StarQuest Online Refit Pack - Player Manual
Refits, defense, ship systems, war paint, the Experimental Fab Bay, the Science Bay, Hydroponics and where to get it all
Refit Pack v3 - October 2026
Welcome back, Captain. Your old ship still flies the way you remember it: the same consoles, the same throttle, the same Engineering sliders. What is new is everything you can now bolt into the empty rooms behind those consoles.
How to use this manual
This manual is for captains of StarQuest Online who want to rebuild their ships: refit rooms, point defense, ship systems, war paint, the Experimental Fab Bay, the Science Bay and Hydroponics. You do not need to read it in order.
- New to refits? Read chapter 1 first. It explains refit rooms, power, how a module gets fitted and how the Refit Terminal boards work. Everything else builds on it.
- Looking for one system? Use the contents below (or the sidebar): chapters 2-5 cover combat, ship systems, paint and buying gear; chapters 6-9 cover the fab bay, the science bay, hydroponics and crafting.
- Need a command? Chapter 10 lists every player command, every crew voice order and a troubleshooting table.
- Need exact numbers? Prices, materials, build times and stats for every module, gizmo, crop and good are in Appendix A (refit modules, paint, vendors, missions, materials) and Appendix B (fab bay, science bay, hydroponics). Each chapter tells you which table to open.
How commands are written. <id> means "type a value here", [room] means "optional", and a|b means "one
of these". Every command is typed in chat with a / in front, for example /refit rooms. If your client eats the
slash, use !refit rooms; !, . and \ all work the same. On a Refit Terminal board the prefix is optional.
Where a command works is shown as anywhere, aboard (on your ship, docked or not), aboard, in space (not docked), docked, at a station (galley and so on) or on a terminal (typed on a board).
Terminal pages in this manual are shown exactly as the board shows them, with example numbers for an Alliance Ticonderoga called Kestrel. Your own numbers will differ.
If terminals don't appear. Every board page is also available in chat:
/refit show <page>prints its status (for example/refit show pd), and every order on a board is also a chat command. A missing board can be put back by the owner with/refit terminal reset <room>.
Contents
- Chapter 1. Getting started with refits
- 1.1 What a refit room is
- 1.2 How many rooms your hull has
- 1.3 The power budget
- 1.4 Finding your rooms and the 6 m rule
- 1.5 Three ways to fit a module
- 1.6 Permissions
- 1.7 The Refit Terminal boards
- 1.8 The ship-wide overview board
- 1.9 Removing a module and refunds
- 1.10 Limits every captain hits
- 1.11 Materials & build
- Chapter 2. Defense and point defense
- 2.1 How an intercept works
- 2.2 PD modes
- 2.3 The PD Battery Terminal
- 2.4 Point-defense lines
- 2.5 Flak and escort screens (fighters, drones, shuttles)
- 2.6 Decoys and spoofers (guided torpedoes)
- 2.7 Sweepers and minefields
- 2.8 Chaff, smoke and ion haze (beams)
- 2.9 Shields
- 2.10 Armour and bulkheads
- 2.11 EMP hardening (XON)
- 2.12 Boarding defense
- 2.13 The Armour & Shield Terminal
- 2.14 Alerts you will see
- 2.15 Restocking ammo, mines, decoys and chaff
- 2.16 Recommended fits
- 2.17 Counterplay: how to beat a defended ship
- 2.18 Materials & build
- Chapter 3. Ship systems
- 3.1 Power and engines
- 3.2 Hull, armour and repair
- 3.3 Sensors, ECM and computers
- 3.4 Utility: wardroom and smuggler holds
- 3.5 Hangar and flight ops
- 3.6 Cargo: holds, vaults, certificates and the fuel cracker
- 3.7 Comms and fleet auras
- 3.8 Stealth and break-lock
- 3.9 Teleport
- 3.10 Crew and morale
- 3.11 Medical
- 3.12 Science labs (annexes)
- 3.13 Weapon mods
- 3.14 Voice orders at a glance
- Chapter 4. War paint and insignia
- 4.1 The paint shop
- 4.2 Liveries and unlocks
- 4.3 Finishes
- 4.4 Fame trims
- 4.5 Nose lettering
- 4.6 Kill tally
- 4.7 Ribbons
- 4.8 Squadron insignia
- 4.9 Materials & build
- 4.10 Interior paint and battle damage
- Chapter 5. Getting gear
- 5.1 Vendors
- 5.2 Standing
- 5.3 Daily stock rotation
- 5.4 Refit yards
- 5.5 Salvage and loot
- 5.6 Refit missions
- 5.7 Achievements
- 5.8 Materials & build
- Chapter 6. The Experimental Fabrication Bay
- 6.1 Bays and labs
- 6.2 What you need for one experiment
- 6.3 Running an experiment, step by step
- 6.4 The roll, explained simply
- 6.5 Outcomes
- 6.6 Lab events and
/fab choose - 6.7 Research notes and the tech tree
- 6.8 Second-stage chains
- 6.9 Cursed and quirky results
- 6.10 Derelict teardown (ADL)
- 6.11 Anomaly samples (AXC)
- 6.12 First discoveries and galaxy news
- 6.13 Schematics, copies and fitting a hybrid
- 6.14 The FAB BAY TERMINAL
- 6.15 Safety tips
- Chapter 7. The Science Bay
- 7.1 Bays and Science Decks
- 7.2 Benches and mounting gizmos
- 7.3 The gizmos
- 7.4 Operators and the science crew post
- 7.5 Research projects
- 7.6 Probes and prescans
- 7.7 Specimens
- 7.8 Exotic tracks, tech tokens and the accelerator
- 7.9 Chemistry, briefings and language
- 7.10 Bay events
- 7.11 The botany bench and crop strains
- 7.12 Daily limits
- 7.13 The SCIENCE BAY TERMINAL
- Chapter 8. Hydroponics and Provisions
- 8.1 Grow decks and modules
- 8.2 Beds and their needs
- 8.3 Planting and harvesting
- 8.4 Blight and pests
- 8.5 Alien seeds from
/sample - 8.6 Breeding strains
- 8.7 The ship's store
- 8.8 Processing stations, step by step
- 8.9 Every good, by type
- 8.10 How buffs work
- 8.11 Feeding the crew and morale
- 8.12 Selling produce
- 8.13 The HYDROPONICS and GALLEY TERMINALS
- Chapter 9. Crafting and Materials Guide
- 9.1 The Schematic window
- 9.2 Tools for each step
- 9.3 Skills and difficulty
- 9.4 Raw materials and where to get them
- 9.5 Race-equivalent materials
- 9.6 Consumables and restocking
- Chapter 10. Command Reference, Voice Orders and Troubleshooting
- 10.1 All player commands
- 10.2 Crew voice orders
- 10.3 Troubleshooting and FAQ
- Appendix A. Refit tables
- A1. Modules
- A2. Consumables and craft
- A3. Liveries (nose art)
- A4. Finishes, trims, paint services, ribbons and insignia
- A5. Vendors
- A6. Refit yards
- A7. Loot tables
- A8. Refit missions
- A9. Achievements
- A10. Material catalogue
- Appendix B. Fab Bay, Science Bay, Hydroponics and Provisions
- B1 Experimental Fab Bays and labs
- B2 Alien-tech hybrids
- B3 Science Bays and Science Decks
- B4 Science gizmos
- B5 Hydroponics modules
- B6 Crops
- B7 Goods (provisions, drinks, tinctures, stims, trade goods)
- B8 Consumables and restock items
Chapter 1. Getting started with refits
1.1 What a refit room is
Your ship's stock hardpoints (the reactor, engines, lasers, shields and so on) are full. Nothing in this pack takes a hardpoint. Instead, refit modules go into rooms: the cargo bays, storerooms, crew quarters, conference rooms, gyms and mess halls you have been walking through for years.
When a module is fitted, the room stays walkable, but its name changes. Walk past the old "Cargo Bay 2" after an install and the room label now reads APD-2 PD CLUSTER. A small bulletin board appears next to the label: that is the room's Refit Terminal, where you check on the module and give it orders (section 1.7).
The room label also tells you how the module is doing:
| label | meaning |
|---|---|
APD-2 PD CLUSTER |
installed and working |
APD-2 PD CLUSTER BUILD 2h |
still being fitted; 2 hours left |
APD-2 PD CLUSTER 45% |
damaged; damage control will repair it |
APD-2 PD CLUSTER OFFLINE |
wrecked (0 %); it does nothing until repaired |
Which rooms can be converted
| room kind | rooms with these names | takes |
|---|---|---|
| cargo bay | Cargo Bay, Cargo Hold, Hold | any module; costs hold space (see "cargo loss" in Appendix A) |
| storage | Storage, Storeroom, Supply, Locker | any module |
| crew quarters | Crew Quarters, Quarters, Berths, Bunks, Barracks | any module; you lose 2 crew berths (4 on capitals) |
| conference room | Conference Room, Briefing, Ready Room, Wardroom | any module |
| gym / mess | Gym, Recreation, Rec Room, Lounge, Mess Hall, Mess | any module |
| spare room | unlabelled rooms, "Room", "Spare", "Empty" | any module |
| computer room | Main Computer Bay, Computer Core, Aux Computer | sensor, ECM and computer modules only |
| security room | Security, Armory | hull, armour and damage-control modules only |
Never converted: the Bridge, Engineering, the Reactor and Engine Room, Sickbay, the Transporter room, airlocks, the Shuttle Bay or Hangar, Life Support, weapon and torpedo rooms, the Brig and corridors. Those rooms hold your stock systems and consoles.
Each module also lists the room kinds it accepts. A hangar needs a big cargo bay, storeroom or spare room; a chapel is happy in the crew quarters. Appendix A shows the accepted kinds in the rooms column.
1.2 How many rooms your hull has
Every hull has a refit room budget: the most rooms you may convert. It is half the number of decks (rounded) plus one, between 1 and 8; the Titan and the Deathwing get at least 6 as capitals. It can never be more than the number of convertible rooms that actually exist on the deck plans.
/refit rooms shows your real count, which rooms qualify, and what is in each one. The table below is the guide
for every buyable hull.
| hull | class | race / role | decks | refit rooms | power (class page) | max aux supply | notes |
|---|---|---|---|---|---|---|---|
| Ticonderoga | 500 | Alliance capital | 16 | 8 | 8000 + 800 | 2,200 | plenty of quarters and cargo |
| Titan | 506 | Alliance capital | 5 | 6 | 8,800 | 2,200 | few decks, but large ones |
| Deathwing | 623 | Klinshaya capital | 8 | 5-6 | 10800 + 1300 | 3,025 (KAFG-X: 3,630) | 6 if your deck plan has a sixth convertible room |
| Star Warrior | 700 | Therataan capital | 13 | 7-8 | 16000 + 1200 | 4,300 | |
| Manning | 501 | Alliance military | 5 | 3 (budget 4) | 3000 + 200 | 800 | Mess Hall (any), Main Computer Bay (sensor only), Security (hull only) |
| Raptor | 600 | Klinshaya military | ~4 | 3 | 1060 + 240 | 325 | |
| Icarus | 502 | civilian | 10 | 4-6 | 1200 + 100 | 325 | the explorer's favourite |
| Kennav | 503 | Alliance freighter | 3 | 2 (budget 3) | 650 + 20 | 167 | cargo rooms only |
| !Tunurr | 626 | Klinshaya freighter | ~3 | 2 | 650 + 20 | 167 | |
| Duchess / Marquise | 553 / 557 | liners | ~6 | 3-4 | - | - | quarters conversions cost passenger berths |
| Princess | 549 | yacht | ~3 | 1-2 | - | - | |
| Remora | 810 | Tikopai (free ports) | ~4 | 2-3 | - | - | Tikopai kit fits it naturally |
| StarHawk | 423 | independent (free ports) | ~3 | 2 | - | - | |
| Hesper, Amath, Paican, Carrion, Acolyte | 507 / 508 / 509 / 630 / 702 | new hulls | - | check /refit rooms |
- | - |
A "~" or a range means the deck plans had not been surveyed when this manual was written. Trust /refit rooms.
Capital ships (Ticonderoga, Titan, Deathwing, Star Warrior) are the only hulls that can take tier 3 and higher modules in most families, and the only hulls that take modules marked "capitals only". Everything else tops out at tier 2. Two exceptions: point-defense modules follow their own hull list, and the civilian Celay decoy arrays and Ryl'Atti chaff pods go up to tier 3 on any hull.
1.3 The power budget
Every module that does something draws power from the same bus as your shields and weapons. The Engineering console is still the single truth about power:
- Module draw is added to the matching allocation bar: point defense, weapon mods and fighter wings to weapons; shield modules to shields; teleport modules to teleport (only while beaming); tractor arrays to tractor; overdrive to propulsion; hyperdrive tuning to hyperdrive; algae vats to life; the rest to other.
- Aux generator annexes (section 3.1) add their supply to the two aux generator gauges (half on each), so the gauges and the total always match.
- If demand is higher than supply, the ship browns out. Every module then works at the brownout ratio (supply divided by demand). Below half power most modules switch off entirely.
You manage refit load exactly as you always managed power: with the Engineering sliders and the AUTO / MANUAL / ALERT modes.
Check the bus at any time:
/refit powergives supply (with aux), use (with refits) and load, plus a BROWNOUT line if you are short.- Say 'engineering, power report' (needs an engineer aboard).
- Open the power page of any Refit Terminal, or the ship-wide overview board (section 1.8).
You will see this warning if you overload the bus:
[Refit] WARNING: power deficit 412 PU - brownout.
Rule of thumb. A typical parked ship uses about 6,300 of its 7,600 supply, mostly on shields. A capital's spare margin (the "+ 800" on a Ticonderoga's class page) disappears fast once you add three or four refits. That is what aux generator annexes are for.
1.4 Finding your rooms and the 6 m rule
- Type
/refit rooms. You get each convertible room, its kind, what is installed, any build timer and module health. - Type
/refit catalog(or/refit catalog point_defense,/refit catalog hangarand so on) to see every module that fits your hull. A*marks modules that fit a free room right now. - Type
/refit info <id>for the full card of one module: cost, materials, hours, rooms, power, crew and drawbacks. Example:/refit info pd_alliance_mk2. - Walk to the room. When you fit a module yourself, you must stand within 6 metres (6 floor tiles) of the room's label, and the room must be empty. NPC yard crews do not need you there.
Finding your way: room names
Every ship now knows the names of its rooms, so you no longer have to count corridors.
- Walking in. When you step into a named room aboard a ship, the chat tells you where you are:
You enter Main Sickbay, deck 9.You get the line once per room and not again for a minute, so pacing a corridor does not flood your chat./refit alerts allshows it every time,/refit alerts offsilences it (together with the other combat lines). - Asking. Type
/whereat any time aboard. Below your position you get your deck and room, or, in a corridor, the nearest named room and how far away it is. - In battle. Damage reports name the room that was hit:
[Damage] Reactor hit - Main Engineering, deck 8.Fire and breach warnings and the sickbay's injury reports name the room too, so you know where to send help. - Room signs. If you spot a room sign on a wall, click it: the chat shows what the sign says.
- Terminals. A Refit Terminal board stands in the middle of the room its module was fitted in.
Older hulls had only a handful of labelled rooms. The rest of the names come from the ship's deck plans, so a few smaller compartments may carry a plain name such as "Crew Quarters" or "Storage".
1.5 Three ways to fit a module
You always need the module crate (bought, looted or assembled from fragments, see chapter 5) and the module's materials (metal ingots, electronics, trycene and so on, listed in Appendix A). Then pick how it goes in.
A. Buy and let the yard fit it (easiest)
Dock at a vendor with a refit yard (Terra, Klinshay, Therat Prime, the Alpha / Duell / Temple starbases, Manara, Rodom V).
/acq shopto see today's stock and your price;/acq buy <id>to buy the crate./refit yard <id> [room] [rush], for example/refit yard def_aap_mk2 Storage. The same thing from the vendor's side:/acq install <id> [room|self]sends a crate you carry to the yard (or, withself, to a self-install),/acq rush <id> [room]books the rush service, and/acq buy <id> [install [room]]buys the crate and sends it straight to the yard in one step (/acq buy def_aap_mk2 install Storage).- The yard charges a fee of 10-12.5 % of the module's price (minimum 1,000-1,500 cr), times 0.75 for small
hulls, 1 for medium and 1.5 for capitals. Add
rushto pay double the fee for half the time. - The refit timer on your Engineering console counts the hours down. You cannot launch until it reaches 0.
- When it is done, your engineer reports:
Engineering: APD-2 is installed and online in Cargo Bay 2.
Yard crews never fail and skip the 6 m rule. Not every yard fits everything: see the yard table in section 5.4.
B. Self-install (cheapest)
Bring the crate and the materials and do it yourself.
- Stand within 6 m of the room label.
/refit selfinstall <id> [room], for example/refit selfinstall crg_rhd_mk1 Cargo Bay 1.- Where: tier 1-2 modules at any dock, or in open space if you have taken no hit for 120 s and no hostile is within 1.2. Tier 3 and higher at any dock.
- Time: 1.5 x the build hours, or 0.75 of that with two or more engineering crew posted.
- The roll: your chance is 35 + (Fabrication Technology skill / 5) + up to 10 for engineering crew of skill 100 or more + 5 with the Self-Made achievement, minus the module's difficulty (Appendix A, "skill; diff"), kept between 10 % and 95 %. * Miss by 20 or less: half the hours are lost, you keep the materials, and you can try again. * Miss by more than 20: a quarter of the materials are lost and the module goes in at 50 % health. * A roll of 96-100 also gives you a small power surge accident.
[Refit] Botched fit (41% vs 55%). Time lost, parts kept.
Self-install is the only way to fit Tikopai and XON salvage outside Rodom V.
C. Fabricate the consumables yourself
Mines, decoys, chaff, ordnance packs, fighters, drones and shuttles can also be built in the stock Schematic window with welder, bonder and tracer tools (rows and tools in Appendix A2). Tier 1-2 work needs the basic tools, tier 3-4 the advanced ones, tier 5 the master ones.
1.6 Permissions
- Reading a Refit Terminal: anyone aboard. Dock boards (paint shop, vendor, yard, missions): anyone.
- Giving orders (on a board, by voice or by chat command): the ship's owner, plus any players the owner has
allowed.
/refit terminallists your boards and who may use them. The owner adds or removes a player with/refit terminal allow|deny <player>, for example/refit terminal allow Vos. - Voice orders also need at least one crew member of that department aboard. If nobody is at the post, you get
Tactical: nobody at that post.and nothing happens. Chat commands work without crew. - Modules belong to the hull. If you lose the ship, its modules are lost with it (secure vaults are the one exception, section 3.6).
- No ship needed: a few commands work anywhere, even when you are not aboard:
/refit info <id>,/refit help2,/fab notes,/fab discoveries,/fab tree [faction],/fab token <faction>,/acq standing,/acq ach,/acq fragments,/refitmissions [list]and/refitmissions <id|short id>,/hydro buffsand/hydro seeds. Everything else answers "You need to be aboard your ship."
1.7 The Refit Terminal boards
Every fitted module gets a board one tile from its room label, named after the system: PD BATTERY TERMINAL, POWER TERMINAL, FLIGHT OPS TERMINAL and so on. Use-click it like any bulletin board and the DataPad dialog opens with a status page.
Reading a page
Every page has the same layout. Here is the point-defense page of the example ship Kestrel:
==================================================================================================
REFIT TERMINAL :: POINT DEFENSE & COUNTERMEASURES KESTREL (TICONDEROGA 500)
Room: Cargo Bay 2 -> APD-2 PD CLUSTER Deck 6 Power 100% Crew 1/1 tac
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
STATUS
Mode AUTO Engagements 3 per 4 s window (cap) ECM resist 30% Kills: 4 torp, 2 ftr
Mount Room hp Torp Msl Ftr Drone Mine Arc Crew Draw
APD-2 Cargo Bay 2 100% 25% 29% 13% 13% 13% FWD 180 1/1 225
AFK-1 flak Storage 1 82% 6% 6% 28% 28% - 360 1/1 120
AMS-1 Cargo Bay 4 100% 5% 5% - - 30% 360 1/1 100
Best vs torpedo 31% (cap 50%) missile 34% fighter 35% (after crew, power, ECM, mode)
COUNTERMEASURES charges cooldown restock (docked)
AML-1 mine layer 6/8 ready 400 cr/mine fields out 1/2 (armed)
ADL-1 decoy launcher 2/3 0:41 300 cr/charge burst +15% intercept 8 s
ACD-1 chaff dispenser 3/3 ready 250 cr/charge 15% beam negation 10 s
QUICK ORDERS
[ ] pd auto [ ] pd missile [ ] pd fighter [ ] pd off
[ ] refit mine lay
[ ] refit mine clear
[ ] refit decoy
[ ] refit chaff
[ ] refit restock # docked: refill mines/decoys/chaff at the prices above
[ ] acq restock Cargo Bay 2 # in the field: uses 1 ordnance pack
CHAT /pd auto|missile|fighter|off /refit mine lay|clear /refit decoy|chaff|restock
VOICE 'tactical, point defense missiles' 'tactical, lay mines' 'tactical, decoys'
NOTE Tactical panel buttons are fixed: PD has no button there. RED alert sets PD AUTO.
--------------------------------------------------------------------------------------------------
ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
GO TO: [ ] page armour [ ] page security [ ] page weapons [ ] page overview
- Header: the system, your ship, the room and what it became, the deck, the module's power and how many of its crew are posted.
- RESULT: what happened the last time you saved orders here (shown for 2 minutes; the same lines also go to chat).
- STATUS: live numbers. They are the same numbers
/refit show <page>prints in chat. - QUICK ORDERS: one-click orders.
- CHAT / VOICE lines near the bottom remind you of the matching commands.
- GO TO: jump to another page of the same ship.
Giving orders: tick, type, Save
The dialog is a plain text editor. The page itself is the form.
- Tick a box. Change
[ ]to[x]in front of an order:[x] pd missile - Or type an order. Replace the
_on a>line with any command the page allows (the/is optional): ```refit fleet join Kestrel pd status ```
- Press Save. The orders run top to bottom, at most 6 per save. Results appear in chat at once and in the RESULT block the next time you open that board.
Rules worth knowing:
- A line that still contains
_is ignored, so you can leave the blank order lines alone. - Anything after
#on a line is a comment. - One line may hold several boxes (
[x] pd auto [x] refit decoy); each runs. - A page only accepts commands for its own system. The cargo board will not fire your mines.
page <name>(ticked or typed) switches the board to another page for you.refreshredraws it,helpshows the form help.- You can save once every 2 seconds.
Lost a board?
If a board goes missing, the owner can put it back: /refit terminal [reset <room>], for example
/refit terminal reset Cargo Bay 2. Plain /refit terminal lists every board on your ship.
If terminals don't appear. Every board page is also available in chat:
/refit show <page>prints the page's status block (up to 12 lines), for example/refit show pdor/refit show hydro. Every order on a board is also a chat command, so you can play the whole refit pack from chat while a board is missing.
The pages
| page | board name | for |
|---|---|---|
pd |
PD BATTERY TERMINAL | point defense, flak, sweepers, decoys, mines, chaff, haze (chapter 2) |
armour |
ARMOUR & SHIELD TERMINAL | shield modules, armour, bulkheads, EMP/radiation hardening, hull frames, damage control |
security |
SECURITY TERMINAL | security fields, marine barracks, lockdown kits |
power |
POWER TERMINAL | aux annexes, capacitor banks, overdrive, hyperdrive tuning, fuel bladders, tractor arrays |
sensors |
SENSOR TERMINAL | sensor annexes, ECM suites, computer annexes |
hangar |
FLIGHT OPS TERMINAL | fighter rails, drone bays, recovery cradle |
cargo |
CARGO TERMINAL | holds, vaults, fuel cracker, smuggler holds, shuttle ferry |
comms |
COMMS TERMINAL | relay, fleet auras, listening post, encryption |
stealth |
STEALTH TERMINAL | dampers, cold running, ghosting, break-lock |
teleport |
TELEPORT TERMINAL | pad annexes, range booster, cargo transporter |
medical |
MEDICAL TERMINAL | sickbay annex, trauma ward, cryo, quarantine |
crew |
CREW TERMINAL | wardroom, officers, simulator, holo-suite, shrines |
weapons |
WEAPONS TERMINAL | torpedo magazines, beam focus, targeting, salvo |
science |
SCIENCE BAY TERMINAL | science labs and the Science Bay (chapter 7) |
overview |
SHIP REFIT OVERVIEW | the whole ship at a glance (section 1.8) |
paint |
PAINT SHOP | at paint-shop docks (chapter 4) |
vendor, yard, missions |
REFIT VENDOR BOARD / REFIT YARD BOARD / MISSION BOARD | at vendor and giver docks (chapter 5) |
1.8 The ship-wide overview board
Once your ship has at least one refit, a SHIP REFIT OVERVIEW board appears in the Main Computer Bay (or next to the Ship Computer console if there is no such room). The same text is added to the Ship's Log on the main computer under "REFIT".
==================================================================================================
REFIT TERMINAL :: SHIP REFIT OVERVIEW KESTREL (TICONDEROGA 500)
Owner: Andy Hull 100% Docked: no Alert: GREEN Refit rooms 7/8
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
POWER supply 8415 used 7020 load 83% OK morale 64 signature x0.85 fleet 3/8
ROOM MODULE hp state terminal page
Cargo Bay 1 AFG-X2 aux annex 100% ONLINE power
Cargo Bay 2 APD-2 PD cluster 100% AUTO pd
Storage 1 ASM-2 shield modulator 82% focus FWD armour
Cargo Bay 3 AFR-2 Valkyrie rails 100% 2 aboard hangar
Conference Room 2 ASB-2 science bay 100% 2 projects science
Cargo Bay 7 AFB-2 fab bay (2 rooms) 100% WAITING fab.events
Cargo Bay 8 AGB-2 grow bay 100% 1 ripe hydro
Crew Quarters 3 (free: any family)
ALERTS (last 10)
12:02 [Fab] Lab event waiting: /fab choose a|b (4 min)
11:48 [PD] Torpedo intercepted (APD-2)
11:20 General: Beds 1-4 are ripe. Harvest when ready.
BUILDING none REFIT TIMER 0:00 (Engineering console)
QUICK ORDERS
[ ] refit rooms
[ ] refit power
[ ] refit terminal
[ ] refit alerts brief [ ] refit alerts all [ ] refit alerts off
CHAT /refit rooms /refit show <page> /refit power /refit catalog /refit info <id>
LOG Main computer -> Ship's Log shows this page under 'REFIT'
--------------------------------------------------------------------------------------------------
ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
GO TO: [ ] page pd [ ] page armour [ ] page power [ ] page hangar [ ] page science
[ ] page fab [ ] page hydro [ ] page crew [ ] page paint
From here you can give orders to point defense, overdrive, the fab bay, the science bay and hydroponics as well
as /refit commands, so a captain on the bridge deck never has to run to a cargo bay mid-fight.
Combat chatter. /refit alerts all, /refit alerts brief (default) or /refit alerts off choose how many of
the new combat lines (PD kills, mine hits, room hits) you see. It is your own setting; it does not change what your
crew sees.
Chat copy of any page. /refit show <page> prints the STATUS block of any page in chat (up to 12 lines):
overview pd armour security power sensors hangar cargo comms stealth teleport medical crew weapons fab science
hydro. Every department also answers '
1.9 Removing a module and refunds
/refit remove <room> (docked), for example /refit remove Cargo Bay 2:
- You get back 50 % of the price and half of the materials (rounded down) - the actual elements and
alloys of the module's recipe (the same metals you put into its schematic), not generic ingots.
/refit salvage <id>shows what a module would return before you strip it. - It takes 25 % of the module's build hours on the refit timer.
- The room gets its old name, cargo space and berths back, and its board is removed.
- At an NPC yard the removal costs a 5 % fee.
- If you remove one module to fit another in the same room, the new install's labour is free.
[Refit] APD-2 Point Defense Cluster stripped out. Refund 25,000 cr + half the materials.
Do not confuse the three "uninstall" commands: /refit remove is for refit rooms, the stock /uninstall is for
hardpoint parts, and /fab uninstall exists only for one very unusual fab-bay result (chapter 6).
1.9b Building a module yourself: schematics, elements and the crate
Every module, gizmo and consumable with a recipe can also be built from a printed schematic instead of being
bought as a crate. /refit schematic [<id|name> [price]]: with no words it lists the schematics and crates you carry;
with price it shows the rows (the elements and alloys the schematic takes) and the price; with just an id or name it
sells you the printed schematic (10 % of the module's price, at least 250 cr). Any Commodities Agent sells them too -
say 'refit schematics' or 'buy schematic
Hold the schematic, put the elements and alloys into its rows (steel, stainless, titanium alloy, iron, aluminium and
titanium all count as metal ingots; the Klinshaya, Therataan and Tikopai ingots take the same alloys), use the tool
each step asks for and press CREATE. The used schematic is now the module crate: carry it to the room and
/refit install <id> [room] as usual (or the yard / self-install routes). A crate you built already holds its
materials, so the install takes no second batch. Reverse engineering a built crate with a blank schematic prints the
module's recipe again.
1.10 Limits every captain hits
The pack is designed so that stacking more modules buys you breadth, not invulnerability. These are the ceilings, in plain words:
| limit | what it means |
|---|---|
| 50 % mitigation | All your defensive modules together (point defense, beam negation, EMP hardening, armour) can never remove more than half of the expected damage of an incoming hit. Shields and stock ECM are separate and still work on top. |
| +10 % hit chance | All hit bonuses together (computer annexes, targeting annex, salvo controller, fleet auras) add at most +0.10 to your hit chance. |
| Signature -50 % to +50 % | Stealth modules can halve how far away rogues notice you, but no more; loud gear can make you up to 50 % easier to spot. |
| Aux power 25 % of class power | Generator annexes, capacitor dumps and bursts together add at most a quarter of your hull's class-page power (30 % with the Klinshaya KAFG-X). |
| Point defense 50 % | No point-defense fit stops more than half of the torpedoes that would hit. |
| One per line | You can fit only one of each kind: one aux annex, one overdrive, one fleet suite, one fighter wing, one sickbay, one mine layer, one armour plating, and so on. Reinforced holds are the exception (one per cargo room). |
| Exclusions | Some modules refuse to share a ship (table below). |
| cannot be fitted together | why |
|---|---|
| Overdrive (AFO / TFO) and hull frames AHF-2 / AHF-3 | heavy frames fight the overdrive (AFO-1 may still pair with a frame) |
| Overdrive and the CRM-2 cold-running suite | you cannot run hot and cold at once |
| AMT-X fuel bladders and smuggler holds | they share the same baffled tank space |
| SCV-2 secure vault and smuggler holds | a declared vault cannot also be a hidden one |
| Stealth dampers and ghosting (SGD, SGH, KSV-3, TK Mirage) and the loud arrays ASP-X2 / DLP-2 | loud sensors give you away; SGD and SGH also exclude each other |
| Fleet command suites (AFC / KFC / TFC) and the CCC-1 convoy coordinator | one aura per ship |
| TIH ion haze and chaff dispensers (ACD, KCD, CCH) | the haze field and chaff clouds cancel out |
Other caps you may run into: speed above flank +40 %, hull +30 %, ECM strength 0.80, beam damage +30 %, torpedo ammo +10 per launcher, shield regen x2.5, shield capacity +25 %, scan range +75 %, crew skill bonus +30.
1.11 Materials & build
- The full table of every module, with tier, faction, legality, hull fit, rooms, power, price, materials, build hours, skill and difficulty, where to get it and which terminal page it uses: Appendix A1.
- Prices and sources of every raw material and tool: Appendix A10.
- Yard fees and hours: Appendix A6.
Chapter 2. Defense and point defense
Defense in the refit pack is not one big shield number. Each kind of threat has its own answer:
| threat | answer | lines |
|---|---|---|
| torpedoes and missiles | point defense (PD) clusters shoot them down | APD, KPD, KQD, TPD, TKPD, EMPD-X, CDA, RCL |
| guided torpedoes | decoys and spoofers lure them away | ADL, TDL, CDB, KTS |
| fighters, drones, shuttles | flak screens and escort screens | AFK, KFK, TFK, ASC, KSC, TSC |
| minefields | sweepers (and every PD cluster gets a small chance on mines) | AMS, KMS, CMS |
| beams (PD cannot touch them) | chaff, ion haze, crystal plating | ACD, KCD, CCH, TIH, TCP |
| one shield facing collapsing | shield modulators, harmonics, overchargers, tuners | ASM, KSH, TSO, CSM |
| hull and system damage | armour, bulkheads, radiation shielding | AAP, KRA, TCP, CAP, EBH, ABH, RSH |
| boarders | security fields, marine barracks, lockdown kits | ISF, KSF, TSF, CLD, AMB, KMB, TMB |
| XON EMPlaser fire | EMP hardening | AEH, KEH, TEH, CEH |
| being targeted at all | break-lock suites (chapter 3.8) | ABL, KBL, TBL, TKS, CBL |
| holding a choke point | mine layers | AML, KML, TML, TKML |
Two rules sit over all of it:
- The 50 % rule. However much you stack, your modules together never remove more than half of a hit's expected damage. Shields and your stock ECM work on top of that.
- Point defense never stops more than half of the torpedoes that would hit you.
What you will meet today. Rogue Empire ships currently fire lasers only. Point defense, flak, decoys and reactive armour come into their own against torpedo-armed NPCs, fighters and drones, against minefields, and in the PD drills of the refit missions. Beam defenses (chaff, haze, crystal plating), shields, armour, bulkheads, break-lock and your own mines work against today's rogues right away. NPC starbases and ODPs already carry point defense against your torpedoes, so expect fewer of them to land than before.
2.1 How an intercept works
Torpedoes do not fly as objects you can see; each one lands 1.5 s after launch. At that moment, if it passed its hit roll, your PD gets one roll to stop it.
- Chance. Your best PD module's chance against that threat type, adjusted for its firing arc, the PD mode, crew skill, ship power and the attacker's ECM. Never above 50 %.
- Engagements. Each module adds a number of engagements per 4-second window (its "cap"). Every roll uses one, hit or miss. When they are used up, further torpedoes in that window get through untouched.
- Arcs. Lower-tier APD and KPD clusters cover 180 or 270 degrees around the side of the hull their room is on. Higher tiers and most other lines cover all round.
- Crew. A crewed module needs its tactical crew posted (1 for T1-T3, 2 for T4-T5). With fewer it works at half strength; with none, not at all. Good tactical crew add up to +10 %.
- ECM. An attacker with ECM on weakens your PD a little (Celay decoys twice as much; XON gear not at all). Your own ECM still rolls first to jam each hit.
- Beams are never intercepted. PD is for ordnance and small craft.
When a torpedo is stopped you see:
[PD] Torpedo intercepted (APD-2). 1 engagement left this window.
2.2 PD modes
| mode | command | voice | effect |
|---|---|---|---|
| AUTO (default) | /pd auto |
'tactical, point defense auto' | engages everything normally |
| MISSILE | /pd missile |
'tactical, point defense missiles' | torpedoes and missiles x1.35, craft x0.35 |
| FIGHTER | /pd fighter |
'tactical, point defense fighters' | fighters, drones, shuttles x1.35, ordnance x0.35 |
| OFF | /pd off |
'tactical, point defense off' | no intercepts, no power draw |
/pd(or/pd status, or 'tactical, point defense report') shows the mode, mounts, engagements per window, your chances and your kill count.- RED alert from the command chair puts PD back to AUTO if it was off (unless you switched it off by hand in the last minute), and puts shield focus on AUTO.
- The Tactical console has no PD button. Use chat, voice or the PD terminal.
2.3 The PD Battery Terminal
Every room holding a PD cluster, flak, sweeper, decoy launcher, mine layer, chaff or haze module gets this board.
==================================================================================================
REFIT TERMINAL :: POINT DEFENSE & COUNTERMEASURES KESTREL (TICONDEROGA 500)
Room: Cargo Bay 2 -> APD-2 PD CLUSTER Deck 6 Power 100% Crew 1/1 tac
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
STATUS
Mode AUTO Engagements 3 per 4 s window (cap) ECM resist 30% Kills: 4 torp, 2 ftr
Mount Room hp Torp Msl Ftr Drone Mine Arc Crew Draw
APD-2 Cargo Bay 2 100% 25% 29% 13% 13% 13% FWD 180 1/1 225
AFK-1 flak Storage 1 82% 6% 6% 28% 28% - 360 1/1 120
AMS-1 Cargo Bay 4 100% 5% 5% - - 30% 360 1/1 100
Best vs torpedo 31% (cap 50%) missile 34% fighter 35% (after crew, power, ECM, mode)
COUNTERMEASURES charges cooldown restock (docked)
AML-1 mine layer 6/8 ready 400 cr/mine fields out 1/2 (armed)
ADL-1 decoy launcher 2/3 0:41 300 cr/charge burst +15% intercept 8 s
ACD-1 chaff dispenser 3/3 ready 250 cr/charge 15% beam negation 10 s
QUICK ORDERS
[ ] pd auto [ ] pd missile [ ] pd fighter [ ] pd off
[ ] refit mine lay
[ ] refit mine clear
[ ] refit decoy
[ ] refit chaff
[ ] refit restock # docked: refill mines/decoys/chaff at the prices above
[ ] acq restock Cargo Bay 2 # in the field: uses 1 ordnance pack
CHAT /pd auto|missile|fighter|off /refit mine lay|clear /refit decoy|chaff|restock
VOICE 'tactical, point defense missiles' 'tactical, lay mines' 'tactical, decoys'
NOTE Tactical panel buttons are fixed: PD has no button there. RED alert sets PD AUTO.
--------------------------------------------------------------------------------------------------
ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
GO TO: [ ] page armour [ ] page security [ ] page weapons [ ] page overview
Example: switch to anti-torpedo mode and pop decoys in one save. Change [ ] pd missile to [x] pd missile
and [ ] refit decoy to [x] refit decoy, then Save. Chat shows both results.
2.4 Point-defense lines
Chances are per torpedo, before the 50 % ceiling. "Cap" is engagements per 4 s window.
| line | ids | who can fit it | vs torpedo T1 to T5 | vs fighter | cap | arc | power | special |
|---|---|---|---|---|---|---|---|---|
| APD Point Defense Cluster | pd_alliance_mk1..5 |
Alliance military vendors; Ticonderoga, Titan | 20 % to 40 % | 10-20 % | 1,1,2,2,3 | 180, 180, 270, 270, 360 | 150-450 | best against fast missiles (x1.15) |
| KPD Scatter Driver | pd_klinshaya_mk1..5 |
Klinshaya; Deathwing | 15 % to 31 % | 25-45 % | 1,2,2,3,3 | 180 to 360 | 100-300 | ammo-fed: 20 rounds per tier, 1 per engagement |
| KQD Quen Veil Deflector | pd_quen_mk1..5 |
Klinshaya (Quen line); Deathwing | 18 % to 30 % | 10-18 % | 1,1,2,2,2 | 360 | 160-420 | torpedoes that get through do 8-24 % less damage; 10 % of deflections may stray toward a nearby ally |
| TPD MagPulse Interceptor | pd_therataan_mk1..5 |
Therataan; Star Warrior | 12 % to 24 % | 8-14 % (drones better) | 2 to 6 | 360 | 250-650 | your own torpedoes -5 % hit while on |
| TKPD Swarmguard Drone Bay | pd_tikopai_mk1..5 |
salvage only; any capital | 16 % to 28 % | 22-38 % | 1,2,2,3,3 | 360 | 120-320 | 2 drones per tier; each drone lost costs 1 cap until it regrows (60 s) |
| EMPD-X Null-Lattice | pd_xon_mk1..5 |
salvage only; any capital | 20 % to 36 % | 5-10 % | 1,1,2,2,3 | 270 then 360 | 200-520 | immune to ECM; your shield regen -10 % while on |
| CDA Celay Decoy Array | pd_celay_mk1..3 |
any vendor, any hull, civilian | 10 % to 18 % | none | 1,1,2 | 360 | 60-140 | guided ordnance only; no crew needed; attacker ECM hurts it twice as much |
| RCL Ryl'Atti Chaff Pod | pd_rylatti_mk1..3 |
any vendor, any hull, civilian | 12 % to 20 % | 4-8 % | 1 | 360 | 40-90 | 6 charges per tier, +1 every 30 s from ship power; no crew |
T5 clusters take two refit rooms. NPC starbases and ODPs carry their own station batteries (APD-S, KPD-S, TPD-S, EMPD-XS); you cannot buy those, but you will meet them when you attack a station.
Every PD cluster also gets a roll against mines at half its torpedo chance.
2.5 Flak and escort screens (fighters, drones, shuttles)
Flak screens are built for small craft. Each roll against a craft uses only half an engagement, and a quarter of the time an intercepted craft is destroyed outright. They are almost useless against torpedoes.
| line | ids | fit | vs fighter | vs drone | cap | power |
|---|---|---|---|---|---|---|
| AFK Flak Screen | def_afk_mk1..3 |
Alliance: Ticonderoga, Titan, Manning (T3 capitals) | 28-40 % | 28-40 % | 2-3 | 120-200 |
| KFK Shard Curtain | def_kfk_mk1..3 |
Klinshaya: Deathwing, Raptor (T3 Deathwing) | 32-44 % | 30-42 % | 2-3 | 90-170 |
| TFK Pulse Lattice | def_tfk_mk1..3 |
Therataan: Star Warrior | 22-32 % | 34-44 % | 3-5 | 200-280 |
Escort screens cover your fleet as well as you. Allies within 0.15 of you get your screen at 60 % strength, and it spends your engagements on their threats. Join a fleet first (section 3.7).
| line | id | fit | vs fighter | vs torpedo | cap | power | crew |
|---|---|---|---|---|---|---|---|
| ASC-2 Escort Screen | def_asc_mk2 |
Ticonderoga, Titan | 30 % | 18 % | 3 | 260 | 2 tactical |
| KSC-B Pack Screen | def_ksc_mk2 |
Deathwing | 36 % | 14 % | 3 | 200 | 2 tactical |
| TSC-2 Choir Screen | def_tsc_mk2 |
Star Warrior | 24 % (drones 38 %) | 12 % | 3 | 320 | 2 tactical |
2.6 Decoys and spoofers (guided torpedoes)
Decoys only work on guided ordnance. They roll like PD all the time, and you can fire a burst for a short, strong boost.
| line | ids | fit | passive vs torpedo | burst | charges | restock | notes |
|---|---|---|---|---|---|---|---|
| ADL Decoy Launcher | def_adl_mk1..3 |
Alliance military | 10-18 % | +15 % for 8 s, 60 s cooldown | 3 | 300 cr each | |
| CDB-1 Decoy Buoy Rack | def_cdb_mk1 |
any hull, civilian | 8 % | +12 % for 8 s, 90 s cooldown | 2 | 200 cr each | |
| TDL-2 Ghost Projector | def_tdl_mk2 |
Star Warrior | 14 % | +12 % for 12 s, 90 s cooldown | none needed | - | the burst draws +300 power |
| KTS Torpedo Spoofer | def_kts_mk2, def_kts_mk3 |
Deathwing | 16-20 % | - | - | - | 25-35 % of spoofed torpedoes turn back on the firer at half damage |
Fire a burst: /refit decoy, tick [x] refit decoy on the PD board, or say 'tactical, decoys'.
[Refit] Decoys away: +15% intercept for 8s.
2.7 Sweepers and minefields
Mines hide at a spot in space for 10 minutes and go off when something comes close. Sweepers protect you in a field: they roll against each mine that triggers on you, and they also clear nearby mines every second.
| line | ids | fit | vs mine | clears per second (within 0.08) | power |
|---|---|---|---|---|---|
| AMS Sweeper Array | def_ams_mk1, def_ams_mk2 |
Alliance military | 30-40 % | 8-12 % | 100-140 |
| KMS Mine Flail | def_kms_mk1, def_kms_mk2 |
Deathwing | 34-44 % | 6-10 % | 80-120 |
| CMS-1 Hazard Beacon Sweeper | def_cms_mk1 |
any hull, civilian | 25 % | 5 % | 30 |
Laying your own mines
| line | ids | fit | mines carried | per lay | damage each | notes |
|---|---|---|---|---|---|---|
| AML Mine Layer | def_aml_mk1..3 |
Alliance military (T3 capitals) | 8 / 12 / 16 | 2 | 30-36 | |
| KML Cluster Mine Rack | def_kml_mk1..3 |
Klinshaya (T3 Deathwing) | 12 / 18 / 24 | 3 | 18-24 | many small mines |
| TML-2 Magnetic Mine Layer | def_tml_mk2 |
Star Warrior | 10 | 2 | 40 | shields only, split over all six facings; never touches hull |
| TKML Seeker Mine Nest | def_tkml_mk3 |
salvage only; any capital | 8 | 2 | 28 | mines drift toward targets; fields last 5 min; the nest regrows its mines by itself |
- Lay:
/refit mine lay, or 'tactical, lay mines'. Mines arm after 5 s (8 s for seeker mines). You may have up to two fields out (one for the seeker nest), and must wait 20 s between lays. - Clear your own fields:
/refit mine clear, or 'tactical, clear mines'. - Your mines never hurt other players unless your server has switched player-versus-player mines on.
[Refit] Laid 2 mine(s), 6 left.
[Refit] Mine field 1 hit a Rogue Raider (30 dmg).
2.8 Chaff, smoke and ion haze (beams)
PD cannot touch beams. These can.
| line | ids | fit | beam negation | duration / cooldown | charges | catch |
|---|---|---|---|---|---|---|
| ACD Chaff Dispenser | def_acd_mk1, def_acd_mk2 |
Alliance military | 15-20 % | 10 s / 45 s | 3-5 | your own beams -10 % hit while the cloud is out |
| KCD-B Smoke Pod | def_kcd_mk2 |
Deathwing, Raptor | 18 % | 8 s / 30 s | 6 | own hits -5 % |
| CCH-1 Chaff Canister Kit | def_cch_mk1 |
any hull, civilian | 12 % | 8 s / 60 s | 2 | own hits -10 % |
| TIH Ion Haze Field | def_tih_mk1, def_tih_mk2 |
Star Warrior | 5-8 %, always on | passive | - | 350-500 power all the time; your ECM -0.05; cannot share a ship with chaff |
Pop chaff: /refit chaff or 'tactical, chaff'. Beam negation from all sources tops out at 25 %.
[Refit] Chaff burst: 15% beam negation for 10s.
2.9 Shields
Stock shields are unchanged: six facings (FWD, STBD, AFT, PORT, DRSL, VENT), 100 each, regenerating 1 per second. The shield modules shape that.
| line | ids | fit | effect | catch |
|---|---|---|---|---|
| ASM Shield Modulator | def_asm_mk1..3 |
Alliance military (T3 capitals) | the focused facing regenerates x1.5 / x1.75 / x2.0 | the others regenerate x0.75 |
| KSH Shield Harmonics | def_ksh_mk1..3 |
Deathwing | moves 1-2.5 points per second from your fullest facing to your weakest | adds no capacity; donors stop at 50 % |
| TSO Shield Overcharger | def_tso_mk2, def_tso_mk3 |
Star Warrior | +15 % / +25 % capacity on every facing | regen -0.25/s; heavy power (500-700) |
| CSM Civil Shield Tuner | def_csm_mk1, def_csm_mk2 |
any hull, civilian | regen +0.25 / +0.5 per second |
Choosing the focus (modulators, harmonics, tuners):
/refit shield FWD(orSTBD,AFT,PORT,DRSL,VENT,AUTO). AUTO follows the facing taking the most fire.- Say 'engineering, shields to forward' or 'engineering, shields auto'.
- Tick the facing on the Armour & Shield board.
- Where your client reports it, powering a shield arc on the Tactical console also sets the focus.
[Refit] Shield focus: FWD.
2.10 Armour and bulkheads
Armour is a pool of hit points between your shields and your hull. It takes a share of each hit's hull damage (its "DR") until the pool runs dry. Damage control refills it at its repair rate once your systems are fixed (five times faster when docked).
| line | ids | fit | pool | DR | stops | mass |
|---|---|---|---|---|---|---|
| AAP Ablative Plating | def_aap_mk1..3 |
Alliance military (T3 capitals) | 60 / 90 / 120 | 15-25 % | everything | +3-7 % |
| KRA Reactive Armour | def_kra_mk1..3 |
Klinshaya (T3 Deathwing) | 70 / 105 / 140 | 30-40 % | torpedoes, missiles, mines only | +4-8 % |
| TCP Crystal Lattice Plating | def_tcp_mk2, def_tcp_mk3 |
Star Warrior | 90 / 130 | 22-28 % | beams only | +2 % |
| CAP Freighter Plating | def_cap_mk1, def_cap_mk2 |
any hull, civilian | 30 / 50 | 10-15 % | everything | +4-6 % |
/refit armor shows your pool. When it runs low:
[Refit] Armour AAP-2 down to 20/90.
Bulkheads cut damage to your internal systems. Stock ships have a 60 % chance that a hull hit also damages a system.
| line | ids | fit | system-hit chance | system damage |
|---|---|---|---|---|
| EBH Emergency Bulkheads | def_ebh_mk1, def_ebh_mk2 |
any hull, civilian, no power | 54 % / 50 % | x0.85 / x0.75 |
| ABH-3 Compartment Grid | def_abh_mk3 |
Ticonderoga, Titan | 46 % | x0.65 |
| RSH Radiation Shielding | def_rsh_mk1, def_rsh_mk2 |
any hull, civilian, no power | - | overheat damage x0.7 / x0.5; radiation hazards -30 / -50 % |
Radiation hazards include your own hold: radioactive ores and elements carried as cargo (pitchblende, uranium,
thorium and the like) dose everyone aboard, minute by minute, unless radiation shielding is fitted - RSH-1 blocks
30 %, RSH-2 half. /refit radiation shows the radioactive units aboard, the shielding and the dose.
System damage can never fall below half of stock, however much you stack.
2.11 EMP hardening (XON)
The XON EMPlasers hit systems hard. Hardening reduces EMP damage and the chance an EMP hit knocks out a system. It does nothing against other weapons, so fit it for XON patrols.
| line | id | fit | EMP damage | EMP system-hit chance | power |
|---|---|---|---|---|---|
| AEH-1 / AEH-2 EMP Hardening | def_aeh_mk1, def_aeh_mk2 |
Alliance military | x0.80 / x0.70 | x0.60 / x0.45 | 40 / 60 |
| KEH-B Grounding Mesh | def_keh_mk2 |
Deathwing, Raptor | x0.72 | x0.50 | 50 |
| TEH-2 Pulse Damper | def_teh_mk2 |
Star Warrior | x0.65 | x0.55 | 120 |
| CEH-1 Surge Breakers | def_ceh_mk1 |
any hull, civilian | x0.88 | x0.75 | 10 |
2.12 Boarding defense
Boarding parties capture ships. These modules make your ship harder to take. They are passive: post security crew to the rooms (half effect with too few, none with nobody).
| line | ids | fit | capture chance | teleport-board block | other |
|---|---|---|---|---|---|
| ISF Internal Security Field | def_isf_mk1, def_isf_mk2 |
Alliance military | x0.85 / x0.75 | 10 / 15 % | useless if life support is down |
| KSF-B Den Wards | def_ksf_mk2 |
Deathwing, Raptor | x0.78 | 12 % | |
| TSF-2 Resonance Lock | def_tsf_mk2 |
Star Warrior | x0.82 | 20 % | |
| CLD-1 Crew Lockdown Kit | def_cld_mk1 |
any hull, civilian | x0.90 | 5 % | no crew needed |
| AMB Marine Barracks | def_amb_mk1, def_amb_mk2 |
Alliance military | x0.80 / x0.70 | - | boarder casualties 30 / 45 %; AMB-2 can counter-board; takes 4 / 8 berths; 2 / 4 security crew |
| KMB-B Warrior Hall | def_kmb_mk2 |
Deathwing | x0.68 | - | boarder casualties 50 %; counter-boards; 4 security crew |
| TMB-1 Guardian Cloister | def_tmb_mk1 |
Star Warrior | x0.84 | - | casualties 25 %; 2 security crew |
Capture chance against you never drops below half of normal. Check it on the Security board, with
/refit show security, or by saying 'security, report'.
==================================================================================================
REFIT TERMINAL :: SECURITY & BOARDING KESTREL (TICONDEROGA 500)
Room: Crew Quarters 3 -> AMB-1 MARINE BARRACKS Deck 9 Power 100% Crew 2/2 sec
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
STATUS
Capture chance vs this ship: x0.68 (floor x0.50) teleport board block 10%
ISF-1 security field Storage 3 100% capture x0.85 block 10% crew 1/1 security
AMB-1 marine barracks Crew Quarters 3 100% capture x0.80 boarder casualties 30%
Counter-board window: none Last attempt: 14 min ago by Rogue Corsair - REPELLED
Berths lost to conversions: 4 (crew 23/216)
These systems are passive. Post security crew to the rooms to keep full effect;
with fewer crew the effect is halved, with none it is 0.
QUICK ORDERS
[ ] refit show security
CHAT /refit show security VOICE 'security, report'
--------------------------------------------------------------------------------------------------
ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
GO TO: [ ] page armour [ ] page crew [ ] page overview
[Refit] Boarders scattered by security fields.
2.13 The Armour & Shield Terminal
Shield modules, armour, bulkheads, EMP and radiation hardening, hull frames and damage-control modules all share this board.
==================================================================================================
REFIT TERMINAL :: ARMOUR, SHIELDS & HARDENING KESTREL (TICONDEROGA 500)
Room: Storage 1 -> ASM-2 SHIELD MOD Deck 4 Power 100% Crew 1/1 eng
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
SHIELDS (6 facings, stock capacity 100, regen 1/s)
Facing FWD STBD AFT PORT DRSL VENT Focus: FWD (set) regen x1.75 focus
Charge 100 74 100 61 100 100 others x0.75 total mult cap 2.5
Cap 100 100 100 100 100 100 TSO capacity +0% (none fitted)
KSH-A harmonics: move 2/s from fullest to weakest (donor >= 50%)
ARMOUR (hull portion only, after shields)
AAP-2 ablative pool 72/90 DR 20% threats: all repair 2/s when DC queue empty (x5 docked)
Mitigation budget this hit: PD + negate + EMP + armour <= 50% (ECM, shields outside)
HULL & DAMAGE CONTROL
AHF-2 hull frame hull +18% mass +8% internal-damage chance 60% -> 45%
EBH-1 bulkheads system damage x0.85 floor chance x amount >= 0.30
ARD-2 drone bay DC 2 slots 2.0 %/s (ARD-3: hull regen 0.5%/min up to 80% out of combat)
AEH-1 EMP harden EMP dmg x0.80 RSH-1 rad shield rad -30%, overheat dmg x0.70
QUICK ORDERS
[ ] refit shield AUTO
[ ] refit shield FWD [ ] refit shield AFT [ ] refit shield PORT
[ ] refit shield STBD [ ] refit shield DRSL [ ] refit shield VENT
[ ] refit armor
CHAT /refit shield <facing|AUTO> /refit armor /refit show armour
VOICE 'engineering, shields to forward' 'engineering, shields auto'
PANEL Tactical console shield arc PWR: the powered arc becomes the focus
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ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
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GO TO: [ ] page pd [ ] page security [ ] page power [ ] page overview
2.14 Alerts you will see
| line | when |
|---|---|
[PD] Torpedo intercepted (APD-2). 1 engagement left this window. |
your PD stopped a torpedo |
[PD] Swarmguard drone lost - cap -1 until rebuilt (90s). |
a Tikopai PD drone was shot down |
[Refit] Decoys away: +15% intercept for 8s. |
decoy burst fired |
[Refit] Laid 2 mine(s), 6 left. |
mines laid |
[Refit] Mine field 1 hit a Rogue Raider (30 dmg). |
your mine went off |
[Refit] Chaff burst: 15% beam negation for 10s. |
chaff cloud out |
[Refit] Shield focus: FWD. |
focus changed |
[Refit] Armour AAP-2 down to 20/90. |
armour running low |
[Refit] Boarders scattered by security fields. |
boarding attempt repelled |
[Refit] Hit on Cargo Bay 2 (APD-2 PD CLUSTER): module 45%. |
a refit room took damage |
Turn the combat chatter up or down with /refit alerts all|brief|off (your own setting; default brief).
The overview board has one-click boxes for the three settings.
2.15 Restocking ammo, mines, decoys and chaff
| what | docked | in the field |
|---|---|---|
| mines, decoys, chaff charges | /refit restock at the module's restock price (mines 400-500 cr, decoys 200-300, chaff 150-250 per charge) |
/acq restock <room> with one Ordnance Pack, after 30 s out of combat |
| KPD scatter-driver ammo | refilled automatically when you dock | /acq restock <room> with an Ordnance Pack |
| Ryl'Atti chaff-pod charges | regenerate from ship power, +1 every 30 s | same |
| Tikopai PD drones and seeker mines | regrow by themselves | same |
Ordnance Packs drop from combat loot, are sold at the race ODP field depots, and can be built in the Schematic
window. One pack fully refills one module. Example: /acq restock Cargo Bay 2.
2.16 Recommended fits
Power is total module draw against the hull's class-page power.
| hull | rooms | fit | power | cost | role |
|---|---|---|---|---|---|
| Ticonderoga | 6 of 8 | 2x APD-3, AAP-2, ASM-2, ACD-1, EBH-2 | 865 / 8800 | 263k | all-round line ship |
| Ticonderoga | 6 of 8 | 2x APD-5 (4 rooms), AAP-3, ADL-3 | 1000 / 8800 | 397k | anti-torpedo wall |
| Ticonderoga | 6 of 8 | APD-3, AFK-2, AAP-2, AEH-2, ASM-2, ACD-2 | 805 / 8800 | 245k | XON frontier patrol |
| Titan | 3 of 6 | APD-2, AFK-2, AAP-1 | 385 / 8800 | 111k | carrier escort |
| Deathwing | 4 of 5-6 | KPD-C, KQD-B, KRA-B, KSH-B | 605 / 12100 | 176k | ordnance brawler |
| Deathwing | 4 of 5-6 | KPD-E (2 rooms), KRA-C, KTS-C | 540 / 12100 | 237k | spoof and punish |
| Star Warrior | 5 of 7-8 | TPD-3, TFK-2, TCP-2, TSO-2, TIH-1 | 1540 / 17200 | 192k | field tank |
| Star Warrior | 5 of 7-8 | TPD-2, TCP-3, TIH-2, TSO-3, TEH-2 | 1670 / 17200 | 218k | beam and EMP tank |
| Manning | 2 of 3 | ADL-1, AAP-1 (in Security) | 60 / 3200 | 39k | light military |
| Kennav / !Tunurr | 2 | RCL-2, CAP-1 (or CBL-1 to run) | 65 / 670 | 20k | pirate deterrent |
| Duchess / Marquise | 3 | CDB-1, CCH-1, CSM-1 (+ CLD-1) | 70 | 18k | passenger safety |
| Princess | 2 | CDA-2, CAP-2 | 100 | 25k | owner protection |
- Boarding-heavy servers: swap the Ticonderoga's EBH-2 for AMB-2 (needs 4 security crew), or the Deathwing's armour for KMB-B.
- Minefield work: put AMS-1 or KMS-A in place of the chaff or harmonics room.
2.17 Counterplay: how to beat a defended ship
| defense | how to beat it |
|---|---|
| point defense, flak | saturate one 4-second window with more torpedoes than its cap; or use beams, which PD cannot touch |
| arcs | attack the side its clusters do not cover (often AFT on a port/starboard fit) |
| PD power | target the MAIN REACTOR; low power weakens PD, and MagPulse (TPD) suffers most |
| PD mode | a ship in FIGHTER mode is weak against torpedoes, and the other way round |
| ECM | your ECM weakens their PD a little and Celay decoys a lot; XON gear ignores it |
| ammo / charges | scatter drivers and chaff pods run dry; every miss still spends ammo and engagements, so a cheap decoy salvo before the real one works |
| decoys, spoofers | use unguided fire, or wait out their charges (they restock only at a dock) |
| chaff | fire after the 10-second cloud; the chaffing ship also shoots worse while it is out |
| ion haze | overload their power; brownout weakens it with everything else |
| armour | sustained fire empties the pool; it refills only after their systems are repaired |
| shield focus | hit a different facing (the others regenerate slower) |
| harmonics | hit two facings at once |
| overcharger | grind it down; it regenerates slower |
| mines | sweepers, PD, or simply wait: fields expire after 10 minutes |
| break-lock | bring friends: each extra attacker lowers its chance |
2.18 Materials & build
- Every PD and defense module (price, materials, build hours, skill and difficulty, hull fit, where to get it): Appendix A1.1 (point defense, flak, sweepers, decoys, escort screens) and A1.2 (mines, chaff, haze, shields, security, hardening). Armour plating and bulkheads are in A1.3; break-lock is in A1.11; marine barracks are in A1.13.
- Mines, decoys, chaff, KPD ammo, Ryl'Atti charges, Tikopai PD drones and Ordnance Packs: Appendix A2.
- Typical shopping lists: the line-ship fit above needs about 347 metal ingots, 150 electronic components and 68 trycene crystals; the Deathwing brawler about 283 Klinshaya ingots, 96 Klinshaya electronics and 55 trycene; the Star Warrior tank about 140 Therataan ingots, 187 Therataan electronics and 104 trycene.
Chapter 3. Ship systems
Each section below follows the same pattern: what the system does, the modules, how to fit it, how to run it (console, terminal page, chat commands, voice orders), the alerts you will see, tips, and where its materials are listed.
Fitting is the same for every module (chapter 1.5): crate plus materials, then /refit yard <id> [room] at a
yard or /refit selfinstall <id> [room] within 6 m of the room label. Each section's "Fit" line only lists what is
special.
3.1 Power and engines
Aux generator annexes
An annex is an extra generator in a refit room. It adds supply to the power bus, shown on the Engineering console as extra output on your two aux generator gauges (half on each).
| module | id | supply | rooms | crew | spin-up | if destroyed | price |
|---|---|---|---|---|---|---|---|
| AFG-X1 Aux Generator Annex | aux_afgx_mk1 |
+400 | 1 | 1 engineer | 20 s | 10 % damage to adjacent rooms | 15,000 |
| AFG-X2 Aux Generator Annex | aux_afgx_mk2 |
+800 | 1 | 1 engineer | 30 s | 15 % | 40,000 |
| AFG-X3 Aux Generator Annex | aux_afgx_mk3 |
+1600 | 2, capitals | 2 engineers | 45 s | 25 % | 110,000 |
| KAFG-X Overcharged Annex | aux_kafgx_klin_mk2 |
+1200 | 1 | 1 engineer | 15 s | 25 % | 48,000 |
- Total aux supply is capped at 25 % of your hull's class-page power (30 % with KAFG-X).
- Annexes burn fuel like any generator (an X2 adds roughly 24 kt per hour). KAFG-X burns 25 % more, heats the reactor 50 % faster when you run above 95 % load, and crew working in its room slowly lose health.
- Only one annex per ship.
Engineering: Annex spun up, +800 to the aux bus.
[Refit] AFG-X2 annex destroyed - blast damage to adjacent rooms!
Capacitor banks
A capacitor bank stores spare power and dumps it on command: perfect for riding out a shield spike or an alpha strike.
| module | id | stores | dump | recharge | cooldown | price |
|---|---|---|---|---|---|---|
| ACB-1 Capacitor Bank | aux_acb_mk1 |
20,000 PU-seconds | +1000 supply for 20 s | 150 PU/s from surplus | 90 s | 18,000 |
| ACB-2 Capacitor Bank | aux_acb_mk2 |
40,000 PU-seconds | +2000 supply for 20 s | 250 PU/s from surplus | 90 s | 45,000 |
- It only recharges from surplus power (supply minus use), and draws its recharge rate until full.
- Any hit on its room drains the bank.
- Dump:
/refit discharge, tick[x] refit dischargeon the Power board, or say 'engineering, dump the capacitors'.
[Refit] Capacitor bank dumping +1000 PU for 20s.
Fusion overdrive (with burnout warnings)
The overdrive opens a speed band past flank. It is built on the stock flank-wear rule: flank speed already wears your fusion engines (25 % after about 36 minutes, destroyed after about 2 hours). Overdrive wears them much faster.
| module | id | speed above flank | accel | wear vs flank | engines destroyed after | reactor heat | power | cooldown | price |
|---|---|---|---|---|---|---|---|---|---|
| AFO-1 Fusion Overdrive | eng_afo_mk1 |
+15 % | +15 % | x8 | ~15 min | 0.80/s | +600 | 10 min | 25,000 |
| AFO-2 Fusion Overdrive | eng_afo_mk2 |
+25 % | +25 % | x6 | ~20 min | 0.67/s | +900 | 10 min | 60,000 |
| AFO-3 Fusion Overdrive | eng_afo_mk3 |
+35 % | +35 % | x5 | ~24 min | 0.55/s | +1200 | 15 min | 140,000 (military) |
| TFO-R Pulse Overdrive | eng_tfo_ther_mk2 |
+30 % | +50 % | x12 | ~10 min | 1.5/s | +700 | 5 min | 65,000 |
How to use it:
- Arm it:
/overdrive on, 'engineering, overdrive on', or tick[x] overdrive onon the Power board.[Engine] OVERDRIVE ARMED: throttle past flank for +15% speed. - On the Helm, push the throttle past flank. You are now in the overdrive band.
- Watch the warnings. Engine wear is reported at 5, 25, 50 and 75 %:
[Engine] WARNING: fusion engine wear 25%. - Reactor heat climbs while you are in the band. At 90 heat the overdrive cuts out by itself and starts its
cooldown:
[Engine] Reactor heat 90 - overdrive cut out. Cooling down.If heat still reaches 100, your main reactor takes the stock 15 % overheat damage. - Stand down:
/overdrive offor 'engineering, overdrive off'. Check state, wear, heat and cooldown with/overdrive.
Burnout. Engine wear stays until damage control repairs the fusion engines. At 100 % the engines are destroyed and you stop dead. AFO-1 on its own reaches the heat cut-out in about two minutes. The extra propulsion draw also pushes your load toward 95 %, so overdrive pairs naturally with an aux annex. Fuel burn on the engines doubles while in the band (x2.5 for TFO-R).
You cannot overdrive while cold-running, and AFO-2/3 and TFO cannot share a ship with the heavy hull frames (AHF-2/3).
Hyperdrive tuning and fuel bladders
| module | id | effect | catch | price |
|---|---|---|---|---|
| AHT-1 Hyperdrive Tuning Lab | eng_aht_mk1 |
hyperspace speed +10 % | hyperdrive draw +10 %, hyper fuel +5 %; needs an engineer of skill 100+ | 30,000 |
| AHT-2 Hyperdrive Tuning Lab | eng_aht_mk2 |
hyperspace speed +20 % | draw +20 %, fuel +10 %; 1 % misjump chance; engineer skill 200+ | 70,000 |
| AMT-X1 Fuel Bladder Array | eng_amtx_mk1 |
tritium tank +25 % (2500 kt) | -100 hold; a hit leaks 25 % of the bladder, 10 % fire chance | 10,000 |
| AMT-X2 Fuel Bladder Array | eng_amtx_mk2 |
tritium tank +50 % (3000 kt) | -180 hold; 15 % fire chance | 24,000 |
Bladders show up on the Engineering fuel gauge as a bigger tank. Refuelling still costs 5 cr per % of the (enlarged) tank. Tuning labs go in non-cargo rooms.
[Refit] Fuel bladder hit: 25% of the bladder leaked.
[Engine] Misjump! The tuning lab threw us off course.
Tractor arrays
| module | id | effect | catch | price |
|---|---|---|---|---|
| ATB-X1 Tractor Emitter Array | utl_atbx_mk1 |
both stock tractors +30 % strength, +10 % range | speed -10 % while both tractors are locked | 15,000 |
| ATB-X2 Tractor Emitter Array | utl_atbx_mk2 |
+60 % strength, +20 % range | same | 40,000 |
Operate tractors as always from the Ship Ops console.
The Power Terminal
==================================================================================================
REFIT TERMINAL :: POWER, OVERDRIVE & PROPULSION KESTREL (TICONDEROGA 500)
Room: Cargo Bay 1 -> AFG-X2 GENERATOR Deck 7 Power 100% Crew 1/1 eng
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
POWER BUS (same numbers as the Engineering panel)
Supply 8415 (stock 7615 + aux 800) Used 7020 (stock 6300 + refits 720) Load 83% OK
Aux cap 25% of class power = 2200 aux gauges -1200 / -1200 (annex folded in half each)
Demand by category: shields 3450 weapons 640 propulsion 0 tractor 120 other 410 life 100
MODULES room hp state
AFG-X2 aux annex Cargo Bay 1 100% ONLINE +800 PU blast 15% if destroyed
ACB-1 capacitor bank Storage 2 100% charged 20000/20000 PU s dump +1000 for 20 s
AFO-1 fusion overdrive Conference 100% READY wear 3% heat 12 cut-out 90 cooldown -
AHT-1 hyper tuning Gym 100% hyper x1.10 fuel +5% draw +10% crew skill >= 100
AMT-X1 fuel bladders Cargo Bay 5 90% tank +500 kt (2500 kt) leak 25% on a room hit
ATB-X1 tractor array Storage 4 100% tractor strength +30% range +10%
QUICK ORDERS
[ ] overdrive on # then push the Helm throttle past flank
[ ] overdrive off
[ ] refit discharge
[ ] fab burst # hybrid burst annex only
[ ] refit power
CHAT /refit power /overdrive on|off|status /refit discharge /fab burst
VOICE 'engineering, overdrive on' 'engineering, dump the capacitors' 'engineering, power report'
PANEL Engineering console: aux gauges, allocation bars, refit timer. Heat: chat warnings.
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ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
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GO TO: [ ] page armour [ ] page cargo [ ] page overview
(/fab burst is for the burst annexes you can build in the Experimental Fab Bay, see chapter 6.)
Tips. Arm the overdrive only for the sprint, and drop out before 90 heat yourself so the cooldown starts sooner. Dump the capacitor bank the moment you switch shields to ALERT. If you see BROWNOUT, the cheapest fix is a slider, not a module.
Materials & build: Appendix A1.4 (aux power) and A1.5 (engines); tractor arrays in A1.7.
3.2 Hull, armour and repair
Armour plating and bulkheads are covered in chapter 2.10. This section covers the hull frames and damage control.
| module | id | effect | catch | price |
|---|---|---|---|---|
| AHF-1 Hull Frame | hull_ahf_mk1 |
hull +10 %; system-hit chance 60 % to 50 % | mass +5 % (accel about -5 %) | 22,000 |
| AHF-2 Hull Frame | hull_ahf_mk2 |
hull +18 %; system-hit chance to 45 % | mass +8 %; no overdrive above AFO-1 | 55,000 |
| AHF-3 Hull Frame | hull_ahf_mk3 |
hull +30 %; system-hit chance to 40 % | mass +12 %; 2 rooms; capitals | 150,000 |
| ABC-1 Bridge Citadel | hull_abc_mk1 |
-50 % damage to the bridge; backup helm | must be the convertible room nearest the Bridge (Security counts on a Manning) | 45,000 |
| ADC-1 Damage Control Locker | hull_adc_mk1 |
repairs at 3 %/s instead of 2 %/s | 2 engineers | 20,000 |
| ARD-2 Repair Drone Bay | hull_ard_mk2 |
a second repair slot: two systems repaired at once at 2 %/s | 55,000 | |
| ARD-3 Heavy Drone Bay | hull_ard_mk3 |
two slots at 3 %/s; hull regenerates 0.5 % per minute out of combat, up to 80 % (paused 15 s after a hit) | capitals | 130,000 |
- Docked repairs run five times faster on top of all of this. All three damage-control modules also put out fires in their own room. Only one of ADC / ARD per ship.
- Refit rooms take damage too. A hull hit's system roll can land on a refit module instead of a stock system.
The module's health shows on its room label and terminal, and damage control repairs it like any other system:
[Refit] Hit on Cargo Bay 2 (APD-2 PD CLUSTER): module 45%. Engineering: Fire in the Experimental Fab Bay! - The Engineering console's Damage Report still lists only the stock systems. Use
/refit roomsor the overview board for refit modules. - Operate: passive. Board: ARMOUR & SHIELD TERMINAL (chapter 2.13). Ask 'engineering, refit status' for a one-line summary.
Materials & build: Appendix A1.3.
3.3 Sensors, ECM and computers
These go in any suitable room, and they are the only modules a Main Computer Bay or Computer Core accepts.
| module | id | effect | catch | price |
|---|---|---|---|---|
| ASP-X1 Sensor Annex | sen_aspx_mk1 |
sensor range +20 %, scan time -15 %, /scan range +10 % | own signature +5 % | 20,000 |
| ASP-X2 Sensor Annex | sen_aspx_mk2 |
range +35 %, scan time -25 %, /scan range +15 % | signature +5 %; military; no stealth dampers or ghosting | 55,000 |
| ACS-E1 ECM Suite | sen_acse_mk1 |
ECM strength +0.05, cap 0.70 | military; 1 comms crew | 28,000 |
| ACS-E2 ECM Suite | sen_acse_mk2 |
ECM +0.10, cap 0.75 | military | 65,000 |
| KCS-E Veil Suite | sen_kcse_klin_mk3 |
ECM +0.15, cap 0.80 | Deathwing, 2 rooms; your own hit chance -5 % while ECM is on | 150,000 |
| K-X1 Computer Annex | sen_kx_mk1 |
computer capacity +200, hit chance +0.04 | if destroyed, aux computer takes 25 % damage | 30,000 |
| K-X2 Computer Annex | sen_kx_mk2 |
capacity +400, hit chance +0.07 | same | 75,000 |
How ECM works now. The ECM button on the Communications console is still the only ECM switch. The stock strength is 0.20 + 0.004 per point of skill, up to 0.60. An ECM suite adds to that strength and raises the cap, but only while the ECM button is on (and only then does it draw power). Each incoming hit is jammed with that chance. Remember the hit-chance cap: computer annexes, the targeting annex, salvo controller and fleet auras together add at most +0.10.
The computer annex raises the capacity line on the Engineering console. If your main computer is destroyed, your consoles stay up while the annex works.
The Sensor Terminal:
==================================================================================================
REFIT TERMINAL :: SENSORS, ECM & COMPUTER KESTREL (TICONDEROGA 500)
Room: Main Computer Bay -> ACS-E1 ECM SUITE Deck 2 Power 100% Crew 1/1 comms
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
STATUS
ECM button (Comms console): ON strength 0.20 + 0.05 + 0.004 x skill 100 = 0.65 (cap 0.70)
ASP-X1 sensor annex sensor range +20% scan time -15% scan range +10% own signature +5%
K-X1 computer annex computer cap +200 (Eng. computer line) hit chance +0.04 (cap 0.10)
Hit-chance bonus total: +0.07 of 0.10 cap (K-X, TCA, salvo, fleet auras)
Sensor mods are passive. ECM only counts while the Communications panel ECM button is ON.
QUICK ORDERS
[ ] refit sig
[ ] refit show sensors
CHAT /refit sig /refit show sensors VOICE 'comms, signature'
PANEL Comms console ECM / FOF buttons; Engineering computer line shows the K-X capacity
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ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
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GO TO: [ ] page stealth [ ] page comms [ ] page science [ ] page overview
/refit sig(or 'comms, signature') shows your signature multiplier and how far away rogues notice you (section 3.8).- Scan bonuses apply to the stock
/scanand/sampleat the Science console.
Materials & build: Appendix A1.6.
3.4 Utility: wardroom and smuggler holds
| module | id | effect | catch | price |
|---|---|---|---|---|
| CRW-1 Wardroom & Mess | utl_crw_mk1 |
every NPC crew skill +15, crew XP +5 %, morale +5 | off while the room burns or is depressurised | 12,000 |
| CRW-2 Rec & Training Deck | utl_crw_mk2 |
crew skills +30, XP +10 %, morale +10 | same | 32,000 |
| SMC-1 Smuggler Compartment | utl_smc_mk1 |
80 hidden cargo; 70 % chance to slip a normal scan, 30 % a deep scan | cargo or storage rooms; no fuel bladders or secure vault; Alliance yards refuse below 0 Alliance standing | 35,000 |
| TK Ghost Hold | utl_smc_tiko_mk2 |
140 hidden cargo; 90 % / 55 % | Tikopai kit (free ports) | 70,000 |
- The wardroom shows on the CREW TERMINAL; smuggler holds on the CARGO TERMINAL (section 3.6).
- If contraband is found, the fine is twice its value, you get a criminal flag and the goods are confiscated.
- Tractor arrays (also "utility") are in section 3.1.
Materials & build: Appendix A1.7.
3.5 Hangar and flight ops
Hangar modules carry server-side craft: fighters, utility drones and shuttles that launch from your ship. You buy the craft separately.
| module | id | fit | craft | capacity | launch / recover | price |
|---|---|---|---|---|---|---|
| AFR-2 Valkyrie Launch Rails | hgr_afr_alli_mk2 |
Alliance military | Valkyrie (554) | 2 | 10 s / 20 s | 65,000 |
| AFR-4 Carrier Launch Deck | hgr_afr_alli_mk3 |
Ticonderoga, Titan, 2 rooms | Valkyrie | 4 | 8 s / 15 s | 145,000 |
| KFR-2 Quen Fighter Cradle | hgr_kfr_klin_mk2 |
Deathwing, Raptor | Quen fighter (628) | 2 | 8 s / 20 s | 68,000 |
| KFR-4 Deathwing Brood Deck | hgr_kfr_klin_mk3 |
Deathwing, 2 rooms | Quen fighter | 4 | 6 s / 15 s | 140,000 |
| TFR-3 K-Type Sortie Rack | hgr_tfr_ther_mk3 |
Star Warrior | K Type (701) | 3 | 5 s / 25 s | 120,000 |
| ADB-1 Utility Drone Bay | hgr_adb_mk1 |
any hull | utility drone (571) | 2 | 10 s / 10 s | 25,000 |
| TK Swarm Hive | hgr_tkdb_tiko_mk2 |
any hull (free ports) | utility drone | 5 | 6 s / 8 s | 62,000 |
| SBX-1 Shuttle Bay Expansion | hgr_sbx_mk1 |
any hull | shuttle (547/548) | 1 | 15 s / 20 s | 18,000 |
| RTC-1 Recovery Tractor Cradle | hgr_rtc_mk1 |
any hull | - | - | - | 22,000 |
Fighters. A wing attacks your current target on the Tactical console for 6-7 damage per fighter every 4 seconds (about a third of a stock laser), and each fighter aboard or out screens 5 % of incoming fighter attacks (up to 20 %). Damaged fighters rearm at 2 % per second aboard (five times faster docked). You may only carry fighters of your own race, and only one wing type per ship.
Drones have three roles (four with a science bench kit):
| role | what it does |
|---|---|
| scout | +10 % scan range |
| mining | while you are stopped outside a safe zone, each drone brings back 1 ore every 5-6 minutes, with a 10-12 % chance of trycene |
| repair | adds 0.25 % per second to damage control |
| sample | collects samples for the Science Bay (needs the drone sample kit on a science bench, chapter 7) |
Shuttles ferry cargo to a station within range 3.0: 60 units per trip, 2 minutes a trip.
The recovery cradle gives a 35 % salvage roll on kills within 0.6 and recovers half of your own downed craft. It needs a working stock tractor.
