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 400 94 120 4 814
Aries 400 90 135 4 788
Shadow 420 95 145 8 821
Wraith 420 95 155 8 821
Evoch-C 440 100 180 8 880
Evoch-E 440 105 200 8 900
Lamprey 470 92 220 8 801
Firestar 470 90 240 8 788
Avenger 500 70 270 8 755
Shrike 500 55 285 8 722
Predator 500 50 310 8 689
Chimera 500 52 375 8 709
* All military ships are fitted with eight equipment slots and 4x25 CM Packs and 1 cargobay.
 

FUEL CELLS (Provided By Marvin)

CLASS ASSEMBLY CAPACITY
C1 20 400
C2 40 800
C3 60 1200
C4 80 1600
C5 100 2000
C6 120 2400
C7 140 2800
C8 160 3200
C9 180 3600
C10 200 4000
 

SHIELDS (Provided By Marvin)

CLASS ASSEMBLY OUTPUT
C1 20 150
C2 35 300
C3 50 450
C4 65 600
C5 80 750
C6 95 900
C7 110 1050
C8 125 1200
C9 140 1350
C10 155 1500
 

CARGO SCANNERS (Provided By Marvin)

CLASS RANGE
C1 500
C2 1000
C3 1500
C4 2000
C5 2500
 

CARGO BAYS (Provided By Marvin)

ASSEMBLY RANGE
15 1 X 25 Units
30 2 X 25 Units
45 3 X 25 Units
60 4 X 25 Units
75 5 X 25 Units
 

HYPER DRIVES (Provided By Marvin)

NOMENCLATURE CLASS MAX RANGE
Fulcrum C1 1 Sector
Fulcrum C2 2 Sectors
Fulcrum C3 3 Sectors
Fulcrum C4 4 Sectors
Fulcrum C5 5 Sectors
Mantis   10 Sectors
 

SHIELD BOOSTS (Provided By Marvin)

CLASS CELLS INCREASE
C1 1 + 50
C2 2 + 100
C3 3 + 150
C4 4 + 200
C5 5 + 250
 

REPAIR SYSTEMS (Provided By Marvin)

CLASS REPAIR TIME
C1 SLOW
C2 MEDIUM
C3 HIGH
 

AUXILIARIES  (Provided By Marvin)

WEAPONS NOTES
Cannon Heatsink Cools cannon to increase firing rate.
Cannon Relay System Dubbles cannon firepower
Proximity Mine  
Station Detonator  
EQUIPMENT NOTES
Afterburner Over-Drive Uses mains to increase afterburner 35% - 70%
Anti-Missile System Destroys inbound missiles
Auto CM Launcher Auto-Deploys CM:s at incoming missiles
Escape Pod  
Probe  
Shield Recharger Transfers energy from mains to shield array
Stealth Field  

 

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.