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Standard Weapons
Flak Cannon - An accelerator that fires many small projectiles to increase the chance to hit.
Lead Cannon - A crude weapon built on old technology, that today is illegal due to the risk to one's own ship. Of course there are those who don't care about that and will use one anyway.
Rocket Launcher - Rockets are expensive and require a lot of cargo space, but they can be extremely powerful.
Bomb Launcher - While it's difficult to score a direct hit with this, the size of the explosion tends to make up for it.
Bolt Accelerator - Currently this is the most reliable solid projectile weapon. It uses a superconductor to power magnets that accurately launch small metal spheres at extremely high velocities. It can handle various kinds of projectiles as long as they are magnetic and the correct size.
Long Wavelength Laser Cannon - This fires an intense red or yellow laser.
Short Wavelength Laser Cannon - This fires an intense blue or violet laser.
Isotope Cannon - This fires a pulse of radioactive particles that are effective for eating away at shields and armor.
Ion Cannon - This fires quick pulses of ionized particles that cause significant damage to most armor and shields.
Electron Accelerator - This emits a powerful bolt of electricity that can cause internal electrical systems to malfunction.
Plasma Cannon - This fires a stream of intensely energetic particles that cause significant heat damage to armor.
Neutronium Cannon - This exotic gun fires neutronium projectiles that are extremely dense and will tear through armor without interacting with shields. If a neutronium projectile ends up lodged within a ship without being broken up on impact, its gravitational effect can cause lasting damage to internal systems, as well as confusion for the crew as gravity generators begin to fail and the interior becomes "weightless".
Antimatter Cannon - This exotic gun fires antimatter projectiles. Any "normal" matter struck by them will be annihilated. This is great for breaking through armor quickly, but since the antimatter is also annihilated on impact, the only widespread damage would be caused by a burst of gamma radiation (which does not typically damage the ship itself). To the passengers, however, that's another matter. This is the ultimate gun for pirates who plan to capture a vessel, though it can also be used to destroy ships with ease if the right components are targeted.
Dark Matter Cannon - This exotic gun fires concentrated dark matter. Normally dark matter has no visible effect on ships, but in this concentrated form it can cause a lot of damage. A pulse of this stuff is not extremely damaging to any particular object, but what makes this gun extremely powerful is the fact that the dark matter passes through everything in its path. Nothing stops it. A direct hit will damage shields, the armor facing the gun, any interior structures that get in the way, and the armor on the other side. When you add it all up, that's a big effect.
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Heavy Weapons
Railgun - This gun acts as an accelerator for extremely powerful bursts of destructive ions. It does not have a cooldown to speak of, but it will drain your ship's reactor quite a bit while the gun is being used.
Turbolaser - Powered by a superconductor, this gun can fire a wide and extremely intense laser beam. Most turbolasers can maintain the beam for a few seconds at a time, with about a half-minute cooldown.
Corona Beam - This gun simulates the interior of a star, and uses nuclear fusion to generate a beam of plasma that will raise the surface temperature of a ship to potentially a hundred thousand degrees. It can typically be fired for ten seconds at a time, with a thirty minute cooldown. This is the only heavy weapon that is particularly influenced by typical shields, so don't waste your shot if your target's shields are at full strength.
Lightning Cannon - This is a heavy version of the electron accelerator. When fired at close range, it is possible for this weapon to entirely shut down the electrical systems inside a ship. While it does not cause structural damage, it will effectively "turn off" most ships, rendering them defenseless for a while. Just note that some ships, particularly flagships, will have backup systems to ensure that this does not happen. It is also possible for advanced armor systems to be wired to deal with electrical attacks, shielding the interior from such a weapon. |
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Shields
Specialized Shield Generator - Many ships use specialized shield generators, providing greater protection than usual against certain types of weapons, but less protection against others. For example, one can install a shield generator that protects against ion damage, but is weaker against other types. In large ships, sometimes multiple shield generators of this type are installed and layered on top of each other, providing high defense against multiple damage types.
