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.
| Weapon | Shield | Armor | DPS | Reload | Speed | Range | Guidance | Ammo | Cost | Mass | Max | Tech |
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10 | 5 | 22.5 | 20 f | 875 | 0.24 AU | unguided | unlimited | 5,000 cr | 5 t | 4 | 1 |
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The Centauri Munitions laser cannon has been the standard defensive weapon for freighters and patrol craft for the last fifty years. How it firesMount primarySpread 1° |
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13 | 13 | 26 | 30 f | 850 | 0.24 AU | unguided | unlimited | 8,500 cr | 8 t | 5 | 2 |
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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 firesMount primarySpread 3° |
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75 | 113 | 56.4 | 100 f | 850 | 1.38 AU | smart homing | Missile | 15,000 cr | 10 t | 2 | 3 |
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Missile racks are used to carry and fire guided missiles. How it firesMount 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. |
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113 | 169 | 84.6 | 100 f | 600 | 4.44 AU | dumb homing | Torpedo | 20,000 cr | 25 t | 2 | 3 |
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Torpedo launchers are used to load, arm, and fire homing torpedoes. How it firesMount secondary Fires Torpedo, bought separately — it is in this list too. |
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10 | 3 | 39 | 10 f | 875 | 0.21 AU | turreted beam | unlimited | 20,000 cr | 20 t | 4 | 4 |
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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 firesMount primarySpread 8° |
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166 | 253 | 125.7 | 100 f | 700 | 1.3 AU | freeflight | Heavy Rocket | 20,000 cr | 30 t | 2 | 3 |
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Rocket launchers are used to load, arm, and fire unguided heavy rockets. How it firesMount secondary Fires Heavy Rocket, bought separately — it is in this list too. |
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938 | 938 | 1407 | 40 f | 10 | 0.09 AU | freefall | Space Bomb | 20,000 cr | 30 t | 2 | special |
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Bomb racks are used to carry gravitic space bombs. How it firesMount secondarySpread 30° Fires Space Bomb, bought separately — it is in this list too. |
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4 | 15 | 57 | 10 f | 780 | 0.72 AU | unguided | Javelin Rocket | 20,000 cr | 5 t | 2 | 3 |
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This externally-mounted weapons pod holds Javelin rockets and fires them through the exit ports mounted on its front surface. How it firesMount secondarySpread 4° Fires Javelin Rocket, bought separately — it is in this list too. |
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33 | 18 | 51 | 30 f | 325 | 0.15 AU | unguided | unlimited | 30,000 cr | 35 t | 4 | 4 |
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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 firesMount secondarySpread 2° |
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13 | 13 | 78 | 10 f | 850 | 0.2 AU | turreted beam | unlimited | 30,000 cr | 30 t | 4 | 5 |
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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 firesMount primarySpread 6° |
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8 | 30 | 45.6 | 25 f | 350 | 0.26 AU | unguided | unlimited | 80,000 cr | 40 t | 4 | special |
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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 firesMount secondarySpread 1° Where to buy it → A mission has to unlock it first. |
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— | — | — | 125 f | — | — | carried ship | Hawk Light Fighter | 1,000,000 cr | 50 t | 1 | 4 |
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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 launchesMount secondary Launches Hawk Light Fighter, bought separately — it is in this list too. |
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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.
| Round | Loads into | Impact | Blast | Fuse | Cost | Mass | Max | Tech |
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Javelin Pod | 20 | 12 m | 12 m | 175 cr | 0 t | ∞ | 2 |
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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. |
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Flare Launcher | — | — | — | 250 cr | 0 t | 50 | 1 |
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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. |
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Rocket Launcher | 250 | 25 m | 20 m | 1,000 cr | 2 t | ∞ | 2 |
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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. |
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Torpedo Launcher | 100 | 8 m | 3 m | 2,000 cr | 1 t | ∞ | 2 |
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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. |
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Missile Rack | 30 | 5 m | 3 m | 3,500 cr | 1 t | ∞ | 2 |
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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. |
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Bomb Rack | 750 | 55 m | 40 m | 15,000 cr | 2 t | ∞ | special |
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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. |
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Fighter Bay (Manta) | — | — | — | 180,000 cr | 0 t | 4 | special |
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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. |
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Fighter Bay (Hawk) | — | — | — | 250,000 cr | 0 t | 2 | 4 |
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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. |
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Fighter Bay (Patrol Ship) | — | — | — | 700,000 cr | 0 t | 4 | special |
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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. |
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Fighter Bay (Lightning) | — | — | — | 1,000,000 cr | 0 t | 2 | 5 |
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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. |
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Defence 7
Shields, armour, and the things that make a missile lose interest in you.
| Defence system | What it does | Cost | Mass | Max | Tech |
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auto-eject | 3,000 cr | 0 t | 1 | 2 |
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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. |
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escape pod | 5,000 cr | 1 t | 1 | 1 |
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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. |
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Jamming Type 1 | 30,000 cr | 0 t | 1 | special |
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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. |
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fires Decoy Flare | 35,000 cr | 1 t | 1 | 1 |
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Flare launchers are used to drop missile-foiling decoy flares. Fires Decoy Flare, bought separately — it is in this list too. |
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Shield + 15 | 90,000 cr | 3 t | 4 | special |
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Shield capacitors are pure tantalum energy storage modules that can increase the maximum shield capacity of any ship by 15 terawatts. (Shield: + 15.) |
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Charge + 170% | 125,000 cr | 2 t | 1 | special |
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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%.) |
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clean legal record | 2,500,000 cr | 0 t | 1 | special |
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These highly illegal false identification papers will effectively eliminate your criminal record in Confederation systems. |
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Propulsion 7
Going faster, turning harder, and getting further between refuels.
