Ships
Ships are the core unit of Starsector's combat gameplay, and play a key role in the campaign layer as well. Ships come in multiple hull sizes, design/tech type, and have a designated purpose or role (e.g. Carrier, Battleship, Freighter).
For a list of all ships, see Category:Ships.
Terminology
A ship's full designation may appear as "ISS Runabout, Kite-class Support Shuttle".
ISS Runabout is the ship's name, Kite is the class, Support is the Refit variant, and the Kite hull has a Shuttle designation.
Class | The main signifier of a ship, each class has its own unique appearance, fundamental role and capabilities.
The long form of a class's name will include its designation, a single word (e.g. carrier, frigate, freighter) which may have a modifier (light carrier, heavy frigate, combat freighter) that describes its role / capabilities. Some ship classes also have different versions (e.g. Pirate versions). Differences between these versions range from just cosmetics to different weapon mounts, ship systems, built-in hullmods or ordnance points |
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Variants | Each class has at least one variants, that specifies the nature of its loadout, from armaments to hullmods.
For instance, the Onslaught's Outdated variant is armed with more traditional weapons such as the Mark IX Autocannon, will the Elite variant has more expensive weapons like the Storm Needler. The player can use the Refit Screen to design a customized variant for each of their ships, or assign a stock variant using the Autofit functionality on that screen. NPC ships encountered in the Sector will typically have a semi-randomized variant based on one of the game's stock variants. |
Name | Each individual ship has a name that is randomly generated or assigned by the player in the Refit Screen; this is purely cosmetic. |
Hull Size
Each class falls under one of the 4 size-class: Frigate, Destroyer, Cruiser & Capital.
Fighters are technically another size-class, but due to its significant fundamental differences, are usually considered its own separate category.
A ship's size-class has some direct effects, with bigger classes having bigger numbers & capabilities, but are also slower and costlier & harder to buy & operate.
However, the most significant differences between ships are dictated by its class.
Direct Effects
Property | Frigate | Destroyer | Cruiser | Capital | Notes |
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Average Ordnance Points | 50 | 100 | 150 | 300 - 400 | Civilian or lower-quality classes having less and higher-end classes having more. |
Typical hullmod cost ratio | 1 | 2 | 3 | 5 | About 65% of hullmods have this ratio.
Some hullmods also provides different effect value depending on the hull size (e.g. Integrated Targeting Unit), or aren't available for the hull size. |
Bonus XP on S-modding | 75% XP | 50% XP | 25% XP | 0% XP | |
Max Flux capacitors and vents available at refit | 10 | 20 | 30 | 50 | Flux Regulation skill increases max capacitors and vents by 5. |
Base sensor strength and profile | 30 | 60 | 90 | 150 | Base value, before modification by Civilian-grade Hull, Phase Field, or other hullmods. |
Acceleration % available when strafing | 100% | 75% | 50% | 25% | Heavier ships are usually less maneuverable even at the same top speed. |
Skills
Skills that improve ship performance usually provide bonuses to all ships, piloted ships, or ships with officers. Some skills have increased or exclusive bonuses for specific size categories.
Impact Mitigation | The Elite bonus for this skill has different manueverability bonus for frigates/destroyers and cruisers/capitals. | |
Target Analysis | Provides different damage bonus to each of the hull sizes. | |
Coordinated Maneuvers | Gives bigger nav rating & command point recovery bonuses for smaller hull sizes. | |
Wolfpack Tactics | Increases the damage of frigates & destroyers against bigger hull sized ships & increases their peak operating time. | |
Gunnery Implants | The Elite bonus for this skill provides larger ECM bonuses for smaller hull sizes. |
Ship Designations
Each ship class has a designation (E.g. 'carrier'), which may have a subtype (e.g. light cruiser).
- Frigates, Gunship, Destroyers, Cruisers, Battlecruisers, and Battleships are typical warships. Gunships are frigate-sized and battlecruisers are capital-sized.
- Light or heavy subtypes are common and are closer in performance to the size-class above or below them.
- Some ship statistics vary smoothly across and between size class but other statistics have clear performance bands. A light destroyer and heavy frigate are quite similar but have key differences.
Specialized Ships
Specialized ships are built differently to a normal ship. They can be completely specialized like a carrier or can be a subtype of another ship, like a phase frigate or transport.
- Carriers have built-in hangars for fighter squadrons but are otherwise (typically) less capable.
- Phase Ships replace their shield with a phase cloak. High-Tech phase ships come with a Phase Field that improves sensor performance for the whole fleet.
- Modified ships are civilian ships adapted for combat. The retain civilian-grade hulls and can't match real warships. These ships are named as a Mk II or Mk III ship version and are popular with factions like the Pirates.
Support Ships
Support ships provide campaign layer support instead of combat support. They carry cargo, fuel, & crew, augment the fleet's burn level, and increase the efficiency of salvaging, smuggling, surveying and raiding. Most are civilian vessels, with reduced sensor capability and poorly suited to combat.
