The player's ship is only the shell or chassis of the space vessel; what actually makes each player's ship unique are the components within it. Each ship comes with a limited amount of large, medium and small component slots which - with the exception of core components - players can freely replace with another component of the same size (e.g swapping a cargo bay for a weapon).
Buying & Upgrading[edit | edit source]
Ship components can be brought and installed on any planet with an accessible Starport level 6 or above. Higher level Starports on planets with a particularly high Military rating will have the most options for you to select from.
Components cannot be added or removed - only replaced or upgraded with a component of equal size. In other words; no component slot can be left empty and you cannot store spare components. Every component you buy begins to be installed straight away but typically takes a few weeks to finish. A small component will only fit in a small slot and cannot be placed into a large slot etc. Your ship determines how many large, medium and small slots are available. If you trade in an expensive component for a significantly less expensive component, you might not have to pay anything for the trade-in other than 2,500 credits for the labor.
Ships also come with different maximum mass limits. Every component has a mass; with larger components being heavier than smaller components. The total mass of all the components on a ship cannot exceed the maximum support weight of your ship. There are components that can make your ship components lighter thereby allowing heavier components to be slotted. Higher mass components resist Cascading damage but, of course, require more available mass on your ship.
With the exception of Core Components, you can replace any component with any type of component of the same size. For example; you might want to swap a cargo bay with a weapon for more firepower, or replace that officer cell for some extra defense. A ship must always have a bridge, engine and hyperwarp.
Note that some components do things outside of your ship, such as the Weapons Locker, which enables you to upgrade your crew's gear.
Component Types[edit | edit source]
- (The Scout Bridge requires 1 SMALL component slot, however, it also provides 3 officer slots instead of 1, effectively providing a net increase of 1 small slot when compared to other bridges; albeit without the option of armored officer's quarters, etc. But as long as you plan on running your ship with more than 2 officers - which seems pretty basic - the scout bridge effectively increases your customizable SMALL slots by 1, taking one for itself, but freeing up 2 that would've held officer quarters)
Core Components[edit | edit source]
|The bridge is the command center of any ship. This is where the Captain and Officers command almost every aspect of vessel; be it engines, navigation, weapons, electronic warfare or environmental controls. Pilots and Navigators also operate from here. Also includes the Captain's Quarters. Increases required Ship Ops, Pilot, Navigation and Electronics skills needed to operate the ship.|
|Not only do the ship engines propel the vessel through space at faster than light speeds, they also supply power to every system on board the ship. Void Engines require Water-Fuel to sustain their containment field and allow their safe operation. The engine determines a vessel's Speed, Agility, fuel consumption and Reactor Points as well as increasing the required Ship Ops, Pilot and Electronics skills needed to operate the ship. Different Engines have different Safety Ratings which impact how difficult the entire ship will be to operate in the void, as well as how catastrophic failures are to the ship and crew. (All Void Engines occupy one LARGE Component slot.)|
M2400 Void Engines
M3400 Void Engines
M5000 Void Engines
M6000 Void Engines
M7000 Void Engines
M8000 Void Engines
M9000 Void Engines
|Key to accessing the hyperwarp is the hyperwarp drive. The hyperwarp drive allows a vessel to travel vast distances between Quadrants in relatively quick time by "jumping" through Hyperwarp Gates. Each hyperwarp jump consumes fuel, with larger ships needing larger hyperwarp drives and more fuel. Increases required Navigation and Electronics skills needed to operate the ship.|
Crew[edit | edit source]
|Officer Quarters||A perk of being a ship officer is the guaranteed right to individual living quarter. Each ship officer requires their own space.||Officer Cabin|
|Crew Quarters||Living quarters for the general crew; everything from the galley to shared sleeping dormitories and recreational activities. Each crew member needs their own bed.||Barracks|
|Medical Facility||A ship's doctors or combat medics are only as good as the facilities and equipment available to them. Medical facilities on ships increase the ship's Medical Rating but increase required Ship Ops and Electronics skills needed to operate the ship.||Medical Chamber |
Cargo[edit | edit source]
|Passenger Quarters||Specially set aside living quarters for passengers to stay in during some missions.||Passenger Cabin |
|Prisoner Quarters||Prisoners' quarters are secure holding facilities that ensure any hostages or prisoners collected during missions never escape once they've caught them.||Prison Cell |
|Ship Hold||The ship hold is the dedicated storage facilities for carrying resources and a standard requirement for all ships. Available in a variety of sizes and specifications; including optional fuel storage or Ship Armor.||Smuggler Cache |
Weapons[edit | edit source]
To see specific weapons components select [S] for small weapons components, [M] for medium weapons components and [L] for large weapons components.
