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DarkSpace Database[SHOW INDEX][DOCUMENT INDEX]
1 Editors Disclaimer - Updated 12th Feb, 2010

The DarkSpace Database is work work-in-progress primarily being compiled by a developer who's native language is NOT English.

Although we try to keep this document up-to-date with the current game values, some of the information contained here may be out of date due to the sheer quantity of information that this document can and will contain.

Although we try to avoid spelling mistakes and typographical errors, some will inevitably slip through as we rely on volunteer contributions from a number of countries. Please feel welcome to contact a member of Staff if you notice any. Your assistance in this is greatly appreciated.

This document is primarily intended for reference purposes only.

- Drafell

2 World Objects - Updated 11th Oct, 2010

A detailed overview and explantion of each object you will find in the game.

2.1 Stellar Objects
2.1.1 Star

A constantly burning gaseous ball of hydrogen, helium and other base elements. A star provides light necessary for Solar Generators, and it is also a significant space hazard for FTL flights.

A yellow Star

Notes:

  • Many pilots have reputedly lost their lives in an attempt to search for the mythical element Soldanium. It is commonly believed that it is possible to extract this element, if only a vessel were able to get close enough to the star's surface.

2.1.2 Asteroid

A large rock that floats around space. They are very hazardous to ships in FTL, and even ships running at sub-light speeds have to be wary when navigating around these obstacles.

A Asteroid

Notes:

  • Asteroids provide a very high yield of Resources when mined.

2.1.3 Asteroid Colony

Some sentient species occasionally decide to make an asteroid their home, hollowing it out and living within. These colonies are rare, and are typically constructed by Pirates or Free Traders.

A Pirate Base

Notes:

  • Asteroid Colonies often function as Shipyards for the Independent or Pirate factions.

2.1.4 Nebulae

Nebulae are large expanses of free-floating gas loosely held together by gravity and most notable for their brilliant colors and shapes. They also provide a natural ECM effect, helping conceal you from hostile ships. Also a natural home to the 'Gaifen' space monster.

A Hydrogen Nebula

Notes:

  • Nebulae often provide a natural ECM effect, making it difficult to detect hazards and hostile ships.
  • Also a favoured home to the 'Gaifen'.

2.1.5 Jumpgate

Jumpgates are stabilized wormholes that will instantaneously transport ships from one point in the universe to another. Often used to travel distances that ordinary Tachyon/Antimatter drives are unable to handle. There are three distinct designs, one constructed by the ICC, one constructed by the UGTO, and one constructed by the K'luth.

A Jumpgate. (ICC design)

Notes:

  • Players can only spawn directly from Home Gates and Cluster Gates. Normal system gates simply function as a rapid transport network.

2.1.6 Wormhole

Wormholes exist in two forms, one are naturally occurring in the galaxy, and is considered by many to be a natural Jumpgate. The second form is artificially created by wormholes generators. These are typically used to circumvent the jumpgate network, and to assist in large scale fleet movements by bypassing common navigation hazards.

A wormhole

Notes:

  • When creating a wormhole, the exit point will be at a random location within 1000gu of the selected target.
  • Attempting to open the exit point of a wormhole in an interdiction field will often result in failure.

2.2 Planets


Planets are the most important celestial body to any aspiring starship captain. All factions aspire to capture and control planets. Planets are absolutely necessary for the construction of ships larger than frigates. This chapter contains everything you need to know regarding planet types.

2.2.1 Planetary Resources

When viewing a specific planet, you will see a list of resources types for that planet in the planet information screen [F3]. Below you will find a list of all the resource types currently used in DarkSpace.

A Fattie

  • Hydrogen
  • Oxygen
  • Metals
  • Heavy Metals
  • Cryo Metals
  • Hyper Matter
  • Dark Matter
  • Urdanium

2.2.2 Gas

Gas worlds typically consist of a tightly packed ball of gas. These worlds are not colonizable and are generally worthless, except to the occasional miner.

A Gas planetoid

  • Habitat: Uninhabitable
  • Maximum Units: 0

Notes:

  • Gas planets nearly always contain Hydrogen, which can be used to refuel a ship's jumpdrive while in orbit.

2.2.3 Inferno

Inferno worlds are generally extremely hot, so hot that the planet lacks a solid crust completely. Such a planet has high volcanic activity that renders colonization impossible, still, Inferno worlds are occasionally mined by mining vessels.

A Inferno planet

  • Habitat: Uninhabitable
  • Maximum Units: 0

Notes:

  • Inferno planets are often rich in minable Resources

2.2.4 Barren

A lifeless, desolate planet, common galaxy. They are easily the least valuable of colonizable planets, as they are unable to retain a native population without environmental domes. Barren planets may be fought over for their strategic or their mineral resources.

A Barren planet

  • Habitat: 0
  • Food: 0
  • Maximum Resources: 100000
  • Maximum Structures: 32
  • Maximum Units: 32

Notes:

  • None

2.2.5 Ice

A world that's mostly frozen over. Ice planets are able to naturally sustain a number of people, and produce food without artificial food farms. However, they are still considered to be not hospitable, as they are only able to support a little more than a Barren world.

A Ice planet

  • Habitat: 20
  • Food: 40
  • Maximum Resources: 100000
  • Maximum Structures: 32
  • Maximum Units: 32

Notes:

  • Ice planets will usually have Hydrogen and Oxygen as standard resource types.

2.2.6 Aquatic

Aquatic worlds are fairly temperate in temperature. However, most of the landmass of the world is covered by water. Only the handful of archipelagos are colonizable. These planets tend to be popular tourist destinations.

A Aquatic planet

  • Habitat: 20
  • Food: 60
  • Maximum Resources: 150000
  • Maximum Structures: 32
  • Maximum Units: 32

Notes:

  • Aquatic Planets rarely feature significant mineral resources, although they will always have Hydrogen and
    Oxygen available.

2.2.7 Arid

Arid worlds, in contrast to aquatic worlds, are almost completely devoid of water. These planets are fairly habitable, however, so long as you import the necessary food and water.

A Arid planet

  • Habitat: 40
  • Food: 10
  • Maximum Resources: 200000
  • Maximum Structures: 32
  • Maximum Units: 32

Notes:

  • If you are looking for Dune, you have the wrong universe.

2.2.8 Terran

The crown jewel of the galaxy. Terran worlds are highly desirable for colonization, as they require almost no outside assistance whatsoever.

A Terran planet

  • Habitat: 50
  • Food: 50
  • Maximum Resources: 300000
  • Maximum Structures: 32
  • Maximum Units: 32

Notes:

  • These are usually excellent locations for situating Shipyards.

2.2.9 Home

These planets are homeworlds to major intergalactic civilizations. They have far higher levels of population and infrastructure than normal Terran worlds. As a result, they can support a higher number of resources, population, units and structures.

Exathra, Home planet of ICC

  • Habitat: 75
  • Food: 75
  • Maximum Resources: 500000
  • Maximum Structures: 40
  • Maximum Units: 40

Notes:

  • There are currently only three planets that are classed as Home planets: Earth for the UGTO, Exathra for the ICC, and Sag Hothha for the K'Luth.
  • A little known fact is that "Sag Hothha" literally translates to "New Home".

3 Ship Configurations - Updated 11th Oct, 2010
A guide to the various ship configurations and their intended roles in DarkSpace.
3.1 Hull Classes
Ship Stats
3.2 ICC
ICC Logo
3.2.1 Corvette

M-24B Bomber Corvette

The M-24B is a light orbit-to-surface bomber. While its limited payload makes it ineffective against a target with even minimal defenses, its high mobility allows it to reach trouble spots rapidly. Rather than attacking enemy planets, this ship is far more often called on to take out UGTO troops that have landed on outlying colonies which will be otherwise unable to repel them. A well-developed network of rapid response bases puts these nimble little bombers within a few minutes' response time from any potential target. In many cases, the response is so rapid that enemy forces are dispatched before allied troops ever catch sight of them.

ICC M-20 Corvette

Specs:

  • Rank: Midshipman
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 15 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    1 Engines "Human"
    2 Electronic Warfares
    4 shields
    1 Auxillary Reactors
  • Weapon Systems:
    1 Standard Beams
    1 Bombs



M-24S Recon Scout

The M-24S Recon is the purest descendant of the original M-20 series. The early M-10 corvettes were considerably larger and heavier than their modern counterparts and a smaller, faster ship was needed for forward reconnaissance--thus the M-20 was born. As the role of corvettes changed into smaller, faster attack ships the M-10 series was eventually retired and M-20 variants were designed to fill combat roles. The lead class of the series is still the Recon Scout, equipped with stealth systems and long-range scanners for covert surveillance of enemy forces.

ICC M-20 Corvette

Specs:

  • Rank: Midshipman
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 15 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    1 Engine "Human"
    5 Electronic Warfare
    4 shields
    2 Auxillary Fusion Reactor
  • Weapon Systems:
    1 Standard Beams
    1 Standard Cannons
    1 Beacon



M-25A Sensor Corvette

The M-25A is a highly mobile light attack ship employed both by the Confederated Navy and many local police forces. It is among the most heavily-armed ships of its size in known space, and carries a well-earned reputation for lethality. Many a pirate or privateer has tried to meet this little buzzsaw head-on and not lived long enough to regret it. It also carries a modest electronic warfare suite, to help it locate and identify its targets.

ICC M-20 Corvette

Specs:

  • Rank: Midshipman
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 30 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    1 Engines "Human"
    2 Electronic Warfare
    4 shields
    1 Auxillary Reactors
  • Weapon Systems:
    1 Standard Beams
    1 Standard Cannons
    2 Heavy Cannons
    1 Fusion Torpedos



M-27A Stealth Corvette

The M-27A Stealth Corvette is one of the newest innovations of the Confederated Navy. It carries a sophisticated ECM array to help it avoid detection and five torpedo launchers to rapidly dish out death and destruction. So far it has been used to great success in attacking UGTO logistical targets--their transports, engineering and supply ships--rather than their front-line forces. On a few occasions, large squadrons have brought down battle-damaged dreadnoughts--but not without casualties.

ICC M-20 Corvette

Specs:

  • Rank: Midshipman
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 30 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    1 Engines "Human"
    3 Electronic Warfare
    4 shields
    1 Auxillary Reactors
  • Weapon Systems:
    1 Standard Beams
    5 Fusion Torpedos

3.2.2 Frigate

M-40S Sensor Frigate

The M-40S is a powerful electronic warfare platform, packing enough ECCM to prevent the enemy pulling any dirty tricks. This makes it a priority target, so it carries a decent armament to defend itself with. With the arrival of the K'luth this ship has seen more action than any other single class in the fleet... though it has also taken heavy casualties, as frigates are just too small and fragile to last long in heavy combat, especially with the K'luth.

ICC M-40 Frigate

Specs:

  • Rank: Midshipman
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2, Engines "Human"
    4, shields
    2, Armor
    1, Auxillary Fusion Reactors
  • Weapon Systems:
    4 Standard Beamss
    1 Cannons
    2 Heavy Cannons



M-42B Bomber Frigate

The M-42B, planned and built largely before the latest conflict began, was envisioned as a first-strike weapon for taking out critical industrial targets on UGTO planets. To that end it was equipped with extensive stealth and electronic countermeasure systems to help it penetrate enemy lines and evade detection. In the years of fighting since it has also proven a highly effective raider, able to hit targets the UGTO thinks are safe and force them to divert more ships to garrison duty.

