Outfits and Arsenal

53 things you can bolt onto a ship, and the 25 weapons they install. These used to be two pages, which meant that knowing what a Laser Cannon costs and knowing what it does were two different lookups. A weapon is not something you buy — you buy the outfit that mounts it — so here each thing appears once, with its price and its damage in the same row.

Every family gets its own table and its own columns, because a scanner and a cannon do not compare against each other — they compare against their own kind. Weapons carry the numbers that decide a fight; ammunition carries what happens where it lands; everything else carries the one change it makes to your ship. Nothing is printed twice: a launcher's damage, speed and guidance are the round's, so they appear once, on the launcher, and the round's own row gives you the part no other column holds — the shove of the impact, the blast, the fuse. What they all share is the price of admission: Cost is the base price, and what you actually pay varies a little from world to world. Mass is the real currency in this game — your hull has a fixed number of tons, and everything you add is something else you cannot carry. Max is how many you can install; ∞ means as many as you can pay for and haul. Tech is the level a shop needs before it stocks the thing; special means it is not sold by tech level at all but sits in a slot only a handful of worlds have — a pirate den, Blackthorne, a fleet yard — and the link inside each record shows you exactly which.

Weapons 12

Guns, beams and the launchers that throw things at people.

Weapons — 12 entries
Weapon Shield Armor DPS Reload Speed Range Guidance Ammo Cost Mass Max Tech
Laser Cannon 10 5 22.5 20 f 875 0.24 AU unguided unlimited 5,000 cr 5 t 4 1

The Centauri Munitions laser cannon has been the standard defensive weapon for freighters and patrol craft for the last fifty years.

How it fires

Mount primarySpread

Where to buy it →

Proton Bolt Cannon 13 13 26 30 f 850 0.24 AU unguided unlimited 8,500 cr 8 t 5 2

Proton bolt cannons use coaxial magnetic accelerators to boost charged particles to incredible velocities. As a result, proton bolts have a long range and good accuracy, though they don’t do as much damage as neutron rounds.

How it fires

Mount primarySpread

Where to buy it →

Missile Rack 75 113 56.4 100 f 850 1.38 AU smart homing Missile 15,000 cr 10 t 2 3

Missile racks are used to carry and fire guided missiles.

How it fires

Mount secondary

The only weapon in the game a Missile Jammer actually works against: these carry a jamming vulnerability of 25, and nothing else does. The jammer's own entry says as much when it warns that torpedoes are unaffected.

Fires Missile, bought separately — it is in this list too.

Where to buy it →

Torpedo Launcher 113 169 84.6 100 f 600 4.44 AU dumb homing Torpedo 20,000 cr 25 t 2 3

Torpedo launchers are used to load, arm, and fire homing torpedoes.

How it fires

Mount secondary

Fires Torpedo, bought separately — it is in this list too.

Where to buy it →

Laser Turret 10 3 39 10 f 875 0.21 AU turreted beam unlimited 20,000 cr 20 t 4 4

The turreted version of Centauri Munitions’ laser cannon combines the original’s long range and decent punch with a computer-guided omnidirectional targeting platform, which provides the dual-mounted laser turret with a 360° field of fire.

How it fires

Mount primarySpread

Where to buy it →

Rocket Launcher 166 253 125.7 100 f 700 1.3 AU freeflight Heavy Rocket 20,000 cr 30 t 2 3

Rocket launchers are used to load, arm, and fire unguided heavy rockets.

How it fires

Mount secondary

Fires Heavy Rocket, bought separately — it is in this list too.

Where to buy it →

Bomb Rack 938 938 1407 40 f 10 0.09 AU freefall Space Bomb 20,000 cr 30 t 2 special

Bomb racks are used to carry gravitic space bombs.

How it fires

Mount secondarySpread 30°

Fires Space Bomb, bought separately — it is in this list too.

Where to buy it →

Javelin Pod 4 15 57 10 f 780 0.72 AU unguided Javelin Rocket 20,000 cr 5 t 2 3

This externally-mounted weapons pod holds Javelin rockets and fires them through the exit ports mounted on its front surface.

How it fires

Mount secondarySpread

Fires Javelin Rocket, bought separately — it is in this list too.

