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		<title>Spaceships</title>
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		<updated>2024-06-09T23:24:14Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Armor */&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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;
| Foamed Metal || 45.2% || || 0 || 30 || 50 || 20 || 0 || 718% || 175%&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;
| Adamantane || 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;
| 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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2995</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2995"/>
		<updated>2024-06-09T23:16:42Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Armor */&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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 Modifier !! Baryonic Modifier&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;
| Foamed Metal || 45.2% || || 0 || 30 || 50 || 20 || 0 || 718% || 175%&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;
| Adamantane || 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;
| 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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2994</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2994"/>
		<updated>2024-06-09T01:56:50Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Armor */&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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 Modifier !! Baryonic Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0 || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0 || 282% || 107%&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 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;
| Foamed Metal || || || 0 || 30 || 50 || 20 || 0 || 718% || 175%&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0 || 876% || 182%&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0 || 1021% || 193%&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || 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  || 8.5% || 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;
| 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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2993</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2993"/>
		<updated>2024-06-09T01:55:22Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Armor */&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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 Modifier !! Baryonic Modifier !! Laser Resistance !! Kinetics Resistance !! Chipping Resistance &lt;br /&gt;
|-&lt;br /&gt;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0 || 100% || 100% ||  ||  || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0 || 282% || 107% ||  ||  || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 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% || || 25% || &lt;br /&gt;
|-&lt;br /&gt;
| Foamed Metal || || || 0 || 30 || 50 || 20 || 0 || 718% || 175% ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0 || 876% || 182% ||  ||  || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0 || 1021% || 193% ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0 || 1163% || 196% ||  || 25% || &lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40 || 950% || 172% ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20 || 913% || 171% || 25% ||  || &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;
| 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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2992</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2992"/>
		<updated>2024-06-02T20:53:12Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Missiles */&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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;
| 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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2991</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2991"/>
		<updated>2024-06-02T20:52:37Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Missiles */&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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;
| 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 !! 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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2990</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2990"/>
		<updated>2024-06-02T20:51:48Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Missiles */&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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;
| 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 !! 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 || 1901 || Penetrator || 18.3 || 4.4 || 10 || 1 || 34 || 2 ||   || 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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2989</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2989"/>
		<updated>2024-06-02T20:47:46Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Missiles */&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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;
| 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 !! Hull Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Tier !! Mass (tons) !! Blast Damage Radius !! Destruction Cone !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || 1 || Focus Fire || 5 || 350.9 || Explosive || 4.5 || 3.3 || 10 || 0 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || 1 || Focus Fire || 5 || 501.4 || Explosive || 14.9 || 3.8 || 16 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || 1 || Focus Fire || 7 || 598.8 || Explosive || 14.9 || 3.5 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Racer Missile Bay || 1 || 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 || 1 || 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 || 1 || 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 || 1 || Focus Fire || 5 || 501.8 || Penetrator || 14.9 || 4.5 || 16 || 2 || 30.6 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || 1 || Focus Fire || 5 || 840.5 || Penetrator || 14.9 || 4.1 || 12 || 2 || 24.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || 1 || Focus Fire || 5 || 923.1 || Explosive || 18.3 || 3.7 || 10 || 1 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || 1 || 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 || 1 || Focus Fire || 5 || 1901 || Penetrator || 18.3 || 4.4 || 10 || 1 || 34 || 2 ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Python Nuclear Missile Bay || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 2 || Focus Fire || 40 || 22,470,010,000 || Antimatter || 4.9 || 14.6 || 5 ||  || 74 || 67 || 2+ || 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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2988</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2988"/>
		<updated>2024-06-02T20:47:03Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Missiles */&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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;
| 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 !! Hull Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Tier !! Mass (tons) !! Blast Damage Radius !! Destruction Cone !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || 1 || Focus Fire || 5 || 350.9 || Explosive || 4.5 || 3.3 || 10 || 0 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || 1 || Focus Fire || 5 || 501.4 || Explosive || 14.9 || 3.8 || 16 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || 1 || Focus Fire || 7 || 598.8 || Explosive || 14.9 || 3.5 || 12 || 1 || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Racer Missile Bay || 1 || 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 || 1 || 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 || 1 || 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 || 1 || Focus Fire || 5 || 501.8 || Penetrator || 14.9 || 4.5 || 16 || 2 || 30.6 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || 1 || Focus Fire || 5 || 840.5 || Penetrator || 14.9 || 4.1 || 12 || 2 || 24.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || 1 || Focus Fire || 5 || 923.1 || Explosive || 18.3 || 3.7 || 10 || 1 || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || 1 || 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 || 1 || Focus Fire || 5 || 1901 || Penetrator || 18.3 || 4.4 || 10 || 1 || 34 || 2 ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Python Nuclear Missile Bay || 1 || 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 || 1 || Focus Fire, Defense || 5 || 418,500,000 || Shaped Nuclear || 18.3 || 4 || 10 ||  || 31 || 39 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 1 || 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 || 2 || Focus Fire || 40 || 22,470,010,000 || Antimatter || 4.9 || 14.6 || 5 ||  || 74 || 67 || 2+ || 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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2987</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2987"/>
		<updated>2024-06-02T20:37:41Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Missiles */&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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;
| 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 !! Hull Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Magazine Materials !! Mass (tons) !! Blast Damage Radius !! Destruction Cone !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || 1 || Focus Fire || 5 || 350.9 || Explosive || 4.5 || 3.3 || 10 ||  || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || 1 || Focus Fire || 5 || 501.4 || Explosive || 14.9 || 3.8 || 16 ||  || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || 1 || Focus Fire || 7 || 598.8 || Explosive || 14.9 || 3.5 || 12 ||  || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Racer Missile Bay || 1 || Focus Fire, Defense || 3 || 89.1 || Explosive || 29.9 || 2.7 || 36 ||  || 24.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || 1 || Focus Fire, Defense || 5 || 501.8 || Fragmentation || 14.9 || 4.5 || 24 ||  || 43.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || 1 || Focus Fire, Defense || 7 || 840.5|| Fragmentation || 14.9 || 4.1 || 18 ||  || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || 1 || Focus Fire || 5 || 501.8 || Penetrator || 14.9 || 4.5 || 16 ||  || 30.6 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || 1 || Focus Fire || 5 || 840.5 || Penetrator || 14.9 || 4.1 || 12 ||  || 24.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || 1 || Focus Fire || 5 || 923.1 || Explosive || 18.3 || 3.7 || 10 ||  || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || 1 || Focus Fire, Defense || 5 || 795.2 || Fragmentation || 18.3 || 5.6 || 12 ||  || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || 1 || Focus Fire || 5 || 1901 || Penetrator || 18.3 || 4.4 || 10 ||  || 34 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Python Nuclear Missile Bay || 1 || Focus Fire, Defense || 5 || 188325000 || Nuclear || 18.3 || 4 || 10 ||  || 31 || 6 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Sidewinder Shaped Nuclear Missile Bay || 1 || Focus Fire, Defense || 5 || 418500000 || Shaped Nuclear || 18.3 || 4 || 10 ||  || 31 || 39 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || 1 || Focus Fire || 7 || 1,120.3 || Explosive || 7.5 || 6.2 || 6 ||  || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || 1 || Focus Fire || 7 || 8,004.2 || Penetrator || 7.5 || 4.6 || 6 ||  || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || 1 || Focus Fire || 7 || 2,230.4 || Explosive || 9.1 || 8.0 || 6 ||  || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || 1 || Focus Fire || 7 || 15,249.0 || Penetrator || 9.15 || 6.0 || 6 ||  || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || 1 || Focus Fire || 7 || 6,738.3 || Explosive || 4.9 || 12.8 || 6 ||  || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || 1 || Focus Fire || 7 || 48,492.1 || Penetrator || 4.9 || 9.0 || 6 ||  || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Poseidon Torpedo Bay || 1 || Focus Fire || 7 || 17,112.5|| Penetrator || 4.9 || 18.5 || 6 ||  || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 1,129,950,000 || Nuclear || 7.5 || 6.4 || 5 ||  || 49 || 15 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 2,448,225,000 || Nuclear || 9.1 || 7.7 || 5 ||  || 44 || 22 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 4,519,800,000 || Nuclear || 4.9 || 10.7 || 5 ||  || 44 || 30 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.7 || 5 ||  || 44 || 93 || 0.2° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Acheron Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.1 || 5 ||  || 44 || 124 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Tartarus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.5 || 5 ||  || 44 || 149 || 0.13° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher || 2 || Focus Fire || 40 || 22,470,010,000 || Antimatter || 4.9 || 14.6 || 5 ||  || 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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2986</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2986"/>