ICC M-40 Frigate

Specs:

  • Rank: Ensign
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    4 Electronic Warfare
    4 shields
    1 Armor
    2 Auxillary Reactors
  • Weapon Systems:
    4 standard Beams
    2 Bombs



M-44A Assault Frigate

The M-44A is a pure combat frigate, designed for close-range engagements with other light warships. It one of the ships most readily recognizable to civilians, as it can be seen on regular patrol routes throughout the Confederation. The Assault Frigate has a hard-earned reputation for heroic sacrifice: when the going gets tough, this tough little gunboat gets going, using a formidable railgun battery and twin torpedo launchers to harrass and stall a superior enemy attack force until reinforcements arrive. It rarely survives to see the victory it helps ensure.

ICC M-40 Frigate

Specs:

  • Rank: Ensign
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    4 shields
    2 Armor
    1 Faction Specials
    2 Auxillary Reactors
  • Weapon Systems:
    1 standard Beams
    2 Standard Cannons
    2 Heavy Cannons
    2 Torpedos



M-45B Minelayer Frigate

The Minelayer frigate is one of the most effective frigate designs the ICC has built to date. Its high mobility allows it to deploy its payload ahead of advancing UGTO forces, inflicting crippling damage when they run afoul of the trusty nuclear mines the ICC has been using since its war for independence. In many cases it can drop its mines and jump clear without the enemy ever catching sight of it, resulting in some very frustrated UGTO admirals wondering how the ICC could possibly have deployed minefields all over the sector.

ICC M-40 Frigate

Specs:

  • Rank: Midshipman
  • Badges: Bronze Navigator
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    3 Electronic Warfare
    4 shields
    2 Armor
    1 Faction Specials
    1 Auxillary Reactors
  • Weapon Systems:
    4 standard Beams
    2 Mines



M-46M Missile Frigate

The M-46M is one of the most modern frigates in service. Designed in response to the UGTO deploying larger and larger dreadnought fleets, the Missile Frigate packs a devastatingly strong punch for its size. While it also carries enough ECM to stay hidden it has little in the way of short-range armament, making it a tempting target for smaller UGTO attack ships... if they can catch it, that is.

ICC M-40 Frigate

Specs:

  • Rank: Ensign
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    3 Electronic Warfare
    4 shields
    2 Armor
    2 Auxillary Reactors
  • Weapon Systems:
    3 standard Beams
    4 Tier 1 missiles
    2 Standard Cannons

3.2.3 Destroyer

M-184B Minelayer Destroyer

The "Ol' 184" is one of the oldest ship classes still in active service with the Confederated Navy. Configured as a tactical minelayer, its main role is to actively deploy mines during fleet combat to break up enemy formations and force them into positions that give friendly ships the advantage. It also has a modest gun armament for self-defense against smaller attack ships, though anything bigger than a Frigate will trounce it handily. Rumors of the average 184's hull armor being at least 20% duct tape are entirely unsubstantiated.

ICC M-180 Destroyer

Specs:

  • Rank: Lieutenant Commander
  • Badges: Bronze Support
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    4 shields
    4 Armor
    1 Auxillary Reactors
  • Weapon Systems:
    4 standard Beams
    6 Standard Cannons
    3 Mines



M-186E Escort Destroyer

The M-180 series destroyer hull dates back to the early years of the Confederated Navy, and has been converted to fill many different roles throughout its career. Though largely replaced by the new M-190 series, some specialized versions of it still fill niche roles in the fleet. The 186 is a fairly recent variant that is equipped with a variety of close-range beam weapons, enabling it to serve as a picket ship to protect the fleet from large-scale fighter and missile attacks.

ICC M-180 Destroyer

Specs:

  • Rank: Lieutenant Commander
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    1 Electronic Warfare
    4 shields
    4 Armor
    1 Faction Special
    1 Auxillary Reactors
  • Weapon Systems:
    10 standard Beams
    6 Standard Cannons



M-190A Combat Destroyer

The M-190A is the primary attack ship of the ICC destroyer lineup. Built to engage and destroy all kinds of other light enemy warships, it carries a formidable gun battery and a decent torpedo payload. This sturdy, rugged gunboat has developed a reputation for survivability; time and again it has defied odds that would be the doom of just about anything else.

ICC M-190 Destroyer

Specs:

  • Rank: Captain
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    4 shields
    4 Armor
    1 Faction Special
    2 Auxillary Reactors
  • Weapon Systems:
    2 standard Beams
    4 Standard Cannons
    2 Heavy Cannons
    4 Torpedos



M-190B Bomber Destroyer

The M-190B is a bomber variant of the M-190 destroyer series. Heavy frontal defenses are designed to protect it as it makes attack runs on enemy planets, while modest aft defenses help protect it on the way out if it survives. Given that their standard attack plan involves diving straight towards a planet at high speed, the crews of these daredevil ships have a reputation for being either incredibly courageous or insanely reckless, depending on who's buying the drinks.

ICC M-190 Destroyer

Specs:

  • Rank: Commander
  • Badges: Bronze Bomber
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    1 Electronic Warfare
    4 shields
    3 Armor
    2 Auxillary Reactors
  • Weapon Systems:
    8 standard Beams
    3 Bombs



M-192M Missile Destroyer

The M-192M is the latest model in the M-190 series, which exchanges all but the bare minimum of close-range defenses to carry a devastating long-range missile payload. Some of these ships are still so fresh out of the Shi Jie yards that they have yet to lose that "new starship" smell. Despite its newness, however, it is rapidly proving its effectiveness at bringing down larger targets from beyond the range of potential retaliation. In some ways a big brother to the M-46M Missile Frigate, the two ships have been increasingly deployed alongside one another to great success.

ICC M-190 Destroyer

Specs:

  • Rank: Lieutenant Commander
  • Badges: Bronze Combat
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    4 shields
    4 Armor
    2 Auxillary Reactors
  • Weapon Systems:
    2 standard Beams
    5 Tier 2 missiles

3.2.4 Cruiser

M-220 Carrier Cruiser

Converted C-220 Passenger Liner
Awaiting developer ships overhaul.

ICC M-220 Carrier Cruiser

Specs:

  • Rank: 2nd Rear Admiral
  • Badges: Silver Support
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.



M-230 Cruiser

Awaiting developer ships overhaul.
Multiple Ship Configurations fall under this hull model

ICC M-230 Cruiser

Specs:

  • Rank: Varries
  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.



M-240 Missile Cruiser

Awaiting developer ships overhaul.

ICC M-240 Missile Cruiser

Specs:

  • Rank: 2nd Rear Admiral
  • Badges: Silver Combat
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.



M-270 Carrier Cruiser

Awaiting developer ships overhaul.

ICC M-270 Carrier Cruiser

Specs:

  • Rank: 2nd Rear Admiral
  • Badges: Silver Support
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

3.2.5 Dreadnought

M-300 Dreadnought

Awaiting developer ships overhaul.
Multiple Ship Configurations fall under this hull model

ICC M-300 Dreadnought

Specs:

  • Rank: Varries
  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.



M-400 Dreadnought

Awaiting developer ships overhaul.
Multiple Ship Configurations fall under this hull model

ICC M-400 Dreadnought

Specs:

  • Rank: Varries
  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

3.2.6 Station

M-2200 Station

Awaiting developer ships overhaul.
Multiple Ship Configurations fall under this hull model

ICC M-2200 Station

Specs:

  • Rank: Varries
  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

3.2.7 Transports

M-2100 Transport

Awaiting developer ships overhaul.
Multiple Ship Configurations fall under this hull model

ICC M-2100 Transport

Specs:

  • Rank: Varries
  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.



Me-1500 Extractor

Awaiting developer ships overhaul.

ICC Me-1500 Extractor

Specs:

  • Rank: Midshipman
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

3.2.8 Supply

M-S40 Supply

Awaiting developer ships overhaul.
Multiple Ship Configurations fall under this hull model

ICC M-S40 Supply

Specs:

  • Rank: Varries
  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

3.2.9 Engineers

MR-100 Engineer

Awaiting developer ships overhaul.
Multiple Ship Configurations fall under this hull model

ICC MR-100 Engineer

Specs:

  • Rank: Varries
  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

3.2.10 Platforms

Sensor Platform

The ICC Sensor Platform is a deep space observation facility equipped with advanced sensory systems and light defensive weaponry.

ICC Sensor Platform

Specs:

  • Requirements:
    1. 0 Resources
    2. Build Drones
  • Primary Systems:
    1 shields
    3 Auxillary Reactors
    3 Electronic Warfare
  • Weapon Systems:
    3 standard Beams



Supply Platform

The ICC supply platform.

IICC Supply Platform

Specs:

  • Requirements:
    1. 0 Resources
    2. Build Drones
  • Primary Systems:
    1 shields
    3 Auxillary Reactors
    1 Drone Bay
  • Weapon Systems:
    3 standard Beams



Weapon Platform

The ICC Weapon Platform.

ICC Weapon Platform

Specs:

  • Requirements:
    1. 0 Resources
    2. Build Drones
  • Primary Systems:
    1 shields
    3 Auxillary Reactors
  • Weapon Systems:
    3 standard Beams
    1 Core Weapons

3.3 UGTO
ugto Logo
3.3.1 Corvette

ST-1 Covert Ops Scout

The ST-1 scouts are the primary reconnaissance and intelligence craft employed by the UGTO. Their heavy ECM loadout allows them to venture deep into hostile territory, while their long-range scanner allows them to monitor enemy activity from a safe distance. Modified variants of this ship class are also employed by the UGTO intelligence agencies HUGIN and MUNIN, for covert operations both at home and abroad. Rumor has it that their variants carry a single Quantum Singularity Bomb in place of a conventional self-destruct charge, to ensure that state secrets never fall into the wrong hands.

UGTO ST-0 Corvette

Specs:

  • Rank: Midshipman
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    1 Engine "Human"
    5 Electronic Warfare
    4 Armor
    1 Auxillary Reactors
  • Weapon Systems:
    1 standard Beams
    2 Standard Cannons
    1 Beacon



ST-2 Assault Corvette

ST-2 corvettes are potent light attack ships. Between their high mobility, small size, heavy guns and torpedo launchers, they can make short work of any rag-tag pirate raider. The sight of them guarding regular shipping lanes has become a welcome sight to both civilian and military traffic--civilian because they protect against piracy, and military because it frees them up to deal with actual threats instead of just pirate scum.

UGTO ST-0 Corvette

Specs:

  • Rank: Midshipman
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    1 Engine "Human"
    4 Armor
    1 Auxillary Reactors
  • Weapon Systems:
    1 standard Beams
    2 Heavy Cannons
    2 Torpedos



ST-4 Blockade Corvette

A relatively new tool in the UGTO's grab-bag of dirty tricks, ST-4s are built to sneak behind enemy lines and deploy their payload of mines at strategic locations--like, say, the approach lanes for jumpgates--with the intent of disrupting civilian shipping. Though they cannot carry very many mines compared to larger ships, their small size and ECM array makes them quite difficult for ICC patrol ships to track down and destroy. Since their introduction they have wreaked havoc on shipping; the Confederation economy is still struggling to recover.

