setmiltech&lt;br /&gt;
| Sets the miltech of the selected nation&lt;br /&gt;
| amount&lt;br /&gt;
| setmiltech 4&lt;br /&gt;
|-&lt;br /&gt;
| sight&lt;br /&gt;
| Reveals all current alien phenomena sites&lt;br /&gt;
| &lt;br /&gt;
| sight&lt;br /&gt;
|-&lt;br /&gt;
| spawnlanding&lt;br /&gt;
| Spawns an UFO landing in the selected region&lt;br /&gt;
| &lt;br /&gt;
| spawnlanding&lt;br /&gt;
|-&lt;br /&gt;
| spawnxenofauna&lt;br /&gt;
| Spawns an alien megafauna army in the selected region&lt;br /&gt;
| &lt;br /&gt;
| spawnxenofauna&lt;br /&gt;
|-&lt;br /&gt;
| startcoup&lt;br /&gt;
| Triggers a coup in the selected nation&lt;br /&gt;
| &lt;br /&gt;
| startcoup&lt;br /&gt;
|-&lt;br /&gt;
| triggerevent&lt;br /&gt;
| Triggers an event&lt;br /&gt;
| event internal name&lt;br /&gt;
| triggerevent event_OneHumanity&lt;br /&gt;
|-&lt;br /&gt;
| unify     	&lt;br /&gt;
| Unifies two nations&lt;br /&gt;
| [[#Nation_internal_names|nation internal name]],[[#Nation_internal_names|nation internal name]]&lt;br /&gt;
| unify USA,CAN&lt;br /&gt;
|-&lt;br /&gt;
| unlockallshipparts&lt;br /&gt;
| Unlocks all human and alien ship components for ship design&lt;br /&gt;
| &lt;br /&gt;
| unlockallshipparts&lt;br /&gt;
|-&lt;br /&gt;
| watchfactions&lt;br /&gt;
| Reveals all [[factions]]&#039; objectives and council engineering projects&lt;br /&gt;
| &lt;br /&gt;
| watchfactions&lt;br /&gt;
|-&lt;br /&gt;
| alieninfo&lt;br /&gt;
| Writes all resources and the next purchase of the aliens&lt;br /&gt;
| &lt;br /&gt;
| alieninfo&lt;br /&gt;
|-&lt;br /&gt;
| autopilot&lt;br /&gt;
| Plays game automatically&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; requires restarting the game to disable&lt;br /&gt;
| &lt;br /&gt;
| autopilot&lt;br /&gt;
|-&lt;br /&gt;
| musicinfo&lt;br /&gt;
| Writes music info&lt;br /&gt;
| &lt;br /&gt;
| musicinfo&lt;br /&gt;
|-&lt;br /&gt;
| setmusicvolume&lt;br /&gt;
| Sets the music volume&lt;br /&gt;
| amount&lt;br /&gt;
| setmusicvolume 2&lt;br /&gt;
|-&lt;br /&gt;
| setmusicintensity&lt;br /&gt;
| Sets the music intensity&lt;br /&gt;
| amount&lt;br /&gt;
| setmusicintensity 2&lt;br /&gt;
|-&lt;br /&gt;
| killasset&lt;br /&gt;
| Destroys the selected player ship&lt;br /&gt;
| &lt;br /&gt;
| killasset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are a couple of other console commands but they currently either do not work or crash the game (version 0.3.98):&lt;br /&gt;
* forcemissions&lt;br /&gt;
* detainme&lt;br /&gt;
&lt;br /&gt;
== Faction internal names ==&lt;br /&gt;
&lt;br /&gt;
Factions have the following internal names:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Faction&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Humanity First&lt;br /&gt;
| DestroyCouncil&lt;br /&gt;
|-&lt;br /&gt;
| Project Exodus&lt;br /&gt;
| EscapeCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Academy&lt;br /&gt;
| CooperateCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Initiative&lt;br /&gt;
| ExploitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Protectorate&lt;br /&gt;
| AppeaseCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Resistance&lt;br /&gt;
| ResistCouncil&lt;br /&gt;
|-&lt;br /&gt;
| The Servants&lt;br /&gt;
| SubmitCouncil&lt;br /&gt;
|-&lt;br /&gt;
| Aliens&lt;br /&gt;
| AlienCouncil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nation internal names ==&lt;br /&gt;
A complete list of all faction internal names may be found in \TerraInvicta_Data\StreamingAssets\Localization\en\TINationTemplate.en. You&#039;re smart enough to figure the rest out from there.&lt;br /&gt;
Unifying a non-existant nation with an existing one (ie, typing &amp;quot;unify RUS,EUA&amp;quot; instead of &amp;quot;unify EUA,RUS&amp;quot; when you&#039;ve already incorporated the eurasian union into the EU) will create a new unified state with no occupied control points. That is, you will lose the nation. Additonally, per the regular union mechanic, any nations with cohesion less than 5 have a chance to split up on unification if they have absorbed any nations outside the primary unifying nation&#039;s claims: ie, if you tell the EU to absorb china, and china has absorbed laos, you may lose laos if china has cohesion less than 5. Using the regimechange command after doing this will give command of the nation to a random faction instead of you. (bug?)&lt;br /&gt;
&lt;br /&gt;
Nations have the following internal names:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Afghanistan || AFG&lt;br /&gt;
|-&lt;br /&gt;
| Algeria || DZA&lt;br /&gt;
|-&lt;br /&gt;
| Alpine States || ALP&lt;br /&gt;
|-&lt;br /&gt;
| Angola || AGO&lt;br /&gt;
|-&lt;br /&gt;
| Argentina || ARG&lt;br /&gt;
|-&lt;br /&gt;
| Armenia || ARM&lt;br /&gt;
|-&lt;br /&gt;
| Australia || AUS&lt;br /&gt;
|-&lt;br /&gt;
| Azerbaijan || AZE&lt;br /&gt;
|-&lt;br /&gt;
| Baltic States || BAS&lt;br /&gt;
|-&lt;br /&gt;
| Bangladesh || BGD&lt;br /&gt;
|-&lt;br /&gt;
| Belarus || BLR&lt;br /&gt;
|-&lt;br /&gt;
| Belize || BEL&lt;br /&gt;
|-&lt;br /&gt;
| Benelux || NET&lt;br /&gt;
|-&lt;br /&gt;
| Bolivia || BOL&lt;br /&gt;
|-&lt;br /&gt;
| Botswana || BWA&lt;br /&gt;
|-&lt;br /&gt;
| Brazil || BRA&lt;br /&gt;
|-&lt;br /&gt;
| Bulgaria || BUL&lt;br /&gt;
|-&lt;br /&gt;
| Burkina Faso || BKF&lt;br /&gt;
|-&lt;br /&gt;
| Cambodia || KHM&lt;br /&gt;
|-&lt;br /&gt;
| Cameroon || CMR&lt;br /&gt;
|-&lt;br /&gt;
| Canada || CAN&lt;br /&gt;
|-&lt;br /&gt;
| Caribbean States || CAB&lt;br /&gt;
|-&lt;br /&gt;
| Central African Republic || CAF&lt;br /&gt;
|-&lt;br /&gt;
| Chad || TCD&lt;br /&gt;
|-&lt;br /&gt;
| Chile || CHL&lt;br /&gt;
|-&lt;br /&gt;
| China || CHN&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Colombia || COL&lt;br /&gt;
|-&lt;br /&gt;
| Congo || COD&lt;br /&gt;
|-&lt;br /&gt;
| Costa Rica || COS&lt;br /&gt;
|-&lt;br /&gt;
| Cuba || CUB&lt;br /&gt;
|-&lt;br /&gt;
| Czech Republic || CZE&lt;br /&gt;
|-&lt;br /&gt;
| Denmark || DEN&lt;br /&gt;
|-&lt;br /&gt;
| Ecuador || ECU&lt;br /&gt;
|-&lt;br /&gt;
| Egypt || EGY&lt;br /&gt;
|-&lt;br /&gt;
| El Salvador || ELS&lt;br /&gt;
|-&lt;br /&gt;
| Eritrea || ERI&lt;br /&gt;
|-&lt;br /&gt;
| Ethiopia || ETH&lt;br /&gt;
|-&lt;br /&gt;
| Finland || FIN&lt;br /&gt;
|-&lt;br /&gt;
| France || EUA&lt;br /&gt;
|-&lt;br /&gt;
| Georgia || GEO&lt;br /&gt;
|-&lt;br /&gt;
| Germany || DEU&lt;br /&gt;
|-&lt;br /&gt;
| Great Lakes States || UGA&lt;br /&gt;
|-&lt;br /&gt;
| Greece || GRE&lt;br /&gt;
|-&lt;br /&gt;
| Guatemala || GTM&lt;br /&gt;
|-&lt;br /&gt;
| Gulf States || GUS&lt;br /&gt;
|-&lt;br /&gt;
| Guyana || GUY&lt;br /&gt;
|-&lt;br /&gt;
| Himalayan States || HYS&lt;br /&gt;
|-&lt;br /&gt;
| Honduras || HON&lt;br /&gt;
|-&lt;br /&gt;
| Hungary || HUN&lt;br /&gt;
|-&lt;br /&gt;
| Iceland || ISL&lt;br /&gt;
|-&lt;br /&gt;
| India || IND&lt;br /&gt;
|-&lt;br /&gt;
| Indonesia || IDN&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Iran || IRN&lt;br /&gt;
|-&lt;br /&gt;
| Iraq || IRQ&lt;br /&gt;
|-&lt;br /&gt;
| Ireland || IRL&lt;br /&gt;
|-&lt;br /&gt;
| Israel || ISR&lt;br /&gt;
|-&lt;br /&gt;
| Italy || ITA&lt;br /&gt;
|-&lt;br /&gt;
| Ivory Coast || IVO&lt;br /&gt;
|-&lt;br /&gt;
| Japan || JPN&lt;br /&gt;
|-&lt;br /&gt;
| Jordan || JOR&lt;br /&gt;
|-&lt;br /&gt;
| Kazakhstan || KAZ&lt;br /&gt;
|-&lt;br /&gt;
| Kenya || KEN&lt;br /&gt;
|-&lt;br /&gt;
| Kyrgyzstan || KGZ&lt;br /&gt;
|-&lt;br /&gt;
| Laos || LAO&lt;br /&gt;
|-&lt;br /&gt;
| Libya || LBY&lt;br /&gt;
|-&lt;br /&gt;
| Lower Guinea || LWG&lt;br /&gt;
|-&lt;br /&gt;
| Madagascar || MDG&lt;br /&gt;
|-&lt;br /&gt;
| Malaysia || MYS&lt;br /&gt;
|-&lt;br /&gt;
| Mali || MLI&lt;br /&gt;
|-&lt;br /&gt;
| Mauritania || MRT&lt;br /&gt;
|-&lt;br /&gt;
| Mexico || MEX&lt;br /&gt;
|-&lt;br /&gt;
| Middle Guinea || MLG&lt;br /&gt;
|-&lt;br /&gt;
| Mongolia || MNG&lt;br /&gt;
|-&lt;br /&gt;
| Morocco || MAR&lt;br /&gt;
|-&lt;br /&gt;
| Mozambique || MOZ&lt;br /&gt;
|-&lt;br /&gt;
| Myanmar || MMR&lt;br /&gt;
|-&lt;br /&gt;
| Namibia || SWA&lt;br /&gt;
|-&lt;br /&gt;
| New Zealand || NZL&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Nicaragua || NIC&lt;br /&gt;
|-&lt;br /&gt;
| Niger || NER&lt;br /&gt;
|-&lt;br /&gt;
| Nigeria || NGA&lt;br /&gt;
|-&lt;br /&gt;
| North Korea || PRK&lt;br /&gt;
|-&lt;br /&gt;
| Northern Balkan States || NBK&lt;br /&gt;
|-&lt;br /&gt;
| Norway || NOR&lt;br /&gt;
|-&lt;br /&gt;
| Oman || OMN&lt;br /&gt;
|-&lt;br /&gt;
| Pacific States || PCS&lt;br /&gt;
|-&lt;br /&gt;
| Pakistan || PAK&lt;br /&gt;
|-&lt;br /&gt;
| Panama || PAN&lt;br /&gt;
|-&lt;br /&gt;
| Paraguay || PRY&lt;br /&gt;
|-&lt;br /&gt;
| Peru || PER&lt;br /&gt;
|-&lt;br /&gt;
| Philippines || PHL&lt;br /&gt;
|-&lt;br /&gt;
| Poland || POL&lt;br /&gt;
