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Space Empires 4

Components

Components
Name Picture Cost Size Vehicle Type Technology Description Ability
Bridge Bridge
Minerals 500
Organics 0
Radioactives 0
10 kT Ship/Base Ship Construction I The main control center of a starship. Contains a ship bridge.
Auxiliary Control Auxiliary Control
Minerals 500
Organics 0
Radioactives 0
10 kT Ship/Base Ship Construction I If a ship's bridge is ever destroyed, this will serve as a temporary bridge for the ship. Contains an Auxiliary Control.
Master Computer I II III Master Computer III
Minerals 4000
Organics 1000
Radioactives 1000
40 30 20 kT Ship/Base Computers I II III Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions. Ship does not need Bridge, Life Support, or Crew Quarters.
Satellite Computer Core Satellite Computer Core
Minerals 20
Organics 0
Radioactives 0
10 kT Satellite Satellites I The main computer core which controls a satellite. Contains a satellite computer core.
Weapons Platform Computer Core Weapons Platform Computer Core
Minerals 20
Organics 0
Radioactives 0
10 kT Weapon Platform Weapon Platforms I The main computer core which controls a weapons platform. Contains a weapons platform computer core.
Drone Computer Core Drone Computer Core
Minerals 40
Organics 0
Radioactives 0
10 kT Drone Drones I The main computer core which controls a drone. Contains a drone computer core.
Fighter Life Support Fighter Life Support
Minerals 10
Organics 0
Radioactives 0
1 kT Fighter Fighters I Mechanical means to generate a livable atmosphere within a fighter. Contains life support for a fighter.
Life Support Life Support
Minerals 500
Organics 100
Radioactives 0
10 kT Ship/Base Ship Construction I Mechanical means to generate a livable atmosphere on a starship. Contains life support.
Crew Quarters Crew Quarters
Minerals 500
Organics 0
Radioactives 0
10 kT Ship/Base Ship Construction I Area on a starship where the crew spends its off-hours. Contains Crew Quarters.
Ion Engine I II III Ion Engine III
Minerals 200 180 160
Organics 0
Radioactives 50
10 kT Ship/Base/Drone Propulsion I II III Standard Ion Engine for sub-light inter-system travel. Generates 1 standard movement. Can store 500 units of supply.
Contra - Terrene Engine I II III Contra - Terrene Engine III
Minerals 300 280 260
Organics 0
Radioactives 60
10 kT Ship/Base/Drone Propulsion IV V VI Anti-Matter engine suitable for sub-light inter-system travel. Generates 1 bonus movement point. Generates 1 standard movement. Can store 500 units of supply.
Multiplex Tracking I II III IV Multiplex Tracking IV
Minerals 200 250 300 350
Organics 0
Radioactives 0
10 kT Ship/Base Combat Support I II III IV Sensors used to track targets for weapons to fire on. Allows tracking of 2 3 4 5 targets in combat (only 1 component per ship effective).
Combat Sensors I II III Combat Sensors III
Minerals 400
Organics 0
Radioactives 0
10 kT Ship/Base/Satellite/Weapon Platform/Drone Sensors I II III Sensors which increase the chance to hit an enemy ship. 25 45 65 % attack bonus in combat (only 1 component per ship effective).
ECM I II III ECM III
Minerals 400
Organics 0
Radioactives 0
10 kT Ship/Base/Satellite/Weapon Platform/Drone Combat Support I II III Electromagnetic Counter Measures. Makes a ship harder to hit by enemies. Gives a 20 40 60 % defense bonus in combat (only 1 component per ship effective).
Long Range Scanners I II III Long Range Scanners III
Minerals 500 700 900
Organics 0
Radioactives 100
20 kT Ship/Base/Satellite Scanners I II III Sensors which can scan an enemy ship at many sectors distance. Allows scanning of targets 1 3 5 sector away.
Scanner Jammer Scanner Jammer
Minerals 500
Organics 0
Radioactives 50
10 kT Ship/Base/Satellite/Drone Scanners II A broad-band long range scanner jamming device. Prevents use of Long Range scanners on this ship.
Mine Sweeper I II III IV V Mine Sweeper V
Minerals 500
Organics 0
Radioactives 0
30 kT Ship/Base Mines I II III IV V Wide arc beams for detecting and destroying mines in space. Can sweep 1 2 3 4 5 mines per use.
Medical Bay I II III IV V Medical Bay V
Minerals 400
Organics 0
Radioactives 0
20 kT Ship/Base Medical Technology I II III IV V Medical bay which can cure level 5 plagues. Cures level 1 2 3 4 5 plagues.
