- Ostranauts ship combat was introduced in the Fire In The Hold (0.15) update on April 21, 2026
- Three weapon types: PDCs for defense, Mass Throwers for armor penetration, and Missiles for high burst damage
- Faction warfare: Combat is centered around Ceres, where two factions engage in a proxy-war
- Unforgiving nature: Engagements can result in permanent death and major ship destruction
- Preparation is key: Always equip Decoy Launchers and Hull Cladding before entering hostile zones
Ostranauts Ship Combat Fundamentals
Ship combat in Ostranauts is a high-stakes tactical system that demands careful preparation and situational awareness. Added in the Fire In The Hold update, the system transforms your vessel from a simple transport into a fully armed warship. Combat revolves around managing your sensors, aligning your firing arcs, and choosing the right moment to strike.
Video Highlights:
- Developer Dan Fedor demonstrates sensor modules and active targeting
- PDCs and rail guns show visible firing arcs when activated
- Targeting thrusters can disable enemy mobility, leaving them adrift
- Torpedoes home in on targets but can be intercepted by defensive PDCs
- G-forces from torch drives can cause crew blackout during pursuit
The engagement flow follows a predictable pattern: detect with sensors, lock the target, align your weapons, and unleash fire. Weapons set to free fire will automatically engage once a lock is achieved. However, reckless aggression often leads to catastrophic hull breaches and life support failure.
Ship combat can be unforgiving and may result in death and major destruction of your ship. Never engage armed vessels without proper weapon installations, stocked ammunition, and a clear escape route.
Weapon Systems Breakdown
Ostranauts features three primary weapon categories, each serving a distinct role in naval engagements. Understanding their strengths and limitations is essential for building an effective combat vessel.
PDCs (Point Defense Cannons)
- Rapid-fire 20mm shells
- Short range: 12-15km
- Wide arc: 85 degrees
- Primary role: Anti-missile interception
- Stack size: 20 rounds
Mass Throwers
- Heavy single-shot 150mm projectiles
- Long range: 66-120km
- Narrow arc: 15-20 degrees
- Primary role: Anti-ship armor penetration
- Stack size: 5 rounds
Missile Launchers
- Self-propelled homing explosives
- No fixed range or firing cone
- 360-degree launch capability
- Primary role: Devastating burst damage
- Vulnerable to PDC interception
PDC Variants Comparison
| Weapon | Manufacturer | Range | Arc Angle | Reload Speed | Jam Chance | Source |
|---|---|---|---|---|---|---|
| Smartlink 'Charybdis' PDC | Smartlink | 12,000 | 85 deg | 0.1s | 0.25% | BCER (Trusted, Galilean) |
| BNW 'Zhong Kui' CIWS | Brave New World | 15,000 | 85 deg | 0.12s | 0.125% | BCRS (Trusted, CCRE) |
PDCs automatically fire on incoming missiles, micrometeorites, and locked targets within their cone of fire. Using them as a primary anti-ship weapon is ill-advised due to rapid ammunition depletion and low per-hit damage.
Mass Thrower Variants Comparison
| Weapon | Manufacturer | Range | Arc Angle | Reload Speed | Targeting Speed | Source |
|---|---|---|---|---|---|---|
| Coilgun | Weber Tools & Oil | 90,000 | 20 deg | 3.0s | 2.6 | BCER (Friendly, Galilean) |
| Railgun | Brave New World | 120,000 | 15 deg | 2.8s | 2.9 | BCRS (Friendly, CCRE) |
Mass thrower projectiles travel far beyond their automatic firing range. Players can manually fire at distant targets, a practice dubbed "Railsniping." For accurate manual shots, align your VCRS to approximately 0.00 m/s and bearing to 0.00 degrees relative to the target.
Missiles and Ammunition Guide
Missiles in Ostranauts provide devastating burst damage but come with significant trade-offs. Each launcher fires only its dedicated missile brand, and missiles cannot be stacked, making inventory management a critical concern.
Missile Types Comparison
| Missile | Manufacturer | Base Price | Mass | Max Speed | Damage | Fuel |
|---|---|---|---|---|---|---|
| 'Rancor' Missile | Smartlink | 20,000 | 150.0 | 5,000 m/s | 7 | 1,000 |
| 'Little Dragon' Missile | Brave New World | 9,000 | 80.0 | 6,500 m/s | 5 | 500 |
| 'Belter Bomb' Missile | Soyuzneft | 3,000 | 20.0 | 3,500 m/s | 2 | 200 |
The Smartlink 'Rancor' delivers the highest damage at 7, but costs significantly more than the budget-friendly Soyuzneft 'Belter Bomb,' which is essentially a retrofitted mining charge. The Brave New World 'Little Dragon' offers a middle ground with decent speed and moderate damage.
Missile Launcher Requirements
| Launcher | Compatible Ammo | Faction Reputation | Ammo Stack |
|---|---|---|---|
| Smartlink Missile Launcher | Smartlink 'Rancor' Missile | BCER, Honored (Galilean) | 1x4 |
| BNW Missile Launcher | BNW 'Little Dragon' Missile | BCRS, Honored (CCRE) | 1x3 |
| Soyuzneft Launcher | 'Belter Bomb' Missile | N/A | 1x2 |
Missiles explode in a circular pattern, leaving wide holes in the target ship. Unlike PDCs and mass throwers, missile launchers will never automatically fire at locked targets. Each shot must be manually commanded, adding a tactical layer to their deployment.
Defense Systems and Hull Protection
Surviving incoming fire requires a layered defense strategy. Ostranauts provides several defensive tools that work in combination to keep your ship operational under hostile conditions.
