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	<title>Terra Invicta Official Wiki - User contributions [en]</title>
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	<updated>2026-09-26T19:12:42Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2802</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=2802"/>
		<updated>2023-05-24T00:10:34Z</updated>

		<summary type="html">&lt;p&gt;Hagamablabla: /* Drive */  Added a column for drive weights, as a few drives are so heavy with their power plants and radiators that they become worthless.&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 || 68 || 58 || 34 || 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 || 68 || 58 || 34 || 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 || 68 || 58 || 34 || 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 || 91 || 78 || 45 || 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 || 137 || 91 || 64 || 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 || 154 || 103 || 72 || 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 || 205 || 137 || 96 || 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 || 308 || 205 || 137 || 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 || 342 || 228 || 152 || 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 || 410 || 274 || 182 || 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 || 410 || 274 || 182 || 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 || 462 || 308 || 205 || 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 Vuln (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 || 0 || 12.5 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| Alien Exotic Spike || Low || 83.3 || 0.42 || 0.42 || 7.4 || 0.083 &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) !! 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 || || 0.6 || 2.4 || || &lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Sulfur || 35 || 21 || 56 || || 1.4 || 2.1 || 0.035 ||&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 80 || 40 || 89 || || 1.6 || 6.4 || 0.8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water || 20 || 20 || 33 || 1.6 || 0.4 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Graphene || 120 || 48 || 32 || || 9 || 2.4 || 0.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Quantum || 80 || 80 || 27 || || 4 || 2.4 || 1.6 ||&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Coil || 2 || 40 || 9 || || 0.1 || 0.06 || 0.04 ||&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Nanowire || 10 || 60 || 10 || || 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 || 183.8 || 500 ||  || 800 || 320 || 0.61 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 2 || 2 ||  || Focus Fire, Attack || 25 || 183.8 || 500 ||  || 800 || 280 || 0.46 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Battery Mk 3 || 2 ||  || Focus Fire, Attack || 20 || 183.8 || 500 ||  || 800 || 240 || 0.37 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 1 || 4 ||  || Focus Fire, Attack || 36 || 306.3 || 600 ||  || 1000 || 640 || 1.5 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 2 || 4 ||  || Focus Fire, Attack || 30 || 306.3 || 600 ||  || 1000 || 560 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Battery Mk 3 || 4 ||  || Focus Fire, Attack || 24 || 306.3 || 600 ||  || 1000 || 480 || 0.77 ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 1 ||  || 3 || Focus Fire, Attack || 48 || 459.4 || 300 ||  || 800 || 540 || 1.8 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 2 ||  || 3 || Focus Fire, Attack || 40 || 459.4 || 300 ||  || 800 || 480 || 1.3 || &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon Mk 3 ||  || 3 || Focus Fire, Attack || 32 || 459.4 || 300 ||  || 800 || 420 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 1 ||  || 4 || Focus Fire, Attack || 60 || 612.5 || 300 ||  || 1000 || 720 || 3.1 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 2 ||  || 4 || Focus Fire, Attack || 50 || 612.5 || 300 ||  || 1000 || 640 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Cannon Mk 3 ||  || 4 || Focus Fire, Attack || 40 || 612.5 || 300 ||  || 1000 || 560 || 1.5 || &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>Hagamablabla</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=User:Hagamablabla&amp;diff=2801</id>
		<title>User:Hagamablabla</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=User:Hagamablabla&amp;diff=2801"/>
		<updated>2023-05-23T22:41:52Z</updated>

		<summary type="html">&lt;p&gt;Hagamablabla: create user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User}}&lt;/div&gt;</summary>
		<author><name>Hagamablabla</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=1123</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=1123"/>
		<updated>2022-10-05T20:27:26Z</updated>

		<summary type="html">&lt;p&gt;Hagamablabla: /* Batteries */ Lithium-sulfur&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&amp;amp;t=28995&amp;amp;sid=fb7d3f4293103dc18653c09de65e9985 Terra Invicta Dev Diary #14: Ship design]&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
A spaceship is a vehicle used to travel around and between [[celestial bodies]]. A spaceship is made of multiple types of components.&lt;br /&gt;
&lt;br /&gt;
==Ship Components==&lt;br /&gt;
&lt;br /&gt;
===Hull===&lt;br /&gt;
&lt;br /&gt;
The main thing the hull determines is 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;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Hull !! Size !! Nose Hard Points !! Hull Hard Points !! Utility Modules&lt;br /&gt;
|-&lt;br /&gt;
| Gunship || Small || 1 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Escort || Small || 0 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Corvette || Small || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Frigate || Medium || 1 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Monitor || Medium || 0 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer || Medium || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Cruiser || Large || 2 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Battlecruiser || Large || 3 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Battleship || Large || 2 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Lancer || Large || 4 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnought || Large || 3 || 8 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Titan || Large || 4 || 6 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Power Plant===&lt;br /&gt;
&lt;br /&gt;
The power plant generates electricity for your spaceship. Certain drives require certain types of power plants. Power plants will scale in output and mass depending on the power requirements of the drive, up to a maximum output limit. They also have a power value that determines their mass per unit of output, and an efficiency rating that determines how much heat they output to the radiators.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Power Plant !! Class !! 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;
| 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;
| Flow-Stabilized Z-Pinch Fusion Reactor || Z-Pinch Fusion || 99.5% || 0.0068 || 300000&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;
&lt;br /&gt;
The drive propels the spaceship. The main stats for the drive are thrust and exhaust velocity. Thrust combined with mass determines the ship&#039;s acceleration. Exhaust velocity determines how efficiently the drive uses each unit of propellant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Alien Fusion Lantern || Project_AlienMasterProject || Hybrid_Confinement_Fusion || 412000N  || 422 kps  || Water (1)&lt;br /&gt;
Alien Fusion Torch   || Project_AlienMasterProject || Hybrid_Confinement_Fusion || 1340000N || 1300 kps || Water (1)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Drive !! Required Power Plant !! Thrust Rating (single engine) !! Exhaust Velocity Rating !! Propellant (Propellant/Tank)&lt;br /&gt;
|-&lt;br /&gt;
| Apex Solid Rocket || N/A || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Meteor Liquid Rocket || N/A || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Liquid Rocket || N/A || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Venture Liquid Rocket || N/A || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Diana Superheavy Rocket || N/A || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Nova Liquid Rocket || N/A || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Super Kronos Liquid Rocket || N/A || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Resistojet || N/A || 1.0 || 1.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Tungsten Resistojet || N/A || 4.3 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Arcjet Drive || N/A || 1.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Wave Drive || N/A || 1.3 || 6.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Lorentz Drive || N/A || 5.3 || 6.8 || Water (0.75), Metals (0.25)&lt;br /&gt;
|-&lt;br /&gt;
| Helicon Drive || N/A || 5.3 || 8.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Hall Drive || N/A || 2.7 || 4.3 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Ion Drive || N/A || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Grid Drive || N/A || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Colloid Drive || N/A || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| VASIMR || N/A || 1.0 || 7.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pondermotive Drive || N/A || 2.2 || 7.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pulsed Plasmoid Drive || N/A || 1.1 || 8.7 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Drive || N/A || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Amplitron Drive || N/A || 4.6 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Mass Driver || N/A || 4.4 || 3.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Mass Driver || N/A || 5.3 || 4.9 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Kiwi Drive || Solid Core Fission || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| NERVA Drive || Solid Core Fission || 6.6 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Snare Drive || Solid Core Fission || 7.2 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Rover Drive || Solid Core Fission || 7.8 || 3.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Cermet NERVA || Solid Core Fission || 8.1 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced NERVA Drive || Solid Core Fission || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Dumbo || Solid Core Fission || 9.6 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cermet NERVA || Solid Core Fission || 9.8 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Dumbo || Solid Core Fission || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pulsar Drive || Solid Core Fission || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Pulsar Drive || Solid Core Fission || 8.5 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pebble Drive || Solid Core Fission || 8.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Particle Drive || Solid Core Fission || 9.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Lars Drive || Liquid Core Fission || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Spinner Drive || Liquid Core Fission || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pegasus Drive || Liquid Core Fission || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Vortex Drive || Gas Core Fission || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Super Vortex Drive || Gas Core Fission || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Cavity Drive || Gas Core Fission || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cavity Drive || Gas Core Fission || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Quartz Drive || Gas Core Fission || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Lightbulb Drive || Gas Core Fission || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pharos Drive || Gas Core Fission || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Lantern || Gas Core Fission || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Frag Drive || Gas Core Fission || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma Drive || Gas Core Fission || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Burner Drive || Gas Core Fission || 7.8 || 6.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Flare Drive || Gas Core Fission || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Firestar Drive || Gas Core Fission || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Flux Drive || Nuclear Salt Water Core || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Flux Torch || Nuclear Salt Water Core || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Microfission Drive || N/A || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Microfission Drive || N/A || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Microfission Drive || N/A || 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;
| Minimag Orion || N/A || 10.3 || 6.5 || Metals (0.4), Noble Metals (0.4), Fissiles (0.2)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Minimag Orion || N/A || 11.9 || 7.3 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Orion Drive || N/A || 15.0 || 5.4 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| H-Orion Drive || N/A || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Triton Pulse Drive || N/A || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Firefly Torch || Z-Pinch Fusion || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Lithium Fusion Lantern || Electrostatic Confinement Fusion || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Fusion Drive || Hybrid Confinement Fusion || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Icarus Drive || Hybrid Confinement Fusion || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Icarus Torch || Hybrid Confinement Fusion || 11.4 || 12.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Triton Torus Drive || Toroid Magnetic Confinement Fusion || 7.1 || 6.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Triton Reflex Drive || Mirrored Magnetic Confinement Fusion || 6.6 || 10.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Helion Torus Drive || Toroid Magnetic Confinement Fusion || 5.2 || 8.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Helion Torus Drive || Toroid Magnetic Confinement Fusion || 6.6 || 12.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 5.7 || 8.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 7.2 || 9.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Helion Drive || Z-Pinch Fusion || 9.4 || 11.8 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Boron Fusion Drive || Z-Pinch Fusion || 10.4 || 10.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Mag Protium Fusion Drive || Any Magnetic Confinement Fusion || 8.6 || 13.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Triton Hope Inertial Drive || Inertial Confinement Fusion || 3.5 || 9.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Triton Vista Inertial Drive || Inertial Confinement Fusion || 8.9 || 7.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Helion Inertial Drive || Inertial Confinement Fusion || 6.8 || 9.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Daedalus Torch || Inertial Confinement Fusion || 10.4 || 13.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Boron Inertial Drive || Inertial Confinement Fusion || 6.0 || 7.3 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Boron Inertial Torch || Inertial Confinement Fusion || 7.6 || 14.1 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Protium Inertial Torch || Inertial Confinement Fusion || 9.1 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Protium Converter Torch || Inertial Confinement Fusion || 17.6 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Pulsed Plasma Core Drive || Plasma Core Antimatter || 11.6 || 7.9 || Water (0.99997)*, Antimatter (0.00003)*&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Drive || Plasma Core Antimatter || 12.8 || 9.2 || Water (0.99991)*, Antimatter (0.00009)*&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Antimatter Plasma Core Drive || Plasma Core Antimatter || 13.3 || 11.5 || Water (0.9999), Antimatter (0.0001)&lt;br /&gt;
