When you design and build ships in the Ship designer, you can equip these ships with various parts. More parts become available as you research and progress through the Technology tree. There are two general types of parts that can be added to ships: cosmetic and equipment. Cosmetic parts allow the designer to make virtually any appearance of ship he or she desires, however, this parts have no affect on the performance of the ship whatever; they are purely aesthetic. Equipment parts, on the other hand, determine the performance of the ship, for example, its speed, type of weapons, special abilities, range, and so forth. In the main menu, if you click the designer tab at the upper left of the screen, you will see a default ship displayed with this ships details on the right and a menu listing ships that can currently be build on the left. You can click on any ship in this list and then click the "Use Design" button at the bottom of the list to modify that particular ship; or you can start by clicking "New Design" to start crafting a ship from scratch. In either case the menu on the left will change. At the top you will buttons for "Design Mode" and for "Eguip". Design mode indicates that only custom parts are available; Equip Mode shows functional parts that can be chosen to change the performance of you ship. If the equip mode is chosen the second row from the top of the left menu will display a serious of five buttons: Engines, Weapons, Defenses, Modules, and Support. As each button is click a list of available parts will be displayed that depends on what technologies you have researched.
In the following a detailed description of each type of Equip Mode part is listed, with an indication of where they are found in the Equip Mode Menu. NOTE: the values that you actually encounter in-game may differ significantly from those found in this table, as this table is the raw values and DO NOT include miniaturizations, cost reductions, or other general modifications that one may obtain in-game.
Engines can be used for interstellar travel or to increase tactical speed in battles. Special Augments are also available, however, they require rare resources.
Interstellar Drives
Drive Type
Drive Mass
Drive System Cost
Maintenance
Moves
Technology Required
Resources
Hyper Drive
10
9
0
1
None
None
Prototype Hyper Drive
10
9
0
5
None
Promethion - 1
Hyper Drive Plus
12
9
0
2
Interstellar Travel
None
Ion Drive
14
18
0.25
3
Ion Drive
None
Warp Drive
16
34
0.25
4
Warp Field Theory
None
Hyper Warp Drive
18
65
0.75
5
Hyperwarp Waves
None
Stellar Folding
20
123
1.25
6
Stellar Folding
None
Sublight Drive
Drive Type
Drive Mass
Tactical Speed
Acceleration
Cost
Maintenance
Threat
Technology Required
Thrusters
8
10%
10%
7
0
0.25
Interstellar Travel
Ion Thrusters
9
20%
20%
13
0.25
0.5
Ion Drive
Field Thrusters
10
30%
30%
25
0.25
0.75
Warp Field Theory
Inertial Acceleration
12
40%
40%
48
0.5
1.0
Hyperwarp Waves
Gravity Manipulation Field
15
50%
50%
92
1
1.25
Stellar Folding
Standard Weapons
Weapons come in three basic types, beam, missile, and kinetic. Each has their specific characteristics that make them useful in outfitting different types of star ships.
Beam
Beam Attack
Range
Cooldown
Accuracy
Mass
Cost
Maintenance
Threat
Required Technology
Laser
2
Mid-Range(800)
5
135%
12
18
0.25
0.2
Weapon Systems
Particle Beam
3
Mid-Range(800)
5
135%
14
24
0.25
0.4
Beam Weapons
Disrupter
5
Mid-Range(800)
5
135%
16
34
0.25
0.6
Matter Disruption
Plasma
8
Mid-Range(800)
5
135%
18
48
0.5
0.8
Plasma Projection
Phasors
16
Mid-Range(800)
5
135%
22
68
0.75
1.0
Energy Phasing
Doom Ray
32
Mid-Range(800)
5
135%
24
82
0.75
1.2
Doom Ray
Missile
Missile Attack
Range
Cooldown
Accuracy
Mass
Cost
Maintenance
Threat
Required Technology
Stinger
8
Long-Range(1100)
5.6
125%
18
48
0.5
0.6
Missile Weapons
Harpoon
12
Long-Range(1100)
5.6
125%
20
57
0.5
0.9
Harpoon Tech
Photonic Warhead
16
Long-Range(1100)
5.6
125%
20
65
0.75
1.2
Photonic Warheads
Photon Torpedoes
20
Long-Range(1100)
5.6
125%
22
70
0.75
1.5
Photon Torpedoes
Nightmare Torpedoes
30
Long-Range(1100)
5.6
125%
24
84
1.0
1.8
Nightmare Torpedo Tech
Kinetic
Kinetic Attack
Range
Cooldown
Accuracy
Mass
Cost
Maintenance
Threat
Technology Required
Rail Gun
4
Short-Range(600)
3
115%
24
57
.5
.3
Kinetic Weapons
Pulse Cannon
6
Short-Range(600)
3
115%
26
67
.75
.5
Pulse Cannon Tech
Graviton Driver
8
Short-Range(600)
3
115%
28
75
.75
.5
Graviton Thrower
Quantum Driver
10
Short-Range(600)
3
115%
30
80
.75
.6
Quantum Drivers
Singularity Driver
16
Short-Range(600)
3
115%
32
91
1.0
.7
Singularity Drivers
Prototype Weapons
If rare mineral resources are available, prototype versions of these weapons are available which are significantly more powerful.
