Performance/Equipment

ENGINES (Provided By Marvin)
NOMENCLATURE | ASSEMBLY | THRUST | FUEL USAGE | INCREASE*
Illumine MK I | 15 | 150 | 36 | 0.0
Illumine MK II | 25 | 300 | 60 | 32.5
Voyage MK I | 45 | 450 | 84 | 65.5
Voyage MK II | 70 | 600 | 108 | 98.5
Richton Ion | 90 | 750 | 132 | 131.5
Clan Richton Ion | 115 | 900 | 144 | 164.5
Neptune MK I | 145 | 1050 | 156 | 197.5
Neptune MK II | 155 | 1200 | 168 | 229.5
Quantum Ion MK I | 170 | 1350 | 180 | 262.5
Quantum Ion MK II | 200 | 1500 | 192 | 295.5
* Amount of increase (+/-0.5) to a Ships Base Speed.

CIVILIAN SHIPS - BASIC CONFIGURATION (Provided By Marvin)
NOMENCLATURE | ASSEMBLY | CAPACITY | AGILITY | ARMOR | BASE SPEED*
Talon | 200 | 7 | 80 | 85 | 558
Arrow | 225 | 8 | 100 | 90 | 545
Scorpion | 225 | 9 | 100 | 110 | 519
Pulsar | 225 | 8 | 75 | 105 | 525
Saber | 250 | 10 | 72 | 125 | 505
Panther | 275 | 10 | 74 | 130 | 492
Raven | 300 | 11 | 70 | 145 | 479
Mirage | 325 | 12 | 70 | 140 | 459
Striker | 350 | 12 | 65 | 170 | 459
Venture | 375 | 14 | 70 | 180 | 440
Phoenix | 400 | 14 | 55 | 185 | 413
Sentinel | 425 | 15 | 58 | 190 | 413
Hunter | 450 | 18 | 50 | 200 | 361
Renegade | 475 | 19 | 35 | 220 | 328
Guardian | 500 | 18 | 55 | 210 | 374
Centurion | 500 | 21 | 30 | 240 | 262
Legacy | 525 | 20 | 50 | 225 | 348
Mammoth | 550 | 21 | 45 | 250 | 256
Starmaster | 550 | 22 | 40 | 300 | 243
Leviathan | 550 | 22 | 25 | 280 | 262
* Ships speed when fitted with an Illumine MK I Engine.

CIVILIAN SHIPS - STANDARD ASSEMBLY COMPONENTS* (Provided By Marvin)
NOMENCLATURE | HARD POINTS | CM PACKS | EQUIPMENT SLOTS | CREW SLOTS
Talon | 2 | 1x25 | 3 | 1
Arrow | 3 | 1x25 | 3 | 1
Scorpion | 3 | 1x25 | 4 | 1
Pulsar | 2 | 1x25 | 4 | 1
Saber | 4 | 1x25 | 4 | 1
Panther | 4 | 1x25 | 4 | 1
Raven | 4 | 1x25 | 5 | 1
Mirage | 4 | 1x25 | 5 | 2
Striker | 5 | 1x25 | 5 | 1
Venture | 5 | 2x25 | 5 | 2
Phoenix | 8 | 1x25 | 4 | 1
Sentinel | 5 | 2x25 | 5 | 3
Hunter | 8 | 2x25 | 5 | 3
Renegade | 8 | 2x25 | 5 | 4
Guardian | 8 | 2x25 | 5 | 3
Centurion | 8 | 4x25 | 5 | 4
Legacy | 8 | 3x25 | 5 | 4
Mammoth | 8 | 4x25 | 5 | 4
Starmaster | 8 | 4x25 | 5 | 5
Leviathan | 8 | 4x25 | 5 | 5
* Assembly components can be modified and adjusted within the ships capacity range.

MILITARY SHIPS* (Provided By Marvin)
NOMENCLATURE | ASSEMBLY | AGILITY | ARMOR | HARD POINTS | MAXIMUM SPEED
Ferret | 385 | 94 | 85 | 4 | 814
Aries | 385 | 90 | 95 | 4 | 788
Shadow | 405 | 95 | 105 | 8 | 821
Wraith | 405 | 95 | 110 | 8 | 821
Evoch-C | 425 | 100 | 125 | 8 | 880
Evoch-E | 425 | 105 | 135 | 8 | 900
Lamprey | 445 | 92 | 145 | 8 | 801
Firestar | 445 | 90 | 155 | 8 | 788
Avenger | 485 | 70 | 170 | 8 | 755
Shrike | 485 | 55 | 175 | 8 | 722
Predator | 485 | 50 | 185 | 8 | 689
Chimera | 485 | 52 | 205 | 8 | 709
* All military ships are fitted with five equipment slots and 4x25 CM Packs.

