Ships

Related Item: Ship Command Screens

Parts and specs that make up a ship hull

Movement and Detection


Normal
Lowest
Highest

Mass
100
1
10000

Warp drag factor
100
0
10000
Lower number causes ship to burn less fuel.
Warp signature
100
0
10000
Lower number causes ship to be more difficult to detect
Maximum subspace speed
50
10
400
0 to 400 light years per tun
Maximum hyper jump
-
0
900
The maximum distance a ship can hyper jump
Cloak fuel burn
-
0
1000
0 to 1000 kt per turn (fuel used to cloak ship)
Scan range
250
5
1000
Range that the ship can detect a large enemy ship

Engines and Power


Normal
Lowest
Highest

Engines
2
0
30
Subspace engines
Generators
1
0
5
Power generators that supply power to the weapons
Tractor beam
-
0
200000
Max mass this ship can tow
Power bank
100
10
10000
Standby weapons power

Defenses and Damage Resistance


Normal
Lowest
Highest

Armor limit
100
0
20000
The limit on the amount of armor reinforcement
Shield limit
400
0
3000
The highest shield power this ship can have
Damage mod parts
100
0
1000
Lower number makes ship parts and hull harder to damage
Damage mod system
100
0
1000
Lower number makes control systems harder to damage
Damage mod engines
100
0
1000
Lower number makes subspace engines harder to damage
Damage mod life support
100
0
1000
Lower number makes life support harder to damage
Damage mod hyperdrive
100
0
1000
Lower number makes hyperdrive engine harder to damage

Combat Factors


Normal
Lowest
Highest

Evasive modifier
0
0
100
The ability to dodge enemy weapons fire
Attack modifier
0
0
100
The ability to bring weapons to bare on the enemy target
Soft spot ( Critical Hit )
1
0
100
Odds that an internal hit will cause the ship to have a critical hit

Weapons


Lowest
Highest

Point defense weapon mounts
0
10
Mounts hold one point defense weapon each
Small ship weapon mounts
0
30
Mounts hold one small weapon each
Large ship weapon mounts
0
20
Mounts hold one large weapon that is the same size as the mount or smaller
Large weapon mount size
30
2000
The maximum size of large weapon that will fit in the large weapon mount
Fighter bays
0
20
Hold fighter wings
Fighter bay size
1
100
The number of fighters each fighter bay can hold

Cargo and Storage Tanks


Lowest
Highest

Fuel tank
10
20000

Cargo bays
0
20

Cargo bay size
100
10000

Standard cargo storage
0
20000

Ordnance storage
0
20000

Repair unit storage
0
20000


Crew and Personnel


Lowest
Highest

Crew Size
50
100000

Guest Size
0
100000


Cost and Metals

Tech Level
Ranges from 1 to 20. The tech level required before this ship can be built.
Duranium Metal
Kilotons of metal required to build this hull
Tritanium Metal
Kilotons of metal required to build this hull
Molybdenum Metal
Kilotons of metal required to build this hull
Cost
In megacredits, the cost to build this hull

Special Ship Devices Ship devices including the cloaking device and laser drill.

Hull Mass: Hull mass is very important to ships that have hyperjump drives. The mass of hull determines the jump class of the ship. Ships that have a hull mass of less than 75 kt are rated class L1. Ships with a hull that has a mass from 75 to 299 kt are rated class L2 and ship with a hull mass of 300 kt and up are rated class L3 jump ships. The total mass of a ship does not determine the jump class, but rather is the sum of the hull, ship parts and all the cargo that the ship has on board. The total hull mass determines how much fuel the ship will be using to move through normal subspace, but not hyperspace.

Warp Drag Factor: Hull designs have various subspace drag resistance ratings. The more subspace drag resistance a ship has the more fuel the ship burns to move through subspace. A normal rating for a ship is 100. Ships that have a lower warp drag factor burn less fuel and ships that have a higher rating burn more fuel.

Warp Signature: Ships have a warp signature rating that determines how difficult it is for scanners to detect the ship. The lower the warp signature rating the harder it is to detect the ship. The higher the warp signature rating the easier it is to detect the ship. A rating of 100 is considered normal. Cloaking will lower a warp signature by 50 points.

Cloak Fuel Burn: The amount of fuel that a ship burns to cloak per turn.

