Interstellar Pilot 2 Wiki
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Equipment refers to the various components fitted on a ship or a station. Each equipment bay has a list of compatible components.

List of bays[]

Weapons[]

Lasers
Avg. Price Energy Cost Efficiency Charge Time Range Damage Description
Laser I 875 Cr 101.2 Units 1.00 7.50s 275 Units 23 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.

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