Ship Stats

Primary Stats:

Shorthand Full Name Description
ACC Accuracy Increases chance to hit and crit (deal bonus damage)
DAM Damage Base Attack Damage
AHP Armor Hitpoints When reduced to 0, the ship is defeated (and destroyed, in Deep Space Missions).
SHP Shield Hitpoints When reduced to 0, attacks begin damaging armor. Recharges % each turn.
RES Resolve Amount of morale damage caused per turn.
MOR Morale When reduced to 0, negotiations have failed. Recharges % each turn.
CRG Cargo Space In cubic meters. When filled, gathering mission is completed.
TBM Tractor Beam Cubic meters per minute of material the tractor beam can gather
SPD Speed Determines initiative and km traveled per turn.
EVA Evasion Reduces enemy's effective acc
SEN Sensors Sensor Array Strength
SIG Signature Percentage representing how likely the ship is to be detected.
CAP Capacitor Each action uses a certain amount of Capacitor Charge. Recharges % each turn.
PWR Power Amount of power produced by reactor

Secondary Stats:

Shorthand Full Name Description
DMT Damage Type Int relates to damage Type
DMB Damage Bonus Flat bonus to damage dealt (usually temporary).
CHR Capacitor Recharge % of capacitor recharged per turn
SHR Shield Recharge % of shield recharge per turn
MHR Morale Recharge % of morale recharge per turn

Primary Stat Information

Accuracy (ACC)

When an attack is attempted, the attacker rolls a d20 (1-20), adds their ACC score, and subtract's the target's EVA score. If the result is higher than 0, the attack hits and deals damage. If the result is higher than 20, the attack crits and deals bonus damage.

Damage (DAM)

When an attack hits, a percentage of the attacker's DAM is dealt based on the resulting hit roll (including their ACC bonus). If the result is 1, 5% of DAM is dealt (rounded to the nearest point; never less than 1). If the result is 10, 50% of DAM is dealt; 20, 100%. Above 20 (crit), max DAM will be dealt, and each point will instead add 10% of DAM.

Armor Hit Points (AHP)

Armor is strong against most types of attacks, but can be penetrated by highly concentrated damage types (such as Laser). If a ship's armor is reduced to 0, that ship is considered disabled until the end of the mission, and will be lost (destroyed) in [Deep Space Missions](Missions:Deep Space).

Shield Hit Points (SHP)

Deflector Shields project a forcefield which absorbs the energy from attacks while it holds. Some damage types (Plasma, Ion) are specifically designed to quickly deplete shields, but they are strong against most conventional physical damage types. SHP recharges during each ship's turn at a rate of 5% (rounded to the nearest point) per point of SHR.

Resolve (RES)

In a Diplomatic Contest, Resolve represents a ship's cumulative strength of the argument they intend to make. RES deals Morale (MOR) damage to an opponent. Like in Combat, a d20 is rolled to determine RES damage; however there are no Diplomatic Contest equivalents to ACC and EVA, so it is simply a d20 roll, dealing 5% (rounded to the nearest point, never less than 1) of the result (1-20) damage to the opponent's MOR.

Morale (MOR)

In a Diplomatic Contest, Morale represents a ship's resistance to failing at negotiations. When MOR is reduced to 0, the ship is considered to have failed the Diplomatic Contest. MOR recharges each turn at a rate of 5% (rounded to the nearest point) per point of MHR.

Cargo Space (CRG)

This stat represents the number of cubic meters of cargo hold volume a ship has. In an Industrial Gathering mission, the mission is considered successful when a ship's Cargo has been filled. Equipment can't usually increase CRG, but many may reduce it (representing that some types of equipment are bulky and must jut into the Cargo Space). Ordnance type equipment (rocket/missile launchers, bomb bays, mine layers) will typically require a substantial amount of cargo space to store their ammunition and hardware.

Tractor Beam (TBM)

In Industrial Gathering Missions, the amount of material you can gather per turn is determined by your ship's TBM score; given in cubic meters per minute. A turn is 10 seconds, so your ship can gather 1/6th of its TBM per turn. For Salvaging Missions, a minimum TBM and CRG may be required.

Speed (SPD)

Speed represents your ship's ability to cover distance quickly. This results in having a higher Initiative (your ship will be able to attack before its opponent), as well as ability to Escape or Give Chase if an engagement requires it. The base range for most ship's abilities is 100km, so if a ship's SPD is high enough compared to its opponent's SPD such that they can create a gap of greater than 100km, then the ship is able to escape. (Certain special abilities may allow a ship to escape without having widened this gap, but in most circumstances, this is true.)

Evasion (EVA)

Evasion represents a ship's ability to avoid or mitigate the damage from an attack. See ACC for how this is calculated.

Sensor Strength (SNS)

Sensor Strength represents the ability for a ship to gather accurate information about an opponent's ship. For the purpose of detecting another ship that is trying to be stealthy, each ship rolls a d20. The attacker adds their SEN to their roll, and the defender adds their SIG to theirs. If the attacker's result is higher, the defender is detected and may be attacked. If the defender's result is higher, they remain undetected. For Advanced Tactics, a sensor roll may be made to learn certain otherwise unknown information about an opponent. For example, you can't usually use a Tactics Package such as "IF [SHP] < [50%] THEN ", because without having used your sensors, your ship doesn't know the state of the opponent's equipment. Strong sensors allow you to employ more advanced Tactics Package which can help you be more successful in the mid to end-game.

Signature (SIG)

Signature is how "big" your ship appears to an opponent's sensors. The higher your SIG, the more easily detectable your ship is (if it's trying to be stealthy). High Power Equipment such as very good Engines, Capacitors, Shields, or Reactors may increase your SIG. Certain special equipment may lower your SIG. Stealth ships will want to use modest or under-clocked equipment which doesn't increase their SIG, in addition to special equipment which lowers it (some computers, special armor plates, etc.).

Capacitor (CAP)

Nearly every offensive and some defensive actions cost Capacitor to use. You begin combat with a full CAP pool, and it is reduced as you use abilities. It recharges each turn at a rate of 5% (rounded to the nearest point) per point of CHR. Some heavy equipment (certain weapons and shield generators especially) may reserve a portion of the Capacitor pool due to their power needs.

Power (PWR)

Your ship's Reactor or Powerplant provides electricity to all of the rest of your ship's Equipment (except Armor plates which usually don't need power). To fit very strong equipment, you'll need a very powerful Reactor to facilitate them. However, Reactors are the heaviest part of a ship and powerful ones will reduce your ship's SPD and EVA, and significantly increase your ship's SIG.