Maximum Speed: Every hull has a maximum speed, the ship can not travel faster than that speed. If the ship is fitted with subspace engines that can propel a ship faster than the hull`s rated maximum speed the ship will not travel any faster than the rated maximum hull speed.

Maximum Hyperjump: Every hull has a maximum jump range. The ship can not jump any farther than this distance even if it is fitted with a hyperjump engine that has a greater jump range. The ship can still use the hyperjump engine, it just will not be able to jump any farther than the hull`s maximum hyperjump range allows. The smallest hyperjump a ship can take is 3 LY. No matter what distance a ship hyperjumps it always burns the same amount of fuel.

Scan Range The scan range is the maximum range that the ship can normally detect a ship or other object. Ships that have a very small warp signature will not be detected unless the ship is much closer than the ships scan range. Ships that have a very large warp signature or are traveling very fast will show up at a greater range than normal scan range. Ships that are on the edge of being detected are not identifiable and will show up as an unknown contact on the main map.

Tractor Beam / Tow Power: The tractor beam power is the maximum sized hull a ship can tow. The tow power is the total amount of power a the ships engines can send to the tractor beam system in the event that the target attempts to escape or another ship tries to tow the ship at the same time. If the tow is not contested by the target ship or another ship tow power does not matter at all. The only number that matters in an uncontested tow is the tractor beam rating. The tow power of a ship approximately equals the maximum speed of the ship`s engines times two plus the energy output of the engine times the number of engines on the ship, with the amount of engine damage factored in.

Tow power = ( (maxV * 2) + E ) * engine_count * ( ( 100 - engine_damage ) / 100 )

The actual tow power varies from this formula by plus or minus 3 gdws.

If two ships try to tow the same ship, the one with the most tow power will pull the target ship free of the other. If a ship that is being towed uses its engines (sets its speed to above 0) and has more tow power than the ship attempting to tow it, it breaks free of the tow. The tow power only comes into play when two or more ships attempt to tow the same ship or the tow target attempts to free itself. Every hull has a maximum size hull that it can tow. This is the tractor beam rating. It can tow ships up to that size in hall mass, cargo does not count and tow power does not matter. For example: A ship with a hull that has a tractor beam rating of 100 and a tow power of just 50 can tow a second ship with a hull mass of up to 100 kt. If the second ship has a massive cargo and fuel load it can still be towed. If the second ship has a tow beam locked on it from a new ship that can put out a tow power of more than 50 the ship will be towed by the new ship instead. If the target of the tow turns on its engines and can put out more than 50 points of tow power it breaks free of the tow.

A ship attempting to use its tow power to break another ship free of the tow of another ship must have a hull tractor beam rating that is high enough to tow the target ship. If two ships are trying to tow a third and one has much more tow power than the other ship but its hull`s tractor beam rating is not enough to tow the target ship, it will have no effect and the ship with the lower tow power will end up towing the ship if it has the proper tractor beam rating.

Power Bank: The power bank is a small secondary power system that can provide power to the ships weapons instantly in the event the weapons are needed. The power bank system takes hours to fully charge up. Ship with a very large power bank system will enter the battle with all their weapons fully charged. Ships with very small power banks will enter battle with their weapons only part way charged.

Damage Mods (Damage Modifiers) Parts, system, engines, life support and hyper drive: The design and internal layout of the ship parts, placement of internal armor and internal shielding systems can afford a ship extra protection of important ship systems. Systems that have a damage mod of 100 take normal damage. Systems with a damage mod of 50 are considered highly protected and only take 50% normal damage when hit.

Evasive Mod: Some ships have an evasive modifier bonus. This is the special ability of some ships to avoid incoming enemy weapons fire. See
Weapon Attributes for details on weapons accuracy.

Attack Mod: Some ships have an attack modifier bonus. This is the special ability of some ships to more accurately target enemy ships. See
Weapon Attributes for details on weapons accuracy.

Soft Spot: When a ship takes an internal hit there is a chance that the ship will take a critical hit and explode. This number can range from 0% to 100%. A 0% soft spot means that the ship will never explode from a critical hit and will only explode when the hull reaches 100% damage.

Tech Level: Your hull tech level must be at least the level required to built the hull. Tech levels are universal, once you reach a tech level all your construction units are able to build that item.

