• Unless another rule says the ship starts with no shields, its starting shield level is:
    Trunc(100 - 2*Damage/3)
                         ...if ship is Lizard
    Trunc(100 - Damage)  ...otherwise
    Note that in particular a ship's fuel does not affect its combat shield level; a ship without fuel fighting a planet (with the planet using the NUK friendly code) will start with full shields unless another rule says otherwise.
  • A ship's combat mass is:
    Hull_mass + Trunc(ESB_Rate * Engine_cost / 100)
    ...plus 50 if ship is Fed
    The Engine_cost is the monetary cost of one engine of the ship. The ESB_Rate is the sum of the following components:
  • A ship's weapons are limited if the ship is damaged.
    Beam_count =
       Ship_beams        ...if ship has Full Weaponry
       Min(Ship_beams, Max_beams - Trunc(Max_beams * Damage / Divisor))
                         ...otherwise
    
    Tube_count =
       Ship_tubes        ...if ship has Full Weaponry
       Min(Ship_tubes, Max_tubes - Trunc(Max_tubes * Damage / Divisor))
                         ...otherwise
    
    Bay_count =
       Basis_bays + Bonus_bays
       ...with
          Basis_bays =
             Ship_bays   ...if ship has Full Weaponry
             Max_bays - Trunc(Max_bays * Ship_damage / Divisor)
                         ...otherwise
          Bonus_bays =
             ExtraFighterBays + EModExtraFighterBays
                         ...if Basis_bays > 0
             0           ...otherwise
    
    Divisor =
       150               ...if ship is Lizard
       100               ...otherwise
    Max_beams, Max_tubes and Max_bays are the maximum amounts allowed by the ship's hull.