		<updated>2024-06-02T20:36:15Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Missiles */&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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;
| 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 !! Hull Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Magazine Materials !! Mass (tons) !! Blast Damage Radius !! Destruction Cone !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || 1 || Focus Fire || 5 || 350.9 || Explosive || 4.5 || 3.3 || 10 ||  || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || 1 || Focus Fire || 5 || 501.4 || Explosive || 14.9 || 3.8 || 16 ||  || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || 1 || Focus Fire || 7 || 598.8 || Explosive || 14.9 || 3.5 || 12 ||  || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Racer Missile Bay || 1 || Focus Fire, Defense || 3 || 89.1 || Explosive || 29.9 || 2.7 || 36 ||  || 24.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || 1 || Focus Fire, Defense || 5 || 501.8 || Fragmentation || 14.9 || 4.5 || 24 ||  || 43.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || 1 || Focus Fire, Defense || 7 || 840.5|| Fragmentation || 14.9 || 4.1 || 18 ||  || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || 1 || Focus Fire || 5 || 501.8 || Penetrator || 14.9 || 4.5 || 16 ||  || 30.6 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || 1 || Focus Fire || 5 || 840.5 || Penetrator || 14.9 || 4.1 || 12 ||  || 24.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || 1 || Focus Fire || 5 || 923.1 || Explosive || 18.3 || 3.7 || 10 ||  || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || 1 || Focus Fire, Defense || 5 || 795.2 || Fragmentation || 18.3 || 5.6 || 12 ||  || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || 1 || Focus Fire || 5 || 1901 || Penetrator || 18.3 || 4.4 || 10 ||  || 34 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Python Nuclear Missile Bay || 1 || Focus Fire, Defense || 5 || 188325000 || Nuclear || 18.3 || 4 || 31 ||  || 6 ||   || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Sidewinder Shaped Nuclear Missile Bay || 1 || Focus Fire, Defense || 5 || 418500000 || Shaped Nuclear || 18.3 || 4 || 10 ||  || 31 || 39 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || 1 || Focus Fire || 7 || 1,120.3 || Explosive || 7.5 || 6.2 || 6 ||  || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || 1 || Focus Fire || 7 || 8,004.2 || Penetrator || 7.5 || 4.6 || 6 ||  || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || 1 || Focus Fire || 7 || 2,230.4 || Explosive || 9.1 || 8.0 || 6 ||  || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || 1 || Focus Fire || 7 || 15,249.0 || Penetrator || 9.15 || 6.0 || 6 ||  || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || 1 || Focus Fire || 7 || 6,738.3 || Explosive || 4.9 || 12.8 || 6 ||  || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || 1 || Focus Fire || 7 || 48,492.1 || Penetrator || 4.9 || 9.0 || 6 ||  || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Poseidon Torpedo Bay || 1 || Focus Fire || 7 || 17,112.5|| Penetrator || 4.9 || 18.5 || 6 ||  || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 1,129,950,000 || Nuclear || 7.5 || 6.4 || 5 ||  || 49 || 15 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 2,448,225,000 || Nuclear || 9.1 || 7.7 || 5 ||  || 44 || 22 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 4,519,800,000 || Nuclear || 4.9 || 10.7 || 5 ||  || 44 || 30 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.7 || 5 ||  || 44 || 93 || 0.2° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Acheron Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.1 || 5 ||  || 44 || 124 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Tartarus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.5 || 5 ||  || 44 || 149 || 0.13° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher || 2 || Focus Fire || 40 || 22,470,010,000 || Antimatter || 4.9 || 14.6 || 5 ||  || 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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2985</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2985"/>
		<updated>2024-06-02T20:35:28Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Missiles */ Update&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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;
| 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 !! Hull Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Magazine Materials !! Mass (tons) !! Blast Damage Radius !! Destruction Cone !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || 1 || Focus Fire || 5 || 350.9 || Explosive || 4.5 || 3.3 || 10 ||  || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || 1 || Focus Fire || 5 || 501.4 || Explosive || 14.9 || 3.8 || 16 ||  || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || 1 || Focus Fire || 7 || 598.8 || Explosive || 14.9 || 3.5 || 12 ||  || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Racer Missile Bay || 1 || Focus Fire, Defense || 3 || 89.1 || Explosive || 29.9 || 2.7 || 36 ||  || 24.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || 1 || Focus Fire, Defense || 5 || 501.8 || Fragmentation || 14.9 || 4.5 || 24 ||  || 43.4 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || 1 || Focus Fire, Defense || 7 || 840.5|| Fragmentation || 14.9 || 4.1 || 18 ||  || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || 1 || Focus Fire || 5 || 501.8 || Penetrator || 14.9 || 4.5 || 16 ||  || 30.6 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || 1 || Focus Fire || 5 || 840.5 || Penetrator || 14.9 || 4.1 || 12 ||  || 24.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || 1 || Focus Fire || 5 || 923.1 || Explosive || 18.3 || 3.7 || 10 ||  || 31 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || 1 || Focus Fire, Defense || 5 || 795.2 || Fragmentation || 18.3 || 5.6 || 12 ||  || 29.2 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || 1 || Focus Fire || 5 || 1901 || Penetrator || 18.3 || 4.4 || 10 ||  || 34 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Python Nuclear Missile Bay || 1 || Focus Fire, Defense || 5 || 188325000 || Nuclear || 18.3 || 4 || 31 || 6 ||   || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Sidewinder Shaped Nuclear Missile Bay || 1 || Focus Fire, Defense || 5 || 418500000 || Shaped Nuclear || 18.3 || 4 || 10 ||  || 31 || 39 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || 1 || Focus Fire || 7 || 1,120.3 || Explosive || 7.5 || 6.2 || 6 ||  || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || 1 || Focus Fire || 7 || 8,004.2 || Penetrator || 7.5 || 4.6 || 6 ||  || 33.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || 1 || Focus Fire || 7 || 2,230.4 || Explosive || 9.1 || 8.0 || 6 ||  || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || 1 || Focus Fire || 7 || 15,249.0 || Penetrator || 9.15 || 6.0 || 6 ||  || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || 1 || Focus Fire || 7 || 6,738.3 || Explosive || 4.9 || 12.8 || 6 ||  || 43.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || 1 || Focus Fire || 7 || 48,492.1 || Penetrator || 4.9 || 9.0 || 6 ||  || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Poseidon Torpedo Bay || 1 || Focus Fire || 7 || 17,112.5|| Penetrator || 4.9 || 18.5 || 6 ||  || 38.8 ||  ||   || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 1,129,950,000 || Nuclear || 7.5 || 6.4 || 5 ||  || 49 || 15 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 2,448,225,000 || Nuclear || 9.1 || 7.7 || 5 ||  || 44 || 22 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 4,519,800,000 || Nuclear || 4.9 || 10.7 || 5 ||  || 44 || 30 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.7 || 5 ||  || 44 || 93 || 0.2° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Acheron Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.1 || 5 ||  || 44 || 124 || 0.15° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Tartarus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.5 || 5 ||  || 44 || 149 || 0.13° || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher || 2 || Focus Fire || 40 || 22,470,010,000 || Antimatter || 4.9 || 14.6 || 5 ||  || 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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2981</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2981"/>
		<updated>2024-05-18T16:59:14Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Utility Modules */&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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;
| 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&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor in a 20-degree cone&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Hull Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Magazine Materials !! Mass (tons) !! Salvo !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || 1 || Focus Fire || 60 || 350.9 || Explosive || 2.5 || 3.3 || 10 ||  || 31 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || 1 || Focus Fire || 40 || 249.2 || Explosive || 5 || 3.7 || 16 ||  || 29.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || 1 || Focus Fire || 50 || 396.1 || Explosive || 3.5 || 4.1 || 12 ||  || 29.2 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || 1 || Focus Fire, Defense || 40 || 294.1 || Fragmentation || 7.5 || 3.4 || 24 ||  || 33.8 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || 1 || Focus Fire, Defense || 50 || 756.6 || Fragmentation || 5.3 || 3.9 || 18 ||  || 33.8 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || 1 || Focus Fire || 40 || 434.7 || Penetrator || 5 || 4.2 || 16 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || 1 || Focus Fire || 50 || 1,003.5 || Penetrator || 3.5 || 4.5 || 12 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || 1 || Focus Fire || 50 || 613.2 || Explosive || 3.5 || 5.8 || 10 ||  || 39 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || 1 || Focus Fire, Defense || 50 || 897 || Fragmentation || 5.3 || 6 || 12 ||  || 33.8 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || 1 || Focus Fire || 60 || 3,003 || Penetrator || 3.5 || 5.5 || 10 ||  || 34 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || 1 || Focus Fire || 40 || 1,042.9 || Explosive || 2 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || 1 || Focus Fire || 40 || 7,095.9 || Penetrator || 2 || 5.8 || 6 ||  || 33.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || 1 || Focus Fire || 40 || 2,145.8 || Explosive || 2.5 || 7.7 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || 1 || Focus Fire || 40 || 14,346.3 || Penetrator || 2.5 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || 1 || Focus Fire || 40 || 5,469.7 || Explosive || 3 || 11.1 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || 1 || Focus Fire || 40 || 37,067.8 || Penetrator || 3 || 7.9 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 1,129,950,000 || Nuclear || 1.5 || 2.6 || 5 ||  || 52 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 2,448,225,000 || Nuclear || 2 || 3.6 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 4,519,800,000 || Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 3,766,500,000 || Shaped Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher || 2 || Focus Fire || 40 || 22,470,010,000 || Antimatter || 2.5 || 5.4 || 5 ||  || 77 ||  || 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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2980</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2980"/>
		<updated>2024-05-18T16:53:34Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Drive Enhancement Module */&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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;
| ECM || 10 || 20% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% Missile Immunity&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;
| 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&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor in a 20-degree cone&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Hull Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Magazine Materials !! Mass (tons) !! Salvo !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || 1 || Focus Fire || 60 || 350.9 || Explosive || 2.5 || 3.3 || 10 ||  || 31 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || 1 || Focus Fire || 40 || 249.2 || Explosive || 5 || 3.7 || 16 ||  || 29.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || 1 || Focus Fire || 50 || 396.1 || Explosive || 3.5 || 4.1 || 12 ||  || 29.2 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || 1 || Focus Fire, Defense || 40 || 294.1 || Fragmentation || 7.5 || 3.4 || 24 ||  || 33.8 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || 1 || Focus Fire, Defense || 50 || 756.6 || Fragmentation || 5.3 || 3.9 || 18 ||  || 33.8 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || 1 || Focus Fire || 40 || 434.7 || Penetrator || 5 || 4.2 || 16 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || 1 || Focus Fire || 50 || 1,003.5 || Penetrator || 3.5 || 4.5 || 12 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || 1 || Focus Fire || 50 || 613.2 || Explosive || 3.5 || 5.8 || 10 ||  || 39 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || 1 || Focus Fire, Defense || 50 || 897 || Fragmentation || 5.3 || 6 || 12 ||  || 33.8 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || 1 || Focus Fire || 60 || 3,003 || Penetrator || 3.5 || 5.5 || 10 ||  || 34 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || 1 || Focus Fire || 40 || 1,042.9 || Explosive || 2 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || 1 || Focus Fire || 40 || 7,095.9 || Penetrator || 2 || 5.8 || 6 ||  || 33.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || 1 || Focus Fire || 40 || 2,145.8 || Explosive || 2.5 || 7.7 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || 1 || Focus Fire || 40 || 14,346.3 || Penetrator || 2.5 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || 1 || Focus Fire || 40 || 5,469.7 || Explosive || 3 || 11.1 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || 1 || Focus Fire || 40 || 37,067.8 || Penetrator || 3 || 7.9 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 1,129,950,000 || Nuclear || 1.5 || 2.6 || 5 ||  || 52 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 2,448,225,000 || Nuclear || 2 || 3.6 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 4,519,800,000 || Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 3,766,500,000 || Shaped Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher || 2 || Focus Fire || 40 || 22,470,010,000 || Antimatter || 2.5 || 5.4 || 5 ||  || 77 ||  || 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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2979</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2979"/>