|-&lt;br /&gt;
| Pion Torch || Beam Core Antimatter || 14.3 || 13.8 || Water (0.5), Antimatter (0.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Rounded&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Propellant===&lt;br /&gt;
&lt;br /&gt;
Propellant comes in 100-ton tanks, and have 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;
&lt;br /&gt;
The radiator expels waste heat from the power plant. More advanced radiators can expel more heat per unit of mass. Radiator mass scales up to match the waste heat of the power plant. Radiators can be more or less vulnerable depending on the type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Radiator (Incomplete) !! Combat Vulnerability When Deployed !! Waste Heat (tons/GW)&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum Fin || Very High || 400&lt;br /&gt;
|-&lt;br /&gt;
| Titanium Array || High || 181.8&lt;br /&gt;
|-&lt;br /&gt;
| Molybdenum Pipe || Moderate || 222.2&lt;br /&gt;
|-&lt;br /&gt;
| Ionic Dust || Very Low || 333.3&lt;br /&gt;
|-&lt;br /&gt;
| Cobalt Dust || Very Low || 200&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube Filament || Moderate || 153.8&lt;br /&gt;
|-&lt;br /&gt;
| Ionic Dust || Very Low || 333.3&lt;br /&gt;
|-&lt;br /&gt;
| Cobalt Dust || Very Low || 200&lt;br /&gt;
|-&lt;br /&gt;
| Tin Droplet || Very Low|| 125&lt;br /&gt;
|-&lt;br /&gt;
| Alien Exotic Spike || Low || 83.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Batteries===&lt;br /&gt;
&lt;br /&gt;
The battery stores power for weapons and other systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Batteries !! Mass (tons) !! Capacity (GJ) !! Time to full charge (minutes)&lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Ion || 30 || 15 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Sulfur || 35 || 21 || 56&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 80 || 40 || 89&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water || 20 || 20 || 33&lt;br /&gt;
|-&lt;br /&gt;
| Graphene || 120 || 48 || 32&lt;br /&gt;
|-&lt;br /&gt;
| Quantum || 80 || 80 || 27&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Coil || 2 || 40 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Nanowire || 10 || 60 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
Armor protects your ships from damage. There are three armor slots: Nose, tail, and central hull. More advanced armor material will require less mass per unit of armor, with some materials having extra resistance to certain damage types. Armoring the hull will add much more mass than armoring the nose and tail.&lt;br /&gt;
&lt;br /&gt;
===Hardpoints===&lt;br /&gt;
&lt;br /&gt;
Nose hardpoints fire in a limited arc, but are generally more powerful than hull hardpoints. Hull hardpoints come in pairs placed on opposite sides of the ship, and can fire in all directions around the ship. Weapons come in the following types:&lt;br /&gt;
&lt;br /&gt;
- Guns: Good old-fashioned cannon (chemical slugthrowers) with performance characteristics similar to modern naval weaponry. Low-tech, cheap, and don&#039;t drain your battery.&lt;br /&gt;
&lt;br /&gt;
- Missiles and Torpedoes: Will chase the target. Constrained by ammo limitations. Nuclear weapons are among the warhead types. The difference between missile and torpedo in this context is mass; missiles go fast faster and have larger magazines while torpedoes carry heavier warheads. Also doesn&#039;t drain your battery.&lt;br /&gt;
&lt;br /&gt;
- Magnetic weapons: Covers railguns and coilguns that launch high-speed projectiles that can be dodged or shot down. Can be used in orbital bombardment.&lt;br /&gt;
&lt;br /&gt;
- Lasers: Never miss. Damage falls off over distance. Higher input power, larger optics and higher frequencies lead to more damage. Can be used in orbital bombardment, with some limitations for high-frequency weapons trying to bombard through an atmosphere.&lt;br /&gt;
&lt;br /&gt;
- Particle weapons: Short-range weapons that can do severe damage to a ship’s internal components if it penetrates a ship’s armor. Also effective point defense weapons.&lt;br /&gt;
&lt;br /&gt;
- Plasma cannon: These are essentially high-speed, low-mass projectile weapons; their design is based on what descriptions are available of the real-world Shiva Star and Marauder projects. In practice, we’re modeling them as long-range, low rate-of-fire weapons to give them a distinct role in combat. Deep in the tech tree.&lt;br /&gt;
&lt;br /&gt;
===Utility Modules===&lt;br /&gt;
&lt;br /&gt;
Utility modules contain everything else the ship might need, such as heat sinks, additional batteries, space marines, a science lab, systems that improve drive or weapon performance, space station and outpost kits, and ISRU modules&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Heat Sinks !! Mass (tons) !! Capacity (GJ)&lt;br /&gt;
|-&lt;br /&gt;
| Water || 250 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Water || 500 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Potassium || 205 || 110&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Potassium || 410 || 220&lt;br /&gt;
|-&lt;br /&gt;
| Sodium || 230 || 370&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Sodium || 460 || 740&lt;br /&gt;
|-&lt;br /&gt;
| Lithium || 128 || 525&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Lithium || 256 || 1,050&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 485 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Molten Salt || 970 || 1800&lt;br /&gt;
|-&lt;br /&gt;
| Exotic || 250 || 1800&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Exotic || 500 || 3600&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ship Roles==&lt;br /&gt;
&lt;br /&gt;
Ships also have roles, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat, and what its strategic range is (so how much delta-V it can carry). The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Role !! Combatant !! Strategic Range !! Preferred Combat Engagement Range&lt;br /&gt;
|-&lt;br /&gt;
| Troop Carrier || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Explorer || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Inner System Colony Ship || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Outer System Colony Ship || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Transport || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Yes || Long || Short&lt;br /&gt;
|-&lt;br /&gt;
| Interdictor || Yes || Long || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Attack Bomber || Yes || Long || Long&lt;br /&gt;
|-&lt;br /&gt;
| Fighter || Yes || Medium || Short&lt;br /&gt;
|-&lt;br /&gt;
| Space Superiority || Yes || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Standoff || Yes || Medium || Long&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor || Yes || Short || Short&lt;br /&gt;
|-&lt;br /&gt;
| Patrol || Yes || Short || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Defense Bomber || Yes || Short || Long&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hagamablabla</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=1122</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=1122"/>
		<updated>2022-10-05T20:25:02Z</updated>

		<summary type="html">&lt;p&gt;Hagamablabla: /* Power Plant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&amp;amp;t=28995&amp;amp;sid=fb7d3f4293103dc18653c09de65e9985 Terra Invicta Dev Diary #14: Ship design]&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
A spaceship is a vehicle used to travel around and between [[celestial bodies]]. A spaceship is made of multiple types of components.&lt;br /&gt;
&lt;br /&gt;
==Ship Components==&lt;br /&gt;
&lt;br /&gt;
===Hull===&lt;br /&gt;
&lt;br /&gt;
The main thing the hull determines is 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;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Hull !! Size !! Nose Hard Points !! Hull Hard Points !! Utility Modules&lt;br /&gt;
|-&lt;br /&gt;
| Gunship || Small || 1 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Escort || Small || 0 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Corvette || Small || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Frigate || Medium || 1 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Monitor || Medium || 0 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer || Medium || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Cruiser || Large || 2 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Battlecruiser || Large || 3 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Battleship || Large || 2 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Lancer || Large || 4 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnought || Large || 3 || 8 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Titan || Large || 4 || 6 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Power Plant===&lt;br /&gt;
&lt;br /&gt;
The power plant generates electricity for your spaceship. Certain drives require certain types of power plants. Power plants will scale in output and mass depending on the power requirements of the drive, up to a maximum output limit. They also have a power value that determines their mass per unit of output, and an efficiency rating that determines how much heat they output to the radiators.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Power Plant !! Class !! 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;
| 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;
| Flow-Stabilized Z-Pinch Fusion Reactor || Z-Pinch Fusion || 99.5% || 0.0068 || 300000&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;
&lt;br /&gt;
The drive propels the spaceship. The main stats for the drive are thrust and exhaust velocity. Thrust combined with mass determines the ship&#039;s acceleration. Exhaust velocity determines how efficiently the drive uses each unit of propellant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Alien Fusion Lantern || Project_AlienMasterProject || Hybrid_Confinement_Fusion || 412000N  || 422 kps  || Water (1)&lt;br /&gt;
Alien Fusion Torch   || Project_AlienMasterProject || Hybrid_Confinement_Fusion || 1340000N || 1300 kps || Water (1)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Drive !! Required Power Plant !! Thrust Rating (single engine) !! Exhaust Velocity Rating !! Propellant (Propellant/Tank)&lt;br /&gt;
|-&lt;br /&gt;
| Apex Solid Rocket || N/A || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Meteor Liquid Rocket || N/A || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Liquid Rocket || N/A || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Venture Liquid Rocket || N/A || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Diana Superheavy Rocket || N/A || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Nova Liquid Rocket || N/A || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Super Kronos Liquid Rocket || N/A || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Resistojet || N/A || 1.0 || 1.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Tungsten Resistojet || N/A || 4.3 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Arcjet Drive || N/A || 1.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Wave Drive || N/A || 1.3 || 6.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Lorentz Drive || N/A || 5.3 || 6.8 || Water (0.75), Metals (0.25)&lt;br /&gt;
|-&lt;br /&gt;
| Helicon Drive || N/A || 5.3 || 8.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Hall Drive || N/A || 2.7 || 4.3 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Ion Drive || N/A || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Grid Drive || N/A || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Colloid Drive || N/A || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| VASIMR || N/A || 1.0 || 7.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pondermotive Drive || N/A || 2.2 || 7.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pulsed Plasmoid Drive || N/A || 1.1 || 8.7 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Drive || N/A || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Amplitron Drive || N/A || 4.6 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Mass Driver || N/A || 4.4 || 3.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Mass Driver || N/A || 5.3 || 4.9 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Kiwi Drive || Solid Core Fission || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| NERVA Drive || Solid Core Fission || 6.6 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Snare Drive || Solid Core Fission || 7.2 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Rover Drive || Solid Core Fission || 7.8 || 3.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Cermet NERVA || Solid Core Fission || 8.1 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced NERVA Drive || Solid Core Fission || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Dumbo || Solid Core Fission || 9.6 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cermet NERVA || Solid Core Fission || 9.8 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Dumbo || Solid Core Fission || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pulsar Drive || Solid Core Fission || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Pulsar Drive || Solid Core Fission || 8.5 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pebble Drive || Solid Core Fission || 8.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Particle Drive || Solid Core Fission || 9.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Lars Drive || Liquid Core Fission || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Spinner Drive || Liquid Core Fission || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pegasus Drive || Liquid Core Fission || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Vortex Drive || Gas Core Fission || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Super Vortex Drive || Gas Core Fission || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Cavity Drive || Gas Core Fission || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cavity Drive || Gas Core Fission || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Quartz Drive || Gas Core Fission || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Lightbulb Drive || Gas Core Fission || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pharos Drive || Gas Core Fission || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Lantern || Gas Core Fission || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Frag Drive || Gas Core Fission || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma Drive || Gas Core Fission || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Burner Drive || Gas Core Fission || 7.8 || 6.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Flare Drive || Gas Core Fission || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Firestar Drive || Gas Core Fission || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Flux Drive || Nuclear Salt Water Core || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Flux Torch || Nuclear Salt Water Core || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Microfission Drive || N/A || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Microfission Drive || N/A || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Microfission Drive || N/A || 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;