UGTO ST-0 Corvette

Specs:

  • Rank: Midshipman
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    1 Engine "Human"
    3 Electronic Warfare
    4 Armor
    1 Auxillary Reactors
  • Weapon Systems:
    1 standard Beams
    1 Mine



ST-5 Bomber Corvette

ST-5 Bombers are dangerous little ships. With as few frills as possible, they amount to little more than an engine and jumpdrive slapped onto a bomb bay. They are fast, cheap and unbeknownst to their crews, expendable. For many years now they have been used to slow the expansion of the Confederation by attacking newly-founded colonies, wiping them out before they can ever get basic defenses up. In many cases their targets never even get a distress call out, so their fate is a mystery until patrol ships arrive... and find nothing but craters remaining.

UGTO ST-0 Corvette

Specs:

  • Rank: Midshipman
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    1 Engine "Human"
    2 Electronic Warfare
    4 Armor
  • Weapon Systems:
    1 standard Beams
    1 Bombs

3.3.2 Frigate

ST-15 Bomber Frigate

The ST-15 frigates are designed for covert ship-to-surface munitions delivery, utilizing electronic warfare to conceal themselves and ensure their payload reaches the target. In most cases the first--and only--warning the unsuspecting populace below gets is when the bombs start hitting their colony hub. ICC news networks claim these ships have been responsible for countless unprovoked attacks on civilian targets over the years, but they can never offer any convincing proof... because no-one ever sees them coming.

UGTO ST-10 Frigate

Specs:

  • Rank: Ensign
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    4 Electronic Warfare
    5 Armor
    1 Auxillary Reactors
  • Weapon Systems:
    4 standard Beams
    2 Bombs



ST-16 Interceptor Frigate

The ST-16 Interceptors focus on speed and firepower, as they are intended to engage and destroy light attack craft before they can inflict crippling damage on the main battleships of the fleet. Though outwardly disdainful of the dinky little ships and their crews, UGTO dreadnought captains always rest a little easier knowing that the Interceptors have them covered.

UGTO ST-10 Frigate

Specs:

  • Rank: Midshipman
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    6 Armor
    1 Faction Special
    1 Auxillary Reactors
  • Weapon Systems:
    1 standard Beams
    4 Standard Cannons
    2 Heavy Cannons



ST-17 Minelayer Frigate

ST-17 Minelayers are highly utilitarian little ships, capable of both deploying a substantial mine payload and using their own electronic warfare and beam armament to keep the shipping lanes clear of enemy minefields. Unfortunately, the new-model EMP mines introduced a few years ago suffered from a design flaw and would detonate in their magazines if an enemy warship so much as sneezed at them. Though the design flaw has long since been corrected, minelayer frigates still have a reputation for being deathtraps.

UGTO ST-10 Frigate

Specs:

  • Rank: 2nd Lieutenant
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    3 Electronic Warfare
    6 Armor
    1 Auxillary Reactors
  • Weapon Systems:
    6 standard Beams
    2 Mines



ST-18 Harrier Frigate

Harrier Frigates are equiped with a payload of small but powerful long-range missiles and enough electronic countermeasures to hide them from the enemy even while they attack. This particular combination allows them to destroy unprotected dreadnoughts with near impunity. Many an ICC admiral has cursed these deadly little ships with his last breath. Unfortunately they have only a modest close-range armament, so Harrier captains are always checking over their shoulder for enemy attack ships.

UGTO ST-10 Frigate

Specs:

  • Rank: 1st Lieutenant
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    3 Electronic Warfare
    6 Armor
    1 Auxillary Reactors
  • Weapon Systems:
    3 standard Beams
    2 Standard Cannons
    4 Tier 1 missiles



ST-19 Defense Frigate

The ST-19 is a versatile support ship that is often found backing up UGTO battle squadrons. Its extensive array of counter-countermeasures allow it to maintain electronic warfare superiority, while its substantial point-defense armament enables it to protect the fleet from fighter or missile attacks. Between these two capabilities, it is a highly effective counter to the light missile ships that are increasingly being deployed against UGTO dreadnoughts.

UGTO ST-10 Frigate

Specs:

  • Rank: Ensign
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    5 Electronic Warfare
    6 Armor
    1 Auxillary Reactors
  • Weapon Systems:
    8 standard Beams
    1 Standard Cannons

3.3.3 Destroyer

ST-22 Gunboat Destroyer

While the ST-22s are heavy on particle projection weapons they are still well-balanced light combatants, able to engage smaller targets quite effectively and even pose a threat to capital ships in sufficient numbers. Often seeing prominent duty on the front lines and anti-piracy patrols, these ships are considered a cornerstone of the UGTO fleet and a key step on an officer's track to a more prestigous command. Even senior admirals are known to look back on their time commanding "Double-deuces" fondly.

UGTO ST-20 Destroyer

Specs:

  • Rank: Commander
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    8 Armor
    1 Faction Special
    1 Auxillary Reactors
  • Weapon Systems:
    2 standard Beams
    3 Standard Cannons
    2 Heavy Cannons
    4 Torpedos



ST-23 Missile Destroyer

The ST-23s are dedicated light missile platforms, with the bare minimum of close-range defenses and a formidable missile battery. When their crews aren't listening, they are sometimes described as "missile spam in a tin can". With the vital systems and crew quarters crammed in around the missile launchers they can be cramped and upleasant to serve on, but the satisfaction from sending all that firepower downrange is considered worth it.

UGTO ST-20 Destroyer

Specs:

  • Rank: Lieutenant Commander
  • Badges: Bronze Combat
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    8 Armor
    1 Auxillary Reactors
  • Weapon Systems:
    2 standard Beams
    5 Tier 2 missiles



ST-24 Assault Destroyer

Employing a tried-and-true design philosophy that has served the UGTO and its predecessors well, ST-24s are frontal assault ships intended to engage and destroy their targets in close-quarters combat. To this end they are armed with heavy beam arrays and torpedo payloads. Only the most aggressive and ambitious commanders actively seek out a career in these ships, as their lighter armor cannot withstand quite as much punishment as most destroyers and the nature of their armament requires them to get into suicidally point-blank range in order to attack.

UGTO ST-20 Destroyer

Specs:

  • Rank: Captain
  • Badges: Silver Combat
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    2 Armor
    1 Faction Special
    1 Auxillary Reactors
  • Weapon Systems:
    8 standard Beams
    2 Medium Beams "Flux"
    6 Torpedos



ST-28 Picket Destroyer

The ST-28 is armed with a comprehensive beam armament to provide excellent point-defense coverage in all directions. Affectionately known by the Trade Navy as "God's Flashlight," it also carries a decent gun armament to help it in combat with other light warships. Unfortunately, the modifications to the hull necessary to carry its heavy armament leaves no room for an auxiliary reactor. As a result it suffers from low power generation at speed, making it unable to keep up with conventional attack Destroyers in a dogfight.

UGTO ST-20 Destroyer

Specs:

  • Rank: Lieutenant Commander
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Tachyon Drive"
    2 Engine "Human"
    1 Electronic Warfare
    8 Armor
  • Weapon Systems:
    10 standard Beams
    8 Standard Cannons

3.3.4 Cruiser

ST-70 Cruiser

Awaiting developer ships overhaul.
Multiple Ship Configurations fall under this hull model

UGTO ST-70 Cruiser

Specs:

  • Rank: Varries
  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

3.3.5 Dreadnought

ST-100 Dreadnought

Awaiting developer ships overhaul.
Multiple Ship Configurations fall under this hull model

UGTO ST-100 Dreadnought

Specs:

  • Rank: Varries
  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.



Agincourt class Fleet Carrier

Awaiting developer ships overhaul.

UGTO Agincourt Class Carrier

Specs:

  • Rank: Vice Admiral
  • Badges: Gold Support
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

3.3.6 Station

HT-1000 Station

Awaiting developer ships overhaul.
Multiple Ship Configurations fall under this hull model

UGTO HT-1000 Station

Specs:

  • Rank: Varries
  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

3.3.7 Transports

ST-200 Transport

Awaiting developer ships overhaul.
Multiple Ship Configurations fall under this hull model

UGTO ST-200 Transport

Specs:

  • Rank: Varries
  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.



ST-7501 Extractor

Awaiting developer ships overhaul.

UGTO ST-7500 Extractor

Specs:

  • Rank: Midshipman
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

3.3.8 Supply

ST-8005 Supply Ship

Awaiting developer ships overhaul.

UGTO ST-8005 Supply Ship

Specs:

  • Rank: 2nd Lieutenant
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.



ST-8010 Heavy Supply Ship

Awaiting developer ships overhaul.

UGTO ST-8010 Heavy Supply Ship

Specs:

  • Rank: Commander
  • Badges: Bronze Support
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

3.3.9 Engineers

ST-700 Engineer Ship

Awaiting developer ships overhaul.
Multiple Ship Configurations fall under this hull model

UGTO ST-700 Engineer Ship

Specs:

  • Rank: Varries
  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

3.3.10 Platforms

Sensor Platform

The UGTO Sensor Platform.

UGTO Sensor Platform

Specs:

  • Requirements:
    1. 0 Resources
    2. Build Drones
  • Primary Systems:
    1 Armor
    3 Auxillary Reactors
    3 Electronic Warfare
  • Weapon Systems:
    3 standard Beams



Supply Platform

The UGTO supply platform.

UGTO Supply Platform

Specs:

  • Requirements:
    1. 0 Resources
    2. Build Drones
  • Primary Systems:
    1 Armor
    3 Auxillary Reactors
    1 Drone Bay
  • Weapon Systems:
    3 standard Beams



Weapon Platform

The UGTO Weapon Platform.

UGTO Weapon Platform

Specs:

  • Requirements:
    1. 0 Resources
    2. Build Drones
  • Primary Systems:
    1 Armor
    3 Auxillary Reactors
  • Weapon Systems:
    3 standard Beams
    1 Core Weapons

3.4 K'Luth
K'Luth Logo
3.4.1 Corvette

Extruder

The Extruder is a light bomber Raptor, equipped with biowarfare weapons to attack human settlements. In the early days of the conflict, before the humans were aware there was an alien presence in the sector, Extruders were able to induce considerable strife between the human factions by attacking outlying colonies on both sides, making them blame one another and provoking tensions between them. Even years after the discovery of the K'luth, human intelligence agencies have not fully sorted-out their level of involvement in starting the Fourth Interstellar War.

K'Luth Corvette

Specs:

  • Rank: Midshipman
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Anti-Matter Jump Drive"
    1 Engine "K'Luth"
    1 Electronic Warfare
    3 Armor
    2 Faction Special
    2 Auxillary Reactors
  • Weapon Systems:
    2 standard Beams
    1 Bombs



Fang

The Fang is a heavy attack Raptor, armed with powerful antimatter torpedo launchers. Between its firepower and its small size, speed, and ECM array, it is adept at sneaking past enemy forces with ease and wreaking havoc behind their lines, mainly by attacking their frail, defenseless support ships. Finally, it carries a psionic beacon launcher that reveals human targets to its allies, regardless of their feeble attempts at stealth. All in all the Fang is a versatile little ship and an asset the K'luth armada makes excellent use of.