		<updated>2024-05-18T16:41:37Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Particle Weapons */&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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;
| ECM || 10 || 20% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% Missile Immunity&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 || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Drive || +35% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +50% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +10% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +25% 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&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;
| 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&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor in a 20-degree cone&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Hull Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Magazine Materials !! Mass (tons) !! Salvo !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || 1 || Focus Fire || 60 || 350.9 || Explosive || 2.5 || 3.3 || 10 ||  || 31 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || 1 || Focus Fire || 40 || 249.2 || Explosive || 5 || 3.7 || 16 ||  || 29.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || 1 || Focus Fire || 50 || 396.1 || Explosive || 3.5 || 4.1 || 12 ||  || 29.2 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || 1 || Focus Fire, Defense || 40 || 294.1 || Fragmentation || 7.5 || 3.4 || 24 ||  || 33.8 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || 1 || Focus Fire, Defense || 50 || 756.6 || Fragmentation || 5.3 || 3.9 || 18 ||  || 33.8 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || 1 || Focus Fire || 40 || 434.7 || Penetrator || 5 || 4.2 || 16 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || 1 || Focus Fire || 50 || 1,003.5 || Penetrator || 3.5 || 4.5 || 12 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || 1 || Focus Fire || 50 || 613.2 || Explosive || 3.5 || 5.8 || 10 ||  || 39 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || 1 || Focus Fire, Defense || 50 || 897 || Fragmentation || 5.3 || 6 || 12 ||  || 33.8 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || 1 || Focus Fire || 60 || 3,003 || Penetrator || 3.5 || 5.5 || 10 ||  || 34 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || 1 || Focus Fire || 40 || 1,042.9 || Explosive || 2 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || 1 || Focus Fire || 40 || 7,095.9 || Penetrator || 2 || 5.8 || 6 ||  || 33.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || 1 || Focus Fire || 40 || 2,145.8 || Explosive || 2.5 || 7.7 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || 1 || Focus Fire || 40 || 14,346.3 || Penetrator || 2.5 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || 1 || Focus Fire || 40 || 5,469.7 || Explosive || 3 || 11.1 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || 1 || Focus Fire || 40 || 37,067.8 || Penetrator || 3 || 7.9 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 1,129,950,000 || Nuclear || 1.5 || 2.6 || 5 ||  || 52 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 2,448,225,000 || Nuclear || 2 || 3.6 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 4,519,800,000 || Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 3,766,500,000 || Shaped Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher || 2 || Focus Fire || 40 || 22,470,010,000 || Antimatter || 2.5 || 5.4 || 5 ||  || 77 ||  || 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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2978</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2978"/>
		<updated>2024-05-17T18:43:50Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Particle Weapons */&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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;
| ECM || 10 || 20% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% Missile Immunity&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 || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Drive || +35% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +50% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +10% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +25% 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&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;
| 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&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor in a 20-degree cone&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Hull Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Magazine Materials !! Mass (tons) !! Salvo !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || 1 || Focus Fire || 60 || 350.9 || Explosive || 2.5 || 3.3 || 10 ||  || 31 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || 1 || Focus Fire || 40 || 249.2 || Explosive || 5 || 3.7 || 16 ||  || 29.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || 1 || Focus Fire || 50 || 396.1 || Explosive || 3.5 || 4.1 || 12 ||  || 29.2 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || 1 || Focus Fire, Defense || 40 || 294.1 || Fragmentation || 7.5 || 3.4 || 24 ||  || 33.8 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || 1 || Focus Fire, Defense || 50 || 756.6 || Fragmentation || 5.3 || 3.9 || 18 ||  || 33.8 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || 1 || Focus Fire || 40 || 434.7 || Penetrator || 5 || 4.2 || 16 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || 1 || Focus Fire || 50 || 1,003.5 || Penetrator || 3.5 || 4.5 || 12 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || 1 || Focus Fire || 50 || 613.2 || Explosive || 3.5 || 5.8 || 10 ||  || 39 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || 1 || Focus Fire, Defense || 50 || 897 || Fragmentation || 5.3 || 6 || 12 ||  || 33.8 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || 1 || Focus Fire || 60 || 3,003 || Penetrator || 3.5 || 5.5 || 10 ||  || 34 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || 1 || Focus Fire || 40 || 1,042.9 || Explosive || 2 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || 1 || Focus Fire || 40 || 7,095.9 || Penetrator || 2 || 5.8 || 6 ||  || 33.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || 1 || Focus Fire || 40 || 2,145.8 || Explosive || 2.5 || 7.7 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || 1 || Focus Fire || 40 || 14,346.3 || Penetrator || 2.5 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || 1 || Focus Fire || 40 || 5,469.7 || Explosive || 3 || 11.1 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || 1 || Focus Fire || 40 || 37,067.8 || Penetrator || 3 || 7.9 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 1,129,950,000 || Nuclear || 1.5 || 2.6 || 5 ||  || 52 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 2,448,225,000 || Nuclear || 2 || 3.6 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 4,519,800,000 || Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 3,766,500,000 || Shaped Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher || 2 || Focus Fire || 40 || 22,470,010,000 || Antimatter || 2.5 || 5.4 || 5 ||  || 77 ||  || 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.  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 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Antimatter Particle Cannon || || 3 || 120 || Focus Fire, Attack, Guardian, Defense  || 40 || 160 || 100% || 134% || 66% || 900 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Antimatter Particle Cannon || || 4 || 240 || Focus Fire, Attack || 40 || 320 || 100% || 134% || 66% || 1000 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Neutron Lance || || 4 || 360 || Focus Fire, Attack || 60 || 560 || 0% || 0% || 100% || 1000 || X ||&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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2977</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2977"/>
		<updated>2024-05-17T16:50:44Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Particle Weapons */&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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;
| ECM || 10 || 20% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% Missile Immunity&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 || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Drive || +35% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +50% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +10% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +25% 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&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;
| 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&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor in a 20-degree cone&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Hull Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Magazine Materials !! Mass (tons) !! Salvo !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || 1 || Focus Fire || 60 || 350.9 || Explosive || 2.5 || 3.3 || 10 ||  || 31 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || 1 || Focus Fire || 40 || 249.2 || Explosive || 5 || 3.7 || 16 ||  || 29.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || 1 || Focus Fire || 50 || 396.1 || Explosive || 3.5 || 4.1 || 12 ||  || 29.2 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || 1 || Focus Fire, Defense || 40 || 294.1 || Fragmentation || 7.5 || 3.4 || 24 ||  || 33.8 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || 1 || Focus Fire, Defense || 50 || 756.6 || Fragmentation || 5.3 || 3.9 || 18 ||  || 33.8 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || 1 || Focus Fire || 40 || 434.7 || Penetrator || 5 || 4.2 || 16 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || 1 || Focus Fire || 50 || 1,003.5 || Penetrator || 3.5 || 4.5 || 12 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || 1 || Focus Fire || 50 || 613.2 || Explosive || 3.5 || 5.8 || 10 ||  || 39 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || 1 || Focus Fire, Defense || 50 || 897 || Fragmentation || 5.3 || 6 || 12 ||  || 33.8 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || 1 || Focus Fire || 60 || 3,003 || Penetrator || 3.5 || 5.5 || 10 ||  || 34 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || 1 || Focus Fire || 40 || 1,042.9 || Explosive || 2 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || 1 || Focus Fire || 40 || 7,095.9 || Penetrator || 2 || 5.8 || 6 ||  || 33.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || 1 || Focus Fire || 40 || 2,145.8 || Explosive || 2.5 || 7.7 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || 1 || Focus Fire || 40 || 14,346.3 || Penetrator || 2.5 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || 1 || Focus Fire || 40 || 5,469.7 || Explosive || 3 || 11.1 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || 1 || Focus Fire || 40 || 37,067.8 || Penetrator || 3 || 7.9 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 1,129,950,000 || Nuclear || 1.5 || 2.6 || 5 ||  || 52 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 2,448,225,000 || Nuclear || 2 || 3.6 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 4,519,800,000 || Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 3,766,500,000 || Shaped Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher || 2 || Focus Fire || 40 || 22,470,010,000 || Antimatter || 2.5 || 5.4 || 5 ||  || 77 ||  || 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.  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 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Beam Battery || 4 || || 50 || Focus Fire, Attack, Guardian, Defense  || 30 || 80 || 60% || 34% || 16% || 700 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Particle Lance || || 1 || 20 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 700 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Lance || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 800 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Electron Lance || || 3 || 80 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% || 900 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Electron Lance || || 4 || 160 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 1000 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Particle Cannon || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 40 || 80 || 100% || 134% || 66% || 800 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Antimatter Particle Cannon || || 3 || 120 || Focus Fire, Attack, Guardian, Defense  || 40 || 160 || 100% || 134% || 66% || 900 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Antimatter Particle Cannon || || 4 || 240 || Focus Fire, Attack || 40 || 320 || 100% || 134% || 66% || 1000 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Neutron Lance || || 4 || 360 || Focus Fire, Attack || 60 || 560 || 0% || 0% || 100% || 1000 || X ||&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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2976</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2976"/>
