Ship components
Weapons, defenses and equipment: damage, range, cost and power.
692 components
Accelerated Juvenile Growth Gland+2 Monthly Growth ProgressS · Core component
Accelerated Juvenile Growth Gland+2 Monthly Growth ProgressS · Core component
Accelerated Juvenile Growth Gland+2 Monthly Growth ProgressS · Core component
Accelerated Juvenile Growth Gland+2 Monthly Growth ProgressS · Core component
Adaptive Spore LauncherDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Adaptive TendrilsDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Advanced Afterburners+20% Sublight Speed · +10% Evasion ChanceA · Utility
Advanced Cloaking Field Generator+2 Cloaking StrengthA · Utility
Advanced Cloaking Field Generator+1 Cloaking StrengthA · Utility
Advanced Combat Computer (Artillery)+10% Ship Fire Rate · +10% Ship Weapons RangeS · Core component
Advanced Combat Computer (Carrier)+50% Ship Engagement RangeS · Core component
Advanced Combat Computer (Line)+10% Ship Fire Rate · +10 Chance to HitS · Core component
Advanced Combat Computer (Picket)+10% Ship Fire Rate · +20 TrackingS · Core component
Advanced Combat Computer (Platform)+30% Ship Fire Rate · +20 TrackingS · Core component
Advanced Combat Computer (Siege)+10% Explosive Weapon Damage · +65% Damage vs Starbases and Waystations · +65% Orbital Bombardment DamageS · Core component
Advanced Combat Computer (Swarm)+10% Evasion Chance · +10% Ship Fire RateS · Core component- Advanced Fighter WingDamage per shot 3–9 · Average damage per day 21.4 · Range 125H · Hangar
Advanced Neural Implants (Artillery)+10% Ship Fire Rate · +10% Ship Weapons RangeS · Core component
Advanced Neural Implants (Carrier)+50% Ship Engagement RangeS · Core component
Advanced Neural Implants (Line)+10% Ship Fire Rate · +10 Chance to HitS · Core component
Advanced Neural Implants (Picket)+10% Ship Fire Rate · +20 TrackingS · Core component
Advanced Neural Implants (Support)+10% Evasion Chance · +10% Support Weapon Fire RateS · Core component
Advanced Neural Implants (Suppressor)+10% Suppressor Weapon Fire Rate · +10 Chance to HitS · Core component
Advanced Neural Implants (Swarm)+10% Evasion Chance · +10% Ship Fire RateS · Core component
Advanced Reactor Booster+50% Reactor PowerA · Utility
Advanced Shield Hardener+0.25 Shield HardeningA · Utility
Advanced Spore LauncherDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Advanced Strike CraftDamage per shot 6–17 · Average damage per day 21.4 · Range 125H · Hangar
Afterburners+10% Sublight Speed · +5% Evasion ChanceA · Utility
Agile Spike ArrayDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Ancient Defensive Web SlingerDamage per shot 5–10 · Average damage per day 7.5 · Range 30P · WeaponPoint defense- Ancient Driller DronesDamage per shot 2–8 · Average damage per day 18.6 · Range 125H · Hangar
Ancient Driller DronesDamage per shot 4–16 · Average damage per day 18.6 · Range 125H · Hangar- Ancient Fragmentor ArtilleryDamage per shot 736–2,080 · Average damage per day 62.1 · Range 120X · WeaponKinetic
Ancient Nano-Missile Cloud LauncherDamage per shot 3–5 · Average damage per day 4.7 · Range 100S · WeaponExplosive
Ancient Ruination GlareDamage per shot 5,000–10,000 · Average damage per day 500 · Range 125T · WeaponEnergy
Ancient Ruination GlareDamage per shot 5,000–10,000 · Average damage per day 500 · Range 125T · WeaponEnergy
Ancient Saturator ArtilleryDamage per shot 920–2,600 · Average damage per day 115.8 · Range 150X · WeaponKinetic
Ancient Target ScramblerPing repeaters and optic diffusers with the right wavelengths can produce destructive interference and effectively scramble hostile targeting systems.M · Core component- Ancient Web SlingerDamage per shot 5–10 · Average damage per day 7.5 · Range 30P · WeaponPoint defense
Anti-Polaron EmitterThese emitters break down the cohesion of polarized energy, greatly lowering damage potential.M · Core component
Antimatter MetabolismBy harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion.S · Core component
Antimatter MetabolismBy harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion.S · Core component
Antimatter MetabolismBy harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion.S · Core component
Antimatter MetabolismBy harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion.S · Core component
Antimatter MetabolismBy harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion.S · Core component
Antimatter MissilesDamage per shot 28–42 · Average damage per day 4.1 · Range 100S · WeaponExplosive
Antimatter ReactorBy harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion.S · Core component
Antimatter ReactorBy harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion.S · Core component
Antimatter ReactorBy harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion.S · Core component
Antimatter ReactorBy harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion.S · Core component
Antimatter ReactorBy harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion.S · Core component
Antimatter ReactorBy harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion.S · Core component
Antimatter ReactorBy harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion.L · Core component
Antimatter ReactorBy harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion.L · Core component
Arc EmitterDamage per shot 1–1,300 · Average damage per day 64.4 · Range 150X · WeaponEnergy
Armored TorpedoesDamage per shot 130–195 · Average damage per day 7.8 · Range 30G · WeaponExplosive
Asteroidal Carapace+8% Armor Hit PointsA · Utility
Autonomous Neural Implants (Artillery)+20% Ship Fire Rate · +20% Ship Weapons RangeS · Core component
Autonomous Neural Implants (Carrier)+100% Ship Engagement RangeS · Core component
Autonomous Neural Implants (Line)+20% Ship Fire Rate · +20 Chance to HitS · Core component
Autonomous Neural Implants (Picket)+10% Evasion Chance · +15% Ship Fire Rate · +30 TrackingS · Core component
Autonomous Neural Implants (Support)+20% Evasion Chance · +20% Support Weapon Fire RateS · Core component
Autonomous Neural Implants (Suppressor)+20% Suppressor Weapon Fire Rate · +20 Chance to HitS · Core component
Autonomous Neural Implants (Swarm)+25% Evasion Chance · +15% Ship Fire RateS · Core component
Autonomous Ship Intellect (Artillery)+20% Ship Fire Rate · +20% Ship Weapons RangeS · Core component
Autonomous Ship Intellect (Carrier)+100% Ship Engagement RangeS · Core component
Autonomous Ship Intellect (Line)+20% Ship Fire Rate · +20 Chance to HitS · Core component
Autonomous Ship Intellect (Picket)+10% Evasion Chance · +15% Ship Fire Rate · +30 TrackingS · Core component
Autonomous Ship Intellect (Platform)+35% Ship Fire Rate · +25 Tracking · +10 Chance to HitS · Core component
Autonomous Ship Intellect (Siege)+10% Evasion Chance · +15% Explosive Weapon Damage · +80% Damage vs Starbases and WaystationsS · Core component
Autonomous Ship Intellect (Swarm)+25% Evasion Chance · +15% Ship Fire RateS · Core component
Auxiliary Fire-control+5 Chance to HitA · Utility- Barb ArtilleryDamage per shot 4–8 · Average damage per day 6 · Range 30P · WeaponPoint defense
- Barb BatteriesDamage per shot 2–4 · Average damage per day 3 · Range 30P · WeaponPoint defense
- Barb CannonsDamage per shot 3–6 · Average damage per day 4.5 · Range 30P · WeaponPoint defense
Barrier Point-DefenseDamage per shot 3–6 · Average damage per day 6.8 · Range 30P · WeaponPoint defense- Barrier Snapper GunDamage per shot 3–6 · Average damage per day 6.8 · Range 30P · WeaponPoint defense
Basic Cloaking Field Generator+1 Cloaking StrengthA · Utility- Basic Fighter WingDamage per shot 2–5 · Average damage per day 13 · Range 125H · Hangar
Basic Strike CraftDamage per shot 4–10 · Average damage per day 13 · Range 125H · Hangar
Basic Symbiotic Amplifier+5% Support Weapon Fire Rate · +5% Suppressor Weapon Fire Rate · +5% Ship Weapons RangeS · Core component
Bio-Hyperlane Field I+1 Disengagement OpportunitiesS · Core component
Bio-Hyperlane Field II+1 Disengagement Opportunities · -25% Hyper Jump Charge TimeS · Core component
Bio-Hyperlane Field III+1 Disengagement Opportunities · -50% Hyper Jump Charge TimeS · Core component
Bio-Swarmer MissilesDamage per shot 36–50 · Average damage per day 10.1 · Range 120G · WeaponExplosive
Bio-Swarmer MissilesDamage per shot 36–50 · Average damage per day 10.1 · Range 120M · WeaponExplosive
Bio-Whirlwind MissilesDamage per shot 61–85 · Average damage per day 17.2 · Range 120G · WeaponExplosive
Bio-Whirlwind MissilesDamage per shot 61–85 · Average damage per day 17.2 · Range 120M · WeaponExplosive
Boarding Cables+5% Enemy Ship Stealing Chance · +0.5% Enemy Commander Capture ChanceA · Utility
