The most basic type of laser, this low-cost weapon has a very limited range and damage output. However, it does benefit from an increased energy efficiency.
Laser II
3,925 Cr
135.0 Units
1.00
7.50s
300 Units
30
This laser is suited for small craft with limited energy supplies. The laser has limited range and damage and is most effective against smaller vessels.
Laser III
20,025 Cr
202.5 Units
1.00
8.00s
360 Units
50
A medium laser which increases range and damage significantly. Despite a longer reload time, this weapon is deadly to small craft.
Laser IV
48,725 Cr
295.3 Units
1.00
9.00s
425 Units
78
This laser weapon is found on larger capital ships. It is capable of discharging large amounts of energy outside of the range of most smaller craft.
Laser V
97,875 Cr
421.9 Units
1.00
9.00s
550 Units
96
One of the most powerful known laser-based weapons. It consumes a massive amount of energy and can deplete the shields of many vessels in a single shot.
Artilleries
(Note: All damages given are for the respective ammunition types. Each artillery needs the corresponding ammunition)
Avg. Price
Energy Cost
Charge Time
Range
Damage
Description
Autocannon 1
1,750 Cr
8.4 Units
7.04s
250 Units
32 per projectile. Fires in a 3-round burst.
Mass-driver weaponry does not require energy to fire, but instead uses ammunition. This weapon has a low firing range but can recharge very quickly
Artillery 72mm
5,675 Cr
8.4 Units
7.04s
300 Units
120 for AP, 20 for HE. HE damages large portions of shields
Mass-driver weaponry does not require energy to fire, but instead uses ammunition. This light artillery piece is very accurate at long ranges.
Artillery 95mm
16,550 Cr
8.4 Units
7.04s
400 Units
170
Mass-driver weaponry does not require energy to fire, but instead uses ammunition. This medium artillery piece is very accurate at long ranges.
Artillery 128mm
28,725 Cr
8.4 Units
7.04s
500 Units
230
Mass-driver weaponry does not require energy to fire, but instead uses ammunition. This heavy artillery piece takes longer to reload, but can hit targets with deadly projectiles at extreme ranges.
Plasma Pulses
Avg. Price
Energy Cost
Efficiency
Speed
Charge Time
Range
Description
Plasma Pulse I
2,400 Cr
253.1 Units
1.23
230 u/s
12s
300 Units
Despite being the weakest of Plasma-based weapons, this turret is the weapon of choice for many vessels due to its low cost.
Plasma Pulse II
7,850 Cr
337.5 Units
1.23
200 u/s
13.50s
350 Units
With increased range and damage, this weapon's main drawback is the slow velocity of its projectiles.
Plasma Pulse III
25,250 Cr
421.9 Units
1.23
170 u/s
15s
475 Units
This weapon pushes the range and damage limits of plasma based weaponry. It is not effective against fast-moving vessels due to its slow projectile [speed].
Photon Bursts
Avg. Price
Energy Cost
Efficiency
Speed
Charge Time
Range
Description
Photon Burst I
3,050 Cr
135 Units
1.25
350 u/s
6s
350 Units
The photon burst fires a round of 3 projectiles, increasing the likelihood of hitting the target vessel.
Photon Burst II
6,275 Cr
236.2 Units
1.25
320 u/s
9s
425 Units
This turret has a slightly increased range and damage output while maintaining the same energy-damage ratio.
Photon Burst III
18,500 Cr
354.4 Units
1.25
290 u/s
12s
450 Units
The most effective Photon-based weapon, this turret is found on larger ships to combat smaller fighters.
Missiles & Rockets
(Note: Launcher damages are dependent upon the type of ammunition loaded.)
Avg. Price
Speed
Guidance
Avg. Damage
Minimum Launcher Required
Description
Lancer
250 Cr
160.0 u/s
Yes
84
Small Launcher
This guided missile is one of the fastest available, but delivers only a small payload.
Achilles
500 Cr
125.0 u/s
Yes
137
Small Launcher
This guided missile is relatively fast and can be fired at longer ranges.