Parts, settings and cargo that make up a ship

Name of ship:
You can change the ship name at any time. Other races can see the ship name. The name can be up to 40 letters long.

Ship Log: A short log of 40 letters that only the race owner and highest level allies can see. If the ship is captured the log is deleted.

Captains Log: (Log File) A long message about any special actions or events that took place during the last turn. Ships and other objects that have an active log file also have blue square around them on the main star map. The blue square marking can be limited to just important log event by selected that option on the options screen.

ID: A number from 1 to 20000. Every ship has its own ID number given to it when the ship is made. When the ship is destroyed the ID is recycled and given to another new ship or other object.

Serial Number: A number between 1 and 2000000000. Every new object and ship gets a unique serial number that has never been used before and will never be used again by a new object.

Attack Vector: A number from 1 to 8 that determines which direction the ship will enter a combat area.

Owner: A number from 1 to 30. Who (which player) owns the ship.

Mass: The total mass of the ship plus all standard cargo.

Hull: The hull type that this ship is, a number from 1 to 500

Fighter Bays: Some ships have fighters bays. A ship can have from 0 to 20 fighter bays. Fighter bays hold fighter wings. If a wing is so large that it will not fit in a single fighter bay the wing will try to use more than a single bay if there are more than one empty bay available. The number of fighters that will fit on a ship are determined by the hull design.

For example: A fighter wing with 95 fighters docks with a ship with 5 empty fighter bays all 40 units in size. The wing fits into 3 ship bays, leaving 2 bays empty. Another wing with up to 80 fighters can still dock with this ship filling the remaining 2 empty bays.

Point Defense Weapons ( Ships ) Ships have from 0 to 10 point defense weapons. Point defense weapons shoot at enemy fighter craft. The secondary use of point defense systems is to shoot down incoming enemy weapons fire. All point defense weapons have a mass of 1kt.

Small Weapons: Ships have from 0 to 30 small ship weapons. All small ship weapons are 1 kt in size. Any small ship weapon will fit into any small weapon mount. Small weapons are designed to destroy enemy ships and ground bases. Small weapons have a low power draw and a high rate of fire.

Large Ship Weapons: Ships have from 0 to 20 large ship weapons. Large weapons are designed to destroy enemy ships and ground bases. The size of large weapons range from as small as 30kt to as large as 2000kt. The size of large weapon that will fit on a ship depends on the size of a ship`s large weapon mounts. For Example: A ship with large weapon mounts of 50 kt can only be fitted with large weapons of 50 kt or smaller.

Super Weapon: A few very large ships can mount a super weapon. These very powerful weapons can destroy an enemy ship with a single shot. The super laser can destroy a planet.

Generators: Ships have from 0 to 5 power generators. Power generators produce power to charge the ships weapon systems. A ship`s engines produce power for charging up a ship`s weapon systems. When a ship has very few engines or has weapon systems that require a great deal of power, generators are used to supply the extra power required. If a ship`s weapon systems draws more power than the ship`s engines and power generators can produce the ship will still be able to fire its weapons, but the weapons will recharge at a slower rate.

Engines ( Subspace ) : Almost all ships have subspace engines that move the ship through normal space by pulling on subspace and creating a fold or warp in the space time continuum. Depending on the hull design ships can have from 0 to 30 subspace engines. The maximum recorded subspace speed is warp 19.49 ( 380 LY per turn ) set by a meteor class blockade runner with a gravitonic accelerator and two transwarp engines. Not only do the subspace engines move the ship, but they also provide power to charge the ship`s weapons. A ship can not move using its subspace engines unless it has the complete number demanded by the hull design installed. Hulls that are built without engines (or any other important parts) can be towed to a place were it can meet up with a outfitting pod and have a set of engines installed. Gravitonic mines do not affect ships traveling under subspace power, but web mines and barbitic mines will damage and affect the ship. Subspace engines use neutronic fuel ( neutronium ).

Shields: Most ships can have an shield generator. The shield serves as the first line of defense against incoming enemy weapons fire. The shield power is drained away with every hit of a shield draining weapon until the shield level reaches 0, at which point the weapons fire begins impacting on the ship`s armor. Some weapons care able to arc through the shields as if they were not there.