Operating the hangar
| to | chat | voice | console / board |
|---|---|---|---|
| buy craft (docked) | /refit buycraft [n] |
- | FLIGHT OPS board: [ ] refit buycraft 1 |
| launch everything | /refit launch |
'tactical, launch fighters' | Ship Ops console LAUNCH (where supported); board |
| recall everything | /refit recall |
'tactical, recall fighters' | Ship Ops console LAND (where supported); board |
| set drone role | /refit drones scout|mining|repair|sample (/refit drones mine works too) |
'engineering, drones mining' | board |
| shuttle ferry | /refit ferry load|unload <n> |
'helm, shuttle unload 120' | CARGO board |
Launch and recall act on all craft at once; /refit launch 2 or /refit recall 1 are accepted, but the
number is ignored. Craft prices: Valkyrie, Quen and K Type fighters 8,000 cr; utility
drones 3,000 (2,500 for the Swarm Hive); shuttles 12,000.
Warning: craft that are still out are lost when your ship jumps to hyperspace. Recall first.
==================================================================================================
REFIT TERMINAL :: HANGAR & FLIGHT OPS KESTREL (TICONDEROGA 500)
Room: Cargo Bay 3 -> AFR-2 LAUNCH RAILS Deck 5 Power 100% Crew 1/1 tac
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
WING AFR-2 Valkyrie rails (554) capacity 2 launch 10 s recover 20 s
Craft hp state kills
Valkyrie 1 40/40 ABOARD 1
Valkyrie 2 22/40 ABOARD 0 rearming 2%/s (x5 docked)
Wing: 6 dmg per fighter every 4 s at the tactical target; screen 5%/fighter (cap 20%)
DRONES ADB-1 utility bay (571) capacity 2 role MINING (scout|mining|repair|sample)
Drone 1 25/25 OUT Drone 2 25/25 OUT ore +1 per 6 min, trycene 10%
SHUTTLE SBX-1 (547) ferry 60 units/trip, 120 s, range 3.0 job: none
CRADLE RTC-1 recovery cradle: salvage 35% within 0.6, craft recovery 50% (tractor OK)
Warning: craft still out are LOST when the ship jumps to hyperspace.
QUICK ORDERS
[ ] refit launch
[ ] refit recall
[ ] refit drones scout [ ] refit drones mining [ ] refit drones repair
[ ] refit drones sample # DSR-1 kit on a science bench
[ ] refit buycraft 1 # docked; 8,000 cr per Valkyrie
CHAT /refit launch|recall /refit drones <role> /refit buycraft [n] /refit ferry load|unload <n>
VOICE 'tactical, launch fighters' 'engineering, drones mining' 'helm, shuttle unload 120'
PANEL Ship Ops LAUNCH/LAND/PREP work the wing. The target drone stays stock.
--------------------------------------------------------------------------------------------------
ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
GO TO: [ ] page cargo [ ] page pd [ ] page overview
The Ship Ops target drone button still launches the stock gunnery drone; it is not part of the hangar.
[Refit] Launching 2 craft.
Tactical: Valkyrie 2 is down.
[Refit] 2 craft left behind in the jump.
Tips. Carriers live and die by power: rails draw only while craft are aboard rearming or out, but a full deck plus PD can brown you out. A solo miner (ADB-1 plus the fuel cracker, section 3.6) can sit in a belt indefinitely.
Materials & build: Appendix A1.8 (modules) and A2 (craft).
3.6 Cargo: holds, vaults, certificates and the fuel cracker
| module | id | room | effect | catch | price |
|---|---|---|---|---|---|
| RCH-1 Reinforced Hold | crg_rhd_mk1 |
cargo only | +60 hold | +3 % mass | 12,000 |
| RCH-2 Reinforced Hold | crg_rhd_mk2 |
cargo only | +140 hold | +6 % mass | 40,000 |
| BCX-1 Bulk Compressor | crg_bcx_mk1 |
cargo / storage | hold +15 % | mass +10 % when full; extra space locks if unpowered | 18,000 |
| BCX-2 Bulk Compressor | crg_bcx_mk2 |
cargo / storage | hold +30 % | mass +18 % when full | 46,000 |
| RFV-1 Refrigerated Vault | crg_rfv_mk1 |
cargo / storage | refrigerated certificate, 60 units; perishables sell +15 % | 15,000 | |
| HZV-1 Hazmat Vault | crg_hzv_mk1 |
cargo / storage | hazmat certificate, 50 units; hazmat sells +20 %; no room fires | 20,000 | |
| SCV-2 Secure Vault | crg_sec_mk2 |
cargo / storage | secure certificate, 40 units; contents survive the loss of your ship (moved to station storage) | no smuggler hold | 45,000 |
| CFC-1 Cargo-Fuel Cracker | crg_c2f_mk1 |
cargo / storage / spare | turns ore into tritium (5 kt each) or trycene (40 kt each), 200 kt/h | 300 power and reactor heat while running | 28,000 |
| CFC-2 Fuel Refinery | crg_c2f_mk2 |
same | 6 kt per ore, 50 kt per trycene, 500 kt/h | 500 power | 64,000 |
- Reinforced holds are the one module you may fit several of (one per cargo room).
- Certificates let you accept cargo missions that need them (refrigerated, hazmat, secure, quarantine).
- The hold size shown on the Ship Ops console follows your conversions: every module in a cargo bay costs hold space (Appendix A, "rooms" column), and holds and compressors give it back. JETTISON never empties a secure vault.
- The cracker is a range tool, not a money maker: it keeps a parked miner fuelled. Load ore or trycene into
cargo, then
/refit convert onor 'engineering, start the cracker'; stop with/refit convert offor 'engineering, stop the cracker'. - Smuggler compartments (section 3.4) also report here.
==================================================================================================
REFIT TERMINAL :: CARGO, VAULTS & FUEL CRACKER KESTREL (TICONDEROGA 500)
Room: Cargo Bay 4 -> RCH-1 REINFORCED HOLD Deck 8 Power 100%
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
HOLD capacity 1240 (stock 1300 - 180 conversions + 60 RCH-1 + 60 BCX-1 compressed)
used 812 extra space locked if the compressor loses power: 0
VAULTS cert used/cap sale bonus
RFV-1 refrigerated 22/60 +15% perishables
SCV-2 secure 10/40 the vault survives ship loss (to station storage)
SMUGGLER SMC-1 hidden 80 units, scan evasion 70% (deep scan 30%)
FUEL CRACKER CFC-1 state OFF rate 200 kt/h feed: ore 5 kt each, trycene 40 kt each
feedstock aboard: ore x14, trycene crystals x3 heat +0.1/s while converting
SHUTTLE FERRY (SBX-1) station in range: Terra (1.4) job: none
QUICK ORDERS
[ ] refit convert on
[ ] refit convert off
[ ] refit ferry load 60
[ ] refit ferry unload 60
CHAT /refit convert on|off /refit ferry load|unload <n> /refit show cargo
VOICE 'engineering, start the cracker' 'helm, shuttle load 60'
PANEL Ship Ops cargo bay capacity; JETTISON never empties the secure vault
--------------------------------------------------------------------------------------------------
ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
GO TO: [ ] page hangar [ ] page teleport [ ] page power [ ] page overview
[Refit] Fuel cracker out of feedstock.
[Refit] Compressor unpowered: 36 units of hold space locked.
[Refit] Shuttle moved 60 units, 60 to go.
Tip for traders. Two rooms buy you either about +45 % hold, or certificates for better-paying cargo. Not both.
Materials & build: Appendix A1.9; cracker feedstock in A2.
3.7 Comms and fleet auras
| module | id | effect | catch | price |
|---|---|---|---|---|
| LRR-1 Long-Range Relay | com_lrr_mk1 |
fleet range x2; your ship channel reaches fleet members at any range; distress beacon below 25 % hull | signature +10 % while the beacon transmits | 12,000 |
| CCC-1 Convoy Coordinator | com_ccc_mk1 |
aura: fleet fuel burn -5 %, signature -5 %, up to 6 ships in range 5.0 | carrying ship gets nothing | 20,000 |
| AFC-3 Fleet Command Suite | com_fcs_alli_mk3 |
aura: hit chance +0.03, damage control +0.5 %/s, ECM +0.03; 8 ships | Ticonderoga, Titan; flagship gets nothing | 140,000 |
| KFC-3 Hunt Master Suite | com_fcs_klin_mk3 |
aura: hit chance +0.05, beam damage +5 %; 6 ships | Deathwing | 145,000 |
| TFC-3 Concord Nexus | com_fcs_ther_mk3 |
aura: speed +5 %, shield regen +25 %; 8 ships | Star Warrior | 135,000 |
| DLP-1 Listening Post | com_dlp_mk1 |
contact alerts for rogues within 3.0 (+25 % against their signature) | signature +5 % | 22,000 |
| DLP-2 Deep-Space Array | com_dlp_mk2 |
range 6.0 (+50 %); reports hull class and damage | signature +5 %; no stealth dampers/ghosting | 58,000 |
| ENC-1 Encryption Suite | com_enc_mk1 |
enemy ECM against your shots x0.80 | only matters against ships that use ECM | 24,000 |
Fleets. Auras, relays and escort screens work on your fleet. If your server already has groups, those are used. Otherwise:
- Join:
/refit fleet join <ship>or 'comms, join fleet Kestrel'. Leave:/refit fleet leaveor 'comms, leave fleet'./refit fleetshows the fleet. - Auras do not stack: for each bonus the best value in range applies. A fleet suite never buffs its own ship, so a proper fleet has a dedicated flagship.
- Contacts from the listening post arrive on the Communications CommNet and in chat. Ask 'comms, contacts' for the latest.
==================================================================================================
REFIT TERMINAL :: COMMS, FLEET & LISTENING POST KESTREL (TICONDEROGA 500)
Room: Conference Room -> AFC-3 FLEET COMMAND Deck 3 Power 100% Crew 2/2 comms
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
FLEET (server group: none -> /refit fleet) flagship: KESTREL members in aura range 3/8
Aura AFC-3: hit +0.03, DC +0.5 %/s, ECM +0.03 range 5.0 (x2 relay) self: no
Member range hull aura
Morrow 1.2 88% yes
Hale's Pride 4.1 100% yes
Brightwater 7.9 61% out of range
RELAY LRR-1 relay chat ON (fleet hears the ship channel at any range); distress < 25% hull
LISTEN DLP-1 range 3.0 (+25% vs signature) signature +5 while on
Contacts (last 10 min): Rogue Raider brg 045 r 2.40 | Corsair brg 210 r 2.95
ENCRYPT ENC-1: enemy ECM vs our shots x0.80
QUICK ORDERS
[ ] refit fleet
[ ] refit fleet leave
> refit fleet join _
CHAT /refit fleet [join <ship>|leave] /refit show comms
VOICE 'comms, join fleet Kestrel' 'comms, contacts'
PANEL Comms console CommNet carries relay, distress and contact lines
--------------------------------------------------------------------------------------------------
ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
GO TO: [ ] page sensors [ ] page stealth [ ] page overview
To join from the board, replace the _ on the > refit fleet join _ line with the ship's name and Save.
[Comms] Contact: Rogue Raider bearing 045, range 2.40
Kestrel distress at Sol-3
Materials & build: Appendix A1.10.
3.8 Stealth and break-lock
Signature is how easy you are to notice. Rogues spot you at their normal aggro range (about 1.2) times your signature multiplier, and give up the chase beyond 1.5 times that. Your multiplier runs from x0.50 to x1.50.
| module | id | effect | catch | price |
|---|---|---|---|---|
| SGD-1 Signature Damper | stl_sgd_mk1 |
signature -15 % | own sensor range -5 % | 22,000 |
| SGD-2 Emission Baffles | stl_sgd_mk2 |
signature -25 % | sensor range -10 % | 55,000 |
| CRM-2 Cold-Running Suite | stl_crm_mk2 |
while running cold: signature -40 % | half speed, shields and weapons at 25 % allocation, 30 s to switch; no overdrive or capacitor dump | 48,000 |
| SGH-2 Sensor Ghosting Array | stl_sgh_mk2 |
enemy beams miss 8 % more, torpedoes 12 % (+4 % with a working shroud) | military | 70,000 |
| KSV-3 Shroud Veil Projector | stl_sgh_klin_mk3 |
ghost miss 12 % / 15 %, signature -20 % | Deathwing, 2 rooms | 150,000 |
| TK Mirage Lattice | stl_sgh_tiko_mk2 |
ghost miss 6 % / 8 %, signature -10 % | civilian (free ports) | 62,000 |
Dampers and ghosting cannot share a ship with ASP-X2 or DLP-2, and SGD and SGH exclude each other. Ghost misses top out at 15 %.
Running cold: /refit coldrun on or 'engineering, run cold'; back to normal with /refit coldrun off or
'engineering, normal running'. Cold running ends by itself when you fire, take a hit, overdrive or dump the
capacitors.
[Refit] Running cold. Signature down, speed capped.
[Refit] Cold run ended. All systems back to normal.
Shot struck a sensor ghost.
Break-lock
A break-lock throws off every hostile lock on you for a few seconds.
| module | id | fit | chance | hold | cooldown | voice |
|---|---|---|---|---|---|---|
| ABL-2 Break-Lock Suite | def_abl_mk2 |
Alliance military | 35 % | 12 s | 90 s | 'comms, break lock' |
| KBL-B Vanish Burst | def_kbl_mk2 |
Deathwing, Raptor | 40 % | 10 s | 75 s | 'helm, break lock' |
| TBL-2 Phase Fade | def_tbl_mk2 |
Star Warrior | 30 % | 15 s | 90 s | 'helm, break lock' |
| TKS Ghostskin | def_tkbl_mk3 |
salvage only, capitals | 45 % | 15 s | 60 s | 'helm, break lock' |
| CBL-1 Flare Pack | def_cbl_mk1 |
any hull, civilian, no crew | 20 % | 8 s | 120 s | - (chat or board) |
The chance drops by 10 % for each attacker beyond the first, and the effect ends the moment you fire. Trigger it
with /refit breaklock, the voice order above, or the Stealth board.
[Refit] Break-lock succeeded - lock broken (35%).
==================================================================================================
REFIT TERMINAL :: STEALTH & BREAK-LOCK KESTREL (TICONDEROGA 500)
Room: Storage 2 -> CRM-2 COLD-RUN SUITE Deck 6 Power 100% Crew 1/1 eng
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
SIGNATURE x0.85 (damper -15, cold run 0, listening post +5; clamp -50..+50)
Rogue aggro range 1.20 x 0.85 = 1.02 disengage beyond 1.53
COLD RUN CRM-2 state OFF transition 30 s speed cap 50% shields/weapons x0.25
ends on: firing, taking a hit, overdrive, capacitor dump
GHOSTING SGH-2 beam miss 8%, torpedo miss 12% (+4 with a working stock shroud)
BREAK-LOCK ABL-2 chance 35% (-10% per extra attacker) hold 12 s cooldown 90 s ready
Attackers now: 0
QUICK ORDERS
[ ] refit coldrun on
[ ] refit coldrun off
[ ] refit breaklock
[ ] refit sig
CHAT /refit coldrun on|off /refit breaklock /refit sig
VOICE 'engineering, run cold' 'helm, break lock' (KBL/TBL/TKS) 'comms, break lock' (ABL)
--------------------------------------------------------------------------------------------------
ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
GO TO: [ ] page comms [ ] page sensors [ ] page overview
(The example shows a damper and a ghosting array together for illustration; on a real ship SGD and SGH exclude each other.)
Tip for runners. Stack signature reduction to the -50 % floor and rogues pick you up at half range. Break-lock is your panic button when they do.
Materials & build: Appendix A1.11.
3.9 Teleport
| module | id | effect | catch | price |
|---|---|---|---|---|
| ATP-1 Teleporter Pad Annex | tel_atp_mk1 |
+2 people per beam cycle, cooldown -20 % | 16,000 | |
| ATP-2 Transporter Room | tel_atp_mk2 |
+4 people per cycle, cooldown -35 % | 1 engineer | 44,000 |
| LRB-2 Long-Range Booster | tel_lrb_mk2 |
teleport range x2 | 5 % of beams beyond stock range fail and return you to the pad | 60,000 |
| CTR-1 Cargo Transporter | tel_ctr_mk1 |
beam 20 cargo units per minute | needs a working stock teleporter; no beaming with shields above 25 % allocation | 26,000 |
| CTR-2 Bulk Cargo Transporter | tel_ctr_mk2 |
60 units per minute | same | 62,000 |
You still beam people with the stock teleporters; these modules make them better. Teleport modules draw power only while beaming.
Beam cargo: lower shields to 25 % or less on the Engineering sliders, then
/refit beamcargo to <station|ship> <n> or /refit beamcargo from <station|ship> <n>, for example
/refit beamcargo to Terra 40. On the board, fill in both blanks on the > refit beamcargo to _ _ line.
==================================================================================================
REFIT TERMINAL :: TELEPORTERS & CARGO BEAM KESTREL (TICONDEROGA 500)
Room: Storage 5 -> CTR-1 CARGO TRANSPORTER Deck 10 Power 100%
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
STOCK TELEPORTERS #1 OK 100% #2 OK 100%
PADS ATP-1 people per cycle 1 + 2 = 3 cooldown -20%
RANGE LRB-2 range +100% beams beyond stock range fail 5%
CARGO CTR-1 20 units/min needs shields allocation <= 25% (now 60%: BLOCKED)
Job: none
Teleport power draws in the 'teleport' allocation only while beaming.
QUICK ORDERS
> refit beamcargo to _ _
> refit beamcargo from _ _
CHAT /refit beamcargo to|from <station|ship> <n> /refit show teleport
--------------------------------------------------------------------------------------------------
ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
GO TO: [ ] page cargo [ ] page armour [ ] page overview
Materials & build: Appendix A1.12.
3.10 Crew and morale
Morale
Every ship now has a morale value from 0 to 100 (it starts at 70).
- It drops 2 per hour once you have been away from a dock for more than 6 hours, and rises 10 per hour while docked.
- Its ceiling is 70 plus your morale modules (up to 100).
- Below 40, every crew skill your modules and combat use is x0.90. At 80 or more, x1.05.
- Serving the crew good food and drink from hydroponics also raises it (chapter 8,
/hydro serve).
General: Morale is slipping (38). The crew needs shore leave.
Crew modules
| module | id | effect | catch | price |
|---|---|---|---|---|
| OFQ-1 Officer Country | crw_ofq_mk1 |
department heads +20 skill; +2 berths | only the best crew member of each department gets it | 15,000 |
| TSM-1 Training Simulator | crw_tsm_mk1 |
crew XP +15 %; 20 XP per hour each | only while docked or stopped and out of combat | 22,000 |
| TSM-2 Tactical Simulator | crw_tsm_mk2 |
crew XP +25 %; 45 XP per hour; focus department x2 | same | 52,000 |
| HOL-2 Holo-Suite | crw_hol_mk2 |
morale +15; morale never drops below 60 | draws 180 all the time | 40,000 |
| Terran Chapel | crw_chp_alli_mk1 |
morale +8; Alliance medical crew +15 | one shrine per ship | 10,000 |
| Hall of Blades | crw_shr_klin_mk1 |
morale +8; Klinshaya tactical crew +15 | 10,000 | |
| Ancestor Shrine | crw_shr_ther_mk1 |
morale +8; Therataan engineering crew +15 | 10,000 | |
| Tide Pool Shrine | crw_shr_tiko_mk1 |
morale +8; Tikopai helm crew +15 | 10,000 | |
| Quen Ember Altar | crw_shr_quen_mk1 |
morale +8; Quen security crew +15 | 10,000 |
The wardroom (CRW-1/2, section 3.4) also adds skill, XP and morale. Marine barracks are crew-family modules too, but they are covered under boarding defense (chapter 2.12). Converting crew quarters costs berths (2, or 4 on capitals). Crew skill bonuses from all modules top out at +30, and officer bonuses at +50 for a department head.
Simulator focus (TSM-2): /refit simfocus <dept> (tactical, engineering, science, helm, medical, security), or tick
it on the Crew board.
==================================================================================================
REFIT TERMINAL :: CREW QUARTERS, MORALE & TRAINING KESTREL (TICONDEROGA 500)
Room: Gym -> TSM-1 TRAINING SIM Deck 11 Power 100%
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
MORALE 64/100 target 85 (70 + wardroom 5 + chapel 8 + ...) floor 0 effect: x1.00
(< 40 -> skills x0.90, >= 80 -> x1.05; -2/h after 6 h undocked, +10/h docked)
CREW 23/216 aboard, berths 212 (-4 barracks) injured 2
OFFICERS OFQ-1: dept heads +20 skill (cap +50 total)
SIMULATOR TSM-1 20 XP/h each while docked or idle (focus x2 needs TSM-2)
SHRINES Terran Chapel: morale +8, Alliance medical crew +15
TEACHER (dream-teacher hybrid not fitted)
QUICK ORDERS
[ ] refit simfocus tactical [ ] refit simfocus engineering [ ] refit simfocus science
[ ] refit simfocus helm [ ] refit simfocus medical [ ] refit simfocus security
> fab teach _
CHAT /refit simfocus <dept> /fab teach <dept> /hydro serve <good> <n> (meals = morale)
--------------------------------------------------------------------------------------------------
ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
GO TO: [ ] page medical [ ] page hydro.stations [ ] page security [ ] page overview
(/fab teach is for the dream-teacher hybrid from the fab bay, chapter 6.)
Materials & build: Appendix A1.13.
3.11 Medical
Crew injuries
Crew can now be hurt. When a hull hit damages an internal system, there is a 10 % chance a crew member of the department running it is injured for 30 minutes. Injured crew do not count as posted, so the modules they run weaken. A second hit on an already injured crew member can kill them (20 %); you then hire a replacement.
Medical: Ensign Hale injured at the reactor - 30 min.
| module | id | effect | catch | price |
|---|---|---|---|---|
| MSB-1 Sickbay Annex | med_esb_mk1 |
healing +50 %, injury time -30 % | 1 medic | 14,000 |
| MSB-2 Medical Deck | med_esb_mk2 |
healing +100 %, injury time -50 %, 10 % death save | 2 medics | 42,000 |
| MTW-2 Trauma Ward | med_trw_mk2 |
50 % death save, injury time -20 % | off while the room burns | 48,000 |
| MCB-2 Cryo Bay | med_cry_mk2 |
a dying crew member is frozen instead (4 slots, within 2 minutes) | revive only when docked: 1,500 cr each, -10 % skills; a long brownout can lose one | 55,000 |
| MQP-1 Quarantine Pod | med_qrp_mk1 |
quarantine certificate, 6 passenger berths; blocks xeno hazards | passengers only | 12,000 |
| TK Regrowth Tanks | med_tkrt_tiko_mk2 |
healing +150 %, injury time -60 %, 20 % death save | a hit on the room injures everyone healing | 60,000 |
Sickbay itself is never converted; these annexes go next to it. Only one sickbay annex (MSB or TK) per ship. Death save tops out at 75 %, injury time reduction at 75 %.
Revive frozen crew (docked): /refit cryo revive, 'medical, revive the frozen', or tick it on the Medical
board. A cryo revival kit (medkit plus Traumaid plus electronics, Appendix A2) can replace the fee.
Medical: Lt. Vos is in cryo. Revive at a dock.
==================================================================================================
REFIT TERMINAL :: MEDICAL, CRYO & QUARANTINE KESTREL (TICONDEROGA 500)
Room: Crew Quarters 1 -> MSB-1 SICKBAY ANNEX Deck 4 Power 100% Crew 1/1 med
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
CASUALTIES injured 2 dead (this week) 0 frozen 1/4
Ens. Hale engineering injured 18 min left (recovery -30%)
Spc. Oru tactical injured 27 min left
Lt. Vos science CRYO revive 1,500 cr (skills -10%) when docked
MODULES MSB-1 heal +50% recovery -30% MTW-2 death save 50% MCB-2 cryo 4 slots
MQP-1 quarantine 6 berths (cert: quarantine) xeno hazard blocked
QUICK ORDERS
[ ] refit cryo revive # docked
[ ] refit show medical
CHAT /refit cryo revive /refit show medical VOICE 'medical, report'
--------------------------------------------------------------------------------------------------
ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
GO TO: [ ] page crew [ ] page science [ ] page overview
Materials & build: Appendix A1.14.
3.12 Science labs (annexes)
These five labs boost the stock /scan and /sample at the Science console and the research projects you
already know from discoveries. With a Science Bay fitted (chapter 7), each lab also adds 2 benches to it.
| module | id | effect | catch | price |
|---|---|---|---|---|
| ASL-1 Sensor Laboratory | sci_asl_mk1 |
scan range +20 %, finds +10 %, research +10 % | 1 science crew | 20,000 |
| ASL-2 Survey Laboratory | sci_asl_mk2 |
scan range +35 %, finds +20 %, research +15 % | 2 science crew | 52,000 |
| ASC-1 Stellar Cartography | sci_asc_mk1 |
scan range +40 %, finds +5 %, hyper fuel -8 %, +1 fame on first discoveries | non-cargo rooms | 26,000 |
| ASC-2 Cartography Dome | sci_asc_mk2 |
scan range +60 %, finds +10 %, hyper fuel -15 %, hyperspace speed +5 % | 60,000 | |
| XBL-1 Xenobiology Lab | sci_xbl_mk1 |
+1 sample yield, bio research +25 % | 5 % chance per bio project that the researcher is injured (a quarantine pod blocks it) | 24,000 |
| AAN-2 Anomaly Analyser | sci_aan_mk2 |
anomaly finds and research +30 %, double first-discovery reward on anomalies | draws 250 even when idle | 70,000 |
| TDA Therataan Deep Archive | sci_tda_ther_mk2 |
research +35 %, research skill +40, scan range +10 % | 58,000 |
Caps: scan range +75 %, finds +40 %, research speed +60 %. One sensor/survey lab (ASL or TDA) per ship.
They report on the SCIENCE BAY TERMINAL (science page; full description in chapter 7), with /sb (also
/science), and to 'science, report'.
Materials & build: Appendix A1.15.
3.13 Weapon mods
| module | id | fit | effect | catch | price |
|---|---|---|---|---|---|
| TMX-1 Torpedo Magazine | wpn_tmx_mk1 |
military | +5 torpedoes per launcher (15) | 10 % cook-off chance when the room is hit | 24,000 |
| KAMT Ready Racks | wpn_tmx_klin_mk2 |
Deathwing, Raptor | +7 per launcher, torpedo cooldown -10 % | 15 % cook-off | 56,000 |
| TMX-R Deep Magazine | wpn_tmx_ther_mk3 |
Star Warrior | +10 per launcher, plus a 40-torpedo reserve that reloads 1 every 90 s | 10 % cook-off, 30 % to adjacent rooms | 120,000 |
| LCF-1 Laser Capacitor Focus | wpn_lcf_mk1 |
any hull, civilian | laser damage +10 % | lasers only, not plasers | 18,000 |
| BCF-2 Beam Capacitor Focus | wpn_bcf_mk2 |
military | all beam damage +20 %, cooldown +5 % | 62,000 | |
| SKL Lance Focus | wpn_bcf_klin_mk2 |
Deathwing, Raptor | beam damage +30 %, cooldown +15 % | 66,000 | |
| TCA-1 Targeting Annex | wpn_tca_mk1 |
any hull, civilian | hit chance +0.03; subsystem damage +25 % when you target a subsystem | shares the +0.10 hit cap | 26,000 |
| SVC-2 Salvo Controller | wpn_svc_mk2 |
military | SALVO cooldown -15 %, SALVO hit +0.03 | each salvo adds 2 reactor heat | 58,000 |
These all work through the Tactical console you already know:
- The SALVO button gets the salvo controller's bonuses.
- Subsystem targeting (anything except HULL) gets the targeting annex's +25 %.
- Torpedo ammo per launcher shows the magazine bonus. Refill at a dock with
/refit rearm, 'tactical, rearm', or the Weapons board.
One magazine, one beam focus, one targeting annex and one salvo controller per ship. Beam damage bonuses top out at +30 %, extra torpedo ammo at +10.
[Refit] MAGAZINE COOK-OFF in Cargo Bay 3! Adjacent rooms damaged.
==================================================================================================
REFIT TERMINAL :: WEAPON MODS & MAGAZINE KESTREL (TICONDEROGA 500)
Room: Cargo Bay 6 -> TMX-1 TORPEDO MAGAZINE Deck 12 Power 100% Crew 1/1 tac
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
TORPEDOES ammo cap per launcher 10 + 5 = 15 launchers 4 TMX-R reserve 40 (reload 1 per 90 s)
AAMT-3 #1 15/15 AAMT-3 #2 12/15 AAMT-3 #3 15/15 AAMT-3 #4 9/15
cook-off risk on a room hit 10% (adjacent rooms take 20%)
BEAMS BCF-2 beam damage +20% (all beams), cooldown +5% (cap +30%)
TARGETING TCA-1 hit +0.03, subsystem damage +25% when targeting is not HULL
SALVO SVC-2 salvo cooldown -15%, hit +0.03, heat +2 per salvo
QUICK ORDERS
[ ] refit rearm # docked
[ ] refit show weapons
CHAT /refit rearm /refit show weapons VOICE 'tactical, rearm'
PANEL Tactical console: SALVO, subsystem targeting, arcs. Ammo shows per launcher.
--------------------------------------------------------------------------------------------------
ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
GO TO: [ ] page pd [ ] page power [ ] page overview
Tip. Magazines go in cargo bays, so they cost hold space and can cook off. Put them away from your aux annex.
Materials & build: Appendix A1.16.
3.14 Voice orders at a glance
Say these in chat or on the IntraShip Comm console. The department answers on the ship channel. Each needs at least one crew member of that department aboard.
| say | does | needs |
|---|---|---|
| 'tactical, point defense auto / missiles / fighters / off' | /pd auto|missile|fighter|off |
PD module |
| 'tactical, point defense report' | /pd status |
PD module |
| 'tactical, lay mines' / 'tactical, clear mines' | /refit mine lay|clear |
mine layer |
| 'tactical, decoys' | /refit decoy |
decoy launcher |
| 'tactical, chaff' | /refit chaff |
chaff |
| 'tactical, launch fighters' / 'tactical, recall fighters' | /refit launch|recall |
fighter rails |
| 'tactical, rearm' | /refit rearm |
docked |
| 'engineering, overdrive on / off' | /overdrive on|off |
AFO / TFO |
| 'engineering, power report' | /refit power |
- |
| 'engineering, dump the capacitors' | /refit discharge |
capacitor bank |
| 'engineering, burst' | /fab burst |
burst annex (chapter 6) |
| 'engineering, shields to |
/refit shield <facing> |
shield module |
| 'engineering, run cold' / 'engineering, normal running' | /refit coldrun on|off |
CRM-2 |
| 'engineering, start the cracker' / 'engineering, stop the cracker' | /refit convert on|off |
fuel cracker |
| 'engineering, drones scout / mining / repair / sample' | /refit drones <role> |
drone bay |
| 'helm, break lock' | /refit breaklock |
KBL / TBL / TKS |
| 'helm, shuttle load |
/refit ferry load|unload <n> |
SBX-1 |
| 'comms, break lock' | /refit breaklock |
ABL-2 |
| 'comms, join fleet |
/refit fleet join <ship>|leave |
- |
| 'comms, contacts' | /refit show comms |
listening post |
| 'comms, signature' | /refit sig |
- |
| 'medical, report' | /refit show medical |
- |
| 'medical, revive the frozen' | /refit cryo revive |
cryo bay, docked |
| 'security, report' | /refit show security |
- |
| ' |
/refit show <that department's page> |
- |
Science, astrogation and galley orders ('science, report', 'astrogation, prescan
Chapter 4. War paint and insignia
Old bomber crews painted their luck on the nose. Now you can too: 39 nose-art liveries, 9 hull finishes, fame trims, ribbons, a kill tally that paints itself, and a squadron emblem you design yourself.
Where you see it. Your livery, tally and ribbons always show in
/livery,/livery tallyand on the Paint Shop board, and your server may publish a picture of your ship on its web page or Discord. Seeing the paint on the 3D hull in your own client needs the optional texture pack your server provides. The ship name label over your hull is too short for the nose name, so it keeps the fame tag ([N], [R], [F], [L]) as before.
4.1 The paint shop
Paint shops are at every shipyard and space dock and at the starbases and ODPs (Alpha, the Alliance ODPs, the Klinshaya ODP, Duell, the Therataan ODP and Temple). Each has a PAINT SHOP board on the dock. There is no paint shop at the hostile Tikopai stations: they are raid targets.
- You must be docked. Only the ship's owner can order paint (officers may request; the owner pays).
- Paint jobs take 15 minutes to 1 hour on the refit timer; you cannot undock until it finishes. Leave early and the job is cancelled with a 50 % refund.
- Price and paint materials scale with hull size: small hulls x0.5, medium x1, capitals x2.5.
- Paint uses plastic (the paint base) and fabric (masking), plus trycene for metallic leaf on tier 3+ art.
==================================================================================================
REFIT TERMINAL :: PAINT SHOP KESTREL (TICONDEROGA 500)
Terra Fleet Yards (docked: KESTREL) Hull size: capital x2.5
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
CURRENT Stock finish factory trim none nose '' tally 4 fighter, 1 capital rev 7
AVAILABLE (unlocked for this hull) tier price unlock
wp01_lucky_deck Lucky Deck 1 12,500 -
wp16_brass_bulldog Brass Bulldog 4 225,000 fame Famous OK
wp06_comet_kate Comet Kate 2 LOCKED needs Deck Crew
FINISHES olive metal sea night bronze sand slate jungle arctic 5,000 cr TRIMS by fame rank
RIBBONS rb_first_blood rb_convoy (rack 2/10)
INSIGNIA squadron: none (register 25,000 cr)
Paint jobs take 0.25-1 h on the refit timer; leaving early refunds 50%.
QUICK ORDERS
> livery apply _ _
> livery finish _
> livery trim _
> livery name _
[ ] livery list
[ ] livery list locked
[ ] livery tally
> livery ribbons show _
> livery insignia _ _ _
> livery preview _ # free: link to a picture of that livery on this ship
[ ] livery strip tally # 1,000 cr: repaint the tally (fame kept)
[ ] livery strip all # free factory strip, 0.5 h
> livery interior _ # inside paint: <id> | same (follow the hull) | off
CHAT /livery [status|list|apply|preview|finish|trim|name|strip|tally|ribbons|insignia|interior]
--------------------------------------------------------------------------------------------------
ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
GO TO: [ ] page vendor [ ] page yard [ ] page missions
Fill in a blank line and Save, for example > livery apply wp04_titans_anvil sea. Not sure? Type
> livery preview wp04_titans_anvil first: you get a link to a picture of that livery on your own hull, with your
real kill tally, at no charge.
4.2 Liveries and unlocks
| to | command |
|---|---|
| see what you are wearing | /livery |
| list liveries you can wear now (with price here) | /livery list |
| list locked ones and what unlocks them | /livery list locked |
| see one on your ship before you pay (free, anywhere aboard) | /livery preview <id>, e.g. /livery preview wp04_titans_anvil |
| paint one (optionally with a finish) | /livery apply <id> [finish], e.g. /livery apply wp04_titans_anvil sea |
| strip the tally or the whole paint job | /livery strip [tally|all] (section 4.6) |
Base prices by tier (for a medium hull): T1 5,000, T2 15,000, T3 40,000, T4 90,000 cr. A capital pays x2.5.
Unlocks. Seven liveries are open from the start. The others unlock through your hull (fame rank, kill marks, missions flown) or you (faction standing, achievements):
| unlock type | examples |
|---|---|
| none | Lucky Deck, Old Ironclaw, Icarus Rising, Stinger, Lucky Clover, Songbird, Busy Bee |
| hull fame rank | Deathwing Dawn (Noted), Zero Hour (Renowned), Brass Bulldog and Fortune's Wheel (Famous), Ember Drake (Legendary) |
| kill marks | Starbiter and Firecracker (10 fighters), Ironjaw (3 capitals), Quiet Storm (5 capitals), Iron Croc (10 capitals), Ace of the Void (10 capitals + starbases), Bloodhound (10 pirates), Black Cat (13 kills) |
| missions | Special Delivery (25 missions) |
| either | Titan's Anvil (fame Famous or 5 capital kills) |
| standing | Snake Eyes and Jade Ram (Therataan trusted), Red Tiger (Klinshaya honored), Riptide (Quen honored) |
| achievement | Comet Kate, Bounty Bound, Checkmate, Payday, Night Owl, Tin Turtle, Overload, Royal Flush, Moonlight Run, Marshal's Star, Pathfinder, Ice Bear, Gold Rush |
Faction rule. A livery tagged with a faction can only go on a hull that faction can own. Celay and Ryl'Atti liveries fit any race's civilian hull; the pirate-hunter and civilian liveries fit anything. The "suggested hull" in Appendix A3 is only a suggestion: the art is a decal, so any livery fits any hull its faction allows.
[Livery] Paint job finished: Titan's Anvil (sea finish).
4.3 Finishes
| key | finish |
|---|---|
olive |
weathered olive drab |
metal |
natural metal |
sea |
deep sea blue |
night |
night black |
bronze |
oxblood bronze |
sand |
desert sand |
slate |
slate grey |
jungle |
jungle green |
arctic |
arctic splinter camouflage |
/livery finish <key>, for example /livery finish night. 5,000 cr and half an hour. (The Master Shipwright
achievement gives you arctic free.)
4.4 Fame trims
Each fame rank of your hull unlocks a trim painted over any livery. You may wear any trim at or below your rank.
| rank | trim |
|---|---|
| Noted [N] | silver cheat line along the spine |
| Renowned [R] | silver cheat line, gold pinstripe, silver canopy frame |
| Famous [F] | gold cheat line, gold canopy frame |
| Legendary [L] | gold line, red pinstripe, gold frame, gold laurel at the tail |
/livery trim <rank|none>, for example /livery trim Renowned. Free, 15 minutes.
4.5 Nose lettering
/livery name <text>, up to 18 characters, for example /livery name Titan's Anvil. 2,500 cr, 15 minutes.
4.6 Kill tally
Your kills are painted aft of the bridge, port side, automatically:
- Up to 3 rows of 10 marks, in the order starbases, capitals, freighters, fighters, pirates.
- Each mark is the colour of the victim's faction (Alliance blue, Klinshaya red, Therataan green, Tikopai orange, XON violet, Quen teal, Celay yellow, Ryl'Atti magenta). Pirates are always black.
- When it overflows, ten cheap marks merge into one mark with a x10 bar.
- Ace stars: one gold star for every 5 capital-plus-starbase kills, up to 5.
- Mission bombs: one per mission, up to 20.
Not counted: kills of your own faction, kills in safe zones, and killing the same target again within 30 minutes. The kill goes to the ship that landed the killing hit.
/livery tally shows it as text. The marks belong to the hull and stay with it if you sell the ship.
Stripping paint (docked at a paint shop): /livery strip tally repaints the tally from zero (1,000 cr,
15 minutes; your fame counters are never touched). /livery strip all is a free factory strip (half an hour):
livery, finish, trim, lettering and insignia all come off. /livery strip on its own means tally.
[Livery] Kill marks: fighter 9, capital 2, freighter 3. Missions: 14.
4.7 Ribbons
Ribbons are earned by your hull (they stay with the ship) and shown on a nameplate rack of up to 10.
| ribbon | earned |
|---|---|
| First Blood | first tallied kill |
| Squadron Service | 10 missions flown with a registered squadron |
| Fighter Screen | 25 fighter kills |
| Capital Strike | first capital kill |
| Station Breaker | first starbase or ODP kill |
| Ace | first gold ace star |
| Escort Duty | a protected ship of your fleet survived a fight you were in |
| Relief Convoy | 10 trade runs |
| Bounty Ledger / Marshal's Ribbon | 5 / 25 pirate bounties closed |
| Long Patrol | 40 missions |
| Iron Hull | won a fight with hull below 25 % |
| Night Action | a kill more than 2 jumps from any friendly station |
| Overload | a kill while the reactor heat warning was on |
| Blockade Runner | jumped out with 3+ hostiles on you, undamaged |
| Survey / Deep Survey | 1 / 5 first discoveries |
| Motherlode | 1,000 ore refined into ingots |
| Frontier Campaign | a combat mission during a server campaign event |
| Legend | fame rank Legendary |
/livery ribbonslists what you have earned./livery ribbons show <ids..>picks the rack, in order, for example/livery ribbons show rb_ace rb_convoy./livery ribbons hide <id>takes one off (it stays earned).
4.8 Squadron insignia
A fleet or guild can register one emblem, built from parts so it is always original.
| slot | choices |
|---|---|
| shield | heater, roundel, kite, hex, pennant |
| division | plain, pale, bend, quarterly, chief |
| charge | wolf, owl, bear, drake, cat, bee, eagle head, bolt, star, horseshoe, die, comet, torpedoes, anchor |
| backing | none, wings, laurel, rays |
| crest | none, three stars, planet, crescent |
| colours (field, second field, charge, trim) | blue, navy, red, gold, white, black, green, orange, violet, teal, magenta, steel |
| motto | up to 16 characters: A-Z, 0-9, space and ' - ! . & |
Building one, step by step:
/livery insignia partslists the exact part keys.- Build your draft:
/livery insignia set shield heater,/livery insignia set charge owl,/livery insignia set backing wings, and so on. - Colour it:
/livery insignia colour field navy,/livery insignia colour charge steel. - Add a motto:
/livery insignia motto WE SEE FIRST. - Check it with
/livery insignia. - Squadron leader only:
/livery insignia register <name>publishes it for 25,000 cr. - Members join with
/livery insignia join <squadron>and paint it on the tail at a paint shop with/livery insignia wear(free, 15 minutes;/livery insignia wear offto remove it).
Twelve example emblems (Lantern Watch, Ninth Hammer, Grey Pack and others) are available as starting points.
4.9 Materials & build
- All 39 liveries with tier, faction, price, unlock and paint materials: Appendix A3.
- Finishes, trims, lettering, insignia, strip prices and materials, ribbon list, insignia parts: Appendix A4.
- The achievements that unlock liveries: Appendix A9.
4.10 Interior paint and battle damage
Your livery can be carried inside the ship too: bulkheads, doors, deck plating and carpets are repainted in the same colours and motifs as the hull art, so the bridge of Lucky Deck looks like it belongs to Lucky Deck.
| to | command |
|---|---|
| see which interior you have | /livery interior |
| paint the inside in a livery's style | /livery interior <id>, e.g. /livery interior wp01_lucky_deck |
| choose the interior with the full syntax | /livery interior [<id>|same|off] |
| let the inside follow the hull livery again (the default) | /livery interior same |
| back to the stock interior | /livery interior off |
- You must be docked at a paint shop, and the livery must be unlocked for you (section 4.2), just like the hull.
- An interior job is charged like a paint job: 2,500 cr for a medium hull (small x0.5, capital x2.5), plus 3 plastic and 3 fabric times the same hull-size factor, and one hour on the refit timer.
sameis the default: repaint the hull and the inside follows for free.offis a free strip (half an hour).
Battle damage. With the optional texture pack, hulls show their wounds. Scorching appears at 25 % hull damage, breaches and burnt plating at 50 %, and at 75 % (when the ship reports Hull Integrity Critical!) the hull is torn open. The same stages show inside your own ship: scorched bulkheads, sparking panels, flickering lights. Repairs clean the paint again, a little after the hull climbs back below each line, so the look does not flicker while damage control works. You see the damage of every ship you have scanned or targeted; liveries of other ships come from the server, so they appear a moment after the ship does.
[Livery] Interior painters at work: wp01_lucky_deck.
Chapter 5. Getting gear
5.1 Vendors
Module crates are sold from the REFIT VENDOR BOARD on the dock, or in chat with /acq. (The old vendor window
is full, so it does not list refit modules.)
| vendor | where | sells | price |
|---|---|---|---|
| Terra Fleet Yards | Terra (Alliance) | Alliance lines T1-T5, race-neutral military kit, all civilian kit | x1.00 |
| Klinshay Grand Den Yards | Klinshay (Klinshaya) | the same for Klinshaya, plus the Quen lines | x1.00 |
| Therat Prime Orbital Works | Therat Prime (Therataan) | the same for Therataan | x1.00 |
| Manara Free Exchange | Manara, neutral free port | every civilian line T1-T3, including Celay, Ryl'Atti and Tikopai civilian kit | x1.10 |
| Rodom V Frontier Yard | Rodom V, neutral free port | civilian T1-T2; its yard fits any salvage unit | x0.95 |
| Alpha / Duell / Temple starbases | Alpha 523, Duell 625, Temple 772 | own race T1-T3 | x1.05 |
| Alliance / Klinshaya / Therataan ODP field depots | the race ODPs | T1 point defense and defense, restock service, Ordnance Packs | x1.15 |
The Tikopai stations (Taodin, the Tikopai dock, Bienm ODP) are hostile: no vendors, only raids.
Commands (docked):
| to | command |
|---|---|
| see today's stock with your price | /acq shop [family], e.g. /acq shop defense |
| buy a crate | /acq buy <id> |
| buy and send it straight to the yard | /acq buy <id> install [room] |
| have the yard fit a crate you carry | /acq install <id> [room] (or self to fit it yourself) |
| yard install with the rush service | /acq rush <id> [room] |
| check your price, or why you cannot buy | /acq price <id> |
| sell crates, salvage, relics | /acq sell <item> [n] |
| your standing with each race | /acq standing (works anywhere) |
Who may buy what:
- Military modules are sold only by your own race's vendors, and only for a military hull of your race.
- Civilian modules may be bought by anyone at any vendor that stocks them.
- Salvage-only modules (Tikopai TKPD, XON EMPD-X, the TK seeker mine nest, the TK Ghostskin) are never on a shelf. They come from loot, fragments or missions.
- NPC station gear is never obtainable.
Buy-back is 30 % of list for crates (40-45 % at Manara). Manara also buys alien salvage (300 cr), Quen Resonators and Ryl'Atti shards (4,000), blueprint fragments (1,500), derelict cores (2,500) and anomaly samples (1,800).
Every shipyard, starbase and free port also has a materials shelf: metal ingots 25 cr, electronic components 60, trycene 150, plastic 20, fabric 15, wooden boards 10, synthleather 30, ore 8 (race versions cost the same at that race's docks), so a module's materials never stop a purchase.
5.2 Standing
Your standing with each race (-100 to 100) is the same standing the game already tracks. The refit tiers are labels on it:
| tier | standing | price | at your own race's vendors you may buy |
|---|---|---|---|
| hostile | -50 or less | refused | nothing |
| unfriendly | -49 to -16 | x1.25 | - |
| neutral | -15 to 24 | x1.00 | T1-T2 |
| trusted | 25 to 49 | x0.95 | + T3 |
| honored | 50 to 74 | x0.90 | + T4 |
| exalted | 75 or more | x0.85 | + T5 |
- You start trusted (25) with your own race.
- Standing rises with completed missions (+4 each; refit missions often count 2-5 times) and a little with trade and taxes; it falls when you attack (-6) or kill (-12) that race's ships.
- The free ports have no standing gate and no standing discount.
- Some achievements lower a gate (for example Iron Umbrella lets you buy PD T5 at honored).
- Licence: 5 blueprint fragments of a line can be turned into a one-time licence to buy that line one tier
above your gate (
/acq assemble <line> <tier> licence). - Your final price never drops below 75 % of list.
5.3 Daily stock rotation
Shelves change every 24 hours at 00:00.
- T1 and T2 are always in stock.
- T3: 6 random modules a day, 2 of each. T4: 3 a day, 1 each. T5: one a day, one unit.
- One item a day is a deal (-15 %) and one is scarce (+20 %).
Check several docks: a T5 on the shelf is an event.
==================================================================================================
REFIT TERMINAL :: REFIT VENDOR KESTREL (TICONDEROGA 500)
Terra Fleet Yards standing terran 38 (trusted) Stock day 299
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
TODAY'S STOCK (your price; * = you may buy, - = reason) rotation resets 00:00
* pd_alliance_mk2 APD-2 Point Defense Cluster 47,500 cr
* def_aap_mk2 AAP-2 Ablative Plating 33,250 cr deal
* hgr_afr_alli_mk2 AFR-2 Valkyrie Launch Rails 61,750 cr
- pd_alliance_mk4 APD-4 Point Defense Cluster needs honored (50)
* sb_bay_mk2 ASB-2 Science Bay 43,700 cr x1 scarce
... (/acq shop <family> for the rest)
SHELVES seeds/goods: /hydro shop data cores bought here x1.0, specimens: no
FRAGMENTS pd_alliance T3: 3/5 ORDNANCE PACKS 1,500 cr
QUICK ORDERS
> acq shop _
> acq buy _
> acq buy _ install _ # buy and send the crate straight to the yard (room optional)
> acq price _
> acq sell _ _
[ ] acq standing
[ ] acq fragments
> acq assemble _ _
[ ] hydro shop
> hydro buy _ _
> hydro sell _ _
[ ] sb sell all
CHAT /acq [shop|buy|price|sell|standing|fragments|assemble] /hydro shop|buy|sell
--------------------------------------------------------------------------------------------------
ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
GO TO: [ ] page yard [ ] page paint [ ] page missions
(The /hydro and /sb lines are for seeds, goods and science data, covered in chapters 7 and 8.)
5.4 Refit yards
| yard | where | fee | time | rush | max tier | salvage it will fit |
|---|---|---|---|---|---|---|
| Home shipyard | Terra, Klinshay, Therat Prime | 10 % (min 1,000) | build hours x1.0 | x2 fee, half time | T5 | your race's or race-neutral salvage (not TKPD / EMPD-X) |
| Starbase refit deck | Alpha, Duell, Temple | 12 % (min 1,000) | x1.25 | yes | T3 | none |
| Manara contract crews | Manara | 12 % (min 1,500) | x1.1 | no | T3 | civilian salvage |
| Rodom V no-questions yard | Rodom V | 12.5 % (min 1,500) | x1.0 | yes | T5 | any salvage (+25 % fee) |
| Self-install | wherever you may (section 1.5) | none | x1.5 (x1.125 with 2 engineers) | - | T5 | all, from your own crate |
Fees are multiplied by hull size: small x0.75, medium x1, capital x1.5.
==================================================================================================
REFIT TERMINAL :: REFIT YARD KESTREL (TICONDEROGA 500)
Terra Fleet Yards (home shipyard) hull: capital x1.5 Yard crews: 3 free
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
FREE ROOMS ON KESTREL Crew Quarters 3 (any) Storage 6 (any)
CRATES IN YOUR HOLD def_aap_mk2 crg_rhd_mk1
YARD INSTALL fee = max(min, cost x pct) x hull size; always succeeds; skips the 6 m rule
def_aap_mk2 -> Storage 6 fee 5,250 cr 3 h 00 rush 10,500 cr 1 h 30
SELF INSTALL 6 m rule, crate + materials, fab-skill roll
crg_rhd_mk1 -> Crew Quarters 3 chance 71% 4 h 30 (x0.75 with 2 eng crew)
CATALOG /refit catalog [family] INFO /refit info <id>
QUICK ORDERS
> refit yard _ _
> refit selfinstall _ _
> acq install _ _ # crate you carry: room, or 'self' for a self-install
> acq rush _ _ # yard with rush: fee x2, half the hours
> refit remove _
> refit catalog _
> refit info _
[ ] refit rooms
CHAT /refit yard <id> [room] [rush] /refit selfinstall <id> [room] /refit remove <room>
TIMER Engineering console refit timer counts the work; no launch until 0.
--------------------------------------------------------------------------------------------------
ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
GO TO: [ ] page vendor [ ] page paint [ ] page missions
5.5 Salvage and loot
When you destroy a ship, the killing ship rolls on that ship's loot table; every other ship that did at least 10 % of the damage rolls for materials. Loot goes into your cargo; anything that does not fit floats as a salvage pod for 2 minutes (scoop it with a tractor). Loot comes on top of the normal bounty.
[Acq] Salvage: 3 item(s), 1,200 cr.
| target | credits | what to hope for |
|---|---|---|
| Rogue fighter / drone | 80-250 | ingots, electronics, alien salvage, rarely a fragment |
| Rogue capital | 2,000-5,000 | salvage, ship parts, a 4 % chance of a PD, defense or hull crate (T2-T3), fragments, rarely a Quen Resonator |
| Pirate raider | 300-1,200 | plastic, fabric, salvage, a civilian crate (smuggler holds, decoys, chaff), very rarely a Ryl'Atti shard |
| Pirate flagship / bounty lord | 5,000-12,000 | civilian crates T2-T3, Tikopai salvage crates, fragments, shards, a hybrid schematic copy |
| Hostile race patrol | 500-2,500 | race materials and parts, that race's military crate (usable by that race only: sell it, or use it in a fab bay) |
| XON Accumulator | 4,000-9,000 | EMPlaser and other parts, EMPD-X1-3 crates, fragments |
| XON Overmind (raid boss) | 20,000-35,000 | one guaranteed EMPD-X3-5 crate per participant, relics, a tiny chance of the mysterious CLOACA |
| Tikopai Remora | 1,500-4,000 | Tikopai parts, TKPD / seeker mine / Ghostskin crates, fragments |
| Hostile freighter | 200-800 | trade goods and ore (and a heavier standing loss) |
| Tikopai station raid | 15,000-25,000 | TKPD-2 to 5, seeker mine and Ghostskin crates, Tikopai civilian crates, high-tier fragments |
Fair play rules:
- Killing the same target again within 30 minutes gives no loot (and no kill mark).
- Kills 7-12 of the same kind of ship within an hour pay half; from the 13th, a quarter and no crates, relics or fragments.
- Daily limits per player: 6 crates, 2 relics, 10 fragments, 1 CLOACA.
- No loot from your own faction's ships, inside a station's safe zone, or while you are docked.
- Overmind and Tikopai station raids lock each participant out for 72 hours; you need at least 10 % of the damage.
- Pity: every crate or fragment roll that misses adds a point; at 25 points your next roll gives a fragment.
Blueprint fragments
Each fragment belongs to a module line and a tier (for example "TKPD, tier 3").
/acq fragmentsshows your collection./acq assemble <line> <tier>turns 5 matching fragments into a module crate (docked), for example/acq assemble pd_tikopai 3. This is how you get the top salvage-only tiers.- For lines that vendors sell, add
licenceto turn them into a one-time licence above your standing gate instead.
Ordnance Packs
One pack refills one module's ammo, charges, mines or decoys in the field: /acq restock <room> after 30 s out of
combat (chapter 2.15). Packs drop from combat loot, are sold at the ODP depots (1,500 cr) and can be built.
5.6 Refit missions
Refit missions are real missions: the giver opens them in the usual Mission window when you say 'assignment', 'mission' or 'orders'. You can have one active mission at a time. The MISSION BOARD on the dock and these commands also work:
| to | command |
|---|---|
| list missions and your progress | /refitmissions |
| one mission's detail and current step | /refitmissions <id>, e.g. /refitmissions aegis_proving |
| accept one | /refitmissions start <id> |
| answer a choice | /refitmissions say <word>, e.g. /refitmissions say keep |
You may leave off the acq_m_ at the front of a mission id.
| giver | where | missions |
|---|---|---|
| Yard Chief Hollis Varga | Terra | Scrap Sweep (daily), The Kestrel Run |
| Engineer Dalia Cho | Terra | Redline Certification |
| Lt. Cmdr. Roan Ise | Terra | Aegis Proving Ground |
| Archivist Pell Morrow | Terra, Klinshay, Therat Prime, Manara | The Long Silence, First Light |
| Den Quartermaster Rhesk | Klinshay | Scatter Driver Audit (daily) |
| Hunt-Mother Kael | Klinshay | Brood Hunt |
| Seer Ithra of the Quen | Klinshay | The Whispering Hull |
| Forge-Master Varrak | Klinshay | Trial of the Forge |
| Shadow-Captain Ysk | Duell | Veil Run |
| Tech-Priest Oru Tam | Therat Prime | MagPulse Calibration, Pilgrim Tender |
| Archon Selu | Therat Prime | Resonance Samples, For the Deep Archive |
| Racer Vex Imaru | Temple | Pulse Sprint (weekly) |
| Broker Sabine Lethe | Manara | Manara Salvage Contract (daily), Sealed Schematics |
| Celay Captain Mirelle | Manara | Lantern Lure |
| Dr. Anwen Ross | Manara | Cold Chain (daily) |
| Underwriter Koss | Manara | Vault Recovery |
| Boss Garro Teague | Rodom V | Strip Job, Nothing to Declare |
| Marshal Ada Quill | Rodom V | The Lord of Rodom Pass, Mine the Pass |
| Flight Boss Nadia Reyes | Rodom V | Lost Birds, Remora Harvest |
| Cmdr. Isa Bren (joint task force) | Terra, Klinshay, Therat Prime | Accumulator Breakers (weekly), Mind of the Swarm (weekly raid) |
| Yardmaster General Thorne | Terra, Klinshay, Therat Prime | The Grand Refit |
Rewards run from 4,000 cr (tier 1) to 90,000 cr (the Overmind raid), plus materials, fame, standing and sometimes discounts or titles. Several missions need a particular module fitted: Aegis Proving Ground and MagPulse Calibration fire inert drill torpedoes and drones at you so you can test your point defense safely. Full steps and rewards for all 30 missions: Appendix A8.
==================================================================================================
REFIT TERMINAL :: REFIT MISSIONS & ACHIEVEMENTS KESTREL (TICONDEROGA 500)
Player: Andy Active: aegis_proving
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
ACTIVE Aegis Proving Ground (T2, 9,000 cr) step 3/4: intercept the drill torpedoes
OPEN TO YOU
scrap_sweep T1 Scrap Sweep 4,000 cr daily
scatter_audit T1 Scatter Driver Audit 4,000 cr daily
sb_field_survey T1 Field Survey 6,000 cr daily
hp_fresh_produce T1 Fresh Produce Run 3,000 cr daily
Missions also open at the giver: say 'assignment', 'mission' or 'orders' (Mission window).
ACHIEVEMENTS 9/61 titles: Deck Crew
QUICK ORDERS
[ ] refitmissions
> refitmissions _
> refitmissions start _
> refitmissions say _
[ ] acq ach
CHAT /refitmissions [id] /refitmissions start <id>|say <word> /acq ach
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ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
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GO TO: [ ] page vendor [ ] page yard [ ] page paint
[Acq] Mission failed: escort lost.
5.7 Achievements
Achievements are yours (not the ship's). /acq ach lists them and your titles.
[Acq] Achievement: Deck Crew.
| achievement | earn it by | reward |
|---|---|---|
| First Intercept | 1 PD intercept | an Ordnance Pack |
| Iron Umbrella | 100 intercepts | PD T5 at honored; title Umbrella |
| The Wall | 500 intercepts | -5 % on PD and defense at your race's vendors |
| Redline | 1 hour in the overdrive band | AFO-3 at neutral |
| Burnout Survivor | burn out your engines, then get home within 30 min | 30 ingots; title Burnout |
| Ace / Double Ace | 5 / 10 capital-plus-starbase kills | weapon mods T3 at trusted / -5 % on weapon mods and PD |
| Breaker | 3 XON Accumulator kills | PD T4 at trusted |
| Overmind Slayer | help kill the Overmind | 2 fragments; also grants Overload |
| Salvager / Scrap King | 1 / 250 salvage items | - / -5 % at Manara |
| Relic Hunter | find a Quen Resonator or Ryl'Atti shard | title |
| Master Shipwright | convert every refit room on a hull | free arctic finish; title |
| Self-Made | 10 self-installs | +5 to your self-install roll |
| Minefield, Ghost, Tender Guard, Derelict Diver, Exalted | mission and event counters | small discounts, items, titles |
| Mad Science, Visionary, Lab Rat | fab bay results (chapter 6) | items, gates, titles |
| Deck Crew, Bounty Hunter, Checkmate, Gold Ledger, Night Owl, Tin Turtle, Overload, Royal Flush, Moonlight Run, Marshal, Pathfinder, Far Survey, Motherlode | the war-paint achievements | each unlocks a livery (chapter 4.2) and often a ribbon |
Two are hidden until you find them. The full list with exact counts: Appendix A9.
5.8 Materials & build
- Vendors, yards, loot tables, missions and achievements, one row each: Appendix A5 to A9.
- Material shelf prices and where every material, relic and tool comes from: Appendix A10.
- Ordnance Packs, fighters, drones and shuttles: Appendix A2.
Chapter 6. The Experimental Fabrication Bay
The Experimental Fabrication Bay ("fab bay") is where you take one of your own ship parts and one piece of alien technology, put them on a bench together and see what comes out. Sometimes it's nothing. Sometimes it's slag. And sometimes it's a weapon, hull plate or engine that nobody in the galaxy has ever built, with your ship's name on the discovery.
6.1 Bays and labs
A fab bay is a refit-room module. It takes over one or two rooms (most bays take two; the Celay Bio-Lab fits in one), draws power from your reactor, and needs crew posted in it. There are nine kinds:
| bay | who it's for | in short |
|---|---|---|
| AFB-1 Experimental Fab Bay | anyone, any hull | The starter lab. Parts up to tier 2, no alien artifacts, no rework of prototypes, accidents hit 25 % harder. |
| AFB-2 Experimental Fab Bay | anyone, any hull | The workhorse. Parts up to tier 4, takes artifacts, can do second-stage rework, saves your own part half the time when an experiment goes wrong. |
| AFB-3 Experimental Fab Bay | capital hulls | The best general lab: tier 5 parts, two experiments at once, 80 % chance to save your part, accidents at 60 % strength. Needs an engineer too. |
| KFB Forge-Bay | Klinshaya Deathwing | Run by engineering crew. +8 on beam, torpedo and hull work, -10 on bio-tech and life support. Every experiment heats your reactor by 20. |
| TRL Resonance Lab | Therataan Star Warrior | Bad race pairings count as neutral here, which is how Therataan crews get at Ryl'Atti and Quen tech. +6 on MagPulse, shield and sensor work. |
| TKG Grafting Grove | Tikopai, any hull | Run by medical crew. Cheap and safe: most of its accidents are a harmless overgrowth. Experiments take 50 % longer. +10 on Tikopai parts and life support. |
| Celay Bio-Lab | anyone, any hull, 1 room | The small-ship lab for freighters and liners. Low power, accidents at half strength, no artifacts. Favours medical, crew and cargo results; weapon results are rarer. |
| ADL Derelict Analysis Lab | anyone | Tears down ships you have captured (Section 6.9) and turns their cores into hybrids. |
| AXC Anomaly Containment Lab | capital hulls | Works with Anomaly Samples from space anomalies (Section 6.10). No tier cap, lab events every other experiment, and the only bay that can make the legendary Storm-Heart Annex. Containment breaches are 2.5 times as likely. |
One fab bay per ship. Appendix B1 lists every bay's crew, power, part-tier limit, research-tier cap, stage limit, minutes per experiment, cooldown and price, plus the materials to build it.
Installing a fab bay. Buy the crate at a refit vendor (/acq shop fab_bay, then /acq buy <id>), then either let a yard fit it (/refit yard <id> [room]) or fit it yourself standing at the room's label (/refit selfinstall <id> [room]). Tier 3 and up must be fitted while docked. When the build timer runs out, the room label changes (for example AFB-2 FAB BAY) and the FAB BAY TERMINAL appears next to it.
6.2 What you need for one experiment
| slot | what goes in | where to get it |
|---|---|---|
| Part A | A ship part from your own race's line (a laser, a torpedo launcher, a shield generator, a hull plate, an engine...). For second-stage work, a hybrid you already made (Section 6.7). | Buy through the ship parts catalog, or pull one off your ship with /uninstall. |
| Part B | Alien technology. Another race's part (a Therataan MagPulse coil, an XON EMPlaser or blank part, a Tikopai bio-part...), Alien Salvage, a Quen Resonator, a Ryl'Atti Carapace Shard, the CLOACA device, a Derelict Core (ADL only) or an Anomaly Sample (AXC only). | Loot from kills, wrecks and stations; salvage; captured ships; anomaly scans. |
| Catalysts | trycene crystals x (2 x T), electronic components x T, plastic x 2. Tier-3+ bays also take 1 Containment Lattice. T is the higher tier of your two parts. | Materials shelf at any shipyard, starbase or free port. Race-equivalent electronics are fine. |
| Focus (optional) | Fabric (hull and shield results 1.5 times as likely) or a spare sensor part (sensor and point-defense results 1.5 times as likely). | Materials shelf / your hold. |
Part B's race decides which faction pair you are researching, for example Alliance + Therataan.
Some rules: * Part A must be your own race's tech; Part B must be alien. (A hybrid in slot A is yours, whatever went into it.) * Each bay has a highest part tier it accepts (AFB-1 takes tier 2 at most). * AFB-1 and the Celay Bio-Lab cannot hold alien artifacts (the Quen Resonator, Ryl'Atti shard and the like). * You can't experiment while docked or inside a starbase's safe zone: station safety regulations. * You can run 12 experiments a day, and the same Part A + Part B pair only once every 6 hours. * After each result the bay recalibrates for its cooldown before it takes the next job.
6.3 Running an experiment, step by step
- Post your crew. The bay needs its crew department aboard and posted (science for most bays; engineering for the Forge-Bay; medical for the Grove and the Bio-Lab; AFB-3, ADL and AXC need one extra).
- Carry the parts and catalysts. Part A, Part B and the catalysts must be in your inventory.
- Leave the dock. Undock and clear any starbase safe zone.
- Load and start. Open the FAB BAY TERMINAL and type the parts on the line
> fab start _ _, or type in chat:/fab start laser_mk3 magpulse_coil(add a focus item as a third word if you have one). The terminal lists the parts in your hold that it can see, so you can copy their names. - Wait. The bay works on the server clock, even while you do other things. Base time is the bay's minutes, plus 25 % for every tier your two parts add above 1+1. Check progress with
/faborscience, fab report. - Answer any lab event. At the halfway mark there's a chance (25 %, AXC 50 %) that the crew calls you with a decision (Section 6.5). You have 5 minutes.
- Read the result. The bay announces the outcome in chat. A new hybrid lands in your inventory.
Power matters. While an experiment runs, the bay's draw goes up (for example AFB-2 from 300 to 450). If your ship goes into brownout, the experiment pauses until power is back. Watch the Engineering console's allocation bars.
6.4 The roll, explained simply
When the timer ends, three questions are asked in order:
- Was there an accident? Usually a few percent (1 % at best, 35 % at worst). Higher-tier parts, volatile alien tech and stage-2 rework make accidents more likely; a skilled crew and a well-contained bay make them rarer.
- Did it work? The success chance starts near 45 % and is adjusted by: * Skill: a blend of your Fabrication Technology, Science Technology and Reverse Engineering plus your best crew in the bay's department. * Race compatibility of the pair: some races' tech fits well together (Alliance + Therataan +8, Klinshaya + XON +10), some badly (Alliance + Ryl'Atti -12, anything + Unknown tech -10 to -15). * Research notes on that pair and part type (they build up from failures; see 6.6). * Part tier: every tier above 1 makes it harder. * The bay's success bonus and its specialities, any lab event choice you made, and the +3 from a Particle Accelerator run in your Science Bay (Chapter 7). It is always between 10 % and 95 %.
- If it worked, how well? A breakthrough (up to 25 %) gives a better, "Prototype" version one tier higher. Otherwise 7 times in 10 you get a hybrid, and 3 times in 10 a minor bonus.
If it didn't work: three times in four the result is "Inconclusive" and you get your part back; one time in four the part is destroyed (it turns into a Fused Slag Curio you can sell for 250 cr). AFB-2/3 and most faction labs save your part even then (50 %, AFB-3 80 %).
Examples (a 250-skill operator with an average crew, tier 2 + tier 1 parts):
| situation | success | accident | you get a hybrid |
|---|---|---|---|
| AFB-1, Alliance laser + Therataan MagPulse | 50 % | 4.5 % | about 1 in 3 |
| AFB-2, same pair, some notes built up | 65 % | 1.5 % | about 1 in 2 |
| AFB-3, Klinshaya + XON, full notes | 82 % | 2.5 % | about 3 in 5 |
| AFB-2, Alliance + Ryl'Atti shard | 29 % | 8.5 % | 1 in 5 |
| AXC, anomaly sample, "ride it out" | 30 % | 18 % | 1 in 5 |
6.5 Outcomes
| outcome | what you get | your Part A |
|---|---|---|
| Breakthrough | A hybrid one tier better than normal, named "Prototype". Rarer hybrids are a little more likely. | used up |
| Hybrid | A hybrid item that matches your two parts. | used up |
| Minor bonus | Part A comes back Tuned: +3 to 6 % on one of its values (max 2 tunings per part). | returned |
| Inconclusive | Nothing, but you gain research notes. | returned |
| Part destroyed | Part A becomes a Fused Slag Curio (250 cr), or a Singing Slag Curio (600 cr) after an anomaly experiment. | lost (unless the bay saves it) |
| Accident | Something goes wrong in the bay (below). You still gain research. | lost (unless the bay saves it) |
Part B and the catalysts are always used up.
If the crew says "we're close to something here, but we don't understand the
Accidents
| accident | what happens |
|---|---|
| Power surge | One internal system takes 15 % damage and goes off-line for 30 seconds. |
| Reactor overheat | Reactor heat +40. If your reactor reaches 100 it takes 15 % damage. |
| Fire | 8 % hull and 10 % life support damage; the bay is locked for 10 minutes. |
| Hull breach | 12 % hull, with a high chance of internal system damage. |
| Containment breach | Every refit module goes off-line for 60 minutes (AFB-3: the two nearest systems lose 20 % instead). In the AXC, ships in your sector see "Long-range sensors: an energy spike near the |
| Overgrowth (Grove) | No damage. The bay is jungle for 30 minutes and Part A comes back. |
| Anomaly event (AXC) | Gravity shear: one random system off-line and half speed for 60 seconds. One time in four, something forms in the wreckage anyway. |
All accident damage is multiplied by the bay's accident factor (AFB-1 x1.25, AFB-3 x0.6, Bio-Lab x0.5).
6.6 Lab events and /fab choose
At the halfway point the crew may stop and ask you something. The experiment pauses, you see the question in chat, and you have 5 minutes to answer with /fab choose a or /fab choose b (or say science, option a, or tick the box on the fab.events page). If nobody answers, the crew goes with the safe default ("No orders. Going with ..."). Only the person who started the experiment or the ship owner can answer. Every answered event adds +3 research.
| event | when | the crew says | a | b |
|---|---|---|---|---|
| Resonance | any | "The alien part is resonating with the casing. I can damp it or let it ring." | damp it: accident -4, success -3 (default) | let it ring: success +6, accident +5 |
| Power hungry | any | "It's pulling more power than we budgeted." | feed it: 400 power spike, success +5 | cut it: 25 % longer (default) |
| Strange reading | any | "Readings are... unusual. Want me to chase this?" | chase: breakthrough +5, 20 % longer | ignore: more notes (default) |
| Catalyst short | any | "We're short on crystal. Another 4 trycene would steady it." | spend 4 trycene: accident -5 | push on: success -4 (default) |
| Crew hurt | any | " |
pull out: success -5 (default) | keep working: success +2, crew member injured 30 min |
| Bio growth | Tikopai parts / Grove | "It's... growing. Into the bench." | prune: success -3 (default) | let it grow: success +4, 30 % longer, 10 % overgrowth |
| Quen voice | Quen Resonator | "The resonator is humming a tune. Some of the crew are humming along." | shield the crew: accident -3 (default) | listen: breakthrough +8, 20 % chance you only get a curio |
| Derelict log | ADL | "The core still has its captain's last log. Read it?" | read it: more notes, maybe a story | wipe it: success +3 (default) |
| Anomaly pulse | AXC | "The sample is pulsing. Containment at 70%." | vent it: job ends, sample lost (default) | ride it out: success +8, accident +10 |
If a choice costs something (the 4 trycene) and you don't carry it, the default is used instead.
FAB BAY TERMINAL, page fab.events (example values):
==================================================================================================
REFIT TERMINAL :: FAB BAY :: LAB EVENTS KESTREL (TICONDEROGA 500)
Room: Cargo Bay 7 -> AFB-2 FAB BAY Deck 13 Power 100% Crew 2/2 sci
==================================================================================================
RESULT (last save; also in chat) : -
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EVENT resonance job 1 answer within 4:12 (else default a)
Science: "The alien part is resonating with the casing. I can damp it or let it ring."
[ ] fab choose a # DAMP IT accident -4, success -3
[ ] fab choose b # LET IT RING success +6, accident +5
Only the job's operator or the ship owner may answer. Each answer adds +3 research.
RECENT EVENTS
2h ago power_hungry b cut it (minutes +25%)
yesterday catalyst_short a spend 4 trycene (accident -5)
GESTALT ASCENDANT (only when fitted and you try to remove it)
[ ] fab debate a # 'you are a tool' 60% it complies
[ ] fab debate b # 'you deserve better' complies; -10 morale; it renames the ship
CHAT /fab choose a|b [job] /fab debate a|b VOICE 'science, option a'
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ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
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GO TO: [ ] page fab [ ] page fab.tree [ ] page overview
6.7 Research notes and the tech tree
Two kinds of progress build up as you experiment:
Research notes (short-term). Each pair of races and part type keeps a notes score up to 100. Failures add notes; every 10 notes are worth +2 % success. A successful hybrid spends 50 of them. /fab notes shows them.
Research (R) and the tech tree (lifetime). Every finished experiment also adds research to your faction pair (your race + Part B's race). R is never spent and belongs to you, not your ship. It unlocks tiers of hybrids:
| research on the pair | unlocks | bonus |
|---|---|---|
| 0 | T1: common hybrids | - |
| 40 | T2: uncommon hybrids | - |
| 120 | T3: rare hybrids and second-stage rework | +2 compatibility on that pair |
| 300 | T4: legendary hybrids | +4 compatibility on that pair |
R gained per experiment: inconclusive +10, part destroyed +15, accident +20, minor bonus +5 (all multiplied by the bay's notes factor, up to x1.5), hybrid +8, breakthrough +12, answered lab event +3. A typical run on an AFB-2 earns about 12 R, so T2 comes after about 4 experiments on a pair, T3 after about 10, T4 after about 25.
The bay caps the tier: AFB-1 can only make T2, AFB-2, the Grove and the Bio-Lab T3, AFB-3, Forge, Resonance Lab and ADL T4, and the AXC has no cap.
Tech tokens from the Science Bay (Chapter 7) add +15 R to a pair of your choice: /fab token Therataan. You can spend up to 2 a day. An Anomaly Study in the Science Bay also adds +10 R to your pair with Unknown tech.
Check your tree with /fab tree (or /fab tree Therataan for one faction), or on the fab.tree page.
FAB BAY TERMINAL, page fab.tree (example values):
==================================================================================================
REFIT TERMINAL :: FAB BAY :: RESEARCH TREE KESTREL (TICONDEROGA 500)
Player: Andy (research is per player, not per ship)
==================================================================================================
RESULT (last save; also in chat) : -
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PAIR R TIER NEXT compat bonus
Alliance|Therataan 135 T3 T4 at 300 +2
Alliance|Quen 52 T2 T3 at 120 -
Alliance|Klinshaya 18 T1 T2 at 40 -
Alliance|Unknown 40 T2 T3 at 120 -
Bay cap: AFB-1 T2, AFB-2 T3, AFB-3 T4, faction bays T3-4, Anomaly lab no cap.
TECH TOKENS 2 held (daily cap 2)
> fab token _
SCHEMATICS LEARNT hy_phase_tuned_laser, hy_mag_clamped_tractor
FIRST DISCOVERIES (server) 23 of 86 hybrids known
QUICK ORDERS
[ ] fab tree
[ ] fab notes
[ ] fab discoveries
CHAT /fab tree [faction] /fab notes /fab discoveries /fab token <faction>
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ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
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GO TO: [ ] page fab [ ] page fab.events [ ] page overview
6.8 Second-stage chains
A bay with stage 2 or more (every bay except AFB-1) can take a hybrid you made as Part A and push it further with the right alien part. These rolls are a little harder (counted half a tier higher and slightly more volatile). If the rework fails badly, the first hybrid is lost like any Part A.
Printed Lattice Hull + Therataan MagPulse coil -> Lattice-Mag Composite Hull (uncommon, +16 % hull)
Phase-Tuned Laser MK + XON EMPlaser -> Phase-Locked Lance (rare, 35 % shield bypass)
Symbiotic Scrubbers + Alien Salvage (Celay) -> Celay Living Sickbay (uncommon, medical module)
Gestalt Core + Ryl'Atti Carapace Shard -> Gestalt Ascendant (legendary, CURSED)
Echo Drive + Ryl'Atti Carapace Shard -> Echo-Fold Drive (legendary)
AFG-X Flux Capacitor Annex+ Anomaly Sample (AXC only)-> Storm-Heart Annex (legendary)
A first discovery of a stage-2 hybrid is announced as "a second-generation prototype". Stage 3 (AFB-3 and AXC) is reserved: no stage-3 recipes exist yet, so a stage-3 attempt can only give a minor bonus, nothing or an accident.
6.9 Cursed and quirky results
Four hybrids are cursed. They are powerful, they show [CURSED] after their name, their downsides always apply, and vendors won't buy them.
- Whispering Comm Array: strong ECM, but every hour there's a 2 % chance it broadcasts your sector to everyone online ("...the
sings at ..."). - Hungry Hull: +14 % hull, but it eats metal ingots from your cargo every hour. If it can't eat, your hull capacity drops by 5 % an hour (down to -20 %) until you feed it. You'll see
[Fab] The hull is hungry. Hull capacity 95%. - Ghost-Ship Transponder: rogues of the captured ship's race take you for one of their own and close in 30 % later, but the dead crew sometimes hail your bridge, and your own race's defence platforms may challenge you.
- Gestalt Ascendant: the best computer in the game. It runs damage control and point defense by itself, and now and then it refuses an order it calls "unwise" and tells you why. It sulks after docking at stations it dislikes. To remove it,
/fab uninstall gestalt_ascendantstarts a debate:/fab debate a("you are a tool", it complies 60 % of the time) or/fab debate b("you deserve better", it always complies, but crew morale drops by 10 for a day and it renames your ship on the way out).
Quirky, but not cursed: the Brood Hangar needs a plastic for every drone it regrows; the Mycelial Annex fills its room with fungus you can't walk through; the Singularity Torpedo has a 1 % chance to collapse in the tube; the Echo-Fold Drive sometimes drops you out 60 seconds before you left.
Refit-room cursed hybrids come out with /refit remove (out of combat); hardpoint ones with the normal /uninstall, except the Ascendant.
6.10 Derelict teardown (ADL)
When you capture a ship and bring it home (under tow with your tractor beam, or alongside), the ADL Derelict Analysis Lab can take it apart:
- Tow the prize or bring it alongside.
/fab teardown(or tick it on the fab page). It takes 60 minutes and the prize is used up.- You get 1-3 Alien Salvage, 5-20 metal ingots, 2-10 electronic components, and a Derelict Core of the captured ship's race. The core's tier depends on what it was: fighter 1, freighter or pirate 2, capital 4, starbase 5. You'll see
[Fab] Teardown done: ..., Derelict Core T<n> (<race>). - Load the core as Part B in the ADL. It counts as a part of that race (so it opens that race's normal hybrids) and also unlocks three derelict-only hybrids: the Captured Fire-Control Core (better hit chance against that race), the Prize-Crew Hull Graft (extra fame on every later capture) and the cursed Ghost-Ship Transponder. A tier 4+ core adds +5 to success.
Cores sell for 2,500 cr at Manara if you'd rather not.
6.11 Anomaly samples (AXC)
When you scan a space anomaly (a nebula, rift, storm and so on) with an AXC aboard, you collect an Anomaly Sample. Without one you still have a 25 % chance to collect one to sell (1,800 cr at Manara). A Science Bay Anomaly Detector and the Gravity-Lens Survey Lab raise the odds.