Interceptor
700 Cr
140.0 u/s
Yes
238
Military Launcher
Extremely fast and delivering a punch, this missile is a standard for military vessels.
Small Rockets
360 Cr
160.0 u/s
No
94 per rocket, 376 per salvo of four
Military Launcher
These unguided rockets fire in a burst of four rounds. They are best against smaller, lightly-armoured targets.
Shields[]
Shields
Avg. Price
Shield Capacity
Regen Rate
Description
Shield 25
450 Cr
25 Units
0.04
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 50
1,100 Cr
50 Units
0.09
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 75
2,175 Cr
75 Units
0.13
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 100
3,600 Cr
100 Units
0.18
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 150
6,700 Cr
150 Units
0.27
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 175
8,725 Cr
175 Units
0.31
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 200
11,050 Cr
200 Units
0.36
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 250
16,450 Cr
250 Units
0.45
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 275
19,575 Cr
275 Units
0.50
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 300
22,925 Cr
300 Units
0.54
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 350
30,450 Cr
350 Units
0.63
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 450
48,375 Cr
450 Units
0.81
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 500
58,375 Cr
500 Units
0.90
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 650
95,325 Cr
650 Units
1.17
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 750
124,050 Cr
750 Units
1.01
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 850
156,100 Cr
850 Units
1.15
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 1,000
210,325 Cr
1,000 Units
0.90
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 1,250
316,425 Cr
1,250 Units
1.12
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 1,500
441,425 Cr
1,500 Units
0.68
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Shield 1,750
584,625 Cr
1,750 Units
0.79
Shields are a ship's primary defense against enemy weaponry and the harsh environment of space. Once shields are removed, a ship's hull and primary systems are exposed to damage.
Generators[]
Generators
Avg. Price
Gen. Rate (u/s)
Description
Generator 5.00
675 Cr
5.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 7.50
1,325 Cr
7.5
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 10.00
2,250 Cr
10.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 12.00
2,625 Cr
12.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 15.00
3,250 Cr
15.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 17.50
3,850 Cr
17.5
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 20.00
4,525 Cr
20.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 24.00
5,775 Cr
24.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 30.00
8,075 Cr
30.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 35.00
10,425 Cr
35.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 40.00
13,200 Cr
40.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 48.00
18,575 Cr
48.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 52.00
21,750 Cr
52.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 60.00
29,125 Cr
60.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 70.00
40,425 Cr
70.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 80.00
54,225 Cr
80.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 100.00
90,375 Cr
100.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 120.00
139,375 Cr
120.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 140.00
202,875 Cr
140.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 160.00
282,600 Cr
160.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 200.00
497,325 Cr
200.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Generator 240.00
796,325 Cr
240.0
Power generators generate energy and transfer it to the capacitor. More advanced (and expensive) generators create energy at a faster rate.
Capacitors[]
Capacitors
Avg. Price
Capacity (units)
Description
Capacitor 100
100 Cr
100
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 150
150 Cr
150
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 200
225 Cr
200
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 300
525 Cr
300
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 500
1,050 Cr
500
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 600
1,725 Cr
600
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 750
2,875 Cr
750
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 900
4,150 Cr
900
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 1.0k
5,525 Cr
1,050
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 1.2k
7,025 Cr
1,200
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 1.3k
8,575 Cr
1,350
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 1.5k
10,225 Cr
1,500
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 1.7k
13,675 Cr
1,800
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 2.0k
17,350 Cr
2,100
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 2.4k
21,250 Cr
2,400
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 3.0k
29,550 Cr
3,000
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 4.5k
52,875 Cr
4,500
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 6.0k
79,050 Cr
6,000
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 9.0k
138,050 Cr
9,000
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Capacitor 12.0k
204,075 Cr
12,000
The capacitor stores a ship's energy and distributes it to other components when needed. More capable ships have capacitors with a larger energy pool.
Engines[]
Engines (note: engines are only compatible with the corresponding ship classes)
Avg. Price
Engine Power (units)
Description
Compatibility
Scout Engine 4.0
275 Cr
4.0
Ship engines are the primary means of interstellar travel.