| Drive upgrade | What it does | Cost | Mass | Max | Tech |
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Fuel + 100u (1 jump) | 1,500 cr | 5 t | 2 | 2 |
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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).) |
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auto-refueller | 5,000 cr | 0 t | 1 | 1 |
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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. |
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afterburner | 10,000 cr | 5 t | 1 | 1 |
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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. |
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Fuel + 0.375u/sec | 25,000 cr | 5 t | 1 | 2 |
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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.) |
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Accel + 150 | 100,000 cr | 0 t | 1 | special |
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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.) |
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Speed + 150 AU/h | 150,000 cr | 0 t | 1 | special |
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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.) |
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Turn + 30° | 180,000 cr | 0 t | 1 | special |
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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°.) |
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Sensors 3
Knowing what is out there, and what it thinks you are.
| Sensor | What it does | Cost | Mass | Max | Tech |
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map | 2,500 cr | 0 t | ∞ | 2 |
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This map will automatically update your ship's computer with information about surrounding systems up to two jumps away. |
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density scanner | 8,000 cr | 0 t | 1 | 3 |
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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. |
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IFF (colorized radar) | 11,000 cr | 0 t | 1 | 4 |
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This device upgrades your scanner so you can detect a ships alliance with you, according to your legal status with that government. |
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Structure 5
The hull itself: room for cargo, room for armour.
| Hull fitting | What it does | Cost | Mass | Max | Tech |
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Cargo + 10 tons | 7,500 cr | 20 t | 2 | 2 |
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This auxilliary cargo hold attaches to the hull of your ship and increases your cargo capacity by 10 tons. (Cargo: + 10 tons.) |
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Armor + 100u | 30,000 cr | 5 t | 1 | 2 |
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DoPunt's #3019 Armaplast is a hybrid material, combining the lightness of Sup-R-Kevlar or TuffSheath with reasonably good strength. (Armor: + 100u.) |
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Space + 15 tons | 50,000 cr | -10 t | ∞ | 3 |
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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.) |
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Armor + 250u | 90,000 cr | 20 t | 1 | 3 |
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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.) |
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Armor + 500u | 1,000,000 cr | 40 t | 1 | special |
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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.) |
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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.
| Item | What it does | Shield | Armor | DPS | Reload | Speed | Range | Guidance | Mass |
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launches a fighter | — | — | — | 30 f | — | — | carried ship | — |
How it launchesSpread 45° The craft it carries comes with the hull; there is no outfit that loads it. Not sold anywhere in the galaxy. |
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cloaking device | — | — | — | — | — | — | — | 0 t |
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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. |
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launches a fighter | — | — | — | 125 f | — | — | carried ship | 0 t |
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The craft it carries comes with the hull; there is no outfit that loads it. Not sold anywhere in the galaxy. |
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launches Lightning Fighter-Bomber | — | — | — | 100 f | — | — | carried ship | 0 t |
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Launches Lightning Fighter-Bomber, bought separately — it is in this list too. Not sold anywhere in the galaxy. |
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launches Manta Light Fighter | — | — | — | 15 f | — | — | carried ship | 0 t |
How it launchesSpread 45° Launches Manta Light Fighter, bought separately — it is in this list too. Not sold anywhere in the galaxy. |
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launches Confed Patrol Ship | — | — | — | 125 f | — | — | carried ship | 0 t |
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Launches Confed Patrol Ship, bought separately — it is in this list too. Not sold anywhere in the galaxy. |
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primary weapon | 3 | 1 | 40 | 3 f | 15000 | — | beam weapon | — |
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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 firesMount primaryBeam length 311 engine unitsProximity fuse 1 mSpread 1° Not sold anywhere in the galaxy. |
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primary weapon | 13 | 13 | 260 | 3 f | 15000 | — | beam weapon | — |
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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 firesMount primaryBeam length 311 engine unitsProximity fuse 3 mSpread 1° Not sold anywhere in the galaxy. |
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secondary weapon | 3 | 10 | — | — | 16000 | — | beam weapon | 0 t |
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Particle Beam How it firesMount secondaryBeam length 332 engine unitsBlast radius 1 mProximity fuse 3 mSpread 1° Not sold anywhere in the galaxy. |
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primary weapon | 10 | 3 | 39 | 10 f | 875 | 0.24 AU | rear-quadrant turret | 0 t |
How it firesMount primarySpread 6° Not sold anywhere in the galaxy. |
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secondary weapon | 188 | 188 | 62.7 | 180 f | 400 | 2.96 AU | smart homing | — |
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Seeker drone launchers carry the deadly alien seeker drones. How it firesMount secondaryBlast radius 8 mProximity fuse 3 mSpread 90° Not sold anywhere in the galaxy. |
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primary weapon | 10 | 3 | 19.5 | 20 f | 875 | 0.24 AU | front-quadrant turret | 0 t |
How it firesMount primarySpread 8° Not sold anywhere in the galaxy. |
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secondary weapon | 0 | 0 | — | — | 9000 | — | beam weapon | 0 t |
How it firesMount secondaryBeam length 187 engine unitsBlast radius 1 mProximity fuse 3 mSpread 4° Not sold anywhere in the galaxy. |
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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.