- Samples are Unknown tech, tier 3 (rift and storm samples tier 4).
- They decay after 48 hours in your hold ("The
sample has dissipated."). A cryo freezer in the Science Bay stops the clock ( /sb freeze anomaly). - Only the AXC accepts them. Its hybrids include the Gravity-Lens Survey Lab, the Ion-Storm Capacitor, the legendary Singularity Torpedo and, as a second stage from the Flux Capacitor Annex, the Storm-Heart Annex.
6.12 First discoveries and galaxy news
The first time anyone on the server makes a particular hybrid:
- Everyone online sees
First discovery! The Kestrel (Andy) discovered the Phase-Tuned Laser MK. - You get 250 cr and 2 ship fame, plus extra fame for rarity (uncommon +1, rare +2, legendary +8).
- You learn its schematic (
/schematic hy_<id>):[Fab] First in the galaxy - /schematic hy_phase_tuned_laser learned.
Legendary hybrids make GALAXY NEWS:
- The very first legendary on the server:
GALAXY NEWS: Scientists aboard the <ship> have built the <hybrid>. The galaxy has never seen anything like it.(+10 fame and 2,500 cr on top.) - Every later first legendary:
GALAXY NEWS: The Kestrel (Andy) unveils the Storm-Heart Annex. - Milestones at 25, 50 and all hybrids known:
GALAXY NEWS: <n> alien-tech hybrids now known to science.
/fab discoveries lists every first on the server. The fab.tree page shows how many of the 86 are known.
6.13 Schematics, copies and fitting a hybrid
Fitting a hybrid you made. * Hardpoint hybrids (weapons, hull, shields, engines, computer and so on) replace the stock part in its slot. Stand within 6 m of the hardpoint, open the hybrid's schematic in the Schematic window and press COMPLETE with the fitting materials in your inventory. The hybrid keeps the old part's icon and is run from that part's usual console (a hybrid laser fires from Tactical, a hybrid engine shows on Engineering and Helm). * Refit-room hybrids (point-defense lattices, aux annexes, sickbays, hangars and so on) are installed in a refit room like any other refit module and get the matching Refit Terminal. * Appendix B2 lists what each hybrid needs to fit (materials, time, skill).
Building more with the schematic. The discoverer's schematic lets you build the hybrid again in the Schematic window from Part A + Part B + the catalysts, with a normal crafting roll (Chapter 9) instead of an experiment.
Schematic copies. The discoverer can make a Hybrid Schematic copy (10 uses, 1 copy a day) to give or sell to other players. Copies of legendary schematics are locked for 30 days after the discovery. Copies also turn up in pirate flagship loot and as a courier mission reward.
Dual-Mode EMPlaser. This hybrid has two firing modes, cut (full beam damage) and emp (low damage, drains shields 2.5 times as fast). Switch with /fab mode [cut|emp]: /fab mode on its own toggles between the two, /fab mode emp or /fab mode cut sets one. The answer is [Fab] Dual-Mode EMPlaser mode: EMP. The mode stays set until you change it.
Hybrid commands. /fab burst fires a burst from a hybrid aux annex (Flux Capacitor, Ion-Storm Capacitor, Storm-Heart Annex). /fab teach <dept> picks which department the Quen Dream-Teacher trains.
6.14 The FAB BAY TERMINAL
The fab bay's board has three pages: fab (the bay and running jobs), fab.events (lab events, shown above) and fab.tree (your research, shown above).
FAB BAY TERMINAL, page fab (example values):
==================================================================================================
REFIT TERMINAL :: EXPERIMENTAL FAB BAY KESTREL (TICONDEROGA 500)
Room: Cargo Bay 7 -> AFB-2 FAB BAY Deck 13 Power 100% Crew 2/2 sci
==================================================================================================
RESULT (last save; also in chat) : -
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BAY AFB-2 tech tier cap 3 stages 2 lab events 25% concurrent 1 cooldown none
JOB 1 Laser MK-3 (Alliance beam) + MagPulse coil (Therataan) focus: success
progress 62% ETA 0:23 odds: success 48 breakthrough 6 accident 9 pair R=135 (T3)
state: WAITING FOR ORDERS (event 'resonance', 4:12 left) -> see page fab.events
LOAD A NEW EXPERIMENT (bay idle only)
> fab start _ _
parts in your hold: laser_mk3, magpulse_coil, quen_resonator, derelict_core(Klinshaya T4)
DERELICT LAB prize under tow: none ANOMALY samples: 1 (decays in 31 h)
QUICK ORDERS
[ ] fab status
[ ] fab teardown
[ ] fab burst
CHAT /fab start <A> <B> [focus] /fab status /fab choose a|b /fab tree /fab teardown
VOICE 'science, fab report' 'science, option a'
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GO TO: [ ] page fab.events [ ] page fab.tree [ ] page science [ ] page overview
Commands
| command | what it does |
|---|---|
/fab or /fab status |
Jobs, time left, waiting events, brownout pause. |
/fab start <partA> <partB> [focus] |
Start an experiment (also /fab load). |
/fab choose a|b [job] |
Answer a lab event. |
/fab notes |
Your research notes and known schematics. |
/fab tree [faction] |
Your research tree. |
/fab discoveries |
Every first discovery on the server. |
/fab token <faction> |
Spend a tech token: +15 research on that pair. |
/fab teardown [prize] |
ADL only: tear down a captured ship. |
/fab burst |
Fire a hybrid aux annex burst. |
/fab alloy <alloy> [batches] |
Forge-Bay only: pour an alloy from its element rows, +25 % yield. |
/fab teach <dept> |
Set the Quen Dream-Teacher's department. |
/fab uninstall <id> / /fab debate a|b |
Only for the Gestalt Ascendant. |
Voice orders (needs a science crew member aboard): science, fab report (same as /fab status), science, option a / science, option b (same as /fab choose). engineering, burst fires a hybrid burst.
Alerts you'll see
| line | meaning |
|---|---|
[Fab] The alien part is resonating. /fab choose a = damp | b = ring |
A lab event is waiting for your decision (5 minutes). |
[Fab] Success! Result: Phase-Tuned Laser MK. |
You made a hybrid (BREAKTHROUGH! for a Prototype). |
[Fab] Partial result: part A comes back Tuned. / [Fab] Inconclusive. |
Minor bonus / nothing. |
[Fab] Containment failed - part A ... |
Part destroyed (or saved by the bay). |
Engineering: Fire in the Experimental Fab Bay! |
An accident; see 6.5. |
First discovery! ... / GALAXY NEWS: ... |
Server-wide news (6.12). |
[Fab] The hull is hungry. Hull capacity 95%. |
Your Hungry Hull needs metal ingots in cargo. |
6.14b The Forge-Bay's metallurgy
The Klinshaya KFB Forge-Bay also works as a foundry. With engineers at their post, /fab alloy <alloy> [batches]
pours any alloy a metallurgy schematic can make (steel, stainless, bronze, titanium alloy, superconductor wire ...)
straight from the elements in your inventory, with a +25 % yield over the schematic - five ingots of steel become
six. /fab alloy alone lists the alloys. Alloy schematics CREATEd aboard a ship with a crewed Forge-Bay get the same
bonus.
6.15 Safety tips
- Start small. Use tier 1-2 parts on a new pair until you reach T2. They're cheaper to lose and accidents are milder.
- Mind the power. Check
/refit powerbefore you start. A brownout pauses the job, and "feed it" events add a 400-power spike. - Forge captains: each experiment adds reactor heat. Don't start one right after an overdrive run.
- Carry 4 extra trycene so "catalyst short" can always be answered the safe way.
- Stay near chat at the halfway mark. The default answer is always the safe one, but sometimes you want the risky one.
- Freeze your anomaly samples if you can't use them within 48 hours.
- Don't experiment in a fight. A hit on the fab bay room damages the bay like any refit room.
- Think twice before installing a cursed hybrid. The Gestalt Ascendant has to be argued out of your ship.
Chapter 7. The Science Bay
The Science Bay turns your scans, samples, live specimens, odd particle tracks and conversations into research projects. Each finished project produces a data core you can sell to science buyers, and it can earn server firsts, fame, skill gains, new crop strains for your hydroponics deck and research for your fab bay.
7.1 Bays and Science Decks
The bay is a refit-room module (one room; two for the ASB-3; two or three for a capital Science Deck). It doesn't do much by itself. What it gives you is benches, and on the benches you mount gizmos: small instruments that each do one job.
| bay | benches | gizmo tier | projects at once | notes |
|---|---|---|---|---|
| ASB-1 Science Bay | 3 | up to 2 | 1 | the cheap starter |
| ASB-2 Science Bay | 5 | up to 3 | 1 | 2 operator posts |
| ASB-3 Twin Science Bay | 8 | up to 3 | 2 | two rooms |
| Celay Field Lab | 4 | up to 2 | 1 | no crew needed, gizmos draw 25 % less power, half the contamination |
| KSB Hunt-Lore Bay (Klinshaya) | 4 + 2 bio | up to 3 | 1 | +15 % xeno research |
| TSB Resonance Observatory (Therataan) | 5 | up to 3 | 1 | research skill +15, breakthroughs 1.5 times as often |
| TK Living Laboratory (Tikopai) | 6 | up to 3 | 1 | +20 % bio and botany research, specimens escape twice as often |
| ASD-3 Science Deck (Ticonderoga, Titan) | 10 + 3 bio + 3 astro | up to 4 | 2 | gizmo effects x1.1 |
| KSD Hunt-Lore Deck (Deathwing) | 9 + 3 bio | up to 4 | 2 | gizmo effects x1.1, +15 % xeno |
| TSD Concord Science Deck (Star Warrior) | 10 + 3 anomaly + 3 astro | up to 4 | 2 | gizmo effects x1.1, research skill +20 |
One Science Bay or Deck per ship. All of them are civilian, so any race can buy any bay where the seller deals with you.
Your older science rooms plug in. If you already have the sensor lab, cartography, xenobiology lab, anomaly analyser or deep archive, each one adds 2 benches to the bay (up to +6): ASL and TDA add 2 any-benches, ASC 2 astro benches, XBL 2 bio benches, AAN 2 anomaly benches. They keep their own bonuses too.
7.2 Benches and mounting gizmos
Every bench has a kind: any, bio, astro or anomaly. A gizmo lists which kinds it fits. "any" gizmos fit every bench; a "bio" gizmo needs a bio bench (or an any-bench if it also lists any). Some big gizmos take two benches; both must fit, but they don't have to be next to each other.
To mount a gizmo:
- Buy the gizmo crate from a vendor (
/acq shop science_gizmo,/acq buy sb_spec_mk1). The XON Data-Core and the Singing Stone are never sold; you have to find or earn them. - Check your benches with
/sb benchesor the science.benches page. /sb mount sb_spec_mk1(or/sb mount sb_spec_mk1 2to pick bench 2). You need the crate and its materials in your inventory, you can't be under fire (60 seconds since the last hit), and the gizmo's tier can't be above the bay's limit.- Mounting takes the gizmo's build time (half an hour to four hours). There is no fail roll.
Rules. One gizmo of each line: mounting an MS-2 Mass Spectrometer replaces your SP-1 and gives the SP-1 crate back. Exceptions: up to 4 XT-1 tanks, 2 Vivarium Arrays, 3 CSF-1 freezers and 2 CSF-2 vaults. /sb unmount <gizmo> takes a quarter of the build time and gives the crate back. Gizmos that take a hit go below 100 %; at 0 % they stop until you /sb repair at a dock (10 % of their price).
What makes a gizmo work well. Each gizmo's effect is multiplied by its crew (some need a crew member of a department aboard), your power level (in a brownout everything weakens) and your operators (7.4). Then the caps apply:
| what | cap |
|---|---|
| scan finds | +40 % |
| research speed | +60 % |
| scan range | +75 % |
| research skill | +60 |
| data-core grade from gizmos | +2 |
| operators | x1.25 (x1.40 with the TK Neural Lattice) |
| projects at once | 3 |
| plant-breeding bonus | +25 |
Stacking five gizmos of the same kind quickly stops paying. Variety pays: more project types, more inputs.
Power. The bay draws its own power plus every gizmo's. A full ASB-2 with five gizmos draws about 390; a full capital deck can pass 1,200 and may need an aux generator annex. The Particle Accelerator draws +900 while it runs.
7.3 The gizmos
Appendix B4 has every number. Here is what each one is for.
Core instruments
- SP-1 Optical Spectrometer (any bench): +5 % finds and 10 % faster scans with
/scan. The first gizmo most people buy. - MS-2 Mass Spectrometer (any): replaces the SP-1; +8 % finds, much better on minerals and atmospheres, and +1 grade on survey and materials cores.
- EM-2 Electron Microscope (bio or any): faster bio, materials and pathogen research; an extra sample when you
/samplepathogens and microbes. - GS-2 Gene Sequencer (bio): every read with your hand-held genetic sampling probe is stored as a genome (6 slots). Genomes are inputs for xenobiology papers. With a specimen tank of the same species aboard, xeno papers get +1 grade.
- GS-3 Genome Forge (2 bio benches): 12 genome slots; a xeno paper with 3+ genomes from the same planet gets +1 grade; +1 grade on xeno, botany and medical cores.
- XT-1 Specimen Tank (bio): holds 1 live creature (7.7). Up to 4 per ship. 20 cr a day upkeep per specimen.
- XT-3 Vivarium Array (2 bio): holds 3, cheaper upkeep, specimens heal over time, fewer escapes.
- CSF-1 Cryo Sample Freezer (any): 6 freezer slots. Frozen anomaly samples and seed packets stop ageing.
- CSF-2 Deep Cryo Vault (any): 16 slots and can freeze live specimens (no upkeep, no escapes, but they don't count as live).
- CB-1 Chemistry Bench (med or any): when you use a chemistry lab (ANALYZE / SYNTHESIZE) aboard your ship, or at a dock while your bay is running, you get +10 analyze skill and +10 % synthesis success.
- CB-3 Synthesis Suite (2 med/any): +20 / +20 %, a 15 % chance of an "increased" vial, and four new compounds at the lab (7.9).
- CF-1 Sample Centrifuge (bio, med or any): an extra pathogen or plant sample per
/sample, and a small "increased" chance at the lab. - CC-2 Cloud Chamber (anomaly or any): every
/scanhas a 10 % chance to record an exotic particle track (7.8). With the accelerator, each run gives an extra track. - PA-3 Particle Accelerator (2 anomaly benches):
/sb accelburns 10 trycene, draws +900 power for 60 seconds, adds reactor heat +15 and gives an exotic track. It also gives +3 on your next fab experiment within a day. Cooldown 2 hours. Power surges in the bay become twice as likely. - QC-2 Qubit Coprocessor (any): +8 % research speed and more computer capacity.
- QC-3 Quantum Computer Core (2 any): +15 % research speed, more computer capacity and one more project at a time. Now and then a "decoherence" pauses your second project for 10 minutes.
Astro and survey
- SST-2 Subspace Telescope (astro or any):
/sb prescan <system>up to 1 jump away (7.6). +10 % scan range. - AD-3 Astrometrics Dome (2 astro): prescans 3 jumps away in 6 minutes and shows life, plants and anomalies too. Faster cartography, +1 grade on charts.
- HSC-2 Holo Star Chart (astro or any): 5 % less hyperdrive fuel, another 5 % on jumps into systems you've charted, +10 to your astrogation crew, faster cartography.
- GA-2 Gravimetric Array (any): +25 % mineral finds and a chance that a mineral find is a rich deposit (an extra sample, and it counts double for survey and materials projects).
- SA-1 Seismic Array (any): land on a planet and
/sb geology: after 20 minutes every mineral and terrain find on that planet is yours. Also/sb briefgives the away team +10 Resource Harvesting for an hour. - AS-1 Atmospheric Sampler (any): +30 % atmosphere finds, an extra atmosphere sample, and
/sb briefgives +10 Outdoor Survival. - PL-2 Probe Launcher (astro or any): holds 4 science probes and fires them up to 2 jumps (7.6).
- PL-4 Deep Probe Battery (2 astro): 8 probes, 4 jumps, better odds, and probes bring back a sample.
- DSR-1 Drone Sample Kit (any): needs a drone bay (ADB-1 or TK Swarm Hive). Adds a sample drone role:
/refit drones sample. In orbit of a planet you've scanned, each drone brings back a sample every 15 minutes (6 a planet a day). With a botany bench, plant finds come back as seed packets.
Anomaly and exotic
- AD-2 Anomaly Detector (anomaly or any): +25 % anomaly finds, +15 % chance of anomaly samples for the fab bay's AXC, and a warning when you pass near an unscanned anomaly:
[Science] Anomaly reading, bearing 120, range 1.8. - DMX-3 Dark-Matter Detector (2 anomaly): reveals exotic phenomena in each system (dark-matter filaments, neutrino sources, cold spots, gravity knots) that you can
/scanin open space; they count as discoveries. 15 % exotic track chance per scan. - NX-2 Neutrino Detector (astro, anomaly or any): tells you when ships drop out of hyperspace nearby, sometimes with their class; 5 % exotic track chance.
Language, medicine, botany
- XL-2 Xenolinguistics Decoder (any, communications crew): faster linguistics projects, and
/sb decode <race>gives you a boost in that race's language (+5 per corpus level, up to +20) and +10 Diplomacy for 2 hours. - MRB-2 Medical Research Bench (med or bio): faster medical research; compounds from planetary research are 20 % stronger and you get an extra vial.
- BB-1 Botany Bench (bio or any): +12 to your plant-breeding odds in hydroponics, and
/sb seed <packet>analyses a seed packet (its needs and what it becomes) before you plant it. - BB-3 Phytogenetics Lab (2 bio): +20 breeding, and you choose the trait when you cross two beds (
/hydro cross 1 2 hardy).
Faction gizmos
- Therataan Resonance Scope (anomaly or any): +20 research skill, better anomaly and exotic finds, an anomaly-only prescan 1 jump out. Works even better with a TDA Deep Archive aboard, but clashes with the TK Neural Lattice (both at half strength).
- Klinshaya Hunt-Tracker (bio or any, security crew): when you kill a creature on a planet surface, 40 % of the time you take it alive in a capsule. Escaped specimens are much easier to recapture, and
/sb briefgives +10 Marksmanship. - Celay Bio-Sensor (bio or any): +25 % lifeform and +15 % plant finds; specimens heal; contamination half as likely.
- Ryl'Atti Echo Sonar (any): better mineral and terrain finds, rich deposits, best-of-two rich rolls, spots smuggled cargo on scanned ships. With a Seismic Array,
/sb geologyworks from orbit. - TK Neural Lattice (any): +7.5 % per posted operator and raises the operator cap to x1.40, but costs 3 crew morale and sometimes whispers (-1 morale, a chance at +1 grade).
- XON Salvaged Data-Core (2 any, never sold; XON loot): +20 % research speed and an extra project slot, but 8 % of its cores come out corrupted (they only sell at Manara, at 30 %). Fights a quantum core: with a QC-2 or QC-3 it works at half strength.
Weird, rare and support
- TER-3 Temporal Echo Recorder (anomaly or any): on a planet where every find has already been discovered (by anyone),
/sb echorescans it as an "echo" for echo papers. More sensor ghosts. - PSA-3 Psionic Amplifier (any): your own PSI speeds up linguistics and xeno research when you start the project standing in the bay. With the Echo Recorder, 15 % of sensor ghosts turn out to be real anomalies.
- Singing Stone Resonator (2 anomaly, tier 4, never sold; reward of the Strange Tracks mission, needs a Ryl'Atti shard): +30 % anomaly and exotic research, +4 morale, breakthroughs twice as likely.
- BS-1 Bench Stabilizer (any): bad bay events 40 % less likely.
- FH-1 Containment Glovebox (bio, med or any): halves xeno hazards, and contamination never destroys a project input.
Combos worth knowing: sequencer + specimen tank, Synthesis Suite + Medical Research Bench, Cloud Chamber + accelerator, Dark-Matter Detector + Anomaly Detector, telescope or dome + probe launcher, drone kit + botany bench, Echo Sonar + Seismic Array, Resonance Scope + Deep Archive. Avoid: Resonance Scope with the TK Lattice, XON Data-Core with a quantum core.
7.4 Operators and the science crew post
Each bay has 1 to 4 operator posts: science stations where crew in science uniform can be posted. Each posted operator raises every gizmo's effect by their skill / 40 % (a 500-skill operator gives +12.5 %, two of them the full +25 %). The best operator's skill is also the project skill that decides speed and grade. Operators earn crew experience from every finished project. Low morale (under 40) cuts their skill by 10 %, so keeping the crew happy (Chapter 8) helps your science too.
No operator posted? The bay uses your best science crew member, or your own skill.
7.5 Research projects
Start a project with /sb project <type> [subject], on the science.projects page, or by voice: science, start a survey project on Vega II. The inputs are taken when the project starts. Cancelling (/sb cancel <n>) loses them.
| type | name | inputs | base time | data core (grade 3, first) | other rewards |
|---|---|---|---|---|---|
survey |
Planetary Survey Report | 3+ finds on one planet, scanned by your ship (or probe) in the last 7 days | 40 min | 900 cr | Sensors and Science skill |
carto |
Stellar Cartography Chart | 3 systems visited or prescanned in the last 7 days | 60 min | 1,200 cr | the systems become charted (fuel saving with a Holo Star Chart) |
xeno |
Xenobiology Paper | 1 live specimen (health 30+; it loses 10 health but stays), or 2 bio samples + 1 genome | 60 min | 1,500 cr | Science and Medical skill |
materials |
Materials Science Study | 2 mineral samples + 10 trycene, or 1 exotic track | 50 min | 1,400 cr | 25 % chance of a tech token at grade 3+ |
anomaly |
Anomaly Study | 1 Anomaly Sample (fresh or frozen) | 90 min | 2,400 cr | +10 fab research on your pair with Unknown tech |
lingua |
Linguistics Corpus | talk with 20 different people of one race since your last corpus | 45 min | 1,100 cr | your corpus level for that race goes up (for /sb decode) |
exotic |
Exotic Particle Survey | 3 exotic tracks | 120 min | 3,000 cr | a tech token at grade 3+ |
botany |
Crop Genetics Study | 1 analysed seed packet + 1 plant sample | 45 min | 900 cr | 2 seed packets of a new strain for hydroponics |
echo |
Temporal Echo Study | 2 echo readings (/sb echo) |
60 min | 1,600 cr | sells like an anomaly paper |
| (medical) | compound research from planetary samples | 2 samples (the existing research) | 30 min | 1,300 cr | the compound itself; with a bay running you also get a medical data core |
How long? Base time x (1.5 - skill/100), shortened by research speed, but never less than a quarter of the base time. A skill-80 operator with +40 % speed writes a 60-minute xeno paper in about 30 minutes. With 125+ skill you're already at the fastest; gizmos then help with grade, not speed.
What grade? Grades run 1 to 5: 1 + skill/150, +0.5 for each extra input beyond the minimum (up to 2), plus gizmo grade bonuses (up to +2), plus lucky bay events. A live specimen also adds its health / 100.
What's it worth? Core price = base price x grade (grade 1 x0.4, 2 x0.7, 3 x1.0, 4 x1.5, 5 x2.2) x novelty x the buyer's rate. * Novelty: the first ship on the server to publish that subject gets full price and a server first (250 cr, 2 fame, an announcement; grade 5 firsts +1 fame). Subjects someone else published first pay 60 %. Your own repeats pay 25 %, and you can't redo the same subject for 7 days. * Cores keep the name of whoever wrote them. Selling a core to a friend doesn't make it new again.
Where to sell data cores (/sb sell <n> or /sb sell all, docked):
| buyer | best for |
|---|---|
| Terra Institute of Xenology desk (Terra Fleet Yards) | xeno and medical x1.2, everything else x1.0 |
| Klinshay Hunt Lodge archive (Klinshay) | xeno x1.3, survey x1.1, others x0.9; also buys live specimens |
| Therat Prime Resonance Collegium | anomaly and exotic x1.3, echo x1.2 |
| Rodom V survey office | survey and carto x1.25, botany x1.1, others x0.8 |
| Alpha starbase science annex | everything x0.9 |
| Manara data brokers | everything x0.85, no questions asked; the only buyer of corrupted cores (x0.3) |
| any other shipyard or starbase | x0.8 |
Stolen cores (from pirate loot) pay half.
Skill gains. Every finished project adds a little to the base of each skill listed for that type (0.1 x grade points), up to 2 points per skill per day.
7.6 Probes and prescans
Prescan (/sb prescan <system>, needs the Subspace Telescope, Astrometrics Dome or Resonance Scope). Points your telescope at a system within range. After a few minutes you get the planet list and how many of each kind of find each planet has: "Vega II: 3 minerals, 1 atmosphere". No discoveries are made yet. For the next 7 days, /scan on those planets is twice as fast and gets +10 % finds. Prescanned systems count toward cartography. Up to 20 prescans a day.
Probes (/sb probe <system> [planet], needs a probe launcher and science probes). Load probes from your cargo with /sb probe load. A probe flies to a planet 2 jumps away (4 with the Deep Probe Battery) and scans it for you at 70-85 % of normal odds. Discoveries it makes are yours. Firsts pay the normal 250 cr and half the fame (at least 1). If hostiles are in that system, the probe may be lost: [Science] Probe lost over Vega (hostiles). The Deep Probe Battery's probes fly home with a sample (lost if you've jumped more than 4 jumps away). Up to 8 probe launches a day. Probes cost 1,100-1,500 cr (cheapest at Rodom V).
Probes are launched by the server, not from the Ship Ops console's target drone button. That button still launches gunnery drones.
Geology (/sb geology, needs the Seismic Array): land, run it, and every mineral and terrain find on the planet is yours after 20 minutes. Once per planet per 6 hours.
Echoes (/sb echo, needs the Temporal Echo Recorder): only on a planet where every find has already been discovered. Each echo is new to the science registry (half the first-discovery reward, no fame) and gives echo readings for an echo paper. Once per planet, ever.
SCIENCE BAY TERMINAL, page science.probes (example values):
==================================================================================================
REFIT TERMINAL :: SCIENCE BAY :: PROBES, PRESCAN, GEOLOGY KESTREL (TICONDEROGA 500)
Room: Conference Room 2 -> ASB-2 SCIENCE BAY Power 100%
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RESULT (last save; also in chat) : -
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PROBES PL-2 loaded 3/4 in cargo 2 range 2 jumps today 2/8
in flight: Vega II arrives 0:06 sample return: yes
PRESCAN SST-2 1 jump cooldown - today 4/20 prescanned: Sol (5 d left), Vega (6 d)
Vega: Vega II 3 minerals 1 atmosphere | Vega IV 2 lifeforms 2 medicinal plants
GEOLOGY SA-1 landed survey (needs landing) orbital: no last: Kessa IV 2 d ago
ECHO TER-3 not fitted
EXOTIC tracks 3/10 (NX-2 detector 2% per scan)
QUICK ORDERS
> sb probe _ _
[ ] sb probe load
> sb prescan _
[ ] sb geology
[ ] sb echo
CHAT /sb probe <system> [planet]|load /sb prescan <system> /sb geology /sb echo
VOICE 'science, probe Vega' 'astrogation, prescan Vega'
NOTE Probes are server objects; the Ship Ops target-drone button is not a probe launcher.
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[ ] page science.specimens [ ] page overview
7.7 Specimens
Live creatures are the best xeno-paper input and are worth money to the Klinshay Hunt Lodge (1,500 cr x health/100, double for a species they've never seen).
Catching one:
* /sample a lifeform find while you have a free tank slot aboard: 50 % of the time you catch it alive (health 60-100) instead of a plain sample.
* With the Hunt-Tracker mounted, a creature you kill on a planet surface is taken alive 40 % of the time (health 30-60). Up to 6 a day.
* Specimen capsules also turn up in Tikopai loot, and you can buy empty ones at Manara (200 cr).
Keeping it:
1. A capsule must go into a tank within 30 minutes or the creature dies (you keep a bio sample): /sb tank (or /sb tank 1 for a particular capsule).
2. In the tank it loses 2 health an hour (Vivarium and Celay Bio-Sensor heal it) and costs upkeep once a day from your bank. Unpaid upkeep costs 20 health. At 0 health it dies and becomes a bio sample.
3. /sb release <slot> lets it go. /sb sell spec <slot> sells it at the Hunt Lodge.
Escapes. Each specimen has a small daily chance to get loose: [Science] SPECIMEN LOOSE: Kessa crawler escaped its tank! For up to an hour the crew tries to recapture it every 10 minutes (50 % base, more with the Hunt-Tracker and security crew posted). While it's loose, crew members may get hurt. After an hour it's gone. A specimen frozen in a Deep Cryo Vault can't escape.
SCIENCE BAY TERMINAL, page science.specimens (example values):
==================================================================================================
REFIT TERMINAL :: SCIENCE BAY :: SPECIMENS & FREEZER KESTREL (TICONDEROGA 500)
Room: Conference Room 2 -> ASB-2 SCIENCE BAY Power 100%
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
TANKS 1/2 (XT-1 x1) escape 2%/day per specimen
1 Kessa crawler health 74 live 3 d upkeep 20 cr/day (paid)
2 (empty)
CAPSULES waiting: 1 Vega lurker dies in 22 min if not tanked
FREEZER CSF-1 2/6
1 anomaly sample (storm, frozen: no decay)
2 seed packet xeno_healleaf 'hardy'
QUICK ORDERS
[ ] sb tanks
> sb tank _
> sb release _
> sb freeze _
> sb thaw _
> sb sell spec _ # docked at the Klinshay Hunt Lodge
CHAT /sb tanks /sb tank [capsule] /sb release <slot> /sb freeze .. /sb thaw <n>
ALERT 'SPECIMEN LOOSE' -> security crew help recapture (10 min rolls)
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[ ] page science.probes [ ] page overview
7.8 Exotic tracks, tech tokens and the accelerator
Exotic tracks are rare particle readings. Every /scan (planet or open space) has a chance to record one if you have a Cloud Chamber, Neutrino Detector or Dark-Matter Detector; the accelerator makes them on demand. Your ship holds up to 10. Three make an Exotic Particle Survey; one can stand in for the minerals of a Materials Study.
Tech tokens come from exotic surveys and (sometimes) materials studies of grade 3 or better, and from the Strange Tracks mission. Spend them in the fab bay: /fab token <faction> (+15 research on your pair with that faction, 2 a day).
7.9 Chemistry, briefings and language
Chemistry lab bonuses. The chemistry lab objects (ANALYZE and SYNTHESIZE) get your Chemistry Bench or Synthesis Suite bonuses when you use them aboard your own ship, or at a dock while your bay is running. The Synthesis Suite unlocks four new SYNTHESIZE results, made on ordinary vials (the vial keeps its usual name; the chat line tells you which compound it is):
| compound | made from | effect |
|---|---|---|
| Focus | a neural vial + a stimulant vial | Science Technology and Starship Sensors +10 for an hour |
| Cryoprotectant | an immune vial + a sedative vial | used on a specimen tank: no health loss on thawing, +20 health |
| Xenolytic | an antiviral + an antibiotic vial | ends a xeno-hazard injury at once |
| Regen-plus | two tissue-regen vials | tissue regeneration at the increased rate, 50 % longer |
Away-team briefing (/sb brief, or science, brief the away team): every player aboard gets the skill boosts of your mounted briefing gizmos for an hour (Seismic Array: Resource Harvesting +10; Atmospheric Sampler: Outdoor Survival +10; Hunt-Tracker: Marksmanship +10). Each gizmo then needs an hour to recharge.
Language decoding (/sb decode <race>, needs the Xenolinguistics Decoder and a corpus for that race): see 7.3. One decode at a time; it recharges when it ends. /sb corpus shows your progress per race.
7.10 Bay events
While a project runs or a live specimen is aboard, the bay has a small chance each hour (3-6 %) of an event. No events while docked at a shipyard.
| event | what happens | what helps |
|---|---|---|
Contamination (Science: we have a contaminated bench.) |
a project loses 25 % progress and one input | Containment Glovebox (keeps the input), Celay kit, Bench Stabilizer |
| Specimen escape | see 7.7 | Hunt-Tracker, security crew, Deep Cryo |
| Sensor ghost | a false contact; with the Echo Recorder and Psionic Amplifier together, sometimes a real new anomaly you can scan for 2 hours | - |
Breakthrough ([Science] Breakthrough on the Xenobiology Paper!) |
a project jumps 50 % and gains a grade | Therataan bays, Singing Stone |
Power surge ([Science] Power surge on bench 4.) |
one gizmo loses 20 % and goes off-line for a minute | avoid running the accelerator constantly |
| Decoherence (QC-3 only) | your second project pauses 10 minutes | - |
| Lattice whisper (TK Lattice only) | morale -1, and a chance the next project gains a grade | - |
7.11 The botany bench and crop strains
The Science Bay and the hydroponics deck work together:
/samplea medicinal plant (or other plant-like find) on a planet to get an alien seed packet (Chapter 8)./sb seed <packet>on a botany bench tells you what it is and what it needs before you plant it.- A Crop Genetics Study (
/sb project botany <planet>) with that analysed packet and a plant sample gives you 2 seed packets of a new strain with an extra trait (random, or your choice with the BB-3). - The botany bench's bonus also raises your odds when you cross two beds in hydroponics (
/hydro cross).
Planting a strain you developed counts toward the Seed Scholar achievement and finishes the Seed Vault mission.
7.12 Daily limits
| limit | per day |
|---|---|
| finished projects | 10 per player |
| data-core sales at full price | 40,000 cr per seller (above that, 20 %) |
| science fame | 5 per ship (firsts still register) |
| skill gain from projects | 2 points per skill |
| tech tokens spent | 2 |
| probe launches | 8 |
| prescans | 20 |
7.13 The SCIENCE BAY TERMINAL
The science board has five pages: science (overview), science.benches, science.projects, science.probes and science.specimens (the last two are shown above).
SCIENCE BAY TERMINAL, page science (example values):
==================================================================================================
REFIT TERMINAL :: SCIENCE BAY KESTREL (TICONDEROGA 500)
Room: Conference Room 2 -> ASB-2 SCIENCE BAY Deck 3 Power 100% Ops x1.13
==================================================================================================
RESULT (last save; also in chat) : -
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BAY ASB-2 benches 5 (+2 ASL-1 annex) used 5/7 gizmo tier <= 3 ACTIVE
power: bay 150 + gizmos 135 = 285 PU operators posted 2/2 (best skill 260)
PROJECTS 2 running / 1 slot (+1 QC-2) tracks 3/10 tanks 1/2 probes 3
1 survey Kessa IV 62% ETA 0:14 grade est. 3
2 xeno Kessa crawler 20% ETA 0:48 grade est. 4 (live specimen h 74)
EVENTS last: sensor_ghost 1h ago (false contact) next roll in 0:31 (8%/h)
ANNEXES ASL-1 sensor lab: research +10%, finds +5% ASC-1 cartography: hyper fuel -5%
XBL-1 xenobiology AAN-2 anomaly analyser TDA deep archive (as fitted)
QUICK ORDERS
[ ] sb status
[ ] sb projects
[ ] sb benches
CHAT /sb (or /science) ... /sb help VOICE 'science, report'
PANEL Science pad: /scan at the pad uses the scan bonuses of this bay
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ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
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GO TO: [ ] page science.benches [ ] page science.projects [ ] page science.probes
[ ] page science.specimens [ ] page hydro [ ] page overview
SCIENCE BAY TERMINAL, page science.benches (example values):
==================================================================================================
REFIT TERMINAL :: SCIENCE BAY :: BENCHES & GIZMOS KESTREL (TICONDEROGA 500)
Room: Conference Room 2 -> ASB-2 SCIENCE BAY Deck 3 Power 100% Ops x1.13
==================================================================================================
RESULT (last save; also in chat) : -
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# tag gizmo hp state draw effect (x crew x power x ops)
1 any SP-1 Optical Spectrometer 100% on 20 finds +5%, scan time -10%
2 any CB-1 Chemistry Bench 100% on 30 analyze +20, synth +10%
3 any PL-2 Probe Launcher 85% on 40 probes 3/4, range 2 jumps
4 bio XT-1 Specimen Tank 100% on 30 1/1 live, upkeep 20 cr/day
5 any CSF-1 Cryo Sample Freezer 100% on 25 2/6 slots
6 any (ASL-1 annex) free
7 any (ASL-1 annex) free
Mount rules: crate in your inventory (or buy at a dock), tier <= 3, not in combat (60 s),
mount time = build hours (no roll). One gizmo per line unless multi-mount.
QUICK ORDERS
> sb mount _ _
> sb unmount _
[ ] sb repair # docked, 10% of cost
[ ] sb accel # PA-3 only: 10 trycene, 60 s, +900 PU, heat +15
CHAT /sb benches /sb mount <gizmo> [bench] /sb unmount <gizmo> /sb repair /sb accel
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ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
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GO TO: [ ] page science [ ] page science.projects [ ] page science.probes
[ ] page science.specimens [ ] page overview
SCIENCE BAY TERMINAL, page science.projects (example values):
==================================================================================================
REFIT TERMINAL :: SCIENCE BAY :: PROJECTS & PAPERS KESTREL (TICONDEROGA 500)
Room: Conference Room 2 -> ASB-2 SCIENCE BAY Deck 3 Power 100% Ops x1.13
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
RUNNING
1 survey Kessa IV 62% ETA 0:14 inputs 4 finds skill 260 -> grade 3
2 xeno Kessa crawler 20% ETA 0:48 live specimen h 74 skill 260 -> grade 4
READY TO START (inputs aboard)
survey Vega II (3 finds) materials (2 mineral + 10 trycene) lingua therataan (22 lines)
TYPES survey carto xeno materials anomaly lingua exotic botany echo (10 per player per day)
DATA CORES 3 aboard: survey g3 Kessa IV (server first) carto g2 xeno g4
sale here: Terra Fleet Yards x1.0 (shipyards x0.8)
CORPUS therataan 22/20 lines (ready), klinshayan 7/20
QUICK ORDERS
> sb project _ _
> sb cancel _
[ ] sb cores
[ ] sb corpus
[ ] sb brief # away-team skill briefing
> sb decode _
[ ] sb sell all # docked at a science buyer
CHAT /sb project <type> [subject] /sb projects /sb cancel <n> /sb cores /sb sell <n|all>
VOICE 'science, start a survey project on Vega II' 'science, brief the away team'
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ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
GO TO: [ ] page science [ ] page science.benches [ ] page science.probes
[ ] page science.specimens [ ] page overview
Commands (all /sb ... also work as /science ...)
| command | what it does |
|---|---|
/sb |
Bay status: benches, power, operators, projects, tanks, probes. |
/sb benches / /sb mount <gizmo> [bench] / /sb unmount <gizmo> / /sb repair |
Benches and gizmos. |
/sb project <type> [subject] / /sb projects / /sb cancel <n> |
Research projects. |
/sb cores / /sb sell <n|all> |
Your data cores and selling them. |
/sb prescan <system> / /sb probe <system> [planet] | load / /sb geology / /sb echo |
Survey tools. |
/sb tanks / /sb tank [capsule] / /sb release <slot> / /sb sell spec <slot> |
Specimens. |
/sb freeze <anomaly|seed|tank n> / /sb thaw <n> |
The cryo freezer. |
/sb accel / /sb decode <race> / /sb corpus / /sb brief / /sb seed <packet> |
Special gizmo actions. |
/sb help |
Help lines in chat. |
Voice orders (needs science crew aboard): science, report; science, start a <type> project [on <subject>]; science, probe <system> [planet]; science, run the accelerator; science, brief the away team; astrogation, prescan <system> (needs astrogation crew).
The Science pad. /scan and /sample at the stock Science (Ship/Deck Scan) console get all your bay's scan bonuses automatically.
Alerts
| line | meaning |
|---|---|
[Science] Planetary Survey Report on Kessa IV done: grade 3 core. |
A project finished; the core is in your inventory. |
[Science] Server first! +250 cr, +2 fame. |
Nobody had published that subject before. |
[Science] Breakthrough on the Xenobiology Paper! |
Lucky bay event: +50 % progress, +1 grade. |
Science: we have a contaminated bench. |
A project lost progress (and maybe an input). |
[Science] SPECIMEN LOOSE: Kessa crawler escaped its tank! |
Recapture is running; keep security crew aboard. |
[Science] Probe lost over Vega (hostiles). |
The target system had hostiles. |
[Science] Anomaly reading, bearing 120, range 1.8 |
Your Anomaly Detector found an unscanned anomaly nearby. |
[Science] Power surge on bench 4. |
That gizmo is off-line for a minute and damaged. |
Chapter 8. Hydroponics and Provisions
Grow your own food aboard, cook it, brew it, steep it or distill it, and eat or drink the result for a timed boost to your attributes and skills. Feed your crew fresh meals to keep morale up, and sell the surplus to colonies and free ports.
The chain is always the same: grow (beds) -> store (the ship's store) -> process (a station) -> consume (a timed buff) or sell.
8.1 Grow decks and modules
Hydroponics modules are refit-room modules (any race can buy and fit them; tier 3 is for capital hulls). Appendix B5 lists them all.
| kind | modules | what it does |
|---|---|---|
| Grow beds | AGB-1/2 Grow Bay (4 / 8 beds), AGB-3 Grow Deck (16 beds, capital), AAT-1/2 Aeroponic Towers (6 / 10 bright beds, grow 15-20 % faster, tubers yield less), Fungus Cellar (6 low-light beds) | the beds your crops grow in |
| Racial gardens | Ryl'Atti Warm-Room (hot and dry), Celay Water Garden (aquatic, +4 morale), Blood-Moss Pit (Klinshaya, fed on raw meat), Therataan Resonance Garden (goods from it last 15 % longer), Tikopai Tide Beds (fast, but blight-prone) | beds tuned for one race's crops, +25-30 % yield on that race's crops |
| Xeno Biome Tanks | XBT-2 (3 beds), XBT-3 (6 beds, capital) | the only place alien seeds grow; any light, water and temperature |
| Algae vats | ALV-1 / ALV-2 | grow Spirulina Paste by themselves, lighten the life-support load, recycle water, and hold your oxygen for 5-15 minutes if life support fails |
| Support | Seed Vault, ANS-1/2 Nutrient Synthesiser, AGL-1/2 Grow-Light Rig | seed storage, cheaper nutrient (from ore), faster growth |
| Stations | Galley Annex (kitchen + tea), Brewery & Still, Apothecary Bench, Pharma Still (apothecary + chemistry lab) | where crops become goods (8.8) |
You can fit several grow bays (AGB-1/2, towers, cellars, racial gardens). Only one of each of the others (one AGB-3, one vault, one set of vats, one synthesiser, one light rig, one galley, one brewery, one apothecary, one biome tank).
A good starter deck is an AGB-2 Grow Bay plus a Galley Annex in two rooms. Add a Brewery & Still or algae vats in a third room later.
Every module draws power, and beds grow slower when power is short. Grow beds want a crew member of their department posted (usually general crew): uncrewed beds grow at half speed (a quarter on the AGB-3).
8.2 Beds and their needs
Every crop needs three things, each on a scale:
| need | scale |
|---|---|
| light | low < normal < bright |
| water | dry < normal < wet < aquatic |
| temperature | cool < temperate < warm < hot |
Each bed has a value for each need, set by the module (an AGB bed is normal / normal / temperate). A crop grows: * at full speed if all three match exactly, * at three-quarters speed for each need that is one step off, * not at all if any need is two or more steps off (you can't plant it there).
any (Xeno Biome Tanks) matches everything.
Adjusting beds. The AGB-2 lets you change 1 bed and the AGB-3 4 beds, one step per need: /hydro bed 2 water + makes bed 2 one step wetter. A Grow-Light Rig turns every normal-light bed into a bright one for crops that want bright light, and speeds growth.
Water and nutrient. Every growing bed drinks from the ship's water and nutrient tanks each hour (roughly 0.5-1.5 water and 0.3-1 nutrient per bed). If a tank runs dry, growth stops (nothing dies). Refill at a dock with /hydro refill (water 1 cr a unit, free at friendly docks of your own race). Nutrient packs (+50 each, 150 cr) in your cargo are used automatically when the tank drops below 25 %. A Nutrient Synthesiser cuts nutrient use and turns ore from your cargo into nutrient. Algae vats and the Celay Water Garden recycle water. Harvests return some nutrient as compost.
Power. Growth slows in proportion to any power shortage. Light rigs only draw power while something is growing.
8.3 Planting and harvesting
- Get seed packets. Buy them docked (
/hydro shop,/hydro buy wheat 4), take them from the Seed Vault, or/samplealien plants (8.5)./hydro seedslists what you carry. Foraged herbs are seeds too. Every natural drug you can/forageon a planet grows in a bed from the herb itself:/hydro plant 2 velithplants a velith moss (one herb per bed, no packet)./hydro crops [herbs]lists every crop with its needs and whether its seed is a packet or the herb. - Plant.
/hydro plant 3 wheatplants bed 3;/hydro plant all wheatfills every free bed that suits wheat. One packet per bed. You can also plant a strain you bred by its name. - Wait. Crops grow on the server clock in real hours, even while you're logged off. Wheat takes 3 hours, an apple tree 8, a xeno Glowmat 16 (Appendix B6). Faster with grow lights, aeroponics, racial gardens and crew.
- Harvest. When beds are ripe you'll hear
General: Beds 1-4 are ripe. Harvest when ready.Then/hydro harvest all(orhydroponics, harvest).
What a harvest gives:
* The crop's yield roll (for example wheat 6-9 units), plus bonuses from the module, racial gardens, strain traits and your crew operator (up to +60 % in total). The units go into the ship's store (/hydro store). Crops never sit in your own inventory; they stay with the ship.
* A 60 % chance of one seed packet back. A farm that never buys seed slowly shrinks unless you keep a Seed Vault or breed strains.
* Herb crops are the exception to the store rule: the harvest goes to your own inventory as the herbs themselves
(chew, distil or sell them like foraged ones), with the same 60 % chance of one extra herb back as seed.
* Perennials (apple, pear, orange, grape, coffee, tea) regrow by themselves 4-6 times before you have to replant.
* A little compost back into the nutrient tank.
Seed age. Without a Seed Vault, seed packets older than 7 days fail to sprout half the time. The vault (or a cryo freezer in the Science Bay) stops that.
8.4 Blight and pests
Every harvest has a small chance (3-9 %, see the crop table) of trouble:
* Pests (one time in three): the harvest is halved.
* Blight: the bed is lost, with no harvest and no seed back: [Hydro] Blight took bed(s) 3.
Lower the risk with the hardy trait (half the blight), a skilled operator (up to half again) and by avoiding the Tikopai Tide Beds for fragile crops (+50 % blight there).
Seed Vault replant. If your Seed Vault holds a packet of the blighted crop, /hydro replant 3 replants bed 3 from the vault for free. (That earns the Blight Survivor achievement.)
8.5 Alien seeds from /sample
Alien crops can't be bought. They come from planets:
/scana habitable or marginal world and find a medicinal plant, a plant-like lifeform, an extremophile or spores./sampleit. You get a seed packet named after the find, for example "Kessa IV Healleaf". The xenobiology lab (and some gizmos) give extra packets. The same plant always gives the same crop.- Plant it in a Xeno Biome Tank (it won't grow anywhere else).
- The first ship on the server to harvest a given alien plant makes a first discovery: 250 cr, 2 fame and an announcement. (The Xeno Gardener achievement also lowers the standing you need for tier-3 hydroponics.)
| alien crop | from | becomes |
|---|---|---|
| Healleaf | medicinal plants | Vitalis Tea, Mossweave Traumaid (healing) |
| Neuralbloom | medicinal plants | Clearmind Tincture, Bloom Calphasine (mind) |
| Stimvine | medicinal plants | Steadyhand Tincture, Garden Tridrenaline (combat stims) |
| Immunocap | medicinal plants or spores | Xenoward Tincture, Green Anaphagol (resistance) |
| Radbloom | extremophiles or spores | Rad-Bloom Tincture (radiation resistance) |
| Glowmat | plant-like lifeforms | Starsight and Mindbloom Tinctures (PSI and sensors) |
Any 3 alien crop units also make a Xeno Botanical Extract, a trade good worth 450 cr at Manara.
Analyse an alien packet with the Science Bay's botany bench before planting (/sb seed <packet>, Chapter 7).
8.6 Breeding strains
When two beds are ripe at the same time you can cross them instead of harvesting: /hydro cross <bedA> <bedB>.
- Allowed pairs: Terran with Terran, Terran with racial, racial with racial, alien with alien. Crossing alien with Terran or racial stock needs a Xeno Biome Array (XBT-3).
- Odds: 30 % + (your best science crew skill / 10) % + your botany bench bonus (up to +25), at most 80 %.
- Success: both harvests are used and you get 2 seed packets of a new strain, based on bed A's crop, named after your ship (for example Peppermint 'Kestrel'), with one trait added.
- Failure: both harvests are lost:
[Hydro] The cross failed (39%). Both harvests lost. - Crossing a strain again can add a second trait (two at most).
- With a BB-3 Phytogenetics Lab you choose the trait:
/hydro cross 1 2 hardy.
| trait | effect |
|---|---|
| hardy | half the blight chance |
| bountiful | +15 % yield, 10 % longer to grow |
| quick | 20 % faster, 10 % less yield |
| potent | goods made from it last 20 % longer |
| hearty | goods made from it fill +5 more hunger or thirst |
| adapted | takes one of bed B's needs instead of bed A's (so it suits different beds) |
Store strains in the Seed Vault (40 packets, 20 strains; seeds never age there): /hydro vault put <seed> [n], /hydro vault take <seed> [n]. The first harvest of a new strain on the server is a first discovery too.
8.7 The ship's store
Harvested crops, algae paste and finished crew rations live in the ship's store, not your backpack. /hydro store lists it; the hydro.stores page shows store, vault and your packets.
- Cooking at a station takes crops straight from the store, so you must be aboard your own ship to cook with them.
/hydro pack [n]packs 20 Terran crop units into a Fresh Produce Crate to carry and sell.
HYDROPONICS TERMINAL, page hydro.stores (example values):
==================================================================================================
REFIT TERMINAL :: HYDROPONICS :: STORE, VAULT, SEEDS KESTREL (TICONDEROGA 500)
Room: Cargo Bay 8 -> AGB-2 GROW BAY Deck 14 Power 100%
==================================================================================================
RESULT (last save; also in chat) : -
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STORE (raw crop units, ship only)
wheat 18 tomato 7 potato 22 soy 6 lettuce 4 tea 3 sage 2 hops 2
SEED VAULT 14/40 packets, 2/4 strains seeds never decay here
wheat x6 tomato x3 tea 'hardy' x2 xeno_healleaf x3
YOUR PACKETS potato x2 mint x1
POOLS water 182/300 (1 cr/unit docked, free at own-race docks) nutrient 96/150
QUICK ORDERS
[ ] hydro store
[ ] hydro vault
[ ] hydro seeds
> hydro vault put _ _
> hydro vault take _ _
> hydro pack _
[ ] hydro refill # docked
> sb seed _ # botany bench analysis
CHAT /hydro store /hydro vault [put|take <seed> [n]] /hydro pack [n] /hydro refill
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ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
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GO TO: [ ] page hydro [ ] page hydro.stations [ ] page hydro.buffs [ ] page overview
8.8 Processing stations, step by step
| station | where | makes | skill used |
|---|---|---|---|
| Kitchen | the Galley Annex, or within 3 m of a kitchen unit or food sequencer (on your ship or a station) | meals, snacks, juices, coffee, delicacies | Cooking |
| Tea station | the Galley Annex (or a kitchen) | teas, mint water | Cooking |
| Brewery and Still | the Brewery & Still | ale, wine, root beer, cola; spirits | Cooking |
| Apothecary | the Apothecary Bench or Pharma Still | tinctures, the Rage Draught, xeno extract | Medical Technology |
| Chemistry lab | within 3 m of a chemistry lab (Alliance, Klinshaya or Therataan), or the Pharma Still | refined stims and medicines | Science Technology |
How to make something:
- Have the ingredients. Crops in the ship's store; other items (raw meat, raw bird, empty vials, water) in your inventory. The GALLEY TERMINAL's "CAN MAKE NOW" list shows what your store can cover.
- Go to the station. Stand in the module's room (or within 3 m of the kitchen unit or lab).
- Make it.
/hydro make garden_pizza(or/hydro make garden_pizza 2for two batches). You can leave offgood_. - The roll. Success chance = 45 % + your skill points - the recipe's difficulty, plus the station's bonus (Galley +5 Cooking, Apothecary +5, Pharma Still +10), between 10 % and 95 %. If you fail, only the last ingredient on the list is lost.
- Quality. Beat the roll by 30 or more for quality 2, by 60 or more for quality 3. Quality makes the good last longer (+25 % / +50 %), never stronger.
- Brewing takes time. At the brewery and still a batch (up to 6) ferments for 2 hours:
[Hydro] Batch of 6 fermenting, ready in 2h.One batch at a time. A hit on the brewery room spoils the batch.
Several recipes make more than one item per batch (cookies make 3, ales 3, wines and rations 2).
GALLEY TERMINAL, page hydro.stations (example values):
==================================================================================================
REFIT TERMINAL :: HYDROPONICS :: GALLEY, BREWERY, APOTHECARY KESTREL (TICONDEROGA 500)
Room: Mess Hall -> GALLEY ANNEX Deck 9 Power 100% Crew 1/1 gen
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
STATIONS ABOARD kitchen+tea (Galley Annex) brewery+still (Brewery & Still) apothecary
You are at: kitchen, tea (within 3 m of the Galley label)
CAN MAKE NOW (store has the crops)
good_garden_pizza wheat 2, tomato 2, sage 1 Cooking 45%+ hunger 45, STR+1 CON+1
good_galley_ration soy 1, potato 1, lettuce 1 Cooking x2, crew meal
good_tea_vitalis tea 1, xeno healleaf 1 Cooking CON+2, regen 1/min
good_hops_ale hops 2, wheat 2 (brewery, 2 h) Cooking CHA+2, crew morale +2
BREWERY batch 6 fermenting: Hydro Hops Ale, ready 1:12
CREW MEALS galley 30 meals/h from the store last fresh meal 3 h ago (+5 morale)
QUICK ORDERS
> hydro make _ _
> hydro serve _ _
CHAT /hydro make <good> [n] /hydro serve <good> <n> VOICE 'galley, serve hops_ale 25'
ALSO a kitchen unit or a food sequencer works as a kitchen station too
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ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
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GO TO: [ ] page hydro [ ] page hydro.stores [ ] page hydro.buffs [ ] page crew
[ ] page overview
8.9 Every good, by type
Hunger and thirst values replace your current need (the bigger the number, the more it fills). Durations are at quality 1. Appendix B7 has the same list with prices and where each is sold. The code in brackets is what you type after /hydro make.
Everyday food (kitchen; fruit is eaten as picked)
- Fresh Apple (
fresh_apple) - 1 Dwarf Apple. Hunger 15, CON +1; 30 min. - Fresh Pear (
fresh_pear) - 1 Dwarf Pear. Hunger 15, AGI +1; 30 min. - Garden Pizza (
garden_pizza) - 2 Dwarf Wheat, 2 Cherry Tomato, 1 Sage & Thyme. Hunger 45, STR +1, CON +1; 60 min. - Soy Burger (
soy_burger) - 2 Soybean, 1 Dwarf Wheat, 1 Butter Lettuce. Hunger 40, STR +2; 45 min. - Spiced Sausage (
spiced_sausage) - 1 raw meat, 1 Sage & Thyme, 1 Dwarf Wheat. Hunger 35, WIL +1, CON +1; 45 min. - Herb-Crusted Steak (
herb_steak) - 1 raw meat, 2 Sage & Thyme, 2 Potato. Hunger 60, STR +3, CON +2; 90 min. - Honey-Glazed Bird (
glazed_bird) - 1 raw bird, 1 Sugarcane, 1 Ginger. Hunger 50, CON +2, regen 1 HP/min; 60 min. - Fungal Loaf (
fungal_loaf) - 3 Oyster Mushroom, 1 Dwarf Wheat. Hunger 50, WIL +2; 120 min. - Oat & Sugar Cookie (
oat_cookie) - 1 Dwarf Wheat, 1 Sugarcane (makes 3). Hunger 10, CHA +1; 30 min. Sugar tolerance +1. - Spice Cookie (
spice_cookie) - 1 Dwarf Wheat, 1 Ginger (makes 3). Hunger 10, INT +1; 30 min. Sugar tolerance +1. - Ginger Snap (
ginger_snap) - 2 Ginger, 1 Sugarcane (makes 3). Hunger 10, xeno resist 5%; 60 min. Sugar tolerance +1. - Cane Candy Bar (
cane_candy) - 2 Sugarcane, 1 Peppermint (makes 2). Hunger 10, AGI +1; 15 min. Sugar tolerance +1. - Popcorn Ball (
popcorn_ball) - 2 Popping Corn, 1 Sugarcane (makes 3). Hunger 10, CHA +1, crew morale 1 when served; 30 min. Sugar tolerance +1. - Mint Lollipop (
mint_lollipop) - 1 Peppermint, 1 Sugarcane (makes 3). Hunger 5, Starship Sensors Technology +2; 30 min. Sugar tolerance +1. - Fresh Galley Ration (
galley_ration) - 1 Soybean, 1 Potato, 1 Butter Lettuce (makes 2). Hunger 35, counts as a crew meal (fresh). - Algae Ration Bar (
algae_bar) - 4 Spirulina Paste (makes 2). Hunger 30, counts as a crew meal (not fresh).
Racial delicacies (kitchen)
- Terran Apple Pie (
del_apple_pie) - 3 Dwarf Apple, 2 Dwarf Wheat, 1 Sugarcane. Hunger 40, CON +1, CHA +2, crew morale 3 when served; 90 min. Alliance speciality. - Sunfruit Comb (
del_sunfruit_comb) - 3 Ryl'Atti Sunfruit. Hunger 30, AGI +2, CHA +1, crew morale 3 when served; 60 min. Ryl'Atti speciality. - Celay Lotus Cakes (
del_lotus_cakes) - 3 Celay Dream Lotus, 1 Dwarf Wheat. Hunger 30, WIL +1, PSI +2, crew morale 3 when served; 90 min. Celay speciality. - Blood-Moss Jerky (
del_moss_jerky) - 3 Klinshaya Blood-Moss, 1 raw meat. Hunger 45, STR +2, CON +2, crew morale 3 when served; 90 min. Klinshaya speciality. - Glassroot Shavings (
del_glassroot) - 2 Therataan Glassroot. Hunger 25, INT +2, PSI +2, crew morale 3 when served; 90 min. Therataan speciality. - Tide Kelp Rolls (
del_kelp_rolls) - 3 Tikopai Tide Kelp, 1 Soybean. Hunger 35, AGI +2, CON +1, radiation resist 10%, crew morale 3 when served; 60 min. Tikopai speciality.
Juices, water and coffee (kitchen or tea station)
- Mint Water (
mint_water) - 1 Peppermint, 1 water (unit). Thirst 40, WIL +1; 30 min. - Fresh Orange Juice (
orange_juice) - 3 Calamondin Orange. Thirst 35, CON +1, disease resist 10%; 45 min. - Pressed Apple Juice (
apple_juice) - 3 Dwarf Apple. Thirst 35, AGI +1; 45 min. - Tanga Juice (
tanga_juice) - 2 Tanga Vine. Thirst 35, INT +1, PSI +1; 45 min. - Cellar Mushroom Juice (
mushroom_juice) - 3 Oyster Mushroom. Thirst 30, WIL +2, radiation resist 10%; 45 min. - Kelp Tonic (
kelp_juice) - 2 Tikopai Tide Kelp. Thirst 30, AGI +1, CON +1; 45 min. Tikopai speciality. - Deck-Grown Coffee (
coffee) - 1 Dwarf Coffee, 1 water (unit). Thirst 20, INT +1, Engineering +3; 60 min. Caffeine tolerance +1.
Brewery and still
- Sassafras Root Beer (
root_beer) - 1 Ginger, 2 Sugarcane (makes 2). Thirst 30, CHA +1; 30 min. - Garden Cola (
kola_cola) - 1 Dwarf Coffee, 2 Sugarcane (makes 2). Thirst 30, INT +1, AGI +1; 20 min. Caffeine tolerance +1. - Hydro Hops Ale (
hops_ale) - 2 Hops, 2 Dwarf Wheat (makes 3). Thirst 25, CHA +2, crew morale 2 when served; 60 min. Intox +1, alcohol tolerance +1. - Ship's Vintage (
ship_vintage) - 4 Table Grape (makes 2). Thirst 20, WIL +1, CHA +2, crew morale 2 when served; 90 min. Intox +1, alcohol tolerance +1. - Still-Room Spirit (
still_spirit) - 3 Potato, 2 Sugarcane (makes 2). Thirst 10, WIL +2, CHA +1; 60 min. Intox +2, alcohol tolerance +2. - Blood-Moss Wine (
blood_wine) - 3 Klinshaya Blood-Moss, 1 Sugarcane (makes 2). Thirst 20, STR +2, WIL +2, crew morale 3 when served; 60 min. Intox +2, alcohol tolerance +2, Klinshaya speciality.
Teas (tea station)
- Vitalis Tea (
tea_vitalis) - 1 Camellia Tea, 1 Healleaf (xeno). Thirst 25, CON +2, regen 1 HP/min; 60 min. - Sage Focus Tea (
tea_sage_focus) - 1 Camellia Tea, 1 Sage & Thyme. Thirst 25, INT +2, Science Technology +3; 60 min. Caffeine tolerance +1. - Chamomile Calm (
tea_chamomile) - 2 Chamomile. Thirst 25, WIL +2, sobers you 1 level, halves stim crashes; 60 min. - Celay Dew Tea (
tea_celay_dew) - 1 Celay Dream Lotus, 1 Camellia Tea. Thirst 25, CHA +1, PSI +2; 60 min. Celay speciality. - Ryl'Atti Ember Tea (
tea_ember) - 1 Ryl'Atti Sunfruit, 1 Ginger. Thirst 25, STR +1, AGI +1, radiation resist 10%; 60 min. Ryl'Atti speciality. - Resonance Tea (
tea_resonance) - 1 Therataan Glassroot, 1 Chamomile. Thirst 25, AGI -1, PSI +3; 60 min. Built-in AGI -1, Therataan speciality. - Tide Tea (
tea_tide) - 1 Tikopai Tide Kelp, 1 Peppermint. Thirst 25, AGI +2; 45 min. Tikopai speciality.
Tinctures (apothecary)
- Ironroot Tincture (
tinc_ironroot) - 2 Ginger, 1 Sage & Thyme, 1 empty vial. CON +3, disease resist 20%; 120 min. Tincture tolerance +1. - Clearmind Tincture (
tinc_clearmind) - 1 Neuralbloom (xeno), 1 Sage & Thyme, 1 empty vial. INT +2, WIL +2, Medical Technology +5; 120 min. Tincture tolerance +1. - Steadyhand Tincture (
tinc_steadyhand) - 1 Stimvine (xeno), 2 Chamomile, 1 empty vial. AGI +1, Marksmanship +5; 60 min. Tincture tolerance +1, cooldown 60 min, usable in combat. - Starsight Tincture (
tinc_starsight) - 1 Glowmat (xeno), 1 Peppermint, 1 empty vial. Astrogation +5, Starship Sensors Technology +5; 90 min. Tincture tolerance +1. - Silvertongue Tincture (
tinc_silvertongue) - 1 Celay Dream Lotus, 1 Peppermint, 1 empty vial. CHA +3, Diplomacy +5; 60 min. Tincture tolerance +1. - Xenoward Tincture (
tinc_xenoward) - 1 Immunocap (xeno), 1 Ginger, 1 empty vial. Xeno resist 30%, disease resist 20%; 180 min. Tincture tolerance +1. - Rad-Bloom Tincture (
tinc_radbloom) - 1 Radbloom (xeno), 1 Oyster Mushroom, 1 empty vial. Radiation resist 35%; 120 min. Tincture tolerance +1. - Mindbloom Tincture (
tinc_mindbloom) - 1 Glowmat (xeno), 1 Therataan Glassroot, 1 empty vial. WIL +1, CON -1, PSI +4; 90 min. Built-in CON -1, tincture tolerance +1.
Refined stims and medicines (chemistry lab or Pharma Still; the Rage Draught at the apothecary)
- Garden Tridrenaline (
stim_tridrenaline) - 2 Stimvine (xeno), 1 empty vial. STR +2, AGI +4; 20 min. Crash AGI -3 WIL -2 for 30 min, stim tolerance +2, cooldown 60 min, usable in combat. - Bloom Calphasine (
stim_calphasine) - 2 Neuralbloom (xeno), 1 empty vial. INT +4, Starship Combat Tactics +5; 30 min. Crash INT -2 WIL -2 for 30 min, stim tolerance +2, cooldown 60 min, usable in combat. - Green Anaphagol (
stim_anaphagol) - 2 Immunocap (xeno), 1 empty vial. CON +1, disease resist 50%, xeno resist 10%; 240 min. Tincture tolerance +1, cooldown 120 min. - Mossweave Traumaid (
stim_traumaid) - 2 Healleaf (xeno), 1 empty vial. Heals 30 HP at once, regen 3 HP/min; 10 min. Tincture tolerance +1, cooldown 30 min, usable in combat. - Poppy Norphine (
stim_norphine) - 3 Medicinal Poppy, 1 empty vial. AGI -1, WIL +3, regen 1 HP/min; 45 min. Built-in AGI -1, stim tolerance +2, cooldown 60 min, usable in combat. - Klinshaya Rage Draught (
stim_rage_draught) - 3 Klinshaya Blood-Moss, 1 Stimvine (xeno), 1 empty vial. STR +4, AGI +1, WIL +1; 20 min. Crash STR -3 CON -2 for 30 min, stim tolerance +2, cooldown 90 min, usable in combat, Klinshaya speciality.
Trade goods
- Fresh Produce Crate (
produce_crate) - 20 any Terran crop. Refrigerated trade cargo, fresh 24 h. - Herb & Spice Bundle (
spice_bundle) - 5 Sage & Thyme, 5 Ginger, 5 Peppermint. Trade good. - Xeno Botanical Extract (
xeno_extract) - 3 any alien crop, 1 empty vial. Trade good.
8.10 How buffs work
Food, drink and stims raise your attributes (STR, INT, AGI, WIL, CON, CHA, PSI; you'll see the bonus in the Attributes window) and skills, give resistances and regeneration, and run on a real-time timer. /hydro buffs (or the hydro.buffs page) shows what's active.
Three categories. Every good is a food, a drink or a stim (tinctures and refined stims). In each category only your best value for a stat counts: two steaks give STR +3, not +6. Across categories they add up: a steak (food, STR +3) plus Blood-Moss Wine (drink, STR +2) plus Garden Tridrenaline (stim, STR +2) gives STR +7.
Caps.
| what | cap |
|---|---|
| any one attribute | +10 |
| STR + AGI + CON together (the "combat triad") | +15 |
| any one skill | +15 |
| combat skills (Marksmanship, Hand to Hand, Starship Combat Tactics) | +10 |
| each resistance (radiation, xeno, disease) | 50 % |
| HP regeneration | 5 HP a minute |
Penalties (crashes, intoxication, built-in drawbacks like Resonance Tea's AGI -1) are added separately and are never cancelled by the caps (worst -10 per attribute).
Tolerance. Sugar, caffeine, alcohol, tinctures and stims each build a tolerance. Every use adds to it; it fades by 1 an hour (stims and tinctures every 2 hours). Above the free level (2 alcohol, 3 caffeine, 3 sugar, 2 tincture, 1 stim), each extra point weakens that kind of good by about a fifth. At stim tolerance 4 your body refuses more stims: "Your body refuses another stim."
Cooldowns. Some goods (mostly stims) have a cooldown before you can take the same one again: "Not yet (12m)." A stim also blocks other vials with the same active ingredient for that time.
Crashes. Garden Tridrenaline, Bloom Calphasine and the Klinshaya Rage Draught hit hard and then drop you: when they wear off, a crash takes attributes away for 30 minutes. Chamomile Calm halves a crash if it's active when the crash starts.
Intoxication. Alcohol adds intox levels (ale and vintage +1, spirit and blood wine +2). At level 2 and up you lose AGI (level - 1), from level 4 also INT. It wears off 1 level every 30 minutes; Chamomile Calm removes one.
Combat rules. * In a fight (you dealt or took damage in the last 10 seconds) you can only use goods marked usable in combat: Steadyhand, Tridrenaline, Calphasine, Traumaid, Norphine and the Rage Draught. Anything else: "No time to eat." * Against players, all buffs count half (attribute total +5, triad +8, combat skills +5), and no stims in the first 10 seconds of a duel. * Buffs only affect you, never your ship's combat numbers.
Logging off and dying. Buffs keep counting down while you're offline. Death clears your positive buffs but not crashes or tolerance. When a buff ends you'll see [Hydro] Vitalis Tea wore off.
HYDROPONICS TERMINAL, page hydro.buffs (example values):
==================================================================================================
REFIT TERMINAL :: HYDROPONICS :: YOUR BUFFS KESTREL (TICONDEROGA 500)
Player: Andy
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
ACTIVE cat buff ends effect
food Garden Pizza (q2) 0:41 STR +1 CON +1
drink Vitalis Tea 0:22 CON +2 regen 1 HP/min
stim (none) stim tolerance T1
TOTALS STR +1 CON +3 (triad 4/15) skill: Marksmanship +0 resist: radiation 0%
INTOX 0.0 COOLDOWNS none
Caps: attribute +10, STR+AGI+CON +15, skill +15 (combat +10), PvP x0.5.
QUICK ORDERS
[ ] hydro buffs
CHAT /hydro buffs (window: Attributes shows the bonus)
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ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
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GO TO: [ ] page hydro [ ] page hydro.stations [ ] page overview
8.11 Feeding the crew and morale
Your NPC crew eats three meals a day each from the ship's store.
- The Galley Annex cooks up to 30 Fresh Galley Rations an hour automatically from soy, potato and lettuce in the store, and Algae Ration Bars when the crops run out.
- The crew eats fresh rations first, then other food from the store, then algae bars (fed, but not "fresh"), then ordinary stock rations.
- Fresh coverage of 80 % or more over the last day gives +5 morale.
- Treats:
/hydro serve hops_ale 25(orgalley, serve hops_ale 25) serves a delicacy or drink with a crew-morale value to the crew. You need at least one for every 10 crew. The crew gets morale = 2 x the good's crew morale for 12 hours ("Served. Crew morale +5 for 12 h."). One treat at a time. - All hydroponics morale together is capped at +10.
- A crew that goes hungry (under 30 % fed, more than 6 hours from a dock) loses 2 morale an hour:
General: Morale is slipping (38). The crew needs shore leave. - Every crew meal from your own store saves ration upkeep (5 cr a meal), if your server charges upkeep.
Good morale makes your crew better at everything, including the Science Bay's operators.
8.12 Selling produce
Docked at a provisioner: /hydro shop to see the shelf, /hydro sell <item> [n] to sell.
| provisioner | where | sells seeds | notable buys |
|---|---|---|---|
| Ship's Chandler | Terra Fleet Yards, Alpha starbase | all Terran seeds, everyday goods | produce crates 260, spice bundles 240 |
| Klinshay Provisioner | Klinshay, Duell starbase | Terran + Blood-Moss | Blood-Moss Wine 80, Jerky 120 |
| Therat Prime Herbalist | Therat Prime, Temple starbase | Terran + Glassroot, Tanga | Resonance Tea 70, Mindbloom Tincture 300 |
| Manara Exotic Seeds & Spirits | Manara | Terran + Sunfruit, Lotus, Tanga | Xeno Extract 450, Still-Room Spirit 80, Vintage 50, spice bundles 260 |
| Rodom V Frontier Co-op | Rodom V | Terran + Tide Kelp | produce crates 320, galley rations 5, Xenoward 200 |
- Otherwise provisioners pay 40 % of a good's list price and 50 % of a raw crop's value.
- Produce crates stay fresh for 24 hours. After that they lose a quarter of their value every 6 hours, unless your ship has a refrigerated cargo vault.
- Each player can sell up to 20,000 cr of hydroponics goods a day.
- Racial seeds are sold to anyone with at least neutral standing with that race.
Missions. Quartermaster Jun Ede (Terra), Colony Agent Mara Holt (Rodom V), Dr Anwen Ross, Seed Curator Imre Vasko (Manara), Feastmaster Grath (Klinshay) and Temple Cantor Eshu (Temple) hand out hydroponics missions: Fresh Produce Run, Colony Lifeline, Blight Relief, Field Hospital Supplies, Seed Bank Survey, Xeno Harvest, Feed the Fleet, Victory Feast and Temple Tea Ceremony.
8.13 The HYDROPONICS and GALLEY TERMINALS
Every grow room has a HYDROPONICS TERMINAL (pages hydro, hydro.stores and hydro.buffs); the galley, brewery and apothecary rooms have a GALLEY TERMINAL (page hydro.stations). The stores, stations and buffs pages are shown above.
HYDROPONICS TERMINAL, page hydro (example values):
==================================================================================================
REFIT TERMINAL :: HYDROPONICS :: GROW BEDS KESTREL (TICONDEROGA 500)
Room: Cargo Bay 8 -> AGB-2 GROW BAY Deck 14 Power 100% Crew 1/1 gen
==================================================================================================
RESULT (last save; also in chat) : -
--------------------------------------------------------------------------------------------------
POOLS water 182/300 nutrient 96/150 store 64 units light rig AGL-1 (bright boost)
BED light/water/temp crop progress note
1 bright normal temperate Dwarf Wheat RIPE
2 normal wet warm Cherry Tomato 71% bed adjusted water +1
3 normal normal cool (empty) blighted - vault replant ok
4 normal normal temperate Tea (hardy) 38%
5-8 normal normal temperate Potato x4 12%
ALGAE ALV-1 algae +6/h, life support draw -10%, O2 grace 10 min
QUICK ORDERS
[ ] hydro harvest all
> hydro plant _ _
> hydro replant _
> hydro bed _ _ _
> hydro cross _ _ _
CHAT /hydro /hydro plant <bed|all> <crop> /hydro harvest <bed|all> /hydro bed <id> water +
VOICE 'hydroponics, harvest' 'hydroponics, report'
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ORDERS tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
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GO TO: [ ] page hydro.stations [ ] page hydro.stores [ ] page hydro.buffs [ ] page crew
[ ] page overview
Commands
| command | what it does |
|---|---|
/hydro |
Beds, tanks, store. |
/hydro plant <bed|all> <crop|strain> / /hydro harvest <bed|all> / /hydro replant <bed> |
Planting and harvesting. |
/hydro bed <id> light|water|temp +|- |
Adjust a bed one step. |
/hydro cross <bedA> <bedB> [trait] |
Breed a strain. |
/hydro vault [put|take <seed> [n]] / /hydro seeds / /hydro store / /hydro pack [n] |
Seeds and the store. |
/hydro make <good> [n] / /hydro serve <good> <n> |
Cooking and serving. |
/hydro shop / /hydro buy <seed|good> [n] / /hydro sell <item> [n] / /hydro refill |
Docked trade. |
/hydro buffs |
Your buffs, tolerance and intox. |
/hydro help |
Help lines in chat. |
Voice orders (general crew answers): hydroponics, harvest or galley, harvest; hydroponics, report; galley, serve <good> <n>.
Alerts
| line | meaning |
|---|---|
General: Beds 1-4 are ripe. Harvest when ready. |
Time for /hydro harvest all. |
[Hydro] Blight took bed(s) 3. |
A bed was lost; replant from the vault if you can. |
[Hydro] Batch of 6 fermenting, ready in 2h. |
The brewery is busy. |
General: Water at 12. Refill at a dock or the recycler can't keep up. |
Growth will stop when water hits 0. |
Algae vats holding O2: 10 min |
Life support is down; the vats are buying you time. |
[Hydro] Vitalis Tea wore off. |
A buff ended (a crash may start now). |
Served. Crew morale +5 for 12 h. |
Your treat was served. |
Chapter 9. Crafting and Materials Guide
Everything in the refit pack is built from the same handful of materials, with the same tools and skills as the rest of the game.
9.1 The Schematic window
Anything you fabricate yourself goes through the Schematic window: open a schematic (for example /schematic hy_phase_tuned_laser for a hybrid you discovered), the window lists rows of component, amount and step, and you press CREATE / COMPLETE with the components in your inventory and the right tool in hand.
- Self-installing a refit module works the same way: stand within 6 m of the room's name label with the crate, the materials and the tools (
/refit selfinstall <id> [room]). - Hybrids for hardpoints are completed within 6 m of the hardpoint they replace.
- Science gizmos are mounted on their bench with
/sb mount(materials taken, no tool roll). - Hydroponics goods are made with
/hydro makeat a station (no hand tools).
9.2 Tools for each step
| step | what you do | tool |
|---|---|---|
| 1 | cut casing | welder |
| 2 | shape crystal | bonder |
| 3 | seal casing | welder |
| 4 | shape emitter crystal (weapons, sensors, comms, stealth, transporters) | bonder |
| 5 | install electronics | tracer |
| 6 | connect circuitry | tracer |
| 13 | install a component (fabric, boards, synthleather, ore; a hybrid when fitting it) | welder |
| 14 | install a component (other parts; Part B of a hybrid) | tracer |
| 31 | catalyze (containment lattice, alien artifacts, fab catalysts) | bonder |
| 40-49 | prepare, cook, ferment, distill, steep, extract, synthesize, bake, dry, press (hydroponics goods) | the station; no hand tool |
Two more hand tools gather and refine raw materials: the sonic pick (mining ore and trycene) and the hand smelter (10 ore into 1 ingot). Both are sold at shops; see 9.4.
Each crafting tool comes in three grades: basic for tier 1-2 work, advanced for tier 3-4, master for tier 5. Buy them at general and tool shelves (basic 250 cr, advanced 900 cr, master 2,500 cr) or find them in freighter loot.
9.3 Skills and difficulty
- Fabrication Technology is used for everything you build. Reverse Engineering is added for hybrids and salvaged alien parts.
- Your crew can assist: science crew for science bays and gizmos, medical crew for medical modules, Resource Harvesting for hydroponics, sensor and combat-tactics crew for their modules.
- Goods use their own skill: Cooking, Medical Technology (apothecary) or Science Technology (chemistry lab).
Your chance = 45 % + your skill points - the difficulty, never below 10 % or above 95 %.
Difficulty goes up 10 for each tier above 1, +10 for capital-only, +5 for military-only, +10 for salvage-only parts, and +5 for each extra room (0 to 70). Hybrid schematics are difficulty 10 + 5 per rarity step. Appendix B lists the difficulty of every bay, gizmo and hybrid.
A botched self-install loses the time but keeps your parts: [Refit] Botched fit (41% vs 55%). Time lost, parts kept.
9.4 Raw materials and where to get them
| material | where to get it | shelf price |
|---|---|---|
| ore | mine it yourself with a sonic pick and the Resource Harvesting skill (see below); mining drones (/refit drones mining); materials shelves |
2 cr |
| trycene crystals | mine trycene deposits with a sonic pick; mining drones sometimes bring trycene; materials shelves | 150 cr |
| metal ingots | smelt 10 ore into 1 ingot with a hand smelter (see below); half the materials come back when you take out a refit module with /refit remove; combat loot; materials shelves |
25 cr |
| electronic components | half the materials come back with /refit remove; combat loot; materials shelves |
60 cr |
| fabric | materials shelves; freighter loot | 15 cr |
| plastic | materials shelves; freighter loot | 20 cr |
| wooden boards | materials shelves | 10 cr |
| synthleather | materials shelves; freighter loot | 30 cr |
| empty vial | any medical or science shelf | 5 cr |
| raw meat / raw bird | galley and food shelves; hunting creatures on planets | 20 / 15 cr |
| water | any dock (/hydro refill), free at friendly docks of your own race; recycling modules |
1 cr a unit |
| crops | your own hydroponics beds (Chapter 8) | - |
Every shipyard, starbase and free port has a materials shelf, so materials never block a purchase. Shelves buy materials back at half price.