Raptor, Ranger
Scout Engine 8.0
675 Cr
8.0
Ship engines are the primary means of interstellar travel.
Raptor, Ranger
Fighter Engine 8.0
1,100 Cr
8.0
Ship engines are the primary means of interstellar travel.
Shuttle, Hornet, Pioneer, Flyer
Scout Engine 12.0
1,100 Cr
12.0
Ship engines are the primary means of interstellar travel.
Raptor, Ranger
Scout Engine 16.0
1,525 Cr
16.0
Ship engines are the primary means of interstellar travel.
Raptor, Ranger
Frigate Engine 20.0
2,175 Cr
20.0
Ship engines are the primary means of interstellar travel.
Venture, Drake, Hauler, Orion, Thunder
Fighter Engine 20.0
2,175 Cr
20.0
Ship engines are the primary means of interstellar travel.
Shuttle, Hornet, Pioneer, Flyer
Scout Engine 20.0
3,050 Cr
20.0
Ship engines are the primary means of interstellar travel.
Raptor, Ranger
Fighter Engine 24.0
4,350 Cr
24.0
Ship engines are the primary means of interstellar travel.
Shuttle, Hornet, Pioneer, Flyer
Frigate Engine 24.0
4,350 Cr
24.0
Ship engines are the primary means of interstellar travel.
Venture, Drake, Hauler, Orion, Thunder
Destroyer Engine 56.0
6,525 Cr
56.0
Ship engines are the primary means of interstellar travel.
Creon, Ares
Destroyer Engine 64.0
10,450 Cr
64.0
Ship engines are the primary means of interstellar travel.
Creon, Ares
Frigate Engine 30.0
10,450 Cr
30.0
Ship engines are the primary means of interstellar travel.
Venture, Drake, Hauler, Orion, Thunder
Destroyer Engine 72.0
13,925 Cr
72.0
Ship engines are the primary means of interstellar travel.
Creon, Ares
Frigate Engine 32.0
13,925 Cr
32.0
Ship engines are the primary means of interstellar travel.
Venture, Drake, Hauler, Orion, Thunder
Electronics[]
Cloaks
Avg. Price
Cloak Activation Time
Description
Small Cloak Mk I
21, 750 Cr
4.0
A basic cloaking device that leaves the ship vulnerable while operating.
Small Cloak Mk II
34, 800 Cr
3.0
A cloaking device that with a reduced cloak / decloak time.n
Small Cloak Mk III
52, 200 Cr
1.5
An advance cloaking device that with a reduced cloaking / decloaking time.
Small Cloak Mk IV
69, 600 Cr
1.2
An advance cloaking device that with a reduced cloaking / decloaking time. This
version is even more responsive and has increased damage protection.
Med Cloak Mk I
36, 550 Cr
5.6
A basic cloaking device for larger ship types.
Large Cloak Mk I
65, 250 Cr
5.5
A cloaking device for capital ships.
Tractor Beam[]
Tractor Beam
Avg. Price
Range
Description
Tractor I
5, 675 Cr
300
The standard tractor beam for all vessel types is capable of collecting cargo containers.
Countermeasures[]
Countermeasures
Avg. Price
Effectiveness
Range
Description
ECM I
120 Cr
0.80
100
Electronic countermeasures are deployed to disrupt enemy missiles that are locked onto the ship.
ECM II
195 Cr
0.90
150
An improved countermeasure with increased effective range and higher probability of disrupting missiles.
Mines[]
Mines (note: mine layer damage are dependent on the type mine used.)
Avg. Price
Fuel Range
Speed
Explosive Max Damage
Explosive Range
Description
Mine I
250 Cr
7
2.0
600
125
This deployable mine contains a small explosive payload.
Mine II
360 Cr
7
2.0
700
160
This deployable mine contains a much larger explosive
payload.
Sonar Pulse I
225
7
2.0
-
-
This deployable mine emits a pulse capable of
revealing previously undetected objects, including
those hidden by cloaking devices. The pulse does
not damage the target.