Survival Guide

Outfits: Aurorans

Auroran technology, although it may not be as "neat" as the Federation's, is still powerful in it's own right. Railguns have longer range than any other weapon in the game, while Fusion Pulse weapons are very powerful for their price and weight. Buyer beware on the Drop Bear Repellant...



100mm Fixed Railgun
100mm Fixed Railgun back to top
Railguns are simple enough in concept; get a pellet made from a highly conductive, but dense metal (something cheap, like copper or gold), and place it between two rails (one a cathode, the other an anode). Charge the rails with a homopolar generator, and there you have it: one super-high-speed metal pellet. First developed by Sir Marcus Oliphant as a scientific instrument in the twentieth century AD, the railgun is now standard armament on all Auroran capital ships. This version fires 100mm pellets.
Mass Dmg: 15
Energy Dmg: 12
Ionize: 0
Impact: 40
Recoil: 0
Decay: 10
Reload: 45
Speed: 2000
Count: 105
Inaccuracy: 1
Guided Turn: 0
Mass: 25
Max. Quantity: 6
Cost: 150,000
EVula's Notes
Railguns have excellent range, and are great to have on any ship. That said, the 100mm variety is the weakest of the bunch, but they are light enough that a Starbridge or Valkyrie could have a few mounted on and be very dangerous.

100mm Fixed Railgun
100mm Turretd Railgun back to top
While railguns are normally fixed-position weapons, something turreted was required for the immense Auroran Carrier. Thus the evergreen 100mm railgun was mounted on a Storm Chaingun swivel mount. The combo has proved quite successful, with several other fighting ships being retrofitted with similar guns.

Requires you to register EV Nova

Mass Dmg: 15
Energy Dmg: 12
Ionize: 0
Impact: 40
Recoil: 0
Decay: 20
Reload: 35
Speed: 1740
Count: 100
Inaccuracy: 3
Guided Turn: 0
Mass: 30
Max. Quantity: 4
Cost: 500,000
EVula's Notes
Same as above, only turreted. Very helpful on larger ships with slower turning rates, such as the Carriers.

150mm Fixed Railgun
150mm Fixed Railgun back to top
A slightly larger version of the 100mm railgun, this weapon requires a much larger generator, and a power supply to match. The 150mm pellets are made from a copper/cadmium mix, and are drop-forged with care by Auroran weaponsmiths.

Requires you to register EV Nova

Mass Dmg: 25
Energy Dmg: 10
Ionize: 0
Impact: 80
Recoil: 0
Decay: 22
Reload: 53
Speed: 1730
Count: 110
Inaccuracy: 2
Guided Turn: 0
Mass: 30
Max. Quantity: 5
Cost: 225,000
EVula's Notes
The 150mm railgun is only 5 tons heavier, and does less energy damage but more mass damage. Take your pick.

200mm Fixed Railgun
200mm Fixed Railgun back to top
The mother of all railguns. Firing a 200mm copper/cadmium pellet, this railgun looks like nothing less than a deck gun from an ancient Earth ocean-going warship. The electrode rails get so scored during battle that they must be replaced at every landfall. Luckily the rails are very cheap and easy to manufacture. Some have even been constructed of old armor plates in times of emergency.

Requires you to register EV Nova

Mass Dmg: 40
Energy Dmg: 10
Ionize: 0
Impact: 120
Recoil: 0
Decay: 24
Reload: 52
Speed: 1480
Count: 120
Inaccuracy: 3
Guided Turn: 0
Mass: 35
Max. Quantity: 4
Cost: 300,000
EVula's Notes
While you'd be better off buying several 100mm railguns, they just don't have the range that the 200mm variety has. If you only have 35 tons free, try this out on your ship; if it doesn't work for you, get a 100mm and use the extra 10 tons for solar panels and/or a battery.


Fusion Pulse Cannon
Fusion Pulse Cannon back to top
The Fusion Pulse Cannon, like most Aurora technology, is both crude and brutal. However, the weapon's stocky build and inefficient containment fields still provide a highly effective energy packet. Perhaps the most interesting feature of the weapon is the fact that the fusion pulses leave the barrel of the weapon while still at meta-reactive temperatures. It is for this reason that the FPC should not be fired at close range.
Mass Dmg: 18
Energy Dmg: 11
Ionize: 0
Impact: 40
Recoil: 0
Decay: 25
Reload: 20
Speed: 1200
Count: 60
Inaccuracy: 2
Guided Turn: 0
Mass: 5
Max. Quantity: 6
Cost: 15,000
EVula's Notes
My favorite primary weapon in the game, the Fusion Pulse Cannon has great range for such a small weapon and it's proportionate price.

