Survival Guide

Offensive


    Laser Cannon

The Centauri Munitions laser cannon has been the standard defensive weapon for freighters and patrol craft for the last fifty years.

    Speed: 875 AU/h
    Reload: 20
    Duration: 30
    Inaccuracy: 1°
    Guid: u/g
    Ammo: u/l
    Mass: 5 tons
    Qtty: 4 (max)
    Dam:
    4.5/10.5
    Impact: -
    Proximity: -
    Blast: -
    Cost:
    5,000 cr
    Avail: 1
    Type: Prim



    Swivel Laser Canon

The swivel laser cannon is a standard laser cannon which has had its forward fire arc increased to 45°. Standard weapon on the Rebel Manta, the swivel laser cannon is not available for purchase.

    Speed: 875 AU/h
    Reload: 20
    Duration: 30
    Inaccuracy: 8°
    Guid: f/q
    Ammo: u/l
    Mass: -
    Qtty: -
    Dam: 2.5/10.0
    Impact: -
    Proximity: -
    Blast: -
    Cost: -
    Avail: -
    Type: Prim



    Neutron Blaster

The neutron blaster is the most powerful energy weapon available on the open market. Its short range is offset by its very high damage rating.

    Speed: 325 AU/h
    Reload: 30
    Duration: 50
    Inaccuracy: 2°
    Guid: u/g
    Ammo: u/l
    Mass: 35 tons
    Qtty: 4 (max)
    Dam: 17.5/32.5
    Impact: -
    Proximity: -
    Blast: -
    Cost: 30,000 cr
    Avail: 4
    Type: Sec



    Proton Bolt Cannon

Proton bolt cannons use coaxial magnetic accelerators to boost charged particles to incredible velocities. As a result, proton bolts have a long range and good accuracy, though they don't do as much damage as neutron rounds.

    Speed: 850 AU/h
    Reload: 30
    Duration: 30
    Inaccuracy: 3°
    Guid: u/g
    Ammo: u/l
    Mass: 8 tons
    Qtty: 5 (max)
    Dam: 12.5/12.5
    Impact: -
    Proximity: -
    Blast: -
    Cost: 8,500 cr
    Avail: 2
    Type: Prim



    Laser Turret

The turreted version of Centauri Munitions' laser cannon combines the original's long range and decent punch with a computer-guided omnidirectional targeting platform, which provides the dual-mounted laser turret with a 360° field of fire.

    Speed: 875 AU/h
    Reload: 10
    Duration: 26
    Inaccuracy: 8°
    Guid: t/b
    Ammo: u/l
    Mass: 20 tons
    Qtty: 4 (max)
    Dam: 2.5/10.0
    Impact: -
    Proximity: -
    Blast: -
    Cost: 20,000 cr
    Avail: 4
    Type: Prim



    Rear Laser Turret

Packing a nasty surprise punch, the rear laser turret can be a surprise for unsuspecting aggressors. As with the swivel laser turret, this weapon is limited to a 45° rear arc of fire. Available only on the Rapier fighter.

Speed: 875 AU/h
    Reload: 10
    Duration: 30
    Inaccuracy: 6°
    Guid: r/q
    Ammo: u/l
    Mass: -
    Qtty: -
    Dam: 2.5/10.0
    Impact: -
    Proximity: -
    Blast: -
    Cost: -
    Avail: -
    Type: Prim



    Proton Bolt Turret

The proton bolt turret, like the standard proton bolt cannon, excels at damaging both shields and armor. This model features triple proton bolt cannons mounted on a computer-guided swivel platform, for accurate tracking at all angles.
    Speed: 850 AU/h
    Reload: 10
    Duration: 26
    Inaccuracy: 6°
    Guid: t/b
    Ammo: u/l
    Mass: 30 tons
    Qtty: 4 (max)
    Dam: 12.5/12.5
    Impact: -
    Proximity: -
    Blast: -
    Cost: 30,000 cr
    Avail: 5
    Type: Prim



    Mass Driver

Old technologies never die, they just get new names. The mass driver is the modern-day equivalent of the ancient gatling gun; it uses electromagnets to accelerate small metallic slugs - usually made of depleted uranium - to reasonably high velocities. Because of their composition, mass driver slugs do much more damage to armor than to shields.

