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.
All the covert machinations on Earth and industrialization efforts in space are the path for [[Factions]] to build [[Fleets]] of ships to protect and advance their interests. Once the [[Factions]] research the early-game [[Orbital Shipbuilding]] [[Technology]], and the follow-on [[Space Dock]] project for their [[Habs]], they can build interplanetary spacecraft.
With the right modules, ships can prospect and found habitats, but the primary role for most ships is combat.
With the right modules, ships can prospect [[Celestial Bodies]], found [[Habs|habitats]], increase {{TV|space}}, and [[Fleets#Orbital_Bombardment|Bombard]] surface targets. But the primary role for most ships is combat.
At any time, you can design ships out of the modules you've developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, boost and money.
At any time, you can design ships out of the modules you've developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, {{TV|boost}} and {{TV|money}}.
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.
Individual ships are constructed at [[Habs]] at a space dock, shipyard, or spaceworks module. Ships may be built out of a mix of resources mined in space and material boosted from Earth. When construction is complete, ships are deployed docked at the [[Habs|hab]] that built them.
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's function.
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's function.
Line 12:
Line 12:
== Ship Performance ==
== Ship Performance ==
Ships have the following characteristics that need to be tracked:
Ships have the following characteristics that need to be tracked:
* '''Wet Mass:''' Wet Mass is the total mass of the ship when fully loaded with fuel. Mass influences the ship's maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass.
* '''Construction Cost:''' Resources required to build the ship. {{TV|boost}} and {{TV|money}} can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.
* '''Construction Time:''' How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.
* '''Crew:''' How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.
* '''Crew:''' How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.
* {{icon|acceleration}}'''Cruise Acceleration:''' How quickly the ship can change its velocity in the strategy layer. Higher cruise accelerations allow ships to overcome a space body's gravity and take more direct trajectories to its destination. Capped at 2.0g.
* {{icon|acceleration}}'''Cruise Acceleration:''' The acceleration used in the strategy layer, including for intercepting fleets on transfer trajectories. Higher cruise accelerations allow ships to take more direct trajectories to their destinations and be less affected by gravity wells.
* '''Combat Acceleration:''' 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. Capped at 4.0g.
** Ships with less than ~2 mg cruise acceleration will be forced to take particularly slow spiralling trajectories out of Earth's gravity well.
* '''Turn Rate:''' 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.
** Humans are limited to a max of 2.0 g at the start. This cap can be raised to 3.0 g with projects.
* '''Heat Sink Capacity:''' Heat sinks serve as a temporary substitute for a ship's heat management while a its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.
* {{icon|dv|bgcolor=DarkSlateGray}}'''Cruise Delta-V''' The most important number for determining where the ship can go and how fast it can get there. More propellant increases ∆V. More mass on the ship decreases it. (Note that propellant has mass, so there are rapidly diminishing returns to just adding more prop. This is known as the tyranny of the rocket equation.)
* '''Battery Capacity:''' The ship'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.
** Ships with ~4 kps ∆V can intercept and return to a friendly station in similar close orbits around the same planet (but note that the ISS and Tiangong orbits are considerably more difficult to reach than most, because of the plane change required).
* '''Construction Cost:''' Resources required to build the ship. {{icon|boost|bgcolor=transparent}}Boost and {{icon|money|bgcolor=transparent}}Money can be substituted for any resource that is lacking. This may increase build time as materials are delivered from Earth.
** Ships need ~8 kps ∆V to efficiently reach the Moon from a low Earth orbit.
* '''Construction Time:''' How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.
** Ships need ~30 kps ∆V to be able to reliably perform interplanetary transfers in the inner Solar System.
* '''Support:''' The {{icon|mission control|bgcolor=DarkSlateGray}}[[resources#Faction_Resources|Mission Control]](MC) and monthly {{icon|money|bgcolor=transparent}}money cost of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction's attempts to seize the ship and rebellion events may occur.
** Ships with more than 60 kps will be able to perform more extreme transfers such as direct transits from Mercury to Saturn.
* {{icon|dv|bgcolor=DarkSlateGray}}'''Cruise Delta-V''' 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.
* '''Combat Acceleration:''' The acceleration used on the tactical combat screen, and for lifting off the surface of planetary bodies. Most drives are capable of at least some amount of higher acceleration for short periods, typically for combat situations, calculated as <code>cruise_accel * combat_thrust_multiplier</code>.
** Ships with 4 kps Delta-V can intercept and return to a friendly station in the same orbit.
** In Realistic combat (the Cinematic Combat Movement option is turned off), this extra thrust is recognized to be inefficient and requires the ship to spend more propellant (by a formula too complicated to usefully summarize).
** Ships with less than 8 kps Delta-V may have trouble reaching the Moon from an Earth orbit.
** Fission pulse drives, such as the Orion, are exempted from this penalty, even on Realistic.
** Ships with less than 30 kps Delta-V will not be able to reliably perform interplanetary transfers from Earth.
** Humans are limited to a max of 3.0 g at the start. This cap can be raised to 5.0 g with projects.
** Ships with roughly 60 kps will be able to perform more extreme transfers such as transferring from Mercury to Saturn.
* '''Heat Sink Capacity:''' Heat sinks serve as a temporary substitute for a ship's heat management while its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.
* {{icon|combat value|bgcolor=DarkSlateGray}}'''Space Combat Value:''' Each ship have Space Combat Value calculated from its weapons and other equipment. This value is irrelevant for most of the game but used for the victory condition of several factions.
* '''Battery Capacity:''' The ship'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. (Since v1.0, every ship gets power capacity sufficient for most purposes installed by default, so additional batteries are typically unnecessary.)
* {{icon|combat value|bgcolor=DarkSlateGray}}'''Space Combat Value:''' Every ship has a Space Combat Value calculated from its weapons, drives, available ∆V, and other factors. This value mostly only represents how the non-player factions evaluate the ship, but does also eventually become relevant for the victory condition of several factions.
* '''Support:''' The {{TV|mc}} and {{TV|money}} upkeep of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction's attempts to seize the ship and rebellion and malfunction events may occur.
* '''Turn Rate:''' How quickly the ship can rotate in combat. This value is dependent on the length and mass of the ship; shorter and lighter ships will generally turn faster.
* '''Wet Mass:''' Wet Mass is the total mass of the ship when fully loaded with propellant. Mass influences the ship's maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass. ('''Dry mass''' is the ship's mass with empty prop tanks.)
== Hull ==
== Hull ==
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.
<i>This section discusses the game mechanics for ship hulls. For a more detailled list of all space ship hulls in Terra Invicta, as well as their stats, see [[Ship Hull List]] instead.</i>
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.
Designing a ship begins with selecting a ship hull. The type of hull determines the following key properties of the ship:
{| class="wikitable" style="text-align: center;"
* The number of [[File:Select Nose Hard Point.png|25px]] nose hard points.
! rowspan=2 | Hull !! rowspan=2 | Construction<br>Tier !! rowspan=2 | Base Mass<br>(tons) !! rowspan=2 | Base Crew !! rowspan=2 | Max Officers !! rowspan=2 | Base Turn Rate<br>(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 | Maximum armor thickness(cm) !!colspan=2 | Steel Armor Tons/point
* The number of [[File:Select Hull Hard Point.png|25px]] hull hard points.
|-
* The number of [[File:Select Utility.png|25px]] utility hard points.
! [[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 !! Nose/Tail !! Side*
* Shipbuilding times are calculated without any shipbuilding speed bonuses or shipbuilding [[Game_Options#Customize_Campaign|game customizations]].
|-
* Rough Armor Cost Multipliers are not quite accurate because Armor costs per point actually increase with each additional point of side armor. See [[Spaceships#Armor]] for details.
''While most of the above properties are self-explanatory, the length, width, construction tier, and structural integrity of the ship also have significant impacts on the following game mechanics. See [[Ship Hull List]] for more details.''
| '''Supply Officer''' || || Transfer completion || 40 || 3% || Max trajectory duration in months (+3, +6, +12), Dock resupply speed (+20%, +30%, +50%)
| 1
|-
! Power Coupling
| Hull Structural Integrity
| Health % Multiplies Total Power Charge Rate
| 0
| 1
| 1
| 0
|-
! Drive Coupling
| Hull Structural Integrity
| Health % Multiplies Drive Thrust
| 0
| 0.5
| 1
| 0
|-
! Vector Thrusters
| Hull Structural Integrity
| Health % Multiplies Angular Acceleration
| 0
| 1
| 0
| 0
|-
! Life Support Main
| Hull Structural Integrity
| Nothing (in Combat)
| 0
| 0
| 0
| 1
|-
! Life Support Backup
| Hull Structural Integrity
| Nothing (in Combat)
| 0
| 0
| 0
| 1
|-
! Damage Control
| Hull Structural Integrity
| Health % Multiplies Mid-Combat Repair Speed
| 0
| 0
| 0
| 1
|-
! Propellant
| Fuel (tons) / 100
| Is the Fuel
| 0
| Fuel Tanks / 10
| 0
| 0
|-
! Sensors
| Hull Structural Integrity
| Targeting Bonus reduced by Missing Health %
| 0
| 1
| 0
| 1
|-
! Nose Weapons
| Chosen Nose Weapons' Health
| Chosen Nose Weapons' Functions
| Non-Empty Nose Slots
| 0
| 0
| 0
|-
! Hull Weapons
| Chosen Hull Weapons' Health
| Chosen Hull Weapons' Functions
| 0
| Non-Empty Hull Slots
| 0
| 0
|-
! Utility Modules
| Chosen Utility Modules' Health
| Chosen Utility Modules' Functions
| 0
| Non-Empty Non-Invulnerable Utility Slots<ref name=Invulnerable> As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.</ref>
| 0
| Non-Empty Non-Invulnerable Utility Slots<ref name=Invulnerable> As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.</ref>
|-
! Radiators
| 3
| Allows Heat Vent • Health % Multiplies Heat Loss Rate for Heat Sinks
| 0
| 1
| 1
| 0
|-
! Power Plant
| 3
| Allows Rotating and Rolling • Allows Setting Waypoints • Health % Multiplies Drive Thrust • Health % Multiplies Angular Acceleration • Health % Multiplies Max Power Plant Output for Battery Recharge Rate
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Rank).
<references />
=== Damage and Hit Weights ===
The internal volume of a ship is divided into 5 areas: Nose, Left, Right, Tail, Core. Whenever damage is applied to one of these areas, the damage is applied to a randomly picked ship system. The chance that a ship system gets picked is equal to (its Hit Weight / Total Hit Weight) for that area of the ship.
When an attack gets through armor (see [[#Armor]] below), an internal system is picked at random from the struck Area and damage is applied to it. If the system is destroyed before it absorbs all the inflicted damage, then another system is picked and damage is applied to it. Most damage types are subject to '''overpenetration''', in which case only a random number of systems (usually between 3 and 7) can be picked (on a random "straight" path through the ship), before any remaining excess damage flies off into space.
