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Hey everyone!

One of the big goals of Vanilla Gravships Expanded has always been to make gravships feel like more than just 'a base on wheels'. They should be the beating heart of your colony, a true marvel of technology and something akin of a capital ship, and that means making space combat feel deep, dangerous, and rewarding.

That’s where Gravship Artillery comes in.

Whether you’re clearing out enemies before landing or engaging in ship-to-ship duels in orbit, gravship artillery will become a central part of your strategy. Let’s break down how the system works, what new mechanics it introduces, and the different kinds of weapons you’ll have at your disposal.

A New Stat: Gravship Targeting

To make artillery feel skill-based and not just “point-and-click,” we’ve introduced a new pawn stat: Gravship Targeting.This measures how good a colonist is at operating targeting terminals and firing gravship weapons.

It scales with Shooting and Intellectual skill.

Consciousness, sight, and manipulation all contribute.

It directly affects two things:

Forced Miss Radius → better operators land shells closer to their target.

Warmup Time → skilled crews fire faster and more efficiently.

In short, your best gunner isn’t necessarily your best artillery officer — you’ll want to train and specialize crew for this role.

Forced Miss Radius & Warmup Mechanics

To make space artillery realistic and balanced, we’ve built formulas that scale accuracy and fire rate with distance and skill:

Forced Miss Radius increases the farther away you fire on the world map. A skilled operator keeps it tight, while rookies might blanket a huge area with fire.

Warmup Time shortens dramatically with high Gravship Targeting, while unskilled operators might take twice as long to charge a shot.

World Map Combat

This is where things get really exciting. Gravship turrets aren’t confined to their own map anymore. They can now:

Fire across the world map at other generated maps. Their distance depends on the turret type.

Projectiles visibly travel through the world layer. That goes for your projectiles and enemy projectiles.

Hit their destination with accuracy based on distance and crew skill.

It’s important to note, though: in the initial release, only the player will have access to gravship artillery on this scale. You won’t face enemy world-map bombardments right away, with one exception — the mechanoid bombardment pods present in the starting scenario. Certain mechanoid platforms in orbit will bombard your gravship if you linger too long without escaping.

The real escalation — where rival factions begin using gravship artillery against you — will come later, in the second chapter of the mod, titled The Battle. That’s when large-scale gravship warfare truly begins.

Targeting Terminals

Artillery isn’t automated. You’ll need to build Targeting Terminals, manned by colonists, to operate your weapons. This should give us the cool visual of a bridge with many terminals operated by your gunners - something I really aimed to capture.

Terminals link to specific turrets within a 36-tile radius.

A manned terminal is required for the turret to function at all.

Without one, turrets display an overlay: “Can’t fire: Needs a linked targeting terminal.”

Each turret and terminal has gizmos for linking, unlinking, and selecting their pair.

We’re launching Gravship Artillery with four distinct systems, each with its own role and flavor:

Gauss Howitzer

A triple-barrel electromagnetic cannon firing uranium slugs.

Devastating volleys of three explosive shots.

Excellent against static defenses.

Vulnerable to point defense interception.

Point Defense Turret

Defensive-only, not linked to terminals, automated.

Shoots down enemy projectiles (only the ones that explode) and hostile drop pods only.

Interception chance scales with projectile velocity.

Javelin Launcher

A heavy missile platform firing salvos of 12 guided rockets.

Overwhelms point defenses by sheer volume.

Consumes astrofuel as ammunition.

Alternating left-right tubes for visual flair.

Anticraft Emitter

A continuous energy beam weapon.

Ignores shields and point defense entirely.

Burns through enemy artillery and hull plating.

Power-hungry: spikes to -10,000W during firing.

Together, these weapons create a layered arsenal — from saturation barrages to precise beam strikes — giving players meaningful choices in how to outfit their gravship.

As we move onto the next chapter of the mod, bigger and meanier turrets will also make an appearance!

Substructure Damage

Artillery isn’t just about killing pawns, it can tear ships apart.

Kinetic and missile artillery can damage enemy substructure, gradually destroying floors and anything built on top of them.

Damage radius is smaller than the explosion, meaning it takes sustained, accurate fire to truly wreck an enemy gravship.

Visual debris filth appears around damaged areas, making combat aftermath feel visceral.

This means ship-to-ship combat has lasting consequences: win or lose, the battlefield tells the story.

I'm really excited about all of this - not because it appeals to my power fantasies, but because it will also give these tools to our enemies. I think it's interesting to see the enemy use something as powerful as gravship artillery. When you're used to funnelling hundreds of enemies through your killbox, last thing you expect is for them to fire at you from the orbit with huge artillery batteries.

Let me know what you think, and I can proudly announce that the mod will be entering testing within a few days! We're almost done!

Files

Comments

Scyobi Empire

i am a simple person, i see artillery and i go ‘oooo цель уничтожена!’

Halfdan N

This is going draw me into rimworld for another 100 hours isn't it

fat boys

I think point defense is stupid here. 2/4 of your weapons go past it. What’s the point other than drop pods.

Scar, the Creator

This looks awesome, and I'm blwon away by how fast you've gotten this into testing. Cannot wait for my mobile war fortress!