Anti - Proton Beam I II III IV V VI VII VIII IX X XI XII Anti - Proton Beam XII
Minerals 50 75 100 125 150 175 200 225 250 300 350 400
Organics 0
Radioactives 10 20 30 40 50 60 70 80 90 100 110 120
30 kT Ship/Base/Satellite/Weapon Platform/Drone Energy Stream Weapons I II III IV V VI VII VIII IX X XI XII Focused energy beam used as a medium range weapon. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
20 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
20 20 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
25 25 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 25 25 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
35 30 30 25 25 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 35 35 30 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 40 35 35 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
45 40 40 35 35 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
50 45 45 40 40 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0
55 50 50 45 45 40 40 35 0 0 0 0 0 0 0 0 0 0 0 0
60 55 55 50 50 45 45 40 0 0 0 0 0 0 0 0 0 0 0 0
65 60 60 55 55 50 50 45 0 0 0 0 0 0 0 0 0 0 0 0
Meson Blaster I II III IV V VI Meson Blaster VI
Minerals 50 100 150 200 250 300
Organics 0
Radioactives 20 40 60 80 100 120
30 kT Ship/Base/Satellite/Weapon Platform/Drone Energy Pulse Weapons I II III IV V VI Medium range meson cannon which fires tunneling mesons in cohesive bursts. Reload: 1. Target: Ships/Planets/Fighter/Satellite/Drone. Range:
15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Phased - Polaron Beam I II III IV V Phased - Polaron Beam V
Minerals 300 350 400 450 500
Organics 0
Radioactives 100 150 200 250 300
30 kT Ship/Base/Satellite/Weapon Platform/Drone Phased-Energy Weapons I II III IV V Multi-Phasic energy beam which can penetrate normal shields. Skips Normal Shields. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
30 25 25 25 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
45 40 40 40 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
50 45 45 45 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
55 50 50 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0
60 55 55 55 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Ripper Beam I II III IV Ripper Beam IV
Minerals 50 100 150 200
Organics 0
Radioactives 40 80 120 160
20 kT Ship/Base/Satellite/Weapon Platform/Drone High-Energy Discharge Weapons I II III IV Short range high intensity fusion beam. Reload: 1. Target: Ship/Planet. Range:
20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Incinerator Beam I II III Incinerator Beam III
Minerals 300 400 500
Organics 0
Radioactives 200 240 280
50 kT Ship/Base/Satellite/Weapon Platform/Drone High-Energy Discharge Weapons V VI VII Medium range high intensity fusion beam. Reload: 2. Target: Ship/Planet. Range:
60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
75 75 75 75 75 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Wave - Motion Gun I II III Wave - Motion Gun III
Minerals 600 700 800
Organics 0
Radioactives 320 360 400
70 kT Ship/Base/Satellite/Weapon Platform/Drone High-Energy Discharge Weapons VIII IX X Long range high intensity fusion beam. Reload: 3. Target: Ship/Base/Satellite/Weapon Platform/Drone. Range:
100 100 100 100 100 100 100 100 0 0 0 0 0 0 0 0 0 0 0 0
120 120 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0
140 140 140 140 140 140 140 140 0 0 0 0 0 0 0 0 0 0 0 0
Tachyon Projection Cannon I II III IV V Tachyon Projection Cannon V
Minerals 400 600 800 1000 1200
Organics 0
Radioactives 100 200 300 400 500
40 kT Ship/Base/Satellite/Weapon Platform/Drone Weapon Overloading Weapons I II III IV V Pulsed tachyon charges used to penetrate shields and destroy weapons. Reload: 4. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
60 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Jacketed - Photon Engine I II III Jacketed - Photon Engine III
Minerals 400 380 360
Organics 0
Radioactives 70
10 kT Ship/Base/Drone Propulsion VII VIII IX Harnessed light drive engine suitable for sub-light inter-system travel. Generates 2 bonus movement points. Generates 1 standard movement. Can store 500 units of supply.
Quantum Engine I II III Quantum Engine III
Minerals 500 480 460
Organics 0
Radioactives 80
10 kT Ship/Base/Drone Propulsion X XI XII Quantum element engine suitable for sub-light inter-system travel. Generates 3 bonus movement points. Generates 1 standard movement. Can store 500 units of supply.
Emergency Propulsion I II III IV V Emergency Propulsion V
Minerals 200 300 400 500 600
Organics 0
Radioactives 0
20 kT Ship/Base Propulsion IV V VI VII VIII Pod which can be sacrificed to gain added movement points for the ship. Only one component allowed per vehicle. Generates 1 2 3 4 5 emergency movement point. Component is destroyed after use.
Armor I II III Armor III
Minerals 50
Organics 0
Radioactives 0
10 kT Ship/Base/Satellite/Weapon Platform/Drone Armor I II III Standard titanium armor used to protect a ship from physical damage. Is damaged before any other components on a ship. Gives 30 35 40 structure points.
Small Armor Small Armor
Minerals 10
Organics 0
Radioactives 0
1 kT Fighter/Troop Armor I Mini titanium armor used to protect a vehicle from physical damage. Is damaged before any other components on the vehicle. Gives 3 structure points.
Emissive Armor I II III Emissive Armor III
Minerals 500
Organics 0
Radioactives 200
20 kT Ship/Base/Satellite/Weapon Platform/Drone Armor IV V VI Armor which absorbs energy and radiates it back into space. Is damaged before any other components on a ship. Negates any damage of 20 or less. Gives 30 40 50 structure points.
Small Emissive Armor Small Emissive Armor
Minerals 30
Organics 0
Radioactives 0
2 kT Fighter/Troop Armor IV Mini armor which absorbs energy and radiates it back into space. Is damaged before any other components on the vehicle. Negates any damage of 3 or less. Gives 7 structure points.
Shield Generator I II III IV V Shield Generator V
Minerals 100 200 300 400 500
Organics 0
Radioactives 0
30 40 40 40 40 kT Ship/Base/Satellite/Weapon Platform/Drone Shields I II III IV V Generator which creates an energy field around a starship preventing damage. Generates 50 100 150 225 300 shield points.
Small Shield Generator I II III Small Shield Generator III
Minerals 50 100 150
Organics 0
Radioactives 0
3 4 4 4 4 kT Fighter/Troop Shields III IV V Generator which creates an energy field preventing damage. Generates 20 40 60 shield points.
Phased - Shield Generator I II III IV V Phased - Shield Generator V
Minerals 400 500 600 700 800
Organics 0
Radioactives 0
40 kT Ship/Base/Satellite/Weapon Platform/Drone Shields VI VII VIII IX X Generator which creates an energy field that cannot be penetrated by phased weapons. Generates 75 150 225 300 375 phased shield points.
Shield Regenerator I II III IV V Shield Regenerator V
Minerals 700 750 800 850 900
Organics 0
Radioactives 200 220 240 260 280
20 kT Ship/Base/Satellite/Drone Shields VI VII VIII IX X Regenerates shields each combat turn. Regenerates 5 10 15 20 25 shield points per turn.
Emergency Resupply Pod I II III Emergency Resupply Pod III
Minerals 200 300 400
Organics 0
Radioactives 0
10 kT Ship/Base Resupply II III IV Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle. Generates 2000 4000 6000 supply when used. Component is destroyed after use.
Anti - Planet Warhead I II III Anti - Planet Warhead III
Minerals 500
Organics 0
Radioactives 200 300 400
20 kT Drone Drones I II III Large plasma warhead which will cause massive damage when a drone hits an enemy planet. Destroy Drone. Target: Planet. Range:
400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
700 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Quantum Reactor Quantum Reactor
Minerals 100
Organics 0
Radioactives 0
20 kT Ship/Base/Satellite Resupply V Self-perpetuating energy source. Ships with this reactor will not have to resupply. Generates limitless fuel.
Cloaking Device I II III Cloaking Device III
Minerals 1000 1500 2000
Organics 0
Radioactives 500 600 700
40 kT Ship/Base/Satellite/Drone Cloaking I II III Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible. Prevents level 1 2 3 Active/Passive EM scans, Psychic/Gravitic/Temporal scans.
Tachyon Sensors I II III Tachyon Sensors III
Minerals 1500 2000 2500
Organics 0
Radioactives 500 800 1100
40 kT Ship/Base/Satellite/Drone Sensors IV V VI Modulating tachyon sensor grid which can detect cloaked ships in a system. Allows EM Active scanning at level 2 3 4.
