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[[File:Ship designing.png|thumb|400px|Ship designing]]
[[File:Ship designing.png|thumb|400px|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 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.
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== 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<ref name="crew mass">This table includes the mass from crews and associated resource costs. (0.2{{icon|water}} and 0.2{{icon|volatiles}} per crew)</ref><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<ref name="crew mass" /> !! 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<ref>The mass of a layer of side armor increases with each layer. The number on the table is mass of the first layer of side armor.</ref>
* The length of the ship.
|-
* The width of the ship.
| '''Gunship''' || 1 || 190 || 3 || 1 || 17.9 || 60 || 51 || 29.4 || 1 || 0 || 1 || 1 || 1 || 0.6 || 2.38 || 12.46 || 3.56 || rowspan=3 | Interplanetary Warships || 180 || 120 || 46.20 || 930.92
* The structural integrity of the ship.
|-
* The base construction time for the ship.
| '''Escort''' || 1 || 366 || 4 || 1 || 17.9 || 90 || 76.5 || 44.1 || 0 || 2 || 2 || 1 || 2 || 0.8 || 4.3 || 24.5 || 7 || 180 || 120 || 46.20 || 930.92
* The construction tier of the ship.
|-
* The maximum number of officers on the ship.
| '''Corvette''' || 1 || 432 || 8 || 2 || 15.7 || 90 || 76.5 || 44.1 || 1 || 1 || 2 || 1 || 3 || 1.6 || 5.6 || 28 || 8 || 234 || 180 || 103.95 || 1180.80
* The {{TV|mc}} and {{TV|money}} upkeep of the ship.
|-
 
| '''Frigate''' || 1 || 680 || 20 || 3 || 12.7 || 120 || 102 || 58.8 || 1 || 2 || 4 || 2 || 4 || 4 || 10 || 42 || 12 || rowspan=3 | Patrol Vessels || 360 || 240 || 184.80 || 3709.84
Notes:
|-
* Certain officer types can bypass the officer limit.
| '''Monitor''' || 2 || 940 || 35 || 3 || 11.3 || 180 || 120 || 84 || 0 || 4 || 3 || 2 || 4 || 7 || 15 || 56 || 16 || 450 || 240 || 184.80 || 4637.30
* 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.
| '''Destroyer''' || 2 || 985 || 40 || 3 || 11.3 || 202.5 || 135 || 94.5 || 2 || 2 || 3 || 2 || 5 || 8 || 16.25 || 57.75 || 16.5 || 450 || 240 || 184.80 || 4637.30
 
|-
{{#invoke:ShipHullLister|ListSpecific|detailed=false|alien=false}}
| '''Cruiser''' || 2 || 1240 || 60 || 4 || 7.9 || 270 || 180 || 126 || 2 || 3 || 6 || 3 || 10 || 12 || 22 || 70 || 20 || rowspan=3 | Fleet Combatants || 630 || 240 || 184.80 || 6492.22
 
|-
''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.''
| '''Battlecruiser''' || 2 || 1480 || 70 || 4 || 6.6 || 270 || 180 || 126 || 3 || 2 || 3 || 3 || 12 || 14 || 26 || 84 || 24 || 630 || 240 || 184.80 || 6492.22
|-
| '''Battleship''' || 3 || 1920 || 80 || 5 || 4.5 || 450 || 300 || 200 || 2 || 6 || 4 || 3 || 15 || 16 || 32 || 112 || 32 || 720 || 300 || 288.75 || 9267.67
|-
| '''Lancer''' || 3 || 2400 || 100 || 5 || 2.9 || 540 || 360 || 240 || 4 || 3 || 6 || 4 || 20 || 20 || 40 || 140 || 40 || rowspan=2 | Ships of the Line || 900 || 384 || 473.09 || 14818.59
|-
| '''Dreadnought''' || 3 || 2880 || 120 || 5 || 2.2 || 540 || 360 || 240 || 3 || 8 || 6 || 4 || 25 || 24 || 48 || 168 || 48 || 990 || 420 || 565.95 || 17825.04
|-
| '''Titan''' || 3 || 3680 || 120 || 6 || 1.6 || 607.5 || 405 || 270 || 4 || 6 || 8 || 5 || 30 || 24 || 56 || 224 || 64 || rowspan=1 | Titans || 1080 || 420 || 565.95 || 19445.50
|}


== Role ==
== Role ==
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* Ships with Long strategic range will emphasize propellant for interplanetary operations
* Ships with Long strategic range will emphasize propellant for interplanetary operations
* Ships with Short strategic range will limit propellant mass in favor of maneuverability
* Ships with Short strategic range will limit propellant mass in favor of maneuverability
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible"
! Role !! Strategic Range !! Preferred Combat Engagement Range
! 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
|-
|-
| '''Troop Carrier''' || Long || Will avoid combat
| '''Inner System Colony Ship''' || Long || Noncombatant || Must carry a hab kit module
|-
|-
| '''Explorer''' || Long || Will avoid combat
| '''Outer System Colony Ship''' || Long || Noncombatant || Must carry a nuclear-powered hab kit module
|-
|-
| '''Inner System Colony Ship''' || Long || Will avoid combat
| '''Transport''' || Long || Noncombatant ||
|-
|-
| '''Outer System Colony Ship''' || Long || Will avoid combat
| '''Penetrator''' || Long || Short ||
|-
|-
| '''Transport''' || Long || Will avoid combat
| '''Protector''' || Long || Short || Will emphasize point defense
|-
|-
| '''Strike''' || Long || Short
| '''Interdictor''' || Long || Medium ||
|-
|-
| '''Interdictor''' || Long || Medium
| '''Intruder''' || Long || Long ||
|-
|-
| '''Attack Bomber''' || Long || Long
| '''Bomber''' || Long || Long || Will emphasize bombardment-capable weapons
|-
|-
| '''Fighter''' || Medium || Short
| '''Strike''' || Medium || Short ||
|-
|-
| '''Space Superiority''' || Medium || Medium
| '''Space Superiority''' || Medium || Medium
|-
|-
| '''Standoff''' || Medium || Long
| '''Standoff''' || Medium || Long ||
|-
|-
| '''Interceptor''' || Short || Short
| '''Interceptor''' || Short || Short ||
|-
|-
| '''Patrol''' || Short || Medium
| '''Patrol''' || Short || Medium ||
|-
|-
| '''Defense Bomber''' || Short || Long
| '''Defender''' || Short || Long ||
|}
|}


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Completing specific actions with a ship can cause Ship Officers to spawn or promote:
Completing specific actions with a ship can cause Ship Officers to spawn or promote:


{| class="wikitable sortable mw-collapsible mw-collapsed"
{{#invoke:OfficerLister|ListOfficers}}
! Name !! Module !! Trigger !! Minimum crew !! Spawn chance!! Effect (Level 1, Level 2, Level 3)
 
All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Bonus).
 
The Project Bonuses are:
* +0.5 for [[Space Force Basic Training]].
* +1 for [[Space Navy Academies]].
* +1 for [[Fleet Officer Schoolhouses]].
 
Notes:
* A tunable drive is a drive with a combat thrust multiplier greater than 1.
* Every ship hull has a maximum number of officers it can have. Some officers bypass this limit.
 
== Ship Systems ==
 
In Terra Invicta, every space ship consists of the following ship systems:
 
{| class="wikitable sortable mw-collapsible" style="text-align:center;"
|-
|-
| '''Admiral''' || Flag Bridge || Combat victory ||  || 2% || Fleet MC Reduction (-5%, -10%, -20%)
! rowspan=2 | Ship System !! rowspan=2 | Health !! rowspan=2 | Function !! colspan=4 | Hit Weight Within:
|-
|-
| '''Captain''' ||  || Combat victory ||  || 1% || Ship MC (-1, -2, -3) Minimum of 1, Global Damage (+2%, +4%, +6%)
! Nose !! Left/Right !! Tail !! Core
|-
|-
| '''First Officer''' || || Combat victory || 20 || 1% || Officer promotion (+100%, +200%, +300%), Global targeting (+3%, +6%, +10%)
! Nose Structure
| Hull Structural Integrity
| Survival<ref name=survival>If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.</ref>
| 1
| 0
| 0
| 1
|-
|-
| '''Fire Control Officer''' || Missiles || Combat kill with missiles || || 6% || Missile targeting & damage (+10%, +20%, +30%)
! Central Structure
| Hull Structural Integrity
| Survival<ref name=survival>If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.</ref>
| 0
| 1
| 0
| 1
|-
|-
| '''Gunnery Officer''' || Guns (Naval, Rail, Coil, Plasma) || Combat kill with guns || || 6% || Guns targeting & damage (+10%, +20%, +30%)
! Tail Structure
| Hull Structural Integrity
| Survival<ref name=survival>If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.</ref>
| 0
| 0
| 1
| 1
|-
|-
| '''Direct Energy Officer''' || Energy weapons (Laser, Particle Beam) || Combat kill with energy weapons ||  || 6% || Energy targeting & damage (+10%, +20%, +30%)
! Bridge
| Hull Structural Integrity
| Allows Setting Waypoints
| 0
| 0
| 0
| 1
|-
|-
| '''Damage Control Officer''' || || Combat survival || 10 || 1% || Improve damage control speed (+10%, +20%, +30%), Internal damage (-5%, -10%, -15%)
! Fire Control
| Hull Structural Integrity
| Allows Weapons to Fire • Health % Divides Weapon Cooldowns • Targeting Bonus reduced by Missing Health %
| 0
| 0
| 0
| 1
|-
! Systems Reactor
| Hull Structural Integrity
| Health % Multiplies Auxiliary Power Charge Rate
| 0
| 0
| 0
| 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
| 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
|-
|-
| '''Engineering Officer''' ||  || Combat survival ||  || 1% || Internal damage (-5%, -10%, -15%), Dock repair speed (+20%, +30%, +50%), Salvage (+10%, +20%, +30%)
|-
| '''Propulsion Officer''' || Tunable Drive || Combat survival ||  || 1% || Combat thrust multiplier (1, 2, 3), ECM +(2%, 4%, 6%)
|-
| '''Medical Officer''' ||  || Combat survival || 40 || 1% || Maximum combat acceleration (+0.5G, +1G, +1.5G), Officer survival (+30%, +50%, +70%), Radiation damage (-10%, -25%, -50%)
|-
| '''CIC Officer''' ||  || Combat kill || 20 || 2% || ECM (+5%, +12%, +20%), Point defense cooldown (-5%, -10%, -15%)
|-
| '''Intel Officer''' ||  || Combat kill || 40 || 2% || Global target and damage (+5%, +10%, +15%)
|-
| '''Marine Officer''' || Marine || Successful marine assault ||  || 10% || Assault combat value (+1, +3, +5)
|-
| '''Supply Officer''' ||  || Transfer completion || 40 || 3% || Max trajectory duration in months (+3, +6, +12), Dock resupply speed (+20%, +30%, +50%)
|-
| '''Chief Officer''' ||  || Combat victory || 20 || 1% || Damage control speed (+2%, +4%, +6%) MC Reduction (0, 0, -1)
|}
|}


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 ==
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=== 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 155: 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:
 