		<updated>2024-05-17T16:49:58Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Particle Weapons */&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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;
| ECM || 10 || 20% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% Missile Immunity&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 || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Drive || +35% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +50% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +10% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +25% 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&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;
| 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&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor in a 20-degree cone&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Hull Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Magazine Materials !! Mass (tons) !! Salvo !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || 1 || Focus Fire || 60 || 350.9 || Explosive || 2.5 || 3.3 || 10 ||  || 31 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || 1 || Focus Fire || 40 || 249.2 || Explosive || 5 || 3.7 || 16 ||  || 29.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || 1 || Focus Fire || 50 || 396.1 || Explosive || 3.5 || 4.1 || 12 ||  || 29.2 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || 1 || Focus Fire, Defense || 40 || 294.1 || Fragmentation || 7.5 || 3.4 || 24 ||  || 33.8 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || 1 || Focus Fire, Defense || 50 || 756.6 || Fragmentation || 5.3 || 3.9 || 18 ||  || 33.8 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || 1 || Focus Fire || 40 || 434.7 || Penetrator || 5 || 4.2 || 16 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || 1 || Focus Fire || 50 || 1,003.5 || Penetrator || 3.5 || 4.5 || 12 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || 1 || Focus Fire || 50 || 613.2 || Explosive || 3.5 || 5.8 || 10 ||  || 39 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || 1 || Focus Fire, Defense || 50 || 897 || Fragmentation || 5.3 || 6 || 12 ||  || 33.8 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || 1 || Focus Fire || 60 || 3,003 || Penetrator || 3.5 || 5.5 || 10 ||  || 34 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || 1 || Focus Fire || 40 || 1,042.9 || Explosive || 2 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || 1 || Focus Fire || 40 || 7,095.9 || Penetrator || 2 || 5.8 || 6 ||  || 33.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || 1 || Focus Fire || 40 || 2,145.8 || Explosive || 2.5 || 7.7 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || 1 || Focus Fire || 40 || 14,346.3 || Penetrator || 2.5 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || 1 || Focus Fire || 40 || 5,469.7 || Explosive || 3 || 11.1 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || 1 || Focus Fire || 40 || 37,067.8 || Penetrator || 3 || 7.9 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 1,129,950,000 || Nuclear || 1.5 || 2.6 || 5 ||  || 52 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 2,448,225,000 || Nuclear || 2 || 3.6 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 4,519,800,000 || Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 3,766,500,000 || Shaped Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher || 2 || Focus Fire || 40 || 22,470,010,000 || Antimatter || 2.5 || 5.4 || 5 ||  || 77 ||  || 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.  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 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Beam Battery || 4 || || 50 || Focus Fire, Attack, Guardian, Defense  || 30 || 80 || 60% || 34% || 16% || 700 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Particle Lance || || 1 || 20 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 700 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Lance || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 800 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Electron Lance || || 3 || 80 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% || 900 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Electron Lance || || 4 || 160 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 1000 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Particle Cannon || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 40 || 80 || 100% || 134% || 66% || 800 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Antimatter Particle Cannon || || 3 || 120 || Focus Fire, Attack, Guardian, Defense  || 40 || 160 || 100% || 134% || 66% || 900 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Antimatter Particle Cannon || || 4 || 240 || Focus Fire, Attack || 40 || 320 || 100% || 134% || 66% || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Neutron Lance || || 4 || 360 || Focus Fire, Attack || 60 || 560 || 0% || 0% || 100% || 1000 || X ||&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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2975</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2975"/>
		<updated>2024-05-17T16:48:26Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Particle Weapons */  0.4Update&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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;
| ECM || 10 || 20% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% Missile Immunity&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 || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Drive || +35% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +50% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +10% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +25% 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&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;
| 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&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor in a 20-degree cone&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Hull Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Magazine Materials !! Mass (tons) !! Salvo !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || 1 || Focus Fire || 60 || 350.9 || Explosive || 2.5 || 3.3 || 10 ||  || 31 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || 1 || Focus Fire || 40 || 249.2 || Explosive || 5 || 3.7 || 16 ||  || 29.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || 1 || Focus Fire || 50 || 396.1 || Explosive || 3.5 || 4.1 || 12 ||  || 29.2 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || 1 || Focus Fire, Defense || 40 || 294.1 || Fragmentation || 7.5 || 3.4 || 24 ||  || 33.8 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || 1 || Focus Fire, Defense || 50 || 756.6 || Fragmentation || 5.3 || 3.9 || 18 ||  || 33.8 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || 1 || Focus Fire || 40 || 434.7 || Penetrator || 5 || 4.2 || 16 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || 1 || Focus Fire || 50 || 1,003.5 || Penetrator || 3.5 || 4.5 || 12 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || 1 || Focus Fire || 50 || 613.2 || Explosive || 3.5 || 5.8 || 10 ||  || 39 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || 1 || Focus Fire, Defense || 50 || 897 || Fragmentation || 5.3 || 6 || 12 ||  || 33.8 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || 1 || Focus Fire || 60 || 3,003 || Penetrator || 3.5 || 5.5 || 10 ||  || 34 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || 1 || Focus Fire || 40 || 1,042.9 || Explosive || 2 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || 1 || Focus Fire || 40 || 7,095.9 || Penetrator || 2 || 5.8 || 6 ||  || 33.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || 1 || Focus Fire || 40 || 2,145.8 || Explosive || 2.5 || 7.7 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || 1 || Focus Fire || 40 || 14,346.3 || Penetrator || 2.5 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || 1 || Focus Fire || 40 || 5,469.7 || Explosive || 3 || 11.1 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || 1 || Focus Fire || 40 || 37,067.8 || Penetrator || 3 || 7.9 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 1,129,950,000 || Nuclear || 1.5 || 2.6 || 5 ||  || 52 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 2,448,225,000 || Nuclear || 2 || 3.6 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 4,519,800,000 || Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 3,766,500,000 || Shaped Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher || 2 || Focus Fire || 40 || 22,470,010,000 || Antimatter || 2.5 || 5.4 || 5 ||  || 77 ||  || 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.  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 || Defense, Focus Fire, Attack || 20 || 20 || 10% || 90% || 0% || 300 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Battery || 2 || || 20 || Defense, Focus Fire, Attack || 20 || 40 || 10% || 90% || 0% || 400 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy E-Beam Battery || 4 || || 40 || Defense, Focus Fire, Attack || 20 || 80 || 10% || 90% || 0% || 500 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Electron Lance || || 2 || 30 || Defense, Focus Fire, Attack || 20 || 60 || 10% || 90% || 0% || 500 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Electron Lance || || 3 || 60 || Defense, Focus Fire, Attack || 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 || Defense, Focus Fire, Attack || 30 || 20 || 60% || 34% || 16% || 500 || 0.13 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Battery || 2 || || 20 || Defense, Focus Fire, Attack || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Battery || 4 || || 40 || Defense, Focus Fire, Attack || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Ion Cannon || || 1 || 15 || Defense, Focus Fire, Attack || 30 || 30 || 60% || 34% || 16% || 500 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Ion Cannon || || 2 || 30 || Defense, Focus Fire, Attack || 30 || 60 || 60% || 34% || 16% || 600 || 0.4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Ion Cannon || || 3 || 60 || Defense, Focus Fire, Attack || 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 || Defense, Focus Fire, Attack || 30 || 40 || 60% || 34% || 16% || 600 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Beam Battery || 4 || || 50 || Defense, Focus Fire, Attack || 30 || 80 || 60% || 34% || 16% || 700 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Light Particle Lance || || 1 || 20 || Defense, Focus Fire, Attack || 30 || 30 || 60% || 34% || 16% || 700 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Lance || || 2 || 40 || Defense, Focus Fire, Attack || 30 || 60 || 60% || 34% || 16% || 800 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Electron Lance || || 3 || 80 || Defense, Focus Fire, Attack || 30 || 120 || 60% || 34% || 16% || 900 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Electron Lance || || 4 || 160 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 1000 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Particle Cannon || || 2 || 40 || Defense, Focus Fire, Attack || 40 || 80 || 100% || 134% || 66% || 800 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Antimatter Particle Cannon || || 3 || 120 || Defense, Focus Fire, Attack || 40 || 160 || 100% || 134% || 66% || 900 || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Antimatter Particle Cannon || || 4 || 240 || Focus Fire, Attack || 40 || 320 || 100% || 134% || 66% || X ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Neutron Lance || || 4 || 360 || Focus Fire, Attack || 60 || 560 || 0% || 0% || 100% || 1000 || X ||&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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2974</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2974"/>