Gravitational Condenser Gravitational Condenser
Minerals 55000
Organics 0
Radioactives 20000
100 kT Ship/Base Stellar Manipulation III Gravitational beam which closes an active warp point. Can close any size warp point. Component is destroyed after use.
Gravitational Quantum Resonator I II III IV V Gravitational Quantum Resonator V
Minerals 60000 65000 70000 75000 80000
Organics 0
Radioactives 30000
100 kT Ship/Base Stellar Manipulation III IV V VI VII Gravitational beam which opens a new warp point to a nearby system. Can open a warp point out to a system 100 200 300 400 500 light years away. Component is destroyed after use.
Ionic Disperser I II III IV V Ionic Disperser V
Minerals 200 300 400 500 600
Organics 0
Radioactives 50 100 150 200 250
30 kT Ship/Base/Satellite/Weapon Platform/Drone Engine Overloading Weapons I II III IV V Anti-ionic beam which disrupts engine operation. Only Engines. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Repulser Beam I II III Repulser Beam III
Minerals 100 150 200
Organics 0
Radioactives 20 40 60
20 kT Ship/Base Tractor/Repulser Weapons I III V Gravitational beam which pushes enemy ships away from your ship. Pushes Target. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Tractor Beam I II III Tractor Beam III
Minerals 100 150 200
Organics 0
Radioactives 20 40 60
20 kT Ship/Base Tractor/Repulser Weapons II IV VI Gravitational beam which pulls enemy ships towards your ship. Pulls Target. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Graviton Hellbore I II III IV V Graviton Hellbore V
Minerals 300 400 500 600 700
Organics 0
Radioactives 50 100 150 200 250
60 kT Ship/Base/Satellite/Weapon Platform/Drone Gravitational Weapons I II III IV V Intense gravitational sphere fired at enemy ships causing them to implode. Reload: 2. Target: Ship/Planet. Range:
45 30 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
70 55 40 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
95 80 65 50 35 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
120 105 90 75 60 45 30 15 0 0 0 0 0 0 0 0 0 0 0 0
145 130 115 100 85 70 55 40 0 0 0 0 0 0 0 0 0 0 0 0
Wormhole Beam I II III Wormhole Beam III
Minerals 200 300 400
Organics 0
Radioactives 100 200 300
30 kT Ship/Base Warp Weapons I II III Beam which creates a temporary wormhole at the location of the enemy ship. Random Target Movement. Reload: 2. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0
Shield Depleter I II III IV V Shield Depleter V
Minerals 75 150 225 300 375
Organics 0
Radioactives 50 100 150 200 250
20 kT Ship/Base/Satellite/Weapon Platform/Drone Shield Damaging Weapons I II III IV V Gamma radiation beam which saps shields but does no other damage. Shields Only. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0
150 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0
Shield Disrupter I II III IV V Shield Disrupter V
Minerals 700 900 1100 1300 1500
Organics 0
Radioactives 200 400 600 800 1000
40 kT Ship/Base/Satellite/Weapon Platform/Drone Shield Damaging Weapons VI VII VIII IX X Tunneling neutrino beam which burns out shield generators. Only Shield Generators. Reload: 3. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
50 35 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
60 45 30 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Space Yard I II III Space Yard III
Minerals 2000 3000 4000
Organics 0
Radioactives 500
400 kT Ship/Base Space Yards I II III Ship construction component which can work on one ship at a time. Can construct with 1000 1500 2000 minerals/organics/radioactives per turn. Can repair 3-5-8 components per turn.
Rock Colony Rock Colony
Minerals 2000
Organics 1000
Radioactives 1000
200 kT Ship/Base Rock Planet Colonization I Materials needed to start a colony on a rock planet. Can colonize a rock based planet. Provides 20kT worth of cargo space.
Fighter Bay I II III Fighter Bay III
Minerals 100 150 200
Organics 0
Radioactives 0
30 kT Ship/Base Fighters I II III Area on a starship where fighters are stored for launch. Can launch and recover fighters from space. 1 fighter can be launched per combat turn and 4 fighters can be launched per game turn. Provides 30 60 90 kT of cargo space.
Tectonic Bomb I II III Tectonic Bomb III
Minerals 60000 70000 80000
Organics 0
Radioactives 40000 50000 60000
100 kT Ship/Base Stellar Manipulation II III IV Tectonic bomb which disrupts core activity in a planet, destroying it. Can destroy up to medium large huge sized planet. Component is destroyed after use.
Matter Gravity Sphere I II III Matter Gravity Sphere III
Minerals 40000 50000 60000
Organics 10000
Radioactives 20000
100 kT Ship/Base Stellar Manipulation II III IV Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet. Can create up to medium large huge sized planet with a random atmosphere and type. Component is destroyed after use.
Stellar Nucleonic Torpedo Stellar Nucleonic Torpedo
Minerals 100000
Organics 50000
Radioactives 100000
250 kT Ship/Base Stellar Manipulation VI Nucleonic disruption torpedo which disrupts all nucleonic reactions in a star, destroying it. The resulting explosion will destroy all planets and ships within the solar system. Can destroy a star of any size.
Stellar Plasma Sphere Stellar Plasma Sphere
Minerals 100000
Organics 50000
Radioactives 100000
200 kT Ship/Base Stellar Manipulation V Imploding plasma sphere which collects stellar gases and condenses them into a new star. Will create a star of random size and type. Component is destroyed after use.
Beta Displacement Pulser Beta Displacement Pulser
Minerals 20000
Organics 2000
Radioactives 5000
100 kT Ship/Base Stellar Manipulation I Displacement beta pulses which dissipate storm activity in a given sector. Will destroy a storm of any size. Component is destroyed after use.
Ionic Concussion Blaster Ionic Concussion Blaster
Minerals 20000
Organics 2000
Radioactives 10000
100 kT Ship/Base Stellar Manipulation I Ionic concussion blasts which stir up storm activity in a given sector. Will create a random storm of any size. Component is destroyed after use.
Boarding Parties I II III IV V Boarding Parties V
Minerals 500 600 700 800 900
Organics 0
Radioactives 0
100 kT Ship/Base Ship Capture I II III IV V Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining. Provides 20 40 60 80 100 space marines for boarding combat (all boarding parties on ship can be used for attack or defense).