{| class="wikitable sortable mw-collapsible mw-collapsed"
! Name !! Required Project Name !! Thrust (N) !! Combat Thrust <br> Multiplier !! EV (kps) !! Efficiency !! Required Power Plant !! propellant <br> (per tank) !! He3 Fuel?
|-
| Advanced Alien Fusion Torch x1 || Alien Only|| 4390000 || 70 || 1600 || 0.98 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Alien Fusion Torch x2 || Alien Only|| 8780000 || 70 || 1600 || 0.98 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Alien Fusion Torch x3 || Alien Only|| 13170000 || 70 || 1600 || 0.98 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Alien Fusion Torch x4 || Alien Only|| 17560000 || 70 || 1600 || 0.98 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Alien Fusion Torch x5 || Alien Only|| 21950000 || 70 || 1600 || 0.98 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Alien Fusion Torch x6 || Alien Only|| 26340000 || 70 || 1600 || 0.98 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Antimatter Plasma Core Torch x1 || [[Advanced Antimatter Plasma Core Torch]] || 4900000 || 60 || 2800 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.999 {{icon|water}}<br>0.001 {{icon|antimatter}}<br> ||
|-
| Advanced Antimatter Plasma Core Torch x2 || [[Advanced Antimatter Plasma Core Torch]] || 9800000 || 60 || 2800 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.999 {{icon|water}}<br>0.001 {{icon|antimatter}}<br> ||
|-
| Advanced Antimatter Plasma Core Torch x3 || [[Advanced Antimatter Plasma Core Torch]] || 14700000 || 60 || 2800 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.999 {{icon|water}}<br>0.001 {{icon|antimatter}}<br> ||
|-
| Advanced Antimatter Plasma Core Torch x4 || [[Advanced Antimatter Plasma Core Torch]] || 19600000 || 60 || 2800 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.999 {{icon|water}}<br>0.001 {{icon|antimatter}}<br> ||
|-
| Advanced Antimatter Plasma Core Torch x5 || [[Advanced Antimatter Plasma Core Torch]] || 24500000 || 60 || 2800 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.999 {{icon|water}}<br>0.001 {{icon|antimatter}}<br> ||
|-
| Advanced Antimatter Plasma Core Torch x6 || [[Advanced Antimatter Plasma Core Torch]] || 29400000 || 60 || 2800 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.999 {{icon|water}}<br>0.001 {{icon|antimatter}}<br> ||
|-
| Advanced Cavity Drive x1 || [[Advanced Cavity Drive]] || 330000 || 16 || 24.48 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Cavity Drive x2 || [[Advanced Cavity Drive]] || 660000 || 16 || 24.48 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Cavity Drive x3 || [[Advanced Cavity Drive]] || 990000 || 16 || 24.48 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Cavity Drive x4 || [[Advanced Cavity Drive]] || 1320000 || 16 || 24.48 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Cavity Drive x5 || [[Advanced Cavity Drive]] || 1650000 || 16 || 24.48 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Cavity Drive x6 || [[Advanced Cavity Drive]] || 1980000 || 16 || 24.48 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Cermet Nerva x1 || [[Advanced Cermet Nerva]] || 445267 || 12 || 9.12 || 0.75 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Cermet Nerva x2 || [[Advanced Cermet Nerva]] || 890534 || 12 || 9.12 || 0.75 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Cermet Nerva x3 || [[Advanced Cermet Nerva]] || 1335801 || 12 || 9.12 || 0.75 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Cermet Nerva x4 || [[Advanced Cermet Nerva]] || 1781068 || 12 || 9.12 || 0.75 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Cermet Nerva x5 || [[Advanced Cermet Nerva]] || 2226335 || 12 || 9.12 || 0.75 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Cermet Nerva x6 || [[Advanced Cermet Nerva]] || 2671602 || 12 || 9.12 || 0.75 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Minimag Orion || [[Advanced Minimag Orion Drive]] || 1870000 || 40 || 157 || 1 || Any General || Reaction Products<br>6.25 {{icon|metals}}<br>3.5 {{icon|nobles}}<br>0.25 {{icon|fissiles}}<br> ||
|-
| Advanced Nerva Drive x1 || [[Advanced Nerva Drive]] || 334061 || 9 || 8.09 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Nerva Drive x2 || [[Advanced Nerva Drive]] || 668122 || 9 || 8.09 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Nerva Drive x3 || [[Advanced Nerva Drive]] || 1002183 || 9 || 8.09 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Nerva Drive x4 || [[Advanced Nerva Drive]] || 1336244 || 9 || 8.09 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Nerva Drive x5 || [[Advanced Nerva Drive]] || 1670305 || 9 || 8.09 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Nerva Drive x6 || [[Advanced Nerva Drive]] || 2004366 || 9 || 8.09 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| H-Orion Drive || [[H-Orion Drive]] || 24000000 || 5 || 120 || 1 || Any General || Reaction Products<br>6.5 {{icon|metals}}<br>3 {{icon|nobles}}<br>0.5 {{icon|fissiles}}<br> ||
|-
| Particle Drive x1 || [[Particle Drive]] || 333617 || 16 || 9.53 || 0.85 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Particle Drive x2 || [[Particle Drive]] || 667234 || 16 || 9.53 || 0.85 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Particle Drive x3 || [[Particle Drive]] || 1000851 || 16 || 9.53 || 0.85 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Particle Drive x4 || [[Particle Drive]] || 1334468 || 16 || 9.53 || 0.85 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Particle Drive x5 || [[Particle Drive]] || 1668085 || 16 || 9.53 || 0.85 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Particle Drive x6 || [[Particle Drive]] || 2001702 || 16 || 9.53 || 0.85 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Pulsar Drive x1 || [[Advanced Pulsar Drive]] || 180000 || 5 || 32 || 0.9 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Pulsar Drive x2 || [[Advanced Pulsar Drive]] || 360000 || 5 || 32 || 0.9 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Pulsar Drive x3 || [[Advanced Pulsar Drive]] || 540000 || 5 || 32 || 0.9 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Pulsar Drive x4 || [[Advanced Pulsar Drive]] || 720000 || 5 || 32 || 0.9 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Pulsar Drive x5 || [[Advanced Pulsar Drive]] || 900000 || 5 || 32 || 0.9 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced Pulsar Drive x6 || [[Advanced Pulsar Drive]] || 1080000 || 5 || 32 || 0.9 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Super Vortex Drive x1 || [[Advanced Vortex Drive]] || 504000 || 15 || 19.62 || 0.7 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Super Vortex Drive x2 || [[Advanced Vortex Drive]] || 1008000 || 15 || 19.62 || 0.7 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Super Vortex Drive x3 || [[Advanced Vortex Drive]] || 1512000 || 15 || 19.62 || 0.7 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Super Vortex Drive x4 || [[Advanced Vortex Drive]] || 2016000 || 15 || 19.62 || 0.7 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Super Vortex Drive x5 || [[Advanced Vortex Drive]] || 2520000 || 15 || 19.62 || 0.7 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Super Vortex Drive x6 || [[Advanced Vortex Drive]] || 3024000 || 15 || 19.62 || 0.7 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Alien Fusion Lantern x1 || Alien Only|| 500000 || 60 || 633 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Alien Fusion Lantern x2 || Alien Only|| 1000000 || 60 || 633 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Alien Fusion Lantern x3 || Alien Only|| 1500000 || 60 || 633 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Alien Fusion Lantern x4 || Alien Only|| 2000000 || 60 || 633 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Alien Fusion Lantern x5 || Alien Only|| 2500000 || 60 || 633 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Alien Fusion Lantern x6 || Alien Only|| 3000000 || 60 || 633 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Alien Fusion Torch x1 || Alien Only|| 1590000 || 65 || 1300 || 0.97 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Alien Fusion Torch x2 || Alien Only|| 3180000 || 65 || 1300 || 0.97 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Alien Fusion Torch x3 || Alien Only|| 4770000 || 65 || 1300 || 0.97 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Alien Fusion Torch x4 || Alien Only|| 6360000 || 65 || 1300 || 0.97 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Alien Fusion Torch x5 || Alien Only|| 7950000 || 65 || 1300 || 0.97 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Alien Fusion Torch x6 || Alien Only|| 9540000 || 65 || 1300 || 0.97 || Hybrid Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Amplitron Drive x1 || [[Amplitron Drive]] || 12000 || 20 || 9.81 || 0.81 || Any General || Water<br>10 {{icon|water}}<br> ||
|-
| Amplitron Drive x2 || [[Amplitron Drive]] || 24000 || 20 || 9.81 || 0.81 || Any General || Water<br>10 {{icon|water}}<br> ||
|-
| Amplitron Drive x3 || [[Amplitron Drive]] || 36000 || 20 || 9.81 || 0.81 || Any General || Water<br>10 {{icon|water}}<br> ||
|-
| Amplitron Drive x4 || [[Amplitron Drive]] || 48000 || 20 || 9.81 || 0.81 || Any General || Water<br>10 {{icon|water}}<br> ||
|-
| Amplitron Drive x5 || [[Amplitron Drive]] || 60000 || 20 || 9.81 || 0.81 || Any General || Water<br>10 {{icon|water}}<br> ||
|-
| Amplitron Drive x6 || [[Amplitron Drive]] || 72000 || 20 || 9.81 || 0.81 || Any General || Water<br>10 {{icon|water}}<br> ||
|-
| Antimatter Microfission Drive || [[Antimatter Microfission Drive]] || 275000 || 60 || 132.44 || 0.98 || Any General || Reaction Products<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br>3E-15 {{icon|antimatter}}<br> ||
|-
| Antimatter Plasma Core Torch x1 || [[Antimatter Plasma Core Torch]] || 3500000 || 60 || 595 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.99909 {{icon|water}}<br>0.00091 {{icon|antimatter}}<br> ||
|-
| Antimatter Plasma Core Torch x2 || [[Antimatter Plasma Core Torch]] || 7000000 || 60 || 595 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.99909 {{icon|water}}<br>0.00091 {{icon|antimatter}}<br> ||
|-
| Antimatter Plasma Core Torch x3 || [[Antimatter Plasma Core Torch]] || 10500000 || 60 || 595 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.99909 {{icon|water}}<br>0.00091 {{icon|antimatter}}<br> ||
|-
| Antimatter Plasma Core Torch x4 || [[Antimatter Plasma Core Torch]] || 14000000 || 60 || 595 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.99909 {{icon|water}}<br>0.00091 {{icon|antimatter}}<br> ||
|-
| Antimatter Plasma Core Torch x5 || [[Antimatter Plasma Core Torch]] || 17500000 || 60 || 595 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.99909 {{icon|water}}<br>0.00091 {{icon|antimatter}}<br> ||
|-
| Antimatter Plasma Core Torch x6 || [[Antimatter Plasma Core Torch]] || 21000000 || 60 || 595 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.99909 {{icon|water}}<br>0.00091 {{icon|antimatter}}<br> ||
|-
| Antimatter Pulsed Plasma Core Lantern x1 || [[Antimatter Pulsed Plasma Core Lantern]] || 1600000 || 60 || 240 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.99968059 {{icon|water}}<br>0.00031941 {{icon|antimatter}}<br> ||
|-
| Antimatter Pulsed Plasma Core Lantern x2 || [[Antimatter Pulsed Plasma Core Lantern]] || 3200000 || 60 || 240 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.99968059 {{icon|water}}<br>0.00031941 {{icon|antimatter}}<br> ||
|-
| Antimatter Pulsed Plasma Core Lantern x3 || [[Antimatter Pulsed Plasma Core Lantern]] || 4800000 || 60 || 240 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.99968059 {{icon|water}}<br>0.00031941 {{icon|antimatter}}<br> ||
|-
| Antimatter Pulsed Plasma Core Lantern x4 || [[Antimatter Pulsed Plasma Core Lantern]] || 6400000 || 60 || 240 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.99968059 {{icon|water}}<br>0.00031941 {{icon|antimatter}}<br> ||
|-
| Antimatter Pulsed Plasma Core Lantern x5 || [[Antimatter Pulsed Plasma Core Lantern]] || 8000000 || 60 || 240 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.99968059 {{icon|water}}<br>0.00031941 {{icon|antimatter}}<br> ||
|-
| Antimatter Pulsed Plasma Core Lantern x6 || [[Antimatter Pulsed Plasma Core Lantern]] || 9600000 || 60 || 240 || 0.998 || Antimatter Plasma Core || Hydrogen<br>9.99968059 {{icon|water}}<br>0.00031941 {{icon|antimatter}}<br> ||
|-
| Apex Solid Rocket x1 || [[Solid-Fuel Space Rockets]] || 14820000 || 1 || 2.6 || 1 || Any General || Reaction Products<br>10 {{icon|volatiles}}<br> ||
|-
| Apex Solid Rocket x2 || [[Solid-Fuel Space Rockets]] || 29640000 || 1 || 2.6 || 1 || Any General || Reaction Products<br>10 {{icon|volatiles}}<br> ||
|-
| Apex Solid Rocket x3 || [[Solid-Fuel Space Rockets]] || 44460000 || 1 || 2.6 || 1 || Any General || Reaction Products<br>10 {{icon|volatiles}}<br> ||
|-
| Apex Solid Rocket x4 || [[Solid-Fuel Space Rockets]] || 59280000 || 1 || 2.6 || 1 || Any General || Reaction Products<br>10 {{icon|volatiles}}<br> ||
|-
| Apex Solid Rocket x5 || [[Solid-Fuel Space Rockets]] || 74100000 || 1 || 2.6 || 1 || Any General || Reaction Products<br>10 {{icon|volatiles}}<br> ||
|-
| Apex Solid Rocket x6 || [[Solid-Fuel Space Rockets]] || 88920000 || 1 || 2.6 || 1 || Any General || Reaction Products<br>10 {{icon|volatiles}}<br> ||
|-
| Borane Nova Lantern x1 || [[Borane Nova Lantern]] || 2669750 || 60 || 678 || 0.99 || Inertial Confinement Fusion || Hydrogen<br>7.9 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Borane Nova Lantern x2 || [[Borane Nova Lantern]] || 5339500 || 60 || 678 || 0.99 || Inertial Confinement Fusion || Hydrogen<br>7.9 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Borane Nova Lantern x3 || [[Borane Nova Lantern]] || 8009250 || 60 || 678 || 0.99 || Inertial Confinement Fusion || Hydrogen<br>7.9 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Borane Nova Lantern x4 || [[Borane Nova Lantern]] || 10679000 || 60 || 678 || 0.99 || Inertial Confinement Fusion || Hydrogen<br>7.9 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Borane Nova Lantern x5 || [[Borane Nova Lantern]] || 13348750 || 60 || 678 || 0.99 || Inertial Confinement Fusion || Hydrogen<br>7.9 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Borane Nova Lantern x6 || [[Borane Nova Lantern]] || 16018500 || 60 || 678 || 0.99 || Inertial Confinement Fusion || Hydrogen<br>7.9 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Borane Plasmajet Fusion Torch x1 || [[Borane Plasmajet Torch]] || 5040000 || 60 || 714 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>8 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br> ||
|-
| Borane Plasmajet Fusion Torch x2 || [[Borane Plasmajet Torch]] || 10080000 || 60 || 714 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>8 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br> ||
|-
| Borane Plasmajet Fusion Torch x3 || [[Borane Plasmajet Torch]] || 15120000 || 60 || 714 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>8 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br> ||
|-
| Borane Plasmajet Fusion Torch x4 || [[Borane Plasmajet Torch]] || 20160000 || 60 || 714 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>8 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br> ||
|-
| Borane Plasmajet Fusion Torch x5 || [[Borane Plasmajet Torch]] || 25200000 || 60 || 714 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>8 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br> ||
|-
| Borane Plasmajet Fusion Torch x6 || [[Borane Plasmajet Torch]] || 30240000 || 60 || 714 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>8 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br> ||
|-
| Burner Drive x1 || [[Burner Drive]] || 108000 || 24 || 69 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Burner Drive x2 || [[Burner Drive]] || 216000 || 24 || 69 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Burner Drive x3 || [[Burner Drive]] || 324000 || 24 || 69 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Burner Drive x4 || [[Burner Drive]] || 432000 || 24 || 69 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Burner Drive x5 || [[Burner Drive]] || 540000 || 24 || 69 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Burner Drive x6 || [[Burner Drive]] || 648000 || 24 || 69 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Cavity Drive x1 || [[Cavity Drive]] || 56400 || 15 || 19.62 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Cavity Drive x2 || [[Cavity Drive]] || 112800 || 15 || 19.62 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Cavity Drive x3 || [[Cavity Drive]] || 169200 || 15 || 19.62 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Cavity Drive x4 || [[Cavity Drive]] || 225600 || 15 || 19.62 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Cavity Drive x5 || [[Cavity Drive]] || 282000 || 15 || 19.62 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Cavity Drive x6 || [[Cavity Drive]] || 338400 || 15 || 19.62 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Cermet Nerva x1 || [[Cermet Nerva Drive]] || 134400 || 12 || 9.81 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Cermet Nerva x2 || [[Cermet Nerva Drive]] || 268800 || 12 || 9.81 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Cermet Nerva x3 || [[Cermet Nerva Drive]] || 403200 || 12 || 9.81 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Cermet Nerva x4 || [[Cermet Nerva Drive]] || 537600 || 12 || 9.81 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Cermet Nerva x5 || [[Cermet Nerva Drive]] || 672000 || 12 || 9.81 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Cermet Nerva x6 || [[Cermet Nerva Drive]] || 806400 || 12 || 9.81 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Colloid Drive x1 || [[Colloid Drive]] || 8000 || 2 || 43 || 0.85 || Any General || Volatiles<br>10 {{icon|volatiles}}<br> ||
|-
| Colloid Drive x2 || [[Colloid Drive]] || 16000 || 2 || 43 || 0.85 || Any General || Volatiles<br>10 {{icon|volatiles}}<br> ||
|-
| Colloid Drive x3 || [[Colloid Drive]] || 24000 || 2 || 43 || 0.85 || Any General || Volatiles<br>10 {{icon|volatiles}}<br> ||
|-
| Colloid Drive x4 || [[Colloid Drive]] || 32000 || 2 || 43 || 0.85 || Any General || Volatiles<br>10 {{icon|volatiles}}<br> ||
|-
| Colloid Drive x5 || [[Colloid Drive]] || 40000 || 2 || 43 || 0.85 || Any General || Volatiles<br>10 {{icon|volatiles}}<br> ||
|-
| Colloid Drive x6 || [[Colloid Drive]] || 48000 || 2 || 43 || 0.85 || Any General || Volatiles<br>10 {{icon|volatiles}}<br> ||
|-
| Deuteron Fusor Drive x1 || [[Deuteron Fusor Drive]] || 19200 || 40 || 1250 || 0.98 || Electrostatic Confinement Fusion || Reaction Products<br>7.6 {{icon|water}}<br>2.4 {{icon|metals}}<br> ||
|-
| Deuteron Fusor Drive x2 || [[Deuteron Fusor Drive]] || 38400 || 40 || 1250 || 0.98 || Electrostatic Confinement Fusion || Reaction Products<br>7.6 {{icon|water}}<br>2.4 {{icon|metals}}<br> ||
|-
| Deuteron Fusor Drive x3 || [[Deuteron Fusor Drive]] || 57600 || 40 || 1250 || 0.98 || Electrostatic Confinement Fusion || Reaction Products<br>7.6 {{icon|water}}<br>2.4 {{icon|metals}}<br> ||
|-
| Deuteron Fusor Drive x4 || [[Deuteron Fusor Drive]] || 76800 || 40 || 1250 || 0.98 || Electrostatic Confinement Fusion || Reaction Products<br>7.6 {{icon|water}}<br>2.4 {{icon|metals}}<br> ||
|-
| Deuteron Fusor Drive x5 || [[Deuteron Fusor Drive]] || 96000 || 40 || 1250 || 0.98 || Electrostatic Confinement Fusion || Reaction Products<br>7.6 {{icon|water}}<br>2.4 {{icon|metals}}<br> ||
|-
| Deuteron Fusor Drive x6 || [[Deuteron Fusor Drive]] || 115200 || 40 || 1250 || 0.98 || Electrostatic Confinement Fusion || Reaction Products<br>7.6 {{icon|water}}<br>2.4 {{icon|metals}}<br> ||
|-
| Deuteron Nova Fusion Lantern x1 || [[Deuteron Nova Lantern]] || 420000 || 50 || 572 || 0.85 || Inertial Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Deuteron Nova Fusion Lantern x2 || [[Deuteron Nova Lantern]] || 840000 || 50 || 572 || 0.85 || Inertial Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Deuteron Nova Fusion Lantern x3 || [[Deuteron Nova Lantern]] || 1260000 || 50 || 572 || 0.85 || Inertial Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Deuteron Nova Fusion Lantern x4 || [[Deuteron Nova Lantern]] || 1680000 || 50 || 572 || 0.85 || Inertial Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Deuteron Nova Fusion Lantern x5 || [[Deuteron Nova Lantern]] || 2100000 || 50 || 572 || 0.85 || Inertial Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Deuteron Nova Fusion Lantern x6 || [[Deuteron Nova Lantern]] || 2520000 || 50 || 572 || 0.85 || Inertial Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Deuteron Polywell Drive x1 || [[Deuteron Polywell Drive]] || 251250 || 50 || 597 || 0.9 || Hybrid Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Deuteron Polywell Drive x2 || [[Deuteron Polywell Drive]] || 502500 || 50 || 597 || 0.9 || Hybrid Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Deuteron Polywell Drive x3 || [[Deuteron Polywell Drive]] || 753750 || 50 || 597 || 0.9 || Hybrid Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Deuteron Polywell Drive x4 || [[Deuteron Polywell Drive]] || 1005000 || 50 || 597 || 0.9 || Hybrid Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Deuteron Polywell Drive x5 || [[Deuteron Polywell Drive]] || 1256250 || 50 || 597 || 0.9 || Hybrid Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Deuteron Polywell Drive x6 || [[Deuteron Polywell Drive]] || 1507500 || 50 || 597 || 0.9 || Hybrid Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Deuteron Reflex Drive x1 || [[Deuteron Reflex Drive]] || 60000 || 80 || 833 || 0.7 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Deuteron Reflex Drive x2 || [[Deuteron Reflex Drive]] || 120000 || 80 || 833 || 0.7 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Deuteron Reflex Drive x3 || [[Deuteron Reflex Drive]] || 180000 || 80 || 833 || 0.7 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Deuteron Reflex Drive x4 || [[Deuteron Reflex Drive]] || 240000 || 80 || 833 || 0.7 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Deuteron Reflex Drive x5 || [[Deuteron Reflex Drive]] || 300000 || 80 || 833 || 0.7 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Deuteron Reflex Drive x6 || [[Deuteron Reflex Drive]] || 360000 || 80 || 833 || 0.7 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Deuteron Torus Drive x1 || [[Deuteron Torus Drive]] || 156000 || 80 || 769 || 0.9 || Toroid Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Deuteron Torus Drive x2 || [[Deuteron Torus Drive]] || 312000 || 80 || 769 || 0.9 || Toroid Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Deuteron Torus Drive x3 || [[Deuteron Torus Drive]] || 468000 || 80 || 769 || 0.9 || Toroid Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Deuteron Torus Drive x4 || [[Deuteron Torus Drive]] || 624000 || 80 || 769 || 0.9 || Toroid Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Deuteron Torus Drive x5 || [[Deuteron Torus Drive]] || 780000 || 80 || 769 || 0.9 || Toroid Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Deuteron Torus Drive x6 || [[Deuteron Torus Drive]] || 936000 || 80 || 769 || 0.9 || Toroid Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Diana Superheavy Rocket x1 || [[Superheavy Chemical Rockets]] || 20160000 || 1 || 3.73 || 1 || Any General || Reaction Products<br>6 {{icon|water}}<br>4 {{icon|volatiles}}<br> ||
|-
| Diana Superheavy Rocket x2 || [[Superheavy Chemical Rockets]] || 40320000 || 1 || 3.73 || 1 || Any General || Reaction Products<br>6 {{icon|water}}<br>4 {{icon|volatiles}}<br> ||
|-
| Diana Superheavy Rocket x3 || [[Superheavy Chemical Rockets]] || 60480000 || 1 || 3.73 || 1 || Any General || Reaction Products<br>6 {{icon|water}}<br>4 {{icon|volatiles}}<br> ||
|-
| Diana Superheavy Rocket x4 || [[Superheavy Chemical Rockets]] || 80640000 || 1 || 3.73 || 1 || Any General || Reaction Products<br>6 {{icon|water}}<br>4 {{icon|volatiles}}<br> ||
|-
| Diana Superheavy Rocket x5 || [[Superheavy Chemical Rockets]] || 100800000 || 1 || 3.73 || 1 || Any General || Reaction Products<br>6 {{icon|water}}<br>4 {{icon|volatiles}}<br> ||
|-
| Diana Superheavy Rocket x6 || [[Superheavy Chemical Rockets]] || 120960000 || 1 || 3.73 || 1 || Any General || Reaction Products<br>6 {{icon|water}}<br>4 {{icon|volatiles}}<br> ||
|-
| Dumbo x1 || [[Dumbo Drive]] || 400000 || 9 || 8.3 || 0.725 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Dumbo x2 || [[Dumbo Drive]] || 800000 || 9 || 8.3 || 0.725 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Dumbo x3 || [[Dumbo Drive]] || 1200000 || 9 || 8.3 || 0.725 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Dumbo x4 || [[Dumbo Drive]] || 1600000 || 9 || 8.3 || 0.725 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Dumbo x5 || [[Dumbo Drive]] || 2000000 || 9 || 8.3 || 0.725 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Dumbo x6 || [[Dumbo Drive]] || 2400000 || 9 || 8.3 || 0.725 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Dusty Plasma Drive x1 || [[Dusty Plasma Drive]] || 5504 || 160 || 3750 || 0.46 || Gas Core Fission || Reaction Products<br>10 {{icon|fissiles}}<br> ||
|-
| Dusty Plasma Drive x2 || [[Dusty Plasma Drive]] || 11008 || 160 || 3750 || 0.46 || Gas Core Fission || Reaction Products<br>10 {{icon|fissiles}}<br> ||
|-
| Dusty Plasma Drive x3 || [[Dusty Plasma Drive]] || 16512 || 160 || 3750 || 0.46 || Gas Core Fission || Reaction Products<br>10 {{icon|fissiles}}<br> ||
|-
| Dusty Plasma Drive x4 || [[Dusty Plasma Drive]] || 22016 || 160 || 3750 || 0.46 || Gas Core Fission || Reaction Products<br>10 {{icon|fissiles}}<br> ||
|-
| Dusty Plasma Drive x5 || [[Dusty Plasma Drive]] || 27520 || 160 || 3750 || 0.46 || Gas Core Fission || Reaction Products<br>10 {{icon|fissiles}}<br> ||
|-
| Dusty Plasma Drive x6 || [[Dusty Plasma Drive]] || 33024 || 160 || 3750 || 0.46 || Gas Core Fission || Reaction Products<br>10 {{icon|fissiles}}<br> ||
|-
| E-Beam Drive x1 || [[E-Beam Drive]] || 4600 || 16 || 19.62 || 0.76 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| E-Beam Drive x2 || [[E-Beam Drive]] || 9200 || 16 || 19.62 || 0.76 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| E-Beam Drive x3 || [[E-Beam Drive]] || 13800 || 16 || 19.62 || 0.76 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| E-Beam Drive x4 || [[E-Beam Drive]] || 18400 || 16 || 19.62 || 0.76 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| E-Beam Drive x5 || [[E-Beam Drive]] || 23000 || 16 || 19.62 || 0.76 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| E-Beam Drive x6 || [[E-Beam Drive]] || 27600 || 16 || 19.62 || 0.76 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Firestar Fission Lantern x1 || [[Firestar Fission Lantern]] || 5000000 || 22 || 50 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Firestar Fission Lantern x2 || [[Firestar Fission Lantern]] || 10000000 || 22 || 50 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Firestar Fission Lantern x3 || [[Firestar Fission Lantern]] || 15000000 || 22 || 50 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Firestar Fission Lantern x4 || [[Firestar Fission Lantern]] || 20000000 || 22 || 50 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Firestar Fission Lantern x5 || [[Firestar Fission Lantern]] || 25000000 || 22 || 50 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Firestar Fission Lantern x6 || [[Firestar Fission Lantern]] || 30000000 || 22 || 50 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Fission Frag Drive x1 || [[Fission Frag Drive]] || 4651 || 2 || 313.9 || 0.46 || Solid Core Fission || Reaction Products<br>10 {{icon|fissiles}}<br> ||
|-
| Fission Frag Drive x2 || [[Fission Frag Drive]] || 9302 || 2 || 313.9 || 0.46 || Solid Core Fission || Reaction Products<br>10 {{icon|fissiles}}<br> ||
|-
| Fission Frag Drive x3 || [[Fission Frag Drive]] || 13953 || 2 || 313.9 || 0.46 || Solid Core Fission || Reaction Products<br>10 {{icon|fissiles}}<br> ||
|-
| Fission Frag Drive x4 || [[Fission Frag Drive]] || 18604 || 2 || 313.9 || 0.46 || Solid Core Fission || Reaction Products<br>10 {{icon|fissiles}}<br> ||
|-
| Fission Frag Drive x5 || [[Fission Frag Drive]] || 23255 || 2 || 313.9 || 0.46 || Solid Core Fission || Reaction Products<br>10 {{icon|fissiles}}<br> ||
|-
| Fission Frag Drive x6 || [[Fission Frag Drive]] || 27906 || 2 || 313.9 || 0.46 || Solid Core Fission || Reaction Products<br>10 {{icon|fissiles}}<br> ||
|-
| Fission Spinner Drive x1 || [[Fission Spinner Drive]] || 540000 || 14 || 17.7 || 0.85 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Fission Spinner Drive x2 || [[Fission Spinner Drive]] || 1080000 || 14 || 17.7 || 0.85 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Fission Spinner Drive x3 || [[Fission Spinner Drive]] || 1620000 || 14 || 17.7 || 0.85 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Fission Spinner Drive x4 || [[Fission Spinner Drive]] || 2160000 || 14 || 17.7 || 0.85 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Fission Spinner Drive x5 || [[Fission Spinner Drive]] || 2700000 || 14 || 17.7 || 0.85 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Fission Spinner Drive x6 || [[Fission Spinner Drive]] || 3240000 || 14 || 17.7 || 0.85 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Flare Drive x1 || [[Flare Drive]] || 3500000 || 20 || 35 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Flare Drive x2 || [[Flare Drive]] || 7000000 || 20 || 35 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Flare Drive x3 || [[Flare Drive]] || 10500000 || 20 || 35 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Flare Drive x4 || [[Flare Drive]] || 14000000 || 20 || 35 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Flare Drive x5 || [[Flare Drive]] || 17500000 || 20 || 35 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Flare Drive x6 || [[Flare Drive]] || 21000000 || 20 || 35 || 0.85 || Gas Core Fission || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Grid Drive x1 || [[Grid Drive]] || 10000 || 1 || 210 || 0.95 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Grid Drive x2 || [[Grid Drive]] || 20000 || 1 || 210 || 0.95 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Grid Drive x3 || [[Grid Drive]] || 30000 || 1 || 210 || 0.95 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Grid Drive x4 || [[Grid Drive]] || 40000 || 1 || 210 || 0.95 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Grid Drive x5 || [[Grid Drive]] || 50000 || 1 || 210 || 0.95 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Grid Drive x6 || [[Grid Drive]] || 60000 || 1 || 210 || 0.95 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Heavy Dumbo x1 || [[Heavy Dumbo]] || 3500000 || 9 || 8.09 || 0.725 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Heavy Dumbo x2 || [[Heavy Dumbo]] || 7000000 || 9 || 8.09 || 0.725 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Heavy Dumbo x3 || [[Heavy Dumbo]] || 10500000 || 9 || 8.09 || 0.725 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Heavy Dumbo x4 || [[Heavy Dumbo]] || 14000000 || 9 || 8.09 || 0.725 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Heavy Dumbo x5 || [[Heavy Dumbo]] || 17500000 || 9 || 8.09 || 0.725 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Heavy Dumbo x6 || [[Heavy Dumbo]] || 21000000 || 9 || 8.09 || 0.725 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Helicon Drive x1 || [[Helicon Drive]] || 20000 || 20 || 314 || 0.79 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Helicon Drive x2 || [[Helicon Drive]] || 40000 || 20 || 314 || 0.79 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Helicon Drive x3 || [[Helicon Drive]] || 60000 || 20 || 314 || 0.79 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Helicon Drive x4 || [[Helicon Drive]] || 80000 || 20 || 314 || 0.79 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Helicon Drive x5 || [[Helicon Drive]] || 100000 || 20 || 314 || 0.79 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Helicon Drive x6 || [[Helicon Drive]] || 120000 || 20 || 314 || 0.79 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Helion Nova Lantern x1 || [[Helion Nova Lantern]] || 1900000 || 50 || 527 || 0.95 || Inertial Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Nova Lantern x2 || [[Helion Nova Lantern]] || 3800000 || 50 || 527 || 0.95 || Inertial Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Nova Lantern x3 || [[Helion Nova Lantern]] || 5700000 || 50 || 527 || 0.95 || Inertial Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Nova Lantern x4 || [[Helion Nova Lantern]] || 7600000 || 50 || 527 || 0.95 || Inertial Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Nova Lantern x5 || [[Helion Nova Lantern]] || 9500000 || 50 || 527 || 0.95 || Inertial Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Nova Lantern x6 || [[Helion Nova Lantern]] || 11400000 || 50 || 527 || 0.95 || Inertial Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Nova Fusion Torch x1 || [[Helion Nova Torch]] || 663000 || 70 || 9210 || 0.96 || Inertial Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Nova Fusion Torch x2 || [[Helion Nova Torch]] || 1326000 || 70 || 9210 || 0.96 || Inertial Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Nova Fusion Torch x3 || [[Helion Nova Torch]] || 1989000 || 70 || 9210 || 0.96 || Inertial Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Nova Fusion Torch x4 || [[Helion Nova Torch]] || 2652000 || 70 || 9210 || 0.96 || Inertial Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Nova Fusion Torch x5 || [[Helion Nova Torch]] || 3315000 || 70 || 9210 || 0.96 || Inertial Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Nova Fusion Torch x6 || [[Helion Nova Torch]] || 3978000 || 70 || 9210 || 0.96 || Inertial Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Plasmajet Fusion Lantern x1 || [[Helion Plasmajet Lantern]] || 1095000 || 50 || 548 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>8 {{icon|water}}<br>1 {{icon|metals}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Plasmajet Fusion Lantern x2 || [[Helion Plasmajet Lantern]] || 2190000 || 50 || 548 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>8 {{icon|water}}<br>1 {{icon|metals}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Plasmajet Fusion Lantern x3 || [[Helion Plasmajet Lantern]] || 3285000 || 50 || 548 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>8 {{icon|water}}<br>1 {{icon|metals}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Plasmajet Fusion Lantern x4 || [[Helion Plasmajet Lantern]] || 4380000 || 50 || 548 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>8 {{icon|water}}<br>1 {{icon|metals}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Plasmajet Fusion Lantern x5 || [[Helion Plasmajet Lantern]] || 5475000 || 50 || 548 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>8 {{icon|water}}<br>1 {{icon|metals}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Plasmajet Fusion Lantern x6 || [[Helion Plasmajet Lantern]] || 6570000 || 50 || 548 || 0.95 || Hybrid Confinement Fusion || Hydrogen<br>8 {{icon|water}}<br>1 {{icon|metals}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Reflex Drive x1 || [[Helion Reflex Drive]] || 97524 || 80 || 741 || 0.85 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Reflex Drive x2 || [[Helion Reflex Drive]] || 195048 || 80 || 741 || 0.85 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Reflex Drive x3 || [[Helion Reflex Drive]] || 292572 || 80 || 741 || 0.85 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Reflex Drive x4 || [[Helion Reflex Drive]] || 390096 || 80 || 741 || 0.85 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Reflex Drive x5 || [[Helion Reflex Drive]] || 487620 || 80 || 741 || 0.85 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Reflex Drive x6 || [[Helion Reflex Drive]] || 585144 || 80 || 741 || 0.85 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Torus Lantern x1 || [[Helion Torus Lantern]] || 556800 || 70 || 690 || 0.925 || Toroid Magnetic Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Torus Lantern x2 || [[Helion Torus Lantern]] || 1113600 || 70 || 690 || 0.925 || Toroid Magnetic Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Torus Lantern x3 || [[Helion Torus Lantern]] || 1670400 || 70 || 690 || 0.925 || Toroid Magnetic Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Torus Lantern x4 || [[Helion Torus Lantern]] || 2227200 || 70 || 690 || 0.925 || Toroid Magnetic Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Torus Lantern x5 || [[Helion Torus Lantern]] || 2784000 || 70 || 690 || 0.925 || Toroid Magnetic Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Helion Torus Lantern x6 || [[Helion Torus Lantern]] || 3340800 || 70 || 690 || 0.925 || Toroid Magnetic Confinement Fusion || Hydrogen<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Ion Drive x1 || [[Ion Drive]] || 3300 || 1 || 78.4 || 0.95 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Ion Drive x2 || [[Ion Drive]] || 6600 || 1 || 78.4 || 0.95 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Ion Drive x3 || [[Ion Drive]] || 9900 || 1 || 78.4 || 0.95 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Ion Drive x4 || [[Ion Drive]] || 13200 || 1 || 78.4 || 0.95 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Ion Drive x5 || [[Ion Drive]] || 16500 || 1 || 78.4 || 0.95 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Ion Drive x6 || [[Ion Drive]] || 19800 || 1 || 78.4 || 0.95 || Any General || NobleGases<br>9 {{icon|water}}<br>1 {{icon|metals}}<br> ||
|-