		<updated>2024-05-17T16:12:51Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: /* Plasma Weapons */  0.4 Update&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 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 transfering 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 || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Meteor Liquid Rocket || N/A || 17 || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Neutron Liquid Rocket || N/A || 13 || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Venture Liquid Rocket || N/A || 14 || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Diana Superheavy Rocket || N/A || 14 || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Nova Liquid Rocket || N/A || 15 || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Chemical || Super Kronos Liquid Rocket || N/A || 10 || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal || Resistojet || N/A || 37 || 1.0 || 1.5 || 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 || 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 || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Grid Drive || N/A || 42 || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic: High Energy || Colloid Drive || N/A || 38 || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electromagnetic || VASIMR || N/A || 37 || 1.0 || 7.2 || Water (1)&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 || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrothermal: High Energy || Amplitron Drive || N/A || 37 || 4.6 || 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 || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || NERVA Drive || Solid Core Fission || 32 || 6.6 || 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 || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Dumbo || Solid Core Fission || 57 || 9.6 || 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 || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Pulsar Drive || Solid Core Fission || 42 || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Solid || Advanced Pulsar Drive || Solid Core Fission || 79 || 8.5 || 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 || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Fission Spinner Drive || Liquid Core Fission || 155 || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Liquid || Pegasus Drive || Liquid Core Fission || 256 || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Vortex Drive || Gas Core Fission || 55 || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Super Vortex Drive || Gas Core Fission || 66 || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Cavity Drive || Gas Core Fission || 40 || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Advanced Cavity Drive || Gas Core Fission || 60 || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Quartz Drive || Gas Core Fission || 40 || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Lightbulb Drive || Gas Core Fission || 58 || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Pharos Drive || Gas Core Fission || 63 || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Lantern || Gas Core Fission || 1072 || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Fission Frag Drive || Gas Core Fission || 43 || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Dusty Plasma Drive || Gas Core Fission || 44 || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Burner Drive || Gas Core Fission || 45 || 7.8 || 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 || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Gas || Firestar Drive || Gas Core Fission || 167 || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Drive || Nuclear Salt Water Core || 156 || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission: Salt Water || Neutron Flux Torch || Nuclear Salt Water Core || 2566 || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse: Z-Pinch Fission || Z-Pinch Microfission Drive || N/A || 64 || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Neutronium Microfission Drive || N/A || 166 || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Pulse || Antimatter Microfission Drive || N/A || 24 || 8.5 || 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 || 10.3 || 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 || 1 || 11.9 || 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 || 15.0 || 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 || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Triton Pulse Drive || N/A || 178 || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pulse: Z-Pinch Fusion || Firefly Torch || Z-Pinch Fusion || 26529 || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Electrostatic Confinement Fusion || Lithium Fusion Lantern || Electrostatic Confinement Fusion || 65 || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Hybrid Fusion Drive || Hybrid Confinement Fusion || 61 || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Drive || Hybrid Confinement Fusion || 756 || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Confinement Fusion || Icarus Torch || Hybrid Confinement Fusion || 6785 || 11.4 || 12.1 || Water (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&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;
| Steel || 100% || Chipping || 0 || 2 || 98 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 77.5% || Chipping || 0 || 0 || 0 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Carbide || 68.7% || || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Boron Carbide || 95.2% || Kinetic Damage || 0 || 50 || 50 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Composite || 45.3% || || 0 || 50 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube || 23.0% || || 0 || 60 || 35 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Adamantane || 11.4% || Kinetic Damage || 0 || 55 || 35 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Exotic  || 9.7% || || 0 || 25 || 25 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid  || 8.5% || Laser Damage || 0 || 30 || 30 || 20 || 20&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;
| ECM || 10 || 20% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark II || 10 || 40% Missile Immunity&lt;br /&gt;
|-&lt;br /&gt;
| ECM Mark III || 10 || 60% Missile Immunity&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 || +20% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Spiker || 40 || Nuclear Drive || +35% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Spiker || 40 || Nuclear Drive || +50% Thrust&lt;br /&gt;
|-&lt;br /&gt;
| Liquid Hydrogen Containment || 5 || Hydrogen Propellant || +10% Exhaust Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Slush Hydrogen Tankage || 10 || Hydrogen Propellant || +25% 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&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;
| 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&lt;br /&gt;
* Shaped Nuclear warheads do 100% damage to armor in a 20-degree cone&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Missile Bay !! Hull Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Magazine Materials !! Mass (tons) !! Salvo !! Can Bombard&lt;br /&gt;
|-&lt;br /&gt;
|Krait Missile Bay || 1 || Focus Fire || 60 || 350.9 || Explosive || 2.5 || 3.3 || 10 ||  || 31 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda Missile Bay || 1 || Focus Fire || 40 || 249.2 || Explosive || 5 || 3.7 || 16 ||  || 29.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Missile Bay || 1 || Focus Fire || 50 || 396.1 || Explosive || 3.5 || 4.1 || 12 ||  || 29.2 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Rattler Missile Bay || 1 || Focus Fire, Defense || 40 || 294.1 || Fragmentation || 7.5 || 3.4 || 24 ||  || 33.8 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Riverjack Missile Bay || 1 || Focus Fire, Defense || 50 || 756.6 || Fragmentation || 5.3 || 3.9 || 18 ||  || 33.8 || 3 shots / 7 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Harlequin Missile Bay || 1 || Focus Fire || 40 || 434.7 || Penetrator || 5 || 4.2 || 16 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Keelback Missile Bay || 1 || Focus Fire || 50 || 1,003.5 || Penetrator || 3.5 || 4.5 || 12 ||  || 24.2 || 3 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Copperhead Missile Bay || 1 || Focus Fire || 50 || 613.2 || Explosive || 3.5 || 5.8 || 10 ||  || 39 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Viper Missile Bay || 1 || Focus Fire, Defense || 50 || 897 || Fragmentation || 5.3 || 6 || 12 ||  || 33.8 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Lancehead Missile Bay || 1 || Focus Fire || 60 || 3,003 || Penetrator || 3.5 || 5.5 || 10 ||  || 34 || 2 shots / 5 s || No&lt;br /&gt;
|-&lt;br /&gt;
|Hera Torpedo Bay || 1 || Focus Fire || 40 || 1,042.9 || Explosive || 2 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Hermes Torpedo Bay || 1 || Focus Fire || 40 || 7,095.9 || Penetrator || 2 || 5.8 || 6 ||  || 33.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Artemis Torpedo Bay || 1 || Focus Fire || 40 || 2,145.8 || Explosive || 2.5 || 7.7 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Torpedo Bay || 1 || Focus Fire || 40 || 14,346.3 || Penetrator || 2.5 || 5.8 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Athena Torpedo Bay || 1 || Focus Fire || 40 || 5,469.7 || Explosive || 3 || 11.1 || 6 ||  || 43.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Ares Torpedo Bay || 1 || Focus Fire || 40 || 37,067.8 || Penetrator || 3 || 7.9 || 6 ||  || 38.8 ||  || No&lt;br /&gt;
|-&lt;br /&gt;
|Cerberus Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 1,129,950,000 || Nuclear || 1.5 || 2.6 || 5 ||  || 52 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Hades Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 2,448,225,000 || Nuclear || 2 || 3.6 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Nemesis Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 4,519,800,000 || Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Olympus Shaped Nuclear Torpedo Bay || 1 || Focus Fire || 40 || 3,766,500,000 || Shaped Nuclear || 2.5 || 5.1 || 5 ||  || 47 ||  || Not Through Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Torpedo Launcher || 2 || Focus Fire || 40 || 22,470,010,000 || Antimatter || 2.5 || 5.4 || 5 ||  || 77 ||  || 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.  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) !! Targeting Range (km) !! Shot Battery Consumption (GJ) !! Build Cost &lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Particle Beam || 1 || || 3 || Defense || 4 || 30 || 200 || 0.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Cannon Mk1 || || 2 || 100 || Focus Fire, Attack || 60 || 90 || 250 || 0.9 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Cannon Mk2 || || 2 || 100 || Focus Fire, Attack || 50 || 120 || 350 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Particle Cannon Mk3 || || 2 || 100 || Focus Fire, Attack || 40 || 180 || 450 || 0.9 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Cannon Mk1 || || 3 || 500 || Focus Fire, Attack || 72 || 120 || 325 || 1.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Cannon Mk2 || || 3 || 500 || Focus Fire, Attack || 60 || 180 || 425 || 1.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Particle Cannon Mk3 || || 3 || 500 || Focus Fire, Attack || 48 || 240 || 525 || 1.2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Cannon Mk1 || || 4 || 1000 || Focus Fire, Attack || 90 || 180 || 400 || 1.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Cannon Mk2 || || 4 || 1000 || Focus Fire, Attack || 75 || 240 || 500 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Spinal Particle Cannon Mk3 || || 4 || 1000 || Focus Fire, Attack || 60 || 360 || 600 || 1.8 ||&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>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2941</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2941"/>
		<updated>2023-08-17T16:30:13Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: Heavy Fission&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires 0.029 water and 0.029 volatiles per month. (This cost is normally included in the listed upkeep for each module.)&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy&#039;s objective will be to destroy the modules. After the battle, the station can be boarded or destroyed. &lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core. &lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Tier&lt;br /&gt;
! Crew&lt;br /&gt;
! width=1% | Module Sites&lt;br /&gt;
! Mass (tons)&lt;br /&gt;
! Build Time (days)&lt;br /&gt;
! Support Costs&lt;br /&gt;
! Build Cost (from Earth)&lt;br /&gt;
! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 20&lt;br /&gt;
| 600&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 1000&lt;br /&gt;
| 180&lt;br /&gt;
| 250&lt;br /&gt;
| 5 Research&amp;lt;br&amp;gt;0.009 Antimatter&amp;lt;br&amp;gt;3% Energy Research&lt;br /&gt;
| 20 Money&amp;lt;br&amp;gt;10 Water&amp;lt;br&amp;gt;10 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;5 Noble Metals&amp;lt;br&amp;gt;3 Fissiles&lt;br /&gt;
| 1K Money&lt;br /&gt;
| 2 Water&amp;lt;br&amp;gt;8 Volatiles&amp;lt;br&amp;gt;14 Base Metals&amp;lt;br&amp;gt;14 Noble Metals&amp;lt;br&amp;gt;2 Fissiles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 100&lt;br /&gt;
| 8000&lt;br /&gt;
| 360&lt;br /&gt;
| 750&lt;br /&gt;
| 20 Research&amp;lt;br&amp;gt;0.1 Antimatter&amp;lt;br&amp;gt;5% Energy Research&lt;br /&gt;
| 120 Money&amp;lt;br&amp;gt;32 Water&amp;lt;br&amp;gt;32 Volatiles&amp;lt;br&amp;gt;20 Base Metals&amp;lt;br&amp;gt;20 Noble Metals&amp;lt;br&amp;gt;10 Fissiles&lt;br /&gt;
| 10K Money&lt;br /&gt;
| 16 Water&amp;lt;br&amp;gt;48 Volatiles&amp;lt;br&amp;gt;112 Base Metals&amp;lt;br&amp;gt;112 Noble Metals&amp;lt;br&amp;gt;32 Fissiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have antimatter. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction.&lt;br /&gt;