Point - Defense Cannons I II III IV V Point - Defense Cannons V
Minerals 50 100 150 200 250
Organics 0
Radioactives 0
20 kT Ship/Base/Satellite/Weapon Platform/Drone Point-Defense Weapons I II III IV V Small mobile cannons on turrets which are used to target and destroy incoming fighters and seekers. Point-Defense. Reload: 1. Target: Fighter/Satellite/Seeker/Drone. Range:
25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
55 55 55 55 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
65 65 65 65 65 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Capital Ship Missile I II III IV V Capital Ship Missile V
Minerals 400 550 600 700 800
Organics 0
Radioactives 80 110 140 170 200
50 kT Ship/Base/Satellite/Weapon Platform/Drone Missile Weapons I II III IV V Heavy duty missile with nuclear warhead. Seeking. Reload: 3. Target: Ship/Planet. Range:
60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
75 75 75 75 75 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0
90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0
105 105 105 105 105 105 105 105 105 105 105 105 105 105 0 0 0 0 0 0
120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 0 0 0 0
Anti - Matter Torpedo I II III IV V Anti - Matter Torpedo V
Minerals 50 100 150 200 250
Organics 0
Radioactives 10 20 30 40 50
40 kT Ship/Base/Satellite/Weapon Platform/Drone Torpedo Weapons I II III IV V Highly charged anti-matter projectile. Reload: 2. Target: Ship/Planet. Range:
30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
50 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Quantum Torpedo I II III IV V Quantum Torpedo V
Minerals 300 350 400 450 500
Organics 0
Radioactives 60 70 80 90 100
40 kT Ship/Base/Satellite/Weapon Platform/Drone Torpedo Weapons VI VII VIII IX X Highly charged quantum core projectile. Reload: 2. Target: Ship/Planet. Range:
60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0
80 80 80 80 80 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0
90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Plasma Missile I II III IV V Plasma Missile V
Minerals 200 400 600 800 1000
Organics 0
Radioactives 40 80 120 160 200
50 kT Ship/Base/Satellite/Weapon Platform/Drone Missile Weapons III IV V VI VII Seeking plasma powered missile with an anti-matter core. Seeking. Reload: 3. Target: Ship/Planet. Range:
70 65 60 55 50 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0
90 85 80 75 70 65 60 55 50 45 0 0 0 0 0 0 0 0 0 0
110 105 100 95 90 85 80 75 70 65 60 55 50 45 0 0 0 0 0 0
130 125 120 115 110 105 100 95 90 85 80 75 70 65 60 50 40 30 0 0
150 145 140 135 130 125 120 115 110 105 100 95 90 85 80 70 60 50 40 0
Plague Bomb I II III IV V Plague Bomb V
Minerals 100
Organics 200 250 300 350 400
Radioactives 0
20 kT Ship/Base Biological Weapons I II III IV V Bomb used to infect planets with a level 1-2-3-4-5 plague. Create Plague Level 1 2 3 4 5 on the planet. Reload: 1. Target: Planet. Range:
15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Ionic Pulse Missile I II III IV V Ionic Pulse Missile V
Minerals 200 300 400 500 600
Organics 0
Radioactives 100 200 300 400 500
40 kT Ship/Base/Satellite/Weapon Platform/Drone Engine Overloading Weapons VI VII VIII IX X Seeking missile which tracks enemy ship's engines and disables them. Seeking. Reload: 3. Target: Ship. Range:
35 35 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0
45 45 45 45 45 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0
55 55 55 55 55 55 55 55 55 55 0 0 0 0 0 0 0 0 0 0
65 65 65 65 65 65 65 65 65 65 0 0 0 0 0 0 0 0 0 0
75 75 75 75 75 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0
Mine Layer I II III Mine Layer III
Minerals 100 150 150
Organics 0
Radioactives 0
30 kT Ship/Base Mines I II III Lays mines in space. Can lay mines in space at the rate of 2 per game turn. Provides 20 40 60 kT of cargo space.
Security Station I II III IV V Security Station V
Minerals 500 600 700 800 900
Organics 0
Radioactives 0
20 kT Ship/Base Ship Capture I II III IV V Defensive installations designed to prevent ship capture by boarding parties. Provides 60 100 140 180 220 anti-personnel turrets to use on attacking space marines (all stations on ship will be used for defense).
Self - Destruct Device Self - Destruct Device
Minerals 500
Organics 0
Radioactives 50
10 kT Ship/Base/Satellite Propulsion III Computer controlled device which overloads a ship's engines and destroys the ship. This will be used automatically if a ship is successfully boarded, destroying both your ship and the attacking ship. Vehicle can self-destruct when needed.
Nebulae Graviton Emitter Nebulae Graviton Emitter
Minerals 60000
Organics 10000
Radioactives 60000
400 kT Ship/Base Stellar Manipulation VI Polarized graviton waves force the gasses of a nebulae out of the system and dissipate them. Can destroy a system sized nebulae. Component is destroyed after use.
Nucleonic Thresher Torpedo Nucleonic Thresher Torpedo
Minerals 70000
Organics 20000
Radioactives 70000
400 kT Ship/Base Stellar Manipulation VII Nucleonic torpedo which causes a star's fusion process to run at infinite capacity. The star will explode destroying everything in the system and forming a large nebulae cloud. Will create a nebulae by exploding a star.
Planetary Napalm I II III IV V Planetary Napalm V
Minerals 100 150 200 250 300
Organics 30 60 90 120 150
Radioactives 0
20 kT Ship/Base Planetary Weapons I II III IV V Burning plasma bomb which is dropped from orbit against planets. Reload: 2. Target: Planet. Range:
200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
300 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
400 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
500 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
600 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Neutron Bomb I II III IV V Neutron Bomb V
Minerals 100 200 300 400 500
Organics 0
Radioactives 30 60 90 120 150
20 kT Ship/Base Planetary Weapons VI VII VIII IX X Bomb which releases high intensity neutron radiation killing a planet's population. Only Planet Population. Reload: 2. Target: Planet. Range:
40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
80 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
160 160 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Radiation Bomb I II III IV V Radiation Bomb V
Minerals 100 200 300 400 500
Organics 0
Radioactives 30 60 90 120 150
20 kT Ship/Base Planetary Weapons I II III IV V Bomb which releases high intensity radiation deteriorating a planet's conditions. Only Planet Conditions. Reload: 2. Target: Planet. Range:
20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Smart Bomb (RD) I II III Smart Bomb (RD) III
Minerals 500 700 900
Organics 0
Radioactives 50
20 kT Ship/Base/Satellite/Drone Planetary Weapons VI VII VIII AI controlled cruise missile which seeks and destroys Resupply Depots on a planet. Only Resupply Depots. Reload: 3. Target: Planet. Range:
200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
200 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Smart Bomb (SP) I II III Smart Bomb (SP) III
Minerals 500 700 900
Organics 0
Radioactives 50
20 kT Ship/Base/Satellite/Drone Planetary Weapons VI VII VIII AI controlled cruise missile which seeks and destroys Spaceports on a planet. Only Spaceports. Reload: 3. Target: Planet. Range:
200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
200 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Depleted Uranium Cannon I II III IV V Depleted Uranium Cannon V
Minerals 100 150 200 250 300
Organics 0
Radioactives 5 10 15 20 25
30 kT Ship/Base/Satellite/Weapon Platform/Drone Projectile Weapons I II III IV V Medium range cannon which fires large depleted uranium shells. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Small ECM I II III Small ECM III
Minerals 10
Organics 0
Radioactives 0
1 kT Fighter/Troop Combat Support / Fighters I II III Electromagnetic Counter Measures. Makes a ship harder to hit by enemies. Gives a 10 20 30 % defense bonus in combat (only 1 component per ship effective).