For instance, if the ship is hit in the nose starts by damaging a random system in the Nose area, selected by hit weight. Then if damage remains to be distributed, it might stay in the Nose, or move on to one of the Core, Left, or Right areas; the chance to stay in the current area is based on the weapon's armor chip fraction. (Higher chip percentage == more likely to hit more targets in the same area.) After the area is picked, a random system is selected and damage is applied. If more damage remains, it again might stay in the current area, or might move on to a system in the next area. If any damage is left unapplied when it leaves the Tail, it passes out of the ship, chipping the Tail armor on its way out.
This damage diffusion matters. A weapon with low diffusion (low chip%), such as lasers, almost always moves on from a ship area as soon as possible, damaging only a single system in the area before moving on. Weapons with high diffusion such as kinetics and missiles can stick around in a ship area and damage a random number of systems before moving on, and so are less likely to waste any of their damage potential.
The exceptions (''not'' subject to overpenetration) are anything that does explosive damage, nuclear damage, or shred damage. Which includes all explosive, nuclear, shaped nuclear, and antimatter [[#Missiles|missiles]]. These will continue destroying ship systems until their damage potential is exhausted.
The Project Bonuses are:
In most cases damage is applied in sequence to systems and is not divided or shared. One exception is sensors, which receive slight damage from most hits.
* +0.5 for [[Space Force Basic Training]].
* +1 for [[Space Navy Academies]].
* +1 for [[Fleet Officer Schoolhouses]].
== Ship Components ==
== Ship Components ==
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.
=== Drive ===
=== Drive ===
<i>This section discusses the game mechanics for ship drives. For a list of all space ship drives in Terra Invicta, as well as their stats, see [[Drive List]] instead.</i>
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's power plant. Adding 100-ton propellant tanks to the ship increases the ship's Delta-V, or how much it can change its speed.
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's power plant. Adding 100-ton propellant tanks to the ship increases the ship's Delta-V, or how much it can change its speed.
Line 156:
Line 324:
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.
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.
[[File:Drive chart.png|550px|Cruise trust and ejection velocity for each drive of the game]][[File:Combat_thrust_chart.png|550px|Cruise trust and ejection velocity for each drive of the game]]
[[File:[email protected].png|550px|Cruise trust and ejection velocity for each drive of the game]][[File:[email protected].png|550px|Combat trust and ejection velocity for each drive of the game]]
As of 0.4.90, Terra Invicta contains the following Drives:
<i>This section discusses the game mechanics for ship power plants. For a list of all space ship power plants in Terra Invicta, as well as their stats, see [[Power Plant List]] instead.</i>
A ship's power plant provides energy to both the ship'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's systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.
A ship's power plant provides energy to both the ship'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's systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.
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.
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.
Radiators remove waste heat produced by the ship's power plant and crews. Waste heat of a power plant scales with its output and efficiency (heat generated = power x (1-efficiency)). And each crew generates 3.75MW waste heat.
<i>This section discusses the game mechanics for ship radiators. For a list of all space ship radiators in Terra Invicta, as well as their stats, see [[Radiator List]] instead.</i>
The cooling type of the ship's drive affects total amount of waste heat needs to be removed. With an open-cycle cooling drive, the radiator only has to remove waste heat from crews. With a closed-cycle cooling drive, the radiator has to remove waste heat of both power plant and crews.
When extended or extending, the ship's radiators vent the heat generated by various ship systems and modules.
Because radiators 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's heat sink fills up, the radiators must be extended again to protect the lives of the crew.
However, non-retracted radiators are highly vulnerable in combat. When a ship takes hit while the radiator is not retracted, the radiator has a chance to get hit directly and destroyed, regardless of the ship's armor configuration. In fact, the damage taken by the radiator can even bleed through to damage the ship's internals (but this bleed through is capped at the radiator's health of just 3).
Radiators can be retracted if the ship has heat sinks in one or more utility slots. But radiators will automatically begin extending when the heat sinks are filled up. See [[Fleets#Power_and_Heat]] for more details.
|-
! [[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
|-
| Aluminum Fin || 1 || Very High(30) || 400 || 0 || 40 || 0 || 0
The ship'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'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.
<i>This section discusses the game mechanics for ship batteries. For a list of all space ship batteries in Terra Invicta, as well as their stats, see [[Battery List]] instead.</i>
Every ship has a built-in power storage, so a ship battery is not necessary, but does provide additional power storage. See [[Fleets#Power_and_Heat]] for details. Better batteries may have a larger capacity or a faster recharge rate.
=== Armor ===
<i>This section discusses the game mechanics for ship armors. For a list of all space ship armors in Terra Invicta, as well as their stats, see [[Ship Armor List]] instead.</i>
Damage that is applied to a spaceship can be divided into three categories:
* Direct Damage focuses on damaging the ship's internal components.
* Chip Damage focuses on damaging the armor volume.
* Shred Damage focuses on damaging the armor value.
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:
* [[Spaceships#Particle_Weapons|Particle beams]] only apply direct damage.
* Nuclear [[Spaceships#Missiles|missiles]] also apply shred damage.
When the ship armor is fully intact on the facing that receives the incoming attack:
* Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship's internal components.
** Direct damage from [[Spaceships#Particle_Weapons|Particle beams]] and [[Spaceships#Lasers|Laser weapons]] have different interactions with armor value that are discussed in their own sections.
* Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.
* Shred damage reduces the armor value: 1 point of damage removes 1 point of armor.
Damaged armor does not function as well:
* Armor points removed by shred damage will no longer block any direct damage.
* Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had.
When the ship has no armor at all on the facing that receives the incoming attack:
* All Chip and Shred damage is added to the Direct damage and is applied directly to the ship's internal components.
Armor is typically the heaviest (and most expensive) part of a ship. High tech armors are usually much more effective at blocking direct damage, leading to significantly lower mass (and cost) per point of armor. Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will typically be 10-35x heavier per point than nose/tail armor. As of 0.4.90, the armor formulas are as follows:
* Armor Plate Thickness (m) = 20 (MJ) / Armor Heat of Vaporization (MJ / kg) / Armor Density (kg / m³) / 0.005 (m<sup>2</sup>)
* Nose Armor Thickness (m) = Plate Thickness (m) × Points of Nose Armor
The Armor Mass (kg) of each facing is then simply the Armor Volume (m³) of the facing multiplied by Armor Density (kg / m³).
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 armor (so for example, a steel armor that weighs 1000 tons would instead weigh 230 tons if it were made same points of nanotube armor).
More detailed information on armor and damage calculation can be found in the article [[Guide Armor|Guide Armor]].
if (num20 > 0f || internalDamageAssessedHere > 0f)
{
this.spaceCombatValueDataDirty = true;
}
return num20;
}
</pre>
{{SpoilerBoxEnd}}
=== Utility Modules ===
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 be 10-35x heavier per point than nose/tail armor.
<i>This section is obsolete. For a list of all utility modules in Terra Invicta, as well as their stats, see [[Utility Module List]] instead.</i>
More detailed information on armor and damage calculation can be found in the article [[Guide Armor|Guide Armor]].
| Remass Scoop || 40 || || Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or 'anything' as propellant.<br>No aerobraking damage({{icon|warning}}aerobraking is not implemented yet)
| Remass Scoop || 40 || || Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or 'anything' as propellant.<br>No aerobraking damage({{icon|warning}}aerobraking is not implemented yet)
|}
|}
{{SpoilerBoxEnd}}
==== Heat Sink ====
==== Heat Sink ====
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire.
<i>This section discusses the game mechanics for ship heat sinks. For a list of all space ship heat sinks in Terra Invicta, as well as their stats, see [[Heat Sink List]] instead.</i>
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. See [[Fleets#Power_and_Heat]] for details.
! [[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
'''Note''': Using the kit only ''begins'' local construction of the hab and the modules. So you still have to wait 180 days for a Construction Module to be built.
Solar Kits are only usable if the installed Solar Collector(s) can produce enough power for other modules. So Solar Platform Kits cannot be used if the location is too far away from the sun. But Solar Outpost Kits can be used on locations far away from the sun, if the hab site gets enough solar power from Solar Mirror bonus.
=== Weapons ===
=== Weapons ===
Weapons systems are either mounted on the ship'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.
Weapons systems are either mounted on the ship'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.
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:
==== Fire Modes ====
* Focus Fire: Will fire at primary target only.
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets. The default firing mode can be set in the ship designer, as well as changed in the middle of combat.
* Attack: Will fire at primary target if it is in range, otherwise will attack the nearest available target.
* Guardian: Will fire at incoming projectiles and missiles before targeting enemy ships.
{| class="wikitable"
* Defense: Will fire at incoming projectiles and missiles; will not target ships.
|+ Weapon Fire Modes
|-
! colspan=2 | <big>Standard Fire Modes</big>
|-
! Fire Mode !! Targeting Priority<ref>Will attempt to shoot at the first item in the list that is in range. Will never shoot at anything that is not in the list.</ref>
|-
| Focus Fire
|
# Primary Target.
|-
| Attack
|
# Primary Target.
# Nearest enemy ship or hab module that is in range.
|-
| Defense
|
# Nearest enemy projectile that is in range and not already saturated.<ref name=saturated>Non-beam defense weapons will let all allies know they have fired at an enemy projectile so other defense weapons don't waste their shots on that projectile.</ref>
# Nearest enemy projectile that is in range.
|-
| Guardian
|
# Nearest enemy projectile that is in range and not already saturated.<ref name=saturated />
# Nearest enemy projectile that is in range.
# Primary Target.
# Nearest enemy ship or hab module that is in range.
|-
| Idle
| Never fires.
|-
! colspan=2 | <big>Special Fire Modes</big>
|-
! Fire Mode !! Description
|-
| Salvo
| Special mode for Missile Weapons.
Identical to the Focus Fire mode, but automatically switches to Idle mode after firing 1/4 of the missile weapon's total ammo.
|-
| Bracket
| Special mode for non-beam Weapons.
Identical to the Attack mode, but when the target is an enemy ship, will attempt to shoot at possible locations for the enemy ship to move into.
|}
<references />
==== Targeting Range and Defense Range ====
All weapons have a targeting range, and can only fire at targets within that range. But notably, weapons take into account the relative velocity of the target, as well as the expected amount of time that their projectiles will take to arrive, to effectively fire at the future location of a target when it would be in range.
For example, the 10-inch Cannon has 250km targeting range and 1.4 km/s muzzle velocity. So it takes 250km/1.4km/s = ~178.5s for a bullet fired by the weapon to reach the maximum range. This means the 10-inch Cannon will attempt to fire at targets ~178.5s before they enter the 250km range. So
if an enemy ship is approaching head-on at a relative velocity of 1 km/s, then the 10-inch Cannon will fire at it ~178.5s before it arrives in range: when it is still 250km + ~178.5s × 1km/s = ~428.5km away.
When targeting an enemy projectile instead of a ship or [[Habs|hab]], weapons use a defense range that is computed as follows:
# Set the defense range to the targeting range.
# If the weapon has an attack mode, then apply a penalty to the defense range:
#* Divide by 3 for Energy weapons ([[Spaceships#Lasers|Lasers]], [[Spaceships#Particle_Weapons|Particles]], and [[Spaceships#Plasma_Weapons|Plasma]]), but cannot go below 200km.
