Ships & Modules
Ships are the core of Interstellar War. Every vessel is defined by its base stats, the modules fitted to it, and the crew skills of whoever is flying it.
Ship Stats
Every ship has base attributes determined by its ship type:
| Stat | What It Does |
|---|---|
| Hull | Your ship's health. When it hits zero, the ship is destroyed. Larger ship classes have proportionally more hull |
| Shield | Absorbs damage before hull. Provided by fitted shield modules — each point of shield output adds a fixed amount of shield HP |
| Speed | How fast the ship moves per tick. Boosted by engine modules and piloting skill |
| Handling | Evasion in combat. Higher handling makes you harder to hit |
| Tracking | Weapon accuracy against moving targets. Counters enemy handling |
| Range | Maximum weapon engagement distance |
| Powernet | Total power available to run modules |
| Drain | Total power consumed by all online modules. If drain exceeds powernet, bad things happen |
Power Management
Every module consumes power when online. Your ship's powernet is its total power capacity, and drain is the sum of all active modules.
Warning: If your total drain exceeds your powernet, your shields drop immediately and ALL non-reactor modules go offline. Keep an eye on your power balance.
Reactors are the exception — they contribute to powernet and are never powered down.
Module Types
Modules are what make your ship unique. Each module has an output (its effectiveness), power cost, and hull (its own durability).
| Type | ID | Purpose |
|---|---|---|
| Weapon | 1 | Deals damage to targets. Has range, tracking, and reload (15s cooldown) |
| Reactor | 2 | Generates power. Cannot be turned off |
| Hyperdrive | 3 | Enables travel between star systems |
| Engine | 4 | Increases ship speed |
| Bomb | 5 | Specialised weapon for damaging planets. Deals bonus damage against planetary targets |
| Builder | 6 | Required to colonise planets |
| Miner | 8 | Extracts minerals from planets |
| Cloak | 9 | Hides your ship from enemy scanners |
| Shield | 11 | Provides shield HP. Higher-output shield modules contribute more to your total shield pool |
| Platform | 12 | Stationary weapon system |
| Handling | 13 | Improves evasion |
| Siege | 14 | Siege warfare module. Locks you in place for 5 minutes when activated |
Toggling Modules
Modules can be switched on or off by the appropriate crew member:
- Engineer — toggles most modules
- Gunner — controls weapons
- Pilot — manages engines and navigation modules
Toggling a module on increases your drain. Toggling it off reduces drain but you lose the module's benefit.
Fitting Strategy
There's no single best fit. Your loadout depends on your role:
Combat Ship
- Max weapons for damage output
- Shield modules for survivability
- Handling modules to dodge incoming fire
- Balance power so drain stays under powernet
Scout / Explorer
- Fast engines for speed
- Cloak module to avoid detection
- Hyperdrive for system-to-system travel
- Minimal weapons — you're here to observe, not fight
Miner / Industrial
- Miner modules for resource extraction
- Cargo capacity for hauling
- Enough engines to escape if threatened
- Builder module if you plan to colonise
Siege Ship
- Siege modules for starbase attacks
- Bomb modules for planetary bombardment
- Heavy shields — you'll be stationary and taking fire
- Remember: siege locks you in place for 5 minutes
Ship Destruction
When your hull reaches zero:
- Your ship is destroyed and removed from the game
- Your crew is ejected to the nearest friendly starbase
- A wreck is left behind containing salvageable items
- The kill is logged on the killboard
- You'll need to buy a new ship at a starbase
Ship loss is permanent. Fly what you can afford to lose.
Hull and Shield Repair
Between combat, your ship passively repairs:
- Base repair rate: a small percentage of your total hull is restored each tick, even with no engineering skill
- Engineering bonus: higher engineering skill and ship engineering level substantially increase the repair rate
- At a starbase, you can pay credits for instant full repair
Shields follow the same passive regeneration. The faster you can disengage from combat, the sooner your defences start recovering.