| Minimag Orion || N/A || 10.3 || 6.5 || Metals (0.4), Noble Metals (0.4), Fissiles (0.2)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Minimag Orion || N/A || 11.9 || 7.3 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Orion Drive || N/A || 15.0 || 5.4 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| H-Orion Drive || N/A || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Triton Pulse Drive || N/A || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Firefly Torch || Z-Pinch Fusion || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Lithium Fusion Lantern || Electrostatic Confinement Fusion || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Fusion Drive || Hybrid Confinement Fusion || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Icarus Drive || Hybrid Confinement Fusion || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Icarus Torch || Hybrid Confinement Fusion || 11.4 || 12.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Triton Torus Drive || Toroid Magnetic Confinement Fusion || 7.1 || 6.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Triton Reflex Drive || Mirrored Magnetic Confinement Fusion || 6.6 || 10.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Helion Torus Drive || Toroid Magnetic Confinement Fusion || 5.2 || 8.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Helion Torus Drive || Toroid Magnetic Confinement Fusion || 6.6 || 12.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 5.7 || 8.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 7.2 || 9.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Helion Drive || Z-Pinch Fusion || 9.4 || 11.8 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Boron Fusion Drive || Z-Pinch Fusion || 10.4 || 10.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Mag Protium Fusion Drive || Any Magnetic Confinement Fusion || 8.6 || 13.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Triton Hope Inertial Drive || Inertial Confinement Fusion || 3.5 || 9.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Triton Vista Inertial Drive || Inertial Confinement Fusion || 8.9 || 7.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Helion Inertial Drive || Inertial Confinement Fusion || 6.8 || 9.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Daedalus Torch || Inertial Confinement Fusion || 10.4 || 13.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Boron Inertial Drive || Inertial Confinement Fusion || 6.0 || 7.3 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Boron Inertial Torch || Inertial Confinement Fusion || 7.6 || 14.1 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Protium Inertial Torch || Inertial Confinement Fusion || 9.1 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Protium Converter Torch || Inertial Confinement Fusion || 17.6 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Pulsed Plasma Core Drive || Plasma Core Antimatter || 11.6 || 7.9 || Water (0.99997)*, Antimatter (0.00003)*&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Drive || Plasma Core Antimatter || 12.8 || 9.2 || Water (0.99991)*, Antimatter (0.00009)*&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Antimatter Plasma Core Drive || Plasma Core Antimatter || 13.3 || 11.5 || Water (0.9999), Antimatter (0.0001)&lt;br /&gt;
|-&lt;br /&gt;
| Pion Torch || Beam Core Antimatter || 14.3 || 13.8 || Water (0.5), Antimatter (0.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Rounded&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Propellant===&lt;br /&gt;
&lt;br /&gt;
Propellant comes in 100-ton tanks, and have 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;
&lt;br /&gt;
The radiator expels waste heat from the power plant. More advanced radiators can expel more heat per unit of mass. Radiator mass scales up to match the waste heat of the power plant. Radiators can be more or less vulnerable depending on the type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Radiator (Incomplete) !! Combat Vulnerability When Deployed !! Waste Heat (tons/GW)&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum Fin || Very High || 400&lt;br /&gt;
|-&lt;br /&gt;
| Titanium Array || High || 181.8&lt;br /&gt;
|-&lt;br /&gt;
| Molybdenum Pipe || Moderate || 222.2&lt;br /&gt;
|-&lt;br /&gt;
| Ionic Dust || Very Low || 333.3&lt;br /&gt;
|-&lt;br /&gt;
| Cobalt Dust || Very Low || 200&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube Filament || Moderate || 153.8&lt;br /&gt;
|-&lt;br /&gt;
| Ionic Dust || Very Low || 333.3&lt;br /&gt;
|-&lt;br /&gt;
| Cobalt Dust || Very Low || 200&lt;br /&gt;
|-&lt;br /&gt;
| Tin Droplet || Very Low|| 125&lt;br /&gt;
|-&lt;br /&gt;
| Alien Exotic Spike || Low || 83.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Batteries===&lt;br /&gt;
&lt;br /&gt;
The battery stores power for weapons and other systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Batteries !! Mass (tons) !! Capacity (GJ) !! Time to full charge (minutes) &lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Ion || 30 || 15 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water || 20 || 20 || 33&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 80 || 40 || 89&lt;br /&gt;
|-&lt;br /&gt;
| Graphene || 120 || 48 || 32&lt;br /&gt;
|-&lt;br /&gt;
| Quantum || 80 || 80 || 27&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Coil || 2 || 40 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Nanowire || 10 || 60 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
Armor protects your ships from damage. There are three armor slots: Nose, tail, and central hull. More advanced armor material will require less mass per unit of armor, with some materials having extra resistance to certain damage types. Armoring the hull will add much more mass than armoring the nose and tail.&lt;br /&gt;
&lt;br /&gt;
===Hardpoints===&lt;br /&gt;
&lt;br /&gt;
Nose hardpoints fire in a limited arc, but are generally more powerful than hull hardpoints. Hull hardpoints come in pairs placed on opposite sides of the ship, and can fire in all directions around the ship. Weapons come in the following types:&lt;br /&gt;
&lt;br /&gt;
- Guns: Good old-fashioned cannon (chemical slugthrowers) with performance characteristics similar to modern naval weaponry. Low-tech, cheap, and don&#039;t drain your battery.&lt;br /&gt;
&lt;br /&gt;
- Missiles and Torpedoes: Will chase the target. Constrained by ammo limitations. Nuclear weapons are among the warhead types. The difference between missile and torpedo in this context is mass; missiles go fast faster and have larger magazines while torpedoes carry heavier warheads. Also doesn&#039;t drain your battery.&lt;br /&gt;
&lt;br /&gt;
- Magnetic weapons: Covers railguns and coilguns that launch high-speed projectiles that can be dodged or shot down. Can be used in orbital bombardment.&lt;br /&gt;
&lt;br /&gt;
- Lasers: Never miss. Damage falls off over distance. Higher input power, larger optics and higher frequencies lead to more damage. Can be used in orbital bombardment, with some limitations for high-frequency weapons trying to bombard through an atmosphere.&lt;br /&gt;
&lt;br /&gt;
- Particle weapons: Short-range weapons that can do severe damage to a ship’s internal components if it penetrates a ship’s armor. Also effective point defense weapons.&lt;br /&gt;
&lt;br /&gt;
- Plasma cannon: These are essentially high-speed, low-mass projectile weapons; their design is based on what descriptions are available of the real-world Shiva Star and Marauder projects. In practice, we’re modeling them as long-range, low rate-of-fire weapons to give them a distinct role in combat. Deep in the tech tree.&lt;br /&gt;
&lt;br /&gt;
===Utility Modules===&lt;br /&gt;
&lt;br /&gt;
Utility modules contain everything else the ship might need, such as heat sinks, additional batteries, space marines, a science lab, systems that improve drive or weapon performance, space station and outpost kits, and ISRU modules&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Heat Sinks !! Mass (tons) !! Capacity (GJ)&lt;br /&gt;
|-&lt;br /&gt;
| Water || 250 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Water || 500 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Potassium || 205 || 110&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Potassium || 410 || 220&lt;br /&gt;
|-&lt;br /&gt;
| Sodium || 230 || 370&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Sodium || 460 || 740&lt;br /&gt;
|-&lt;br /&gt;
| Lithium || 128 || 525&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Lithium || 256 || 1,050&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 485 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Molten Salt || 970 || 1800&lt;br /&gt;
|-&lt;br /&gt;
| Exotic || 250 || 1800&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Exotic || 500 || 3600&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ship Roles==&lt;br /&gt;
&lt;br /&gt;
Ships also have roles, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat, and what its strategic range is (so how much delta-V it can carry). The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Role !! Combatant !! Strategic Range !! Preferred Combat Engagement Range&lt;br /&gt;
|-&lt;br /&gt;
| Troop Carrier || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Explorer || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Inner System Colony Ship || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Outer System Colony Ship || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Transport || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Yes || Long || Short&lt;br /&gt;
|-&lt;br /&gt;
| Interdictor || Yes || Long || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Attack Bomber || Yes || Long || Long&lt;br /&gt;
|-&lt;br /&gt;
| Fighter || Yes || Medium || Short&lt;br /&gt;
|-&lt;br /&gt;
| Space Superiority || Yes || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Standoff || Yes || Medium || Long&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor || Yes || Short || Short&lt;br /&gt;
|-&lt;br /&gt;
| Patrol || Yes || Short || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Defense Bomber || Yes || Short || Long&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hagamablabla</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=1121</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=1121"/>
		<updated>2022-10-05T20:22:30Z</updated>

		<summary type="html">&lt;p&gt;Hagamablabla: Filled in stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&amp;amp;t=28995&amp;amp;sid=fb7d3f4293103dc18653c09de65e9985 Terra Invicta Dev Diary #14: Ship design]&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
A spaceship is a vehicle used to travel around and between [[celestial bodies]]. A spaceship is made of multiple types of components.&lt;br /&gt;
&lt;br /&gt;
==Ship Components==&lt;br /&gt;
&lt;br /&gt;
===Hull===&lt;br /&gt;
&lt;br /&gt;
The main thing the hull determines is 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;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Hull !! Size !! Nose Hard Points !! Hull Hard Points !! Utility Modules&lt;br /&gt;
|-&lt;br /&gt;
| Gunship || Small || 1 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Escort || Small || 0 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Corvette || Small || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Frigate || Medium || 1 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Monitor || Medium || 0 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer || Medium || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Cruiser || Large || 2 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Battlecruiser || Large || 3 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Battleship || Large || 2 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Lancer || Large || 4 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnought || Large || 3 || 8 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Titan || Large || 4 || 6 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Power Plant===&lt;br /&gt;
&lt;br /&gt;
The power plant generates electricity for your spaceship. Certain drives require certain types of power plants. Power plants will scale in output and mass depending on the power requirements of the drive, up to a maximum output limit. They also have a power value that determines their mass per unit of output, and an efficiency rating that determines how much heat they output to the radiators.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Power Plant (Incomplete) !! Class !! 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;
| 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;
| Flow-Stabilized Z-Pinch Fusion Reactor || Z-Pinch Fusion || 99.5% || 0.0068 || 300000&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;
&lt;br /&gt;
The drive propels the spaceship. The main stats for the drive are thrust and exhaust velocity. Thrust combined with mass determines the ship&#039;s acceleration. Exhaust velocity determines how efficiently the drive uses each unit of propellant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Alien Fusion Lantern || Project_AlienMasterProject || Hybrid_Confinement_Fusion || 412000N  || 422 kps  || Water (1)&lt;br /&gt;
Alien Fusion Torch   || Project_AlienMasterProject || Hybrid_Confinement_Fusion || 1340000N || 1300 kps || Water (1)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Drive !! Required Power Plant !! Thrust Rating (single engine) !! Exhaust Velocity Rating !! Propellant (Propellant/Tank)&lt;br /&gt;
|-&lt;br /&gt;
| Apex Solid Rocket || N/A || 14.9 || 1.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Meteor Liquid Rocket || N/A || 14.9 || 1.6 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Liquid Rocket || N/A || 15.3 || 1.6 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Venture Liquid Rocket || N/A || 14.2 || 2.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Diana Superheavy Rocket || N/A || 15.3 || 1.9 || Water (0.6), Volatiles (0.4)&lt;br /&gt;
|-&lt;br /&gt;
| Nova Liquid Rocket || N/A || 13.9 || 2.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Super Kronos Liquid Rocket || N/A || 12.3 || 4.4 || Volatiles (0.998), Fissiles (0.002)&lt;br /&gt;
|-&lt;br /&gt;
| Resistojet || N/A || 1.0 || 1.5 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Tungsten Resistojet || N/A || 4.3 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Arcjet Drive || N/A || 1.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Wave Drive || N/A || 1.3 || 6.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Lorentz Drive || N/A || 5.3 || 6.8 || Water (0.75), Metals (0.25)&lt;br /&gt;
|-&lt;br /&gt;
| Helicon Drive || N/A || 5.3 || 8.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Hall Drive || N/A || 2.7 || 4.3 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Ion Drive || N/A || 1.5 || 6.3 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Grid Drive || N/A || 4.3 || 7.7 || Water (0.9), Metals (0.1)&lt;br /&gt;
|-&lt;br /&gt;
| Colloid Drive || N/A || 4.0 || 5.4 || Volatiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| VASIMR || N/A || 1.0 || 7.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pondermotive Drive || N/A || 2.2 || 7.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pulsed Plasmoid Drive || N/A || 1.1 || 8.7 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Drive || N/A || 3.2 || 4.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Amplitron Drive || N/A || 4.6 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Mass Driver || N/A || 4.4 || 3.3 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Mass Driver || N/A || 5.3 || 4.9 || Anything (1)&lt;br /&gt;
|-&lt;br /&gt;