#* Divide by 2 for Gun weapons ([[Spaceships#Guns|Naval Guns]] and [[Spaceships#Magnetic_Weapons|Magnetic Weapons]]), but cannot go below 200km.
#* No penalty for [[Spaceships#Missiles|Missile]] weapons.
# Add a bonus to the defense range for the mount:
#* On Cinematic Combat Scaling:
#** Add the Ship Hull Length × 100 for ship mounted weapons.
#** Add 5km for [[Habs|hab]] mounted weapons.
#* On Realistic Combat Scaling:
#** Add the Ship Hull Length × 10 for ship mounted weapons.
#** Add 0.5km for [[Habs|hab]] mounted weapons.
==== Cooldown and Salvos ====
All weapons have a cooldown, and some weapons fire in salvos. If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up. If a weapon has a salvo listed of X shots over Y seconds, that means it will fire one shot every Y / (X-1) seconds X number of times, and then will go on its cooldown, after which it will fire another salvo.
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 Light Coilgun Battery Mk1 has a salvo of 3 shots / 10 s and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.
For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds. The Light Coilgun Battery Mk1 has a salvo of 3 shots over 20 seconds and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.
Weapons can be classified in certain general types:
Weapons can be classified in certain general types:
* Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.
* (Naval) Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.
* Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.
* Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.
Line 1,557:
Line 838:
==== Guns ====
==== Guns ====
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.
<i>This section discusses the game mechanics for ship naval guns. For a list of all space ship naval guns in Terra Invicta, as well as their stats, see [[Naval Gun List]] instead.</i>
! Gun !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Build Cost
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low range and low muzzle velocity will have a hard time hitting anything at range. They are quickly outclassed by magnetic weapons.
Notably, naval guns do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.
Naval guns also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.
Naval gun projectiles can be hit by point defenses and will be destroyed in one hit. But point defenses usually ignore autocannon bullets simply because they are so weak as to not be worth shooting at.
|}
==== Magnetic Weapons ====
==== Magnetic Weapons ====
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.
<i>This section discusses the game mechanics for ship magnetic guns. For a list of all space ship magnetic guns in Terra Invicta, as well as their stats, see [[Magnetic Gun List]] instead.</i>
! 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
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense. Due to low muzzle velocity, railguns and siege coilguns may have a difficult time hitting targets at range; non-siege coilguns have a significantly higher muzzle velocity and are more difficult to dodge. All magnetic weapons are capable of bombardment.
The power consumed per shot is calculated similarly, but uses the ammo mass instead of the warhead mass, and takes into account the weapon's Efficiency. Specifically:
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.
Magnetic weapon projectiles can be hit by point defenses, but may need multiple hits to be destroyed. Specifically, the point defenses must do (Warhead Mass / 10kg) damage to destroy the projectile.
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.
<i>This section discusses the game mechanics for ship missiles. For a list of all space ship missiles in Terra Invicta, as well as their stats, see [[Missile List]] instead.</i>
Missiles and torpedoes can have different types of warheads:
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.
* Fragmentation warheads do 50% damage to armor
* Penetrator warheads do 60% damage to armor
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:
* Explosive warheads do 80% damage to armor
{| class="wikitable"
* Nuclear warheads do 100% damage to armor and have a blast radius
* Shaped Nuclear warheads do 100% damage to armor and have a longer but narrower blast cone radius
|Hera Torpedo Bay || Focus Fire || 7 || 1,120.3 || Explosive || 7.5 || 6.2 || 6 || 1 || 38.8 || || || No
|-
|Hermes Torpedo Bay || Focus Fire || 7 || 8,004.2 || Penetrator || 7.5 || 4.6 || 6 || 2 || 33.8 || || || No
|-
|Artemis Torpedo Bay || Focus Fire || 7 || 2,230.4 || Explosive || 9.1 || 8.0 || 6 || 1 || 43.8 || || || No
|-
|Vulcan Torpedo Bay || Focus Fire || 7 || 15,249.0 || Penetrator || 9.15 || 6.0 || 6 || 2 || 38.8 || || || No
|-
|Athena Torpedo Bay || Focus Fire || 7 || 6,738.3 || Explosive || 4.9 || 12.8 || 6 || 2 || 43.8 || || || No
|-
|Ares Torpedo Bay || Focus Fire || 7 || 48,492.1 || Penetrator || 4.9 || 9.0 || 6 || 2 || 38.8 || || || No
|-
|Hestia Torpedo Bay (ex Poseidon) || Focus Fire || 7 || 17,112.5|| Penetrator || 4.9 || 18.5 || 6 || 2 || 38.8 || || || No
|-
|Cerberus Nuclear Torpedo Bay || Focus Fire || 7 || 1,129,950,000 || Nuclear || 7.5 || 6.4 || 5 || 2+ || 49 || 15 || || Not Through Atmosphere
|-
|-
|Hades Nuclear Torpedo Bay || Focus Fire || 7 || 2,448,225,000 || Nuclear || 9.1 || 7.7 || 5 || 2+ || 44 || 22 || || Not Through Atmosphere
! Warhead Class !! Total Damage !! Chip % !! Can Bombard !! Is AoE !! Kinetic Damage?<ref>Adamantane Armor has 25% resistance to Kinetic Damage. Kinetic Damage can also over penetrate, meaning the damage goes out the other end of the ship before it is fully applied.</ref> !! Other Notable Effects
|-
|-
|Nemesis Nuclear Torpedo Bay || Focus Fire || 7 || 4,519,800,000 || Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 30 || || Not Through Atmosphere
| Fragmentation || rowspan=2| ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 50% || rowspan=3 | No || rowspan=3| No || rowspan=2| Yes || On contact, splits into 5kg warheads that independently interact with armor. (But still acts as one attack in all other aspects.)
|-
|-
|Olympus Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 93 || 0.2° || Not Through Atmosphere
| Penetrator || 60% || None
|-
|-
|Acheron Shaped Nuclear Torpedo Bay || Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 10.1 || 5 || 2+ || 44 || 124 || 0.15° || Not Through Atmosphere
|Tartarus Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.5 || 5 || 2+ || 44 || 149 || 0.13° || Not Through Atmosphere
| Nuclear || rowspan=3 | Payload Damage || 100% || rowspan=3 | Not through Atmosphere || rowspan=2| Spherical AoE || rowspan=3 | Also applies Shred Damage.
|-
|-
|Styx Shaped Nuclear Torpedo Bay ||Focus Fire || 7 || 4,185,000,000 || Shaped Nuclear || 4.9 || 9.0 || 5 || 2+ || 44 || 219 || 0.085° || Not Through Atmosphere
| Antimatter || 25%
|-
|-
|Antimatter Torpedo Launcher ||Focus Fire || 40 || 22,470,010,000 || Antimatter || 4.9 || 14.6 || 5 || 2+ || 74 || 67 || || Not Through Atmosphere
| Shaped Nuclear || 100% || Cone AoE
|}
|}
Notably, missiles do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.
Missiles also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.
Missile projectiles can be hit by point defenses and will be destroyed in one hit.
<references />
==== Lasers ====
==== Lasers ====
<i>This section discusses the game mechanics for ship laser weapons. For a list of all laser weapons in Terra Invicta, as well as their stats, see [[Laser Weapon List]] instead.</i>
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.
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.
! 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
* Laser Engine [[Spaceships#Utility_Modules|Utility Modules]] increase the shot power of lasers, increasing both damage and power consumption.
|-
* Power Consumption is divided by 20 when targeting [[Spaceships#Missiles|Missile]] or [[Spaceships#Guns|Naval Gun]] Projectiles.
|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
* The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.
|-
|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
Notably, laser weapons do not consume ammo, and so can be fired an unlimited number of times.
|-
|60 cm IR Phaser Battery || 1 || || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 75 || 0.22 || 233% || 930% || 5,815% || || Not Through Atmosphere
All ship lasers can be used to bombard, but only visible light lasers (orange, green, violet) can bombard through atmosphere.
All human ship laser weapons have 1 hp, regardless of size. All alien ship laser weapons have 2 hp, regardless of size. For comparison, most other ship weapons and modules have (3 × hard points) hp. So lasers are both literally and figuratively glass cannons.
|120 cm IR Phaser Battery || 2 || || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 100 || 0.33 || 61% || 244% || 1,523% || || Not Through Atmosphere
|-
Since armor works by subtracting its value from incoming damage, and RNG can randomize incoming damage by up to ±20%, we can re-arrange the formula to get the amount of armor needed to fully block a laser:
Notably, laser weapons actually refuse to fire at targets unless they have sufficient armor penetration and damage. So weaker lasers may have less actual range than their stated targeting range. Specifically:
<pre>Anti-Missile Effective Range (km) = Range where (Laser Damage / Armor Effectiveness > 0.15)</pre>
|-
<pre>Anti-Poorly-Armored-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness > 0.25)</pre>
|360 cm IR Laser Battery || 4 || || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 0.9 || 20% || 81% || 504% || || Not Through Atmosphere
|-
'''Note''': Poorly-Armored ship means the targeted part of the ship either has 0 armor or has over 20% of its armor chipped.
|360 cm IR Arc Laser Battery || 4 || || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.64 || 15% || 59% || 369% || || Not Through Atmosphere
|-
So a laser weapon will only fire at the target if the target is within both its Targeting Range and its Effective Range. Use the [[Spaceships#Targeting_Range_and_Defense_Range|Defense Range]] instead of Targeting Range for enemy projectiles.
|360 cm IR Phaser Battery || 4 || || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 200 || 0.5 || 10% || 42% || 262% || || Not Through Atmosphere
|-
An important consequence of this is that the weaker lasers, such as Point Defense Phaser Turrets, can gain significant amounts of range from anything that buffs laser damage, such as:
<pre>Chip % = Armor Effectiveness / 1000, capped at 0.25</pre>
|-
|240 cm IR Laser Cannon || || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 0.8 || 31% || 124% || 774% || || Not Through Atmosphere
This means that the chip damage dealt by lasers is actually inversely proportional to their ability to penetrate armor, giving low tech lasers an advantage. Nevertheless, chip damage dealt by lasers is usually negligible, so this advantage is rarely worth it.
|-
|240 cm IR Arc Laser Cannon || || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.57 || 24% || 96% || 599% || || Not Through Atmosphere
|-
|240 cm IR Phaser Cannon || || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 150 || 0.44 || 18% || 73% || 456% || || Not Through Atmosphere
Particle weapons are short-range weapons that are very good at penetrating armor, potentially disabling or destroying a ship's internal components, but doing very little to armor or ship structure itself. They are designed to be used as part of a fleet, and are very unlikely to kill a ship if used alone. The point-defense particle beam is also an effective point-defense weapon against missiles, but not against kinetic slugs.
