3 11 Medium Weapon License 12 95000 The Ripper does what it's name implies: it rips through enemies with ease. Only downside is the energy needed to power it. heavy ripper laser ShiS ExpS 700 700 400 10 22 18 6 2 5 5000 Your basic laser. Fires charged energy beams that do a decent amount of damage to both shield and armour. laser laserred laser ShiS ExpS 500 550 300 30 8 10 4 4 Medium Weapon License 20 25000 Two laser cannons added on a rotating turret, allowing for 360 degrees of firepower. turret laserred laser ShiS ExpS 300 550 300 30 10 10 4 3 5 9000 Plasma is very volatile, if properly controlled it can be very destructive, it does tend to dissipate quickly though. laser plasma laser ShiS PlaS 400 450 250 25 7 7 4 7 Medium Weapon License 9 15000 Ion pulses were originally intended only to deactivate shields since they had completely nullified the old radiation technology weapons. It was thought that by figuring out a way to deactivate shields fast the radiation technology would still be able to destroy the armour. By combining shield destruction power and armour destruction power, the perfect weopns could be designed. The Ion pulses ended up being very effective against armour and electronics. With the invention of the latest generation shields and armour materials, Ion pulses have lost much of the terrain they had as newfound technology. ion ion ion ShiS ExpS 800 500 400 13 13 15 3 11 Heavy Weapon License 35 75000 The heavy Ion Turret uses a bigger generator for each cannon giving it more punch then the Ion cannnon. The drawback is that this augments the power usage considerably. Being designed for capital ships, this doesn't seem to worry the makers too much. turret3 ion ion ShiS ExpS 400 500 400 7 17 17 2 8 Heavy Weapon License 15 85000 The rail gun is a cannon that uses heavy magnetic pulses to accelerate pieces of debris to extremely high velocities. The impact caused by the pieces of debris can tear apart even the strongest ship hulls. heavy mass mass ShiM ExpM 1100 650 500 10 35 40 1 11 Heavy Weapon License 20 184000 One of the more popular beam weapons for its simplicity and size. Most heavy fightershave no trouble fitting one of these. Being fixed mounted it inherits their maneuverability, allowing for greater precision on agile ships. heavy 6000 3 300 70 40 ShiS ExpS beam_orion beam0 beam_off0 1 13 60 745000 Ragnorak beam is one of the most powerful beam class weapons on the market. It's designed for capital ship combat, although it's exremely high payload makes it also somewhat useful for clearing enemy fighters. turret3 7000 3 400 50 130 100 ShiS ExpS beam_ragnarok beam0 beam_off0 2 4 10 25000 Base for launching seeking missiles. missile Seeker Missile 1800 60 2 1 800 The cheapest missile on the market, what it lacks in a decent tracking system it makes up for in affordability and firepower. missile missile missile ExpM ExpM 5 1 400 60 800 20 2 5 Medium Weapon License 12 40000 The Headhunter Launcher is one of the most used missile launcher by the security companies. Much more reliable then the regular missiles, Headhunters feature more sensors and an advanced tracking system making them much better at hitting their targets. missile Headhunter 2200 40 5 Medium Weapon License 1 2000 Headhunters first gained fame in the crush of the Araknoid, a fearsome battle against a pirate stronghold where the Empire crushed the pirates thanks to the advanced guidance system on the Headhunter. Now used by mercenaries and bounty hunters all over. missile headhunter missile ExpM ExpM 7 0.5 5 325 90 550 20 3 99 8 25000 Neutron Disruptor. neutron neutron neutron ShiS ExpS 400 650 275 15 5 7 10 3 2 22500 A heavy battery that will increase your ship's energy to allow you to pack more firepower. capacitator 30 5 5 3 55000 A big panel that will generate energy based off solar energy. This will allow your ship te regenerate it's energy supplies faster. solar 125 12 9 3 75000 An enhancement for the shield power system, allowing it to resist much heavier fire. capacitator 15 4 10 5 145000 A shield generator that feeds off the ship's main energy line. It will allow you to generate your shield faster and give you a small maximum shield boost at the expense of draining osem of the ship's energy. shield 15 15 -50 1 13 1 125000 This enhancement routes energy from the ship's energy supplies to the engine, giving the ship an increased thrust. It does not increase the ship's max speed nor turn abilities. reroute 70 -50 1 13 1 135000 By improving your ship's stabilization systems drastically, this modification will allow you to reach higher speeds while still keeping the ship stable. stabilizer 50 5 -10 1 13 1 130000 With the adding of a couple additional steering thruster you can make it so that your ship is much agile at turning. thruster 25 -10 1 3 2 20000 Being able to run from your enemies is a very powerful ability. A generic afterburner will allow you to do that. It may not be as powerful as some of the more high-end afterburners, but they're not nearly as affordable as a generic one. afterburner 0.5 afterburner 100 50 50 30 60 1 13 4 95000 The Hellburner is one of the best afterburners available in the market. They have a much better energy to speed ratio then the generics and are much stronger. A must for any spacefarer who is proud of his ship. afterburner2 0.9 afterburner 185 100 85 50 65 4 3 5 15000 The Fuel Pod allows a ship to store more fuel for hyperspace jumps. Each pod effectively increases a ship's range by a jump. fuel_pod 100 4 6 15 35000 Cargo