| Kiwi Drive || Solid Core Fission || 6.0 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| NERVA Drive || Solid Core Fission || 6.6 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Snare Drive || Solid Core Fission || 7.2 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Rover Drive || Solid Core Fission || 7.8 || 3.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Cermet NERVA || Solid Core Fission || 8.1 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced NERVA Drive || Solid Core Fission || 9.4 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Dumbo || Solid Core Fission || 9.6 || 3.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cermet NERVA || Solid Core Fission || 9.8 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Dumbo || Solid Core Fission || 12.8 || 3.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pulsar Drive || Solid Core Fission || 7.6 || 4.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Pulsar Drive || Solid Core Fission || 8.5 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pebble Drive || Solid Core Fission || 8.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Particle Drive || Solid Core Fission || 9.4 || 3.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Lars Drive || Liquid Core Fission || 7.6 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Spinner Drive || Liquid Core Fission || 10.1 || 4.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pegasus Drive || Liquid Core Fission || 10.6 || 5.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Vortex Drive || Gas Core Fission || 9.4 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Super Vortex Drive || Gas Core Fission || 10.0 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Cavity Drive || Gas Core Fission || 6.8 || 4.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cavity Drive || Gas Core Fission || 9.4 || 4.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Quartz Drive || Gas Core Fission || 7.9 || 3.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Lightbulb Drive || Gas Core Fission || 9.7 || 4.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pharos Drive || Gas Core Fission || 9.8 || 4.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Lantern || Gas Core Fission || 14.4 || 5.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Fission Frag Drive || Gas Core Fission || 3.2 || 8.3 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma Drive || Gas Core Fission || 1.5 || 11.9 || Fissiles (1)&lt;br /&gt;
|-&lt;br /&gt;
| Burner Drive || Gas Core Fission || 7.8 || 6.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Flare Drive || Gas Core Fission || 12.8 || 5.1 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Firestar Drive || Gas Core Fission || 13.3 || 5.6 || Water (0.98), Noble Metals (0.01), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Flux Drive || Nuclear Salt Water Core || 14.7 || 6.0 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Flux Torch || Nuclear Salt Water Core || 14.7 || 12.2 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Microfission Drive || N/A || 4.6 || 7.3 || Water (0.5), Fissiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Microfission Drive || N/A || 6.6 || 7.3 || Water (0.99), Fissiles (0.01)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Microfission Drive || N/A || 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;
| Minimag Orion || N/A || 10.3 || 6.5 || Metals (0.4), Noble Metals (0.4), Fissiles (0.2)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Minimag Orion || N/A || 11.9 || 7.3 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| Orion Drive || N/A || 15.0 || 5.4 || Metals (0.4), Noble Metals (0.3), Fissiles (0.3)&lt;br /&gt;
|-&lt;br /&gt;
| H-Orion Drive || N/A || 15.6 || 6.9 || Metals (0.3), Noble Metals (0.35), Fissiles (0.35)&lt;br /&gt;
|-&lt;br /&gt;
| Triton Pulse Drive || N/A || 9.6 || 7.6 || Water (0.995), Fissiles (0.05)&lt;br /&gt;
|-&lt;br /&gt;
| Firefly Torch || Z-Pinch Fusion || 10.7 || 16.6 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Lithium Fusion Lantern || Electrostatic Confinement Fusion || 7.1 || 4.3 || Water (0.5), Metals (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Fusion Drive || Hybrid Confinement Fusion || 4.8 || 5.7 || Metals (1)&lt;br /&gt;
|-&lt;br /&gt;
| Icarus Drive || Hybrid Confinement Fusion || 10.0 || 10.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Icarus Torch || Hybrid Confinement Fusion || 11.4 || 12.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Triton Torus Drive || Toroid Magnetic Confinement Fusion || 7.1 || 6.1 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Triton Reflex Drive || Mirrored Magnetic Confinement Fusion || 6.6 || 10.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Helion Torus Drive || Toroid Magnetic Confinement Fusion || 5.2 || 8.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Helion Torus Drive || Toroid Magnetic Confinement Fusion || 6.6 || 12.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 5.7 || 8.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 7.2 || 9.9 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Helion Drive || Z-Pinch Fusion || 9.4 || 11.8 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Boron Fusion Drive || Z-Pinch Fusion || 10.4 || 10.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Mag Protium Fusion Drive || Any Magnetic Confinement Fusion || 8.6 || 13.0 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Triton Hope Inertial Drive || Inertial Confinement Fusion || 3.5 || 9.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Triton Vista Inertial Drive || Inertial Confinement Fusion || 8.9 || 7.4 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Helion Inertial Drive || Inertial Confinement Fusion || 6.8 || 9.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Daedalus Torch || Inertial Confinement Fusion || 10.4 || 13.2 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Boron Inertial Drive || Inertial Confinement Fusion || 6.0 || 7.3 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Boron Inertial Torch || Inertial Confinement Fusion || 7.6 || 14.1 || Water (0.5), Volatiles (0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Protium Inertial Torch || Inertial Confinement Fusion || 9.1 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Protium Converter Torch || Inertial Confinement Fusion || 17.6 || 13.3 || Water (1)&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Pulsed Plasma Core Drive || Plasma Core Antimatter || 11.6 || 7.9 || Water (0.99997)*, Antimatter (0.00003)*&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Drive || Plasma Core Antimatter || 12.8 || 9.2 || Water (0.99991)*, Antimatter (0.00009)*&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Antimatter Plasma Core Drive || Plasma Core Antimatter || 13.3 || 11.5 || Water (0.9999), Antimatter (0.0001)&lt;br /&gt;
|-&lt;br /&gt;
| Pion Torch || Beam Core Antimatter || 14.3 || 13.8 || Water (0.5), Antimatter (0.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Rounded&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Propellant===&lt;br /&gt;
&lt;br /&gt;
Propellant comes in 100-ton tanks, and have 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;
&lt;br /&gt;
The radiator expels waste heat from the power plant. More advanced radiators can expel more heat per unit of mass. Radiator mass scales up to match the waste heat of the power plant. Radiators can be more or less vulnerable depending on the type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Radiator (Incomplete) !! Combat Vulnerability When Deployed !! Waste Heat (tons/GW)&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum Fin || Very High || 400&lt;br /&gt;
|-&lt;br /&gt;
| Titanium Array || High || 181.8&lt;br /&gt;
|-&lt;br /&gt;
| Molybdenum Pipe || Moderate || 222.2&lt;br /&gt;
|-&lt;br /&gt;
| Ionic Dust || Very Low || 333.3&lt;br /&gt;
|-&lt;br /&gt;
| Cobalt Dust || Very Low || 200&lt;br /&gt;
|-&lt;br /&gt;
| Nanotube Filament || Moderate || 153.8&lt;br /&gt;
|-&lt;br /&gt;
| Ionic Dust || Very Low || 333.3&lt;br /&gt;
|-&lt;br /&gt;
| Cobalt Dust || Very Low || 200&lt;br /&gt;
|-&lt;br /&gt;
| Tin Droplet || Very Low|| 125&lt;br /&gt;
|-&lt;br /&gt;
| Alien Exotic Spike || Low || 83.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Batteries===&lt;br /&gt;
&lt;br /&gt;
The battery stores power for weapons and other systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Batteries !! Mass (tons) !! Capacity (GJ) !! Time to full charge (minutes) &lt;br /&gt;
|-&lt;br /&gt;
| Lithium-Ion || 30 || 15 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Salt Water || 20 || 20 || 33&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 80 || 40 || 89&lt;br /&gt;
|-&lt;br /&gt;
| Graphene || 120 || 48 || 32&lt;br /&gt;
|-&lt;br /&gt;
| Quantum || 80 || 80 || 27&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Coil || 2 || 40 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Nanowire || 10 || 60 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
Armor protects your ships from damage. There are three armor slots: Nose, tail, and central hull. More advanced armor material will require less mass per unit of armor, with some materials having extra resistance to certain damage types. Armoring the hull will add much more mass than armoring the nose and tail.&lt;br /&gt;
&lt;br /&gt;
===Hardpoints===&lt;br /&gt;
&lt;br /&gt;
Nose hardpoints fire in a limited arc, but are generally more powerful than hull hardpoints. Hull hardpoints come in pairs placed on opposite sides of the ship, and can fire in all directions around the ship. Weapons come in the following types:&lt;br /&gt;
&lt;br /&gt;
- Guns: Good old-fashioned cannon (chemical slugthrowers) with performance characteristics similar to modern naval weaponry. Low-tech, cheap, and don&#039;t drain your battery.&lt;br /&gt;
&lt;br /&gt;
- Missiles and Torpedoes: Will chase the target. Constrained by ammo limitations. Nuclear weapons are among the warhead types. The difference between missile and torpedo in this context is mass; missiles go fast faster and have larger magazines while torpedoes carry heavier warheads. Also doesn&#039;t drain your battery.&lt;br /&gt;
&lt;br /&gt;
- Magnetic weapons: Covers railguns and coilguns that launch high-speed projectiles that can be dodged or shot down. Can be used in orbital bombardment.&lt;br /&gt;
&lt;br /&gt;
- Lasers: Never miss. Damage falls off over distance. Higher input power, larger optics and higher frequencies lead to more damage. Can be used in orbital bombardment, with some limitations for high-frequency weapons trying to bombard through an atmosphere.&lt;br /&gt;
&lt;br /&gt;
- Particle weapons: Short-range weapons that can do severe damage to a ship’s internal components if it penetrates a ship’s armor. Also effective point defense weapons.&lt;br /&gt;
&lt;br /&gt;
- Plasma cannon: These are essentially high-speed, low-mass projectile weapons; their design is based on what descriptions are available of the real-world Shiva Star and Marauder projects. In practice, we’re modeling them as long-range, low rate-of-fire weapons to give them a distinct role in combat. Deep in the tech tree.&lt;br /&gt;
&lt;br /&gt;
===Utility Modules===&lt;br /&gt;
&lt;br /&gt;
Utility modules contain everything else the ship might need, such as heat sinks, additional batteries, space marines, a science lab, systems that improve drive or weapon performance, space station and outpost kits, and ISRU modules&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Heat Sinks !! Mass (tons) !! Capacity (GJ)&lt;br /&gt;
|-&lt;br /&gt;
| Water || 250 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Water || 500 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Potassium || 205 || 110&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Potassium || 410 || 220&lt;br /&gt;
|-&lt;br /&gt;
| Sodium || 230 || 370&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Sodium || 460 || 740&lt;br /&gt;
|-&lt;br /&gt;
| Lithium || 128 || 525&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Lithium || 256 || 1,050&lt;br /&gt;
|-&lt;br /&gt;
| Molten Salt || 485 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Molten Salt || 970 || 1800&lt;br /&gt;
|-&lt;br /&gt;
| Exotic || 250 || 1800&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Exotic || 500 || 3600&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ship Roles==&lt;br /&gt;
&lt;br /&gt;
Ships also have roles, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat, and what its strategic range is (so how much delta-V it can carry). The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Role !! Combatant !! Strategic Range !! Preferred Combat Engagement Range&lt;br /&gt;
|-&lt;br /&gt;
| Troop Carrier || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Explorer || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Inner System Colony Ship || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Outer System Colony Ship || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Transport || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Yes || Long || Short&lt;br /&gt;
|-&lt;br /&gt;
| Interdictor || Yes || Long || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Attack Bomber || Yes || Long || Long&lt;br /&gt;
|-&lt;br /&gt;
| Fighter || Yes || Medium || Short&lt;br /&gt;
|-&lt;br /&gt;
| Space Superiority || Yes || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Standoff || Yes || Medium || Long&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor || Yes || Short || Short&lt;br /&gt;
|-&lt;br /&gt;
| Patrol || Yes || Short || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Defense Bomber || Yes || Short || Long&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hagamablabla</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=218</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=218"/>
		<updated>2022-09-23T14:51:23Z</updated>

		<summary type="html">&lt;p&gt;Hagamablabla: Undo revision 217 by Hagamablabla (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&amp;amp;t=28995&amp;amp;sid=fb7d3f4293103dc18653c09de65e9985 Terra Invicta Dev Diary #14: Ship design]&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
A spaceship is a vehicle used to travel around and between [[celestial bodies]]. A spaceship is made of multiple types of components.&lt;br /&gt;
&lt;br /&gt;
==Ship Components==&lt;br /&gt;
&lt;br /&gt;
===Hull===&lt;br /&gt;
&lt;br /&gt;
The main thing the hull determines is 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;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Hull !! Size !! Nose Hard Points !! Hull Hard Points !! Utility Modules&lt;br /&gt;
|-&lt;br /&gt;
| Gunship || Small || 1 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Escort || Small || 0 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Corvette || Small || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Frigate || Medium || 1 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Monitor || Medium || 0 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer || Medium || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Cruiser || Large || 2 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Battlecruiser || Large || 3 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Battleship || Large || 2 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Lancer || Large || 4 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnought || Large || 3 || 8 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Titan || Large || 4 || 6 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Power Plant===&lt;br /&gt;
&lt;br /&gt;
The power plant generates electricity for your spaceship. Certain drives require certain types of power plants. Power plants will scale in output and mass depending on the power requirements of the drive, up to a maximum output limit. They also have a power value that determines their mass per unit of output, and an efficiency rating that determines how much heat they output to the radiators.&lt;br /&gt;
&lt;br /&gt;
===Drive===&lt;br /&gt;
&lt;br /&gt;
The drive propels the spaceship. The main stats for the drive are thrust and exhaust velocity. Thrust combined with mass determines the ship&#039;s acceleration. Exhaust velocity determines how efficiently the drive uses each unit of propellant.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Drive !! Required Power Plant !! Thrust Rating (single engine) !! Exhaust Velocity Rating&lt;br /&gt;
|-&lt;br /&gt;
| Apex Solid Rocket || N/A || 14.9 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Meteor Liquid Rocket || N/A || 14.9 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Liquid Rocket || N/A || 15.3 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| Venture Liquid Rocket || N/A || 14.2 || 2.2&lt;br /&gt;
