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

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 power gives 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

  1. Type /refit rooms. You get each convertible room, its kind, what is installed, any build timer and module health.
  2. Type /refit catalog (or /refit catalog point_defense, /refit catalog hangar and so on) to see every module that fits your hull. A * marks modules that fit a free room right now.
  3. 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.
  4. 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 all shows it every time, /refit alerts off silences it (together with the other combat lines).
  • Asking. Type /where at 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).

  1. /acq shop to see today's stock and your price; /acq buy <id> to buy the crate.
  2. /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, with self, 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).
  3. 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 rush to pay double the fee for half the time.
  4. The refit timer on your Engineering console counts the hours down. You cannot launch until it reaches 0.
  5. 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.

  1. Stand within 6 m of the room label.
  2. /refit selfinstall <id> [room], for example /refit selfinstall crg_rhd_mk1 Cargo Bay 1.
  3. 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.
  4. Time: 1.5 x the build hours, or 0.75 of that with two or more engineering crew posted.
  5. 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 terminal lists 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 buffs and /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.

  1. Tick a box. Change [ ] to [x] in front of an order: [x] pd missile
  2. Or type an order. Replace the _ on a > line with any command the page allows (the / is optional): ```

    refit fleet join Kestrel pd status ```

  3. 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. refresh redraws it, help shows 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 pd or /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 ', refit status' with the first line of its page.

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 (or STBD, 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
--------------------------------------------------------------------------------------------------
 ORDERS  tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
 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 discharge on 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:

  1. Arm it: /overdrive on, 'engineering, overdrive on', or tick [x] overdrive on on the Power board. [Engine] OVERDRIVE ARMED: throttle past flank for +15% speed.
  2. On the Helm, push the throttle past flank. You are now in the overdrive band.
  3. Watch the warnings. Engine wear is reported at 5, 25, 50 and 75 %: [Engine] WARNING: fusion engine wear 25%.
  4. 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.
  5. Stand down: /overdrive off or '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.
--------------------------------------------------------------------------------------------------
 ORDERS  tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
 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 rooms or 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
--------------------------------------------------------------------------------------------------
 ORDERS  tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
 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 /scan and /sample at 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 on or 'engineering, start the cracker'; stop with /refit convert off or '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 leave or 'comms, leave fleet'. /refit fleet shows 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 ' / 'engineering, shields auto' /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 ' / 'helm, shuttle unload ' /refit ferry load|unload <n> SBX-1
'comms, break lock' /refit breaklock ABL-2
'comms, join fleet ' / 'comms, leave 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 status' /refit show <that department's page> -

Science, astrogation and galley orders ('science, report', 'astrogation, prescan ', 'galley, harvest' and so on) are in section 10.2.


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 tally and 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 ribbons lists 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:

  1. /livery insignia parts lists the exact part keys.
  2. Build your draft: /livery insignia set shield heater, /livery insignia set charge owl, /livery insignia set backing wings, and so on.
  3. Colour it: /livery insignia colour field navy, /livery insignia colour charge steel.
  4. Add a motto: /livery insignia motto WE SEE FIRST.
  5. Check it with /livery insignia.
  6. Squadron leader only: /livery insignia register <name> publishes it for 25,000 cr.
  7. 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 off to 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.
  • same is the default: repaint the hull and the inside follows for free. off is 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 fragments shows 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 licence to 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
--------------------------------------------------------------------------------------------------
 ORDERS  tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
 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

  1. 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).
  2. Carry the parts and catalysts. Part A, Part B and the catalysts must be in your inventory.
  3. Leave the dock. Undock and clear any starbase safe zone.
  4. 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.
  5. 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 /fab or science, fab report.
  6. 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.
  7. 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:

  1. 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.
  2. 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 %.
  3. 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 well enough yet", your success roll was good but your research on that pair isn't high enough for any hybrid it could make. You get a minor bonus and more research. Keep going (Section 6.6).