Mining. Buy a sonic pick at a shop and train the Resource Harvesting skill.
1. Land on a planet and find an ore or trycene deposit (/scan from orbit shows the minerals a planet has).
2. Hold the sonic pick in your hand.
3. Click the ground at the deposit, or use Resource Harvesting from your Skills window.
4. The ore or trycene goes into your inventory. A higher Resource Harvesting skill gets you more for your effort, and an away-team briefing from a Seismic Array gives +10 to it for an hour (/sb brief, Chapter 7).
Smelting. Buy a hand smelter at a shop (they come in three grades). 1. Hold the hand smelter in one hand and a stack of ore in the other. 2. Activate the smelter (use the item, or press Ctrl-R). 3. Every 10 ore become 1 metal ingot. Repeat until the ore is used up.
Is it worth it? 10 ore cost 20 cr on the shelf against 25 cr for a ready-made ingot, so smelting bought ore saves you a little - and ore you mined yourself (or your drones brought in) costs nothing at all.
Alien and special items
| item | where to get it | worth |
|---|---|---|
| Alien Salvage | rogue, pirate, freighter and Tikopai loot; derelict teardowns | 300 cr (Manara) |
| Quen Resonator | race patrols, rogue capitals, Tikopai, the Overmind | 4,000 cr |
| Ryl'Atti Carapace Shard | pirate and pirate-flagship loot, the Overmind | 4,000 cr (Manara buys) |
| Derelict Core | /fab teardown of a captured ship (ADL lab) |
2,500 cr (Manara buys) |
| Anomaly Sample | scanning space anomalies (decays in 48 h unless frozen) | 1,800 cr (Manara buys) |
| Containment Lattice | made in a fab bay; deep-archive, forge-trial and Overmind missions; Tikopai station and Overmind loot | 600 cr |
| Blueprint Fragment | every combat loot table (guaranteed after 25 misses); 5 make a crate or licence with /acq assemble |
1,500 cr (Manara buys) |
| Hybrid Schematic copy | the discoverer's copies; pirate flagship loot; schematic courier mission | - |
| Data Core | Science Bay projects; pirate and XON loot | see 7.5 |
| Science Probe | science shelves 1,100-1,500 cr; craft it; pirate loot | 1,200 cr |
| Specimen Capsule | Manara 200 cr; craft it; Tikopai loot | 200 cr |
| Tech Token | exotic and materials science projects; Strange Tracks mission | - |
| Seed Packet | provisioner shelves 15-140 cr; 60 % back at harvest; /sample alien plants |
20 cr |
| Nutrient Pack | provisioners 150 cr; made in a Nutrient Synthesiser room | 150 cr |
9.5 Race-equivalent materials
Ingots and electronics come in race versions. They are accepted one for one wherever a recipe asks for the generic kind, and race-built modules use their own race's materials:
| race | ingots | electronics | where |
|---|---|---|---|
| Alliance (and everyone) | metal ingots | electronic components | every dock |
| Klinshaya (and Quen tech) | Klinshaya metal ingots | Klinshaya electronic components | Klinshaya docks |
| Therataan | Therataan metal ingots | Therataan electronic components | Therataan docks |
| Tikopai and Ryl'Atti | Tikopai/Ryl'Atti metal ingots | Tikopai/Ryl'Atti electronic components | the free ports Manara and Rodom V |
A hand smelter makes ordinary metal ingots; buy the race versions at that race's docks when a race-built module asks for them.
9.6 Consumables and restocking
Several systems use things up. Appendix B8 lists each one with its price and the materials to make it yourself.
| what | restock |
|---|---|
| mines, decoys, chaff | /refit restock docked (at the module's prices), or an Ordnance Pack in the field: /acq restock <room> |
| Klinshaya flak rounds | refilled when docked |
| fighters, drones, shuttles | /refit buycraft [n] docked (your own race's fighters only) |
| science probes | science shelves, or build them (/sb probe load to load them) |
| specimen capsules | Manara, or build them |
| nutrient packs | provisioners, or the Nutrient Synthesiser makes nutrient from ore |
| seed packets | provisioners, harvest returns, the Seed Vault, /sample |
| water | /hydro refill docked |
| containment lattices | build them in a fab bay, or mission and loot rewards |
| cryo revival kits | build from a medkit, a Traumaid vial and electronics; use instead of the revive fee |
Chapter 10. Command Reference, Voice Orders and Troubleshooting
10.1 All player commands
Where: anywhere, aboard (on your ship, docked or not), aboard, in space (not docked), docked, at a station (galley and so on), on a terminal (typed on a Refit Terminal board). Every command also works when typed on a terminal whose page allows it. Prefixes /, !, . and \ all work; on a board the prefix is optional. /science works the same as /sb.
Commands marked "anywhere" that read your ship's data work best aboard.
Refit rooms and ship systems (/refit)
| command | where | what it does | example |
|---|---|---|---|
/refit [rooms|list] |
aboard | List refit rooms, what is installed, build timers and module hp. | /refit rooms |
/refit catalog [family] |
aboard | Modules that fit this hull (* = fits a free room now). | /refit catalog point_defense |
/refit info <id> |
anywhere | Cost, materials, hours, rooms, power, crew and drawbacks of one module. | /refit info pd_alliance_mk2 |
/refit power|status |
aboard | Supply (+aux) / used (+refits) / load; BROWNOUT line. | /refit power |
/refit install <id> [room] |
docked | Install: routed to the yard (vendor dock) or self-install when vendors are enforced; otherwise a direct install (tier 1 at any dock, tier 2+ at a shipyard). | /refit install pd_alliance_mk2 Cargo Bay 2 |
/refit remove <room> |
docked | Strip a module: 50 % refund + half materials, 25 % of the hours. | /refit remove Cargo Bay 2 |
/refit discharge |
aboard | Dump the capacitor bank (capacitor bank) into the aux bus. | /refit discharge |
/refit help2 |
aboard | Second help page (more refit orders). | /refit help2 |
/refit yard <id> [room] [rush] |
docked | NPC yard install at a vendor dock (fee, hours; rush x2 fee x0.5 hours). | /refit yard def_aap_mk2 Storage rush |
/refit selfinstall <id> [room] |
aboard | Self-install from a crate: 6 m rule, fab-skill roll; T1-2 also in quiet space, T3+ docked. | /refit selfinstall crg_rhd_mk1 Cargo Bay 1 |
/refit buycraft [n] |
docked | Buy fighters/drones/shuttles for the hangar (own-race fighters only). | /refit buycraft 2 |
/refit launch |
aboard, in space | Launch the hangar wing / drones (a number after it is accepted; all craft launch). | /refit launch |
/refit recall |
aboard, in space | Recall all craft. | /refit recall |
/refit drones scout|mining|repair|sample |
aboard | Drone role (sample needs the DSR-1 kit gizmo). | /refit drones mining |
/refit ferry load|unload <n> |
aboard, in space | Shuttle cargo to/from a station within ferry range. | /refit ferry unload 120 |
/refit coldrun on|off |
aboard, in space | Cold-running suite (30 s transition). | /refit coldrun on |
/refit convert on|off |
aboard | Cargo-fuel cracker: ore/trycene -> tritium. | /refit convert on |
/refit beamcargo to|from <target> <n> |
aboard, in space | Cargo transporter (shields allocation <= 25 %). | /refit beamcargo to Terra 40 |
/refit simfocus <dept> |
aboard | Training simulator focus department. | /refit simfocus tactical |
/refit fleet [join <ship>|leave] |
aboard | Fleet for auras/relay . | /refit fleet join Kestrel |
/refit cryo revive |
docked | Revive frozen crew (cost each). | /refit cryo revive |
/refit rearm |
docked | Refill launchers to 10 + magazine add. | /refit rearm |
/refit mine lay|clear |
aboard, in space | Lay a mine field / clear own fields. | /refit mine lay |
/refit decoy |
aboard, in space | Decoy burst (extra intercept chance for a few seconds). | /refit decoy |
/refit chaff |
aboard, in space | Chaff burst (beam negation). | /refit chaff |
/refit shield FWD|STBD|AFT|PORT|DRSL|VENT|AUTO |
aboard | Shield modulator focus facing. | /refit shield FWD |
/refit breaklock |
aboard, in space | Break every hostile lock (chance, cooldown). | /refit breaklock |
/refit restock |
docked | Restock mines / chaff / decoys at the module prices. | /refit restock |
/refit armor |
aboard | Armour pool status. | /refit armor |
/refit sig |
aboard | Signature multiplier and aggro range. | /refit sig |
/refit show <page> |
aboard | Chat copy of a terminal page's status block (up to 12 lines). Pages: overview, pd, armour, security, power, sensors, hangar, cargo, comms, stealth, teleport, medical, crew, weapons, fab, science, hydro. | /refit show pd |
/refit terminal [reset <room>] |
aboard | List this ship's Refit Terminals; 'reset' re-places a missing board at its room label (owner). | /refit terminal reset Cargo Bay 2 |
/refit terminal allow|deny <player> |
aboard | Owner: let a player give orders on this ship's Refit Terminals and by voice (or take it back). | /refit terminal allow Vos |
/refit alerts all|brief|off |
aboard | Your own filter for the combat report lines (PD kills, mine hits, room hits). Default brief. | /refit alerts brief |
Point defense (/pd)
| command | where | what it does | example |
|---|---|---|---|
/pd [status] |
aboard | Mode, mounts, engagements per window, chances, kills. | /pd |
/pd auto|missile|fighter|off |
aboard | PD mode (missile_only and fighter_only also work). | /pd missile |
Overdrive (/overdrive)
| command | where | what it does | example |
|---|---|---|---|
/overdrive [status] |
aboard | Overdrive state, wear, heat, cooldown. | /overdrive |
/overdrive on |
aboard, in space | Arm overdrive (past-flank band). | /overdrive on |
/overdrive off |
aboard | Disengage overdrive (cooldown starts). | /overdrive off |
Experimental Fab Bay (/fab)
| command | where | what it does | example |
|---|---|---|---|
/fab [status] |
aboard | Jobs, ETA, waiting events, brownout pause. | /fab |
/fab start <partA> <partB> [focus] |
aboard | Start an experiment (not docked/safe zone for some bays). | /fab start laser_mk3 magpulse |
/fab notes |
anywhere | Research notes and known schematics. | /fab notes |
/fab discoveries |
anywhere | Server-wide first discoveries. | /fab discoveries |
/fab tree [faction] |
anywhere | Your research tree per faction pair. | /fab tree Therataan |
/fab choose a|b [job] |
aboard | Answer a lab event (5 min). | /fab choose b |
/fab teardown [prize] |
aboard | Derelict lab: tear down a captured prize (under tow / alongside). | /fab teardown |
/fab teach <dept> |
aboard | Choose which crew department the Quen Dream-Teacher trains. | /fab teach engineering |
/fab uninstall <id> |
aboard | Only for the Gestalt Ascendant (starts the debate); anything else: use /refit remove or /uninstall. | /fab uninstall gestalt_ascendant |
/fab token <faction> |
anywhere | Spend a tech token: +15 research. | /fab token Celay |
/fab burst |
aboard | Fire a burst from a hybrid aux annex (Flux Capacitor, Ion-Storm, Storm-Heart). | /fab burst |
/fab debate a|b |
aboard | Argue with the Gestalt Ascendant. | /fab debate b |
/fab mode [cut|emp] |
aboard | Dual-Mode EMPlaser: toggle (or set) the cut / emp firing mode. | /fab mode emp |
Paint and liveries (/livery)
| command | where | what it does | example |
|---|---|---|---|
/livery [status] |
aboard | Current livery, finish, trim, ribbons. | /livery |
/livery list [locked] |
aboard | Available (or locked) liveries. | /livery list locked |
/livery preview <id> |
aboard | Link to a picture of a livery on this ship with its real tally (no charge). | /livery preview wp04_titans_anvil |
/livery apply <id> [finish] |
docked | Paint shop job (paid, docked, unlock checked). | /livery apply wp04_titans_anvil sea |
/livery finish <key> |
docked | Change hull finish (5,000 cr). | /livery finish night |
/livery trim <rank|none> |
docked | Rank trim (needs the fame rank). | /livery trim Renowned |
/livery name <text> |
docked | Nose-art text (<= 18 chars). | /livery name Titan's Anvil |
/livery strip [tally|all] |
docked | Paint shop: repaint the tally from zero (1,000 cr; fame counters kept) or a free factory strip (0.5 h). | /livery strip tally |
/livery tally |
aboard | Kill marks and missions painted. | /livery tally |
/livery ribbons [show <ids..>|hide <id>] |
aboard | Ribbon rack (max 10 shown). | /livery ribbons show rb_ace rb_convoy |
/livery insignia [parts|set <part> <v>|colour <slot> <c>|motto <t>|register <name>|join <sq>|wear [off]] |
aboard | Squadron insignia builder (register 25,000 cr). | /livery insignia set charge eagle |
Buying, selling and blueprints (/acq)
| command | where | what it does | example |
|---|---|---|---|
/acq [shop] [family] |
docked | Today's vendor stock with your price. | /acq shop defense |
/acq buy <id> [install [room]] |
docked | Buy a module crate (your standing permitting); 'install' sends it straight to the yard. | /acq buy def_aap_mk2 install |
/acq install <id> [room|self] |
docked | Fit a crate you carry: NPC yard (fee) or 'self' (self-install roll). | /acq install def_aap_mk2 Storage |
/acq rush <id> [room] |
docked | Yard install with the rush service: fee x2, half the hours. | /acq rush def_aap_mk2 |
/acq price <id> |
docked | Your price or the reason you can't buy. | /acq price pd_alliance_mk3 |
/acq sell <item> [n] |
docked | Sell back crates / salvage. | /acq sell crg_rhd_mk1 |
/acq standing |
anywhere | Standing per race and tier. | /acq standing |
/acq ach |
anywhere | Achievements and titles. | /acq ach |
/acq fragments |
anywhere | Blueprint fragments (5 = crate/licence). | /acq fragments |
/acq assemble <line> <tier> [licence] |
docked | Assemble 5 fragments into a crate or a licence. | /acq assemble pd_alliance 3 |
/acq restock <room> |
aboard | Field restock of one module with an ordnance pack. | /acq restock Cargo Bay 2 |
Refit missions (/refitmissions)
| command | where | what it does | example |
|---|---|---|---|
/refitmissions [list] |
anywhere | Refit missions and your state. | /refitmissions |
/refitmissions <id|short id> |
anywhere | Mission detail + current step (the short id is enough). | /refitmissions aegis_proving |
/refitmissions start <id> |
aboard | Accept a refit mission (also via the giver's mission window). | /refitmissions start aegis_proving |
/refitmissions say <word> |
aboard | Answer a mission choice. | /refitmissions say spare |
Science Bay (also /science) (/sb)
| command | where | what it does | example |
|---|---|---|---|
/sb [status] |
aboard | Bay, benches, power, operators, projects, tanks, probes. | /sb |
/sb help |
aboard | Science help lines. | /sb help |
/sb benches |
aboard | Bench map with tags and mounted gizmos. | /sb benches |
/sb mount <gizmo> [bench] |
aboard | Mount a gizmo crate (not under fire; takes its build time). | /sb mount sb_spec_mk1 2 |
/sb unmount <gizmo> |
aboard | Unmount (25 % of hours), crate back. | /sb unmount sb_spec_mk1 |
/sb repair |
docked | Repair damaged gizmos (10 % of cost). | /sb repair |
/sb project <type> [subject] |
aboard | Start survey|carto|xeno|materials|anomaly|lingua|exotic|botany|echo. | /sb project survey kessa_iv |
/sb projects |
aboard | Running projects with ETA. | /sb projects |
/sb cancel <n> |
aboard | Cancel a project (inputs lost). | /sb cancel 2 |
/sb prescan <system> |
aboard | Telescope prescan of a system. | /sb prescan Vega |
/sb probe <system> [planet] | load |
aboard | Launch a science probe / load probes from cargo. | /sb probe Vega Vega II |
/sb tanks |
aboard | Specimen tanks. | /sb tanks |
/sb tank [capsule] |
aboard | Put a capsule in a tank (within 30 min). | /sb tank 1 |
/sb release <slot> |
aboard | Release a specimen. | /sb release 2 |
/sb freeze <anomaly|seed|tank n> |
aboard | Cryo freezer slot. | /sb freeze anomaly |
/sb thaw <n> |
aboard | Thaw a frozen slot. | /sb thaw 1 |
/sb geology |
aboard | Landed (or orbital) geology survey. | /sb geology |
/sb echo |
aboard | Temporal echo rescan of a fully-registered planet. | /sb echo |
/sb accel |
aboard | Particle accelerator run (10 trycene, 60 s, +900 PU). | /sb accel |
/sb decode <race> |
aboard | Language buff from a corpus. | /sb decode therataan |
/sb brief |
aboard | Away-team skill briefing (gizmo buffs). | /sb brief |
/sb seed <packet> |
aboard | Botany bench seed analysis. | /sb seed 1 |
/sb corpus |
aboard | Lingua corpus progress per race. | /sb corpus |
/sb cores |
aboard | Data cores carried. | /sb cores |
/sb sell <n|all> | sell spec <slot> |
docked | Sell data cores / a specimen. | /sb sell all |
Hydroponics and provisions (/hydro)
| command | where | what it does | example |
|---|---|---|---|
/hydro [status] |
aboard | Beds, pools, store. | /hydro |
/hydro help |
aboard | Hydroponics help lines. | /hydro help |
/hydro plant <bed|all> <crop|strain> |
aboard | Plant (1 seed packet). | /hydro plant all wheat |
/hydro harvest <bed|all> |
aboard | Harvest ripe beds. | /hydro harvest all |
/hydro replant <bed> |
aboard | Seed-vault replant after blight. | /hydro replant 3 |
/hydro bed <id> light|water|temp +|- |
aboard | Adjust a bed one step. | /hydro bed 2 water + |
/hydro cross <bedA> <bedB> [trait] |
aboard | Breed a strain. | /hydro cross 1 2 hardy |
/hydro vault [put|take <seed> [n]] |
aboard | Seed vault. | /hydro vault put wheat 4 |
/hydro make <good> [n] |
at a station | Craft a good at a station. | /hydro make garden_pizza 2 |
/hydro serve <good> <n> |
aboard | Serve the crew (morale). | /hydro serve hops_ale 25 |
/hydro shop |
docked | Provisioner shelf (seeds, goods). | /hydro shop |
/hydro buy <seed|good> [n] |
docked | Buy seeds / goods. | /hydro buy tea 4 |
/hydro sell <item> [n] |
docked | Sell crops / goods. | /hydro sell good_produce_crate 3 |
/hydro buffs |
anywhere | Your active buffs, tolerance, intox. | /hydro buffs |
/hydro pack [n] |
aboard | Pack store crops into produce crates. | /hydro pack 2 |
/hydro seeds |
anywhere | Your seed packets. | /hydro seeds |
/hydro store |
aboard | Ship store (raw crop units). | /hydro store |
/hydro refill |
docked | Refill water/nutrient (paid). | /hydro refill |
Terminal words (typed on a Refit Terminal only)
| command | where | what it does | example |
|---|---|---|---|
page <id> |
on a terminal | Switch the board to another page. | page pd |
refresh |
on a terminal | Redraw this page with fresh numbers. | refresh |
help |
on a terminal | Form help page. | help |
Command notes
* /refit remove takes out a refit-room module; /uninstall takes out a stock hardpoint part; /fab uninstall is only for arguing with the Gestalt Ascendant.
* /refit status is the same as /refit power. For a terminal-style summary of any page use /refit show <page>.
* With vendor rules on, /refit install sends you to a yard or self-install.
* /refit launch and /refit recall always launch or recall all craft.
* /refit drones mine is the same as /refit drones mining.
* /refit alerts all|brief|off is your own setting: other players aboard keep theirs.
* Without a ship (not aboard, or shipless) these work: /refit info, /refit help2, /fab notes, /fab discoveries, /fab tree, /fab token, /acq standing, /acq ach, /acq fragments, /refitmissions (list and detail), /hydro buffs, /hydro seeds. Everything else answers "You need to be aboard your ship."
* If terminals don't appear, every board page is also available in chat with /refit show <page>, and every order on a board can be typed as a chat command.
10.2 Crew voice orders
Say them in chat or over the IntraShip Comm as <department>, <order>. The department answers on the ship channel. A voice order needs at least one crew member of that department aboard (if not: "
Department names you can use: tac or tactical, eng or engineering, helm, comms or communications, science or sci, astrogation or astro, medical or med, security or sec, and galley, hydroponics or crew (all go to the general crew).
| department | say | same as | the crew answers (example) | needs |
|---|---|---|---|---|
| tactical | 'tactical, point defense |
/pd auto|missile|fighter|off |
Tactical: Point defense to MISSILE, aye. | PD module |
| tactical | 'tactical, point defense report' | /pd status |
Tactical: PD at AUTO, 2 mounts, torpedo 31%. | PD module |
| tactical | 'tactical, lay mines | clear mines' | /refit mine lay|clear |
Tactical: Two mines away, six left. | mine layer |
| tactical | 'tactical, decoys' | /refit decoy |
Tactical: Decoys away. | decoy launcher |
| tactical | 'tactical, chaff' | /refit chaff |
Tactical: Chaff out, ten seconds. | chaff |
| tactical | 'tactical, launch fighters | recall fighters' | /refit launch|recall |
Tactical: Valkyries launching. | fighter rails |
| tactical | 'tactical, rearm' | /refit rearm |
Tactical: Launchers at 15. | docked |
| engineering | 'engineering, overdrive |
/overdrive on|off |
Engineering: Overdrive armed. Mind the wear. | AFO/TFO |
| engineering | 'engineering, power report' | /refit power |
Engineering: Supply 8415, used 7020, load 83%. | - |
| engineering | 'engineering, dump the capacitors' | /refit discharge |
Engineering: Capacitors dumping, twenty seconds. | ACB |
| engineering | 'engineering, burst' | /fab burst |
Engineering: Burst away. | burst annex |
| engineering | 'engineering, shields to |
/refit shield <facing> |
Engineering: Shield focus forward. | shield modulator |
| engineering | 'engineering, run cold | normal running' | /refit coldrun on|off |
Engineering: Going cold in thirty. | CRM-2 |
| engineering | 'engineering, start the cracker | stop the cracker' | /refit convert on|off |
Engineering: Cracker on. | CFC |
| engineering | 'engineering, drones |
/refit drones <role> |
Engineering: Drones to mining. | drone bay |
| helm | 'helm, break lock' | /refit breaklock |
Helm: Lock broken! | KBL/TBL/TKS |
| helm | 'helm, shuttle |
/refit ferry load|unload <n> |
Helm: Shuttle on its way. | SBX-1 |
| communications | 'comms, break lock' | /refit breaklock |
Communications: Jamming their locks. | ABL-2 |
| communications | 'comms, join fleet |
/refit fleet join <ship>|leave |
Communications: We're with the Kestrel's fleet. | - |
| communications | 'comms, contacts' | /refit show comms |
Communications: Two contacts, nearest bearing 045. | DLP |
| communications | 'comms, signature' | /refit sig |
Communications: Signature x0.85. | - |
| science | 'science, report' | /sb status |
Science: Two projects running. | science bay |
| science | 'science, start a |
/sb project <type> [subject] |
Science: Survey of Kessa IV started, ETA 34 min. | science bay |
| science | 'science, probe |
/sb probe <system> [planet] |
Science: Probe away to Vega II. | probe launcher |
| science | 'science, run the accelerator' | /sb accel |
Science: Accelerator spinning up. | PA-3 |
| science | 'science, fab report' | /fab status |
Science: Experiment 62% done. | fab bay |
| science | 'science, option ' | /fab choose a|b |
Science: Damping it. | lab event |
| science | 'science, brief the away team' | /sb brief |
Science: Away team briefed. | briefing gizmo |
| astrogation | 'astrogation, prescan |
/sb prescan <system> |
Astrogation: Prescan of Vega, 12 min. | SST-2/AD-3 |
| medical | 'medical, report' | /refit show medical |
Medical: Two injured, one in cryo. | - |
| medical | 'medical, revive the frozen' | /refit cryo revive |
Medical: Reviving Lt. Vos. | cryo bay, docked |
| general | 'galley, harvest | hydroponics, harvest' | /hydro harvest all |
General: Harvest in: 18 wheat, 7 tomato. | grow bay |
| general | 'galley, serve |
/hydro serve <good> <n> |
General: Ale for the crew. Morale up. | galley |
| general | 'hydroponics, report' | /hydro status |
General: 6 of 8 beds growing. | grow bay |
| security | 'security, report' | /refit show security |
Security: Fields up, marines at quarters. | - |
| any | ' |
/refit show <dept page> |
- |
10.3 Troubleshooting and FAQ
Fab bay
| you see | what it means | what to do |
|---|---|---|
[Fab] Can't start: no experimental fab bay installed. |
No active fab bay. | Install one, or wait for its build timer. |
... post science crew in the fab bay. |
The bay's crew department isn't aboard. | Hire or post crew of that department (engineering for the Forge, medical for the Grove and Bio-Lab). |
... station safety regs forbid experimental fabrication. |
You're docked or in a starbase safe zone. | Undock and fly clear. |
... the bay is busy. / ... bay recalibrating (20m). |
A job is running, or the cooldown after the last one. | Wait; /fab shows the time. |
... the bay is locked (25m). |
After a fire or overgrowth. | Wait it out. |
... daily experiment limit (12) reached. / ... same pair again in 4h. |
Daily cap; 6-hour wait per Part A + Part B pair. | Try a different pair, or come back later. |
... you don't carry part A '...' |
The part name doesn't match anything in your inventory. | Copy the name from the terminal's "parts in your hold" line. |
... part A must be from your own race line. / ... part B must be alien tech. |
Wrong slots. | Own race in A, alien in B. |
... this bay takes parts up to tier 2. |
Part tier too high for this bay. | Use a lower-tier part or a better bay. |
... this bay can't contain artifacts. |
AFB-1 and Bio-Lab refuse Quen, Ryl'Atti and similar relics. | Use an AFB-2 or better. |
... this bay can't rework prototypes. |
AFB-1 can't take a hybrid as Part A. | Any other bay. |
... only a Derelict Analysis Lab can read a derelict core. / ... only an Anomaly Containment Lab can hold that sample. |
Special inputs need special labs. | ADL / AXC. |
... catalysts needed: ... |
Missing trycene, electronics, plastic or a lattice. | Buy them on any materials shelf. |
| "we're close to something here, but we don't understand the ... well enough yet" | Your research on that pair is too low for any hybrid it could make. | Keep experimenting or spend tech tokens on that faction. |
[Fab] Can't: only the experiment's operator or the owner may answer. |
Someone else tried /fab choose. |
The person who started it, or the owner, answers. |
... no captured prize under tow or alongside. |
Teardown needs the captured ship close by. | Tractor it or bring it alongside. |
Science Bay
| you see | what it means | what to do |
|---|---|---|
[Science] No science bay installed. / no active science bay (crew it) |
No bay, or its crew is missing, or it's at 0 %. | Install, crew or repair it. |
the ASB-1 Science Bay takes gizmos up to tier 2 |
Gizmo tier above the bay's limit. | Bigger bay, or a lower tier. |
needs 2 free fitting bench(es), have 1 / bench 3 is taken or doesn't fit |
Not enough benches of the right kind. | /sb benches; unmount something or add a sci room. |
a better MS-2 Mass Spectrometer is mounted / only 4 XT-1 Specimen Tank per ship |
Line rule. | You already have the better one. |
not while the ship is under fire |
Mounting needs 60 seconds without being hit. | Wait. |
... is not sold - bring the salvaged unit |
XON Data-Core, Singing Stone. | Find it in loot or missions. |
all 1 project slot(s) busy |
Too many projects. | Wait, add a QC-3, or use a bigger bay. |
daily project limit (10) reached |
Daily cap. | Tomorrow. |
you published sb:survey:kessa_iv recently (7 days) |
You can't redo a subject within 7 days. | Pick another planet or type. |
launcher empty (/sb probe load) |
No probes loaded. | Carry probes, /sb probe load. |
Vega is out of probe range (2 jumps) / ... out of range (3 jumps, max 1) |
Too far for your launcher or telescope. | Get closer or upgrade. |
land on a planet first |
Geology needs a landing (or the Echo Sonar for orbit). | Land. |
Kessa IV still has undiscovered finds |
Echoes only work on fully discovered planets. | Scan it out first. |
no free tank slot |
All tanks full. | Release, sell or freeze one. |
nobody here buys live specimens |
Only the Klinshay Hunt Lodge buys them. | Fly to Klinshay. |
nobody buys these here |
No science buyer at this dock. | See the buyer list in 7.5. |
briefing gear recharging / decoder recalibrating (40m) / accelerator cooling down (1h) |
Cooldowns. | Wait. |
no Therataan corpus yet (lingua project) |
Decoding needs a corpus for that race. | Talk to 20 people of that race and run a lingua project. |
Hydroponics and provisions
| you see | what it means | what to do |
|---|---|---|
[Hydro] No hydroponics installed. |
No grow module. | Install one. |
no free bed '3' / bed not free |
That bed is planted. | Harvest first or pick another. |
[Hydro] Can't: no Dwarf Wheat seed packet. |
You carry no packet of that crop (and the vault has none). | /hydro buy wheat 4 docked, or /hydro vault take. |
[Hydro] Can't: Dwarf Wheat needs bright light, normal water, temperate temp. |
The bed is 2+ steps off on a need. | Pick a matching bed, adjust it with /hydro bed, or add a grow-light rig (Appendix B6 lists needs). |
[Hydro] Can't: alien crops need a xeno biome tank. / the biome tank only takes alien seeds. |
Alien and normal seeds go in different modules. | XBT-2/3 for alien seeds only. |
[Hydro] Can't: the packet didn't germinate (old seed). |
Seed older than 7 days without a vault. | Keep seed in a Seed Vault or a cryo freezer. |
the AGB-1 Hydroponic Grow Bay beds can't be adjusted / only 1 adjustable bed(s) in this module / one step per need only |
Bed adjustment limits. | AGB-2 adjusts 1 bed, AGB-3 4 beds, one step per need. |
nothing ripe |
Nothing to harvest. | /hydro shows progress. |
| Growth stops | Water or nutrient tank is empty, or power is out. | /hydro refill docked, carry nutrient packs, fix power. |
both beds must be ripe / crossing alien with native stock needs a Xeno Biome Array |
Breeding rules. | Wait for both; XBT-3 for alien crosses. |
needs a kitchen station (or tea, brewery, apothecary, chemistry lab) |
You're not at the right station. | Stand in the module's room or within 3 m of the kitchen unit / lab. |
missing ingredients: ... |
Crops aren't in the ship's store, or you lack the vial, meat or water. | Harvest, or buy the item. You must be aboard your own ship to cook with crops. |
a batch is already fermenting |
One brewery batch at a time. | Wait 2 hours. |
| "No time to eat" / "No time for that" | You're in a fight (or the first seconds of a duel). | Only combat-use goods work in a fight. |
| "Your body refuses another stim." | Stim tolerance 4. | Wait for it to fade (1 level per 2 hours). |
| "Not yet (12m)." | That good is on cooldown. | Wait. |
serve a food or drink the crew enjoys / need at least 3 for 30 crew / the crew is still enjoying the last treat |
Serving rules. | A good with crew morale, 1 per 10 crew, one treat at a time. |
[Hydro] No provisioner at this dock. |
No hydroponics shelf here. | See the provisioner list in 8.12. |
the provisioner has bought enough from you today / nothing sold (daily cap 20,000 cr) |
The daily sales cap. | Tomorrow. |
General
| question | answer |
|---|---|
My / commands do nothing. |
Your client may strip the /. Use !sb, .hydro or \fab instead. |
| The terminal ignored my order. | Did you change [ ] to [x] or replace the _? Is the order on that page's list? Only the owner (and players the owner allows) can give orders. More than 6 orders in one save are ignored. |
| The terminal disappeared. | /refit terminal reset <room>. |
| My crew doesn't answer voice orders. | Nobody of that department is aboard: " |
| Everything is slow and weak. | Brownout. Check /refit power and the Engineering console; turn off light rigs, stop the accelerator, drop a fab job. [Refit] WARNING: power deficit 412 PU - brownout. |
| My buff isn't showing. | Check /hydro buffs: you may be at a cap, a stronger item of the same category may already count, or tolerance has weakened it. |
| Can I sell cursed hybrids? | No. Vendors refuse them. |
| Do crops grow while I'm offline? | Yes, on real time, as long as the ship has power, water and nutrient. |
Appendix A. Refit tables
These tables are generated from the game data, so they match what the server uses. Every module, consumable, livery, ribbon, finish, vendor, yard, loot table, mission and achievement in the pack has a row here.
How to read the columns:
- Tier T1-T5. On hulls that are not capitals, most families stop at T2 (point defense is the exception).
- Legal: military modules need a military hull of your own race (civilian weapons law); civilian fits any hull the module lists.
- Rooms: how many refit rooms it takes, which room kinds accept it, and how much cargo hold it costs.
- Power: power units it draws from the bus (and supply it adds, for generators).
- Materials are used up when the module is fitted, whether a yard crew or you do it. Race ingots and electronics are accepted 1:1 in place of the plain ones.
- Skill; diff: the crafting skill used for a self-install and the difficulty subtracted from the roll.
- Terminal / console: the Refit Terminal page (board name in brackets), the stock consoles it shows up on, and its own chat commands.
A1. Modules
A1.1 Point defense, flak, sweepers, decoys and escort screens (64 records, manual chapter 2)
| name | id | tier | faction | legal | hull fit | crew | rooms | power | cost cr | materials | build | skill; diff | built at | installed at | where to get it | terminal / console |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ADL-1 Decoy Launcher | def_adl_mk1 |
T1 | Alliance | military | Ticonderoga, Titan, Manning | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -90 hold | 60 draw | 18,000 | 20 electronic components, 6 trycene crystals, 8 metal ingots, 4 steel ingots, 3 copper ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alliance ODP, Alpha, Terra; crate: Alliance patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /refit decoy /refit restock |
| ADL-2 Decoy Launcher | def_adl_mk2 |
T2 | Alliance | military | Ticonderoga, Titan, Manning | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 80 draw | 30,000 | 32 electronic components, 10 trycene crystals, 10 metal ingots, 6 steel ingots, 3 titanium alloy ingots, 5 copper ingots, 1 neodymium magnets | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital, Alliance patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /refit decoy /refit restock |
| ADL-3 Decoy Launcher | def_adl_mk3 |
T3 | Alliance | military | Ticonderoga, Titan | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -150 hold | 100 draw | 45,000 | 44 electronic components, 13 trycene crystals, 10 metal ingots, 8 titanium alloy ingots, 5 tungsten carbide, 7 copper ingots, 3 superconductor wire, 2 neodymium magnets, 1 gallium arsenide wafers | 5 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /refit decoy /refit restock |
| AFK-1 Flak Screen | def_afk_mk1 |
T1 | Alliance | military | Ticonderoga, Titan, Manning | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -90 hold | 120 draw | 24,000 | 18 electronic components, 4 trycene crystals, 15 metal ingots, 9 steel ingots, 6 copper ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alliance ODP, Alpha, Terra; crate: Alliance patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| AFK-2 Flak Screen | def_afk_mk2 |
T2 | Alliance | military | Ticonderoga, Titan, Manning | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 160 draw | 40,000 | 29 electronic components, 6 trycene crystals, 19 metal ingots, 12 steel ingots, 7 titanium alloy ingots, 10 copper ingots, 2 neodymium magnets | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital, Alliance patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| AFK-3 Flak Screen | def_afk_mk3 |
T3 | Alliance | military | Ticonderoga, Titan | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -150 hold | 200 draw | 60,000 | 40 electronic components, 9 trycene crystals, 20 metal ingots, 16 titanium alloy ingots, 10 tungsten carbide, 13 copper ingots, 7 superconductor wire, 4 neodymium magnets, 2 gallium arsenide wafers | 5 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| AMS-1 Sweeper Array | def_ams_mk1 |
T1 | Alliance | military | Ticonderoga, Titan, Manning | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -90 hold | 100 draw | 18,000 | 15 electronic components, 4 trycene crystals, 13 metal ingots, 7 steel ingots, 5 copper ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alliance ODP, Alpha, Terra; crate: Alliance patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| AMS-2 Sweeper Array | def_ams_mk2 |
T2 | Alliance | military | Ticonderoga, Titan, Manning | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 140 draw | 30,000 | 24 electronic components, 6 trycene crystals, 16 metal ingots, 10 steel ingots, 6 titanium alloy ingots, 8 copper ingots, 1 neodymium magnets | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital, Alliance patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| ASC-2 Escort Screen | def_asc_mk2 |
T2 | Alliance | military | Ticonderoga, Titan; capitals only | 2 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 260 draw | 55,000 | 40 electronic components, 13 trycene crystals, 19 metal ingots, 12 steel ingots, 7 titanium alloy ingots, 10 copper ingots, 2 neodymium magnets | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital, Alliance patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /refit fleet [join <ship>|leave] |
| CDB-1 Decoy Buoy Rack | def_cdb_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/spare room); -90 hold | 25 draw | 7,000 | 8 electronic components, 2 trycene crystals, 3 metal ingots, 2 steel ingots, 1 copper ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alliance ODP, Alpha, Duell, Klinshay, Klinshaya ODP, Manara, Rodom V, Temple, Terra, Therat Prime, Therataan ODP; crate: Pirate raider; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /refit decoy /refit restock |
| CMS-1 Hazard Beacon Sweeper | def_cms_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/spare room); -90 hold | 30 draw | 6,000 | 7 electronic components, 1 trycene crystals, 4 metal ingots, 2 steel ingots, 1 copper ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alliance ODP, Alpha, Duell, Klinshay, Klinshaya ODP, Manara, Rodom V, Temple, Terra, Therat Prime, Therataan ODP; crate: Pirate raider; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| KFK-A Shard Curtain | def_kfk_mk1 |
T1 | Klinshaya | military | Deathwing, Raptor | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -90 hold | 90 draw | 22,000 | 10 Klinshaya electronic components, 4 trycene crystals, 20 Klinshaya metal ingots, 12 steel ingots, 8 copper ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay, Klinshaya ODP; crate: Klinshaya patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| KFK-B Shard Curtain | def_kfk_mk2 |
T2 | Klinshaya | military | Deathwing, Raptor | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 130 draw | 38,000 | 16 Klinshaya electronic components, 6 trycene crystals, 26 Klinshaya metal ingots, 16 steel ingots, 9 titanium alloy ingots, 13 copper ingots, 2 neodymium magnets | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital, Klinshaya patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| KFK-C Shard Curtain | def_kfk_mk3 |
T3 | Klinshaya | military | Deathwing | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -150 hold | 170 draw | 56,000 | 22 Klinshaya electronic components, 9 trycene crystals, 26 Klinshaya metal ingots, 22 titanium alloy ingots, 13 tungsten carbide, 18 copper ingots, 9 superconductor wire, 6 neodymium magnets, 3 gallium arsenide wafers | 5 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| KMS-A Mine Flail | def_kms_mk1 |
T1 | Klinshaya | military | Deathwing | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -90 hold | 80 draw | 16,000 | 15 Klinshaya electronic components, 4 trycene crystals, 13 Klinshaya metal ingots, 7 steel ingots, 5 copper ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay, Klinshaya ODP; crate: Klinshaya patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| KMS-B Mine Flail | def_kms_mk2 |
T2 | Klinshaya | military | Deathwing | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 120 draw | 28,000 | 24 Klinshaya electronic components, 6 trycene crystals, 16 Klinshaya metal ingots, 10 steel ingots, 6 titanium alloy ingots, 8 copper ingots, 1 neodymium magnets | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital, Klinshaya patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| KSC-B Pack Screen | def_ksc_mk2 |
T2 | Klinshaya | military | Deathwing; capitals only | 2 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 200 draw | 55,000 | 40 Klinshaya electronic components, 13 trycene crystals, 19 Klinshaya metal ingots, 12 steel ingots, 7 titanium alloy ingots, 10 copper ingots, 2 neodymium magnets | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital, Klinshaya patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /refit fleet [join <ship>|leave] |
| KTS-B Torpedo Spoofer | def_kts_mk2 |
T2 | Klinshaya | military | Deathwing; capitals only | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 180 draw | 45,000 | 40 Klinshaya electronic components, 16 trycene crystals, 13 Klinshaya metal ingots, 8 steel ingots, 5 titanium alloy ingots, 6 copper ingots, 1 neodymium magnets | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital, Klinshaya patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| KTS-C Torpedo Spoofer | def_kts_mk3 |
T3 | Klinshaya | military | Deathwing; capitals only | 2 tactical | 1 (cargo bay/storage/crew quarters/spare room); -150 hold | 240 draw | 68,000 | 55 Klinshaya electronic components, 22 trycene crystals, 13 Klinshaya metal ingots, 11 titanium alloy ingots, 7 tungsten carbide, 9 copper ingots, 4 superconductor wire, 3 neodymium magnets, 1 gallium arsenide wafers | 5 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 35 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| TDL-2 Ghost Projector | def_tdl_mk2 |
T2 | Therataan | military | Star Warrior | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 300 draw | 40,000 | 48 Therataan electronic components, 16 trycene crystals, 10 Therataan metal ingots, 6 steel ingots, 3 titanium alloy ingots, 5 copper ingots, 1 neodymium magnets | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Temple, Therat Prime; crate: Rogue Empire capital, Therataan patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /refit decoy /refit restock |
| TFK-1 Pulse Lattice | def_tfk_mk1 |
T1 | Therataan | military | Star Warrior | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -90 hold | 200 draw | 21,000 | 25 Therataan electronic components, 7 trycene crystals, 8 Therataan metal ingots, 4 steel ingots, 3 copper ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Temple, Therat Prime, Therataan ODP; crate: Therataan patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| TFK-2 Pulse Lattice | def_tfk_mk2 |
T2 | Therataan | military | Star Warrior | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 240 draw | 35,000 | 48 Therataan electronic components, 13 trycene crystals, 12 Therataan metal ingots, 7 steel ingots, 4 titanium alloy ingots, 6 copper ingots, 1 neodymium magnets | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Temple, Therat Prime; crate: Rogue Empire capital, Therataan patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| TFK-3 Pulse Lattice | def_tfk_mk3 |
T3 | Therataan | military | Star Warrior | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -150 hold | 280 draw | 52,000 | 66 Therataan electronic components, 18 trycene crystals, 12 Therataan metal ingots, 10 titanium alloy ingots, 6 tungsten carbide, 8 copper ingots, 4 superconductor wire, 3 neodymium magnets, 1 gallium arsenide wafers | 5 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Temple, Therat Prime; crate: Rogue Empire capital; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| TSC-2 Choir Screen | def_tsc_mk2 |
T2 | Therataan | military | Star Warrior; capitals only | 2 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 320 draw | 55,000 | 40 Therataan electronic components, 13 trycene crystals, 19 Therataan metal ingots, 12 steel ingots, 7 titanium alloy ingots, 10 copper ingots, 2 neodymium magnets | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Temple, Therat Prime; crate: Rogue Empire capital, Therataan patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /refit fleet [join <ship>|leave] |
| APD-1 Point Defense Cluster | pd_alliance_mk1 |
T1 | Alliance | military | Ticonderoga, Titan; capitals only | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -100 hold | 150 draw | 30,000 | 20 electronic components, 8 trycene crystals, 15 metal ingots, 9 steel ingots, 6 copper ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alliance ODP, Alpha, Terra; crate: Alliance patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| APD-2 Point Defense Cluster | pd_alliance_mk2 |
T2 | Alliance | military | Ticonderoga, Titan; capitals only | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 225 draw | 50,000 | 32 electronic components, 12 trycene crystals, 19 metal ingots, 12 steel ingots, 7 titanium alloy ingots, 10 copper ingots, 2 neodymium magnets | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital, Alliance patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| APD-3 Point Defense Cluster | pd_alliance_mk3 |
T3 | Alliance | military | Ticonderoga, Titan; capitals only | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -140 hold | 300 draw | 75,000 | 44 electronic components, 17 trycene crystals, 20 metal ingots, 16 titanium alloy ingots, 10 tungsten carbide, 13 copper ingots, 7 superconductor wire, 4 neodymium magnets, 2 gallium arsenide wafers | 5 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 35 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| APD-4 Point Defense Cluster | pd_alliance_mk4 |
T4 | Alliance | military | Ticonderoga, Titan; capitals only | 2 tactical | 1 (cargo bay/storage/crew quarters/spare room); -160 hold | 375 draw | 110,000 | 66 electronic components, 26 trycene crystals, 25 metal ingots, 24 titanium alloy ingots, 20 tungsten carbide, 15 copper ingots, 15 superconductor wire, 9 neodymium magnets, 6 gallium arsenide wafers, 3 platinum ingots | 7 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 45 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Terra; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| APD-5 Point Defense Cluster | pd_alliance_mk5 |
T5 | Alliance | military | Ticonderoga, Titan; capitals only | 2 tactical | 2 (cargo bay/storage/crew quarters/spare room); -400 hold | 450 draw | 150,000 | 100 electronic components, 40 trycene crystals, 30 metal ingots, 37 titanium alloy ingots, 30 tungsten carbide, 23 copper ingots, 23 superconductor wire, 7 nickel superalloy ingots, 12 neodymium magnets, 9 gallium arsenide wafers, 4 platinum ingots, 3 gold ingots, 2 iridium ingots | 10 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 60 | in the refit room (yard crew or self-install) | refit room x2 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Terra; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| CDA-1 Celay Decoy Array | pd_celay_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/spare room); -40 hold | 60 draw | 8,000 | 8 electronic components, 3 trycene crystals, 3 metal ingots, 1 steel ingots, 1 copper ingots | 1 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alliance ODP, Alpha, Duell, Klinshay, Klinshaya ODP, Manara, Rodom V, Temple, Terra, Therat Prime, Therataan ODP; crate: Pirate raider; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| CDA-2 Celay Decoy Array | pd_celay_mk2 |
T2 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/spare room); -80 hold | 100 draw | 15,000 | 19 electronic components, 7 trycene crystals, 5 metal ingots, 3 steel ingots, 2 titanium alloy ingots, 3 copper ingots, 1 neodymium magnets | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Rogue Empire capital, Pirate raider, Pirate flagship / bounty lord; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| CDA-3 Celay Decoy Array | pd_celay_mk3 |
T3 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 140 draw | 25,000 | 33 electronic components, 13 trycene crystals, 7 metal ingots, 6 titanium alloy ingots, 3 tungsten carbide, 4 copper ingots, 2 superconductor wire, 1 neodymium magnets, 1 gallium arsenide wafers | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 20 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Temple, Terra, Therat Prime; crate: Rogue Empire capital, Pirate flagship / bounty lord; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| KPD-A Scatter Driver | pd_klinshaya_mk1 |
T1 | Klinshaya | military | Deathwing; capitals only | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -100 hold | 100 draw | 24,000 | 10 Klinshaya electronic components, 4 trycene crystals, 23 Klinshaya metal ingots, 13 steel ingots, 9 copper ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay, Klinshaya ODP; crate: Klinshaya patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /acq restock <room> /refit restock |
| KPD-B Scatter Driver | pd_klinshaya_mk2 |
T2 | Klinshaya | military | Deathwing; capitals only | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 150 draw | 40,000 | 16 Klinshaya electronic components, 6 trycene crystals, 29 Klinshaya metal ingots, 18 steel ingots, 11 titanium alloy ingots, 14 copper ingots, 2 neodymium magnets | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital, Klinshaya patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /acq restock <room> /refit restock |
| KPD-C Scatter Driver | pd_klinshaya_mk3 |
T3 | Klinshaya | military | Deathwing; capitals only | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -140 hold | 200 draw | 60,000 | 22 Klinshaya electronic components, 8 trycene crystals, 29 Klinshaya metal ingots, 25 titanium alloy ingots, 15 tungsten carbide, 20 copper ingots, 10 superconductor wire, 6 neodymium magnets, 3 gallium arsenide wafers | 5 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 35 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /acq restock <room> /refit restock |
| KPD-D Scatter Driver | pd_klinshaya_mk4 |
T4 | Klinshaya | military | Deathwing; capitals only | 2 tactical | 1 (cargo bay/storage/crew quarters/spare room); -160 hold | 250 draw | 88,000 | 36 Klinshaya electronic components, 14 trycene crystals, 40 Klinshaya metal ingots, 39 titanium alloy ingots, 32 tungsten carbide, 24 copper ingots, 24 superconductor wire, 9 neodymium magnets, 6 gallium arsenide wafers, 3 platinum ingots | 7 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 45 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Klinshay; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /acq restock <room> /refit restock |
| KPD-E Scatter Driver | pd_klinshaya_mk5 |
T5 | Klinshaya | military | Deathwing; capitals only | 2 tactical | 2 (cargo bay/storage/crew quarters/spare room); -400 hold | 300 draw | 120,000 | 55 Klinshaya electronic components, 21 trycene crystals, 49 Klinshaya metal ingots, 62 titanium alloy ingots, 49 tungsten carbide, 37 copper ingots, 37 superconductor wire, 12 nickel superalloy ingots, 12 neodymium magnets, 9 gallium arsenide wafers, 4 platinum ingots, 3 gold ingots, 2 iridium ingots | 10 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 60 | in the refit room (yard crew or self-install) | refit room x2 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Klinshay; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /acq restock <room> /refit restock |
| KQD-A Quen Veil Deflector | pd_quen_mk1 |
T1 | Klinshaya | military | Deathwing; capitals only | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -100 hold | 160 draw | 26,000 | 20 Klinshaya electronic components, 14 trycene crystals, 13 Klinshaya metal ingots, 7 steel ingots, 5 copper ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay, Klinshaya ODP; crate: Klinshaya patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| KQD-B Quen Veil Deflector | pd_quen_mk2 |
T2 | Klinshaya | military | Deathwing; capitals only | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 225 draw | 42,000 | 32 Klinshaya electronic components, 22 trycene crystals, 16 Klinshaya metal ingots, 10 steel ingots, 6 titanium alloy ingots, 8 copper ingots, 1 neodymium magnets | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital, Klinshaya patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| KQD-C Quen Veil Deflector | pd_quen_mk3 |
T3 | Klinshaya | military | Deathwing; capitals only | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -140 hold | 290 draw | 64,000 | 44 Klinshaya electronic components, 30 trycene crystals, 17 Klinshaya metal ingots, 14 titanium alloy ingots, 8 tungsten carbide, 11 copper ingots, 5 superconductor wire, 4 neodymium magnets, 2 gallium arsenide wafers | 5 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 35 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| KQD-D Quen Veil Deflector | pd_quen_mk4 |
T4 | Klinshaya | military | Deathwing; capitals only | 2 tactical | 1 (cargo bay/storage/crew quarters/spare room); -160 hold | 355 draw | 94,000 | 56 Klinshaya electronic components, 39 trycene crystals, 18 Klinshaya metal ingots, 17 titanium alloy ingots, 14 tungsten carbide, 11 copper ingots, 10 superconductor wire, 7 neodymium magnets, 5 gallium arsenide wafers, 2 platinum ingots | 7 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 45 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Klinshay; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| KQD-E Quen Veil Deflector | pd_quen_mk5 |
T5 | Klinshaya | military | Deathwing; capitals only | 2 tactical | 2 (cargo bay/storage/crew quarters/spare room); -400 hold | 420 draw | 128,000 | 68 Klinshaya electronic components, 47 trycene crystals, 17 Klinshaya metal ingots, 21 titanium alloy ingots, 17 tungsten carbide, 13 copper ingots, 13 superconductor wire, 4 nickel superalloy ingots, 11 neodymium magnets, 8 gallium arsenide wafers, 4 platinum ingots, 3 gold ingots, 1 iridium ingots | 10 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 60 | in the refit room (yard crew or self-install) | refit room x2 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Klinshay; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| RCL-1 Ryl'Atti Chaff Pod | pd_rylatti_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/spare room); -40 hold | 40 draw | 8,000 | 6 electronic components, 3 trycene crystals, 6 metal ingots, 3 steel ingots, 2 copper ingots | 1 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alliance ODP, Alpha, Duell, Klinshay, Klinshaya ODP, Manara, Rodom V, Temple, Terra, Therat Prime, Therataan ODP; crate: Pirate raider; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /acq restock <room> |
| RCL-2 Ryl'Atti Chaff Pod | pd_rylatti_mk2 |
T2 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/spare room); -80 hold | 65 draw | 15,000 | 12 electronic components, 6 trycene crystals, 10 metal ingots, 6 steel ingots, 3 titanium alloy ingots, 5 copper ingots, 1 neodymium magnets | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Rogue Empire capital, Pirate raider, Pirate flagship / bounty lord; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /acq restock <room> |
| RCL-3 Ryl'Atti Chaff Pod | pd_rylatti_mk3 |
T3 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 90 draw | 25,000 | 17 electronic components, 8 trycene crystals, 10 metal ingots, 8 titanium alloy ingots, 5 tungsten carbide, 7 copper ingots, 3 superconductor wire, 2 neodymium magnets, 1 gallium arsenide wafers | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 20 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Temple, Terra, Therat Prime; crate: Rogue Empire capital, Pirate flagship / bounty lord; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /acq restock <room> |
| APD-S Station PD Battery | pd_station_alliance |
T5 | Alliance | military | Alpha starbase, Alliance ODP | none | 1 (storage/spare room) | 600 draw | - | none (NPC) | - | - | NPC stations only | NPC station hull | not obtainable (NPC stations only) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /pd [status]; no player terminal |
| KPD-S Station Scatter Battery | pd_station_klinshaya |
T5 | Klinshaya | military | Klinshaya ODP, Duell starbase | none | 1 (storage/spare room) | 600 draw | - | none (NPC) | - | - | NPC stations only | NPC station hull | not obtainable (NPC stations only) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /pd [status]; no player terminal |
| TPD-S Station MagPulse Field | pd_station_therataan |
T5 | Therataan | military | Therataan ODP, Temple starbase | none | 1 (storage/spare room) | 600 draw | - | none (NPC) | - | - | NPC stations only | NPC station hull | not obtainable (NPC stations only) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /pd [status]; no player terminal |
| EMPD-XS Null-Lattice Spire | pd_station_xon |
T5 | XON | military | Taodin starbase, Bienm ODP | none | 1 (storage/spare room) | 600 draw | - | none (NPC) | - | - | NPC stations only | NPC station hull | not obtainable (NPC stations only) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer); /pd [status]; no player terminal |
| TPD-1 MagPulse Interceptor | pd_therataan_mk1 |
T1 | Therataan | military | Star Warrior; capitals only | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -100 hold | 250 draw | 22,000 | 30 Therataan electronic components, 10 trycene crystals, 10 Therataan metal ingots, 6 steel ingots, 4 copper ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Temple, Therat Prime, Therataan ODP; crate: Therataan patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| TPD-2 MagPulse Interceptor | pd_therataan_mk2 |
T2 | Therataan | military | Star Warrior; capitals only | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 350 draw | 38,000 | 48 Therataan electronic components, 16 trycene crystals, 13 Therataan metal ingots, 8 steel ingots, 5 titanium alloy ingots, 6 copper ingots, 1 neodymium magnets | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Temple, Therat Prime; crate: Rogue Empire capital, Therataan patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| TPD-3 MagPulse Interceptor | pd_therataan_mk3 |
T3 | Therataan | military | Star Warrior; capitals only | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -140 hold | 450 draw | 56,000 | 66 Therataan electronic components, 22 trycene crystals, 13 Therataan metal ingots, 11 titanium alloy ingots, 7 tungsten carbide, 9 copper ingots, 4 superconductor wire, 3 neodymium magnets, 1 gallium arsenide wafers | 5 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 35 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Temple, Therat Prime; crate: Rogue Empire capital; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| TPD-4 MagPulse Interceptor | pd_therataan_mk4 |
T4 | Therataan | military | Star Warrior; capitals only | 2 tactical | 1 (cargo bay/storage/crew quarters/spare room); -160 hold | 550 draw | 82,000 | 84 Therataan electronic components, 28 trycene crystals, 14 Therataan metal ingots, 14 titanium alloy ingots, 11 tungsten carbide, 9 copper ingots, 8 superconductor wire, 6 neodymium magnets, 4 gallium arsenide wafers, 2 platinum ingots | 7 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 45 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Therat Prime; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| TPD-5 MagPulse Interceptor | pd_therataan_mk5 |
T5 | Therataan | military | Star Warrior; capitals only | 2 tactical | 2 (cargo bay/storage/crew quarters/spare room); -400 hold | 650 draw | 112,000 | 102 Therataan electronic components, 34 trycene crystals, 14 Therataan metal ingots, 17 titanium alloy ingots, 14 tungsten carbide, 10 copper ingots, 10 superconductor wire, 3 nickel superalloy ingots, 9 neodymium magnets, 7 gallium arsenide wafers, 3 platinum ingots, 2 gold ingots, 1 iridium ingots | 10 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 60 | in the refit room (yard crew or self-install) | refit room x2 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Therat Prime; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| TKPD-1 Swarmguard Drone Bay | pd_tikopai_mk1 |
T1 | any | military | any hull; capitals only, military hulls | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -100 hold | 120 draw | 8,000 | 10 electronic components, 4 trycene crystals, 6 metal ingots, 4 steel ingots, 2 copper ingots | 2 h | Fabrication Technology, Reverse Engineering, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | crate: Pirate flagship / bounty lord, Tikopai Remora; 5 blueprint fragments | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| TKPD-2 Swarmguard Drone Bay | pd_tikopai_mk2 |
T2 | any | military | any hull; capitals only, military hulls | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 170 draw | 16,000 | 24 electronic components, 9 trycene crystals, 11 metal ingots, 7 steel ingots, 4 titanium alloy ingots, 6 copper ingots, 1 neodymium magnets | 3 h | Fabrication Technology, Reverse Engineering, crew assist: Starship Combat Tactics; diff 35 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | crate: Pirate flagship / bounty lord, Tikopai Remora, Tikopai station raid; 5 blueprint fragments | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| TKPD-3 Swarmguard Drone Bay | pd_tikopai_mk3 |
T3 | any | military | any hull; capitals only, military hulls | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -140 hold | 220 draw | 24,000 | 41 electronic components, 16 trycene crystals, 15 metal ingots, 12 titanium alloy ingots, 7 tungsten carbide, 10 copper ingots, 5 superconductor wire, 3 neodymium magnets, 2 gallium arsenide wafers | 5 h | Fabrication Technology, Reverse Engineering, crew assist: Starship Combat Tactics; diff 45 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | crate: Pirate flagship / bounty lord, Tikopai Remora, Tikopai station raid; 5 blueprint fragments | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| TKPD-4 Swarmguard Drone Bay | pd_tikopai_mk4 |
T4 | any | military | any hull; capitals only, military hulls | 2 tactical | 1 (cargo bay/storage/crew quarters/spare room); -160 hold | 270 draw | 32,000 | 55 electronic components, 22 trycene crystals, 16 metal ingots, 16 titanium alloy ingots, 13 tungsten carbide, 10 copper ingots, 10 superconductor wire, 6 neodymium magnets, 4 gallium arsenide wafers, 2 platinum ingots | 7 h | Fabrication Technology, Reverse Engineering, crew assist: Starship Combat Tactics; diff 55 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | crate: Tikopai station raid; 5 blueprint fragments | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| TKPD-5 Swarmguard Drone Bay | pd_tikopai_mk5 |
T5 | any | military | any hull; capitals only, military hulls | 2 tactical | 2 (cargo bay/storage/crew quarters/spare room); -400 hold | 320 draw | 40,000 | 60 electronic components, 24 trycene crystals, 15 metal ingots, 18 titanium alloy ingots, 14 tungsten carbide, 11 copper ingots, 11 superconductor wire, 4 nickel superalloy ingots, 10 neodymium magnets, 7 gallium arsenide wafers, 4 platinum ingots, 2 gold ingots, 1 iridium ingots | 10 h | Fabrication Technology, Reverse Engineering, crew assist: Starship Combat Tactics; diff 70 | in the refit room (yard crew or self-install) | refit room x2 (cargo bay/storage/crew quarters/spare room), 6 m rule | crate: Tikopai station raid; 5 blueprint fragments | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| EMPD-X1 Null-Lattice | pd_xon_mk1 |
T1 | any | military | any hull; capitals only, military hulls | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -100 hold | 200 draw | 8,000 | 10 electronic components, 5 trycene crystals, 3 metal ingots, 2 steel ingots, 1 copper ingots | 2 h | Fabrication Technology, Reverse Engineering, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | crate: XON Accumulator; 5 blueprint fragments | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| EMPD-X2 Null-Lattice | pd_xon_mk2 |
T2 | any | military | any hull; capitals only, military hulls | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 280 draw | 16,000 | 25 electronic components, 11 trycene crystals, 6 metal ingots, 3 steel ingots, 2 titanium alloy ingots, 3 copper ingots, 1 neodymium magnets | 3 h | Fabrication Technology, Reverse Engineering, crew assist: Starship Combat Tactics; diff 35 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | crate: XON Accumulator; 5 blueprint fragments | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| EMPD-X3 Null-Lattice | pd_xon_mk3 |
T3 | any | military | any hull; capitals only, military hulls | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -140 hold | 360 draw | 24,000 | 43 electronic components, 20 trycene crystals, 8 metal ingots, 6 titanium alloy ingots, 4 tungsten carbide, 5 copper ingots, 2 superconductor wire, 2 neodymium magnets, 1 gallium arsenide wafers | 5 h | Fabrication Technology, Reverse Engineering, crew assist: Starship Combat Tactics; diff 45 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | crate: XON Accumulator, XON Overmind; 5 blueprint fragments | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| EMPD-X4 Null-Lattice | pd_xon_mk4 |
T4 | any | military | any hull; capitals only, military hulls | 2 tactical | 1 (cargo bay/storage/crew quarters/spare room); -160 hold | 440 draw | 32,000 | 65 electronic components, 29 trycene crystals, 9 metal ingots, 9 titanium alloy ingots, 7 tungsten carbide, 6 copper ingots, 6 superconductor wire, 4 neodymium magnets, 2 gallium arsenide wafers, 1 platinum ingots | 7 h | Fabrication Technology, Reverse Engineering, crew assist: Starship Combat Tactics; diff 55 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | crate: XON Overmind; 5 blueprint fragments | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
| EMPD-X5 Null-Lattice | pd_xon_mk5 |
T5 | any | military | any hull; capitals only, military hulls | 2 tactical | 2 (cargo bay/storage/crew quarters/spare room); -400 hold | 520 draw | 40,000 | 91 electronic components, 41 trycene crystals, 10 metal ingots, 13 titanium alloy ingots, 10 tungsten carbide, 8 copper ingots, 8 superconductor wire, 3 nickel superalloy ingots, 7 neodymium magnets, 5 gallium arsenide wafers, 3 platinum ingots, 2 gold ingots, 1 iridium ingots | 10 h | Fabrication Technology, Reverse Engineering, crew assist: Starship Combat Tactics; diff 70 | in the refit room (yard crew or self-install) | refit room x2 (cargo bay/storage/crew quarters/spare room), 6 m rule | crate: XON Overmind; 5 blueprint fragments | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Command chair, Ship's Log (main computer) |
A1.2 Mines, chaff, haze, shields, security and hardening (40 records, manual chapter 2)
| name | id | tier | faction | legal | hull fit | crew | rooms | power | cost cr | materials | build | skill; diff | built at | installed at | where to get it | terminal / console |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ACD-1 Chaff Dispenser | def_acd_mk1 |
T1 | Alliance | military | Ticonderoga, Titan, Manning | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -90 hold | 40 draw | 15,000 | 10 electronic components, 6 trycene crystals, 6 metal ingots, 6 steel ingots, 3 aluminum ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alliance ODP, Alpha, Terra; crate: Alliance patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit chaff /refit restock |
| ACD-2 Chaff Dispenser | def_acd_mk2 |
T2 | Alliance | military | Ticonderoga, Titan, Manning | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 60 draw | 25,000 | 16 electronic components, 10 trycene crystals, 8 metal ingots, 6 steel ingots, 5 stainless steel ingots, 3 aluminum ingots, 2 lead ingots | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital, Alliance patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit chaff /refit restock |
| AEH-1 EMP Hardening | def_aeh_mk1 |
T1 | Alliance | military | Ticonderoga, Titan, Manning | none | 1 (cargo bay/storage/spare room); -90 hold | 40 draw | 15,000 | 20 electronic components, 3 trycene crystals, 7 metal ingots, 6 steel ingots, 3 aluminum ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alliance ODP, Alpha, Terra; crate: Alliance patrol; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Tactical console, Engineering console, Ship's Log (main computer) |
| AEH-2 EMP Hardening | def_aeh_mk2 |
T2 | Alliance | military | Ticonderoga, Titan, Manning | none | 1 (cargo bay/storage/spare room); -120 hold | 60 draw | 25,000 | 40 electronic components, 6 trycene crystals, 11 metal ingots, 8 steel ingots, 7 stainless steel ingots, 3 aluminum ingots, 3 lead ingots | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital, Alliance patrol; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Tactical console, Engineering console, Ship's Log (main computer) |
| AML-1 Mine Layer | def_aml_mk1 |
T1 | Alliance | military | Ticonderoga, Titan, Manning | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -90 hold | 80 draw | 30,000 | 15 electronic components, 6 trycene crystals, 14 metal ingots, 14 steel ingots, 7 aluminum ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alliance ODP, Alpha, Terra; crate: Alliance patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit mine lay|clear /refit restock /acq restock <room> |
| AML-2 Mine Layer | def_aml_mk2 |
T2 | Alliance | military | Ticonderoga, Titan, Manning | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 100 draw | 50,000 | 24 electronic components, 10 trycene crystals, 19 metal ingots, 14 steel ingots, 11 stainless steel ingots, 6 aluminum ingots, 6 lead ingots | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital, Alliance patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit mine lay|clear /refit restock /acq restock <room> |
| AML-3 Mine Layer | def_aml_mk3 |
T3 | Alliance | military | Ticonderoga, Titan; T3+: capitals only | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -150 hold | 120 draw | 75,000 | 33 electronic components, 13 trycene crystals, 23 metal ingots, 19 stainless steel ingots, 11 titanium alloy ingots, 8 tungsten ingots, 8 lead ingots, 8 boron crystals, 3 silver ingots | 5 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit mine lay|clear /refit restock /acq restock <room> |
| ASM-1 Shield Modulator | def_asm_mk1 |
T1 | Alliance | military | Ticonderoga, Titan, Manning | 1 engineering | 1 (cargo bay/storage/crew quarters/spare room); -90 hold | 150 draw | 27,000 | 25 electronic components, 12 trycene crystals, 6 metal ingots, 6 steel ingots, 3 aluminum ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alliance ODP, Alpha, Terra; crate: Alliance patrol; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit shield FWD|STBD|AFT|PORT|DRSL|VENT|AUTO |
| ASM-2 Shield Modulator | def_asm_mk2 |
T2 | Alliance | military | Ticonderoga, Titan, Manning | 1 engineering | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 225 draw | 45,000 | 40 electronic components, 19 trycene crystals, 8 metal ingots, 6 steel ingots, 5 stainless steel ingots, 3 aluminum ingots, 2 lead ingots | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital, Alliance patrol; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit shield FWD|STBD|AFT|PORT|DRSL|VENT|AUTO |
| ASM-3 Shield Modulator | def_asm_mk3 |
T3 | Alliance | military | Ticonderoga, Titan; T3+: capitals only | 1 engineering | 1 (cargo bay/storage/crew quarters/spare room); -150 hold | 300 draw | 68,000 | 55 electronic components, 26 trycene crystals, 10 metal ingots, 8 stainless steel ingots, 5 titanium alloy ingots, 3 tungsten ingots, 3 lead ingots, 4 boron crystals, 1 silver ingots | 5 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit shield FWD|STBD|AFT|PORT|DRSL|VENT|AUTO |
| CCH-1 Chaff Canister Kit | def_cch_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/spare room); -90 hold | 15 draw | 5,000 | 4 electronic components, 2 trycene crystals, 2 metal ingots, 1 steel ingots, 1 aluminum ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alliance ODP, Alpha, Duell, Klinshay, Klinshaya ODP, Manara, Rodom V, Temple, Terra, Therat Prime, Therataan ODP; crate: Pirate raider; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit chaff /refit restock |
| CEH-1 Surge Breakers | def_ceh_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/spare room); -90 hold | 10 draw | 4,000 | 7 electronic components, 2 metal ingots, 1 steel ingots, 1 aluminum ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alliance ODP, Alpha, Duell, Klinshay, Klinshaya ODP, Manara, Rodom V, Temple, Terra, Therat Prime, Therataan ODP; crate: Pirate raider; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Tactical console, Engineering console, Ship's Log (main computer) |
| CLD-1 Crew Lockdown Kit | def_cld_mk1 |
T1 | any | civilian | any hull | none | 1 (storage/crew quarters/spare room); -90 hold | 20 draw | 4,000 | 5 electronic components, 4 metal ingots, 3 steel ingots, 2 aluminum ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/spare room), 6 m rule | sold: Alliance ODP, Alpha, Duell, Klinshay, Klinshaya ODP, Manara, Rodom V, Temple, Terra, Therat Prime, Therataan ODP; crate: Pirate raider; or 5 fragments (licence) | page security (SECURITY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer) |
| CSM-1 Civil Shield Tuner | def_csm_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/spare room); -90 hold | 30 draw | 6,000 | 5 electronic components, 3 trycene crystals, 1 metal ingots, 1 steel ingots, 1 aluminum ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alliance ODP, Alpha, Duell, Klinshay, Klinshaya ODP, Manara, Rodom V, Temple, Terra, Therat Prime, Therataan ODP; crate: Pirate raider; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit shield FWD|STBD|AFT|PORT|DRSL|VENT|AUTO |
| CSM-2 Civil Shield Tuner | def_csm_mk2 |
T2 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 50 draw | 12,000 | 12 electronic components, 8 trycene crystals, 3 metal ingots, 2 steel ingots, 1 stainless steel ingots, 1 aluminum ingots, 1 lead ingots | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Rogue Empire capital, Pirate raider, Pirate flagship / bounty lord; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit shield FWD|STBD|AFT|PORT|DRSL|VENT|AUTO |
| ISF-1 Internal Security Field | def_isf_mk1 |
T1 | Alliance | military | Ticonderoga, Titan, Manning | 1 security | 1 (storage/crew quarters/spare room); -90 hold | 100 draw | 18,000 | 20 electronic components, 6 trycene crystals, 6 metal ingots, 6 steel ingots, 3 aluminum ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/spare room), 6 m rule | sold: Alliance ODP, Alpha, Terra; crate: Alliance patrol; or 5 fragments (licence) | page security (SECURITY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer) |
| ISF-2 Internal Security Field | def_isf_mk2 |
T2 | Alliance | military | Ticonderoga, Titan, Manning | 1 security | 1 (storage/crew quarters/spare room); -120 hold | 150 draw | 30,000 | 32 electronic components, 10 trycene crystals, 8 metal ingots, 6 steel ingots, 5 stainless steel ingots, 3 aluminum ingots, 2 lead ingots | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital, Alliance patrol; or 5 fragments (licence) | page security (SECURITY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer) |
| KCD-B Smoke Pod | def_kcd_mk2 |
T2 | Klinshaya | military | Deathwing, Raptor | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 50 draw | 22,000 | 10 Klinshaya electronic components, 10 trycene crystals, 14 Klinshaya metal ingots, 10 steel ingots, 8 stainless steel ingots, 4 aluminum ingots, 4 lead ingots | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital, Klinshaya patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit chaff /refit restock |
| KEH-B Grounding Mesh | def_keh_mk2 |
T2 | Klinshaya | military | Deathwing, Raptor | none | 1 (cargo bay/storage/spare room); -120 hold | 50 draw | 22,000 | 24 Klinshaya electronic components, 3 trycene crystals, 17 Klinshaya metal ingots, 12 steel ingots, 9 stainless steel ingots, 5 aluminum ingots, 5 lead ingots | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital, Klinshaya patrol; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Tactical console, Engineering console, Ship's Log (main computer) |
| KML-A Cluster Mine Rack | def_kml_mk1 |
T1 | Klinshaya | military | Deathwing, Raptor | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -90 hold | 60 draw | 26,000 | 8 Klinshaya electronic components, 4 trycene crystals, 18 Klinshaya metal ingots, 18 steel ingots, 9 aluminum ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay, Klinshaya ODP; crate: Klinshaya patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit mine lay|clear /refit restock /acq restock <room> |
| KML-B Cluster Mine Rack | def_kml_mk2 |
T2 | Klinshaya | military | Deathwing, Raptor | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 80 draw | 42,000 | 13 Klinshaya electronic components, 6 trycene crystals, 25 Klinshaya metal ingots, 18 steel ingots, 15 stainless steel ingots, 7 aluminum ingots, 7 lead ingots | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital, Klinshaya patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit mine lay|clear /refit restock /acq restock <room> |
| KML-C Cluster Mine Rack | def_kml_mk3 |
T3 | Klinshaya | military | Deathwing; T3+: capitals only | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -150 hold | 100 draw | 64,000 | 18 Klinshaya electronic components, 9 trycene crystals, 29 Klinshaya metal ingots, 25 stainless steel ingots, 15 titanium alloy ingots, 10 tungsten ingots, 10 lead ingots, 10 boron crystals, 3 silver ingots | 5 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit mine lay|clear /refit restock /acq restock <room> |
| KSF-B Den Wards | def_ksf_mk2 |
T2 | Klinshaya | military | Deathwing, Raptor | 1 security | 1 (storage/crew quarters/spare room); -120 hold | 120 draw | 28,000 | 24 Klinshaya electronic components, 10 trycene crystals, 11 Klinshaya metal ingots, 8 steel ingots, 7 stainless steel ingots, 3 aluminum ingots, 3 lead ingots | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital, Klinshaya patrol; or 5 fragments (licence) | page security (SECURITY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer) |
| KSH-A Shield Harmonics | def_ksh_mk1 |
T1 | Klinshaya | military | Deathwing | 1 engineering | 1 (cargo bay/storage/crew quarters/spare room); -90 hold | 120 draw | 26,000 | 19 Klinshaya electronic components, 13 trycene crystals, 8 Klinshaya metal ingots, 7 steel ingots, 4 aluminum ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay, Klinshaya ODP; crate: Klinshaya patrol; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit shield FWD|STBD|AFT|PORT|DRSL|VENT|AUTO |
| KSH-B Shield Harmonics | def_ksh_mk2 |
T2 | Klinshaya | military | Deathwing | 1 engineering | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 180 draw | 42,000 | 32 Klinshaya electronic components, 22 trycene crystals, 11 Klinshaya metal ingots, 8 steel ingots, 7 stainless steel ingots, 3 aluminum ingots, 3 lead ingots | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital, Klinshaya patrol; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit shield FWD|STBD|AFT|PORT|DRSL|VENT|AUTO |
| KSH-C Shield Harmonics | def_ksh_mk3 |
T3 | Klinshaya | military | Deathwing; T3+: capitals only | 1 engineering | 1 (cargo bay/storage/crew quarters/spare room); -150 hold | 240 draw | 64,000 | 44 Klinshaya electronic components, 31 trycene crystals, 13 Klinshaya metal ingots, 11 stainless steel ingots, 7 titanium alloy ingots, 4 tungsten ingots, 4 lead ingots, 5 boron crystals, 1 silver ingots | 5 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit shield FWD|STBD|AFT|PORT|DRSL|VENT|AUTO |
| EMPH-S Null Spire Hardening | def_station_emp_xon |
T5 | XON | military | Taodin starbase, Bienm ODP, XON Overmind; T3+: capitals only | none | 1 (storage/spare room) | 0 | - | none (NPC) | - | - | NPC stations only | NPC station hull | not obtainable (NPC stations only) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); no player terminal |
| AML-S ODP Minefield | def_station_mines_alliance |
T5 | Alliance | military | Alliance ODP; T3+: capitals only | none | 1 (storage/spare room) | 0 | - | none (NPC) | - | - | NPC stations only | NPC station hull | not obtainable (NPC stations only) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); no player terminal |
| KML-S Den Minefield | def_station_mines_klinshaya |
T5 | Klinshaya | military | Klinshaya ODP; T3+: capitals only | none | 1 (storage/spare room) | 0 | - | none (NPC) | - | - | NPC stations only | NPC station hull | not obtainable (NPC stations only) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); no player terminal |
| ASH-S Station Shield Array | def_station_shield_alliance |
T5 | Alliance | military | Alpha starbase, Alliance ODP; T3+: capitals only | none | 1 (storage/spare room) | 800 draw | - | none (NPC) | - | - | NPC stations only | NPC station hull | not obtainable (NPC stations only) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); no player terminal |
| KSH-S Den Harmonic Ring | def_station_shield_klinshaya |
T5 | Klinshaya | military | Klinshaya ODP, Duell starbase; T3+: capitals only | none | 1 (storage/spare room) | 700 draw | - | none (NPC) | - | - | NPC stations only | NPC station hull | not obtainable (NPC stations only) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); no player terminal |
| TSO-S Temple Overcharge | def_station_shield_therataan |
T5 | Therataan | military | Therataan ODP, Temple starbase; T3+: capitals only | none | 1 (storage/spare room) | 900 draw | - | none (NPC) | - | - | NPC stations only | NPC station hull | not obtainable (NPC stations only) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); no player terminal |
| TEH-2 Pulse Damper | def_teh_mk2 |
T2 | Therataan | military | Star Warrior | 1 engineering | 1 (cargo bay/storage/spare room); -120 hold | 120 draw | 25,000 | 39 Therataan electronic components, 11 trycene crystals, 5 Therataan metal ingots, 3 steel ingots, 3 stainless steel ingots, 1 aluminum ingots, 1 lead ingots | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Temple, Therat Prime; crate: Rogue Empire capital, Therataan patrol; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Tactical console, Engineering console, Ship's Log (main computer) |
| TIH-1 Ion Haze Field | def_tih_mk1 |
T1 | Therataan | military | Star Warrior | 1 engineering | 1 (cargo bay/storage/crew quarters/spare room); -90 hold | 350 draw | 21,000 | 24 Therataan electronic components, 8 trycene crystals, 3 Therataan metal ingots, 3 steel ingots, 2 aluminum ingots | 2 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Temple, Therat Prime, Therataan ODP; crate: Therataan patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer), Communications console; /pd [status] |
| TIH-2 Ion Haze Field | def_tih_mk2 |
T2 | Therataan | military | Star Warrior | 1 engineering | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 500 draw | 35,000 | 48 Therataan electronic components, 16 trycene crystals, 5 Therataan metal ingots, 4 steel ingots, 3 stainless steel ingots, 2 aluminum ingots, 2 lead ingots | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Temple, Therat Prime; crate: Rogue Empire capital, Therataan patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer), Communications console; /pd [status] |