Fusion Pulse Cannon Turret
Fusion Pulse Cannon Turret back to top
As the FPC is cheap and easy to build, the Auroran houses have opted to mount a turreted version of the cannon on almost all ships. It's rare that you'll find even a freighter without the weapon, in either its forward-firing or its turreted versions. The turret adds some tracking to the otherwise slow FPC blasts, but the overall design is very effective. Just ask the Federation military commanders who have lost armadas to this chunky gun.
Mass Dmg: 22
Energy Dmg: 14
Ionize: 0
Impact: 40
Recoil: 0
Decay: 20
Reload: 5
Speed: 900
Count: 65
Inaccuracy: 5
Guided Turn: 0
Mass: 15
Max. Quantity: 4
Cost: 35,000
EVula's Notes
Great for taking out pesky fighters, the turret (when fired with the cannon) makes short work of pretty much any vessel.

Fusion Pulse Turret
Fusion Pulse Turret back to top
When the Heraan family were constructing the first Abomination gunboats, they discovered quite quickly that standard Fusion Pulse Cannons mounted on Abominations were unable to hit fast moving targets, due to the poor turning speed of the craft. Batteries were too large for the small craft, so a compromise was constructed in the form of a Fusion Pulse Turret, which mounts a single FPC capable of firing in the forward cone.
Mass Dmg: 20
Energy Dmg: 13
Ionize: 0
Impact: 40
Recoil: 0
Decay: 25
Reload: 15
Speed: 1100
Count: 65
Inaccuracy: 4
Guided Turn: 0
Mass: 10
Max. Quantity: 4
Cost: 75,000
EVula's Notes
Once again, the fusion pulse family of weapons proves that it is superior to any blaster out there.


Chaingun Ammo
Chaingun Ammunition back to top
Simple caseless rounds have been around for longer than most historians can remember, and the production of them is so old-tech as to be almost a backyard occurrence throughout most of Known Space. The Aurorans in particular produce enormous amounts of it in order to fuel their almost constant war efforts (whether it be against the Federation or amongst themselves).
Mass: - Max. Quantity: 2000 Cost: 20
EVula's Notes
Um, it's the ammo to the weapons below. Not much to say about it, other than it's good and cheap.

Hail Chaingun
Hail Chaingun back to top
"If it ain't broke, don't fix it," is the old maxim, and the Hail Chaingun holds true to this time-honored principle. A simple caseless round is loaded into one of the two gatling breaches, and liquid propellant is injected behind the shell. The Hail has a cyclic rate of 3000 RPM, and has enough ammo on board for an extended firefight.
Mass Dmg: 2
Energy Dmg: 1
Ionize: 0
Impact: 10
Recoil: 0
Decay: 10
Reload: 0
Speed: 1800
Count: 15
Inaccuracy: 4
Guided Turn: 0
Mass: 5
Max. Quantity: 6
Cost: 6,000
EVula's Notes
A decent enough weapon, I prefer to have my secondary weapon be a projectile of some sort, rather than something that is made obsolete by my fusion pulse cannons.

Storm Chaingun
Storm Chaingun back to top
The Storm is a sacred weather pattern in Auroran culture. Symbolizing the power and fury of the hordes of Auroran warriors, many warriors have a thundercloud as a death tattoo, indicating that they will die in the fury of a mass offensive. The Storm Chaingun reflects the Auroran philosophy of overwhelming the enemy with numbers; the Storm is effectively four Hails on a turret, and is used to destroy incoming fighters and missiles with often devastating effect.

Requires you to register EV Nova

Mass Dmg: 3
Energy Dmg: 2
Ionize: 0
Impact: 10
Recoil: 0
Decay: 14
Reload: 4
Speed: 1200
Count: 15
Inaccuracy: 20
Guided Turn: 0
Mass: 25
Max. Quantity: 4
Cost: 350,000
EVula's Notes
A good point-defense weapon (meaning it takes out fighters and missiles), I've noticed that it's range is somewhat limited, and it's tracking somewhat poor.


IR Jammer
IR Jammer back to top
During their interminable wars, the first missile to be used successfully by the Aurorans was the IR missile. For a while they were produced in huge quantities, but now, due to the effectiveness of this system, they are all but extinct within the Auroran Empire. Even the Federation has copied its design of firing a laser at the sensor 'eye' of the incoming missile for their systems as it is so effective.