|-&lt;br /&gt;
| Portugal || PRT&lt;br /&gt;
|-&lt;br /&gt;
| Ratnakaran States || RTK&lt;br /&gt;
|-&lt;br /&gt;
| Romania || ROM&lt;br /&gt;
|-&lt;br /&gt;
| Russia || RUS&lt;br /&gt;
|-&lt;br /&gt;
| Saudi Arabia || SEN&lt;br /&gt;
|-&lt;br /&gt;
| Senegamnia || SEG&lt;br /&gt;
|-&lt;br /&gt;
| Singapore || SGP&lt;br /&gt;
|-&lt;br /&gt;
| Slovakia || SLO&lt;br /&gt;
|-&lt;br /&gt;
| Somalia || SOM&lt;br /&gt;
|-&lt;br /&gt;
| South Africa || ZAF&lt;br /&gt;
|-&lt;br /&gt;
| South Korea || KOR&lt;br /&gt;
|-&lt;br /&gt;
| South Sudan || SSD&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&amp;quot;&lt;br /&gt;
! Nation&lt;br /&gt;
! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| Southern Balkan States || SBK&lt;br /&gt;
|-&lt;br /&gt;
| Spain || ESP&lt;br /&gt;
|-&lt;br /&gt;
| Sri Lanka || LKA&lt;br /&gt;
|-&lt;br /&gt;
| Sudan || SDN&lt;br /&gt;
|-&lt;br /&gt;
| Suriname || SUR&lt;br /&gt;
|-&lt;br /&gt;
| Sweden || SCA&lt;br /&gt;
|-&lt;br /&gt;
| Syria || SYR&lt;br /&gt;
|-&lt;br /&gt;
| Taiwan || TWN&lt;br /&gt;
|-&lt;br /&gt;
| Tajikistan || TJK&lt;br /&gt;
|-&lt;br /&gt;
| Tanzania || TZA&lt;br /&gt;
|-&lt;br /&gt;
| Thailand || THA&lt;br /&gt;
|-&lt;br /&gt;
| Tunisia || TUN&lt;br /&gt;
|-&lt;br /&gt;
| Turkey || TUR&lt;br /&gt;
|-&lt;br /&gt;
| Turkmenistan || TKM&lt;br /&gt;
|-&lt;br /&gt;
| Ukraine || UKR&lt;br /&gt;
|-&lt;br /&gt;
| United Kingdom|| GBR&lt;br /&gt;
|-&lt;br /&gt;
| United States of America || USA&lt;br /&gt;
|-&lt;br /&gt;
| Upper Guinea || UPG&lt;br /&gt;
|-&lt;br /&gt;
| Uruguay || URY&lt;br /&gt;
|-&lt;br /&gt;
| Uzbekistan || UZB&lt;br /&gt;
|-&lt;br /&gt;
| Venezuela || VEN&lt;br /&gt;
|-&lt;br /&gt;
| Vietnam || VNM&lt;br /&gt;
|-&lt;br /&gt;
| Yemen || YEM&lt;br /&gt;
|-&lt;br /&gt;
| Zambia-Malawi || ZMB&lt;br /&gt;
|-&lt;br /&gt;
| Zimbabwe || ZWE&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198127175015</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=3028</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=3028"/>
		<updated>2024-11-21T23:37:19Z</updated>

		<summary type="html">&lt;p&gt;76561198127175015: /* Drive */&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 unlock the early-game orbital shipbuilding tech, 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 and found habitats, 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, boost and 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 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;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 Delta-V and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass.&lt;br /&gt;
* &#039;&#039;&#039;Crew:&#039;&#039;&#039; How many personnel will serve aboard the ship.&lt;br /&gt;
* &#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.&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.&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;Heat Sink Capacity:&#039;&#039;&#039; Heat sinks serve as a temporary substitute for a ship&#039;s heat management while a its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.&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. Boost and 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;Support:&#039;&#039;&#039; The monthly cost 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.&lt;br /&gt;
* &#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;
&lt;br /&gt;
== Hull ==&lt;br /&gt;
Designing a ship begins with selecting a hull. The type of hull determines the number of nose and hull weapon hard points, the number of utility modules, and the length of the hull.&lt;br /&gt;
&lt;br /&gt;
Shorter ships will have a lower moment of inertia, meaning they will rotate faster than their longer counterparts. The weight required to armor a ship also increases with ship size. Steel armor has been used as a benchmark here, but see the Armor section below for information on lighter armors. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Hull !! rowspan=2 | Base Mass&amp;lt;br&amp;gt;(tons) !! rowspan=2 | Base Crew !! rowspan=2 | Base Turn Rate&amp;lt;br&amp;gt;(deg/sec^2) !! colspan=3 | Construction Time (days) !! colspan=3 | Hard Points !! colspan=2 | Support Cost !! colspan=4 | Base Construction Cost !! rowspan=2 | Required Project !! colspan=2 | Steel Armor Tons/point&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Station T1 ConstructionModule.png|25px]] T1 !! [[File:Station T2 Shipyard.png|25px]] T2 !! [[File:Station T3 Spaceworks.png|25px]] T3 !! [[File:Select Nose Hard Point.png|25px]] Nose !! [[File:Select Hull Hard Point.png|25px]] Hull !! [[File:Select Utility.png|25px]] Utility !! [[File:ICO mission control.png|25px]] !! [[File:ICO currency.png|25px]] !! [[File:ICO water.png|25px]] !! [[File:ICO volatiles.png|25px]] !! [[File:ICO metal.png|25px]] !! [[File:ICO metal noble.png|25px]]!! Nose/Tail !! Side&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gunship&#039;&#039;&#039; || 212 || 3 || 227.0 || 60 || 51 || 29 || 1 || 0 || 1 || 1 || 1 || 0.6 || 2.6 || 14 || 4 || rowspan=3 | Interplanetary Warships || 46.2 || 462&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Escort&#039;&#039;&#039; || 366 || 4 || 131.5 || 90 || 77 || 44 || 0 || 2 || 2 || 1 || 2 || 0.8 || 2.8 || 14 || 4 || 46.2 || 462&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corvette&#039;&#039;&#039; || 382 || 8 || 96.9 || 90 || 77 || 44 || 1 || 1 || 2 || 1 || 3 || 1.6 || 5.1 || 24.5 || 7 || 103.9 || 900.9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frigate&#039;&#039;&#039; || 680 || 20 || 35.4 || 120 || 102 || 59 || 1 || 2 || 4 || 2 || 4 || 4 || 10 || 42 || 12 || rowspan=3 | Patrol Vessels || 184.8 || 1848&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monitor&#039;&#039;&#039; || 1040 || 35 || 18.5 || 180 || 120 || 84 || 0 || 4 || 3 || 2 || 4 || 7 || 14 || 49 || 14 || 184.8 || 2310&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Destroyer&#039;&#039;&#039; || 1060 || 40 || 18.2 || 203 || 135 || 95 || 2 || 2 || 3 || 2 || 5 || 8 || 15 || 49 || 14 || 184.8 || 2310&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cruiser&#039;&#039;&#039; || 1440 || 60 || 9.5 || 270 || 180 || 126 || 2 || 3 || 6 || 3 || 10 || 12 || 20.5 || 59.5 || 17 || rowspan=3 | Fleet Combatants || 184.8 || 3234&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battlecruiser&#039;&#039;&#039; || 1480 || 70 || 9.3 || 270 || 180 || 126 || 3 || 2 || 3 || 3 || 12 || 14 || 22.5 || 59.5 || 17 || 184.8 || 3234&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battleship&#039;&#039;&#039; || 1820 || 80 || 6.6 || 450 || 300 || 200 || 2 || 6 || 4 || 3 || 15 || 16 || 27.5 || 80.5 || 23 || 288.7 || 4620&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lancer&#039;&#039;&#039; || 2400 || 100 || 4.0 || 540 || 360 || 240 || 4 || 3 || 6 || 4 || 20 || 20 || 37 || 119 || 34 || rowspan=2 | Ships of the Line || 473.1 || 7392&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dreadnought&#039;&#039;&#039; || 2980 || 120 || 2.9 || 540 || 360 || 240 || 3 || 8 || 6 || 4 || 25 || 24 || 43.5 || 136.5 || 39 || 565.9 || 8893&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Titan&#039;&#039;&#039; || 3480 || 120 || 2.3 || 608 || 405 || 270 || 4 || 6 || 8 || 5 || 30 || 24 || 44.5 || 143.5 || 41 || rowspan=1 | Titans || 565.9 || 9702&lt;br /&gt;
|}&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&amp;quot;&lt;br /&gt;
! Role !! Strategic Range !! Preferred Combat Engagement Range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troop Carrier&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explorer&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inner System Colony Ship&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outer System Colony Ship&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transport&#039;&#039;&#039; || Long || Will avoid combat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || Long || Short&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interdictor&#039;&#039;&#039; || Long || Medium&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attack Bomber&#039;&#039;&#039; || Long || Long&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fighter&#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;Defense Bomber&#039;&#039;&#039; || Short || Long&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Components ==&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Power Plant !! Classification !! Efficiency !! Specific power (tons/GW) !! Maximum Output (GW)&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell I || Fuel Cell || 70.0% || 2,800 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell II || Fuel Cell || 70.0% || 450 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Cell III || Fuel Cell || 72.0% || 120 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor I || Solid Core Fission || 75.0% || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor II || Solid Core Fission || 75.0% || 34 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor III || Solid Core Fission || 75.0% || 28 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor IV || Solid Core Fission || 75.0% || 12 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Solid Core Fission Reactor V || Solid Core Fission || 75.0% || 8 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor I || Solid Core Fission || 80.0% || 6 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor II || Solid Core Fission || 80.0% || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor III || Solid Core Fission || 80.0% || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor IV || Solid Core Fission || 80.0% || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Compact Solid Core Fission Reactor V || Solid Core Fission || 85.0% || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor I || Liquid Core Fission || 85.0% || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor II || Liquid Core Fission || 88.0% || 3 || 750&lt;br /&gt;
