Damage hullmod
Damage hullmods (d-mods) are hull modifications that represent lasting damage to a ship hull. Each d-mod inflicts some negative stat changes on the affected ship, but these penalties tend to also come with benefits like making the ship cheaper to purchase or reducing its deployment supply costs.
Sources
Ships lost in combat and recovered in the post-battle recovery usually gain at least 1 d-mod; destroyed ships (i.e. those that broke apart when lost in combat; Reinforced Bulkheads prevents this effect from occuring) also gain the Structural Damage d-mod if they did not already have it. Ships can normally have up to 5 d-mods, with a 6th being possible if Structural Damage is acquired while or after gaining the 5th d-mod. It can be possible for a ship to be lost and then recovered without acquiring a new d-mod, although this is rare.
Recoverable derelict ships found during exploration often come with d-mods, with a rare chance of having no d-mods. Markets can generate ships (e.g. as part of a market's patrol fleet or as buyable ships in a submarket) with a number of random d-mods depending on the market's ship quality stat; a market with a ship quality of 120% or higher will only generate pristine ships with 0 random d-mods.
Some ships, such as the Venture Mk.II or the (LP) ships, can have d-mods as built-in hullmods. Like other d-mods, these ones can be removed by restoring the ship.
Removing d-mods
D-mods can be removed at the refit area of a market with the Restore function. The cost is proportional to the base cost of the ship and scales based on how many d-mods it has, with a base multiplier of 1.2× and another 1.2× mult for every d-mod present. Thus, the cost to Restore can be calculated as: (baseShipHullCost * 1.2) * (1.2^dModCount). All d-mods will be removed at once; it is not possible to selectively remove d-mods. Because removing even a single d-mod costs considerably more than buying a new pristine hull, it's only worthwhile for ships that cannot be purchased easily.
D-mods can also be slowly removed over time with the Hull Restoration skill which provides a chance to remove from one non-mothballed ship in your fleet per month. The ship and d-mod removed are both selected at random whenever the skill takes effect, making it primarily useful for ships that remain in your fleet in the long-term or for high-value ships that can be carried for several months. This skill also provides a chance of removing d-mods from newly acquired ships via salvaging. The higher number of d-mods the recovered ship has, the more likely for the removal to occur. However, Hull Restoration cannot remove built-in d-mods like Ill-Advised Modifications or Special Modifications; the Restore function is the only way to remove such d-mods.
Ship-specific d-mods
Carriers (any ships with at least 1 fighter bay) and phase ships have specific d-mods that are exclusive to their ship type, like Damaged Flight Deck for carriers and Phase Coil Instability for phase ships. Civilian ships can only gain d-mods that affect their logistic stats, like Degraded Drive Field or Compromised Storage. Similarly, combat ships can only gain d-mods that directly affect their combat ability (i.e. they cannot gain d-mods exclusive to civilian ships).
Automated ships cannot gain any d-mods that affect crew capacity or minimum crew requirements.
Positive effects
Most d-mods also have the effect of reducing the deployment supply costs by 20%, which stacks multiplicatively with each d-mod.
The Derelict Operations skill benefits ships with d-mods, reducing their deployment point cost by 6% for each d-mod (up to 5 d-mods for a total of 30% DP reduction) and also making the deployment supply cost reduction effect apply to the ship's maintenance costs (i.e. a 20% reduction to monthly maintenance supply costs per d-mod).