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 " got burned on the bench. Pull them out?" 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)  : -
--------------------------------------------------------------------------------------------------
 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'
--------------------------------------------------------------------------------------------------
 ORDERS  tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
 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)  : -
--------------------------------------------------------------------------------------------------
 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>
--------------------------------------------------------------------------------------------------
 ORDERS  tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
 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_ascendant starts 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:

  1. Tow the prize or bring it alongside.
  2. /fab teardown (or tick it on the fab page). It takes 60 minutes and the prize is used up.
  3. 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>).
  4. 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)  : -
--------------------------------------------------------------------------------------------------
 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'
--------------------------------------------------------------------------------------------------
 ORDERS  tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
 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 power before 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:

  1. 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.
  2. Check your benches with /sb benches or the science.benches page.
  3. /sb mount sb_spec_mk1 (or /sb mount sb_spec_mk1 2 to 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.
  4. 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 /sample pathogens 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 /scan has 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 accel burns 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 brief gives the away team +10 Resource Harvesting for an hour.
  • AS-1 Atmospheric Sampler (any): +30 % atmosphere finds, an extra atmosphere sample, and /sb brief gives +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 /scan in 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 brief gives +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 geology works 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 echo rescans 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%
==================================================================================================
 RESULT  (last save; also in chat)  : -
--------------------------------------------------------------------------------------------------
 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.
--------------------------------------------------------------------------------------------------
 ORDERS  tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
 GO TO:  [ ] page science  [ ] page science.benches  [ ] page science.projects
         [ ] 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)
--------------------------------------------------------------------------------------------------
 ORDERS  tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
 GO TO:  [ ] page science  [ ] page science.benches  [ ] page science.projects
         [ ] 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:

  1. /sample a medicinal plant (or other plant-like find) on a planet to get an alien seed packet (Chapter 8).
  2. /sb seed <packet> on a botany bench tells you what it is and what it needs before you plant it.
  3. 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).
  4. 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)  : -
--------------------------------------------------------------------------------------------------
 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
--------------------------------------------------------------------------------------------------
 ORDERS  tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
 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)  : -
--------------------------------------------------------------------------------------------------
 #  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
--------------------------------------------------------------------------------------------------
 ORDERS  tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
 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'
--------------------------------------------------------------------------------------------------
 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

  1. Get seed packets. Buy them docked (/hydro shop, /hydro buy wheat 4), take them from the Seed Vault, or /sample alien plants (8.5). /hydro seeds lists what you carry. Foraged herbs are seeds too. Every natural drug you can /forage on a planet grows in a bed from the herb itself: /hydro plant 2 velith plants 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.
  2. Plant. /hydro plant 3 wheat plants bed 3; /hydro plant all wheat fills every free bed that suits wheat. One packet per bed. You can also plant a strain you bred by its name.
  3. 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.
  4. Harvest. When beds are ripe you'll hear General: Beds 1-4 are ripe. Harvest when ready. Then /hydro harvest all (or hydroponics, 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:

  1. /scan a habitable or marginal world and find a medicinal plant, a plant-like lifeform, an extremophile or spores.
  2. /sample it. 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.
  3. Plant it in a Xeno Biome Tank (it won't grow anywhere else).
  4. 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)  : -
--------------------------------------------------------------------------------------------------
 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
--------------------------------------------------------------------------------------------------
 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:

  1. 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.
  2. Go to the station. Stand in the module's room (or within 3 m of the kitchen unit or lab).
  3. Make it. /hydro make garden_pizza (or /hydro make garden_pizza 2 for two batches). You can leave off good_.
  4. 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.
  5. 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.
  6. 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
--------------------------------------------------------------------------------------------------
 ORDERS  tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
 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)
--------------------------------------------------------------------------------------------------
 ORDERS  tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
 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 (or galley, 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'
--------------------------------------------------------------------------------------------------
 ORDERS  tick a box ([x]) or type after '> ', then Save. Max 6 per save. '#' = comment.
> _
> _
--------------------------------------------------------------------------------------------------
 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 make at 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: ": nobody at that post." and nothing happens); typed commands don't. Only the owner and players the owner allows can give voice orders.

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 | leave 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 project [on ]' /sb project <type> [subject] Science: Survey of Kessa IV started, ETA 34 min. science bay
science 'science, probe [planet]' /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 status' /refit show <dept page> : (first STATUS line of that department's 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: ": nobody at that post."
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 : refills one module's ammo/charges/mines/decoys/chaff 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 ; the faction's honored/trusted liveries regardless of hull fame (warpaint standing unlocks)

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 sings at ...'); can't be uninstalled while the ship is in combat 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 : refills one module's ammo, charges, mines, decoys or chaff 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