K'Luth Corvette

Specs:

  • Rank: Ensign
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Anti-Matter Jump Drive"
    1 Engine "K'Luth"
    1 Electronic Warfare
    3 Armor
    2 Faction Special
    1 Auxillary Reactors
  • Weapon Systems:
    1 standard Beams
    5 Torpedos
    1 Beacon



Talon

The Talon is the standard K'luth Raptor, roughly equivalent in size and function to human Corvettes. Unlike the humans, who have unarmed Scouts and armed Corvettes, all Raptors have a combat role. The Talon in particular is a fast, light attack ship, intended to engage and destroy enemy craft of roughly the same size. It also carries a long-range scanner, allowing it to monitor human colonies while cloaked and report back to the fleet on potential targets.

K'Luth Corvette

Specs:

  • Rank: Midshipman
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Anti-Matter Jump Drive"
    1 Engine "K'Luth"
    1 Electronic Warfare
    3 Armor
    2 Faction Special
    1 Auxillary Reactors
  • Weapon Systems:
    1 standard Beams
    1 Standard Cannons
    2 Heavy Cannons

3.4.2 Frigate

Beak

The Beak is the standard configuration for Hunters--similar in size and function to human frigates--and carries a heavy gun armament for engaging and destroying enemy frigates and corvettes. As is the case for most K'luth ships, its frontal firepower is quite heavy but it carries little to the sides and practically none directly aft. As is also the case for most K'luth ships, if an enemy gets behind it can just cloak to shake them off.

K'Luth Frigate

Specs:

  • Rank: Ensign
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Anti-Matter Jump Drive
    2 Engine "K'Luth"
    1 Electronic Warfare
    5 Armor
    2 Faction Special
    1 Auxillary Reactors
  • Weapon Systems:
    4 standard Beams
    2 Standard Cannons
    2 Heavy Cannons
    2 Torpedos



Instars

The Instars uses a customized Hunter frame in order to carry a payload of powerful antimatter mines. It normally has to vacate the area rapidly after deploying them, however, as they have a large blast radius and its own armor is relatively light. The Instars is also one of the few K'luth ships to carry a modest electronic warfare package, enabling it to detect and clear enemy minefields.

K'Luth Frigate

Specs:

  • Rank: Ensign
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Anti-Matter Jump Drive
    2 Engine "K'Luth"
    3 Electronic Warfare
    5 Armor
    2 Faction Special
  • Weapon Systems:
    6 standard Beams
    2 Mines



Nymph

The Nymph is a heavy attack Hunter, armed with a powerful torpedo battery to let it inflict crippling strikes on larger targets. Like all Hunters it is light on armor, making it something of an eggshell wielding a sledgehammer. Hit-and-fade attacks are the standard operating procedure for this ship, as hanging around anything bigger than it is inviting a world of pain. It operates best when supporting larger K'luth ships, which can hold the enemy's attention while the deceptively small Nymph delivers a knock-out blow far bigger than its size would suggest possible.

K'Luth Frigate

Specs:

  • Rank: Ensign
  • Badges: Bronze Combat
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Anti-Matter Jump Drive
    2 Engine "K'Luth"
    1 Electronic Warfare
    5 Armor
    2 Faction Special
    1 Auxillary Reactors
  • Weapon Systems:
    4 standard Beams
    2 Heavy Cannons
    6 Torpedos



Proboscis

Configured as a bomber, the Proboscis is one of the sneakiest designs in the entire K'luth fleet, and considering their usual standards that's saying something. It carries not just a cloaking device but also electronic warfare systems to help conceal both itself and its bomb payload. This devious little ship has been a key player in many attacks on human colonies. Unfortunately its armor is paper-thin and its ship-to-ship armament is minimal, so if it gets into a fight it's in big trouble.

K'Luth Frigate

Specs:

  • Rank: 2nd Lieutenant
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Anti-Matter Jump Drive
    2 Engine "K'Luth"
    3 Electronic Warfare
    4 Armor
    2 Faction Special
    1 Auxillary Reactors
  • Weapon Systems:
    5 standard Beams
    2 Bombs

3.4.3 Destroyer

Claw

The Claw is the standard offensive version of the K'luth Predator hull, roughly equivalent to human destroyer-class ships. Unlike most human destroyers it carries a large number of forward weapons, meant for assaulting enemy ships at close range. Brutal, overwhelming firepower and the ability to strike from stealth at will make this ship a pure embodiment of K'luth combat philosophy.

K'Luth Destroyer

Specs:

  • Rank: Captain
  • Badges: Silver Combat
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Anti-Matter Jump Drive
    2 Engine "K'Luth"
    7 Armor
    2 Faction Special
    1 Auxillary Reactors
  • Weapon Systems:
    8 standard Beams
    2 Standard Cannons
    2 Heavy Cannons
    6 Torpedos



Drainer

The Drainer is equipped with a heavier beam armament than most other Predators, but lacks a torpedo armament entirely. In exchange it has been outfitted with energy leech field (or "ELF") beams that can drain energy from its target to replenish its own reserves. This ship is best at preying upon targets that have already exhausted themselves in battle, as it can siphon the last of their fighting power from them and use it to hasten their own destruction. As such it is often found lurking around the periphery, waiting for damaged enemy ships to try and flee so that it can hunt them down and end them. In such operations it is usually teamed up with one or more Raptor-type vessels, as they are adept at locating a target in deep space.

K'Luth Destroyer

Specs:

  • Rank: Commander
  • Badges: Bronze Navigator
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Anti-Matter Jump Drive
    2 Engine "K'Luth"
    7 Armor
    2 Faction Special
  • Weapon Systems:
    8 standard Beams
    2 Medium Beams "ELF"
    2 Standard Cannons



Shell

The Shell is a special variation on the Predator hull, crafted by K'luth shipwrights in an attempt to reproduce the performance of human destroyers. It is more heavily-armored than is standard for Predators and carries a formidable cannon armament. Its guns have a somewhat better coverage than is typical on K'luth ships, though the main focus is still frontal firepower. Opinions are mixed among the Armada as to how well the ship performs. Some commanders attest to its strength in combat, while others scoff at the idea of learning anything from the puny humans.

K'Luth Destroyer

Specs:

  • Rank: Commander
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Anti-Matter Jump Drive
    2 Engine "K'Luth"
    8 Armor
    2 Faction Special
    1 Auxillary Reactors
  • Weapon Systems:
    2 standard Beams
    4 Heavy Cannons
    3 Torpedos



Stinger

The Stinger-class Predator is equipped as a mid- to long-range support ship, able to rain lethal missiles on unsuspecting humans while its compatriots engage them at close range. Despite their impressive kill record, duty on Stingers is still considered less desirable among the K'luth clans. From so far away, how are you supposed to strike fear in the enemy with psionic battlecries? How can you hear their pitiful prayers for salvation to their dead gods? No, far better to serve aboard one of the close-range attack ships, even if there is greater risk of death.

K'Luth Destroyer

Specs:

  • Rank: Lieutenant Commander
  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    1 FTL "Anti-Matter Jump Drive
    2 Engine "K'Luth"
    1 Electronic Warfare
    7 Armor
    2 Faction Special
    1 Auxillary Reactors
  • Weapon Systems:
    2 standard Beams
    5 Tier 2 missiles

3.4.4 Cruiser

Cruiser

Awaiting developer ships overhaul.
Multiple Ship Configurations fall under this hull model

K'Luth Cruiser

Specs:

  • Rank: Varries
  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

3.4.5 Dreadnought

Dreadnought

Awaiting developer ships overhaul.
Multiple Ship Configurations fall under this hull model

K'Luth Dreadnought

Specs:

  • Rank: Varries
  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.



Brood Class Dreadnought

Awaiting developer ships overhaul.
Multiple Ship Configurations fall under this hull model

K'Luth Brood Class Dreadnought

Rank: Varries

  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

  • 3.4.6 Station

    Station

    Awaiting developer ships overhaul.
    Multiple Ship Configurations fall under this hull model

    K'Luth Station

    Rank: Varries

  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

  • 3.4.7 Transports

    Carrier

    Awaiting developer ships overhaul.
    Multiple Ship Configurations fall under this hull model

    K'Luth Transport

    Rank: Varries

  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.



  • Extractor

    Awaiting developer ships overhaul.

    K'Luth Extractor

    Rank: Midshipman

  • Badges: None
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

  • 3.4.8 Supply

    Worker

    Awaiting developer ships overhaul.
    Multiple Ship Configurations fall under this hull model

    K'Luth Supply

    Rank: Varries

  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

  • 3.4.9 Engineers

    Drone Engineer

    Awaiting developer ships overhaul.
    Multiple Ship Configurations fall under this hull model

    K'Luth Engineer

    Rank: Varries

  • Badges: Varries
  • Requirements:
    1. 0 Resources
    2. 0 Technology
    3. METALS
  • Primary Systems:
    Awaiting developer ships overhaul.
  • Weapon Systems:
    Awaiting developer ships overhaul.

  • 3.4.10 Platforms

    Sensor Platform

    The K'Luth Sensor Platform.

    K'Luth Sensor Platform

    Specs:

    • Requirements:
      1. 0 Resources
      2. Build Drones
    • Primary Systems:
      1 Armor
      3 Auxillary Reactors
      1 Faction Special
      2 Electronic Warfare
    • Weapon Systems:
      3 standard Beams



    Supply Platform

    The K'Luth supply platform.

    K'Luth Supply Platform

    Specs:

    • Requirements:
      1. 0 Resources
      2. Build Drones
    • Primary Systems:
      1 Armor
      3 Auxillary Reactors
      1 Faction Special
      1 Drone Bay
    • Weapon Systems:
      3 standard Beams



    Weapon Platform

    The K'Luth Weapon Platform.

    K'Luth Weapon Platform

    Specs:

    • Requirements:
      1. 0 Resources
      2. Build Drones
    • Primary Systems:
      1 Armor
      3 Auxillary Reactors
      1 Faction Special
    • Weapon Systems:
      3 standard Beams
      1 Core Weapons

    4 Ship Systems
    A guide to all publicly available information with regards to the various ship systems in use in DarkSpace.

    4.1 Drive systems - Updated 22th Feb, 2010
    Massive devices that make it possible for the ship to go to other places, you definitely can't do without them. Here is the list of them
    4.1.1 Engines
    * Stations have multiple engines spread out but are managed centrally and can be considered a single engine system.
    * All charasteristics of the station drives are 5 times that of a normal drive.

    Atomic Fusion Engine (AFE Drive)
    • Faction: Humans
    • Technology: 15 || 90
    • Resources: 4386 || 21930
    • Requirements: Metals
    • Replacements: IE Drive, PFE Drive
    • Characteristics
      1. Thrust Generation: 6.84 + (Level * 0.28)
      2. Energy Capacity: 36.5
      3. Energy Production: 0.46/s Description:
        Atomic Fusion Engine uses realiable, but, old nuclear technology to generate power and sublight propulsion.