Repair Bay I II III Repair Bay III
Minerals 300
Organics 0
Radioactives 10
150 kT Ship/Base Repair I II III Component which can repair other ships in space. Can repair 3 5 8 components per turn.
Gas Giant Colony Gas Giant Colony
Minerals 2000
Organics 1000
Radioactives 1000
200 kT Ship/Base Gas Giant Colonization I Materials needed to start a colony orbiting a gas giant. Can colonize a gas giant planet. Provides 20kT worth of cargo space.
Ice Colony Ice Colony
Minerals 2000
Organics 1000
Radioactives 1000
200 kT Ship/Base Ice Planet Colonization I Materials needed to start a colony on an ice planet. Can colonize an ice based planet. Provides 20kT worth of cargo space.
Supply Storage I II III Supply Storage III
Minerals 200
Organics 0
Radioactives 0
20 kT Ship/Base/Satellite/Drone Cargo I II III Area on a starship to store supplies. Provides storage for 500 750 1000 units of supply.
Drone Launcher I II III Drone Launcher III
Minerals 100
Organics 0
Radioactives 0
30 kT Ship/Base Drones I II III Launches drones into space. Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched per game turn. Provides 120 140 180 kT worth of cargo space.
Tachyon Cannon I II III Tachyon Cannon III
Minerals 400 500 600
Organics 0
Radioactives 300 400 500
50 kT Ship/Base/Satellite/Weapon Platform/Drone Temporal Weapons III IV V Polarized tachyon particles fired towards a target by a temporal cannon. Reload: 2. Target: Ship/Planet. Range:
60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0
120 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0
Satellite Bay I II III Satellite Bay III
Minerals 100
Organics 0
Radioactives 0
30 kT Ship/Base Satellites I II III Lays and recovers satellites in space. Can launch and recover satellites from space. 1 satellite can be launched per combat turn and 4 satellites can be launched per game turn. Provides 80 100 120 kT worth of cargo space.
Solar Collector I II III Solar Collector III
Minerals 400
Organics 0
Radioactives 20
20 kT Ship/Base/Satellite/Drone Stellar Harnessing I II III Collects solar energy and converts it into supplies for a ship. Generates 50 100 150 supplies for each star in a system per turn.
Solar Sail I II III Solar Sail III
Minerals 400
Organics 0
Radioactives 100
20 kT Ship Stellar Harnessing IV V VI Uses solar winds to generate extra movement for a ship. Generates 1 2 3 bonus movement points (only 1 component per ship effective).
Small Ion Engine Small Ion Engine
Minerals 20
Organics 0
Radioactives 0
1 kT Fighter Propulsion / Fighters I Mini Ion Engine for sub-light inter-system travel. Generates 1 standard movement. Can store 50 units of supply.
Small Contra - Terrene Engine Small Contra - Terrene Engine
Minerals 20
Organics 0
Radioactives 0
1 kT Fighter Propulsion IV Fighters II Mini anti-matter engine suitable for sub-light inter-system travel. Generates 1 standard movement. Generates 1 bonus movement point. Can store 50 units of supply.
Small Jacketed - Photon Engine Small Jacketed - Photon Engine
Minerals 20
Organics 0
Radioactives 0
1 kT Fighter Propulsion VII Fighters III Mini harnessed light drive engine suitable for sub-light inter-system travel. Generates 1 standard movement. Generates 2 bonus movement point. Can store 50 units of supply.
Small Quantum Engine Small Quantum Engine
Minerals 20
Organics 0
Radioactives 0
1 kT Fighter Propulsion X Fighters IV Mini quantum element engine suitable for sub-light inter-system travel. Generates 1 standard movement. Generates 3 bonus movement point. Can store 50 units of supply.
Small Anti - Proton Beam I II III Small Anti - Proton Beam III
Minerals 10 15 20
Organics 0
Radioactives 0
5 kT Fighter/Troop Energy Stream Weapons / Smaller Weapons I II III Focused energy beam used as a medium range weapon. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
20 15 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Small Meson Blaster I II III Small Meson Blaster III
Minerals 30
Organics 0
Radioactives 0
3 kT Fighter/Troop Energy Stream Weapons / Smaller Weapons I II III Short range meson cannon which fires tunneling mesons in cohesive bursts. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Small Phased - Polaron Beam I II III Small Phased - Polaron Beam III
Minerals 60
Organics 0
Radioactives 0
6 kT Fighter/Troop Phased-Energy Weapons / Smaller Weapons I II III Multi-Phasic energy beam which can penetrate normal shields. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Small Incinerator Beam I II III Small Incinerator Beam III
Minerals 50
Organics 0
Radioactives 0
5 kT Fighter/Troop High-Energy Discharge Weapons V-VI-VII / Smaller Weapons I II III Short range high intensity fusion beam. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Small Graviton Beam I II III Small Graviton Beam III
Minerals 60
Organics 0
Radioactives 5
6 kT Fighter Gravitational Weapons / Smaller Weapons I II III Intense gravitational beam fired at enemy ships causing them to rip apart. Reload: 2. Target: Ship/Planet. Range:
20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Small Shield Depleter I II III Small Shield Depleter III
Minerals 20
Organics 0
Radioactives 1
2 kT Fighter/Troop Shield Damaging Weapons / Smaller Weapons I II III Gamma radiation beam which saps shields but does no other damage. Shields Only. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Ground Cannon I II III Ground Cannon III
Minerals 20 30 40
Organics 0
Radioactives 2 4 6
3 kT Troop Troop Weapons I II III Large cannon used to suppress ground targets. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Small Depleted Uranium Cannon I II III Small Depleted Uranium Cannon III
Minerals 10 15 20
Organics 0
Radioactives 2
3 kT Fighter/Troop Fighters I / Projectile Weapons I II III Short range cannon which fires large depleted uranium shells. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Small Rocket Pods I II III Small Rocket Pods III
Minerals 60
Organics 0
Radioactives 5
6 kT Fighter Missile Weapons / Smaller Weapons I II III Small nuclear missiles used against ships and bases. Reload: 30 (One Shoot/Battle). Target: Ship/Planet. Range:
50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
75 75 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Small Anti - Matter Torpedo I II III Small Anti - Matter Torpedo III
Minerals 100
Organics 0
Radioactives 5
10 kT Fighter/Troop Torpedo Weapons / Smaller Weapons I II III Highly charged anti-matter projectile. Reload: 2. Target: Ship/Planet. Range:
15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Small Cluster Bomb I II III Small Cluster Bomb III
Minerals 30
Organics 0
Radioactives 5
3 kT Fighter Planetary Weapons / Smaller Weapons I II III Burning plasma bomb which is dropped on planets. Reload: 2. Target: Planet. Range:
50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Religious Talisman Religious Talisman
Minerals 300
Organics 300
Radioactives 300
50 kT Ship/Base/Satellite/Weapon Platform/Drone Religious Technology IV Centers the spirituality of the vehicle and focuses it towards its goal. Direct-fire weapons fired from this vehicle will always hit their target.