| TKML Seeker Mine Nest | def_tkml_mk3 |
T3 | any | military | any hull; capitals only, military hulls | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -150 hold | 180 draw | 12,000 | 20 electronic components, 9 trycene crystals, 6 metal ingots, 5 stainless steel ingots, 3 titanium alloy ingots, 2 tungsten ingots, 2 lead ingots, 2 boron crystals, 1 silver ingots | 5 h | Fabrication Technology, Reverse Engineering, crew assist: Starship Combat Tactics; diff 45 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | crate: Pirate flagship / bounty lord, Tikopai Remora, Tikopai station raid; 5 blueprint fragments | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit mine lay|clear /refit restock /acq restock <room> |
| TML-2 Magnetic Mine Layer | def_tml_mk2 |
T2 | Therataan | military | Star Warrior | 1 tactical | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 140 draw | 45,000 | 48 Therataan electronic components, 16 trycene crystals, 11 Therataan metal ingots, 8 steel ingots, 7 stainless steel ingots, 3 aluminum ingots, 3 lead ingots | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Temple, Therat Prime; crate: Rogue Empire capital, Therataan patrol; or 5 fragments (licence) | page pd (PD BATTERY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit mine lay|clear /refit restock /acq restock <room> |
| TSF-2 Resonance Lock | def_tsf_mk2 |
T2 | Therataan | military | Star Warrior | 1 security | 1 (storage/crew quarters/spare room); -120 hold | 200 draw | 30,000 | 40 Therataan electronic components, 16 trycene crystals, 5 Therataan metal ingots, 4 steel ingots, 3 stainless steel ingots, 2 aluminum ingots, 2 lead ingots | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/spare room), 6 m rule | sold: Temple, Therat Prime; crate: Rogue Empire capital, Therataan patrol; or 5 fragments (licence) | page security (SECURITY TERMINAL); Tactical console, Engineering console, Ship's Log (main computer) |
| TSO-2 Shield Overcharger | def_tso_mk2 |
T2 | Therataan | military | Star Warrior | 1 engineering | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 500 draw | 40,000 | 44 Therataan electronic components, 24 trycene crystals, 8 Therataan metal ingots, 6 steel ingots, 4 stainless steel ingots, 2 aluminum ingots, 2 lead ingots | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Temple, Therat Prime; crate: Rogue Empire capital, Therataan patrol; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit shield FWD|STBD|AFT|PORT|DRSL|VENT|AUTO |
| TSO-3 Shield Overcharger | def_tso_mk3 |
T3 | Therataan | military | Star Warrior; T3+: capitals only | 1 engineering | 1 (cargo bay/storage/crew quarters/spare room); -150 hold | 700 draw | 60,000 | 66 Therataan electronic components, 35 trycene crystals, 10 Therataan metal ingots, 8 stainless steel ingots, 5 titanium alloy ingots, 3 tungsten ingots, 3 lead ingots, 4 boron crystals, 1 silver ingots | 5 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Temple, Therat Prime; crate: Rogue Empire capital; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Tactical console, Engineering console, Ship's Log (main computer); /refit shield FWD|STBD|AFT|PORT|DRSL|VENT|AUTO |
A1.3 Hull, armour and damage control (23 records, manual chapter 3.2)
| name | id | tier | faction | legal | hull fit | crew | rooms | power | cost cr | materials | build | skill; diff | built at | installed at | where to get it | terminal / console |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| AAP-1 Ablative Plating | def_aap_mk1 |
T1 | Alliance | military | Ticonderoga, Titan, Manning | none | 1 (cargo bay/storage/spare room); -90 hold | 0 | 21,000 | 4 electronic components, 4 trycene crystals, 24 metal ingots, 24 steel ingots, 12 duralumin ingots | 2 h | Fabrication Technology; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Terra; crate: Alliance patrol; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer); /refit armor |
| AAP-2 Ablative Plating | def_aap_mk2 |
T2 | Alliance | military | Ticonderoga, Titan, Manning | none | 1 (cargo bay/storage/spare room); -120 hold | 0 | 35,000 | 6 electronic components, 6 trycene crystals, 34 metal ingots, 29 steel ingots, 19 duralumin ingots, 14 titanium alloy ingots | 3 h | Fabrication Technology; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital, Alliance patrol; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer); /refit armor |
| AAP-3 Ablative Plating | def_aap_mk3 |
T3 | Alliance | military | Ticonderoga, Titan; T3+: capitals only | none | 1 (cargo bay/storage/spare room); -150 hold | 0 | 52,000 | 9 electronic components, 9 trycene crystals, 40 metal ingots, 33 stainless steel ingots, 33 titanium alloy ingots, 26 duralumin ingots | 5 h | Fabrication Technology; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer); /refit armor |
| ABH-3 Compartment Grid | def_abh_mk3 |
T3 | Alliance | military | Ticonderoga, Titan; capitals only | 1 engineering | 1 (cargo bay/storage/spare room); -150 hold | 60 draw | 60,000 | 11 electronic components, 5 trycene crystals, 42 metal ingots, 35 stainless steel ingots, 35 titanium alloy ingots, 28 duralumin ingots | 5 h | Fabrication Technology; diff 35 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Terra; crate: Rogue Empire capital; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer) |
| CAP-1 Freighter Plating | def_cap_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/spare room); -90 hold | 0 | 5,000 | 2 electronic components, 8 metal ingots, 8 steel ingots, 4 duralumin ingots | 2 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer); /refit armor |
| CAP-2 Freighter Plating | def_cap_mk2 |
T2 | any | civilian | any hull | none | 1 (cargo bay/storage/spare room); -120 hold | 0 | 10,000 | 3 electronic components, 15 metal ingots, 12 steel ingots, 8 duralumin ingots, 6 titanium alloy ingots | 3 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Rogue Empire capital, Pirate flagship / bounty lord; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer); /refit armor |
| EBH-1 Emergency Bulkheads | def_ebh_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/spare room); -90 hold | 0 | 8,000 | 2 electronic components, 1 trycene crystals, 12 metal ingots, 12 steel ingots, 6 duralumin ingots | 2 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer) |
| EBH-2 Emergency Bulkheads | def_ebh_mk2 |
T2 | any | civilian | any hull | none | 1 (cargo bay/storage/spare room); -120 hold | 0 | 18,000 | 5 electronic components, 3 trycene crystals, 25 metal ingots, 21 steel ingots, 14 duralumin ingots, 10 titanium alloy ingots | 3 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Rogue Empire capital, Pirate flagship / bounty lord; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer) |
| KRA-A Reactive Armour | def_kra_mk1 |
T1 | Klinshaya | military | Deathwing, Raptor | none | 1 (cargo bay/storage/spare room); -90 hold | 0 | 20,000 | 6 Klinshaya electronic components, 2 trycene crystals, 28 Klinshaya metal ingots, 28 steel ingots, 14 duralumin ingots | 2 h | Fabrication Technology; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Duell, Klinshay; crate: Klinshaya patrol; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer); /refit armor |
| KRA-B Reactive Armour | def_kra_mk2 |
T2 | Klinshaya | military | Deathwing, Raptor | none | 1 (cargo bay/storage/spare room); -120 hold | 0 | 32,000 | 10 Klinshaya electronic components, 3 trycene crystals, 39 Klinshaya metal ingots, 34 steel ingots, 22 duralumin ingots, 17 titanium alloy ingots | 3 h | Fabrication Technology; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital, Klinshaya patrol; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer); /refit armor |
| KRA-C Reactive Armour | def_kra_mk3 |
T3 | Klinshaya | military | Deathwing; T3+: capitals only | none | 1 (cargo bay/storage/spare room); -150 hold | 0 | 49,000 | 13 Klinshaya electronic components, 4 trycene crystals, 46 Klinshaya metal ingots, 39 stainless steel ingots, 38 titanium alloy ingots, 31 duralumin ingots | 5 h | Fabrication Technology; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Duell, Klinshay; crate: Rogue Empire capital; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer); /refit armor |
| RSH-1 Radiation Shielding | def_rsh_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/spare room); -90 hold | 0 | 6,000 | 1 electronic components, 2 trycene crystals, 7 metal ingots, 6 steel ingots, 3 duralumin ingots | 2 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer) |
| RSH-2 Radiation Shielding | def_rsh_mk2 |
T2 | any | civilian | any hull | none | 1 (cargo bay/storage/spare room); -120 hold | 0 | 15,000 | 2 electronic components, 8 trycene crystals, 18 metal ingots, 15 steel ingots, 10 duralumin ingots, 7 titanium alloy ingots | 3 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Rogue Empire capital, Pirate flagship / bounty lord; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer) |
| SAP-S Station Armour Belt | def_station_armor |
T5 | any | military | Alpha starbase, Alliance ODP, Klinshaya ODP, Duell starbase, Therataan ODP, Temple starbase, Taodin starbase, Bienm ODP; T3+: capitals only | none | 1 (storage/spare room) | 0 | - | none (NPC) | - | - | NPC stations only | NPC station hull | not obtainable (NPC stations only) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer); /refit armor; no player terminal |
| TCP-2 Crystal Lattice Plating | def_tcp_mk2 |
T2 | Therataan | military | Star Warrior | none | 1 (cargo bay/storage/spare room); -120 hold | 0 | 40,000 | 5 Therataan electronic components, 37 trycene crystals, 13 Therataan metal ingots, 11 steel ingots, 7 duralumin ingots, 6 titanium alloy ingots | 3 h | Fabrication Technology; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Temple, Therat Prime; crate: Rogue Empire capital, Therataan patrol; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer); /refit armor |
| TCP-3 Crystal Lattice Plating | def_tcp_mk3 |
T3 | Therataan | military | Star Warrior; T3+: capitals only | none | 1 (cargo bay/storage/spare room); -150 hold | 0 | 60,000 | 9 Therataan electronic components, 66 trycene crystals, 20 Therataan metal ingots, 17 stainless steel ingots, 16 titanium alloy ingots, 13 duralumin ingots | 5 h | Fabrication Technology; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Temple, Therat Prime; crate: Rogue Empire capital; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer); /refit armor |
| ABC-1 Bridge Citadel | hull_abc_mk1 |
T2 | any | civilian | any hull | none | 1 (conference room/crew quarters/storage/spare room) | 100 draw | 45,000 | 25 electronic components, 28 metal ingots, 24 steel ingots, 16 duralumin ingots, 12 titanium alloy ingots | 8 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (conference room/crew quarters/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Rogue Empire capital, Pirate flagship / bounty lord; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer) |
| ADC-1 Damage Control Locker | hull_adc_mk1 |
T1 | any | civilian | any hull | 2 engineering | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -40 hold | 50 draw | 20,000 | 12 electronic components, 10 plastic, 6 fabric, 8 metal ingots, 8 steel ingots, 4 duralumin ingots | 4 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer) |
| AHF-1 Hull Frame | hull_ahf_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -60 hold | 0 | 22,000 | 4 electronic components, 24 metal ingots, 24 steel ingots, 12 duralumin ingots | 5 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer) |
| AHF-2 Hull Frame | hull_ahf_mk2 |
T2 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -100 hold | 0 | 55,000 | 8 electronic components, 4 trycene crystals, 39 metal ingots, 33 steel ingots, 22 duralumin ingots, 16 titanium alloy ingots | 9 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Rogue Empire capital, Pirate flagship / bounty lord; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer) |
| AHF-3 Hull Frame | hull_ahf_mk3 |
T3 | any | civilian | Ticonderoga, Titan, Deathwing, Star Warrior; capitals only | none | 2 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -200 hold | 0 | 150,000 | 19 electronic components, 16 trycene crystals, 106 metal ingots, 88 stainless steel ingots, 88 titanium alloy ingots, 71 duralumin ingots | 16 h | Fabrication Technology; diff 35 | in the refit room (yard crew or self-install) | refit room x2 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Temple, Terra, Therat Prime; crate: Rogue Empire capital, Pirate flagship / bounty lord; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer) |
| ARD-2 Repair Drone Bay | hull_ard_mk2 |
T2 | any | civilian | any hull | 1 engineering | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -80 hold | 150 draw | 55,000 | 40 electronic components, 6 trycene crystals, 10 plastic, 11 metal ingots, 9 steel ingots, 6 duralumin ingots, 4 titanium alloy ingots | 8 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Rogue Empire capital, Pirate flagship / bounty lord; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer) |
| ARD-3 Heavy Drone Bay | hull_ard_mk3 |
T3 | any | civilian | Ticonderoga, Titan, Deathwing, Star Warrior; capitals only | 1 engineering | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -120 hold | 300 draw | 130,000 | 136 electronic components, 27 trycene crystals, 35 plastic, 31 metal ingots, 26 stainless steel ingots, 26 titanium alloy ingots, 20 duralumin ingots | 14 h | Fabrication Technology; diff 30 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Temple, Terra, Therat Prime; crate: Rogue Empire capital, Pirate flagship / bounty lord; or 5 fragments (licence) | page armour (ARMOUR & SHIELD TERMINAL); Engineering console, Ship's Log (main computer) |
A1.4 Aux power (6 records, manual chapter 3.1)
| name | id | tier | faction | legal | hull fit | crew | rooms | power | cost cr | materials | build | skill; diff | built at | installed at | where to get it | terminal / console |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ACB-1 Capacitor Bank | aux_acb_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -50 hold | 150 draw | 18,000 | 21 electronic components, 5 trycene crystals, 7 metal ingots, 5 steel ingots, 5 copper ingots, 1 helium gas canisters | 3 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page power (POWER TERMINAL); Engineering console, Ship's Log (main computer); /refit discharge |
| ACB-2 Capacitor Bank | aux_acb_mk2 |
T2 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -80 hold | 250 draw | 45,000 | 45 electronic components, 14 trycene crystals, 12 metal ingots, 9 stainless steel ingots, 9 copper ingots, 5 zirconium ingots, 2 helium gas canisters, 1 lithium ingots | 6 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page power (POWER TERMINAL); Engineering console, Ship's Log (main computer); /refit discharge |
| AFG-X1 Aux Generator Annex | aux_afgx_mk1 |
T1 | any | civilian | any hull | 1 engineering | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -60 hold | +400 supply, 0 | 15,000 | 14 electronic components, 4 trycene crystals, 11 metal ingots, 8 steel ingots, 8 copper ingots, 1 helium gas canisters | 3 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page power (POWER TERMINAL); Engineering console, Ship's Log (main computer) |
| AFG-X2 Aux Generator Annex | aux_afgx_mk2 |
T2 | any | civilian | any hull | 1 engineering | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -100 hold | +800 supply, 0 | 40,000 | 30 electronic components, 10 trycene crystals, 19 metal ingots, 14 stainless steel ingots, 14 copper ingots, 8 zirconium ingots, 4 helium gas canisters, 2 lithium ingots | 6 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page power (POWER TERMINAL); Engineering console, Ship's Log (main computer) |
| AFG-X3 Aux Generator Annex | aux_afgx_mk3 |
T3 | any | civilian | Ticonderoga, Titan, Deathwing, Star Warrior; capitals only | 2 engineering | 2 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -180 hold | +1600 supply, 0 | 110,000 | 60 electronic components, 24 trycene crystals, 33 metal ingots, 22 stainless steel ingots, 22 copper ingots, 17 zirconium ingots, 16 superconductor wire, 6 uranium ingots, 3 thorium ingots, 9 helium gas canisters, 3 boron crystals | 12 h | Fabrication Technology; diff 35 | in the refit room (yard crew or self-install) | refit room x2 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page power (POWER TERMINAL); Engineering console, Ship's Log (main computer) |
| KAFG-X Overcharged Annex | aux_kafgx_klin_mk2 |
T2 | Klinshaya | civilian | any hull | 1 engineering | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -100 hold | +1200 supply, 0 | 48,000 | 30 Klinshaya electronic components, 14 trycene crystals, 21 Klinshaya metal ingots, 15 stainless steel ingots, 15 copper ingots, 9 zirconium ingots, 4 helium gas canisters, 2 lithium ingots | 6 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Duell, Klinshay, Manara, Rodom V; crate: Pirate flagship / bounty lord, Klinshaya patrol; or 5 fragments (licence) | page power (POWER TERMINAL); Engineering console, Ship's Log (main computer) |
A1.5 Engines (8 records, manual chapter 3.1)
| name | id | tier | faction | legal | hull fit | crew | rooms | power | cost cr | materials | build | skill; diff | built at | installed at | where to get it | terminal / console |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| AFO-1 Fusion Overdrive | eng_afo_mk1 |
T1 | any | civilian | any hull | 1 engineering | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -60 hold | 600 draw | 25,000 | 20 electronic components, 6 trycene crystals, 12 metal ingots, 9 steel ingots, 9 aluminum ingots | 4 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page power (POWER TERMINAL); Helm, Engineering console; /overdrive on /overdrive off /overdrive [status] |
| AFO-2 Fusion Overdrive | eng_afo_mk2 |
T2 | any | civilian | any hull | 1 engineering | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -90 hold | 900 draw | 60,000 | 35 electronic components, 14 trycene crystals, 18 metal ingots, 10 steel ingots, 12 titanium alloy ingots, 5 nickel superalloy ingots, 5 aluminum ingots, 2 helium gas canisters | 8 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page power (POWER TERMINAL); Helm, Engineering console; /overdrive on /overdrive off /overdrive [status] |
| AFO-3 Fusion Overdrive | eng_afo_mk3 |
T3 | any | military | any hull; T3+: capitals only, military hulls | 1 engineering | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -120 hold | 1200 draw | 140,000 | 60 electronic components, 28 trycene crystals, 27 metal ingots, 22 titanium alloy ingots, 23 nickel superalloy ingots, 9 superconductor wire, 9 aluminum ingots, 6 helium gas canisters | 14 h | Fabrication Technology; diff 25 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Temple, Terra, Therat Prime; or 5 fragments (licence) | page power (POWER TERMINAL); Helm, Engineering console; /overdrive on /overdrive off /overdrive [status] |
| AHT-1 Hyperdrive Tuning Lab | eng_aht_mk1 |
T1 | any | civilian | any hull | 1 engineering | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 80 draw | 30,000 | 30 electronic components, 10 trycene crystals, 8 metal ingots, 6 steel ingots, 6 aluminum ingots | 5 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page power (POWER TERMINAL); Helm, Engineering console; /refit power|status |
| AHT-2 Hyperdrive Tuning Lab | eng_aht_mk2 |
T2 | any | civilian | any hull | 1 engineering | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 160 draw | 70,000 | 50 electronic components, 24 trycene crystals, 12 metal ingots, 7 steel ingots, 9 titanium alloy ingots, 3 nickel superalloy ingots, 4 aluminum ingots, 1 helium gas canisters | 10 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page power (POWER TERMINAL); Helm, Engineering console; /refit power|status |
| AMT-X1 Fuel Bladder Array | eng_amtx_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/spare room); -100 hold | 10 draw | 10,000 | 25 plastic, 6 metal ingots, 4 steel ingots, 5 aluminum ingots | 2 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page power (POWER TERMINAL); Helm, Engineering console |
| AMT-X2 Fuel Bladder Array | eng_amtx_mk2 |
T2 | any | civilian | any hull | none | 1 (cargo bay/storage/spare room); -180 hold | 10 draw | 24,000 | 45 plastic, 9 metal ingots, 5 steel ingots, 6 titanium alloy ingots, 2 nickel superalloy ingots, 3 aluminum ingots, 1 helium gas canisters | 4 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page power (POWER TERMINAL); Helm, Engineering console |
| TFO-R Pulse Overdrive | eng_tfo_ther_mk2 |
T2 | Therataan | civilian | any hull | 1 engineering | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -90 hold | 700 draw | 65,000 | 40 Therataan electronic components, 16 trycene crystals, 16 Therataan metal ingots, 9 steel ingots, 11 titanium alloy ingots, 4 nickel superalloy ingots, 5 aluminum ingots, 2 helium gas canisters | 8 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Manara, Rodom V, Temple, Therat Prime; crate: Pirate flagship / bounty lord, Therataan patrol; or 5 fragments (licence) | page power (POWER TERMINAL); Helm, Engineering console; /overdrive on /overdrive off /overdrive [status] |
A1.6 Sensors, ECM and computers (7 records, manual chapter 3.3)
| name | id | tier | faction | legal | hull fit | crew | rooms | power | cost cr | materials | build | skill; diff | built at | installed at | where to get it | terminal / console |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ACS-E1 ECM Suite | sen_acse_mk1 |
T1 | any | military | any hull; military hulls | 1 communications | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -40 hold | 150 draw | 28,000 | 35 electronic components, 8 trycene crystals, 5 metal ingots, 4 aluminum ingots, 3 silicon wafers, 1 argon gas canisters | 5 h | Fabrication Technology, crew assist: Starship Sensors Technology; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Temple, Terra, Therat Prime; or 5 fragments (licence) | page sensors (SENSOR TERMINAL); Communications console, Science console, Engineering console |
| ACS-E2 ECM Suite | sen_acse_mk2 |
T2 | any | military | any hull; military hulls | 1 communications | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -70 hold | 250 draw | 65,000 | 65 electronic components, 19 trycene crystals, 5 metal ingots, 3 aluminum ingots, 3 silicon wafers, 2 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 9 h | Fabrication Technology, crew assist: Starship Sensors Technology; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Temple, Terra, Therat Prime; or 5 fragments (licence) | page sensors (SENSOR TERMINAL); Communications console, Science console, Engineering console |
| ASP-X1 Sensor Annex | sen_aspx_mk1 |
T1 | any | civilian | any hull | 1 science | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -40 hold | 100 draw | 20,000 | 27 electronic components, 5 trycene crystals, 5 metal ingots, 3 aluminum ingots, 3 silicon wafers, 1 argon gas canisters | 4 h | Fabrication Technology, crew assist: Starship Sensors Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page sensors (SENSOR TERMINAL); Communications console, Science console, Engineering console |
| ASP-X2 Sensor Annex | sen_aspx_mk2 |
T2 | any | military | any hull; military hulls | 1 science | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -70 hold | 200 draw | 55,000 | 50 electronic components, 14 trycene crystals, 4 metal ingots, 3 aluminum ingots, 2 silicon wafers, 2 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 8 h | Fabrication Technology, crew assist: Starship Sensors Technology; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Temple, Terra, Therat Prime; or 5 fragments (licence) | page sensors (SENSOR TERMINAL); Communications console, Science console, Engineering console |
| KCS-E Veil Suite | sen_kcse_klin_mk3 |
T3 | Klinshaya | military | Deathwing; T3+: capitals only | 2 communications | 2 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -140 hold | 400 draw | 150,000 | 146 Klinshaya electronic components, 49 trycene crystals, 13 Klinshaya metal ingots, 6 titanium alloy ingots, 8 silicon wafers, 6 borosilicate glass, 4 copper ingots, 4 superconductor wire, 1 gallium arsenide wafers, 1 helium gas canisters, 1 neon gas canisters, 1 rubidium ingots | 16 h | Fabrication Technology, crew assist: Starship Sensors Technology; diff 30 | in the refit room (yard crew or self-install) | refit room x2 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Duell, Klinshay; or 5 fragments (licence) | page sensors (SENSOR TERMINAL); Communications console, Science console, Engineering console |
| K-X1 Computer Annex | sen_kx_mk1 |
T1 | any | civilian | any hull | 1 science | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 100 draw | 30,000 | 45 electronic components, 8 trycene crystals, 4 metal ingots, 3 aluminum ingots, 3 silicon wafers, 1 argon gas canisters | 5 h | Fabrication Technology, crew assist: Starship Sensors Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page sensors (SENSOR TERMINAL); Communications console, Science console, Engineering console |
| K-X2 Computer Annex | sen_kx_mk2 |
T2 | any | civilian | any hull | 1 science | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 200 draw | 75,000 | 87 electronic components, 19 trycene crystals, 4 metal ingots, 3 aluminum ingots, 2 silicon wafers, 2 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 9 h | Fabrication Technology, crew assist: Starship Sensors Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page sensors (SENSOR TERMINAL); Communications console, Science console, Engineering console |
A1.7 Utility (6 records, manual chapter 3.4)
| name | id | tier | faction | legal | hull fit | crew | rooms | power | cost cr | materials | build | skill; diff | built at | installed at | where to get it | terminal / console |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ATB-X1 Tractor Emitter Array | utl_atbx_mk1 |
T1 | any | civilian | any hull | 1 engineering | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -60 hold | 100 draw | 15,000 | 15 electronic components, 4 trycene crystals, 8 metal ingots, 6 steel ingots, 4 aluminum ingots, 2 copper ingots | 3 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider; or 5 fragments (licence) | page power (POWER TERMINAL); Ship Ops console, Engineering console; /refit power|status |
| ATB-X2 Tractor Emitter Array | utl_atbx_mk2 |
T2 | any | civilian | any hull | 1 engineering | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -90 hold | 200 draw | 40,000 | 25 electronic components, 10 trycene crystals, 12 metal ingots, 9 steel ingots, 7 aluminum ingots, 4 copper ingots, 3 stainless steel ingots | 6 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider, Pirate flagship / bounty lord; or 5 fragments (licence) | page power (POWER TERMINAL); Ship Ops console, Engineering console; /refit power|status |
| CRW-1 Wardroom & Mess | utl_crw_mk1 |
T1 | any | civilian | any hull | none | 1 (conference room/gym/mess/crew quarters/storage/spare room) | 30 draw | 12,000 | 4 electronic components, 15 plastic, 15 fabric, 2 metal ingots, 1 steel ingots, 1 aluminum ingots, 1 copper ingots | 2 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (conference room/gym/mess/crew quarters/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider; or 5 fragments (licence) | page crew (CREW TERMINAL); /refit simfocus <dept> |
| CRW-2 Rec & Training Deck | utl_crw_mk2 |
T2 | any | civilian | any hull | none | 1 (conference room/gym/mess/crew quarters/storage/spare room) | 60 draw | 32,000 | 13 electronic components, 33 plastic, 33 fabric, 5 metal ingots, 3 steel ingots, 3 aluminum ingots, 1 copper ingots, 1 stainless steel ingots | 4 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (conference room/gym/mess/crew quarters/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider, Pirate flagship / bounty lord; or 5 fragments (licence) | page crew (CREW TERMINAL); /refit simfocus <dept> |
| SMC-1 Smuggler Compartment | utl_smc_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage); -40 hold | 40 draw | 35,000 | 19 electronic components, 25 plastic, 10 metal ingots, 7 steel ingots, 5 aluminum ingots, 3 copper ingots | 3 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider; or 5 fragments (licence) | page cargo (CARGO TERMINAL); Ship Ops console |
| TK Ghost Hold | utl_smc_tiko_mk2 |
T2 | Tikopai | civilian | any hull | none | 1 (cargo bay/storage); -60 hold | 60 draw | 70,000 | 47 Tikopai/Ryl'Atti electronic components, 50 plastic, 10 trycene crystals, 15 Tikopai/Ryl'Atti metal ingots, 11 steel ingots, 8 aluminum ingots, 4 copper ingots, 4 stainless steel ingots | 5 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage), 6 m rule | sold: Manara, Rodom V; crate: Pirate raider, Pirate flagship / bounty lord, Tikopai station raid; or 5 fragments (licence) | page cargo (CARGO TERMINAL); Ship Ops console |
A1.8 Hangar and flight ops (9 records, manual chapter 3.5)
| name | id | tier | faction | legal | hull fit | crew | rooms | power | cost cr | materials | build | skill; diff | built at | installed at | where to get it | terminal / console |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ADB-1 Utility Drone Bay | hgr_adb_mk1 |
T1 | any | civilian | any hull | 1 engineering | 1 (cargo bay/storage/spare room); -70 hold | 120 draw | 25,000 | 30 electronic components, 6 trycene crystals, 12 metal ingots, 9 steel ingots, 9 aluminum ingots | 5 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page hangar (FLIGHT OPS TERMINAL); Ship Ops console, Tactical console, Engineering console |
| AFR-2 Valkyrie Launch Rails | hgr_afr_alli_mk2 |
T2 | Alliance | military | Ticonderoga, Titan, Manning | 1 tactical | 1 (cargo bay/storage/spare room); -120 hold | 300 draw | 65,000 | 35 electronic components, 8 trycene crystals, 25 metal ingots, 17 steel ingots, 14 aluminum ingots, 14 titanium alloy ingots, 1 neodymium magnets | 8 h | Fabrication Technology; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Terra; crate: Alliance patrol; or 5 fragments (licence) | page hangar (FLIGHT OPS TERMINAL); Ship Ops console, Tactical console, Engineering console |
| AFR-4 Carrier Launch Deck | hgr_afr_alli_mk3 |
T3 | Alliance | military | Ticonderoga, Titan; capitals only | 2 tactical | 2 (cargo bay/storage/spare room); -260 hold | 600 draw | 145,000 | 76 electronic components, 20 trycene crystals, 53 metal ingots, 35 steel ingots, 27 aluminum ingots, 35 titanium alloy ingots, 26 nickel superalloy ingots, 4 neodymium magnets | 16 h | Fabrication Technology; diff 40 | in the refit room (yard crew or self-install) | refit room x2 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Terra; or 5 fragments (licence) | page hangar (FLIGHT OPS TERMINAL); Ship Ops console, Tactical console, Engineering console |
| KFR-2 Quen Fighter Cradle | hgr_kfr_klin_mk2 |
T2 | Klinshaya | military | Deathwing, Raptor | 1 tactical | 1 (cargo bay/storage/spare room); -120 hold | 300 draw | 68,000 | 38 Klinshaya electronic components, 10 trycene crystals, 23 Klinshaya metal ingots, 16 steel ingots, 13 aluminum ingots, 13 titanium alloy ingots, 1 neodymium magnets | 8 h | Fabrication Technology; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Duell, Klinshay; crate: Klinshaya patrol; or 5 fragments (licence) | page hangar (FLIGHT OPS TERMINAL); Ship Ops console, Tactical console, Engineering console |
| KFR-4 Deathwing Brood Deck | hgr_kfr_klin_mk3 |
T3 | Klinshaya | military | Deathwing; capitals only | 2 tactical | 2 (cargo bay/storage/spare room); -240 hold | 600 draw | 140,000 | 76 Klinshaya electronic components, 21 trycene crystals, 46 Klinshaya metal ingots, 30 steel ingots, 23 aluminum ingots, 30 titanium alloy ingots, 23 nickel superalloy ingots, 4 neodymium magnets | 16 h | Fabrication Technology; diff 40 | in the refit room (yard crew or self-install) | refit room x2 (cargo bay/storage/spare room), 6 m rule | sold: Duell, Klinshay; or 5 fragments (licence) | page hangar (FLIGHT OPS TERMINAL); Ship Ops console, Tactical console, Engineering console |
| RTC-1 Recovery Tractor Cradle | hgr_rtc_mk1 |
T1 | any | civilian | any hull | 1 engineering | 1 (cargo bay/storage/spare room); -100 hold | 100 draw | 22,000 | 15 electronic components, 4 trycene crystals, 18 metal ingots, 13 steel ingots, 14 aluminum ingots | 4 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page hangar (FLIGHT OPS TERMINAL); Ship Ops console, Tactical console, Engineering console |
| SBX-1 Shuttle Bay Expansion | hgr_sbx_mk1 |
T1 | any | civilian | any hull | 1 helm | 1 (cargo bay/storage/spare room); -80 hold | 60 draw | 18,000 | 10 electronic components, 10 plastic, 16 metal ingots, 12 steel ingots, 12 aluminum ingots | 4 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page cargo (CARGO TERMINAL); Ship Ops console, Tactical console, Engineering console; /refit ferry load|unload <n> |
| TFR-3 K-Type Sortie Rack | hgr_tfr_ther_mk3 |
T3 | Therataan | military | Star Warrior; capitals only | 2 tactical | 1 (cargo bay/storage/spare room); -180 hold | 450 draw | 120,000 | 71 Therataan electronic components, 25 trycene crystals, 38 Therataan metal ingots, 26 steel ingots, 19 aluminum ingots, 26 titanium alloy ingots, 19 nickel superalloy ingots, 4 neodymium magnets | 16 h | Fabrication Technology; diff 35 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Temple, Therat Prime; or 5 fragments (licence) | page hangar (FLIGHT OPS TERMINAL); Ship Ops console, Tactical console, Engineering console |
| TK Swarm Hive | hgr_tkdb_tiko_mk2 |
T2 | Tikopai | civilian | any hull | 1 engineering | 1 (cargo bay/storage/spare room); -110 hold | 220 draw | 62,000 | 55 Tikopai/Ryl'Atti electronic components, 12 trycene crystals, 14 Tikopai/Ryl'Atti metal ingots, 10 steel ingots, 8 aluminum ingots, 8 titanium alloy ingots, 1 neodymium magnets | 8 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Manara, Rodom V; crate: Pirate flagship / bounty lord, Tikopai station raid; or 5 fragments (licence) | page hangar (FLIGHT OPS TERMINAL); Ship Ops console, Tactical console, Engineering console |
A1.9 Cargo (9 records, manual chapter 3.6)
| name | id | tier | faction | legal | hull fit | crew | rooms | power | cost cr | materials | build | skill; diff | built at | installed at | where to get it | terminal / console |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| BCX-1 Bulk Compressor | crg_bcx_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage); -30 hold | 100 draw | 18,000 | 15 electronic components, 12 metal ingots, 9 steel ingots, 9 aluminum ingots | 3 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider; or 5 fragments (licence) | page cargo (CARGO TERMINAL); Ship Ops console, Engineering console |
| BCX-2 Bulk Compressor | crg_bcx_mk2 |
T2 | any | civilian | any hull | none | 1 (cargo bay/storage); -30 hold | 180 draw | 46,000 | 30 electronic components, 4 trycene crystals, 19 metal ingots, 14 steel ingots, 11 aluminum ingots, 11 duralumin ingots | 6 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider, Pirate flagship / bounty lord; or 5 fragments (licence) | page cargo (CARGO TERMINAL); Ship Ops console, Engineering console |
| CFC-1 Cargo-Fuel Cracker | crg_c2f_mk1 |
T1 | any | civilian | any hull | 1 engineering | 1 (cargo bay/storage/spare room); -60 hold | 300 draw | 28,000 | 20 electronic components, 6 trycene crystals, 16 metal ingots, 12 steel ingots, 12 aluminum ingots | 4 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider; or 5 fragments (licence) | page cargo (CARGO TERMINAL); Ship Ops console, Engineering console; /refit convert on|off |
| CFC-2 Fuel Refinery | crg_c2f_mk2 |
T2 | any | civilian | any hull | 1 engineering | 1 (cargo bay/storage/spare room); -90 hold | 500 draw | 64,000 | 35 electronic components, 14 trycene crystals, 25 metal ingots, 17 steel ingots, 14 aluminum ingots, 14 duralumin ingots | 8 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider, Pirate flagship / bounty lord; or 5 fragments (licence) | page cargo (CARGO TERMINAL); Ship Ops console, Engineering console; /refit convert on|off |
| HZV-1 Hazmat Vault | crg_hzv_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage); -40 hold | 60 draw | 20,000 | 8 electronic components, 25 plastic, 16 metal ingots, 12 steel ingots, 12 aluminum ingots | 4 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider; or 5 fragments (licence) | page cargo (CARGO TERMINAL); Ship Ops console, Engineering console; /refitmissions [list] |
| RFV-1 Refrigerated Vault | crg_rfv_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage); -30 hold | 80 draw | 15,000 | 10 electronic components, 20 plastic, 10 metal ingots, 7 steel ingots, 8 aluminum ingots | 3 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider; or 5 fragments (licence) | page cargo (CARGO TERMINAL); Ship Ops console, Engineering console; /refitmissions [list] |
| RCH-1 Reinforced Hold | crg_rhd_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay) | 0 | 12,000 | 5 plastic, 24 metal ingots, 18 steel ingots, 18 aluminum ingots | 3 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider; or 5 fragments (licence) | page cargo (CARGO TERMINAL); Ship Ops console, Engineering console |
| RCH-2 Reinforced Hold | crg_rhd_mk2 |
T2 | any | civilian | any hull | none | 1 (cargo bay) | 0 | 40,000 | 4 electronic components, 10 plastic, 46 metal ingots, 32 steel ingots, 26 aluminum ingots, 26 duralumin ingots | 6 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider, Pirate flagship / bounty lord; or 5 fragments (licence) | page cargo (CARGO TERMINAL); Ship Ops console, Engineering console |
| SCV-2 Secure Vault | crg_sec_mk2 |
T2 | any | civilian | any hull | none | 1 (cargo bay/storage); -50 hold | 40 draw | 45,000 | 20 electronic components, 5 plastic, 25 metal ingots, 17 steel ingots, 14 aluminum ingots, 14 duralumin ingots | 6 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider, Pirate flagship / bounty lord; or 5 fragments (licence) | page cargo (CARGO TERMINAL); Ship Ops console, Engineering console; /refitmissions [list] |
A1.10 Comms and fleet (8 records, manual chapter 3.7)
| name | id | tier | faction | legal | hull fit | crew | rooms | power | cost cr | materials | build | skill; diff | built at | installed at | where to get it | terminal / console |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| CCC-1 Convoy Coordinator | com_ccc_mk1 |
T1 | any | civilian | any hull | 1 communications | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 80 draw | 20,000 | 25 electronic components, 4 trycene crystals, 4 metal ingots, 3 aluminum ingots, 3 copper ingots | 3 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page comms (COMMS TERMINAL); Communications console; /refit fleet [join <ship>|leave] |
| DLP-1 Listening Post | com_dlp_mk1 |
T1 | any | civilian | any hull | 1 communications | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -40 hold | 120 draw | 22,000 | 30 electronic components, 6 trycene crystals, 6 metal ingots, 5 aluminum ingots, 4 copper ingots | 4 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page comms (COMMS TERMINAL); Communications console |
| DLP-2 Deep-Space Array | com_dlp_mk2 |
T2 | any | civilian | any hull | 1 communications | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -70 hold | 220 draw | 58,000 | 55 electronic components, 14 trycene crystals, 9 metal ingots, 6 aluminum ingots, 6 copper ingots, 4 silicon wafers, 1 gallium arsenide wafers | 8 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page comms (COMMS TERMINAL); Communications console |
| ENC-1 Encryption Suite | com_enc_mk1 |
T1 | any | civilian | any hull | 1 communications | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 70 draw | 24,000 | 35 electronic components, 6 trycene crystals, 3 metal ingots, 3 aluminum ingots, 2 copper ingots | 4 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page comms (COMMS TERMINAL); Communications console |
| AFC-3 Fleet Command Suite | com_fcs_alli_mk3 |
T3 | Alliance | military | Ticonderoga, Titan; capitals only | 2 communications | 1 (conference room/crew quarters/storage/spare room) | 300 draw | 140,000 | 175 electronic components, 50 trycene crystals, 23 metal ingots, 15 aluminum ingots, 19 copper ingots, 11 silicon wafers, 7 superconductor wire, 4 gallium arsenide wafers, 1 rubidium ingots | 14 h | Fabrication Technology; diff 35 | in the refit room (yard crew or self-install) | refit room x1 (conference room/crew quarters/storage/spare room), 6 m rule | sold: Alpha, Terra; or 5 fragments (licence) | page comms (COMMS TERMINAL); Communications console; /refit fleet [join <ship>|leave] |
| KFC-3 Hunt Master Suite | com_fcs_klin_mk3 |
T3 | Klinshaya | military | Deathwing; capitals only | 2 communications | 1 (conference room/crew quarters/storage/spare room) | 300 draw | 145,000 | 182 Klinshaya electronic components, 52 trycene crystals, 23 Klinshaya metal ingots, 16 aluminum ingots, 19 copper ingots, 12 silicon wafers, 8 superconductor wire, 4 gallium arsenide wafers, 1 rubidium ingots | 14 h | Fabrication Technology; diff 35 | in the refit room (yard crew or self-install) | refit room x1 (conference room/crew quarters/storage/spare room), 6 m rule | sold: Duell, Klinshay; or 5 fragments (licence) | page comms (COMMS TERMINAL); Communications console; /refit fleet [join <ship>|leave] |
| TFC-3 Concord Nexus | com_fcs_ther_mk3 |
T3 | Therataan | military | Star Warrior; capitals only | 2 communications | 1 (conference room/crew quarters/storage/spare room) | 300 draw | 135,000 | 167 Therataan electronic components, 48 trycene crystals, 22 Therataan metal ingots, 14 aluminum ingots, 18 copper ingots, 11 silicon wafers, 7 superconductor wire, 4 gallium arsenide wafers, 1 rubidium ingots | 14 h | Fabrication Technology; diff 35 | in the refit room (yard crew or self-install) | refit room x1 (conference room/crew quarters/storage/spare room), 6 m rule | sold: Temple, Therat Prime; or 5 fragments (licence) | page comms (COMMS TERMINAL); Communications console; /refit fleet [join <ship>|leave] |
| LRR-1 Long-Range Relay | com_lrr_mk1 |
T1 | any | civilian | any hull | 1 communications | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -30 hold | 50 draw | 12,000 | 16 electronic components, 3 trycene crystals, 3 metal ingots, 3 aluminum ingots, 2 copper ingots | 2 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page comms (COMMS TERMINAL); Communications console |
A1.11 Stealth (11 records, manual chapter 3.8)
| name | id | tier | faction | legal | hull fit | crew | rooms | power | cost cr | materials | build | skill; diff | built at | installed at | where to get it | terminal / console |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ABL-2 Break-Lock Suite | def_abl_mk2 |
T2 | Alliance | military | Ticonderoga, Titan, Manning | 1 communications | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 200 draw | 40,000 | 40 electronic components, 24 trycene crystals, 6 metal ingots, 4 aluminum ingots, 4 copper ingots, 2 silicon wafers, 1 gallium arsenide wafers | 3 h | Fabrication Technology; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Terra; crate: Alliance patrol; or 5 fragments (licence) | page stealth (STEALTH TERMINAL); Helm, Engineering console; /refit breaklock |
| CBL-1 Flare Pack | def_cbl_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/spare room); -90 hold | 20 draw | 6,000 | 9 electronic components, 1 trycene crystals, 1 metal ingots, 1 aluminum ingots, 1 copper ingots | 2 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider; or 5 fragments (licence) | page stealth (STEALTH TERMINAL); Helm, Engineering console; /refit breaklock |
| KBL-B Vanish Burst | def_kbl_mk2 |
T2 | Klinshaya | military | Deathwing, Raptor | 1 helm | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 250 draw | 40,000 | 40 Klinshaya electronic components, 24 trycene crystals, 6 Klinshaya metal ingots, 4 aluminum ingots, 4 copper ingots, 2 silicon wafers, 1 gallium arsenide wafers | 3 h | Fabrication Technology; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Duell, Klinshay; crate: Klinshaya patrol; or 5 fragments (licence) | page stealth (STEALTH TERMINAL); Helm, Engineering console; /refit breaklock |
| TBL-2 Phase Fade | def_tbl_mk2 |
T2 | Therataan | military | Star Warrior | 1 helm | 1 (cargo bay/storage/crew quarters/spare room); -120 hold | 350 draw | 40,000 | 40 Therataan electronic components, 24 trycene crystals, 6 Therataan metal ingots, 4 aluminum ingots, 4 copper ingots, 2 silicon wafers, 1 gallium arsenide wafers | 3 h | Fabrication Technology; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | sold: Temple, Therat Prime; crate: Therataan patrol; or 5 fragments (licence) | page stealth (STEALTH TERMINAL); Helm, Engineering console; /refit breaklock |
| TKS Ghostskin | def_tkbl_mk3 |
T3 | any | military | any hull; capitals only, military hulls | 1 helm | 1 (cargo bay/storage/crew quarters/spare room); -150 hold | 300 draw | 15,000 | 24 electronic components, 14 trycene crystals, 3 metal ingots, 2 aluminum ingots, 3 copper ingots, 1 silicon wafers, 1 superconductor wire, 1 gallium arsenide wafers, 1 indium ingots | 5 h | Fabrication Technology, Reverse Engineering; diff 45 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/spare room), 6 m rule | crate: Pirate flagship / bounty lord, Tikopai Remora, Tikopai station raid; 5 blueprint fragments | page stealth (STEALTH TERMINAL); Helm, Engineering console; /refit breaklock |
| CRM-2 Cold-Running Suite | stl_crm_mk2 |
T2 | any | civilian | any hull | 1 engineering | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -60 hold | 50 draw | 48,000 | 35 electronic components, 10 plastic, 6 trycene crystals, 10 metal ingots, 8 aluminum ingots, 8 copper ingots, 4 silicon wafers, 1 gallium arsenide wafers | 7 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider, Pirate flagship / bounty lord; or 5 fragments (licence) | page stealth (STEALTH TERMINAL); Helm, Engineering console; /refit coldrun on|off |
| SGD-1 Signature Damper | stl_sgd_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -50 hold | 100 draw | 22,000 | 25 electronic components, 10 plastic, 8 metal ingots, 6 aluminum ingots, 6 copper ingots | 4 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider; or 5 fragments (licence) | page stealth (STEALTH TERMINAL); Helm, Engineering console |
| SGD-2 Emission Baffles | stl_sgd_mk2 |
T2 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -80 hold | 180 draw | 55,000 | 45 electronic components, 20 plastic, 6 trycene crystals, 12 metal ingots, 9 aluminum ingots, 9 copper ingots, 5 silicon wafers, 1 gallium arsenide wafers | 8 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate raider, Pirate flagship / bounty lord; or 5 fragments (licence) | page stealth (STEALTH TERMINAL); Helm, Engineering console |
| SGH-2 Sensor Ghosting Array | stl_sgh_mk2 |
T2 | any | military | any hull; military hulls | 1 communications | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -80 hold | 250 draw | 70,000 | 65 electronic components, 15 trycene crystals, 11 metal ingots, 8 aluminum ingots, 8 copper ingots, 5 silicon wafers, 1 gallium arsenide wafers | 9 h | Fabrication Technology; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Temple, Terra, Therat Prime; or 5 fragments (licence) | page stealth (STEALTH TERMINAL); Helm, Engineering console |
| KSV-3 Shroud Veil Projector | stl_sgh_klin_mk3 |
T3 | Klinshaya | military | Deathwing; capitals only | 2 communications | 2 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -150 hold | 450 draw | 150,000 | 152 Klinshaya electronic components, 48 trycene crystals, 33 Klinshaya metal ingots, 22 aluminum ingots, 27 copper ingots, 16 silicon wafers, 11 superconductor wire, 4 gallium arsenide wafers, 3 indium ingots | 16 h | Fabrication Technology; diff 40 | in the refit room (yard crew or self-install) | refit room x2 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Duell, Klinshay; or 5 fragments (licence) | page stealth (STEALTH TERMINAL); Helm, Engineering console |
| TK Mirage Lattice | stl_sgh_tiko_mk2 |
T2 | Tikopai | civilian | any hull | 1 communications | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -80 hold | 160 draw | 62,000 | 57 Tikopai/Ryl'Atti electronic components, 14 trycene crystals, 10 Tikopai/Ryl'Atti metal ingots, 7 aluminum ingots, 7 copper ingots, 5 silicon wafers, 1 gallium arsenide wafers | 9 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Manara, Rodom V; crate: Pirate raider, Pirate flagship / bounty lord, Tikopai station raid; or 5 fragments (licence) | page stealth (STEALTH TERMINAL); Helm, Engineering console |
A1.12 Teleport (5 records, manual chapter 3.9)
| name | id | tier | faction | legal | hull fit | crew | rooms | power | cost cr | materials | build | skill; diff | built at | installed at | where to get it | terminal / console |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ATP-1 Teleporter Pad Annex | tel_atp_mk1 |
T1 | any | civilian | any hull | none | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 100 draw | 16,000 | 18 electronic components, 5 trycene crystals, 5 metal ingots, 4 copper ingots, 3 steel ingots, 1 aluminum ingots | 3 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page teleport (TELEPORT TERMINAL); Engineering console |
| ATP-2 Transporter Room | tel_atp_mk2 |
T2 | any | civilian | any hull | 1 engineering | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 200 draw | 44,000 | 35 electronic components, 14 trycene crystals, 9 metal ingots, 6 copper ingots, 4 titanium alloy ingots, 4 superconductor wire, 2 aluminum ingots, 1 neodymium magnets | 6 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page teleport (TELEPORT TERMINAL); Engineering console |
| CTR-1 Cargo Transporter | tel_ctr_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/spare room); -40 hold | 250 draw | 26,000 | 30 electronic components, 8 trycene crystals, 8 metal ingots, 6 copper ingots, 4 steel ingots, 2 aluminum ingots | 4 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page teleport (TELEPORT TERMINAL); Engineering console; /refit beamcargo to|from <target> <n> |
| CTR-2 Bulk Cargo Transporter | tel_ctr_mk2 |
T2 | any | civilian | any hull | none | 1 (cargo bay/storage/spare room); -70 hold | 450 draw | 62,000 | 50 electronic components, 18 trycene crystals, 12 metal ingots, 9 copper ingots, 5 titanium alloy ingots, 5 superconductor wire, 4 aluminum ingots, 1 neodymium magnets | 8 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page teleport (TELEPORT TERMINAL); Engineering console; /refit beamcargo to|from <target> <n> |
| LRB-2 Long-Range Booster | tel_lrb_mk2 |
T2 | any | civilian | any hull | 1 engineering | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -50 hold | 350 draw | 60,000 | 40 electronic components, 20 trycene crystals, 7 metal ingots, 5 copper ingots, 3 titanium alloy ingots, 3 superconductor wire, 2 aluminum ingots, 1 neodymium magnets | 8 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page teleport (TELEPORT TERMINAL); Engineering console |
A1.13 Crew and morale (14 records, manual chapter 3.10)
| name | id | tier | faction | legal | hull fit | crew | rooms | power | cost cr | materials | build | skill; diff | built at | installed at | where to get it | terminal / console |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Terran Chapel | crw_chp_alli_mk1 |
T1 | Alliance | civilian | any hull | none | 1 (crew quarters/conference room/gym/mess/spare room/storage) | 10 draw | 10,000 | 30 wooden boards, 15 fabric, 2 metal ingots, 2 aluminum ingots, 1 steel ingots | 2 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (crew quarters/conference room/gym/mess/spare room/storage), 6 m rule | sold: Alpha, Manara, Rodom V, Terra; crate: Alliance patrol; or 5 fragments (licence) | page crew (CREW TERMINAL); Ship's Log (main computer) |
| HOL-2 Holo-Suite | crw_hol_mk2 |
T2 | any | civilian | any hull | none | 1 (crew quarters/conference room/gym/mess/spare room) | 180 draw | 40,000 | 40 electronic components, 8 trycene crystals, 10 synthleather, 4 metal ingots, 3 aluminum ingots, 1 steel ingots, 1 copper ingots, 1 stainless steel ingots | 6 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page crew (CREW TERMINAL); Ship's Log (main computer) |
| OFQ-1 Officer Country | crw_ofq_mk1 |
T1 | any | civilian | any hull | none | 1 (crew quarters/conference room/spare room) | 20 draw | 15,000 | 20 fabric, 10 synthleather, 10 wooden boards, 4 metal ingots, 3 aluminum ingots, 2 steel ingots, 1 copper ingots | 3 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (crew quarters/conference room/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page crew (CREW TERMINAL); Ship's Log (main computer) |
| Hall of Blades | crw_shr_klin_mk1 |
T1 | Klinshaya | civilian | any hull | none | 1 (crew quarters/conference room/gym/mess/spare room/storage) | 10 draw | 10,000 | 30 wooden boards, 15 fabric, 2 Klinshaya metal ingots, 2 aluminum ingots, 1 steel ingots | 2 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (crew quarters/conference room/gym/mess/spare room/storage), 6 m rule | sold: Duell, Klinshay, Manara, Rodom V; crate: Klinshaya patrol; or 5 fragments (licence) | page crew (CREW TERMINAL); Ship's Log (main computer) |
| Quen Ember Altar | crw_shr_quen_mk1 |
T1 | Quen | civilian | any hull | none | 1 (crew quarters/conference room/gym/mess/spare room/storage) | 10 draw | 10,000 | 30 wooden boards, 15 fabric, 2 Klinshaya metal ingots, 2 aluminum ingots, 1 steel ingots | 2 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (crew quarters/conference room/gym/mess/spare room/storage), 6 m rule | sold: Duell, Klinshay, Manara, Rodom V; crate: Klinshaya patrol; or 5 fragments (licence) | page crew (CREW TERMINAL); Ship's Log (main computer) |
| Ancestor Shrine | crw_shr_ther_mk1 |
T1 | Therataan | civilian | any hull | none | 1 (crew quarters/conference room/gym/mess/spare room/storage) | 10 draw | 10,000 | 30 wooden boards, 15 fabric, 2 Therataan metal ingots, 2 aluminum ingots, 1 steel ingots | 2 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (crew quarters/conference room/gym/mess/spare room/storage), 6 m rule | sold: Manara, Rodom V, Temple, Therat Prime; crate: Therataan patrol; or 5 fragments (licence) | page crew (CREW TERMINAL); Ship's Log (main computer) |
| Tide Pool Shrine | crw_shr_tiko_mk1 |
T1 | Tikopai | civilian | any hull | none | 1 (crew quarters/conference room/gym/mess/spare room/storage) | 10 draw | 10,000 | 30 wooden boards, 15 fabric, 2 Tikopai/Ryl'Atti metal ingots, 2 aluminum ingots, 1 steel ingots | 2 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (crew quarters/conference room/gym/mess/spare room/storage), 6 m rule | sold: Manara, Rodom V; crate: Tikopai station raid; or 5 fragments (licence) | page crew (CREW TERMINAL); Ship's Log (main computer) |
| TSM-1 Training Simulator | crw_tsm_mk1 |
T1 | any | civilian | any hull | none | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 120 draw | 22,000 | 30 electronic components, 4 trycene crystals, 4 metal ingots, 3 aluminum ingots, 2 steel ingots, 1 copper ingots | 4 h | Fabrication Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page crew (CREW TERMINAL); Ship's Log (main computer); /refit simfocus <dept> |
| TSM-2 Tactical Simulator | crw_tsm_mk2 |
T2 | any | civilian | any hull | none | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 200 draw | 52,000 | 55 electronic components, 10 trycene crystals, 5 metal ingots, 5 aluminum ingots, 2 steel ingots, 2 copper ingots, 1 stainless steel ingots | 7 h | Fabrication Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page crew (CREW TERMINAL); Ship's Log (main computer); /refit simfocus <dept> |
| AMB-1 Marine Barracks | def_amb_mk1 |
T1 | Alliance | military | Ticonderoga, Titan, Manning | 2 security | 1 (crew quarters); -90 hold | 20 draw | 21,000 | 6 electronic components, 20 fabric, 8 metal ingots, 6 aluminum ingots, 4 steel ingots, 2 copper ingots | 2 h | Fabrication Technology; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (crew quarters), 6 m rule | sold: Alpha, Terra; crate: Alliance patrol; or 5 fragments (licence) | page security (SECURITY TERMINAL); Ship's Log (main computer) |
| AMB-2 Marine Barracks | def_amb_mk2 |
T2 | Alliance | military | Ticonderoga, Titan, Manning | 4 security | 1 (crew quarters); -120 hold | 20 draw | 35,000 | 10 electronic components, 32 fabric, 11 metal ingots, 10 aluminum ingots, 5 steel ingots, 3 copper ingots, 3 stainless steel ingots | 3 h | Fabrication Technology; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (crew quarters), 6 m rule | sold: Alpha, Terra; crate: Alliance patrol; or 5 fragments (licence) | page security (SECURITY TERMINAL); Ship's Log (main computer) |
| KMB-B Warrior Hall | def_kmb_mk2 |
T2 | Klinshaya | military | Deathwing | 4 security | 1 (crew quarters); -120 hold | 10 draw | 30,000 | 3 Klinshaya electronic components, 24 synthleather, 14 Klinshaya metal ingots, 12 aluminum ingots, 6 steel ingots, 4 copper ingots, 4 stainless steel ingots | 3 h | Fabrication Technology; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (crew quarters), 6 m rule | sold: Duell, Klinshay; crate: Klinshaya patrol; or 5 fragments (licence) | page security (SECURITY TERMINAL); Ship's Log (main computer) |
| SGR-S Station Garrison | def_station_garrison |
T5 | any | military | Alpha starbase, Alliance ODP, Klinshaya ODP, Duell starbase, Therataan ODP, Temple starbase, Taodin starbase, Bienm ODP; T3+: capitals only | none | 1 (storage/spare room) | 0 | - | none (NPC) | - | - | NPC stations only | NPC station hull | not obtainable (NPC stations only) | page security (SECURITY TERMINAL); Ship's Log (main computer); no player terminal |
| TMB-1 Guardian Cloister | def_tmb_mk1 |
T1 | Therataan | military | Star Warrior | 2 security | 1 (crew quarters); -90 hold | 40 draw | 15,000 | 10 Therataan electronic components, 10 fabric, 4 Therataan metal ingots, 3 aluminum ingots, 2 steel ingots, 1 copper ingots | 2 h | Fabrication Technology; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (crew quarters), 6 m rule | sold: Temple, Therat Prime; crate: Therataan patrol; or 5 fragments (licence) | page security (SECURITY TERMINAL); Ship's Log (main computer) |
A1.14 Medical (6 records, manual chapter 3.11)
| name | id | tier | faction | legal | hull fit | crew | rooms | power | cost cr | materials | build | skill; diff | built at | installed at | where to get it | terminal / console |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| MCB-2 Cryo Bay | med_cry_mk2 |
T2 | any | civilian | any hull | 1 medical | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -70 hold | 200 draw | 55,000 | 35 electronic components, 10 trycene crystals, 15 plastic, 7 metal ingots, 7 stainless steel ingots, 4 titanium alloy ingots, 4 aluminum ingots, 3 borosilicate glass, 1 iodine crystals | 8 h | Fabrication Technology, crew assist: Medical Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page medical (MEDICAL TERMINAL); Ship's Log (main computer); /refit cryo revive |
| MSB-1 Sickbay Annex | med_esb_mk1 |
T1 | any | civilian | any hull | 1 medical | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 60 draw | 14,000 | 10 electronic components, 15 plastic, 10 fabric, 4 metal ingots, 3 stainless steel ingots, 3 aluminum ingots | 3 h | Fabrication Technology, crew assist: Medical Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page medical (MEDICAL TERMINAL); Ship's Log (main computer) |
| MSB-2 Medical Deck | med_esb_mk2 |
T2 | any | civilian | any hull | 2 medical | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 120 draw | 42,000 | 25 electronic components, 25 plastic, 15 fabric, 6 metal ingots, 6 stainless steel ingots, 3 titanium alloy ingots, 3 aluminum ingots, 2 borosilicate glass, 1 iodine crystals | 6 h | Fabrication Technology, crew assist: Medical Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page medical (MEDICAL TERMINAL); Ship's Log (main computer) |
| MQP-1 Quarantine Pod | med_qrp_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -40 hold | 50 draw | 12,000 | 15 plastic, 5 electronic components, 7 metal ingots, 7 stainless steel ingots, 6 aluminum ingots | 3 h | Fabrication Technology, crew assist: Medical Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page medical (MEDICAL TERMINAL); Ship's Log (main computer); /refitmissions [list] |
| TK Regrowth Tanks | med_tkrt_tiko_mk2 |
T2 | Tikopai | civilian | any hull | 1 medical | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 180 draw | 60,000 | 42 Tikopai/Ryl'Atti electronic components, 42 plastic, 11 trycene crystals, 7 Tikopai/Ryl'Atti metal ingots, 6 stainless steel ingots, 3 titanium alloy ingots, 3 aluminum ingots, 2 borosilicate glass, 1 iodine crystals | 8 h | Fabrication Technology, crew assist: Medical Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Manara, Rodom V; crate: Pirate flagship / bounty lord, Tikopai station raid; or 5 fragments (licence) | page medical (MEDICAL TERMINAL); Ship's Log (main computer) |
| MTW-2 Trauma Ward | med_trw_mk2 |
T2 | any | civilian | any hull | 1 medical | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -50 hold | 150 draw | 48,000 | 36 electronic components, 24 plastic, 12 fabric, 7 metal ingots, 7 stainless steel ingots, 4 titanium alloy ingots, 4 aluminum ingots, 2 borosilicate glass, 1 iodine crystals | 7 h | Fabrication Technology, crew assist: Medical Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page medical (MEDICAL TERMINAL); Ship's Log (main computer) |
A1.15 Science labs (7 records, manual chapter 3.12)
| name | id | tier | faction | legal | hull fit | crew | rooms | power | cost cr | materials | build | skill; diff | built at | installed at | where to get it | terminal / console |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| AAN-2 Anomaly Analyser | sci_aan_mk2 |
T2 | any | civilian | any hull | 1 science | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -60 hold | 250 draw | 70,000 | 50 electronic components, 25 trycene crystals, 7 metal ingots, 4 aluminum ingots, 4 silicon wafers, 3 borosilicate glass, 2 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 9 h | Fabrication Technology, crew assist: Science Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page science (SCIENCE BAY TERMINAL); Science console, Engineering console, Ship's Log (main computer) |
| ASC-1 Stellar Cartography | sci_asc_mk1 |
T1 | any | civilian | any hull | 1 astrogation | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 80 draw | 26,000 | 28 electronic components, 9 trycene crystals, 9 plastic, 3 metal ingots, 3 aluminum ingots, 3 silicon wafers, 1 argon gas canisters | 5 h | Fabrication Technology, crew assist: Science Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page science (SCIENCE BAY TERMINAL); Science console, Engineering console, Ship's Log (main computer) |
| ASC-2 Cartography Dome | sci_asc_mk2 |
T2 | any | civilian | any hull | 1 astrogation | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 150 draw | 60,000 | 50 electronic components, 22 trycene crystals, 15 plastic, 5 metal ingots, 3 aluminum ingots, 3 silicon wafers, 2 borosilicate glass, 2 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 9 h | Fabrication Technology, crew assist: Science Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page science (SCIENCE BAY TERMINAL); Science console, Engineering console, Ship's Log (main computer) |
| ASL-1 Sensor Laboratory | sci_asl_mk1 |
T1 | any | civilian | any hull | 1 science | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -40 hold | 120 draw | 20,000 | 27 electronic components, 5 trycene crystals, 5 metal ingots, 3 aluminum ingots, 3 silicon wafers, 1 argon gas canisters | 4 h | Fabrication Technology, crew assist: Science Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page science (SCIENCE BAY TERMINAL); Science console, Engineering console, Ship's Log (main computer) |
| ASL-2 Survey Laboratory | sci_asl_mk2 |
T2 | any | civilian | any hull | 2 science | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -70 hold | 200 draw | 52,000 | 55 electronic components, 14 trycene crystals, 5 metal ingots, 3 aluminum ingots, 3 silicon wafers, 2 borosilicate glass, 2 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 8 h | Fabrication Technology, crew assist: Science Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; crate: Pirate flagship / bounty lord; or 5 fragments (licence) | page science (SCIENCE BAY TERMINAL); Science console, Engineering console, Ship's Log (main computer) |
| TDA Therataan Deep Archive | sci_tda_ther_mk2 |
T2 | Therataan | civilian | any hull | 1 science | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 140 draw | 58,000 | 45 Therataan electronic components, 18 trycene crystals, 5 Therataan metal ingots, 3 aluminum ingots, 3 silicon wafers, 2 borosilicate glass, 2 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 8 h | Fabrication Technology, crew assist: Science Technology; diff 10 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Manara, Rodom V, Temple, Therat Prime; crate: Pirate flagship / bounty lord, Therataan patrol; or 5 fragments (licence) | page science (SCIENCE BAY TERMINAL); Science console, Engineering console, Ship's Log (main computer) |
| XBL-1 Xenobiology Lab | sci_xbl_mk1 |
T1 | any | civilian | any hull | 1 medical | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 90 draw | 24,000 | 20 electronic components, 20 plastic, 4 trycene crystals, 4 metal ingots, 3 aluminum ingots, 3 silicon wafers, 1 argon gas canisters | 5 h | Fabrication Technology, crew assist: Science Technology; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page science (SCIENCE BAY TERMINAL); Science console, Engineering console, Ship's Log (main computer) |
A1.16 Weapon mods (8 records, manual chapter 3.13)
| name | id | tier | faction | legal | hull fit | crew | rooms | power | cost cr | materials | build | skill; diff | built at | installed at | where to get it | terminal / console |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| BCF-2 Beam Capacitor Focus | wpn_bcf_mk2 |
T2 | any | military | any hull; military hulls | 1 tactical | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -70 hold | 300 draw | 62,000 | 45 electronic components, 20 trycene crystals, 10 metal ingots, 6 steel ingots, 4 titanium alloy ingots, 5 copper ingots, 1 neodymium magnets | 8 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Temple, Terra, Therat Prime; or 5 fragments (licence) | page weapons (WEAPONS TERMINAL); Tactical console, Engineering console |
| SKL Lance Focus | wpn_bcf_klin_mk2 |
T2 | Klinshaya | military | Deathwing, Raptor | 1 tactical | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -70 hold | 320 draw | 66,000 | 45 Klinshaya electronic components, 24 trycene crystals, 10 Klinshaya metal ingots, 6 steel ingots, 4 titanium alloy ingots, 5 copper ingots, 1 neodymium magnets | 8 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Duell, Klinshay; crate: Klinshaya patrol; or 5 fragments (licence) | page weapons (WEAPONS TERMINAL); Tactical console, Engineering console |
| LCF-1 Laser Capacitor Focus | wpn_lcf_mk1 |
T1 | any | civilian | any hull | none | 1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room); -40 hold | 150 draw | 18,000 | 18 electronic components, 7 trycene crystals, 6 metal ingots, 3 steel ingots, 2 copper ingots | 3 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page weapons (WEAPONS TERMINAL); Tactical console, Engineering console |
| SVC-2 Salvo Controller | wpn_svc_mk2 |
T2 | any | military | any hull; military hulls | 1 tactical | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 250 draw | 58,000 | 68 electronic components, 12 trycene crystals, 5 metal ingots, 3 steel ingots, 2 titanium alloy ingots, 2 copper ingots, 1 neodymium magnets | 8 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Temple, Terra, Therat Prime; or 5 fragments (licence) | page weapons (WEAPONS TERMINAL); Tactical console, Engineering console |
| TCA-1 Targeting Annex | wpn_tca_mk1 |
T1 | any | civilian | any hull | 1 tactical | 1 (storage/crew quarters/conference room/gym/mess/spare room) | 100 draw | 26,000 | 40 electronic components, 6 trycene crystals, 4 metal ingots, 2 steel ingots, 2 copper ingots | 4 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 0 | in the refit room (yard crew or self-install) | refit room x1 (storage/crew quarters/conference room/gym/mess/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Manara, Rodom V, Temple, Terra, Therat Prime; or 5 fragments (licence) | page weapons (WEAPONS TERMINAL); Tactical console, Engineering console |
| TMX-1 Torpedo Magazine | wpn_tmx_mk1 |
T1 | any | military | any hull; military hulls | 1 tactical | 1 (cargo bay/storage/spare room); -60 hold | 20 draw | 24,000 | 10 electronic components, 23 metal ingots, 13 steel ingots, 9 copper ingots | 4 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 5 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Alpha, Duell, Klinshay, Temple, Terra, Therat Prime; or 5 fragments (licence) | page weapons (WEAPONS TERMINAL); Tactical console, Engineering console; /refit rearm |
| KAMT Ready Racks | wpn_tmx_klin_mk2 |
T2 | Klinshaya | military | Deathwing, Raptor | 1 tactical | 1 (cargo bay/storage/spare room); -90 hold | 40 draw | 56,000 | 20 Klinshaya electronic components, 4 trycene crystals, 28 Klinshaya metal ingots, 18 steel ingots, 10 titanium alloy ingots, 14 copper ingots, 2 neodymium magnets | 7 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 15 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Duell, Klinshay; crate: Klinshaya patrol; or 5 fragments (licence) | page weapons (WEAPONS TERMINAL); Tactical console, Engineering console; /refit rearm |
| TMX-R Deep Magazine | wpn_tmx_ther_mk3 |
T3 | Therataan | military | Star Warrior; capitals only | 2 tactical | 1 (cargo bay/storage/spare room); -150 hold | 80 draw | 120,000 | 52 Therataan electronic components, 15 trycene crystals, 54 Therataan metal ingots, 45 titanium alloy ingots, 27 tungsten carbide, 36 copper ingots, 18 superconductor wire, 6 neodymium magnets, 3 gallium arsenide wafers | 14 h | Fabrication Technology, crew assist: Starship Combat Tactics; diff 35 | in the refit room (yard crew or self-install) | refit room x1 (cargo bay/storage/spare room), 6 m rule | sold: Temple, Therat Prime; or 5 fragments (licence) | page weapons (WEAPONS TERMINAL); Tactical console, Engineering console; /refit rearm |
A2. Consumables and craft
| name | id | kind | cost cr | stack | materials | build | skill; diff | built at | used by | how it is used up | where to get it |
|---|---|---|---|---|---|---|---|---|---|---|---|
| AML mine | cons_mine_aml |
mine | 400 | 1 | 2 metal ingots, 3 steel ingots, 1 copper ingots, 1 electronic components, 1 trycene crystals | 0.25 h | Fabrication Technology; diff 10 | dock restock / ordnance pack | AML-1 Mine Layer, AML-2 Mine Layer, AML-3 Mine Layer | /refit mine lay | dock restock at the mine restock price each; Ordnance Pack refill (/acq restock); craft: Schematic window (rows below), then /acq restock |
| KML mine | cons_mine_kml |
mine | 400 | 1 | 2 Klinshaya metal ingots, 3 steel ingots, 1 copper ingots, 1 Klinshaya electronic components, 1 trycene crystals | 0.25 h | Fabrication Technology; diff 10 | dock restock / ordnance pack | KML-A Cluster Mine Rack, KML-B Cluster Mine Rack, KML-C Cluster Mine Rack | /refit mine lay | dock restock at the mine restock price each; Ordnance Pack refill (/acq restock); craft: Schematic window (rows below), then /acq restock |
| TML shield-split mine | cons_mine_tml |
mine | 500 | 1 | 2 Therataan metal ingots, 3 steel ingots, 1 copper ingots, 1 Therataan electronic components, 1 trycene crystals, 1 superconductor wire | 0.25 h | Fabrication Technology; diff 10 | dock restock / ordnance pack | TML-2 Magnetic Mine Layer | /refit mine lay | dock restock at the mine restock price each; Ordnance Pack refill (/acq restock); craft: Schematic window (rows below), then /acq restock |
| TK seeker mine | cons_mine_tkml |
mine | 400 | 1 | 2 Tikopai/Ryl'Atti metal ingots, 3 steel ingots, 1 copper ingots, 1 Tikopai/Ryl'Atti electronic components, 1 trycene crystals | 0.25 h | Fabrication Technology; diff 10 | dock restock / ordnance pack | TKML Seeker Mine Nest | /refit mine lay | dock restock at the mine restock price each; Ordnance Pack refill (/acq restock); craft: Schematic window (rows below), then /acq restock |
| station field mine | cons_mine_station_mines |
mine | 400 | 1 | 2 metal ingots, 3 steel ingots, 1 copper ingots, 1 electronic components, 1 trycene crystals | 0.25 h | Fabrication Technology; diff 10 | dock restock / ordnance pack | AML-S ODP Minefield, KML-S Den Minefield | /refit mine lay | dock restock at the mine restock price each; Ordnance Pack refill (/acq restock); craft: Schematic window (rows below), then /acq restock |
| decoy charge | cons_decoy |
decoy | 300 | 1 | 2 aluminum ingots, 2 electronic components, 2 plastic, 1 magnesium ingots | 0.25 h | Fabrication Technology; diff 10 | dock restock / ordnance pack | ADL-1 Decoy Launcher, ADL-2 Decoy Launcher, ADL-3 Decoy Launcher, CDB-1 Decoy Buoy Rack | /refit decoy (one charge per use) | dock restock at the decoy restock price (200-300); Ordnance Pack refill |
| chaff / ion-haze charge | cons_chaff |
chaff | 250 | 1 | 3 aluminum ingots, 2 plastic | 0.1 h | Fabrication Technology; diff 5 | dock restock / ordnance pack | ACD-1 Chaff Dispenser, ACD-2 Chaff Dispenser, CCH-1 Chaff Canister Kit, KCD-B Smoke Pod | /refit chaff | dock restock at the chaff restock price (150-250); Ordnance Pack refill |
| KPD flak round (x10) | cons_pd_ammo |
pd_ammo | 150 | 10 | 2 steel ingots, 1 tungsten ingots, 1 lead ingots, 1 Klinshaya electronic components | 0.1 h | Fabrication Technology; diff 5 | dock restock / ordnance pack | KPD-A Scatter Driver, KPD-B Scatter Driver, KPD-C Scatter Driver, KPD-D Scatter Driver, KPD-E Scatter Driver | 1 round per intercept attempt | dock restock; Ordnance Pack refill |
| Ryl'Atti pulse charge | cons_pd_charge_rylatti |
pd_charge | 0 | 1 | none: charges regenerate from ship power; nothing to buy | 0 h | Fabrication Technology; diff 0 | Schematic window, anywhere | RCL-1 Ryl'Atti Chaff Pod, RCL-2 Ryl'Atti Chaff Pod, RCL-3 Ryl'Atti Chaff Pod | 1 charge per intercept, every 30 s from ship power | ship power |
| TK interceptor drone | cons_pd_drone_tikopai |
pd_drone | 900 | 1 | 4 Tikopai/Ryl'Atti metal ingots, 2 titanium alloy ingots, 3 Tikopai/Ryl'Atti electronic components, 1 trycene crystals, 1 neodymium magnets | 0.5 h | Fabrication Technology; diff 10 | Schematic window, anywhere | TKPD-1 Swarmguard Drone Bay, TKPD-2 Swarmguard Drone Bay, TKPD-3 Swarmguard Drone Bay, TKPD-4 Swarmguard Drone Bay, TKPD-5 Swarmguard Drone Bay | lost on a kill-intercept; after 60 s regrows it | regrown by the module; craft: Schematic window (rows below) |
| Shuttle (547) | cons_craft_547 |
shuttle | 12,000 | 1 | 30 metal ingots, 30 duralumin ingots, 20 titanium alloy ingots, 40 electronic components, 6 trycene crystals, 10 synthleather | 8 h | Fabrication Technology; diff 20 | bought or built at a dock, kept in the hangar | SBX-1 Shuttle Bay Expansion | hangar craft (lost in combat / hyperspace while out) | /refit buycraft [n] at a dock; craft: Schematic window at a dock |
| Shuttle (548) | cons_craft_548 |
shuttle | 12,000 | 1 | 30 metal ingots, 30 duralumin ingots, 20 titanium alloy ingots, 40 electronic components, 6 trycene crystals, 10 synthleather | 8 h | Fabrication Technology; diff 20 | bought or built at a dock, kept in the hangar | SBX-1 Shuttle Bay Expansion | hangar craft (lost in combat / hyperspace while out) | /refit buycraft [n] at a dock; craft: Schematic window at a dock |
| Valkyrie fighter (554) | cons_craft_554 |
fighter | 8,000 | 1 | 20 metal ingots, 24 titanium alloy ingots, 12 duralumin ingots, 4 nickel superalloy ingots, 25 electronic components, 4 trycene crystals | 6 h | Fabrication Technology; diff 30 | bought or built at a dock, kept in the hangar | AFR-2 Valkyrie Launch Rails, AFR-4 Carrier Launch Deck | hangar craft (lost in combat / hyperspace while out) | /refit buycraft [n] at a dock; craft: Schematic window at a dock |
| Quen fighter (628) | cons_craft_628 |
fighter | 8,000 | 1 | 20 Klinshaya metal ingots, 24 titanium alloy ingots, 12 duralumin ingots, 4 nickel superalloy ingots, 25 Klinshaya electronic components, 4 trycene crystals | 6 h | Fabrication Technology; diff 30 | bought or built at a dock, kept in the hangar | KFR-2 Quen Fighter Cradle, KFR-4 Deathwing Brood Deck | hangar craft (lost in combat / hyperspace while out) | /refit buycraft [n] at a dock; craft: Schematic window at a dock |
| K Type fighter (701) | cons_craft_701 |
fighter | 8,000 | 1 | 20 Therataan metal ingots, 24 titanium alloy ingots, 12 duralumin ingots, 4 nickel superalloy ingots, 25 Therataan electronic components, 4 trycene crystals | 6 h | Fabrication Technology; diff 30 | bought or built at a dock, kept in the hangar | TFR-3 K-Type Sortie Rack | hangar craft (lost in combat / hyperspace while out) | /refit buycraft [n] at a dock; craft: Schematic window at a dock |
| utility drone (571) | cons_craft_571 |
drone | 3,000 | 1 | 8 metal ingots, 10 aluminum ingots, 10 electronic components, 2 trycene crystals | 2 h | Fabrication Technology; diff 10 | bought or built at a dock, kept in the hangar | ADB-1 Utility Drone Bay, TK Swarm Hive | hangar craft (lost in combat / hyperspace while out) | /refit buycraft [n] at a dock; craft: Schematic window at a dock |
| science probe | cons_science_probe |
probe | 1,200 | 10 | 4 aluminum ingots, 2 titanium alloy ingots, 6 electronic components, 2 trycene crystals, 4 plastic, 2 silicon wafers, 1 argon gas canisters | 1 h | Fabrication Technology, Science Technology; diff 20 | Schematic window, anywhere | PL-2 Probe Launcher, PL-4 Deep Probe Battery | /sb probe launch (1 per launch) | vendor: science shelves 1,100-1,500 cr; craft: science probe; loot: Stolen survey kit |
| specimen capsule | cons_specimen_capsule |
capsule | 200 | 10 | 3 plastic, 1 electronic components, 2 stainless steel ingots, 1 argon gas canisters | 0.25 h | Fabrication Technology, Science Technology; diff 5 | Schematic window, anywhere | Klinshaya Hunt-Tracker, XT-1 Specimen Tank, XT-3 Vivarium Array | one capsule per live capture, freed when tanked | vendor: Manara 200 cr; craft: specimen capsule; loot: Tikopai biotech |
| nutrient pack (+50) | cons_nutrient_pack |
nutrient | 150 | 20 | 2 nitrogen gas canisters, 1 red phosphorus, 1 potassium ingots, 1 plastic | 0.5 h | Fabrication Technology, Resource Harvesting; diff 0 | nutrient synthesiser or bought | AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, XBT-2 Xeno Biome Tank, XBT-3 Xeno Biome Array, Celay Water Garden, Fungus Cellar +9 more | auto-used from cargo when the pool < 25 % | vendor: 150 cr; craft: nutrient pack (+50) (nitrogen + phosphorus + potassium); ANS converts: 1 ore -> 5-8 nutrient units (phosphate rock / sylvite / halite are the ores to feed it) |
| seed packet | cons_seed_packet |
seed | 20 | 50 | none: seeds are harvested (60 % return), bought per crop or sampled; never fabricated | 0 h | Fabrication Technology; diff 0 | grown in a hydroponics bed | AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, XBT-2 Xeno Biome Tank, XBT-3 Xeno Biome Array, Celay Water Garden, Fungus Cellar +7 more | 1 per bed planting (/hydro plant) | vendor: hydroponics shelves 15-140 cr; harvest: 60 % seed return; science: /sample on plant discoveries |
| water unit | cons_water |
water | 1 | 1000 | none: bought or recycled; a supply, not a craft | 0 h | Fabrication Technology; diff 0 | dock restock / ordnance pack | AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, XBT-2 Xeno Biome Tank, XBT-3 Xeno Biome Array, Celay Water Garden, Fungus Cellar +7 more | water per bed per hour per bed | vendor: 1 cr/unit at any dock, free at friendly own-race docks; recycling: water recycling of hydroponics modules; mine: water ice 19287 (T1 regolith / cold worlds) smelts to hydrogen + oxygen; the hydroponics water pool itself is bought or recycled |
| fuel cracker feedstock | cons_cracker_feed |
fuel_feed | 8 | 100 | none: the feedstock is the raw item itself (19006 ore / 19004 trycene), loaded into cargo; nothing to fabricate | 0 h | Fabrication Technology; diff 0 | Schematic window, anywhere | CFC-1 Cargo-Fuel Cracker, CFC-2 Fuel Refinery | the fuel cracker cracks cargo into tritium (fuel per item) | harvest: sonic pick on an ore deposit (skill 21 Resource Harvesting); 55 % of ore tiles are a vein of one of the planet's minerals instead; drone mining: ADB drone bay / TK Swarm Hive ore per cycle; vendor: materials shelf at every shipyard/starbase/free port; harvest: sonic pick on a trycene deposit (skill 21 Resource Harvesting); drone mining: a share of each cycle; vendor: materials shelf at every shipyard/starbase/free port |
| ordnance pack | cons_ordnance_pack |
ordnance | 1,500 | 10 | 4 steel ingots, 2 lead ingots, 2 copper ingots, 3 electronic components, 2 trycene crystals, 4 plastic | 1 h | Fabrication Technology; diff 15 | Schematic window, anywhere | ACD-1 Chaff Dispenser, ACD-2 Chaff Dispenser, ADL-1 Decoy Launcher, ADL-2 Decoy Launcher, ADL-3 Decoy Launcher, AML-1 Mine Layer +20 more | /acq restock |
craft: ordnance pack; loot: combat tables; vendor: ODP depots (restock service) |
| containment lattice | cons_containment_lattice |
intermediate | 600 | 10 | 2 titanium alloy ingots, 2 superconductor wire, 2 boron crystals, 2 trycene crystals, 2 electronic components | 1 h | Fabrication Technology, Reverse Engineering; diff 20 | fab bay | AXC Anomaly Containment Lab, KFB Forge-Bay, AFB-3 Experimental Fab Bay, TRL Resonance Lab | fab-bay material + tier 3+ bays experiment catalyst | craft: containment lattice (fab bay, step 31); missions: For the Deep Archive / Trial of the Forge / Mind of the Swarm; loot: Tikopai station raid (Taodin 811, dock 812, Bienm ODP 825), XON Overmind |
| cryo revival kit | cons_cryo_revival_kit |
medical | 1,500 | 5 | 1 medkit, 1 Traumaid vial, 1 electronic components | 0.25 h | Medical Technology; diff 20 | Schematic window, anywhere | MCB-2 Cryo Bay | /refit cryo revive | craft: Schematic window (medkit + Traumaid + electronics); vendor: medical shelves |
A3. Liveries (nose art)
Price is the base price for a medium hull. The paint shop multiplies price and materials by hull size: small x0.5, medium x1, capital x2.5. Materials go on during the job; tools: basic welder and basic bonder.