Pods are big containers you can attach to dedicated weapon space allowing you to transport more cargo. The drawback is that you lose alot of weapon space and won't be able to defend your cargo as well... cargo_pod 15 4 8 -10 65000 Adding a Weapon Rack to your ship will allow you to enjoy the benefits of more weapon space at the cost of cargo space. It's often more wiser to have less cargo, but to guard it well. weapon_rack -15 1 4 0 7000 A Star Map will give you details about all systems up to 2 jumps away. It's a great risk-free way to discover parts of the universe. map 2 1 7 2 40000 This jammer allows you to block the targetting systems of some of the missiles headed towards you, causing them to do unpredictable behaviours and not impact against your ship. jammer0 400 20 3 1 13 3 250000 This jammer follows the much stricter military specifications, allowing it to deflect a much greater amount of missiles at more range then the civilian counterpart. The downside is that the energy requirements are much greater. jammer1 600 40 10 2 3 Medium Weapon License 10 19000 A base for launching Draktharr Mace rockets. mace Mace Rocket 2000 40 2 Medium Weapon License 2 700 The Mace rocket is a very heavy fast accelerating rocket designed for high speed collisions. The rockets doesn't have too much explosive, instead it has a lot of fuel for the acceleration it uses to combust. Most of the damage it does is from the impact and not the explosion though. mace mace missile ExpM ExpM 5 600 1000 35 2 7 17 31000 empgrenadelauncher This launcher can fire EMP grenades in any direction using a unique internal guidance system. These are favored by Traders for escaping from pirates. EMP Grenade 2000 30 6 1 600 empgrenade This is a grenade that can be launched to unleash EMP blasts rendering most electronics in the area useless. Good for taking ships alive instead of killing them as the EMP blasts rarely destroy the ship instead leaving it intact with non-working electronics. empgrenade missile EmpS EmpM 1.3 0 400 40 1 6 15 65000 plasteel Plasteel was one of man's greatest improvements on materials. It's a cheap, very strong armour that seems to take the best from both the plastic and steel. You can bend it relatively easily while keeping it's incredible strength. The Second Growth was only possible with this amazing new material. By adding quite a dense layer of Plasteel to your ship you can increase it's sturdiness by a lot. Although with the advent of even newer materials Plasteel is starting to fade in popularity, although it's lower price tag always seems to keep a loyal customer base. 35 1 9 35 365000 nanobond Nanobond is the succesor to Plasteel. It follows the same approach but has a much more refined manufacturing process with much more control on the small scale. The result is a much more robust and dense material although much more expensive. 120 1 15 57 1120000 biometal Biometal is a metal armour that will actually regenerate itself thanks to some special bacteria it uses. The downside is that this makes it much bulkier and expensive then just using more refined Nanobond. The results are pretty formidable, but it's hard to equip such an armour on anything short of a Destroyer. 150 60 3 11 3 430000 droid The low maintenance droid crew will scour your ship to repair any damages caused by space hazards. They are very small and able to work both on interior or exterior of the ship. Power is drawn from the ship to feed the robots, although the load is generally very low compared to the benefits of having a robotic repair crew. 30 -5 -40 1 9 12 170000 reactor_i Adding a complementary reactor to your ship is a great way to get that extra energy boost you need. This do not replace the existing reactor but work alongside it and hook up directly to the energy flux. 20 330 1 12 23 530000 reactor_ii The class II reactor takes a different approach to energy creation then the class I reactor. The new fusion design allows it to have a higher energy output, but is deemed unstable at bigger loads. The result is a medium sized reactor that can't really suit the needs of the bigger warships. 60 720 1 12 46 970000 reactor_iii The class III reactor pretty much makes all your energy worries negligable. It follows the traditional fusion approach of the class I reactor, only making it much bigger. The size increase makes it only fit comfortably on large vessels, but the energy output is also suited for those. 100 1620 1 14 Light Combat Vessel License 80 830000 lancelot_fighter This fighter bay allows your ship to carry a pair of Lancelot class Fighters. It comes with all the devices required for the maintenance and flight of the fighters. Lancelot Fighter 4000 2 12 Light Combat Vessel License 0 500000 lancelot_fighter This is a Lancelot class Fighter adapted for usage in the Lancelot Fighter Bay. It contains all the features of the standalone Lancelot with improved encrypted communication. Lancelot 1 7 0 75000 license This license will authorize you to buy Cruise Ship and Bulk Carrier class ships. 1 5 0 50000 license This license will authorize you to buy and use medium weapons like the Ion Cannon. 1 9 0 125000 license This license will authorize you to buy and use heavy weapons like the Heavy Ion Turret. 1 9 0 175000 license This license will authorize you to buy Fighter and Bomber class ships. 1 11 0 350000 license This license will authorize you to buy Destroyer and Corvette class ships. 1 9999 0 900000 license This license will authorize you to buy Cruiser and Carrier class ships.