Combat Components

Combat components consist of Hardpoints, Missile Bays, Countermeasure Systems, and Bomb Bays. Combat components are swappable, upgradeable, and modifiable.

Combat Component Descriptions

Component NameDescription

Fixed Hardpoint

An external surface area on a ship designed to support the attachment, power supply and ammunition feed of a stationary or fixed weapon. Weapons mounted on Fixed Hardpoints can only fire in one direction, but some advanced models may allow for minimal gimballed adjustments for improved weapon tracking and aim support. Fixed Hardpoints are common on smaller, more maneuverable ships which can change direction quickly to acquire and maintain sight of targets. Pilots of these lighter ships are typically also behind the trigger of Fixed Hardpoint weapons.

Turret Hardpoint

An external surface area on a ship designed to support the attachment, power supply and ammunition feed of a rotating or turreted weapon. Weapons mounted on Turret Hardpoints can fire in any direction which is not blocked by the hull or otherwise endangers the ship itself. Turret Hardpoints are common on larger, less maneuverable ships which cannot change direction quickly to acquire and maintain sight of targets on their own. On these vessels, Weapons Operators are typically assigned to man the guns of Turret Hardpoints.

Missile Bay

An internal storage and deployment bay designed to open and allow the launch of ballistic, homing, or guided missile weapons. Missile Bays on smaller ships require external reloading in hangars or other landing facilities, while larger ships can often resupply their Missile Bays from internal stores, such as the Ship’s Magazine.

Bomb Bay

An internal storage and deployment bay designed to open and allow the release of dumb, guided, or smart bombardment weapons. Bomb Bays on smaller ships require external reloading in hangars or other landing facilities, while larger ships can often resupply their Bomb Bays from internal stores, such as the Ship’s Magazine.

Countermeasure System

A device installed internally or externally on a ship, designed to destroy, disrupt, or otherwise deceive an incoming enemy attack, whether ballistic or energy, missile, or bomb. Common Countermeasure Systems include signal scramblers, sensor jammers, homing decoys, beam diffusion particles and projectile gravity wells.

Ship Specs are divided into 4 tiers based on combat focus:

Tier 4 Combat

  • Fighter

  • Bomber

  • Bounty Hunter

Tier 3 Combat

  • Multi-Role

  • Smuggler

Tier 2 Combat

  • Racer

  • Data Runner

  • Rescue

  • Salvage

Tier 1 Combat

  • Freighter

  • Refuel

  • Transport

  • Refuel/Repair

  • Repair

  • Tow

Tier 0 Combat

  • Miner

As you go down in combat tier, the ship is afforded fewer combat sub-type components. This is counterbalanced by the additional spec-based utility each tier gains as they decrease in combat tier. Notably, Miners have no offensive components afforded to them, but are able to Mine in space at the best rates. Another important note is that within a Combat tier at a given ship class, fire power will be be comparable. In order to gauge relative fire power use the following heuristics:

  • Each class of combat component is 2x the previous in terms of damage output

  • 1 Medium Hardpoint = 2 Small = 4 X-Small and so on

  • 1 Small Missile Bay is roughly equal to 1 Small Hardpoint

  • 1 Small Counter Measure System can roughly defend against 1 Small Missile Bay

  • 1 Small Bomb Bay is roughly 4x a Small Missile Bay but is more situational in usage

  • Titan is Class 9, Commander is Class 7, XXX-Small is Class 0

  • These rules apply across all classes

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