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
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
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
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
ExpS
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
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
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
ExpS
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
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
ExpS
beam_ragnarok
beam0
beam_off0
2
4
10
25000
Base for launching seeking missiles.
missile
Seeker Missile
1200
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
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
1400
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
7
0.5
5
325
90
550
20
3
99
8
25000
Neutron Disruptor.
neutron
neutron
neutron
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
30
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
50
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
5
600
1000
35
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.