Caustic Fluids+10% Mandible Weapon Damage · +10% Armor DamageS · Core component
Cetana's Nanites Repair System+0.25 Daily Hull Regen · +0.2 Daily Armor RegenA · Utility
Chemical Stellar Motor OrgansThrough a combination of muscles, fins, and chemical exhausts this ship is capable of sublight travel.S · Core component
Chemical Stellar Motor OrgansThrough a combination of muscles, fins, and chemical exhausts this ship is capable of sublight travel.S · Core component
Chemical Stellar Motor OrgansThrough a combination of muscles, fins, and chemical exhausts this ship is capable of sublight travel.S · Core component
Chemical Stellar Motor OrgansThrough a combination of muscles, fins, and chemical exhausts this ship is capable of sublight travel.S · Core component
Chemical Stellar Motor OrgansThrough a combination of muscles, fins, and chemical exhausts this ship is capable of sublight travel.S · Core component
Chemical ThrustersSimple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust.S · Core component
Chemical ThrustersSimple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust.S · Core component
Chemical ThrustersSimple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust.S · Core component
Chemical ThrustersSimple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust.S · Core component
Chemical ThrustersSimple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust.S · Core component
Chemical ThrustersSimple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust.S · Core component- Chitin ArtilleryDamage per shot 156–468 · Average damage per day 22 · Range 96L · WeaponKinetic
- Chitin BatteryDamage per shot 120–360 · Average damage per day 16.9 · Range 96L · WeaponKinetic
Chitin Growth Regulators+5% Ship Engagement Range · +5 Strike Craft Armor Hit PointsS · Core component
Cognition ScramblerThe projection of a bidirectional field overwhelms biological and AI cognition, lowering strike craft effectiveness.M · Core component
Cold Fusion MetabolismThe ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships.S · Core component
Cold Fusion MetabolismThe ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships.S · Core component
Cold Fusion MetabolismThe ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships.S · Core component
Cold Fusion MetabolismThe ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships.S · Core component
Cold Fusion MetabolismThe ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships.S · Core component
Cold Fusion ReactorThe ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships.S · Core component
Cold Fusion ReactorThe ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships.S · Core component
Cold Fusion ReactorThe ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships.S · Core component
Cold Fusion ReactorThe ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships.S · Core component
Cold Fusion ReactorThe ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships.S · Core component
Cold Fusion ReactorThe ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships.S · Core component
Cold Fusion ReactorThe ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships.L · Core component
Cold Fusion ReactorThe ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships.L · Core component
Colossus Combat ComputerS · Core component
Combat Computer (Artillery)+5% Ship Fire Rate · +5% Ship Weapons RangeS · Core component
Combat Computer (Carrier)+25% Ship Engagement RangeS · Core component
Combat Computer (Line)+5% Ship Fire Rate · +5 Chance to HitS · Core component
Combat Computer (Picket)+5% Ship Fire Rate · +10 TrackingS · Core component
Combat Computer (Platform)+25% Ship Fire Rate · +15 TrackingS · Core component
Combat Computer (Siege)+5% Explosive Weapon Damage · +50% Damage vs Starbases and Waystations · +50% Orbital Bombardment DamageS · Core component
Combat Computer (Swarm)+5% Evasion Chance · +5% Ship Fire RateS · Core component
Combat InstinctsAll biological ships have rudimentary combat instincts, capable of evasive maneuvers and targeting calculations.S · Core component
Combat MandiblesDamage per shot 12–33 · Average damage per day 17.3 · Range 10G · Weaponmandible- Command CenterAll system defense efforts are coordinated from this large facility, buried deep within the hull of the Starbase. Map arrays and 3D projections track all space traffic passing through the system at any given time.M · Core component
- Communications JammerThese powerful jammers interfere with enemy ship-to-ship communications, making it difficult to coordinate fleet movements.M · Core component
Composite MandiblesDamage per shot 16–43 · Average damage per day 22.7 · Range 10G · Weaponmandible
Corrosive Fluids+5% Mandible Weapon Damage · +5% Armor DamageS · Core component
Crystalline Growth Regulators+10% Ship Engagement Range · +10 Strike Craft Armor Hit PointsS · Core component
Crystalline MandiblesDamage per shot 21–56 · Average damage per day 29.6 · Range 10G · Weaponmandible
Dark Matter Cloaking Field Generator+4 Cloaking StrengthA · Utility
Dark Matter Cloaking Field Generator+3 Cloaking StrengthA · Utility
Dark Matter Cloaking Field Generator+2 Cloaking StrengthA · Utility
Dark Matter Cloaking Field Generator+1 Cloaking StrengthA · Utility
Degradation BeamsDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponEnergy
Devastator TorpedoesDamage per shot 169–254 · Average damage per day 10.2 · Range 30G · WeaponExplosive
Developmental PheromonesWeavers exude a complex array of biochemical signals that accelerate the maturation of nearby organic entities. These developmental pheromones enhance growth rate and adaptation, ensuring the fleet evolves rapidly to meet any challenge.S · Core component
Devolving BeamA colossal mind-wiping cannon which unleashes a planet-wide wave of energy, returning most sentient life to a pre-sapient state. We estimate that with additional tuning, it might also be used to wipe clean memory banks and disable robotic units.P · Weapon- Disruption Field GeneratorGenerates localized fields of agitated subatomic particles around hostile ships in the system, significantly reducing the effectiveness of their shields.M · Core component
ECM EmittersShips of this class be equipped with field emitters that project and maintain localized fields that induce various effects in enemy or friendly vessels.M · Core component
Electro SprayerDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Elite Cloaking Field Generator+3 Cloaking StrengthA · Utility
Elite Cloaking Field Generator+2 Cloaking StrengthA · Utility
Elite Cloaking Field Generator+1 Cloaking StrengthA · Utility
Empty SlotThis biological ship has no supplementary organs.S · Core component
Empty SlotThis biological ship has no supplementary organs.S · Core component
Empty SlotThis biological ship has no supplementary organs.S · Core component
Empty SlotThis biological ship has no supplementary organs.S · Core component
Empty SlotThis biological ship has no supplementary organs.S · Core component
Empty SlotThis biological ship has no supplementary organs.S · Core component
Empty SlotThis biological ship has no supplementary organs.S · Core component
Empty SlotThis biological ship has no supplementary organs.S · Core component
Empty SlotThis biological ship has no supplementary organs.S · Core component
Empty SlotM · Core component
Empty SlotS · Core component
Energetic Recycler+10% Sublight Speed · +5% Evasion ChanceS · Core component
Energy BursterDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Enigmatic Decoder+5 Tracking · +5 Chance to HitA · Utility
Enigmatic Encoder+1 Disengagement OpportunitiesA · Utility
Enzymatic WebcasterDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Evasion DartsDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Exotic Developmental PheromonesRefined bio-engineering amplifies the potency of these pheromones, dramatically accelerating the growth and optimization of allied biological ships. This upgraded aura ensures the fleet reaches peak performance with remarkable speed, even in the heat of battle.S · Core component
Fiend DisablerDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponEnergy
Fire DisrupterDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponEnergy
Fission MetabolismWith proper bio-engineering, a digestive tract can act as a biological nuclear reactor allowing for a metabolism based on induced fission, producing both power and harmful nuclear wasteS · Core component