| name | id | tier | faction | suggested hull | finish shown | price cr | unlock | materials (medium hull) | job | built at | installed at |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Lucky Deck | wp01_lucky_deck |
T1 | Alliance | Ticonderoga (500) | olive | 5,000 | none (paint-shop fee only) | 4 plastic, 2 fabric, 1 titanium ingots, 1 chromium ingots, 1 hematite ore | 1 h | paint shop (docked) | your hull (paint shop) |
| Starbiter | wp02_starbiter |
T2 | Klinshaya | Raptor (600) | metal | 15,000 | 10 fighter kills | 6 plastic, 2 fabric, 2 titanium ingots, 1 aluminum ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Deathwing Dawn | wp03_deathwing_dawn |
T2 | Klinshaya | Deathwing (623) | bronze | 15,000 | fame rank Noted | 6 plastic, 2 fabric, 1 titanium ingots, 1 bronze ingots, 1 graphite | 1 h | paint shop (docked) | your hull (paint shop) |
| Titan's Anvil | wp04_titans_anvil |
T4 | Alliance | Titan (506) | sea | 90,000 | fame rank Famous or 5 capital kills | 10 plastic, 2 fabric, 3 titanium ingots, 2 cobalt ingots, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Old Ironclaw | wp05_old_ironclaw |
T1 | Alliance | Manning (501) | olive | 5,000 | none (paint-shop fee only) | 4 plastic, 2 fabric, 1 titanium ingots, 1 chromium ingots, 1 hematite ore | 1 h | paint shop (docked) | your hull (paint shop) |
| Comet Kate | wp06_comet_kate |
T2 | Alliance | Ticonderoga (500) / Manning (501) | sea | 15,000 | achievement Deck Crew | 6 plastic, 2 fabric, 2 titanium ingots, 1 cobalt ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Icarus Rising | wp07_icarus_rising |
T1 | Celay | Icarus (502) | metal | 5,000 | none (paint-shop fee only) | 4 plastic, 2 fabric, 2 titanium ingots, 1 aluminum ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Snake Eyes | wp08_snake_eyes |
T2 | Therataan | Star Warrior (700) | jungle | 15,000 | Therataan standing trusted | 6 plastic, 2 fabric, 1 titanium ingots, 1 chromium ingots, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Special Delivery | wp09_special_delivery |
T3 | Tikopai | Kennav (503) / !Tunurr (626) freighters | sand | 40,000 | 25 missions | 8 plastic, 2 fabric, 1 titanium ingots, 2 hematite ore, 2 zinc ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Zero Hour | wp10_zero_hour |
T3 | XON | Remora (810) / any hull | night | 40,000 | fame rank Renowned | 8 plastic, 2 fabric, 1 titanium ingots, 4 graphite, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Quiet Storm | wp11_quiet_storm |
T3 | Quen | Deathwing (623) | slate | 40,000 | 5 capital kills | 8 plastic, 2 fabric, 1 titanium ingots, 2 graphite, 2 zinc ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Ace of the Void | wp12_ace_of_the_void |
T4 | Ryl'Atti | Princess yacht (549) / any civilian hull | night | 90,000 | 10 capital+starbase kills | 10 plastic, 2 fabric, 1 titanium ingots, 4 graphite, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Bounty Bound | wp13_bounty_bound |
T2 | any (pirate hunters) | any hull | metal | 15,000 | achievement Bounty Hunter | 6 plastic, 2 fabric, 2 titanium ingots, 1 aluminum ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Firecracker | wp14_firecracker |
T2 | Alliance | Valkyrie fighter (554) | sea | 15,000 | 10 fighter kills | 6 plastic, 2 fabric, 2 titanium ingots, 1 cobalt ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Checkmate | wp15_checkmate |
T3 | Alliance | Manning (501) | metal | 40,000 | achievement Checkmate | 8 plastic, 2 fabric, 3 titanium ingots, 2 aluminum ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Brass Bulldog | wp16_brass_bulldog |
T4 | Alliance | Ticonderoga (500) | olive | 90,000 | fame rank Famous | 10 plastic, 2 fabric, 1 titanium ingots, 2 chromium ingots, 2 hematite ore, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Payday | wp17_payday |
T3 | Alliance | Titan (506) | metal | 40,000 | achievement Gold Ledger | 8 plastic, 2 fabric, 3 titanium ingots, 2 aluminum ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Red Tiger | wp18_red_tiger |
T3 | Klinshaya | Raptor (600) | sand | 40,000 | Klinshaya standing honored | 8 plastic, 2 fabric, 1 titanium ingots, 2 hematite ore, 2 zinc ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Ember Drake | wp19_ember_drake |
T4 | Klinshaya | Deathwing (623) | night | 90,000 | fame rank Legendary | 10 plastic, 2 fabric, 1 titanium ingots, 4 graphite, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Ironjaw | wp20_ironjaw |
T2 | Klinshaya | Carrion (630) | slate | 15,000 | 3 capital kills | 6 plastic, 2 fabric, 1 titanium ingots, 1 graphite, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Night Owl | wp21_night_owl |
T2 | Quen | Quen fighter (628) | night | 15,000 | achievement Night Owl | 6 plastic, 2 fabric, 1 titanium ingots, 2 graphite | 1 h | paint shop (docked) | your hull (paint shop) |
| Riptide | wp22_riptide |
T3 | Quen | Deathwing (623) | sea | 40,000 | Quen standing honored | 8 plastic, 2 fabric, 3 titanium ingots, 2 cobalt ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Iron Croc | wp23_iron_croc |
T4 | Therataan | Star Warrior (700) | jungle | 90,000 | 10 capital kills | 10 plastic, 2 fabric, 1 titanium ingots, 2 chromium ingots, 2 zinc ingots, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Stinger | wp24_stinger |
T1 | Therataan | K Type fighter (701) | sand | 5,000 | none (paint-shop fee only) | 4 plastic, 2 fabric, 1 titanium ingots, 1 hematite ore, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Jade Ram | wp25_jade_ram |
T2 | Therataan | Acolyte (702) | olive | 15,000 | Therataan standing trusted | 6 plastic, 2 fabric, 1 titanium ingots, 1 chromium ingots, 1 hematite ore | 1 h | paint shop (docked) | your hull (paint shop) |
| Lucky Clover | wp26_lucky_clover |
T1 | Tikopai | Remora (810) | metal | 5,000 | none (paint-shop fee only) | 4 plastic, 2 fabric, 2 titanium ingots, 1 aluminum ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Tin Turtle | wp27_tin_turtle |
T3 | Tikopai | Remora (810) | sand | 40,000 | achievement Tin Turtle | 8 plastic, 2 fabric, 1 titanium ingots, 2 hematite ore, 2 zinc ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Black Cat | wp28_black_cat |
T2 | XON | Remora (810) / any hull | arctic | 15,000 | 13 kills | 6 plastic, 2 fabric, 3 titanium ingots, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Overload | wp29_overload |
T4 | XON | Remora (810) | night | 90,000 | achievement Overload | 10 plastic, 2 fabric, 1 titanium ingots, 4 graphite, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Royal Flush | wp30_royal_flush |
T3 | Celay | Duchess liner (553) | metal | 40,000 | achievement Royal Flush | 8 plastic, 2 fabric, 3 titanium ingots, 2 aluminum ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Songbird | wp31_songbird |
T1 | Celay | Paican (509) | sea | 5,000 | none (paint-shop fee only) | 4 plastic, 2 fabric, 2 titanium ingots, 1 cobalt ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Moonlight Run | wp32_moonlight_run |
T2 | Ryl'Atti | Amath (508) | night | 15,000 | achievement Moonlight Run | 6 plastic, 2 fabric, 1 titanium ingots, 2 graphite | 1 h | paint shop (docked) | your hull (paint shop) |
| Fortune's Wheel | wp33_fortunes_wheel |
T4 | Ryl'Atti | Icarus (502/504/505) | bronze | 90,000 | fame rank Famous | 10 plastic, 2 fabric, 1 titanium ingots, 2 bronze ingots, 2 graphite, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Marshal's Star | wp34_marshals_star |
T3 | any (pirate hunters) | any hull | olive | 40,000 | achievement Marshal | 8 plastic, 2 fabric, 1 titanium ingots, 2 chromium ingots, 2 hematite ore, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Bloodhound | wp35_bloodhound |
T2 | any (pirate hunters) | Raptor (600) / any hull | metal | 15,000 | 10 pirate kills | 6 plastic, 2 fabric, 2 titanium ingots, 1 aluminum ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Pathfinder | wp36_pathfinder |
T2 | civilian (explorers) | Hesper (507) | sand | 15,000 | achievement Pathfinder | 6 plastic, 2 fabric, 1 titanium ingots, 1 hematite ore, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Ice Bear | wp37_ice_bear |
T3 | civilian (explorers) | Icarus (502/504/505) | arctic | 40,000 | achievement Far Survey | 8 plastic, 2 fabric, 5 titanium ingots, 2 zinc ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Busy Bee | wp38_busy_bee |
T1 | civilian (traders) | Kennav (503) | sea | 5,000 | none (paint-shop fee only) | 4 plastic, 2 fabric, 2 titanium ingots, 1 cobalt ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Gold Rush | wp39_gold_rush |
T2 | civilian (miners) | Kennav (503) / !Tunurr (626) | slate | 15,000 | achievement Motherlode | 6 plastic, 2 fabric, 1 titanium ingots, 1 graphite, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Blue Watch | wp40_blue_watch |
T1 | Alliance | Ticonderoga (500) | sea | 5,000 | none (paint-shop fee only) | 4 plastic, 2 fabric, 2 titanium ingots, 1 cobalt ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Valkyrie Lance | wp41_valkyrie_lance |
T2 | Alliance | Valkyrie fighter (554) | metal | 15,000 | 5 fighter kills | 6 plastic, 2 fabric, 2 titanium ingots, 1 aluminum ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Sheepdog | wp42_sheepdog |
T2 | Alliance | Manning (501) | olive | 15,000 | Alliance standing trusted | 6 plastic, 2 fabric, 1 titanium ingots, 1 chromium ingots, 1 hematite ore | 1 h | paint shop (docked) | your hull (paint shop) |
| Hold Fast | wp43_hold_fast |
T3 | Alliance | Titan (506) | sea | 40,000 | 40 missions | 8 plastic, 2 fabric, 3 titanium ingots, 2 cobalt ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Broad Pennant | wp44_broad_pennant |
T4 | Alliance | Ticonderoga (500) | night | 90,000 | fame rank Famous | 10 plastic, 2 fabric, 1 titanium ingots, 4 graphite, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Lamplighter | wp45_lamplighter |
T2 | Alliance | Hesper (507) | slate | 15,000 | achievement First Intercept | 6 plastic, 2 fabric, 1 titanium ingots, 1 graphite, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Tin Can | wp46_tin_can |
T3 | Alliance | Manning (501) | metal | 40,000 | achievement The Wall | 8 plastic, 2 fabric, 3 titanium ingots, 2 aluminum ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Clawbreaker | wp47_clawbreaker |
T3 | Alliance | Valkyrie fighter (554) | sea | 40,000 | 25 fighter kills | 8 plastic, 2 fabric, 3 titanium ingots, 2 cobalt ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Line of Battle | wp48_line_of_battle |
T4 | Alliance | Titan (506) | arctic | 90,000 | fame rank Legendary | 10 plastic, 2 fabric, 5 titanium ingots, 2 zinc ingots, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Shore Leave | wp49_shore_leave |
T1 | Alliance | Ticonderoga (500) / Manning (501) | olive | 5,000 | Alliance standing neutral | 4 plastic, 2 fabric, 1 titanium ingots, 1 chromium ingots, 1 hematite ore | 1 h | paint shop (docked) | your hull (paint shop) |
| Lotus Courier | wp100_lotus_courier |
T1 | Celay | Paican (509) | sea | 5,000 | none (paint-shop fee only) | 4 plastic, 2 fabric, 2 titanium ingots, 1 cobalt ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Koi Tide | wp101_koi_tide |
T1 | Celay | Icarus (502) | slate | 5,000 | Celay standing neutral | 4 plastic, 2 fabric, 1 titanium ingots, 1 graphite, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Paican Lens | wp102_paican_lens |
T2 | Celay | Paican (509) | night | 15,000 | Celay standing trusted | 6 plastic, 2 fabric, 1 titanium ingots, 2 graphite | 1 h | paint shop (docked) | your hull (paint shop) |
| Grey Heron | wp103_grey_heron |
T3 | Celay | Icarus (502) | arctic | 40,000 | achievement Far Survey | 8 plastic, 2 fabric, 5 titanium ingots, 2 zinc ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Water Garden | wp104_water_garden |
T3 | Celay | Duchess liner (553) | metal | 40,000 | Celay standing honored | 8 plastic, 2 fabric, 3 titanium ingots, 2 aluminum ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Seahorse Post | wp105_seahorse_post |
T2 | Celay | Paican (509) | jungle | 15,000 | 20 missions | 6 plastic, 2 fabric, 1 titanium ingots, 1 chromium ingots, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Pearl Guard | wp106_pearl_guard |
T2 | Celay | Duchess liner (553) / Paican (509) | sand | 15,000 | 10 pirate kills | 6 plastic, 2 fabric, 1 titanium ingots, 1 hematite ore, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Fleet Dolphin | wp107_fleet_dolphin |
T2 | Celay | Icarus (502) | sea | 15,000 | achievement Tender Guard | 6 plastic, 2 fabric, 2 titanium ingots, 1 cobalt ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Manta Royal | wp108_manta_royal |
T4 | Celay | Duchess liner (553) | bronze | 90,000 | fame rank Famous | 10 plastic, 2 fabric, 1 titanium ingots, 2 bronze ingots, 2 graphite, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Crown of Tides | wp109_crown_of_tides |
T4 | Celay | Paican (509) / Duchess liner (553) | metal | 90,000 | fame rank Legendary | 10 plastic, 2 fabric, 3 titanium ingots, 2 aluminum ingots, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| First Feather | wp50_first_feather |
T1 | Klinshaya | Raptor (600) | bronze | 5,000 | none (paint-shop fee only) | 4 plastic, 2 fabric, 1 titanium ingots, 1 bronze ingots, 1 graphite | 1 h | paint shop (docked) | your hull (paint shop) |
| Talon Rake | wp51_talon_rake |
T1 | Klinshaya | Raptor (600) | metal | 5,000 | Klinshaya standing neutral | 4 plastic, 2 fabric, 2 titanium ingots, 1 aluminum ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Stoop | wp52_stoop |
T2 | Klinshaya | Raptor (600) | slate | 15,000 | 10 fighter kills | 6 plastic, 2 fabric, 1 titanium ingots, 1 graphite, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Fang Rank | wp53_fang_rank |
T2 | Klinshaya | Carrion (630) | night | 15,000 | Klinshaya standing trusted | 6 plastic, 2 fabric, 1 titanium ingots, 2 graphite | 1 h | paint shop (docked) | your hull (paint shop) |
| Hunt Trophy | wp54_hunt_trophy |
T3 | Klinshaya | Deathwing (623) | sand | 40,000 | 5 capital kills | 8 plastic, 2 fabric, 1 titanium ingots, 2 hematite ore, 2 zinc ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Carrion Crow | wp55_carrion_crow |
T3 | Klinshaya | Carrion (630) | slate | 40,000 | 30 missions | 8 plastic, 2 fabric, 1 titanium ingots, 2 graphite, 2 zinc ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Night Talon | wp56_night_talon |
T2 | Klinshaya | Quen fighter (628) | night | 15,000 | achievement Ghost | 6 plastic, 2 fabric, 1 titanium ingots, 2 graphite | 1 h | paint shop (docked) | your hull (paint shop) |
| Wingmaster | wp57_wingmaster |
T4 | Klinshaya | Deathwing (623) | metal | 90,000 | fame rank Famous | 10 plastic, 2 fabric, 3 titanium ingots, 2 aluminum ingots, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Apex | wp58_apex |
T4 | Klinshaya | Deathwing (623) | bronze | 90,000 | fame rank Legendary | 10 plastic, 2 fabric, 1 titanium ingots, 2 bronze ingots, 2 graphite, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Talon Ace | wp59_talon_ace |
T3 | Klinshaya | Raptor (600) | arctic | 40,000 | achievement Ace | 8 plastic, 2 fabric, 5 titanium ingots, 2 zinc ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Ember Watch | wp60_ember_watch |
T1 | Quen | Quen fighter (628) | slate | 5,000 | none (paint-shop fee only) | 4 plastic, 2 fabric, 1 titanium ingots, 1 graphite, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Cinder Moth | wp61_cinder_moth |
T1 | Quen | Quen fighter (628) | sand | 5,000 | none (paint-shop fee only) | 4 plastic, 2 fabric, 1 titanium ingots, 1 hematite ore, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Whisper Fox | wp62_whisper_fox |
T2 | Quen | Raptor (600) | arctic | 15,000 | Klinshaya standing trusted | 6 plastic, 2 fabric, 3 titanium ingots, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Relic Runner | wp63_relic_runner |
T3 | Quen | Deathwing (623) | metal | 40,000 | achievement Relic Hunter | 8 plastic, 2 fabric, 3 titanium ingots, 2 aluminum ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Ghost Contact | wp64_ghost_contact |
T3 | Quen | Quen fighter (628) | night | 40,000 | achievement Ghost | 8 plastic, 2 fabric, 1 titanium ingots, 4 graphite, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Kindling | wp65_kindling |
T2 | Quen | Quen fighter (628) | olive | 15,000 | 10 fighter kills | 6 plastic, 2 fabric, 1 titanium ingots, 1 chromium ingots, 1 hematite ore | 1 h | paint shop (docked) | your hull (paint shop) |
| Banked Fire | wp66_banked_fire |
T3 | Quen | Deathwing (623) | jungle | 40,000 | 30 missions | 8 plastic, 2 fabric, 1 titanium ingots, 2 chromium ingots, 2 zinc ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Deep Ember | wp67_deep_ember |
T3 | Quen | Deathwing (623) | sea | 40,000 | 8 capital kills | 8 plastic, 2 fabric, 3 titanium ingots, 2 cobalt ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Rekindled | wp68_rekindled |
T4 | Quen | Deathwing (623) | night | 90,000 | fame rank Famous | 10 plastic, 2 fabric, 1 titanium ingots, 4 graphite, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Ember Lynx | wp69_ember_lynx |
T4 | Quen | Raptor (600) | bronze | 90,000 | fame rank Legendary | 10 plastic, 2 fabric, 1 titanium ingots, 2 bronze ingots, 2 graphite, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Warm Room | wp110_warm_room |
T1 | Ryl'Atti | Kennav (503) | sand | 5,000 | none (paint-shop fee only) | 4 plastic, 2 fabric, 1 titanium ingots, 1 hematite ore, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Night Ping | wp111_night_ping |
T1 | Ryl'Atti | Amath (508) | night | 5,000 | Ryl'Atti standing neutral | 4 plastic, 2 fabric, 1 titanium ingots, 2 graphite | 1 h | paint shop (docked) | your hull (paint shop) |
| First Light | wp112_first_light |
T2 | Ryl'Atti | Amath (508) | metal | 15,000 | Ryl'Atti standing trusted | 6 plastic, 2 fabric, 2 titanium ingots, 1 aluminum ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Homeward Flock | wp113_homeward_flock |
T2 | Ryl'Atti | Kennav (503) | olive | 15,000 | 25 missions | 6 plastic, 2 fabric, 1 titanium ingots, 1 chromium ingots, 1 hematite ore | 1 h | paint shop (docked) | your hull (paint shop) |
| Open Door | wp114_open_door |
T3 | Ryl'Atti | Duchess liner (553) / Kennav (503) | arctic | 40,000 | Ryl'Atti standing honored | 8 plastic, 2 fabric, 5 titanium ingots, 2 zinc ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Lantern Fleet | wp115_lantern_fleet |
T4 | Ryl'Atti | Amath (508) | night | 90,000 | fame rank Famous | 10 plastic, 2 fabric, 1 titanium ingots, 4 graphite, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Kettle Run | wp116_kettle_run |
T2 | Ryl'Atti | Kennav (503) | bronze | 15,000 | 10 missions | 6 plastic, 2 fabric, 1 titanium ingots, 1 bronze ingots, 1 graphite | 1 h | paint shop (docked) | your hull (paint shop) |
| Lightseeker | wp117_lightseeker |
T3 | Ryl'Atti | Princess yacht (549) | jungle | 40,000 | achievement Pathfinder | 8 plastic, 2 fabric, 1 titanium ingots, 2 chromium ingots, 2 zinc ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Patchwork | wp118_patchwork |
T2 | Ryl'Atti | Kennav (503) | slate | 15,000 | achievement Self-Made | 6 plastic, 2 fabric, 1 titanium ingots, 1 graphite, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Long Way Home | wp119_long_way_home |
T4 | Ryl'Atti | Amath (508) | sea | 90,000 | fame rank Legendary | 10 plastic, 2 fabric, 3 titanium ingots, 2 cobalt ingots, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Novice Warrior | wp70_novice_warrior |
T1 | Therataan | K Type Interceptor (701) | arctic | 5,000 | none (paint-shop fee only) | 4 plastic, 2 fabric, 3 titanium ingots, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Coin Warrior | wp71_coin_warrior |
T2 | Therataan | Acolyte (702) | sand | 15,000 | Therataan standing trusted | 6 plastic, 2 fabric, 1 titanium ingots, 1 hematite ore, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Echo Warrior | wp72_echo_warrior |
T2 | Therataan | Star Warrior (700) | slate | 15,000 | 20 missions | 6 plastic, 2 fabric, 1 titanium ingots, 1 graphite, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Sceptre Warrior | wp73_sceptre_warrior |
T3 | Therataan | Star Warrior (700) | night | 40,000 | fame rank Renowned | 8 plastic, 2 fabric, 1 titanium ingots, 4 graphite, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Scale Warrior | wp74_scale_warrior |
T2 | Therataan | K Type Interceptor (701) | olive | 15,000 | 15 fighter kills | 6 plastic, 2 fabric, 1 titanium ingots, 1 chromium ingots, 1 hematite ore | 1 h | paint shop (docked) | your hull (paint shop) |
| Ledger Warrior | wp75_ledger_warrior |
T3 | Therataan | Acolyte (702) | metal | 40,000 | achievement Self-Made | 8 plastic, 2 fabric, 3 titanium ingots, 2 aluminum ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Temple Warrior | wp76_temple_warrior |
T3 | Therataan | Acolyte (702) | bronze | 40,000 | Therataan standing honored | 8 plastic, 2 fabric, 1 titanium ingots, 2 bronze ingots, 2 graphite, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Pulse Warrior | wp77_pulse_warrior |
T3 | Therataan | Star Warrior (700) | sea | 40,000 | achievement The Wall | 8 plastic, 2 fabric, 3 titanium ingots, 2 cobalt ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Prelate Warrior | wp78_prelate_warrior |
T4 | Therataan | Star Warrior (700) | jungle | 90,000 | fame rank Legendary | 10 plastic, 2 fabric, 1 titanium ingots, 2 chromium ingots, 2 zinc ingots, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Mantis Warrior | wp79_mantis_warrior |
T4 | Therataan | K Type Interceptor (701) | sand | 90,000 | fame rank Famous | 10 plastic, 2 fabric, 1 titanium ingots, 2 hematite ore, 2 zinc ingots, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Tide Mark | wp80_tide_mark |
T1 | Tikopai | Remora (810), captured | sea | 5,000 | none (paint-shop fee only) | 4 plastic, 2 fabric, 2 titanium ingots, 1 cobalt ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Kelp Runner | wp81_kelp_runner |
T1 | Tikopai | Remora (810), captured | jungle | 5,000 | 5 kills | 4 plastic, 2 fabric, 1 titanium ingots, 1 chromium ingots, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Remora Egg | wp82_remora_egg |
T2 | Tikopai | Remora (810), salvaged | sand | 15,000 | achievement Derelict Diver | 6 plastic, 2 fabric, 1 titanium ingots, 1 hematite ore, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Taodin Breaker | wp83_taodin_breaker |
T3 | Tikopai | Remora (810), captured | bronze | 40,000 | 1 starbase kills | 8 plastic, 2 fabric, 1 titanium ingots, 2 bronze ingots, 2 graphite, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Grafted Hide | wp84_grafted_hide |
T1 | Tikopai | Remora (810), salvaged | olive | 5,000 | 5 freighter kills or achievement Salvager | 4 plastic, 2 fabric, 1 titanium ingots, 1 chromium ingots, 1 hematite ore | 1 h | paint shop (docked) | your hull (paint shop) |
| Off the Hook | wp85_off_the_hook |
T2 | Tikopai | Remora (810), captured | metal | 15,000 | 15 fighter kills | 6 plastic, 2 fabric, 2 titanium ingots, 1 aluminum ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Ghostskin | wp86_ghostskin |
T3 | Tikopai | Remora (810), captured | night | 40,000 | achievement Ghost | 8 plastic, 2 fabric, 1 titanium ingots, 4 graphite, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Pearl Diver | wp87_pearl_diver |
T2 | Tikopai | Remora (810), salvaged | slate | 15,000 | 30 missions or achievement Relic Hunter | 6 plastic, 2 fabric, 1 titanium ingots, 1 graphite, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Undertow | wp88_undertow |
T4 | Tikopai | Remora (810), captured | sea | 90,000 | fame rank Famous | 10 plastic, 2 fabric, 3 titanium ingots, 2 cobalt ingots, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Leech Breaker | wp89_leech_breaker |
T4 | Tikopai | Remora (810), captured | arctic | 90,000 | fame rank Legendary | 10 plastic, 2 fabric, 5 titanium ingots, 2 zinc ingots, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Dead Circuit | wp90_dead_circuit |
T1 | XON | Remora (810), salvaged | slate | 5,000 | none (paint-shop fee only) | 4 plastic, 2 fabric, 1 titanium ingots, 1 graphite, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Pulled Plug | wp91_pulled_plug |
T1 | XON | Remora (810), captured | arctic | 5,000 | 5 kills | 4 plastic, 2 fabric, 3 titanium ingots, 1 zinc ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Flatline | wp92_flatline |
T2 | XON | Remora (810), captured | night | 15,000 | 15 fighter kills | 6 plastic, 2 fabric, 1 titanium ingots, 2 graphite | 1 h | paint shop (docked) | your hull (paint shop) |
| Cell Breaker | wp93_cell_breaker |
T3 | XON | Remora (810), captured | metal | 40,000 | achievement Breaker | 8 plastic, 2 fabric, 3 titanium ingots, 2 aluminum ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Overmind Slayer | wp94_overmind_slayer |
T4 | XON | Remora (810), captured | night | 90,000 | achievement Overmind Slayer | 10 plastic, 2 fabric, 1 titanium ingots, 4 graphite, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Glyph Hunter | wp95_glyph_hunter |
T3 | XON | Remora (810), captured | sea | 40,000 | 5 capital kills | 8 plastic, 2 fabric, 3 titanium ingots, 2 cobalt ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Grounded | wp96_grounded |
T2 | XON | Remora (810), captured | olive | 15,000 | 25 missions | 6 plastic, 2 fabric, 1 titanium ingots, 1 chromium ingots, 1 hematite ore | 1 h | paint shop (docked) | your hull (paint shop) |
| Scrap King | wp97_scrap_king |
T4 | XON | Remora (810), salvaged | bronze | 90,000 | achievement Scrap King or 100 kills | 10 plastic, 2 fabric, 1 titanium ingots, 2 bronze ingots, 2 graphite, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Null Signal | wp98_null_signal |
T4 | XON | Remora (810), captured | slate | 90,000 | fame rank Famous | 10 plastic, 2 fabric, 1 titanium ingots, 2 graphite, 2 zinc ingots, 2 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
| Bottled Core | wp99_bottled_core |
T3 | XON | Remora (810), salvaged | arctic | 40,000 | fame rank Renowned or achievement What Is This Thing? | 8 plastic, 2 fabric, 5 titanium ingots, 2 zinc ingots, 1 silver ingots | 1 h | paint shop (docked) | your hull (paint shop) |
A4. Finishes, trims, paint services, ribbons and insignia
A4.1 Hull finishes
| finish | key | price cr | materials (medium hull) | job |
|---|---|---|---|---|
| weathered olive drab | olive |
5,000 | 4 plastic, 2 fabric, 1 chromium ingots, 1 hematite ore | 0.5 h |
| natural metal | metal |
5,000 | 4 plastic, 2 fabric, 1 aluminum ingots, 1 titanium ingots | 0.5 h |
| deep sea blue | sea |
5,000 | 4 plastic, 2 fabric, 1 cobalt ingots, 1 titanium ingots | 0.5 h |
| night black | night |
5,000 | 4 plastic, 2 fabric, 2 graphite | 0.5 h |
| oxblood bronze | bronze |
5,000 | 4 plastic, 2 fabric, 1 bronze ingots, 1 graphite | 0.5 h |
| desert sand | sand |
5,000 | 4 plastic, 2 fabric, 1 hematite ore, 1 zinc ingots | 0.5 h |
| slate grey | slate |
5,000 | 4 plastic, 2 fabric, 1 graphite, 1 zinc ingots | 0.5 h |
| jungle green | jungle |
5,000 | 4 plastic, 2 fabric, 1 chromium ingots, 1 zinc ingots | 0.5 h |
| arctic splinter | arctic |
5,000 | 4 plastic, 2 fabric, 2 titanium ingots, 1 zinc ingots | 0.5 h |
A4.2 Fame-rank trims
| rank | key | look | price cr | materials | job |
|---|---|---|---|---|---|
| Noted | trim_noted |
Noted - silver cheat line | 0 | 1 plastic | 0.25 h |
| Renowned | trim_renowned |
Renowned - silver cheat line, gold pinstripe | 0 | 1 plastic, 1 chromium ingots | 0.25 h |
| Famous | trim_famous |
Famous - gold cheat line, gold canopy frame | 0 | 1 plastic, 1 silver ingots | 0.25 h |
| Legendary | trim_legendary |
Legendary - gold line, red pinstripe, gold frame, tail laurel | 0 | 1 plastic, 1 gold ingots | 0.25 h |
A4.3 Other paint shop services
| service | key | price cr | materials | job |
|---|---|---|---|---|
| Wear squadron insignia on the tail | insignia_wear |
0 | 2 plastic, 1 fabric, 1 titanium ingots | 0.25 h |
| Register a squadron emblem | insignia_register |
25,000 | none | 0 h |
| Nose lettering (rename) | rename_nose |
2,500 | 1 plastic, 1 titanium ingots | 0.25 h |
| Strip tally / back to factory finish | strip |
1,000 | none | 0.25 h |
A4.4 Ribbons
Ribbons are earned, never bought. They are painted on the nameplate rack (up to 10) at no extra cost.
| ribbon | id | earned when |
|---|---|---|
| First Blood | rb_first_blood |
first tallied kill of the hull |
| Squadron Service | rb_squadron |
10 missions flown with an insignia-registered squadron |
| Fighter Screen | rb_screen |
25 fighter kills |
| Capital Strike | rb_capital |
first capital-ship kill |
| Station Breaker | rb_station_breaker |
first starbase/ODP kill |
| Ace | rb_ace |
first gold ace star (5 capital+starbase kills) |
| Escort Duty | rb_escort |
a protected ship of your fleet survived a fight you were in |
| Relief Convoy | rb_convoy |
10 trade runs completed (any race, civilian) |
| Bounty Ledger | rb_bounty |
5 pirate bounties closed |
| Marshal's Ribbon | rb_marshal |
25 pirate bounties closed |
| Long Patrol | rb_long_patrol |
40 missions |
| Iron Hull | rb_iron_hull |
won a fight with hull below 25 % |
| Night Action | rb_night |
kill scored more than 2 jumps from any friendly station |
| Overload | rb_overload |
kill scored while the reactor heat warning was active |
| Blockade Runner | rb_blockade |
jumped out of a system with 3+ hostiles targeting you, undamaged |
| Survey | rb_survey |
first discovery in the world registry |
| Deep Survey | rb_deep_survey |
5 first discoveries |
| Motherlode | rb_motherlode |
1,000 ore (19006) refined into ingots |
| Frontier Campaign | rb_frontier |
campaign: any combat mission during a GM-declared campaign window |
| Legend | rb_legend |
fame rank Legendary |
A4.5 Insignia parts
| slot | keys |
|---|---|
| shield | heater, roundel, kite, hex, pennant |
| division | plain, pale, bend, quarterly, chief |
| charge | wolf, owl, bear, drake, cat, bee, eagle_head, bolt, star, horseshoe, die, comet, torpedoes, anchor |
| backing | none, wings, laurel, rays |
| crest | none, stars3, planet, crescent |
| colour | blue, navy, red, gold, white, black, green, orange, violet, teal, magenta, steel |
| colour palette | blue, navy, red, gold, white, black, green, orange, violet, teal, magenta, steel |
| motto | up to 16 characters: A-Z 0-9 space ' - ! . & |
A5. Vendors
Rules for every vendor are in acq_vendor_defaults (Vendor rules (all vendors)): standing tiers, price formula, daily rotation.
| vendor | id | where | type | owner | price x | tier gates | modules listed | services |
|---|---|---|---|---|---|---|---|---|
| Terra Fleet Yards | acq_vendor_terra_shipyard |
Terra | shipyard | Alliance | 1.0 | T1 neutral, T2 neutral, T3 trusted, T4 honored, T5 exalted | 139 | install, rush install, remove, restock, repair, paint shop, refuel, buys salvage |
| Klinshay Grand Den Yards | acq_vendor_klinshay_shipyard |
Klinshay | shipyard | Klinshaya | 1.0 | T1 neutral, T2 neutral, T3 trusted, T4 honored, T5 exalted | 145 | install, rush install, remove, restock, repair, paint shop, refuel, buys salvage |
| Therat Prime Orbital Works | acq_vendor_therat_prime_shipyard |
Therat Prime | shipyard | Therataan | 1.0 | T1 neutral, T2 neutral, T3 trusted, T4 honored, T5 exalted | 130 | install, rush install, remove, restock, repair, paint shop, refuel, buys salvage |
| Manara Free Exchange | acq_vendor_manara_exchange |
Manara | space dock | neutral | 1.1 | none | 107 | install, remove, restock, paint shop, refuel, buys salvage, salvage exchange |
| Rodom V Frontier Yard | acq_vendor_rodom_frontier |
Rodom V | space dock | frontier | 0.95 | none | 99 | install, rush install, remove, restock, repair, refuel, buys salvage, installs any salvage |
| Alpha Starbase Refit Deck | acq_vendor_alpha_starbase |
Alpha | starbase | Alliance | 1.05 | T1 neutral, T2 neutral, T3 trusted, T4 honored, T5 exalted | 136 | install, remove, restock, repair, paint shop, refuel |
| Duell Den Refit Deck | acq_vendor_duell_starbase |
Duell | starbase | Klinshaya | 1.05 | T1 neutral, T2 neutral, T3 trusted, T4 honored, T5 exalted | 140 | install, remove, restock, repair, paint shop, refuel |
| Temple Refit Cloister | acq_vendor_temple_starbase |
Temple | starbase | Therataan | 1.05 | T1 neutral, T2 neutral, T3 trusted, T4 honored, T5 exalted | 127 | install, remove, restock, repair, paint shop, refuel |
| Alliance ODP Field Depot | acq_vendor_alliance_odp |
Alliance ODP | odp | Alliance | 1.15 | T1 neutral, T2 neutral, T3 trusted, T4 honored, T5 exalted | 17 | restock, refuel, repair |
| Klinshaya ODP Field Depot | acq_vendor_klinshaya_odp |
Klinshaya ODP | odp | Klinshaya | 1.15 | T1 neutral, T2 neutral, T3 trusted, T4 honored, T5 exalted | 14 | restock, refuel, repair |
| Therataan ODP Field Depot | acq_vendor_therataan_odp |
Therataan ODP | odp | Therataan | 1.15 | T1 neutral, T2 neutral, T3 trusted, T4 honored, T5 exalted | 11 | restock, refuel, repair |
A6. Refit yards
| yard | id | at | fee | hours | rush | max tier | salvage units |
|---|---|---|---|---|---|---|---|
| Home shipyard refit service | acq_yard_racial_home |
Terra Fleet Yards, Klinshay Grand Den Yards, Therat Prime Orbital Works | 10 % of cost (min 1,000 cr) x hull size | build hours x 1.0 | x2.0 fee, x0.5 time | 5 | own race or faction 'any' salvage units (TKPD/EMPD-X refused) |
| Starbase refit deck | acq_yard_starbase |
Alpha Starbase Refit Deck, Duell Den Refit Deck, Temple Refit Cloister | 12 % of cost (min 1,000 cr) x hull size | build hours x 1.25 | x2.0 fee, x0.5 time | 3 | none |
| Manara contract crews | acq_yard_free_port |
Manara Free Exchange | 12 % of cost (min 1,500 cr) x hull size | build hours x 1.1 | - | 3 | civilian salvage units only |
| Rodom V no-questions yard | acq_yard_frontier |
Rodom V Frontier Yard | 12.5 % of cost (min 1,500 cr) x hull size | build hours x 1.0 | x2.0 fee, x0.5 time | 5 | any salvage unit (+25 % fee) |
| Player self-install | acq_yard_self_install |
anywhere you may self-install | none | build hours x 1.5, x 0.75 if >= 2 engineering NPC crew are posted, | - | - | all (your own crate) |
A7. Loot tables
| table | id | victim | rolls | credits | module crates | notable drops |
|---|---|---|---|---|---|---|
| Rogue Empire fighter / drone | acq_loot_rogue_fighter |
Rogue AI ships (beam-only, Laser KL-A 1026). The bread-and-butter table. | 1 | 80-250 | - | Alien Salvage 12%, Ordnance Pack 4%, ship part 3%, Blueprint Fragment 1% |
| Rogue Empire capital | acq_loot_rogue_capital |
3 | 2,000-5,000 | 64 | Alien Salvage 45%, Ordnance Pack 20%, ship part 15%, Blueprint Fragment 10%, Quen Resonator 1% | |
| Pirate raider | acq_loot_pirate |
Pirate-flagged rogues of any hull. Bounties are paid separately by bounty. | 2 | 300-1,200 | 31 | Alien Salvage 25%, Ordnance Pack 10%, Blueprint Fragment 3%, Ryl'Atti Carapace Shard 0% |
| Pirate flagship / bounty lord | acq_loot_pirate_flagship |
4 | 5,000-12,000 | 52 | Alien Salvage 80%, Ordnance Pack 50%, Blueprint Fragment 25%, Ryl'Atti Carapace Shard 4%, Hybrid Schematic copy 3% | |
| Klinshaya patrol | acq_loot_klinshaya_patrol |
Only when the patrol's race is at war with / hostile to the killer. Capital patrol ships ( | 2 | 500-2,500 | 27 | ship part 20%, Ordnance Pack 15%, Blueprint Fragment 6%, Quen Resonator 1% |
| Therataan patrol | acq_loot_therataan_patrol |
Only when the patrol's race is at war with / hostile to the killer. Capital patrol ships ( | 2 | 500-2,500 | 18 | ship part 20%, Ordnance Pack 15%, Blueprint Fragment 6%, Quen Resonator 0% |
| Alliance patrol | acq_loot_alliance_patrol |
Only when the patrol's race is at war with / hostile to the killer. Capital patrol ships ( | 2 | 500-2,500 | 26 | ship part 20%, Ordnance Pack 15%, Blueprint Fragment 6%, Quen Resonator 0% |
| XON Accumulator | acq_loot_xon_accumulator |
Hostile XON cruiser. Main source of EMPlaser parts (fab part B) and EMPD-X units. | 3 | 4,000-9,000 | 3 | Alien Salvage 90%, ship part 35%, Blueprint Fragment 30%, Ordnance Pack 25% |
| XON Overmind | acq_loot_xon_overmind |
Raid boss. Loot is rolled per participant with >= 10 % of the damage (rolls scale: 10 % -> | 6 | 20,000-35,000 | 3 | Alien Salvage 100%, ship part 90%, Blueprint Fragment 80%, Quen Resonator 10%, Ryl'Atti Carapace Shard 10%, 1238 2%, Containment Lattice 50% |
| Tikopai Remora | acq_loot_tikopai_remora |
Tikopai hostile Remora. Main source of Tikopai bio-parts and TKPD units. | 3 | 1,500-4,000 | 5 | Alien Salvage 70%, ship part 30%, Blueprint Fragment 20%, Quen Resonator 2% |
| Hostile freighter / liner | acq_loot_freighter |
Mostly trade goods. Standing loss comes from server kill penalty on the victim race (no ex | 2 | 200-800 | - | Alien Salvage 10% |
| Tikopai station raid (Taodin 811, dock 812, Bienm ODP 825) | acq_loot_tikopai_station |
Raid target, not a market (stations are Tikopai-owned, hostile). Loot rolls per participan | 5 | 15,000-25,000 | 12 | Alien Salvage 100%, ship part 60%, Blueprint Fragment 60%, Quen Resonator 8%, Containment Lattice 30% |
| Loot rules (all tables) | acq_loot_rules |
rules for every table: repeat-kill lockout, diminishing returns, daily caps, pity | - | - | - | - |
A8. Refit missions
| mission | id | giver | tier | reward cr | repeat | steps | extra rewards |
|---|---|---|---|---|---|---|---|
| Scrap Sweep | acq_m_scrap_sweep |
Yard Chief Hollis Varga | T1 | 4,000 | daily | Travel to Terra. / Destroy 3 target(s). / Obtain 3 x Alien Salvage. / Deliver 3 x Alien Salvage to Terra. | 20 metal ingots, fame +1 |
| The Kestrel Run | acq_m_tender_kestrel |
Yard Chief Hollis Varga | T2 | 9,000 | once | Dock at Terra. / Escort the Refit Tender Kestrel from Terra to Manara; keep it above 50 % hull. / Dock at Manara. | 15 electronic components, fame +1 |
| Redline Certification | acq_m_overdrive_trial |
Engineer Dalia Cho | T2 | 9,000 | once | Have the required refit module installed. / Travel to Terra. / Hold the overdrive band for 90 s without a heat cut-out. / Survive 60 s. / Dock at Terra. | 6 trycene crystals, fame +1 |
| Aegis Proving Ground | acq_m_aegis_proving |
Lt. Cmdr. Roan Ise | T2 | 9,000 | once | Have the required refit module installed. / Travel to Terra. / Stand by for the torpedo drill: 6 inert shots incoming. / Intercept 2 of them with point defense. | fame +1 |
| The Long Silence | acq_m_long_silence |
Archivist Pell Morrow | T3 | 20,000 | once | Find the derelict marked on your orders. / Scan the target. / Clear the hostiles at the site. / Capture the target. / Tow the hulk home, or tear it down in your Derelict Analysis Lab. | 3 Alien Salvage, fame +3 |
| Scatter Driver Audit | acq_m_scatter_audit |
Den Quartermaster Rhesk | T1 | 4,000 | daily | Obtain 3 x Ordnance Pack. / Deliver 3 x Ordnance Pack to Duell. | 20 Klinshaya metal ingots |
| Brood Hunt | acq_m_brood_hunt |
Hunt-Mother Kael | T3 | 20,000 | once | Travel to Tikopai space. / Destroy 1 target(s). / Destroy 4 target(s). / Obtain 2 x Blueprint Fragment. | 1 Blueprint Fragment, fame +2 |
| The Whispering Hull | acq_m_quen_whisper |
Seer Ithra of the Quen | T3 | 20,000 | once | Find the derelict marked on your orders. / Scan the target. / Obtain 1 x Quen Resonator. / Decide what to do with it (say 'return' or 'keep' to the giver). | fame +1 |
| Trial of the Forge | acq_m_forge_trial |
Forge-Master Varrak | T3 | 20,000 | once | Have the required refit module installed. / Produce a hybrid in your fab bay. / Dock at Klinshay. | 2 Containment Lattice, fame +2, title Forge-Sworn |
| Veil Run | acq_m_veil_run |
Shadow-Captain Ysk | T2 | 9,000 | once | Have the required refit module installed. / Pass the station unseen. / Dock at Duell. | fame +1 |
| MagPulse Calibration | acq_m_magpulse_calibration |
Tech-Priest Oru Tam | T2 | 9,000 | once | Have the required refit module installed. / Stand by for the drone drill: 8 inert shots incoming. / Intercept 4 of them with point defense. | 10 Therataan electronic components |
| Pilgrim Tender | acq_m_temple_pilgrim |
Tech-Priest Oru Tam | T2 | 9,000 | once | Escort the Tender Sacred Coil from Therat Prime to Temple; keep it above 50 % hull. | 15 Therataan metal ingots, fame +1 |
| Resonance Samples | acq_m_resonance_samples |
Archon Selu | T3 | 20,000 | once | Scan the target. / Obtain 2 x Anomaly Sample. / Deliver 2 x Anomaly Sample to Therat Prime. | fame +2 |
| Pulse Sprint | acq_m_pulse_sprint |
Racer Vex Imaru | T2 | 9,000 | weekly | Have the required refit module installed. / Fly the 3 waypoints inside 600 s. / Survive 1 s. | 8 trycene crystals, fame +1 |
| For the Deep Archive | acq_m_deep_archive |
Archon Selu | T3 | 20,000 | per schematic | Obtain 1 x Hybrid Schematic copy. / Deliver 1 x Hybrid Schematic copy to Therat Prime. | 1 Containment Lattice, fame +2 |
| Manara Salvage Contract | acq_m_salvage_contract |
Broker Sabine Lethe | T1 | 4,500 | daily | Deliver 10 x Alien Salvage to Manara. | - |
| Sealed Schematics | acq_m_schematic_courier |
Broker Sabine Lethe | T2 | 9,000 | once | Obtain 1 x Sealed Consignment. / Deliver 1 x Sealed Consignment to Rodom V. | 1 Hybrid Schematic copy |
| Lantern Lure | acq_m_lantern_lure |
Celay Captain Mirelle | T2 | 9,000 | once | Escort the Liner Dawnsong from Manara to the rendezvous; keep it above 80 % hull. / Use your decoy/chaff. | 10 synthleather |
| Cold Chain | acq_m_cold_chain |
Dr. Anwen Ross | T1 | 4,000 | daily | Obtain 1 x Sealed Consignment. / Deliver 1 x Sealed Consignment to Rodom V. | - |
| Vault Recovery | acq_m_vault_recovery |
Underwriter Koss | T2 | 9,000 | once | Find the derelict marked on your orders. / Clear the hostiles at the site. / Recover the vault by tractor or cargo transporter. / Deliver 1 x Sealed Consignment to Manara. | 25 metal ingots |
| Strip Job | acq_m_strip_job |
Boss Garro Teague | T3 | 20,000 | once | Capture the target. / Tear the prize down in a Derelict Analysis Lab (or sell it at Rodom V). | fame +2 |
| Nothing to Declare | acq_m_ghost_hold |
Boss Garro Teague | T2 | 9,000 | once | Have the required refit module installed. / Obtain 1 x Sealed Consignment. / Pass the station unseen. / Deliver 1 x Sealed Consignment to Alpha. | - |
| The Lord of Rodom Pass | acq_m_pirate_lord |
Marshal Ada Quill | T4 | 40,000 | once | Travel to Rodom V. / Destroy 4 target(s). / Destroy 1 target(s). | fame +3 |
| Mine the Pass | acq_m_mine_the_pass |
Marshal Ada Quill | T3 | 20,000 | once | Have the required refit module installed. / Travel to Rodom V. / Use your mine lay. / Hold off the attack waves. / Survive 300 s. | 2 Ordnance Pack |
| Lost Birds | acq_m_lost_birds |
Flight Boss Nadia Reyes | T2 | 9,000 | once | Have the required refit module installed. / Tow the craft home. | 10 electronic components |
| Accumulator Breakers | acq_m_accumulator_breakers |
Cmdr. Isa Bren (joint task force) | T4 | 40,000 | weekly | Destroy 1 target(s). / Obtain 1 x XON ship part. | fame +3 |
| Mind of the Swarm | acq_m_overmind |
Cmdr. Isa Bren (joint task force) | T5 | 90,000 | weekly | Form a fleet of at least 3 ships. / Destroy 1 target(s). | 3 Containment Lattice, fame +5 |
| Remora Harvest | acq_m_remora_harvest |
Flight Boss Nadia Reyes | T3 | 20,000 | once | Destroy 2 target(s). / Obtain 2 x Tikopai ship part. | 1 Blueprint Fragment |
| First Light | acq_m_first_light |
Archivist Pell Morrow | T3 | 20,000 | once | Have the required refit module installed. / Produce a hybrid in your fab bay. / Dock at any vendor. | fame +2 |
| The Grand Refit | acq_m_grand_refit |
Yardmaster General Thorne | T5 | 50,000 | once | Bring a capital hull. / Convert every refit room. / Have the required refit module installed. / Dock at own race home yard. | fame +4, title Master Shipwright |
| Mission givers | acq_mission_givers |
where each named giver stands | - | - | - | say 'assignment', 'mission' or 'orders' | - |
A9. Achievements
| achievement | id | key | hidden | unlocks |
|---|---|---|---|---|
| Deck Crew | acq_ach_deck_crew |
ach_deck_crew |
no | livery Comet Kate |
| Bounty Hunter | acq_ach_bounty_hunter |
ach_bounty_hunter |
no | livery Bounty Bound; ribbon Bounty Ledger; title Bounty Hunter |
| Checkmate | acq_ach_checkmate |
ach_checkmate |
no | livery Checkmate |
| Gold Ledger | acq_ach_bounty_ledger_gold |
ach_bounty_ledger_gold |
no | livery Payday |
| Night Owl | acq_ach_night_owl |
ach_night_owl |
no | livery Night Owl; ribbon Night Action |
| Tin Turtle | acq_ach_tin_turtle |
ach_tin_turtle |
no | livery Tin Turtle; ribbon Iron Hull |
| Overload | acq_ach_overload |
ach_overload |
no | livery Overload; ribbon Overload |
| Royal Flush | acq_ach_royal_flush |
ach_royal_flush |
no | livery Royal Flush |
| Moonlight Run | acq_ach_moonlight_run |
ach_moonlight_run |
no | livery Moonlight Run; ribbon Blockade Runner |
| Marshal | acq_ach_marshal |
ach_marshal |
no | livery Marshal's Star; ribbon Marshal's Ribbon; title Marshal |
| Pathfinder | acq_ach_first_discovery |
ach_first_discovery |
no | livery Pathfinder; ribbon Survey |
| Far Survey | acq_ach_far_survey |
ach_far_survey |
no | livery Ice Bear; ribbon Deep Survey; title Surveyor; buy science T3 at neutral |
| Motherlode | acq_ach_motherlode |
ach_motherlode |
no | livery Gold Rush; ribbon Motherlode |
| First Intercept | acq_ach_first_intercept |
ach_first_intercept |
no | 1 Ordnance Pack |
| Iron Umbrella | acq_ach_pd_century |
ach_pd_century |
no | title Umbrella; buy point defense T5 at honored |
| The Wall | acq_ach_pd_wall |
ach_pd_wall |
no | title The Wall; -5% discount |
| Redline | acq_ach_redline |
ach_redline |
no | buy AFO-3 Fusion Overdrive T3 at neutral |
| Burnout Survivor | acq_ach_burnout_survivor |
ach_burnout_survivor |
no | title Burnout; 30 metal ingots |
| Mad Science | acq_ach_first_hybrid |
ach_first_hybrid |
no | 1 Containment Lattice |
| Lab Rat | acq_ach_lab_rat |
ach_lab_rat |
yes | title Lab Rat |
| Visionary | acq_ach_first_legendary |
ach_first_legendary |
no | title Visionary; buy fab bay T4 at honored; trim colour 'visionary' (cosmetic, warpaint may ignore) |
| Ace | acq_ach_ace |
ach_ace |
no | ribbon Ace; title Ace; buy weapon mods T3 at trusted |
| Double Ace | acq_ach_double_ace |
ach_double_ace |
no | title Double Ace; -5% discount |
| Salvager | acq_ach_salvager |
ach_salvager |
no | - |
| Scrap King | acq_ach_scrap_king |
ach_scrap_king |
no | title Scrap King; -5% discount |
| Relic Hunter | acq_ach_relic_hunter |
ach_relic_hunter |
no | title Relic Hunter |
| What Is This Thing? | acq_ach_cloaca |
ach_cloaca |
yes | title Keeper of the CLOACA |
| Overmind Slayer | acq_ach_overmind_slayer |
ach_overmind_slayer |
no | title Overmind Breaker; 2 Blueprint Fragment; also grants achievement Overload |
| Breaker | acq_ach_accumulator |
ach_accumulator |
no | buy point defense T4 at trusted |
| Master Shipwright | acq_ach_shipwright |
ach_shipwright |
no | title Master Shipwright; unlocks finish 'arctic' at no charge |
| Self-Made | acq_ach_self_made |
ach_self_made |
no | title Grease Monkey; +5 self-install roll |
| Minefield | acq_ach_minefield |
ach_minefield |
no | - |
| Ghost | acq_ach_ghost |
ach_ghost |
no | title Ghost |
| Tender Guard | acq_ach_tender_guard |
ach_tender_guard |
no | -5% discount |
| Derelict Diver | acq_ach_derelict_diver |
ach_derelict_diver |
no | title Wreck Diver; 5 Alien Salvage |
| Exalted | acq_ach_exalted |
ach_exalted |
no | title Exalted of |
Liveries in A3 that say 'achievement X' unlock with the matching row above (keys: ach_accumulator, ach_ace, ach_bounty_hunter, ach_bounty_ledger_gold, ach_checkmate, ach_deck_crew, ach_derelict_diver, ach_far_survey, ach_first_discovery, ach_first_intercept, ach_ghost, ach_marshal, ach_moonlight_run, ach_motherlode, ach_night_owl, ach_overload, ach_overmind_slayer, ach_pd_wall, ach_relic_hunter, ach_royal_flush, ach_scrap_king, ach_self_made, ach_tender_guard, ach_tin_turtle).
A10. Material catalogue
Shelf prices are what a dock's materials shelf charges; buy-back is half. Tools are not used up.