- Freighters have high cargo capacity. Combat freighters have sufficient armament and protection to be viable in combat, at the expense of cargo capacity and cost-efficiency.
- Tankers have high fuel capacity and extend the range of a fleet. These are civilian vessels.
- Transports carry crew and marines. Troop/phase transports have unique built-in hullmods to support raiding.
- Salvage Ships (Salvage Rig or Shepherd) supports salvaging with the Salvage Gantry hullmod.
- Tugs (Ox-class only) improve the maximum burn level of the entire fleet.
- The Venture and Apogee cruisers and the Shepherd have good cargo/fuel capacity and Surveying Equipment. This mod and the High Resolution Sensors on the Apogee can be installed on any ship.
Fighter
- Main article: Fighter
Fighters are the smallest type of ship and come in squadrons of 1 to 6. They are deployed from a carrier's hangar bays. They do not have the logistic needs of full-sized ships and do not impact the campaign layer. They are usually much faster but more fragile than independent ships. Destroyed fighters are replaced over time by the parent carrier.
- Interceptors, Heavy Interceptors, and Interceptor drones exist to fight against and dominate other fighters.
- Fighters and Heavy Fighters perform well against small ships and other fighters.
- Bombers can be effective against larger ships but are typically more expensive.
- Support Fighters can only escort their hosting carriers and have good point defense capabilities.
Stations
- Main article: Station
Stations are built in place and cannot move, or join a fleet. They can engage in combat and otherwise behave like a stationary ship.
- Common stations come as Low Tech, High Tech or Midline stations. They can be built by any faction at a colony, and may orbit a planet or exist independently.
- Stations are built as Orbital Stations then upgraded to Battlestations and Star Fortresses.
- Stations consist of a central Citadel and connected modules which have their own weapons and defenses and be destroyed separately.
Design Type
Most ships belong to 1 of 3 main design types, or more specifically tech level.
The 3 different tech levels aren't better or worser than each other, but rather reflect different design philosophies.
3 Tech Levels | |||
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Low Tech | Midline | High Tech | |
Color Palette | Red & Brown | Yellow | White & Blue |
Armor | Very high | Adequate | Low |
Shields | Inefficient or none, Low flux upkeep (2/3rd of base flux dissipation)
Limited arc coverage, whether frontal or omni |
Average, but can be inefficient with average flux upkeep
Mostly frontal |
Efficient but high flux upkeep
Often 360 degree or omni |
Weapons | Ballistics
Some Missiles |
A mix of Ballistics, Energy & Missiles | Energy
Some Missiles |
Mobility | Low
Many ships have Burn Drive for forward mobility. |
Average
Some ships also have Maneuvering Jets. |
High
Many ship systems such as Plasma Jets, Plasma Burn & Phase Skimmer |
Phase ships | Few ~ lower quality | None | Common |
Carriers | Common | Common | Rare |
The Pirates and Luddic Path design types are generally conversions from standard ships.
Other, hidden factions outside the Core Worlds may also use their own design types.
Ship Statistics
Ship statistics in the order displayed in in-game information screens. For an explanation of the mechanics behind the statistics above please see: Hull, Armor, Shields, Engines, Movement, Combat Readiness, Ordnance Points, Refit Screen, Economy, Sensors, Damage, Flux, ECM, Hullmods, Weapons, and Refit Screen. Most advanced/hidden stats are not important to the player but some are. The movement (acceleration, turn rate) can be crucial.
Logistical Data
Logistical | |
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CR per deployment | Percentage of combat readiness removed after a combat engagement |
Recovery rate (per day) | Percentage of combat readiness recoverable per day |
Recovery cost (supplies) | Cost in supplies to recover the CR lost from one deployment, base equal to maintenance cost |
Deployment points | Cost to deploy in a combat engagement, base value as maintenance cost |
Peak performance (sec) | Time in seconds a ship can engage in comabt before combat readiness starts to decrease |
Crew complement | Fraction of the skeleton crew on-board, which is a combat readiness multipler |
Hull size | Size-class of the vessel. Has some direct effects |
Ordnance points | Number of ordnance points to refit the ship with |
Maintenance (supplies/mo) | Monthly supply cost of the daily maintenance needed to keep combat readiness from draining |
Cargo capacity | Contribution to fleet cargo capacity. Typically proportional to maintenance cost |
Maximum crew | Contribution to fleet crew and marine capacity |
Skeleton crew required | Marks the upper bound of the crew complement needed to run the ship |
Fuel capacity | Contribution to fleet fuel capacity. Typically proportional to fuel consumption |
Maximum burn | The lowest maximum burn in the fleet determines the maximum fleets speed on the campaign layer |
Fuel / light year, jump cost | Rate at which fuel is consumed in hyperspace and amount consumed when using a jump point or an emergency burn |
Sensor profile | The five largest sensor profiles in the fleet contribute to how visible the fleet is(sensor profile) |