|-&lt;br /&gt;
| Diana Superheavy Rocket || N/A || 15.3 || 1.9&lt;br /&gt;
|-&lt;br /&gt;
| Nova Liquid Rocket || N/A || 13.9 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Super Kronos Liquid Rocket || N/A || 12.3 || 4.4&lt;br /&gt;
|-&lt;br /&gt;
| Resistojet || N/A || 1.0 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Tungsten Resistojet || N/A || 4.3 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Arcjet Drive || N/A || 1.0 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Wave Drive || N/A || 1.3 || 6.3&lt;br /&gt;
|-&lt;br /&gt;
| Lorentz Drive || N/A || 5.3 || 6.8&lt;br /&gt;
|-&lt;br /&gt;
| Helicon Drive || N/A || 5.3 || 8.3&lt;br /&gt;
|-&lt;br /&gt;
| Hall Drive || N/A || 2.7 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Ion Drive || N/A || 1.5 || 6.3&lt;br /&gt;
|-&lt;br /&gt;
| Grid Drive || N/A || 4.3 || 7.7&lt;br /&gt;
|-&lt;br /&gt;
| Colloid Drive || N/A || 4.0 || 5.4&lt;br /&gt;
|-&lt;br /&gt;
| VASIMR || N/A || 1.0 || 7.2&lt;br /&gt;
|-&lt;br /&gt;
| Pondermotive Drive || N/A || 2.2 || 7.2&lt;br /&gt;
|-&lt;br /&gt;
| Pulsed Plasmoid Drive || N/A || 1.1 || 8.7&lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Drive || N/A || 3.2 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Amplitron Drive || N/A || 4.6 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Mass Driver || N/A || 4.4 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Mass Driver || N/A || 5.3 || 4.9&lt;br /&gt;
|-&lt;br /&gt;
| Kiwi Drive || Solid Core Fission || 6.0 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| NERVA Drive || Solid Core Fission || 6.6 || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Snare Drive || Solid Core Fission || 7.2 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| Rover Drive || Solid Core Fission || 7.8 || 3.2&lt;br /&gt;
|-&lt;br /&gt;
| Cermet NERVA || Solid Core Fission || 8.1 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Advanced NERVA Drive || Solid Core Fission || 9.4 || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Dumbo || Solid Core Fission || 9.6 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cermet NERVA || Solid Core Fission || 9.8 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Dumbo || Solid Core Fission || 12.8 || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Pulsar Drive || Solid Core Fission || 7.6 || 4.0&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Pulsar Drive || Solid Core Fission || 8.5 || 5.0&lt;br /&gt;
|-&lt;br /&gt;
| Pebble Drive || Solid Core Fission || 8.4 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Particle Drive || Solid Core Fission || 9.4 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Lars Drive || Liquid Core Fission || 7.6 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Fission Spinner Drive || Liquid Core Fission || 10.1 || 4.9&lt;br /&gt;
|-&lt;br /&gt;
| Pegasus Drive || Liquid Core Fission || 10.6 || 5.3&lt;br /&gt;
|-&lt;br /&gt;
| Vortex Drive || Gas Core Fission || 9.4 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Super Vortex Drive || Gas Core Fission || 10.0 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Cavity Drive || Gas Core Fission || 6.8 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cavity Drive || Gas Core Fission || 9.4 || 4.6&lt;br /&gt;
|-&lt;br /&gt;
| Quartz Drive || Gas Core Fission || 7.9 || 3.4&lt;br /&gt;
|-&lt;br /&gt;
| Lightbulb Drive || Gas Core Fission || 9.7 || 4.2&lt;br /&gt;
|-&lt;br /&gt;
| Pharos Drive || Gas Core Fission || 9.8 || 4.4&lt;br /&gt;
|-&lt;br /&gt;
| Fission Lantern || Gas Core Fission || 14.4 || 5.0&lt;br /&gt;
|-&lt;br /&gt;
| Fission Frag Drive || Gas Core Fission || 3.2 || 8.3&lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma Drive || Gas Core Fission || 1.5 || 11.9&lt;br /&gt;
|-&lt;br /&gt;
| Burner Drive || Gas Core Fission || 7.8 || 6.1&lt;br /&gt;
|-&lt;br /&gt;
| Flare Drive || Gas Core Fission || 12.8 || 5.1&lt;br /&gt;
|-&lt;br /&gt;
| Firestar Drive || Gas Core Fission || 13.3 || 5.6&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Flux Drive || Nuclear Salt Water Core || 14.7 || 6.0&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Flux Torch || Nuclear Salt Water Core || 14.7 || 12.2&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Microfission Drive || N/A || 4.6 || 7.3&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Microfission Drive || N/A || 6.6 || 7.3&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Microfission Drive || N/A || 8.5 || 7.0&lt;br /&gt;
|-&lt;br /&gt;
| Minimag Orion || N/A || 10.3 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Minimag Orion || N/A || 11.9 || 7.3&lt;br /&gt;
|-&lt;br /&gt;
| Orion Drive || N/A || 15.0 || 5.4&lt;br /&gt;
|-&lt;br /&gt;
| H-Orion Drive || N/A || 15.6 || 6.9&lt;br /&gt;
|-&lt;br /&gt;
| Triton Pulse Drive || N/A || 9.6 || 7.6&lt;br /&gt;
|-&lt;br /&gt;
| Firefly Torch || Z-Pinch Fusion || 10.7 || 16.6&lt;br /&gt;
|-&lt;br /&gt;
| Lithium Fusion Lantern || Electrostatic Confinement Fusion || 7.1 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Fusion Drive || Hybrid Confinement Fusion || 4.8 || 5.7&lt;br /&gt;
|-&lt;br /&gt;
| Icarus Drive || Hybrid Confinement Fusion || 10.0 || 10.2&lt;br /&gt;
|-&lt;br /&gt;
| Icarus Torch || Hybrid Confinement Fusion || 11.4 || 12.1&lt;br /&gt;
|-&lt;br /&gt;
| Triton Torus Drive || Toroid Magnetic Confinement Fusion || 7.1 || 6.1&lt;br /&gt;
|-&lt;br /&gt;
| Triton Reflex Drive || Mirrored Magnetic Confinement Fusion || 6.6 || 10.9&lt;br /&gt;
|-&lt;br /&gt;
| Helion Torus Drive || Toroid Magnetic Confinement Fusion || 5.2 || 8.4&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Helion Torus Drive || Toroid Magnetic Confinement Fusion || 6.6 || 12.9&lt;br /&gt;
|-&lt;br /&gt;
| Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 5.7 || 8.3&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 7.2 || 9.9&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Helion Drive || Z-Pinch Fusion || 9.4 || 11.8&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Boron Fusion Drive || Z-Pinch Fusion || 10.4 || 10.3&lt;br /&gt;
|-&lt;br /&gt;
| Mag Protium Fusion Drive || Any Magnetic Confinement Fusion || 8.6 || 13.0&lt;br /&gt;
|-&lt;br /&gt;
| Triton Hope Inertial Drive || Inertial Confinement Fusion || 3.5 || 9.4&lt;br /&gt;
|-&lt;br /&gt;
| Triton Vista Inertial Drive || Inertial Confinement Fusion || 8.9 || 7.4&lt;br /&gt;
|-&lt;br /&gt;
| Helion Inertial Drive || Inertial Confinement Fusion || 6.8 || 9.2&lt;br /&gt;
|-&lt;br /&gt;
| Daedalus Torch || Inertial Confinement Fusion || 10.4 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| Boron Inertial Drive || Inertial Confinement Fusion || 6.0 || 7.3&lt;br /&gt;
|-&lt;br /&gt;
| Boron Inertial Torch || Inertial Confinement Fusion || 7.6 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| Protium Inertial Torch || Inertial Confinement Fusion || 9.1 || 13.3&lt;br /&gt;
|-&lt;br /&gt;
| Protium Converter Torch || Inertial Confinement Fusion || 17.6 || 13.3&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Pulsed Plasma Core Drive || Plasma Core Antimatter || 11.6 || 7.9&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Drive || Plasma Core Antimatter || 12.8 || 9.2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Antimatter Plasma Core Drive || Plasma Core Antimatter || 13.3 || 11.5&lt;br /&gt;
|-&lt;br /&gt;
| Pion Torch || Beam Core Antimatter || 14.3 || 13.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Propellant===&lt;br /&gt;
&lt;br /&gt;
Propellant comes in 100-ton tanks, and have 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;
&lt;br /&gt;
The radiator expels waste heat from the power plant. More advanced radiators can expel more heat per unit of mass. Radiator mass scales up to match the waste heat of the power plant. Radiators can be more or less vulnerable depending on the type.&lt;br /&gt;
&lt;br /&gt;
===Batteries===&lt;br /&gt;
&lt;br /&gt;
The battery stores power for weapons and other systems.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
Armor protects your ships from damage. There are three armor slots: Nose, tail, and central hull. More advanced armor material will require less mass per unit of armor, with some materials having extra resistance to certain damage types. Armoring the hull will add much more mass than armoring the nose and tail.&lt;br /&gt;
&lt;br /&gt;
===Hardpoints===&lt;br /&gt;
&lt;br /&gt;
Nose hardpoints fire in a limited arc, but are generally more powerful than hull hardpoints. Hull hardpoints come in pairs placed on opposite sides of the ship, and can fire in all directions around the ship. Weapons come in the following types:&lt;br /&gt;
&lt;br /&gt;
- Guns: Good old-fashioned cannon (chemical slugthrowers) with performance characteristics similar to modern naval weaponry. Low-tech, cheap, and don&#039;t drain your battery.&lt;br /&gt;
&lt;br /&gt;
- Missiles and Torpedoes: Will chase the target. Constrained by ammo limitations. Nuclear weapons are among the warhead types. The difference between missile and torpedo in this context is mass; missiles go fast faster and have larger magazines while torpedoes carry heavier warheads. Also doesn&#039;t drain your battery.&lt;br /&gt;
&lt;br /&gt;
- Magnetic weapons: Covers railguns and coilguns that launch high-speed projectiles that can be dodged or shot down. Can be used in orbital bombardment.&lt;br /&gt;
&lt;br /&gt;
- Lasers: Never miss. Damage falls off over distance. Higher input power, larger optics and higher frequencies lead to more damage. Can be used in orbital bombardment, with some limitations for high-frequency weapons trying to bombard through an atmosphere.&lt;br /&gt;
&lt;br /&gt;
- Particle weapons: Short-range weapons that can do severe damage to a ship’s internal components if it penetrates a ship’s armor. Also effective point defense weapons.&lt;br /&gt;
&lt;br /&gt;
- Plasma cannon: These are essentially high-speed, low-mass projectile weapons; their design is based on what descriptions are available of the real-world Shiva Star and Marauder projects. In practice, we’re modeling them as long-range, low rate-of-fire weapons to give them a distinct role in combat. Deep in the tech tree.&lt;br /&gt;
&lt;br /&gt;
===Utility Modules===&lt;br /&gt;
&lt;br /&gt;
Utility modules contain everything else the ship might need, such as heat sinks, additional batteries, space marines, a science lab, systems that improve drive or weapon performance, space station and outpost kits, and ISRU modules&lt;br /&gt;
&lt;br /&gt;
==Ship Roles==&lt;br /&gt;
&lt;br /&gt;
Ships also have roles, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat, and what its strategic range is (so how much delta-V it can carry). The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Role !! Combatant !! Strategic Range !! Preferred Combat Engagement Range&lt;br /&gt;
|-&lt;br /&gt;
| Troop Carrier || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Explorer || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Inner System Colony Ship || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Outer System Colony Ship || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Transport || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Yes || Long || Short&lt;br /&gt;
|-&lt;br /&gt;
| Interdictor || Yes || Long || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Attack Bomber || Yes || Long || Long&lt;br /&gt;
|-&lt;br /&gt;
| Fighter || Yes || Medium || Short&lt;br /&gt;
|-&lt;br /&gt;
| Space Superiority || Yes || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Standoff || Yes || Medium || Long&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor || Yes || Short || Short&lt;br /&gt;
|-&lt;br /&gt;
| Patrol || Yes || Short || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Defense Bomber || Yes || Short || Long&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hagamablabla</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=217</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=217"/>
		<updated>2022-09-23T14:50:48Z</updated>

		<summary type="html">&lt;p&gt;Hagamablabla: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&amp;amp;t=28995&amp;amp;sid=fb7d3f4293103dc18653c09de65e9985 Terra Invicta Dev Diary #14: Ship design]&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
A spaceship is a vehicle used to travel around and between [[celestial bodies]]. A spaceship is made of multiple types of components.&lt;br /&gt;
&lt;br /&gt;
==Ship Components==&lt;br /&gt;
&lt;br /&gt;
===Hull===&lt;br /&gt;
&lt;br /&gt;
The main thing the hull determines is 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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Hull Types&lt;br /&gt;
|-&lt;br /&gt;
! Hull !! Size !! Nose Hard Points !! Hull Hard Points !! Utility Modules&lt;br /&gt;
|-&lt;br /&gt;
| Gunship || Small || 1 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Escort || Small || 0 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Corvette || Small || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Frigate || Medium || 1 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Monitor || Medium || 0 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer || Medium || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Cruiser || Large || 2 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Battlecruiser || Large || 3 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Battleship || Large || 2 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Lancer || Large || 4 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnought || Large || 3 || 8 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Titan || Large || 4 || 6 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Power Plant===&lt;br /&gt;
&lt;br /&gt;
The power plant generates electricity for your spaceship. Certain drives require certain types of power plants. Power plants will scale in output and mass depending on the power requirements of the drive, up to a maximum output limit. They also have a power value that determines their mass per unit of output, and an efficiency rating that determines how much heat they output to the radiators.&lt;br /&gt;
&lt;br /&gt;
===Drive===&lt;br /&gt;
&lt;br /&gt;
The drive propels the spaceship. The main stats for the drive are thrust and exhaust velocity. Thrust combined with mass determines the ship&#039;s acceleration. Exhaust velocity determines how efficiently the drive uses each unit of propellant.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Drive !! Required Power Plant !! Thrust Rating !! Exhaust Velocity Rating&lt;br /&gt;
|-&lt;br /&gt;
| Apex Solid Rocket || N/A || 14.9 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Meteor Liquid Rocket || N/A || 14.9 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Liquid Rocket || N/A || 15.3 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| Venture Liquid Rocket || N/A || 14.2 || 2.2&lt;br /&gt;
|-&lt;br /&gt;
| Diana Superheavy Rocket || N/A || 15.3 || 1.9&lt;br /&gt;
|-&lt;br /&gt;
| Nova Liquid Rocket || N/A || 13.9 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Super Kronos Liquid Rocket || N/A || 12.3 || 4.4&lt;br /&gt;
|-&lt;br /&gt;
| Resistojet || N/A || 1.0 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Tungsten Resistojet || N/A || 4.3 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Arcjet Drive || N/A || 1.0 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Wave Drive || N/A || 1.3 || 6.3&lt;br /&gt;
|-&lt;br /&gt;
| Lorentz Drive || N/A || 5.3 || 6.8&lt;br /&gt;
|-&lt;br /&gt;
| Helicon Drive || N/A || 5.3 || 8.3&lt;br /&gt;
|-&lt;br /&gt;
| Hall Drive || N/A || 2.7 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Ion Drive || N/A || 1.5 || 6.3&lt;br /&gt;
|-&lt;br /&gt;
| Grid Drive || N/A || 4.3 || 7.7&lt;br /&gt;
|-&lt;br /&gt;
| Colloid Drive || N/A || 4.0 || 5.4&lt;br /&gt;
|-&lt;br /&gt;
| VASIMR || N/A || 1.0 || 7.2&lt;br /&gt;
|-&lt;br /&gt;
| Pondermotive Drive || N/A || 2.2 || 7.2&lt;br /&gt;
|-&lt;br /&gt;