Where to buy it →

Neutron Blaster 33 18 51 30 f 325 0.15 AU unguided unlimited 30,000 cr 35 t 4 4

The neutron blaster is the most powerful energy weapon available on the open market. Its short range is offset by its very high damage rating.

How it fires

Mount secondarySpread

Where to buy it →

Proton Turret 13 13 78 10 f 850 0.2 AU turreted beam unlimited 30,000 cr 30 t 4 5

The proton bolt turret, like the standard proton bolt cannon, excels at damaging both shields and armor. This model features triple proton bolt cannons mounted on a computer-guided swivel platform, for accurate tracking at all angles.

How it fires

Mount primarySpread

Where to buy it →

Mass Driver 8 30 45.6 25 f 350 0.26 AU unguided unlimited 80,000 cr 40 t 4 special

Old technologies never die, they just get new names. The mass driver is the modern-day equivalent of the ancient gatling gun; it uses electromagnets to accelerate small metallic slugs - usually made of depleted uranium - to reasonably high velocities. Because of their composition, mass driver slugs do much more damage to armor than to shields.

How it fires

Mount secondarySpread

Where to buy it → A mission has to unlock it first.

Fighter Bay (Hawk) 125 f carried ship Hawk Light Fighter 1,000,000 cr 50 t 1 4

The Mastech corporation struck gold with its F-5 Hawk light fighters and their associated launching bay. Previously, shipborne fighters had been the playthings of the rich and the military. Mastech’s idea was to market a low-cost starfighter that the average starship captain could afford to add to his ship. This self-contained launching bay includes all the equipment needed to launch, recover, repair, and rearm a pair of Hawks.

How it launches

Mount secondary

Launches Hawk Light Fighter, bought separately — it is in this list too.

Where to buy it →

Ammunition 10

Sold by the unit, useless on their own. A launcher is the hardware; this is what it throws, and it is where Ambrosia's own guide put the guidance and the damage.

Ammunition — 10 entries
Round Loads into Impact Blast Fuse Cost Mass Max Tech
Javelin Rocket Javelin Pod 20 12 m 12 m 175 cr 0 t 2

Fulcrum Munitions’ Javelin hypervelocity rocket is the high-tech equivalent of the bow and arrow. These tiny but incredibly fast powered projectiles inflict great damage to small targets, due to the hardened alloys used in the construction of their reinforced, armor-piercing nose cones. Javelins work best when fired by fighters and patrol craft, as their high speed and lack of guidance necessitate an agile firing platform.

Ammunition for the Javelin Pod, further up this page. Useless without one.

Where to buy it →

Decoy Flare Flare Launcher 250 cr 0 t 50 1

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.

Ammunition for the Flare Launcher, further up this page. Useless without one.

Where to buy it →

Heavy Rocket Rocket Launcher 250 25 m 20 m 1,000 cr 2 t 2

The heavy rocket is a primitive but devastating weapon. After it is launched, its engine propels it along a straight course until its proximity detector senses a nearby ship and detonates its high-explosive warhead. Though simple, the heavy rocket packs quite a wallop.

Ammunition for the Rocket Launcher, further up this page. Useless without one.

Where to buy it →

Torpedo Torpedo Launcher 100 8 m 3 m 2,000 cr 1 t 2

Homing torpedoes are relatively cheap, long-range weapons. Their guidance systems are primitive, however, and they are much slower than missiles. The electromagnetic fields used to separate the components of the torpedo’s matter/antimatter warhead cause it to glow in flight. This same electromagnetic field, when combined with excessive interference, can sometimes confuse the torpedo’s guidance systems.

Ammunition for the Torpedo Launcher, further up this page. Useless without one.

Where to buy it →

Missile Missile Rack 30 5 m 3 m 3,500 cr 1 t 2

Very few things can a shake Consolidated Arms Mk. 83 guided missile once it has acquired its target. However, its targeting sensor array does have a manufacturing flaw that occasionally causes it to become distracted by other objects moving across its flight path.

Ammunition for the Missile Rack, further up this page. Useless without one.

Where to buy it →

Space Bomb Bomb Rack 750 55 m 40 m 15,000 cr 2 t special

Gravitic space bombs are probably the most difficult-to-deliver type of weapon, but they are also the highest-yield munitions available. They simply drift through space until their sensitive gravitic detectors register the mass shadow of an approaching ship. The titanic energy waves released by an exploding space bomb are enough to knock an asteroid from its orbit.