    Ion Engine (IE Drive)
    • Faction: Humans
    • Technology: 5 || 95
    • Resources: 5000 || 25000
    • Requirements: Metals
    • Replacements: AFE Drive, PFE Drive
    • Characteristics
      1. Thrust Generation: 6.0 + (Level * 0.25)
      2. Energy Capacity: 32
      3. Energy Production: 0.52/s
    • Description:
      Ion Engines is used to travel at sub light speeds.

    Proton Fusion Engine (PFE Drive)
    • Faction: Humans
    • Technology: 25 || 100
    • Resources: 5700 || 28500
    • Requirements: Metals
    • Replacements: AFE Drive, IE Drive
    • Characteristics
      1. Thrust Generation: 5.26 + (Level * 0.22)
      2. Energy Capacity: 32.0
      3. Energy Production: 0.58/s
    • Description:
      Proton Fusion Engine has supperior power generation, but at the cost: of slower sub light speed.

    Anti-Matter Engine (AME)
    • Faction: K'Luth
    • Technology: 35 || 100
    • Resources: 7500 || 28500
    • Requirements: Metals
    • Replacements: PSI Drive
    • Characteristics
      1. Thrust Generation: 6.84 + (level * 0.28)
      2. Energy Capacity: 28.0
      3. Energy Production: 0.46/s
    • Description:
      text

    Psionic Interferenc Engine (PSI Drive)
    • Faction: K'Luth
    • Technology: 5 || 95
    • Resources: 5000 || 25000
    • Requirements: Metals
    • Replacements: AME Drive
    • Characteristics
      1. Thrust Generation: 6.0 + (Level * 0.25)
      2. Energy Capacity: 32.0
      3. Energy Production: 0.52/s
    • Description:
      The Psionic Interference Engine is the origional drive used by the K'Luth star ships. Wat it lacks in acceleration and speed is made up for with its improved energy capacity and its resistance to dammage.


    4.1.2 Faster Than Light
    Faster Then Light propulsions provide just what it says, a way to travel faster then light. Currently the only known application of FTP uses the Medujula Tachyon theory. With the exption of using Wormholes.

    Tachyon Drive
    • Faction: Humans
    • Technology: 15
    • Resources: 250
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Fuel: 1625 + (Level* 625)
      2. FTL Speed: 2400 Gu/s
      3. Recharge Time: 30 seconds ?
      4. Energy Drain: 0.08/s
    • Description:
      The tachyon drive produces no energy and is used to travel at faster-then-light speeds within a star system.

    Anti-Matter Jump Drive (AMJD)
    • Faction: K'Luth
    • Technology: 45
    • Resources: 1500
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Fuel: 1800 + (Level * 350)
      2. FTL Speed: 3000 Gu/s
      3. Recharge Time: 20 seconds?
      4. Energy Drain: 0.12/s
    • Description:
      The tachyon drive produces no energy and is used to travel at faster-then-light speeds within a star system.

    Hyper Mass Accelerator (HMA)
    • Faction: All
    • Technology: 18
    • Resources: 3000
    • Requirements: Metals
    • Replacements: Worm Hole Generator (Engines 3.1.3 Special)
    • Characteristics
      1. Fuel: 6000 + (level * 600)
      2. FTL Speed: 2000 Gu/s
      3. Recharge Time: 22 seconds & 24 seconds
      4. Energy Drain: 0.42/s & 0.5/s
    • Description:
      The Hyper Mass Accelerator can propel large masses at near FTL speeds for inter-stellar travel.


    4.1.3 Special
    Some of the other things allow you to go to other places, but don't push or pull you trough space.

    Worm Hole Generator (Worm Hole Device II)
    • Faction: All
    • Technology: 100
    • Resources: 3000
    • Requirements: Metals
    • Replacements: Hyper Mass Accelerator (Engines 3.1.2 Faster Than Light)
    • Characteristics
      1. MaxRange: 300000 Gu
      2. MinRange: 2000 Gu
      3. Duration: 120 seconds
      4. Recharge Time: 150 Seconds
      5. Energy Drain: 0.4/s
    • Description:
      Creates a workhole allowing ships to move from one location to another instantly.


    4.2 Weapon Systems - Updated 10th May, 2010
    The universe isn't empty and not only are there asteroids but other people and aliens out there, its always advised to be able to protect yourself by damaging or destroying before whatever could possibly hurt you. These are the various weapon systems and individual devices being used in DarkSpace.
    4.2.1 Standard Cannons
    Since the beginning individuals have found that using natural rocks can be used to strike the enemy from a distance by trowing or lobbing it at the enemy. A lot of time has passed and this theology has passed onto the modern world in the shape of bullets and cannon rounds. here a list of weapons that propell a physical objects at the enemy.
    There are different classes of all cannon types. Light, Normal & Heavy.
    The Light versions can be found on fighters while Normal can be found on most ships and the Heavy variants usually on capital ships.
    Only the value's for Normal and the Heavy variants are shown in this documentation. Because the light weapons are only mounted on Fighters.

    Rail gun
    • Faction: ICC
    • Damage Type: Kinetic
    • Technology: 5 || 10
    • Resources: 30 || 60
    • Requirements: Metals
    • Replacements: Gauss Gun
    • Characteristics
      1. Maximum Range: 1225 Gu
      2. Projectile Count: 5
      3. Ammo: 96 - (Level * 2)
      4. Damage: TBA #1
      5. Falloff: TBA #2
      6. Recharge Time: 1.5 ~ 2 seconds || 1.5 ~ 3 seconds
      7. Energy Drain: 0.08/s || 0.16/s
    • Description:
      The Rail gun is an accelerated projectile weapon with long Range but minor damage.

    Gauss Gun
    • Faction: ICC
    • Damage Type: Kinetic
    • Technology: 5 || 10
    • Resources: 120 || 240
    • Requirements: Metals
    • Replacements: Rail Gun
    • Characteristics
      1. Maximum Range: 1410 Gu
      2. Projectile Count: 2
      3. Ammo: 110 - (Level * 2)
      4. Damage: TBA #1
      5. Falloff: TBA #2
      6. Recharge Time: 2 ~ 2.5 seconds || 2 ~ 3 seconds
      7. Energy Drain: 0.16/s || 0.32/s
    • Description:
      The Gaus Gun uses carefully timed triple-acceleration chambers to amplify the velocity of the projectile core.

    Particle Cannon
    • Faction: UGTO
    • Damage Type: Kinetic
    • Technology: 5 || 10
    • Resources: 60 || 120
    • Requirements: Metals
    • Replacements: EMP Cannon
    • Characteristics
      1. Maximum Range: 925 Gu
      2. Projectile Count: 5
      3. Ammo: Energy
      4. Damage: TBA #1
      5. Falloff: Yes; TBA #2
      6. Recharge Time: 1.7 ~ 2.5 seconds || 2 ~ 3.7 seconds
      7. Energy Drain: 0.14/s || 0.28/s
    • Description:
      The Particle cannon fires vast quantities of super accelerated sub-atomic particles as a cohesive whole.

    EMP Cannon
    • Faction: UGTO
    • Damage Type: EMP
    • Technology: 25 || 45
    • Resources: 150 || 300
    • Requirements: Metals
    • Replacements: Particle Cannon
    • Characteristics
      1. Maximum Range: 725 Gu
      2. Projectile Count: 4
      3. Ammo: Energy
      4. Damage: TBA #1
      5. Falloff: Yes; TBA #2
      6. Recharge Time: 3 ~ 3.7 seconds || 3 ~ 4.5 seconds
      7. Energy Drain: 0.08/s || 0.16/s Description:
        text

    PSI Cannon
    • Faction: K'Luth
    • Damage Type: PSI & Kinetic
    • Technology: 10 || 20
    • Resources: 50 || 100
    • Requirements: Metals
    • Replacements: Plasma Cannon
    • Characteristics
      1. Maximum Range: 660 Gu
      2. Projectile Count: 5
      3. Ammo: Energy
      4. Damage: TBA #1
      5. Falloff: Yes; TBA #2
      6. Recharge Time: 2 ~ 3.5 seconds || 2 ~ 5.3 seconds
      7. Energy Drain: 0.1/s || 0.2/s Description:
        text

    Plasma cannon
    • Faction: K'Luth
    • Damage Type: Energy & Kinetic
    • Technology: 40 || 70
    • Resources: 80 || 160
    • Requirements: Metals
    • Replacements: PSI Cannon
    • Characteristics
      1. Maximum Range: 640 Gu
      2. Projectile Count: 3
      3. Ammo: Energy
      4. Damage: TBA #1
      5. Falloff: None
      6. Recharge Time: 1.5 ~ 2 seconds || 1.7 ~ 2.7 seconds
      7. Energy Drain: 0.16/s || 0.32/s
      Description:
      text


    TBA, To Be Added.
    #1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.
    #2 Falloff will be added at a later date.


    4.2.2 Beams
    Light has always been a useful tool, it is the most used sensory input of all the known sentient species. The invention of focusing this light has developed in to many tools, and numerous devices making use of this system, even with the introduction of adding extra chemicals the destructive power that is based on basic light has been proven to be very destructive at close Ranges. The accuracy of these weapons is enormous making them not only good for close combat weapons but they can even be put in to action to provide defense against incoming objects.


    Standard Chemical Laser
    • Faction: UGTO
    • Damage Type: Energy
    • Technology: 45
    • Resources: 5
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Maximum Range: 135 ~ 200 Gu
      2. Damage: TBA #1
      3. Falloff: Yes;TBA #2
      4. Recharge Time: 3.5 ~ 5.2 seconds
      5. Energy Drain: 0.22/s ~ 0.28/s Description:
        The standard Chemical Laser generate a beam of energy witch inflicts massive damage at close Range.

    Chemical Beam Laser
    • Faction: ICC
    • Damage Type: Energy
    • Technology: 45
    • Resources: 5
    • Requirements: Metals
    • Replacements: Pulse Beam
    • Characteristics
      1. Maximum Range: 135 ~ 200 Gu
      2. Damage: TBA #1
      3. Falloff: Yes; TBA #2
      4. Recharge Time: 3.5 ~ 5.2 seconds
      5. Energy Drain: 0.22/s ~ 0.28/s Description:
        The Chemical Beam Laser generates a beam of energy witch inflicts massive damage at close Range.

    Heavy Chemical Laser
    • Faction: Humans
    • Damage Type: Energy
    • Technology: 65
    • Resources: 120
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Maximum Range: 250 ~ 300 Gu
      2. Damage: TBA #1
      3. Falloff: Yes; TBA #2
      4. Recharge Time: 12 seconds
      5. Energy Drain: 0.44/s ~ 0.52/s Description:
        The HCL is a more massive version of the standard chemical laser with increased Range and power.

    Pulse Beam
    • Faction: ICC
    • Damage Type: Energy
    • Technology: 15
    • Resources: 50
    • Requirements: Metals
    • Replacements: Chemical Beam Laser
    • Characteristics
      1. Maximum Range: 145 ~ 210 Gu
      2. Damage: TBA #1
      3. Falloff: Yes; TBA #2
      4. Recharge Time: 1 seconds
      5. Energy Drain: 0.28/s
    • Description:
      This beam weapon inflicts verry little damage, but its fast firing rate makes it perfect for point defense.