<i>This section discusses the game mechanics for ship particle weapons. For a list of all particle weapons in Terra Invicta, as well as their stats, see [[Particle Weapon List]] instead.</i>
! Particle Beam !! Hull Slots !! Nose Slots !! Mass (tons) !! Fire Modes !! Cooldown (s) !! Base Shot Power (MJ) !! Thermal Damage !! X-Ray Damage !! Baryonic Damage !! Targeting Range (km) !! Shot Battery Consumption (GJ) !! Build Cost
Particle weapons do not miss and are excellent at targeting enemy projectiles. They also have unique interactions with armor that always allows some damage to penetrate into the ship internals, though the resulting damage may be extremely small and only good for temporarily disabling certain internal components. However, particle weapons do no damage at all to armor, and have low overall damage.
Charged particle weapons can only target enemy missiles. Neutral particle weapons can target all enemy projectiles.
<pre>Damage Points = Shot Power (MJ) / 20MJ</pre>
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:
<pre>Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)</pre>
As of Version 0.4.90, apart from Electron Beam weapons, all particle beam weapons have Beam Area less than the Target Area of even a gunship, even at their maximum range. So in practice the damage of a particle beam does not actually decrease with distance from the target ship unless it is an electron beam.
Particle weapons do no chip damage. Instead, the damage of a particle beam is split into 3 parts: Heat, X-rays, and Baryons. Heat damage behaves in the standard manner: the armor value of the target is subtracted from it, and any leftover damage is applied to the ship internals. Heat damage is also the damage that is used when calculating the effects of shooting enemy kinetic projectiles.
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.
===== Armor Interactions =====
Heat damage has the standard armor interactions of other weapons. In contrast, X-rays and Baryons are considered radiation damage and have a completely different interaction with armor. Specifically, radiation damage is reduced by armor via "Half-Values". one half value cuts damage in half. two half values cut damage in half twice, for 1/4.
All ships have a baseline of 4 half-values (1/16). armor up to the point where it reaches those 4 half-values does nothing. after that it replaces the baseline half-values with its own half-values.
The half value is measured in armor thickness. Every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. See [[Ship Armor List]] for details.
As of Version 0.4.90, apart from Boron Carbide Armor, all armors have significantly smaller half-values for x-rays than for baryons. Baryon damage is additionally multiplied by 5. Thus in practice, most radiation damage is done via baryons instead of X-rays. Notably:
* (Both Human and Alien) Adamantane Armor needs about 120 points of armor to reach 4 half-values for Baryons.
* (Both Human and Alien) Exotic Armor needs about 18.5 points of armor to reach 4 half-values for Baryons.
Notably, although armor can significantly reduce radiation damage, it can never reduce it all the way to zero. So there is always some leftover radiation damage that is then directly dealt to the ship internals, with the hit location being calculated in the same way as with lasers.
Damaged ship parts and systems either stop working or work at reduced effectiveness, but can be [[Fleets#Mid-Combat_Repairs|repaired over time]]. For example, damaged weapons cannot fire until fully repaired. Lasers have especially low health, making them good targets for particle beams. Once a weapon is entirely destroyed it can only be repaired in a shipyard.
===== Radiation effects =====
Radiation damage is processed differently from other internal ship damage: notably, it cannot damage "hard" systems or modules. This includes ship structure, heat sinks, spikers, hydrogen tankage, magazines, cyclotrons, and other utility modules that have the 'RadHardened' property. The heat-damage part of particle weapon effects can still damage these items, but not the x-ray or baryonic parts. (And since the Spinal Neutron Lance causes 0 heat damage, it cannot destroy a ship under any circumstances.)
===== Critical hits =====
On a critical hit (TAC), particle beams bypass all amor effects but are otherwise processed as usual. Baryon and x-ray components are applied as radiation damage with their usual multipliers, and the heat component is applied as standard internal damage.
==== Plasma Weapons ====
<i>This section discusses the game mechanics for ship plasma weapons. For a list of all space ship plasma weapons in Terra Invicta, as well as their stats, see [[Plasma Weapon List]] instead.</i>
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense but also cannot act as point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target. Plasma weapons cannot bombard.
Strangely, the damage done by a plasma weapon projectile is simply its impact kinetic energy / 20MJ, but applied as thermal damage instead of kinetic damage (so armors with special kinetic resistance do not apply that resistance to plasma). Specifically:
<pre>Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ</pre>
The power consumed per shot is calculated similarly, but adds charging energy, and takes into account the weapon's Efficiency. Specifically:
<pre>Power Consumed (GJ) = Charging Energy (GJ) / Efficiency + ½ × Warhead Mass (kg) * (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ) </pre>
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.
Notably, although plasma weapons do consume ammo and have a finite magazine size, this ammo weighs nothing and costs nothing to resupply.
== Construction ==
Ships can be constructed at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The construction time is calculated as follows:
* If the ship hull Construction Tier is greater than the ship construction module Tier, then:
<pre>Construction Time (days) = Base Construction Time (days) × 1.5 ^ Tier Gap</pre>
* If the ship hull Construction Tier is equal to the ship construction module Tier, then:
<pre>Construction Time (days) = Base Construction Time (days)</pre>
* If the ship hull Construction Tier is less than the ship construction module Tier, then:
<pre>Construction Time (days) = Base Construction Time (days) × Ship Construction Module Construction Time Modifier ^ Tier Gap</pre>
This construction time is then divided by (100% + Ship Building Speed Bonus).
See [[Ship Hull List]] for a list of all ship hulls and their construction times at each ship construction module.
=== Probes ===
Probes can be launched from any hab construction modules. Depending on where the hab is located, this can decrease the resources needed to launch a probe, or the time it takes to reach its destination.
== Resupply ==
Ships can be resupplied at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]) and/or [[Supply Depot]] modules.
The base resupply duration is 0.005 days per fuel tank + 0.025 days per 50 ammo.
The resupply duration is divided by the sum of ship construction module tiers on the hab, with each [[Supply Depot]] module counting as an additional tier 2 [[Shipyard]]. It is also reduced by the Supply Officer if the ship has one.
(Note: As of Version 0.4.90, there may be a bug that causes fuel tanks to take twice as long to refuel and not receive any of the resupply speed bonuses, taking 0.01 days per fuel tank.)
=== ISRU ===
Ships with an ISRU module<ref name=refuel>Ships cannot share a refueling module with other ships. Every ship that wants to refuel needs to have its own refueling module.</ref> can refuel from hab sites they are landed on. These hab sites do not need to have a hab built on them. The refuel duration is calculated as follows:
* If the propellent type is '''Anything''', then the Refuel Duration = Fuel needed (tons) / Hab Site Total Daily Output<ref name=output>The Daily Output of a Hab Site is its base value as seen in the prospecting tab, without any mining bonuses applied.</ref> (units) / 10 (tons / unit) / 3.
* Otherwise, the refuel duration is the maximum out of:
Note: The refuel duration is capped at 90 days. If it would take longer than that, then the ship is only partially refueled by as much as can be done within 90 days.
There are two main advantages to refueling using ISRU modules:
* The refuel cost is free.
* Every ship refuels ''in parallel'', meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.
Note: The following drives come with free ISRU capabilities, and can refuel this way without needing an actual ISRU module:
Ships with a Remass Scoop<ref name=refuel /> can refuel from the atmospheres of Gas Giant planets when the ship is in interface orbit around that planet. But only if one of the following is true:
* The propellent type is '''Anything'''.
* The propellent type is '''Hydrogen''' and only consists of {{TV|water}} and/or {{TV|volatiles}}.
Note: {{TV|fissiles}} costs can be converted into {{TV|water}} costs for drives that use Helium-3, if the faction has an active He3 mine. This conversion effectively allows the Remass Scoop to also refuel {{TV|fissiles}} in these cases.
The Refuel Duration (days) = Fuel needed (tons) / 1000.
Note: The refuel duration has a minimum of 10 days. If it would be shorter than that, then it is set to 10 days.
There are two main advantages to refueling using Remass Scoops:
* The refuel cost is free.
* Every ship refuels ''in parallel'', meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.
See [[Drive List]] for a list of drives, which also notes which drives can use remass scoops.
<references />
== Repairs ==
Ships can be repaired at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). The Repair Cost and Duration for each Ship System, Part, or Armor Facing is calculated as follows:
| colspan=2 | Not actually repairable, "destroyed" fuel tanks are functionally no different from empty fuel tanks and are just simply replaced in a resupply operation.
Radiation damage is reduced by armor via "Half-Values". one half value cuts damage in half. two half values cut damage in half twice, for 1/4.
The repair duration is divided by the sum of ship construction module tiers on the hab. It is also reduced by the Engineering Officer if the ship has one.
Notes:
* Side armor is split into Left and Right armor, but each has to pay repairs as if it is the whole side armor. Which means repairing side armor is effectively twice as expensive as repairing nose or tail armor.
* Certain utility modules may have 4 times the repair costs (so they cost as much to repair as to build).
=== Interrupting repairs ===
all ships have a baseline of 5 half-values (1/32). armor up to the point where it reaches those 5 half-values does nothing. after that it replaces the baseline half-values with its own half-values.
* If you are repairing a single ship and interrupt/cancel the repair before it's finished, all progress is lost.
* If you are repairing a fleet with several ships and interrupt it, if there has been enough progress it may complete one or more ships that can be fully repaired, and lose the remainder.
* If additional space docks finish building at the station while repairs are ongoing, the game does not recalculate the repair completion date. So in some cases it can be preferable to cancel an incomplete repair and restart it using new facilities.
The half value is measured in armor thickness, and not shown anywhere in game. every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons.
== Refits ==
here's a table for the half values of different armor types (i calculated the points from armor thickness per point and the half value thickness):
Factions may refit ships at ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)
|-
| [[Ship Hull List|Ship Hull]] Type || colspan=2 | Cannot be changed.
|-
| [[Ship Armor List|Ship Armor]] || Can be changed freely. || 5% for each slot (nose, side, tail) changed.
|-
| [[Power Plant List|Power Plant]] || Only to a Power Plant of the same Type. Power Plant Types are:
* Fuel Cell
* Solid Core Fission
* Molten Salt Core Fission
* Liquid Core Fission
* Gas Core Fission
* Electrostatic Confinement Fusion
* Mirrored Magnetic Confinement Fusion
* Toroid Magnetic Confinement Fusion
* Hybrid Confinement Fusion
* Z Pinch Fusion
* Inertial Confinement Fusion
* Hybrid Confinement Fusion
* Antimatter Plasma Core
* Antimatter Beam Core
| 25%
|-
|-
! Armor !! points per half-value (X-Ray) !! points per half-value (Baryon)
| [[Drive List|Drive]] || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:
* Chemical
* Electrothermal
* Electrostatic
* Electromagnetic
* Fission_Thermal
* NuclearSaltWater
* Fission_Pulse
* Fusion_Thermal
* Antimatter
The Required Power Plant Types are the same as the Power Plant Types, but with the addition of "Any Power Plant".