|Autocannons are lightweight, close range, automatic fire kinetic projectile weapons. An autocannon fires multiple shell rounds at high velocity at hostiles. They have very low Reactor Point use; but are only effective at extremely close range. Increases required Ship Ops and Gunnery skills needed to operate the ship.
|Lances are short-to-medium range, direct energy beam weapons that fire a concentrated beam of energy at a target. Will also inflict low levels of radiation damage. Available in both small and medium size weapons; with the medium variants being optimized to cripple targets. Increases required Ship Ops, Gunnery and Electronics skills needed to operate the ship.
|Railguns are medium range, kinetic projectile weapons. Solid metal slugs are catapulted at high speeds through the use of electromagnetic rails. This results in very stable damage, high void damage, and an above average cripple rate. Increases required Ship Ops, Gunnery and Electronics skills needed to operate the ship.
|Plasma cannons are medium range burst fire plasma projectile weapons. Damage is inflicted though the use of supercharged and super-heated bolts of plasma. Will also inflict radiation damage. Plasma cannons are known for stable and reliable damage. Increases required Ship Ops, Gunnery and Electronics skills needed to operate the ship.
|Gravity drivers are short-to-medium range, heavy, kinetic projectile weapons. Drawing power from the ship's void engine, a solid metal slug is accelerated at high speed by manipulating the ship's gravitational field. Since the size and damage of the slug is only theoretically limited by the power of void engine, gravity drivers are capable of inflicting large amounts of hull damage.
|Missile Systems are launchers that fires a cluster of self-propelled missiles with high explosive warheads at a medium-to-long range target. The missiles will also inflict a moderate amount of radiation damage. Generally small in weapon size (although some variants are available in medium size) with a reliable damage output. Increases required Ship Ops, Gunnery and Electronics skills needed to operate the ship.
|Torpedoes are loaded from the magazines into a firing chamber aligned with the Ship's Void Engine. From there, they are launched with a tremendous amount of energy, propelling them briefly into the hyperwarp, with a successful hit resulting in the Torpedo materializing within the target before detonation. As a result of its unique method of travel, torpedoes are highly optimized to cripple hostile targets and will also inflict a moderate amount of void damage. Torpedoes are extremely accurate weapons, especially at maximum range. Increases required Ship Ops, Gunnery and Electronics skills needed to operate the ship.
Combat[edit | edit source]
|Weapons Locker||The armoury is a secured location in which handheld weapons and other offensive or defensive devices are stored for use by the crew. Typically these include rifles, pistols, swords and armour.||Weapon Locker|
|Ship Armor||Installing Ship Armor plating improves the general defensive capabilities of a vessel against the dangers of space, particularly in combat. Reinforcing different parts of the ship can also require additional Ship Ops and Electronics, but can increase void damage resistance or radiation damage resistance. The cost of improved defenses is increased fuel consumption during hyperwarp jumps.||Battle Plow |
|Ship Shielding||Installing plating increases Ship Shield and protect the crew and the internal ship components against the dangers of space, particularly in combat. Reinforcing different parts of the ship can also increase the required Ship Ops and Electronics Ship skills. The cost of improved defenses is increased fuel consumption during hyperwarp jumps.||Hull Plating |
|Sig Dampener||A signature dampener, or sig dampener, increases required Pilot and Electronics skills needed to operate the ship.||-|
|Mass Reducer||Mass reducers increase the maximum mass capacity of the ship by reducing the mass of components installed on the ship - thereby allowing heavier components to be installed. The drawback is that they will increase the ship's fuel consumption during hyperwarp jumps. Increases required Pilot and Electronics skills needed to operate the ship. Its larger, more advanced, and more expensive counterpart, the Mass Dampener, is capable of greater mass reduction.||Mass Reducer |
|Mass Dampener||Mass dampeners increase the maximum mass capacity of the ship by reducing the mass of components installed on the ship - thereby allowing heavier components to be installed. It's more advance design allows it to reduce mass than otherwise possible with Mass Reducers. It will also increase required Ship Ops, Pilot and Navigation or Electronics skills needed to operate the ship. However, smaller versions are not efficient and will increase fuel consumption during hyperwarp jumps.||Mass Dampener |
Advance Mass Dampener
Ship[edit | edit source]