Ammunition for the Bomb Rack, further up this page. Useless without one.

Where to buy it →

Manta Light Fighter Fighter Bay (Manta) 180,000 cr 0 t 4 special

When Astrotech Space Industries went bankrupt seven years ago, their remaining inventory of Model F-37B Manta light fighters was quietly bought up by an anonymous party. The Manta, heavily used by the Confederation during the early days of the Great War, has fallen out of favor with modern combateers due to its light armament. Recently, though, a Confederate freighter captain reported being attacked by several “triangular space fighters,” suggesting that the Rebellion may be using these outdated but highly maneuverable ships to further its cause.

Ammunition for the Fighter Bay (Manta), further up this page. Useless without one.

Where to buy it → A mission has to unlock it first.

Hawk Light Fighter Fighter Bay (Hawk) 250,000 cr 0 t 2 4

Mastech’s F-5 Hawk light fighter provides an excellent defense for all types of starships. This specialized fighter was designed to operate only from the launch bays of other ships, and the resulting design compromises mean that its manuverability and speed aren’t the greatest, and it is only armed with a set of laser cannons and a pair of missiles. Still, the fact that any large ship can mount the Hawk’s launch bay makes it an attractive aftermarket addition to any space captain’s arsenal.

Ammunition for the Fighter Bay (Hawk), further up this page. Useless without one.

Where to buy it →

Confed Patrol Ship Fighter Bay (Patrol Ship) 700,000 cr 0 t 4 special

The P-361 patrol fighter, manufactured by the Terran Naval Yards, is the best starfighter ever designed. No other small ship can beat it in a dogfight - at least, such an occurance has never been publically reported…

Ammunition for the Fighter Bay (Patrol Ship), further up this page. Useless without one.

Where to buy it → A mission has to unlock it first.

Lightning Fighter-Bomber Fighter Bay (Lightning) 1,000,000 cr 0 t 2 5

The navalized version of Blazitron’s popular Lightning fighter-bomber has a strengthened main keel and special fittings for landing aboard other starships. Currently, the only ship capable of carrying it is the Atonida Kestrel.

Ammunition for the Fighter Bay (Lightning), further up this page. Useless without one.

Where to buy it →

Defence 7

Shields, armour, and the things that make a missile lose interest in you.

Defence — 7 entries
Defence system What it does Cost Mass Max Tech
Auto-Ejection System auto-eject 3,000 cr 0 t 1 2

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.

Where to buy it →

Escape Pod escape pod 5,000 cr 1 t 1 1

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.

Where to buy it →

Missile Jammer Jamming Type 1 30,000 cr 0 t 1 special

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.

Where to buy it →

Flare Launcher fires Decoy Flare 35,000 cr 1 t 1 1

Flare launchers are used to drop missile-foiling decoy flares.

Fires Decoy Flare, bought separately — it is in this list too.

Where to buy it →

Shield Capacitor Shield + 15 90,000 cr 3 t 4 special

Shield capacitors are pure tantalum energy storage modules that can increase the maximum shield capacity of any ship by 15 terawatts. (Shield: + 15.)

Where to buy it →

Shield Booster Charge + 170% 125,000 cr 2 t 1 special

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%.)

Where to buy it →

Fake ID Papers clean legal record 2,500,000 cr 0 t 1 special

These highly illegal false identification papers will effectively eliminate your criminal record in Confederation systems.

Where to buy it →

Propulsion 7

Going faster, turning harder, and getting further between refuels.

Propulsion — 7 entries
Drive upgrade What it does Cost Mass Max Tech
External Fuel Tank Fuel + 100u (1 jump) 1,500 cr 5 t 2 2

This fuel tank attaches to the hull of your ship and increases your fuel capacity by 100 units, enough for one additional hyperspace jump before refuelling. (Fuel: + 100u (1 jump).)

Where to buy it →

Auto-Refueller auto-refueller 5,000 cr 0 t 1 1

This handy device automatically contacts spaceport computers and arranges for them to refuel your ship, saving you the worry. Of course, it still costs the same to top off your tanks.

Where to buy it →

Afterburner afterburner 10,000 cr 5 t 1 1

No privateer should be without this handy add-on. By dumping raw fuel directly into your engine's exhaust stream, the afterburner dramatically increases both your thrust and your top speed for short periods of time. However, it consumes fuel at a prodigious rate.