    Speed: 350 AU/h
    Reload: 25
    Duration: 80
    Inaccuracy: 1°
    Guid: u/g
    Ammo: u/l
    Mass: 40 tons
    Qtty: 4 (max)
    Dam: 30.0/7.5
    Impact: -
    Proximity: -
    Blast: -
    Cost: 80,000 cr
    Avail: 5000
    Type: Sec



    Torpedo Launcher

Torpedo launchers are used to load, arm, and fire homing torpedoes.

    Mass: 25 tons
    Qtty: 2 (max)
    Cost: 20,000 cr
    Avail: 3
    Type: Sec



    Homing Torpedo

Homing torpedoes are relatively cheap, long-range weapons. Their guidance systems are primitive, however, and they are much slower than missiles. The electromagnetic fields used to separate the components of the torpedo's matter/antimatter warhead cause it to glow in flight. This same electromagnetic field, when combined with excessive interference, can sometimes confuse the torpedo's guidance systems.

    Speed: 600 AU/h
    Reload: 100
    Duration: 800
    Inaccuracy: none
    Guid: d/h
    Ammo: lim
    Mass: 1 ton
    Qtty: 999 (max)
    Dam: 225/150
    Impact: 100
    Proximity: 3m
    Blast: 8m
    Cost: 2,000 cr
    Avail: 2
    Type: Sec



    Missile Rack

Missile racks are used to carry and fire guided missiles.

    Mass: 10 tons
    Qtty: 2 (max)
    Cost: 15,000 cr
    Avail: 3
    Type: Sec



    Guided Missile

Very few things can a shake Consolidated Arms Mk. 83 guided missile once it has acquired its target. However, its targeting sensor array does have a manufacturing flaw that occasionally causes it to become distracted by other objects moving across its flight path.

    Speed: 850 AU/h
    Reload: 100
    Duration: 175
    Inaccuracy: -
    Guid: s/h
    Ammo: lim
    Mass: 1 ton
    Qtty: 999 (max)
    Dam: 112.5/75
    Impact: 30
    Proximity: 3m
    Blast: 5m
    Cost: 3,500 cr
    Avail: 2
    Type: Sec



    Rocket Launcher

Rocket launchers are used to load, arm, and fire unguided heavy rockets.

    Mass: 30 tons
    Qtty: 2 (max)
    Cost: 20,000 cr
    Avail: 3
    Type: Sec



    Heavy Rocket

The heavy rocket is a primitive but devastating weapon. After it is launched, its engine propels it along a straight course until its proximity detector senses a nearby ship and detonates its high-explosive warhead. Though simple, the heavy rocket packs quite a wallop.

    Speed: 700 AU/h
    Reload: 100
    Duration: 200
    Inaccuracy: -
    Guid: f/t
    Ammo: lim
    Mass: 2 tons
    Qtty: 999 (max)
    Dam: 252.5/166.25
    Impact: 250
    Proximity: 20m
    Blast: 25m
    Cost: 1,000 cr
    Avail: 2
    Type: Sec



    Javelin Pod

This externally-mounted weapons pod holds Javelin rockets and fires them through the exit ports mounted on its front surface.

    Mass: 5 tons
    Qtty: 2 (max)
    Cost: 20,000 cr
    Avail: 3
    Type: Sec



    Javelin Rocket

Fulcrum Munitions' Javelin hypervelocity rocket is the high-tech equivalent of the bow and arrow. These tiny but incredibly fast powered projectiles inflict great damage to small targets, due to the hardened alloys used in the construction of their reinforced, armor-piercing nose cones. Javelins work best when fired by fighters and patrol craft, as their high speed and lack of guidance necessitate an agile firing platform.

    Speed: 780 AU/h
    Reload: 10
    Duration: 100
    Inaccuracy: 4°
    Guid: u/g
    Ammo: lim
    Mass: -
    Qtty: 999 (max)
    Dam: 17/11.75
    Impact: 20
    Proximity: 12m
    Blast: 12m
    Cost: 50 cr
    Avail: 2
    Type: Sec



    Bomb Rack

Bomb racks are used to carry gravitic space bombs.

    Mass: 30 tons
    Qtty: 2 (max)
    Cost: 20,000 cr
    Avail: 500
    Type: Sec



    Space Bomb

Gravitic space bombs are probably the most difficult-to-deliver type of weapon, but they are also the highest-yield munitions available. They simply drift through space until their sensitive gravitic detectors register the mass shadow of an approaching ship. The titanic energy waves released by an exploding space bomb are enough to knock an asteroid from its orbit.