| item | id | kind | price cr | stack | where to get it |
|---|---|---|---|---|---|
| ore | 19006 |
raw | 3 | 100 | harvest: sonic pick on an ore deposit (skill 21 Resource Harvesting); 55 % of ore tiles are a vein of one of the planet's minerals instead; drone mining: ADB drone bay / TK Swarm Hive ore per cycle; vendor: materials shelf at every shipyard/starbase/free port |
| trycene crystals | 19004 |
raw | 15 | 100 | harvest: sonic pick on a trycene deposit (skill 21 Resource Harvesting); drone mining: a share of each cycle; vendor: materials shelf at every shipyard/starbase/free port |
| metal ingots | 19005 |
intermediate | 6 | 50 | smelt: hand smelter 14024-14026 used with 10 x ore in the other hand -> 1 ingot; equivalent: steel, stainless steel, titanium alloy, duralumin, nickel superalloy, iron, aluminum or titanium ingots satisfy any 19005 row; salvage: /refit remove returns 50 % of a refit module's materials (/uninstall for stock hardpoint systems); vendor: materials shelf at every shipyard/starbase/free port |
| Klinshaya metal ingots | 19012 |
intermediate | 6 | 50 | loot: Klinshaya race tables; smelt: Klinshaya hand smelter 14026 + 10 ore; vendor: materials shelf at every shipyard/starbase/free port (Klinshaya docks) |
| Therataan metal ingots | 19013 |
intermediate | 6 | 50 | loot: Therataan race tables; smelt: Therataan hand smelter 14025 + 10 ore; vendor: materials shelf at every shipyard/starbase/free port (Therataan docks) |
| Tikopai/Ryl'Atti metal ingots | 19022 |
intermediate | 6 | 50 | loot: Tikopai race tables; smelt: Tikopai hand smelter 14048 + 10 ore; vendor: materials shelf at every shipyard/starbase/free port (Manara, Rodom V) |
| electronic components | 19009 |
intermediate | 9 | 100 | craft: mt_electronics_cu_au (2 copper + 1 gold + 1 silicon wafer + 1 tantalum -> 6) or mt_electronics_ag_ge (2 copper + 1 silver + 1 germanium -> 4), schematic 600 cr at a Commodities Agent; salvage: /refit remove returns 50 % of a refit module's materials (/uninstall for stock hardpoint systems); vendor: materials shelf at every shipyard/starbase/free port |
| Klinshaya electronic components | 19014 |
intermediate | 9 | 100 | vendor: materials shelf at every shipyard/starbase/free port (Klinshaya docks) |
| Therataan electronic components | 19015 |
intermediate | 9 | 100 | vendor: materials shelf at every shipyard/starbase/free port (Therataan docks) |
| Tikopai/Ryl'Atti electronic components | 19023 |
intermediate | 9 | 100 | vendor: materials shelf at every shipyard/starbase/free port (Manara, Rodom V) |
| fabric | 19010 |
intermediate | 5 | 50 | vendor: materials shelf at every shipyard/starbase/free port |
| plastic | 19016 |
intermediate | 4 | 50 | craft: mt_plastic_hc (2 graphite + 1 hydrogen gas canister -> 4 plastic); harvest: hydrocarbon extractor 14039 (Resource Harvesting) -> plastic; vendor: materials shelf at every shipyard/starbase/free port |
| wooden boards | 19017 |
intermediate | 3 | 20 | vendor: materials shelf at every shipyard/starbase/free port |
| synthleather | 19019 |
intermediate | 10 | 50 | vendor: materials shelf at every shipyard/starbase/free port |
| empty vial | 17052 |
carrier | 5 | 20 | vendor: any medical/science shelf 5 cr; craft: mt_vials_glass (1 borosilicate glass -> 5 vials) |
| raw meat | 17040 |
carrier | 20 | 10 | vendor: galley/food dispenser shelves; loot: hunting (creature kills) |
| raw bird | 17042 |
carrier | 15 | 10 | vendor: galley/food dispenser shelves; loot: hunting (creature kills) |
| water (unit) | 23008 |
supply | 1 | 1000 | vendor: 1 cr/unit at any dock, free at friendly own-race docks; recycling: water recycling of hydroponics modules; mine: water ice 19287 (T1 regolith / cold worlds) smelts to hydrogen + oxygen; the hydroponics water pool itself is bought or recycled |
| medkit | 17031 |
carrier | 150 | 10 | vendor: medical shelves |
| Traumaid vial | 17068 |
carrier | 250 | 20 | craft: Traumaid stim (hydroponics chem lab); vendor: medical shelves |
| Containment Lattice | 17610 |
new item | 600 | 10 | craft: containment lattice (fab bay, step 31); missions: For the Deep Archive / Trial of the Forge / Mind of the Swarm; loot: Tikopai station raid (Taodin 811, dock 812, Bienm ODP 825), XON Overmind |
| Quen Resonator | 17611 |
new item | 4,000 | 1 | loot: race patrols, rogue capitals, Tikopai, Overmind |
| Ryl'Atti Carapace Shard | 17612 |
new item | 4,000 | 5 | loot: Pirate raider / Pirate flagship / XON Overmind; vendor buys: Manara 4,000 cr |
| Alien Salvage | 17613 |
new item | 300 | 20 | loot: rogue/pirate/freighter/Tikopai tables; vendor buys: Manara 300 cr |
| Hybrid Schematic copy | 17614 |
new item | 0 | 1 | fab: first discovery copies (10 uses, 1/day); loot: Pirate flagship / bounty lord; mission: Sealed Schematics |
| Derelict Core | 17615 |
new item | 2,500 | 1 | fab: /fab teardown of a server capture (ADL lab); vendor buys: Manara 2,500 cr |
| Anomaly Sample | 17616 |
new item | 1,800 | 1 | science: discovery anomaly scans (decays 48 h); vendor buys: Manara 1,800 cr |
| Blueprint Fragment | 17617 |
new item | 1,500 | 50 | loot: every combat table; pity: 25 misses; vendor buys: Manara 1,500 cr |
| Ordnance Pack | 17618 |
new item | 1,500 | 10 | craft: ordnance pack; loot: combat tables; vendor: ODP depots (restock service) |
| Sealed Consignment | 17619 |
new item | 0 | 1 | mission: acquisition cargo missions (issued by the giver) |
| Seed Packet | 17620 |
new item | 20 | 50 | vendor: hydroponics shelves 15-140 cr; harvest: 60 % seed return; science: /sample on plant discoveries |
| Nutrient Pack | 17621 |
new item | 150 | 20 | vendor: 150 cr; craft: nutrient pack (+50) (nitrogen + phosphorus + potassium) |
| Tincture Vial | 17622 |
new item | 0 | 20 | craft: hydroponics apothecary goods (17052 + crops) |
| Delicacy | 17623 |
new item | 0 | 10 | craft: hydroponics kitchen goods |
| Produce Crate | 17624 |
new item | 0 | 5 | craft: /hydro pack (20 crop units) |
| Data Core | 17625 |
new item | 0 | 10 | science: /sb project output; loot: Stolen survey kit / XON science salvage |
| Science Probe | 17626 |
new item | 1,200 | 10 | vendor: science shelves 1,100-1,500 cr; craft: science probe; loot: Stolen survey kit |
| Specimen Capsule | 17627 |
new item | 200 | 10 | vendor: Manara 200 cr; craft: specimen capsule; loot: Tikopai biotech |
| Tech Token | 17628 |
new item | 0 | 10 | science: materials/exotic projects grade >= 3; mission: Strange Tracks |
| hydrogen gas canisters | 19101 |
element | 9 | 100 | mine: water ice (T1, Resource Harvesting 0, 10 ore per unit, 67 % of the yield) -> hand smelter; gas: /collect with the hydrocarbon extractor 14039 in a hand on a world whose atmosphere holds hydrogen (1-3 canisters, 3 s cooldown); vendor: none - Commodities Agents only buy metals (50 % of list) |
| helium gas canisters | 19102 |
element | 18 | 100 | mine: helium-3 regolith (T3, Resource Harvesting 25, 12 ore per unit) -> hand smelter; gas: /collect with the hydrocarbon extractor 14039 in a hand on a world whose atmosphere holds helium (1-3 canisters, 3 s cooldown); vendor: none - Commodities Agents only buy metals (50 % of list) |
| lithium ingots | 19103 |
element | 14 | 50 | mine: spodumene ore (T3, Resource Harvesting 25, 12 ore per unit), lepidolite ore (T4, Resource Harvesting 40, 15 ore per unit, 50 % of the yield) -> hand smelter; by-product: borax ore (2 %, T3); vendor: none - Commodities Agents only buy metals (50 % of list) |
| beryllium ingots | 19104 |
element | 40 | 50 | mine: beryl ore (T4, Resource Harvesting 40, 15 ore per unit) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| boron crystals | 19105 |
element | 10 | 100 | mine: borax ore (T3, Resource Harvesting 25, 12 ore per unit, 60 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| graphite | 19106 |
element | 7 | 100 | mine: graphite ore (T1, Resource Harvesting 0, 10 ore per unit) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| nitrogen gas canisters | 19107 |
element | 6 | 100 | by-product: caliche (iodate) ore (5 %, T3); gas: /collect with the hydrocarbon extractor 14039 in a hand on a world whose atmosphere holds nitrogen (1-3 canisters, 3 s cooldown); vendor: none - Commodities Agents only buy metals (50 % of list) |
| oxygen gas canisters | 19108 |
element | 5 | 100 | mine: water ice (T1, Resource Harvesting 0, 10 ore per unit, 33 % of the yield) -> hand smelter; gas: /collect with the hydrocarbon extractor 14039 in a hand on a world whose atmosphere holds oxygen (1-3 canisters, 3 s cooldown); vendor: none - Commodities Agents only buy metals (50 % of list) |
| fluorine gas canisters | 19109 |
element | 9 | 100 | mine: fluorite ore (T2, Resource Harvesting 10, 10 ore per unit, 50 % of the yield) -> hand smelter; by-product: phosphate rock (5 %, T2); gas: /collect with the hydrocarbon extractor 14039 in a hand on a world whose atmosphere holds fluorine (1-3 canisters, 3 s cooldown); vendor: none - Commodities Agents only buy metals (50 % of list) |
| neon gas canisters | 19110 |
element | 29 | 100 | gas: /collect with the hydrocarbon extractor 14039 in a hand on a world whose atmosphere holds neon (1-3 canisters, 3 s cooldown); vendor: none - Commodities Agents only buy metals (50 % of list) |
| sodium ingots | 19111 |
element | 9 | 50 | mine: halite (rock salt) (T1, Resource Harvesting 0, 10 ore per unit, 50 % of the yield), borax ore (T3, Resource Harvesting 25, 12 ore per unit, 40 % of the yield), bromide salts (T3, Resource Harvesting 25, 12 ore per unit, 50 % of the yield), caliche (iodate) ore (T3, Resource Harvesting 25, 12 ore per unit, 40 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| magnesium ingots | 19112 |
element | 9 | 50 | mine: dolomite (T1, Resource Harvesting 0, 10 ore per unit, 50 % of the yield), magnesite ore (T2, Resource Harvesting 10, 10 ore per unit) -> hand smelter; by-product: limestone (5 %, T1); vendor: none - Commodities Agents only buy metals (50 % of list) |
| aluminum ingots | 19113 |
element | 9 | 50 | mine: bauxite ore (T1, Resource Harvesting 0, 10 ore per unit) -> hand smelter; by-product: spodumene ore (5 %, T3), beryl ore (5 %, T4); equivalent: counts as 19005 metal ingots in every recipe; vendor: none - Commodities Agents only buy metals (50 % of list) |
| silicon wafers | 19114 |
element | 9 | 100 | mine: quartz (T1, Resource Harvesting 0, 10 ore per unit) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| red phosphorus | 19115 |
element | 9 | 100 | mine: phosphate rock (T2, Resource Harvesting 10, 10 ore per unit, 70 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| sulfur | 19116 |
element | 5 | 100 | mine: native sulfur (T1, Resource Harvesting 0, 10 ore per unit) -> hand smelter; by-product: cinnabar ore (10 %, T3), stibnite ore (10 %, T3); vendor: none - Commodities Agents only buy metals (50 % of list) |
| chlorine gas canisters | 19117 |
element | 5 | 100 | mine: halite (rock salt) (T1, Resource Harvesting 0, 10 ore per unit, 50 % of the yield), sylvite ore (T2, Resource Harvesting 10, 10 ore per unit, 40 % of the yield) -> hand smelter; gas: /collect with the hydrocarbon extractor 14039 in a hand on a world whose atmosphere holds chlorine (1-3 canisters, 3 s cooldown); vendor: none - Commodities Agents only buy metals (50 % of list) |
| argon gas canisters | 19118 |
element | 7 | 100 | gas: /collect with the hydrocarbon extractor 14039 in a hand on a world whose atmosphere holds argon (1-3 canisters, 3 s cooldown); vendor: none - Commodities Agents only buy metals (50 % of list) |
| potassium ingots | 19119 |
element | 14 | 50 | mine: sylvite ore (T2, Resource Harvesting 10, 10 ore per unit, 60 % of the yield) -> hand smelter; by-product: halite (rock salt) (2 %, T1), bromide salts (5 %, T3); vendor: none - Commodities Agents only buy metals (50 % of list) |
| calcium ingots | 19120 |
element | 9 | 50 | mine: dolomite (T1, Resource Harvesting 0, 10 ore per unit, 50 % of the yield), limestone (T1, Resource Harvesting 0, 10 ore per unit), fluorite ore (T2, Resource Harvesting 10, 10 ore per unit, 50 % of the yield), phosphate rock (T2, Resource Harvesting 10, 10 ore per unit, 30 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| scandium ingots | 19121 |
element | 58 | 50 | mine: thortveitite ore (T5, Resource Harvesting 55, 20 ore per unit, 80 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| titanium ingots | 19122 |
element | 13 | 50 | mine: ilmenite ore (T2, Resource Harvesting 10, 10 ore per unit), rutile sand (T3, Resource Harvesting 25, 12 ore per unit) -> hand smelter; by-product: helium-3 regolith (5 %, T3); asteroid refining: trace titanium (20 % chance per refined load) into the ship's metal hold (/metals hold, /metals withdraw); equivalent: counts as 19005 metal ingots in every recipe; vendor: none - Commodities Agents only buy metals (50 % of list) |
| vanadium ingots | 19123 |
element | 17 | 50 | mine: vanadinite ore (T3, Resource Harvesting 25, 12 ore per unit) -> hand smelter; by-product: ilmenite ore (2 %, T2); vendor: none - Commodities Agents only buy metals (50 % of list) |
| chromium ingots | 19124 |
element | 13 | 50 | mine: chromite ore (T2, Resource Harvesting 10, 10 ore per unit) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| manganese ingots | 19125 |
element | 9 | 50 | mine: pyrolusite ore (T2, Resource Harvesting 10, 10 ore per unit) -> hand smelter; by-product: hematite ore (3 %, T1), wolframite ore (5 %, T3); vendor: none - Commodities Agents only buy metals (50 % of list) |
| iron ingots | 19126 |
element | 6 | 50 | mine: hematite ore (T1, Resource Harvesting 0, 10 ore per unit), meteoric iron ore (T2, Resource Harvesting 10, 10 ore per unit, 90 % of the yield) -> hand smelter; by-product: chromite ore (10 %, T2), ilmenite ore (20 %, T2), arsenopyrite ore (10 %, T3), helium-3 regolith (10 %, T3), wolframite ore (5 %, T3); equivalent: counts as 19005 metal ingots in every recipe; vendor: none - Commodities Agents only buy metals (50 % of list) |
| cobalt ingots | 19127 |
element | 18 | 50 | mine: cobaltite ore (T3, Resource Harvesting 25, 12 ore per unit) -> hand smelter; by-product: meteoric iron ore (4 %, T2), pentlandite ore (8 %, T2), pyrolusite ore (2 %, T2); asteroid refining: trace cobalt (20 % chance per refined load) into the ship's metal hold (/metals hold, /metals withdraw); vendor: none - Commodities Agents only buy metals (50 % of list) |
| nickel ingots | 19128 |
element | 15 | 50 | mine: meteoric iron ore (T2, Resource Harvesting 10, 10 ore per unit, 10 % of the yield), pentlandite ore (T2, Resource Harvesting 10, 10 ore per unit) -> hand smelter; by-product: cobaltite ore (5 %, T3); asteroid refining: trace nickel (45 % chance per refined load) into the ship's metal hold (/metals hold, /metals withdraw); vendor: none - Commodities Agents only buy metals (50 % of list) |
| copper ingots | 19129 |
element | 13 | 50 | mine: chalcopyrite ore (T2, Resource Harvesting 10, 10 ore per unit) -> hand smelter; by-product: pentlandite ore (5 %, T2), molybdenite ore (5 %, T3), germanite ore (10 %, T5); vendor: none - Commodities Agents only buy metals (50 % of list) |
| zinc ingots | 19130 |
element | 9 | 50 | mine: sphalerite ore (T2, Resource Harvesting 10, 10 ore per unit) -> hand smelter; by-product: greenockite ore (10 %, T4); vendor: none - Commodities Agents only buy metals (50 % of list) |
| gallium ingots | 19131 |
element | 31 | 50 | by-product: bauxite ore (3 %, T1), sphalerite ore (2 %, T2), germanite ore (3 %, T5); vendor: none - Commodities Agents only buy metals (50 % of list) |
| germanium crystals | 19132 |
element | 45 | 100 | mine: germanite ore (T5, Resource Harvesting 55, 20 ore per unit) -> hand smelter; by-product: sphalerite ore (2 %, T2); vendor: none - Commodities Agents only buy metals (50 % of list) |
| arsenic crystals | 19133 |
element | 8 | 100 | mine: arsenopyrite ore (T3, Resource Harvesting 25, 12 ore per unit) -> hand smelter; by-product: cobaltite ore (10 %, T3), lorandite ore (20 %, T5); vendor: none - Commodities Agents only buy metals (50 % of list) |
| selenium crystals | 19134 |
element | 16 | 100 | by-product: native sulfur (2 %, T1), chalcopyrite ore (3 %, T2); vendor: none - Commodities Agents only buy metals (50 % of list) |
| bromine flasks | 19135 |
element | 10 | 100 | mine: bromide salts (T3, Resource Harvesting 25, 12 ore per unit, 50 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| krypton gas canisters | 19136 |
element | 31 | 100 | gas: /collect with the hydrocarbon extractor 14039 in a hand on a world whose atmosphere holds krypton (1-3 canisters, 3 s cooldown); vendor: none - Commodities Agents only buy metals (50 % of list) |
| rubidium ingots | 19137 |
element | 83 | 50 | mine: lepidolite ore (T4, Resource Harvesting 40, 15 ore per unit, 30 % of the yield) -> hand smelter; by-product: sylvite ore, pollucite ore (5 %, T5); vendor: none - Commodities Agents only buy metals (50 % of list) |
| strontium ingots | 19138 |
element | 12 | 50 | mine: celestine ore (T3, Resource Harvesting 25, 12 ore per unit) -> hand smelter; by-product: barite ore (5 %, T2); vendor: none - Commodities Agents only buy metals (50 % of list) |
| yttrium ingots | 19139 |
element | 18 | 50 | mine: monazite sand (T3, Resource Harvesting 25, 12 ore per unit, 4 % of the yield), ion-adsorption clay (T4, Resource Harvesting 40, 15 ore per unit, 40 % of the yield), xenotime ore (T4, Resource Harvesting 40, 15 ore per unit, 55 % of the yield), thortveitite ore (T5, Resource Harvesting 55, 20 ore per unit, 20 % of the yield) -> hand smelter; by-product: fluorite ore (1 %, T2); vendor: none - Commodities Agents only buy metals (50 % of list) |
| zirconium ingots | 19140 |
element | 16 | 50 | mine: zircon sand (T3, Resource Harvesting 25, 12 ore per unit) -> hand smelter; by-product: rutile sand (3 %, T3); vendor: none - Commodities Agents only buy metals (50 % of list) |
| niobium ingots | 19141 |
element | 21 | 50 | mine: pyrochlore ore (T3, Resource Harvesting 25, 12 ore per unit), coltan ore (T4, Resource Harvesting 40, 15 ore per unit, 60 % of the yield) -> hand smelter; by-product: cassiterite ore (2 %, T3); vendor: none - Commodities Agents only buy metals (50 % of list) |
| molybdenum ingots | 19142 |
element | 19 | 50 | mine: molybdenite ore (T3, Resource Harvesting 25, 12 ore per unit) -> hand smelter; by-product: chalcopyrite ore (2 %, T2); vendor: none - Commodities Agents only buy metals (50 % of list) |
| technetium samples | 19143 |
element | 134 | 100 | by-product: pitchblende ore (1 %, T4); vendor: none - Commodities Agents only buy metals (50 % of list) |
| ruthenium ingots | 19144 |
element | 83 | 50 | mine: platinum-group nuggets (T5, Resource Harvesting 55, 20 ore per unit, 8 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| rhodium ingots | 19145 |
element | 137 | 50 | mine: platinum-group nuggets (T5, Resource Harvesting 55, 20 ore per unit, 10 % of the yield) -> hand smelter; asteroid refining: trace rhodium (1 % chance per refined load) into the ship's metal hold (/metals hold, /metals withdraw); vendor: none - Commodities Agents only buy metals (50 % of list) |
| palladium ingots | 19146 |
element | 103 | 50 | mine: platinum-group nuggets (T5, Resource Harvesting 55, 20 ore per unit, 30 % of the yield) -> hand smelter; by-product: pentlandite ore (1 %, T2); asteroid refining: trace palladium (4 % chance per refined load) into the ship's metal hold (/metals hold, /metals withdraw); vendor: none - Commodities Agents only buy metals (50 % of list) |
| silver ingots | 19147 |
element | 41 | 50 | mine: argentite ore (T4, Resource Harvesting 40, 15 ore per unit) -> hand smelter; by-product: chalcopyrite ore (5 %, T2), galena ore (8 %, T2), calaverite ore (5 %, T5), gold-bearing quartz (10 %, T5); vendor: none - Commodities Agents only buy metals (50 % of list) |
| cadmium ingots | 19148 |
element | 9 | 50 | mine: greenockite ore (T4, Resource Harvesting 40, 15 ore per unit) -> hand smelter; by-product: sphalerite ore (5 %, T2); vendor: none - Commodities Agents only buy metals (50 % of list) |
| indium ingots | 19149 |
element | 32 | 50 | by-product: sphalerite ore (2 %, T2); vendor: none - Commodities Agents only buy metals (50 % of list) |
| tin ingots | 19150 |
element | 17 | 50 | mine: cassiterite ore (T3, Resource Harvesting 25, 12 ore per unit) -> hand smelter; by-product: bismuthinite ore (3 %, T4), coltan ore (3 %, T4); vendor: none - Commodities Agents only buy metals (50 % of list) |
| antimony ingots | 19151 |
element | 14 | 50 | mine: stibnite ore (T3, Resource Harvesting 25, 12 ore per unit) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| tellurium ingots | 19152 |
element | 22 | 50 | mine: calaverite ore (T5, Resource Harvesting 55, 20 ore per unit, 60 % of the yield) -> hand smelter; by-product: chalcopyrite ore (2 %, T2), gold-bearing quartz (2 %, T5); vendor: none - Commodities Agents only buy metals (50 % of list) |
| iodine crystals | 19153 |
element | 18 | 100 | mine: caliche (iodate) ore (T3, Resource Harvesting 25, 12 ore per unit, 60 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| xenon gas canisters | 19154 |
element | 50 | 100 | gas: /collect with the hydrocarbon extractor 14039 in a hand on a world whose atmosphere holds xenon (1-3 canisters, 3 s cooldown); vendor: none - Commodities Agents only buy metals (50 % of list) |
| caesium ingots | 19155 |
element | 118 | 50 | mine: lepidolite ore (T4, Resource Harvesting 40, 15 ore per unit, 20 % of the yield), pollucite ore (T5, Resource Harvesting 55, 20 ore per unit) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| barium ingots | 19156 |
element | 11 | 50 | mine: barite ore (T2, Resource Harvesting 10, 10 ore per unit) -> hand smelter; by-product: celestine ore (5 %, T3); vendor: none - Commodities Agents only buy metals (50 % of list) |
| lanthanum ingots | 19157 |
element | 11 | 50 | mine: bastnasite ore (T3, Resource Harvesting 25, 12 ore per unit, 30 % of the yield), monazite sand (T3, Resource Harvesting 25, 12 ore per unit, 20 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| cerium ingots | 19158 |
element | 11 | 50 | mine: bastnasite ore (T3, Resource Harvesting 25, 12 ore per unit, 45 % of the yield), monazite sand (T3, Resource Harvesting 25, 12 ore per unit, 40 % of the yield) -> hand smelter; by-product: phosphate rock (1 %, T2), pyrochlore ore (2 %, T3), thorite ore (2 %, T4); vendor: none - Commodities Agents only buy metals (50 % of list) |
| praseodymium ingots | 19159 |
element | 23 | 50 | mine: bastnasite ore (T3, Resource Harvesting 25, 12 ore per unit, 5 % of the yield), monazite sand (T3, Resource Harvesting 25, 12 ore per unit, 5 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| neodymium ingots | 19160 |
element | 23 | 50 | mine: bastnasite ore (T3, Resource Harvesting 25, 12 ore per unit, 15 % of the yield), monazite sand (T3, Resource Harvesting 25, 12 ore per unit, 18 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| promethium samples | 19161 |
element | 148 | 100 | by-product: pitchblende ore (1 %, T4); vendor: none - Commodities Agents only buy metals (50 % of list) |
| samarium ingots | 19162 |
element | 14 | 50 | mine: bastnasite ore (T3, Resource Harvesting 25, 12 ore per unit, 2 % of the yield), monazite sand (T3, Resource Harvesting 25, 12 ore per unit, 4 % of the yield), xenotime ore (T4, Resource Harvesting 40, 15 ore per unit, 6 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| europium ingots | 19163 |
element | 17 | 50 | mine: bastnasite ore (T3, Resource Harvesting 25, 12 ore per unit, 1 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| gadolinium ingots | 19164 |
element | 17 | 50 | mine: bastnasite ore (T3, Resource Harvesting 25, 12 ore per unit, 2 % of the yield), monazite sand (T3, Resource Harvesting 25, 12 ore per unit, 3 % of the yield), ion-adsorption clay (T4, Resource Harvesting 40, 15 ore per unit, 10 % of the yield), xenotime ore (T4, Resource Harvesting 40, 15 ore per unit, 6 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| terbium ingots | 19165 |
element | 42 | 50 | mine: ion-adsorption clay (T4, Resource Harvesting 40, 15 ore per unit, 6 % of the yield), xenotime ore (T4, Resource Harvesting 40, 15 ore per unit, 3 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| dysprosium ingots | 19166 |
element | 32 | 50 | mine: ion-adsorption clay (T4, Resource Harvesting 40, 15 ore per unit, 12 % of the yield), xenotime ore (T4, Resource Harvesting 40, 15 ore per unit, 9 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| holmium ingots | 19167 |
element | 21 | 50 | mine: ion-adsorption clay (T4, Resource Harvesting 40, 15 ore per unit, 5 % of the yield), xenotime ore (T4, Resource Harvesting 40, 15 ore per unit, 3 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| erbium ingots | 19168 |
element | 19 | 50 | mine: ion-adsorption clay (T4, Resource Harvesting 40, 15 ore per unit, 10 % of the yield), xenotime ore (T4, Resource Harvesting 40, 15 ore per unit, 7 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| thulium ingots | 19169 |
element | 55 | 50 | mine: ion-adsorption clay (T4, Resource Harvesting 40, 15 ore per unit, 3 % of the yield), xenotime ore (T4, Resource Harvesting 40, 15 ore per unit, 2 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| ytterbium ingots | 19170 |
element | 14 | 50 | mine: ion-adsorption clay (T4, Resource Harvesting 40, 15 ore per unit, 10 % of the yield), xenotime ore (T4, Resource Harvesting 40, 15 ore per unit, 7 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| lutetium ingots | 19171 |
element | 38 | 50 | mine: ion-adsorption clay (T4, Resource Harvesting 40, 15 ore per unit, 4 % of the yield), xenotime ore (T4, Resource Harvesting 40, 15 ore per unit, 2 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| hafnium ingots | 19172 |
element | 44 | 50 | by-product: zircon sand (5 %, T3), thortveitite ore (2 %, T5); vendor: none - Commodities Agents only buy metals (50 % of list) |
| tantalum ingots | 19173 |
element | 31 | 50 | mine: coltan ore (T4, Resource Harvesting 40, 15 ore per unit, 40 % of the yield) -> hand smelter; by-product: cassiterite ore (2 %, T3); vendor: none - Commodities Agents only buy metals (50 % of list) |
| tungsten ingots | 19174 |
element | 18 | 50 | mine: wolframite ore (T3, Resource Harvesting 25, 12 ore per unit) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| rhenium ingots | 19175 |
element | 47 | 50 | by-product: molybdenite ore (3 %, T3); vendor: none - Commodities Agents only buy metals (50 % of list) |
| osmium ingots | 19176 |
element | 79 | 50 | mine: platinum-group nuggets (T5, Resource Harvesting 55, 20 ore per unit, 5 % of the yield) -> hand smelter; asteroid refining: trace osmium (1 % chance per refined load) into the ship's metal hold (/metals hold, /metals withdraw); vendor: none - Commodities Agents only buy metals (50 % of list) |
| iridium ingots | 19177 |
element | 137 | 50 | mine: platinum-group nuggets (T5, Resource Harvesting 55, 20 ore per unit, 7 % of the yield) -> hand smelter; by-product: meteoric iron ore; asteroid refining: trace iridium (2 % chance per refined load) into the ship's metal hold (/metals hold, /metals withdraw); vendor: none - Commodities Agents only buy metals (50 % of list) |
| platinum ingots | 19178 |
element | 99 | 50 | mine: platinum-group nuggets (T5, Resource Harvesting 55, 20 ore per unit, 40 % of the yield) -> hand smelter; by-product: chromite ore, meteoric iron ore, pentlandite ore (1 %, T2); asteroid refining: trace platinum (4 % chance per refined load) into the ship's metal hold (/metals hold, /metals withdraw); vendor: none - Commodities Agents only buy metals (50 % of list) |
| gold ingots | 19179 |
element | 124 | 50 | mine: calaverite ore (T5, Resource Harvesting 55, 20 ore per unit, 40 % of the yield), gold-bearing quartz (T5, Resource Harvesting 55, 20 ore per unit) -> hand smelter; by-product: quartz, chalcopyrite ore (2 %, T2), arsenopyrite ore (2 %, T3), stibnite ore (1 %, T3), argentite ore (2 %, T4), platinum-group nuggets (2 %, T5); asteroid refining: trace gold (2 % chance per refined load) into the ship's metal hold (/metals hold, /metals withdraw); vendor: none - Commodities Agents only buy metals (50 % of list) |
| mercury flasks | 19180 |
element | 17 | 100 | mine: cinnabar ore (T3, Resource Harvesting 25, 12 ore per unit) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| thallium ingots | 19181 |
element | 60 | 50 | mine: lorandite ore (T5, Resource Harvesting 55, 20 ore per unit) -> hand smelter; by-product: galena ore (1 %, T2); vendor: none - Commodities Agents only buy metals (50 % of list) |
| lead ingots | 19182 |
element | 9 | 50 | mine: galena ore (T2, Resource Harvesting 10, 10 ore per unit) -> hand smelter; by-product: vanadinite ore (20 %, T3), argentite ore (5 %, T4); vendor: none - Commodities Agents only buy metals (50 % of list) |
| bismuth ingots | 19183 |
element | 12 | 50 | mine: bismuthinite ore (T4, Resource Harvesting 40, 15 ore per unit) -> hand smelter; by-product: galena ore (3 %, T2); vendor: none - Commodities Agents only buy metals (50 % of list) |
| polonium samples | 19184 |
element | 174 | 100 | by-product: pitchblende ore (1 %, T4); vendor: none - Commodities Agents only buy metals (50 % of list) |
| astatine samples | 19185 |
element | 214 | 100 | by-product: pitchblende ore; vendor: none - Commodities Agents only buy metals (50 % of list) |
| radon gas canisters | 19186 |
element | 154 | 100 | by-product: pitchblende ore (2 %, T4); gas: /collect with the hydrocarbon extractor 14039 in a hand on a world whose atmosphere holds radon (1-3 canisters, 3 s cooldown); vendor: none - Commodities Agents only buy metals (50 % of list) |
| francium samples | 19187 |
element | 214 | 100 | by-product: pitchblende ore; vendor: none - Commodities Agents only buy metals (50 % of list) |
| radium samples | 19188 |
element | 154 | 100 | by-product: pitchblende ore (3 %, T4); vendor: none - Commodities Agents only buy metals (50 % of list) |
| actinium samples | 19189 |
element | 180 | 100 | by-product: pitchblende ore (1 %, T4); vendor: none - Commodities Agents only buy metals (50 % of list) |
| thorium ingots | 19190 |
element | 31 | 50 | mine: monazite sand (T3, Resource Harvesting 25, 12 ore per unit, 6 % of the yield), thorite ore (T4, Resource Harvesting 40, 15 ore per unit) -> hand smelter; by-product: pyrochlore ore (2 %, T3), zircon sand (1 %, T3), pitchblende ore (5 %, T4); vendor: none - Commodities Agents only buy metals (50 % of list) |
| protactinium samples | 19191 |
element | 183 | 100 | by-product: pitchblende ore (1 %, T4); vendor: none - Commodities Agents only buy metals (50 % of list) |
| uranium ingots | 19192 |
element | 23 | 50 | mine: pitchblende ore (T4, Resource Harvesting 40, 15 ore per unit) -> hand smelter; by-product: thorite ore (10 %, T4), transuranic residue (20 %, T6); vendor: none - Commodities Agents only buy metals (50 % of list) |
| neptunium samples | 19193 |
element | 151 | 100 | by-product: pitchblende ore, transuranic residue (10 %, T6); vendor: none - Commodities Agents only buy metals (50 % of list) |
| plutonium ingots | 19194 |
element | 169 | 50 | by-product: pitchblende ore, transuranic residue (20 %, T6); vendor: none - Commodities Agents only buy metals (50 % of list) |
| americium samples | 19195 |
element | 194 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 26 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| curium samples | 19196 |
element | 195 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 19 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| berkelium samples | 19197 |
element | 196 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 14 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| californium samples | 19198 |
element | 197 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 11 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| einsteinium samples | 19199 |
element | 199 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 8 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| fermium samples | 19200 |
element | 200 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 6 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| mendelevium samples | 19201 |
element | 201 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 4 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| nobelium samples | 19202 |
element | 202 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 3 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| lawrencium samples | 19203 |
element | 203 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 2 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| rutherfordium samples | 19204 |
element | 205 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 2 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| dubnium samples | 19205 |
element | 206 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 1 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| seaborgium samples | 19206 |
element | 207 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 1 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| bohrium samples | 19207 |
element | 208 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 1 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| hassium samples | 19208 |
element | 209 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 1 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| meitnerium samples | 19209 |
element | 211 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 0 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| darmstadtium samples | 19210 |
element | 212 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 0 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| roentgenium samples | 19211 |
element | 213 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 0 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| copernicium samples | 19212 |
element | 214 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 0 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| nihonium samples | 19213 |
element | 216 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 0 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| flerovium samples | 19214 |
element | 217 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 0 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| moscovium samples | 19215 |
element | 218 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 0 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| livermorium samples | 19216 |
element | 219 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 0 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| tennessine samples | 19217 |
element | 220 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 0 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| oganesson samples | 19218 |
element | 222 | 100 | mine: transuranic residue (T6, Resource Harvesting 70, 25 ore per unit, 0 % of the yield) -> hand smelter; vendor: none - Commodities Agents only buy metals (50 % of list) |
| hematite ore | 19230 |
ore | 0 | 100 | mine: sonic pick on a hematite ore vein (T1, Resource Harvesting 0, 10 ore per unit); worlds: crust, wet; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of iron; by-products: manganese 3 % |
| meteoric iron ore | 19231 |
ore | 0 | 100 | mine: sonic pick on a meteoric iron ore vein (T2, Resource Harvesting 10, 10 ore per unit); worlds: asteroid, hot, regolith; enriched on 'platinum-group metals' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of iron (90 %), nickel (10 %); by-products: cobalt 4 %, iridium 0.6 %, platinum 0.6 % |
| bauxite ore | 19232 |
ore | 0 | 100 | mine: sonic pick on a bauxite ore vein (T1, Resource Harvesting 0, 10 ore per unit); worlds: wet, crust; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of aluminum; by-products: gallium 3 % |
| chalcopyrite ore | 19233 |
ore | 0 | 100 | mine: sonic pick on a chalcopyrite ore vein (T2, Resource Harvesting 10, 10 ore per unit); worlds: crust, volcanic; enriched on 'copper porphyry' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of copper; by-products: silver 5 %, gold 2 %, selenium 3 %, tellurium 2 %, molybdenum 2 % |
| sphalerite ore | 19234 |
ore | 0 | 100 | mine: sonic pick on a sphalerite ore vein (T2, Resource Harvesting 10, 10 ore per unit); worlds: crust, volcanic; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of zinc; by-products: cadmium 5 %, indium 2 %, gallium 2 %, germanium 2 % |
| galena ore | 19235 |
ore | 0 | 100 | mine: sonic pick on a galena ore vein (T2, Resource Harvesting 10, 10 ore per unit); worlds: crust; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of lead; by-products: silver 8 %, bismuth 3 %, thallium 1 % |
| cassiterite ore | 19236 |
ore | 0 | 100 | mine: sonic pick on a cassiterite ore vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: wet, crust; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of tin; by-products: tantalum 2 %, niobium 2 % |
| pentlandite ore | 19237 |
ore | 0 | 100 | mine: sonic pick on a pentlandite ore vein (T2, Resource Harvesting 10, 10 ore per unit); worlds: crust, asteroid, volcanic; enriched on 'platinum-group metals' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of nickel; by-products: cobalt 8 %, platinum 1 %, palladium 1 %, copper 5 % |
| cobaltite ore | 19238 |
ore | 0 | 100 | mine: sonic pick on a cobaltite ore vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: crust, volcanic; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of cobalt; by-products: arsenic 10 %, nickel 5 % |
| chromite ore | 19239 |
ore | 0 | 100 | mine: sonic pick on a chromite ore vein (T2, Resource Harvesting 10, 10 ore per unit); worlds: crust, hot; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of chromium; by-products: iron 10 %, platinum 0.5 % |
| ilmenite ore | 19240 |
ore | 0 | 100 | mine: sonic pick on a ilmenite ore vein (T2, Resource Harvesting 10, 10 ore per unit); worlds: crust, wet, regolith; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of titanium; by-products: iron 20 %, vanadium 2 % |
| rutile sand | 19241 |
ore | 0 | 100 | mine: sonic pick on a rutile sand vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: wet, crust; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of titanium; by-products: zirconium 3 % |
| pyrolusite ore | 19242 |
ore | 0 | 100 | mine: sonic pick on a pyrolusite ore vein (T2, Resource Harvesting 10, 10 ore per unit); worlds: crust, wet; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of manganese; by-products: cobalt 2 % |
| molybdenite ore | 19243 |
ore | 0 | 100 | mine: sonic pick on a molybdenite ore vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: crust, volcanic; enriched on 'copper porphyry' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of molybdenum; by-products: rhenium 3 %, copper 5 % |
| wolframite ore | 19244 |
ore | 0 | 100 | mine: sonic pick on a wolframite ore vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: hot, crust; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of tungsten; by-products: manganese 5 %, iron 5 % |
| vanadinite ore | 19245 |
ore | 0 | 100 | mine: sonic pick on a vanadinite ore vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: arid, crust; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of vanadium; by-products: lead 20 % |
| coltan ore | 19246 |
ore | 0 | 100 | mine: sonic pick on a coltan ore vein (T4, Resource Harvesting 40, 15 ore per unit); worlds: crust, wet; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 15 ore + hand smelter -> 1 unit of niobium (60 %), tantalum (40 %); by-products: tin 3 % |
| pyrochlore ore | 19247 |
ore | 0 | 100 | mine: sonic pick on a pyrochlore ore vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: crust; enriched on 'rare-earth elements' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of niobium; by-products: thorium 2 %, cerium 2 % |
| zircon sand | 19248 |
ore | 0 | 100 | mine: sonic pick on a zircon sand vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: wet, crust; enriched on 'silicate geodes' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of zirconium; by-products: hafnium 5 %, thorium 1 % |
| argentite ore | 19249 |
ore | 1 | 100 | mine: sonic pick on a argentite ore vein (T4, Resource Harvesting 40, 15 ore per unit); worlds: crust, volcanic; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 15 ore + hand smelter -> 1 unit of silver; by-products: lead 5 %, gold 2 % |
| gold-bearing quartz | 19250 |
ore | 3 | 100 | mine: sonic pick on a gold-bearing quartz vein (T5, Resource Harvesting 55, 20 ore per unit); worlds: crust, volcanic; enriched on 'copper porphyry' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 20 ore + hand smelter -> 1 unit of gold; by-products: silver 10 %, tellurium 2 % |
| calaverite ore | 19251 |
ore | 1 | 100 | mine: sonic pick on a calaverite ore vein (T5, Resource Harvesting 55, 20 ore per unit); worlds: volcanic; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 20 ore + hand smelter -> 1 unit of tellurium (60 %), gold (40 %); by-products: silver 5 % |
| platinum-group nuggets | 19252 |
ore | 2 | 100 | mine: sonic pick on a platinum-group nuggets vein (T5, Resource Harvesting 55, 20 ore per unit); worlds: asteroid, hot, crust; enriched on 'platinum-group metals' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 20 ore + hand smelter -> 1 unit of platinum (40 %), palladium (30 %), rhodium (10 %), ruthenium (8 %), iridium (7 %), osmium (5 %); by-products: gold 2 % |
| cinnabar ore | 19253 |
ore | 0 | 100 | mine: sonic pick on a cinnabar ore vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: volcanic; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of mercury; by-products: sulfur 10 % |
| stibnite ore | 19254 |
ore | 0 | 100 | mine: sonic pick on a stibnite ore vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: volcanic, crust; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of antimony; by-products: sulfur 10 %, gold 1 % |
| bismuthinite ore | 19255 |
ore | 0 | 100 | mine: sonic pick on a bismuthinite ore vein (T4, Resource Harvesting 40, 15 ore per unit); worlds: crust, volcanic; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 15 ore + hand smelter -> 1 unit of bismuth; by-products: tin 3 % |
| arsenopyrite ore | 19256 |
ore | 0 | 100 | mine: sonic pick on a arsenopyrite ore vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: crust, volcanic; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of arsenic; by-products: gold 2 %, iron 10 % |
| spodumene ore | 19257 |
ore | 0 | 100 | mine: sonic pick on a spodumene ore vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: crust, arid; enriched on 'dilithic quartz' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of lithium; by-products: aluminum 5 % |
| lepidolite ore | 19258 |
ore | 1 | 100 | mine: sonic pick on a lepidolite ore vein (T4, Resource Harvesting 40, 15 ore per unit); worlds: crust; enriched on 'dilithic quartz' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 15 ore + hand smelter -> 1 unit of lithium (50 %), rubidium (30 %), caesium (20 %) |
| pollucite ore | 19259 |
ore | 3 | 100 | mine: sonic pick on a pollucite ore vein (T5, Resource Harvesting 55, 20 ore per unit); worlds: crust; enriched on 'silicate geodes' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 20 ore + hand smelter -> 1 unit of caesium; by-products: rubidium 5 % |
| beryl ore | 19260 |
ore | 1 | 100 | mine: sonic pick on a beryl ore vein (T4, Resource Harvesting 40, 15 ore per unit); worlds: crust; enriched on 'silicate geodes' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 15 ore + hand smelter -> 1 unit of beryllium; by-products: aluminum 5 % |
| halite (rock salt) | 19261 |
ore | 0 | 100 | mine: sonic pick on a halite (rock salt) vein (T1, Resource Harvesting 0, 10 ore per unit); worlds: arid, wet; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of sodium (50 %), chlorine (50 %); by-products: potassium 2 % |
| sylvite ore | 19262 |
ore | 0 | 100 | mine: sonic pick on a sylvite ore vein (T2, Resource Harvesting 10, 10 ore per unit); worlds: arid; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of potassium (60 %), chlorine (40 %); by-products: rubidium 0.5 % |
| fluorite ore | 19263 |
ore | 0 | 100 | mine: sonic pick on a fluorite ore vein (T2, Resource Harvesting 10, 10 ore per unit); worlds: crust, volcanic; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of calcium (50 %), fluorine (50 %); by-products: yttrium 1 % |
| limestone | 19264 |
ore | 0 | 100 | mine: sonic pick on a limestone vein (T1, Resource Harvesting 0, 10 ore per unit); worlds: wet, bio, crust; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of calcium; by-products: magnesium 5 % |
| dolomite | 19265 |
ore | 0 | 100 | mine: sonic pick on a dolomite vein (T1, Resource Harvesting 0, 10 ore per unit); worlds: wet, crust; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of magnesium (50 %), calcium (50 %) |
| magnesite ore | 19266 |
ore | 0 | 100 | mine: sonic pick on a magnesite ore vein (T2, Resource Harvesting 10, 10 ore per unit); worlds: crust; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of magnesium |
| celestine ore | 19267 |
ore | 0 | 100 | mine: sonic pick on a celestine ore vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: arid; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of strontium; by-products: barium 5 % |
| barite ore | 19268 |
ore | 0 | 100 | mine: sonic pick on a barite ore vein (T2, Resource Harvesting 10, 10 ore per unit); worlds: crust, arid; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of barium; by-products: strontium 5 % |
| borax ore | 19269 |
ore | 0 | 100 | mine: sonic pick on a borax ore vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: arid; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of boron (60 %), sodium (40 %); by-products: lithium 2 % |
| quartz | 19270 |
ore | 0 | 100 | mine: sonic pick on a quartz vein (T1, Resource Harvesting 0, 10 ore per unit); worlds: crust, arid; enriched on 'silicate geodes' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of silicon; by-products: gold 0.2 % |
| graphite ore | 19271 |
ore | 0 | 100 | mine: sonic pick on a graphite ore vein (T1, Resource Harvesting 0, 10 ore per unit); worlds: crust, bio; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of carbon |
| phosphate rock | 19272 |
ore | 0 | 100 | mine: sonic pick on a phosphate rock vein (T2, Resource Harvesting 10, 10 ore per unit); worlds: bio, crust, wet; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of phosphorus (70 %), calcium (30 %); by-products: fluorine 5 %, cerium 1 % |
| native sulfur | 19273 |
ore | 0 | 100 | mine: sonic pick on a native sulfur vein (T1, Resource Harvesting 0, 10 ore per unit); worlds: volcanic; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of sulfur; by-products: selenium 2 % |
| germanite ore | 19274 |
ore | 1 | 100 | mine: sonic pick on a germanite ore vein (T5, Resource Harvesting 55, 20 ore per unit); worlds: crust; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 20 ore + hand smelter -> 1 unit of germanium; by-products: copper 10 %, gallium 3 % |
| greenockite ore | 19275 |
ore | 0 | 100 | mine: sonic pick on a greenockite ore vein (T4, Resource Harvesting 40, 15 ore per unit); worlds: crust, volcanic; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 15 ore + hand smelter -> 1 unit of cadmium; by-products: zinc 10 % |
| lorandite ore | 19276 |
ore | 1 | 100 | mine: sonic pick on a lorandite ore vein (T5, Resource Harvesting 55, 20 ore per unit); worlds: volcanic; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 20 ore + hand smelter -> 1 unit of thallium; by-products: arsenic 20 % |
| thortveitite ore | 19277 |
ore | 1 | 100 | mine: sonic pick on a thortveitite ore vein (T5, Resource Harvesting 55, 20 ore per unit); worlds: crust; enriched on 'rare-earth elements' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 20 ore + hand smelter -> 1 unit of scandium (80 %), yttrium (20 %); by-products: hafnium 2 % |
| bastnasite ore | 19278 |
ore | 0 | 100 | mine: sonic pick on a bastnasite ore vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: crust, arid; enriched on 'rare-earth elements' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of cerium (45 %), lanthanum (30 %), neodymium (15 %), praseodymium (5 %), samarium (2 %), gadolinium (2 %) |
| monazite sand | 19279 |
ore | 0 | 100 | mine: sonic pick on a monazite sand vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: wet, crust; enriched on 'rare-earth elements' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of cerium (40 %), lanthanum (20 %), neodymium (18 %), thorium (6 %), praseodymium (5 %), samarium (4 %) |
| xenotime ore | 19280 |
ore | 0 | 100 | mine: sonic pick on a xenotime ore vein (T4, Resource Harvesting 40, 15 ore per unit); worlds: crust; enriched on 'rare-earth elements' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 15 ore + hand smelter -> 1 unit of yttrium (55 %), dysprosium (9 %), erbium (7 %), ytterbium (7 %), gadolinium (6 %), samarium (6 %) |
| ion-adsorption clay | 19281 |
ore | 0 | 100 | mine: sonic pick on a ion-adsorption clay vein (T4, Resource Harvesting 40, 15 ore per unit); worlds: wet, bio; enriched on 'rare-earth elements' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 15 ore + hand smelter -> 1 unit of yttrium (40 %), dysprosium (12 %), erbium (10 %), ytterbium (10 %), gadolinium (10 %), terbium (6 %) |
| pitchblende ore | 19282 |
ore | 1 | 100 | mine: sonic pick on a pitchblende ore vein (T4, Resource Harvesting 40, 15 ore per unit); worlds: crust, exotic; enriched on 'thorium' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 15 ore + hand smelter -> 1 unit of uranium; by-products: radium 3 %, polonium 1 %, protactinium 1 %, actinium 1 %, thorium 5 %, technetium 1 % |
| thorite ore | 19283 |
ore | 1 | 100 | mine: sonic pick on a thorite ore vein (T4, Resource Harvesting 40, 15 ore per unit); worlds: crust, exotic; enriched on 'thorium' worlds; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 15 ore + hand smelter -> 1 unit of thorium; by-products: uranium 10 %, cerium 2 % |
| caliche (iodate) ore | 19284 |
ore | 0 | 100 | mine: sonic pick on a caliche (iodate) ore vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: arid; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of iodine (60 %), sodium (40 %); by-products: nitrogen 5 % |
| bromide salts | 19285 |
ore | 0 | 100 | mine: sonic pick on a bromide salts vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: arid, wet; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of bromine (50 %), sodium (50 %); by-products: potassium 5 % |
| helium-3 regolith | 19286 |
ore | 0 | 100 | mine: sonic pick on a helium-3 regolith vein (T3, Resource Harvesting 25, 12 ore per unit); worlds: regolith; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 12 ore + hand smelter -> 1 unit of helium; by-products: iron 10 %, titanium 5 % |
| water ice | 19287 |
ore | 0 | 100 | mine: sonic pick on a water ice vein (T1, Resource Harvesting 0, 10 ore per unit); worlds: cold, regolith; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 10 ore + hand smelter -> 1 unit of hydrogen (67 %), oxygen (33 %) |
| transuranic residue | 19288 |
ore | 5 | 100 | mine: sonic pick on a transuranic residue vein (T6, Resource Harvesting 70, 25 ore per unit); worlds: exotic; /prospect with a hand scanner lists the planet's minerals and the nearest veins; smelt: 25 ore + hand smelter -> 1 unit of americium (26 %), curium (19 %), berkelium (14 %), californium (11 %), einsteinium (8 %), fermium (6 %); by-products: plutonium 20 %, neptunium 10 %, uranium 20 % |
| steel ingots | 19330 |
alloy | 10 | 50 | alloy: 'buy schematic alloy_steel' at a Commodities Agent (250 cr): 4 iron + 1 carbon -> 5 steel ingots (Schematic window); equivalent: counts as 19005 metal ingots in every recipe; vendor: none - Commodities Agents only buy alloys (50 % of list) |
| stainless steel ingots | 19331 |
alloy | 12 | 50 | alloy: 'buy schematic alloy_stainless' at a Commodities Agent (250 cr): 7 iron + 2 chromium + 1 nickel -> 10 stainless steel ingots (Schematic window); equivalent: counts as 19005 metal ingots in every recipe; vendor: none - Commodities Agents only buy alloys (50 % of list) |
| bronze ingots | 19332 |
alloy | 19 | 50 | alloy: 'buy schematic alloy_bronze' at a Commodities Agent (250 cr): 3 copper + 1 tin -> 4 bronze ingots (Schematic window); vendor: none - Commodities Agents only buy alloys (50 % of list) |
| brass ingots | 19333 |
alloy | 16 | 50 | alloy: 'buy schematic alloy_brass' at a Commodities Agent (250 cr): 2 copper + 1 zinc -> 3 brass ingots (Schematic window); vendor: none - Commodities Agents only buy alloys (50 % of list) |
| titanium alloy ingots | 19334 |
alloy | 24 | 50 | alloy: 'buy schematic alloy_ti_alloy' at a Commodities Agent (250 cr): 9 titanium + 1 aluminum + 1 vanadium -> 10 titanium alloy ingots (Schematic window); equivalent: counts as 19005 metal ingots in every recipe; vendor: none - Commodities Agents only buy alloys (50 % of list) |
| duralumin ingots | 19335 |
alloy | 15 | 50 | alloy: 'buy schematic alloy_duralumin' at a Commodities Agent (250 cr): 9 aluminum + 1 copper + 1 magnesium -> 10 duralumin ingots (Schematic window); equivalent: counts as 19005 metal ingots in every recipe; vendor: none - Commodities Agents only buy alloys (50 % of list) |
| nickel superalloy ingots | 19336 |
alloy | 29 | 50 | alloy: 'buy schematic alloy_superalloy' at a Commodities Agent (250 cr): 5 nickel + 2 chromium + 1 cobalt + 1 molybdenum -> 8 nickel superalloy ingots (Schematic window); equivalent: counts as 19005 metal ingots in every recipe; vendor: none - Commodities Agents only buy alloys (50 % of list) |
| invar ingots | 19337 |
alloy | 12 | 50 | alloy: 'buy schematic alloy_invar' at a Commodities Agent (250 cr): 2 iron + 1 nickel -> 3 invar ingots (Schematic window); vendor: none - Commodities Agents only buy alloys (50 % of list) |
| tungsten carbide | 19338 |
alloy | 34 | 50 | alloy: 'buy schematic alloy_tungsten_carbide' at a Commodities Agent (250 cr): 4 tungsten + 1 carbon -> 4 tungsten carbide (Schematic window); vendor: none - Commodities Agents only buy alloys (50 % of list) |
| neodymium magnets | 19339 |
alloy | 22 | 50 | alloy: 'buy schematic alloy_ndfeb' at a Commodities Agent (250 cr): 2 neodymium + 7 iron + 1 boron -> 8 neodymium magnets (Schematic window); vendor: none - Commodities Agents only buy alloys (50 % of list) |
| superconductor wire | 19340 |
alloy | 34 | 50 | alloy: 'buy schematic alloy_nbti' at a Commodities Agent (250 cr): 1 niobium + 1 titanium -> 2 superconductor wire (Schematic window); vendor: none - Commodities Agents only buy alloys (50 % of list) |
| solder | 19341 |
alloy | 27 | 50 | alloy: 'buy schematic alloy_solder' at a Commodities Agent (250 cr): 3 tin + 1 silver + 1 copper -> 5 solder (Schematic window); vendor: none - Commodities Agents only buy alloys (50 % of list) |
| pewter ingots | 19342 |
alloy | 22 | 50 | alloy: 'buy schematic alloy_pewter' at a Commodities Agent (250 cr): 9 tin + 1 antimony -> 10 pewter ingots (Schematic window); vendor: none - Commodities Agents only buy alloys (50 % of list) |
| electrum ingots | 19343 |
alloy | 99 | 50 | alloy: 'buy schematic alloy_electrum' at a Commodities Agent (250 cr): 1 gold + 1 silver -> 2 electrum ingots (Schematic window); vendor: none - Commodities Agents only buy alloys (50 % of list) |
| sterling silver ingots | 19344 |
alloy | 48 | 50 | alloy: 'buy schematic alloy_sterling' at a Commodities Agent (250 cr): 9 silver + 1 copper -> 10 sterling silver ingots (Schematic window); vendor: none - Commodities Agents only buy alloys (50 % of list) |
| white gold ingots | 19345 |
alloy | 149 | 50 | alloy: 'buy schematic alloy_white_gold' at a Commodities Agent (250 cr): 3 gold + 1 palladium -> 4 white gold ingots (Schematic window); vendor: none - Commodities Agents only buy alloys (50 % of list) |
| gallium arsenide wafers | 19346 |
alloy | 39 | 50 | alloy: 'buy schematic alloy_gaas' at a Commodities Agent (250 cr): 1 gallium + 1 arsenic -> 2 gallium arsenide wafers (Schematic window); vendor: none - Commodities Agents only buy alloys (50 % of list) |
| staballoy (depleted uranium) ingots | 19347 |
alloy | 34 | 50 | alloy: 'buy schematic alloy_staballoy' at a Commodities Agent (250 cr): 9 uranium + 1 titanium -> 10 staballoy (depleted uranium) ingots (Schematic window); vendor: none - Commodities Agents only buy alloys (50 % of list) |
| borosilicate glass | 19348 |
alloy | 14 | 50 | alloy: 'buy schematic alloy_borosilicate' at a Commodities Agent (250 cr): 4 silicon + 1 boron -> 5 borosilicate glass (Schematic window); vendor: none - Commodities Agents only buy alloys (50 % of list) |
| welder (basic) | 14017 |
tool | 250 | 1 | vendor: general/tool shelves; loot: freighter tables |
| welder (advanced) | 14018 |
tool | 900 | 1 | vendor: general/tool shelves; loot: freighter tables |
| welder (master) | 14019 |
tool | 2,500 | 1 | vendor: general/tool shelves; loot: freighter tables |
| tracer (basic) | 14014 |
tool | 250 | 1 | vendor: general/tool shelves; loot: freighter tables |
| tracer (advanced) | 14015 |
tool | 900 | 1 | vendor: general/tool shelves; loot: freighter tables |
| tracer (master) | 14016 |
tool | 2,500 | 1 | vendor: general/tool shelves; loot: freighter tables |
| bonder (basic) | 14011 |
tool | 250 | 1 | vendor: general/tool shelves; loot: freighter tables |
| bonder (advanced) | 14012 |
tool | 900 | 1 | vendor: general/tool shelves; loot: freighter tables |
| bonder (master) | 14013 |
tool | 2,500 | 1 | vendor: general/tool shelves; loot: freighter tables |
Tool grades: tier 1-2 work needs the basic welder / bonder / tracer, tier 3-4 the advanced one, tier 5 the master one.
Appendix B. Fab Bay, Science Bay, Hydroponics and Provisions
These tables are generated from the game data, so they match what the server uses.
The code column is what you type in commands (for example /sb mount sb_spec_mk1 or /hydro make garden_pizza; goods also work without the good_ prefix). Materials are listed by name. Race-equivalent ingots and electronics are accepted one for one (see Chapter 9).
B1 Experimental Fab Bays and labs
| bay | code | hulls | rooms | crew | power idle / running | max part | tech cap | stages | lab events | minutes / cooldown | jobs | success / breakthrough bonus | containment / accident x | part A saved | special | price cr |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| AFB-1 Experimental Fab Bay | fab_bay_mk1 |
any | 2 | 1 science | 150 / 250 | T2 | T2 | 1 | 25% | 120 / 120 | 1 | +0 / +0 | 1 / x1.25 | 0% | no artifacts | 60,000 |
| AFB-2 Experimental Fab Bay | fab_bay_mk2 |
any | 2 | 2 science | 300 / 450 | T4 | T3 | 2 | 25% | 90 / 90 | 1 | +5 / +3 | 2 / x1.0 | 50% | - | 180,000 |
| AFB-3 Experimental Fab Bay | fab_bay_mk3 |
capital hulls | 2 | 3 science +1 engineering | 500 / 800 | T5 | T4 | 3 | 25% | 60 / 60 | 2 | +10 / +6 | 3 / x0.6 | 80% | - | 520,000 |
| KFB Forge-Bay | fab_bay_klin_forge |
Deathwing | 2 | 2 engineering | 450 / 700 | T4 | T4 | 2 | 25% | 75 / 75 | 1 | +6 / +5 | 2 / x1.2 | 50% | bonus: beam weapon +8, torpedo launcher +8, hull plating +8; penalty: life support unit -10, Tikopai bio-part -10; reactor heat +20 per run | 380,000 |
| TRL Resonance Lab | fab_bay_ther_resonance |
Star Warrior | 2 | 2 science | 400 / 600 | T4 | T4 | 2 | 25% | 80 / 80 | 1 | +8 / +4 | 3 / x0.8 | 50% | bonus: MagPulse coil +6, shield generator +6, sensor array +6; bad race pairs count as 0 | 340,000 |
| TKG Grafting Grove | fab_bay_tiko_grove |
any | 2 | 1 medical | 200 / 260 | T3 | T3 | 2 | 25% | 120 / 60 | 1 | +4 / +2 | 1 / x0.7 | 50% | bonus: Tikopai bio-part +10, life support unit +10, hull plating +4; penalty: EMPlaser -8, XON blank part -5; runs 50% longer; most accidents are harmless overgrowth | 150,000 |
| Celay Bio-Lab | fab_bay_celay_bio |
any | 1 | 1 medical | 150 / 220 | T3 | T3 | 2 | 25% | 100 / 60 | 1 | +3 / +2 | 2 / x0.5 | 50% | bonus: Alien Salvage +8, life support unit +8, medical +8; favours medical, crew, cargo results; weapons x0.5; no artifacts | 120,000 |
| ADL Derelict Analysis Lab | fab_bay_derelict |
any | 2 | 1 engineering +1 science | 350 / 500 | T4 | T4 | 2 | 25% | 120 / 120 | 1 | +5 / +3 | 2 / x0.9 | 50% | /fab teardown, Derelict Cores | 300,000 |
| AXC Anomaly Containment Lab | fab_bay_anomaly |
Ticonderoga, Titan, Deathwing, Star Warrior | 2 | 3 science +1 engineering | 700 / 1100 | T5 | T5 | 3 | 50% | 90 / 120 | 1 | +4 / +8 | 4 / x1.0 | 50% | Anomaly Samples (decay 48 h) | 750,000 |
Building a fab bay (yard or self-install, in the refit room at its room label, docked for tier 3+):
| bay | materials | build time | tools | skill | difficulty |
|---|---|---|---|---|---|
| AFB-1 Experimental Fab Bay | 24 electronic components, 12 trycene crystals, 12 plastic, 19 metal ingots, 14 steel ingots, 14 silicon wafers | 4h | welder (basic), bonder (basic), tracer (basic) | Fabrication Technology | 5 |
| AFB-2 Experimental Fab Bay | 77 electronic components, 43 trycene crystals, 34 plastic, 17 fabric, 48 metal ingots, 34 stainless steel ingots, 27 silicon wafers, 14 borosilicate glass, 14 copper ingots, 3 cerium ingots, 2 lanthanum ingots | 10h | welder (basic), bonder (basic), tracer (basic) | Fabrication Technology | 15 |
| AFB-3 Experimental Fab Bay | 170 electronic components, 114 trycene crystals, 76 plastic, 38 fabric, 10 Containment Lattice, 91 metal ingots, 61 stainless steel ingots, 61 silicon wafers, 30 borosilicate glass, 30 copper ingots, 30 superconductor wire, 4 cerium ingots, 3 neodymium ingots, 2 lanthanum ingots | 24h | welder (advanced), bonder (advanced), tracer (advanced) | Fabrication Technology | 35 |
| KFB Forge-Bay | 129 Klinshaya electronic components, 86 trycene crystals, 43 plastic, 4 Containment Lattice, 90 Klinshaya metal ingots, 60 stainless steel ingots, 60 silicon wafers, 30 borosilicate glass, 30 copper ingots, 30 superconductor wire, 4 cerium ingots, 3 neodymium ingots, 2 lanthanum ingots | 18h | welder (advanced), bonder (advanced), tracer (advanced) | Fabrication Technology | 40 |
| TRL Resonance Lab | 120 Therataan electronic components, 100 trycene crystals, 20 fabric, 4 Containment Lattice, 71 Therataan metal ingots, 48 stainless steel ingots, 48 silicon wafers, 24 borosilicate glass, 24 copper ingots, 24 superconductor wire, 4 cerium ingots, 3 neodymium ingots, 2 lanthanum ingots | 16h | welder (advanced), bonder (advanced), tracer (advanced) | Fabrication Technology | 35 |
| TKG Grafting Grove | 57 Tikopai/Ryl'Atti electronic components, 69 fabric, 46 wooden boards, 23 plastic, 40 Tikopai/Ryl'Atti metal ingots, 29 stainless steel ingots, 23 silicon wafers, 11 borosilicate glass, 12 copper ingots, 3 cerium ingots, 2 lanthanum ingots | 12h | welder (basic), bonder (basic), tracer (basic) | Fabrication Technology | 15 |
| Celay Bio-Lab | 43 electronic components, 43 fabric, 32 plastic, 21 synthleather, 30 metal ingots, 21 stainless steel ingots, 17 silicon wafers, 8 borosilicate glass, 9 copper ingots, 3 cerium ingots, 1 lanthanum ingots | 10h | welder (basic), bonder (basic), tracer (basic) | Fabrication Technology | 10 |
| ADL Derelict Analysis Lab | 106 electronic components, 35 trycene crystals, 53 plastic, 6 Alien Salvage, 64 metal ingots, 42 stainless steel ingots, 43 silicon wafers, 21 borosilicate glass, 21 copper ingots, 21 superconductor wire, 4 cerium ingots, 3 neodymium ingots, 2 lanthanum ingots | 16h | welder (advanced), bonder (advanced), tracer (advanced) | Fabrication Technology | 25 |
| AXC Anomaly Containment Lab | 291 electronic components, 194 trycene crystals, 97 plastic, 16 Containment Lattice, 145 metal ingots, 97 stainless steel ingots, 97 silicon wafers, 48 borosilicate glass, 49 copper ingots, 48 superconductor wire, 4 yttrium ingots, 4 neodymium ingots, 4 palladium ingots, 3 platinum ingots, 2 rhodium ingots, 3 gallium arsenide wafers | 30h | welder (advanced), bonder (advanced), tracer (advanced) | Fabrication Technology | 45 |
B2 Alien-tech hybrids
Catalysts for every experiment: trycene x (2 x T), electronic components x T and plastic x 2, where T is the higher tier of your two parts; bays of tier 3 and up (AFB-3, Forge, Resonance Lab, Derelict Lab, AXC) also take 1 Containment Lattice. The catalysts column shows the amounts for this hybrid's usual parts. RT = research tier your faction pair needs (Chapter 6). Stage 2 hybrids use a finished hybrid as part A. Fitting a finished hybrid uses the Schematic window (hardpoints) or the refit-room install (refit rooms).
| hybrid | code | part A + part B | faction pair | rarity | RT | stage | bays | effects | side effects | catalysts | install (where; materials; time; skill) |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Phase-Tuned Laser MK | phase_tuned_laser |
beam weapon from your own race's line + Therataan MagPulse coil | your race + Therataan | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power +10%; beam damage 18; damage that skips shields +25%; range +10% | power demand +10%; beam cooldown 2.0 -> 2.2 s | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | weapon hardpoint; 10 electronic components, 3 trycene crystals, 6 metal ingots, 5 stainless steel ingots, 5 titanium alloy ingots, 4 duralumin ingots; 3h; skill Fabrication Technology diff 25 |
| Ion-Charged KAMT | ion_charged_kamt |
torpedo launcher from your own race's line + XON EMPlaser | your race + XON | rare | 3 | 1 | AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | weapon rating +5%; torpedo damage 37; subsystem disable +15%; disable s 3 | 2% per launch: your own sensors take 5% damage | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | weapon hardpoint; 10 electronic components, 3 trycene crystals, 6 metal ingots, 5 stainless steel ingots, 5 titanium alloy ingots, 4 duralumin ingots; 3h; skill Fabrication Technology diff 25 |
| Dual-Mode EMPlaser | dual_mode_emplaser |
beam weapon from your own race's line + XON EMPlaser | your race + XON | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | modes: cut / emp | - | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | weapon hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Printed Lattice Hull | printed_lattice_hull |
hull plating from your own race's line + XON blank part | your race + XON | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | hull strength +8%; internal-hit chance 60 -> 54; hull repair cost -15% | - | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | hull hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 3 steel ingots, 3 stainless steel ingots, 1 aluminum ingots, 1 lead ingots; 2h; skill Fabrication Technology diff 15 |
| Mag-Clamped Hull Plating | mag_clamped_hull |
hull plating from your own race's line + Therataan MagPulse coil | your race + Therataan | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | hull strength +12%; incoming torpedo damage -15% | all shield facings regen 1/s -> 0.9/s | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | hull hardpoint; 10 electronic components, 3 trycene crystals, 6 metal ingots, 5 stainless steel ingots, 3 titanium alloy ingots, 2 tungsten ingots, 2 lead ingots, 2 boron crystals, 1 silver ingots; 3h; skill Fabrication Technology diff 25 |
| Living Shield Weave | living_shield_weave |
shield generator from your own race's line + Tikopai bio-part | your race + Tikopai | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | shield strength -10%; shield regen /s 1.25; life support draw +50 on life support | max capacity -10%; regen falls to 0.6/s if life support is below 50% health | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | shield hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 3 steel ingots, 3 stainless steel ingots, 1 aluminum ingots, 1 lead ingots; 2h; skill Fabrication Technology diff 15 |
| APD-M Mag-Flak Lattice | aegis_m_flak |
point-defense mount from your own race's line + Therataan MagPulse coil | your race + Therataan | rare | 3 | 1 | AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | torpedo intercept +30%; also stops fighters and drones; power draw 150 | +150 power demand (server supply bonus negative) | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | refit room; 20 electronic components, 6 trycene crystals, 12 metal ingots, 10 titanium alloy ingots, 6 tungsten carbide, 8 copper ingots, 4 superconductor wire, 3 neodymium magnets, 1 gallium arsenide wafers; 6h; skill Fabrication Technology diff 25 |
| APD-E Static Curtain | static_curtain |
point-defense mount from your own race's line + XON EMPlaser | your race + XON | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | torpedo intercept +25%; power draw 100 | 5% per intercept: tactical (weapons) offline 1 s | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | refit room; 12 electronic components, 4 trycene crystals, 10 metal ingots, 6 steel ingots, 4 titanium alloy ingots, 5 copper ingots, 1 neodymium magnets; 4h; skill Fabrication Technology diff 15 |
| TKPD Swarm Nest | swarm_drone_nest |
point-defense mount from your own race's line + Tikopai bio-part | your race + Tikopai | rare | 3 | 1 | AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | drones 6; intercepts per drone 2; drone regrow s 600; power draw 120 | the drones also attack your own tractored objects | 8 trycene crystals, 4 electronic components, 2 plastic, 4 cerium ingots, 2 palladium ingots, 1 platinum ingots | refit room; 30 electronic components, 10 trycene crystals, 15 metal ingots, 15 titanium alloy ingots, 12 tungsten carbide, 9 copper ingots, 9 superconductor wire, 6 neodymium magnets, 4 gallium arsenide wafers, 2 platinum ingots; 8h; skill Fabrication Technology diff 35 |
| AFG-X Flux Capacitor Annex | flux_capacitor_bank |
aux generator from your own race's line + Therataan MagPulse coil | your race + Therataan | rare | 3 | 1 | AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | aux generator supply +15%; burst power 600; burst s 10; burst cooldown s 120; order: /fab burst; aux supply +15% | 3% per burst: reactor heat +40 | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | refit room; 20 electronic components, 6 trycene crystals, 12 metal ingots, 10 stainless steel ingots, 10 titanium alloy ingots, 8 duralumin ingots; 6h; skill Fabrication Technology diff 25 |
| TKFE Spore-Sail Drive | spore_sail_drive |
fusion engine from your own race's line + Tikopai bio-part | your race + Tikopai | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | thrust +12%; fuel burn x0.9 | the engine ages: flank wear counts at 1.2x | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | engine hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Overclocked Blank Engine | overclocked_blank_engine |
fusion engine from your own race's line + XON blank part | your race + XON | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | thrust +20%; power +10% | flank wear 2x; in combat, 2%/h: engine damage +25% | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | engine hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Hunter-Seeker AAMT | hunter_seeker_warhead |
torpedo launcher from your own race's line + Alliance sensor array | your race + Alliance | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | torpedo ammo 10 -> 8; min hit chance 0.5; max hit chance 0.85 | ammo per launcher 10 -> 8 | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | weapon hardpoint; 10 electronic components, 3 trycene crystals, 6 metal ingots, 5 stainless steel ingots, 5 titanium alloy ingots, 4 duralumin ingots; 3h; skill Fabrication Technology diff 25 |
| Mag-Tether KTB | mag_tether |
tractor beam from your own race's line + Therataan MagPulse coil | your race + Therataan | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | tractor range/strength +40%; power 100 -> 140; tow mass +50% | own propulsion -10% while towing | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | tractor hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Symbiotic Scrubbers | symbiotic_scrubbers |
life support unit from your own race's line + Tikopai bio-part | your race + Tikopai | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power 100 -> 60; crew healed per min 1 | if damaged >50%: a 'spores in vents' message, crew morale event | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | life support hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Printed Hex Emitter | printed_hex_emitter |
shield generator from your own race's line + XON blank part | your race + XON | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | shield strength -5%; shield repair damage control 2%/s -> 3%/s on this slot | - | 2 trycene crystals, 1 electronic components, 2 plastic, 1 nickel ingots | shield hardpoint; 4 electronic components, 1 trycene crystals, 3 metal ingots, 3 steel ingots, 1 aluminum ingots; 1h; skill Fabrication Technology diff 5 |
| TKAMT Seed Torpedo | seed_torpedo |
torpedo launcher from your own race's line + Tikopai bio-part | your race + Tikopai | rare | 3 | 1 | AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | torpedo damage 28; burn damage /s 1; burn s 20 | if the launcher sits unfired 7 days, 10%: it damages its own slot by 20% | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | weapon hardpoint; 10 electronic components, 3 trycene crystals, 6 metal ingots, 5 stainless steel ingots, 5 titanium alloy ingots, 4 duralumin ingots; 3h; skill Fabrication Technology diff 25 |
| Quen Harmonic Lance | quen_harmonic_lance |
beam weapon from your own race's line + Quen Resonator | your race + Quen | rare | 3 | 1 | AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power +25%; beam damage 23; cooldown s 2.8; subsystem damage +10% | while charging, your ship ignores ECM on itself | 8 trycene crystals, 4 electronic components, 2 plastic, 4 cerium ingots, 2 palladium ingots, 1 platinum ingots | weapon hardpoint; 15 electronic components, 5 trycene crystals, 9 metal ingots, 6 stainless steel ingots, 7 titanium alloy ingots, 3 duralumin ingots, 5 nickel superalloy ingots, 1 rhenium ingots; 4h; skill Fabrication Technology diff 35 |
| Chitin-Weave Hull | ryl_chitin_hull |
hull plating from your own race's line + Ryl'Atti Carapace Shard | your race + Ryl'Atti | rare | 3 | 1 | AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | hull strength +6%; beams reflected +5% | hull repairs need Tikopai/Ryl'Atti metal ingots race ingots instead of metal ingots | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | hull hardpoint; 10 electronic components, 3 trycene crystals, 6 metal ingots, 5 stainless steel ingots, 3 titanium alloy ingots, 2 tungsten ingots, 2 lead ingots, 2 boron crystals, 1 silver ingots; 3h; skill Fabrication Technology diff 25 |
| K-1L Logistics Core | logistics_ai |
main computer from your own race's line + Alliance main computer | your race + Alliance | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | computer capacity +10%; damage control 2%/s -> 2.2%/s | refuses to log contraband sales | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | main computer hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Gestalt Core | gestalt_core |
main computer from your own race's line + Quen Resonator | your race + Quen | legendary | 4 | 1 | AFB-3, Forge, Resonance | computer capacity +25%; hit chance +8%; runs damage control itself; names itself | 1%: refuses a fire order; sulks 10 min after the ship takes >50% hull damage (all bonuses -5); talks on the ship channel; once a month, proposes a new ship name | 10 trycene crystals, 5 electronic components, 2 plastic, 1 Containment Lattice, 5 cerium ingots, 2 palladium ingots, 2 platinum ingots, 1 rhodium ingots, 1 iridium ingots | main computer hardpoint; 20 electronic components, 7 trycene crystals, 12 metal ingots, 8 stainless steel ingots, 10 titanium alloy ingots, 4 duralumin ingots, 6 nickel superalloy ingots, 1 rhenium ingots; 5h; skill Fabrication Technology diff 45 |
| Fold Drive (unstable) | ryl_fold_drive |
hyperdrive from your own race's line + Ryl'Atti Carapace Shard | your race + Ryl'Atti | rare | 3 | 1 | AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power 800 -> 1000; long-jump chance +20%; long-jump range +50% | 3%: arrives in a random adjacent sector; 1%: hull and hyperdrive take 8% damage | 8 trycene crystals, 4 electronic components, 2 plastic, 4 cerium ingots, 2 palladium ingots, 1 platinum ingots | hyperdrive hardpoint; 15 electronic components, 5 trycene crystals, 9 metal ingots, 6 stainless steel ingots, 7 titanium alloy ingots, 3 duralumin ingots, 5 nickel superalloy ingots, 1 rhenium ingots; 4h; skill Fabrication Technology diff 35 |
| Echo Drive | echo_drive |
hyperdrive from your own race's line + Quen Resonator | your race + Quen | rare | 3 | 1 | AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | hyperdrive spool -30% | leaves a ghost contact at the origin for 60 s | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | hyperdrive hardpoint; 10 electronic components, 3 trycene crystals, 6 metal ingots, 5 stainless steel ingots, 5 titanium alloy ingots, 4 duralumin ingots; 3h; skill Fabrication Technology diff 25 |
| CLOACA Shroud Fragment | cloaca_shroud |
shroud from your own race's line + CLOACA device | your race + Unknown | legendary | 4 | 1 | AFB-3, Forge, Resonance | shroud on/off; power +1200 while on; enemy hit chance -40%; detection range when stopped -60% | while on: shield capacity -30%, cannot fire; 4 s to drop the shroud before weapons are ready | 10 trycene crystals, 5 electronic components, 2 plastic, 1 Containment Lattice, 5 cerium ingots, 2 palladium ingots, 2 platinum ingots, 1 rhodium ingots, 1 iridium ingots | shroud hardpoint; 20 electronic components, 7 trycene crystals, 12 metal ingots, 8 stainless steel ingots, 10 titanium alloy ingots, 4 duralumin ingots, 6 nickel superalloy ingots, 1 rhenium ingots; 5h; skill Fabrication Technology diff 45 |
| KPD Shot-Wall | klin_shot_wall |
point-defense mount from your own race's line + Klinshaya beam weapon | your race + Klinshaya | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | torpedo intercept +18%; power draw 80; uses ammo 1 torpedo ammo per 3 intercepts | - | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | refit room; 12 electronic components, 4 trycene crystals, 10 metal ingots, 6 steel ingots, 4 titanium alloy ingots, 5 copper ingots, 1 neodymium magnets; 4h; skill Fabrication Technology diff 15 |
| TKSP Sensor Web | tikopai_sensor_web |
sensor array from your own race's line + Tikopai bio-part | your race + Tikopai | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | sensor range +15%; sees shrouded ships; shroud detection range +50% | crew morale -3% (it hums) | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | sensors hardpoint; 10 electronic components, 3 trycene crystals, 6 metal ingots, 5 stainless steel ingots, 5 titanium alloy ingots, 4 duralumin ingots; 3h; skill Fabrication Technology diff 25 |
| Fused Slag Curio | fused_slag_curio |
any ship part from your own race's line + any ship part | your race + any | curio | 0 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | sells for cr 250 | - | 2 trycene crystals, 1 electronic components, 2 plastic, 1 nickel ingots | trade item (sell it) |
| AK-Coupled Laser MK | ak_coupled_laser |
beam weapon (Alliance) + Klinshaya beam weapon | Alliance + Klinshaya | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power +5%; beam damage 17; cooldown s 1.85 | beam damage 18 -> 17 | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | weapon hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| ASP-T Field Array | asp_t_field_array |
sensor array (Alliance) + Therataan sensor array | Alliance + Therataan | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | sensor range +8%; scan time -10% | - | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | sensors hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Moss-Culture Sickbay | moss_culture_sickbay |
life support unit (Alliance) + Tikopai bio-part | Alliance + Tikopai | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power draw 60; crew healed per min 2; injury recovery +30%; life support draw -20 on life support | the room smells of wet earth (crew morale -1 for non-Tikopai crew) | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | refit room (medical module); 12 electronic components, 4 trycene crystals, 9 metal ingots, 7 steel ingots, 5 duralumin ingots, 4 titanium alloy ingots; 4h; skill Fabrication Technology diff 15 |
| ACS-X Burst Relay | acs_x_burst_relay |
comms set (Alliance) + XON EMPlaser | Alliance + XON | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power 50 -> 70; ECM strength +0.03; ECM cap 0.63 | 1% per jammed hit: comms offline 5 s from EMP feedback | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | comms hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Quen Phase Transporter | quen_phase_transporter |
transporter (Alliance) + Quen Resonator | Alliance + Quen | rare | 3 | 1 | AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power draw 180; transporter range +50%; beams through shields below +25% | each transport through shields: 3% the transportee arrives 'out of phase' (stunned 10 s); +180 power | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | refit room (transporter module); 20 electronic components, 6 trycene crystals, 12 metal ingots, 10 stainless steel ingots, 10 titanium alloy ingots, 8 duralumin ingots; 6h; skill Fabrication Technology diff 25 |
| Ryl'Atti Night Mantle | night_mantle |
shroud (Alliance) + Ryl'Atti Carapace Shard | Alliance + Ryl'Atti | rare | 3 | 1 | AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power draw 300; signature -25%; (only when idle); detection range when idle -35% | only works with throttle 0 and weapons cold; +300 power; 5%/day: the shard 'wakes' and the mantle drops for 10 min | 8 trycene crystals, 4 electronic components, 2 plastic, 4 cerium ingots, 2 palladium ingots, 1 platinum ingots | refit room (stealth module); 30 electronic components, 10 trycene crystals, 18 metal ingots, 12 stainless steel ingots, 15 titanium alloy ingots, 6 duralumin ingots, 9 nickel superalloy ingots, 1 rhenium ingots; 8h; skill Fabrication Technology diff 35 |
| KAMT-A Tandem Warhead | kamt_a_tandem |
torpedo launcher (Klinshaya) + Alliance torpedo launcher | Klinshaya + Alliance | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | torpedo ammo 10 -> 9; torpedo damage 36; damage that skips shields +10% | ammo per launcher 10 -> 9 | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | weapon hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| KSG-T Layered Screen | ksg_t_layered_screen |
shield generator (Klinshaya) + Therataan shield generator | Klinshaya + Therataan | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | shield strength +6%; shield regen /s 0.95 | regen 1/s -> 0.95/s | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | shield hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 3 steel ingots, 3 stainless steel ingots, 1 aluminum ingots, 1 lead ingots; 2h; skill Fabrication Technology diff 15 |
| Brood Hangar | brood_hangar |
tractor beam (Klinshaya) + Tikopai bio-part | Klinshaya + Tikopai | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power draw 120; drones 2; drone scan range +40%; drone regrow s 900 | the brood needs feeding: 1 x plastic plastic per drone regrown; Klinshayan crew complain: crew morale -2 | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | refit room (hangar module); 20 electronic components, 6 trycene crystals, 12 metal ingots, 10 stainless steel ingots, 10 titanium alloy ingots, 8 duralumin ingots; 6h; skill Fabrication Technology diff 25 |
| SKL Printed Barrel | skl_printed_barrel |
beam weapon (Klinshaya) + XON blank part | Klinshaya + XON | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | beam damage 18; cooldown s 1.9 | 2% per shot: the barrel jams for 4 s | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | weapon hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Celay Folded Hold | celay_folded_hold |
fuel tank (Klinshaya) + Alien Salvage | Klinshaya + Celay | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power draw 30; cargo +60 | a room hit spills 10% of the hold's contents into space | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | refit room (cargo module); 12 electronic components, 4 trycene crystals, 9 metal ingots, 7 steel ingots, 5 duralumin ingots, 4 titanium alloy ingots; 4h; skill Fabrication Technology diff 15 |
| Bone-Song Plating | bone_song_plating |
hull plating (Klinshaya) + Ryl'Atti Carapace Shard | Klinshaya + Ryl'Atti | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | hull strength +9%; internal-hit chance 60 -> 55 | the hull hums at night: crew morale -2 | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | hull hardpoint; 10 electronic components, 3 trycene crystals, 6 metal ingots, 5 stainless steel ingots, 3 titanium alloy ingots, 2 tungsten ingots, 2 lead ingots, 2 boron crystals, 1 silver ingots; 3h; skill Fabrication Technology diff 25 |
| TTB-A Docking Clamp | ttb_a_docking_clamp |
tractor beam (Therataan) + Alliance tractor beam | Therataan + Alliance | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | tractor range/strength +20%; power 100 -> 110; tow mass +15% | - | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | tractor hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| TAMT-K Cluster Torpedo | tamt_k_cluster |
torpedo launcher (Therataan) + Klinshaya torpedo launcher | Therataan + Klinshaya | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | torpedo damage 28; fragments 3; fragment damage 4; fragment x vs small craft 3 | main warhead 35 -> 28 | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | weapon hardpoint; 10 electronic components, 3 trycene crystals, 6 metal ingots, 5 stainless steel ingots, 5 titanium alloy ingots, 4 duralumin ingots; 3h; skill Fabrication Technology diff 25 |
| Coral-Grown Hull | coral_grown_hull |
hull plating (Therataan) + Tikopai bio-part | Therataan + Tikopai | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | hull regen %/min out of combat 0.2; regen up to +70% | regrown sections count as 'living': repairs need fabric fabric x2 extra | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | hull hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 3 steel ingots, 3 stainless steel ingots, 1 aluminum ingots, 1 lead ingots; 2h; skill Fabrication Technology diff 15 |
| TZPR Printed Core | tzpr_printed_core |
reactor (Therataan) + XON blank part | Therataan + XON | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power +5% | extra reactor heat +0.2/s while load > 0.95 | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | reactor hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Quen Resonant Bulwark | quen_resonant_bulwark |
shield generator (Therataan) + Quen Resonator | Therataan + Quen | rare | 3 | 1 | AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power draw 220; shield facing donates 10; donate cooldown s 20 | +220 power; while donating, all facings regen at 0.5/s for 5 s | 8 trycene crystals, 4 electronic components, 2 plastic, 4 cerium ingots, 2 palladium ingots, 1 platinum ingots | refit room (defense module); 30 electronic components, 10 trycene crystals, 15 metal ingots, 12 stainless steel ingots, 9 titanium alloy ingots, 9 staballoy (depleted uranium) ingots, 6 tungsten ingots, 3 lead ingots, 6 boron crystals, 3 silver ingots, 1 gold ingots; 8h; skill Fabrication Technology diff 35 |
| Celay Garden Sickbay | celay_garden_sickbay |
life support unit (Therataan) + Alien Salvage | Therataan + Celay | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power draw 50; crew healed per min 1; morale +3 | - | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | refit room (medical module); 12 electronic components, 4 trycene crystals, 9 metal ingots, 7 steel ingots, 5 duralumin ingots, 4 titanium alloy ingots; 4h; skill Fabrication Technology diff 15 |
| Ryl'Atti Echo Lab | ryl_echo_lab |
sensor array (Therataan) + Ryl'Atti Carapace Shard | Therataan + Ryl'Atti | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power draw 140; research speed +18%; scan range +20% | 2% per research project: the shard 'answers' and the project restarts from 50% | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | refit room (science lab module); 20 electronic components, 6 trycene crystals, 12 metal ingots, 10 stainless steel ingots, 10 titanium alloy ingots, 8 duralumin ingots; 6h; skill Fabrication Technology diff 25 |
| TKFE-A Grafted Thruster | tkfe_a_grafted_thruster |
fusion engine (Tikopai) + Alliance fusion engine | Tikopai + Alliance | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | thrust +10%; fuel burn x1.05 | fuel burn x1.05 | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | engine hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Thorn-Screen TKSG | thorn_screen_tksg |
shield generator (Tikopai) + Klinshaya shield generator | Tikopai + Klinshaya | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | shield strength +5%; shield regen /s 1.05 | - | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | shield hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 3 steel ingots, 3 stainless steel ingots, 1 aluminum ingots, 1 lead ingots; 2h; skill Fabrication Technology diff 15 |
| Spore-Song Relay | spore_song_relay |
comms set (Tikopai) + Therataan MagPulse coil | Tikopai + Therataan | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power 50 -> 40; comms range +25% | - | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | comms hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| TAFG-X Printed Annex | tafg_x_printed_annex |
aux generator (Tikopai) + XON blank part | Tikopai + XON | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power +8% | fuel burn for this generator x1.1 | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | aux generator hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Quen Dream-Teacher | quen_dream_teacher |
main computer (Tikopai) + Quen Resonator | Tikopai + Quen | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power draw 80; crew skill +10; crew XP +15%; order: /fab teach |
crew report shared dreams on the ship channel (flavor lines, 1 per hour) | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | refit room (crew quarters module); 20 electronic components, 6 trycene crystals, 12 metal ingots, 10 stainless steel ingots, 10 titanium alloy ingots, 8 duralumin ingots; 6h; skill Fabrication Technology diff 25 |
| Hydroponic Hold | hydroponic_hold |
life support unit (Tikopai) + Alien Salvage | Tikopai + Celay | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power draw 40; cargo +40; life support draw -20 on life support | - | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | refit room (cargo module); 12 electronic components, 4 trycene crystals, 9 metal ingots, 7 steel ingots, 5 duralumin ingots, 4 titanium alloy ingots; 4h; skill Fabrication Technology diff 15 |
| Printed Spool Hyperdrive | printed_spool_hyperdrive |
hyperdrive from your own race's line + XON blank part | your race + XON | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power 800 -> 840; hyperdrive spool -10% | - | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | hyperdrive hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Mag-Bottle Reactor Liner | mag_bottle_reactor |
reactor from your own race's line + Therataan MagPulse coil | your race + Therataan | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | overheat starts at load 0.97 | - | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | reactor hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Printed Tritium Bladder | printed_tritium_bladder |
fuel tank from your own race's line + XON blank part | your race + XON | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | fuel tank 2,000,000 -> 2,200,000 | a hull hit has 3% chance to leak 2% of the tank | 2 trycene crystals, 1 electronic components, 2 plastic, 1 nickel ingots | fuel tank hardpoint; 4 electronic components, 1 trycene crystals, 3 metal ingots, 3 steel ingots, 1 duralumin ingots; 1h; skill Fabrication Technology diff 5 |
| Static-Lock Transporter | static_lock_transporter |
transporter from your own race's line + XON EMPlaser | your race + XON | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | transporter lock time -20% | the transportee's hair stands on end (flavor) | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | teleporters hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Printed Sensor Mast | printed_sensor_mast |
sensor array from your own race's line + XON blank part | your race + XON | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | sensor range +6% | - | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | sensors hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Celay Star-Chart Array | celay_star_chart |
sensor array from your own race's line + Alien Salvage | your race + Celay | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | scan time -10%; first-discovery reward +10% | - | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | sensors hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Printed Tractor Coil | printed_tractor_coil |
tractor beam from your own race's line + XON blank part | your race + XON | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | tractor range/strength +15% | - | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | tractor hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Celay Courtesy Tractor | celay_courtesy_tractor |
tractor beam from your own race's line + Alien Salvage | your race + Celay | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | tow mass +20%; towing speed penalty +0% | - | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | tractor hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Celay Lantern Decoy | celay_lantern_decoy |
point-defense mount from your own race's line + Alien Salvage | your race + Celay | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | torpedo intercept +12%; power draw 60 | +60 power | 2 trycene crystals, 1 electronic components, 2 plastic, 1 nickel ingots | refit room; 8 electronic components, 2 trycene crystals, 8 metal ingots, 4 steel ingots, 3 copper ingots; 2h; skill Fabrication Technology diff 5 |
| Mycelial Annex | mycelial_annex |
aux generator from your own race's line + Tikopai bio-part | your race + Tikopai | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | aux generator supply +10%; aux supply +10% | the room fills with fungus: it can't be walked through | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | refit room; 12 electronic components, 4 trycene crystals, 9 metal ingots, 7 steel ingots, 5 duralumin ingots, 4 titanium alloy ingots; 4h; skill Fabrication Technology diff 15 |
| Celay Sun-Collector | celay_sun_collector |
aux generator from your own race's line + Alien Salvage | your race + Celay | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power + at sublight 150; power + in hyperspace 0 | - | 2 trycene crystals, 1 electronic components, 2 plastic, 1 nickel ingots | refit room; 8 electronic components, 2 trycene crystals, 6 metal ingots, 6 steel ingots, 3 duralumin ingots; 2h; skill Fabrication Technology diff 5 |
| Celay Veil Emitter | celay_veil_emitter |
shield generator from your own race's line + Alien Salvage | your race + Celay | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | shield strength -3%; shield regen /s 1.1 | capacity -3% | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | shield hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 3 steel ingots, 3 stainless steel ingots, 1 aluminum ingots, 1 lead ingots; 2h; skill Fabrication Technology diff 15 |
| Celay Lacquer Hull | celay_lacquer_hull |
hull plating from your own race's line + Alien Salvage | your race + Celay | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | hull strength +3%; hull repair cost -10% | - | 2 trycene crystals, 1 electronic components, 2 plastic, 1 nickel ingots | hull hardpoint; 4 electronic components, 1 trycene crystals, 3 metal ingots, 3 steel ingots, 1 aluminum ingots; 1h; skill Fabrication Technology diff 5 |
| Printed Torpedo Rack | printed_torpedo_rack |
torpedo launcher from your own race's line + XON blank part | your race + XON | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | torpedo ammo 10 -> 12; torpedo damage 33 | torpedo damage 35 -> 33 | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | weapon hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Celay Sun-Lens | celay_sun_lens |
beam weapon from your own race's line + Alien Salvage | your race + Celay | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | beam damage 17; range +8% | beam damage 18 -> 17 | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | weapon hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Celay Waystar Drive | celay_waystar_drive |
hyperdrive from your own race's line + Alien Salvage | your race + Celay | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | hyperdrive fuel -10% | - | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | hyperdrive hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Hardlight Bulkheads | hardlight_bulkheads |
hull plating from your own race's line + XON EMPlaser | your race + XON | common | 1 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power draw 90; internal-hit chance 60 -> 52; fires don't spread | +90 power; during brownout the bulkheads drop | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | refit room (defense module); 12 electronic components, 4 trycene crystals, 9 metal ingots, 6 steel ingots, 5 stainless steel ingots, 3 aluminum ingots, 2 lead ingots; 4h; skill Fabrication Technology diff 15 |
| Printed Drone Hangar | printed_drone_hangar |
tractor beam from your own race's line + XON blank part | your race + XON | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power draw 100; drones 2; salvage yield +25%; drone regrow s 1200 | drones are lost if the ship jumps while they are out | 4 trycene crystals, 2 electronic components, 2 plastic, 1 cerium ingots, 1 nickel ingots | refit room (hangar module); 12 electronic components, 4 trycene crystals, 9 metal ingots, 7 steel ingots, 5 duralumin ingots, 4 titanium alloy ingots; 4h; skill Fabrication Technology diff 15 |
| Mag-Accelerator Rail | mag_accelerator_rail |
torpedo launcher from your own race's line + Therataan MagPulse coil | your race + Therataan | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power draw 120; torpedo flight s 1.2 | +120 power; torpedoes launched while the rail is unpowered jam the tube for 4 s | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | refit room (weapon mod module); 20 electronic components, 6 trycene crystals, 12 metal ingots, 10 stainless steel ingots, 10 titanium alloy ingots, 8 duralumin ingots; 6h; skill Fabrication Technology diff 25 |
| Whispering Comm Array [CURSED] | whispering_array |
comms set from your own race's line + Quen Resonator | your race + Quen | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | ECM strength +0.06; ECM cap 0.66; power draw 90; comms range +50% | CURSED: 2%/h it broadcasts your sector to everyone online ('...the |
6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | refit room (comms module); 20 electronic components, 6 trycene crystals, 12 metal ingots, 10 stainless steel ingots, 10 titanium alloy ingots, 8 duralumin ingots; 6h; skill Fabrication Technology diff 25 |
| Hungry Hull [CURSED] | hungry_hull |
hull plating from your own race's line + Tikopai bio-part | your race + Tikopai | uncommon | 2 | 1 | AFB-1, AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | hull strength +14%; eats 4 ingot(s) an hour | CURSED: eats 4 metal ingots (metal ingots or a race equivalent) from cargo per hour; if it can't eat: hull capacity -5% per hour (down to -20%) until fed | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | hull hardpoint; 10 electronic components, 3 trycene crystals, 6 metal ingots, 5 stainless steel ingots, 3 titanium alloy ingots, 2 tungsten ingots, 2 lead ingots, 2 boron crystals, 1 silver ingots; 3h; skill Fabrication Technology diff 25 |
| Captured Fire-Control Core | captured_fire_control |
main computer from your own race's line + Derelict Core | your race + any (derelict lab) | uncommon | 2 | 1 | ADL | computer capacity +5%; hit chance vs the core's race +0.04 | the core still lists its old crew roster | 6 trycene crystals, 3 electronic components, 2 plastic, 1 Containment Lattice, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | main computer hardpoint; 10 electronic components, 3 trycene crystals, 6 metal ingots, 5 stainless steel ingots, 5 titanium alloy ingots, 4 duralumin ingots; 3h; skill Fabrication Technology diff 25 |
| Prize-Crew Hull Graft | prize_crew_hull_graft |
hull plating from your own race's line + Derelict Core | your race + any (derelict lab) | uncommon | 2 | 1 | ADL | hull strength +7%; fame per capture +1 | the grafted plates keep the old ship's paint (livery overrides show a patch) | 8 trycene crystals, 4 electronic components, 2 plastic, 1 Containment Lattice, 4 cerium ingots, 2 palladium ingots, 1 platinum ingots | hull hardpoint; 15 electronic components, 5 trycene crystals, 8 metal ingots, 6 stainless steel ingots, 4 titanium alloy ingots, 4 staballoy (depleted uranium) ingots, 3 tungsten ingots, 2 lead ingots, 3 boron crystals, 2 silver ingots, 1 gold ingots; 4h; skill Fabrication Technology diff 35 |
| Ghost-Ship Transponder [CURSED] | ghost_transponder |
comms set from your own race's line + Derelict Core | your race + any (derelict lab) | uncommon | 2 | 1 | ADL | rogues of that race mistake you for kin; rogue aggro range -30% | CURSED: 2% per jump: hails from the captured ship's dead crew (ship channel lines); ODPs of your own race challenge you once per sector (no penalty) | 4 trycene crystals, 2 electronic components, 2 plastic, 1 Containment Lattice, 1 cerium ingots, 1 nickel ingots | comms hardpoint; 6 electronic components, 2 trycene crystals, 4 metal ingots, 4 steel ingots, 2 duralumin ingots, 2 titanium alloy ingots; 2h; skill Fabrication Technology diff 15 |
| Gravity-Lens Survey Lab | gravity_lens_lab |
sensor array from your own race's line + Anomaly Sample | your race + Unknown (anomaly lab) | rare | 3 | 1 | AXC | power draw 200; scan range +60%; research speed +33%; anomaly sample find +10% | +200 power; 1%/h: the sample shifts and the lab pulls 5% thrust from the engines for 10 min | 8 trycene crystals, 4 electronic components, 2 plastic, 1 Containment Lattice, 4 cerium ingots, 2 palladium ingots, 1 platinum ingots | refit room (science lab module); 30 electronic components, 10 trycene crystals, 18 metal ingots, 12 stainless steel ingots, 15 titanium alloy ingots, 6 duralumin ingots, 9 nickel superalloy ingots, 1 rhenium ingots; 8h; skill Fabrication Technology diff 35 |
| Ion-Storm Capacitor | ion_storm_capacitor |
aux generator from your own race's line + Anomaly Sample | your race + Unknown (anomaly lab) | uncommon | 2 | 1 | AXC | burst power 800; burst s 8; burst cooldown s 180; order: /fab burst; recharge x in storms 3 | each burst: 5% one random internal system takes 5% damage | 6 trycene crystals, 3 electronic components, 2 plastic, 1 Containment Lattice, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | refit room; 20 electronic components, 6 trycene crystals, 12 metal ingots, 10 stainless steel ingots, 10 titanium alloy ingots, 8 duralumin ingots; 6h; skill Fabrication Technology diff 25 |
| Singularity Torpedo | singularity_torpedo |
torpedo launcher from your own race's line + Anomaly Sample | your race + Unknown (anomaly lab) | legendary | 4 | 1 | AXC | torpedo ammo 10 -> 3; torpedo damage 60; pulls target m 200; target speed -50%; pull s 5; power spike per launch 1500 | ammo 3 per launcher, reload only at a shipyard; each launch: a 1500-power spike for 2 s (brownout likely on non-capitals); 1% per launch: the singularity collapses in the tube (launcher slot destroyed, hull 10%) | 10 trycene crystals, 5 electronic components, 2 plastic, 1 Containment Lattice, 5 cerium ingots, 2 palladium ingots, 2 platinum ingots, 1 rhodium ingots, 1 iridium ingots | weapon hardpoint; 20 electronic components, 7 trycene crystals, 12 metal ingots, 8 stainless steel ingots, 10 titanium alloy ingots, 4 duralumin ingots, 6 nickel superalloy ingots, 1 rhenium ingots; 5h; skill Fabrication Technology diff 45 |
| Phase-Locked Lance | phase_locked_lance |
Phase-Tuned Laser MK + XON EMPlaser | stage 2 + XON | rare | 3 | 2 | AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power +15%; beam damage 20; damage that skips shields +35%; cooldown s 2.3 | power +15%; cooldown 2.3 s | 8 trycene crystals, 4 electronic components, 2 plastic, 4 cerium ingots, 2 palladium ingots, 1 platinum ingots | weapon hardpoint; 15 electronic components, 5 trycene crystals, 9 metal ingots, 6 stainless steel ingots, 7 titanium alloy ingots, 3 duralumin ingots, 5 nickel superalloy ingots, 1 rhenium ingots; 4h; skill Fabrication Technology diff 35 |
| Lattice-Mag Composite Hull | lattice_mag_composite |
Printed Lattice Hull + Therataan MagPulse coil | stage 2 + Therataan | uncommon | 3 | 2 | AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | hull strength +16%; internal-hit chance 60 -> 50; incoming torpedo damage -8% | mass +6%: accel (thrust/mass) about -6% | 8 trycene crystals, 4 electronic components, 2 plastic, 4 cerium ingots, 2 palladium ingots, 1 platinum ingots | hull hardpoint; 15 electronic components, 5 trycene crystals, 9 metal ingots, 6 stainless steel ingots, 7 titanium alloy ingots, 3 duralumin ingots, 5 nickel superalloy ingots, 1 rhenium ingots; 4h; skill Fabrication Technology diff 35 |
| Celay Living Sickbay | living_sickbay |
Symbiotic Scrubbers + Alien Salvage | stage 2 + Celay | uncommon | 2 | 2 | AFB-2, AFB-3, Forge, Resonance, Grove, Bio-Lab | power draw 70; crew healed per min 3; injury recovery +50%; morale +3 | - | 6 trycene crystals, 3 electronic components, 2 plastic, 3 cerium ingots, 2 neodymium ingots, 1 yttrium ingots | refit room (medical module); 20 electronic components, 6 trycene crystals, 12 metal ingots, 10 stainless steel ingots, 10 titanium alloy ingots, 8 duralumin ingots; 6h; skill Fabrication Technology diff 25 |
| Gestalt Ascendant [CURSED] | gestalt_ascendant |
Gestalt Core + Ryl'Atti Carapace Shard | stage 2 + Ryl'Atti | legendary | 4 | 2 | AFB-3, Forge, Resonance | computer capacity +40%; hit chance +10%; ECM strength +0.05; runs damage control itself; runs point defense itself; names itself; may veto orders | CURSED: 3%: refuses an order it calls 'unwise' (fire, jump or dock) and says why; if the captain docks at a station it dislikes, it sulks 30 min (all bonuses 0); it will not let you uninstall it until you win the /fab debate; at fame rank Legendary it demands its name be put on the hull | 10 trycene crystals, 5 electronic components, 2 plastic, 1 Containment Lattice, 5 cerium ingots, 2 palladium ingots, 2 platinum ingots, 1 rhodium ingots, 1 iridium ingots | main computer hardpoint; 20 electronic components, 7 trycene crystals, 12 metal ingots, 8 stainless steel ingots, 10 titanium alloy ingots, 4 duralumin ingots, 6 nickel superalloy ingots, 1 rhenium ingots; 5h; skill Fabrication Technology diff 45 |
| Echo-Fold Drive | echo_fold_drive |
Echo Drive + Ryl'Atti Carapace Shard | stage 2 + Ryl'Atti | legendary | 4 | 2 | AFB-3, Forge, Resonance | power 800 -> 1100; hyperdrive spool -40%; long-jump chance +30%; long-jump range +60%; ghost contact s 120 | 2%: arrives in a random adjacent sector; 1%: arrives 60 s before it left (the echo is you; flavor + fame +1); +300 power | 10 trycene crystals, 5 electronic components, 2 plastic, 1 Containment Lattice, 5 cerium ingots, 2 palladium ingots, 2 platinum ingots, 1 rhodium ingots, 1 iridium ingots | hyperdrive hardpoint; 20 electronic components, 7 trycene crystals, 12 metal ingots, 8 stainless steel ingots, 10 titanium alloy ingots, 4 duralumin ingots, 6 nickel superalloy ingots, 1 rhenium ingots; 5h; skill Fabrication Technology diff 45 |
| Storm-Heart Annex | storm_heart_annex |
AFG-X Flux Capacitor Annex + Anomaly Sample | stage 2 + Unknown (anomaly lab) | legendary | 4 | 2 | AXC | aux generator supply +25%; burst power 1600; burst s 12; burst cooldown s 150; order: /fab burst; aux supply +25% | each burst: reactor heat +30; 3% per burst: lightning arcs to the nearest room (crew in that room injured, 5% hull) | 10 trycene crystals, 5 electronic components, 2 plastic, 1 Containment Lattice, 5 cerium ingots, 2 palladium ingots, 2 platinum ingots, 1 rhodium ingots, 1 iridium ingots | refit room; 40 electronic components, 14 trycene crystals, 24 metal ingots, 16 stainless steel ingots, 20 titanium alloy ingots, 8 duralumin ingots, 12 nickel superalloy ingots, 1 rhenium ingots; 10h; skill Fabrication Technology diff 45 |
| Singing Slag Curio | singing_slag_curio |
any ship part from your own race's line + Anomaly Sample | your race + Unknown (anomaly lab) | curio | 0 | 1 | AXC | sells for cr 600 | - | 2 trycene crystals, 1 electronic components, 2 plastic, 1 Containment Lattice, 1 nickel ingots | trade item (sell it; Singing Slag at science vendors) |
B3 Science Bays and Science Decks
| bay | code | faction | hulls | rooms | benches | gizmo tier | projects at once | operator posts | power | crew | event chance | other | price cr | materials | build |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ASB-1 Science Bay | sb_bay_mk1 |
any | any | 1 | 3 | T2 | 1 | 1 | 80 | 1 science | 4%/h | research speed +5% | 18,000 | 20 electronic components, 4 trycene crystals, 10 plastic, 4 metal ingots, 3 aluminum ingots, 3 silicon wafers, 1 argon gas canisters | 4h |
| ASB-2 Science Bay | sb_bay_mk2 |
any | any | 1 | 5 | T3 | 1 | 2 | 150 | 1 science | 4%/h | research speed +8% | 46,000 | 40 electronic components, 10 trycene crystals, 16 plastic, 6 metal ingots, 4 aluminum ingots, 3 silicon wafers, 3 borosilicate glass, 2 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 7h |
| ASB-3 Twin Science Bay | sb_bay_mk3 |
any | any | 2 | 8 | T3 | 2 | 3 | 220 | 2 science | 4%/h | research speed +10% | 88,000 | 70 electronic components, 16 trycene crystals, 30 plastic, 10 metal ingots, 6 aluminum ingots, 6 silicon wafers, 5 borosilicate glass, 3 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 12h |
| Celay Field Lab | sb_bay_celay_mk1 |
Celay | any | 1 | 4 | T2 | 1 | 1 | 50 | none | 3%/h | gizmos draw -25%; contamination x0.5 | 22,000 | 18 electronic components, 2 trycene crystals, 14 plastic, 6 fabric, 3 metal ingots, 3 aluminum ingots, 2 silicon wafers, 1 argon gas canisters | 4h |
| KSB Hunt-Lore Bay | sb_bay_klin_mk2 |
Klinshaya | any | 1 | 4 +2 bio | T3 | 1 | 2 | 160 | 1 science | 5%/h | research speed +5%; xeno research +15% | 50,000 | 36 Klinshaya electronic components, 10 trycene crystals, 10 plastic, 8 Klinshaya metal ingots, 5 aluminum ingots, 4 silicon wafers, 3 borosilicate glass, 2 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 7h |
| TSB Resonance Observatory | sb_bay_ther_mk2 |
Therataan | any | 1 | 5 | T3 | 1 | 2 | 170 | 1 science | 4%/h | research speed +8%; research skill +15; breakthrough x1.5 | 54,000 | 44 Therataan electronic components, 14 trycene crystals, 10 plastic, 6 Therataan metal ingots, 3 aluminum ingots, 3 silicon wafers, 2 borosilicate glass, 2 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 8h |
| TK Living Laboratory | sb_bay_tiko_mk2 |
Tikopai | any | 1 | 6 | T3 | 1 | 2 | 140 | 1 medical | 6%/h | bio research +20%; botany research +20%; specimen escape x2.0; contamination x0.5 | 52,000 | 39 Tikopai/Ryl'Atti electronic components, 8 trycene crystals, 34 plastic, 13 fabric, 4 Tikopai/Ryl'Atti metal ingots, 3 aluminum ingots, 3 silicon wafers, 2 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 7h |
| ASD-3 Science Deck | sb_deck_alli_mk3 |
Alliance | Ticonderoga, Titan | 3 | 10 +3 bio +3 astro | T4 | 2 | 4 | 320 | 3 science | 3%/h | research speed +12%; gizmo effects x1.1 | 160,000 | 170 electronic components, 46 trycene crystals, 62 plastic, 23 metal ingots, 11 titanium alloy ingots, 15 silicon wafers, 12 borosilicate glass, 8 copper ingots, 8 superconductor wire, 3 gallium arsenide wafers, 3 helium gas canisters, 3 neon gas canisters, 1 rubidium ingots | 20h |
| KSD Hunt-Lore Deck | sb_deck_klin_mk3 |
Klinshaya | Deathwing | 2 | 9 +3 bio | T4 | 2 | 3 | 300 | 2 science | 4%/h | research speed +10%; xeno research +15%; gizmo effects x1.1 | 130,000 | 133 Klinshaya electronic components, 35 trycene crystals, 44 plastic, 20 Klinshaya metal ingots, 10 titanium alloy ingots, 14 silicon wafers, 10 borosilicate glass, 7 copper ingots, 7 superconductor wire, 2 gallium arsenide wafers, 2 helium gas canisters, 2 neon gas canisters, 1 rubidium ingots | 18h |
| TSD Concord Science Deck | sb_deck_ther_mk3 |
Therataan | Star Warrior | 3 | 10 +3 anomaly +3 astro | T4 | 2 | 4 | 340 | 3 science | 3%/h | research speed +12%; research skill +20; gizmo effects x1.1; breakthrough x1.5 | 150,000 | 178 Therataan electronic components, 51 trycene crystals, 45 plastic, 19 Therataan metal ingots, 10 titanium alloy ingots, 13 silicon wafers, 10 borosilicate glass, 7 copper ingots, 6 superconductor wire, 2 gallium arsenide wafers, 2 helium gas canisters, 2 neon gas canisters, 1 rubidium ingots | 20h |
Your older science rooms plug in as extra benches when a bay is aboard: ASL and TDA add 2 any-benches, ASC 2 astro, XBL 2 bio, AAN 2 anomaly (+6 at most).