Where to buy it →

Meizner Ramscoop Fuel + 0.375u/sec 25,000 cr 5 t 1 2

The Meizner ramscoop uses high-energy magnetoscopic fields to extract charged hydrogen ions from the solar wind. It can slowly regenerate your fuel supply while in flight. (Fuel: + 0.375u/sec.)

Where to buy it →

Thrust Enhancement Accel + 150 100,000 cr 0 t 1 special

Give a skilled technician a few hours with your engine and a wrench, and he can work miracles. By tweaking the fuel flow to the engine core, this upgrade actually increases your ship's available acceleration. (Accel: + 150.)

Where to buy it →

Engine Upgrade Speed + 150 AU/h 150,000 cr 0 t 1 special

Various add-on devices have been manufactured with the intent of increasing a ship's speed, but none have been as effective as this simple tune-up. A talented mechanic who performs this operation on your ship's propulsion system can boost your ship's top speed by 150 AU/h. (Speed: + 150 AU/h.)

Where to buy it →

RCS Upgrade Turn + 30° 180,000 cr 0 t 1 special

Those looking for a little extra maneuverability should look into this upgrade. Gifted shipwrights refit your vessel with improved, platinum-plated ducting between the engine core and the reaction control systems, resulting in increased plasma flow. This modification can increase your ship's turn rate by 30°/sec. (Turn: + 30°.)

Where to buy it →

Sensors 3

Knowing what is out there, and what it thinks you are.

Sensors — 3 entries
Sensor What it does Cost Mass Max Tech
Regional Map map 2,500 cr 0 t 2

This map will automatically update your ship's computer with information about surrounding systems up to two jumps away.

Where to buy it →

Density Scanner density scanner 8,000 cr 0 t 1 3

This device is able to detect the approximate mass of any ship within range of your ship's scanners, allowing you to differentiate between large and small ships on your radar display.

Where to buy it →

IFF Decoder IFF (colorized radar) 11,000 cr 0 t 1 4

This device upgrades your scanner so you can detect a ships alliance with you, according to your legal status with that government.

Where to buy it →

Structure 5

The hull itself: room for cargo, room for armour.

Structure — 5 entries
Hull fitting What it does Cost Mass Max Tech
Cargo Pod Cargo + 10 tons 7,500 cr 20 t 2 2

This auxilliary cargo hold attaches to the hull of your ship and increases your cargo capacity by 10 tons. (Cargo: + 10 tons.)

Where to buy it →

Armaplast Plating Armor + 100u 30,000 cr 5 t 1 2

DoPunt's #3019 Armaplast is a hybrid material, combining the lightness of Sup-R-Kevlar or TuffSheath with reasonably good strength. (Armor: + 100u.)

Where to buy it →

Mass Expansion Space + 15 tons 50,000 cr -10 t 3

By sacrificing fifteen tons of cargo capacity, this modification to your ship's structure allows you to carry ten tons more of weapons and upgrades. (Space: + 15 tons.)

Where to buy it →

Durasteel Armor Armor + 250u 90,000 cr 20 t 1 3

Durasteel armor is made of a denser material than Armaplast, resulting in a higher strength rating. Most warships' hulls are composed of durasteel, and add-on plating kits like this one are popular as well. (Armor: + 250u.)

Where to buy it →

Tritanium Armor Armor + 500u 1,000,000 cr 40 t 1 special

This newest creation from the labs of Terran MetalWorks is one of the strongest metals known to man. The Confederation Navy has requisitioned all supplies of tritanium for use in its Cruiser Upgrade Program, and tritanium armor plating kits like this are only available on the black market. (Armor: + 500u.)

Where to buy it →

Not sold anywhere 13

No outfitter in the galaxy stocks these, at any tech level. Most are hull fittings that come welded to the ships carrying them — which is why the fighter bays here cost nothing and weigh nothing.

Not sold anywhere — 13 entries
Item What it does Shield Armor DPS Reload Speed Range Guidance Mass
Alien Fighter Bay launches a fighter 30 f carried ship
How it launches

Spread 45°

The craft it carries comes with the hull; there is no outfit that loads it.

Not sold anywhere in the galaxy.