List of d-mods
Image | Name | Description |
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Compromised Storage | The storage capacity of this ship is significantly degraded. Crew, cargo, and fuel capacity reduced by 25%. Supply cost to recover from deployment reduced by 20%. |
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Compromised Armor | This ship's armor has taken major and irreparable damage at some point in the past, or suffered from major errors in the manufacturing process. Armor rating reduced by 20%. Supply cost to recover from deployment reduced by 20%. |
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Compromised Hull | This ship's hull has taken major and irreparable damage at some point in the past, or suffered from major errors in the manufacturing process. Hull integrity reduced by 30%. Supply cost to recover from deployment reduced by 20%. |
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Damaged Weapon Mounts | Reduces weapon turn rate by 25% and increases recoil by 30%. Supply cost to recover from deployment reduced by 20%. |
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Damaged Flight Deck | The flight decks on this ship have taken major damage and seriously interfere with normal operation. Time to launch replacement fighters is increased by 30%. Supply cost to recover from deployment reduced by 20%. |
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Defective Manufactory | The manufactory that produces fighter chassis is unreliable, and most components have minor defects. Fighter speed reduced by 25%, and damage taken increased by 25%. Supply cost to recover from deployment reduced by 20%. |
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Degraded Drive Field | Whether due to battle damage, manufacturing defects, or cycles of poor maintenance, this ship's drive field is suffering from permanently degraded performance. Maximum burn level decreased by 1. Sensor profile increased by 50%. Supply cost to recover from deployment reduced by 20%. |
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Degraded Life Support | Decreases maximum crew capacity by 50%, and maximum combat readiness by 5%. Supply cost to recover from deployment reduced by 20%. |
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Degraded Shields | Increases the amount of damage taken by shields by 10%. Supply cost to recover from deployment reduced by 20%. |
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Degraded Engines | Whether due to battle damage, manufacturing defects, or cycles of poor maintenance, this ship's drive field is suffering from permanently degraded performance. Top speed and maneuverability in combat reduced by 15%. Supply cost to recover from deployment reduced by 20%. |
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Destroyed Weapon Mounts | Some of the original weapon mounts on this ship have been damaged beyond repair and can no longer be used. |
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Erratic Fuel Injector | Increases fuel use by 50% and decreases the zero-flux boost by 10 su/second. Supply cost to recover from deployment reduced by 20%. |
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Faulty Automated Systems | Increases minimum crew required by 50% and decreases maximum combat readiness by 5%. Supply cost to recover from deployment reduced by 20%. |
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Faulty Power Grid | Whether due to battle damage, manufacturing defects, or cycles of poor maintenance, this ship's power grid will never be capable of achieving peak performance. Flux capacity reduced by 15%. Flux dissipation rate reduced by 15%. Sensor profile increased by 50%. Supply cost to recover from deployment reduced by 20%. |
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Unreliable Subsystems | A widespread loss of redundant components reduces peak operating time by 30%, and increases the rate at which combat readiness degrades by 30%. Supply cost to recover from deployment reduced by 20%. |
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Glitched Sensor Array | The ship's sensor array is damaged past any repair short of a complete hull overhaul. Weapon range in combat reduced by 10%. Sensor strength reduced by 50%. Supply cost to recover from deployment reduced by 20%. |
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Ill-Advised Modifications | This hull's systems have been drastically modified from spec, likely without certified engineering oversight. Its systems appear to work correctly under routine conditions, but have a significant chance of critical malfunction when stressed. |
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Increased Maintenance | Increases the monthly maintenance supply cost by 30%. Increases minimum crew required by 30%. Decreases maximum combat readiness by 5%. Supply cost to recover from deployment reduced by 20%. |
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Malfunctioning Comms | The comm system has suffered serious damage, making punching through battlefield jamming even more of a challenge. Fighter engagement range reduced by 40%. Supply cost to recover from deployment reduced by 20%. |
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Phase Coil Instability | The phase coils on this ship are impossible to calibrate properly due to subtle flaws. Reduces the phase-time bonus by 50%, reduces the peak performance time by 30%, and increases the rate at which combat readiness degrades by 30%. Supply cost to recover from deployment reduced by 20%. |
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Special Modifications | During an inspection of an early prototype, the Supreme Executor was heard to comment unfavorably on exposed conduits running along the passageways, and the danger these must pose to the brave and loyal crew under combat conditions.
The new chief designer, a loyal officer appointed by the Supreme Executor himself, instructed the forge-programmers make accommodations for the installation of special blast-proof insulated paneling produced by Sindria itself. If the passages are a bit narrower, conduits prone to overheating, and flush-set panels somewhat unwieldy to access, the official readiness reports include no criticism of the changes. Everyone agrees in both public and - as the Internal Security Ministry can attest - in private, that the stark grandeur of the Lion's Guard fleet is breathtaking. Crew casualties in combat are increased by 10%. The base flux dissipation rate is reduced by 5%, and the repair rate for disabled weapons and engines is reduced by 25%. |
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Structural Damage | This ship's hull has likely taken extreme damage in the past, possibly to the point of breaking apart. Armor rating reduced by 20%, hull integrity reduced by 20%. Supply cost to recover from deployment reduced by 20%. |
Changelog
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