Fission MetabolismWith proper bio-engineering, a digestive tract can act as a biological nuclear reactor allowing for a metabolism based on induced fission, producing both power and harmful nuclear wasteS · Core component
Fission MetabolismWith proper bio-engineering, a digestive tract can act as a biological nuclear reactor allowing for a metabolism based on induced fission, producing both power and harmful nuclear wasteS · Core component
Fission MetabolismWith proper bio-engineering, a digestive tract can act as a biological nuclear reactor allowing for a metabolism based on induced fission, producing both power and harmful nuclear wasteS · Core component
Fission MetabolismWith proper bio-engineering, a digestive tract can act as a biological nuclear reactor allowing for a metabolism based on induced fission, producing both power and harmful nuclear wasteS · Core component
Fission ReactorThis energy source generates power for ships through induced fission, but it also produces harmful nuclear waste.S · Core component
Fission ReactorThis energy source generates power for ships through induced fission, but it also produces harmful nuclear waste.S · Core component
Fission ReactorThis energy source generates power for ships through induced fission, but it also produces harmful nuclear waste.S · Core component
Fission ReactorThis energy source generates power for ships through induced fission, but it also produces harmful nuclear waste.S · Core component
Fission ReactorThis energy source generates power for ships through induced fission, but it also produces harmful nuclear waste.S · Core component
Fission ReactorThis energy source generates power for ships through induced fission, but it also produces harmful nuclear waste.S · Core component
Fission ReactorThis energy source generates power for ships through induced fission, but it also produces harmful nuclear waste.L · Core component
Fission ReactorThis energy source generates power for ships through induced fission, but it also produces harmful nuclear waste.L · Core component
Flak ArtilleryDamage per shot 4–8 · Average damage per day 9 · Range 30P · WeaponPoint defense
Flak BatteryDamage per shot 2–4 · Average damage per day 4.5 · Range 30P · WeaponPoint defense
Flak CannonsDamage per shot 3–6 · Average damage per day 6.8 · Range 30P · WeaponPoint defense
Focused Arc EmitterDamage per shot 2–1,690 · Average damage per day 83.8 · Range 150X · WeaponEnergy- Focused Lightning EmitterDamage per shot 2–1,352 · Average damage per day 44.8 · Range 120X · WeaponEnergy
FTL InhibitorM · Core component
Fusion MetabolismNuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power.S · Core component
Fusion MetabolismNuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power.S · Core component
Fusion MetabolismNuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power.S · Core component
Fusion MetabolismNuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power.S · Core component
Fusion MetabolismNuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power.S · Core component
Fusion MissilesDamage per shot 21–32 · Average damage per day 3.1 · Range 100S · WeaponExplosive
Fusion ReactorNuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power.S · Core component
Fusion ReactorNuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power.S · Core component
Fusion ReactorNuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power.S · Core component
Fusion ReactorNuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power.S · Core component
Fusion ReactorNuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power.S · Core component
Fusion ReactorNuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power.S · Core component
Fusion ReactorNuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power.L · Core component
Fusion ReactorNuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power.L · Core component- Giga CannonDamage per shot 728–2,080 · Average damage per day 61.9 · Range 120X · WeaponKinetic
Giga CannonDamage per shot 910–2,600 · Average damage per day 115.5 · Range 150X · WeaponKinetic
Gloom SporesDamage per shot 0–0 · Average damage per day 0 · Range 100P · WeaponEnergy
Gravitic Sensors+5 TrackingM · Core component
Gravitic Sensors+5 TrackingM · Core component
Gravity-Attuned Sensory Organs+5 TrackingS · Utility
Guardian Point-DefenseDamage per shot 4–8 · Average damage per day 9 · Range 30P · WeaponPoint defense- Guardian Snapper GunDamage per shot 4–8 · Average damage per day 9 · Range 30P · WeaponPoint defense
Havoc StormDamage per shot 0–0 · Average damage per day 0 · Range 100P · WeaponEnergy
Heat Exhaust Spiracles+5% Ship Fire Rate · +5 TrackingS · Core component
Hyper Drive I+1 Disengagement OpportunitiesS · Core component
Hyper Drive II+1 Disengagement Opportunities · -25% Hyper Jump Charge TimeS · Core component
Hyper Drive III+1 Disengagement Opportunities · -50% Hyper Jump Charge TimeS · Core component
Hyperdimensional Inner-Ear+1 Disengagement Opportunities · -60% Hyper Jump Charge TimeS · Utility
Imprinted Breach Point Memories+1 Disengagement Opportunities · -20% Hyper Jump Charge TimeS · Utility- Improved Fighter WingDamage per shot 3–7 · Average damage per day 16.7 · Range 125H · Hangar
Improved Rangefinder Cluster+10% Ship Weapons Range · +10 TrackingS · Core component
Improved Reactor Booster+33% Reactor PowerA · Utility
Improved Spore LauncherDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Improved Strike CraftDamage per shot 5–13 · Average damage per day 16.7 · Range 125H · Hangar
Impulse Stellar Motor Organs+75% Base Ship Speed · +15 Evasion ChanceS · Core component
Impulse Stellar Motor Organs+75% Base Ship Speed · +12 Evasion ChanceS · Core component
Impulse Stellar Motor Organs+75% Base Ship Speed · +9 Evasion ChanceS · Core component
Impulse Stellar Motor Organs+75% Base Ship Speed · +6 Evasion ChanceS · Core component
Impulse Stellar Motor Organs+75% Base Ship Speed · +3 Evasion ChanceS · Core component
Impulse Thrusters+75% Base Ship Speed · +15 Evasion ChanceS · Core component
Impulse Thrusters+75% Base Ship Speed · +12 Evasion ChanceS · Core component
Impulse Thrusters+75% Base Ship Speed · +9 Evasion ChanceS · Core component
Impulse Thrusters+75% Base Ship Speed · +6 Evasion ChanceS · Core component
Impulse Thrusters+75% Base Ship Speed · +3 Evasion ChanceS · Core component
Impulse Thrusters+75% Base Ship SpeedS · Core component
Incubation Matrix+5% Ship Engagement Range · -5% Strike Craft CooldownS · Core component
Inspiring PresenceShips of this class be equipped with field emitters that project and maintain localized fields that induce various effects in enemy or friendly vessels.M · Core component
Intelligent Adaptive Spore LauncherDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Ion CannonDamage per shot 5,000–10,000 · Average damage per day 250 · Range 250T · WeaponEnergy- Ion Molecular DisruptorDamage per shot 1–18 · Average damage per day 4.3 · Range 15S · WeaponEnergy
- Ion Molecular DisruptorDamage per shot 1–37 · Average damage per day 5.6 · Range 40M · WeaponEnergy
Ion Stellar Motor Organs+25% Base Ship Speed · +5 Evasion ChanceS · Core component
Ion Stellar Motor Organs+25% Base Ship Speed · +4 Evasion ChanceS · Core component
Ion Stellar Motor Organs+25% Base Ship Speed · +3 Evasion ChanceS · Core component
Ion Stellar Motor Organs+25% Base Ship Speed · +2 Evasion ChanceS · Core component
Ion Stellar Motor Organs+25% Base Ship Speed · +1 Evasion ChanceS · Core component
Ion Thrusters+25% Base Ship Speed · +5 Evasion ChanceS · Core component
Ion Thrusters+25% Base Ship Speed · +4 Evasion ChanceS · Core component
Ion Thrusters+25% Base Ship Speed · +3 Evasion ChanceS · Core component
Ion Thrusters+25% Base Ship Speed · +2 Evasion ChanceS · Core component
Ion Thrusters+25% Base Ship Speed · +1 Evasion ChanceS · Core component
Ion Thrusters+25% Base Ship SpeedS · Core component
Jump Drive+1 Disengagement Opportunities · -70% Hyper Jump Charge TimeS · Core component
Jump Organ+1 Disengagement Opportunities · -70% Hyper Jump Charge TimeS · Core component
Juvenile Growth Gland+1 Monthly Growth ProgressS · Core component
Juvenile Growth Gland+1 Monthly Growth ProgressS · Core component
Juvenile Growth Gland+1 Monthly Growth ProgressS · Core component
Juvenile Growth Gland+1 Monthly Growth ProgressS · Core component
Kinetic ArtilleryDamage per shot 195–585 · Average damage per day 40.9 · Range 120L · WeaponKinetic
Kinetic BatteryDamage per shot 150–450 · Average damage per day 31.5 · Range 120L · WeaponKinetic
Large Advanced RailgunDamage per shot 72–210 · Average damage per day 24.9 · Range 100L · WeaponKinetic- Large Advanced Shard Rail AcceleratorDamage per shot 72–210 · Average damage per day 12.4 · Range 100L · WeaponKinetic
