5
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
20
25000
Two laser cannons added on a rotating turret, allowing for 360 degrees of firepower.
laser_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
700
450
250
20
10
13
4
7
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
10
13
15
3
11
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
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
30
30
2
4
10
25000
Base for launching dumb missiles.
missile
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
1600
200
800
20
2
5
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
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
1300
200
650
20
3
99
8
25000
Neutron Disruptor.
neutron
neutron
neutron
ExpS
400
650
200
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
2
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