Armor: Heavy active armor made of pure duranium. The armor protects the ship by vaporizing in layers with every impact of enemy weapons fire. Destroyed armor can be replaced by transferring armor to the ship from outfitting pods or using repair units. There are some weapons that can arc through armor as if it did not exist and do damage to the ship`s internal parts.

Ship Storage:

Pod Bays:
Ships have from 0 to 20 pod bays. Pod bays hold cargo pods. Any cargo pod will fit into any pod bay.

Ships also has 4 different independent storage compartments in addition to the pod bays :

* Fuel Tank ( Holds neutronium fuel )

* Ord Storage ( Ships magazine ) Stores all the ships combat ordnance

* Repair Unit Storage ( Hold ship repair units. )

* Standard Storage: Holds duranium, tritanium, molybdenum, food units, med units, and supplies

The standard storage compartment holds any mix of standard cargo.

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Fuel

Fuel Tank:
(Neutronium) All ships have a fuel tank that holds neutronium fuel. The fuel is used to power the ship`s subspace engines and hyperjump engine.

Fuel Core: The power core that holds between 0.000001 kt and 1.00000 kt of fuel. The fuel is superheated and piped out to all ship systems that require ship fuel. When the ship`s fuel core is empty 1 kt of fuel is moved from the main fuel tank to the fuel core.

Minimum Fuel Setting: When a ship shares its fuel with fleet members it will transfer fuel to fleet member ships until the fuel level reaches this minimum level.

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Ordnance

Ordnance:
( Also called Ord ) Ordnance is used as ammunition in ship weapons that require it. Missile and projectile weapons use ordnance. Most energy weapons do not use ordnance. Ships that are able to lay mines can convert ordnance into minefield units. Each ord unit has a mass of 0.01 kt.

Minimum Ordnance: When a ship is sharing combat ordnance other fleet members it will transfer ordnance to other ships until the ordnance storage level of the ship reaches this level.

Damage: When a ship takes internal hits the different internal ship systems can take damage. When the internal damage exceeds the hardness of the associated parts the item stops functioning or in the case of subspace engines does not function as well.

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Repair Units:

Repair units have their own storage space. Repair units are used to fix damage to the many ship systems and the hull. It takes one repair unit to repair one point of damage to everything except the hull. The ship`s hull requires 1 repair unit for every 20 kt of ship mass to repair. (A 100 kt ship hull would require 5 repair units to fix 1 point of hull damage) Each repair unit has a mass of 0.01 kt. You can choose, from the damage report screen, which area of a ship are to be repaired in the event they are damaged. These areas include:

Subspace Engines

Hyperdrive Engine

Hull

Systems ( Control )

Life Support

Shield Generator

Weapon Systems

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Standard Cargo

Standard cargo consists of safe to handle small items that can be boxed up and stored in the many small storage rooms on the ship. These standard items include duranium metal, tritanium metal, molybdenum metal, food units, med units and supply units.

Duranium metal, tritanium metal and molybdenum metal are used mainly for ship and large weapon building. Supplies are used by ground bases to build new surface structures and are rarely used in space for anything. Food units are mainly used by surface cities and resorts. Medical units are used by ground bases to keep the population healthy and happy.

Cash: Each ship is able to carry monetary units in the ship`s vault. These units are used to pay workers and buy common materials required to build surface structures, ship hulls and supplies. If cash is taken aboard a ship to a planet with a government center the cash can be transferred to the central galactic bank and used for buying tech and funding spy activities.

Personnel: A ship is divided into two areas when it comes to living quarters. There is the crew area that holds the ship`s crew members that are responsible for running the ship. The second area is the guest quarters that hold members of your own race that are not ships crew. The guests on a ship can be any mix of colonists, troops or high guard rangers. These guests can be transferred down directly to a planet`s surface along with any cargo that you wish to send down to the planet to set up a base or reinforce an existing one.

Navigation: Every ship is located at an X,Y point in space. You are able to lay in a way point to up to 6 other points in space. The ship will then travel in a line from its current position to way point 1, after reaching way point 1 the ship will travel on to what you set as way point 2. When a ship reaches its way point 1 that way point is deleted from memory and way point 2 becomes the new way point 1. You can set the ships speed to anything from 0 to the maximum speed that the engines or hull allows the ship to travel at. Most engines burn a great deal more fuel per light year when they are set to their maximum speed. Traveling at a slower speed can save a great deal of fuel if you are using engines that are very fuel hungry at higher speeds.