Large Advanced Shielded Musculature+1,476 Shield Hit Points · +18.45 Daily Shield Regen · +0.03 Shield HardeningL · Utility
Large Advanced Shields+1,845 Shield Hit Points · +9.23 Daily Shield Regen · +0.03 Shield HardeningL · Utility- Large Ancient Cavitation CollapserDamage per shot 69–186 · Average damage per day 10.1 · Range 80L · WeaponEnergy
Large Ancient Cavitation CollapserDamage per shot 69–186 · Average damage per day 20.1 · Range 80L · WeaponEnergy
Large Ancient Macro BatteriesDamage per shot 72–210 · Average damage per day 16.6 · Range 150L · WeaponKinetic- Large Ancient Macro Shard BatteriesDamage per shot 72–210 · Average damage per day 8.3 · Range 150L · WeaponKinetic
Large Ancient Pulse Armor+1,440 Armor Hit Points · +900 Shield Hit Points · +7.2 Daily Shield RegenL · Utility
Large Ancient Suspension Field+1,440 Shield Hit Points · +8.13 Daily Shield Regen · +0.15 Shield HardeningL · Utility
Large AutocannonDamage per shot 48–96 · Average damage per day 36 · Range 40L · WeaponKinetic- Large Bio-Coil Shard AcceleratorDamage per shot 42–126 · Average damage per day 7.4 · Range 100L · WeaponKinetic
- Large Bio-Plasma AcceleratorDamage per shot 96–258 · Average damage per day 11.1 · Range 80L · WeaponEnergy
- Large Bio-Plasma CannonDamage per shot 126–336 · Average damage per day 14.5 · Range 80L · WeaponEnergy
- Large Bio-Plasma ThrowerDamage per shot 72–198 · Average damage per day 8.5 · Range 80L · WeaponEnergy
- Large Blue Beam ProjectorDamage per shot 48–126 · Average damage per day 6.9 · Range 80L · WeaponEnergy
Large Blue LaserDamage per shot 48–126 · Average damage per day 13.7 · Range 80L · WeaponEnergy
Large Ceramo Chitin Carapace+90 Ship Hull Points · +900 Armor Hit Points · +0.01 Armor HardeningL · Utility
Large Ceramo Chitin Ferrodermis+90 Ship Hull Points · +900 Armor Hit Points · +0.01 Daily Armor RegenL · Utility
Large Ceramo-Metal Armor+1,125 Armor Hit Points · +0.01 Armor HardeningL · Utility
Large CoilgunDamage per shot 42–126 · Average damage per day 14.8 · Range 100L · WeaponKinetic
Large Crystal-Forged Plating+900 Ship Hull Points · +4 Damage ReductionL · Utility
Large Crystal-Infused Plating+450 Ship Hull Points · +3 Damage ReductionL · Utility
Large Deflector Musculature+720 Shield Hit Points · +9 Daily Shield RegenL · Utility
Large Deflectors+900 Shield Hit Points · +4.5 Daily Shield RegenL · Utility
Large Draconic Carapace+234 Ship Hull Points · +2,340 Armor Hit Points · +0.05 Armor HardeningL · Utility
Large Dragonscale Armor+2,925 Armor Hit Points · +0.05 Armor HardeningL · Utility
Large Durasteel Armor+1,845 Armor Hit Points · +0.03 Armor HardeningL · Utility
Large Durasteel Carapace+153 Ship Hull Points · +1,476 Armor Hit Points · +0.03 Armor HardeningL · Utility
Large Durasteel Ferrodermis+153 Ship Hull Points · +1,476 Armor Hit Points · +0.01 Daily Armor RegenL · Utility- Large Gamma Beam ProjectorDamage per shot 102–276 · Average damage per day 14.9 · Range 80L · WeaponEnergy
Large Gamma LaserDamage per shot 102–276 · Average damage per day 29.8 · Range 80L · WeaponEnergy
Large Gauss CannonDamage per shot 96–276 · Average damage per day 32.8 · Range 100L · WeaponKinetic
Large Hyper Shielded Musculature+1,872 Shield Hit Points · +23.4 Daily Shield Regen · +0.04 Shield HardeningL · Utility
Large Hyper Shields+2,340 Shield Hit Points · +11.7 Daily Shield Regen · +0.04 Shield HardeningL · Utility
Large Improved Deflector Musculature+900 Shield Hit Points · +11.25 Daily Shield Regen · +0.01 Shield HardeningL · Utility
Large Improved Deflectors+1,125 Shield Hit Points · +5.63 Daily Shield Regen · +0.01 Shield HardeningL · Utility
Large Mass DriverDamage per shot 30–96 · Average damage per day 11.1 · Range 100L · WeaponKinetic
Large Nanite Quill BatteryDamage per shot 102–210 · Average damage per day 39 · Range 40L · WeaponKinetic
Large Nanocomposite Armor+900 Armor Hit PointsL · Utility
Large Nanocomposite Carapace+72 Ship Hull Points · +720 Armor Hit Points · 0 Armor HardeningL · Utility
Large Nanocomposite Ferrodermis+72 Ship Hull Points · +720 Armor Hit Points · +0.01 Daily Armor RegenL · Utility
Large Neutronium Armor+2,340 Armor Hit Points · +0.04 Armor HardeningL · Utility
Large Neutronium Carapace+189 Ship Hull Points · +1,872 Armor Hit Points · +0.04 Armor HardeningL · Utility
Large Neutronium Ferrodermis+189 Ship Hull Points · +1,872 Armor Hit Points · +0.01 Daily Armor RegenL · Utility
Large Null Void BeamDamage per shot 36–95 · Average damage per day 10.3 · Range 120L · WeaponEnergy
Large Plasma AcceleratorDamage per shot 96–258 · Average damage per day 22.1 · Range 80L · WeaponEnergy
Large Plasma CannonDamage per shot 126–336 · Average damage per day 28.9 · Range 80L · WeaponEnergy
Large Plasma ThrowerDamage per shot 72–198 · Average damage per day 16.9 · Range 80L · WeaponEnergy
Large Plasteel Armor+1,440 Armor Hit Points · +0.02 Armor HardeningL · Utility
Large Plasteel Carapace+117 Ship Hull Points · +1,152 Armor Hit Points · +0.02 Armor HardeningL · Utility
Large Plasteel Ferrodermis+117 Ship Hull Points · +1,152 Armor Hit Points · +0.01 Daily Armor RegenL · Utility
Large Psi-Resonant Tissue+900 Shield Hit Points · +23.4 Daily Shield Regen · +0.05 Shield HardeningL · Utility
Large Psionic Barrier+1,125 Shield Hit Points · +11.7 Daily Shield Regen · +0.05 Shield HardeningL · Utility
Large Psionic Shield+3,600 Shield Hit Points · +18 Daily Shield Regen · +0.05 Shield HardeningL · Utility
Large Pulse Carapace+117 Ship Hull Points · +1,152 Armor Hit Points · +720 Shield Hit PointsL · Utility
Large Quill BatteryDamage per shot 48–96 · Average damage per day 18 · Range 40L · WeaponKinetic
Large RailgunDamage per shot 54–162 · Average damage per day 19.1 · Range 100L · WeaponKinetic- Large Red Beam ProjectorDamage per shot 36–96 · Average damage per day 5.2 · Range 80L · WeaponEnergy
Large Red LaserDamage per shot 36–96 · Average damage per day 10.4 · Range 80L · WeaponEnergy
Large Ripper AutocannonDamage per shot 60–126 · Average damage per day 46.5 · Range 40L · WeaponKinetic
Large Ripper Quill BatteryDamage per shot 60–126 · Average damage per day 23.3 · Range 40L · WeaponKinetic- Large Shard AcceleratorDamage per shot 30–96 · Average damage per day 5.6 · Range 100L · WeaponKinetic
- Large Shard Gauss AcceleratorDamage per shot 96–276 · Average damage per day 16.4 · Range 100L · WeaponKinetic
- Large Shard Rail AcceleratorDamage per shot 54–162 · Average damage per day 9.5 · Range 100L · WeaponKinetic
Large Shielded Musculature+1,152 Shield Hit Points · +14.4 Daily Shield Regen · +0.02 Shield HardeningL · Utility
Large Shields+1,440 Shield Hit Points · +7.2 Daily Shield Regen · +0.02 Shield HardeningL · Utility
Large Stormfire AutocannonDamage per shot 78–162 · Average damage per day 60 · Range 40L · WeaponKinetic
Large Stormfire Quill BatteryDamage per shot 78–162 · Average damage per day 30 · Range 40L · WeaponKinetic
Large Suspension Field Tissue+1,152 Shield Hit Points · +29.25 Daily Shield Regen · +0.15 Shield HardeningL · Utility- Large UV Beam ProjectorDamage per shot 60–162 · Average damage per day 8.8 · Range 80L · WeaponEnergy
Large UV LaserDamage per shot 60–162 · Average damage per day 17.5 · Range 80L · WeaponEnergy- Large X-Ray Beam ProjectorDamage per shot 78–210 · Average damage per day 11.4 · Range 80L · WeaponEnergy
Large X-Ray LaserDamage per shot 78–210 · Average damage per day 22.7 · Range 80L · WeaponEnergy
Large Zro-Infused Musculature+2,880 Shield Hit Points · +36 Daily Shield Regen · +0.05 Shield HardeningL · Utility- Lightning EmitterDamage per shot 1–1,040 · Average damage per day 34.5 · Range 120X · WeaponEnergy
Living Reactive Armor+0.25 Armor HardeningA · Utility
Marauder MissilesDamage per shot 49–72 · Average damage per day 7.1 · Range 100S · WeaponExplosive
Mark of the Composer+0.1 Daily Hull Regen · +0.15 Daily Armor RegenA · Utility
Mark of the Cradle+50% Naval Diplomatic Weight · +10% Shield Hit PointsA · Utility
Mark of the Eater+20% Orbital Bombardment Damage · +5 Chance to HitA · Utility
Mark of the Instrument+25% Sublight SpeedA · Utility
Mark of the Whisperers+15% Evasion ChanceA · Utility
Mature Growth Gland+1 Monthly Growth ProgressS · Core component
Mature Growth Gland+1 Monthly Growth ProgressS · Core component
Mature Growth Gland+1 Monthly Growth ProgressS · Core component
Mature Growth Gland+1 Monthly Growth ProgressS · Core component
Medium Advanced RailgunDamage per shot 30–88 · Average damage per day 12.3 · Range 75M · WeaponKinetic- Medium Advanced Shard Rail AcceleratorDamage per shot 30–88 · Average damage per day 12.3 · Range 75M · WeaponKinetic