|-&lt;br /&gt;
| Molten Core Fission Reactor III || Liquid Core Fission || 90.0% || 2.5 || 1300&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor I || Gas Core Fission || 90.0% || 13 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor II || Gas Core Fission || 92.0% || 8 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Vapor Core Fission Reactor III || Gas Core Fission || 92.0% || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor I || Gas Core Fission || 90.0% || 15 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor II || Gas Core Fission || 91.0% || 10 || 33&lt;br /&gt;
|-&lt;br /&gt;
| Gas Core Fission Reactor III || Gas Core Fission || 95.0% || 3 || 150&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor I || Gas Core Fission || 93.0% || 10 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor II || Gas Core Fission || 95.0% || 3.5 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Terawatt Gas Core Fission Reactor III || Gas Core Fission || 96.0% || 1 || 1700&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water Core Reactor I || Nuclear Salt Water Core || 99.5% || 0.45 || 32000&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water Core Reactor II || Nuclear Salt Water Core || 99.5% || 0.080 || 230000&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor I || Electrostatic Confinement Fusion || 95.0% || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor II || Electrostatic Confinement Fusion || 95.0% || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion Reactor III || Electrostatic Confinement Fusion || 95.0% || 0.25 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor I || Z-Pinch Fusion || 96.0% || 13 || 110&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor II || Z-Pinch Fusion || 98.5% || 5 || 220&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Fusion Reactor III || Z-Pinch Fusion || 99.0% || 2 || 3500&lt;br /&gt;
|-&lt;br /&gt;
| Flow-Stabilized Z-Pinch Fusion Reactor || Z-Pinch Fusion || 99.5% || 0.0068 || 300000&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor I || Hybrid Confinement Fusion || 97.0% || 4 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor II || Hybrid Confinement Fusion || 98.0% || 2 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion Reactor III || Hybrid Confinement Fusion || 99.0% || 1 || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak I || Toroid Magnetic Confinement Fusion || 85.0% || 28 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak II || Toroid Magnetic Confinement Fusion || 88.0% || 14 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak III || Toroid Magnetic Confinement Fusion || 92.0% || 10 || 212&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak IV || Toroid Magnetic Confinement Fusion || 93.5% || 4 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Tokamak V || Toroid Magnetic Confinement Fusion || 98.5% || 1 || 4800&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor I || Mirrored Magnetic Confinement Fusion || 93.0% || 13.4 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor II || Mirrored Magnetic Confinement Fusion || 95.0% || 6.5 || 360&lt;br /&gt;
|-&lt;br /&gt;
| Mirror Cell Fusion Reactor III || Mirrored Magnetic Confinement Fusion || 98.0% || 1.2 || 1400&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor I || Inertial Confinement Fusion || 85.0% || 17.6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor II || Inertial Confinement Fusion || 87.0% || 12 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Fusion Reactor III || Inertial Confinement Fusion || 89.0% || 10 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Inertial Confinement Fusion Reactor || Inertial Confinement Fusion || 97.5% || 20 || 650&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Terawatt Fusion Reactor I || Inertial Confinement Fusion || 95.0% || 1 || 10000&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Terawatt Fusion Reactor II || Inertial Confinement Fusion || 99.0% || 0.068 || 22000&lt;br /&gt;
|-&lt;br /&gt;
| Inertial Confinement Terawatt Fusion Reactor III || Inertial Confinement Fusion || 99.9% || 0.002 || 3000000&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor || Plasma Core Antimatter || 99.8% || 0.45 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor || Plasma Core Antimatter || 99.8% || 0.05 || 7300&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Reactor || Plasma Core Antimatter || 99.8% || 0.005 || 42000&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Beam Core Reactor || Beam Core Antimatter || 99.8% || 0.00002 || 3000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drive ===&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;
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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Type !! Drive !! Required Power Plant !! Power Plant Weight ** !! Thrust Rating (single engine) !! Exhaust Velocity Rating !! Propellant (Propellant/Tank) &lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Apex Solid Rocket || N/A || 66 || 20.5 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 20.6 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 21 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 19.8 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 20.9 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 19.7 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 17.9 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Tungsten Resistojet || N/A || 37 || 9.9 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Tungsten Resistojet || N/A || 37 || 4.3 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Arcjet Drive || N/A || 37 || 1.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Plasma Wave Drive || N/A || 37 || 1.3 || 6.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Advanced VASIMR Drive || N/A || ? || 7.8 || 7.2 || Water (1) &amp;lt;br /&amp;gt;Hydrogen=Y&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Lorentz Drive || N/A || 43 || 5.3 || 6.8 || Water (0.75), Metals (0.25)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Helicon Drive || N/A || 55 || 5.3 || 8.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic || Hall Drive || N/A || 37 || 2.7 || 4.3 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic || Ion Drive || N/A || 37 || 8.4 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 10 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 9.6 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1) &amp;lt;br /&amp;gt;Hydrogen=Y&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Pondermotive Drive || N/A || 38 || 2.2 || 7.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Pulsed Plasmoid Drive || N/A || 38 || 1.1 || 8.7 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || E-Beam Drive || N/A || 37 || 8.8 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 10.2 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || Mass Driver || N/A || 63 || 4.4 || 3.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic: High Energy || Superconducting Mass Driver || N/A || 69 || 5.3 || 4.9 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Kiwi Drive || Solid Core Fission || 31 || 11.7 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 12.3 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Snare Drive || Solid Core Fission || 34 || 7.2 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Rover Drive || Solid Core Fission || 37 || 7.8 || 3.