Components
| Components | |||||||
| Name | Picture | Cost | Size | Vehicle Type | Technology | Description | Ability |
|---|---|---|---|---|---|---|---|
| Bridge | ![]() |
500
0
0 |
10 kT | Ship/Base | Ship Construction I | The main control center of a starship. | Contains a ship bridge. |
| Auxiliary Control | ![]() |
500
0
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 | ![]() |
4000
1000
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 | ![]() |
20
0
0 |
10 kT | Satellite | Satellites I | The main computer core which controls a satellite. | Contains a satellite computer core. |
| Weapons Platform Computer Core | ![]() |
20
0
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 | ![]() |
40
0
0 |
10 kT | Drone | Drones I | The main computer core which controls a drone. | Contains a drone computer core. |
| Fighter Life Support | ![]() |
10
0
0 |
1 kT | Fighter | Fighters I | Mechanical means to generate a livable atmosphere within a fighter. | Contains life support for a fighter. |
| Life Support | ![]() |
500
100
0 |
10 kT | Ship/Base | Ship Construction I | Mechanical means to generate a livable atmosphere on a starship. | Contains life support. |
| Crew Quarters | ![]() |
500
0
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 | ![]() |
200 180 160
0
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 | ![]() |
300 280 260
0
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 | ![]() |
200 250 300 350
0
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 | ![]() |
400
0
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 | ![]() |
400
0
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 | ![]() |
500 700 900
0
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 | ![]() |
500
0
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 | ![]() |
500
0
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 | ![]() |
400
0
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 | ![]() |
50 75 100 125 150 175 200 225 250 300 350 400
0
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 | ![]() |
50 100 150 200 250 300
0
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 | ![]() |
300 350 400 450 500
0
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 | ![]() |
50 100 150 200
0
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 | ![]() |
300 400 500
0
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 | ![]() |
600 700 800
0
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 | ![]() |
400 600 800 1000 1200
0
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 | ![]() |
400 380 360
0
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 | ![]() |
500 480 460
0
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 | ![]() |
200 300 400 500 600
0
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 | ![]() |
50
0
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 | ![]() |
10
0
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 | ![]() |
500
0
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 | ![]() |
30
0
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 | ![]() |
100 200 300 400 500
0
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 | ![]() |
50 100 150
0
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 | ![]() |
400 500 600 700 800
0
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 | ![]() |
700 750 800 850 900
0
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 | ![]() |
200 300 400
0
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 | ![]() |
500
0
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 | ![]() |
100
0
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 | ![]() |
1000 1500 2000
0
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 | ![]() |
1500 2000 2500
0
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 | ![]() |
55000
0
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 | ![]() |
60000 65000 70000 75000 80000
0
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 | ![]() |
200 300 400 500 600
0
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 | ![]() |
100 150 200
0
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 | ![]() |
100 150 200
0
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 | ![]() |
300 400 500 600 700
0
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 | ![]() |
200 300 400
0
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 | ![]() |
75 150 225 300 375
0
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 | ![]() |
700 900 1100 1300 1500
0
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 | ![]() |
2000 3000 4000
0
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 | ![]() |
2000
1000
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 | ![]() |
100 150 200
0
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 | ![]() |
60000 70000 80000
0
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 | ![]() |
40000 50000 60000
10000
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 | ![]() |
100000
50000
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 | ![]() |
100000
50000
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 | ![]() |
20000
2000
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 | ![]() |
20000
2000
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 | ![]() |
500 600 700 800 900
0
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 | ![]() |
50 100 150 200 250
0
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 | ![]() |
400 550 600 700 800
0
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 | ![]() |
50 100 150 200 250
0
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 | ![]() |
300 350 400 450 500
0
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 | ![]() |
200 400 600 800 1000
0
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 | ![]() |
100
200 250 300 350 400
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 | ![]() |
200 300 400 500 600
0
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 | ![]() |
100 150 150
0
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 | ![]() |
500 600 700 800 900
0
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 | ![]() |
500
0
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 | ![]() |
60000
10000
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 | ![]() |
70000
20000
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 | ![]() |
100 150 200 250 300
30 60 90 120 150
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 | ![]() |
100 200 300 400 500
0
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 | ![]() |
100 200 300 400 500