WING ENHANCEMENT CHART (Provided By Marvin)

WINGS (Provided By Marvin)
NOMENCLATURE | CLASS | ASSEMBLY
StarGlider | C1 | 10
Archer | C2 | 20
Raptor | C3 | 35
Falcon MK I | C4 | 55
Falcon MK II | C5 | 70
Falcon MK III | C6 | 80
Razor MK I | C7 | 95
Razor MK II | C8 | 110
Razor MK III | C9 | 120
Razor MK IV | C10 | 135
NightHawk MK I | C11 | 150
NightHawk MK II | C12 | 170
NightHawk MK III | C13 | 180

PARTICLE WEAPONS (Provided By Marvin)
NOMENCLATURE | CLASS | YIELD | CYCLE RATE | RANGE | NOTES
Flare Beam | C1 | 10 | 120 | 750 |
IceSpear | C2 | 25 | 120 | 700 |
FireFury | C3 | 35 | 120 | 600 |
StarGuard | C4 | 45 | 120 | 570 |
Stalker | C5 | 70 | 100 | 550 |
Eclipse | C6 | 50 | 100 | 540 | Kinetic force weapon
StarForge | C7 | 100 | 100 | 580 |
Maxim-R | C8 | 120 | 100 | 700 |
SunRail | C9 | 40 | 90 | 550 | Depletes targets energy
Razor | C10 | 140 | 90 | 450 |
Predator | C11 | 150 | 90 | 480 |
Trebuchet | C12 | 55 | 90 | 550 | Depletes target shields
Atlas | C13 | 200 | 90 | 500 |
Phantom | C14 | 220 | 90 | 570 |
Banshee | C15 | 80 | 90 | 520 | Kinetic force weapon

BEAM WEAPONS - LASERS (Provided By Marvin)
NOMENCLATURE | CLASS | YIELD | RANGE*
Refractor | C1 | 10 | Linked
Metal Vapor | C2 | 25 | Linked
Coil | C3 | 40 | Linked
Neodymium | C4 | 55 | Linked
Fusion | C5 | 75 | Linked
* The range of a beam weapon is linked to its particle weapon counterpart.

MISSILES (Provided By Marvin)
NOMENCLATURE | CLASS | YIELD | RANGE | SPEED | NOTES
Echelon | C1 | 1000 | 3800 | 1400 |
Viper | C2 | 1200 | 3500 | 1200 |
Rockeye | C3 | 1400 | 3400 | 1000 |
Starfire | C4 | 1800 | 3000 | 500 |
Exodus | C5 | 2500 | 2400 | 700 |
Leech |  | 200 | 3500 | 1000 | EMP Disruptor
Excalibur Pack |  | 800 | 4000 | 1800 | Regenerative (3 minutes)
Fulcrum Torpedo |  | 110000 | 2000 | 250 | Mass Destruction
Lynx |  | 900 | 27000 | 800 | Targets engines
Rage |  | 950 | 2800 | 850 | Targets weapon systems
Cyclone |  | 1500 | 3100 | 1000 | Kinetic missile

SECONDARY DEVICES
NOMENCLATURE | NOTES
Stealth / Cloaking Device | Time per device: 60 seconds
Proximity Mine | Cloaked detonation weapon, ~2000 range, ~100,000 yield
Probe | High power sensor device, 25,000 range
Station Detonator | Destroys player built stations, ~8,000,000 yield

DEPLOYABLE OBJECTS
OBJECT | NOTES
| Energy stations fully recharge your main power cells and shield arrays.
| Repair stations restore your ship's subsystems and hull armor integrity.
| Fuel processors convert energy from your ship into fuel in 5 unit intervals. Boost power to your ship's primary energy system to speed up the refueling process.
| Sensor stations provide the location of all ships in the area with twice the range of probes and broacast data too all ships within range rather than being limited to only the ship that deployed it.
| Shield arrays can be used to protect large regions of space.

BUILDABLE STATIONS
STATION | NOTES
| Trade Stations are the main trade locations in the game. They provide additional AI threads for new traffic patterns, ship docking, inventory changes, market values, contract objectives, and more.
| Constructor stations let you construct items from raw materials.
| Research stations provide valuable R&D for increasing the level of technology in a given area. These can improve availability of items while also offering more advanced technology.
| Energy stations help support the local energy and navy factions by producing critical energy related items such as power cells, batteries, solar arrays, and direct capital ship refueling.
| Ore processors take raw materials from a nearby trade station (which in turn receives the materials from local freelance mercenaries) and converts them into machinery parts, electronics, and other simple items. These stations can help boost local inventories and provide a better range of items.