The Propellent Types are:
* ReactionProducts
* Hydrogen
* Anything
* Water
* NobleGases
* Volatiles
* Metals
| 25% (0% if only Thruster Count changed.)
|-
|-
| Steel || 0.27 || 1.00
| [[Radiator List|Radiator]] || Can be changed freely. || 5%
|-
|-
| Titanium || 0.44 || 1.11
| [[Heat Sink List|Heat Sinks]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.
|-
|-
| Silicon Carbide || 0.72 || 4.61
| [[Battery List|Batteries]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.
|-
|-
| Boron Carbide || 1.00 || 0.62
| General Utility Modules:
* Mobile Space Science Labs
* Repair Bays
* Marines
* Laser Engines
* Magazines
* Colony Kits
* Cyclotrons
| Cannot reduce number, but can freely interchange or add more. || 5% for each Changed or Added.
|-
|-
| Composite || 1.11 || 5.21
| Unchangeable Utility Modules:
* ISRU
* Remass Scoop
* Component Armor
* Salvage Bay
* Armor Struts
* Vector Thrusters
* Flag Bridge
| Cannot reduce number or interchange. But can add any that weren't in the old design. || 5% for each Added.
|-
|-
| Foamed Metal || 1.62 || 7.44
| Spikers:
* Muon
* Neutronium
* Antimatter
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.
|-
|-
| Nanotube || 2.53 || 19.77
| Hydrogen Storage:
* Liquid Hydrogen Containment
* Slush Hydrogen Tankage
* Hydron Trap
| Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.
|-
|-
| Adamantine || 4.83 || 31.05
| Electronic Countermeasures || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.
|-
|-
| Exotic || 2.00 || 4.62
| Targeting Computer || Cannot reduce number, but can freely interchange or add one if there was none. || 5% if changed or added.
|-
|-
| Hybrid || 1.80 || 4.40
| Weapons || Cannot add or remove, but can freely move around and change as long as the Mount and Type do not change. Weapon Mounts are:
* 1-Hull
* 2-Hull
* 4-Hull
* 1-Nose
* 2-Nose
* 3-Nose
* 4-Nose
Weapon Types are:
* [[Naval Gun List|Naval Guns]]
* [[Laser Weapon List|Lasers]]
* [[Particle Weapon List|Particle Beams]]
* [[Magnetic Gun List|Magnetic Guns]]
* [[Plasma Weapon List|Plasma]]
* [[Missile List|Missiles]]
| 5% for each changed, but moving around is free.
|}
|}
If your armor is greater than 5 half-values, you can divide the damage by 2^(Armor/PointsPerHalfValue). Otherwise divide it by 32.
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.
Baryon damage is additionally multiplied by 5.
== Scuttle ==
This resulting damage is directly dealt to internals, with the hit location being calculated in the same way as with lasers. If it happens to hit something that is immune to radiation (for example a heat sink or the structure) it will deal no damage.
Since ships cost {{TV|mc}} and {{TV|money}} to upkeep, there are many situations where a ship may no longer be wanted. In these cases, these unwanted ships can be scuttled to destroy them.
Any damage at all is enough to disable a weapon (until damage control gets around to repairing it), which explains that the laser stopped firing for a while. Human Lasers also only have 1HP, and once a weapon is entirely destroyed it can only be repaired in a shipyard.
If this scuttling happens at a ship construction module ([[Space Dock]], [[Shipyard]], [[Spaceworks]]), then the faction regains 25% of the space resource costs of the ship, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources ({{icon|water}}{{icon|volatiles}}{{icon|metals}}{{icon|nobles}}{{icon|fissiles}}{{icon|exotics}}{{icon|antimatter|bgcolor=DarkSlateGray}}), even if the ship was originally constructed using {{TV|boost}} and {{TV|money}}.
As for Ion / Particle... Particle uses a different dispersion model, which theoretically results in much longer effective range. I am not sure if it actually has a noticeable effect on gameplay though.
Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay {{TV|boost}} to evacuate the ship crew from the ship. If the ship's location is in an Earth Interface Orbit<ref>The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.</ref>, then the cost to evacuate the ship crew is free. Otherwise, the {{TV|boost}} cost is equivalent to moving 0.1 tons of mass per ship crew from Earth to the ship's location.
==== Plasma Weapons ====
If the scuttled ship is part of a larger fleet, then the {{TV|boost}} cost will be reduced by moving crew from the ship onto other ships in the fleet. Each remaining ship in the fleet can receive up to 25% more crew than it originally has.
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.
Factions may refit ships at habs with ship construction modules. Refitting is generally limited to replacing parts of a similar type.
* Hull cannot change.
* Power Plant can change, if the new Power Plant is of the same Class.
* Drives can add or remove thrusters to current drive, or substitute a drive with the same Classification, required Power Plant, and Reaction Product.
* 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).
* Armor can change freely.
* Batteries can change to other batteries freely, but not change with other Utility modules.
* Heat sinks can change freely, but not change with other Utility modules.
* Radiators can change freely.
* Utility modules that aren't batteries or heat sinks can change to other modules with the same Class.
== Additional information ==
== Additional information ==
Latest revision as of 19:37, 7 May 2026
Ship designing
All the covert machinations on Earth and industrialization efforts in space are the path for Factions to build Fleets of ships to protect and advance their interests. Once the Factions research the early-game Orbital ShipbuildingTechnology, and the follow-on Space Dock project for their Habs, they can build interplanetary spacecraft.
With the right modules, ships can prospect Celestial Bodies, found habitats, increase Space Science, and Bombard surface targets. But the primary role for most ships is combat.
At any time, you can design ships out of the modules you've developed. Once you have a shipyard, you can build the ships themselves out of your space resources and, if necessary, Boost and Money.
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.
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's function.
Ships have the following characteristics that need to be tracked:
Construction Cost: 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.
Construction Time: How long it will take to build the ship once all required materials are at the shipyard. Larger shipyards reduce build time.
Crew: How many personnel will serve aboard the ship. Each crew needs life support and various supplies, which increases the mass of ship by 4 tons.
Cruise Acceleration: The acceleration used in the strategy layer, including for intercepting fleets on transfer trajectories. Higher cruise accelerations allow ships to take more direct trajectories to their destinations and be less affected by gravity wells.
Ships with less than ~2 mg cruise acceleration will be forced to take particularly slow spiralling trajectories out of Earth's gravity well.
Humans are limited to a max of 2.0 g at the start. This cap can be raised to 3.0 g with projects.
Cruise Delta-V The most important number for determining where the ship can go and how fast it can get there. More propellant increases ∆V. More mass on the ship decreases it. (Note that propellant has mass, so there are rapidly diminishing returns to just adding more prop. This is known as the tyranny of the rocket equation.)
Ships with ~4 kps ∆V can intercept and return to a friendly station in similar close orbits around the same planet (but note that the ISS and Tiangong orbits are considerably more difficult to reach than most, because of the plane change required).
Ships need ~8 kps ∆V to efficiently reach the Moon from a low Earth orbit.
Ships need ~30 kps ∆V to be able to reliably perform interplanetary transfers in the inner Solar System.
Ships with more than 60 kps will be able to perform more extreme transfers such as direct transits from Mercury to Saturn.
Combat Acceleration: The acceleration used on the tactical combat screen, and for lifting off the surface of planetary bodies. Most drives are capable of at least some amount of higher acceleration for short periods, typically for combat situations, calculated as cruise_accel * combat_thrust_multiplier.
In Realistic combat (the Cinematic Combat Movement option is turned off), this extra thrust is recognized to be inefficient and requires the ship to spend more propellant (by a formula too complicated to usefully summarize).
Fission pulse drives, such as the Orion, are exempted from this penalty, even on Realistic.
Humans are limited to a max of 3.0 g at the start. This cap can be raised to 5.0 g with projects.
Heat Sink Capacity: Heat sinks serve as a temporary substitute for a ship's heat management while its vulnerable radiators are retracted in combat. Higher values allow the ship to fight longer without extending its radiators.
Battery Capacity: The ship'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. (Since v1.0, every ship gets power capacity sufficient for most purposes installed by default, so additional batteries are typically unnecessary.)
Space Combat Value: Every ship has a Space Combat Value calculated from its weapons, drives, available ∆V, and other factors. This value mostly only represents how the non-player factions evaluate the ship, but does also eventually become relevant for the victory condition of several factions.
Support: The Mission Control and Money upkeep of supporting the ship. If support costs go unpaid the ship will be more vulnerable to other faction's attempts to seize the ship and rebellion and malfunction events may occur.
Turn Rate: How quickly the ship can rotate in combat. This value is dependent on the length and mass of the ship; shorter and lighter ships will generally turn faster.
Wet Mass: Wet Mass is the total mass of the ship when fully loaded with propellant. Mass influences the ship's maneuverability. Higher mass decreases acceleration, Delta-V, and turn rate. Hovering over it shows a breakdown with the origin of all Wet Mass. (Dry mass is the ship's mass with empty prop tanks.)
Hull
This section discusses the game mechanics for ship hulls. For a more detailled list of all space ship hulls in Terra Invicta, as well as their stats, see Ship Hull List instead.
Designing a ship begins with selecting a ship hull. The type of hull determines the following key properties of the ship:
Certain officer types can bypass the officer limit.
Shipbuilding times are calculated without any shipbuilding speed bonuses or shipbuilding game customizations.
Rough Armor Cost Multipliers are not quite accurate because Armor costs per point actually increase with each additional point of side armor. See Spaceships#Armor for details.
Ship Hull
Hard Points
Structural Integrity
Max Officers
Construction Time (days)
Rough Armor Cost Multiplier
Nose
Hull
Utility
T1
T2
T3
Cinematic
Realistic
Nose/Tail
Side
Nose/Tail
Side
Monitor
0
4
3
16
3
180
120
72
314
5890
942
3927
Destroyer
2
2
5
18
3
202.5
135
81
314
5890
942
3927
Escort
0
2
2
7
1
90
72
32.4
79
1178
236
785
Gunship
1
0
2
4
1
60
48
21.6
79
1178
236
785
Dreadnought
3
8
7
48
5
540
360
240
962
22678
2886
15119
Titan
4
6
9
64
6
607.5
405
270
962
24740
2886
16493
Cruiser
2
3
7
20
4
270
180
108
314
8247
942
5498
Battlecruiser
3
2
5
24
4
270
180
108
314
8247
942
5498
Fighter
1
1
1
3
0
50
471
151
314
Frigate
1
2
5
12
3
120
96
43.2
314
4712
942
3142
Lancer
4
3
7
36
5
540
360
240
804
18850
2413
12566
Corvette
1
1
3
8
2
90
72
32.4
177
2297
530
1532
Battleship
2
6
6
40
5
450
300
200
491
11781
1473
7854
While most of the above properties are self-explanatory, the length, width, construction tier, and structural integrity of the ship also have significant impacts on the following game mechanics. See Ship Hull List for more details.
Role
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.
