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Liquid Fuel \n
Speed: 100 / Afterburner: 150 \n
Min Hull: Spirit Rider \n\n
The most basic of engines. Uses liquid petroleum-based fuel for propulsion.
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Liquid Fuel Mk 2 \n
Speed: 102 / Afterburner: 152 \n
Min Hull: Spirit Rider \n \n
A slightly more effective version of the Liquid Fuel engine. Uses liquid
petroleum-based fuel for propulsion.\n
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Liquid Fuel Mk 3 \n
Speed: 106 / Afterburner: 156 \n
Min Hull: Blizzard \n\n
The most souped-up version of the Liquid Fuel engine. This engine provides
an acceptable level of performance for light fighters.\n
#4
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Nuclear Fusion \n
Speed: 110 / Afterburner: 160 \n
Min Hull: Thunder Bird \n\n
The most basic fusion reactor available to pilots. This engine uses solid
uranium for fuel. \n
#5
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Nuclear Fusion Mk 2 \n
Speed: 112 / Afterburner: 162 \n
Min Hull: Thunder Bird \n\n
A more functional Fusion Reactor-based engine. The Mark 2 uses a mix of
uranium and plutonium for propulsion. \n
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Nuclear Fusion Mk 3 \n
Speed: 116 / Afterburner: 166 \n
Min Hull: Hell Bender \n\n
The most effective and powerful Fusion-based engine available. It uses
purified plutonium for fuel, enabling it to reach speeds faster than any
other kind of nuclear propulsion. \n
#7
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Ion Drive \n
Speed: 120 / Afterburner: 170 \n
Min Hull: Teal Hawk \n\n
All Ion-Drive based engines are bulky, restricting their use to medium fighters
and above. They offer a good mix of speed and afterburner time, making them
quite effective. They use a proton-rich energy substance for fuel. \n
#8
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Ion Drive Mk 2 \n
Speed: 122 / Afterburner: 175 \n
Min Hull: Salamander \n\n
An improved version of the Ion Drive. The Mark 2 offers more speed and better
afterburner performance Than the base Ion Drive engine. \n
#9
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Ion Drive Mk 3 \n
Speed: 126 / Afterburner: 185 \n
Min Hull: Lance Electra \n\n
The most effective Ion Drive engine available  The Ion Drive Mark 3 is
extremely bulky, limiting it to use in only the largest two Hulls, but offers
high performance. \n
#10
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Anti Matter \n
Speed: 130 / Afterburner: 200 \n
Min Hull: Revenge \n\n
The cutting edge in ship engine technology, the Anti Matter is the most
expensive and high-performance engine available to pilots. Because this
engine harnesses the power of anti-matter, it requires a hull of extreme
strength, limiting it to the Revenge. \n
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Spirit Rider\n
Class: Light Fighter\n
Max Engine: Liquid Fuel\n
Max Shield: Particle Deflector Mk 2\n\n
The lightest and cheapest hull available to players, this is a strong entry
into the SPC Fighter market from House Gilliam - a noted weapon systems
producer that managed to survive the Terran-Hatcheling War. The design is tried
and true, and best of all, it's cheap. Gilliam's aggressive "products placement"
program has insured that the Spirit Rider will continue to see extensive,
long-term service across Terran space.\n
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Blizzard\n
Class: Light Fighter\n
Max Engine: Liquid Fuel Mk 3\n
Max Shield: Disrupter Field\n\n
As with all of Imperial Transtar's ships, the fall of the Terran Empire has
cast the Blizzard's design into the public domain, as there remains no entity,
corporate or otherwise, to lay claim to the copyrights and patents. Predecessor
to Transtar's line of "Hawk" fighters, the Blizzard is a very rugged,
well-tested and popular design. Characteristic of the smaller fighters, the
Blizzard is fast and lightly armored.\n
#19
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Thunder Bird\n
Class: Medium Fighter\n
Max Engine: Nuclear Fusion Mk 2\n
Max Shield: Disrupter Field Mk 2\n\n
The Thunder Bird is an aging Imperial SPAC Fighter which is now used
throughout Terran space. A popular ship, it can be found in many of the
Houses' militaries, as well as in the forces of mercenaries and pirates across
all of Terran space.
#20
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Hell Bender\n
Class: Medium Fighter\n
Max Engine: Nuclear Fusion Mk 2\n
Max Shield: Disrupter Field Mk 3\n\n
The Hell Bender, along with many of Ironhorse designs, is in operation use in
just about every space navy inside the frontier. As an all purpose fighter, it
stands up well to any other in its class.
#21
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Teal Hawk\n
Class: Medium Fighter\n
Max Engine: Ion Drive\n
Max Shield: Electron Barrier\n\n
Another production model of Transtar's relatively successful "Hawk" line of
fighters, the late-coming Teal Hawk has not proven to be nearly as popular as
its predecessors. Still, in some parts of space, the Teal Hawk is the cutting
edge of starfighter tech, and it more than holds its own in combat. Despite
the bad press, the Teal Hawk is a great fighter. Its large frame can carry
large engines and shield generators.\n
#22
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Salamander\n
Class: Medium Fighter\n
Max Engine: Ion Drive Mk 2\n
Max Shield: Electron Barrier Mk 2\n\n
This TPAC fighter is a well-rounded combatant, well liked by its pilots and
weapons officers. Originally of outer provincial design and production, the
Salamander forms the backbone of many fighter squadrons based on the frontier.