|Fuel Boost (Tanks)||No ship can operate without vital fuel; and this hazardous lifeblood is stored (generally in large quantity) on board in specially designed compartments. Increases required Ship Ops and Electronics skills needed to operate the ship.||Small Fuel Tank 1/2/3/4|
|Fuel Boost (Water-Fuel Reclamation)||Fuel reclamation systems help improve hyperwarp jump fuel efficiency by recycling some of the fuel that would be used by the hyperwarp drive. Increases required Ship Ops and Electronics skills needed to operate the ship.||-|
|Booster (Ship Assist Modules)||Ship assist modules are advance computer systems that supplements and improves the efficiency of the crew to improve the performance of the ship overall. Assist modules also reduce the fuel needed for hyperwarp jumps. Increases required Electronics and either Pilot or Navigation skills needed to operate the ship.||Pilot Assist Module 1/2/3/4 |
Nav Assist Module 1/2/3/4
|Booster (Reactor Spike Module)||Add Fuel Capacity||-|
|Booster (ECCM Screen Matrix)||Add Escape and Void Resist||-|
|Booster (Targeting Matrix)||Add +% Accuracy, +% Damage, +% Critical and Jump Cost|
|Booster (Peak Velocity Matrix)||Modification to the computer matrix allows the engines to output more thrust during combat; thereby increasing range change. The side affect however is increased fuel consumption for hyperwarp jumps. Increases required Ship Ops, Pilot and Electronics skills needed to operate the ship. Add Initiative, +% Defense, +% Shield and Jump Cost||-|
|Sensor Array||Sensors provide Gunners and the ship's computer with additional targeting data, allowing them to fire weapons with greater accuracy. Outside of combat, sensors greatly assist Pilots and Navigators in flying the ship through space. Increases required Navigation and Electronics skills needed to operate the ship. Add +% Accuracy||-|
|Booster (Boarding Assault System)||Increases required Ship Ops and Pilot skills needed to operate the ship. Adds Boarding dice (more reliable boarding, and increases the chance of boarding crucial components like the Bridge or Engines.)||-|
|Booster (Defence Pattern Matrix)||Modification to the computer matrix improves the ship's defences. The side affect however is increased fuel consumption for hyperwarp jumps. Increases required Ship Ops, Pilot and Electronics skills needed to operate the ship. Add +% Defense||-|
|Booster (Interlocking Sensor Matrix)||Modification to the computer matrix through the installation of additional sensors result in better weapon damage output and critical hit rate. The side affect however is increased fuel consumption for hyperwarp jumps. Increases required Electronics skill needed to operate the ship. Add +% Damage, +% Critical and Jump Cost||-|
|Booster (Shield Pulse)||Shield pulse boosters modifies the ships defences to improve ship armor and to resist against specific damage types. A side-effect, however, is increased fuel consumption for hyperwarp jumps. Add Resistance, +% Armor and Jump Cost||Radi-Shield Pulse Booster |
Void-Shield Pulse Booster
Operations[edit | edit source]
|Intel||Ship scanners are specialised sensors for ground scanning and compliments standard ship sensors to increase data records when exploring.||Scanner|
|Orbital Intel||Ship signal arrays are specialised sensors for covertly intercepting transmissions and compliments standard ship sensors to increase data records when spying.||Signal Array|
|Ops Fuel||Reduce the fuel cost of patrolling, spying and blockading.||Orbital Fuel Scoop 1/2/3/4|
|Orbital Ops/Ship||Reduce ship damage in patrolling, spying and blockading.||EVA Deck 1/2/3|
|Orbital Ops/Salvage||Increases Credit Rewards during Orbital salvage; Stores Cargo and Add fuel Capacity||Salvage Bay 1/2/3/4|
|Orbital Ops/Crew||Reduce crew damage in patrolling, spying and blockading.||Ferrochromium Plating|
|Exploring/Mining||Dedicated specialised mining equipment will increasing the efficiency of locating, extracting and transporting both raw and refined resources whilst exploring - resulting in increase yield and no doubt increase profits.||Extraction Drill |
|Exploring/Safety Crew||Dedicated specialised exploration equipment makes exploring safer for the crew or ship.||L-Support Rover |
|Exploring/Safety Ship||Whilst all ships are generally protected against the dangers of deep space, the conditions found within and near planets and other stellar objects can be very different. By installing additional protective plating, ship damage can reduced when exploring patrolling, spying and blockading.||Weather Seals |
|Observation: The effects of only one equipment will apply in each category|
Faction Unique Components[edit | edit source]
Resource Processor - Javat
Javat Mechi-Reaper - Javat
Hyperion Exo-Suits - Steel Song
Mesa Radiate-Seal - Alta Mesa
Depth Scanner Omega - Rychart
Depth Scanner Omega-X - Rychart
Orbital Fuel Scoop 3 - Thulun
Orbital Fuel Scoop 4 - Thulun
Multi-Signal Array - Rychart
Boarding Assault System 4 - Steel Song
ECCM Screen Matrix 4 - De Valtos
Targeting Matrix 4 - Moklumnue
Defense Pattern Matrix 4 - Javat
Interlocking Sensor Matrix 4 - Cadar