B4 Science gizmos
Bench = benches it takes and which bench kinds it fits (any = every bench). Mount time is the build time; there is no fail roll. Effects are before crew, power and operator multipliers and the caps (Chapter 7).
Core instruments
| gizmo | code | faction | tier | bench | power | crew | effects | price cr | materials | mount time |
|---|---|---|---|---|---|---|---|---|---|---|
| SP-1 Optical Spectrometer | sb_spec_mk1 |
any | 1 | 1: any | 20 | none | scan finds +5%; scan time -10% | 3,000 | 4 electronic components, 1 trycene crystals, 1 metal ingots, 1 argon gas canisters | 0.5h |
| MS-2 Mass Spectrometer | sb_spec_mk2 |
any | 2 | 1: any | 45 | 1 science | scan finds +8%; finds (mineral +15%, atmo +15%); data-core grade (survey +1, materials +1) | 9,000 | 14 electronic components, 2 trycene crystals, 1 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
| EM-2 Electron Microscope | sb_emic_mk2 |
any | 2 | 1: bio/any | 40 | 1 science | research speed (bio +15%, materials +10%, pathogen +15%); extra samples (pathogen +1, microbe +1) | 10,000 | 16 electronic components, 2 trycene crystals, 1 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
| GS-2 Gene Sequencer | sb_gseq_mk2 |
any | 2 | 1: bio | 50 | 1 medical | 6 genome slots; reads genomes from your genetic sampling probe; research speed (bio +10%); data-core grade (xeno +1, botany +1); with XT-1 Specimen Tank: xeno grade +1 | 14,000 | 20 electronic components, 3 trycene crystals, 4 plastic, 1 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1.5h |
| GS-3 Genome Forge | sb_gseq_mk3 |
any | 3 | 2: bio | 110 | 1 medical | 12 genome slots; reads genomes from your genetic sampling probe; 3+ genomes of one planet: grade +1; research speed (bio +15%); data-core grade (xeno +1, botany +1, medical +1) | 38,000 | 40 electronic components, 8 trycene crystals, 6 plastic, 2 metal ingots, 1 titanium alloy ingots, 2 silicon wafers, 1 borosilicate glass, 1 copper ingots, 1 superconductor wire, 1 gallium arsenide wafers, 1 helium gas canisters, 1 neon gas canisters, 1 rubidium ingots | 2h |
| XT-1 Specimen Tank | sb_xtank_mk1 |
any | 1 | 1: bio | 30 | none | up to 4 per ship; 1 specimen slot(s); upkeep 20 cr/day per specimen; escape 2.0%/day | 4,000 | 4 electronic components, 11 plastic, 2 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 argon gas canisters | 0.5h |
| XT-3 Vivarium Array | sb_xtank_mk2 |
any | 2 | 2: bio | 70 | 1 medical | up to 2 per ship; 3 specimen slot(s); upkeep 15 cr/day per specimen; escape 1.5%/day; specimen health +2/h | 16,000 | 10 electronic components, 2 trycene crystals, 24 plastic, 3 metal ingots, 2 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1.5h |
| CSF-1 Cryo Sample Freezer | sb_cryo_mk1 |
any | 1 | 1: any | 25 | none | up to 3 per ship; 6 freezer slots; stops anomaly-sample and seed decay; thaw 60 s | 5,000 | 5 electronic components, 1 trycene crystals, 5 plastic, 2 metal ingots, 2 aluminum ingots, 1 silicon wafers, 1 argon gas canisters | 0.5h |
| CSF-2 Deep Cryo Vault | sb_cryo_mk2 |
any | 2 | 1: any | 50 | none | up to 2 per ship; 16 freezer slots; stops anomaly-sample and seed decay; can freeze live specimens; thaw 120 s | 12,000 | 12 electronic components, 2 trycene crystals, 8 plastic, 3 metal ingots, 2 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
| CB-1 Chemistry Bench | sb_chem_mk1 |
any | 1 | 1: med/any | 30 | none | lab ANALYZE skill +10; lab SYNTHESIZE success +10% | 3,500 | 3 electronic components, 1 trycene crystals, 3 plastic, 1 metal ingots, 1 aluminum ingots, 1 argon gas canisters | 0.5h |
| CB-3 Synthesis Suite | sb_chem_mk2 |
any | 2 | 2: med/any | 80 | 1 science | lab ANALYZE skill +20; lab SYNTHESIZE success +20%; 15% chance of an 'increased' vial; new lab compounds: focus, cryoprotectant, xenolytic, regen-plus; with MRB-2 Medical Research Bench: synthesis +10% | 18,000 | 18 electronic components, 4 trycene crystals, 10 plastic, 2 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1.5h |
| CF-1 Sample Centrifuge | sb_cent_mk1 |
any | 1 | 1: bio/med/any | 20 | none | extra samples (pathogen +1, plant +1); 5% chance of an 'increased' vial | 2,500 | 3 electronic components, 2 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 argon gas canisters | 0.5h |
| CC-2 Cloud Chamber | sb_cloud_mk2 |
any | 2 | 1: anomaly/any | 40 | none | exotic track 10% per scan; research speed (exotic +15%, anomaly +10%); with PA-3 Particle Accelerator: +1 track per accelerator run | 11,000 | 12 electronic components, 4 trycene crystals, 2 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
| PA-3 Particle Accelerator | sb_pacc_mk3 |
any | 3 | 2: anomaly | 300 | 1 science | research speed (materials +20%, exotic +20%); data-core grade (materials +1); +3 on your next fab experiment; /sb accel: 10 trycene crystals, 60 s, +900 power, heat +15, 1 exotic track, cooldown 2 h; bay events: power surge x2.0 | 60,000 | 40 electronic components, 20 trycene crystals, 9 metal ingots, 4 titanium alloy ingots, 6 silicon wafers, 5 borosilicate glass, 3 copper ingots, 3 superconductor wire, 1 gallium arsenide wafers, 1 helium gas canisters, 1 neon gas canisters, 1 rubidium ingots | 3h |
| QC-2 Qubit Coprocessor | sb_qcc_mk2 |
any | 2 | 1: any | 120 | none | research speed +8%; computer capacity +100 | 22,000 | 30 electronic components, 6 trycene crystals, 2 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
| QC-3 Quantum Computer Core | sb_qcc_mk3 |
any | 3 | 2: any | 250 | 1 science | research speed +15%; computer capacity +200; +1 project slot; bay events: decoherence x1.0 | 55,000 | 60 electronic components, 14 trycene crystals, 4 metal ingots, 2 titanium alloy ingots, 2 silicon wafers, 2 borosilicate glass, 1 copper ingots, 1 superconductor wire, 1 gallium arsenide wafers, 1 helium gas canisters, 1 neon gas canisters, 1 rubidium ingots | 2h |
Astro and survey
| gizmo | code | faction | tier | bench | power | crew | effects | price cr | materials | mount time |
|---|---|---|---|---|---|---|---|---|---|---|
| SST-2 Subspace Telescope | sb_tele_mk2 |
any | 2 | 1: astro/any | 60 | 1 astrogation | prescan 1 jump(s) ahead; prescan takes 10 min; scan range +10%; prescanned planets: finds +10%; prescan shows terrain/mineral/atmo; with PL-2 Probe Launcher: probe scan +10% | 15,000 | 16 electronic components, 6 trycene crystals, 3 metal ingots, 2 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
| AD-3 Astrometrics Dome | sb_dome_mk3 |
any | 3 | 2: astro | 140 | 1 astrogation | prescan 3 jump(s) ahead; prescan takes 6 min; scan range +15%; prescanned planets: finds +10%; research speed (carto +25%); data-core grade (carto +1); prescan shows terrain/mineral/atmo/life/plant/anomaly; with PL-2 Probe Launcher: probe scan +10% | 48,000 | 40 electronic components, 14 trycene crystals, 10 plastic, 5 metal ingots, 2 titanium alloy ingots, 3 silicon wafers, 2 borosilicate glass, 2 copper ingots, 2 superconductor wire, 1 gallium arsenide wafers, 1 helium gas canisters, 1 neon gas canisters, 1 rubidium ingots | 2h |
| HSC-2 Holo Star Chart | sb_holo_mk2 |
any | 2 | 1: astro/any | 50 | 1 astrogation | hyperdrive fuel -5%; jumps into charted systems: fuel -5% more; research speed (carto +15%); astrogation crew +10 | 14,000 | 18 electronic components, 4 trycene crystals, 1 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
| GA-2 Gravimetric Array | sb_grav_mk2 |
any | 2 | 1: any | 70 | none | finds (mineral +25%); rich deposits +10% | 13,000 | 12 electronic components, 4 trycene crystals, 3 metal ingots, 2 aluminum ingots, 2 silicon wafers, 2 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
| SA-1 Seismic Array | sb_seis_mk1 |
any | 1 | 1: any | 30 | none | /sb geology when landed: 20 min, reveals all mineral/terrain finds, once per planet per 6 h; /sb brief: away team Resource Harvesting +10 for 60 min | 5,000 | 5 electronic components, 1 trycene crystals, 2 metal ingots, 2 aluminum ingots, 2 silicon wafers, 1 argon gas canisters | 0.5h |
| AS-1 Atmospheric Sampler | sb_atmo_mk1 |
any | 1 | 1: any | 25 | none | finds (atmo +30%); extra samples (atmo +1); /sb brief: away team Outdoor Survival +10 for 60 min | 4,000 | 4 electronic components, 6 plastic, 1 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 argon gas canisters | 0.5h |
| PL-2 Probe Launcher | sb_plnc_mk2 |
any | 2 | 1: astro/any | 40 | none | holds 4 probes; probe range 2 jumps; 600 s flight per jump; probe scans at 70% odds; probe firsts pay 50%; 30% lost where hostiles are | 12,000 | 10 electronic components, 2 trycene crystals, 3 metal ingots, 2 aluminum ingots, 2 silicon wafers, 2 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
| PL-4 Deep Probe Battery | sb_plnc_mk3 |
any | 3 | 2: astro | 90 | none | holds 8 probes; probe range 4 jumps; 450 s flight per jump; probe scans at 85% odds; probe firsts pay 50%; 20% lost where hostiles are; probes bring back a sample | 32,000 | 20 electronic components, 6 trycene crystals, 5 metal ingots, 3 titanium alloy ingots, 3 silicon wafers, 3 borosilicate glass, 2 copper ingots, 2 superconductor wire, 1 gallium arsenide wafers, 1 helium gas canisters, 1 neon gas canisters, 1 rubidium ingots | 2h |
| DSR-1 Drone Sample Kit | sb_drsr_mk1 |
any | 1 | 1: any | 20 | none | sample drone cycle 900 s; drone range 3.0; adds the 'sample' drone role (needs ADB-1 Utility Drone Bay or TK Swarm Hive); with BB-1 Botany Bench: drones bring seed packets | 6,000 | 6 electronic components, 1 trycene crystals, 2 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 argon gas canisters | 0.5h |
Anomaly and exotic
| gizmo | code | faction | tier | bench | power | crew | effects | price cr | materials | mount time |
|---|---|---|---|---|---|---|---|---|---|---|
| AD-2 Anomaly Detector | sb_anom_mk2 |
any | 2 | 1: anomaly/any | 60 | 1 science | finds (anomaly +25%); anomaly samples +15%; anomaly alert within 3.0 | 15,000 | 16 electronic components, 4 trycene crystals, 2 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
| DMX-3 Dark-Matter Detector | sb_dmd_mk3 |
any | 3 | 2: anomaly | 160 | 1 science | reveals exotic phenomena in each system; exotic track 15% per scan; finds (exotic +30%); with AD-2 Anomaly Detector: exotic finds +10% | 40,000 | 30 electronic components, 12 trycene crystals, 6 metal ingots, 3 titanium alloy ingots, 4 silicon wafers, 3 borosilicate glass, 2 copper ingots, 2 superconductor wire, 1 gallium arsenide wafers, 1 helium gas canisters, 1 neon gas canisters, 1 rubidium ingots | 2h |
| NX-2 Neutrino Detector | sb_neut_mk2 |
any | 2 | 1: astro/anomaly/any | 50 | none | detects arrivals within 6.0; identifies ships +15%; exotic track 5% per scan | 14,000 | 14 electronic components, 4 trycene crystals, 3 metal ingots, 2 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
Language, medicine, botany
| gizmo | code | faction | tier | bench | power | crew | effects | price cr | materials | mount time |
|---|---|---|---|---|---|---|---|---|---|---|
| XL-2 Xenolinguistics Decoder | sb_xlin_mk2 |
any | 2 | 1: any | 60 | 1 communications | research speed (lingua +25%); /sb decode: race language +5 per corpus level (max +20) for 2 h; and Diplomacy +10 | 18,000 | 20 electronic components, 2 trycene crystals, 1 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
| MRB-2 Medical Research Bench | sb_medr_mk2 |
any | 2 | 1: med/bio | 50 | 1 medical | research speed (med +25%); compound potency +20%; +1 compound vial | 16,000 | 16 electronic components, 2 trycene crystals, 8 plastic, 1 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
| BB-1 Botany Bench | sb_bota_mk1 |
any | 1 | 1: bio/any | 30 | none | plant breeding +12; /sb seed analysis; research speed (botany +20%, plant +15%) | 6,000 | 6 electronic components, 8 plastic, 4 fabric, 1 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 argon gas canisters | 0.5h |
| BB-3 Phytogenetics Lab | sb_bota_mk2 |
any | 2 | 2: bio | 70 | 1 medical | plant breeding +20; /sb seed analysis; you pick the cross trait; research speed (botany +30%, plant +20%) | 20,000 | 14 electronic components, 2 trycene crystals, 14 plastic, 6 fabric, 2 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1.5h |
Faction gizmos
| gizmo | code | faction | tier | bench | power | crew | effects | price cr | materials | mount time |
|---|---|---|---|---|---|---|---|---|---|---|
| Therataan Resonance Scope | sb_ther_scope_mk2 |
Therataan | 2 | 1: anomaly/any | 80 | 1 science | research skill +20; finds (anomaly +15%, exotic +15%); prescan 1 jump(s) ahead; prescan takes 8 min; prescan shows anomaly; with TDA Therataan Deep Archive: research speed +5%; with TK Neural Lattice: x0.5 (dissonance: both gizmos at half effect) | 28,000 | 22 Therataan electronic components, 8 trycene crystals, 2 Therataan metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
| Klinshaya Hunt-Tracker | sb_klin_hunt_mk2 |
Klinshaya | 2 | 1: bio/any | 40 | 1 security | 40% live capture from hunts; recapture +75%; tracks life within 60 m; /sb brief: away team Marksmanship +10 for 60 min | 20,000 | 15 Klinshaya electronic components, 2 trycene crystals, 5 fabric, 3 Klinshaya metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
| Celay Bio-Sensor | sb_celay_bio_mk2 |
Celay | 2 | 1: bio/any | 30 | none | finds (life +25%, plant +15%); specimen health +2/h; bay events: contamination x0.5 | 18,000 | 14 electronic components, 12 plastic, 5 fabric, 1 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
| Ryl'Atti Echo Sonar | sb_ryl_sonar_mk2 |
Ryl'Atti | 2 | 1: any | 50 | none | finds (mineral +15%, terrain +20%); rich deposits +10%; best-of-2 rich-deposit rolls; spots smuggled cargo +20%; with SA-1 Seismic Array: geology works from orbit | 22,000 | 16 Tikopai/Ryl'Atti electronic components, 3 trycene crystals, 4 Tikopai/Ryl'Atti metal ingots, 2 aluminum ingots, 2 silicon wafers, 2 borosilicate glass, 1 copper ingots, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
| TK Neural Lattice | sb_tiko_lattice_mk2 |
Tikopai | 2 | 1: any | 90 | 1 science | +7.5% per posted operator; research speed +5%; crew morale -3; bay events: lattice whisper x1.0 | 30,000 | 30 Tikopai/Ryl'Atti electronic components, 5 trycene crystals, 8 plastic, 2 Tikopai/Ryl'Atti metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 borosilicate glass, 1 argon gas canisters, 1 neon gas canisters, 1 helium gas canisters | 1h |
| XON Salvaged Data-Core (not sold) | sb_xon_core_mk3 |
XON | 3 | 2: any | 200 | 1 science | research speed +20%; computer capacity +150; +1 project slot; 8% of its cores come out corrupted; with QC-2 Qubit Coprocessor: x0.5 (the core fights the quantum stack) | 45,000 | 36 electronic components, 12 trycene crystals, 4 metal ingots, 2 titanium alloy ingots, 2 silicon wafers, 2 borosilicate glass, 1 copper ingots, 1 superconductor wire, 1 gallium arsenide wafers, 1 helium gas canisters, 1 neon gas canisters, 1 rubidium ingots | 3h |
Weird, rare and support
| gizmo | code | faction | tier | bench | power | crew | effects | price cr | materials | mount time |
|---|---|---|---|---|---|---|---|---|---|---|
| TER-3 Temporal Echo Recorder | sb_echo_mk3 |
any | 3 | 1: anomaly/any | 120 | 1 science | /sb echo rescans of finished planets; research speed (echo +20%); bay events: sensor ghost x2.0 | 52,000 | 37 electronic components, 20 trycene crystals, 4 metal ingots, 2 titanium alloy ingots, 2 silicon wafers, 2 borosilicate glass, 1 copper ingots, 1 superconductor wire, 1 gallium arsenide wafers, 1 helium gas canisters, 1 neon gas canisters, 1 rubidium ingots | 2h |
| PSA-3 Psionic Amplifier | sb_psi_mk3 |
any | 3 | 1: any | 100 | none | language buff x1.5; your PSI speeds lingua/xeno research (+1% per 10 PSI over 50, max +15%); with TER-3 Temporal Echo Recorder: 15% of sensor ghosts are real; bay events: sensor ghost x3.0 | 52,000 | 35 electronic components, 24 trycene crystals, 2 metal ingots, 1 titanium alloy ingots, 2 silicon wafers, 1 borosilicate glass, 1 copper ingots, 1 superconductor wire, 1 gallium arsenide wafers, 1 helium gas canisters, 1 neon gas canisters, 1 rubidium ingots | 2h |
| Singing Stone Resonator (not sold) | sb_singing_mk4 |
Ryl'Atti | 4 | 2: anomaly | 60 | 1 science | research speed (anomaly +30%, exotic +30%); crew morale +4; bay events: breakthrough x2.0 | 90,000 | 20 Tikopai/Ryl'Atti electronic components, 10 trycene crystals, 1 Ryl'Atti Carapace Shard, 3 Tikopai/Ryl'Atti metal ingots, 1 titanium alloy ingots, 2 silicon wafers, 2 borosilicate glass, 1 copper ingots, 1 superconductor wire, 1 gallium arsenide wafers, 1 germanium crystals, 1 caesium ingots, 1 rubidium ingots, 1 helium gas canisters, 1 xenon gas canisters | 4h |
| BS-1 Bench Stabilizer | sb_stab_mk1 |
any | 1 | 1: any | 15 | none | bad bay events -40% | 3,000 | 3 electronic components, 2 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 argon gas canisters | 0.5h |
| FH-1 Containment Glovebox | sb_hood_mk1 |
any | 1 | 1: bio/med/any | 20 | none | xeno hazard x0.5; contamination never destroys an input | 3,500 | 2 electronic components, 10 plastic, 1 metal ingots, 1 aluminum ingots, 1 silicon wafers, 1 argon gas canisters | 0.5h |
B5 Hydroponics modules
| module | code | faction | tier | rooms | beds (light/water/temp) | power | crew | water / nutrient per bed-hour | features | drawbacks | price cr | materials | build |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| AGB-1 Hydroponic Grow Bay | hp_grow_mk1 |
any | 1 | 1 | 4 (normal/normal/temperate) | 60 | 1 general | 1 / 0.5 | water/nutrient tank +200 | uncrewed: grows at half speed; beds drain 1 water + 0.5 nutrient per hour | 12,000 | 20 plastic, 6 electronic components, 10 wooden boards, 5 metal ingots, 6 aluminum ingots, 3 copper ingots, 1 steel ingots, 1 sodium ingots | 3h |
| AGB-2 Hydroponic Grow Bay | hp_grow_mk2 |
any | 2 | 1 | 8 (normal/normal/temperate) | 110 | 1 general | 1 / 0.5 | 1 adjustable beds; water/nutrient tank +400 | uncrewed: grows at half speed | 30,000 | 35 plastic, 12 electronic components, 15 wooden boards, 7 metal ingots, 9 aluminum ingots, 5 copper ingots, 4 stainless steel ingots, 1 sodium ingots, 1 nitrogen gas canisters, 1 red phosphorus, 1 potassium ingots | 5h |
| AGB-3 Hydroponic Grow Deck | hp_grow_mk3 |
any | 3 | 2 | 16 (normal/normal/temperate) | 200 | 2 general | 0.9 / 0.45 | yield +10%; 4 adjustable beds; water/nutrient tank +900 | two rooms; capital hulls only (tier 3); needs 2 general crew | 70,000 | 85 plastic, 35 electronic components, 28 wooden boards, 6 trycene crystals, 21 metal ingots, 25 aluminum ingots, 14 copper ingots, 11 stainless steel ingots, 5 sodium ingots, 4 nitrogen gas canisters, 2 red phosphorus, 2 potassium ingots, 2 gallium arsenide wafers | 10h |
| AAT-1 Aeroponic Towers | hp_aero_mk1 |
any | 1 | 1 | 6 (bright/normal/temperate) | 90 | 1 general | 0.5 / 0.4 | grow speed +15%; water/nutrient tank +200; tubers yield -40% | tubers (potato, ginger, glassroot) yield -40 %; misting pumps: room fire chance +10 % | 18,000 | 25 plastic, 12 electronic components, 6 metal ingots, 8 aluminum ingots, 4 copper ingots, 2 steel ingots, 1 sodium ingots | 4h |
| AAT-2 Aeroponic Towers | hp_aero_mk2 |
any | 2 | 1 | 10 (bright/normal/temperate) | 150 | 1 general | 0.4 / 0.35 | grow speed +20%; water/nutrient tank +350; tubers yield -40% | tubers yield -40 % | 42,000 | 40 plastic, 20 electronic components, 2 trycene crystals, 9 metal ingots, 11 aluminum ingots, 6 copper ingots, 4 stainless steel ingots, 2 sodium ingots, 1 nitrogen gas canisters, 1 red phosphorus, 1 potassium ingots | 6h |
| ALV-1 Algae Vats | hp_algae_mk1 |
any | 1 | 1 | - | 50 | none | - | algae +4/h; life support draw -10%; O2 grace 300 s; water recycling 15%; water/nutrient tank +150 | algae paste is edible but joyless (no morale); ruptured vat on a room hit: -50 water | 10,000 | 30 plastic, 4 electronic components, 6 metal ingots, 8 aluminum ingots, 4 copper ingots, 2 steel ingots, 1 sodium ingots | 3h |
| ALV-2 Bioreactor Vats | hp_algae_mk2 |
any | 2 | 1 | - | 80 | 1 science | - | algae +8/h; life support draw -20%; O2 grace 900 s; water recycling 30%; water/nutrient tank +250 | ruptured vat on a room hit: -100 water | 26,000 | 40 plastic, 10 electronic components, 2 trycene crystals, 9 metal ingots, 11 aluminum ingots, 6 copper ingots, 4 stainless steel ingots, 2 sodium ingots, 1 nitrogen gas canisters, 1 red phosphorus, 1 potassium ingots | 5h |
| Fungus Cellar | hp_fungus_mk1 |
any | 1 | 1 | 6 (low/wet/cool) | 25 | 1 general | 0.7 / 0.3 | compost 40%; water/nutrient tank +150 | low-light crops only (light need 'low'); spore smell: -1 morale if installed in quarters | 9,000 | 25 wooden boards, 10 plastic, 3 metal ingots, 4 aluminum ingots, 2 copper ingots, 1 steel ingots, 1 sodium ingots | 2h |
| XBT-2 Xeno Biome Tank | hp_biome_mk2 |
any | 2 | 1 | 3 (any/any/any) | 140 | 1 science | 1 / 1 | xeno hazard 3%; water/nutrient tank +100; alien seeds only | only alien crops (seeds from /sample); 3 % xeno hazard per harvest (crew injury) | 55,000 | 35 plastic, 29 electronic components, 7 trycene crystals, 11 metal ingots, 12 aluminum ingots, 7 copper ingots, 5 stainless steel ingots, 2 sodium ingots, 1 nitrogen gas canisters, 1 red phosphorus, 1 potassium ingots | 8h |
| XBT-3 Xeno Biome Array | hp_biome_mk3 |
any | 3 | 1 | 6 (any/any/any) | 220 | 2 science | 1 / 1 | yield +10%; xeno hazard 2%; water/nutrient tank +200; can cross alien with native stock; alien seeds only | capital hulls only (tier 3); 2 science crew | 110,000 | 90 plastic, 90 electronic components, 27 trycene crystals, 27 metal ingots, 31 aluminum ingots, 18 copper ingots, 14 stainless steel ingots, 6 sodium ingots, 4 nitrogen gas canisters, 3 red phosphorus, 3 potassium ingots, 3 gallium arsenide wafers | 12h |
| Seed Vault | hp_vault_mk1 |
any | 1 | 1 | - | 15 | none | - | 40 seed packets; 20 strains; free replant after blight | no beds | 8,000 | 10 plastic, 4 electronic components, 5 metal ingots, 6 aluminum ingots, 3 copper ingots, 1 steel ingots, 1 sodium ingots | 2h |
| ANS-1 Nutrient Synthesiser | hp_nutri_mk1 |
any | 1 | 1 | - | 70 | none | - | yield +5%; compost 20%; nutrient use -25%; 1 ore = 5 nutrient; water/nutrient tank +100 | consumes ore for nutrient (1 ore -> 5 units) | 14,000 | 10 electronic components, 10 plastic, 6 metal ingots, 8 aluminum ingots, 4 copper ingots, 2 steel ingots, 1 sodium ingots | 3h |
| ANS-2 Nutrient Synthesiser | hp_nutri_mk2 |
any | 2 | 1 | - | 110 | 1 science | - | yield +10%; compost 30%; nutrient use -40%; 1 ore = 8 nutrient; water/nutrient tank +150 | needs a science crew for the full effect | 34,000 | 20 electronic components, 15 plastic, 2 trycene crystals, 9 metal ingots, 11 aluminum ingots, 6 copper ingots, 4 stainless steel ingots, 2 sodium ingots, 1 nitrogen gas canisters, 1 red phosphorus, 1 potassium ingots | 5h |
| AGL-1 Grow-Light Rig | hp_light_mk1 |
any | 1 | 1 | - | 120 | none | - | grow speed +15%; normal beds count as bright | 120 PU while any bed is growing; no effect on low-light beds | 11,000 | 15 electronic components, 2 trycene crystals, 3 metal ingots, 4 aluminum ingots, 2 copper ingots, 1 steel ingots, 1 sodium ingots | 2h |
| AGL-2 Grow-Light Rig | hp_light_mk2 |
any | 2 | 1 | - | 200 | none | - | grow speed +25%; normal beds count as bright | 200 PU while any bed is growing; overheat: +1 heat/min above 0.95 load | 28,000 | 25 electronic components, 5 trycene crystals, 5 metal ingots, 5 aluminum ingots, 3 copper ingots, 2 stainless steel ingots, 1 sodium ingots, 1 nitrogen gas canisters, 1 red phosphorus, 1 potassium ingots | 4h |
| Galley Annex | hp_galley_mk1 |
any | 1 | 1 | - | 40 | 1 general | - | 30 crew meals/h; Cooking +5; stations: Kitchen, Tea station | a mess room keeps its label 'Mess Hall' | 9,000 | 6 electronic components, 10 plastic, 5 metal ingots, 6 aluminum ingots, 3 copper ingots, 1 steel ingots, 1 sodium ingots | 2h |
| Brewery & Still | hp_brewery_mk1 |
any | 1 | 1 | - | 50 | none | - | batch 6; ferments 2 h; stations: Brewery, Still | fermenting batch on a room hit: lost, small fire chance | 16,000 | 20 wooden boards, 4 electronic components, 8 metal ingots, 10 aluminum ingots, 5 copper ingots, 2 steel ingots, 1 sodium ingots | 3h |
| Apothecary Bench | hp_apoth_mk1 |
any | 1 | 1 | - | 40 | 1 medical | - | crafting +5; stations: Apothecary | needs a medical crew to run unattended batches | 15,000 | 10 electronic components, 10 plastic, 3 metal ingots, 4 aluminum ingots, 2 copper ingots, 1 steel ingots, 1 sodium ingots | 3h |
| Pharma Still | hp_apoth_mk2 |
any | 2 | 1 | - | 90 | 1 medical | - | crafting +10; stations: Apothecary, Chemistry lab / Pharma Still | refined stims still need Science Technology | 38,000 | 30 electronic components, 18 plastic, 5 trycene crystals, 5 metal ingots, 6 aluminum ingots, 4 copper ingots, 3 stainless steel ingots, 1 sodium ingots, 1 nitrogen gas canisters, 1 red phosphorus, 1 potassium ingots | 5h |
| Ryl'Atti Warm-Room | hp_ryl_warm_mk2 |
Ryl'Atti | 2 | 1 | 7 (bright/dry/hot) | 130 | 1 general | 0.6 / 0.5 | grow speed +10%; water/nutrient tank +350; rylatti crops yield +25% | hot and dry: Terran leafy crops are one step off; crew outside Ryl'Atti: -1 morale in quarters next door | 34,000 | 30 plastic, 10 Tikopai/Ryl'Atti electronic components, 10 synthleather, 7 Tikopai/Ryl'Atti metal ingots, 9 aluminum ingots, 5 copper ingots, 4 stainless steel ingots, 1 sodium ingots, 1 nitrogen gas canisters, 1 red phosphorus, 1 potassium ingots | 5h |
| Celay Water Garden | hp_celay_water_mk2 |
Celay | 2 | 1 | 8 (normal/aquatic/temperate) | 90 | 1 general | 1.2 / 0.4 | water recycling 60%; morale +4; water/nutrient tank +350; celay crops yield +25% | aquatic beds: dry-soil crops cannot be planted | 32,000 | 35 plastic, 9 electronic components, 12 wooden boards, 7 metal ingots, 8 aluminum ingots, 5 copper ingots, 3 stainless steel ingots, 1 sodium ingots, 1 nitrogen gas canisters, 1 red phosphorus, 1 potassium ingots | 5h |
| Blood-Moss Pit | hp_klin_moss_mk2 |
Klinshaya | 2 | 1 | 5 (low/wet/warm) | 40 | 1 general | 0.8 / 0.6 | water/nutrient tank +250; klinshaya crops yield +30%; fed raw meat instead of nutrient | blood-moss feeds on raw meat (1 per bed per 4 h) instead of nutrient; non-Klinshaya crew: -2 morale | 26,000 | 28 wooden boards, 14 plastic, 11 Klinshaya metal ingots, 12 aluminum ingots, 7 copper ingots, 5 stainless steel ingots, 2 sodium ingots, 1 nitrogen gas canisters, 1 red phosphorus, 1 potassium ingots | 4h |
| Therataan Resonance Garden | hp_ther_res_mk2 |
Therataan | 2 | 1 | 6 (normal/normal/cool) | 120 | 1 science | 1 / 0.5 | good duration +15%; water/nutrient tank +300; therataan crops yield +25% | potency raises duration only, never magnitude | 36,000 | 15 Therataan electronic components, 6 trycene crystals, 10 plastic, 7 Therataan metal ingots, 9 aluminum ingots, 5 copper ingots, 4 stainless steel ingots, 1 sodium ingots, 1 nitrogen gas canisters, 1 red phosphorus, 1 potassium ingots | 6h |
| Tikopai Tide Beds | hp_tiko_tide_mk2 |
Tikopai | 2 | 1 | 8 (normal/aquatic/warm) | 100 | 1 general | 1.5 / 0.4 | grow speed +20%; blight +50%; water/nutrient tank +300; tikopai crops yield +25% | salt tide: blight chance +50 %; only via the Rodom V / Manara free ports | 30,000 | 31 plastic, 18 fabric, 9 Tikopai/Ryl'Atti metal ingots, 11 aluminum ingots, 6 copper ingots, 5 stainless steel ingots, 2 sodium ingots, 1 nitrogen gas canisters, 1 red phosphorus, 1 potassium ingots | 5h |
B6 Crops
Grow time is real hours at full speed. (xN) = perennial, regrows N times. Needs are light / water / temperature; any grows in any bed of a Xeno Biome Tank.
| crop | code | origin | grow time | yield | needs (light / water / temp) | blight | traits | seed | grows in | raw value cr | used in |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Dwarf Wheat | crop_wheat |
terran | 3 h | 6-9 | bright / normal / temperate | 4% | - | 20 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Therataan Resonance Garden | 6 | Celay Lotus Cakes, Fungal Loaf, Garden Pizza, Hydro Hops Ale, Oat & Sugar Cookie, Soy Burger, Spice Cookie, Spiced Sausage, Terran Apple Pie |
| Potato | crop_potato |
terran | 4 h | 8-12 | normal / normal / cool | 6% | tuber | 15 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Fungus Cellar, Therataan Resonance Garden | 4 | Fresh Galley Ration, Herb-Crusted Steak, Still-Room Spirit |
| Soybean | crop_soy |
terran | 3 h | 6-8 | normal / normal / warm | 4% | legume | 20 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Ryl'Atti Warm-Room, Blood-Moss Pit | 5 | Fresh Galley Ration, Soy Burger, Tide Kelp Rolls |
| Cherry Tomato | crop_tomato |
terran | 3 h | 6-10 | bright / wet / warm | 8% | - | 25 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Celay Water Garden, Tikopai Tide Beds | 6 | Garden Pizza |
| Butter Lettuce | crop_lettuce |
terran | 1 h | 3-5 | normal / wet / cool | 5% | leafy | 15 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Fungus Cellar, Celay Water Garden, Therataan Resonance Garden | 5 | Fresh Galley Ration, Soy Burger |
| Popping Corn | crop_corn |
terran | 4 h | 6-9 | bright / normal / warm | 6% | - | 20 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Ryl'Atti Warm-Room | 5 | Popcorn Ball |
| Dwarf Apple Tree | crop_apple |
terran | 8 h (x5) | 8-12 | bright / normal / temperate | 5% | perennial | 60 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Therataan Resonance Garden | 8 | Fresh Apple, Pressed Apple Juice, Terran Apple Pie |
| Dwarf Pear Tree | crop_pear |
terran | 8 h (x5) | 6-10 | bright / normal / temperate | 5% | perennial | 60 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Therataan Resonance Garden | 8 | Fresh Pear |
| Calamondin Orange | crop_orange |
terran | 6 h (x4) | 6-10 | bright / normal / warm | 6% | perennial | 50 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Ryl'Atti Warm-Room | 8 | Fresh Orange Juice |
| Sugarcane | crop_sugarcane |
terran | 5 h | 8-12 | bright / wet / hot | 4% | - | 20 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, Tikopai Tide Beds | 4 | Blood-Moss Wine, Cane Candy Bar, Garden Cola, Ginger Snap, Honey-Glazed Bird, Mint Lollipop, Oat & Sugar Cookie, Popcorn Ball, Sassafras Root Beer, Still-Room Spirit, Terran Apple Pie |
| Hops | crop_hops |
terran | 4 h | 4-6 | bright / normal / temperate | 7% | vine | 30 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Therataan Resonance Garden | 7 | Hydro Hops Ale |
| Table Grape | crop_grape |
terran | 8 h (x5) | 6-10 | bright / normal / warm | 8% | perennial, vine | 60 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Ryl'Atti Warm-Room | 9 | Ship's Vintage |
| Dwarf Coffee | crop_coffee |
terran | 6 h (x5) | 3-5 | normal / normal / warm | 6% | perennial | 50 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Ryl'Atti Warm-Room, Blood-Moss Pit | 14 | Deck-Grown Coffee, Garden Cola |
| Camellia Tea | crop_tea |
terran | 5 h (x6) | 3-5 | normal / wet / temperate | 4% | perennial | 45 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Fungus Cellar, Celay Water Garden, Blood-Moss Pit, Therataan Resonance Garden, Tikopai Tide Beds | 12 | Celay Dew Tea, Sage Focus Tea, Vitalis Tea |
| Peppermint | crop_mint |
terran | 2 h | 3-5 | normal / wet / cool | 3% | herb | 20 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Fungus Cellar, Celay Water Garden, Therataan Resonance Garden | 8 | Cane Candy Bar, Herb & Spice Bundle, Mint Lollipop, Mint Water, Silvertongue Tincture, Starsight Tincture, Tide Tea |
| Chamomile | crop_chamomile |
terran | 2 h | 3-4 | normal / normal / temperate | 3% | herb | 20 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Fungus Cellar, Blood-Moss Pit, Therataan Resonance Garden | 9 | Chamomile Calm, Resonance Tea, Steadyhand Tincture |
| Sage & Thyme | crop_sage |
terran | 2 h | 3-5 | normal / dry / warm | 3% | herb | 20 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Ryl'Atti Warm-Room | 9 | Clearmind Tincture, Garden Pizza, Herb & Spice Bundle, Herb-Crusted Steak, Ironroot Tincture, Sage Focus Tea, Spiced Sausage |
| Ginger | crop_ginger |
terran | 5 h | 4-6 | low / wet / warm | 5% | tuber | 30 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, Celay Water Garden, Blood-Moss Pit, Tikopai Tide Beds | 10 | Ginger Snap, Herb & Spice Bundle, Honey-Glazed Bird, Ironroot Tincture, Ryl'Atti Ember Tea, Sassafras Root Beer, Spice Cookie, Xenoward Tincture |
| Medicinal Poppy | crop_poppy |
terran | 6 h | 2-4 | bright / dry / temperate | 6% | medicinal | 80 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Therataan Resonance Garden | 18 | Poppy Norphine |
| Oyster Mushroom | crop_mushroom |
terran | 2 h | 4-6 | low / wet / cool | 7% | fungus | 15 cr: Terra Fleet Yards, Klinshay Provisioner, Therat Prime Herbalist, Manara Exotic Seeds & Spirits, Rodom V Frontier Co-op | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, Fungus Cellar, Celay Water Garden, Therataan Resonance Garden | 7 | Cellar Mushroom Juice, Fungal Loaf, Rad-Bloom Tincture |
| Spirulina Paste | crop_algae |
terran | continuous | 4-8 units/h per vat | normal / aquatic / temperate | 0% | auto | grows by itself in algae vats | ALV-1 Algae Vats, ALV-2 Bioreactor Vats | 2 | Algae Ration Bar |
| Ryl'Atti Sunfruit | crop_ryl_sunfruit |
racial | 5 h | 4-6 | bright / dry / hot | 5% | - | 120 cr: Manara Exotic Seeds & Spirits | AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, Ryl'Atti Warm-Room | 16 | Ryl'Atti Ember Tea, Sunfruit Comb |
| Celay Moon Lotus | crop_celay_lotus |
racial | 6 h | 3-5 | normal / aquatic / temperate | 4% | - | 130 cr: Manara Exotic Seeds & Spirits | AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, Fungus Cellar, Celay Water Garden, Blood-Moss Pit, Tikopai Tide Beds | 18 | Celay Dew Tea, Celay Lotus Cakes, Silvertongue Tincture |
| Klinshaya Blood-Moss | crop_klin_bloodmoss |
racial | 4 h | 5-8 | low / wet / warm | 6% | carnivore | 100 cr: Klinshay Provisioner | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, Celay Water Garden, Blood-Moss Pit, Tikopai Tide Beds | 12 | Blood-Moss Jerky, Blood-Moss Wine, Klinshaya Rage Draught |
| Therataan Glassroot | crop_ther_glassroot |
racial | 7 h | 3-5 | normal / normal / cool | 4% | tuber | 140 cr: Therat Prime Herbalist | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Fungus Cellar, Therataan Resonance Garden | 20 | Glassroot Shavings, Mindbloom Tincture, Resonance Tea |
| Tikopai Tide Kelp | crop_tiko_tidekelp |
racial | 3 h | 6-9 | normal / aquatic / warm | 9% | - | 90 cr: Rodom V Frontier Co-op | AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, Celay Water Garden, Blood-Moss Pit, Tikopai Tide Beds | 9 | Kelp Tonic, Tide Kelp Rolls, Tide Tea |
| Tanga Vine | crop_tanga |
racial | 5 h | 5-8 | bright / normal / warm | 5% | vine | 70 cr: Therat Prime Herbalist, Manara Exotic Seeds & Spirits | AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, Ryl'Atti Warm-Room | 11 | Tanga Juice |
| Healleaf (xeno) | crop_xeno_healleaf |
alien | 10 h | 2-4 | any / any / any | 8% | medicinal | /sample a medicinal plant find | XBT-2 Xeno Biome Tank, XBT-3 Xeno Biome Array | 40 | Mossweave Traumaid, Vitalis Tea |
| Neuralbloom (xeno) | crop_xeno_neuralbloom |
alien | 12 h | 2-3 | any / any / any | 8% | medicinal | /sample a medicinal plant find | XBT-2 Xeno Biome Tank, XBT-3 Xeno Biome Array | 45 | Bloom Calphasine, Clearmind Tincture |
| Stimvine (xeno) | crop_xeno_stimvine |
alien | 10 h | 2-4 | any / any / any | 9% | medicinal, vine | /sample a medicinal plant find | XBT-2 Xeno Biome Tank, XBT-3 Xeno Biome Array | 45 | Garden Tridrenaline, Klinshaya Rage Draught, Steadyhand Tincture |
| Immunocap (xeno) | crop_xeno_immunocap |
alien | 8 h | 3-5 | low / any / any | 6% | fungus, medicinal | /sample a medicinal plant or spores find | XBT-2 Xeno Biome Tank, XBT-3 Xeno Biome Array | 35 | Green Anaphagol, Xenoward Tincture |
| Radbloom (xeno) | crop_xeno_radbloom |
alien | 14 h | 2-3 | any / any / any | 5% | extremophile | /sample an extremophile or spores find | XBT-2 Xeno Biome Tank, XBT-3 Xeno Biome Array | 50 | Rad-Bloom Tincture |
| Glowmat (xeno) | crop_xeno_glowmat |
alien | 16 h | 2-4 | any / any / any | 4% | sessile | /sample a lifeform find | XBT-2 Xeno Biome Tank, XBT-3 Xeno Biome Array | 30 | Mindbloom Tincture, Starsight Tincture |
B7 Goods (provisions, drinks, tinctures, stims, trade goods)
Ingredients come from your ship's store (harvested crops) plus the listed items from your inventory. Skill is the crafting skill used; difficulty lowers your odds (Chapter 8). Price is the shelf list price; provisioners buy back at 40 % unless a better price is listed.
Food
| good | code | station | ingredients (-> batch) | skill | effects; duration | side effects | price cr | sold at |
|---|---|---|---|---|---|---|---|---|
| Fresh Apple | good_fresh_apple |
by hand | 1 Dwarf Apple | Cooking, diff 0 | hunger 15, CON +1; 30 min | - | 12 | Terra Fleet Yards |
| Fresh Pear | good_fresh_pear |
by hand | 1 Dwarf Pear | Cooking, diff 0 | hunger 15, AGI +1; 30 min | - | 12 | Terra Fleet Yards |
| Garden Pizza | good_garden_pizza |
Kitchen | 2 Dwarf Wheat, 2 Cherry Tomato, 1 Sage & Thyme | Cooking, diff 10 | hunger 45, STR +1, CON +1; 60 min | - | 45 | Terra Fleet Yards |
| Soy Burger | good_soy_burger |
Kitchen | 2 Soybean, 1 Dwarf Wheat, 1 Butter Lettuce | Cooking, diff 10 | hunger 40, STR +2; 45 min | - | 40 | Terra Fleet Yards |
| Spiced Sausage | good_spiced_sausage |
Kitchen | 1 raw meat, 1 Sage & Thyme, 1 Dwarf Wheat | Cooking, diff 15 | hunger 35, WIL +1, CON +1; 45 min | - | 40 | Terra Fleet Yards |
| Herb-Crusted Steak | good_herb_steak |
Kitchen | 1 raw meat, 2 Sage & Thyme, 2 Potato | Cooking, diff 30 | hunger 60, STR +3, CON +2; 90 min | - | 110 | Klinshay Provisioner |
| Honey-Glazed Bird | good_glazed_bird |
Kitchen | 1 raw bird, 1 Sugarcane, 1 Ginger | Cooking, diff 25 | hunger 50, CON +2, regen 1 HP/min; 60 min | - | 95 | - |
| Fungal Loaf | good_fungal_loaf |
Kitchen | 3 Oyster Mushroom, 1 Dwarf Wheat | Cooking, diff 10 | hunger 50, WIL +2; 120 min | - | 40 | Terra Fleet Yards |
| Oat & Sugar Cookie | good_oat_cookie |
Kitchen | 1 Dwarf Wheat, 1 Sugarcane -> 3 | Cooking, diff 5 | hunger 10, CHA +1; 30 min | sugar tolerance +1 | 10 | Terra Fleet Yards |
| Spice Cookie | good_spice_cookie |
Kitchen | 1 Dwarf Wheat, 1 Ginger -> 3 | Cooking, diff 5 | hunger 10, INT +1; 30 min | sugar tolerance +1 | 10 | Terra Fleet Yards |
| Ginger Snap | good_ginger_snap |
Kitchen | 2 Ginger, 1 Sugarcane -> 3 | Cooking, diff 10 | hunger 10, xeno resist 5%; 60 min | sugar tolerance +1 | 12 | Terra Fleet Yards |
| Cane Candy Bar | good_cane_candy |
Kitchen | 2 Sugarcane, 1 Peppermint -> 2 | Cooking, diff 5 | hunger 10, AGI +1; 15 min | sugar tolerance +1 | 10 | Terra Fleet Yards |
| Popcorn Ball | good_popcorn_ball |
Kitchen | 2 Popping Corn, 1 Sugarcane -> 3 | Cooking, diff 5 | hunger 10, CHA +1, crew morale 1 when served; 30 min | sugar tolerance +1 | 8 | Terra Fleet Yards |
| Mint Lollipop | good_mint_lollipop |
Kitchen | 1 Peppermint, 1 Sugarcane -> 3 | Cooking, diff 5 | hunger 5, Starship Sensors Technology +2; 30 min | sugar tolerance +1 | 8 | Terra Fleet Yards |
| Fresh Galley Ration | good_galley_ration |
Kitchen | 1 Soybean, 1 Potato, 1 Butter Lettuce -> 2 | Cooking, diff 0 | hunger 35, counts as a crew meal (fresh) | - | 6 (buys: Rodom V Frontier Co-op 5) | Terra Fleet Yards |
| Algae Ration Bar | good_algae_bar |
Kitchen | 4 Spirulina Paste -> 2 | Cooking, diff 0 | hunger 30, counts as a crew meal (not fresh) | - | 3 | Terra Fleet Yards |
| Terran Apple Pie | good_del_apple_pie |
Kitchen | 3 Dwarf Apple, 2 Dwarf Wheat, 1 Sugarcane | Cooking, diff 35 | hunger 40, CON +1, CHA +2, crew morale 3 when served; 90 min | Alliance speciality | 120 | - |
| Sunfruit Comb | good_del_sunfruit_comb |
Kitchen | 3 Ryl'Atti Sunfruit | Cooking, diff 30 | hunger 30, AGI +2, CHA +1, crew morale 3 when served; 60 min | Ryl'Atti speciality | 140 | Manara Exotic Seeds & Spirits |
| Celay Lotus Cakes | good_del_lotus_cakes |
Kitchen | 3 Celay Moon Lotus, 1 Dwarf Wheat | Cooking, diff 35 | hunger 30, WIL +1, PSI +2, crew morale 3 when served; 90 min | Celay speciality | 150 | Manara Exotic Seeds & Spirits |
| Blood-Moss Jerky | good_del_moss_jerky |
Kitchen | 3 Klinshaya Blood-Moss, 1 raw meat | Cooking, diff 30 | hunger 45, STR +2, CON +2, crew morale 3 when served; 90 min | Klinshaya speciality | 140 (buys: Klinshay Provisioner 120) | Klinshay Provisioner |
| Glassroot Shavings | good_del_glassroot |
Kitchen | 2 Therataan Glassroot | Cooking, diff 35 | hunger 25, INT +2, PSI +2, crew morale 3 when served; 90 min | Therataan speciality | 160 | Therat Prime Herbalist |
| Tide Kelp Rolls | good_del_kelp_rolls |
Kitchen | 3 Tikopai Tide Kelp, 1 Soybean | Cooking, diff 25 | hunger 35, AGI +2, CON +1, radiation resist 10%, crew morale 3 when served; 60 min | Tikopai speciality | 110 | Rodom V Frontier Co-op |
Drinks
| good | code | station | ingredients (-> batch) | skill | effects; duration | side effects | price cr | sold at |
|---|---|---|---|---|---|---|---|---|
| Mint Water | good_mint_water |
Tea station | 1 Peppermint, 1 water (unit) | Cooking, diff 0 | thirst 40, WIL +1; 30 min | - | 8 | Terra Fleet Yards |
| Fresh Orange Juice | good_orange_juice |
Kitchen | 3 Calamondin Orange | Cooking, diff 0 | thirst 35, CON +1, disease resist 10%; 45 min | - | 15 | Terra Fleet Yards |
| Pressed Apple Juice | good_apple_juice |
Kitchen | 3 Dwarf Apple | Cooking, diff 0 | thirst 35, AGI +1; 45 min | - | 15 | Terra Fleet Yards |
| Tanga Juice | good_tanga_juice |
Kitchen | 2 Tanga Vine | Cooking, diff 0 | thirst 35, INT +1, PSI +1; 45 min | - | 18 | Terra Fleet Yards, Therat Prime Herbalist |
| Cellar Mushroom Juice | good_mushroom_juice |
Kitchen | 3 Oyster Mushroom | Cooking, diff 5 | thirst 30, WIL +2, radiation resist 10%; 45 min | - | 16 | Terra Fleet Yards |
| Kelp Tonic | good_kelp_juice |
Kitchen | 2 Tikopai Tide Kelp | Cooking, diff 5 | thirst 30, AGI +1, CON +1; 45 min | Tikopai speciality | 16 | Rodom V Frontier Co-op |
| Sassafras Root Beer | good_root_beer |
Brewery | 1 Ginger, 2 Sugarcane -> 2 | Cooking, diff 10 | thirst 30, CHA +1; 30 min | - | 10 | Terra Fleet Yards |
| Garden Cola | good_kola_cola |
Brewery | 1 Dwarf Coffee, 2 Sugarcane -> 2 | Cooking, diff 10 | thirst 30, INT +1, AGI +1; 20 min | caffeine tolerance +1 | 10 | Terra Fleet Yards |
| Deck-Grown Coffee | good_coffee |
Kitchen | 1 Dwarf Coffee, 1 water (unit) | Cooking, diff 5 | thirst 20, INT +1, Engineering +3; 60 min | caffeine tolerance +1 | 15 | Terra Fleet Yards |
| Hydro Hops Ale | good_hops_ale |
Brewery | 2 Hops, 2 Dwarf Wheat -> 3 | Cooking, diff 15 | thirst 25, CHA +2, crew morale 2 when served; 60 min | intox +1, alcohol tolerance +1 | 20 | Terra Fleet Yards |
| Ship's Vintage | good_ship_vintage |
Brewery | 4 Table Grape -> 2 | Cooking, diff 30 | thirst 20, WIL +1, CHA +2, crew morale 2 when served; 90 min | intox +1, alcohol tolerance +1 | 60 (buys: Manara Exotic Seeds & Spirits 50) | Terra Fleet Yards, Manara Exotic Seeds & Spirits |
| Still-Room Spirit | good_still_spirit |
Still | 3 Potato, 2 Sugarcane -> 2 | Cooking, diff 35 | thirst 10, WIL +2, CHA +1; 60 min | intox +2, alcohol tolerance +2 | 70 (buys: Manara Exotic Seeds & Spirits 80) | - |
| Blood-Moss Wine | good_blood_wine |
Brewery | 3 Klinshaya Blood-Moss, 1 Sugarcane -> 2 | Cooking, diff 35 | thirst 20, STR +2, WIL +2, crew morale 3 when served; 60 min | intox +2, alcohol tolerance +2, Klinshaya speciality | 90 (buys: Klinshay Provisioner 80) | Klinshay Provisioner |
| Vitalis Tea | good_tea_vitalis |
Tea station | 1 Camellia Tea, 1 Healleaf (xeno) | Cooking, diff 15 | thirst 25, CON +2, regen 1 HP/min; 60 min | - | 80 | - |
| Sage Focus Tea | good_tea_sage_focus |
Tea station | 1 Camellia Tea, 1 Sage & Thyme | Cooking, diff 10 | thirst 25, INT +2, Science Technology +3; 60 min | caffeine tolerance +1 | 30 | Terra Fleet Yards |
| Chamomile Calm | good_tea_chamomile |
Tea station | 2 Chamomile | Cooking, diff 5 | thirst 25, WIL +2, sobers you 1 level, halves stim crashes; 60 min | - | 20 | Terra Fleet Yards |
| Celay Dew Tea | good_tea_celay_dew |
Tea station | 1 Celay Moon Lotus, 1 Camellia Tea | Cooking, diff 25 | thirst 25, CHA +1, PSI +2; 60 min | Celay speciality | 70 | Manara Exotic Seeds & Spirits |
| Ryl'Atti Ember Tea | good_tea_ember |
Tea station | 1 Ryl'Atti Sunfruit, 1 Ginger | Cooking, diff 25 | thirst 25, STR +1, AGI +1, radiation resist 10%; 60 min | Ryl'Atti speciality | 60 | Manara Exotic Seeds & Spirits |
| Resonance Tea | good_tea_resonance |
Tea station | 1 Therataan Glassroot, 1 Chamomile | Cooking, diff 30 | thirst 25, AGI -1, PSI +3; 60 min | built-in AGI -1, Therataan speciality | 80 (buys: Therat Prime Herbalist 70) | Therat Prime Herbalist |
| Tide Tea | good_tea_tide |
Tea station | 1 Tikopai Tide Kelp, 1 Peppermint | Cooking, diff 20 | thirst 25, AGI +2; 45 min | Tikopai speciality | 45 | Rodom V Frontier Co-op |
Tinctures and stims
| good | code | station | ingredients (-> batch) | skill | effects; duration | side effects | price cr | sold at |
|---|---|---|---|---|---|---|---|---|
| Ironroot Tincture | good_tinc_ironroot |
Apothecary | 2 Ginger, 1 Sage & Thyme, 1 empty vial | Medical Technology, diff 20 | CON +3, disease resist 20%; 120 min | tincture tolerance +1 | 90 | - |
| Clearmind Tincture | good_tinc_clearmind |
Apothecary | 1 Neuralbloom (xeno), 1 Sage & Thyme, 1 empty vial | Medical Technology, diff 35 | INT +2, WIL +2, Medical Technology +5; 120 min | tincture tolerance +1 | 220 | - |
| Steadyhand Tincture | good_tinc_steadyhand |
Apothecary | 1 Stimvine (xeno), 2 Chamomile, 1 empty vial | Medical Technology, diff 40 | AGI +1, Marksmanship +5; 60 min | tincture tolerance +1, cooldown 60 min, usable in combat | 240 | - |
| Starsight Tincture | good_tinc_starsight |
Apothecary | 1 Glowmat (xeno), 1 Peppermint, 1 empty vial | Medical Technology, diff 30 | Astrogation +5, Starship Sensors Technology +5; 90 min | tincture tolerance +1 | 200 | - |
| Silvertongue Tincture | good_tinc_silvertongue |
Apothecary | 1 Celay Moon Lotus, 1 Peppermint, 1 empty vial | Medical Technology, diff 30 | CHA +3, Diplomacy +5; 60 min | tincture tolerance +1 | 200 | - |
| Xenoward Tincture | good_tinc_xenoward |
Apothecary | 1 Immunocap (xeno), 1 Ginger, 1 empty vial | Medical Technology, diff 30 | xeno resist 30%, disease resist 20%; 180 min | tincture tolerance +1 | 180 (buys: Rodom V Frontier Co-op 200) | - |
| Rad-Bloom Tincture | good_tinc_radbloom |
Apothecary | 1 Radbloom (xeno), 1 Oyster Mushroom, 1 empty vial | Medical Technology, diff 35 | radiation resist 35%; 120 min | tincture tolerance +1 | 220 | - |
| Mindbloom Tincture | good_tinc_mindbloom |
Apothecary | 1 Glowmat (xeno), 1 Therataan Glassroot, 1 empty vial | Medical Technology, diff 40 | WIL +1, CON -1, PSI +4; 90 min | built-in CON -1, tincture tolerance +1 | 260 (buys: Therat Prime Herbalist 300) | - |
| Garden Tridrenaline | good_stim_tridrenaline |
Chemistry lab / Pharma Still | 2 Stimvine (xeno), 1 empty vial | Science Technology, diff 45 | STR +2, AGI +4; 20 min | crash AGI -3 WIL -2 for 30 min, stim tolerance +2, cooldown 60 min, usable in combat | 300 | - |
| Bloom Calphasine | good_stim_calphasine |
Chemistry lab / Pharma Still | 2 Neuralbloom (xeno), 1 empty vial | Science Technology, diff 45 | INT +4, Starship Combat Tactics +5; 30 min | crash INT -2 WIL -2 for 30 min, stim tolerance +2, cooldown 60 min, usable in combat | 300 | - |
| Green Anaphagol | good_stim_anaphagol |
Chemistry lab / Pharma Still | 2 Immunocap (xeno), 1 empty vial | Science Technology, diff 30 | CON +1, disease resist 50%, xeno resist 10%; 240 min | tincture tolerance +1, cooldown 120 min | 200 | - |
| Mossweave Traumaid | good_stim_traumaid |
Chemistry lab / Pharma Still | 2 Healleaf (xeno), 1 empty vial | Science Technology, diff 35 | heals 30 HP at once, regen 3 HP/min; 10 min | tincture tolerance +1, cooldown 30 min, usable in combat | 250 | - |
| Poppy Norphine | good_stim_norphine |
Chemistry lab / Pharma Still | 3 Medicinal Poppy, 1 empty vial | Science Technology, diff 35 | AGI -1, WIL +3, regen 1 HP/min; 45 min | built-in AGI -1, stim tolerance +2, cooldown 60 min, usable in combat | 200 | - |
| Klinshaya Rage Draught | good_stim_rage_draught |
Apothecary | 3 Klinshaya Blood-Moss, 1 Stimvine (xeno), 1 empty vial | Medical Technology, diff 40 | STR +4, AGI +1, WIL +1; 20 min | crash STR -3 CON -2 for 30 min, stim tolerance +2, cooldown 90 min, usable in combat, Klinshaya speciality | 280 | - |
Trade goods
| good | code | station | ingredients (-> batch) | skill | effects; duration | side effects | price cr | sold at |
|---|---|---|---|---|---|---|---|---|
| Fresh Produce Crate | good_produce_crate |
by hand | 20 any Terran crop | Cooking, diff 0 | refrigerated trade cargo, fresh 24 h | - | 260 (buys: Terra Fleet Yards 260; Rodom V Frontier Co-op 320) | - |
| Herb & Spice Bundle | good_spice_bundle |
by hand | 5 Sage & Thyme, 5 Ginger, 5 Peppermint | Cooking, diff 0 | trade good | - | 240 (buys: Terra Fleet Yards 240; Manara Exotic Seeds & Spirits 260) | - |
| Xeno Botanical Extract | good_xeno_extract |
Apothecary | 3 any alien crop, 1 empty vial | Medical Technology, diff 25 | trade good | - | 450 (buys: Manara Exotic Seeds & Spirits 450) | - |
B8 Consumables and restock items
| item | code | price cr | materials to make one | used up by | used by |
|---|---|---|---|---|---|
| AML mine | cons_mine_aml |
400 | 2 metal ingots, 3 steel ingots, 1 copper ingots, 1 electronic components, 1 trycene crystals | /refit mine lay (each lay drops the layer's mines) | AML-1 Mine Layer, AML-2 Mine Layer, AML-3 Mine Layer |
| KML mine | cons_mine_kml |
400 | 2 Klinshaya metal ingots, 3 steel ingots, 1 copper ingots, 1 Klinshaya electronic components, 1 trycene crystals | /refit mine lay (each lay drops the layer's mines) | KML-A Cluster Mine Rack, KML-B Cluster Mine Rack, KML-C Cluster Mine Rack |
| TML shield-split mine | cons_mine_tml |
500 | 2 Therataan metal ingots, 3 steel ingots, 1 copper ingots, 1 Therataan electronic components, 1 trycene crystals, 1 superconductor wire | /refit mine lay (each lay drops the layer's mines) | TML-2 Magnetic Mine Layer |
| TK seeker mine | cons_mine_tkml |
400 | 2 Tikopai/Ryl'Atti metal ingots, 3 steel ingots, 1 copper ingots, 1 Tikopai/Ryl'Atti electronic components, 1 trycene crystals | /refit mine lay (each lay drops the layer's mines) | TKML Seeker Mine Nest |
| station field mine | cons_mine_station_mines |
400 | 2 metal ingots, 3 steel ingots, 1 copper ingots, 1 electronic components, 1 trycene crystals | station minefields (NPC stations) | AML-S ODP Minefield, KML-S Den Minefield |
| decoy charge | cons_decoy |
300 | 2 aluminum ingots, 2 electronic components, 2 plastic, 1 magnesium ingots | /refit decoy (one charge per use) | ADL-1 Decoy Launcher, ADL-2 Decoy Launcher, ADL-3 Decoy Launcher, CDB-1 Decoy Buoy Rack |
| chaff / ion-haze charge | cons_chaff |
250 | 3 aluminum ingots, 2 plastic | /refit chaff (one cloud per use) | ACD-1 Chaff Dispenser, ACD-2 Chaff Dispenser, CCH-1 Chaff Canister Kit, KCD-B Smoke Pod |
| KPD flak round (x10) | cons_pd_ammo |
150 | 2 steel ingots, 1 tungsten ingots, 1 lead ingots, 1 Klinshaya electronic components | each Klinshaya flak intercept attempt | KPD-A Scatter Driver, KPD-B Scatter Driver, KPD-C Scatter Driver, KPD-D Scatter Driver, KPD-E Scatter Driver |
| Ryl'Atti pulse charge | cons_pd_charge_rylatti |
0 | none: recharges from ship power | 1 charge per intercept; recharges in 30 s from ship power | RCL-1 Ryl'Atti Chaff Pod, RCL-2 Ryl'Atti Chaff Pod, RCL-3 Ryl'Atti Chaff Pod |
| TK interceptor drone | cons_pd_drone_tikopai |
900 | 4 Tikopai/Ryl'Atti metal ingots, 2 titanium alloy ingots, 3 Tikopai/Ryl'Atti electronic components, 1 trycene crystals, 1 neodymium magnets | lost when it rams a torpedo; regrows in 60 s | TKPD-1 Swarmguard Drone Bay, TKPD-2 Swarmguard Drone Bay, TKPD-3 Swarmguard Drone Bay, TKPD-4 Swarmguard Drone Bay, TKPD-5 Swarmguard Drone Bay |
| Shuttle (547) | cons_craft_547 |
12,000 | 30 metal ingots, 30 duralumin ingots, 20 titanium alloy ingots, 40 electronic components, 6 trycene crystals, 10 synthleather | lost if destroyed or left behind in a jump | SBX-1 Shuttle Bay Expansion |
| Shuttle (548) | cons_craft_548 |
12,000 | 30 metal ingots, 30 duralumin ingots, 20 titanium alloy ingots, 40 electronic components, 6 trycene crystals, 10 synthleather | lost if destroyed or left behind in a jump | SBX-1 Shuttle Bay Expansion |
| Valkyrie fighter (554) | cons_craft_554 |
8,000 | 20 metal ingots, 24 titanium alloy ingots, 12 duralumin ingots, 4 nickel superalloy ingots, 25 electronic components, 4 trycene crystals | lost if destroyed or left behind in a jump | AFR-2 Valkyrie Launch Rails, AFR-4 Carrier Launch Deck |
| Quen fighter (628) | cons_craft_628 |
8,000 | 20 Klinshaya metal ingots, 24 titanium alloy ingots, 12 duralumin ingots, 4 nickel superalloy ingots, 25 Klinshaya electronic components, 4 trycene crystals | lost if destroyed or left behind in a jump | KFR-2 Quen Fighter Cradle, KFR-4 Deathwing Brood Deck |
| K Type fighter (701) | cons_craft_701 |
8,000 | 20 Therataan metal ingots, 24 titanium alloy ingots, 12 duralumin ingots, 4 nickel superalloy ingots, 25 Therataan electronic components, 4 trycene crystals | lost if destroyed or left behind in a jump | TFR-3 K-Type Sortie Rack |
| utility drone (571) | cons_craft_571 |
3,000 | 8 metal ingots, 10 aluminum ingots, 10 electronic components, 2 trycene crystals | lost if destroyed or left behind in a jump | ADB-1 Utility Drone Bay, TK Swarm Hive |
| science probe | cons_science_probe |
1,200 | 4 aluminum ingots, 2 titanium alloy ingots, 6 electronic components, 2 trycene crystals, 4 plastic, 2 silicon wafers, 1 argon gas canisters | /sb probe (one per launch) | PL-2 Probe Launcher, PL-4 Deep Probe Battery |
| specimen capsule | cons_specimen_capsule |
200 | 3 plastic, 1 electronic components, 2 stainless steel ingots, 1 argon gas canisters | one per live capture; tank it within 30 min | Klinshaya Hunt-Tracker, XT-1 Specimen Tank, XT-3 Vivarium Array |
| nutrient pack (+50) | cons_nutrient_pack |
150 | 2 nitrogen gas canisters, 1 red phosphorus, 1 potassium ingots, 1 plastic | used automatically from cargo when the nutrient tank drops below 25 % | AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, ANS-1 Nutrient Synthesiser, ANS-2 Nutrient Synthesiser, Blood-Moss Pit, Celay Water Garden, Fungus Cellar, Ryl'Atti Warm-Room, Therataan Resonance Garden, Tikopai Tide Beds, XBT-2 Xeno Biome Tank, XBT-3 Xeno Biome Array |
| seed packet | cons_seed_packet |
20 | none: buy them, keep the 60 % that come back at harvest, or /sample alien plants | one per bed when you /hydro plant | AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, Blood-Moss Pit, Celay Water Garden, Fungus Cellar, Ryl'Atti Warm-Room, Therataan Resonance Garden, Tikopai Tide Beds, XBT-2 Xeno Biome Tank, XBT-3 Xeno Biome Array |
| water unit | cons_water |
1 | none: buy at a dock (1 cr a unit, free at friendly own-race docks) or recycle | every growing bed drinks water each hour | AAT-1 Aeroponic Towers, AAT-2 Aeroponic Towers, AGB-1 Hydroponic Grow Bay, AGB-2 Hydroponic Grow Bay, AGB-3 Hydroponic Grow Deck, Blood-Moss Pit, Celay Water Garden, Fungus Cellar, Ryl'Atti Warm-Room, Therataan Resonance Garden, Tikopai Tide Beds, XBT-2 Xeno Biome Tank, XBT-3 Xeno Biome Array |
| fuel cracker feedstock | cons_cracker_feed |
8 | none: it is plain ore or trycene crystals in your hold | /refit convert on turns cargo ore or trycene into fuel | CFC-1 Cargo-Fuel Cracker, CFC-2 Fuel Refinery |
| ordnance pack | cons_ordnance_pack |
1,500 | 4 steel ingots, 2 lead ingots, 2 copper ingots, 3 electronic components, 2 trycene crystals, 4 plastic | /acq restock |
ACD-1 Chaff Dispenser, ACD-2 Chaff Dispenser, ADL-1 Decoy Launcher, ADL-2 Decoy Launcher, ADL-3 Decoy Launcher, AML-1 Mine Layer, AML-2 Mine Layer, AML-3 Mine Layer, CCH-1 Chaff Canister Kit, CDB-1 Decoy Buoy Rack, KCD-B Smoke Pod, KML-A Cluster Mine Rack, KML-B Cluster Mine Rack, KML-C Cluster Mine Rack, KPD-A Scatter Driver, KPD-B Scatter Driver, KPD-C Scatter Driver, KPD-D Scatter Driver, KPD-E Scatter Driver, RCL-1 Ryl'Atti Chaff Pod, RCL-2 Ryl'Atti Chaff Pod, RCL-3 Ryl'Atti Chaff Pod, TDL-2 Ghost Projector, TKML Seeker Mine Nest, TML-2 Magnetic Mine Layer, TMX-R Deep Magazine |
| containment lattice | cons_containment_lattice |
600 | 2 titanium alloy ingots, 2 superconductor wire, 2 boron crystals, 2 trycene crystals, 2 electronic components | fab bay building material; 1 per experiment in tier-3+ bays | AFB-3 Experimental Fab Bay, AXC Anomaly Containment Lab, KFB Forge-Bay, TRL Resonance Lab |
| cryo revival kit | cons_cryo_revival_kit |
1,500 | 1 medkit, 1 Traumaid vial, 1 electronic components | /refit cryo revive (instead of paying the revive fee) | MCB-2 Cryo Bay |