Vanguard has managed to keep an iron grip on the rights to the design of this
extremely popular ship. All things considered, the Salamander has to be the
best all-purpose fighter currently around. With a moderate price tag and good
available shield, engine, and weapons loadout, the Salamander will be many
pilot's vehicle of choice.\n
#23
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Lance Electra\n
Class: Heavy Fighter\n
Max Engine: Ion Drive Mk 3\n
Max Shield: Electron Barrier Mk 3\n\n
The Lance Electra was an attempt by the Palomar-Lockheed firm to regain status
in the fiercely competitive fighter industry. The Lance Electra initially did
not live up to promised performance standards. However, the hull's design is
now in the public domain, and many modifications have brought it up to a
quite powerful level. The base of the Lance Electra is its large size and
tensile strength, allowing it to be outfitted with all but the largest engines
and shield generators.
#24
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Revenge\n
Class: Heavy Fighter\n
Max Engine: Anti Matter\n
Max Shield: Quantum Barrier\n\n
The pinnacle of fighter technology, the Revenge hull can be outfitted with any
combination of weapons, shield generators, or engines available. Its large
physical design and rigid strength allows it to be equipped with the anti-
matter drive, the most cutting edge and effective engine available.
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Minigun\n
Min Hull: Spirit Rider\n\n
The minigun is a basic weapon found on the smallest light fighters. It does
not do much damage, but when used in combination with a pulse laser, it at
least becomes somewhat effective. It fires Crysteel slugs and has limited ammo.
#50
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Dual Miniguns\n
Min Hull: Spirit Rider\n\n
The dual minigun is comprised of two miniguns in a synchronized array. It
does more damage and carries more ammunition than the standard minigun.
#51
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Triple Miniguns\n
Min Hull: Blizzard\n\n
The best minigun available, the triple is an outstanding weapon against light
fighters, but will not really even dent any medium fighter with a good shield.
#52
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Autocannon\n
Min Hull: Thunder Bird\n\n
A basic weapon, the autocannon fires depleted-uranium slugs. It is an
"instant fire" weapon, but has limited ammunition.
#53
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Dual Autocannon\n
Min Hull: Hell Bender\n\n
A modified version of the autocannon. The dual does more damage and carries
more ammunition.
#54
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Quad Autocannon\n
Min Hull: Lance Electra\n\n
The most powerful autocannon available. The quad delivers quite a punch with
its combination of fast firing time and large ammo capacity.
#55
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Pulse Laser\n
Min Hull: Spirit Rider\n\n
A basic weapon, the pulse laser will not win you any battles. However, it is
a good starting weapon, and can be effective when combined with an autocannon.
#56
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Dual Pulse Lasers\n
Min Hull: Spirit Rider\n\n
A more effective pulse laser, the dual can deliver enough damage to enemy ships
to make it worthwhile, but it is useful only on the smallest light fighters.
#57
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Triple Pulse Lasers\n
Min Hull: Thunder Bird\n\n
Combining three pulse lasers into one array, the triple is a good basic weapon
that can be installed on most hulls.
#58
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Quad Pulse Lasers\n
Min Hull: Teal Hawk\n\n
An array of four pulse lasers that auto-synch when fired. The quad is a good
medium fighter weapon, combining good damage and slow heat build-up.
#59
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Quint Pulse Lasers\n
Min Hull: Salamander\n\n
Five auto-synched pulse lasers in a single array make the quint a weapon of
choice for medium fighters.
#60
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Sext Pulse Lasers\n
Min Hull: Lance Electra\n\n
A truly formidable weapon, the sext pulse laser features six auto-synched
lasers. It is a good base weapon for heavy fighters.
#61
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Meld Laser\n
Min Hull: Hell Bender\n\n
Meld Lasers are slow firing, slow moving weapons that have a range far
greater that most weapons, making them perfect for taking out enemy platforms.
However, their slow fire and slow travel make them inefficient at destroying
enemy fighters.
#62
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Dual Meld Lasers\n
Min Hull: Salamander\n\n
A more powerful version of the Meld Laser, the Dual packs more offensive
punch.
#63
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Triple Meld Lasers\n
Min Hull: Lance Electra\n\n
The most powerful Meld Laser available. This weapon will destroy Platforms
quickly, but it's slow rate of fire make it useless against enemy
fighters.
#64
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Splattergun\n
Min Hull: Blizzard\n\n
Splatterguns are particle beam blast cannon weapons that pack a lot of punch
but fire slowly.
#65
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Dual Splatterguns\n
Min Hull: Hell Bender\n\n
A more potent version of the Splattergun. The Dual does more damage than the
base model.
#66
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Quad Splatterguns\n
Min Hull: Teal Hawk\n\n
Four synched Splatterguns firing in tandem, this weapon is deadly, but
generates heat quickly.