    Speed: 10 AU/h
    Reload: 40
    Duration: 1,000
    Inaccuracy: 30°
    Guid: f/f
    Ammo: lim
    Mass: 2 tons
    Qtty: 999 (max)
    Dam: 937.5/937.5
    Impact: 750
    Proximity: 40m
    Blast: 55m
    Cost: 15,000 cr
    Avail: 500
    Type: Sec



    Hawk Fighter Bay

The Mastech corporation struck gold with its F-5 Hawk light fighters and their associated launching bay. Previously, shipborne fighters had been the playthings of the rich and the military. Mastech's idea was to market a low-cost starfighter that the average starship captain could afford to add to his ship. This self-contained launching bay includes all the equipment needed to launch, recover, repair, and rearm a pair of Hawks.

    Mass: 50 tons
    Qtty: 1 (max)
    Cost: 1,000,000 cr
    Avail: 4
    Type: Sec



    Tractor Beam

The tractor beam can immobilize smaller vessels and significantly reduce the speed, maneuverability and effectiveness of larger ships. Its effectiveness depends on the acceleration potential of the ship carrying it and the mass of the opposing enemy vessel.

    Range: 9,000m
    Reload: 2
    Duration: 2
    Inaccuracy: 4°
    Guid: b/w
    Ammo: u/l
    Mass: -
    Qtty: 1 (max)
    Dam: 0/0
    Impact: Tractor
    Proximity: 3m
    Blast: 1m
    Cost: n/a
    Avail: (9999)
    Type: Sec



    Particle Beam

This experimental protoype is the most powerful weapon in the Confederate arsenal. Unfortunately, it has been rushed into development and the high power consumption rate requires vast amounts of fuel when firing.

    Range: 16,000m
    Reload: 2
    Duration: 2
    Inaccuracy: 1°
    Guid: b/w
    Ammo: Fuel
    Mass: -
    Qtty: 1 (max)
    Dam: 10/2.5
    Impact: 160
    Proximity: 3m
    Blast: 1m
    Cost: n/a
    Avail: (9999)
    Type: Sec



    Forklift

This is no ordinary forklift!

    Speed: 500 AU/h
    Reload: 100
    Duration: 1,200
    Inaccuracy: -
    Guid: s/h
    Ammo: u/l
    Mass: -
    Qtty: 1 (max)
    Dam: 1250/1250
    Impact: 400
    Proximity: -
    Blast: 100m
    Cost: -
    Avail: -
    Type: Sec



    Fusion Beam

With a long range, this powerful weapon is many times more powerful than a standard laser and almost impossible to dodge. Standard weapon on the alien fighter.

    Range: 15,000m
    Reload: 2
    Duration: 2
    Inaccuracy: 1°
    Guid: b/w
    Ammo: u/l
    Mass: -
    Qtty: 1 (max)
    Dam: 1/3
    Impact: 1
    Proximity: 1m
    Blast: -
    Cost: -
    Avail: -
    Type: Prim



    Heavy Fusion Beam

An enlarged version of the alien fusion beam, it packs a heavier punch than its Confederate counterpart in addition to being more technologically advanced. This weapon proved to be the bane of many a starship in the Great War.

    Range: 15,000m
    Reload: 2
    Duration: 2
    Inaccuracy: 1°
    Guid: b/w
    Ammo: u/l
    Mass: -
    Qtty: 1 (max)
    Dam: 12.5/12.5
    Impact: 128
    Proximity: 3m
    Blast: -
    Cost: -
    Avail: -
    Type: Prim



    Seeker Drone Launcher

Seeker drone launchers carry the deadly alien seeker drones.

    Mass: -
    Qtty: 4 (max)
    Cost: -
    Avail: -
    Type: Sec



    Seeker Drone

Highly accurate and with the same destructive power of a homing torpedo, alien seeker drones are virtually immune to all forms of counter-measures and have been known to pursue enemy ships for an extended period of time.

    Speed: 400 AU/h
    Reload: 180
    Duration: 800
    Inaccuracy: 90°
    Guid: s/h
    Ammo: lim
    Mass: -
    Qtty: -
    Dam: 187.5/187.5
    Impact: 25
    Proximity: 3m
    Blast: 8m
    Cost: -
    Avail: -
    Type: Sec