    Flux Cannon
    • Faction: UGTO
    • Damage Type: Energy & EMP
    • Technology: 35
    • Resources: 90
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Maximum Range: 190 ~ 225 Gu
      2. Damage: TBA #1
      3. Falloff: Yes; TBA #2
      4. Recharge Time: 5.5 ~ 7.4 seconds
      5. Energy Drain: 0.3/s ~ 0.35/s Description:
        The Flux Cannon is a medium class beam weapon that ruptures molecular cohesion.

    Disruptor
    • Faction: K'Luth
    • Damage Type: Energy
    • Technology: 35
    • Resources: 40
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Maximum Range: 160 ~ 230 Gu
      2. Damage: TBA #1
      3. Falloff: None
      4. Recharge Time: 6 ~ 8.5 seconds
      5. Energy Drain: 0.16/s ~ 0.24/s
    • Description:
      text

    Disruptor Assault
    • Faction: K'Luth
    • Damage Type: Energy
    • Technology: 55
    • Resources: 120
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Maximum Range: 250 ~ 350 Gu
      2. Damage: TBA #1
      3. Falloff: None
      4. Recharge Time: 16 ~ 25 seconds
      5. Energy Drain: 0.34/s ~ 0.46/s
    • Description:
      text

    Elf Beam
    • Faction: K'Luth
    • Damage Type: ELF
    • Technology: 45
    • Resources: 150
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Maximum Range: 140 ~ 155 Gu
      2. Damage: TBA #1
      3. Falloff: Yes; TBA #2
      4. Recharge Time: 22 seconds
      5. Energy Drain: 0.08/s
    • Description:
      text


    TBA, To Be Added.
    #1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.
    #2 Falloff will be added at a later date.


    4.2.3 Core Weapons
    With the advance in technology and understanding the physics around it there have always been new more destructive ways to destroy the enemy, but not all of them are cost: efficient or able to be applied to a smaller scale of warfare. These large weapons usually end up as discarded prototypes but occasionally the more expensive cost: offset the effectiveness and will be produced in limited numbers to be used in combat. Back in human history this kind of weaponry was submitted to the UGTO senate and during a presentation to the senate the developers said "These Devices should become the Core Weapons arsenal of every capital ship", to bad the UGTO at the time where not interested, but the Term and classification of the "Core Weapon" was born.


    Ion Cannon (IC)
    • Faction: ICC
    • Damage Type: Energy & Kinetic
    • Technology: 55
    • Resources: 250
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Maximum Range: 1290
      2. Projectile Count: 2
      3. Ammo: 50
      4. Damage: TBA #1
      5. Blast Range: 15 Gu
      6. Blast damage: TBA #1
      7. Recharge Time: 6.6 seconds
      8. Energy Drain: 0.26/s
    • Description:
      text

    Quantum Singularity Torpedo (QST)
    • Faction: UGTO
    • Damage Type: Energy
    • Technology: 35
    • Resources: 500
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Maximum Range: 1050 Gu
      2. Projectile Count: 1
      3. Ammo: 40
      4. Damage: TBA #1
      5. Blast Range: 20 Gu
      6. Blast damage: TBA #1
      7. Recharge Time: 6.6 seconds
      8. Energy Drain: 0.22/s
    • Description:
      The Warhead inflicts massive damage over a large area by causing a Quantum Singularity to open and disrupting the space around it.

    Stellar Incinerator (SI)
    • Faction: K'Luth
    • Damage Type: Energy & PSI
    • Technology: 45
    • Resources: 450
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Maximum Range: 825 Gu
      2. Projectile Count: 1
      3. Ammo: Energy
      4. Damage: TBA #1
      5. Blast Range: 10 Gu
      6. Blast damage: TBA #1
      7. Recharge Time: 6.3 seconds
      8. Energy Drain: 0.22/s
    • Description:
      text


    TBA, To Be Added.
    #1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.


    4.2.4 Torpedos
    As technology advanced they found ways to minimize a propulsion system, en-capsule these inside a shell add some explosives and you have the definition of a torpedo. In these modern times most torpedo's do not including a propulsion unit anymore, but just containing explosives or even a explosion in progress packed together with a small control mechanism inside a casing. These weapons are launched from inside a dedicated launch facility giving them some speed and let inertia do the rest.


    Fusion Torpedo
    • Faction: ICC
    • Damage Type: Energy & Kinetic
    • Technology: 30
    • Resources: 80
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Maximum Range: 400 ~ 360
      2. Ammo: 60 - (Level *2)
      3. Damage: TBA #1
      4. Blast Range: 11 + (Level * 1) Gu
      5. Blast damage: TBA #1
      6. Recharge Time: 3.5 ~ 6.3 seconds
      7. Energy Drain: 0.12/s
    • Description:
      The Fusion Torpedo is equipped with a fusion warhead, capable to causing massive damage.

    Proton Torpedo
    • Faction: UGTO
    • Damage Type: Energy & Kinetic
    • Technology: 40
    • Resources: 100
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Maximum Range: 370 ~ 320
      2. Ammo: 50 - (Level * 2)
      3. Damage: TBA #1
      4. Blast Range: 13 + (Level * 1) Gu
      5. Blast damage: TBA #1
      6. Recharge Time: 3.7 ~ 7 seconds
      7. Energy Drain: 0.14/s
    • Description:
      This Proton Torpedo is very useful mid-range weapon Delivering the same type or payload as the proton Cruise Missile it is a respectable weapon.

    AM Torpedo
    • Faction: K'Luth
    • Damage Type: Energy & Kinetic
    • Technology: 15
    • Resources: 95
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Maximum Range: 330 ~ 265 Gu
      2. Ammo: 40 - (Level * 2)
      3. Damage: TBA #1
      4. Blast Range: 15 gu + (Level * 1) Gu
      5. Blast damage: TBA #1
      6. Recharge Time: 4 ~ 7.5 seconds
      7. Energy Drain: 0.16/s
    • Description:
      text


    TBA, To Be Added.
    #1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.


    4.2.5 Missiles - Updated 9th Feb, 2011
    Skyrocket where first used by using part of there explosive force as fuel to reach there target. Later rockets where made that had separate propulsion and explosives. Flight paths where a factor to accuracy, until they found the way to make the missile steer itself towards the target. These days Missiles and Rockets still exist and with there fire and forget capability in addition to long accurate range makes them just as important in the current space wars as they did in the past.
    There are Three missile Tiers.
    Tier 1 for Corvettes and frigates, Tier 2 for destroyers and cruisers, Tier 3 for Dreadnoughts and Stations.


    ! These missile value's are subject to changes !

    Anti-Radar Missile

    • Tier: Small
    • Faction: Humans
    • Damage Type: Kinetic
    • Technology: 0
    • Resources: 88
    • Requirements: Metals
    • Replacements: Peregin Missile, Sparrow Missile
    • Characteristics
      1. Minimum Range: 300 Gu
      2. Maximum Range: 1500 Gu
      3. Missile Count: 1
      4. Ammo: 27
      5. Damage: TBA #1
      6. Blast Range: 8 Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 6 Seconds
      9. Energy Drain: 0.16/s <
    • Description:
      text

    Peregrine Missile

    • Tier: Small
    • Faction: Humans
    • Damage Type: Kinetic
    • Technology: 0
    • Resources: 100
    • Requirements: Metals
    • Replacements: Anti-Radar Missile, Sparrow Missile
    • Characteristics
      1. Minimum Range: 336 Gu
      2. Maximum Range: 1560 Gu
      3. Missile Count: 1
      4. Ammo: 23
      5. Damage: TBA #1
      6. Blast Range: 9 Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 7 Seconds
      9. Energy Drain: 0.18/s
    • Description:
      text

    Sparrow Missile

    • Tier: Small
    • Faction: Humans
    • Damage Type: Kinetic
    • Technology: 10
    • Resources: 110
    • Requirements: Metals
    • Replacements: Peregin Missile, Anti-Radar Missile
    • Characteristics
      1. Minimum Range: 356.5 Gu
      2. Maximum Range: 1610 Gu
      3. Missile Count: 1
      4. Ammo: 20
      5. Damage: TBA #1
      6. Blast Range: 10 Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 8 Seconds
      9. Energy Drain: 0.20/s <
    • Description:
      text

    Raptor Missile

    • Tier: Medium
    • Faction: Humans
    • Damage Type: Kinetic
    • Technology: 40
    • Resources: 175
    • Requirements: Metals
    • Replacements: Ion Tracker Missile, Phoenix Missile
    • Characteristics
      1. Minimum Range: 374 Gu
      2. Maximum Range: 1540 Gu
      3. Missile Count: 1
      4. Ammo: 22
      5. Damage: TBA #1
      6. Blast Range: 13 Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 9 Seconds
      9. Energy Drain: 0.28/s <
    • Description:
      text

    Ion Tracker Missile

    • Tier: Medium
    • Faction: Humans
    • Damage Type: Kinetic
    • Technology: 45
    • Resources: 200
    • Requirements: Metals
    • Replacements: Raptor Missile, Phoenix Missile
    • Characteristics
      1. Minimum Range: 430 Gu
      2. Maximum Range: 1785 Gu
      3. Missile Count: 1
      4. Ammo: 20
      5. Damage: TBA #1
      6. Blast Range: 14 Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 10 Seconds
      9. Energy Drain: 0.30/s <
    • Description:
      text

    Phoenix Missile

    • Tier: Medium
    • Faction: Humans
    • Damage Type: Kinetic
    • Technology: 50
    • Resources: 225
    • Requirements: Metals
    • Replacements: Raptor Missile, Ion Tracker Missile
    • Characteristics
      1. Minimum Range: 399 Gu
      2. Maximum Range: 1900 Gu
      3. Missile Count: 1
      4. Ammo: 18
      5. Damage: TBA #1
      6. Blast Range: 15 Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 11 Seconds
      9. Energy Drain: 0.32/s <
    • Description:
      text

    Linear Drive Missile

    • Tier: Heavy
    • Faction: Humans
    • Damage Type: Kinetic
    • Technology: 60
    • Resources: 350
    • Requirements: Metals
    • Replacements: Proton Cruise Missile, Harpex Missile
    • Characteristics
      1. Minimum Range: 456 Gu
      2. Maximum Range: 1995 Gu
      3. Missile Count: 1
      4. Ammo: 20
      5. Damage: TBA #1
      6. Blast Range: 18 Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 12 Seconds
      9. Energy Drain: 0.40/s <
    • Description:
      text

    Proton Cruise Missile

    • Tier: Heavy
    • Faction: Humans
    • Damage Type: Kinetic
    • Technology: 65
    • Resources: 400
    • Requirements: Metals
    • Replacements: Linear Drive Missile, Harpex Missile
    • Characteristics
      1. Minimum Range: 464 Gu
      2. Maximum Range: 2160 Gu
      3. Missile Count: 1
      4. Ammo: 18
      5. Damage: TBA #1
      6. Blast Range: 19 Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 13 Seconds
      9. Energy Drain: 0.44/s <
    • Description:
      text

    Harpex Missile

    • Tier: Heavy
    • Faction: Humans
    • Damage Type: Kinetic
    • Technology: 70
    • Resources: 450
    • Requirements: Metals
    • Replacements: Linear Drive Missile, Proton Cruise Missile
    • Characteristics
      1. Minimum Range: 476 Gu
      2. Maximum Range: 2240 Gu
      3. Missile Count: 1
      4. Ammo: 16
      5. Damage: TBA #1
      6. Blast Range: 20 Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 14 Seconds
      9. Energy Drain: 0.48/s <
    • Description:
      text



    TBA, To Be Added.
    #1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.