| Kiwi Drive x1 || [[Kiwi Drive]] || 33000 || 10 || 8.77 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Kiwi Drive x2 || [[Kiwi Drive]] || 66000 || 10 || 8.77 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Kiwi Drive x3 || [[Kiwi Drive]] || 99000 || 10 || 8.77 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Kiwi Drive x4 || [[Kiwi Drive]] || 132000 || 10 || 8.77 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Kiwi Drive x5 || [[Kiwi Drive]] || 165000 || 10 || 8.77 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Kiwi Drive x6 || [[Kiwi Drive]] || 198000 || 10 || 8.77 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lars Drive x1 || [[Lars Drive]] || 98000 || 15 || 19.62 || 0.85 || Liquid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lars Drive x2 || [[Lars Drive]] || 196000 || 15 || 19.62 || 0.85 || Liquid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lars Drive x3 || [[Lars Drive]] || 294000 || 15 || 19.62 || 0.85 || Liquid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lars Drive x4 || [[Lars Drive]] || 392000 || 15 || 19.62 || 0.85 || Liquid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lars Drive x5 || [[Lars Drive]] || 490000 || 15 || 19.62 || 0.85 || Liquid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lars Drive x6 || [[Lars Drive]] || 588000 || 15 || 19.62 || 0.85 || Liquid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lightbulb Drive x1 || [[Lightbulb Drive]] || 409000 || 15 || 18.3 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lightbulb Drive x2 || [[Lightbulb Drive]] || 818000 || 15 || 18.3 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lightbulb Drive x3 || [[Lightbulb Drive]] || 1227000 || 15 || 18.3 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lightbulb Drive x4 || [[Lightbulb Drive]] || 1636000 || 15 || 18.3 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lightbulb Drive x5 || [[Lightbulb Drive]] || 2045000 || 15 || 18.3 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lightbulb Drive x6 || [[Lightbulb Drive]] || 2454000 || 15 || 18.3 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lodestar Fission Lantern x1 || [[Lodestar Fission Lantern]] || 11000000 || 20 || 31.4 || 0.925 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lodestar Fission Lantern x2 || [[Lodestar Fission Lantern]] || 22000000 || 20 || 31.4 || 0.925 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lodestar Fission Lantern x3 || [[Lodestar Fission Lantern]] || 33000000 || 20 || 31.4 || 0.925 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lodestar Fission Lantern x4 || [[Lodestar Fission Lantern]] || 44000000 || 20 || 31.4 || 0.925 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lodestar Fission Lantern x5 || [[Lodestar Fission Lantern]] || 55000000 || 20 || 31.4 || 0.925 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lodestar Fission Lantern x6 || [[Lodestar Fission Lantern]] || 66000000 || 20 || 31.4 || 0.925 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Lorentz Drive x1 || [[Lorentz Drive]] || 20000 || 20 || 110 || 0.79 || Any General || NobleGases<br>7.5 {{icon|water}}<br>2.5 {{icon|metals}}<br> ||
|-
| Lorentz Drive x2 || [[Lorentz Drive]] || 40000 || 20 || 110 || 0.79 || Any General || NobleGases<br>7.5 {{icon|water}}<br>2.5 {{icon|metals}}<br> ||
|-
| Lorentz Drive x3 || [[Lorentz Drive]] || 60000 || 20 || 110 || 0.79 || Any General || NobleGases<br>7.5 {{icon|water}}<br>2.5 {{icon|metals}}<br> ||
|-
| Lorentz Drive x4 || [[Lorentz Drive]] || 80000 || 20 || 110 || 0.79 || Any General || NobleGases<br>7.5 {{icon|water}}<br>2.5 {{icon|metals}}<br> ||
|-
| Lorentz Drive x5 || [[Lorentz Drive]] || 100000 || 20 || 110 || 0.79 || Any General || NobleGases<br>7.5 {{icon|water}}<br>2.5 {{icon|metals}}<br> ||
|-
| Lorentz Drive x6 || [[Lorentz Drive]] || 120000 || 20 || 110 || 0.79 || Any General || NobleGases<br>7.5 {{icon|water}}<br>2.5 {{icon|metals}}<br> ||
|-
| Mass Driver x1 || [[Mass Driver]] || 10400 || 10 || 9.81 || 0.65 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Mass Driver x2 || [[Mass Driver]] || 20800 || 10 || 9.81 || 0.65 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Mass Driver x3 || [[Mass Driver]] || 31200 || 10 || 9.81 || 0.65 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Mass Driver x4 || [[Mass Driver]] || 41600 || 10 || 9.81 || 0.65 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Mass Driver x5 || [[Mass Driver]] || 52000 || 10 || 9.81 || 0.65 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Mass Driver x6 || [[Mass Driver]] || 62400 || 10 || 9.81 || 0.65 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Meteor Liquid Rocket x1 || [[Liquid-Fuel Space Rockets]] || 15481000 || 1 || 2.98 || 1 || Any General || Reaction Products<br>6 {{icon|water}}<br>4 {{icon|volatiles}}<br> ||
|-
| Meteor Liquid Rocket x2 || [[Liquid-Fuel Space Rockets]] || 30962000 || 1 || 2.98 || 1 || Any General || Reaction Products<br>6 {{icon|water}}<br>4 {{icon|volatiles}}<br> ||
|-
| Meteor Liquid Rocket x3 || [[Liquid-Fuel Space Rockets]] || 46443000 || 1 || 2.98 || 1 || Any General || Reaction Products<br>6 {{icon|water}}<br>4 {{icon|volatiles}}<br> ||
|-
| Meteor Liquid Rocket x4 || [[Liquid-Fuel Space Rockets]] || 61924000 || 1 || 2.98 || 1 || Any General || Reaction Products<br>6 {{icon|water}}<br>4 {{icon|volatiles}}<br> ||
|-
| Meteor Liquid Rocket x5 || [[Liquid-Fuel Space Rockets]] || 77405000 || 1 || 2.98 || 1 || Any General || Reaction Products<br>6 {{icon|water}}<br>4 {{icon|volatiles}}<br> ||
|-
| Meteor Liquid Rocket x6 || [[Liquid-Fuel Space Rockets]] || 92886000 || 1 || 2.98 || 1 || Any General || Reaction Products<br>6 {{icon|water}}<br>4 {{icon|volatiles}}<br> ||
|-
| Minimag Orion || [[Minimag Orion Drive]] || 642000 || 40 || 93.16 || 1 || Any General || Reaction Products<br>6.25 {{icon|metals}}<br>3.5 {{icon|nobles}}<br>0.25 {{icon|fissiles}}<br> ||
|-
| Nerva Drive x1 || [[Nerva Drive]] || 49000 || 9 || 8.09 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Nerva Drive x2 || [[Nerva Drive]] || 98000 || 9 || 8.09 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Nerva Drive x3 || [[Nerva Drive]] || 147000 || 9 || 8.09 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Nerva Drive x4 || [[Nerva Drive]] || 196000 || 9 || 8.09 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Nerva Drive x5 || [[Nerva Drive]] || 245000 || 9 || 8.09 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Nerva Drive x6 || [[Nerva Drive]] || 294000 || 9 || 8.09 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Poseidon Lantern x1 || [[Poseidon Lantern]] || 12900000 || 2 || 66 || 0.8 || Any General || Water<br>6.5 {{icon|water}}<br>1.5 {{icon|volatiles}}<br>2 {{icon|fissiles}}<br> ||
|-
| Poseidon Lantern x2 || [[Poseidon Lantern]] || 25800000 || 2 || 66 || 0.8 || Any General || Water<br>6.5 {{icon|water}}<br>1.5 {{icon|volatiles}}<br>2 {{icon|fissiles}}<br> ||
|-
| Poseidon Lantern x3 || [[Poseidon Lantern]] || 38700000 || 2 || 66 || 0.8 || Any General || Water<br>6.5 {{icon|water}}<br>1.5 {{icon|volatiles}}<br>2 {{icon|fissiles}}<br> ||
|-
| Poseidon Lantern x4 || [[Poseidon Lantern]] || 51600000 || 2 || 66 || 0.8 || Any General || Water<br>6.5 {{icon|water}}<br>1.5 {{icon|volatiles}}<br>2 {{icon|fissiles}}<br> ||
|-
| Poseidon Lantern x5 || [[Poseidon Lantern]] || 64500000 || 2 || 66 || 0.8 || Any General || Water<br>6.5 {{icon|water}}<br>1.5 {{icon|volatiles}}<br>2 {{icon|fissiles}}<br> ||
|-
| Poseidon Lantern x6 || [[Poseidon Lantern]] || 77400000 || 2 || 66 || 0.8 || Any General || Water<br>6.5 {{icon|water}}<br>1.5 {{icon|volatiles}}<br>2 {{icon|fissiles}}<br> ||
|-
| Poseidon Torch x1 || [[Poseidon Torch]] || 13000000 || 2 || 1700 || 0.8 || Any General || Water<br>2.5 {{icon|water}}<br>1.5 {{icon|volatiles}}<br>6 {{icon|fissiles}}<br> ||
|-
| Poseidon Torch x2 || [[Poseidon Torch]] || 26000000 || 2 || 1700 || 0.8 || Any General || Water<br>2.5 {{icon|water}}<br>1.5 {{icon|volatiles}}<br>6 {{icon|fissiles}}<br> ||
|-
| Poseidon Torch x3 || [[Poseidon Torch]] || 39000000 || 2 || 1700 || 0.8 || Any General || Water<br>2.5 {{icon|water}}<br>1.5 {{icon|volatiles}}<br>6 {{icon|fissiles}}<br> ||
|-
| Poseidon Torch x4 || [[Poseidon Torch]] || 52000000 || 2 || 1700 || 0.8 || Any General || Water<br>2.5 {{icon|water}}<br>1.5 {{icon|volatiles}}<br>6 {{icon|fissiles}}<br> ||
|-
| Poseidon Torch x5 || [[Poseidon Torch]] || 65000000 || 2 || 1700 || 0.8 || Any General || Water<br>2.5 {{icon|water}}<br>1.5 {{icon|volatiles}}<br>6 {{icon|fissiles}}<br> ||
|-
| Poseidon Torch x6 || [[Poseidon Torch]] || 78000000 || 2 || 1700 || 0.8 || Any General || Water<br>2.5 {{icon|water}}<br>1.5 {{icon|volatiles}}<br>6 {{icon|fissiles}}<br> ||
|-
| Neutronium Microfission Drive || [[Neutronium Microfission Drive]] || 180000 || 80 || 156.96 || 0.99 || Any General || Reaction Products<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Neutron Liquid Rocket x1 || [[Liquid-Fuel Space Rockets]] || 20376000 || 1 || 3.1 || 1 || Any General || Reaction Products<br>10 {{icon|volatiles}}<br> ||
|-
| Neutron Liquid Rocket x2 || [[Liquid-Fuel Space Rockets]] || 40752000 || 1 || 3.1 || 1 || Any General || Reaction Products<br>10 {{icon|volatiles}}<br> ||
|-
| Neutron Liquid Rocket x3 || [[Liquid-Fuel Space Rockets]] || 61128000 || 1 || 3.1 || 1 || Any General || Reaction Products<br>10 {{icon|volatiles}}<br> ||
|-
| Neutron Liquid Rocket x4 || [[Liquid-Fuel Space Rockets]] || 81504000 || 1 || 3.1 || 1 || Any General || Reaction Products<br>10 {{icon|volatiles}}<br> ||
|-
| Neutron Liquid Rocket x5 || [[Liquid-Fuel Space Rockets]] || 101880000 || 1 || 3.1 || 1 || Any General || Reaction Products<br>10 {{icon|volatiles}}<br> ||
|-
| Neutron Liquid Rocket x6 || [[Liquid-Fuel Space Rockets]] || 122256000 || 1 || 3.1 || 1 || Any General || Reaction Products<br>10 {{icon|volatiles}}<br> ||
|-
| Nova Liquid Rocket x1 || [[Interplanetary Chemical Rockets]] || 7850000 || 1 || 5.6 || 1 || Any General || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Nova Liquid Rocket x2 || [[Interplanetary Chemical Rockets]] || 15700000 || 1 || 5.6 || 1 || Any General || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Nova Liquid Rocket x3 || [[Interplanetary Chemical Rockets]] || 23550000 || 1 || 5.6 || 1 || Any General || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Nova Liquid Rocket x4 || [[Interplanetary Chemical Rockets]] || 31400000 || 1 || 5.6 || 1 || Any General || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Nova Liquid Rocket x5 || [[Interplanetary Chemical Rockets]] || 39250000 || 1 || 5.6 || 1 || Any General || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Nova Liquid Rocket x6 || [[Interplanetary Chemical Rockets]] || 47100000 || 1 || 5.6 || 1 || Any General || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Orion Drive || [[Orion Drive]] || 16000000 || 5 || 42.1 || 1 || Any General || Reaction Products<br>6.5 {{icon|metals}}<br>3 {{icon|nobles}}<br>0.5 {{icon|fissiles}}<br> ||
|-
| Pebble Drive x1 || [[Pebble Drive]] || 172700 || 15 || 9.81 || 0.94 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pebble Drive x2 || [[Pebble Drive]] || 345400 || 15 || 9.81 || 0.94 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pebble Drive x3 || [[Pebble Drive]] || 518100 || 15 || 9.81 || 0.94 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pebble Drive x4 || [[Pebble Drive]] || 690800 || 15 || 9.81 || 0.94 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pebble Drive x5 || [[Pebble Drive]] || 863500 || 15 || 9.81 || 0.94 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pebble Drive x6 || [[Pebble Drive]] || 1036200 || 15 || 9.81 || 0.94 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pegasus Drive x1 || [[Pegasus Drive]] || 7000000 || 14 || 16 || 0.85 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Pegasus Drive x2 || [[Pegasus Drive]] || 14000000 || 14 || 16 || 0.85 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Pegasus Drive x3 || [[Pegasus Drive]] || 21000000 || 14 || 16 || 0.85 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Pegasus Drive x4 || [[Pegasus Drive]] || 28000000 || 14 || 16 || 0.85 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Pegasus Drive x5 || [[Pegasus Drive]] || 35000000 || 14 || 16 || 0.85 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Pegasus Drive x6 || [[Pegasus Drive]] || 42000000 || 14 || 16 || 0.85 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Pharos Drive x1 || [[Pharos Drive]] || 445000 || 16 || 20.4 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pharos Drive x2 || [[Pharos Drive]] || 890000 || 16 || 20.4 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pharos Drive x3 || [[Pharos Drive]] || 1335000 || 16 || 20.4 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pharos Drive x4 || [[Pharos Drive]] || 1780000 || 16 || 20.4 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pharos Drive x5 || [[Pharos Drive]] || 2225000 || 16 || 20.4 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pharos Drive x6 || [[Pharos Drive]] || 2670000 || 16 || 20.4 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pion Torch x1 || [[Pion Torch]] || 10000000 || 60 || 14720 || 0.998 || Antimatter Beam Core || Reaction Products<br>5 {{icon|water}}<br>5 {{icon|antimatter}}<br> ||
|-
| Pion Torch x2 || [[Pion Torch]] || 20000000 || 60 || 14720 || 0.998 || Antimatter Beam Core || Reaction Products<br>5 {{icon|water}}<br>5 {{icon|antimatter}}<br> ||
|-
| Pion Torch x3 || [[Pion Torch]] || 30000000 || 60 || 14720 || 0.998 || Antimatter Beam Core || Reaction Products<br>5 {{icon|water}}<br>5 {{icon|antimatter}}<br> ||
|-
| Pion Torch x4 || [[Pion Torch]] || 40000000 || 60 || 14720 || 0.998 || Antimatter Beam Core || Reaction Products<br>5 {{icon|water}}<br>5 {{icon|antimatter}}<br> ||
|-
| Pion Torch x5 || [[Pion Torch]] || 50000000 || 60 || 14720 || 0.998 || Antimatter Beam Core || Reaction Products<br>5 {{icon|water}}<br>5 {{icon|antimatter}}<br> ||
|-
| Pion Torch x6 || [[Pion Torch]] || 60000000 || 60 || 14720 || 0.998 || Antimatter Beam Core || Reaction Products<br>5 {{icon|water}}<br>5 {{icon|antimatter}}<br> ||
|-
| Plasma Wave Drive x1 || [[Plasma Wave Drive]] || 1200 || 10 || 78.4 || 0.81 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Plasma Wave Drive x2 || [[Plasma Wave Drive]] || 2400 || 10 || 78.4 || 0.81 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Plasma Wave Drive x3 || [[Plasma Wave Drive]] || 3600 || 10 || 78.4 || 0.81 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Plasma Wave Drive x4 || [[Plasma Wave Drive]] || 4800 || 10 || 78.4 || 0.81 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Plasma Wave Drive x5 || [[Plasma Wave Drive]] || 6000 || 10 || 78.4 || 0.81 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Plasma Wave Drive x6 || [[Plasma Wave Drive]] || 7200 || 10 || 78.4 || 0.81 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Advanced VASIMR x1 || [[Advanced VASIMR Drive]] || 2250 || 80 || 147 || 0.72 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced VASIMR x2 || [[Advanced VASIMR Drive]] || 4500 || 80 || 147 || 0.72 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced VASIMR x3 || [[Advanced VASIMR Drive]] || 6750 || 80 || 147 || 0.72 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced VASIMR x4 || [[Advanced VASIMR Drive]] || 9000 || 80 || 147 || 0.72 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced VASIMR x5 || [[Advanced VASIMR Drive]] || 11250 || 80 || 147 || 0.72 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Advanced VASIMR x6 || [[Advanced VASIMR Drive]] || 13500 || 80 || 147 || 0.72 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Protium Converter Torch x1 || [[Protium Converter Torch]] || 9760000 || 60 || 10256 || 0.98 || Inertial Confinement Fusion || Reaction Products<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Protium Converter Torch x2 || [[Protium Converter Torch]] || 19520000 || 60 || 10256 || 0.98 || Inertial Confinement Fusion || Reaction Products<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Protium Converter Torch x3 || [[Protium Converter Torch]] || 29280000 || 60 || 10256 || 0.98 || Inertial Confinement Fusion || Reaction Products<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Protium Converter Torch x4 || [[Protium Converter Torch]] || 39040000 || 60 || 10256 || 0.98 || Inertial Confinement Fusion || Reaction Products<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Protium Converter Torch x5 || [[Protium Converter Torch]] || 48800000 || 60 || 10256 || 0.98 || Inertial Confinement Fusion || Reaction Products<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Protium Converter Torch x6 || [[Protium Converter Torch]] || 58560000 || 60 || 10256 || 0.98 || Inertial Confinement Fusion || Reaction Products<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Protium Fusor Drive x1 || [[Protium Fusor Drive]] || 55173 || 50 || 1818 || 0.99 || Electrostatic Confinement Fusion || Reaction Products<br>7.6 {{icon|water}}<br>2.4 {{icon|metals}}<br> ||
|-
| Protium Fusor Drive x2 || [[Protium Fusor Drive]] || 110346 || 50 || 1818 || 0.99 || Electrostatic Confinement Fusion || Reaction Products<br>7.6 {{icon|water}}<br>2.4 {{icon|metals}}<br> ||
|-
| Protium Fusor Drive x3 || [[Protium Fusor Drive]] || 165519 || 50 || 1818 || 0.99 || Electrostatic Confinement Fusion || Reaction Products<br>7.6 {{icon|water}}<br>2.4 {{icon|metals}}<br> ||
|-
| Protium Fusor Drive x4 || [[Protium Fusor Drive]] || 220692 || 50 || 1818 || 0.99 || Electrostatic Confinement Fusion || Reaction Products<br>7.6 {{icon|water}}<br>2.4 {{icon|metals}}<br> ||
|-
| Protium Fusor Drive x5 || [[Protium Fusor Drive]] || 275865 || 50 || 1818 || 0.99 || Electrostatic Confinement Fusion || Reaction Products<br>7.6 {{icon|water}}<br>2.4 {{icon|metals}}<br> ||
|-
| Protium Fusor Drive x6 || [[Protium Fusor Drive]] || 331038 || 50 || 1818 || 0.99 || Electrostatic Confinement Fusion || Reaction Products<br>7.6 {{icon|water}}<br>2.4 {{icon|metals}}<br> ||
|-
| Protium Nova Torch x1 || [[Protium Nova Torch]] || 6600000 || 60 || 1000 || 0.97 || Inertial Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Protium Nova Torch x2 || [[Protium Nova Torch]] || 13200000 || 60 || 1000 || 0.97 || Inertial Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Protium Nova Torch x3 || [[Protium Nova Torch]] || 19800000 || 60 || 1000 || 0.97 || Inertial Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Protium Nova Torch x4 || [[Protium Nova Torch]] || 26400000 || 60 || 1000 || 0.97 || Inertial Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Protium Nova Torch x5 || [[Protium Nova Torch]] || 33000000 || 60 || 1000 || 0.97 || Inertial Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Protium Nova Torch x6 || [[Protium Nova Torch]] || 39600000 || 60 || 1000 || 0.97 || Inertial Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|nobles}}<br> ||
|-
| Protium Torus Fusion Lantern x1 || [[Protium Torus Lantern]] || 1680000 || 90 || 952 || 0.95 || Toroid Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Protium Torus Fusion Lantern x2 || [[Protium Torus Lantern]] || 3360000 || 90 || 952 || 0.95 || Toroid Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Protium Torus Fusion Lantern x3 || [[Protium Torus Lantern]] || 5040000 || 90 || 952 || 0.95 || Toroid Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Protium Torus Fusion Lantern x4 || [[Protium Torus Lantern]] || 6720000 || 90 || 952 || 0.95 || Toroid Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Protium Torus Fusion Lantern x5 || [[Protium Torus Lantern]] || 8400000 || 90 || 952 || 0.95 || Toroid Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Protium Torus Fusion Lantern x6 || [[Protium Torus Lantern]] || 10080000 || 90 || 952 || 0.95 || Toroid Magnetic Confinement Fusion || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pulsar Drive x1 || [[Pulsar Drive]] || 100000 || 5 || 16 || 0.85 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pulsar Drive x2 || [[Pulsar Drive]] || 200000 || 5 || 16 || 0.85 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pulsar Drive x3 || [[Pulsar Drive]] || 300000 || 5 || 16 || 0.85 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pulsar Drive x4 || [[Pulsar Drive]] || 400000 || 5 || 16 || 0.85 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pulsar Drive x5 || [[Pulsar Drive]] || 500000 || 5 || 16 || 0.85 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pulsar Drive x6 || [[Pulsar Drive]] || 600000 || 5 || 16 || 0.85 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Pulsed Plasmoid Drive x1 || [[Pulsed Plasmoid Drive]] || 2200 || 1 || 425 || 0.72 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Pulsed Plasmoid Drive x2 || [[Pulsed Plasmoid Drive]] || 4400 || 1 || 425 || 0.72 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Pulsed Plasmoid Drive x3 || [[Pulsed Plasmoid Drive]] || 6600 || 1 || 425 || 0.72 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Pulsed Plasmoid Drive x4 || [[Pulsed Plasmoid Drive]] || 8800 || 1 || 425 || 0.72 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Pulsed Plasmoid Drive x5 || [[Pulsed Plasmoid Drive]] || 11000 || 1 || 425 || 0.72 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Pulsed Plasmoid Drive x6 || [[Pulsed Plasmoid Drive]] || 13200 || 1 || 425 || 0.72 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Quartz Drive x1 || [[Quartz Drive]] || 117700 || 12 || 10.8 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Quartz Drive x2 || [[Quartz Drive]] || 235400 || 12 || 10.8 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Quartz Drive x3 || [[Quartz Drive]] || 353100 || 12 || 10.8 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Quartz Drive x4 || [[Quartz Drive]] || 470800 || 12 || 10.8 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Quartz Drive x5 || [[Quartz Drive]] || 588500 || 12 || 10.8 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Quartz Drive x6 || [[Quartz Drive]] || 706200 || 12 || 10.8 || 0.85 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Rover Drive x1 || [[Rover Drive]] || 245000 || 10 || 8.18 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Rover Drive x2 || [[Rover Drive]] || 490000 || 10 || 8.18 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Rover Drive x3 || [[Rover Drive]] || 735000 || 10 || 8.18 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Rover Drive x4 || [[Rover Drive]] || 980000 || 10 || 8.18 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Rover Drive x5 || [[Rover Drive]] || 1225000 || 10 || 8.18 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Rover Drive x6 || [[Rover Drive]] || 1470000 || 10 || 8.18 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Snare Drive x1 || [[Snare Drive]] || 73000 || 10 || 8.83 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Snare Drive x2 || [[Snare Drive]] || 146000 || 10 || 8.83 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Snare Drive x3 || [[Snare Drive]] || 219000 || 10 || 8.83 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Snare Drive x4 || [[Snare Drive]] || 292000 || 10 || 8.83 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Snare Drive x5 || [[Snare Drive]] || 365000 || 10 || 8.83 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Snare Drive x6 || [[Snare Drive]] || 438000 || 10 || 8.83 || 0.7 || Solid Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Superconducting Mass Driver x1 || [[Superconducting Mass Driver]] || 20000 || 20 || 30 || 0.85 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Superconducting Mass Driver x2 || [[Superconducting Mass Driver]] || 40000 || 20 || 30 || 0.85 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Superconducting Mass Driver x3 || [[Superconducting Mass Driver]] || 60000 || 20 || 30 || 0.85 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Superconducting Mass Driver x4 || [[Superconducting Mass Driver]] || 80000 || 20 || 30 || 0.85 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Superconducting Mass Driver x5 || [[Superconducting Mass Driver]] || 100000 || 20 || 30 || 0.85 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Superconducting Mass Driver x6 || [[Superconducting Mass Driver]] || 120000 || 20 || 30 || 0.85 || Any General || Anything<br>10 {{icon|metals}}<br> ||
|-
| Super Kronos Liquid Rocket x1 || [[Advanced Chemical Rockets]] || 2500000 || 1 || 21.6 || 1 || Any General || Reaction Products<br>9.98 {{icon|volatiles}}<br>0.02 {{icon|fissiles}}<br> ||
|-
| Super Kronos Liquid Rocket x2 || [[Advanced Chemical Rockets]] || 5000000 || 1 || 21.6 || 1 || Any General || Reaction Products<br>9.98 {{icon|volatiles}}<br>0.02 {{icon|fissiles}}<br> ||
|-
| Super Kronos Liquid Rocket x3 || [[Advanced Chemical Rockets]] || 7500000 || 1 || 21.6 || 1 || Any General || Reaction Products<br>9.98 {{icon|volatiles}}<br>0.02 {{icon|fissiles}}<br> ||
|-
| Super Kronos Liquid Rocket x4 || [[Advanced Chemical Rockets]] || 10000000 || 1 || 21.6 || 1 || Any General || Reaction Products<br>9.98 {{icon|volatiles}}<br>0.02 {{icon|fissiles}}<br> ||
|-
| Super Kronos Liquid Rocket x5 || [[Advanced Chemical Rockets]] || 12500000 || 1 || 21.6 || 1 || Any General || Reaction Products<br>9.98 {{icon|volatiles}}<br>0.02 {{icon|fissiles}}<br> ||
|-
| Super Kronos Liquid Rocket x6 || [[Advanced Chemical Rockets]] || 15000000 || 1 || 21.6 || 1 || Any General || Reaction Products<br>9.98 {{icon|volatiles}}<br>0.02 {{icon|fissiles}}<br> ||
|-
| Teardrop Drive x1 || [[Teardrop Drive]] || 333000 || 15 || 19.62 || 0.75 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Teardrop Drive x2 || [[Teardrop Drive]] || 666000 || 15 || 19.62 || 0.75 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Teardrop Drive x3 || [[Teardrop Drive]] || 999000 || 15 || 19.62 || 0.75 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Teardrop Drive x4 || [[Teardrop Drive]] || 1332000 || 15 || 19.62 || 0.75 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Teardrop Drive x5 || [[Teardrop Drive]] || 1665000 || 15 || 19.62 || 0.75 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Teardrop Drive x6 || [[Teardrop Drive]] || 1998000 || 15 || 19.62 || 0.75 || Liquid Core Fission || Hydrogen<br>9.95 {{icon|water}}<br>0.05 {{icon|fissiles}}<br> ||
|-
| Triton Fusor Drive x1 || [[Triton Fusor Drive]] || 38500 || 30 || 364 || 0.93 || Electrostatic Confinement Fusion || Reaction Products<br>7.5 {{icon|water}}<br>2.4 {{icon|metals}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Fusor Drive x2 || [[Triton Fusor Drive]] || 77000 || 30 || 364 || 0.93 || Electrostatic Confinement Fusion || Reaction Products<br>7.5 {{icon|water}}<br>2.4 {{icon|metals}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Fusor Drive x3 || [[Triton Fusor Drive]] || 115500 || 30 || 364 || 0.93 || Electrostatic Confinement Fusion || Reaction Products<br>7.5 {{icon|water}}<br>2.4 {{icon|metals}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Fusor Drive x4 || [[Triton Fusor Drive]] || 154000 || 30 || 364 || 0.93 || Electrostatic Confinement Fusion || Reaction Products<br>7.5 {{icon|water}}<br>2.4 {{icon|metals}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Fusor Drive x5 || [[Triton Fusor Drive]] || 192500 || 30 || 364 || 0.93 || Electrostatic Confinement Fusion || Reaction Products<br>7.5 {{icon|water}}<br>2.4 {{icon|metals}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Fusor Drive x6 || [[Triton Fusor Drive]] || 231000 || 30 || 364 || 0.93 || Electrostatic Confinement Fusion || Reaction Products<br>7.5 {{icon|water}}<br>2.4 {{icon|metals}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Nova Drive x1 || [[Triton Nova Drive]] || 355200 || 30 || 270 || 0.8 || Inertial Confinement Fusion || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Nova Drive x2 || [[Triton Nova Drive]] || 710400 || 30 || 270 || 0.8 || Inertial Confinement Fusion || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Nova Drive x3 || [[Triton Nova Drive]] || 1065600 || 30 || 270 || 0.8 || Inertial Confinement Fusion || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Nova Drive x4 || [[Triton Nova Drive]] || 1420800 || 30 || 270 || 0.8 || Inertial Confinement Fusion || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Nova Drive x5 || [[Triton Nova Drive]] || 1776000 || 30 || 270 || 0.8 || Inertial Confinement Fusion || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Nova Drive x6 || [[Triton Nova Drive]] || 2131200 || 30 || 270 || 0.8 || Inertial Confinement Fusion || Hydrogen<br>9.8 {{icon|water}}<br>0.1 {{icon|nobles}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Polywell Drive x1 || [[Triton Polywell Drive]] || 174000 || 25 || 276 || 0.85 || Hybrid Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>1 {{icon|metals}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Polywell Drive x2 || [[Triton Polywell Drive]] || 348000 || 25 || 276 || 0.85 || Hybrid Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>1 {{icon|metals}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Polywell Drive x3 || [[Triton Polywell Drive]] || 522000 || 25 || 276 || 0.85 || Hybrid Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>1 {{icon|metals}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Polywell Drive x4 || [[Triton Polywell Drive]] || 696000 || 25 || 276 || 0.85 || Hybrid Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>1 {{icon|metals}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Polywell Drive x5 || [[Triton Polywell Drive]] || 870000 || 25 || 276 || 0.85 || Hybrid Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>1 {{icon|metals}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Polywell Drive x6 || [[Triton Polywell Drive]] || 1044000 || 25 || 276 || 0.85 || Hybrid Confinement Fusion || Hydrogen<br>8.9 {{icon|water}}<br>1 {{icon|metals}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Reflex Drive x1 || [[Triton Reflex Drive]] || 75600 || 40 || 317 || 0.65 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Reflex Drive x2 || [[Triton Reflex Drive]] || 151200 || 40 || 317 || 0.65 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Reflex Drive x3 || [[Triton Reflex Drive]] || 226800 || 40 || 317 || 0.65 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Reflex Drive x4 || [[Triton Reflex Drive]] || 302400 || 40 || 317 || 0.65 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Reflex Drive x5 || [[Triton Reflex Drive]] || 378000 || 40 || 317 || 0.65 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Reflex Drive x6 || [[Triton Reflex Drive]] || 453600 || 40 || 317 || 0.65 || Mirrored Magnetic Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Torus Drive x1 || [[Triton Torus Drive]] || 117000 || 40 || 308 || 0.85 || Toroid Magnetic Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Torus Drive x2 || [[Triton Torus Drive]] || 234000 || 40 || 308 || 0.85 || Toroid Magnetic Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Torus Drive x3 || [[Triton Torus Drive]] || 351000 || 40 || 308 || 0.85 || Toroid Magnetic Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Torus Drive x4 || [[Triton Torus Drive]] || 468000 || 40 || 308 || 0.85 || Toroid Magnetic Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Torus Drive x5 || [[Triton Torus Drive]] || 585000 || 40 || 308 || 0.85 || Toroid Magnetic Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Triton Torus Drive x6 || [[Triton Torus Drive]] || 702000 || 40 || 308 || 0.85 || Toroid Magnetic Confinement Fusion || Hydrogen<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Tungsten Resistojet x1 || [[Tungsten Resistojet]] || 9900 || 10 || 9.8 || 0.81 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Tungsten Resistojet x2 || [[Tungsten Resistojet]] || 19800 || 10 || 9.8 || 0.81 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Tungsten Resistojet x3 || [[Tungsten Resistojet]] || 29700 || 10 || 9.8 || 0.81 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Tungsten Resistojet x4 || [[Tungsten Resistojet]] || 39600 || 10 || 9.8 || 0.81 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Tungsten Resistojet x5 || [[Tungsten Resistojet]] || 49500 || 10 || 9.8 || 0.81 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Tungsten Resistojet x6 || [[Tungsten Resistojet]] || 59400 || 10 || 9.8 || 0.81 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| VASIMR x1 || [[VASIMR]] || 1000 || 60 || 147 || 0.6 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| VASIMR x2 || [[VASIMR]] || 2000 || 60 || 147 || 0.6 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| VASIMR x3 || [[VASIMR]] || 3000 || 60 || 147 || 0.6 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| VASIMR x4 || [[VASIMR]] || 4000 || 60 || 147 || 0.6 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| VASIMR x5 || [[VASIMR]] || 5000 || 60 || 147 || 0.6 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| VASIMR x6 || [[VASIMR]] || 6000 || 60 || 147 || 0.6 || Any General || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Venture Liquid Rocket x1 || [[Cryogenic-Fuel Space Rockets]] || 9279600 || 1 || 4.44 || 1 || Any General || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Venture Liquid Rocket x2 || [[Cryogenic-Fuel Space Rockets]] || 18559200 || 1 || 4.44 || 1 || Any General || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Venture Liquid Rocket x3 || [[Cryogenic-Fuel Space Rockets]] || 27838800 || 1 || 4.44 || 1 || Any General || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Venture Liquid Rocket x4 || [[Cryogenic-Fuel Space Rockets]] || 37118400 || 1 || 4.44 || 1 || Any General || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Venture Liquid Rocket x5 || [[Cryogenic-Fuel Space Rockets]] || 46398000 || 1 || 4.44 || 1 || Any General || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Venture Liquid Rocket x6 || [[Cryogenic-Fuel Space Rockets]] || 55677600 || 1 || 4.44 || 1 || Any General || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Vortex Drive x1 || [[Vortex Drive]] || 330000 || 15 || 19.62 || 0.7 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Vortex Drive x2 || [[Vortex Drive]] || 660000 || 15 || 19.62 || 0.7 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Vortex Drive x3 || [[Vortex Drive]] || 990000 || 15 || 19.62 || 0.7 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Vortex Drive x4 || [[Vortex Drive]] || 1320000 || 15 || 19.62 || 0.7 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Vortex Drive x5 || [[Vortex Drive]] || 1650000 || 15 || 19.62 || 0.7 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Vortex Drive x6 || [[Vortex Drive]] || 1980000 || 15 || 19.62 || 0.7 || Gas Core Fission || Hydrogen<br>10 {{icon|water}}<br> ||
|-
| Z-pinch Microfission Drive || [[Z-Pinch Microfission Drive]] || 24000 || 40 || 156.96 || 0.98 || Any General || Reaction Products<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> ||
|-
| Zeta Borane Fusion Lantern x1 || [[Zeta Borane Lantern]] || 416000 || 60 || 3077 || 0.97 || Z Pinch Fusion || Reaction Products<br>8 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br> ||
|-
| Zeta Borane Fusion Lantern x2 || [[Zeta Borane Lantern]] || 832000 || 60 || 3077 || 0.97 || Z Pinch Fusion || Reaction Products<br>8 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br> ||
|-
| Zeta Borane Fusion Lantern x3 || [[Zeta Borane Lantern]] || 1248000 || 60 || 3077 || 0.97 || Z Pinch Fusion || Reaction Products<br>8 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br> ||
|-
| Zeta Borane Fusion Lantern x4 || [[Zeta Borane Lantern]] || 1664000 || 60 || 3077 || 0.97 || Z Pinch Fusion || Reaction Products<br>8 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br> ||
|-
| Zeta Borane Fusion Lantern x5 || [[Zeta Borane Lantern]] || 2080000 || 60 || 3077 || 0.97 || Z Pinch Fusion || Reaction Products<br>8 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br> ||
|-
| Zeta Borane Fusion Lantern x6 || [[Zeta Borane Lantern]] || 2496000 || 60 || 3077 || 0.97 || Z Pinch Fusion || Reaction Products<br>8 {{icon|water}}<br>1 {{icon|volatiles}}<br>1 {{icon|metals}}<br> ||
|-
| Zeta Deuteron Drive x1 || [[Zeta Deuteron Drive]] || 108000 || 50 || 1667 || 0.9 || Z Pinch Fusion || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Zeta Deuteron Drive x2 || [[Zeta Deuteron Drive]] || 216000 || 50 || 1667 || 0.9 || Z Pinch Fusion || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Zeta Deuteron Drive x3 || [[Zeta Deuteron Drive]] || 324000 || 50 || 1667 || 0.9 || Z Pinch Fusion || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Zeta Deuteron Drive x4 || [[Zeta Deuteron Drive]] || 432000 || 50 || 1667 || 0.9 || Z Pinch Fusion || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Zeta Deuteron Drive x5 || [[Zeta Deuteron Drive]] || 540000 || 50 || 1667 || 0.9 || Z Pinch Fusion || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Zeta Deuteron Drive x6 || [[Zeta Deuteron Drive]] || 648000 || 50 || 1667 || 0.9 || Z Pinch Fusion || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Zeta Deuteron Fusion Torch x1 || [[Zeta Deuteron Torch]] || 720000 || 60 || 3334 || 0.95 || Z Pinch Fusion || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Zeta Deuteron Fusion Torch x2 || [[Zeta Deuteron Torch]] || 1440000 || 60 || 3334 || 0.95 || Z Pinch Fusion || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Zeta Deuteron Fusion Torch x3 || [[Zeta Deuteron Torch]] || 2160000 || 60 || 3334 || 0.95 || Z Pinch Fusion || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Zeta Deuteron Fusion Torch x4 || [[Zeta Deuteron Torch]] || 2880000 || 60 || 3334 || 0.95 || Z Pinch Fusion || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Zeta Deuteron Fusion Torch x5 || [[Zeta Deuteron Torch]] || 3600000 || 60 || 3334 || 0.95 || Z Pinch Fusion || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Zeta Deuteron Fusion Torch x6 || [[Zeta Deuteron Torch]] || 4320000 || 60 || 3334 || 0.95 || Z Pinch Fusion || Reaction Products<br>10 {{icon|water}}<br> ||
|-
| Zeta Helion Fusion Lantern x1 || [[Zeta Helion Lantern]] || 600000 || 60 || 1335 || 0.96 || Z Pinch Fusion || Reaction Products<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Zeta Helion Fusion Lantern x2 || [[Zeta Helion Lantern]] || 1200000 || 60 || 1335 || 0.96 || Z Pinch Fusion || Reaction Products<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Zeta Helion Fusion Lantern x3 || [[Zeta Helion Lantern]] || 1800000 || 60 || 1335 || 0.96 || Z Pinch Fusion || Reaction Products<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Zeta Helion Fusion Lantern x4 || [[Zeta Helion Lantern]] || 2400000 || 60 || 1335 || 0.96 || Z Pinch Fusion || Reaction Products<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Zeta Helion Fusion Lantern x5 || [[Zeta Helion Lantern]] || 3000000 || 60 || 1335 || 0.96 || Z Pinch Fusion || Reaction Products<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Zeta Helion Fusion Lantern x6 || [[Zeta Helion Lantern]] || 3600000 || 60 || 1335 || 0.96 || Z Pinch Fusion || Reaction Products<br>9 {{icon|water}}<br>1 {{icon|fissiles}}<br> || TRUE
|-
| Zeta Triton Drive x1 || [[Zeta Triton Drive]] || 183600 || 30 || 392 || 0.85 || Z Pinch Fusion || Reaction Products<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Zeta Triton Drive x2 || [[Zeta Triton Drive]] || 367200 || 30 || 392 || 0.85 || Z Pinch Fusion || Reaction Products<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Zeta Triton Drive x3 || [[Zeta Triton Drive]] || 550800 || 30 || 392 || 0.85 || Z Pinch Fusion || Reaction Products<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Zeta Triton Drive x4 || [[Zeta Triton Drive]] || 734400 || 30 || 392 || 0.85 || Z Pinch Fusion || Reaction Products<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Zeta Triton Drive x5 || [[Zeta Triton Drive]] || 918000 || 30 || 392 || 0.85 || Z Pinch Fusion || Reaction Products<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|-
| Zeta Triton Drive x6 || [[Zeta Triton Drive]] || 1101600 || 30 || 392 || 0.85 || Z Pinch Fusion || Reaction Products<br>9.9 {{icon|water}}<br>0.1 {{icon|fissiles}}<br> ||
|}