Hyperjump: Ships that have and can use a
hyperjump engine will jump if the hyperjump switch is on. The jump takes place before normal movement and is limited to one jump per turn. The ship will jump in the direction of way point 1. If the distance to way point 1 is less than the maximum jump rating for the jump engine on a hull of this size the ship will end up exactly at way point 1. If way point 1 at a greater distance than what the jump engine is capable of, the ship will jump as far as possible in the direction of way point 1. After jumping the hyperjump ship will continue to travel along its way points using subspace engines. A ship can be knocked out of hyperspace or be prevented from using its hyperdrive jump engine by gravitonic minefields and gravity well generators. Ships that are able to hyperjump have a rating known as the hyperjump L class rating. Ships that have a hull mass of less than 75 kt are rated class L1. Ships with a hull that has a mass from 75 to 299 kt are rated class L2 and ships with a hull mass of 300 kt and up are rated class L3 jump ships. Before installing a hyperdrive in a ship be sure to look up its L jump class and choose a jump engine that will work with its L class rating.

Fleet Leader And Members: A ship can be flagged a fleet leader or a fleet member. Being a leader is just a marker for you to keep track of which ships are the leaders and does nothing of any importance. Being a member of a fleet means that you will be on the receiving end of any materials sharing the fleet does. The escort mission is the method used to keep the fleet together. If you want a ship to join a fleet formation you need to have it set to escort the fleet leader (or any ship that is escorting the fleet leader). The fleet member will follow the fleet leader where ever it travels. If the leader travels faster than the members current speed is set to the members of the fleet will lag behind but will continue to follow the fleet leader. A ship can choose to share its fuel, ordnance or repair units with other fleet members. Only ships in the area that belong to the same race and are fleet members will share. When a ship shares its fuel with fleet members it will transfer fuel to fleet member ships until the fuel level reaches its minimum level or all the members of the fleet have been filled up to their minimum levels for fuel. When a ship is sharing combat ordnance other fleet members it will transfer ordnance to other ships until the ordnance storage level of the ship reaches its minimum level or all fleet members have loaded up to their minimum levels for ordnance. Repair units are transferred to any ship that is damaged and is attempting to repair itself, but is out of repair units.

Fleet Switches

Fleet Leader
Does nothing, used for searching for fleet leaders.
In A Fleet
Allows this ship to accept fuel, ord and repair units from ships in the fleet.
Share Fuel
Allows this ship to share fuel with any fleet member that has less than minimum fuel. The ship will continue to share fuel unit it reaches its minimum fuel level.
Share Ord
Allows this ship to share ordnance with any fleet member that has less than minimum ordnance. The ship will continue to share ordnance unit it reaches its minimum ordnance level.
Share Repair
Allows this ship to share repair units with any fleet member that is attempting a repair and is lacking repair units. There is no minimum repair unit setting.
Auto Pilot
The ship does whatever the ship`s computer wants to do.


Attack Mode And Battle Plans:

Attack All Enemies
Attack enemies, ship has permission to fire first.
Flee From All Enemy Races
Run away and do not attempt to fight
Stay At Stand Off Range
Try to stay at a stand off range (0 to 1000) if possible and fire at the enemy from that range.
Hold The Line At Any Cost
Do not run no matter what.
Target Soft
Target the enemy targets that are small or soft and can quickly be destroyed. Enemy cargo pods will be targeted first.
Target Dangerous
Target the enemy target that has the most dangerous weapons.
Strike Through
Travel through the battle area as quickly as possible. Take one shot at enemy targets and run.
RAM!
Attempt to run into enemy ships
Delay Ship (Second Wave)
Ship waits and enters battle as a part of a second wave about half way through the battle.
Fire At Ground Targets
This gives the ship permission to fire on enemy ground bases, even if they do not fire first. Ships always have permission to fire on ground bases if the ground base first fires on the ship.

Crew Ratings: Ship crews have ratings of happiness, skill and experience. A ships skill level and experience improves over time. The happiness of a crew is improved when a ship wins a battle and when things are going well for their whole race. Happiness can be improved by being near a ship with a recreational deck or over a planet with a resort. If the happiness of a crew reaches 0 the crew may mutiny, or maybe even join another race.