    4.2.5.1 Legacy Missiles (Old missiles)
    These missile are still in usage. But will slowly be fased out with the introduction of the new missiles.
    NPC Pirate faction will keep using these

    Anti-Radar Missile (AR Missile)
    • Faction: Humans
    • Damage Type: Kinetic
    • Technology: 25 || 50
    • Resources: 140 || 280
    • Requirements: Metals
    • Replacements: IT Missile, SABOT
    • Characteristics
      1. Minimum Range: 128 Gu
      2. Maximum Range: 1148 ~ 1658 Gu
      3. Missile Count: 1 || 2
      4. Ammo: 30 + (level * 1)
      5. Damage: TBA #1
      6. Blast Range: 15 + (level * 3) Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 5.5 ~ 7.5 Seconds
      9. Energy Drain: 0.06/s || 0.12/s
    • Description:
      Anti-Radar Missile is a quick short range missile weapon.


    Ion Tracker Missile (IT Missile)
    • Faction: Humans
    • Damage Type: Kinetic
    • Technology: 45 || 90
    • Resources: 120 || 240
    • Requirements: Metals
    • Replacements: AR Missile, SABOT
    • Characteristics
      1. Minimum Range: 210 Gu
      2. Maximum Range: 2590 ~ 3150 Gu
      3. Missile Count: 1 || 2
      4. Ammo: 15 + (Level * 1)
      5. Damage: TBA #1
      6. Blast Range: 30 + (level * 2)
      7. Blast Damage: TBA #1
      8. Recharge Time: 10 Seconds
      9. Energy Drain: 0.08/s || 0.16/s
    • Description:
      The Ion Tracker is a smart missile that homes in on the ion energy wake trail of the pace faring vessels generated by there fusion engines.


    Sabot Rocket (SABOT)
    • Faction: Humans
    • Damage Type: Kinetic
    • Technology: 5 || 20
    • Resources: 100 || 200
    • Requirements: Metals
    • Replacements: AR Missile, IT Missile
    • Characteristics
      1. Minimum Range: 32 ~ 40Gu
      2. Maximum Range: 420 ~ 500 Gu
      3. Missile Count: 4 || 8
      4. Ammo: 35 + (Level *1)
      5. Damage: TBA #1
      6. Blast Range: 10 + (level * 1) Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 4.5 Seconds
      9. Energy Drain: 0.04/s
    • Description:
      text


    Proton Cruise Missile (PCM)
    • Faction: Humans
    • Damage Type: Energy & Kinetic
    • Technology: 35
    • Resources: 400
    • Requirements: Metals
    • Replacements: PSM
    • Characteristics
      1. Minimum Range: 275 ~ 300 Gu
      2. Maximum Range: 7150 ~ 8400 Gu
      3. Missile Count: 1
      4. Ammo: 12
      5. Damage: TBA #1
      6. Blast Range: 60 + (level *1) Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 15 Seconds
      9. Energy Drain: 0.10/s
    • Description:
      text


    PSI Missile
    • Faction: K'Luth
    • Damage Type: Kinetic & PSI
    • Technology: 20 || 50
    • Resources: 90 || 180
    • Requirements: Metals
    • Replacements: Shredder Missile
    • Characteristics
      1. Minimum Range: 320 Gu
      2. Maximum Range: 2000 Gu
      3. Missile Count: 1 || 2
      4. Ammo: 20
      5. Damage: TBA #1
      6. Blast Range: 20 Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 15 Seconds
      9. Energy Drain: 0.04/s
    • Description:
      text


    Shredder Missile
    • Faction: K'Luth
    • Damage Type: Kinetic & PSI
    • Technology: 20/ 60
    • Resources: 200 || 450
    • Requirements: Metals
    • Replacements: PSI Missile
    • Characteristics
      1. Minimum Range: 143 Gu
      2. Maximum Range: 950 ~ 1330 Gu
      3. Missile Count: 1 || 2
      4. Ammo: 25
      5. Damage: TBA #1
      6. Blast Range: 10 Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 7.5 Seconds
      9. Energy Drain: 0.02/s
    • Description:
      text


    Shock Missile
    • Faction: K'Luth
    • Damage Type: Kinetic & PSI
    • Technology: 20
    • Resources: 150
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Minimum Range: 280 ~ 320 Gu
      2. Maximum Range: 6650 ~ 8800 Gu
      3. Missile Count: 1
      4. Ammo: 8
      5. Damage: TBA #1
      6. Blast Range: 30 + (level * 3) Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 22.5 Seconds
      9. Energy Drain: 0.06/s
    • Description:
      text


    TBA, To Be Added.
    #1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.


    4.2.6 Bombs - Updated 9th Feb, 2011
    Essentially a warhead wrapped in a heatshield with maneuvering thrusters, bombs deliver a specialized payload to the planet's surface from high orbit.


    ! These Bomb value's are subject to changes !

    MIRV
    • Faction: Humans
    • Damage Type: Kinetic, Bio & Planet
    • Technology: 10
    • Resources: 110
    • Requirements: Metals
    • Replacements: Neutron Bomb
    • Characteristics
      1. Minimum Range: 112,5 Gu
      2. Maximum Range: 750 Gu
      3. Speed: 15 Gu/s
      4. Ammo: 12
      5. Damage: TBA #1
      6. Recharge Time: 4.7 ~ 6.8 seconds
      7. Energy Drain: 0.12/s
    • Description:
      text

    Neutron Bomb
    • Faction: Humans
    • Damage Type: Bio & Planet
    • Technology: 20
    • Resources: 135
    • Requirements: Metals
    • Replacements: MIRV
    • Characteristics
      1. Minimum Range: 112,5 Gu
      2. Maximum Range: 750 Gu
      3. Speed: 15 Gu/s
      4. Ammo: 12
      5. Damage: TBA #1
      6. Recharge Time: 4.7 ~ 6.8 seconds
      7. Energy Drain: 0.12/s
    • Description:
      text

    Bio Bomb
    • Faction: K'Luth
    • Damage Type: Bio & Planet
    • Technology: 5
    • Resources: 320
    • Requirements: Metals
    • Replacements: TK Bomb
    • Characteristics
      1. Minimum Range: 105 Gu
      2. Maximum Range: 750 Gu
      3. Speed: 15 Gu/s
      4. Ammo: 5
      5. Damage: TBA #1
      6. Recharge Time: 6.5 ~ 9.3 seconds
      7. Energy Drain: 0.08/s
    • Description:
      text

    Tele-Kenetic Bomb (TK Bomb)
    • Faction: K'Luth
    • Damage Type: Kinetic, Bio & Planet
    • Technology: 10
    • Resources: 220
    • Requirements: Metals
    • Replacements: Bio Bomb
    • Characteristics
      1. Minimum Range: 90 Gu
      2. Maximum Range: 750 Gu
      3. Speed: 15 Gu/s
      4. Ammo: 10
      5. Damage: TBA #1
      6. Recharge Time: 6.5 ~ 9.3 seconds
      7. Energy Drain: 0.08/s
    • Description:
      text

    Proton Siege Missile (PSM)
    • Faction: Humans
    • Damage Type: Energy, Bio & Planet.
    • Technology: 35
    • Resources: 220
    • Requirements: Metals
    • Replacements: PCM
    • Characteristics
      1. Minimum Range: 250 Gu
      2. Maximum Range: 1250 Gu
      3. Missile Count: 1
      4. Speed: 50 Gu/s
      5. Ammo: 5
      6. Blast Range: 30 Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 15 Seconds
      9. Energy Drain: 0.10/s
    • Description:
      text


    TBA, To Be Added.
    #1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.


    4.2.7 Mine's
    Striking your enemy first with explosives has always given you the better odd of winning. however with the various usages of explosives letting the enemy come to you or knowing where your enemy might be and hiding lots of explosives in that path and detonate them when the enemy got close seemed like a win situation. Of-course not everything might go as planned but what is more fun that watching your enemy get blown up when you stand at a safe distance.


    Thermo-Nuclear Mine
    • Faction: ICC
    • Damage Type: Energy, Kinetic, EMP
    • Technology: 5
    • Resources: 55
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Mines: 6
      2. Interval: 0.7 seconds
      3. Ammo: 10
      4. Arm Time: 1.5 seconds
      5. Life: 20 minutes + (level * 40 seconds)
      6. Blast Range: 50 gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 8 seconds
      9. Energy Drain: 0.06/s
    • Description:
      text

    EMP Mine
    • Faction: UGTO
    • Damage Type: Energy & EMP
    • Technology: 15
    • Resources: 60
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Mines: 8
      2. Interval: 0.7 seconds
      3. Ammo: 12
      4. Arm Time: 1.5 seconds
      5. Life: 20 minutes + (level * 40 seconds)
      6. Blast Range: 55 Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 8 seconds
      9. Energy Drain: 0.06/s
    • Description:
      text

    Anti-Matter Mine
    • Faction: K'Luth
    • Damage Type: Energy & Kinetic
    • Technology: 25
    • Resources: 65
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Mines: 5
      2. Interval: 1 seconds
      3. Ammo: 12
      4. Arm Time: 1.5 seconds
      5. Life: 20 minutes + (level * 40 seconds)
      6. Blast Range: 60 Gu
      7. Blast Damage: TBA #1
      8. Recharge Time: 9 seconds
      9. Energy Drain: 0.04/s
    • Description:
      text


    TBA, To Be Added.
    #1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.