Ships with Long strategic range will emphasize propellant for interplanetary operations
Ships with Short strategic range will limit propellant mass in favor of maneuverability
Role
Strategic Range
Preferred Combat Engagement Range
Other
Troop Carrier
Long
Noncombatant
Must carry a Marine module
Explorer
Long
Noncombatant
Must carry a prospector module
Inner System Colony Ship
Long
Noncombatant
Must carry a hab kit module
Outer System Colony Ship
Long
Noncombatant
Must carry a nuclear-powered hab kit module
Transport
Long
Noncombatant
Penetrator
Long
Short
Protector
Long
Short
Will emphasize point defense
Interdictor
Long
Medium
Intruder
Long
Long
Bomber
Long
Long
Will emphasize bombardment-capable weapons
Strike
Medium
Short
Space Superiority
Medium
Medium
Standoff
Medium
Long
Interceptor
Short
Short
Patrol
Short
Medium
Defender
Short
Long
Officer
Completing specific actions with a ship can cause Ship Officers to spawn or promote:
Officer Name 1st Rank 2nd Rank 3rd Rank
Spawn Rules
Min Crew
Effects At 1st Rank At 2nd Rank At 3rd Rank
Medical Officer Flight Surgeon Doctor Senior Doctor
1% chance when:
Surviving combat
40
Increases maximum allowed combat acceleration of the ship by 0.5 g(s)
Reduces chance of officer death in combat by 30%
Reduces radiation damage from particle weapons by 10%
Increases maximum allowed combat acceleration of the ship by 1 g(s)
Reduces chance of officer death in combat by 50%
Reduces radiation damage from particle weapons by 25%
Increases maximum allowed combat acceleration of the ship by 1.5 g(s)
Reduces chance of officer death in combat by 70%
Reduces radiation damage from particle weapons by 50%
Damage Control Officer Ensign Sub-Lieutenant Lieutenant
1% chance when:
Surviving combat
10
Increases the rate at which damage control teams fix ship systems and modules by 10%
Reduces internal damage taken by the ship by 5%
Increases the rate at which damage control teams fix ship systems and modules by 20%
Reduces internal damage taken by the ship by 10%
Increases the rate at which damage control teams fix ship systems and modules by 30%
Allows Heat Vent • Health % Multiplies Heat Loss Rate for Heat Sinks
0
1
1
0
Power Plant
3
Allows Rotating and Rolling • Allows Setting Waypoints • Health % Multiplies Drive Thrust • Health % Multiplies Angular Acceleration • Health % Multiplies Max Power Plant Output for Battery Recharge Rate
0
1
1
0
Drive
3 × Thrusters
Health % Multiplies Drive Thrust
0
Thrusters
Thrusters
0
Battery
Chosen Battery's Health
Health % Multiplies Energy Capacity
0
1
0
0
↑ 1.01.11.2If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.
↑ 2.02.1 As of Version 0.4.90, there are two invulnerable utility modules: Component Armor and Vector Thrusters.
Damage and Hit Weights
The internal volume of a ship is divided into 5 areas: Nose, Left, Right, Tail, Core. Whenever damage is applied to one of these areas, the damage is applied to a randomly picked ship system. The chance that a ship system gets picked is equal to (its Hit Weight / Total Hit Weight) for that area of the ship.
When an attack gets through armor (see #Armor below), an internal system is picked at random from the struck Area and damage is applied to it. If the system is destroyed before it absorbs all the inflicted damage, then another system is picked and damage is applied to it. Most damage types are subject to overpenetration, in which case only a random number of systems (usually between 3 and 7) can be picked (on a random "straight" path through the ship), before any remaining excess damage flies off into space.
For instance, if the ship is hit in the nose starts by damaging a random system in the Nose area, selected by hit weight. Then if damage remains to be distributed, it might stay in the Nose, or move on to one of the Core, Left, or Right areas; the chance to stay in the current area is based on the weapon's armor chip fraction. (Higher chip percentage == more likely to hit more targets in the same area.) After the area is picked, a random system is selected and damage is applied. If more damage remains, it again might stay in the current area, or might move on to a system in the next area. If any damage is left unapplied when it leaves the Tail, it passes out of the ship, chipping the Tail armor on its way out.
This damage diffusion matters. A weapon with low diffusion (low chip%), such as lasers, almost always moves on from a ship area as soon as possible, damaging only a single system in the area before moving on. Weapons with high diffusion such as kinetics and missiles can stick around in a ship area and damage a random number of systems before moving on, and so are less likely to waste any of their damage potential.
The exceptions (not subject to overpenetration) are anything that does explosive damage, nuclear damage, or shred damage. Which includes all explosive, nuclear, shaped nuclear, and antimatter missiles. These will continue destroying ship systems until their damage potential is exhausted.
In most cases damage is applied in sequence to systems and is not divided or shared. One exception is sensors, which receive slight damage from most hits.
Ship Components
Note: Every component comes with additional crews, but the mass and resource cost from crews is not shown in the tables below.
Drive
This section discusses the game mechanics for ship drives. For a list of all space ship drives in Terra Invicta, as well as their stats, see Drive List instead.
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's power plant. Adding 100-ton propellant tanks to the ship increases the ship's Delta-V, or how much it can change its speed.
Delta-V is the main factor that determines interplanetary travel times. Thrust determines combat capabilities of the ship, however having too little thrust can starve your ability to spend all the dv ship has, and therefore slow down its transits.
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.
Propellant
Each ship must have one or more 100-ton propellant tanks. The number of propellant tanks determines the ship's Delta-V value. There is no hard limit to the number that can be placed on a ship. However, each tank of propellant adds mass to the ship, which reduces its acceleration and gives exponentially diminishing returns for delta-V. The resources used to make propellant is determined by the drive.
If the drive uses He3 fuel and the faction has an active Helium-3 Mine, then all costs for propellent are replaced by an equivalent amount of .
Power Plant
This section discusses the game mechanics for ship power plants. For a list of all space ship power plants in Terra Invicta, as well as their stats, see Power Plant List instead.
A ship's power plant provides energy to both the ship'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's systems. The power plant also produces waste heat that must be stored in heat sinks or expelled by radiators.
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.
Radiator
This section discusses the game mechanics for ship radiators. For a list of all space ship radiators in Terra Invicta, as well as their stats, see Radiator List instead.
When extended or extending, the ship's radiators vent the heat generated by various ship systems and modules.
However, non-retracted radiators are highly vulnerable in combat. When a ship takes hit while the radiator is not retracted, the radiator has a chance to get hit directly and destroyed, regardless of the ship's armor configuration. In fact, the damage taken by the radiator can even bleed through to damage the ship's internals (but this bleed through is capped at the radiator's health of just 3).
Radiators can be retracted if the ship has heat sinks in one or more utility slots. But radiators will automatically begin extending when the heat sinks are filled up. See Fleets#Power_and_Heat for more details.
Battery
This section discusses the game mechanics for ship batteries. For a list of all space ship batteries in Terra Invicta, as well as their stats, see Battery List instead.
Every ship has a built-in power storage, so a ship battery is not necessary, but does provide additional power storage. See Fleets#Power_and_Heat for details. Better batteries may have a larger capacity or a faster recharge rate.
Armor
This section discusses the game mechanics for ship armors. For a list of all space ship armors in Terra Invicta, as well as their stats, see Ship Armor List instead.
Damage that is applied to a spaceship can be divided into three categories:
Direct Damage focuses on damaging the ship's internal components.
Chip Damage focuses on damaging the armor volume.
Shred Damage focuses on damaging the armor value.
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:
When the ship armor is fully intact on the facing that receives the incoming attack:
Direct damage is reduced by the armor value: 1 point of damage (20MJ of energy) is blocked by 1 point of armor. Any remaining direct damage is then applied to the ship's internal components.
Direct damage from Particle beams and Laser weapons have different interactions with armor value that are discussed in their own sections.
Chip damage reduces the armor volume: 1 point of damage removes 1m³ of armor.
Shred damage reduces the armor value: 1 point of damage removes 1 point of armor.
Damaged armor does not function as well:
Armor points removed by shred damage will no longer block any direct damage.
Armor volume removed by chip damage gives incoming attacks a chance for a through-armor-critical, which causes the incoming attack to behave as if the ship has no armor at all. The chance for a through-armor-critical is simply the volume of armor removed divided by the total volume of armor that the facing originally had.
When the ship has no armor at all on the facing that receives the incoming attack:
All Chip and Shred damage is added to the Direct damage and is applied directly to the ship's internal components.
Armor is typically the heaviest (and most expensive) part of a ship. High tech armors are usually much more effective at blocking direct damage, leading to significantly lower mass (and cost) per point of armor. Note that a point of lateral armor is much more massive than nose and tail armor, because it has a greater surface area to cover. The exact ratio depends on the hull used, but side armor will typically be 10-35x heavier per point than nose/tail armor. As of 0.4.90, the armor formulas are as follows:
Armor Plate Thickness (m) = 20 (MJ) / Armor Heat of Vaporization (MJ / kg) / Armor Density (kg / m³) / 0.005 (m2)
Nose Armor Thickness (m) = Plate Thickness (m) × Points of Nose Armor
Reduces the fleet's Mission Control upkeep. (Does not stack with other Flag Bridges.)
Component Armor
500
-25% Internal Damage during combat
Armor Strut
500
Increase the amount of armor each facing on ship can carry by 100%.
Marine Assault Unit
200
Enables the Assault Hab fleet operation (assault value 4)
Advanced Marine Assault Unit
200
Enables the Assault Hab fleet operation (assault value 6)
Elite Marine Assault Unit
200
Enables the Assault Hab fleet operation (assault value 8)
Spartans
200
Enables the Assault Hab fleet operation (assault value 10)
Rangers
Immortals
Laser Engine
25
+10MJ laser weapon power
Advanced Laser Engine
50
+20MJ laser weapon power
Cyclotron
50
+20MJ particle beam power
Magazine
100
Projectile weapons gain +50% ammo. Mass increases accordingly.
ECM
10
20% chance force an enemy weapon into cooldown when this ship is targeted.
ECM Mark II
10
40% chance force an enemy weapon into cooldown when this ship is targeted.
ECM Mark III
10
60% chance force an enemy weapon into cooldown when this ship is targeted.
Targeting Computer
10
Improve a ship's roll to overcome enemy ECM and damage to sensors by 10%.
Targeting Computer Mark II
10
Improve a ship's roll to overcome enemy ECM and damage to sensors by 30%.
Targeting Computer Mark III
10
Improve a ship's roll to overcome enemy ECM and damage to sensors by 50%.
Drive Enhancement Module
OBSOLETE INFO INSIDE!
Drive Enhancement Modules requires a certain type of Drive to be used.
Utility Module
Mass (tons)
Ship Requirements
Effect
Muon Spiker
40
Nuclear Fusion Drive
+10% Thrust
Neutronium Spiker
40
Nuclear Fission Drive
+20% Thrust
Antimatter Spiker
40
Nuclear Drive
+30% Thrust
Liquid Hydrogen Containment
5
Hydrogen Propellant
+20% Exhaust Velocity
Slush Hydrogen Tankage
10
Hydrogen Propellant
+35% Exhaust Velocity
Hydron Trap
20
Hydrogen Propellant
+50% Exhaust Velocity
ISRU Module
40
Can replenish Propellant at unimproved hab sites that produce raw materials used in ship's propellant
Remass Scoop
40
Can replenish Propellant in interface orbits of Jovian planets if the ship uses 100% hydrogen or 'anything' as propellant. No aerobraking damage(aerobraking is not implemented yet)
Heat Sink
This section discusses the game mechanics for ship heat sinks. For a list of all space ship heat sinks in Terra Invicta, as well as their stats, see Heat Sink List instead.
