What are ship components?
Spaceships in Jump to Lightspeed consist of different components.
The main component is the chassis. More information can be found in the
Ships section of this wiki.
A ship contains several different components. Below is a list of the components. The next section covers which stats each component has, and what it does.
- Main Reactor
- Engines
- Shield
- Front and Back Armor
- Capacitor
- Booster
- Droid Interface
- Cargo Hold
- Weapon
- Ordnance
- Countermeasure Launcher
- Astromech Droid / Flight Computer
Which stats do components have?
This section covers what each component does, and which stats they have.
General stats for all components
All components come with Armor, Hitpoints, Mass and Reactor Energy Drain.
- Armor - Protection for the component, if it is damaged. Higher numbers are better.
- Hitpoints - The amount of damage a component can take before it becomes non-functional.
- Mass - The weight of the component itself. Lower weight is better, as that allows you to fit better components within the ship’s mass limit.
- Reactor Energy Drain - The amount of energy a component draws from the reactor. Lower amounts are better. This stat is not found on Armor Plates and Reactors.
The specific components below do not contain mention of these above stats.
Main Reactor
The main reactor of the ship is what generates the power for the ship.
Besides the general stats, it only has one stat:
- Reactor Generation Rate - This is the amount of energy a reactor generates, before any Droid Overloads (more about these later).
Engine
The engine of the ship is what causes the ship to move. It has four specific stats.
- Pitch Rate Maximum - The speed at which the ship can turn up and down
- Yaw Rate Maximum - The speed at which the ship can turn left and right
- Roll Rate Maximum - The speed at which the ship will roll around itself
- Engine Top Speed - The top speed of the engine
Pitch and Yaw perform best at lower speeds. The exact threshold depends on the ship. Have a look at the
Ship wiki for more information.
Shield
The shield is a rechargeable energy shield, that will absorb any incoming damage, as long as it has available energy. It has a few relevant stats.
- Front Shield Hitpoints - The amount of damage the shield can take from the front, before damage is applied to other ship components.
- Back Shield Hitpoints - The amount of damage the shield can take from the back, before damage is applied to other ship components.
- Shield Recharge Rate - The rate at which the shield recharges.
Be aware that if you put a shield in your ship with different front and back hitpoints, it will be equalized the first time you launch the ship. So a shield with 400 front hitpoints and 800 back hitpoints will be turned into a 600 / 600 shield.
Shields are represented in the HUD with an outer blue line.
Front and back armor
Armor plating consists of a front and back plate. These are the physical armor plates that will take damage, before components are damaged, if the energy shield runs out of energy. It does not contain any stats besides Armor and Hitpoints.
Unlike the Shield component, this component is damaged and must be repaired at a space station, or with a Shipwright repair kit if it takes damage.
Armor is represented on the HUD with a red inner line.
Capacitor
The capacitor is the temporary "battery" that holds energy for the weapons to fire. It has two specific stats:
- Capacitor Energy - The maximum amount of energy the Capacitor can hold. The higher the number, the more shots the weapon can fire.
- Recharge Rate - The rate at which the capacitor recharges its energy. Higher number means faster recharge.
Booster
The booster gives the ship a temporary speed boost, until it runs out of energy. It has several specific stats:
- Booster Energy - The total amount of energy the booster holds. Higher number means longer boosts.
- Booster Recharge Rate - The amount of energy a booster recharges per second. Higher number means faster recharge.
- Booster Energy Consumption - The amount of energy consumed per second of boost. Lower number means longer boosts.
- Acceleration - A measure of how fast the booster reaches its top speed. Higher is better.
- Top Booster Speed - The top speed bonus a booster can reach. Higher number means faster boost.
Droid Interface
The Droid Interface is the component that allows an Astromech Droid / Flight Computer to be mounted in the ship. It only has a single specific stat:
- Droid Command Speed - The delay in seconds between Droid Commands. Lower number means shorter delay between commands.
While a shorter delay may seem better, it is often used for shield recharging. In that case, your capacitor needs time to recover, so a very low delay is not always optimal.