&lt;br /&gt;
Note that antimatter stats in an orbit are given in micrograms per year, whereas the units of production for most other production facilities are given in units of dekatons per month. That means that each point of antimatter in an orbit is 1/120,000,000,000,000 units per month, or 8.3 femto-units, even with the 100% efficient Antimatter Farm doing the harvesting. Since the largest antimatter value in the solar system is Mimas, at 880, this means that the best possible production from an antimatter capture facility is is 7.3 pico-units per month.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Power !! Antimatter Extraction !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 25%&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.39 Water&amp;lt;br&amp;gt;0.39 Volatiles&lt;br /&gt;
| 32 Money&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 120&lt;br /&gt;
| 50%&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 10 Boost&amp;lt;br&amp;gt;5 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 800&lt;br /&gt;
| 480&lt;br /&gt;
| 100%&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;7.2 Water&amp;lt;br&amp;gt;7.2 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 50 Boost&amp;lt;br&amp;gt;25 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| 200&lt;br /&gt;
| 2000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.9 Water&amp;lt;br&amp;gt;2.9 Volatiles&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 76 Volatiles&amp;lt;br&amp;gt;80 Base Metals&amp;lt;br&amp;gt;40 Noble Metals&amp;lt;br&amp;gt;4 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.3 Water&amp;lt;br&amp;gt;2.3 Volatiles&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2.5K Water&amp;lt;br&amp;gt;5K Volatiles&amp;lt;br&amp;gt;10K Base Metals&amp;lt;br&amp;gt;6K Noble Metals&amp;lt;br&amp;gt;500 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 800&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption scale with the escape velocity of the celestial body and its distance from Earth.&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 12&lt;br /&gt;
| 127&lt;br /&gt;
| 1&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 60&lt;br /&gt;
| 635&lt;br /&gt;
| 2&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 5077&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 89&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+40 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x1.5 speed)&amp;lt;br&amp;gt;+120 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x2 speed)&amp;lt;br&amp;gt;+400 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|100px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|100px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+80 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|100px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&amp;lt;br&amp;gt;[[File:Station T1 Quarters.png|100px]]&lt;br /&gt;
| +3 Control Space Asset Defense&amp;lt;br&amp;gt;+3 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;-3 Power&lt;br /&gt;
| Residential Module&amp;lt;br&amp;gt;[[File:Station T2 ResidentialModule.png|100px]]&lt;br /&gt;
| +6 Control Space Asset Defense&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+6 Influence&amp;lt;br&amp;gt;+500 Crew&amp;lt;br&amp;gt;-15 Power&lt;br /&gt;
| Civilian Complex&amp;lt;br&amp;gt;[[File:Station T3 CivilianComplex.png|100px]]&lt;br /&gt;
| +12 Control Space Asset Defense&amp;lt;br&amp;gt;+40 Money&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;+2500 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|100px]]&lt;br /&gt;
| -1.5 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|100px]]&lt;br /&gt;
| -8.8 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|100px]]&lt;br /&gt;
| -87.5 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|100px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|100px]]&lt;br /&gt;
| +200 Crew&amp;lt;br&amp;gt;+80 Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|100px]]&lt;br /&gt;
| +1000 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|100px]]&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|100px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
Power Modules produce Power to the hab. Solar power modules are inefficient if the hab is built in the L-2 Lagrage Point as it will lie in the planet&#039;s shadow.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 !! colspan=2 | Tier 3 upgraded&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (Mercury 67, Venus 19, Earth 10, Mars 3)&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x4) (Mercury 280, Venus 80, Earth 42, Mars 14)&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x12) (Mercury 834, Venus 239, Earth 125, Mars 40)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+10 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+42 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+125 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 HeavyFissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+15 Power&lt;br /&gt;
| Heavy Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 HeavyFissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+64 Power&lt;br /&gt;
| Heavy Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 HeavyFissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+187 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+450 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
Defense modules house weapons to defend habs and prevent enemy Assault Hab fleet operations.&lt;br /&gt;
&lt;br /&gt;
When built on bases they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser) and will fire at fleets that begin bombardment. They upgrade automatically when new global techs are researched.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| Small&lt;br /&gt;
| 3&lt;br /&gt;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 145 Money&lt;br /&gt;
| 3.3 Volatiles&amp;lt;br&amp;gt;11.4 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| Medium&lt;br /&gt;
| 15&lt;br /&gt;
| 750&lt;br /&gt;
| 40&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.5 Noble Metals&lt;br /&gt;
| 725 Money&lt;br /&gt;
| 16.5 Volatiles&amp;lt;br&amp;gt;57 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| Large&lt;br /&gt;
| 75&lt;br /&gt;
| 6000&lt;br /&gt;
| 240&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Base Metals&amp;lt;br&amp;gt;1 Noble Metals&lt;br /&gt;
| 5.8K Money&lt;br /&gt;
| 132 Volatiles&amp;lt;br&amp;gt;456 Base Metals&amp;lt;br&amp;gt;12 Noble Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Administration Modules ===&lt;br /&gt;
Administration modules help with faction management. Each hab may only have one administration module.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| Administration Tower&amp;lt;br&amp;gt;[[File:Station T2 AdministrationTower.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Administration Complex&amp;lt;br&amp;gt;[[File:Station T3 AdministrationComplex.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth or Luna orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|100px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;-0.1 Boost&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|100px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|100px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|100px]]&lt;br /&gt;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&lt;br /&gt;
| Geriatrics Facility&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|100px]]&lt;br /&gt;
| +300 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198258524561</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2940</id>
		<title>Habs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Habs&amp;diff=2940"/>
		<updated>2023-08-17T16:29:43Z</updated>

		<summary type="html">&lt;p&gt;76561198258524561: Heavy Fission&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Habitats, or habs, are space-based facilities operated by factions. They are composed of modules. All modules have a core module; the size of the core determines the size of the hab. The size of the hab determines both how many modules you can have (4, 12 or 20, plus the core), and the maximum size of each module.&lt;br /&gt;
&lt;br /&gt;
Habs may be founded in three ways. One is to launch the core module from Earth, using boost. This can take a lot of time if the location is far from the homeworld. A second is to develop and build kits that ships can deploy when they arrive in an orbit or land on a space body. A third is to found habs from other habs in the same planetary system that have a construction module.&lt;br /&gt;
&lt;br /&gt;
Habs may be assaulted and captured by Marines from ships, although building barracks modules helps defend it. A councilor with a high command attribute leading an assault mission gives it a much greater chance of success.&lt;br /&gt;
&lt;br /&gt;
Habs, like fleets, belong directly to a faction. Your hab may be nominally operating under NASA or the United Nations, but what matters is that its people are really working for [[The Academy]], [[The Resistance]], [[Project Exodus]], etc.&lt;br /&gt;
&lt;br /&gt;
Habs have a support cost drawn from space resources. If those are insufficient Boost is used. And if you are out of both, or have insufficient mission control, your hab is much more likely to suffer accidents, and be much more willing to switch allegiance to another faction.&lt;br /&gt;
&lt;br /&gt;
== Life Support ==&lt;br /&gt;
&lt;br /&gt;
Each human at a hab requires 0.029 water and 0.029 volatiles per month. (This cost is normally included in the listed upkeep for each module.)&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:Orbital.JPG|thumb|320px|Station]]&lt;br /&gt;
Stations are built in an orbit. If a station has defenses it can be involved in combat, where the enemy&#039;s objective will be to destroy the modules. After the battle, the station can be boarded or destroyed. &lt;br /&gt;
&lt;br /&gt;
When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core. &lt;br /&gt;
&lt;br /&gt;
Stations use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Tier&lt;br /&gt;
! Crew&lt;br /&gt;
! width=1% | Module Sites&lt;br /&gt;
! Mass (tons)&lt;br /&gt;
! Build Time (days)&lt;br /&gt;
! Support Costs&lt;br /&gt;
! Build Cost (from Earth)&lt;br /&gt;
! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;2 Money&amp;lt;br&amp;gt;0.087 Water&amp;lt;br&amp;gt;0.087 Volatiles&lt;br /&gt;
| 10 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Orbital Core&amp;lt;br&amp;gt;[[File:Station T2 OrbitalCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.44 Water&amp;lt;br&amp;gt;0.44 Volatiles&lt;br /&gt;
| 90 Money&lt;br /&gt;
| 4 Volatiles&amp;lt;br&amp;gt;4 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ring Core&amp;lt;br&amp;gt;[[File:Station T3 RingCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 20&lt;br /&gt;
| 600&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.2 Water&amp;lt;br&amp;gt;2.2 Volatiles&lt;br /&gt;
| 720 Money&lt;br /&gt;
| 48 Volatiles&amp;lt;br&amp;gt;48 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Platform Core&amp;lt;br&amp;gt;[[File:Station T1 PlatformCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 20 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Particle Colliders ===&lt;br /&gt;
Particle Colliders are used to produce antimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Monthly Income !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Atomsmasher&amp;lt;br&amp;gt;[[File:Station T2 Atomsmasher.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 1000&lt;br /&gt;
| 180&lt;br /&gt;
| 250&lt;br /&gt;
| 5 Research&amp;lt;br&amp;gt;0.009 Antimatter&amp;lt;br&amp;gt;3% Energy Research&lt;br /&gt;
| 20 Money&amp;lt;br&amp;gt;10 Water&amp;lt;br&amp;gt;10 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;5 Noble Metals&amp;lt;br&amp;gt;3 Fissiles&lt;br /&gt;
| 1K Money&lt;br /&gt;
| 2 Water&amp;lt;br&amp;gt;8 Volatiles&amp;lt;br&amp;gt;14 Base Metals&amp;lt;br&amp;gt;14 Noble Metals&amp;lt;br&amp;gt;2 Fissiles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Supercollider&amp;lt;br&amp;gt;[[File:Station T3 Supercollider.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 100&lt;br /&gt;
| 8000&lt;br /&gt;
| 360&lt;br /&gt;
| 750&lt;br /&gt;
| 20 Research&amp;lt;br&amp;gt;0.1 Antimatter&amp;lt;br&amp;gt;5% Energy Research&lt;br /&gt;
| 120 Money&amp;lt;br&amp;gt;32 Water&amp;lt;br&amp;gt;32 Volatiles&amp;lt;br&amp;gt;20 Base Metals&amp;lt;br&amp;gt;20 Noble Metals&amp;lt;br&amp;gt;10 Fissiles&lt;br /&gt;
| 10K Money&lt;br /&gt;
| 16 Water&amp;lt;br&amp;gt;48 Volatiles&amp;lt;br&amp;gt;112 Base Metals&amp;lt;br&amp;gt;112 Noble Metals&amp;lt;br&amp;gt;32 Fissiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antimatter Capture ===&lt;br /&gt;
Antimatter capture modules can only be constructed in orbits that have antimatter. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction.&lt;br /&gt;
&lt;br /&gt;