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Cermet NERVA || Solid Core Fission || 40 || 8.1 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced NERVA Drive || Solid Core Fission || 52 || 15 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 15.3 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Cermet NERVA || Solid Core Fission || 66 || 9.8 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Heavy Dumbo || Solid Core Fission || 278 || 18.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 13.3 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 14 || 14.1 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pebble Drive || Solid Core Fission || 43 || 8.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Particle Drive || Solid Core Fission || 56 || 9.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Lars Drive || Liquid Core Fission || 50 || 13.3 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Teardrop Drive || Liquid Core Fission ||  || 15 || 4.3 || Water (0.995) Fissiles (0.005)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 15.7 || 4.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 19.4 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 15 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 15.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 12.5 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 15 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 13.5 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 15.3 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 15.4 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Fission Lantern || Gas Core Fission || 1072 || 18.9 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lodestar Fission Lantern || Gas Core Fission || 1072 || 20.1 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 8.9 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 9.1 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 13.4 || 6.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Flare Drive || Gas Core Fission || 103 || 18.4 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Lantern || Nuclear Salt Water Core || 156 || 20.3 || 6.0 || Water (0.65), Volatiles (0.05) Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 20.3 || 10.7 || Water (0.25), Volatiles (0.05) Fissiles (0.7)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 129.1 || 11.2 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 169.5 || 14.1 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 36.4 || 14.7 || 7.0 || Water (0.99)*, Fissiles (0.01)*, Antimatter (1 × 10&amp;lt;sup&amp;gt;−12&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Minimag Orion || N/A || 1.5 || 16 || 6.5 || Metals (0.4), Noble Metals (0.4), Fissiles (0.2)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Advanced Minimag Orion || N/A || 0.73 || 17.5 || 7.3 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Orion Drive || N/A || 367 || 20.6 || 5.4 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || H-Orion Drive || N/A || 202 || 21.2 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Triton Drive || N/A ||  || 14.2 || 8.6 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Deuteron Drive || N/A ||  || 13.4 || 10.7 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Helion Drive || N/A ||  || 15.9 || 10.4 || Water (0.9), Fissiles (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Borane Lantern || N/A ||  || 15.3 || 11.6 || Water (0.8), Volatiles (0.1), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Deuteron Torch || N/A ||  || 16.1 || 11.7 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Triton Fusor Drive || Electrostatic Confinement Fusion ||  || 11.9 || 8.5 || Water (0.75), Metals (0.24), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Deuteron Fusor Drive || Electrostatic Confinement Fusion ||  || 10.9 || 10.3 || Water (0.76), Metals (0.24)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Protium Fusor Drive || Electrostatic Confinement Fusion ||  || 12.4 || 10.8 || Water (0.76), Metals (0.24)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Triton Polywell Drive || Hybrid Confinement Fusion ||  || 14.1 || 8.4 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Deuteron Polywell Drive || Hybrid Confinement Fusion ||  || 14.6 || 9.2 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Helion Plasmajet Lantern || Hybrid Confinement Fusion ||  || 16.7 || 9.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Borane Plasmajet Lantern || Hybrid Confinement Fusion ||  || 18.9 || 9.5 || Water (0.8), Volatiles (0.1), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Triton Torus Drive || Toroid Magnetic Confinement Fusion || 58 || 7.1 || 6.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Triton Reflex Drive || Mirrored Magnetic Confinement Fusion || 214 || 6.6 || 10.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Helion Torus Drive || Toroid Magnetic Confinement Fusion || 61 || 5.2 || 8.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Advanced Helion Torus Drive || Toroid Magnetic Confinement Fusion || 604 || 6.6 || 12.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 59 || 5.7 || 8.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Advanced Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 178 || 7.2 || 9.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Helion Drive || Z-Pinch Fusion || 425 || 9.4 || 11.8 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Zeta Boron Fusion Drive || Z-Pinch Fusion || 339 || 10.4 || 10.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Confinement Fusion || Mag Protium Fusion Drive || Any Magnetic Confinement Fusion || 1860 || 8.6 || 13.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Triton Hope Inertial Drive || Inertial Confinement Fusion || 53 || 3.5 || 9.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Triton Vista Inertial Drive || Inertial Confinement Fusion || 56 || 8.9 || 7.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Helion Inertial Drive || Inertial Confinement Fusion || 55 || 6.8 || 9.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Daedalus Torch || Inertial Confinement Fusion || 440 || 10.4 || 13.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Boron Inertial Drive || Inertial Confinement Fusion || 53 || 6.0 || 7.3 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Boron Inertial Torch || Inertial Confinement Fusion || 156 || 7.6 || 14.1 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Protium Inertial Torch || Inertial Confinement Fusion || 227 || 9.1 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Intertial Confinement Fusion || Protium Converter Torch || Inertial Confinement Fusion || 63551 || 17.6 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Antimatter Pulsed Plasma Core Drive || Plasma Core Antimatter || 121 || 11.6 || 7.9 || Water (0.99997)*, Antimatter (0.00003)*&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Antimatter Plasma Core Drive || Plasma Core Antimatter || 391 || 12.8 || 9.2 || Water (0.99991)*, Antimatter (0.00009)*&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Advanced Antimatter Plasma Core Drive || Plasma Core Antimatter || 2238 || 13.3 || 11.5 || Water (0.9999), Antimatter (0.0001)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter || Pion Torch || Beam Core Antimatter || 70 || 14.3 || 13.8 || Water (0.5), Antimatter (0.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Rounded&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;This is the additional weight that a ship&#039;s drive will add. For drives with a required power plant, this is based on a gunship with a size 1 drive, the most efficient power plant of that class, and tin droplet radiators. For drives without a required power plant but that still required power, a Terawatt Gas Core Fission Reactor III will be used. For drives that don&#039;t require power, this is based on just a size 1 drive.&lt;br /&gt;
A heavy ship will have degraded drive drive performance, as well as often costing more due to scaling power plant and radiator costs. Drives more than 1000 tons begin having noticeable issues. Drives more than 10000 tons are practically useless.&#039;&#039; &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 diminishing returns for delta-V. The resources used to make propellant is determined by the drive.&lt;br /&gt;
&lt;br /&gt;
=== Radiator ===&lt;br /&gt;