Cargo Hold
The Cargo Hold is a component that is only used for mining Asteroids in space, and is generally not needed while leveling as a pilot. It has a single specific stat:
- Cargo Hold Max Contents - The amount of ore that can be held before needing to land and empty the spaceship. Higher number means more ore.
Cargo holds are crafted by Shipwrights, and can be crafted as a Small, Medium, Large and Huge Cargo Hold.
Weapon
There are different types of weapons, each with their own pros and cons, more on this later. Weapons have five specific stats:
- Damage - The damage of a weapon consists of a minimum and maximum damage, expressed as a min–max range. Higher number means more damage.
- Vs. Shields - The weapons damage effectiveness against the energy shields of the opponents. Higher number means better efficiency.
- Vs. Armor - The weapons damage effectiveness against the armor of the opponents. Higher number means better efficiency.
- Energy / Shot - The amount of capacitor energy that is used per shot. Lower number means less strain on the capacitor
- Refire Rate - The delay between individual shots in seconds. Lower numbers means better delays.
Be aware that Vs. Shields and Vs. Armor are decimal multipliers. For example, a value of 0.69 means a 1000 damage shot will deal 690 damage to the shield / armor.
Vs. Shields, Vs. Armor and Refire Rate is rounded during the first launch of the ship. So a Vs. Shield of 0.646 will become 0.650, while 0.644 becomes 0.640.
Weapon types
Crafted weapons come in different variants:
- Blaster - The balanced weapon that performs equally on shields and armor.
- Ion Cannon - A crafted weapon that is more effective against shields, but less effective against armor.
- Disruptor - A crafted weapon that is more effective against Armor, but less effective against shields.
- Mining Laser - A weapon type used for mining asteroids in space.
- Tractor Beam - A beam used to pull in small mined asteroid chunks.
Ordnance
Ordnance is a different way of attacking, than the above laser weapons. Primarily used in PvP. They have six specific stats:
- Maximum Ammunition - The amount of times an ammunition pack can be fired, before needing to land and restock (or use the new space station option)
- Maximum Damage - The maximum amount of damage the ordnance can do. Higher number means more damage.
- Minimum Damage - The minimum amount of damage the ordnance can do. Higher number means more damage.
- Fire rate - A measure of the delay in between each shot.
- Armor Effectiveness - The damage effectiveness against armor. Higher number means better efficiency.
- Shield Effectiveness - The damage effectiveness against shields. Higher number means better efficiency.
Ordnance Types
Ordnance comes in a variety of types, just like the above weapons..
- Protons- equal vs shields and armor damage; same lock cone as Concussion and Seismic.
- Concussion- strong vs shield damage, weak against armor; same lock cone as Protons and Seismic
- Seismic- strong vs armor, weak vs shields; same lock cone as Protons and Concussion
- Image Rec- balanced damage, weaker than a proton, biggest lock cone, fastest lock timer.
- Space bombs- massive damage, small pack size, long lock timer
When considering what Ordnance to use in PVP, our community has suggested considering the following:
- Most use Protons over the other choices.
- Concussions can be use to strip shields and then finish with guns but are less used.
- Seismics are hardly used at all due to the way shield recharge works (shields recharge 1 point instantly)
Ordinance is used less often in PVE, but Proton missiles work well when taking out components of the Corvette in the Ace missions.
Countermeasure Launcher
Countermeasures are used to avoid missiles being locked onto your ship. They also come as a launcher and ammunition packs.
The typically used launcher is a Chaff Launcher, which has no separate stats. Then there's Chaff Packs for ammunition:
- Maximum Ammunition - The amount of times an ammunition pack can be fired, before needing to land and restock (or use the new space station option)
- Maximum Effectiveness - The maximum effectiveness of the countermeasure. Higher number means more efficiency.
- Minimum Effectiveness - The maximum effectiveness of the countermeasure. Higher number means more efficiency.
- Fire rate - A measure of the delay in between each shot.
Countermeasures are typically only used in PvP, where Ordnance is also used. A missile from an NPC doesn't do a lot more damage than their laser attacks.
