Cosmetic only — every hull flies and takes damage the same. Your choice sticks until you change it.
An enemy gunship holds this system. Its guns are faster and better than yours — if it gets a clear line of sight on you for two seconds, you are dead. You cannot win a straight fight, so do not have one.
Launch power is the whole weapon. Your shell is slow and gravity owns it from the moment it leaves the tube. Fire it soft and a planet will capture it into an orbit; fire it hard and it barely bends. Everything in between is a slingshot — and a slingshot is how you hit something you cannot see straight to.
You are paid for the flight, not the kill. A shell scores on how far it tracked and how hard gravity bent it on the way, so the long way round is worth several times the short one. A shot that loops a planet and comes back in is worth more than anything else you can do. The rack is a magazine, not a supply: missiles rebuild themselves every few seconds up to a cap, so running dry is a wait behind cover rather than a loss. Clearing a field returns two immediately, and every missile still on the rack pays a bonus. Only being destroyed ends a run.
Flying into a stellar body destroys you, and an unsafe route is drawn in red before you commit — the destination marker also warns you when the enemy would be able to see you standing there. You cannot fire while under thrust.
Every field is guaranteed winnable from where you start, with a shot that curves. There is always a line. Finding it is the game.
KEYS SPACE fire ↑↓ power SHIFT+↑↓ coarse S sensor N new field R retry