Heat sinks are important modules for combat ship so they may avoid exposing their vulnerable radiators to enemy fire. See Fleets#Power_and_Heat for details.
Kit
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.
Kit
Mass (tons)
Constructed Modules
Solar Platform
200
Platform Core, Construction Module, Solar Collector
Solar Outpost
200
Outpost Core, Construction Module, Solar Collector
Fission Platform
250
Platform Core, Construction Module, Fission Pile
Fission Outpost
300
Outpost Core, Construction Module, Fission Pile
Fusion Platform
250
Platform Core, Construction Module, Fusion Pile
Fusion Outpost
300
Outpost Core, Construction Module, Fusion Pile
Automated Solar Platform
250
Automated Platform Core, Automated Supply Depot, Automated Solar Collector
Automated Solar Outpost
1200
Automated Outpost Core, Automated Mining Complex, Automated Solar Collector, Automated Solar Collector
Note: Using the kit only begins local construction of the hab and the modules. So you still have to wait 180 days for a Construction Module to be built.
Solar Kits are only usable if the installed Solar Collector(s) can produce enough power for other modules. So Solar Platform Kits cannot be used if the location is too far away from the sun. But Solar Outpost Kits can be used on locations far away from the sun, if the hab site gets enough solar power from Solar Mirror bonus.
Weapons
Weapons systems are either mounted on the ship'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.
Fire Modes
Certain weapons may only be used offensively against enemy ships and hab modules; others may only be used defensively to shoot down incoming projectiles and missiles, and still others can be used against both types of targets. The default firing mode can be set in the ship designer, as well as changed in the middle of combat.
Nearest enemy ship or hab module that is in range.
Defense
Nearest enemy projectile that is in range and not already saturated.[2]
Nearest enemy projectile that is in range.
Guardian
Nearest enemy projectile that is in range and not already saturated.[2]
Nearest enemy projectile that is in range.
Primary Target.
Nearest enemy ship or hab module that is in range.
Idle
Never fires.
Special Fire Modes
Fire Mode
Description
Salvo
Special mode for Missile Weapons.
Identical to the Focus Fire mode, but automatically switches to Idle mode after firing 1/4 of the missile weapon's total ammo.
Bracket
Special mode for non-beam Weapons.
Identical to the Attack mode, but when the target is an enemy ship, will attempt to shoot at possible locations for the enemy ship to move into.
↑Will attempt to shoot at the first item in the list that is in range. Will never shoot at anything that is not in the list.
↑ 2.02.1Non-beam defense weapons will let all allies know they have fired at an enemy projectile so other defense weapons don't waste their shots on that projectile.
Targeting Range and Defense Range
All weapons have a targeting range, and can only fire at targets within that range. But notably, weapons take into account the relative velocity of the target, as well as the expected amount of time that their projectiles will take to arrive, to effectively fire at the future location of a target when it would be in range.
For example, the 10-inch Cannon has 250km targeting range and 1.4 km/s muzzle velocity. So it takes 250km/1.4km/s = ~178.5s for a bullet fired by the weapon to reach the maximum range. This means the 10-inch Cannon will attempt to fire at targets ~178.5s before they enter the 250km range. So
if an enemy ship is approaching head-on at a relative velocity of 1 km/s, then the 10-inch Cannon will fire at it ~178.5s before it arrives in range: when it is still 250km + ~178.5s × 1km/s = ~428.5km away.
When targeting an enemy projectile instead of a ship or hab, weapons use a defense range that is computed as follows:
Set the defense range to the targeting range.
If the weapon has an attack mode, then apply a penalty to the defense range:
Divide by 3 for Energy weapons (Lasers, Particles, and Plasma), but cannot go below 200km.
All weapons have a cooldown, and some weapons fire in salvos. If a weapon does not have a salvo listed, it will fire once every time the cooldown timer is up. If a weapon has a salvo listed of X shots over Y seconds, that means it will fire one shot every Y / (X-1) seconds X number of times, and then will go on its cooldown, after which it will fire another salvo.
For example, the Light Railgun Battery Mk1 has a cooldown of 30s and does not have a salvo listed; once in range, it will fire one shot every 30 seconds. The Light Coilgun Battery Mk1 has a salvo of 3 shots over 20 seconds and a cooldown of 40 seconds; once in range, it will fire one shot, wait 10 seconds, fire a second shot, wait 10 seconds, fire a third shot, and then will go on cooldown for 40 seconds. So it effectively fires 3 times per minute.
Weapons can be classified in certain general types:
(Naval) Guns: Use magazines, high ammo capacity. Cannot bombard. Low damage. Short range. Cheap.
Missiles: Use magazines, low ammo capacity. Limited bombard. High damage. Will chase the target. Very susceptible to point defense. Only available as hull weapons.
Magnetic Weapons: Use magazines, high ammo capacity. High damage, moderate accuracy. Susceptible to point defense. Can bombard.
Plasma Weapons: Use magazines. Cannot be targeted by point defense. Cannot bombard. Medium damage, high accuracy. Only available in large sizes.
Lasers: Use energy. Limited bombard. Never miss. More effective at close range.
Particle Weapons: Use energy. Cannot bombard. High damage. Never miss. Short range.
More detailed information on damage dealt by different weapons depending on enemy armor can be found in the article Guide Armor.
Guns
This section discusses the game mechanics for ship naval guns. For a list of all space ship naval guns in Terra Invicta, as well as their stats, see Naval Gun List instead.
Guns are chemical slugthrowers with performance characteristics similar to modern naval weaponry. They are low-tech and cheap, but due to low range and low muzzle velocity will have a hard time hitting anything at range. They are quickly outclassed by magnetic weapons.
The damage done by a naval gun projectile is simply its impact kinetic energy / 20MJ. Specifically:
Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ
Notably, naval guns do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.
Naval guns also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.
Naval guns cannot be used to bombard.
Naval gun projectiles can be hit by point defenses and will be destroyed in one hit. But point defenses usually ignore autocannon bullets simply because they are so weak as to not be worth shooting at.
Magnetic Weapons
This section discusses the game mechanics for ship magnetic guns. For a list of all space ship magnetic guns in Terra Invicta, as well as their stats, see Magnetic Gun List instead.
Magnetic weapons include railguns and coilguns that fire high-speed projectiles that do significant damage but can be shot down by point defense. Due to low muzzle velocity, railguns and siege coilguns may have a difficult time hitting targets at range; non-siege coilguns have a significantly higher muzzle velocity and are more difficult to dodge. All magnetic weapons are capable of bombardment.
The damage done by a magnetic gun projectile is simply its impact kinetic energy / 20MJ. Specifically:
Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ
The power consumed per shot is calculated similarly, but uses the ammo mass instead of the warhead mass, and takes into account the weapon's Efficiency. Specifically:
Power Consumed (GJ) = ½ × Ammo Mass (kg) × (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.
Magnetic weapon projectiles can be hit by point defenses, but may need multiple hits to be destroyed. Specifically, the point defenses must do (Warhead Mass / 10kg) damage to destroy the projectile.
Missiles
This section discusses the game mechanics for ship missiles. For a list of all space ship missiles in Terra Invicta, as well as their stats, see Missile List instead.
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.
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:
½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ
50%
No
No
Yes
On contact, splits into 5kg warheads that independently interact with armor. (But still acts as one attack in all other aspects.)
Penetrator
60%
None
Explosive
Payload Damage + 0.1 × ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ
80%
No
None
Nuclear
Payload Damage
100%
Not through Atmosphere
Spherical AoE
Also applies Shred Damage.
Antimatter
25%
Shaped Nuclear
100%
Cone AoE
Notably, missiles do not produce any waste heat. Therefore they can keep firing even when the ship no longer has any ability to handle waste heat, such as when the radiators are destroyed and the heat sinks are filled.
Missiles also do not consume any power. Therefore they can keep firing even when the ship no longer has any ability to generate power, such as when the power plant is destroyed and the batteries are empty.
Missile projectiles can be hit by point defenses and will be destroyed in one hit.
↑Adamantane Armor has 25% resistance to Kinetic Damage. Kinetic Damage can also over penetrate, meaning the damage goes out the other end of the ship before it is fully applied.
Lasers
This section discusses the game mechanics for ship laser weapons. For a list of all laser weapons in Terra Invicta, as well as their stats, see Laser Weapon List instead.
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.
Damage Points = Shot Power (MJ) / 20MJ
Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)
Laser Engine Utility Modules increase the shot power of lasers, increasing both damage and power consumption.
Power Consumption is divided by 20 when targeting Missile or Naval Gun Projectiles.
The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.
Notably, laser weapons do not consume ammo, and so can be fired an unlimited number of times.
All ship lasers can be used to bombard, but only visible light lasers (orange, green, violet) can bombard through atmosphere.
All human ship laser weapons have 1 hp, regardless of size. All alien ship laser weapons have 2 hp, regardless of size. For comparison, most other ship weapons and modules have (3 × hard points) hp. So lasers are both literally and figuratively glass cannons.
Except for a few particularly powerful alien lasers, all lasers can serve as point defenses that shoot down incoming enemy projectiles.
Armor Penetration
When a laser weapon shoots an armored target, the effective armor of the target is calculated as follows:
Effective Armor = Base Armor ^ 1.5 × Armor Effectiveness
Armor Effectiveness = Spot Area (m²) / 0.005 (m²)
Spot Area (m²) = 0.7853982 × (Spot Diameter (m) )²
Since armor works by subtracting its value from incoming damage, and RNG can randomize incoming damage by up to ±20%, we can re-arrange the formula to get the amount of armor needed to fully block a laser:
Notably, laser weapons actually refuse to fire at targets unless they have sufficient armor penetration and damage. So weaker lasers may have less actual range than their stated targeting range. Specifically:
Anti-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness > 1)
Anti-Kinetic Effective Range (km) = Range where (Laser Damage / Armor Effectiveness > 0.5)
Anti-Missile Effective Range (km) = Range where (Laser Damage / Armor Effectiveness > 0.15)
Anti-Poorly-Armored-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness > 0.25)
Note: Poorly-Armored ship means the targeted part of the ship either has 0 armor or has over 20% of its armor chipped.
So a laser weapon will only fire at the target if the target is within both its Targeting Range and its Effective Range. Use the Defense Range instead of Targeting Range for enemy projectiles.
An important consequence of this is that the weaker lasers, such as Point Defense Phaser Turrets, can gain significant amounts of range from anything that buffs laser damage, such as:
Unlike other weapons, the % of a laser's damage that goes towards chipping is dynamically calculated based on its armor penetration. Specifically:
Chip % = Armor Effectiveness / 1000, capped at 0.25
This means that the chip damage dealt by lasers is actually inversely proportional to their ability to penetrate armor, giving low tech lasers an advantage. Nevertheless, chip damage dealt by lasers is usually negligible, so this advantage is rarely worth it.
Particle Weapons
This section discusses the game mechanics for ship particle weapons. For a list of all particle weapons in Terra Invicta, as well as their stats, see Particle Weapon List instead.
