Encyclopedia Hiigara
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Your Command Ship is the heart of your fleet. Combat, mining, fabrication and research all depend upon your Command Ship.

You can install modules to enhance its firepower and capabilities. The modules cannot be disabled or destroyed, and can be changed and upgraded out of combat zone.

Ship Types[]

There are a few ship types, each with different strengths and weaknesses.

  • Expedition Ship, the starting ship with limited capabilities.
  • Explorer, from T1 and up, is a low-cost ship that specialise in science.
  • Carrier, from T1 and up, has the largest support fleets and manufacturing capabilities.
  • Battlecruiser, from T2 and up, slow and heavily armoured, can field large weapons and more combat modules.

External Modules[]

Turrets[]

Weapon Turrets provide the bulk of your fleet's firepower.

They come in three sizes: Small, Medium, and Large. Larger turrets deals more damage than smaller turrets of same type and rarity. Only battlecruisers have large turret mounts. The size is inflexible; small weapons only goes to small mounts, never medium or large.

Turrets come in 5 damage types, plus repair turrets. All Active Abilities require relevant turret type, and usually reset their cooldown on activation.

  • Mass Driver, also called kinetic, is decent against frigates and large vessels, but have a difficult time hitting strike crafts. Tanoch mass drivers have higher dps and fire rate than Hiigaran mass drivers. Officers with mass driver skills are very common.
  • Missiles deal high hull damage, and very low armour damage. Having high accuracy against strike crafts, missiles are also effective against vessels hull once the armor has been removed by other means. Tanoch missiles have higher dps than Hiigaran versions. Officers with missiles skills are very common.
  • Ion Cannons have long range and high armour damage, but very slow fire rate. Available from T2 and up, they only comes in medium and large size.
  • Torpedo are slow but deals high damage to frigates and large vessels. Available from T2 and up, they only come in large size. Note that missiles skills does not apply to torpedo, and vice versa.
  • Pulsar, available from T3 and up, has relatively high damage, average fire rate, and mediocre accuracy against strike crafts. Note that ion skills does not apply to pulsars, and vice versa.
  • Matter Projectors repair damaged armour of ally ships in range. Available from T2 and up, they must be researched. They cannot repair hull damage, and cannot be turned off. Commonly used in gas and ore mining, repair turrets do generate high aggro and can draw huge amount of enemy fire in strike missions.

Below are the list of known turrets. NOTE, the stats shown are at Level 1. Turrets can be upgraded for Rare Elements of the same tier up to level 09. Each level increases their Hull and Armor damage by 10%. For Source, if (BP) is shown you can only obtain the Blueprint for the item and will need to fabricate it.

Turret Types
Name Size Type Hull DPS Armor DPS Range Source
Type-5 Launch Pad I (Common) S Missile 50 4.79 40 Standard Market
Colchis Launch Cluster I (Common) M Missile 75 7.14 60 Standard Market (BP)
Twin Javelin Cannon II (Common) M Mass Driver 97.78 24.69 50 Standard Market
Crimson-4 Array II (Common) M Ion Cannon 92.29 43.43 80 Standard Market
Tanoch AX-44 Turret II (Uncommon) S Mass Driver 101.33 23.11 40 Tanoch Requisitions (BP)
Tanoch AX-48 Cannon II (Uncommon) M Mass Driver 146.67 38.81 50 Tanoch Requisitions (BP)
Thundercloud Launch Complex IV (Uncommon) L Missile 540.54 54.18 80 Tanoch Requisitions (BP)
Tenza Repeater I (Uncommon) M Pulsar Gun 73.08 27.77 60 Yaot Event Market
Tenza Repeater II (Uncommon) M Pulsar Gun 116.92 44.43 60 Yaot Event Market
Tenza Repeater III (Uncommon) M Pulsar Gun 190 72.2 60 Yaot Event Market
Tenza Repeater IV (Uncommon) M Pulsar Gun 306.92 116.63 60 Yaot Event Market
Mez Tenza Lance III (Uncommon) L Ion Cannon 285 114 70 Yaot Event Market
Mez Tenza Lance IV (Uncommon) L Ion Cannon 460.38 184.15 70 Yaot Event Market

Sensor Array[]

The Sensor Array determines how easy it is for your Command Ship to detect everything, both in and out of combat. Its attributes relate to usefulness in 3 main areas:

  • Sensor Range is related to combat, specifically how far away from your Command Ship it can identify the specific type of enemy vessel instead of being an Unknown Signal
  • Scan Strength (Star System) and Scan Reliability (Star System) relate to doing scans within a Star System in order to find Mission Signals or asteroid belts for mining
  • Scan Strength (Galaxy) and Scan Reliability (Galaxy) relate to identifying nearby star systems from the scan point. You cannot travel to a Star System that has not been Identified

If your Scan Strength/Reliability of a particular type is not strong enough it could take multiple scans to identify a target.

Sensors can be swapped between different models.

Engine[]

The Engines of your Command Ship are a bit more unique; they are permanently fixed to the ship and cannot be replaced so you will not find any Engine modules in any Market, but they can still be upgraded. Their attributes are the following:

  • Speed is the maximum flight speed the Command Ship can move at during combat
  • Agility is the turning rate of the Command Ship
  • Acceleration is how quickly the Command Ship can get up to max speed, or slow to a stop
  • Hyperspace Jump Strength is the largest Hyperspace rating of star system your ship can warp to
  • Hyperspace Jump Limit is not actually related to the Engine at all and upgrading the Engine won't affect this number, but it is put here anyways for convenience; this is the maximum jump range allowed from your Hyperspace Research.

The last two numbers are particularly important. Jump Strength can be improved by upgrading the Engine or getting a higher tier ship, Jump Limit is only upgraded via Research, and your actual true jump range limit is the LOWER of these two numbers.

Hangars[]

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