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Shield Capacitor
Shield capacitors are pure tantalum energy storage modules that can increase the maximum shield capacity of any ship by 15 terawatts. (Shield: + 15.)
Qtty: 4 (max) |
Avail: 200 |
Shield Booster
A shield booster is a dangerous and highly illegal ship upgrade, available only on seedier planets. It routes drive plasma directly from a ship's engine core to its shield generator, increasing the rate of shield regeneration. (Charge: + 170%.)
Qtty: 1 (max) |
Avail: 200 |
Escape Pod
No pilot should fly without the trusty and reliable Markin-Bater escape pod. It allows a pilot to eject from his stricken ship and survive for up to a week. Granted, the included rations aren't all that tasty, but it beats breathing vacuum.
Qtty: 1 (max) |
Avail: 1 |
Auto-Eject System
This auto-ejection system will save you the worry of manually bailing out of your ship should it be destroyed in combat - assuming you already have an escape pod installed, that is.
Qtty: 1 (max) |
Avail: 2 |
Flare Launcher
Flare launchers are used to drop missile-foiling decoy flares.
Qtty: 1 (max) |
Avail: 1 |
Decoy Flare
The Hall Munitions Company's decoy flares are a popular after-market add on among starship captains who prefer to run rather than fight. The shape of the magnisite-impregnated flare is designed to afford the maximum possible radiation of energy in all directions. As a result, they excel at luring away guided missiles.
Qtty: 50 (max) |
Avail: 1 |
Missile Jammer
This advanced electronic countermeasures device broadcasts subspace interference waves that confuse the seeker heads of incoming missiles, causing them to track less accurately. Be forewarned, though, that torpedoes seem unaffected by such jamming.
Qtty: 1 (max) |
Avail: 400 |
Fake ID Papers
These highly illegal false identification papers will effectively eliminate your criminal record in Confederation systems.
Qtty: 1 (max) |
Avail: 597 |
Main - Missions | Ships | Weapons | Worlds - Defensive | Propulsion | Sensory | Structural | Tactical