Particle weapons do not miss and are excellent at targeting enemy projectiles. They also have unique interactions with armor that always allows some damage to penetrate into the ship internals, though the resulting damage may be extremely small and only good for temporarily disabling certain internal components. However, particle weapons do no damage at all to armor, and have low overall damage.
Charged particle weapons can only target enemy missiles. Neutral particle weapons can target all enemy projectiles.
Damage Points = Shot Power (MJ) / 20MJ
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:
Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)
As of Version 0.4.90, apart from Electron Beam weapons, all particle beam weapons have Beam Area less than the Target Area of even a gunship, even at their maximum range. So in practice the damage of a particle beam does not actually decrease with distance from the target ship unless it is an electron beam.
Particle weapons do no chip damage. Instead, the damage of a particle beam is split into 3 parts: Heat, X-rays, and Baryons. Heat damage behaves in the standard manner: the armor value of the target is subtracted from it, and any leftover damage is applied to the ship internals. Heat damage is also the damage that is used when calculating the effects of shooting enemy kinetic projectiles.
Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.
Armor Interactions
Heat damage has the standard armor interactions of other weapons. In contrast, X-rays and Baryons are considered radiation damage and have a completely different interaction with armor. Specifically, radiation damage is reduced by armor via "Half-Values". one half value cuts damage in half. two half values cut damage in half twice, for 1/4.
All ships have a baseline of 4 half-values (1/16). armor up to the point where it reaches those 4 half-values does nothing. after that it replaces the baseline half-values with its own half-values.
The half value is measured in armor thickness. Every type of armor has one half-value thickness for x-rays and one half-value thickness for baryons. See Ship Armor List for details.
As of Version 0.4.90, apart from Boron Carbide Armor, all armors have significantly smaller half-values for x-rays than for baryons. Baryon damage is additionally multiplied by 5. Thus in practice, most radiation damage is done via baryons instead of X-rays. Notably:
(Both Human and Alien) Adamantane Armor needs about 120 points of armor to reach 4 half-values for Baryons.
(Both Human and Alien) Exotic Armor needs about 18.5 points of armor to reach 4 half-values for Baryons.
Notably, although armor can significantly reduce radiation damage, it can never reduce it all the way to zero. So there is always some leftover radiation damage that is then directly dealt to the ship internals, with the hit location being calculated in the same way as with lasers.
Damaged ship parts and systems either stop working or work at reduced effectiveness, but can be repaired over time. For example, damaged weapons cannot fire until fully repaired. Lasers have especially low health, making them good targets for particle beams. Once a weapon is entirely destroyed it can only be repaired in a shipyard.
Radiation effects
Radiation damage is processed differently from other internal ship damage: notably, it cannot damage "hard" systems or modules. This includes ship structure, heat sinks, spikers, hydrogen tankage, magazines, cyclotrons, and other utility modules that have the 'RadHardened' property. The heat-damage part of particle weapon effects can still damage these items, but not the x-ray or baryonic parts. (And since the Spinal Neutron Lance causes 0 heat damage, it cannot destroy a ship under any circumstances.)
Critical hits
On a critical hit (TAC), particle beams bypass all amor effects but are otherwise processed as usual. Baryon and x-ray components are applied as radiation damage with their usual multipliers, and the heat component is applied as standard internal damage.
Plasma Weapons
This section discusses the game mechanics for ship plasma weapons. For a list of all space ship plasma weapons in Terra Invicta, as well as their stats, see Plasma Weapon List instead.
Plasma weapons fire high-speed, low mass projectiles that cannot be targeted by enemy point defense but also cannot act as point defense. While their damage is not as high as some of the larger and more advanced magnetic weapons, the high muzzle velocity of plasma weapons make them significantly more likely to hit their target. Plasma weapons cannot bombard.
Strangely, the damage done by a plasma weapon projectile is simply its impact kinetic energy / 20MJ, but applied as thermal damage instead of kinetic damage (so armors with special kinetic resistance do not apply that resistance to plasma). Specifically:
Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ
The power consumed per shot is calculated similarly, but adds charging energy, and takes into account the weapon's Efficiency. Specifically:
Power Consumed (GJ) = Charging Energy (GJ) / Efficiency + ½ × Warhead Mass (kg) * (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)
Note: The heat generated per shot here is only counting the heat that is directly generated by the weapon. The power consumed by the weapon may indirectly increase heat when the power plant attempts to recharge the power.
Notably, although plasma weapons do consume ammo and have a finite magazine size, this ammo weighs nothing and costs nothing to resupply.
Construction
Ships can be constructed at ship construction modules (Space Dock, Shipyard, Spaceworks). The construction time is calculated as follows:
If the ship hull Construction Tier is greater than the ship construction module Tier, then:
Construction Time (days) = Base Construction Time (days) × 1.5 ^ Tier Gap
If the ship hull Construction Tier is equal to the ship construction module Tier, then:
Construction Time (days) = Base Construction Time (days)
If the ship hull Construction Tier is less than the ship construction module Tier, then:
Construction Time (days) = Base Construction Time (days) × Ship Construction Module Construction Time Modifier ^ Tier Gap
This construction time is then divided by (100% + Ship Building Speed Bonus).
See Ship Hull List for a list of all ship hulls and their construction times at each ship construction module.
Probes
Probes can be launched from any hab construction modules. Depending on where the hab is located, this can decrease the resources needed to launch a probe, or the time it takes to reach its destination.
The base resupply duration is 0.005 days per fuel tank + 0.025 days per 50 ammo.
The resupply duration is divided by the sum of ship construction module tiers on the hab, with each Supply Depot module counting as an additional tier 2 Shipyard. It is also reduced by the Supply Officer if the ship has one.
(Note: As of Version 0.4.90, there may be a bug that causes fuel tanks to take twice as long to refuel and not receive any of the resupply speed bonuses, taking 0.01 days per fuel tank.)
ISRU
Ships with an ISRU module[1] can refuel from hab sites they are landed on. These hab sites do not need to have a hab built on them. The refuel duration is calculated as follows:
If the propellent type is Anything, then the Refuel Duration = Fuel needed (tons) / Hab Site Total Daily Output[2] (units) / 10 (tons / unit) / 3.
Otherwise, the refuel duration is the maximum out of:
Water Fuel needed (tons) / Hab Site Water Daily Output[2] (units) / 10 (tons / unit)
Note: The refuel duration is capped at 90 days. If it would take longer than that, then the ship is only partially refueled by as much as can be done within 90 days.
There are two main advantages to refueling using ISRU modules:
The refuel cost is free.
Every ship refuels in parallel, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.
Note: The following drives come with free ISRU capabilities, and can refuel this way without needing an actual ISRU module:
Ships with a Remass Scoop[1] can refuel from the atmospheres of Gas Giant planets when the ship is in interface orbit around that planet. But only if one of the following is true:
The propellent type is Anything.
The propellent type is Hydrogen and only consists of Water and/or Volatiles.
Note: Fissiles costs can be converted into Water costs for drives that use Helium-3, if the faction has an active He3 mine. This conversion effectively allows the Remass Scoop to also refuel Fissiles in these cases.
The Refuel Duration (days) = Fuel needed (tons) / 1000.
Note: The refuel duration has a minimum of 10 days. If it would be shorter than that, then it is set to 10 days.
There are two main advantages to refueling using Remass Scoops:
The refuel cost is free.
Every ship refuels in parallel, meaning the total time needed for an entire fleet to refuel is simply the time taken by the ship that takes the longest to refuel.
See Drive List for a list of drives, which also notes which drives can use remass scoops.
↑ 1.01.1Ships cannot share a refueling module with other ships. Every ship that wants to refuel needs to have its own refueling module.
↑ 2.02.12.22.32.42.5The Daily Output of a Hab Site is its base value as seen in the prospecting tab, without any mining bonuses applied.
Repairs
Ships can be repaired at habs with ship construction modules (Space Dock, Shipyard, Spaceworks). The Repair Cost and Duration for each Ship System, Part, or Armor Facing is calculated as follows:
Ship System, Part, or Armor Facing
Repair Duration (days)
Repair Cost
Nose Structure
Missing Health % × Hull Construction Time / 10
Missing Health % × Hull Construction Cost / 10
Central Structure
Tail Structure
Fire Control
Missing Health % × Hull Construction Tier
Missing Health % × Hull Construction Cost / 200
Damage Control
Life Support Main
Missing Health % × Hull Construction Tier / 2
Missing Health % × Hull Construction Volatiles Cost / 20
Missing Health % × Hypothetical cost of Power Plant if it has 100% Efficiency and only has to supply the systems and weapons.
Bridge
Missing Health % × Hull Construction Tier × 2
Missing Health % × Hull Construction Cost / 100
Nose Weapon
Missing Health % × 2
Missing Health % × Module Cost / 4
Hull Weapon
Utility Module
Radiator
Power Plant
Drive
Battery
Nose Armor
Shred % + Chip %
(Shred % + Chip % / 4) × Armor Cost
Left Armor
Right Armor
Tail Armor
Propellant
Not actually repairable, "destroyed" fuel tanks are functionally no different from empty fuel tanks and are just simply replaced in a resupply operation.
The repair duration is divided by the sum of ship construction module tiers on the hab. It is also reduced by the Engineering Officer if the ship has one.
Notes:
Side armor is split into Left and Right armor, but each has to pay repairs as if it is the whole side armor. Which means repairing side armor is effectively twice as expensive as repairing nose or tail armor.
Certain utility modules may have 4 times the repair costs (so they cost as much to repair as to build).
Interrupting repairs
If you are repairing a single ship and interrupt/cancel the repair before it's finished, all progress is lost.
If you are repairing a fleet with several ships and interrupt it, if there has been enough progress it may complete one or more ships that can be fully repaired, and lose the remainder.
If additional space docks finish building at the station while repairs are ongoing, the game does not recalculate the repair completion date. So in some cases it can be preferable to cancel an incomplete repair and restart it using new facilities.
Refits
Factions may refit ships at ship construction modules (Space Dock, Shipyard, Spaceworks). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:
Category
Conditions
Added Refit Duration (in % of hull construction time)
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.
Scuttle
Since ships cost Mission Control and Money to upkeep, there are many situations where a ship may no longer be wanted. In these cases, these unwanted ships can be scuttled to destroy them.
If this scuttling happens at a ship construction module (Space Dock, Shipyard, Spaceworks), then the faction regains 25% of the space resource costs of the ship, excluding any fuel costs. Notably, this resource cost is always calculated in terms of space resources (), even if the ship was originally constructed using Boost and Money.
Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay Boost to evacuate the ship crew from the ship. If the ship's location is in an Earth Interface Orbit[1], then the cost to evacuate the ship crew is free. Otherwise, the Boost cost is equivalent to moving 0.1 tons of mass per ship crew from Earth to the ship's location.
If the scuttled ship is part of a larger fleet, then the Boost cost will be reduced by moving crew from the ship onto other ships in the fleet. Each remaining ship in the fleet can receive up to 25% more crew than it originally has.
↑The Earth Interface Orbits are Tiangong Orbit, ISS Orbit, Low Earth Orbit 1, and Low Earth Orbit 2.
Additional information
Various "Guides" are available that detail among other things ship module performance and functions.