0
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 | ![]() |
500 700 900
0
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 | ![]() |
500 700 900
0
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 | ![]() |
100 150 200 250 300
0
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 | ![]() |
10
0
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 | ![]() |
300
0
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 | ![]() |
2000
1000
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 | ![]() |
2000
1000
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 | ![]() |
200
0
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 | ![]() |
100
0
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 | ![]() |
400 500 600
0
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 | ![]() |
100
0
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 | ![]() |
400
0
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 | ![]() |
400
0
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 | ![]() |
20
0
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 | ![]() |
20
0
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 | ![]() |
20
0
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 | ![]() |
20
0
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 | ![]() |
10 15 20
0
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 | ![]() |
30
0
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 | ![]() |
60
0
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 | ![]() |
50
0
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 | ![]() |
60
0
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 | ![]() |
20
0
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 | ![]() |
20 30 40
0
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 | ![]() |
10 15 20
0
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 | ![]() |
60
0
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 | ![]() |
100
0
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 | ![]() |
30
0
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 | ![]() |
300
300
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 | ![]() |
500
0
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 | ![]() |
50000
50000
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 | ![]() |
400
0
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 | ![]() |
80
0
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 | ![]() |
300 400 500
0
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 | ![]() |
400
0
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 | ![]() |
30
0
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 | ![]() |
50000
50000
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 | ![]() |
200 230 260 290 320
0
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 | ![]() |
40
0
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 | ![]() |
300 340 380
0
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 | ![]() |
450 500 550
0
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 | ![]() |
50 75 100
0
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 | ![]() |
1000
0
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 | ![]() |
500
0
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 | ![]() |
20
0
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 | ![]() |
700
0
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 | ![]() |
500
0
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 | ![]() |
30 50 70
0
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 | ![]() |
0
70 100 130
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 | ![]() |
200
0
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 | ![]() |
2000
0
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 | ![]() |
10000
10000
10000 |
2000 kT | Ship/Base | Stellar Manipulation V | Provides the ground material used in artificial planet construction. | |
| Hyper Optics I II III | ![]() |
1500
0
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 | ![]() |
1500
0
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 | ![]() |
1500
0
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 | ![]() |
1500
0
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 | ![]() |
800 900 1000
0
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 | ![]() |
10
0
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 | ![]() |
80000
10000
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 | ![]() |
100000
20000
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 | ![]() |
500 750 1000
0
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 | ![]() |
500 750 1000
0
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 | ![]() |
1000 1250 1500
0
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 | ![]() |
100 200 300 400 500
0
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 | ![]() |
10000
10000
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 | ![]() |
700
0
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 | ![]() |
0
200 240 280
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 | ![]() |
0
320 360 400
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 | ![]() |
0
30
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 | ![]() |
0
150 200 250 300 350
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 | ![]() |
50
300 400 500 600 700
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 | ![]() |
50
200 230 260 290 320
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 | ![]() |
50
350 380 410 440 470
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 | ![]() |
5
20
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 | ![]() |
200
0
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 | ![]() |
500 600 700
0
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 | ![]() |
300 340 380 420 460 500 540 580 620 660
0
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 | ![]() |
40
0
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 | ![]() |
300 400 500
0
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 | ![]() |
200
0
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 | ![]() |
20
0
0 |
1 kT | Fighter | Fighters I | The main control center of a fighter. | Contains a fighter cockpit. |
| Troop Cockpit | ![]() |
20
0
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 | ![]() |
0
400 450 500 550 600
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 |

500
0
0 












































































































