==== Propellant ====
==== Propellant ====
Line 1,215: Line 332:


=== Power Plant ===
=== Power Plant ===
<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.
{| class="wikitable sortable mw-collapsible mw-collapsed"
! Power Plant !! Classification !! Efficiency !! Specific power (tons/GW) !! Maximum Output (GW)
|-
| Fuel Cell I || Fuel Cell || 70.0% || 2,800 || 0.2
|-
| Fuel Cell II || Fuel Cell || 70.0% || 450 || 0.8
|-
| Fuel Cell III || Fuel Cell || 72.0% || 120 || 1.5
|-
| Solid Core Fission Reactor I || Solid Core Fission || 75.0% || 40 || 2
|-
| Solid Core Fission Reactor II || Solid Core Fission || 77.5% || 34 || 6
|-
| Solid Core Fission Reactor III || Solid Core Fission || 80.0% || 28 || 20
|-
| Solid Core Fission Reactor IV || Solid Core Fission || 82.5% || 12 || 60
|-
| Solid Core Fission Reactor V || Solid Core Fission || 85.0% || 8 || 125
|-
| Compact Solid Core Fission Reactor I || Solid Core Fission || 77.5% || 6 || 1.5
|-
| Compact Solid Core Fission Reactor II || Solid Core Fission || 80.0% || 5 || 5
|-
| Compact Solid Core Fission Reactor III || Solid Core Fission || 82.5% || 4 || 12
|-
| Compact Solid Core Fission Reactor IV || Solid Core Fission || 85.0% || 3 || 20
|-
| Compact Solid Core Fission Reactor V || Solid Core Fission || 87.5% || 2 || 20
|-
| Molten Core Fission Reactor I || Molten Core Fission || 85.0% || 4 || 8
|-
| Molten Core Fission Reactor II || Molten Core Fission || 88.0% || 3.5 || 35
|-
| Molten Core Fission Reactor III || Molten Core Fission || 90.0% || 3 || 420
|-
| Molten Salt Fission Reactor I || Molten Salt Core Fission || 92.0% || 2 || 40
|-
| Molten Salt Fission Reactor II || Molten Salt Core Fission || 93.0% || 1.8 || 420
|-
| Vapor Core Fission Reactor I || Gas Core Fission || 90.0% || 4 || 6.5
|-
| Vapor Core Fission Reactor II || Gas Core Fission || 92.0% || 3 || 20
|-
| Vapor Core Fission Reactor III || Gas Core Fission || 92.0% || 3 || 60
|-
| Gas Core Fission Reactor I || Gas Core Fission || 90.0% || 10 || 8
|-
| Gas Core Fission Reactor II || Gas Core Fission || 91.0% || 7 || 33
|-
| Gas Core Fission Reactor III || Gas Core Fission || 95.0% || 3 || 150
|-
| Terawatt Gas Core Fission Reactor I || Gas Core Fission || 93.0% || 10 || 1700
|-
| Terawatt Gas Core Fission Reactor II || Gas Core Fission || 95.0% || 3.5 || 1700
|-
| Terawatt Gas Core Fission Reactor III || Gas Core Fission || 96.0% || 1 || 1700
|-
| Electrostatic Confinement Fusion Reactor I || Electrostatic Confinement Fusion || 95.0% || 1 || 46
|-
| Electrostatic Confinement Fusion Reactor II || Electrostatic Confinement Fusion || 95.0% || 0.5 || 74
|-
| Z-Pinch Fusion Reactor I || Z-Pinch Fusion || 95.0% || 10 || 260
|-
| Z-Pinch Fusion Reactor II || Z-Pinch Fusion || 95.0% || 5 || 610
|-
| Z-Pinch Fusion Reactor III || Z-Pinch Fusion || 96.0% || 1.5 || 2500
|-
| Z-Pinch Fusion Reactor IV || Z-Pinch Fusion || 97.0% || 0.4 || 4000
|-
| Hybrid Confinement Fusion Reactor I || Hybrid Confinement Fusion || 97.0% || 4 || 180
|-
| Hybrid Confinement Fusion Reactor II || Hybrid Confinement Fusion || 98.0% || 2 || 510
|-
| Hybrid Confinement Fusion Reactor III || Hybrid Confinement Fusion || 99.0% || 1 || 1900
|-
| Hybrid Confinement Fusion Reactor IV || Hybrid Confinement Fusion || 99.0% || 0.05 || 11400
|-
| Fusion Tokamak I || Toroid Magnetic Confinement Fusion || 92.0% || 12 || 128
|-
| Fusion Tokamak II || Toroid Magnetic Confinement Fusion || 94.0% || 8 || 401
|-
| Fusion Tokamak III || Toroid Magnetic Confinement Fusion || 95.0% || 6 || 624
|-
| Fusion Tokamak IV || Toroid Magnetic Confinement Fusion || 97.5% || 3 || 1300
|-
| Mirror Cell Fusion Reactor I || Mirrored Magnetic Confinement Fusion || 93.0% || 13.4 || 120
|-
| Mirror Cell Fusion Reactor II || Mirrored Magnetic Confinement Fusion || 95.0% || 6.5 || 215
|-
| Mirror Cell Fusion Reactor III || Mirrored Magnetic Confinement Fusion || 97.0% || 1.2 || 256
|-
| Inertial Confinement Fusion Reactor I || Inertial Confinement Fusion || 85.0% || 17.6 || 370
|-
| Inertial Confinement Fusion Reactor II || Inertial Confinement Fusion || 89.0% || 12 || 860
|-
| Inertial Confinement Fusion Reactor III || Inertial Confinement Fusion || 92.0% || 10 || 3200
|-
| Inertial Confinement Fusion Reactor IV || Inertial Confinement Fusion || 95.0% || 5 || 5500
|-
| Antimatter Plasma Core Reactor I || Plasma Core Antimatter || 99.8% || 0.45 || 1200
|-
| Antimatter Plasma Core Reactor II || Plasma Core Antimatter || 99.8% || 0.05 || 7300
|-
| Antimatter Beam Core Reactor || Beam Core Antimatter || 99.8% || 0.00002 || 3000000
|}