Note that antimatter stats in an orbit are given in micrograms per year, whereas the units of production for most other production facilities are given in units of dekatons per month. That means that each point of antimatter in an orbit is 1/120,000,000,000,000 units per month, or 8.3 femto-units, even with the 100% efficient Antimatter Farm doing the harvesting. Since the largest antimatter value in the solar system is Mimas, at 880, this means that the best possible production from an antimatter capture facility is is 7.3 pico-units per month.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Power !! Antimatter Extraction !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Trap&amp;lt;br&amp;gt;[[File:Station T1 AntimatterTrap.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 25%&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.39 Water&amp;lt;br&amp;gt;0.39 Volatiles&lt;br /&gt;
| 32 Money&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Harvester&amp;lt;br&amp;gt;[[File:Station T2 AntimatterHarvester.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| 120&lt;br /&gt;
| 50%&lt;br /&gt;
| 5 Money&amp;lt;br&amp;gt;1 Water&amp;lt;br&amp;gt;1 Volatiles&lt;br /&gt;
| 160 Money&lt;br /&gt;
| 10 Boost&amp;lt;br&amp;gt;5 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Antimatter Farm&amp;lt;br&amp;gt;[[File:Station T3 AntimatterFarm.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 75&lt;br /&gt;
| 800&lt;br /&gt;
| 480&lt;br /&gt;
| 100%&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;7.2 Water&amp;lt;br&amp;gt;7.2 Volatiles&amp;lt;br&amp;gt;5 Base Metals&amp;lt;br&amp;gt;2 Noble Metals&amp;lt;br&amp;gt;1 Fissibles&lt;br /&gt;
| 815 Money&lt;br /&gt;
| 50 Boost&amp;lt;br&amp;gt;25 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Campaign Modules ===&lt;br /&gt;
Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Crew !! Mass (tons) !! Build Time (days) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space) !! Faction !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sentinel Complex&amp;lt;br&amp;gt;[[File:Station T3 SentinelComplex.png|80px]]&lt;br /&gt;
| 200&lt;br /&gt;
| 2000&lt;br /&gt;
| 120&lt;br /&gt;
| 150&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.9 Water&amp;lt;br&amp;gt;2.9 Volatiles&lt;br /&gt;
| 200K Money&lt;br /&gt;
| 76 Volatiles&amp;lt;br&amp;gt;80 Base Metals&amp;lt;br&amp;gt;40 Noble Metals&amp;lt;br&amp;gt;4 Exotics&lt;br /&gt;
| [[File:FAC AppeaseCouncil 128.png|40px]] The Protectorate&lt;br /&gt;
| Will defend the station&amp;lt;br&amp;gt;May only be built in Low Earth Orbit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interstellar Launch Facility&amp;lt;br&amp;gt;[[File:Station T3 InterstellarLaunchingLaser.png|80px]]&lt;br /&gt;
| 80&lt;br /&gt;
| 250000&lt;br /&gt;
| 720&lt;br /&gt;
| 5000&lt;br /&gt;
| 20 Mission Control&amp;lt;br&amp;gt;20 Money&amp;lt;br&amp;gt;2.3 Water&amp;lt;br&amp;gt;2.3 Volatiles&lt;br /&gt;
| 25M Money&lt;br /&gt;
| 2.5K Water&amp;lt;br&amp;gt;5K Volatiles&amp;lt;br&amp;gt;10K Base Metals&amp;lt;br&amp;gt;6K Noble Metals&amp;lt;br&amp;gt;500 Exotics&lt;br /&gt;
| [[File:FAC EscapeCouncil 128.png|40px]] Project Exodus&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
[[File:HabDesigner.JPG|thumb|320px|Base]]&lt;br /&gt;
Bases are built at a hab site. Hab sites are discovered by launching a prospector probe after the required technology has been researched.&lt;br /&gt;
&lt;br /&gt;
Bases use the following core modules. They require the council engineering project with the same name to be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Build Time (days) !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Mission Control&amp;lt;br&amp;gt;3 Money&amp;lt;br&amp;gt;0.15 Water&amp;lt;br&amp;gt;0.15 Volatiles&lt;br /&gt;
| 15 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Core&amp;lt;br&amp;gt;[[File:Base T2 SettlementCore.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
| 160&lt;br /&gt;
| 60&lt;br /&gt;
| 3 Mission Control&amp;lt;br&amp;gt;10 Money&amp;lt;br&amp;gt;0.73 Water&amp;lt;br&amp;gt;0.73 Volatiles&lt;br /&gt;
| 120 Money&lt;br /&gt;
| 8 Volatiles&amp;lt;br&amp;gt;8 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Core&amp;lt;br&amp;gt;[[File:Base T3 ColonyCore.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 125&lt;br /&gt;
| 800&lt;br /&gt;
| 90&lt;br /&gt;
| 5 Mission Control&amp;lt;br&amp;gt;21 Money&amp;lt;br&amp;gt;3.6 Water&amp;lt;br&amp;gt;3.6 Volatiles&lt;br /&gt;
| 960 Money&lt;br /&gt;
| 64 Volatiles&amp;lt;br&amp;gt;64 Base Metals&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Outpost Core&amp;lt;br&amp;gt;[[File:Base T1 OutpostCore.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2 Mission Control&lt;br /&gt;
| 24 Money&lt;br /&gt;
| 1 Volatiles&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining Complexes ===&lt;br /&gt;
Each base will have a Mining Deposit Access Point above the Core Module. Only Mining Complex modules can be constructed on it, which will produce the resources of the hab site. Its construction cost and power consumption scale with the escape velocity of the celestial body and its distance from Earth.&lt;br /&gt;
&lt;br /&gt;
There is a soft limit on the number of mining bases you can have. Starting at 13 mines on different celestial bodies, extra MC is charged for each new one. As far as the mining limit is concerned, every base on e.g., Mars counts as one base only. This makes asteroid mining more expensive in terms of MC than mining on larger objects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Crew !! Mass (tons) !! Required Mission Control !! Extraction Rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Outpost Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 12&lt;br /&gt;
| 127&lt;br /&gt;
| 1&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Settlement Mining Complex&amp;lt;br&amp;gt;[[File:Base T2 SettlementMiningComplex.png|170px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 60&lt;br /&gt;
| 635&lt;br /&gt;
| 2&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Colony Mining Complex&amp;lt;br&amp;gt;[[File:Base T3 ColonyMiningComplex.png|170px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 200&lt;br /&gt;
| 5077&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Automated Mining Complex&amp;lt;br&amp;gt;[[File:Base T1 OutpostMiningComplex.png|170px]]&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 89&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Most hab modules consume power. You must build sufficient power-generating modules to accommodate your other modules. Modules may be turned off to reduce power consumption, although certain modules must remain on if there is power to support them in the hab.&lt;br /&gt;
&lt;br /&gt;
Hab modules are added to habs either by shipping them from Earth using boost or building them out of space materials. Some modules have upgrade paths to larger versions; upgrading a module in this way is done at a discount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Supply Depot&amp;lt;br&amp;gt;[[File:Station T1 SupplyDepot.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;+3 Crew&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| colspan=4 align=center | cannot be upgraded&lt;br /&gt;
|-&lt;br /&gt;
| Space Dock&amp;lt;br&amp;gt;[[File:Station T1 ConstructionModule.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction&amp;lt;br&amp;gt;+40 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Shipyard&amp;lt;br&amp;gt;[[File:Station T2 Shipyard.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x1.5 speed)&amp;lt;br&amp;gt;+120 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Spaceworks&amp;lt;br&amp;gt;[[File:Station T3 Spaceworks.png|100px]]&lt;br /&gt;
| Allows ships to resupply&amp;lt;br&amp;gt;Shortens prospecting time&amp;lt;br&amp;gt;Enables ship construction (x2 speed)&amp;lt;br&amp;gt;+400 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Construction Module&amp;lt;br&amp;gt;[[File:Station T1 SpaceDock.png|100px]]&lt;br /&gt;
| Allows founding tier 1 habs&amp;lt;br&amp;gt;+6 Crew&amp;lt;br&amp;gt;+10% Construction Speed&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Nanofactory&amp;lt;br&amp;gt;[[File:Station T2 Nanofactory.png|100px]]&lt;br /&gt;
| Allows founding tier 1-2 habs&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+25% Construction Speed&amp;lt;br&amp;gt;+1% Materials Research&amp;lt;br&amp;gt;-40 Power&amp;lt;br&amp;gt;+80 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+2% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Nanofacturing Complex&amp;lt;br&amp;gt;[[File:Station T3 NanofacturingComplex.png|100px]]&lt;br /&gt;
| Allows founding tier 1-3 habs&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+40% Construction Speed&amp;lt;br&amp;gt;+2% Materials Research&amp;lt;br&amp;gt;-120 Power&amp;lt;br&amp;gt;+300 Money if hab isn&#039;t constructing modules&amp;lt;br&amp;gt;+5% Economy priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&amp;lt;br&amp;gt;[[File:Station T1 Quarters.png|100px]]&lt;br /&gt;
| +3 Control Space Asset Defense&amp;lt;br&amp;gt;+3 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;-3 Power&lt;br /&gt;
| Residential Module&amp;lt;br&amp;gt;[[File:Station T2 ResidentialModule.png|100px]]&lt;br /&gt;
| +6 Control Space Asset Defense&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+6 Influence&amp;lt;br&amp;gt;+500 Crew&amp;lt;br&amp;gt;-15 Power&lt;br /&gt;
| Civilian Complex&amp;lt;br&amp;gt;[[File:Station T3 CivilianComplex.png|100px]]&lt;br /&gt;
| +12 Control Space Asset Defense&amp;lt;br&amp;gt;+40 Money&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;+2500 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponics Bay&amp;lt;br&amp;gt;[[File:Station T1 HydroponicsBay.png|100px]]&lt;br /&gt;
| -1.5 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+1 Crew&amp;lt;br&amp;gt;-10 Power&lt;br /&gt;
| Farm&amp;lt;br&amp;gt;[[File:Station T2 Farm.png|100px]]&lt;br /&gt;
| -8.8 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+5 Crew&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Agriculture Complex&amp;lt;br&amp;gt;[[File:Station T3 AgricultureComplex.png|100px]]&lt;br /&gt;
| -87.5 Water and Volatiles Upkeep&amp;lt;br&amp;gt;+25 Crew&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|-&lt;br /&gt;
| Marine Platoon Barracks&amp;lt;br&amp;gt;[[File:Station T1 MarinePlatoonBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 2)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions&amp;lt;br&amp;gt;+30 Crew&amp;lt;br&amp;gt;+5 Ops&amp;lt;br&amp;gt;-5 Power&lt;br /&gt;
| Marine Company Barracks&amp;lt;br&amp;gt;[[File:Station T2 MarineCompanyBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 6)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x4)&amp;lt;br&amp;gt;+150 Crew&amp;lt;br&amp;gt;+12 Ops&amp;lt;br&amp;gt;-20 Power&lt;br /&gt;
| Marine Battalion Barracks&amp;lt;br&amp;gt;[[File:Station T3 MarineBattalionBarracks.png|100px]]&lt;br /&gt;
| Enables Assault Enemy Space Asset missions (strength 15)&amp;lt;br&amp;gt;Protects against Assault Enemy Space Asset missions (x14)&amp;lt;br&amp;gt;+750 Crew&amp;lt;br&amp;gt;+30 Ops&amp;lt;br&amp;gt;-60Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Skunkworks&amp;lt;br&amp;gt;[[File:Station T2 SkunkWorks.png|100px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+1 Council Engineering Project Slots&amp;lt;br&amp;gt;-30 Power&lt;br /&gt;
| Foundry&amp;lt;br&amp;gt;[[File:Station T3 Foundry.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+2 Council Engineering Project Slots&amp;lt;br&amp;gt;-90 Power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Research Campus&amp;lt;br&amp;gt;[[File:Station T2 ResearchCampus.png|100px]]&lt;br /&gt;
| +200 Crew&amp;lt;br&amp;gt;+80 Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
| Research University&amp;lt;br&amp;gt;[[File:Station T3 ResearchUniversity.png|100px]]&lt;br /&gt;
| +1000 Crew&amp;lt;br&amp;gt;+200 Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-1 Mission Control&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Operations Center&amp;lt;br&amp;gt;[[File:Station T2 OperationsCenter.png|100px]]&lt;br /&gt;
| +50 Crew&amp;lt;br&amp;gt;+1 Mission Control&amp;lt;br&amp;gt;-40 Power&lt;br /&gt;
| Command Center&amp;lt;br&amp;gt;[[File:Station T3 CommandCenter.png|100px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+2 Mission Control&amp;lt;br&amp;gt;-120 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Power Modules ===&lt;br /&gt;
Power Modules produce Power to the hab. Solar power modules are inefficient if the hab is built in the L-2 Lagrage Point as it will lie in the planet&#039;s shadow.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3 !! colspan=2 | Tier 3 upgraded&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Effects !! Module !! Effects !! Module !! Effects !! Module !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Solar Collector&amp;lt;br&amp;gt;[[File:Station T1 SolarCollector.png|120px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (Mercury 67, Venus 19, Earth 10, Mars 3)&lt;br /&gt;
| Solar Array&amp;lt;br&amp;gt;[[File:Station T2 SolarArray.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x4) (Mercury 280, Venus 80, Earth 42, Mars 14)&lt;br /&gt;
| Solar Farm&amp;lt;br&amp;gt;[[File:Station T3 SolarFarm.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;Power depending on proximity to the Sun (x12) (Mercury 834, Venus 239, Earth 125, Mars 40)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 FissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+10 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+42 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+125 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Fission Pile&amp;lt;br&amp;gt;[[File:Station T1 HeavyFissionPile.png|120px]]&lt;br /&gt;