Computer Virus I II III Computer Virus III
Minerals 500
Organics 0
Radioactives 500
30 kT Ship/Base/Satellite/Weapon Platform/Drone Computer Combat I II III Computer virus which is beamed to an enemy ship and then destroys any Master Computers. Only Master Computers. Reload: 3. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Ring World Placement Generator Ring World Placement Generator
Minerals 50000
Organics 50000
Radioactives 50000
2000 kT Ship/Base Stellar Manipulation V Provides the gravitational matrix needed to assemble a ring world. Will create a ringworld around a star. Must have 10000kT of Gravity Plating and Hyper-Dense Cables present at location.
Neural Combat Net Neural Combat Net
Minerals 400
Organics 0
Radioactives 50
30 kT Ship/Base/Satellite Neural Computer Interface I Neural network that connects ships in combat allowing them to fight with a combined experience. This ship gets an experience level as high as any of your other ships in combat.
Kamikaze Warhead I II III Kamikaze Warhead III
Minerals 80
Organics 0
Radioactives 10
8 kT Fighter Explosive Warheads / Smaller Weapons I II III Large warhead which will explode if your fighter rams another ship. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Temporal Shifter I II III Temporal Shifter III
Minerals 300 400 500
Organics 0
Radioactives 100 150 200
50 kT Ship/Base/Satellite/Weapon Platform/Drone Temporal Weapons I II III Attempts to shift a target to the beginning of time. Skips Shields And Armor. Reload: 3. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Time Distortion Burst I II III IV V Time Distortion Burst V
Minerals 400
Organics 0
Radioactives 200 300 400 500 600
30 kT Ship/Base/Satellite/Weapon Platform/Drone Temporal Weapons I II III IV V A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage. Quad Damage To Shields. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
Small Time Distortion Burst I II III Small Time Distortion Burst III
Minerals 30
Organics 0
Radioactives 8
3 kT Fighter/Troop Temporal Weapons / Smaller Weapons I II III A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage. Quad Damage To Shields. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Sphere World Placement Generator Sphere World Placement Generator
Minerals 50000
Organics 50000
Radioactives 50000
2000 kT Ship/Base Stellar Manipulation VIII Provides the gravitational matrix needed to assemble a sphere world. Will create a sphereworld around a star. Must have 20000kT of Gravity Plating and Hyper-Dense Cables present at location.
Telekinetic Projector I II III IV V Telekinetic Projector V
Minerals 200 230 260 290 320
Organics 0
Radioactives 20
40 kT Ship/Base/Satellite/Weapon Platform/Drone Psychic Weapons I II III IV V Projects a battering ram of telekinetic force against its target. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
50 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0
60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Small Telekinetic Projector I II III Small Telekinetic Projector III
Minerals 40
Organics 0
Radioactives 5
4 kT Fighter/Troop Psychic Weapons / Smaller Weapons I II III Projects a battering ram of telekinetic force against its target. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Mental Flailer I II III Mental Flailer III
Minerals 300 340 380
Organics 0
Radioactives 200 300 400
50 kT Ship/Base/Satellite/Weapon Platform/Drone Psychic Weapons / Smaller Weapons I II III Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers. Increase Reload Time. Reload: 15. Target: Ship. Range:
2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
6 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Allegiance Subverter I II III Allegiance Subverter III
Minerals 450 500 550
Organics 0
Radioactives 80
50 kT Ship/Base/Satellite/Weapon Platform/Drone Psychic Weapons IV V VI Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is uneffected. Will not work against Master Computers. Crew Conversion. Reload: 30 (One Shoot/Battle). Target: Ship. Range:
50 40 30 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
60 50 40 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
70 60 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Mine Warhead I II III Mine Warhead III
Minerals 50 75 100
Organics 0
Radioactives 20 40 60
5 kT Mine Explosive Warheads I II III Large warhead which will explode on contact with a ship. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Cobalt Warhead I II III Cobalt Warhead III
Minerals 1000
Organics 0
Radioactives 200 300 400
50 kT Ship Explosive Warheads I II III Large warhead which will explode if your ship rams another ship. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Anti - Ship Warhead I II III Anti - Ship Warhead III
Minerals 500
Organics 0
Radioactives 200 300 400
50 kT Drone Drones I II III Large warhead which will explode when a drone hits an enemy ship. Target: Ship/Satellite. Range:
200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Afterburners I II III Afterburners III
Minerals 20
Organics 0
Radioactives 2
2 kT Fighter Propulsion III-VI-IX / Fighters I II III Provides additional movement for a fighter during combat. Generates 1 2 3 additional movement during combat (only 1 component per ship effective).
Stealth Armor I II III Stealth Armor III
Minerals 700
Organics 0
Radioactives 200
30 kT Ship/Base/Satellite/Weapon Platform/Drone Armor IV V VI Advanced absorbing materials which render a ship nearly invisible. Is damaged before any other components on a ship. Gives a 5 10 15 % defense bonus in combat (only 1 component per ship effective). Prevents level 1 Active and Passive EM scans.