| Pulsed Plasmoid Drive || N/A || 1.1 || 8.7&lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Drive || N/A || 3.2 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Amplitron Drive || N/A || 4.6 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Mass Driver || N/A || 4.4 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Mass Driver || N/A || 5.3 || 4.9&lt;br /&gt;
|-&lt;br /&gt;
| Kiwi Drive || Solid Core Fission || 6.0 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| NERVA Drive || Solid Core Fission || 6.6 || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Snare Drive || Solid Core Fission || 7.2 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| Rover Drive || Solid Core Fission || 7.8 || 3.2&lt;br /&gt;
|-&lt;br /&gt;
| Cermet NERVA || Solid Core Fission || 8.1 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Advanced NERVA Drive || Solid Core Fission || 9.4 || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Dumbo || Solid Core Fission || 9.6 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cermet NERVA || Solid Core Fission || 9.8 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Dumbo || Solid Core Fission || 12.8 || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Pulsar Drive || Solid Core Fission || 7.6 || 4.0&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Pulsar Drive || Solid Core Fission || 8.5 || 5.0&lt;br /&gt;
|-&lt;br /&gt;
| Pebble Drive || Solid Core Fission || 8.4 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Particle Drive || Solid Core Fission || 9.4 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Lars Drive || Liquid Core Fission || 7.6 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Fission Spinner Drive || Liquid Core Fission || 10.1 || 4.9&lt;br /&gt;
|-&lt;br /&gt;
| Pegasus Drive || Liquid Core Fission || 10.6 || 5.3&lt;br /&gt;
|-&lt;br /&gt;
| Vortex Drive || Gas Core Fission || 9.4 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Super Vortex Drive || Gas Core Fission || 10.0 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Cavity Drive || Gas Core Fission || 6.8 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cavity Drive || Gas Core Fission || 9.4 || 4.6&lt;br /&gt;
|-&lt;br /&gt;
| Quartz Drive || Gas Core Fission || 7.9 || 3.4&lt;br /&gt;
|-&lt;br /&gt;
| Lightbulb Drive || Gas Core Fission || 9.7 || 4.2&lt;br /&gt;
|-&lt;br /&gt;
| Pharos Drive || Gas Core Fission || 9.8 || 4.4&lt;br /&gt;
|-&lt;br /&gt;
| Fission Lantern || Gas Core Fission || 14.4 || 5.0&lt;br /&gt;
|-&lt;br /&gt;
| Fission Frag Drive || Gas Core Fission || 3.2 || 8.3&lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma Drive || Gas Core Fission || 1.5 || 11.9&lt;br /&gt;
|-&lt;br /&gt;
| Burner Drive || Gas Core Fission || 7.8 || 6.1&lt;br /&gt;
|-&lt;br /&gt;
| Flare Drive || Gas Core Fission || 12.8 || 5.1&lt;br /&gt;
|-&lt;br /&gt;
| Firestar Drive || Gas Core Fission || 13.3 || 5.6&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Flux Drive || Nuclear Salt Water Core || 14.7 || 6.0&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Flux Torch || Nuclear Salt Water Core || 14.7 || 12.2&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Microfission Drive || N/A || 4.6 || 7.3&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Microfission Drive || N/A || 6.6 || 7.3&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Microfission Drive || N/A || 8.5 || 7.0&lt;br /&gt;
|-&lt;br /&gt;
| Minimag Orion || N/A || 10.3 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Minimag Orion || N/A || 11.9 || 7.3&lt;br /&gt;
|-&lt;br /&gt;
| Orion Drive || N/A || 15.0 || 5.4&lt;br /&gt;
|-&lt;br /&gt;
| H-Orion Drive || N/A || 15.6 || 6.9&lt;br /&gt;
|-&lt;br /&gt;
| Triton Pulse Drive || N/A || 9.6 || 7.6&lt;br /&gt;
|-&lt;br /&gt;
| Firefly Torch || Z-Pinch Fusion || 10.7 || 16.6&lt;br /&gt;
|-&lt;br /&gt;
| Lithium Fusion Lantern || Electrostatic Confinement Fusion || 7.1 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Fusion Drive || Hybrid Confinement Fusion || 4.8 || 5.7&lt;br /&gt;
|-&lt;br /&gt;
| Icarus Drive || Hybrid Confinement Fusion || 10.0 || 10.2&lt;br /&gt;
|-&lt;br /&gt;
| Icarus Torch || Hybrid Confinement Fusion || 11.4 || 12.1&lt;br /&gt;
|-&lt;br /&gt;
| Triton Torus Drive || Toroid Magnetic Confinement Fusion || 7.1 || 6.1&lt;br /&gt;
|-&lt;br /&gt;
| Triton Reflex Drive || Mirrored Magnetic Confinement Fusion || 6.6 || 10.9&lt;br /&gt;
|-&lt;br /&gt;
| Helion Torus Drive || Toroid Magnetic Confinement Fusion || 5.2 || 8.4&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Helion Torus Drive || Toroid Magnetic Confinement Fusion || 6.6 || 12.9&lt;br /&gt;
|-&lt;br /&gt;
| Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 5.7 || 8.3&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 7.2 || 9.9&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Helion Drive || Z-Pinch Fusion || 9.4 || 11.8&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Boron Fusion Drive || Z-Pinch Fusion || 10.4 || 10.3&lt;br /&gt;
|-&lt;br /&gt;
| Mag Protium Fusion Drive || Any Magnetic Confinement Fusion || 8.6 || 13.0&lt;br /&gt;
|-&lt;br /&gt;
| Triton Hope Inertial Drive || Inertial Confinement Fusion || 3.5 || 9.4&lt;br /&gt;
|-&lt;br /&gt;
| Triton Vista Inertial Drive || Inertial Confinement Fusion || 8.9 || 7.4&lt;br /&gt;
|-&lt;br /&gt;
| Helion Inertial Drive || Inertial Confinement Fusion || 6.8 || 9.2&lt;br /&gt;
|-&lt;br /&gt;
| Daedalus Torch || Inertial Confinement Fusion || 10.4 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| Boron Inertial Drive || Inertial Confinement Fusion || 6.0 || 7.3&lt;br /&gt;
|-&lt;br /&gt;
| Boron Inertial Torch || Inertial Confinement Fusion || 7.6 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| Protium Inertial Torch || Inertial Confinement Fusion || 9.1 || 13.3&lt;br /&gt;
|-&lt;br /&gt;
| Protium Converter Torch || Inertial Confinement Fusion || 17.6 || 13.3&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Pulsed Plasma Core Drive || Plasma Core Antimatter || 11.6 || 7.9&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Drive || Plasma Core Antimatter || 12.8 || 9.2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Antimatter Plasma Core Drive || Plasma Core Antimatter || 13.3 || 11.5&lt;br /&gt;
|-&lt;br /&gt;
| Pion Torch || Beam Core Antimatter || 14.3 || 13.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Propellant===&lt;br /&gt;
&lt;br /&gt;
Propellant comes in 100-ton tanks, and have 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;
&lt;br /&gt;
The radiator expels waste heat from the power plant. More advanced radiators can expel more heat per unit of mass. Radiator mass scales up to match the waste heat of the power plant. Radiators can be more or less vulnerable depending on the type.&lt;br /&gt;
&lt;br /&gt;
===Batteries===&lt;br /&gt;
&lt;br /&gt;
The battery stores power for weapons and other systems.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
Armor protects your ships from damage. There are three armor slots: Nose, tail, and central hull. More advanced armor material will require less mass per unit of armor, with some materials having extra resistance to certain damage types. Armoring the hull will add much more mass than armoring the nose and tail.&lt;br /&gt;
&lt;br /&gt;
===Hardpoints===&lt;br /&gt;
&lt;br /&gt;
Nose hardpoints fire in a limited arc, but are generally more powerful than hull hardpoints. Hull hardpoints come in pairs placed on opposite sides of the ship, and can fire in all directions around the ship. Weapons come in the following types:&lt;br /&gt;
&lt;br /&gt;
- Guns: Good old-fashioned cannon (chemical slugthrowers) with performance characteristics similar to modern naval weaponry. Low-tech, cheap, and don&#039;t drain your battery.&lt;br /&gt;
&lt;br /&gt;
- Missiles and Torpedoes: Will chase the target. Constrained by ammo limitations. Nuclear weapons are among the warhead types. The difference between missile and torpedo in this context is mass; missiles go fast faster and have larger magazines while torpedoes carry heavier warheads. Also doesn&#039;t drain your battery.&lt;br /&gt;
&lt;br /&gt;
- Magnetic weapons: Covers railguns and coilguns that launch high-speed projectiles that can be dodged or shot down. Can be used in orbital bombardment.&lt;br /&gt;
&lt;br /&gt;
- Lasers: Never miss. Damage falls off over distance. Higher input power, larger optics and higher frequencies lead to more damage. Can be used in orbital bombardment, with some limitations for high-frequency weapons trying to bombard through an atmosphere.&lt;br /&gt;
&lt;br /&gt;
- Particle weapons: Short-range weapons that can do severe damage to a ship’s internal components if it penetrates a ship’s armor. Also effective point defense weapons.&lt;br /&gt;
&lt;br /&gt;
- Plasma cannon: These are essentially high-speed, low-mass projectile weapons; their design is based on what descriptions are available of the real-world Shiva Star and Marauder projects. In practice, we’re modeling them as long-range, low rate-of-fire weapons to give them a distinct role in combat. Deep in the tech tree.&lt;br /&gt;
&lt;br /&gt;
===Utility Modules===&lt;br /&gt;
&lt;br /&gt;
Utility modules contain everything else the ship might need, such as heat sinks, additional batteries, space marines, a science lab, systems that improve drive or weapon performance, space station and outpost kits, and ISRU modules&lt;br /&gt;
&lt;br /&gt;
==Ship Roles==&lt;br /&gt;
&lt;br /&gt;
Ships also have roles, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat, and what its strategic range is (so how much delta-V it can carry). The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Roles&lt;br /&gt;
|-&lt;br /&gt;
! Role !! Combatant !! Strategic Range !! Preferred Combat Engagement Range&lt;br /&gt;
|-&lt;br /&gt;
| Troop Carrier || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Explorer || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Inner System Colony Ship || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Outer System Colony Ship || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Transport || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Yes || Long || Short&lt;br /&gt;
|-&lt;br /&gt;
| Interdictor || Yes || Long || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Attack Bomber || Yes || Long || Long&lt;br /&gt;
|-&lt;br /&gt;
| Fighter || Yes || Medium || Short&lt;br /&gt;
|-&lt;br /&gt;
| Space Superiority || Yes || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Standoff || Yes || Medium || Long&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor || Yes || Short || Short&lt;br /&gt;
|-&lt;br /&gt;
| Patrol || Yes || Short || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Defense Bomber || Yes || Short || Long&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hagamablabla</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=216</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=216"/>
		<updated>2022-09-23T14:50:22Z</updated>

		<summary type="html">&lt;p&gt;Hagamablabla: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&amp;amp;t=28995&amp;amp;sid=fb7d3f4293103dc18653c09de65e9985 Terra Invicta Dev Diary #14: Ship design]&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
A spaceship is a vehicle used to travel around and between [[celestial bodies]]. A spaceship is made of multiple types of components.&lt;br /&gt;
&lt;br /&gt;
==Ship Components==&lt;br /&gt;
&lt;br /&gt;
===Hull===&lt;br /&gt;
&lt;br /&gt;
The main thing the hull determines is 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;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Hull !! Size !! Nose Hard Points !! Hull Hard Points !! Utility Modules&lt;br /&gt;
|-&lt;br /&gt;
| Gunship || Small || 1 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Escort || Small || 0 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Corvette || Small || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Frigate || Medium || 1 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Monitor || Medium || 0 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer || Medium || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Cruiser || Large || 2 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Battlecruiser || Large || 3 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Battleship || Large || 2 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Lancer || Large || 4 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnought || Large || 3 || 8 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Titan || Large || 4 || 6 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Power Plant===&lt;br /&gt;
&lt;br /&gt;
The power plant generates electricity for your spaceship. Certain drives require certain types of power plants. Power plants will scale in output and mass depending on the power requirements of the drive, up to a maximum output limit. They also have a power value that determines their mass per unit of output, and an efficiency rating that determines how much heat they output to the radiators.&lt;br /&gt;
&lt;br /&gt;
===Drive===&lt;br /&gt;
&lt;br /&gt;
The drive propels the spaceship. The main stats for the drive are thrust and exhaust velocity. Thrust combined with mass determines the ship&#039;s acceleration. Exhaust velocity determines how efficiently the drive uses each unit of propellant.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Drive !! Required Power Plant !! Thrust Rating (single engine) !! Exhaust Velocity Rating&lt;br /&gt;
|-&lt;br /&gt;
| Apex Solid Rocket || N/A || 14.9 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Meteor Liquid Rocket || N/A || 14.9 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Liquid Rocket || N/A || 15.3 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| Venture Liquid Rocket || N/A || 14.2 || 2.2&lt;br /&gt;
|-&lt;br /&gt;
| Diana Superheavy Rocket || N/A || 15.3 || 1.9&lt;br /&gt;
|-&lt;br /&gt;
| Nova Liquid Rocket || N/A || 13.9 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Super Kronos Liquid Rocket || N/A || 12.3 || 4.4&lt;br /&gt;
|-&lt;br /&gt;
| Resistojet || N/A || 1.0 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Tungsten Resistojet || N/A || 4.3 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Arcjet Drive || N/A || 1.0 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Wave Drive || N/A || 1.3 || 6.3&lt;br /&gt;
|-&lt;br /&gt;
| Lorentz Drive || N/A || 5.3 || 6.8&lt;br /&gt;
|-&lt;br /&gt;
| Helicon Drive || N/A || 5.3 || 8.3&lt;br /&gt;
|-&lt;br /&gt;
| Hall Drive || N/A || 2.7 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Ion Drive || N/A || 1.5 || 6.3&lt;br /&gt;
|-&lt;br /&gt;
| Grid Drive || N/A || 4.3 || 7.7&lt;br /&gt;
|-&lt;br /&gt;
| Colloid Drive || N/A || 4.0 || 5.4&lt;br /&gt;
|-&lt;br /&gt;
| VASIMR || N/A || 1.0 || 7.2&lt;br /&gt;
|-&lt;br /&gt;
| Pondermotive Drive || N/A || 2.2 || 7.2&lt;br /&gt;
|-&lt;br /&gt;
| Pulsed Plasmoid Drive || N/A || 1.1 || 8.7&lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Drive || N/A || 3.2 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Amplitron Drive || N/A || 4.6 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Mass Driver || N/A || 4.4 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Mass Driver || N/A || 5.3 || 4.9&lt;br /&gt;
|-&lt;br /&gt;
| Kiwi Drive || Solid Core Fission || 6.0 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| NERVA Drive || Solid Core Fission || 6.6 || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Snare Drive || Solid Core Fission || 7.2 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| Rover Drive || Solid Core Fission || 7.8 || 3.2&lt;br /&gt;
|-&lt;br /&gt;
| Cermet NERVA || Solid Core Fission || 8.1 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Advanced NERVA Drive || Solid Core Fission || 9.4 || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Dumbo || Solid Core Fission || 9.6 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cermet NERVA || Solid Core Fission || 9.8 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Dumbo || Solid Core Fission || 12.8 || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Pulsar Drive || Solid Core Fission || 7.6 || 4.0&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Pulsar Drive || Solid Core Fission || 8.5 || 5.0&lt;br /&gt;