=== Radiator ===
=== Radiator ===
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>
 
When extended or extending, the ship's radiators vent the heat generated by various ship systems and modules.


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.
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 are highly vulnerable in combat. When a ship takes hit while the radiator is extended, the radiator has a chance to get hit directly and destroyed, regardless of the ship's armor configuration. You can retract the radiator to prevent this 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.
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.
{| class="wikitable sortable mw-collapsible mw-collapsed"
! rowspan=2| Radiator !! rowspan=2 | Crews !! rowspan=2 | Combat vulnerability when deployed<br>(chance to get hit directly) !! rowspan=2 | Mass (tons / GW) !! colspan=4 | Resources / GW (% of total cost)
|-
!  [[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 (100%) || 0 || 0
|-
| Titanium Array || 1 || High (20%) || 181.82 || 0 || 0 || 18.18 (100%) || 0
|-
| Molybdenum Pipe || 1 || Moderate (10%) || 222.22 || 0 || 11.11 (50%) || 11.11 (50%) || 0
|-
| Nanotube Filament || 1 || Moderate (5%) || 153.85 || 14.62 (95%) || 0.77 (5%) || 0 || 0
|-
| Ionic Dust || 3 || Very Low (1%) || 333.33 || 31.67 (95%) || 1.67 (5%) || 0 || 0
|-
| Cobalt Dust || 3 || Very Low (1%) || 200 || 0 || 1 (5%) || 19 (95%) || 0
|-
| Tin Droplet || 3 || Very Low (1%) || 125 || 1.25 (10%) || 11.25 (90%) || 0 || 0
|-
| Gallium Mist || 3 || Very Low (1%) || 100 || 1 (10%) || 5 (50%) || 4 (40%) || 0
|-
| Lithium Spray || 3 || Very Low (1%) || 76.92 || 0.77 (10%) || 4.62 (60%) || 2.31 (30%) || 0
|-
| Dusty Plasma || 2 || Low (2%) || 55.56 || 0.56 (10%) || 0.56 (10%) || 4.44 (80%) || 0
|-
| Exotic Spike || 2 || Low (2%) || 41.67 || 0.21 (5%) || 0.24 (5.8%) || 3.71 (89%) || 0.0083 (0.2%)
|}


=== Battery ===
=== Battery ===
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>
{| class="wikitable sortable mw-collapsible mw-collapsed"
 
! rowspan=2|Battery !! rowspan=2|Crews !!rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Time to full charge (minutes) !! rowspan=2|Recharge rate (GJ / minute) !! colspan=5|Resources
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.
|-
 
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics
=== Armor ===
|-
 
| Lithium-Ion || 0 || 30 || 15 || 50 || 0.3 || || 0.6 || 2.4 || ||
<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>
|-
 
| Lithium-Sulfur || 0 || 35 || 21 || 56 || 0.375 || || 1.365 || 2.1 || 0.035 ||
Damage that is applied to a spaceship can be divided into three categories:
|-
* Direct Damage focuses on damaging the ship's internal components.
| Molten Salt || 0 || 80 || 40 || 88.9 || 0.45 || || 1.6 || 5.6 || 0.8 ||
* Chip Damage focuses on damaging the armor volume.
|-
* Shred Damage focuses on damaging the armor value.
| Salt Water || 0 || 20 || 20 || 33.3 || 0.60 || 1.6 || 0.4 || || ||
 
|-
Most attacks apply their damage as a mix of direct and chip damage, with two notable exceptions:
| Graphene || 1 || 120 || 48 || 32 || 1.5 || || 9 || 2.4 || 0.6 ||
* [[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
* Tail Armor Thickness (m) = Plate Thickness (m) × Points of Tail Armor
* Side Armor Thickness (m) = Plate Thickness (m) × Points of Side Armor
* Nose Armor Volume (m³) = Nose Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2
* Tail Armor Volume (m³) = Tail Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2
* Side Armor Volume (m³) = 3.1415927 × Hull Length (m) × ((Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2 - (Hull Width (m) / 2) ^ 2)
 
These volumes are then multiplied by the following [[Game_Options#Customize_Campaign|game customization]] ship scaling modifiers:
 
{| class="wikitable" style="text-align:center;"
|+ Armor Volume Multipliers
|-
|-
| Quantum || 1 || 80 || 80 || 26.7 || 3 || || 4 || 2.4 || 1.6 ||
! !! Cinematic !! Realistic
|-
|-
| Superconducting Coil || 1 || 2 || 40 || 8.9 || 4.5 || || 0.1 || 0.06 || 0.04 ||
| Nose/Tail || 1 || 3
|-
|-
| Exotic Nanowire || 1 || 10 || 60 || 10 || 6.0 || || 0.4 || 0.25 || 0.3 || 0.05
| Side || 0.75 || 0.5
|}
|}


=== 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]].
 
==== Raw Code ====
 
{{SpoilerBox|Code}}
<pre>
// Token: 0x06004573 RID: 17779 RVA: 0x001C28BC File Offset: 0x001C0ABC
public float AbsorbAndApplyArmorDamage(TIShipWeaponTemplate attackingWeapon, ArmorFacing facing, float range_km, float damageAmount, float chippingAmount, DamageType damageType, float angle, TIFactionState attackingFaction, out float internalDamageAssessedHere, out float appliedRadiationDamage, int shreddingAmount = 0)
{
ModuleDataEntry partToDamage = this.GetPartToDamage(ShipSystem.Radiators, false);
internalDamageAssessedHere = 0f;
appliedRadiationDamage = 0f;
TISpaceFleetState fleet = this.fleet;
bool flag = fleet != null && fleet.bombarding;
if ((this.radiatorsExtended || this.radiatorsExtending || this.radiatorsRetracting) && (!flag || !this.canEverRetractRadiators) && !this.PartDestroyed(partToDamage) && attackingWeapon != null && UnityEngine.Random.value * 100f < (float)this.template.radiatorTemplate.vulnerability * ((this.radiatorsExtending || this.radiatorsRetracting) ? 0.5f : 1f))
{
float num = damageAmount + chippingAmount;
if ((attackingWeapon == null || attackingWeapon.isParticleWeapon) && ((attackingWeapon != null) ? attackingWeapon.ref_particleWeapon : null) != null)
{
num *= attackingWeapon.ref_particleWeapon.heatFraction;
damageAmount -= num;
}
else
{
damageAmount = num * attackingWeapon.chipping(range_km);
}
float num2;
this.ApplyDamageToPart(partToDamage, damageAmount, out num2);
internalDamageAssessedHere += num2;
this.spaceCombatValueDataDirty = true;
if (shreddingAmount == 0 && !attackingWeapon.isParticleWeapon && (facing == ArmorFacing.Nose || facing == ArmorFacing.Tail || UnityEngine.Random.value < 0.25f))
{
return num2;
}
}
if (facing == ArmorFacing.Tail && 180f - Mathf.Abs(angle) < 5f && UnityEngine.Random.value < 0.25f)
{
float num3;
this.ApplyDamageToPart(this.GetPartToDamage(ShipSystem.Drive, false), damageAmount, out num3);
internalDamageAssessedHere += num3;
}
if (shreddingAmount > 0)
{
float num4;
this.ApplyDamageToSystem(ShipSystem.Sensors, 0.5f, out num4);
internalDamageAssessedHere += num4;
}
else if (attackingWeapon != null && attackingWeapon.isBeamWeapon && UnityEngine.Random.value < this.GetSystemFunction(ShipSystem.Sensors) * 0.1f)
{
float num5;
this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num5);
internalDamageAssessedHere += num5;
}
else if (UnityEngine.Random.value < this.GetSystemFunction(ShipSystem.Sensors) * 0.01f)
{
float num6;
this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num6);
internalDamageAssessedHere += num6;
}
TIShipArmorTemplate armorTemplate = TISpaceShipState.ArmorData.GetArmorTemplate(this, facing);
int num7 = 0;
int num8 = 1;
bool flag2 = attackingWeapon != null && attackingWeapon.isMissileWeapon && attackingWeapon.ref_missileWeapon.warheadClass == WarheadClass.Fragmentation;
if (flag2)
{
num8 = Mathf.RoundToInt(attackingWeapon.ref_missileWeapon.warheadMass_kg / 5f);
}
bool flag3 = false;
float num9 = (float)num8;
float num10 = 0f;
for (int i = 0; i < num8; i++)
{
if (UnityEngine.Random.value < this.armor[facing].chippedPct)
{
num7++;
flag3 = true;
if (num8 == 1)
{
damageAmount += chippingAmount;
}
else
{
num10 += chippingAmount / (float)num8;
}
num9 -= 1f;
}
}
chippingAmount *= num9 / (float)num8;
if (chippingAmount > 0f)
{
float armorFacingVolume_m = TISpaceShipState.ArmorData.GetArmorFacingVolume_m3(this, facing);
if (armorFacingVolume_m > 0f && this.armor[facing].chippedPct < 1f && this.armor[facing].armorValue > 0)
{
chippingAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.ChippingResistance);
float chip = chippingAmount / armorFacingVolume_m;
chippingAmount = this.armor[facing].ChipArmor(chip);
if (this.armor[facing].chippedPct >= 1f)
{
flag3 = true;
num7 = (flag2 ? num8 : 1);
}
}
else
{
damageAmount += chippingAmount;
chippingAmount = 0f;
flag3 = true;
num7 = (flag2 ? num8 : 1);
}
}
float num11 = 0f;
if (shreddingAmount > 0)
{
this.spaceCombatValueDataDirty = true;
damageAmount = (float)this.armor[facing].ShredArmor(shreddingAmount);
if (this.armor[facing].armorValue <= 0)
{
flag3 = true;
num7 = (flag2 ? num8 : 1);
}
else
{
num11 = (float)shreddingAmount * this.armor[facing].chippedPct;
if (num11 > 0f)
{
flag3 = true;
num7 = (flag2 ? num8 : 1);
}
}
}
float num12 = (float)this.armor[facing].armorValue;
if (attackingWeapon != null && !flag3 && num12 > 0f && this.armor[facing].chippedPct < 1f)
{
if (!TIGlobalValuesState.Customizations.cinematicCombatRealismScale)
{
if (facing != ArmorFacing.Right)
{
if (facing == ArmorFacing.Left)
{
num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(-90f - angle));
}
}
else
{
num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(90f - angle));
}
}
if (attackingWeapon.weaponClass == WeaponClass.Laser)
{
num12 = attackingWeapon.ref_laserWeapon.ModifyArmorValueForLaserShot(range_km, num12);
damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.LaserResistance);
}
if (damageType == DamageType.Kinetic)
{
damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.KineticsResistance);
}
}
damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAllShips, this.faction, damageAmount, null);
if (attackingFaction != null && attackingFaction.IsAlienFaction)
{
damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAlienShips, this.faction, damageAmount, null);
}
if (flag3)
{
this.spaceCombatValueDataDirty = true;
if (flag2)
{
this.spaceCombatValueDataDirty = true;
float num13 = (float)num7 / (float)num8;
float num14 = num13 * damageAmount + num10;
if (num9 > 0f)
{
float num15 = (1f - num13) * damageAmount / num9 - num12;
if (num15 > 0f)
{
num14 += num15 * num9;
}
}
return Mathf.Max(0f, num14);
}
if (num11 > 0f)
{
return num11;
}
}
else if (flag2)
{
float num16 = damageAmount / num9 - num12;
damageAmount = 0f;
if (num16 > 0f)
{
damageAmount += num16 * num9;
this.spaceCombatValueDataDirty = true;
}
return damageAmount;
}
if (damageType == DamageType.ParticleBeam && attackingWeapon != null)
{
float num17 = damageAmount * attackingWeapon.ref_particleWeapon.heatFraction;
float num18 = damageAmount * attackingWeapon.ref_particleWeapon.xRayFraction;
float num19 = damageAmount * attackingWeapon.ref_particleWeapon.baryonFraction;
if (!flag3)
{
num18 = Mathf.Max(0f, num18 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.xRayHalfValue_cm)));
num19 = Mathf.Max(0f, num19 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.baryonicHalfValue_cm)));
}
num18 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num18);
num19 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num19);
appliedRadiationDamage = this.ApplyInternalRadiationDamage(num18, num19, facing, facing, angle, Mathf.Min(1f, attackingWeapon.ref_particleWeapon.SpotSurfaceArea_m2(range_km) / this.GetCrossSectionalArea_m2(angle)));
internalDamageAssessedHere += appliedRadiationDamage;
damageAmount = num17;
}
float num20 = 0f;
if (damageAmount > 0f)
{
num20 = Mathf.Max(0f, damageAmount + (flag3 ? chippingAmount : 0f) - (flag3 ? 0f : num12));
}
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]].
{{ObsoleteBox}}
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
! rowspan=2|Armor !! rowspan=2|Thickness per point(cm) !!rowspan=2|Relative mass per point!! rowspan=2|Bonus Resistance !! colspan=5|Cost / kiloton !! colspan=2|Damage Modifier
! Utility Module !! Mass (tons) !! Effect
|-
|-
!  [[File:ICO water.png|25px]] Water !! [[File:ICO volatiles.png|25px]] Volatiles !! [[File:ICO metal.png|25px]] Base Metals !! [[File:ICO metal noble.png|25px]] Noble Metals !! [[File:ICO exotics.png|25px]] Exotics !!  X-Ray !! Baryonic
| Mobile Space Science Lab || 200 || {{icon|space}}+5% Space Science Research<br>Can prospect space bodies from interface orbits
|-
|-
| Steel || 7.493 || 100% || 25% Chipping || 0 || 0.02 || 0.98 || 0 || 0 || 100% || 100%
| Repair Bay || 700 || Improves [[Fleets#Mid-Combat_Repairs|mid-]] and [[Fleets#Post-Combat_Repairs|post-combat repairs]].
|-
|-
| Titanium || 9.463 || 77.5% || 25% Chipping || 0 || 0 || 0.05 || 0.95 || 0 || 282% || 107%
| Salvage Bay || 1000 || Collects more [[Fleets#Salvage|Salvage]] after Winning Combats.
|-
|-
| Silicon Carbide || 12.587 || 68.7% || || 0 || 0.5 || 0.5 || 0 || 0 || 515% || 172%
| Vector Thrusters || 20 || Significantly increases the ship's turning speed.
|-
|-
| Boron Carbide || 22.231 || 95.2% || 25% Kinetic Damage || 0 || 0.5 || 0.5 || 0 || 0 || 671% || 65%
| Flag Bridge || 90 || Reduces the fleet's {{icon|mc}}Mission Control upkeep. (Does not stack with other Flag Bridges.)
|-
|-
| Composite || 13.817 || 45.3% || || 0 || 0.5 || 0.25 || 0.25 || 0 || 876% || 182%
| Component Armor || 500 || -25% Internal Damage during combat
|-
|-
| Foamed Metal || 18.116 || 28.3% || 25% Chipping || 0 || 0.3 || 0.5 || 0.2 || 0 || 718% || 175%
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.
|-
|-
| Nanotube || 7.857 || 23.0% || || 0 || 0.6 || 0.35 || 0.05 || 0 || 1021% || 193%
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 4)
|-
|-
| Adamantine || 3.733 || 11.4% || 25% Kinetic Damage || 0 || 0.55 || 0.35 || 0.1 || 0 || 1163% || 196%
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 6)
|-
|-
| Exotic  || 2.597 || 9.7% || || 0 || 0.4 || 0.42 || 0.16 || 0.02 || 950% || 172%
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 8)
|-
|-
| Hybrid  || 2.500 || 8.5% || 25% Laser Damage || 0 || 0.38 || 0.45 || 0.16 || 0.01 || 913% || 171%
| {{icon|destroy}}Spartans || rowspan=3 | 200 || rowspan=3 | Enables the Assault Hab fleet operation {{icon|marine}}(assault value 10)
|}
 