Zachary Fewins

It blocks one, could heavily reduce the other, especially with multiple, and drop pods are always a huge issue. Honestly, it would still be nice even if it was just defense against drop pods.

Oskar Potocki

It’s absolutely not stupid. A single point defense can intercept majority of the missiles fired by a single javelin, and can intercept all projectiles fired by the howitzer. Your ship without the point defense system will be destroyed in seconds. Furthermore, it also shoots down incoming meteors during the new asteroid storm event, and incoming debris during debris storm event

Oskar Potocki

In fact the only thing it doesn’t stop is the beam emitter - but the beam emitter is not nearly as destructive as the other ship artillery as it targets a very specific tile with a very precise beam.

Deggial

"When you're used to funnelling hundreds of enemies through your killbox, last thing you expect is for them to fire at you from the orbit with huge artillery batteries." Will we get ground based anti-aircraft (or better: anti-space) batteries? Will we? WILL WE??? But that's a concern for the second chapter. This one looks great! :) I love the targeting terminals for the bridge. Star Trek >> Star Wars! -- Are you going to implement a similar targeting mechanic for the artillery in the upcoming 'VE - Security' module? (Assuming you keep its map-spanning range.) I mean, why not? You'll already have the code. 'VE - Security' isn't finished yet. I say: go for it! :)

Deggial

2/3. One picture is dedicated to the PD itself. I assume that these two cause significantly more damage than the 'Anticraft Emitter', so you need to be able to counter them specifically. EDIT: And I *definitely* should reload the page, before I start typing.

Dick Turnip

It'd be interesting to see if there's any cross-compatibility with the rest of VE down the line, particularly Empire and Deserters. Hunting down Divine Inferno kill-sats, running past orbital blockades to deliver supplies to deserter bases, or even building a fleet to take on the Emperor's flagship. Big badass boss fight, anybody? That said, if there is cross-compat on that scale, Zeus cannons are about to get MUCH scarier.

WarCookie

How will ship to ship combat work? Is it going to be on one map for two ships? Can we board the other ship and set fire to there comand room?

Oskar Potocki

It will be two separate maps, many world tiles apart. That doesn’t stop you from sending drop pods over… if the enemy doesn’t have point defense turrets active!

WarCookie

Will we be able to see the other ship while attacking? I wont to be able to see the caos i cause

Deathblade

will we be getting the option to just fly into empty space and float around in orbit or will we need to use another persons mod for that?

Big Barza

"Oh hey look, a civilian airliner"

Brutus Albion

I'm honestly surprised you guys are adding this to the game. Surprised but absolutely not disappointed 🌞

Aether

its amazing all the things you are adding that are so thought out and expand the fantasy! thank you!

fat boys

Ah, very cool I assumed the javelin “overloading it” would be a flat going through rate. That seems perfectly cool awesome work man 👍

Orion9137

Plans for CE compatibility? Because I wonder how reloading would work when the weapons will be placed around a ship in the cold vacuum of space.

Oskar Potocki

We don’t provide CE compatibility. That will be up for that mod to provide.

Oskar Potocki

There’s a ship upgrade you can get that will allow you to stabilize in empty orbit

Outsider 171

Damn really looking forward to this

Onikage-056

Park in orbit, send a scout to an enemy base on the surface and express delivery of orbital artillery can commence. (Recommend a psycaster who can sling the heavier Conflagrator or Staticlord psycasts to help thin the chaff.)

Echo Ichor

I cannot undersell my excitement for this. I've been putting off a new run until this comes out. I...don't think my addiction will allow that, but I am still happily waiting for release. It replaces so many mods I have for gravships while also adding so much that it is mind-blowing. My dream of a proper space base shall be realized!

Nee

any planned quest reward weapon platforms? or is it too soon to ask? BFG9000 on the table maybe... Also is bombardment going to be a near instant thing like a artillery attack or will we have time to fly up into orbit and prevent them from positioning/aiming their weapons then firing onto our colonies?

Hibabus

I remember you writing that you were already testing the mod. I was so excited, thinking it was released, but it's just another development blog...

Christopher Edwards

Frothing at the mouth for this mod. I can barely wait for the next update.

Deathblade

Im going to re-enact helldivers by launching soldiers to the planet to fight while the area is blasted by artillery

Max

Cant wait for this, will we get a roadmap this month?

Davide Celli

Can the artillery pieces already part of the Vanilla Expanded family also shoot from orbit, with the usual gizmo?

Oskar Potocki

There’s no artillery pieces in Vanilla Expanded family since Security mod is not updated to 1.6 and I don’t think we added any other artillery.

Davide Celli

...I'm using the outdated version. Ok, sorry, I wasted your time with a pointless comment. xD I will ask again when you will talk about the Security rework in the future.

Oskar Potocki

Oh god please don’t. Saves will break once we update security to 1.6 if you use an outdated version. Theres a reason we didn’t update it yet!

Jippy 🫀

I'm so hyped for the ship-to-ship combat! Btw, will there be any content in the mod that involves Anomaly? Thank you guys so much for modding 💙