ENGINES (Provided By Marvin) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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. |