Radiators remove waste heat produced by the ship&#039;s power plant. They scale in mass based on the power plant&#039;s output and efficiency. Because these are highly vulnerable in combat, they can be retracted if the ship has heat sinks in one or more utility slots. However, once the ship&#039;s heat sink fills up, the radiators must be extended again to protect the lives of the crew.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2| Radiator !! rowspan=2 | Combat vulnerability when deployed !! rowspan=2 | Mass (tons / GW) !! colspan=4 | Resources / GW&lt;br /&gt;
|-&lt;br /&gt;
!   [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum Fin || Very High || 400 || 0 || 40 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium Array || High || 181.8 || 0 || 0 || 18.2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Molybdenum Pipe || Moderate || 222.2 || 0 || 11.1 || 11.1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube Filament || Moderate || 153.8 || 14.6 || 0.77 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ionic Dust || Very Low || 333.3 || 31.7 || 1.7 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Cobalt Dust || Very Low || 200 || 0 || 1 || 19 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Tin Droplet || Very Low || 125 || 1.3 || 11.3 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Gallium Mist || Very Low || 100 || 1 || 5 || 4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Lithium Spray || Very Low || 76.9 || 0.77 || 4.6 || 2.3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma || Low || 55.6 || 0.56 || 0.56 || 4.4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Spike || Low || 41.7 || 0.21 || 0.21 || 3.7 || 0.042&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
The ship&#039;s primary battery stores energy from the power plant and provides it to weapons, life support, and other key systems when the main power plant is unable to do so, either due to damage or when the drive is operating on ships that don&#039;t have an independently powered drive. High-power weapons can drain the battery quickly in combat. Improved batteries will have a larger capacity or a faster recharge rate. You may add additional batteries of the same type in utility module slots for greater capacity.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Battery !! rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Time to full charge (minutes) !! rowspan=2|Recharge rate (GJ / minute) !! colspan=5|Resources&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Ion || 30 || 15 || 50 || 0.3 || || 0.6 || 2.4 || || &lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Sulfur || 35 || 21 || 56 || 0.38 || || 1.4 || 2.1 || 0.035 ||&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 80 || 40 || 89 || 0.45 || || 1.6 || 6.4 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water || 20 || 20 || 33 || 0.61 || 1.6 || 0.4 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Graphene || 120 || 48 || 32 || 1.5 || || 9 || 2.4 || 0.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quantum || 80 || 80 || 27 || 2.96  || || 4 || 2.4 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Coil || 2 || 40 || 9 || 4.44 || || 0.1 || 0.06 || 0.04 ||&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Nanowire || 10 || 60 || 10 || 6.0 || || 0.4 || 0.25 || 0.3 || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Armor plating on the ship will absorb incoming weapons fire, preventing damage to internal components. Each point of armor will absorb 20 Megajoules of energy at a single location on the hull before vaporizing. Different armor types require a different thickness and mass to absorb a particular amount of damage. In the below table, the mass required per point is given as a percentage of the mass of steel armour (so for example, a steel plate that weighs 1000 tons would instead weigh 230 tons if it were made of composite armour). &lt;br /&gt;
&lt;br /&gt;
Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will always be 10-20x heavier per point than nose/tail armour. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Armor !! rowspan=2|Weight Multiplier !! rowspan=2|Bonus Resistance !! colspan=5|Cost / kiloton !! colspan=2|Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics !!  X-Ray !! Baryonic&lt;br /&gt;
|-&lt;br /&gt;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0 || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.1% || Chipping || 0 || 0 || 0 || 100 || 0 || 282% || 107%&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.6% || || 0 || 50 || 50 || 0 || 0 || 515% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0 || 671% || 65%&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 28.4% || || 0 || 50 || 25 || 25 || 0 || 876% || 182%&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 22.9% || || 0 || 60 || 35 || 5 || 0 || 1021% || 193%&lt;br /&gt;
|-&lt;br /&gt;
| Foamed Metal || 45.2% || Chipping || 0 || 30 || 50 || 20 || 0 || 718% || 175%&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 11.5% || Kinetic Damage || 0 || 55 || 35 || 10 || 0 || 1163% || 196%&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40 || 950% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.4% || Laser Damage || 0 || 30 || 30 || 20 || 20 || 913% || 171%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Utility Modules ===&lt;br /&gt;
Utility Modules perform a variety of functions to widen a spacecraft&#039;s capabilities. Extra batteries may also be put in utility module slots.&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 || +5% Space Science Research&amp;lt;br&amp;gt;Can prospect space bodies from interface orbits&lt;br /&gt;
|-&lt;br /&gt;
| Repair Bay || 500 || Improves damage control&lt;br /&gt;
|-&lt;br /&gt;
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 2)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 4)&lt;br /&gt;
|-&lt;br /&gt;
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation (assault value 6)&lt;br /&gt;
|-&lt;br /&gt;
| Laser Engine || 25 || +5MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Laser Engine || 50 || +10MJ laser weapon power&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 100 || Projectile weapons gain additional ammo and mass&lt;br /&gt;
|-&lt;br /&gt;
| Component Armor || 500 || -50% 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;
| 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;
&lt;br /&gt;
==== Drive Enhancement Module ====&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 || Anything or Hydrogen Propellant || Can replenish Propellant in interface orbits of Jovian planets&amp;lt;br&amp;gt;No aerobraking damage; Cannot be used for antimatter drive that use Hydrogen as Propellant.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink ====&lt;br /&gt;
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2|Heat Sink !! rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Specific capacity (GJ/ton) !! colspan=4|Resources&lt;br /&gt;
|-&lt;br /&gt;
!   [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO exotics.png|25px]] Exotics&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Water || 250 || 100 || 0.40 || 25 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Potassium || 205 || 110 || 0.54 ||  ||  || 20.5  || &lt;br /&gt;
|-&lt;br /&gt;
| Sodium || 230 || 370 || 1.61 ||  ||  || 23 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Lithium || 128 || 525 || 4.10 ||  ||  || 12.8 || &lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 485 || 900 || 1.86 ||  || 12.1 || 36.4 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Exotic || 250 || 1800 || 7.2 ||  ||  || 20 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Water || 500 || 200 || 0.40 ||  50 ||  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Potassium || 410 || 220 || 0.54  ||  ||  || 41 || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Sodium || 460 || 740 || 1.61 ||  ||  || 46 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Lithium || 256 || 1050 || 4.10 ||  ||  || 25.6 || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Molten Salt || 970 || 1800 || 1.86 ||  || 24.3 || 72.8 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Exotic || 500 || 3600 || 7.2 ||  ||  || 40 ||  10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Kit ====&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)&lt;br /&gt;
|-&lt;br /&gt;
| Solar Platform || 200&lt;br /&gt;
|-&lt;br /&gt;
| Solar Outpost || 200&lt;br /&gt;
|-&lt;br /&gt;
| Fission Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Fission Outpost || 300&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Outpost || 300&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Platform || 250&lt;br /&gt;
|-&lt;br /&gt;
| Automated Solar Outpost || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Platform || 300&lt;br /&gt;
|-&lt;br /&gt;
| Automated Fission Outpost || 1800&lt;br /&gt;