|-&lt;br /&gt;
| Pebble Drive || Solid Core Fission || 8.4 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Particle Drive || Solid Core Fission || 9.4 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Lars Drive || Liquid Core Fission || 7.6 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Fission Spinner Drive || Liquid Core Fission || 10.1 || 4.9&lt;br /&gt;
|-&lt;br /&gt;
| Pegasus Drive || Liquid Core Fission || 10.6 || 5.3&lt;br /&gt;
|-&lt;br /&gt;
| Vortex Drive || Gas Core Fission || 9.4 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Super Vortex Drive || Gas Core Fission || 10.0 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Cavity Drive || Gas Core Fission || 6.8 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cavity Drive || Gas Core Fission || 9.4 || 4.6&lt;br /&gt;
|-&lt;br /&gt;
| Quartz Drive || Gas Core Fission || 7.9 || 3.4&lt;br /&gt;
|-&lt;br /&gt;
| Lightbulb Drive || Gas Core Fission || 9.7 || 4.2&lt;br /&gt;
|-&lt;br /&gt;
| Pharos Drive || Gas Core Fission || 9.8 || 4.4&lt;br /&gt;
|-&lt;br /&gt;
| Fission Lantern || Gas Core Fission || 14.4 || 5.0&lt;br /&gt;
|-&lt;br /&gt;
| Fission Frag Drive || Gas Core Fission || 3.2 || 8.3&lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma Drive || Gas Core Fission || 1.5 || 11.9&lt;br /&gt;
|-&lt;br /&gt;
| Burner Drive || Gas Core Fission || 7.8 || 6.1&lt;br /&gt;
|-&lt;br /&gt;
| Flare Drive || Gas Core Fission || 12.8 || 5.1&lt;br /&gt;
|-&lt;br /&gt;
| Firestar Drive || Gas Core Fission || 13.3 || 5.6&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Flux Drive || Nuclear Salt Water Core || 14.7 || 6.0&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Flux Torch || Nuclear Salt Water Core || 14.7 || 12.2&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Microfission Drive || N/A || 4.6 || 7.3&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Microfission Drive || N/A || 6.6 || 7.3&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Microfission Drive || N/A || 8.5 || 7.0&lt;br /&gt;
|-&lt;br /&gt;
| Minimag Orion || N/A || 10.3 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Minimag Orion || N/A || 11.9 || 7.3&lt;br /&gt;
|-&lt;br /&gt;
| Orion Drive || N/A || 15.0 || 5.4&lt;br /&gt;
|-&lt;br /&gt;
| H-Orion Drive || N/A || 15.6 || 6.9&lt;br /&gt;
|-&lt;br /&gt;
| Triton Pulse Drive || N/A || 9.6 || 7.6&lt;br /&gt;
|-&lt;br /&gt;
| Firefly Torch || Z-Pinch Fusion || 10.7 || 16.6&lt;br /&gt;
|-&lt;br /&gt;
| Lithium Fusion Lantern || Electrostatic Confinement Fusion || 7.1 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Fusion Drive || Hybrid Confinement Fusion || 4.8 || 5.7&lt;br /&gt;
|-&lt;br /&gt;
| Icarus Drive || Hybrid Confinement Fusion || 10.0 || 10.2&lt;br /&gt;
|-&lt;br /&gt;
| Icarus Torch || Hybrid Confinement Fusion || 11.4 || 12.1&lt;br /&gt;
|-&lt;br /&gt;
| Triton Torus Drive || Toroid Magnetic Confinement Fusion || 7.1 || 6.1&lt;br /&gt;
|-&lt;br /&gt;
| Triton Reflex Drive || Mirrored Magnetic Confinement Fusion || 6.6 || 10.9&lt;br /&gt;
|-&lt;br /&gt;
| Helion Torus Drive || Toroid Magnetic Confinement Fusion || 5.2 || 8.4&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Helion Torus Drive || Toroid Magnetic Confinement Fusion || 6.6 || 12.9&lt;br /&gt;
|-&lt;br /&gt;
| Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 5.7 || 8.3&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 7.2 || 9.9&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Helion Drive || Z-Pinch Fusion || 9.4 || 11.8&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Boron Fusion Drive || Z-Pinch Fusion || 10.4 || 10.3&lt;br /&gt;
|-&lt;br /&gt;
| Mag Protium Fusion Drive || Any Magnetic Confinement Fusion || 8.6 || 13.0&lt;br /&gt;
|-&lt;br /&gt;
| Triton Hope Inertial Drive || Inertial Confinement Fusion || 3.5 || 9.4&lt;br /&gt;
|-&lt;br /&gt;
| Triton Vista Inertial Drive || Inertial Confinement Fusion || 8.9 || 7.4&lt;br /&gt;
|-&lt;br /&gt;
| Helion Inertial Drive || Inertial Confinement Fusion || 6.8 || 9.2&lt;br /&gt;
|-&lt;br /&gt;
| Daedalus Torch || Inertial Confinement Fusion || 10.4 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| Boron Inertial Drive || Inertial Confinement Fusion || 6.0 || 7.3&lt;br /&gt;
|-&lt;br /&gt;
| Boron Inertial Torch || Inertial Confinement Fusion || 7.6 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| Protium Inertial Torch || Inertial Confinement Fusion || 9.1 || 13.3&lt;br /&gt;
|-&lt;br /&gt;
| Protium Converter Torch || Inertial Confinement Fusion || 17.6 || 13.3&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Pulsed Plasma Core Drive || Plasma Core Antimatter || 11.6 || 7.9&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Drive || Plasma Core Antimatter || 12.8 || 9.2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Antimatter Plasma Core Drive || Plasma Core Antimatter || 13.3 || 11.5&lt;br /&gt;
|-&lt;br /&gt;
| Pion Torch || Beam Core Antimatter || 14.3 || 13.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Propellant===&lt;br /&gt;
&lt;br /&gt;
Propellant comes in 100-ton tanks, and have 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;
&lt;br /&gt;
The radiator expels waste heat from the power plant. More advanced radiators can expel more heat per unit of mass. Radiator mass scales up to match the waste heat of the power plant. Radiators can be more or less vulnerable depending on the type.&lt;br /&gt;
&lt;br /&gt;
===Batteries===&lt;br /&gt;
&lt;br /&gt;
The battery stores power for weapons and other systems.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
Armor protects your ships from damage. There are three armor slots: Nose, tail, and central hull. More advanced armor material will require less mass per unit of armor, with some materials having extra resistance to certain damage types. Armoring the hull will add much more mass than armoring the nose and tail.&lt;br /&gt;
&lt;br /&gt;
===Hardpoints===&lt;br /&gt;
&lt;br /&gt;
Nose hardpoints fire in a limited arc, but are generally more powerful than hull hardpoints. Hull hardpoints come in pairs placed on opposite sides of the ship, and can fire in all directions around the ship. Weapons come in the following types:&lt;br /&gt;
&lt;br /&gt;
- Guns: Good old-fashioned cannon (chemical slugthrowers) with performance characteristics similar to modern naval weaponry. Low-tech, cheap, and don&#039;t drain your battery.&lt;br /&gt;
&lt;br /&gt;
- Missiles and Torpedoes: Will chase the target. Constrained by ammo limitations. Nuclear weapons are among the warhead types. The difference between missile and torpedo in this context is mass; missiles go fast faster and have larger magazines while torpedoes carry heavier warheads. Also doesn&#039;t drain your battery.&lt;br /&gt;
&lt;br /&gt;
- Magnetic weapons: Covers railguns and coilguns that launch high-speed projectiles that can be dodged or shot down. Can be used in orbital bombardment.&lt;br /&gt;
&lt;br /&gt;
- Lasers: Never miss. Damage falls off over distance. Higher input power, larger optics and higher frequencies lead to more damage. Can be used in orbital bombardment, with some limitations for high-frequency weapons trying to bombard through an atmosphere.&lt;br /&gt;
&lt;br /&gt;
- Particle weapons: Short-range weapons that can do severe damage to a ship’s internal components if it penetrates a ship’s armor. Also effective point defense weapons.&lt;br /&gt;
&lt;br /&gt;
- Plasma cannon: These are essentially high-speed, low-mass projectile weapons; their design is based on what descriptions are available of the real-world Shiva Star and Marauder projects. In practice, we’re modeling them as long-range, low rate-of-fire weapons to give them a distinct role in combat. Deep in the tech tree.&lt;br /&gt;
&lt;br /&gt;
===Utility Modules===&lt;br /&gt;
&lt;br /&gt;
Utility modules contain everything else the ship might need, such as heat sinks, additional batteries, space marines, a science lab, systems that improve drive or weapon performance, space station and outpost kits, and ISRU modules&lt;br /&gt;
&lt;br /&gt;
==Ship Roles==&lt;br /&gt;
&lt;br /&gt;
Ships also have roles, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat, and what its strategic range is (so how much delta-V it can carry). The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Role !! Combatant !! Strategic Range !! Preferred Combat Engagement Range&lt;br /&gt;
|-&lt;br /&gt;
| Troop Carrier || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Explorer || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Inner System Colony Ship || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Outer System Colony Ship || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Transport || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Yes || Long || Short&lt;br /&gt;
|-&lt;br /&gt;
| Interdictor || Yes || Long || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Attack Bomber || Yes || Long || Long&lt;br /&gt;
|-&lt;br /&gt;
| Fighter || Yes || Medium || Short&lt;br /&gt;
|-&lt;br /&gt;
| Space Superiority || Yes || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Standoff || Yes || Medium || Long&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor || Yes || Short || Short&lt;br /&gt;
|-&lt;br /&gt;
| Patrol || Yes || Short || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Defense Bomber || Yes || Short || Long&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hagamablabla</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=215</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=215"/>
		<updated>2022-09-23T14:43:21Z</updated>

		<summary type="html">&lt;p&gt;Hagamablabla: /* Drive */  Add drive table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&amp;amp;t=28995&amp;amp;sid=fb7d3f4293103dc18653c09de65e9985 Terra Invicta Dev Diary #14: Ship design]&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
A spaceship is a vehicle used to travel around and between [[celestial bodies]]. A spaceship is made of multiple types of components.&lt;br /&gt;
&lt;br /&gt;
==Ship Components==&lt;br /&gt;
&lt;br /&gt;
===Hull===&lt;br /&gt;
&lt;br /&gt;
The main thing the hull determines is 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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Hull Types&lt;br /&gt;
|-&lt;br /&gt;
! Hull !! Size !! Nose Hard Points !! Hull Hard Points !! Utility Modules&lt;br /&gt;
|-&lt;br /&gt;
| Gunship || Small || 1 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Escort || Small || 0 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Corvette || Small || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Frigate || Medium || 1 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Monitor || Medium || 0 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer || Medium || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Cruiser || Large || 2 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Battlecruiser || Large || 3 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Battleship || Large || 2 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Lancer || Large || 4 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnought || Large || 3 || 8 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Titan || Large || 4 || 6 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Power Plant===&lt;br /&gt;
&lt;br /&gt;
The power plant generates electricity for your spaceship. Certain drives require certain types of power plants. Power plants will scale in output and mass depending on the power requirements of the drive, up to a maximum output limit. They also have a power value that determines their mass per unit of output, and an efficiency rating that determines how much heat they output to the radiators.&lt;br /&gt;
&lt;br /&gt;
===Drive===&lt;br /&gt;
&lt;br /&gt;
The drive propels the spaceship. The main stats for the drive are thrust and exhaust velocity. Thrust combined with mass determines the ship&#039;s acceleration. Exhaust velocity determines how efficiently the drive uses each unit of propellant.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Drive !! Required Power Plant !! Thrust Rating !! Exhaust Velocity Rating&lt;br /&gt;
|-&lt;br /&gt;
| Apex Solid Rocket || N/A || 14.9 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Meteor Liquid Rocket || N/A || 14.9 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Liquid Rocket || N/A || 15.3 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| Venture Liquid Rocket || N/A || 14.2 || 2.2&lt;br /&gt;
|-&lt;br /&gt;
| Diana Superheavy Rocket || N/A || 15.3 || 1.9&lt;br /&gt;
|-&lt;br /&gt;
| Nova Liquid Rocket || N/A || 13.9 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Super Kronos Liquid Rocket || N/A || 12.3 || 4.4&lt;br /&gt;
|-&lt;br /&gt;
| Resistojet || N/A || 1.0 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Tungsten Resistojet || N/A || 4.3 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Arcjet Drive || N/A || 1.0 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Wave Drive || N/A || 1.3 || 6.3&lt;br /&gt;
|-&lt;br /&gt;
| Lorentz Drive || N/A || 5.3 || 6.8&lt;br /&gt;
|-&lt;br /&gt;
| Helicon Drive || N/A || 5.3 || 8.3&lt;br /&gt;
|-&lt;br /&gt;
| Hall Drive || N/A || 2.7 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Ion Drive || N/A || 1.5 || 6.3&lt;br /&gt;
|-&lt;br /&gt;
| Grid Drive || N/A || 4.3 || 7.7&lt;br /&gt;
|-&lt;br /&gt;
| Colloid Drive || N/A || 4.0 || 5.4&lt;br /&gt;
|-&lt;br /&gt;
| VASIMR || N/A || 1.0 || 7.2&lt;br /&gt;
|-&lt;br /&gt;
| Pondermotive Drive || N/A || 2.2 || 7.2&lt;br /&gt;
|-&lt;br /&gt;
| Pulsed Plasmoid Drive || N/A || 1.1 || 8.7&lt;br /&gt;
|-&lt;br /&gt;
| E-Beam Drive || N/A || 3.2 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Amplitron Drive || N/A || 4.6 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Mass Driver || N/A || 4.4 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Superconducting Mass Driver || N/A || 5.3 || 4.9&lt;br /&gt;
|-&lt;br /&gt;
| Kiwi Drive || Solid Core Fission || 6.0 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| NERVA Drive || Solid Core Fission || 6.6 || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Snare Drive || Solid Core Fission || 7.2 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| Rover Drive || Solid Core Fission || 7.8 || 3.2&lt;br /&gt;
|-&lt;br /&gt;
| Cermet NERVA || Solid Core Fission || 8.1 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Advanced NERVA Drive || Solid Core Fission || 9.4 || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Dumbo || Solid Core Fission || 9.6 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cermet NERVA || Solid Core Fission || 9.8 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Dumbo || Solid Core Fission || 12.8 || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Pulsar Drive || Solid Core Fission || 7.6 || 4.0&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Pulsar Drive || Solid Core Fission || 8.5 || 5.0&lt;br /&gt;
|-&lt;br /&gt;
| Pebble Drive || Solid Core Fission || 8.4 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Particle Drive || Solid Core Fission || 9.4 || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| Lars Drive || Liquid Core Fission || 7.6 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Fission Spinner Drive || Liquid Core Fission || 10.1 || 4.9&lt;br /&gt;
|-&lt;br /&gt;
| Pegasus Drive || Liquid Core Fission || 10.6 || 5.3&lt;br /&gt;
|-&lt;br /&gt;
| Vortex Drive || Gas Core Fission || 9.4 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Super Vortex Drive || Gas Core Fission || 10.0 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Cavity Drive || Gas Core Fission || 6.8 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Cavity Drive || Gas Core Fission || 9.4 || 4.6&lt;br /&gt;
|-&lt;br /&gt;
| Quartz Drive || Gas Core Fission || 7.9 || 3.4&lt;br /&gt;
