Ship Initial Status

Accessed via the Initial Status button in the Ship Editor.

Sets the ship's condition at mission start.

Hull & shields

FieldDescription
VelocityThe ship's speed at mission start.
Hull integrityStarting hull strength as a percentage of maximum.
Guardian thresholdMinimum hull percentage the ship can be damaged down to. Once the ship's hull reaches this level, further damage is absorbed without reducing it further. Set to 0 to disable. Applies to both the hull and subsystems.
Has shield systemWhether this ship has an active shield system at mission start.
Force shields onEnables shields regardless of other flags that would suppress them. Only takes effect if the ship's class defines a shield strength; it cannot create shields for a class that has none.
Shield integrityStarting shield strength as a percentage of maximum.

Loadout locks

FieldDescription
Ship lockedPrevents the player from changing this ship in the loadout screen.
Weapons lockedPrevents the player from changing this ship's weapons in the loadout screen.

Disabled systems

FieldDescription
Primaries won't firePrimary weapons are disabled at mission start.
Secondaries won't fireSecondary weapons are disabled at mission start.
Turrets won't fireAll turrets are disabled at mission start.
Afterburner disabledAfterburner is disabled at mission start.

Dockpoints

Lists all dockpoints defined on this ship. Select a dockpoint to set it as occupied by another ship and specify which dockpoint on that ship mates with this one.

Subsystems

Lists all subsystems on this ship. Select a subsystem to set its starting integrity as a percentage of maximum. For subsystems that can be scanned, a cargo field may also available to set what the player finds when scanning that subsystem. Additionally a cargo title field may be available which defaults to "Cargo:" if not set. The cargo fields are only visible if the ship has scannable subsystems. If the Unify Scanning Behavior mod flag is active then all ships can have scannable cargo by setting the Toggle Subsystem Scanning ship flag. If the mod flag is not set then huge ships always have scannable subsystems and other ships will require the ship flag to be enabled.

Team color

Assigns a team color to this ship. Requires the ship to have a -misc texture map and the desired colors to be defined in colors.tbl.