|}&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;
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets.  Weapons can have up to four different possible fire modes:&lt;br /&gt;
* Focus Fire: Will fire at primary target only.&lt;br /&gt;
* Attack: Will fire at primary target if it is in range, otherwise will attack the nearest available target.&lt;br /&gt;
* Guardian: Will fire at incoming projectiles and missiles before targeting enemy ships.&lt;br /&gt;
* Defense: Will fire at incoming projectiles and missiles; will not target ships.&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.  For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds.  If a weapon has a salvo listed of X shots / Y s, it will fire one shot every Y seconds X number of times, and then will go on cooldown, after which it will fire another salvo.  For example, the Krait Missile Bay has a salvo of 2 shots / 5 s and a cooldown of 60 seconds; once in range, it will fire one shot, wait 5 seconds, fire a second shot, and then will go on cooldown for 60 seconds.&lt;br /&gt;
&lt;br /&gt;
Weapons can be classified in certain general types:&lt;br /&gt;
* 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;
==== Guns ====&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 muzzle velocity will have a hard time hitting anything at range and the projectiles can be targeted by point defense. They are quickly outclassed by magnetic weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Gun !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
| 30mm Autocannon || 1 ||  || Defense || 4 || 3.2 || 3000 ||  || 200 || 19.5 || 10 shots / 1 s || &lt;br /&gt;
|-&lt;br /&gt;
| 40mm Autocannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 4 || 20.3 || 2000 ||  || 350 || 45 || 6 shots / 4.5 s || &lt;br /&gt;
|-&lt;br /&gt;
| 6-inch Cannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 12 || 22.1 || 600 ||  || 250 || 52 || 4 shots / 2 s || &lt;br /&gt;
|-&lt;br /&gt;
| 8-inch Cannon || 2 ||  || Focus Fire, Attack || 15 || 49 || 400 ||  || 250 || 90 || 4 shots / 3 s || &lt;br /&gt;
|- &lt;br /&gt;
| 10-inch Cannon ||  || 1 || Focus Fire, Attack || 16 || 88.2 || 300 ||  || 250 || 179 || 3 shots / 3 s || &lt;br /&gt;
|-&lt;br /&gt;
| 12-inch Cannon ||  || 2 || Focus Fire, Attack || 20 || 156.8 || 250 ||  || 250 || 305 || 2 shots / 5 s || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magnetic Weapons ====&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 may have a difficult time hitting targets at range; coilguns have a significantly higher muzzle velocity and are more difficult to dodge.  All magnetic weapons are capable of bombardment.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Magnetic Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Shot Battery Consumption (GJ) !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 28.1 || 1000 ||  || 500 || 62 ||  || 0.15 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 43.2 || 1000 ||  || 550 || 57 ||  || 0.18 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Railgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 68 || 1000 ||  || 600 || 52 ||  || 0.22 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 40 || 75.9 || 1500 ||  || 500 || 65 || 3 shots / 10 s || 0.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 116.6 || 1500 ||  || 550 || 60 || 4 shots / 10 s || 0.24 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coilgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 173.6 || 1500 ||  || 600 || 55 || 5 shots / 10 s || 0.28 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 36 || 81 || 1200 ||  || 650 || 128.8 ||  || 0.43 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 24 || 124.4 || 1200 ||  || 700 || 118.8 ||  || 0.52 || &lt;br /&gt;
|-&lt;br /&gt;
|Railgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 12 || 196 || 1200 ||  || 750 || 108.8 ||  || 0.64 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 48 || 218.7 || 1800 ||  || 650 || 136 || 3 shots / 12 s || 0.58 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 36 || 317.5 || 1800 ||  || 700 || 126 || 4 shots / 12 s || 0.66 || &lt;br /&gt;
|-&lt;br /&gt;
|Coilgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 24 || 453.6 || 1800 ||  || 750 || 116 || 5 shots / 12 s || 0.74 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 43 || 233.3 || 1440 ||  || 800 || 269.1 ||  || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 29 || 358.3 || 1440 ||  || 850 || 249.1 ||  || 1.5 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Railgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 14 || 563.5 || 1440 ||  || 900 || 229.1 ||  || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 58 || 595.4 || 2160 ||  || 800 || 286.4 || 3 shots / 14 s || 1.6 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 43 || 829.4 || 2160 ||  || 850 || 266.4 || 4 shots / 14 s || 1.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Coilgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 29 || 1148.2 || 2160 ||  || 900 || 246.4 || 5 shots / 15 s || 1.9 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk1 ||  || 1 || Focus Fire, Attack || 45 || 145.8 || 200 ||  || 550 || 66 ||  || 0.78 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 223.9 || 200 ||  || 600 || 61 ||  || 0.93 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Rail Cannon Mk3 ||  || 1 || Focus Fire, Attack || 15 || 352.2 || 200 ||  || 650 || 56 ||  || 1.1 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk1 ||  || 1 || Focus Fire, Attack || 40 || 273.4 || 300 ||  || 550 || 67.5 || 3 shots / 10 s || 0.73 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 396.9 || 300 ||  || 600 || 62.5 || 4 shots / 10 s || 0.83 || &lt;br /&gt;
|-&lt;br /&gt;
|Light Coil Cannon Mk3 ||  || 1 || Focus Fire, Attack || 20 || 717.6 || 300 ||  || 650 || 57.5 || 5 shots / 10 s || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk1 ||  || 2 || Focus Fire, Attack || 54 || 419.9 || 240 ||  || 700 || 134.4 ||  || 2.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 644 || 240 ||  || 750 || 124.4 ||  || 2.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Rail Cannon Mk3 ||  || 2 || Focus Fire, Attack || 18 || 1102.2 || 240 ||  || 800 || 114.4 ||  || 3.6 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk1 ||  || 2 || Focus Fire, Attack || 48 || 744.2 || 360 ||  || 700 || 138 || 3 shots / 12 s || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 1036.8 || 360 ||  || 750 || 128 || 4 shots / 12 s || 2.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Coil Cannon Mk3 ||  || 2 || Focus Fire, Attack || 24 || 1771.9 || 360 ||  || 800 || 118 || 5 shots / 12 s || 2.9 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk1 ||  || 4 || Focus Fire, Attack || 108 || 1207.5 || 300 ||  || 900 || 276 ||  || 6.4 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2015.5 || 300 ||  || 950 || 256 ||  || 8.4 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Railgun Mk3 ||  || 4 || Focus Fire, Attack || 36 || 3169.6 || 300 ||  || 1000 || 236 ||  || 10.3 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk1 ||  || 4 || Focus Fire, Attack || 96 || 1944 || 450 ||  || 900 || 285 || 3 shots / 24 s || 5.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2624.4 || 450 ||  || 950 || 265 || 4 shots / 24 s || 5.5 || &lt;br /&gt;
|-&lt;br /&gt;
|Spinal Coiler Mk3 ||  || 4 || Focus Fire, Attack || 48 || 4287.9 || 450 ||  || 1000 || 245 || 5 shots / 24 s || 7 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missiles ====&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.  All missiles have a range of 1,000 km.&lt;br /&gt;
&lt;br /&gt;
Missiles and torpedoes can have different types of warheads:&lt;br /&gt;
* Fragmentation warheads do 50% damage to armor&lt;br /&gt;
* Penetrator warheads do 60% damage to armor&lt;br /&gt;
* Explosive warheads do 80% damage to armor&lt;br /&gt;