Cloaking Device cloaking device 0 t

The Cloaking Device will render a ship invisible on all known scanners for short periods of time. When activated, it completely drains all shields and while in use consumes fuel to feed the subspace vortex compensators.

Not sold anywhere in the galaxy.

Fighter Bay (Gunboat) launches a fighter 125 f carried ship 0 t

The craft it carries comes with the hull; there is no outfit that loads it.

Not sold anywhere in the galaxy.

Fighter Bay (Lightning) launches Lightning Fighter-Bomber 100 f carried ship 0 t

Launches Lightning Fighter-Bomber, bought separately — it is in this list too.

Not sold anywhere in the galaxy.

Fighter Bay (Manta) launches Manta Light Fighter 15 f carried ship 0 t
How it launches

Spread 45°

Launches Manta Light Fighter, bought separately — it is in this list too.

Not sold anywhere in the galaxy.

Fighter Bay (Patrol Ship) launches Confed Patrol Ship 125 f carried ship 0 t

Launches Confed Patrol Ship, bought separately — it is in this list too.

Not sold anywhere in the galaxy.

Fusion Beam primary weapon 3 1 40 3 f 15000 beam weapon

With a long range, this powerful weapon is many times more powerful than a standard laser and almost impossible to dodge. Standard weapon on the alien fighter.

How it fires

Mount primaryBeam length 311 engine unitsProximity fuse 1 mSpread

Not sold anywhere in the galaxy.

Heavy Fusion Beam primary weapon 13 13 260 3 f 15000 beam weapon

An enlarged version of the alien fusion beam, it packs a heavier punch than its Confederate counterpart in addition to being more technologically advanced. This weapon proved to be the bane of many a starship in the Great War.

How it fires

Mount primaryBeam length 311 engine unitsProximity fuse 3 mSpread

Not sold anywhere in the galaxy.

Particle Beam secondary weapon 3 10 16000 beam weapon 0 t

Particle Beam

How it fires

Mount secondaryBeam length 332 engine unitsBlast radius 1 mProximity fuse 3 mSpread

Not sold anywhere in the galaxy.

Rear Laser Turret primary weapon 10 3 39 10 f 875 0.24 AU rear-quadrant turret 0 t
How it fires

Mount primarySpread

Not sold anywhere in the galaxy.

Seeker Drones secondary weapon 188 188 62.7 180 f 400 2.96 AU smart homing

Seeker drone launchers carry the deadly alien seeker drones.

How it fires

Mount secondaryBlast radius 8 mProximity fuse 3 mSpread 90°

Not sold anywhere in the galaxy.

Swivel Laser Cannon primary weapon 10 3 19.5 20 f 875 0.24 AU front-quadrant turret 0 t
How it fires

Mount primarySpread

Not sold anywhere in the galaxy.

Tractor Beam secondary weapon 0 0 9000 beam weapon 0 t
How it fires

Mount secondaryBeam length 187 engine unitsBlast radius 1 mProximity fuse 3 mSpread

Not sold anywhere in the galaxy.

Where the numbers come from

Damage, reload and projectile speed are the game's own resource values. Reload is counted in frames, which is how the engine counts — thirty to a second. DPS is ours: shield damage plus armour damage over the reload interval, worked out the same way for every weapon so that they can be compared at all.

Range is ours too, and it is the number this game never gave you: how far a shot actually gets, worked out from its speed and how many frames it survives. It is left blank for the four real beam weapons, because their range is a fixed length in engine units and nothing published converts those to AU — the ficticious speed of 15,000 the engine gives them would turn into a distance that simply is not true. Their length is in the record instead.

Guidance belongs to the projectile, not the tube. Ambrosia's own guide gives the Missile Rack nothing but a price and a weight, and puts smart homing on the Guided Missile; the torpedo is dumb homing, the heavy rocket freeflight, the space bomb freefall. So each launcher here inherits the guidance of what it throws. The one weapon still without a label is the Flare Launcher, whose flare was never given a guide entry.

What it does is quoted from the outfit's own shipyard entry wherever Ambrosia wrote one — that is where + 100u of armour or + 170% of shield charge come from. The raw resource value is not always the number a player sees, so where the game never published a figure we name the effect and leave it at that rather than print one.

Fighter bays carry a damage of −1 in the resource fork. That is a flag meaning this launches a ship instead of shooting, not a quantity, so their combat columns are left empty rather than filled with a negative.