=== Utility Modules ===
Utility Modules perform a variety of functions to widen a spacecraft's capabilities. Extra batteries may also be put in utility module slots.
{| class="wikitable sortable mw-collapsible mw-collapsed"
! Utility Module !! Mass (tons) !! Effect
|-
| Mobile Space Science Lab || 200 || {{icon|space}}+5% Space Science Research<br>Can prospect space bodies from interface orbits
|-
| Repair Bay || 700 || Improves damage control
|-
|-
| Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 4)
| {{icon|resist}}Rangers
|-
|-
| Advanced Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 6)
| {{icon|submit}}Immortals
|-
| Elite Marine Assault Unit || 200 || Enables the Assault Hab fleet operation {{icon|marine}}(assault value 8)
|-
|-
| Laser Engine || 25 || +10MJ laser weapon power
| Laser Engine || 25 || +10MJ laser weapon power
|-
|-
| Advanced Laser Engine || 50 || +20MJ 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.
| Magazine || 100 || Projectile weapons gain +50% ammo. Mass increases accordingly.
|-
| Component Armor || 500 || -25% Internal Damage during combat
|-
| Armor Strut || 500 || Increase the amount of armor each facing on ship can carry by 100%.
|-
|-
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted.  
| ECM || 10 || 20% chance force an enemy weapon into cooldown when this ship is targeted.  
Line 1,451: Line 681:
| Targeting Computer Mark III || 10 || Improve a ship's roll to overcome enemy ECM and damage to sensors by 50%.
| Targeting Computer Mark III || 10 || Improve a ship's roll to overcome enemy ECM and damage to sensors by 50%.
|}
|}
{{SpoilerBoxEnd}}


==== Drive Enhancement Module ====
==== Drive Enhancement Module ====
{{ObsoleteBox}}
Drive Enhancement Modules requires a certain type of Drive to be used.
Drive Enhancement Modules requires a certain type of Drive to be used.
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
Line 1,473: Line 706:
| 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.  
 
{| class="wikitable sortable mw-collapsible mw-collapsed"
<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>
! rowspan=2|Heat Sink !! rowspan=2|Mass (tons) !! rowspan=2|Capacity (GJ) !! rowspan=2|Specific capacity (GJ/ton) !! colspan=4|Resources
 
|-
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
|-
|-
| Water || 250 || 100 || 0.40 || 25 ||  ||  ||
|-
| Potassium || 205 || 110 || 0.54 ||  ||  || 20.5  ||
|-
| Sodium || 230 || 370 || 1.61 ||  ||  || 23 || 
|-
| Lithium || 128 || 525 || 4.10 ||  ||  || 12.8 ||
|-
| Molten Salt || 485 || 900 || 1.86 ||  || 12.125 || 36.375 || 
|-
| Exotic || 250 || 1800 || 7.2 ||  ||  || 20 || 5
|-
| Heavy Water || 500 || 200 || 0.40 ||  50 ||  ||  || 
|-
| Heavy Potassium || 410 || 220 || 0.54  ||  ||  || 41 ||
|-
| Heavy Sodium || 460 || 740 || 1.61 ||  ||  || 46 || 
|-
| Heavy Lithium || 256 || 1050 || 4.10 ||  ||  || 25.6 ||
|-
| Heavy Molten Salt || 970 || 1800 || 1.86 ||  || 24.25 || 72.75 || 
|-
| Heavy Exotic || 500 || 3600 || 7.2 ||  ||  || 40 ||  10
|}


==== Kit ====
==== Kit ====
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.
Kits allow creation of a small hab with a construction module. Can be replenished by repairing the ship at a dock or shipyard.
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
Line 1,526: Line 734:
| Automated Solar Platform || 250 || Automated Platform Core, Automated Supply Depot, Automated Solar Collector
| 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 Outpost || 1200 || Automated Outpost Core, Automated Mining Complex, Automated Solar Collector, Automated Solar Collector
|-
|-
| Automated Fission Platform || 300 || Automated Platform Core, Automated Supply Depot, Automated Fission Pile
| Automated Fission Platform || 300 || Automated Platform Core, Automated Supply Depot, Automated Fission Pile
|-
|-
| Automated Fission Outpost || 1800 || Automated Outpost Core, Automated Mining Complex, Automated Fission Pile
| Automated Fission Outpost || 1800 || Automated Outpost Core, Automated Mining Complex, Automated Fission Pile, Automated Fission Pile
|}
|}
'''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.
* Defense: Will fire at incoming projectiles and missiles; will not target ships.


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.
{| class="wikitable"
|+ 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.  
 
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 1,556: 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>
{| class="wikitable sortable mw-collapsible mw-collapsed"
 
! 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.
|-
 
| 30mm Autocannon || 1 ||  || Defense || 4 || 3.2 || 3000 ||  || 200 || 19.5 || 10 shots / 1 s ||
The damage done by a naval gun projectile is simply its impact kinetic energy / 20MJ. Specifically:
|-
 
| 40mm Autocannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 4 || 20.3 || 2000 ||  || 350 || 45 || 6 shots / 4.5 s ||
<pre>Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ</pre>
|-
 
| 6-inch Cannon || 1 ||  || Focus Fire, Attack, Guardian, Defense || 12 || 22.1 || 600 ||  || 250 || 52 || 4 shots / 2 s ||
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.
|-
 
| 8-inch Cannon || 2 ||  || Focus Fire, Attack || 15 || 49 || 400 ||  || 250 || 90 || 4 shots / 3 s ||
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.
|-
 
| 10-inch Cannon ||  || 1 || Focus Fire, Attack || 16 || 88.2 || 300 ||  || 250 || 179 || 3 shots / 3 s ||
Naval guns cannot be used to bombard.
|-
 
| 12-inch Cannon ||  || 2 || Focus Fire, Attack || 20 || 156.8 || 250 ||  || 250 || 305 || 2 shots / 5 s ||
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>
{| class="wikitable sortable mw-collapsible mw-collapsed"
 
! Magnetic Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Salvo !! Shot Battery Consumption (GJ) !! Power Consumption (GJ/min) !! 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.
|-
 
|Light Railgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 28.1 || 1000 ||  || 500 || 62 ||  || 0.15 || 0.3 ||
The damage done by a magnetic gun projectile is simply its impact kinetic energy / 20MJ. Specifically:
|-
<pre>Damage Points = ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ</pre>
|Light Railgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 43.2 || 1000 ||  || 550 || 57 ||  || 0.18 || 0.54
 
|-
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:
|Light Railgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 68 || 1000 ||  || 600 || 52 ||  || 0.22 || 1.32
<pre>Power Consumed (GJ) = ½ × Ammo Mass (kg) × (Muzzle Velocity (m/s))² / Efficiency / 1e9 (J/GJ)</pre>
|-
<pre>Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)</pre>
|Light Coilgun Battery Mk1 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 40 || 75.9 || 1500 ||  || 500 || 65 || 3 shots / 10 s || 0.2 || 0.6 ||
 
|-
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.
|Light Coilgun Battery Mk2 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 116.6 || 1500 ||  || 550 || 60 || 4 shots / 10 s || 0.24 || 0.96 ||
 
|-
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.
|Light Coilgun Battery Mk3 || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 173.6 || 1500 ||  || 600 || 55 || 5 shots / 10 s || 0.28 || 1.4 ||
|-
|Railgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 36 || 81 || 1200 ||  || 650 || 128.8 ||  || 0.43 || 0.71666667 ||
|-
|Railgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 24 || 124.4 || 1200 ||  || 700 || 118.8 ||  || 0.52 || 1.3 ||
|-
|Railgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 12 || 196 || 1200 ||  || 750 || 108.8 ||  || 0.64 || 3.2 ||
|-
|Coilgun Battery Mk1 || 2 ||  || Focus Fire, Attack || 48 || 218.7 || 1800 ||  || 650 || 136 || 3 shots / 12 s || 0.58 || 1.45 ||
|-
|Coilgun Battery Mk2 || 2 ||  || Focus Fire, Attack || 36 || 317.5 || 1800 ||  || 700 || 126 || 4 shots / 12 s || 0.66 || 2.2 ||
|-
|Coilgun Battery Mk3 || 2 ||  || Focus Fire, Attack || 24 || 453.6 || 1800 ||  || 750 || 116 || 5 shots / 12 s || 0.74 || 2.6428571 ||
|-
|Heavy Railgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 43 || 233.3 || 1440 ||  || 800 || 269.1 ||  || 1.2 || 1.6744186 ||
|-
|Heavy Railgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 29 || 358.3 || 1440 ||  || 850 || 249.1 ||  || 1.5 || 3.1034483 ||
|-
|Heavy Railgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 14 || 563.5 || 1440 ||  || 900 || 229.1 ||  || 1.8 || 7.7142857 ||
|-
|Heavy Coilgun Battery Mk1 || 4 ||  || Focus Fire, Attack || 58 || 595.4 || 2160 ||  || 800 || 286.4 || 3 shots / 14 s || 1.6 || 3.3488372 ||
|-
|Heavy Coilgun Battery Mk2 || 4 ||  || Focus Fire, Attack || 43 || 829.4 || 2160 ||  || 850 || 266.4 || 4 shots / 14 s || 1.7 || 4.8 ||
|-
|Heavy Coilgun Battery Mk3 || 4 ||  || Focus Fire, Attack || 29 || 1148.2 || 2160 ||  || 900 || 246.4 || 5 shots / 15 s || 1.9 || 5.4807692 ||
|-
|Light Rail Cannon Mk1 ||  || 1 || Focus Fire, Attack || 45 || 145.8 || 200 ||  || 550 || 66 ||  || 0.78 || 1.04 ||
|-
|Light Rail Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 223.9 || 200 ||  || 600 || 61 ||  || 0.93 || 1.86 ||
|-
|Light Rail Cannon Mk3 ||  || 1 || Focus Fire, Attack || 15 || 352.2 || 200 ||  || 650 || 56 ||  || 1.1 || 4.4 ||
|-
|Light Coil Cannon Mk1 ||  || 1 || Focus Fire, Attack || 40 || 273.4 || 300 ||  || 550 || 67.5 || 3 shots / 10 s || 0.73 || 2.19 ||
|-
|Light Coil Cannon Mk2 ||  || 1 || Focus Fire, Attack || 30 || 396.9 || 300 ||  || 600 || 62.5 || 4 shots / 10 s || 0.83 || 3.32 ||
|-
|Light Coil Cannon Mk3 ||  || 1 || Focus Fire, Attack || 20 || 717.6 || 300 ||  || 650 || 57.5 || 5 shots / 10 s || 1.2 || 6 ||
|-
|Rail Cannon Mk1 ||  || 2 || Focus Fire, Attack || 54 || 419.9 || 240 ||  || 700 || 134.4 ||  || 2.2 || 2.4444444 ||
|-
|Rail Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 644 || 240 ||  || 750 || 124.4 ||  || 2.7 || 4.5 ||
|-
|Rail Cannon Mk3 ||  || 2 || Focus Fire, Attack || 18 || 1102.2 || 240 ||  || 800 || 114.4 ||  || 3.6 || 12 ||
|-
|Coil Cannon Mk1 ||  || 2 || Focus Fire, Attack || 48 || 744.2 || 360 ||  || 700 || 138 || 3 shots / 12 s || 2 || 5 ||
|-
|Coil Cannon Mk2 ||  || 2 || Focus Fire, Attack || 36 || 1036.8 || 360 ||  || 750 || 128 || 4 shots / 12 s || 2.2 || 7.3333333 ||
|-
|Coil Cannon Mk3 ||  || 2 || Focus Fire, Attack || 24 || 1771.9 || 360 ||  || 800 || 118 || 5 shots / 12 s || 2.9 || 12.083333 ||
|-
|Spinal Railgun Mk1 ||  || 4 || Focus Fire, Attack || 108 || 1207.5 || 300 ||  || 900 || 276 ||  || 6.4 || 3.5555556 ||
|-
|Spinal Railgun Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2015.5 || 300 ||  || 950 || 256 ||  || 8.4 || 7 ||
|-
|Spinal Railgun Mk3 ||  || 4 || Focus Fire, Attack || 36 || 3169.6 || 300 ||  || 1000 || 236 ||  || 10.3 || 17.166667 ||
|-
|Spinal Coiler Mk1 ||  || 4 || Focus Fire, Attack || 96 || 1944 || 450 ||  || 900 || 285 || 3 shots / 24 s || 5.2 || 6.5 ||
|-
|Spinal Coiler Mk2 ||  || 4 || Focus Fire, Attack || 72 || 2624.4 || 450 ||  || 950 || 265 || 4 shots / 24 s || 5.5 || 9.1666667 ||
|-
|Spinal Coiler Mk3 ||  || 4 || Focus Fire, Attack || 48 || 4287.9 || 450 ||  || 1000 || 245 || 5 shots / 24 s || 7 || 14.583333 ||
|}


==== Missiles ====
==== Missiles ====
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>
 
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 types of warheads:
Missiles and torpedoes can have different classes of warheads, which significantly impact their behavior:
* Fragmentation warheads do 50% damage to armor
{| class="wikitable"
* Penetrator warheads do 60% damage to armor
* Explosive warheads do 80% damage to armor
* 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
{| class="wikitable sortable mw-collapsible mw-collapsed"
! Missile Bay !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Warhead !! Acceleration (gs) !! Delta-V (kps) !! Magazine !! Tier !! Mass (tons) !! Blast Damage Radius (km) !! Destruction Cone !! Can Bombard
|-
|Krait Missile Bay || Focus Fire || 5 || 350.9 || Explosive || 4.5 || 3.3 || 10 || 0 || 31 ||  ||  || No
|-
|Anaconda Missile Bay || Focus Fire || 5 || 501.4 || Explosive || 14.9 || 3.8 || 16 || 1 || 29.2 ||  ||  || No
|-
|Cobra Missile Bay || Focus Fire || 7 || 598.8 || Explosive || 14.9 || 3.5 || 12 || 1 || 29.2 ||  ||  || No
|-
|-
|Racer Missile Bay || Focus Fire, Defense || 3 || 89.1 || Explosive || 29.9 || 2.7 || 36 || 1 || 24.4 ||  ||  || No
! 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
|-
|-
|Rattler Missile Bay || Focus Fire, Defense || 5 || 501.8 || Fragmentation || 14.9 || 4.5 || 24 || 1 || 43.4 ||  ||  || No
| 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.)
|-
|-
|Riverjack Missile Bay || Focus Fire, Defense || 7 || 840.5|| Fragmentation || 14.9 || 4.1 || 18 || 1 || 33.8 ||  ||  || No
| Penetrator || 60% || None
|-
|-
|Harlequin Missile Bay || Focus Fire || 5 || 501.8 || Penetrator || 14.9 || 4.5 || 16 || 2 || 30.6 || ||  || No
| Explosive || Payload Damage + 0.1 × ½ × Warhead Mass (kg) × (Impact Velocity (km/s))² / 20MJ || 80% || rowspan=4|No || None
|-
|-
|Keelback Missile Bay || Focus Fire || 5 || 840.5 || Penetrator || 14.9 || 4.1 || 12 || 2 || 24.2 ||  ||  || No
| Nuclear || rowspan=3 | Payload Damage || 100% || rowspan=3 | Not through Atmosphere || rowspan=2| Spherical AoE || rowspan=3 | Also applies Shred Damage.
|-
|-
|Copperhead Missile Bay || Focus Fire || 5 || 923.1 || Explosive || 18.3 || 3.7 || 10 || 1 || 31 ||  ||  || No
| Antimatter || 25%
|-
|-
|Viper Missile Bay || Focus Fire, Defense || 5 || 795.2 || Fragmentation || 18.3 || 5.6 || 12 || 1 || 29.2 ||  ||  || No
| Shaped Nuclear || 100% || Cone AoE
|-
|Lancehead Missile Bay || Focus Fire || 5 || 1,901 || Penetrator || 18.3 || 4.4 || 10 || 1 || 34 ||  ||  || No
|-
|Python Nuclear Missile Bay || Focus Fire, Defense || 5 || 188,325,000 || Nuclear || 18.3 || 4 || 10 || 2 || 31 || 6 ||  || Not Through Atmosphere
|-
|Sidewinder Shaped Nuclear Missile Bay || Focus Fire, Defense || 5 || 418,500,000 || Shaped Nuclear || 18.3 || 4 || 10 || 2+ || 31 || 39 || 0.15° || Not Through Atmosphere
|-
|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
|-
|Nemesis Nuclear Torpedo Bay || Focus Fire || 7 || 4,519,800,000 || Nuclear || 4.9 || 10.7 || 5 || 2+ || 44 || 30 ||  || Not Through Atmosphere
|-
|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
|-
|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
|-
|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 Torpedo Launcher ||Focus Fire || 40 || 22,470,010,000 || Antimatter || 4.9 || 14.6 || 5 || 2+ || 74 || 67 ||  || Not Through Atmosphere
|}
|}
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.   
{| class="wikitable sortable mw-collapsible mw-collapsed"
 
! 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
<pre>Damage Points = Shot Power (MJ) / 20MJ</pre>
|-
 
|Point Defense Laser Turret || 1 ||  || Defense || 3 || 50 || 250 || 20 || 0.2 || 1,289% || 5,156% || 32,227% ||  || No
<pre>Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)</pre>
|-
<pre>Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)</pre>
|Point Defense Arc Laser Turret || 1 ||  || Defense || 3 || 50 || 300 || 20 || 0.11 || 1,096% || 4,386% || 27,412% ||  || No
 
|-
Notes:
|Point Defense Phaser Turret || 1 ||  || Defense || 3 || 50 || 350 || 20 || 0.14 || 920% || 3,679% || 22,994% ||  || No
* 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.
|-
 
|60 cm Green Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 0.5 || 90% || 358% || 2,238% ||  || Yes
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.  
|-
 
|60 cm Green Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.33 || 71% || 284% || 1,777% ||  || Yes
Except for a few particularly powerful alien lasers, all lasers can serve as point defenses that shoot down incoming enemy projectiles.
|-
 
|60 cm Green Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.25 || 59% || 235% || 1,471% ||  || Yes
===== Armor Penetration =====
|-
 
|60 cm UV Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 100 || 600 || 150 || 1 || 30% || 118% || 738% ||  || Not Through Atmosphere
When a laser weapon shoots an armored target, the effective armor of the target is calculated as follows:
|-
 
|60 cm UV Arc Laser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 100 || 600 || 115 || 0.5 || 20% || 79% || 492% ||  || Not Through Atmosphere
<pre>Effective Armor = Base Armor ^ 1.5 × Armor Effectiveness</pre>
|-
<pre>Armor Effectiveness = Spot Area (m²) / 0.005 (m²)</pre>
|60 cm UV Phaser Battery || 1 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 100 || 600 || 115 || 0.33 || 16% || 63% || 393% ||  || Not Through Atmosphere
<pre>Spot Area (m²) = 0.7853982 × (Spot Diameter (m) )²</pre>
|-
<pre>Spot Diameter (m) = Distance to Target (km) × Spot Diameter Precise Factor (m/km)</pre>
|120 cm IR Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.6 || 90% || 361% || 2,254% ||  || Not Through Atmosphere
<pre>Spot Diameter Precise Factor (m/km) = (1000 / Mirror Diameter (m)) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5</pre>
|-
 
|120 cm IR Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.43 || 75% || 299% || 1,868% ||  || Not Through Atmosphere
When combined:
|-
<pre>Effective Armor = Base Armor ^ 1.5 × 0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² </pre>
|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:
|120 cm Green Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 0.75 || 30% || 121% || 753% ||  || Yes
<pre>Armor = (Laser Damage × 1.2 / (0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² ) ) ^ (1/1.5)</pre>
|-
 
|120 cm Green Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.5 || 23% || 92% || 577% ||  || Yes
[[File:Armor vs laser.png|frameless|alt=Math rendered in a possibly more readable style|Armor vs Laser math]]
|-
 
|120 cm Green Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.38 || 16% || 64% || 399% ||  || Yes
===== Range =====
|-
 
|120 cm UV Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 150 || 700 || 200 || 1.5 || 15% || 61% || 378% ||  || Not Through Atmosphere
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:
|-
 