* Nuclear warheads do 100% damage to armor and have a blast radius&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor and have a longer but narrower blast cone radius&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Tier !! Mass (tons) !! Blast Damage Radius (km) !! Destruction Cone !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || Focus Fire || 5 || 350.9 || Explosive || 4.5 || 3.3 || 10 || 0 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || Focus Fire || 5 || 501.4 || Explosive || 14.9 || 3.8 || 16 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || Focus Fire || 7 || 598.8 || Explosive || 14.9 || 3.5 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Racer Missile Bay || Focus Fire, Defense || 3 || 89.1 || Explosive || 29.9 || 2.7 || 36 || 1 || 24.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || Focus Fire, Defense || 5 || 501.8 || Fragmentation || 14.9 || 4.5 || 24 || 1 || 43.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || Focus Fire, Defense || 7 || 840.5|| Fragmentation || 14.9 || 4.1 || 18 || 1 || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || Focus Fire || 5 || 501.8 || Penetrator || 14.9 || 4.5 || 16 || 2 || 30.6 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || Focus Fire || 5 || 840.5 || Penetrator || 14.9 || 4.1 || 12 || 2 || 24.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || Focus Fire || 5 || 923.1 || Explosive || 18.3 || 3.7 || 10 || 1 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || Focus Fire, Defense || 5 || 795.2 || Fragmentation || 18.3 || 5.6 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || Focus Fire || 5 || 1,901 || Penetrator || 18.3 || 4.4 || 10 || 1 || 34 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Python Nuclear Missile Bay || Focus Fire, Defense || 5 || 188,325,000 || Nuclear || 18.3 || 4 || 10 || 2 || 31 || 6 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Sidewinder Shaped Nuclear Missile Bay || Focus Fire, Defense || 5 || 418,500,000 || Shaped Nuclear || 18.3 || 4 || 10 || 2+ || 31 || 39 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || Focus Fire || 7 || 1,120.3 || Explosive || 7.5 || 6.2 || 6 || 1 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || Focus Fire || 7 || 8,004.2 || Penetrator || 7.5 || 4.6 || 6 || 2 || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || Focus Fire || 7 || 2,230.4 || Explosive || 9.1 || 8.0 || 6 || 1 || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || Focus Fire || 7 || 15,249.0 || Penetrator || 9.15 || 6.0 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || Focus Fire || 7 || 6,738.3 || Explosive || 4.9 || 12.8 || 6 || 2 || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || Focus Fire || 7 || 48,492.1 || Penetrator || 4.9 || 9.0 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Poseidon Torpedo Bay || Focus Fire || 7 || 17,112.5|| Penetrator || 4.9 || 18.5 || 6 || 2 || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || Focus Fire || 7 || 1,129,950,000 || Nuclear || 7.5 || 6.4 || 5 || 2+ || 49 || 15 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || Focus Fire || 7 || 2,448,225,000 || Nuclear || 9.1 || 7.7 || 5 || 2+ || 44 || 22 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || Focus Fire || 7 || 4,519,800,000 || Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 30 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 93 || 0.2° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Acheron Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.1 || 5 || 2+ || 44 || 124 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Tartarus Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.5 || 5 || 2+ || 44 || 149 || 0.13° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Styx Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.0 || 5 || 2+ || 44 || 219 || 0.085° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher ||Focus Fire || 40 || 22,470,010,000 || Antimatter || 4.9 || 14.6 || 5 || 2+ || 74 || 67 ||  || Not Through Atmosphere&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Lasers ====&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;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Laser Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Range (km) !! Mass (tons) !! Shot Battery Consumption (GJ) !! Armor Effectiveness at 100km !! Armor Effectiveness at 200km !! Armor Effectiveness at 500km !! Build Cost !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Laser Turret || 1 ||  || Defense || 3 || 50 || 250 || 20 || 0.2 || 1,289% || 5,156% || 32,227% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Arc Laser Turret || 1 ||  || Defense || 3 || 50 || 300 || 20 || 0.11 || 1,096% || 4,386% || 27,412% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense Phaser Turret || 1 ||  || Defense || 3 || 50 || 350 || 20 || 0.14 || 920% || 3,679% || 22,994% ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 0.4 || 330% || 1,318% || 8,239% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.29 || 279% || 1,115% || 6,968% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm IR Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 75 || 0.22 || 233% || 930% || 5,815% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 0.5 || 90% || 358% || 2,238% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.33 || 71% || 284% || 1,777% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm Green Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.25 || 59% || 235% || 1,471% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 1 || 30% || 118% || 738% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.5 || 20% || 79% || 492% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|60 cm UV Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.33 || 16% || 63% || 393% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.6 || 90% || 361% || 2,254% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.43 || 75% || 299% || 1,868% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm IR Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 100 || 0.33 || 61% || 244% || 1,523% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.75 || 30% || 121% || 753% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.5 || 23% || 92% || 577% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm Green Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.38 || 16% || 64% || 399% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 1.5 || 15% || 61% || 378% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.75 || 10% || 41% || 257% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|120 cm UV Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.5 || 5% || 20% || 127% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 0.9 || 20% || 81% || 504% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.64 || 15% || 59% || 369% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm IR Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 200 || 0.5 || 10% || 42% || 262% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 1.1 || 14% || 54% || 338% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.75 || 8% || 34% || 211% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm Green Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 315 || 0.56 || 5% || 20% || 126% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 2.3 || 12% || 47% || 296% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 1.1 || 7% || 28% || 175% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|360 cm UV Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 135 || 0.75 || 4% || 15% || 96% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 0.8 || 31% || 124% || 774% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.57 || 24% || 96% || 599% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm IR Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 150 || 0.44 || 18% || 73% || 456% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 1 || 16% || 64% || 399% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.67 || 11% || 46% || 286% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm Green Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.5 || 7% || 29% || 180% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 2 || 12% || 49% || 305% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 1 || 8% || 33% || 206% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|240 cm UV Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.67 || 5% || 18% || 113% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1 || 17% || 66% || 416% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.71 || 12% || 47% || 293% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm IR Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 250 || 0.56 || 8% || 31% || 195% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1.3 || 13% || 51% || 322% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.83 || 8% || 32% || 200% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm Green Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.63 || 5% || 20% || 125% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 2.5 || 12% || 48% || 298% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 1.3 || 7% || 29% || 180% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|480 cm UV Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.83 || 4% || 17% || 109% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.2 || 14% || 57% || 359% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 