Prototype Weapon
Attack
Range
Cooldown
Accuracy
Resource
Mass
Cost
Maintenance
Threat
Required Technology
Prototype Elerium Beam
16
Mid-Range(800)
5
135%
Elerium - 1
12
16.2
0.2
1
Weapon Systems
Prototype Antimatter Missile
16
Long-Range(1100)
5.6
125%
Antimatter - 1
18
22.5
0.2
1.5
Weapon Systems
Prototype Durantium Driver
8
Short-Range(600)
3
115%
Durantium - 1
24
20.7
0.2
0.6
Weapon Systems
Standard Defenses
There are three basic types of Defenses that can be placed on ships: Armor (Defend against Kinetic Weapons), Shields (Defend against Beam Weapons), and Point Defenses (Defend against Missile Weapons).
Armor
Mass
Cost
Maintenance
Armor Rating
Fortitude
Technology Required
Hull Plating
12
29
0.25
8
0.3
Defense Systems
Titanium Plating
13
36
0.255
12
0.6
Armor Systems
Durantium Composite
14
35
0.25
16
0.9
Durantium Composite
Kanvium Laminate
15
34
0.25
30
1.2
Kanvium Laminate
Zero Point Armor
16
30
0.25
32
1.5
Zero Point Armor
Shield
Mass
Cost
Maintenance
Shield Strength
Fortitude
Technology Required
Deflectors
7
22
0.25
4
0.2
Defense Systems
Shield Generators
8
24
0.25
6
0.4
Shield Systems
Barrier Fields
9
30
0.25
10
0.6
Barrier Field Generation
Force Fields
10
35
0.25
16
0.8
Force fields
Invulnerability Field
11
38
0.5
30
1.0
Invulnerability
Point Defense
Mass
Cost
Maintenance
Point Defense
Fortitude
Teechnology Required
Chaff
9
30
0.25
8
0.2
Defense Systems
Point Defense
10
32
0.25
12
0.3
Point Defenses
ECM
11
33
0.25
16
0.4
Counter Measures
Drone Sentries
12
32
0.25
20
0.5
Drone Security Systems
Arreon Missile Defense
13
31
0.25
32
0.6
Arreon Missils Defense
Modules
Modules come in many types, including Life Support, Sensors, Weapon Assists, and Special Modules for Colony, Constructor, Transport, Cargo or other purposes. Certain modules are intended to be equipped on support ships; these are listed under support below.
Life Support
Life Support components are used to extend the range a ship can be from a planet or starbase. These modules are good for all ship types, although colony ships, constructors and scouts will benefit most from the added range. Upgrades are found in the Engineering tech tree beginning on the Interstellar Travel branch. After clicking on a ship/fleet you will see a dashed line displaying the maximum range of this unit. By holding down the Control key, a tool tip will display showing the distance the tile under the mouse cursor is from the currently selected unit.
Mass
Cost
Maintenance
Ship Range
Value
Required Technology
Life Support
6
4
0
6
0.25
Tech Tree
Environmental Support
6
10
0
9
0.5
Interstellar Travel
Stellar Support
8
24
0.25
12
0.75
Life Support
Deep Space Support
10
52
.5
15
1.0
Support Field Generation
Support Field Generator
12
111
1
18
1.25
Promethion Support Systems
Stasis Field Generator
14
235
2.25
21
1.5
Lossless Support Systems
Sensors
Sensors extend the visibility of a star ship.