Astromech Droid / Flight Computer
This is the specific Astromech Droid or Flight Computer that can be put into the ship, to access the droid commands that has been programmed on it.
Most rebel ships use Astromech Droids, whereas most other ships use Flight Computers. Check the
Ships wiki for more information on which ships use which type..
When using droid overloads, the individual components receive more power, increasing their performance. But it also has a cost. So a weapon overload will cause the weapon to deal more damage, but will also cost more per shot, and will drain more power from the reactor. Components can also be damaged, although there is no decay, so they may be repaired at a space station or with a repair kit.
Droid commands include, but are not limited to:
- Reactor Overload 1-4 - A bonus to the amount of power a reactor can generate. May damage the generator, but it can be repaired at a station.
- Weapon Capacitor Overload 1-4 - A bonus to the amount of power a weapon capacitor can hold and the recharge rate of the capacitor.
- Engine Overload 1-4 - A bonus to the top speed and maneuverability of an engine.
- Weapon Overload 1-4 - A bonus to the damage a weapon does, while also requiring more power per shot.
- Capacitor to Shield Shunt 1-4 - Shunt capacitor energy to shields, recharging 25-100% of the capacitors energy to the shields.
- Kessel / Deep Space Hyperspace Algorithm - Allows for direct hyperspace access to Kessel or Deep Space, instead of having to go through the Deep Space stations.
Leveling components for ships
While leveling as a pilot, there are several ways to outfit a ship with space components.
1. Using what you loot in space (rarely the best idea, but might work in some cases)
2. Reverse Engineering components (often mostly useful in higher tier components of the pilot profession)
3. Buying components from a Shipwright.
Using what you loot
Ship components have many stats, including mass, reactor drain and specific stats like damage for weapons, or topspeed for engines.
Many looted components might have worse stats than what a Shipwright can make, and might therefore make your ship too heavy, while not providing enough damage or protection.
There are some specific cases though, where looted components can be good enough, without needing anything else. This might be with reactors. If you have enough mass leftover in your ship, and a reactor has the generation rate you are looking for, this can absolutely be a viable way.
Reverse engineering components
Reverse engineering components is often used in loadouts after certification level 8 since many components before that will simply be better, easier and cheaper in crafted variants.
Buying components from a Shipwright
Buying components from a Shipwright, is probably one of the easiest ways to get decent components while leveling as a pilot. There are many different builds, styles and ways to craft these components, but here are some suggestions on what to look out for.
Shipwright Components for leveling
As you progress through your pilot training, you will unlock higher Pilot and Astromech Certifications, allowing you to equip more advanced components.
This section provides recommended upgrade paths for each certification tier. The suggested stats are based on commonly available crafted components and are intended as practical guidelines, not strict requirements. If you are unable to find components within the suggested ranges, prioritize Mass and Reactor Drain over raw performance stats.
Only components that provide a meaningful upgrade are listed. Components that do not require replacement at a given tier (such as Booster in many cases) are intentionally omitted to keep the guide focused and easy to follow.
Level 1 Pilot Certification
At this stage, even basic crafted components are a significant upgrade over prototype parts. Focus on improving mobility and capacitor performance first.
Mark I Reactor (if needed)
Mass: 1,200 or lower
Generation: 12,500 or higher
Mark I Starfighter Engine
Drain: 1,800 or lower
Mass: 900 or lower
Speed: 64 or higher
Mark I Durasteel Plating (Armor) (Front & Back)
Armor: 280 or higher
Mass: 950 or lower
Mark I Weapons Capacitor
Mass: 1,000 or lower
Recharge Rate: 39 – 41 (cap)
Mark I Booster
Mass: 1,000 or lower
Speed: 30 or higher
Level 2–3 Pilot Certification
Mark II Reactor (if needed)
Mass: 3,100 or lower
Generation: 13,500 or higher
Mark II Starfighter Engine
Drain: 2,000 or lower
Mass: 3,500 or lower
Speed: 76 or higher
Note: Two common variants exist. Lower mass variants are easier to fit, while higher mass variants offer improved maneuverability (PYR).