Requires you to register EV Nova

Mass: 4 Max. Quantity: 1 Cost: 100,000
Jamming Type 1: +85
EVula's Notes
The Auroran IR Jammer is good enough, and only weighs 4 tons. If you've got the space, go for it.

Matrix Steel
Radar Jammer back to top
Only recently have the Aurorans managed to develop the technology to have any effect against radar guided missiles. They were able to salvage an old Federation radar counter-measures package and deconstruct it. The capabilities of the resulting system are still years behind those of the Federation, but it is better than nothing.

Requires you to register EV Nova

Mass: 10 Max. Quantity: 1 Cost: 125,000
Jamming Type 2: +35
EVula's Notes
Better than the civilian one, but you'd be better off getting the Pirate one.


Firebird Fighter
Firebird back to top
Firebirds are the main Auroran fighter. Their engines are simple, to say the least. Their task is to protect the Phoenix from attack by smaller fighters such as the Viper, while the Phoenix take on the heavier ships. The Firebird is slower than the Viper, but not by enough to give the Viper a decisive edge. Battles between the two often come down to individual skill. Many a Federation/Auroran border skirmish has come to a halt while the two sides watch a Firebird/Viper dogfight between renowned pilots.

Requires you to register EV Nova

Mass: - Max. Quantity: 9999 Cost: 120,000
EVula's Notes
Firebirds aren't worth it in my opinion. Pass this by.

Firebird Bay
Firebird Bay back to top
The Auroran shipwrights can install the electromag catapults for Firebird launching quite quickly. The conversion also includes the appropriate Firebird housing facilities, allowing for a maximum of eight of them.

Requires you to register EV Nova

Mass: 80 Max. Quantity: 1 Cost: 1,250,000
EVula's Notes
The 80 tons for this bay (as well as the 1.25 million) could be much better used on some fusion pulse weapons, or some railguns.

Phoenix Fighter
Phoenix back to top
The Phoenix is yet another example of the Auroran will to survive. The Phoenix is slow and turns badly. One would think that it would be target practice for enemy pilots. It is, but it has one redeeming feature: it has almost as good armor plating as a Thunderhead. They plough through fire corridors with impunity, and attack in groups to maximize firepower. The Phoenix can wear a missile from an Anaconda, but a Viper will stay on its tail and pound it mercilessly. Suffice to say that Phoenix pilots suffer the greatest rate of attrition of any group in the Auroran armed forces.

Requires you to register EV Nova

Mass: - Max. Quantity: 9999 Cost: 150,000
EVula's Notes
A Phoenix is a much better deal than a Firebird. However, I still don't care for them. :P

Phoenix Bay
Phoenix Bay back to top
Phoenix bays are noisy, smelly and generally fairly grimy. If you can put up with this, you'll have some serious mobile firepower at your disposal, as the bay is capable of housing up to six of these vicious little fighters.

Requires you to register EV Nova

Mass: 80 Max. Quantity: 1 Cost: 1,750,000
EVula's Notes
Once again, the space and cash could be used for something else, but having 6 Phoenix fighters isn't a bad thing.


Matrix Steel
Matrix Steel back to top
Throughout the Empire, armor has been piled onto warships in an effort to make up for shortcomings in Auroran particle shielding. The slabs of matrix steel Auroran pilots and warriors add to their ships is indicative of this mindset; heavy but very strong, these enormous chunks of metal afford excellent protection against whatever unfriendly fire may come your way.
Armor: +150
Speed: -2
Mass: ~3
Max. Quantity: 4
Cost: ~1,500
EVula's Notes
Matrix Steel is nice and heavy armor. So heavy, in fact, that it slows down your ship a bit. It's weight (and cost) are also determined by how big your ship is (it takes more money and armor to cover a large ship).


Drop Bear Repellant
Drop Bear Repellant back to top
You are a little dubious as to the veracity of the claims of this shifty, grinning merchant trying to sell you bottles of Auroran Drop Bear repellant. But you cannot help feeling that anything that helps protect you from the well-documented deadly Drop Bear attacks will stand you in good stead.

Still, it is strange that just about everyone who walks past you starts grinning and shaking their heads as you consider buying from the smiling merchant...

Mass: 0 Max. Quantity: 999 Cost: 5,000
EVula's Notes
You would be better off if you didn't purchase this...