Medium Advanced Shielded Musculature+492 Shield Hit Points · +6.15 Daily Shield Regen · +0.03 Shield HardeningM · Utility
Medium Advanced Shields+615 Shield Hit Points · +3.08 Daily Shield Regen · +0.03 Shield HardeningM · Utility- Medium Ancient Cavitation CollapserDamage per shot 29–75 · Average damage per day 9.3 · Range 60M · WeaponEnergy
Medium Ancient Cavitation CollapserDamage per shot 29–75 · Average damage per day 9.3 · Range 60M · WeaponEnergy
Medium Ancient Macro BatteriesDamage per shot 30–88 · Average damage per day 8.2 · Range 113M · WeaponKinetic- Medium Ancient Macro Shard BatteriesDamage per shot 30–88 · Average damage per day 8.2 · Range 113M · WeaponKinetic
Medium Ancient Pulse Armor+480 Armor Hit Points · +300 Shield Hit Points · +2.4 Daily Shield RegenM · Utility
Medium Ancient Suspension Field+480 Shield Hit Points · +4.06 Daily Shield Regen · +0.15 Shield HardeningM · Utility
Medium AutocannonDamage per shot 20–40 · Average damage per day 19.6 · Range 35M · WeaponKinetic- Medium Bio-Coil Shard AcceleratorDamage per shot 18–53 · Average damage per day 7.4 · Range 75M · WeaponKinetic
- Medium Bio-Plasma AcceleratorDamage per shot 40–108 · Average damage per day 10.4 · Range 60M · WeaponEnergy
- Medium Bio-Plasma CannonDamage per shot 53–140 · Average damage per day 13.5 · Range 60M · WeaponEnergy
- Medium Bio-Plasma ThrowerDamage per shot 30–83 · Average damage per day 7.9 · Range 60M · WeaponEnergy
- Medium Blue Beam ProjectorDamage per shot 20–53 · Average damage per day 6.6 · Range 60M · WeaponEnergy
Medium Blue LaserDamage per shot 20–53 · Average damage per day 6.6 · Range 60M · WeaponEnergy
Medium Ceramo Chitin Carapace+30 Ship Hull Points · +300 Armor Hit Points · +0.01 Armor HardeningM · Utility
Medium Ceramo Chitin Ferrodermis+30 Ship Hull Points · +300 Armor Hit Points · +0.01 Daily Armor RegenM · Utility
Medium Ceramo-Metal Armor+375 Armor Hit Points · +0.01 Armor HardeningM · Utility
Medium CoilgunDamage per shot 18–53 · Average damage per day 7.4 · Range 75M · WeaponKinetic
Medium Crystal-Forged Plating+300 Ship Hull Points · +3 Damage ReductionM · Utility
Medium Crystal-Infused Plating+150 Ship Hull Points · +2 Damage ReductionM · Utility
Medium Deflector Musculature+240 Shield Hit Points · +3 Daily Shield RegenM · Utility
Medium Deflectors+300 Shield Hit Points · +1.5 Daily Shield RegenM · Utility
Medium DisruptorDamage per shot 1–28 · Average damage per day 4.3 · Range 40M · WeaponEnergy
Medium Draconic Carapace+78 Ship Hull Points · +780 Armor Hit Points · +0.05 Armor HardeningM · Utility
Medium Dragonscale Armor+975 Armor Hit Points · +0.05 Armor HardeningM · Utility
Medium Durasteel Armor+615 Armor Hit Points · +0.03 Armor HardeningM · Utility
Medium Durasteel Carapace+51 Ship Hull Points · +492 Armor Hit Points · +0.03 Armor HardeningM · Utility
Medium Durasteel Ferrodermis+51 Ship Hull Points · +492 Armor Hit Points · +0.01 Daily Armor RegenM · Utility- Medium Gamma Beam ProjectorDamage per shot 43–115 · Average damage per day 14.2 · Range 60M · WeaponEnergy
Medium Gamma LaserDamage per shot 43–115 · Average damage per day 14.2 · Range 60M · WeaponEnergy
Medium Gauss CannonDamage per shot 40–115 · Average damage per day 16.1 · Range 75M · WeaponKinetic
Medium Hyper Shielded Musculature+624 Shield Hit Points · +7.8 Daily Shield Regen · +0.04 Shield HardeningM · Utility
Medium Hyper Shields+780 Shield Hit Points · +3.9 Daily Shield Regen · +0.04 Shield HardeningM · Utility
Medium Improved Deflector Musculature+300 Shield Hit Points · +3.75 Daily Shield Regen · +0.01 Shield HardeningM · Utility
Medium Improved Deflectors+375 Shield Hit Points · +1.88 Daily Shield Regen · +0.01 Shield HardeningM · Utility
Medium Ion DisruptorDamage per shot 1–37 · Average damage per day 5.6 · Range 40M · WeaponEnergy
Medium Mass DriverDamage per shot 13–40 · Average damage per day 5.5 · Range 75M · WeaponKinetic- Medium Mining Beam ProjectorDamage per shot 20–53 · Average damage per day 7.5 · Range 40M · WeaponEnergy
Medium Nanite Quill BatteryDamage per shot 43–88 · Average damage per day 42.8 · Range 35M · WeaponKinetic
Medium Nanocomposite Armor+300 Armor Hit PointsM · Utility
Medium Nanocomposite Carapace+24 Ship Hull Points · +240 Armor Hit Points · 0 Armor HardeningM · Utility
Medium Nanocomposite Ferrodermis+24 Ship Hull Points · +240 Armor Hit Points · +0.01 Daily Armor RegenM · Utility
Medium Neutronium Armor+780 Armor Hit Points · +0.04 Armor HardeningM · Utility
Medium Neutronium Carapace+63 Ship Hull Points · +624 Armor Hit Points · +0.04 Armor HardeningM · Utility
Medium Neutronium Ferrodermis+63 Ship Hull Points · +624 Armor Hit Points · +0.01 Daily Armor RegenM · Utility
Medium Null Void BeamDamage per shot 15–40 · Average damage per day 5 · Range 90M · WeaponEnergy
Medium Phased DisruptorDamage per shot 1–48 · Average damage per day 7.2 · Range 40M · WeaponEnergy
Medium Plasma AcceleratorDamage per shot 40–108 · Average damage per day 10.4 · Range 60M · WeaponEnergy
Medium Plasma CannonDamage per shot 53–140 · Average damage per day 13.5 · Range 60M · WeaponEnergy
Medium Plasma ThrowerDamage per shot 30–83 · Average damage per day 7.9 · Range 60M · WeaponEnergy
Medium Plasteel Armor+480 Armor Hit Points · +0.02 Armor HardeningM · Utility
Medium Plasteel Carapace+39 Ship Hull Points · +384 Armor Hit Points · +0.02 Armor HardeningM · Utility
Medium Plasteel Ferrodermis+39 Ship Hull Points · +384 Armor Hit Points · +0.01 Daily Armor RegenM · Utility
Medium Psi-Resonant Tissue+300 Shield Hit Points · +7.8 Daily Shield Regen · +0.05 Shield HardeningM · Utility
Medium Psionic Barrier+375 Shield Hit Points · +3.9 Daily Shield Regen · +0.05 Shield HardeningM · Utility- Medium Psionic Bio-DisruptorsDamage per shot 1–62 · Average damage per day 9.3 · Range 40M · WeaponEnergy
Medium Psionic DisruptorDamage per shot 1–62 · Average damage per day 9.3 · Range 40M · WeaponEnergy
Medium Psionic Shield+1,200 Shield Hit Points · +6 Daily Shield Regen · +0.05 Shield HardeningM · Utility
Medium Pulse Carapace+39 Ship Hull Points · +384 Armor Hit Points · +240 Shield Hit PointsM · Utility
Medium Quill BatteryDamage per shot 20–40 · Average damage per day 19.6 · Range 35M · WeaponKinetic
Medium RailgunDamage per shot 23–68 · Average damage per day 9.5 · Range 75M · WeaponKinetic- Medium Red Beam ProjectorDamage per shot 15–40 · Average damage per day 5 · Range 60M · WeaponEnergy
Medium Red LaserDamage per shot 15–40 · Average damage per day 5 · Range 60M · WeaponEnergy
Medium Ripper AutocannonDamage per shot 25–53 · Average damage per day 25.5 · Range 35M · WeaponKinetic
Medium Ripper Quill BatteryDamage per shot 25–53 · Average damage per day 25.5 · Range 35M · WeaponKinetic- Medium Shard AcceleratorDamage per shot 13–40 · Average damage per day 5.5 · Range 75M · WeaponKinetic
- Medium Shard Gauss AcceleratorDamage per shot 40–115 · Average damage per day 16.1 · Range 75M · WeaponKinetic
- Medium Shard Rail AcceleratorDamage per shot 23–68 · Average damage per day 9.5 · Range 75M · WeaponKinetic
Medium Shielded Musculature+384 Shield Hit Points · +4.8 Daily Shield Regen · +0.02 Shield HardeningM · Utility
Medium Shields+480 Shield Hit Points · +2.4 Daily Shield Regen · +0.02 Shield HardeningM · Utility
Medium Stormfire AutocannonDamage per shot 33–68 · Average damage per day 33 · Range 35M · WeaponKinetic
Medium Stormfire Quill BatteryDamage per shot 33–68 · Average damage per day 33 · Range 35M · WeaponKinetic
Medium Suspension Field Tissue+384 Shield Hit Points · +9.75 Daily Shield Regen · +0.15 Shield HardeningM · Utility- Medium UV Beam ProjectorDamage per shot 25–68 · Average damage per day 8.4 · Range 60M · WeaponEnergy
Medium UV LaserDamage per shot 25–68 · Average damage per day 8.4 · Range 60M · WeaponEnergy- Medium X-Ray Beam ProjectorDamage per shot 33–88 · Average damage per day 10.9 · Range 60M · WeaponEnergy
Medium X-Ray LaserDamage per shot 33–88 · Average damage per day 10.9 · Range 60M · WeaponEnergy
Medium Zro-Infused Musculature+960 Shield Hit Points · +12 Daily Shield Regen · +0.05 Shield HardeningM · Utility- Mega CannonDamage per shot 560–1,600 · Average damage per day 47.6 · Range 120X · WeaponKinetic
Mega CannonDamage per shot 700–2,000 · Average damage per day 88.8 · Range 150X · WeaponKinetic
Metabolic Recycler+5% Sublight Speed · +2.5% Evasion ChanceS · Core component
Micro-Singularity DestabilizerA field of microscopic singularities scatter kinetic ammunition before each volley arrives at its intended target.M · Core component
Mind MissilesDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponEnergy- Molecular DisruptorDamage per shot 1–14 · Average damage per day 3.3 · Range 15S · WeaponEnergy