Auto Intercept: When an enemy ship (or object) passes within auto intercept range of a ship that has auto intercept turned on the ship will instantly target that ship as an intercept target and begin chasing it. The ship will keep the ship as its intercept target until the target ship disappears or is destroyed.

Friendly Codes And Command Codes: Every ship has a friendly code and 3 command codes. If a ship has a friendly code that matches an enemy`s universal friendly code the ship will be able to sneak past enemy ships and avoid combat. Command Codes are used to control star gates and other devices.

Construction Bay: Some ships are equipped with a construction bay that allows the construction of new ship hulls. All construction bays have a maximum hull size limit. All ships have an onboard ship plan storage data bank that is able to hold the plans of one ship. The ship can place its own race`s plans in storage for transfer to another race`s ship or base. This allows the ship to not only build all of its own race`s ships but also one ship type belong to another race if the ship has the plans. Plans can be transferred using construction pods or carried by ships. It is best to use the quick ship build screen to build new ships using the construction, because a quick build order will allow the construction bay to build ships complete with weapons. The normal ship build screen will only build empty hulls with no weapons or engines.

Target Objects

There are several different ways that a ship can target other objects in the universe.

Intercept Target
Ship will follow the intercept target unit the object disappears off of the scanners or is destroyed.
Escort Target (Fleet leader)
If this ship does not have an intercept target it will follow its escort target. If a ship has nether an escort target or an intercept target it will travel to its first way point.
Capture Target
If a ship passes by the capture target object it will attempt to capture the object.
Tow Target
If a ship passes by the tow target it will attempt to tow the target object
Kill Target
If the ship ends up in a battle it will try to do the most damage and mainly target its kill target before targeting other ships in the battle.
Transfer Target
If the ship passes by the transfer target it will attempt to move cargo to and from the transfer target.

Weapon Control Option Switches:

Fire ion cannons at ship with shields
: If off the ion cannons will not be fired until after the enemy ships shields are down. This is only done to save power.

Fire sand casters at enemy ships: Sand casters use a great deal of ord and do little damage to ship hulls. They my be times that you will want to save ord and not use your sand casters on ships that you expect to have very weak or no shields at all. Even of the sand casters are set to fire at enemy ships they will automatically stop firing once the enemy shields are down.

Fire sand casters at enemy fighters: High tech fighters are not damaged by sand casters, it would be a waste to fire sand casters at them.

Super Weapon On: You have the option of not using the super weapon in combat if you wish.

Transportable items include: Fuel, cash, crew, troops, colonists, high guard rangers, supplies, duranium, tritanium, molybdenum, food, medical units, repair units and ordnance. The above screen shows this ship transporting 10 colonists to object ID 2609 a base named Elko, it will attempt to beam up from the base 100 repair units and 180 fuel units. The transfer will take place when the ship is over to the transfer target. It can do the transfer as it travels past the base on its way to another place. If the jettison control is switched on the cargo that normally would be transferred to the target object will be dumped into space. You can generally transfer cargo to any object that can handle the cargo. If you attempt to transfer personnel to an enemy race they will either kill or held as prisoners. Doing so will adversely affect your own ship crew`s exuberance for your cause.

Mine Dropping: Some ships are able to drop and recover minefields. The four different types of minefields are: gravitonic, barbitic, laser and web mines. In order for a ship to drop a minefield it must have one of the four different types of minefield dropping devices. Some ships have more than just one type of mine dropping device and have a choice of what type it would like to drop. Mines can be dropped in a cloaked state. Cloaked mines are invisible and inactive until they are turned on. A ship can not hit a cloaked mine. All minefields have a power reserve. When the minefields power reserve reaches 0 the minefield become inactive and disappears.

PLAN0125.gif Gravitonic Mines

Keeps hyperjump ships from jumping. Knocks ships in hyperspace back into normal space.

PLAN0126.gif Barbitic Mines

Very powerful anti-ship mines. When detonated they will destroy other mines that have their center point within the radius of the exploding barbitic minefield.

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Anti fighter mines. Fires bolts of energy at fighter craft. Does nothing to starships.

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Energy draining mines that drain a ship of power, forcing the crew to burn up their fuel at a very high rate just to stay alive. Web mines cause any ship hitting the mine to stop moving. Hyperjumping ships can jump over or out of web minefields