Ships can have a variety of special abilities. These abilities are assigned to specific ship types ("hull functions") or implemented as other special abilities, say, of a race. A subset of these abilities is also available to planets.

You can define for each unit what abilities it has. This can take three values:

  • Default. The simulator uses normal game rules to determine whether the unit has the ability.
  • Yes. The unit has the ability.
  • No. The unit does not have the ability.

The following abilities are defined. Change their state by clicking/touching them or pressing the key shown next to them.

i Planet Immunity
(ship) The ship cannot be attacked by planets that use ATT or NUK. It can however attack planets if it wants to.
f Full Weaponry
(ship) The ship does not lose weapons when damaged.
c Commander
(ship) All other ships of the same player get a temporary experience boost when a commander with a higher experience level takes part in the fight.
k 3× Beam Kill
(ship/planet) Beams have triple kill power, making capturing a little easier.
b 2× Beam Charge
(ship/planet) Beams charge twice as fast as normal.
t 2× Torp Charge
(ship/planet) Torpedo tubes charge twice as fast as normal.
e Elusive
(ship) The enemy's torpedo hit rate is reduced to 10%, making this ship harder to hit.
q Squadron
(ship) The ship actually is a fighter squadron, where each beam represents a fighter. Its crew cannot be killed, and if it is destroyed, one fighter dies (one beam is lost) and the ship continues the fight.
g Shield Generator
(ship) The ship provides additional shields to other ships of the same owner. As long as a Shield Generator is present, ships get +25% shield and 50% Engine/Shield bonus, for up to two Shield Generators per fight.
y Cloaked Fighter Bays
(ship) When cloaked, the ship can provide its fighter bays and fighters in other carriers' fights. Note that when this ability is used, the "Minimum Fighters Aboard" statistic is no longer useful.