Wiki / Ship sections / Hull
Hull
The hull is the ship's passive structure and armor. It provides hitpoints and the connective backbone every other section mounts to. A hull has no active behavior of its own - it is what the rest of the ship is built around, and what keeps taking hits while the working sections keep doing their jobs.
Because health is per-section, a hull soaks damage locally: a hit on one side chews through the sections there while the far side stays intact, so where a shot lands matters, not just whether it landed.
A hull cell keeps the shape it was built in. What it does instead is crack: dark fractures spreading as its own health falls, glowing through when it is about to fail, burnt out cold when it dies - and then the whole cell leaves at once. It throws no sparks, because a hull has nothing in it to short out.
Variants
Four unit-cell hulls ship. The cargo and tank cells match the reinforced cell stat for stat today; what they buy is a hull that reads as what it carries, and the light cell is the scavenger grade at a third of the health. A hull weighs the space it fills, exactly: a section's mass is the volume of the box it is hit on, and no section is denser than another. Health is authored; the mass carrying it is not.
That is why the health column below is not the order you want when you are choosing what to bolt on - and it is not only a hull question, because everything else you bolt on is weighed the same way.
| Variant | Health | |
|---|---|---|
| captureassets/catalog-reinforced-hull-section.png | Reinforced Hull Sectionreinforced_hull_section | 200 |
| captureassets/catalog-light-hull-section.png | Light Hull Sectionlight_hull_section | 60 |
| captureassets/catalog-cargo-hull-section.png | Cargo Hull Sectioncargo_hull_section | 200 |
| captureassets/catalog-tank-hull-section.png | Tank Hull Sectiontank_hull_section | 200 |
Enemy-grade ships thin these same cells down with per-ship health patches rather than separate prototypes.