#67
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Sext Splatterguns\n
Min Hull: Salamander\n\n
The most powerful Splattergun available, this weapon is quite FORMIDABLE, but
will quickly max out your engine's heat dispersion if used for too long.
#68
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Blatgun\n
Min Hull: Thunder Bird\n\n
Blatguns are blast cannons, much like Splatterguns but more powerful and
generate more heat.
#69
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Dual Blatguns\n
Min Hull: Teal Hawk\n\n
A more powerful version of the Blatgun blast cannon.
#70
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Quad Blatguns\n
Min Hull: Salamander\n\n
An array of four synched Blatguns, this weapon deals damage quickly.
#71
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Sext Blatguns\n
Min Hull: Lance Electra\n\n
The most powerful Blatgun available. The extreme expense of this weapon
makes it uncommon, but if you can afford one, it does a lot of damage quickly.
#72
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Disruptorgun\n
Min Hull: Teal Hawk\n\n
A quick-firing high damage energy weapon. Disruptorguns are among the most
coveted weapons in the game.
#73
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Dual Disruptorguns\n
Min Hull: Salamander\n\n
A more powerful version of the Disruptorgun, the Dual does more damage, but
is extremely expensive.
#74
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Plazgun\n
Min Hull: Salamander\n\n
Plazguns are the most powerful weapons in the game. They fire slowly, but do
immense amounts of damage. Woe to any ship that gets hit by more than three
Plazgun projectiles.
#75
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Heavy Plazgun\n
Min Hull: Revenge\n\n
The most powerful weapon in the game, the Heavy Plazgun is more expensive than
most completely outfitted ships. It is so large that it can only be outfitted
on Revenge-class Hulls, but it does more than enough damage to compensate for
its lack of configurability.
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#113
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Repair Bot 1\n
Min Hull: Spirit Rider \n\n
The most basic repair system available the R1 Bot will slowly repair a damaged
system, but it can not repair a destroyed system.
#114
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Repair Bot 2\n
Min Hull: Blizzard \n\n
A faster version of R1 Bot, the R2 Bot will bring back destroyed systems as
well as repair damaged ones.
#115
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Repair Bot 3\n
Min Hull: Hell Bender \n\n
The R3 Bot is a significant improvement over the R2. It will repair damaged as
well as destroyed systems, and will also slowly repair Hull damage.
#116
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Repair Bot 4 \n
Min Hull: Teal Hawk \n\n
The cutting edge in Bot technology, the R4 Bot is a faster version of the R3
Bot. It repairs damaged and destroyed systems as well as repairs Hull damage.
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Bot 5
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Bot 6
#119
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Bot 7
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Bot 8
#121
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Particle Deflector\n
Min Hull: Spirit Rider\n
Shield Units: 100\n\n
The Particle Deflector is the most basic shield available to pilots. While
certainly it is better than nothing, it is not very effective, and should
be upgraded as soon as possible.
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Particle Deflector Mk 2\n
Min Hull: Spirit Rider\n
Shield Units: 110\n\n
An upgraded version of the Particle Deflector, the Mark 2 is somewhat more
effective than the basic model. However, it will not stand up long to prolonged
weapon attack.
#123
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Particle Deflector Mk 3\n
Min Hull: Blizzard\n
Shield Units: 130\n\n
The Mark 3 is the most effective particle DEFLECTOR available. It is a good
choice for outfit in any light fighter except the Spirit Rider, which is too
small to accommodate it.
#124
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Disrupter Field\n
Min Hull: Blizzard\n
Shield Units: 150\n\n
The Disrupter field is a tried and true shield technology. It protects the
ship by breaking down incoming enemy weapons fire into harmless particles.
#125
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Disrupter Field Mk 2\n
Min Hull: Thunder Bird\n
Shield Units: 157\n\n
A modified version of the standard Disrupter Field, the Mark 2 is more
effective at stopping incoming weapons fire.
#126
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Disrupter Field Mk 3\n
Min Hull: Hell Bender\n
Shield Units: 165\n\n
A highly effective shield, the Mark 3 should be considered the standard shield
for use on all medium fighters. This shield offers good price/performance value.
#127
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Electron Barrier\n
Min Hull: Teal Hawk\n
Shield Units: 175\n\n
A step up in shield generator technology, the Electron Barrier actually creates
an impervious sphere of electrons around the ship. This sphere is extremely
difficult for enemy weapons fire to penetrate.
#128
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Electron Barrier Mk 2\n
Min Hull: Salamander\n
Shield Units: 182\n\n
A stronger, more expensive Electron Barrier, the Mark 2 provides even more
protection than the base model.
#129
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Electron Barrier Mk 3\n
Min Hull: Lance Electra\n
Shield Units: 190\n\n
Probably the best all-around shield based on price performance value, the
Mark 3 is a great choice for the Lance Electra hull.
#130
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Quantum Barrier\n
Min Hull: Revenge\n
Shield Units: 200\n\n
The ultimate in shield technology, the Quantum Barrier shield generator creates
an almost-impenetrable sphere of sub-atomic particles around the ship. However,
this shield generator is so large it can only be installed on Revenge-class
hulls.
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