Sensor strength | The five largest sensor strengths in the fleet contribute to fleet detection range |
Combat Performance
Combat performance | |
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Hull integrity | How much damage can be taken by the hull in combat |
Armor rating | Measurement of armor density of the hull; mitigates against hull integrity damage |
Defense | Type of defense - typically None, Omni Shield, Front Shield, or Phase Cloak |
Shield arc | Degrees of shield coverage |
Shield upkeep/sec | Soft flux generated each second shields are raised |
Cloak activation cost | Flux cost to activate phase cloak defense |
Cloak upkeep/sec | Flux cost per second to maintain phase cloak |
Flux capacity | Amount of flux the ship can handle before it becomes overloaded |
Flux dissipation | Rate at which flux is reduced |
Top Speed | Maximum movement speed, in any direction, in a combat engagement |
Other Parameters
Other paramaters | |
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Flux Capactiors | Number of ordnance points assigned to increase flux capacity, maximum based on hull size |
Flux Vents | Ordnance points assigned to increase flux dissipation, maximum based on hull size |
Weapon flux/sec | Flux generated per second when weapons are firing. Only displayed on the refit screen. |
System | Name and description of the ship system |
Special | Displays only for ships with a secondary ship system, giving the name and description |
Mounts | List of weapon mounts and hangar bays available |
Armaments | List of weapons and wings currently installed |
Hull mods | List of mods built into the ship, s-mods, and other hullmods. D-mods are highlighted |
Advanced and Hidden Stats
Advanced/Hidden Parameters | |
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Acceleration | How fast a ship can increase its speed. Larger ships can only strafe/reverse at a fraction this rate |
Deceleration | How fast as ship can decrease its speed |
Turn rate | The maximum speed a ship can change its heading |
Turn acceleration | How fast a ship can start to turn and come to its full turn rate |
Mass | Heavier ships will have higher momentum during ramming maneuvers |
CR loss rate | Rate at which combat readiness is lost after peak CR time is reached - defaults to 0.25/sec |
ECM | Bonus to the ECM rating of the fleet, provided by certain modules |
Nav Bonus | Bonus to the nav bonus of the fleet, provided by certain modules |
Cost | Base market value of the ship. Buy price is set to base 120%, sale price is 50%, and a d-modded ship 20% |
Size | Actual in-game size of the ship. It's not exactly hidden, but a numerical value is not easily comparable |
Hints | List of behavioural tags. Relevant to player carriers with CARRIER, COMBAT, and NO_AUTO_ESCORT tags which determine will set a ship to engage with fighters, engage directly, and/or hide near friendly ships |
Tags | Relevant here to set if a ship's blueprint will be included in the common High Tech, Low Tech or Midline blueprint packages |
Ship Systems
- Main article: Ship Systems
Every ship will also have a ship system, alongside the many properties of a ship already covered above.
These can vary from something simple like a Burn Drive to being one of the defining characteristics of the ship's class such as the Afflictor's Entropy Amplifier or the Invictus' Lidar Array.
Mothball and Scuttle
Mothball
Mothballed ships are ships that have been "packed up," with most main systems put into a long-term hibernation state. Mothballed ships do not provide cargo or crew capacity, and do not require supplies for maintenance or a skeleton crew; they do, however, consume their normal amount of fuel to get tugged around. Effectively, a mothballed ship is a "packaged" ship which is tugged around by the rest of the fleet.
Scuttle
Scuttling a ship will return some amount fuel, supplies & heavy machinery.
If the ship possessed S-mods, then scuttling will also return the "remaining" Bonus XP.
Example, scuttling a capital ship with 2 s-mods will give 200% Bonus XP, while scuttling a frigate with 2 s-mods will give 50% Bonus XP.
Also if the ship is an Automated Ship, then scuttling it will return any integrated REDACTED Officers.
List of Ships
Ships | |
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Frigates | Afflictor (Pirate) • Brawler (Lion's Guard - Luddic Path - Tri-Tachyon) • Centurion (Lion's Guard) • Cerberus (Luddic Path - Pirate) • Dram • Gremlin (Luddic Path - Pirate) • Hermes • Hound (Auxiliary - Luddic Church - Luddic Path - Pirate) • Hyperion • Kite (Auxiliary - Luddic Path - Pirate - Stock) • Lasher (Luddic Church - Luddic Path) • Mercury • Monitor • Mudskipper (MK.II) • Omen • Ox • Scarab • Shade (Pirate) • Shepherd • Tempest • Vanguard (Pirate) • Vigilance • Wayfarer • Wolf (Hegemony - Pirate) |
Destroyers | Buffalo (Auxiliary - Luddic Church - Mk.II - Pirate - Tri-Tachyon) • Condor • Drover • Enforcer (Pirate - XIV) • Gemini • Hammerhead (Lion's Guard) • Harbinger • Manticore (Luddic Path - Pirate) • Medusa • Mule (Pirate) • Nebula • Phaeton • Phantom • Salvage Rig • Shrike (Pirate) • Sunder (Lion's Guard) • Tarsus • Valkyrie |
Cruisers | |
Capitals | |
Stations |
Hidden Ships | |
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Derelict | |
Remnant | |
Omega | |
Other |