| +4 Crew&amp;lt;br&amp;gt;+15 Power&lt;br /&gt;
| Fission Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 HeavyFissionReactorArray.png|120px]]&lt;br /&gt;
| +20 Crew&amp;lt;br&amp;gt;+64 Power&lt;br /&gt;
| Fission Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 HeavyFissionReactorFarm.png|120px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+187 Power&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Pile&amp;lt;br&amp;gt;[[File:Station T1 FusionPile.png|120px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+20 Power&lt;br /&gt;
| Fusion Reactor Array&amp;lt;br&amp;gt;[[File:Station T2 FusionReactorArray.png|120px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+85 Power&lt;br /&gt;
| Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 FusionReactorFarm.png|120px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+250 Power&lt;br /&gt;
| Heavy Fusion Reactor Farm&amp;lt;br&amp;gt;[[File:Station T3 TerawattFusionReactor.png|120px]]&lt;br /&gt;
| +250 Crew&amp;lt;br&amp;gt;+450 Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defense Modules ===&lt;br /&gt;
Defense modules house weapons to defend habs and prevent enemy Assault Hab fleet operations.&lt;br /&gt;
&lt;br /&gt;
When built on bases they house 2 surface-to-orbit laser cannons (laser / arc laser / phaser) and will fire at fleets that begin bombardment. They upgrade automatically when new global techs are researched.&lt;br /&gt;
&lt;br /&gt;
When built on stations they house 2 anti-ship weapons: 1 laser battery (laser / arc laser / phaser) and 1 projectile battery (gun / rail / coil / plasma). In addition, they also house 1 point defense turret (laser / arc laser / phaser). Stations with defense modules will take part in space battles. They upgrade automatically when new faction projects that unlock weapons are researched.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Weapon Size !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Array&amp;lt;br&amp;gt;[[File:Station T1 PointDefenseArray.png|80px]]&lt;br /&gt;
| 1&lt;br /&gt;
| Small&lt;br /&gt;
| 3&lt;br /&gt;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 145 Money&lt;br /&gt;
| 3.3 Volatiles&amp;lt;br&amp;gt;11.4 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Layered Defense Array&amp;lt;br&amp;gt;[[File:Station T2 LayeredDefenseArray.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| Medium&lt;br /&gt;
| 15&lt;br /&gt;
| 750&lt;br /&gt;
| 40&lt;br /&gt;
| 10 Money&amp;lt;br&amp;gt;1 Base Metals&amp;lt;br&amp;gt;0.5 Noble Metals&lt;br /&gt;
| 725 Money&lt;br /&gt;
| 16.5 Volatiles&amp;lt;br&amp;gt;57 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Battlestations&amp;lt;br&amp;gt;[[File:Station T3 Battlestations.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| Large&lt;br /&gt;
| 75&lt;br /&gt;
| 6000&lt;br /&gt;
| 240&lt;br /&gt;
| 30 Money&amp;lt;br&amp;gt;3 Base Metals&amp;lt;br&amp;gt;1 Noble Metals&lt;br /&gt;
| 5.8K Money&lt;br /&gt;
| 132 Volatiles&amp;lt;br&amp;gt;456 Base Metals&amp;lt;br&amp;gt;12 Noble Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Administration Modules ===&lt;br /&gt;
Administration modules help with faction management. Each hab may only have one administration module.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module !! Tier !! Mission Control !! Control Point Cap !! Crew !! Mass (tons) !! Required Power !! Support Costs !! Build Cost (from Earth) !! Build Cost (from space)&lt;br /&gt;
|-&lt;br /&gt;
| Administration Tower&amp;lt;br&amp;gt;[[File:Station T2 AdministrationTower.png|80px]]&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 200&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 1 Boost&amp;lt;br&amp;gt;21.5 Money&amp;lt;br&amp;gt;0.1 Base Metals&lt;br /&gt;
| 120&lt;br /&gt;
| 1.2 Water&amp;lt;br&amp;gt;6 Volatiles&amp;lt;br&amp;gt;7.5 Base Metals&amp;lt;br&amp;gt;0.3 Noble Metals&lt;br /&gt;
|-&lt;br /&gt;
| Administration Complex&amp;lt;br&amp;gt;[[File:Station T3 AdministrationComplex.png|80px]]&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 30&lt;br /&gt;
| 1000&lt;br /&gt;
| 750&lt;br /&gt;
| 120&lt;br /&gt;
| 3 Boost&amp;lt;br&amp;gt;100 Money&amp;lt;br&amp;gt;1 Base Metals&lt;br /&gt;
| 600&lt;br /&gt;
| 6 Water&amp;lt;br&amp;gt;30 Volatiles&amp;lt;br&amp;gt;37.5 Base Metals&amp;lt;br&amp;gt;1.5 Noble Metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Science Modules ===&lt;br /&gt;
Science Modules produce Research in a certain field and have additinal effects if built in Earth interface orbit. Once the research bonus goes above 50% it suffers diminishing returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Energy Lab&amp;lt;br&amp;gt;[[File:Station T1 EnergyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Energy Research&amp;lt;br&amp;gt;-8 Power&amp;lt;br&amp;gt;+3% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Research Center&amp;lt;br&amp;gt;[[File:Station T2 EnergyResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Energy Research&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+6% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Energy Institute&amp;lt;br&amp;gt;[[File:Station T3 EnergyInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Energy Research&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+10% Boost priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Information Science Lab&amp;lt;br&amp;gt;[[File:Station T1 InformationScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Information Science Research&amp;lt;br&amp;gt;-6 Power&amp;lt;br&amp;gt;+3% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 InformationScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Information Science Research&amp;lt;br&amp;gt;-24 Power&amp;lt;br&amp;gt;+6% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Information Science Institute&amp;lt;br&amp;gt;[[File:Station T3 InformationScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Information Science Research&amp;lt;br&amp;gt;-72 Power&amp;lt;br&amp;gt;+10% Knowledge priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Life Science Lab&amp;lt;br&amp;gt;[[File:Station T1 LifeScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 LifeScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Life Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Life Science Institute&amp;lt;br&amp;gt;[[File:Station T3 LifeScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Life Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Welfare priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Materials Lab&amp;lt;br&amp;gt;[[File:Station T1 MaterialsLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Materials Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Research Center&amp;lt;br&amp;gt;[[File:Station T2 MaterialsResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Materials Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Materials Institute&amp;lt;br&amp;gt;[[File:Station T3 MaterialsInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Materials Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Military priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Military Science Lab&amp;lt;br&amp;gt;[[File:Station T1 MilitaryScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Military Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+0.03 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 MilitaryScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Military Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+0.06 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
| Military Science Institute&amp;lt;br&amp;gt;[[File:Station T3 MilitaryScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Military Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+0.1 Miltech if in Earth orbit (max +0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Space Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SpaceScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Space Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+3% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SpaceScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Space Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+6% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Space Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SpaceScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Space Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+10% Mission Control priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| Xenology Lab&amp;lt;br&amp;gt;[[File:Station T1 XenologyLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+10% Xenology Science Research&amp;lt;br&amp;gt;-5 Power&amp;lt;br&amp;gt;+1 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Research Center&amp;lt;br&amp;gt;[[File:Station T2 XenoscienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+25% Xenology Science Research&amp;lt;br&amp;gt;-20 Power&amp;lt;br&amp;gt;+2 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
| Xenoscience Institute&amp;lt;br&amp;gt;[[File:Station T3 XenoscienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+50% Xenology Science Research&amp;lt;br&amp;gt;-60 Power&amp;lt;br&amp;gt;+3 Alien Detection if in Earth orbit (max +9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Civilian Modules ===&lt;br /&gt;
Civilian Modules must be constructed either in stations in Earth or Luna orbit or on bases on celestial bodies with at least 50000 population. They cannot be build in irradiated locations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1 !! colspan=2 | Tier 2 !! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Module&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Tourist Berth&amp;lt;br&amp;gt;[[File:Station T1 TouristBerth.png|100px]]&lt;br /&gt;
| +1 Crew&amp;lt;br&amp;gt;+12 Money&amp;lt;br&amp;gt;+1 Influence&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;-0.1 Boost&lt;br /&gt;
| Space Hotel&amp;lt;br&amp;gt;[[File:Station T2 SpaceHotel.png|100px]]&lt;br /&gt;
| +100 Crew&amp;lt;br&amp;gt;+80 Money&amp;lt;br&amp;gt;+2 Influence&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
| Space Resort&amp;lt;br&amp;gt;[[File:Station T3 SpaceResort.png|100px]]&lt;br /&gt;
| +500 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-6 Boost&lt;br /&gt;
|-&lt;br /&gt;
| Social Science Lab&amp;lt;br&amp;gt;[[File:Station T1 SocialScienceLab.png|100px]]&lt;br /&gt;
| +3 Crew&amp;lt;br&amp;gt;+5 Research&amp;lt;br&amp;gt;+3% Social Science Research&amp;lt;br&amp;gt;-3 Power&amp;lt;br&amp;gt;+1 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Research Center&amp;lt;br&amp;gt;[[File:Station T2 SocialScienceResearchCenter.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+10 Research&amp;lt;br&amp;gt;+10% Social Science Research&amp;lt;br&amp;gt;-12 Power&amp;lt;br&amp;gt;+2 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
| Social Science Institute&amp;lt;br&amp;gt;[[File:Station T3 SocialScienceInstitute.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+20 Research&amp;lt;br&amp;gt;+25% Social Science Research&amp;lt;br&amp;gt;-36 Power&amp;lt;br&amp;gt;+3 Public Campaign strength if in Earth orbit (max +9)&lt;br /&gt;
|-&lt;br /&gt;
| Broadcast Outlet&amp;lt;br&amp;gt;[[File:Station T1 BroadcastOutlet.png|100px]]&lt;br /&gt;
| +5 Crew&amp;lt;br&amp;gt;+5 Influence&amp;lt;br&amp;gt;-8 Power&lt;br /&gt;
| Communications Hub&amp;lt;br&amp;gt;[[File:Station T2 CommunicationsHub.png|100px]]&lt;br /&gt;
| +25 Crew&amp;lt;br&amp;gt;+12 Influence&amp;lt;br&amp;gt;-32 Power&amp;lt;br&amp;gt;+1% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
| Media Center&amp;lt;br&amp;gt;[[File:Station T3 MediaCenter.png|100px]]&lt;br /&gt;
| +125 Crew&amp;lt;br&amp;gt;+30 Influence&amp;lt;br&amp;gt;-96 Power&amp;lt;br&amp;gt;+2% Unity priority effect if in Earth orbit (max +30%)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 align=center | built from tier 2&lt;br /&gt;
| Space Hospital&amp;lt;br&amp;gt;[[File:Station T2 OrbitalHospital.png|100px]]&lt;br /&gt;
| +120 Crew&amp;lt;br&amp;gt;+60 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-30 Power&amp;lt;br&amp;gt;-1.5 Boost&lt;br /&gt;
| Geriatrics Facility&amp;lt;br&amp;gt;[[File:Station T3 GeriatricsFacility.png|100px]]&lt;br /&gt;
| +300 Crew&amp;lt;br&amp;gt;+250 Money&amp;lt;br&amp;gt;+3% Life Science Research&amp;lt;br&amp;gt;-90 Power&amp;lt;br&amp;gt;-3 Boost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Space Telesope ===&lt;br /&gt;
The Deep Space Telesope is a tier 2 module only available to the [[File:FAC EscapeCouncil 128.png|24px]] Project Exodus faction for its objectives. Its stats are comparable to the Space Science Research Center module.&lt;br /&gt;
&lt;br /&gt;
== Finding the UI ==&lt;br /&gt;
Once you have the prerequisites of a Hab space station, deselect (click x) on any agents. Zoom out until the boarders and icons on Earth aren&#039;t shown. Then click on Earth, it will zoom in a bit and a small icon of a space station with a + will appear at the bottom where commands normally are.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics_Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198258524561</name></author>
	</entry>
</feed>