Unboundwiki

Ships

Road starships: forms, classes, modules and slots. A ship is built at the shipyard; the class sets multipliers, modules add upgrades.

Road starships: forms, classes, modules and slots. A ship is built at the shipyard; the class sets multipliers, modules add upgrades.

Forms

Classes

Classspeedturnhullholdjumpscannerslots +
C×1×1×1×1×1×10
B×1.12×1.05×1.25×1.25×1.25×1.11
A×1.25×1.1×1.5625×1.5625×1.5625×1.22
S×1.4×1.16×1.953×1.953×1.953×1.333

Modules

Drive Module I

Cruise and boost +10%. Tier I: metals of the road

Thruster Module I

Turn and strafe +12%. Tier I: metals of the road

Armor Module I

Hull +30%. Tier I: metals of the road

Cargo Pod I

Hold +9 cells. Tier I: metals of the road

Scanner Module I

Scanner range ×1.5. Tier I: metals of the road

Tank Module I

Tank +50%. Tier I: metals of the road

Jump Drive I

Jump +50%, cheaper. Tier I: metals of the road

Mining Beam I

Mines up to 24 blocks away. Tier I: metals of the road

Regolith Processor I

Fuel from the hold ×1. Tier I: metals of the road

Heat Shield Module I

Sun heat on the hull ×0.6. Tier I: metals of the road

Corona Scoop I

Fuel from the corona ×1.5. Tier I: metals of the road

Pulse Cannon I

Pulse damage 3, six a second, reach 96 bl. Tier I: metals of the road

Mass Driver I

A slug for 12 damage every 1.5 s, goes through everything in line, reach 160 bl. Tier I: metals of the road

Torpedo Rack I

A salvo of 2 homing torpedoes, 30 damage each, at the framed target; a salvo burns one torpedo pack. Tier I: metals of the road

Shield Module I

A shield of 30 points takes the blows; recharges 4 a second after 3 s of quiet. Tier I: metals of the road

Void Lance I

A beam for 8 damage once a second, straight through shields, reach 120 bl; void ships only. Tier I: metals of the road

Slag Flak I

A shell bursts by its target: 5 damage to all within 3 bl, once a second, reach 64 bl; depth ships only. Tier I: metals of the road

Flare Launcher I

2 flare charges: they lure away the torpedoes that hunt your ship; a charge builds up again by itself. Tier I: metals of the road

Interstellar Drive I

Jumps between the stars, up to 1,500 light-years; for starships of class A and above. Stage I "Threshold": Tetrataenite Ingot, Heart Ice, Hawking Spark, Threshold Key, Osmiridium Ingot

Crucible Jacket I

Dives through the melt to the hollows of the Underdeep, down to 2,000 km; lets the hull through the heat of the Crucible Well. Stage I "Lining": Adamant Ingot, Ember Obsidian, Last Ember, Heat Shield Module I

Spindle Keel I

Stitches through the cloth between worlds to its Underweave, up to 150 threads; takes the hull through the fold of the Loom. Stage I "Basting": Firstshell, Condensed Void, Void Thread, The Spindle, Armor Module I

Darning Rig

Scar thread pulls the hull together: +1 hull every 4 s after 10 s without a hit; void ships only

Twin Image

A twin of the ship flies alongside for 8 s: drifters, their torpedoes and the creatures of space strike at it; once a minute; void ships only

Direction Finder

In the Solar System: bearing lines to radio sources — the Visitor, an open wormhole, a supernova remnant, the "Wow!" relay

Gravity Anchor

Pull of black holes and dark matter ×0.25, tidal strain on the hull ×0.3

Radiation Screen

Radiation on the hull ×0.3: gamma-ray bursts, solar storms, pulsar beams, the wind of hot stars

Solar Sail

Boost near a star costs no fuel; a storm front and a pulsar beam throw the ship forward

Cloak

Drifters and space creatures do not see the ship farther than 24 blocks

Throat Stabilizer

A wormhole holds twice as long while the ship is near; the second exit costs no exotic matter

Wave Rider

Jump +25%

Nacre Navigator

In the Interrift boost and jumps cost half the fuel; void ships

Deep Sounder

In the Depths the scanner marks geodes and a Rising three times farther, heard or not; depth ships

Magnetic Shield

Near a magnetar the field does not jam the scanner, the interstellar jump or the weapons

On this page