|120 cm UV Arc Laser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 150 || 700 || 155 || 0.75 || 10% || 41% || 257% ||  || Not Through Atmosphere
<pre>Anti-Ship Effective Range (km) = Range where (Laser Damage / Armor Effectiveness > 1)</pre>
|-
<pre>Anti-Kinetic Effective Range (km) = Range where (Laser Damage / Armor Effectiveness > 0.5)</pre>
|120 cm UV Phaser Battery || 2 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 150 || 700 || 155 || 0.5 || 5% || 20% || 127% ||  || Not Through Atmosphere
<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:
|360 cm Green Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 1.1 || 14% || 54% || 338% ||  || Yes
* Laser Engines
|-
* Directed Energy Officers
|360 cm Green Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 0.75 || 8% || 34% || 211% ||  || Yes
* Intelligence Officers
|-
* Commanding Officers
|360 cm Green Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 315 || 0.56 || 5% || 20% || 126% ||  || Yes
* [[Precision Focusing Software]] Project
|-
 
|360 cm UV Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 30 || 225 || 850 || 400 || 2.3 || 12% || 47% || 296% ||  || Not Through Atmosphere
===== Chipping =====
|-
 
|360 cm UV Arc Laser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 20 || 225 || 850 || 315 || 1.1 || 7% || 28% || 175% ||  || Not Through Atmosphere
Unlike other weapons, the % of a laser's damage that goes towards chipping is dynamically calculated based on its armor penetration. Specifically:
|-
 
|360 cm UV Phaser Battery || 4 ||  || Focus Fire, Attack, Guardian, Defense || 10 || 225 || 850 || 135 || 0.75 || 4% || 15% || 96% ||  || Not Through Atmosphere
<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
|-
|240 cm Green Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 1 || 16% || 64% || 399% ||  || Yes
|-
|240 cm Green Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 0.67 || 11% || 46% || 286% ||  || Yes
|-
|240 cm Green Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.5 || 7% || 29% || 180% ||  || Yes
|-
|240 cm UV Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 30 || 200 || 800 || 300 || 2 || 12% || 49% || 305% ||  || Not Through Atmosphere
|-
|240 cm UV Arc Laser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 20 || 200 || 800 || 235 || 1 || 8% || 33% || 206% ||  || Not Through Atmosphere
|-
|240 cm UV Phaser Cannon ||  || 1 || Focus Fire, Attack, Guardian, Defense || 10 || 200 || 800 || 235 || 0.67 || 5% || 18% || 113% ||  || Not Through Atmosphere
|-
|480 cm IR Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1 || 17% || 66% || 416% ||  || Not Through Atmosphere
|-
|480 cm IR Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.71 || 12% || 47% || 293% ||  || Not Through Atmosphere
|-
|480 cm IR Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 250 || 0.56 || 8% || 31% || 195% ||  || Not Through Atmosphere
|-
|480 cm Green Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 1.3 || 13% || 51% || 322% ||  || Yes
|-
|480 cm Green Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 0.83 || 8% || 32% || 200% ||  || Yes
|-
|480 cm Green Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.63 || 5% || 20% || 125% ||  || Yes
|-
|480 cm UV Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 30 || 250 || 900 || 500 || 2.5 || 12% || 48% || 298% ||  || Not Through Atmosphere
|-
|480 cm UV Arc Laser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 20 || 250 || 900 || 395 || 1.3 || 7% || 29% || 180% ||  || Not Through Atmosphere
|-
|480 cm UV Phaser Cannon ||  || 2 || Focus Fire, Attack, Guardian, Defense || 10 || 250 || 900 || 395 || 0.83 || 4% || 17% || 109% ||  || Not Through Atmosphere
|-
|720 cm IR Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.2 || 14% || 57% || 359% ||  || Not Through Atmosphere
|-
|720 cm IR Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 0.86 || 10% || 39% || 241% ||  || Not Through Atmosphere
|-
|720 cm IR Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 350 || 0.67 || 6% || 24% || 148% ||  || Not Through Atmosphere
|-
|720 cm Green Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 1.5 || 13% || 51% || 317% ||  || Yes
|-
|720 cm Green Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1 || 8% || 32% || 198% ||  || Yes
|-
|720 cm Green Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 0.75 || 4% || 17% || 108% ||  || Yes
|-
|720 cm UV Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 30 || 300 || 950 || 700 || 3 || 12% || 49% || 307% ||  || Not Through Atmosphere
|-
|720 cm UV Arc Laser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 20 || 300 || 950 || 555 || 1.5 || 8% || 30% || 190% ||  || Not Through Atmosphere
|-
|720 cm UV Phaser Cannon ||  || 3 || Focus Fire, Attack, Guardian, Defense || 10 || 300 || 950 || 555 || 1 || 4% || 16% || 101% ||  || Not Through Atmosphere
|-
|960 cm IR Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.4 || 14% || 55% || 344% ||  || Not Through Atmosphere
|-
|960 cm IR Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1 || 9% || 36% || 227% ||  || Not Through Atmosphere
|-
|960 cm IR Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 450 || 0.78 || 5% || 22% || 136% ||  || Not Through Atmosphere
|-
|960 cm Green Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 1.8 || 13% || 51% || 320% ||  || Yes
|-
|960 cm Green Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.2 || 8% || 32% || 200% ||  || Yes
|-
|960 cm Green Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 0.88 || 4% || 18% || 111% ||  || Yes
|-
|960 cm UV Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 30 || 350 || 1000 || 900 || 3.5 || 13% || 50% || 314% ||  || Not Through Atmosphere
|-
|960 cm UV Arc Laser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 20 || 350 || 1000 || 715 || 1.8 || 8% || 31% || 195% ||  || Not Through Atmosphere
|-
|960 cm UV Phaser Cannon ||  || 4 || Focus Fire, Attack, Guardian, Defense || 10 || 350 || 1000 || 715 || 1.2 || 4% || 17% || 107% ||  || Not Through Atmosphere
|}


==== Particle Weapons====
==== Particle Weapons====
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>
{| class="wikitable sortable mw-collapsible mw-collapsed"
 
! 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.  
|-
 
| Point Defense E-Beamer || 1 || || 5 || Defense || 4 || 5 || 10% || 90% || 0% || 200 || 0.025 ||
Charged particle weapons can only target enemy missiles. Neutral particle weapons can target all enemy projectiles.
|-
 
| Light E-Beam Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 20 || 20 || 10% || 90% || 0% || 300 || 0.13 ||
<pre>Damage Points = Shot Power (MJ) / 20MJ</pre>
|-
 
| E-Beam Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 20 || 40 || 10% || 90% || 0% || 400 || 0.27 ||
The damage of a particle beam can decrease with distance from the target ship. This is calculated as follows:
|-
 
| Heavy E-Beam Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 20 || 80 || 10% || 90% || 0% || 500 || 0.53 ||
<pre>Actual Damage Points = Base Damage Points × Min(1, Target Area (m²) / Beam Area (m²)</pre>
|-
 
| Electron Lance || || 2 || 30 || Focus Fire, Attack, Guardian, Defense || 20 || 60 || 10% || 90% || 0% || 500 || 0.4 ||
<pre>Target Area (m²) = 3.1415927 × Target Ship Length × Target Ship Width / 2</pre>
|-
 
| Heavy Electron Lance || || 3 || 60 || Focus Fire, Attack, Guardian, Defense || 20 || 120 || 10% || 90% || 0% || 600 || 0.8 ||
<pre>Beam Area (m²) = 3.1415927 × (Beam Radius (m) )^2</pre>
|-
 
| Spinal Electron Lance || || 4 || 120 ||Focus Fire, Attack || 20 || 240 || 10% || 90% || 0% || 800 || 1.6 ||
If the particle beam fires neutral particles, then:
|-
<pre>Beam Radius (m) = Emittance (m) × Distance to Target (m) / 1000000 / Lens Radius (cm) × 100 (cm/m)</pre>
| Point Defense Ion Battery || 1 || || 5 || Defense || 3 || 5 || 60% || 34% || 16% || 200 || 0.025 ||
Otherwise:
|-
<pre>Beam Radius (m) = Lens Radius (cm) / 100 (cm/m) × 2 ^ (Distance to Target (km) / Doubling Range (km) )</pre>
| Light Ion Battery || 1 || || 10 || Focus Fire, Attack, Guardian, Defense || 30 || 20 || 60% || 34% || 16% || 500 || 0.13 ||
 
|-
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.
| Ion Battery || 2 || || 20 || Focus Fire, Attack, Guardian, Defense || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||
 
|-
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.
| Heavy Ion Battery || 4 || || 40 || Focus Fire, Attack, Guardian, Defense || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||
 
|-
<pre>Power Consumed (GJ) = Shot Power (MJ) / Efficiency / 1000 (MJ/GJ)</pre>
| Light Ion Cannon || || 1 || 15 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 500 || 0.2 ||
<pre>Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)</pre>
|-
 
| Ion Cannon || || 2 || 30 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 600 || 0.4 ||
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.
|-
 
| Heavy Ion Cannon || || 3 || 60 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% ||| 700 || 0.8 ||
Notably, particle weapons do not consume ammo, and so can be fired an unlimited number of times.
|-
 
| Spinal Ion Cannon || || 4 || 120 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 850 || 1.6 ||
===== Armor Interactions =====
|-
| Particle Beam Battery || 2 || || 25 || Focus Fire, Attack, Guardian, Defense  || 30 || 40 || 60% || 34% || 16% || 600 || 0.27 ||
|-
| Heavy Particle Beam Battery || 4 || || 50 || Focus Fire, Attack, Guardian, Defense  || 30 || 80 || 60% || 34% || 16% || 700 || 0.53 ||
|-
| Light Particle Lance || || 1 || 20 || Focus Fire, Attack, Guardian, Defense  || 30 || 30 || 60% || 34% || 16% || 700 || 0.2 ||
|-
| Particle Lance || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 30 || 60 || 60% || 34% || 16% || 800 || 0.4 ||
|-
| Heavy Particle Lance || || 3 || 80 || Focus Fire, Attack, Guardian, Defense  || 30 || 120 || 60% || 34% || 16% || 900 || 0.8 ||
|-
| Spinal Particle Lance || || 4 || 160 || Focus Fire, Attack || 30 || 240 || 60% || 34% || 16% || 1000 || 1.6 ||
|-
| Antimatter Particle Cannon || || 2 || 40 || Focus Fire, Attack, Guardian, Defense  || 40 || 80 || 100% || 134% || 66% || 800 || 0.53 ||
|-
| Heavy Antimatter Particle Cannon || || 3 || 120 || Focus Fire, Attack, Guardian, Defense  || 40 || 160 || 100% || 134% || 66% || 900 || 1.1 ||
|-
| Spinal Antimatter Particle Cannon || || 4 || 240 || Focus Fire, Attack || 40 || 320 || 100% || 134% || 66% || 1000 || 2.1 ||
|-
| Spinal Neutron Lance || || 4 || 360 || Focus Fire, Attack || 60 || 560 || 0% || 0% || 100% || 1000 || 3.7 ||
|}


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.
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 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.
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, 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.
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.


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):
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.


{| class="wikitable sortable mw-collapsible mw-collapsed"
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.  
|-
! Armor !! points per half-value (X-Ray) !! points per half-value (Baryon)
|-
| Steel || 0.27 || 1.00
|-
| Titanium || 0.44 || 1.11
|-
| Silicon Carbide || 0.72 || 4.61
|-
| Boron Carbide || 1.00 || 0.62
|-
| Composite || 1.11 || 5.21
|-
| Foamed Metal || 1.62 || 7.44
|-
| Nanotube || 2.53 || 19.77
|-
| Adamantine || 4.83 || 31.05
|-
| Exotic || 2.00 || 4.62
|-
| Hybrid || 1.80 || 4.40
|}


If your armor is greater than 5 half-values, you can divide the damage by 2^(Armor/PointsPerHalfValue). Otherwise divide it by 32.
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.


Baryon damage is additionally multiplied by 5.
===== Radiation effects =====


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.
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.)


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.
===== Critical hits =====


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.
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 ====
==== Plasma Weapons ====
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.
<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>
{| class="wikitable sortable mw-collapsible mw-collapsed"
 
! Plasma Weapon !! Hull Slots !! Nose Slots !! Fire Modes !! Cooldown (s) !! Damage (MJ) !! Magazine !! Magazine Materials !! Range (km) !! Mass (tons) !! Shot Battery Consumption (GJ) !! Build Cost
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>
<pre>Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)</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:
** {{TV|water}} Fuel needed (tons) / Hab Site {{TV|water}} Daily Output<ref name=output /> (units) / 10 (tons / unit)
** {{TV|volatiles}} Fuel needed (tons) / Hab Site {{TV|volatiles}} Daily Output<ref name=output /> (units) / 10 (tons / unit)
** {{TV|metals}} Fuel needed (tons) / Hab Site {{TV|metals}} Daily Output<ref name=output /> (units) / 10 (tons / unit)
** {{TV|nobles}} Fuel needed (tons) / Hab Site {{TV|nobles}} Daily Output<ref name=output /> (units) / 10 (tons / unit)
** {{TV|fissiles}} Fuel needed (tons) / Hab Site {{TV|fissiles}} Daily Output<ref name=output /> (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:
{{#invoke:DriveLister|ListRestrictedDrives|Match,freeISRU,true}}
 
=== Remass Scoop ===
 
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:
 
{| class="wikitable sortable mw-collapsible" style="text-align:center;"
|-
! Ship System, Part, or Armor Facing !! Repair Duration (days) !! Repair Cost
|-
! Nose Structure
| rowspan=3 | Missing Health % × Hull Construction Time / 10
| rowspan=3 | Missing Health % × Hull Construction Cost / 10
|-
|-
|Plasma Battery Mk 1 || 2 ||  || Focus Fire, Attack || 30 || 135.0 || 500 ||  || 500 || 320 || 0.45 ||
! Central Structure
|-
|-
|Plasma Battery Mk 2 || 2 ||  || Focus Fire, Attack || 25 || 135.0 || 500 ||  || 600 || 280 || 0.34 ||
! Tail Structure
|-
|-
|Plasma Battery Mk 3 || 2 || || Focus Fire, Attack || 20 || 135.0 || 500 ||  || 700 || 240 || 0.27 ||
! Fire Control
| rowspan=2 | Missing Health % × Hull Construction Tier
| rowspan=2 | Missing Health % × Hull Construction Cost / 200
|-
! Damage Control
|-
|-
|Heavy Plasma Battery Mk 1 || 4 || || Focus Fire, Attack || 36 || 256.0 || 1000 || || 600 || 640 || 1.3 ||
! Life Support Main
| rowspan=2 | Missing Health % × Hull Construction Tier / 2
| rowspan=2 | Missing Health % × Hull Construction {{TV|volatiles}} Cost / 20
|-
! Life Support Backup
|-
! Power Coupling
| rowspan=4 | Missing Health % × Hull Construction Tier / 2
| rowspan=4 | {{TV|metals|0.1}}
|-
! Drive Coupling
|-
! Vector Thrusters
|-
! Sensors
|-
|-
|Heavy Plasma Battery Mk 2 || 4 ||  || Focus Fire, Attack || 30 || 256.0 || 1000 ||  || 700 || 560 || 0.85 ||
! System Reactor
| Missing Health % × 2  
| Missing Health % × Hypothetical cost of Power Plant if it has 100% Efficiency and only has to supply the systems and weapons.
|-
|-
|Heavy Plasma Battery Mk 3 || 4 || || Focus Fire, Attack || 24 || 256.0 || 1000 ||  || 800 || 480 || 0.64 ||
! Bridge
| Missing Health % × Hull Construction Tier × 2
| Missing Health % × Hull Construction Cost / 100
|-
! Nose Weapon
| rowspan=7 | Missing Health % × 2
| rowspan=7 | Missing Health % × Module Cost / 4
|-
! Hull Weapon
|-
! Utility Module
|-
! Radiator
|-
! Power Plant
|-
! Drive
|-
! Battery
|-
|-
|Plasma Cannon Mk 1 ||  || 3 || Focus Fire, Attack || 48 || 428.8 || 300 || || 600 || 540 || 1.7 ||
! Nose Armor
| rowspan=4 | Shred % + Chip %
| rowspan=4 | (Shred %  + Chip % / 4) × Armor Cost
|-
|-
|Plasma Cannon Mk 2 ||  || 3 || Focus Fire, Attack || 40 || 428.8 || 300 ||  || 700 || 480 || 1.2 ||
! Left Armor
|-
|-
|Plasma Cannon Mk 3 ||  || 3 || Focus Fire, Attack || 32 || 428.8 || 300 ||  || 800 || 420 || 0.95 ||
! Right Armor
|-
|-
|Heavy Plasma Cannon Mk 1 ||  || 4 || Focus Fire, Attack || 60 || 551.2 || 300 ||  || 800 || 720 || 2.8 ||
! Tail Armor
|-
|-
|Heavy Plasma Cannon Mk 2 ||  || 4 || Focus Fire, Attack || 50 || 551.2 || 300 ||  || 900 || 640 || 1.8 ||
! Propellant
| 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.
|-
|-
|Heavy Plasma Cannon Mk 3 ||  || 4 || Focus Fire, Attack || 40 || 551.2 || 300 ||  || 1000 || 560 || 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 ===
* 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 ==
== Refits ==


Factions may refit ships at habs with ship construction modules ([[Space Dock]], [[Shipyard]], [[Spaceworks]]). Refitting is generally limited to replacing parts of a similar type. The refit rules are as follows:
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:


{| class="wikitable"
{| class="wikitable"
Line 1,995: Line 1,207:
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)
! Category !! Conditions !! Added Refit Duration (in % of hull construction time)
|-
|-
| Ship Hull Type || colspan=2 | Cannot be changed.
| [[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 || Only to a Power Plant of the same Type. Power Plant Types are:
| [[Power Plant List|Power Plant]] || Only to a Power Plant of the same Type. Power Plant Types are:
* Fuel Cell
* Fuel Cell
* Solid Core Fission
* Solid Core Fission
Line 2,014: Line 1,228:
| 25%
| 25%
|-
|-
| Drive || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:
| [[Drive List|Drive]] || Only to a Drive of the same Classification Type, required Power Plant Type, and Propellent Type. The Classification Types are:
* Chemical  
* Chemical  
* Electrothermal  
* Electrothermal  
Line 2,035: Line 1,249:
| 25% (0% if only Thruster Count changed.)
| 25% (0% if only Thruster Count changed.)
|-
|-
| Heat Sinks || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.
| [[Radiator List|Radiator]] || Can be changed freely. || 5%
|-
| [[Heat Sink List|Heat Sinks]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.
|-
|-
| Batteries || Cannot reduce number, but can freely change or add more. <br><br>Note: A ship design can only be saved if all of its Batteries have the same Name. || 5% for each Changed or Added.
| [[Battery List|Batteries]] || Cannot reduce number, but can freely change or add more. || 5% for each Changed or Added.
|-
|-
| General Utility Modules:
| General Utility Modules:
Line 2,084: Line 1,300:
* 4-Nose
* 4-Nose
Weapon Types are:
Weapon Types are:
* Naval Guns
* [[Naval Gun List|Naval Guns]]
* Lasers
* [[Laser Weapon List|Lasers]]
* Particle Beams
* [[Particle Weapon List|Particle Beams]]
* Magnetic Guns
* [[Magnetic Gun List|Magnetic Guns]]
* Plasma
* [[Plasma Weapon List|Plasma]]
* Missiles
* [[Missile List|Missiles]]
| 5% for each changed, but moving around is free.
| 5% for each changed, but moving around is free.
|}
|}


Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.
Note: If the total refit duration (in % of hull construction time) exceeds 75%, then it is just set to 75%.
== Scuttle ==
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.
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}}.
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.
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.
<references />


== 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 Shipbuilding Technology, 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 ScienceSpace 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, boostBoost and moneyMoney.

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.

Ship Performance

Ships have the following characteristics that need to be tracked:

  • Construction Cost: Resources required to build the ship. boostBoost and moneyMoney 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.
  • AccelerationCruise 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.
  • Delta-VCruise 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 valueSpace 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 controlMission Control and moneyMoney 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:

  • The number of nose hard points.
  • The number of hull hard points.
  • The number of utility hard points.
  • The length of the ship.
  • The width of the ship.
  • The structural integrity of the ship.
  • The base construction time for the ship.
  • The construction tier of the ship.
  • The maximum number of officers on the ship.
  • The mission controlMission Control and moneyMoney upkeep of the ship.