- Molecular DisruptorDamage per shot 1–28 · Average damage per day 4.3 · Range 40M · WeaponEnergy
Multi-Target GeneratorsThis missile countermeasure generates millions of false pings, causing warheads to misidentify potential targets.M · Core component
Munitions PlantShips of this class be equipped with field emitters that project and maintain localized fields that induce various effects in enemy or friendly vessels.M · Core component
Nanite AutocannonDamage per shot 17–35 · Average damage per day 26 · Range 30S · WeaponKinetic
Nanite AutocannonDamage per shot 43–88 · Average damage per day 42.8 · Range 35M · WeaponKinetic
Nanite AutocannonDamage per shot 102–210 · Average damage per day 78 · Range 40L · WeaponKinetic
Nanite Flak BatteryDamage per shot 6–11 · Average damage per day 12.8 · Range 30P · WeaponPoint defense
Nanite Repair System+0.15 Daily Hull Regen · +0.2 Daily Armor RegenA · Utility- Nanite-Infused Barb ArtilleryDamage per shot 6–11 · Average damage per day 8.5 · Range 30P · WeaponPoint defense
Nanobot CloudShips of this class be equipped with field emitters that project and maintain localized fields that induce various effects in enemy or friendly vessels.M · Core component
Neural Implants (Artillery)+5% Ship Fire Rate · +5% Ship Weapons RangeS · Core component
Neural Implants (Carrier)+25% Ship Engagement RangeS · Core component
Neural Implants (Line)+5% Ship Fire Rate · +5 Chance to HitS · Core component
Neural Implants (Picket)+5% Ship Fire Rate · +10 TrackingS · Core component
Neural Implants (Support)+5% Evasion Chance · +5% Support Weapon Fire RateS · Core component
Neural Implants (Suppressor)+5% Suppressor Weapon Fire Rate · +5 Chance to HitS · Core component
Neural Implants (Swarm)+5% Evasion Chance · +5% Ship Fire RateS · Core component
Neuro ScourgeDamage per shot 0–0 · Average damage per day 0 · Range 100P · WeaponEnergy
Neutron LaunchersDamage per shot 61–131 · Average damage per day 3.4 · Range 120G · WeaponEnergy- Neutron ThrowerDamage per shot 61–131 · Average damage per day 3.4 · Range 120G · WeaponEnergy
No FTL DriveShips without FTL drives will never be able to leave the solar systems in which they were built.S · Core component
No FTL DriveShips without FTL drives will never be able to leave the solar systems in which they were built.S · Core component
No FTL InhibitorStarbases without an FTL Inhibitor will not be able to halt enemy ships.M · Core component
Nuclear MissilesDamage per shot 16–24 · Average damage per day 2.4 · Range 100S · WeaponExplosive- Offspring OutlookA starbase module allowing an Offspring to oversee and administrate ongoing battles within the system.M · Core component
Orbital Trash Disperser+25% Orbital Bombardment DamageA · Utility- Particle BeamDamage per shot 480–1,200 · Average damage per day 47.9 · Range 120X · WeaponEnergy
Particle LanceDamage per shot 600–1,500 · Average damage per day 89.7 · Range 150X · WeaponEnergy
Perdition BeamDamage per shot 5,000–10,000 · Average damage per day 250 · Range 250T · WeaponEnergy- Phased Molecular DisruptorDamage per shot 1–24 · Average damage per day 5.4 · Range 15S · WeaponEnergy
- Phased Molecular DisruptorDamage per shot 1–48 · Average damage per day 7.2 · Range 40M · WeaponEnergy
Pinion AcceleratorDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Plasma Stellar Motor Organs+50% Base Ship Speed · +10 Evasion ChanceS · Core component
Plasma Stellar Motor Organs+50% Base Ship Speed · +8 Evasion ChanceS · Core component
Plasma Stellar Motor Organs+50% Base Ship Speed · +6 Evasion ChanceS · Core component
Plasma Stellar Motor Organs+50% Base Ship Speed · +4 Evasion ChanceS · Core component
Plasma Stellar Motor Organs+50% Base Ship Speed · +2 Evasion ChanceS · Core component
Plasma Thrusters+50% Base Ship Speed · +10 Evasion ChanceS · Core component
Plasma Thrusters+50% Base Ship Speed · +8 Evasion ChanceS · Core component
Plasma Thrusters+50% Base Ship Speed · +6 Evasion ChanceS · Core component
Plasma Thrusters+50% Base Ship Speed · +4 Evasion ChanceS · Core component
Plasma Thrusters+50% Base Ship Speed · +2 Evasion ChanceS · Core component
Plasma Thrusters+50% Base Ship SpeedS · Core component
Platform's ComputerAll military ships have on-board computers dedicated to combat, handling targeting-calculations, evasive maneuvers and damage-control.S · Core component
Precision LancerDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Precognitive Combat Instincts (Artillery)+15% Ship Fire Rate · +15% Ship Weapons Range · +10 TrackingS · Core component
Precognitive Combat Instincts (Carrier)+75% Ship Engagement Range · +10 TrackingS · Core component
Precognitive Combat Instincts (Line)+15% Ship Fire Rate · +15 Chance to Hit · +10 TrackingS · Core component
Precognitive Combat Instincts (Picket)+20% Ship Fire Rate · +40 TrackingS · Core component
Precognitive Combat Instincts (Support)+15% Evasion Chance · +20% Sublight Speed · +15% Support Weapon Fire RateS · Core component
Precognitive Combat Instincts (Suppressor)+15% Suppressor Weapon Fire Rate · +15 Chance to Hit · +10 TrackingS · Core component
Precognitive Combat Instincts (Swarm)+15% Evasion Chance · +20% Sublight Speed · +15% Ship Fire RateS · Core component
Precognitive Interface (Artillery)+15% Ship Fire Rate · +15% Ship Weapons Range · +10 TrackingS · Core component
Precognitive Interface (Carrier)+75% Ship Engagement Range · +10 TrackingS · Core component
Precognitive Interface (Line)+15% Ship Fire Rate · +15 Chance to Hit · +10 TrackingS · Core component
Precognitive Interface (Picket)+20% Ship Fire Rate · +40 TrackingS · Core component
Precognitive Interface (Platform)+35% Ship Fire Rate · +35 TrackingS · Core component
Precognitive Interface (Siege)+15% Explosive Weapon Damage · +10 Tracking · +80% Damage vs Starbases and WaystationsS · Core component
Precognitive Interface (Swarm)+15% Evasion Chance · +20% Sublight Speed · +15% Ship Fire RateS · Core component
Prey TrackerDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Proton LaunchersDamage per shot 47–101 · Average damage per day 2.6 · Range 120G · WeaponEnergy- Proton ThrowerDamage per shot 47–101 · Average damage per day 2.6 · Range 120G · WeaponEnergy
Psi Jump Drive+2 Disengagement Opportunities · -80% Hyper Jump Charge Time · +50% Jump Drive RangeS · Core component
Psi-Phase Field Generator+5 Cloaking StrengthA · Utility
Psi-Phase Field Generator+4 Cloaking StrengthA · Utility
Psi-Phase Field Generator+3 Cloaking StrengthA · Utility
Psi-Phase Field Generator+2 Cloaking StrengthA · Utility- Psionic Bio-LightningDamage per shot 1–139 · Average damage per day 15.6 · Range 70L · WeaponEnergy
Psionic BombersDamage per shot 5–13 · Average damage per day 16.7 · Range 125H · Hangar
Psionic Jump Organ+2 Disengagement Opportunities · -80% Hyper Jump Charge Time · +50% Jump Drive RangeS · Core component
Psionic LightningDamage per shot 1–139 · Average damage per day 15.6 · Range 70L · WeaponEnergy- Psionic SappersDamage per shot 3–7 · Average damage per day 1 · Range 125H · Hangar
Psychically Enhanced Bio-Drive+2 Disengagement Opportunities · -70% Hyper Jump Charge TimeS · Utility
Quantum DestabilizerShips of this class be equipped with field emitters that project and maintain localized fields that induce various effects in enemy or friendly vessels.M · Core component
Quantum MissilesDamage per shot 37–55 · Average damage per day 5.4 · Range 100S · WeaponExplosive
Radar SystemA planet-bound technology adapted for use in deep space, the radar system provides basic detection and tracking capability for interstellar vessels.M · Core component
RadiolocationThese sensory organs make use of a biological equivalent of RADAR to function in deep space, allowing ships to have basic detection and tracking capabilities.M · Core component
Rangefinder Cluster+5% Ship Weapons Range · +5 TrackingS · Core component
Rapid Incubation Matrix+10% Ship Engagement Range · -10% Strike Craft CooldownS · Core component
Reactive Armor+0.15 Armor HardeningA · Utility
Reactor Booster+20% Reactor PowerA · Utility
Rebirth SporesDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Regenerative Hull Tissue+0.05 Daily Hull Regen · +0.1 Daily Armor RegenA · Utility
Regenerative Large Ceramo-Metal Armor+1,125 Armor Hit Points · +0.01 Daily Armor Regen · +0.01 Daily Hull RegenL · Utility
Regenerative Large Durasteel Armor+1,845 Armor Hit Points · +0.01 Daily Armor Regen · +0.01 Daily Hull RegenL · Utility
Regenerative Large Nanocomposite Armor+900 Armor Hit Points · +0.01 Daily Armor Regen · +0.01 Daily Hull RegenL · Utility