|-&lt;br /&gt;
| Lightbulb Drive || Gas Core Fission || 9.7 || 4.2&lt;br /&gt;
|-&lt;br /&gt;
| Pharos Drive || Gas Core Fission || 9.8 || 4.4&lt;br /&gt;
|-&lt;br /&gt;
| Fission Lantern || Gas Core Fission || 14.4 || 5.0&lt;br /&gt;
|-&lt;br /&gt;
| Fission Frag Drive || Gas Core Fission || 3.2 || 8.3&lt;br /&gt;
|-&lt;br /&gt;
| Dusty Plasma Drive || Gas Core Fission || 1.5 || 11.9&lt;br /&gt;
|-&lt;br /&gt;
| Burner Drive || Gas Core Fission || 7.8 || 6.1&lt;br /&gt;
|-&lt;br /&gt;
| Flare Drive || Gas Core Fission || 12.8 || 5.1&lt;br /&gt;
|-&lt;br /&gt;
| Firestar Drive || Gas Core Fission || 13.3 || 5.6&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Flux Drive || Nuclear Salt Water Core || 14.7 || 6.0&lt;br /&gt;
|-&lt;br /&gt;
| Neutron Flux Torch || Nuclear Salt Water Core || 14.7 || 12.2&lt;br /&gt;
|-&lt;br /&gt;
| Z-Pinch Microfission Drive || N/A || 4.6 || 7.3&lt;br /&gt;
|-&lt;br /&gt;
| Neutronium Microfission Drive || N/A || 6.6 || 7.3&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Microfission Drive || N/A || 8.5 || 7.0&lt;br /&gt;
|-&lt;br /&gt;
| Minimag Orion || N/A || 10.3 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Minimag Orion || N/A || 11.9 || 7.3&lt;br /&gt;
|-&lt;br /&gt;
| Orion Drive || N/A || 15.0 || 5.4&lt;br /&gt;
|-&lt;br /&gt;
| H-Orion Drive || N/A || 15.6 || 6.9&lt;br /&gt;
|-&lt;br /&gt;
| Triton Pulse Drive || N/A || 9.6 || 7.6&lt;br /&gt;
|-&lt;br /&gt;
| Firefly Torch || Z-Pinch Fusion || 10.7 || 16.6&lt;br /&gt;
|-&lt;br /&gt;
| Lithium Fusion Lantern || Electrostatic Confinement Fusion || 7.1 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Hybrid Fusion Drive || Hybrid Confinement Fusion || 4.8 || 5.7&lt;br /&gt;
|-&lt;br /&gt;
| Icarus Drive || Hybrid Confinement Fusion || 10.0 || 10.2&lt;br /&gt;
|-&lt;br /&gt;
| Icarus Torch || Hybrid Confinement Fusion || 11.4 || 12.1&lt;br /&gt;
|-&lt;br /&gt;
| Triton Torus Drive || Toroid Magnetic Confinement Fusion || 7.1 || 6.1&lt;br /&gt;
|-&lt;br /&gt;
| Triton Reflex Drive || Mirrored Magnetic Confinement Fusion || 6.6 || 10.9&lt;br /&gt;
|-&lt;br /&gt;
| Helion Torus Drive || Toroid Magnetic Confinement Fusion || 5.2 || 8.4&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Helion Torus Drive || Toroid Magnetic Confinement Fusion || 6.6 || 12.9&lt;br /&gt;
|-&lt;br /&gt;
| Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 5.7 || 8.3&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Helion Reflex Drive || Mirrored Magnetic Confinement Fusion || 7.2 || 9.9&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Helion Drive || Z-Pinch Fusion || 9.4 || 11.8&lt;br /&gt;
|-&lt;br /&gt;
| Zeta Boron Fusion Drive || Z-Pinch Fusion || 10.4 || 10.3&lt;br /&gt;
|-&lt;br /&gt;
| Mag Protium Fusion Drive || Any Magnetic Confinement Fusion || 8.6 || 13.0&lt;br /&gt;
|-&lt;br /&gt;
| Triton Hope Inertial Drive || Inertial Confinement Fusion || 3.5 || 9.4&lt;br /&gt;
|-&lt;br /&gt;
| Triton Vista Inertial Drive || Inertial Confinement Fusion || 8.9 || 7.4&lt;br /&gt;
|-&lt;br /&gt;
| Helion Inertial Drive || Inertial Confinement Fusion || 6.8 || 9.2&lt;br /&gt;
|-&lt;br /&gt;
| Daedalus Torch || Inertial Confinement Fusion || 10.4 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| Boron Inertial Drive || Inertial Confinement Fusion || 6.0 || 7.3&lt;br /&gt;
|-&lt;br /&gt;
| Boron Inertial Torch || Inertial Confinement Fusion || 7.6 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| Protium Inertial Torch || Inertial Confinement Fusion || 9.1 || 13.3&lt;br /&gt;
|-&lt;br /&gt;
| Protium Converter Torch || Inertial Confinement Fusion || 17.6 || 13.3&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Pulsed Plasma Core Drive || Plasma Core Antimatter || 11.6 || 7.9&lt;br /&gt;
|-&lt;br /&gt;
| Antimatter Plasma Core Drive || Plasma Core Antimatter || 12.8 || 9.2&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Antimatter Plasma Core Drive || Plasma Core Antimatter || 13.3 || 11.5&lt;br /&gt;
|-&lt;br /&gt;
| Pion Torch || Beam Core Antimatter || 14.3 || 13.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Propellant===&lt;br /&gt;
&lt;br /&gt;
Propellant comes in 100-ton tanks, and have 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;
&lt;br /&gt;
The radiator expels waste heat from the power plant. More advanced radiators can expel more heat per unit of mass. Radiator mass scales up to match the waste heat of the power plant. Radiators can be more or less vulnerable depending on the type.&lt;br /&gt;
&lt;br /&gt;
===Batteries===&lt;br /&gt;
&lt;br /&gt;
The battery stores power for weapons and other systems.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
Armor protects your ships from damage. There are three armor slots: Nose, tail, and central hull. More advanced armor material will require less mass per unit of armor, with some materials having extra resistance to certain damage types. Armoring the hull will add much more mass than armoring the nose and tail.&lt;br /&gt;
&lt;br /&gt;
===Hardpoints===&lt;br /&gt;
&lt;br /&gt;
Nose hardpoints fire in a limited arc, but are generally more powerful than hull hardpoints. Hull hardpoints come in pairs placed on opposite sides of the ship, and can fire in all directions around the ship. Weapons come in the following types:&lt;br /&gt;
&lt;br /&gt;
- Guns: Good old-fashioned cannon (chemical slugthrowers) with performance characteristics similar to modern naval weaponry. Low-tech, cheap, and don&#039;t drain your battery.&lt;br /&gt;
&lt;br /&gt;
- Missiles and Torpedoes: Will chase the target. Constrained by ammo limitations. Nuclear weapons are among the warhead types. The difference between missile and torpedo in this context is mass; missiles go fast faster and have larger magazines while torpedoes carry heavier warheads. Also doesn&#039;t drain your battery.&lt;br /&gt;
&lt;br /&gt;
- Magnetic weapons: Covers railguns and coilguns that launch high-speed projectiles that can be dodged or shot down. Can be used in orbital bombardment.&lt;br /&gt;
&lt;br /&gt;
- Lasers: Never miss. Damage falls off over distance. Higher input power, larger optics and higher frequencies lead to more damage. Can be used in orbital bombardment, with some limitations for high-frequency weapons trying to bombard through an atmosphere.&lt;br /&gt;
&lt;br /&gt;
- Particle weapons: Short-range weapons that can do severe damage to a ship’s internal components if it penetrates a ship’s armor. Also effective point defense weapons.&lt;br /&gt;
&lt;br /&gt;
- Plasma cannon: These are essentially high-speed, low-mass projectile weapons; their design is based on what descriptions are available of the real-world Shiva Star and Marauder projects. In practice, we’re modeling them as long-range, low rate-of-fire weapons to give them a distinct role in combat. Deep in the tech tree.&lt;br /&gt;
&lt;br /&gt;
===Utility Modules===&lt;br /&gt;
&lt;br /&gt;
Utility modules contain everything else the ship might need, such as heat sinks, additional batteries, space marines, a science lab, systems that improve drive or weapon performance, space station and outpost kits, and ISRU modules&lt;br /&gt;
&lt;br /&gt;
==Ship Roles==&lt;br /&gt;
&lt;br /&gt;
Ships also have roles, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat, and what its strategic range is (so how much delta-V it can carry). The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Roles&lt;br /&gt;
|-&lt;br /&gt;
! Role !! Combatant !! Strategic Range !! Preferred Combat Engagement Range&lt;br /&gt;
|-&lt;br /&gt;
| Troop Carrier || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Explorer || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Inner System Colony Ship || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Outer System Colony Ship || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Transport || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Yes || Long || Short&lt;br /&gt;
|-&lt;br /&gt;
| Interdictor || Yes || Long || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Attack Bomber || Yes || Long || Long&lt;br /&gt;
|-&lt;br /&gt;
| Fighter || Yes || Medium || Short&lt;br /&gt;
|-&lt;br /&gt;
| Space Superiority || Yes || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Standoff || Yes || Medium || Long&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor || Yes || Short || Short&lt;br /&gt;
|-&lt;br /&gt;
| Patrol || Yes || Short || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Defense Bomber || Yes || Short || Long&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hagamablabla</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=214</id>
		<title>Spaceships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Terra_Invicta/index.php?title=Spaceships&amp;diff=214"/>
		<updated>2022-09-23T14:18:29Z</updated>

		<summary type="html">&lt;p&gt;Hagamablabla: Create page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(The content of this page is based on [https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=7&amp;amp;t=28995&amp;amp;sid=fb7d3f4293103dc18653c09de65e9985 Terra Invicta Dev Diary #14: Ship design]&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
A spaceship is a vehicle used to travel around and between [[celestial bodies]]. A spaceship is made of multiple types of components.&lt;br /&gt;
&lt;br /&gt;
==Ship Components==&lt;br /&gt;
&lt;br /&gt;
===Hull===&lt;br /&gt;
&lt;br /&gt;
The main thing the hull determines is 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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Hull Types&lt;br /&gt;
|-&lt;br /&gt;
! Hull !! Size !! Nose Hard Points !! Hull Hard Points !! Utility Modules&lt;br /&gt;
|-&lt;br /&gt;
| Gunship || Small || 1 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Escort || Small || 0 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Corvette || Small || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Frigate || Medium || 1 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Monitor || Medium || 0 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer || Medium || 2 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Cruiser || Large || 2 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Battlecruiser || Large || 3 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Battleship || Large || 2 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Lancer || Large || 4 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnought || Large || 3 || 8 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Titan || Large || 4 || 6 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Power Plant===&lt;br /&gt;
&lt;br /&gt;
The power plant generates electricity for your spaceship. Certain drives require certain types of power plants. Power plants will scale in output and mass depending on the power requirements of the drive, up to a maximum output limit. They also have a power value that determines their mass per unit of output, and an efficiency rating that determines how much heat they output to the radiators.&lt;br /&gt;
&lt;br /&gt;
===Drive===&lt;br /&gt;
&lt;br /&gt;
The drive propels the spaceship. The main stats for the drive are thrust and exhaust velocity. Thrust combined with mass determines the ship&#039;s acceleration. Exhaust velocity determines how efficiently the drive uses each unit of propellant.&lt;br /&gt;
&lt;br /&gt;
===Propellant===&lt;br /&gt;
&lt;br /&gt;
Propellant comes in 100-ton tanks, and have 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;
&lt;br /&gt;
The radiator expels waste heat from the power plant. More advanced radiators can expel more heat per unit of mass. Radiator mass scales up to match the waste heat of the power plant. Radiators can be more or less vulnerable depending on the type.&lt;br /&gt;
&lt;br /&gt;
===Batteries===&lt;br /&gt;
&lt;br /&gt;
The battery stores power for weapons and other systems.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
Armor protects your ships from damage. There are three armor slots: Nose, tail, and central hull. More advanced armor material will require less mass per unit of armor, with some materials having extra resistance to certain damage types. Armoring the hull will add much more mass than armoring the nose and tail.&lt;br /&gt;
&lt;br /&gt;
===Hardpoints===&lt;br /&gt;
&lt;br /&gt;
Nose hardpoints fire in a limited arc, but are generally more powerful than hull hardpoints. Hull hardpoints come in pairs placed on opposite sides of the ship, and can fire in all directions around the ship. Weapons come in the following types:&lt;br /&gt;
&lt;br /&gt;
- Guns: Good old-fashioned cannon (chemical slugthrowers) with performance characteristics similar to modern naval weaponry. Low-tech, cheap, and don&#039;t drain your battery.&lt;br /&gt;
&lt;br /&gt;
- Missiles and Torpedoes: Will chase the target. Constrained by ammo limitations. Nuclear weapons are among the warhead types. The difference between missile and torpedo in this context is mass; missiles go fast faster and have larger magazines while torpedoes carry heavier warheads. Also doesn&#039;t drain your battery.&lt;br /&gt;
&lt;br /&gt;
- Magnetic weapons: Covers railguns and coilguns that launch high-speed projectiles that can be dodged or shot down. Can be used in orbital bombardment.&lt;br /&gt;
&lt;br /&gt;
- Lasers: Never miss. Damage falls off over distance. Higher input power, larger optics and higher frequencies lead to more damage. Can be used in orbital bombardment, with some limitations for high-frequency weapons trying to bombard through an atmosphere.&lt;br /&gt;
&lt;br /&gt;
- Particle weapons: Short-range weapons that can do severe damage to a ship’s internal components if it penetrates a ship’s armor. Also effective point defense weapons.&lt;br /&gt;
&lt;br /&gt;
- Plasma cannon: These are essentially high-speed, low-mass projectile weapons; their design is based on what descriptions are available of the real-world Shiva Star and Marauder projects. In practice, we’re modeling them as long-range, low rate-of-fire weapons to give them a distinct role in combat. Deep in the tech tree.&lt;br /&gt;
&lt;br /&gt;
===Utility Modules===&lt;br /&gt;
&lt;br /&gt;
Utility modules contain everything else the ship might need, such as heat sinks, additional batteries, space marines, a science lab, systems that improve drive or weapon performance, space station and outpost kits, and ISRU modules&lt;br /&gt;
&lt;br /&gt;
==Ship Roles==&lt;br /&gt;
&lt;br /&gt;
Ships also have roles, which informs the game on whether the ship is a combatant or noncombatant, what range it should engage in during combat, and what its strategic range is (so how much delta-V it can carry). The role affects the autodesigner behavior and where the ship is placed in a combat formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Roles&lt;br /&gt;
|-&lt;br /&gt;
! Role !! Combatant !! Strategic Range !! Preferred Combat Engagement Range&lt;br /&gt;
|-&lt;br /&gt;
| Troop Carrier || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Explorer || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Inner System Colony Ship || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Outer System Colony Ship || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Transport || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Yes || Long || Short&lt;br /&gt;
|-&lt;br /&gt;
| Interdictor || Yes || Long || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Attack Bomber || Yes || Long || Long&lt;br /&gt;
|-&lt;br /&gt;
| Fighter || Yes || Medium || Short&lt;br /&gt;
|-&lt;br /&gt;
| Space Superiority || Yes || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Standoff || Yes || Medium || Long&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor || Yes || Short || Short&lt;br /&gt;
|-&lt;br /&gt;
| Patrol || Yes || Short || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Defense Bomber || Yes || Short || Long&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hagamablabla</name></author>
	</entry>
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