Mark II Shield
Mass: 2,700 or lower
Shield HP (Front & Back): 700 or higher
Note: Shield values are equalized on first launch.
Mark II Durasteel Plating (Armor) (Front & Back)
Armor: 650 or higher
Mass: 2,400 or lower
Mark II Capacitor
Mass: 2,500 or lower
Recharge Rate: 40 – 43 (cap)
Mid-Grade Blaster (Red / Green)
Drain: 2,200 or lower
Mass: 2,350 or lower
Damage: 550–900 or higher
Vs. Shield & Armor (VsX): 0.666 or higher
Energy Per Shot (EPS): 19.2 or lower
Refire Rate: 0.384 or lower
Note: Weapons are typically crafted as one of two types. 1) higher damage and higher EPS or 2) lower damage and lower EPS. Use High damage weapons on single-weapon ships, and Low EPS weapons on multi-weapon ships.
Mark II Droid Interface
Mass: 1,000 or lower
Droid Command Speed: 20
This Droid Interface will last you all the way to Ace. While a lower delay is desirable, most capacitors takes about 20 seconds to fully recharge, and thereby being ready for a full Capacitor to Shield Shunt.
Level 4–5 Pilot Certification
Mark III Reactor (if needed)
Mass: 8,000 or lower
Generation: 14,500 or higher
Mark III Starfighter Engine
Drain: 2,100 or lower
Mass: 6,700 or lower
Top Speed: 89 (cap)
Mark III Shield
Mass: 6,700 or lower
Shield HP (Front & Back): 1,300 or higher
Mark III Durasteel Plating (Armor) (Front & Back)
Armor: 1,200 or higher
Mass: 5,900 or lower
Mark III Capacitor
Mass: 1,000 or lower
Recharge Rate: 45 – 49 (cap)
Heavy Blaster (Red / Green)
Drain: 2,300 or lower
Mass: 5,825 or lower
Damage: 1,000–1,600 or higher
Vs. Shield & Armor (VsX): 0.676 or higher
Energy Per Shot (EPS): 22 or lower
Refire Rate: 0.384 or lower
Note: Weapons are typically crafted as one of two types. 1) higher damage and higher EPS or 2) lower damage and lower EPS. Use High damage weapons on single-weapon ships, and Low EPS weapons on multi-weapon ships.
V3 Flight Computer / Astromech Droid
These are available under Deed → Droid Deed on the Bazaar.
Astromech Droids are used for specific ships (e.g. X-wing, Y-wing), while other ships require a Flight Computer.
Level 6–7 Pilot Certification
Reactor
Use any level 5–7 reactor that:
- Fits within your Mass limits
- Provides approximately double your current energy consumption
Mark IV Starfighter Engine
Drain: 2,250 or lower
Mass: 15,000 or lower
Top Speed: 100 or higher
Mark IV Shield
Mass: 17,000 or lower
Shield HP (Front & Back): 1,950 or higher
Mark IV Capacitor
Mass: 15,000 or lower
Recharge Rate: 50 – 54 (cap)
Advanced Blaster (Red / Green)
Drain: 2,400 or lower
Mass: 15,000 or lower
Damage: 1,400–2,300 or higher
Vs. Shield & Armor (VsX): 0.686 or higher
Energy Per Shot (EPS): 24 or lower
Refire Rate: 0.384 or lower
Note: Weapons are typically crafted as one of two types. 1) higher damage and higher EPS or 2) lower damage and lower EPS. Use High damage weapons on single-weapon ships, and Low EPS weapons on multi-weapon ships.
V4 Flight Computer / Astromech Droid
Same acquisition method as previous tier. Choose based on ship type.
Level 8 and Beyond
At this point, crafted components begin to reach their limits. While they are sufficient for reaching Ace Pilot and early endgame content, more demanding activities require optimized components.
Higher level parts should be Reverse Engineered by a Shipwright.
Droid Overload Suggestions
See the
Droid Commands wiki for suggestions on which overloads to run, at specific astromech levels.