Regenerative Large Neutronium Armor+2,340 Armor Hit Points · +0.01 Daily Armor Regen · +0.01 Daily Hull RegenL · Utility
Regenerative Large Plasteel Armor+1,440 Armor Hit Points · +0.01 Daily Armor Regen · +0.01 Daily Hull RegenL · Utility
Regenerative Medium Ceramo-Metal Armor+375 Armor Hit Points · +0.01 Daily Armor Regen · +0.01 Daily Hull RegenM · Utility
Regenerative Medium Durasteel Armor+615 Armor Hit Points · +0.01 Daily Armor Regen · +0.01 Daily Hull RegenM · Utility
Regenerative Medium Nanocomposite Armor+300 Armor Hit Points · +0.01 Daily Armor Regen · +0.01 Daily Hull RegenM · Utility
Regenerative Medium Neutronium Armor+780 Armor Hit Points · +0.01 Daily Armor Regen · +0.01 Daily Hull RegenM · Utility
Regenerative Medium Plasteel Armor+480 Armor Hit Points · +0.01 Daily Armor Regen · +0.01 Daily Hull RegenM · Utility
Regenerative Small Ceramo-Metal Armor+125 Armor Hit Points · +0.01 Daily Armor Regen · +0.01 Daily Hull RegenS · Utility
Regenerative Small Durasteel Armor+205 Armor Hit Points · +0.01 Daily Armor Regen · +0.01 Daily Hull RegenS · Utility
Regenerative Small Nanocomposite Armor+100 Armor Hit Points · +0.01 Daily Armor Regen · +0.01 Daily Hull RegenS · Utility
Regenerative Small Neutronium Armor+260 Armor Hit Points · +0.01 Daily Armor Regen · +0.01 Daily Hull RegenS · Utility
Regenerative Small Plasteel Armor+160 Armor Hit Points · +0.01 Daily Armor Regen · +0.01 Daily Hull RegenS · Utility
Reload JammerDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponEnergy
Reshaping Projectile AcceleratorDamage per shot 165–500 · Average damage per day 39.5 · Range 120L · WeaponKinetic
Reshaping Projectile AcceleratorDamage per shot 165–500 · Average damage per day 39.5 · Range 120L · WeaponKinetic
Ruin BarbsDamage per shot 0–0 · Average damage per day 0 · Range 100P · WeaponEnergy
Sapient Combat Computer (Artillery)+20% Ship Fire Rate · +20% Ship Weapons RangeS · Core component
Sapient Combat Computer (Carrier)+100% Ship Engagement RangeS · Core component
Sapient Combat Computer (Line)+20% Ship Fire Rate · +20 Chance to HitS · Core component
Sapient Combat Computer (Picket)+10% Evasion Chance · +15% Ship Fire Rate · +30 TrackingS · Core component
Sapient Combat Computer (Platform)+35% Ship Fire Rate · +25 Tracking · +10 Chance to HitS · Core component
Sapient Combat Computer (Siege)+10% Evasion Chance · +15% Explosive Weapon Damage · +80% Damage vs Starbases and WaystationsS · Core component
Sapient Combat Computer (Swarm)+25% Evasion Chance · +15% Ship Fire RateS · Core component
Sapient Neural Implants (Artillery)+20% Ship Fire Rate · +20% Ship Weapons RangeS · Core component
Sapient Neural Implants (Carrier)+100% Ship Engagement RangeS · Core component
Sapient Neural Implants (Line)+20% Ship Fire Rate · +20 Chance to HitS · Core component
Sapient Neural Implants (Picket)+10% Evasion Chance · +15% Ship Fire Rate · +30 TrackingS · Core component
Sapient Neural Implants (Support)+20% Evasion Chance · +20% Support Weapon Fire RateS · Core component
Sapient Neural Implants (Suppressor)+20% Suppressor Weapon Fire Rate · +20 Chance to HitS · Core component
Sapient Neural Implants (Swarm)+25% Evasion Chance · +15% Ship Fire RateS · Core component
Seeker Shard ArrayDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Sentinel Point-DefenseDamage per shot 2–4 · Average damage per day 4.5 · Range 30P · WeaponPoint defense- Sentinel Snapper GunDamage per shot 2–4 · Average damage per day 4.5 · Range 30P · WeaponPoint defense
Shield Capacitor+10% Shield Hit PointsA · Utility
Shield DampenerBy flooding a localized area with weak, randomly-modulated electromagnetic pulses, enemy shield and weapons systems can be partially disrupted.M · Core component
Shield Hardener+0.15 Shield HardeningA · Utility
Ship's ComputerS · Core component- Skravird Strike CraftDamage per shot 4–9 · Average damage per day 24.2 · Range 125H · Hangar
Skravird Strike CraftDamage per shot 8–18 · Average damage per day 24.2 · Range 125H · Hangar
Slipstream-Sensible Vision+1 Disengagement Opportunities · -40% Hyper Jump Charge TimeS · Utility
Small Advanced RailgunDamage per shot 12–35 · Average damage per day 6.1 · Range 50S · WeaponKinetic- Small Advanced Shard Rail AcceleratorDamage per shot 15–44 · Average damage per day 7.6 · Range 25S · WeaponKinetic
Small Advanced Shielded Musculature+164 Shield Hit Points · +2.05 Daily Shield Regen · +0.03 Shield HardeningS · Utility
Small Advanced Shields+205 Shield Hit Points · +1.02 Daily Shield Regen · +0.03 Shield HardeningS · Utility- Small Ancient Cavitation CollapserDamage per shot 14–39 · Average damage per day 5.6 · Range 20S · WeaponEnergy
Small Ancient Cavitation CollapserDamage per shot 12–31 · Average damage per day 4.5 · Range 40S · WeaponEnergy
Small Ancient Macro BatteriesDamage per shot 12–35 · Average damage per day 4.1 · Range 75S · WeaponKinetic- Small Ancient Macro Shard BatteriesDamage per shot 12–44 · Average damage per day 4.8 · Range 38S · WeaponKinetic
Small Ancient Pulse Armor+160 Armor Hit Points · +100 Shield Hit Points · +0.8 Daily Shield RegenS · Utility
Small Ancient Suspension Field+160 Shield Hit Points · +1.63 Daily Shield Regen · +0.15 Shield HardeningS · Utility
Small AutocannonDamage per shot 8–16 · Average damage per day 12 · Range 30S · WeaponKinetic- Small Bio-Coil Shard AcceleratorDamage per shot 9–26 · Average damage per day 4.5 · Range 25S · WeaponKinetic
- Small Bio-Plasma AcceleratorDamage per shot 20–54 · Average damage per day 5.9 · Range 20S · WeaponEnergy
- Small Bio-Plasma CannonDamage per shot 26–70 · Average damage per day 7.7 · Range 20S · WeaponEnergy
- Small Bio-Plasma ThrowerDamage per shot 15–41 · Average damage per day 4.5 · Range 20S · WeaponEnergy
- Small Blue Beam ProjectorDamage per shot 10–26 · Average damage per day 3.8 · Range 20S · WeaponEnergy
Small Blue LaserDamage per shot 8–21 · Average damage per day 3.1 · Range 40S · WeaponEnergy
Small Ceramo Chitin Carapace+10 Ship Hull Points · +100 Armor Hit Points · +0.01 Armor HardeningS · Utility
Small Ceramo Chitin Ferrodermis+10 Ship Hull Points · +100 Armor Hit Points · +0.01 Daily Armor RegenS · Utility
Small Ceramo-Metal Armor+125 Armor Hit Points · +0.01 Armor HardeningS · Utility
Small CoilgunDamage per shot 7–21 · Average damage per day 3.6 · Range 50S · WeaponKinetic
Small Crystal-Forged Plating+100 Ship Hull Points · +2 Damage ReductionS · Utility
Small Crystal-Infused Plating+50 Ship Hull Points · +1 Damage ReductionS · Utility
Small Deflector Musculature+80 Shield Hit Points · +1 Daily Shield RegenS · Utility
Small Deflectors+100 Shield Hit Points · +0.5 Daily Shield RegenS · Utility
Small DisruptorDamage per shot 1–11 · Average damage per day 2.7 · Range 30S · WeaponEnergy
Small Draconic Carapace+26 Ship Hull Points · +260 Armor Hit Points · +0.05 Armor HardeningS · Utility
Small Dragonscale Armor+325 Armor Hit Points · +0.05 Armor HardeningS · Utility
Small Durasteel Armor+205 Armor Hit Points · +0.03 Armor HardeningS · Utility
Small Durasteel Carapace+17 Ship Hull Points · +164 Armor Hit Points · +0.03 Armor HardeningS · Utility
Small Durasteel Ferrodermis+17 Ship Hull Points · +164 Armor Hit Points · +0.01 Daily Armor RegenS · Utility- Small Gamma Beam ProjectorDamage per shot 21–58 · Average damage per day 8.3 · Range 20S · WeaponEnergy
Small Gamma LaserDamage per shot 17–46 · Average damage per day 6.7 · Range 40S · WeaponEnergy
Small Gauss CannonDamage per shot 16–46 · Average damage per day 8 · Range 50S · WeaponKinetic
Small Hyper Shielded Musculature+208 Shield Hit Points · +2.6 Daily Shield Regen · +0.04 Shield HardeningS · Utility
Small Hyper Shields+260 Shield Hit Points · +1.3 Daily Shield Regen · +0.04 Shield HardeningS · Utility
Small Improved Deflector Musculature+100 Shield Hit Points · +1.25 Daily Shield Regen · +0.01 Shield HardeningS · Utility
Small Improved Deflectors+125 Shield Hit Points · +0.63 Daily Shield Regen · +0.01 Shield HardeningS · Utility
Small Ion DisruptorDamage per shot 1–15 · Average damage per day 3.4 · Range 30S · WeaponEnergy
Small Mass DriverDamage per shot 5–16 · Average damage per day 2.7 · Range 50S · WeaponKinetic- Small Mining Beam ProjectorDamage per shot 10–26 · Average damage per day 5.9 · Range 15S · WeaponEnergy
Small Nanite Quill BatteryDamage per shot 21–44 · Average damage per day 32.5 · Range 15S · WeaponKinetic
Small Nanocomposite Armor+100 Armor Hit PointsS · Utility
Small Nanocomposite Carapace+8 Ship Hull Points · +80 Armor Hit Points · 0 Armor HardeningS · Utility
Small Nanocomposite Ferrodermis+8 Ship Hull Points · +80 Armor Hit Points · +0.01 Daily Armor RegenS · Utility