Notes:

  • 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 hard point
Nose
hull hard point
Hull
utility slot
Utility
Space Dock
T1
Shipyard
T2
Spaceworks
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%
  • Reduces internal damage taken by the ship by 15%
Crew Chief
Chief Petty Officer
Senior Chief Petty Officer
Master Chief Petty Officer
1% chance when:
  • Winning combat
10
  • Increases the rate at which damage control teams fix ship systems and modules by 10%
  • Increases the rate at which damage control teams fix ship systems and modules by 20%
  • Increases the rate at which damage control teams fix ship systems and modules by 30%
  • Changes ship mission control cost by -1, to minimum of 1
Supply Officer
Ensign
Sub-Lieutenant
Lieutenant
3% chance when:
  • Completing interplanetary transfer
40
  • Increases post-combat salvage by 10%
  • Increases ship's resupply speed at habs by -20%
  • Increases post-combat salvage by 20%
  • Increases ship's resupply speed at habs by -30%
  • Increases post-combat salvage by 30%
  • Increases ship's resupply speed at habs by -50%
Propulsion Officer
Sub-Lieutenant
Sub-Lieutenant
Lieutenant
1% chance when:
  • Winning combat
  • Requires tunable drive
0
  • Adds 1 to the ship's drive combat thrust multiplier
  • Increases ship's ECM value by 2%, reducing enemy chances to target it
  • Adds 2 to the ship's drive combat thrust multiplier
  • Increases ship's ECM value by 4%, reducing enemy chances to target it
  • Adds 3 to the ship's drive combat thrust multiplier
  • Increases ship's ECM value by 6%, reducing enemy chances to target it
Commanding Officer
Captain
Senior Captain
Fleet Captain
1% chance when:
  • Winning combat
  • Bypass officer limit
0
  • Changes ship mission control cost by -1, to minimum of 1
  • Increases damage from all weapons except nuclear and antimatter missiles by 2%
  • Changes ship mission control cost by -2, to minimum of 1
  • Increases damage from all weapons except nuclear and antimatter missiles by 4%
  • Changes ship mission control cost by -3, to minimum of 1
  • Increases damage from all weapons except nuclear and antimatter missiles by 6%
CIC Officer
Ensign
Sub-Lieutenant
Lieutenant
2% chance when:
  • Killing in combat
20
  • Increases ship's ECM value by 5%, reducing enemy chances to target it
  • Reduces cooldown of point defense weapons by 5%
  • Increases ship's ECM value by 12%, reducing enemy chances to target it
  • Reduces cooldown of point defense weapons by 10%
  • Increases ship's ECM value by 20%, reducing enemy chances to target it
  • Reduces cooldown of point defense weapons by 20%
Intelligence Officer
Ensign
Sub-Lieutenant
Lieutenant
2% chance when:
  • Killing in combat
40
  • Increases all weapons' ability to overcome enemy ECM by 5%
  • Increases damage from all weapons except nuclear and antimatter missiles by 5%
  • Increases all weapons' ability to overcome enemy ECM by 10%
  • Increases damage from all weapons except nuclear and antimatter missiles by 10%
  • Increases all weapons' ability to overcome enemy ECM by 15%
  • Increases damage from all weapons except nuclear and antimatter missiles by 15%
First Officer
Lieutenant
Lieutenant Commander
Commander
1% chance when:
  • Winning combat
20
  • Increases chances an officer will be promoted on a triggering event by 100%
  • Increases all weapons' ability to overcome enemy ECM by 3%
  • Increases chances an officer will be promoted on a triggering event by 200%
  • Increases all weapons' ability to overcome enemy ECM by 6%
  • Increases chances an officer will be promoted on a triggering event by 300%
  • Increases all weapons' ability to overcome enemy ECM by 10%
Fire Control Officer
Ensign
Sub-Lieutenant
Lieutenant
6% chance when:
  • Killing in combat
  • Using missiles
0
  • Increases chance missile systems will overcome enemy ECM by 10%
  • Increases explosive, penetrator, and fragmentation missile damage by 10%
  • Increases chance missile systems will overcome enemy ECM by 20%
  • Increases explosive, penetrator, and fragmentation missile damage by 20%
  • Increases chance missile systems will overcome enemy ECM by 30%
  • Increases explosive, penetrator, and fragmentation missile damage by 30%
Marine Officer
1st Lieutenant
Captain
Major
10% chance when:
  • Successfully assaulting
  • Using marines
0
  • Increases ship Assault Value by 2
  • Increases ship Assault Value by 3
  • Increases ship Assault Value by 5
Engineering Officer
Lieutenant
Lieutenant Commander
Commander
1% chance when:
  • Surviving combat
0
  • Reduces internal damage taken by the ship by 5%
  • Increases ship's repair speed at shipyards by -20%
  • Reduces internal damage taken by the ship by 10%
  • Increases ship's repair speed at shipyards by -30%
  • Reduces internal damage taken by the ship by 15%
  • Increases ship's repair speed at shipyards by -50%
Flag Officer
Rear Admiral
Vice Admiral
Fleet Admiral
2% chance when:
  • Winning combat
  • Requires flag bridge module
  • Bypass officer limit
0
  • Reduces fleet mission control cost by 5%
  • Officer does not cost influenceInfluence to transfer to another ship.
  • Reduces fleet mission control cost by 10%
  • Officer does not cost influenceInfluence to transfer to another ship.
  • Reduces fleet mission control cost by 20%
  • Officer does not cost influenceInfluence to transfer to another ship.
Directed Energy Officer
Ensign
Sub-Lieutenant
Lieutenant
6% chance when:
  • Killing in combat
  • Using lasers or particles
0
  • Increases chance laser and particle beam systems will overcome enemy ECM by 10%
  • Increases laser and particle beam damage by 10%
  • Increases chance laser and particle beam systems will overcome enemy ECM by 20%
  • Increases laser and particle beam damage by 20%
  • Increases chance laser and particle beam systems will overcome enemy ECM by 30%
  • Increases laser and particle beam damage by 30%
Gunnery Officer
Ensign
Sub-Lieutenant
Lieutenant
6% chance when:
  • Killing in combat
  • Using naval, magnetic, or plasma guns
0
  • Increases chance magnetic, plasma, and gun-type weapons will overcome enemy ECM by 10%
  • Increases damage from magnetic, plasma and gun-type weapons by 10%
  • Increases chance magnetic, plasma, and gun-type weapons will overcome enemy ECM by 20%
  • Increases damage from magnetic, plasma and gun-type weapons by 20%
  • Increases chance magnetic, plasma, and gun-type weapons will overcome enemy ECM by 30%
  • Increases damage from magnetic, plasma and gun-type weapons by 30%

All Officer spawn and promotion chances are multiplied by (1 + Project Bonuses) × (1 + First Officer Bonus).

The Project Bonuses are:

Notes:

  • A tunable drive is a drive with a combat thrust multiplier greater than 1.
  • Every ship hull has a maximum number of officers it can have. Some officers bypass this limit.

Ship Systems

In Terra Invicta, every space ship consists of the following ship systems:

Ship System Health Function Hit Weight Within:
Nose Left/Right Tail Core
Nose Structure Hull Structural Integrity Survival[1] 1 0 0 1
Central Structure Hull Structural Integrity Survival[1] 0 1 0 1
Tail Structure Hull Structural Integrity Survival[1] 0 0 1 1
Bridge Hull Structural Integrity Allows Setting Waypoints 0 0 0 1
Fire Control Hull Structural Integrity Allows Weapons to Fire • Health % Divides Weapon Cooldowns • Targeting Bonus reduced by Missing Health % 0 0 0 1
Systems Reactor Hull Structural Integrity Health % Multiplies Auxiliary Power Charge Rate 0 0 0 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[2] 0 Non-Empty Non-Invulnerable Utility Slots[2]
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 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. ↑ 1.0 1.1 1.2 If the Nose Structure, Central Structure, and Tail Structure are all destroyed, then the ship immediately explodes.
  2. ↑ 2.0 2.1 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.

Cruise trust and ejection velocity for each drive of the gameCombat trust and ejection velocity for each drive of the game

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 fissiles costs for propellent are replaced by an equivalent amount of water.

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
  • Tail Armor Thickness (m) = Plate Thickness (m) × Points of Tail Armor
  • Side Armor Thickness (m) = Plate Thickness (m) × Points of Side Armor
  • Nose Armor Volume (m³) = Nose Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2
  • Tail Armor Volume (m³) = Tail Armor Thickness (m) × 3.1415927 × (Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2
  • Side Armor Volume (m³) = 3.1415927 × Hull Length (m) × ((Hull Width (m) / 2 + Side Armor Thickness (m)) ^ 2 - (Hull Width (m) / 2) ^ 2)

These volumes are then multiplied by the following game customization ship scaling modifiers:

Armor Volume Multipliers
Cinematic Realistic
Nose/Tail 1 3
Side 0.75 0.5

The Armor Mass (kg) of each facing is then simply the Armor Volume (m³) of the facing multiplied by Armor Density (kg / m³).

More detailed information on armor and damage calculation can be found in the article Guide Armor.

Raw Code

Code SPOILERS INSIDE!  
		// Token: 0x06004573 RID: 17779 RVA: 0x001C28BC File Offset: 0x001C0ABC
		public float AbsorbAndApplyArmorDamage(TIShipWeaponTemplate attackingWeapon, ArmorFacing facing, float range_km, float damageAmount, float chippingAmount, DamageType damageType, float angle, TIFactionState attackingFaction, out float internalDamageAssessedHere, out float appliedRadiationDamage, int shreddingAmount = 0)
		{
			ModuleDataEntry partToDamage = this.GetPartToDamage(ShipSystem.Radiators, false);
			internalDamageAssessedHere = 0f;
			appliedRadiationDamage = 0f;
			TISpaceFleetState fleet = this.fleet;
			bool flag = fleet != null && fleet.bombarding;
			if ((this.radiatorsExtended || this.radiatorsExtending || this.radiatorsRetracting) && (!flag || !this.canEverRetractRadiators) && !this.PartDestroyed(partToDamage) && attackingWeapon != null && UnityEngine.Random.value * 100f < (float)this.template.radiatorTemplate.vulnerability * ((this.radiatorsExtending || this.radiatorsRetracting) ? 0.5f : 1f))
			{
				float num = damageAmount + chippingAmount;
				if ((attackingWeapon == null || attackingWeapon.isParticleWeapon) && ((attackingWeapon != null) ? attackingWeapon.ref_particleWeapon : null) != null)
				{
					num *= attackingWeapon.ref_particleWeapon.heatFraction;
					damageAmount -= num;
				}
				else
				{
					damageAmount = num * attackingWeapon.chipping(range_km);
				}
				float num2;
				this.ApplyDamageToPart(partToDamage, damageAmount, out num2);
				internalDamageAssessedHere += num2;
				this.spaceCombatValueDataDirty = true;
				if (shreddingAmount == 0 && !attackingWeapon.isParticleWeapon && (facing == ArmorFacing.Nose || facing == ArmorFacing.Tail || UnityEngine.Random.value < 0.25f))
				{
					return num2;
				}
			}
			if (facing == ArmorFacing.Tail && 180f - Mathf.Abs(angle) < 5f && UnityEngine.Random.value < 0.25f)
			{
				float num3;
				this.ApplyDamageToPart(this.GetPartToDamage(ShipSystem.Drive, false), damageAmount, out num3);
				internalDamageAssessedHere += num3;
			}
			if (shreddingAmount > 0)
			{
				float num4;
				this.ApplyDamageToSystem(ShipSystem.Sensors, 0.5f, out num4);
				internalDamageAssessedHere += num4;
			}
			else if (attackingWeapon != null && attackingWeapon.isBeamWeapon && UnityEngine.Random.value < this.GetSystemFunction(ShipSystem.Sensors) * 0.1f)
			{
				float num5;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num5);
				internalDamageAssessedHere += num5;
			}
			else if (UnityEngine.Random.value < this.GetSystemFunction(ShipSystem.Sensors) * 0.01f)
			{
				float num6;
				this.ApplyDamageToSystem(ShipSystem.Sensors, UnityEngine.Random.value * 0.1f, out num6);
				internalDamageAssessedHere += num6;
			}
			TIShipArmorTemplate armorTemplate = TISpaceShipState.ArmorData.GetArmorTemplate(this, facing);
			int num7 = 0;
			int num8 = 1;
			bool flag2 = attackingWeapon != null && attackingWeapon.isMissileWeapon && attackingWeapon.ref_missileWeapon.warheadClass == WarheadClass.Fragmentation;
			if (flag2)
			{
				num8 = Mathf.RoundToInt(attackingWeapon.ref_missileWeapon.warheadMass_kg / 5f);
			}
			bool flag3 = false;
			float num9 = (float)num8;
			float num10 = 0f;
			for (int i = 0; i < num8; i++)
			{
				if (UnityEngine.Random.value < this.armor[facing].chippedPct)
				{
					num7++;
					flag3 = true;
					if (num8 == 1)
					{
						damageAmount += chippingAmount;
					}
					else
					{
						num10 += chippingAmount / (float)num8;
					}
					num9 -= 1f;
				}
			}
			chippingAmount *= num9 / (float)num8;
			if (chippingAmount > 0f)
			{
				float armorFacingVolume_m = TISpaceShipState.ArmorData.GetArmorFacingVolume_m3(this, facing);
				if (armorFacingVolume_m > 0f && this.armor[facing].chippedPct < 1f && this.armor[facing].armorValue > 0)
				{
					chippingAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.ChippingResistance);
					float chip = chippingAmount / armorFacingVolume_m;
					chippingAmount = this.armor[facing].ChipArmor(chip);
					if (this.armor[facing].chippedPct >= 1f)
					{
						flag3 = true;
						num7 = (flag2 ? num8 : 1);
					}
				}
				else
				{
					damageAmount += chippingAmount;
					chippingAmount = 0f;
					flag3 = true;
					num7 = (flag2 ? num8 : 1);
				}
			}
			float num11 = 0f;
			if (shreddingAmount > 0)
			{
				this.spaceCombatValueDataDirty = true;
				damageAmount = (float)this.armor[facing].ShredArmor(shreddingAmount);
				if (this.armor[facing].armorValue <= 0)
				{
					flag3 = true;
					num7 = (flag2 ? num8 : 1);
				}
				else
				{
					num11 = (float)shreddingAmount * this.armor[facing].chippedPct;
					if (num11 > 0f)
					{
						flag3 = true;
						num7 = (flag2 ? num8 : 1);
					}
				}
			}
			float num12 = (float)this.armor[facing].armorValue;
			if (attackingWeapon != null && !flag3 && num12 > 0f && this.armor[facing].chippedPct < 1f)
			{
				if (!TIGlobalValuesState.Customizations.cinematicCombatRealismScale)
				{
					if (facing != ArmorFacing.Right)
					{
						if (facing == ArmorFacing.Left)
						{
							num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(-90f - angle));
						}
					}
					else
					{
						num12 /= Mathf.Cos(0.017453292f * Mathf.Abs(90f - angle));
					}
				}
				if (attackingWeapon.weaponClass == WeaponClass.Laser)
				{
					num12 = attackingWeapon.ref_laserWeapon.ModifyArmorValueForLaserShot(range_km, num12);
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.LaserResistance);
				}
				if (damageType == DamageType.Kinetic)
				{
					damageAmount *= armorTemplate.GetSpecialtyModifiers(ArmorSpecialty.KineticsResistance);
				}
			}
			damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAllShips, this.faction, damageAmount, null);
			if (attackingFaction != null && attackingFaction.IsAlienFaction)
			{
				damageAmount += TIEffectsState.SumEffectsModifiers(Context.DamageReductionAgainstAlienShips, this.faction, damageAmount, null);
			}
			if (flag3)
			{
				this.spaceCombatValueDataDirty = true;
				if (flag2)
				{
					this.spaceCombatValueDataDirty = true;
					float num13 = (float)num7 / (float)num8;
					float num14 = num13 * damageAmount + num10;
					if (num9 > 0f)
					{
						float num15 = (1f - num13) * damageAmount / num9 - num12;
						if (num15 > 0f)
						{
							num14 += num15 * num9;
						}
					}
					return Mathf.Max(0f, num14);
				}
				if (num11 > 0f)
				{
					return num11;
				}
			}
			else if (flag2)
			{
				float num16 = damageAmount / num9 - num12;
				damageAmount = 0f;
				if (num16 > 0f)
				{
					damageAmount += num16 * num9;
					this.spaceCombatValueDataDirty = true;
				}
				return damageAmount;
			}
			if (damageType == DamageType.ParticleBeam && attackingWeapon != null)
			{
				float num17 = damageAmount * attackingWeapon.ref_particleWeapon.heatFraction;
				float num18 = damageAmount * attackingWeapon.ref_particleWeapon.xRayFraction;
				float num19 = damageAmount * attackingWeapon.ref_particleWeapon.baryonFraction;
				if (!flag3)
				{
					num18 = Mathf.Max(0f, num18 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.xRayHalfValue_cm)));
					num19 = Mathf.Max(0f, num19 * Mathf.Min(0.0625f, Mathf.Pow(0.5f, armorTemplate.armor_section_thickness_m((float)this.armor[facing].armorValue) * 100f / armorTemplate.baryonicHalfValue_cm)));
				}
				num18 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num18);
				num19 += this.SumOfficerEffectsModifiers(OfficerEffectType.RadiationDamageReduction, num19);
				appliedRadiationDamage = this.ApplyInternalRadiationDamage(num18, num19, facing, facing, angle, Mathf.Min(1f, attackingWeapon.ref_particleWeapon.SpotSurfaceArea_m2(range_km) / this.GetCrossSectionalArea_m2(angle)));
				internalDamageAssessedHere += appliedRadiationDamage;
				damageAmount = num17;
			}
			float num20 = 0f;
			if (damageAmount > 0f)
			{
				num20 = Mathf.Max(0f, damageAmount + (flag3 ? chippingAmount : 0f) - (flag3 ? 0f : num12));
			}
			if (num20 > 0f || internalDamageAssessedHere > 0f)
			{
				this.spaceCombatValueDataDirty = true;
			}
			return num20;
		}

Utility Modules

This section is obsolete. For a list of all utility modules in Terra Invicta, as well as their stats, see Utility Module List instead.

OBSOLETE INFO INSIDE!  
Utility Module Mass (tons) Effect
Mobile Space Science Lab 200 Space Science+5% Space Science Research
Can prospect space bodies from interface orbits
Repair Bay 700 Improves mid- and post-combat repairs.
Salvage Bay 1000 Collects more Salvage after Winning Combats.
Vector Thrusters 20 Significantly increases the ship's turning speed.
Flag Bridge 90 Reduces the fleet's mission controlMission 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 Marine combat score(assault value 4)
Advanced Marine Assault Unit 200 Enables the Assault Hab fleet operation Marine combat score(assault value 6)
Elite Marine Assault Unit 200 Enables the Assault Hab fleet operation Marine combat score(assault value 8)
Humanity FirstSpartans 200 Enables the Assault Hab fleet operation Marine combat score(assault value 10)
The ResistanceRangers
The ServantsImmortals
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
Automated Fission Platform 300 Automated Platform Core, Automated Supply Depot, Automated Fission Pile
Automated Fission Outpost 1800 Automated Outpost Core, Automated Mining Complex, Automated Fission Pile, Automated Fission Pile

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.

Weapon Fire Modes
Standard Fire Modes
Fire Mode Targeting Priority[1]
Focus Fire
  1. Primary Target.
Attack
  1. Primary Target.
  2. Nearest enemy ship or hab module that is in range.
Defense
  1. Nearest enemy projectile that is in range and not already saturated.[2]
  2. Nearest enemy projectile that is in range.
Guardian
  1. Nearest enemy projectile that is in range and not already saturated.[2]
  2. Nearest enemy projectile that is in range.
  3. Primary Target.
  4. 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.

  1. ↑ 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. ↑ 2.0 2.1 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.

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:

  1. Set the defense range to the targeting range.
  2. If the weapon has an attack mode, then apply a penalty to the defense range:
  3. 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 hab mounted weapons.
    • On Realistic Combat Scaling:
      • Add the Ship Hull Length × 10 for ship mounted weapons.
      • Add 0.5km for 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.

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)
Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)

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:

Warhead Class Total Damage Chip % Can Bombard Is AoE Kinetic Damage?[1] Other Notable Effects
Fragmentation 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.

  1. ↑ 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)
Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)

Notes:

  • 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
Spot Diameter (m) = Distance to Target (km) × Spot Diameter Precise Factor (m/km)
Spot Diameter Precise Factor (m/km) = (1000 / Mirror Diameter (m)) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5

When combined:

Effective Armor = Base Armor ^ 1.5 × 0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² 

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:

Armor = (Laser Damage × 1.2 / (0.7853982 / 0.005 (m²) × (Distance to Target (m) × ((1.22 × Wavelength (m) × Beam Quality)² + (2 * Jitter * Mirror Diameter (m) )²) ^ 0.5 / Mirror Diameter (m) )² ) ) ^ (1/1.5)

Math rendered in a possibly more readable style

Range

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:

Chipping

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)
Target Area (m²) = 3.1415927 × Target Ship Length × Target Ship Width / 2
Beam Area (m²) = 3.1415927 × (Beam Radius (m) )^2

If the particle beam fires neutral particles, then:

Beam Radius (m) = Emittance (m) × Distance to Target (m) / 1000000 / Lens Radius (cm) × 100 (cm/m)

Otherwise:

Beam Radius (m) = Lens Radius (cm) / 100 (cm/m) × 2 ^ (Distance to Target (km) / Doubling Range (km) )

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)
Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)

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) 
Heat Generated (GJ) = Power Consumed (GJ) × (1 - Efficiency)

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.

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[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:

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:

Drive Required Project Total research Cost Thrust
(N)
Combat Thrust
Multiplier
EV
(kps)
Efficiency Required Power Plant Propellent
(per tank)
Supplies Power Special
Pulsed Plasmoid Drive Pulsed Plasmoid Drive 22250 research 2200 1 425 0.72 Any Reactor Anything
10 base metals
When Not Thrusting
Mass Driver Mass Driver 2950 research 12000 10 9.81 0.65 Any Reactor Anything
10 base metals
When Not Thrusting
E-Beam Drive E-Beam Drive 2950 research 4600 16 19.62 0.76 Any Reactor Anything
10 base metals
When Not Thrusting
Superconducting Mass Driver Superconducting Mass Driver 25450 research 28000 15 22 0.85 Any Reactor Anything
10 base metals
When Not Thrusting

Remass Scoop

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 waterWater and/or volatilesVolatiles.

Note: fissilesFissiles costs can be converted into waterWater 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 fissilesFissiles 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. ↑ 1.0 1.1 Ships cannot share a refueling module with other ships. Every ship that wants to refuel needs to have its own refueling module.
  2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 The 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 volatilesVolatiles Cost / 20
Life Support Backup
Power Coupling Missing Health % × Hull Construction Tier / 2 0.1 base metalsBase Metals
Drive Coupling
Vector Thrusters
Sensors
System Reactor Missing Health % × 2 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)
Ship Hull Type Cannot be changed.
Ship Armor Can be changed freely. 5% for each slot (nose, side, tail) changed.
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%
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.)
Radiator Can be changed freely. 5%
Heat Sinks Cannot reduce number, but can freely change or add more. 5% for each Changed or Added.
Batteries Cannot reduce number, but can freely change or add more. 5% for each Changed or Added.
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.
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.
Spikers:
  • Muon
  • Neutronium
  • Antimatter
Cannot reduce number, but can freely interchange or add one if there was none. 5% if changed or added.
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.
Electronic Countermeasures Cannot reduce number, but can freely interchange or add one if there was none. 5% if changed or added.
Targeting Computer Cannot reduce number, but can freely interchange or add one if there was none. 5% if changed or added.
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:

5% for each changed, but moving around is free.

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 controlMission Control and moneyMoney 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 (watervolatilesbase metalsnoble metalsfissilesexoticsantimatter), even if the ship was originally constructed using boostBoost and moneyMoney.

Otherwise, the faction does not gain any resources from scuttling the ship. Instead, they may even have to pay boostBoost 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 boostBoost 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 boostBoost 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.

  1. ↑ 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.