Mass
Cost
Range
Maintenance
Value
Technology Required
Navigational
8
9
2
0
0.25
None
Interstellar
9
9
3
0
0.5
Interstellar Travel
Sensor Array
10
34
4
0.25
1.0
Interstellar Survey
Field Detectors
12
65
5
0.75
1.25
Energy Field Sensors
Subspace Sensor
14
123
6
1.25
1.5
Subspace Sensor
Utility Modules
Utility Modules provide fundamental functions.
Utility Module
Mass
Cost
Maintenance
Ability 1
Capacity 1
Capacity 2
Requirement
Colony
45
27
0.25
Can Colonize
Population Cap 3
None
None
Contructor
45
27
0.25
Can Construct
Construction Points Cap 1
None
None
Cargo
40
27
0.25
Can Create Trade Route
None
None
Xeno Commerce
Transport
25
27
0.25
Can Invade
Population Cap 3
None
Planetary Invasion
Advanced Transport
45
51
0.5
Can Invade
Population Cap 3
Interceptor Fighters Cap 2
Aggression Trait 4
Survey Modules
Survey Modules Permit the Analysis of Anomalies
Survey Module
Resource Cost
Mass
Cost
Maintenance
Sensor Range
Value
Technology Required
Standard Survey
None
32
18
0.25
3
0.75
Interstellar Survey
Prototype Survey
Thulium - 1
8
9
0
3
0.75
None
Stasis Module
Range
Resource Cost
Mass
Cost
Maintenance
Value
Technology Required
Stasis Field Module
Promethion - 1
15
65
0.6
6
Special Assistance Modules
Module Type
Limit per Ship
Placement
Mass
Cost
Maintenance
Value
Effect 1
Effect 2
Stat
Technology Required
Resource Requirements
Duranthium Hull Reinforcment
No Limit
Defense
5
14
0.25
-
Hit Points Cap +15
None
Fortitude 1
None
Duranthium - 1
Structural Enhancement
1
Augment
10
34
0.25
-
Tactical Repair +1
None
Fortitude 0.5
Hull Strengthening
None
Self Healing Hulls
1
Augment
20
65
0.75
-
Tactical Repair +5
None
Fortitude 1.0
Self Healing Hulls
Duranthium - 1
Targeting Scanners
1
Targeting
15
65
0.75
2
Accuracy 0.25
None
Threat 2
Targeting Support
None
Stealth Field
1
Targeting
20
18
0.25
1
Jamming 0.1
None
Fortitude 1
Targeting Assist
None
Jamming Array
1
Targeting
15
65
0.75
2
Jamming 0.25
None
Fortitude 2
Targeting Support
Thulium - 1
Rapid Recharger
1
Augment
10
27
0.25
2
Beam Cooldown -0.3
Beam Attack -0.15
Threat 1
Beam Weapons
None
Energy Accelerator
1
Augment
12
51
0.5
2
Beam Range 0.3
None
Threat 2
Beam Weapon Augmentation
Elerium - 1
Shield Leach
1
Augment
14
97
1.0
2
Shield Damage Weapon 1.0
None
Threat 3
High Energy Transfer
Elerium - 1
Shield Punch
1
Augment
16
185
1.75
2
Ignore Shield 0.5
Beam Attack -0.25
Threat 4
High Energy Magnification
Elerium - 1
Missile Assister
1
Augment
8
27
1.75
2
Missile Cooldown -0.25
None
Threat 2
Missile Weapons
None
Slingshot Booster
1
Augment
10
51
1.75
3
Missile Range 0.25
None
Threat 3
Missile Augmentation
Antimatter - 1
Cluster Warheads
1
Augment
12
97
1.75
4
Point Damage Weapon 1.0
None
Threat 4
Advanced Missile Guidance
Antimatter - 1
Launch Assister
1
Augment
8
185
1.75
5
Missile Cooldown -0.5
None
Threat 6
Intelligent Warheads
Antimatter - 1
Carrier Modules
Carrier Modules Provide Carrier Based Craft to Perform Assault, Interceptor, Guardian, and Escort Functions