Scattering Armor I II III Scattering Armor III
Minerals 500
Organics 0
Radioactives 100
50 kT Ship/Base/Satellite/Weapon Platform/Drone Armor IV V VI Armor composed of a highly reflective alloy which negates most scanners. Is damaged before any other components on a ship. Prevents use of Long Range scanners on this ship. Gives a 5 10 15 % defense bonus in combat (only 1 component per ship effective).
Crystalline Armor I II III Crystalline Armor III
Minerals 30 50 70
Organics 0
Radioactives 30 50 70
30 kT Ship/Base/Satellite/Weapon Platform/Drone Crystalline Technology I II III Crystal lattice armor used to protect a ship from physical damage. Is damaged before any other components on a ship. 5 10 15 points of damage per hit will be channeled into the shields.
Organic Armor I II III Organic Armor III
Minerals 0
Organics 70 100 130
Radioactives 0
30 kT Ship/Base/Satellite/Weapon Platform/Drone Organic Technology I II III Organic mesh armor used to protect a ship from physical damage. Is damaged before any other components on a ship. Regenerates 20 25 30 points of damage per combat turn.
Massive Shield Depleter Massive Shield Depleter
Minerals 200
Organics 0
Radioactives 500
100 kT Ship/Base/Satellite/Weapon Platform/Drone Massive Shield Depleting Weapons I Massive gamma radiation beam which saps all of a target's shields but does no other damage. Shields Only. Reload: 30 (One Shoot/Battle). Target: Ship/Planet/Fighter/Satellite/Drone. Range:
1000 1000 1000 1000 1000 1000 1000 0 0 0 0 0 0 0 0 0 0 0 0 0
Massive Ionic Disperser Massive Ionic Disperser
Minerals 2000
Organics 0
Radioactives 500
100 kT Ship/Base/Satellite/Weapon Platform/Drone Massive Engine Destroying Weapons I Anti-ionic beam which disrupts all engine operation and burns them out. Only Engines. Reload: 30 (One Shoot/Battle). Target: Ship/Planet/Fighter/Satellite/Drone. Range:
500 500 500 500 500 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Planetary Gravity Plating Planetary Gravity Plating
Minerals 10000
Organics 10000
Radioactives 10000
2000 kT Ship/Base Stellar Manipulation V Provides the ground material used in artificial planet construction.
Hyper Optics I II III Hyper Optics III
Minerals 1500
Organics 0
Radioactives 500
40 kT Ship/Base/Satellite/Drone Advanced Military Science II III IV Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system. Allows EM Passive scanning at level 2 3 4.
Psychic Receptors I II III Psychic Receptors III
Minerals 1500
Organics 0
Radioactives 500
40 kT Ship/Base/Satellite/Drone Psychic Technology I II III Psychic scanners which can detect vessels hidden in a system. Allows Psychic scanning at level 2 3 4.
Gravitic Sensors I II III Gravitic Sensors III
Minerals 1500
Organics 0
Radioactives 500
40 kT Ship/Base/Satellite/Drone Gravitational Technology I II III Gravitic scanners which use minor gravity fluctuations in a solar system to detect hidden ships. Allows Gravitic scanning at level 2 3 4.
Temporal Sensors I II III Temporal Sensors III
Minerals 1500
Organics 0
Radioactives 500
40 kT Ship/Base/Satellite/Drone Temporal Technology I II III Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions. Allows Temporal scanning at level 2 3 4.
Null - Space Projector I II III Null - Space Projector III
Minerals 800 900 1000
Organics 0
Radioactives 800 900 1000
50 kT Ship/Base/Satellite/Weapon Platform/Drone Null-Space Weapons I II III Projector which launches a cohesive ball of null-space at its target. Skips Shields And Armor. Reload: 3. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Small Combat Sensors I II III Small Combat Sensors III
Minerals 10
Organics 0
Radioactives 0
1 kT Fighter/Troop Sensors / Fighters I II III Sensors which increase the chance to hit an enemy ship. Gives a 10 20 30 % attack bonus in combat (only 1 component per ship effective).
Quantum Graviton Beam Quantum Graviton Beam
Minerals 80000
Organics 10000
Radioactives 80000
400 kT Ship/Base Stellar Manipulation VI Pulsing graviton beams will create a gravimetric polarity shift in a black hole which will cause it to collapse. Can collapse a black hole. Component is destroyed after use.
Inverted Quantum Beam Inverted Quantum Beam
Minerals 100000
Organics 20000
Radioactives 100000
400 kT Ship/Base Stellar Manipulation VII Inverted graviton beam which when triangulated at a single point in the core of a star causes it to collapse to infinite mass. The resulting black hole will destroy everything in the system but warp points. Will create a black hole by collapsing a star.
Robo - Rad Extractors I II III Robo - Rad Extractors III
Minerals 500 750 1000
Organics 0
Radioactives 250
100 kT Ship/Base/Satellite Radioactives Extraction I II III Small autonomous robots which can extract radioactives from asteroids or empty planets remotely, but it will decrease their value permanently. Automatically extracts 600 700 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Robo - Farmers I II III Robo - Farmers III
Minerals 500 750 1000
Organics 0
Radioactives 250
100 kT Ship/Base/Satellite Organics Extraction I II III Small autonomous robots which can farm asteroids or empty planets remotely, but it will decrease their value permanently. Automatically farms 600 700 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Robo - Miners I II III Robo - Miners III
Minerals 1000 1250 1500
Organics 0
Radioactives 200
100 kT Ship/Base/Satellite Minerals Extraction I II III Small autonomous robots which can mine asteroids or empty planets remotely, but it will decrease their value permanently. Automatically mines 600 700 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Shield Accelerator I II III IV V Shield Accelerator V
Minerals 100 200 300 400 500
Organics 0
Radioactives 100 200 300 400 500
20 kT Ship/Base/Satellite/Weapon Platform/Drone Temporal Weapons III IV V VI VII Temporal accelerator which causes a target's shields to burn out. Shields Only. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0
150 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0
180 180 180 180 180 180 180 180 0 0 0 0 0 0 0 0 0 0 0 0
Hyper - Density Cables Hyper - Density Cables
Minerals 10000
Organics 10000
Radioactives 10000
2000 kT Ship/Base Stellar Manipulation V Provides the infrastructure for holding ground material used in artificial planet construction.