Small Neutronium Armor+260 Armor Hit Points · +0.04 Armor HardeningS · Utility
Small Neutronium Carapace+21 Ship Hull Points · +208 Armor Hit Points · +0.04 Armor HardeningS · Utility
Small Neutronium Ferrodermis+21 Ship Hull Points · +208 Armor Hit Points · +0.01 Daily Armor RegenS · Utility
Small Null Void BeamDamage per shot 6–16 · Average damage per day 2.3 · Range 60S · WeaponEnergy
Small Phased DisruptorDamage per shot 1–19 · Average damage per day 4.3 · Range 30S · WeaponEnergy
Small Plasma AcceleratorDamage per shot 16–43 · Average damage per day 4.7 · Range 40S · WeaponEnergy
Small Plasma CannonDamage per shot 21–56 · Average damage per day 6.2 · Range 40S · WeaponEnergy
Small Plasma ThrowerDamage per shot 12–33 · Average damage per day 3.6 · Range 40S · WeaponEnergy
Small Plasteel Armor+160 Armor Hit Points · +0.02 Armor HardeningS · Utility
Small Plasteel Carapace+13 Ship Hull Points · +128 Armor Hit Points · +0.02 Armor HardeningS · Utility
Small Plasteel Ferrodermis+13 Ship Hull Points · +128 Armor Hit Points · +0.01 Daily Armor RegenS · Utility
Small Psi-Resonant Tissue+100 Shield Hit Points · +2.6 Daily Shield Regen · +0.05 Shield HardeningS · Utility
Small Psionic Barrier+125 Shield Hit Points · +1.3 Daily Shield Regen · +0.05 Shield HardeningS · Utility- Small Psionic Bio-DisruptorsDamage per shot 1–31 · Average damage per day 7.1 · Range 15S · WeaponEnergy
Small Psionic DisruptorDamage per shot 1–25 · Average damage per day 5.7 · Range 30S · WeaponEnergy
Small Psionic Shield+400 Shield Hit Points · +2 Daily Shield Regen · +0.05 Shield HardeningS · Utility
Small Pulse Carapace+13 Ship Hull Points · +128 Armor Hit Points · +80 Shield Hit PointsS · Utility
Small Quill BatteryDamage per shot 10–20 · Average damage per day 15 · Range 15S · WeaponKinetic
Small RailgunDamage per shot 9–27 · Average damage per day 4.7 · Range 50S · WeaponKinetic- Small Red Beam ProjectorDamage per shot 8–20 · Average damage per day 2.9 · Range 20S · WeaponEnergy
Small Red LaserDamage per shot 6–16 · Average damage per day 2.3 · Range 40S · WeaponEnergy
Small Ripper AutocannonDamage per shot 10–21 · Average damage per day 15.5 · Range 30S · WeaponKinetic
Small Ripper Quill BatteryDamage per shot 13–26 · Average damage per day 19.4 · Range 15S · WeaponKinetic- Small Shard AcceleratorDamage per shot 6–20 · Average damage per day 3.4 · Range 25S · WeaponKinetic
- Small Shard Gauss AcceleratorDamage per shot 20–58 · Average damage per day 10 · Range 25S · WeaponKinetic
- Small Shard Rail AcceleratorDamage per shot 11–34 · Average damage per day 5.8 · Range 25S · WeaponKinetic
Small Shielded Musculature+128 Shield Hit Points · +1.6 Daily Shield Regen · +0.02 Shield HardeningS · Utility
Small Shields+160 Shield Hit Points · +0.8 Daily Shield Regen · +0.02 Shield HardeningS · Utility
Small Stormfire AutocannonDamage per shot 13–27 · Average damage per day 20 · Range 30S · WeaponKinetic
Small Stormfire Quill BatteryDamage per shot 16–34 · Average damage per day 25 · Range 15S · WeaponKinetic
Small Suspension Field Tissue+128 Shield Hit Points · +3.25 Daily Shield Regen · +0.15 Shield HardeningS · Utility- Small UV Beam ProjectorDamage per shot 13–34 · Average damage per day 4.9 · Range 20S · WeaponEnergy
Small UV LaserDamage per shot 10–27 · Average damage per day 3.9 · Range 40S · WeaponEnergy- Small X-Ray Beam ProjectorDamage per shot 16–44 · Average damage per day 6.4 · Range 20S · WeaponEnergy
Small X-Ray LaserDamage per shot 13–35 · Average damage per day 5.1 · Range 40S · WeaponEnergy
Small Zro-Infused Musculature+320 Shield Hit Points · +4 Daily Shield Regen · +0.05 Shield HardeningS · Utility
Snare DartsDamage per shot 0–0 · Average damage per day 0 · Range 100P · WeaponEnergy
Space TorpedoesDamage per shot 100–150 · Average damage per day 6 · Range 30G · WeaponExplosive
Spore LauncherDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Starbase Fire Control+5% Ship Fire Rate · +10 TrackingS · Core component
Starbase Fire Control+10% Ship Fire Rate · +20 TrackingS · Core component
Starbase Fire Control+15% Ship Fire Rate · +30 TrackingS · Core component
Strike CommandShips of this class be equipped with field emitters that project and maintain localized fields that induce various effects in enemy or friendly vessels.M · Core component
Subspace AmplifierShips of this class be equipped with field emitters that project and maintain localized fields that induce various effects in enemy or friendly vessels.M · Core component
Subspace Drive-25% Jump Drive Cooldown · -50% Jump Drive RangeS · Core component
Subspace Sensors+10 TrackingM · Core component
Subspace Sensors+10 TrackingM · Core component
Subspace SnareShips of this class be equipped with field emitters that project and maintain localized fields that induce various effects in enemy or friendly vessels.M · Core component
Subspace-Monitoring Sensory Organs+10 TrackingS · Utility
Swarmer MissilesDamage per shot 36–50 · Average damage per day 10.1 · Range 120M · WeaponExplosive- Tachyon BeamDamage per shot 624–1,560 · Average damage per day 62.3 · Range 120X · WeaponEnergy
Tachyon LanceDamage per shot 780–1,950 · Average damage per day 116.6 · Range 150X · WeaponEnergy
Tachyon Sensors+15 TrackingM · Core component
Tachyon Sensors+15 TrackingM · Core component
Tachyon-Receiving Sensory Organs+15 TrackingS · Utility
Tangle PulseDamage per shot 0–0 · Average damage per day 0 · Range 100P · WeaponEnergy
Tangler Pod LauncherDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Target Acquisition ArrayShips of this class be equipped with field emitters that project and maintain localized fields that induce various effects in enemy or friendly vessels.M · Core component
Targeting GridShips of this class be equipped with field emitters that project and maintain localized fields that induce various effects in enemy or friendly vessels.M · Core component- Targeting Override+50% Focus Fire EffectM · Core component
Tracker StopperDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponEnergy
Upgraded Symbiotic Amplifier+10% Support Weapon Fire Rate · +10% Suppressor Weapon Fire Rate · +10% Ship Weapons RangeS · Core component
Vector Lock CannonDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponKinetic
Volatile Spiracles+10% Ship Fire Rate · +10 TrackingS · Core component
Weaver Aura CasterDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponEnergy
Weaver Biofield GeneratorsDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponEnergy
Weaver Booster BlasterDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponEnergy
Weaver Organo-Tech AmplifierDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponEnergy
Weaver Swift ShooterDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponEnergy
Weaver Wave MakerDamage per shot 0–0 · Average damage per day 0 · Range 40P · WeaponEnergy
Whirlwind MissilesDamage per shot 61–85 · Average damage per day 17.2 · Range 120M · WeaponExplosive
Zero Point MetabolismThese generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.S · Core component
Zero Point MetabolismThese generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.S · Core component
Zero Point MetabolismThese generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.S · Core component
Zero Point MetabolismThese generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.S · Core component
Zero Point MetabolismThese generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.S · Core component
Zero Point ReactorThese generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.S · Core component
Zero Point ReactorThese generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.S · Core component
Zero Point ReactorThese generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.S · Core component
Zero Point ReactorThese generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.S · Core component
Zero Point ReactorThese generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.S · Core component
Zero Point ReactorThese generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.S · Core component
Zero Point ReactorThese generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.S · Core component
Zero Point ReactorThese generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.L · Core component
Zero Point ReactorThese generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.S · Core component
Zero Point ReactorThese generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.L · Core component
Zro LaunchersDamage per shot 130–280 · Average damage per day 7.2 · Range 120G · WeaponEnergy- Zro PodsDamage per shot 130–280 · Average damage per day 7.2 · Range 120G · WeaponEnergy