Decoy Launcher System
The Polaris Decoy Launcher serves as your first line of defense against inbound missiles. It deploys decoy missiles that present themselves as stronger targets, attempting to redirect enemy missile guidance systems.
| Decoy Missile | Success Rate | Base Price | Max Speed | RCS Count |
|---|---|---|---|---|
| Polaris GDM-4 | 33% | 5,000 | 8,000 m/s | 15 |
| Polaris GDM-800 | 75% | 25,000 | 3,000 m/s | 12 |
| Polaris GDM-X1 | 100% | 150,000 | 5,000 m/s | 12 |
Decoy launchers work synergistically with PDCs. When facing multiple incoming missiles, decoys divert threats while your PDCs handle the rest, preventing your defensive systems from being overwhelmed.
Hull Cladding
| Armor Type | HP | Notes |
|---|---|---|
| Standard Wall | 15 HP | Default ship construction material |
| PPC Ablative Hull Cladding | 30 HP | Double the HP of standard walls |
Surround sensitive areas like piloting and living spaces with less critical rooms such as storage or engineering compartments. Double up on walls in critical sections using Whipple Framework pieces and PPC Ablative Hull Cladding. This adds ship mass but significantly improves survivability.
Combat Tactics and Engagement Strategy
Winning engagements in Ostranauts requires more than just powerful weapons. Tactical positioning, target selection, and timing determine the outcome of every battle.
Sensor Sweep and Target Acquisition
Activate your passive and active sensors from the sensors module. Passive sensors detect without revealing your position, while active sensors provide detailed stats on enemy ships. Lock your target to begin tracking their movements and enable your firing arcs.
Weapon Alignment and Approach
Rotate your ship to bring your forward-firing weapons to bear. Mass throwers require precise alignment with VCRS near 0.00 m/s and bearing near 0.00 degrees. PDCs will begin tracking automatically once the target enters their firing cone.
Disabling Critical Systems
Focus fire on enemy thrusters and weapons systems. Knocking out thrusters leaves the enemy ship free-drifting, making them an easy target for missiles and mass thrower volleys. Targeting forward weapons neutralizes their offensive capability.
Missile Deployment and Finish
Once the enemy's PDCs are disabled or misaligned, launch torpedoes for devastating burst damage. Missiles that reach the target create wide circular explosions that can effectively cut a ship in half, destroying multiple systems in a single salvo.
Disengagement and Damage Control
If the fight turns against you, crank up your torch drive and retreat. Monitor your hull integrity, air pressure, and power systems. A single well-placed enemy shot can breach your cabin and vent atmosphere, leaving you dead in the water.
Cranking your torch drive to maximum during pursuit or evasion generates extreme G-forces. Your crew can black out from the acceleration, temporarily losing control of the ship at the most critical moments. Plan your maneuvers carefully.
Faction Access and Equipment Sourcing
Obtaining combat equipment in Ostranauts is tied to faction reputation. Two major factions control the supply chains for weapons and defensive systems, and pirates operate independently for personal gain.
Faction Equipment Access
| Faction | Station | Weapons Available | Min. Reputation |
|---|---|---|---|
| Galilean Confederacy | BCER | Charybdis PDC, Coilgun, Rancor Missile | Trusted to Honored |
| CCRE | BCRS | Zhong Kui CIWS, Railgun, Little Dragon Missile | Trusted to Honored |
| Either Faction | BCER / BCRS | Polaris Decoy Launcher | Neutral |
Start with Decoy Launchers, which only require Neutral reputation. Focus on building standing with one faction before pursuing their advanced weaponry. The Galilean Confederacy offers the Coilgun at Friendly reputation, making it an accessible first mass thrower for new combat pilots.
Pre-Combat Preparation Checklist:
- Install at least one Mass Thrower for anti-ship capability
- Equip PDCs for missile and micrometeorite defense
- Mount a Polaris Decoy Launcher with stocked decoy missiles
- Apply PPC Ablative Hull Cladding to critical compartments
- Stock 150mm and 20mm ammunition in sufficient quantities
- Verify sensor modules are installed and operational
- Establish Friendly reputation with BCER or BCRS
- Plan an escape route before engaging hostile targets
Frequently Asked Questions
Q: When was ship combat added to Ostranauts?
Ship combat was added in the Fire In The Hold (0.15) update on April 21, 2026. This update introduced ship-mounted weaponry including Point Defense Cannons, Mass Throwers, Missile Launchers, Decoy Launchers, and Armor Cladding, along with the sensor and weapon modules needed to operate them.
Q: What is the best weapon for Ostranauts ship combat?
There is no single best weapon. Mass Throwers like the Railgun are essential for penetrating armor at long range (up to 120km), while Missiles deliver devastating burst damage if they bypass enemy PDCs. PDCs are mandatory for defensive interception. A balanced loadout combining all three types is recommended for serious engagements.
Q: Can PDCs be used as primary anti-ship weapons?
It is strongly ill-advised. PDCs fire rapidly but deal small amounts of damage per hit and burn through their 20mm ammunition very quickly. Their primary designed role is as automatic hard-kill countermeasures against incoming missiles and micrometeorites. Use Mass Throwers or Missiles for anti-ship damage.
Q: Where can I buy combat weapons and equipment?
Weapons are primarily sourced from two faction stations: BCER for Galilean Confederacy equipment and BCRS for CCRE equipment. Each faction requires specific reputation levels ranging from Neutral (Decoy Launchers) to Trusted (PDCs) to Friendly (Mass Throwers) to Honored (Missile Launchers).
Q: What is Railsniping in Ostranauts?
Railsniping is a community-coined technique where players manually fire mass throwers at targets well beyond the weapon's automatic firing range. This requires precise alignment of cross velocity (VCRS) and bearing relative to the target. The Coilgun and Railgun projectiles travel much farther than their auto-fire triggers.