Mental Singularity Generator I II III Mental Singularity Generator III
Minerals 700
Organics 0
Radioactives 300 400 500
70 kT Ship/Base/Satellite/Weapon Platform/Drone Psychic Weapons IV V VI Telekinetic collapsing of a solid core into a singularity and then this is fired at a target. Reload: 4. Target: Ship/Planet. Range:
130 130 130 130 130 130 130 130 0 0 0 0 0 0 0 0 0 0 0 0
160 160 160 160 160 160 160 160 0 0 0 0 0 0 0 0 0 0 0 0
190 190 190 190 190 190 190 190 0 0 0 0 0 0 0 0 0 0 0 0
Electric Discharge I II III Electric Discharge III
Minerals 0
Organics 200 240 280
Radioactives 0
20 kT Ship/Base/Satellite/Weapon Platform/Drone Organic Weapons I II III Intense discharge of electricity focused at a target. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Lightning Ray I II III Lightning Ray III
Minerals 0
Organics 320 360 400
Radioactives 0
20 kT Ship/Base/Satellite/Weapon Platform/Drone Organic Weapons IV V VI Intense discharge of electricity focused at a target. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
30 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 30 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0
40 40 30 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0
Small Electric Discharge I II III Small Electric Discharge III
Minerals 0
Organics 30
Radioactives 0
3 kT Fighter/Troop Organic Weapons / Smaller Weapons I II III Intense discharge of electricity focused at a target. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Plasma Charge I II III IV V Plasma Charge V
Minerals 0
Organics 150 200 250 300 350
Radioactives 0
30 kT Ship/Base/Satellite/Weapon Platform/Drone Organic Weapons I II III IV V Ball of condensed high-energy plasma hurled into space. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
25 20 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 25 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
35 30 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 35 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Seeking Parasite I II III IV V Seeking Parasite V
Minerals 50
Organics 300 400 500 600 700
Radioactives 0
50 kT Ship/Base/Satellite/Weapon Platform/Drone Organic Weapons I II III IV V Vicious space-born parasite which will seek and explode against an enemy target. Seeking. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
70 70 70 70 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0
80 80 80 80 80 80 80 80 80 80 80 80 0 0 0 0 0 0 0 0
90 90 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 0 0 0 0
Acid Globule I II III IV V Acid Globule V
Minerals 50
Organics 200 230 260 290 320
Radioactives 20
40 kT Ship/Base/Satellite/Weapon Platform/Drone Organic Weapons I II III IV V Cohesive ball of super corrosive acid. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0
45 45 45 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0
Enveloping Acid Globule I II III IV V Enveloping Acid Globule V
Minerals 50
Organics 350 380 410 440 470
Radioactives 20
40 kT Ship/Base/Satellite/Weapon Platform/Drone Organic Weapons VI VII VIII IX X Cohesive ball of enveloping organic acid. Reload: 2. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
70 70 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0
80 80 80 80 80 80 80 80 0 0 0 0 0 0 0 0 0 0 0 0
90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 0 0 0 0 0 0 0 0 0 0 0 0
Small Acid Globule I II III Small Acid Globule III
Minerals 5
Organics 20
Radioactives 2
4 kT Fighter/Troop Organic Weapons / Smaller Weapons I II III Cohesive ball of super corrosive acid. Reload: 2. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Crystalline Torpedo I II III IV V Crystalline Torpedo V
Minerals 200
Organics 0
Radioactives 300 400 500 600 700
50 kT Ship/Base/Satellite/Weapon Platform/Drone Crystalline Weapons I II III IV V Hardened crystal projectile which will seek and explode against an enemy target. Skips Armor. Seeking. Reload: 2. Target: Ship/Planet. Range:
25 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0
30 30 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0
35 35 35 35 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0
40 40 40 40 40 40 40 40 40 40 40 40 40 40 0 0 0 0 0 0
45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 0 0 0 0
Energy Dampener I II III Energy Dampener III
Minerals 500 600 700
Organics 0
Radioactives 200
50 kT Ship/Base/Satellite/Weapon Platform/Drone Crystalline Weapons VI VII VIII Energy dampening weapon which will cause all weapons on the target ship to be disrupted. Disrupt Reload Time. Reload: 10. Target: Ship. Range:
1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Shard Cannon I II III IV V VI VII VIII IX X Shard Cannon X
Minerals 300 340 380 420 460 500 540 580 620 660
Organics 0
Radioactives 100
30 kT Ship/Base/Satellite/Weapon Platform/Drone Crystalline Weapons I II III IV V VI VII VIII IX X Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. Skips Armor. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0
20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
20 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0
25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0
30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0
35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0
Small Shard Cannon I II III Small Shard Cannon III
Minerals 40
Organics 0
Radioactives 10
4 kT Fighter/Troop Crystalline Weapons / Smaller Weapons I II III Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. Skips Armor. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
High - Energy Magnifier I II III High - Energy Magnifier III
Minerals 300 400 500
Organics 0
Radioactives 140
60 kT Ship/Base/Satellite/Weapon Platform/Drone Crystalline Weapons VIII IX X A series of focusing crystals that magnify a simple energy beam a thousand-fold. Reload: 1. Target: Ship/Planet. Range:
70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0
110 110 110 110 110 110 110 0 0 0 0 0 0 0 0 0 0 0 0 0
Cargo Bay I II III Cargo Bay III
Minerals 200
Organics 0
Radioactives 0
20 kT Ship/Base Cargo I II III Area on a starship where cargo can be housed. Provides 150 200 250 kT worth of cargo space.
Fighter Cockpit Fighter Cockpit
Minerals 20
Organics 0
Radioactives 0
1 kT Fighter Fighters I The main control center of a fighter. Contains a fighter cockpit.
Troop Cockpit Troop Cockpit
Minerals 20
Organics 0
Radioactives 0
1 kT Troop Troops I The main control center of a mechanized troop. Contains a troop cockpit.
Hyper - Plasma Bolt I II III IV V Hyper - Plasma Bolt V
Minerals 0
Organics 400 450 500 550 600
Radioactives 0
30 kT Ship/Base/Satellite/Weapon Platform/Drone Organic Weapons VI VII VIII IX X Ball of condensed high-energy plasma hurled into space. Reload: 1. Target: Ship/Planet/Fighter/Satellite/Drone. Range:
40 35 30 30 30 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 35 30 30 30 25 10 0 0 0 0 0 0 0 0 0 0 0 0 0
45 40 35 35 35 30 25 0 0 0 0 0 0 0 0 0 0 0 0 0
45 40 35 35 35 30 25 25 0 0 0 0 0 0 0 0 0 0 0 0
50 45 40 40 40 35 30 30 0 0 0 0 0 0 0 0 0 0 0 0