Adaptive Shield Generator - Generally preferred for fighters, adaptive shields provide decent protection against most damage types.
Magnetic Shield Generator - This is extremely effective against ion and radiation weapons.
Command Shield Generator - This is an expensive version of the adaptive shield generator, providing variable protection against most types of damage. If it senses heavy damage from one particular kind of weapon, it will automatically boost the defenses against it.
Missile Defense System - In very large ships, it is possible to install a missile defense system in one of the weapon sockets. It will respond to a computer, and attempt to intercept any solid projectiles that are aimed at your ship. It doesn't always work.
Deflector Shield - This shield is specialized for protecting a ship from small asteroids, which can be a hazard in some systems. |
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Armor
Standard Armor - Versatile and cheap plating made from steel and similar materials.
Wired Armor - While weaker against most attacks, this prevents electrical attacks from affecting critical components.
Nanotube Plating - Advanced armor that is light and extremely tough to break.
Neutronium Plating - Expensive and heavy armor that can take a lot of punishment.
Magnetostropic Plating - An advanced armor system that was invented by the Aphorites. It is weak against solid projectiles, but strong against energy weapons. It refracts energy waves in a way that distributes a single impact over a large area, reducing the stress on the ship.
Glass Plating - An experimental type of armor that can be greatly damaged before any weapons can break through. |
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Reactors
Fission Reactor - A cheap reactor that produces energy from the fission of heavy elements. This reactor can become unstable and explode if damaged.
Fusion Reactor - A stable and powerful reactor that produces energy from the fusion of hydrogen atoms.
Superconductor - An advanced system that provides a great amount of electrical power, but will shut down if damaged. A secondary reactor is recommended.
Event Horizon Reactor - This reactor contains a singularity and injects a stable amount of deuterium to produce electromagnetic jets, which the reactor then converts into electrical power. This is safe, powerful, and difficult to damage... But extremely expensive. |
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Engines
Photon Engine - Developed independently by the Corrorians as well as the Aphorites, this engine can provide a virtually limitless top speed, but a low rate of acceleration. This was used before the Hyperdrive for exploration purposes, but is not ideal for military vessels.
Plasma Engine - Perhaps the most common type of engine. It is fast, reliable, and relatively cheap to install.
Rocket Engine - An old and dangerous type of engine that burns solid fuel. It's outlawed today, but that doesn't stop some from using them.
Ion Engine - An expensive and powerful engine that is popular for fighters.
Gravity Engine - An expensive engine that is huge and powerful, and ideal for large ships that don't require high maneuverability.
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Other Equipment
Tractor Beam - This can be installed in a weapon socket, and can be used to pull an object toward your ship.
EMP Radiator - This is a highly illegal component that is sometimes used by pirates and smugglers. It releases a powerful electromagnetic pulse that damages the systems of all ships in the vicinity, but can also potentially damage the pilot's own ship.
Pilot Computer - When connected to an uplink, this allows the pilot to fly his or her ship without having to be at the actual controls. This is useful when one is on the ground and needs air support. When installed with an AI Computer, the pilot can allow the ship to fly itself.
AI Computer - A computer that can be set to control various aspects of a ship, including passenger-fired guns. This is effectively a pilot's assistant. When installed alongside a Pilot Computer, this can allow a ship to fly without the pilot's intervention.
Navigator - This reduces the time necessary to make hyperspace jumps, though increases the chances of a miscalculation that sends you to the wrong destination.
Anchor Module - This computer is able to calculate orbits with high accuracy, and can place your ship in a stable orbit around almost any kind of celestial body.
Gate Module - This is an old module that allows the use of "gates", which were used before the invention of the hyperdrive. Gates are machines that act as two-way portals between systems, usually placed in orbits around stars. Today these are mainly used by Karlorons who discovered the old gate network.
Hyperdrive - This allows a ship to travel through hyperspace, effectively providing fast travel to any location in the galaxy.
Spoofed Transponder - An illegal type of transponder that allows the pilot to change the sequence at will, allowing the ship to appear to be another when seen on sensor scans. |
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