0.86 || 10% || 39% || 241% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm IR Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 350 || 0.67 || 6% || 24% || 148% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.5 || 13% || 51% || 317% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1 || 8% || 32% || 198% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm Green Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 0.75 || 4% || 17% || 108% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 3 || 12% || 49% || 307% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1.5 || 8% || 30% || 190% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|720 cm UV Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 1 || 4% || 16% || 101% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.4 || 14% || 55% || 344% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1 || 9% || 36% || 227% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm IR Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 450 || 0.78 || 5% || 22% || 136% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.8 || 13% || 51% || 320% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.2 || 8% || 32% || 200% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm Green Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 0.88 || 4% || 18% || 111% ||  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 3.5 || 13% || 50% || 314% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.8 || 8% || 31% || 195% ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|960 cm UV Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 1.2 || 4% || 17% || 107% ||  || Not Through Atmosphere&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Particle Weapons====&lt;br /&gt;
Particle weapons are short-range weapons that can do severe damage to a ship&#039;s internal components if they penetrate a ship&#039;s armor.  Prior to 0.4 update, the point-defense particle beam is also an effective point-defense weapon.  They unlock early in the tech tree, but they are quickly outclassed by lasers.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Particle Beam !! Hull Slots !! Nose Slots !! Mass (tons) !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Thermal Damage !! X-Ray Damage !! Baryonic Damage !! Targeting Range (km) !! Shot Battery Consumption (GJ) !! Build Cost &lt;br /&gt;
|-&lt;br /&gt;
| Point Defense E-Beamer || 1 || || 5 || Defense || 4 || 5 || 10% || 90% || 0% || 200 || 0.025 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light E-Beam Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 20 || 20 || 10% || 90% || 0% || 300 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 20 || 40 || 10% || 90% || 0% || 400 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy E-Beam Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 20 || 80 || 10% || 90% || 0% || 500 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Electron Lance || || 2 || 30 || Focus Fire, Attack, Guardian, Defense || 20 || 60 || 10% || 90% || 0% || 500 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Electron Lance || || 3 || 60 || Focus Fire, Attack, Guardian, Defense || 20 || 120 || 10% || 90% || 0% || 600 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Electron Lance || || 4 || 120 ||Focus Fire, Attack || 20 || 240 || 10% || 90% || 0% || 800 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Ion Battery || 1 || || 5 || Defense || 3 || 5 || 60% || 34% || 16% || 200 || 0.025 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Ion Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 30 || 20 || 60% || 34% || 16% || 500 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Ion Cannon || || 1 || 15 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 500 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Cannon || || 2 || 30 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 600 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Cannon || || 3 || 60 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% ||| 700 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Ion Cannon || || 4 || 120 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 850 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Beam Battery || 2 || || 25 || Focus Fire, Attack, Guardian, Defense  || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Beam Battery || 4 || || 50 || Focus Fire, Attack, Guardian, Defense  || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Particle Lance || || 1 || 20 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 700 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Lance || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 800 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Lance || || 3 || 80 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% || 900 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Lance || || 4 || 160 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 1000 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Particle Cannon || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 40 || 80 || 100% || 134% || 66% || 800 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Antimatter Particle Cannon || || 3 || 120 || Focus Fire, Attack, Guardian, Defense  || 40 || 160 || 100% || 134% || 66% || 900 || 1.1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Antimatter Particle Cannon || || 4 || 240 || Focus Fire, Attack || 40 || 320 || 100% || 134% || 66% || 1000 || 2.1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Neutron Lance || || 4 || 360 || Focus Fire, Attack || 60 || 560 || 0% || 0% || 100% || 1000 || 3.7 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plasma Weapons ====&lt;br /&gt;
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target.  Plasma weapons cannot bombard.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Plasma Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Shot Battery Consumption (GJ) !! Build Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 1 || 2 ||  || Focus Fire, Attack || 30 || 135.0 || 500 ||  || 500 || 320 || 0.45 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 2 || 2 ||  || Focus Fire, Attack || 25 || 135.0 || 500 ||  || 600 || 280 || 0.34 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 3 || 2 ||  || Focus Fire, Attack || 20 || 135.0 || 500 ||  || 700 || 240 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 1 || 4 ||  || Focus Fire, Attack || 36 || 256.0 || 1000 ||  || 600 || 640 || 1.3 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 2 || 4 ||  || Focus Fire, Attack || 30 || 256.0 || 1000 ||  || 700 || 560 || 0.85 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 3 || 4 ||  || Focus Fire, Attack || 24 || 256.0 || 1000 ||  || 800 || 480 || 0.64 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 1 ||  || 3 || Focus Fire, Attack || 48 || 428.8 || 300 ||  || 600 || 540 || 1.7 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 2 ||  || 3 || Focus Fire, Attack || 40 || 428.8 || 300 ||  || 700 || 480 || 1.2 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 3 ||  || 3 || Focus Fire, Attack || 32 || 428.8 || 300 ||  || 800 || 420 || 0.95 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 1 ||  || 4 || Focus Fire, Attack || 60 || 551.2 || 300 ||  || 800 || 720 || 2.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 2 ||  || 4 || Focus Fire, Attack || 50 || 551.2 || 300 ||  || 900 || 640 || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 3 ||  || 4 || Focus Fire, Attack || 40 || 551.2 || 300 ||  || 1000 || 560 || 1.4 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Refits ==&lt;br /&gt;
Factions may refit ships at habs with ship construction modules. Refitting is generally limited to replacing parts of a similar type.&lt;br /&gt;
* Hull cannot change.&lt;br /&gt;
* Power Plant can change, if the new Power Plant is of the same Class.&lt;br /&gt;
* Drives can add or remove thrusters to current drive, or substitute a drive with the same Classification, required Power Plant, and Reaction Product.&lt;br /&gt;
* Weapons can change if the new weapon is of the same Class and Mount. (so 1-hull laser can only be replaced by 1-hull lasers).&lt;br /&gt;
* Armor can change freely.&lt;br /&gt;
* Batteries can change to other batteries freely, but not change with other Utility modules.&lt;br /&gt;
* Heat sinks can change freely, but not change with other Utility modules.&lt;br /&gt;
* Radiators can change freely.&lt;br /&gt;
* Utility modules that aren&#039;t batteries or heat sinks can change to other modules with the same Class.&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>76561198127175015</name></author>
	</entry>
</feed>