Early accessCitadel is still in development. Numbers and rules on this page can change between patches. Last checked October 2026.
The fitting screen lists a ship's stats on the Hull tab, under Specs. This page gives every line, what the game says about it, and how the numbers relate. The screen opens on a short list; Show All Stats gives the full one.
Defense
| Stat |
Unit |
What the game says
|
| Effective health |
HP |
Combined survivability of armor and hull, weighted by resistance.
|
| Max armor |
HP |
Total armor hit points when fully repaired. Armor absorbs damage before hull HP is touched.
|
| Max hull |
HP |
Structural integrity of the ship. When hull reaches zero, the ship is destroyed.
|
| Barrier HP |
HP |
Total barrier hit points generated by fitted shield modules after module quality and ship barrier modifiers.
|
| Armor repair |
per second |
Rate at which armor is restored per second during combat.
|
| Barrier regen |
per second |
Barrier hit points restored per second by fitted shield modules.
|
| Sustain |
per second |
Combined defensive recovery per second from armor repair and barrier regeneration.
|
| Kinetic resist |
% |
Percent of incoming kinetic damage prevented by armor.
|
| Explosive resist |
% |
Percent of incoming explosive damage prevented by armor.
|
| Acid resist |
% |
Percent of incoming acid damage prevented by armor.
|
Effective health is hull HP divided by the share of kinetic damage the hull lets through, plus armor HP divided by the share the armor lets through. A hull with more kinetic resistance is worth more effective health for the same HP.
Offense
| Stat |
Unit |
What the game says
|
| DPS |
|
Total damage per second from all fitted offensive sources.
|
| Turret DPS |
|
Total damage per second from all fitted turrets.
|
| Volley damage |
|
Damage dealt in a single firing cycle across all turrets.
|
| Missile DPS |
|
Total missile damage per second, accounting for recharge cycles.
|
| Torpedo DPS |
|
Total torpedo damage per second, accounting for recharge cycles.
|
| Mine DPS |
|
Theoretical damage per second from mines under continuous detonation.
|
| Mine salvo |
|
Damage dealt when a mine detonates.
|
| Mine trigger radius |
m |
Distance at which a target triggers the mine.
|
| Mine drop interval |
s |
Time between mine drops while the deployer is active.
|
| Mine recharge |
s |
Time to refill one mine into the magazine.
|
| Mine magazine |
|
Mines held in a full magazine.
|
A fitted missile or torpedo launcher adds its own block: volley, range, recharge, count, speed and homing.
Reactor
| Stat |
Unit |
What the game says
|
| Time to SCRAM |
min:sec |
How long until the reactor overheats and shuts down under full load. Stable means dissipation exceeds generation.
|
| Max heat capacity |
GJ |
Total heat the reactor can absorb before triggering a SCRAM. Higher capacity gives more time under heavy load.
|
| Heat dissipation |
per second |
Heat vented per second. If this exceeds heat generation, the reactor is thermally stable.
|
| Heat generation |
per second |
Heat produced per second by fitted modules when active. It must stay below heat dissipation to avoid eventual SCRAM.
|
| Net heat |
per second |
Heat generated per second after dissipation under full fitted load.
|
Agility
| Stat |
Unit |
What the game says
|
| Mass |
t |
Total mass of hull plus fitted modules. Higher mass reduces acceleration and turn rate for the same thrust and torque.
|
| Thrust |
N |
Forward force produced by propulsion modules. Combined with mass to determine acceleration.
|
| Acceleration |
m/s² |
How quickly the ship reaches max velocity. Derived from thrust divided by mass.
|
| Turn acceleration |
°/s² |
How quickly steering changes the ship's turn rate.
|
| Turn rate |
°/s |
The authored steering angular-speed cap. Collision impulses are not clamped to it.
|
| Max velocity |
m/s |
Top speed the ship can reach under normal propulsion.
|
How they relate:
- Mass is the hull's mass plus fitted modules, times every mass modifier. Few modules weigh anything themselves; most change mass through a percentage, such as Ablative Bulkhead (+15%), Reinforced Plating (+8%), Armor Plates (+6%), Cargo Bay (+4%), Lightframe Thrusters (-6%) and Nanoframe Ribs (-8%).
- Acceleration is thrust divided by mass.
- Turn rate is turning force divided by mass.
- Max velocity does not depend on mass. It is the hull's top speed times every speed modifier. A heavy ship gets to its top speed more slowly, but the top speed is the same.
Targeting
| Stat |
Unit |
What the game says
|
| Sensor range |
m or km |
Maximum distance at which a contact with clear line of sight is identified and can be targeted.
|
| Signature radius |
m |
Your ship's targeting profile. Larger signatures are easier for hostile turrets to track.
|
Utility
| Stat |
Unit |
What the game says
|
| Battery hardpoints |
|
Number of turret slots available on this hull.
|
| Subsystem hardpoints |
|
Number of subsystem module slots available on this hull.
|
| Propulsion hardpoints |
|
Number of propulsion module slots available on this hull.
|
| Core slots |
|
Number of core module slots available on this hull.
|
| Safety hold slots |
|
Number of cargo slots protected from loss on destruction.
|
| Salvage luck |
% |
Multiplier affecting the quality and quantity of salvage from wrecks.
|
The Modifiers tab
Next to Specs, the Modifiers tab lists every stat the fit has changed, with each source, its raw value, how much of it counted after stacking, and the total. A bonus that is exempt from the stacking penalty is marked Exempt. An unfitted hull shows "Baseline performance".