    4.2.8 Fighters
    text
    4.2.8.1 ICC
    text

    F-29
    • Type: Assault
    • Technology: 10
    • Resources: 1000
    • Requirements: Metals
    • Replacements: XB-11, FI-8, SSR
    • Characteristics
      1. Range: 9975 + (Level * 590) Gu
      2. Speed: 35 Gu/s
      3. Recharge Time: 30 seconds
      4. Weapons: Railgun
    • Description:
      text

    XB-11
    • Type: Bomber
    • Technology: 10
    • Resources: 1000
    • Requirements: Metals
    • Replacements: F-29, FI-8, SSR
    • Characteristics
      1. Range: 8550 + (Level * 600) Gu
      2. Speed: 30 Gu/s
      3. Recharge Time: 45 seconds
      4. Weapons: Building Buster Bomb
    • Description:
      text

    FI-8

    • Type: Incerceptor
    • Technology: 10
    • Resources: 1000
    • Requirements: Metals
    • Replacements: F-29, XB-1, SSR
    • Characteristics
      1. Range: 12500 + (Level * 700) Gu
      2. Speed: 44 Gu/s
      3. Recharge Time: 30 seconds
      4. Weapons: Chemical Beam Laser
    • Description:
      text

    SSR
    • Type: Recon
    • Technology: 10
    • Resources: 1250
    • Requirements: Metals
    • Replacements: F-29, XB-11, FI-8
    • Characteristics
      1. Range: 14500 + (Level * 1450) Gu
      2. Speed: 49 Gu/s
      3. Recharge Time: 100 seconds
      4. Devices: ECCM
    • Description:
      text


    4.2.8.2 UGTO
    text

    A-34
    • Type: Assault
    • Technology:
    • Resources:
    • Requirements: Metals
    • Replacements: B-27, I-19, EWAS
    • Characteristics
      1. Range: 9975 + (Level * 590) Gu
      2. Speed: 35 Gu/s
      3. Recharge Time: 30 seconds
      4. Weapons: Particle Cannon
    • Description:
      text

    B-27
    • Type: Bomber
    • Technology:
    • Resources:
    • Requirements: Metals
    • Replacements: A-34, I-19, EWAS
    • Characteristics
      1. Range: 8550 + (Level * 600) Gu
      2. Speed: 30 Gu/s
      3. Recharge Time: 45 seconds
      4. Weapons: Fury Bomb
    • Description:
      text

    I-19
    • Type: Interceptor
    • Technology:
    • Resources:
    • Requirements: Metals
    • Replacements: A-34, B-27, EWAS
    • Characteristics
      1. Range: 12500 + (Level * 700) Gu
      2. Speed: 44 Gu/s
      3. Recharge Time: 30 seconds
      4. Weapons: Standard Chemical Laser
    • Description:
      text

    EWAS
    • Type: Recon
    • Technology: 10
    • Resources: 1250
    • Requirements: Metals
    • Replacements: A-34, B-27, I-19
    • Characteristics
      1. Range: 14500 + (Level * 1450) Gu
      2. Speed: 49 Gu/s
      3. Recharge Time: 100 seconds
      4. Devices: ECCM
    • Description:
      text


    4.2.8.3 K'Luth
    text

    Larvae
    • Type: Assault
    • Technology: 10
    • Resources: 1000
    • Requirements: Metals
    • Replacements: Wasp, Tarus
    • Characteristics
      1. Range: 9975 + (Level * 590) Gu
      2. Speed: 35 Gu/s
      3. Recharge Time: 30 seconds
      4. Weapons: Psi Cannon
    • Description:
      text

    Wasp
    • Type: Bomber
    • Technology: 10
    • Resources: 1000
    • Requirements: Metals
    • Replacements: Larvae, Tarus
    • Characteristics
      1. Range: 8550 + (Level * 600) Gu
      2. Speed: 30 Gu/s
      3. Recharge Time: 45 seconds
      4. Weapons: Purifier Bomb
    • Description:
      text

    Tarus
    • Type: Interceptor
    • Technology: 10
    • Resources: 1000
    • Requirements: Metals
    • Replacements: Larvae, Wasp
    • Characteristics
      1. Range: 12500 + (Level * 700) Gu
      2. Speed: 44 Gu/s
      3. Recharge Time: 30 seconds
      4. Weapons: Disruptor
    • Description:
      text
    Cimex
      Status: NOT_AVALABLE
    • Type: Recon
    • Technology: 10
    • Resources: 1250
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Range: 14500 + (Level * 1450) Gu
      2. Speed: 49 Gu/s
      3. Recharge Time: 100 seconds
      4. Devices: ECM
    • Description:
      text


    4.2.9 Special
    War always brings new idea's, Some that even don't have a official classification. Anything that can not be classified as a official listed weapon but still is beeing used as one is mentioned in here.

    Flux Wave
    • Faction: UGTO
    • Type: Energy & EMP
    • Technology: 45
    • Resources: 150
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Damage: TBA #1Energy, EMP
      2. Blast Range: 250 + (Level * 5) Gu
      3. Recharge Time: 50 ~ 40 seconds
      4. Energy Required: 18
    • Description:
      text

    Beacon
    • Faction: All
    • Technology: 5
    • Resources: 70
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Maximum Range: 500 Gu
      2. Projectile Count: 1
      3. Ammo: 15 + (Level * 1)
      4. Beacon Life: 120 seconds
      5. Beacon Effect: Razes target signature by 20
      6. Recharge Time: 1 seconds
      7. Energy Required: 0.8
    • Description:
      text


    TBA, To Be Added.
    #1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.


    4.3 Defensive Systems - Updated 22th Feb, 2010
    With the move advanced weapons became the need to protect yourself from them From a simple organic wooden shield, till today. Defense systems have been in many shapes and sizes, sometimes even a weapon can become a defense, but still the need for a static wall between yourself and the enemy is required. And that is not just to keep the air inside the ship but even to keep cosmic bad stuff out.
    4.3.1 Armor
    Plank of wood, Wall of stone, Plate of Nanites, something pshyically to stand between you and whatever is assaulting you.

    Composite Armor
    • Faction: ICC
    • Technology: 5
    • Resources: 450
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Protection: Kinetic, Energy, EMP
      2. Full repair Time: TBA #1
    • Description:
      text

    Standard Armor
    • Faction: UGTO
    • Technology: 5
    • Resources: 450
    • Requirements: Metals
    • Replacements: Ablative Armor, Reflective Armor
    • Characteristics
      1. Protection: Kinetic, Energy, EMP
      2. Full repair Time: TBA #1
    • Description:
      text

    Ablative Armor
    • Faction: UGTO
    • Technology: 25
    • Resources: 920
    • Requirements: Metals
    • Replacements: Standard Armor, Reflective Armor
    • Characteristics
      1. Protection: Kinetic, Energy, EMP
      2. Full repair Time: No Repair
    • Description:
      text

    Reflective Armor
    • Faction:
    • Technology: 25
    • Resources: 900
    • Requirements: Metals
    • Replacements: Standard Armor, Ablative Armor
    • Characteristics
      1. Protection: Kinetic, Energy, EMP
      2. Full repair Time: TBA #1
    • Description:
      text

    Organic Armor
    • Faction: K'Luth
    • Technology: 15
    • Resources: 700
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Protection: Kinetic, Energy, EMP
      2. Full repair Time: TBA #1
    • Description:
      text

    Chitinous Armor
    • Faction: K'Luth
    • Technology: 75
    • Resources: 700
    • Requirements: Metals
    • Replacements: Auto Hull Repair
    • Characteristics
      1. Protection: Kinetic, Energy, EMP
      2. Full repair Time: TBA #1
    • Description:
      text


    TBA, To Be Added.
    #1 Rechartime will be added at a later date when Eledore has figured it out how it is actually calculated.

    4.3.2 Projection Defences
    A cloth, A smokescreen, loads of particles, technology that stands between you and the enemy making the enemy harder to hit you. In this space age mankind has found a way to focus or bend radio and energy waves to there will, creating a wall of something that defends them from there attackers. while this wall appears indestructible the strain of the devices to keep it up and the constant energy demand, if the enemy is persistent they might still stand a change.

    Reactive Shields
    • Faction: ICC
    • Technology: 50
    • Resources: 50
    • Requirements: Metals
    • Replacements: Active Shields
    • Characteristics
      1. Protection: Kinetic, Energy, ELF, EMP
      2. Energy Usage: 0.04/s
      3. Energy Recharge plus: 0.06
      4. Full recharge Time: 40 seconds + (Level * 10 seconds) (Can be slightly of, due to time conversion)
    • Description:
      text

    Active Shields
    • Faction: ICC
    • Technology: 50
    • Resources: 300
    • Requirements: Metals
    • Replacements: Reactive Shields
    • Characteristics
      1. Protection: Kinetic, Energy, ELF, EMP
      2. Energy Usage: 0.08/s
      3. Energy Recharge plus: 0.02/s
      4. Full recharge Time: 145 seconds + (Level * 40 seconds) (Can be slightly of, due to time conversion)
    • Description:
      text

    {}Auxiliary Shield Generator
    • Faction: ICC
    • Technology: 10
    • Resources: 100
    • Requirements: Metals
    • Replacements: Auxilirary Fusion Reactor (Support Systems 3.4.1 Power Systems)
    • Characteristics
      1. Protection: Kinetic, Energy, ELF, EMP
      2. Energy Usage: 0.02/s
      3. Energy Recharge plus: 0.04/s
      4. Full recharge Time: 40 seconds + (Level * 13 seconds) (Can be slightly of, due to time conversion)
    • Description:
      text


    4.4 Support Systems - Updated 22th Feb, 2010
    Devices providing support to your own and or allied ships.
    4.4.1 Power Systems
    In the early days when you where cold, you made your self a fire. later on other means of useful methods where developed, Steam engine, combustion engine, Jet engine, all these where able to provide a power for us to be transformed in to either electricity, or in our more modern days charged particles or plasma. When the demand of power is larger than what our regular engines can provide as there waste product, we can install additional miniaturized generators who have the dedicated task to provide us nothing but this raw power.

    Auxilirary Fusion Reactor
    • Faction: ICC
    • Technology: 5
    • Resources: 750
    • Requirements: Metals
    • Replacements: {}Auxiliary Shield Generator (Defensive Systems 3.3.2 Projection Defences)
    • Characteristics
      1. Energy Capacity: 6.0
      2. Energy Production: 0.3/s
    • Description:
      text

    Fusion Reactor
    • Faction: UGTO
    • Technology: 5
    • Resources: 750
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Energy Capacity: 7.5
      2. Energy Production: 0.25/s
    • Description:
      text

    {}Luth Fusion Reactor
    • Faction: K'Luth
    • Technology: 5
    • Resources: 750
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Energy Capacity: 7.5
      2. Energy Production: 0.25/s
    • Description:
      text


    4.4.2 Drones
    {}Build a house with bricks, Give a archer more arrows, something along those lines.

    Build Drones
    • Faction: All
    • Technology: ?
    • Resources: ?
    • Requirements: ?
    • Replacements: None
    • Characteristics
      1. Range: 250 Gu
      2. Energy Requirement: ?
    • Description:
      text

    Light Supply Drones
    • Faction: All
    • Technology:
    • Resources:
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Range: 250 + (Level * 5) Gu
      2. Ammo: 1000 + (Level *125)
      3. Reload Rate: 50
      4. Repair Rate: 150 + (Level * 5)
      5. Energy Requirement: 0
    • Description:
      text

    Supply Drones
    • Faction: All
    • Technology: 75
    • Resources: 70
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Range: 250 + (level * 5) Gu
      2. Ammo: 1000 + (Level * 250)
      3. Reload Rate: 50
      4. Repair Rate: 300 + (Level * 10)
      5. Energy Requirement: 0
    • Description:
      text

    Heavy Supply Drones
    • Status: NOT_AVALABLE
    • Faction: All
    • Technology:
    • Resources:
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Range:
      2. Ammo:
      3. Reload Rate:
      4. Repair Rate:
      5. Energy Requirement:
    • Description:
      text


    4.4.3 Electronic Warfare
    {}Smoke, Mirrors, Magnifing glasses, something along those lines.

    Scanner
    • Faction: All
    • Technology: 5
    • Resources: 120
    • Requirements: Metals
    • Replacements: ECM, ECCM
    • Characteristics
      1. Area: 2500 + (Level * 250) Gu
      2. Energy Requirement: 0.1/s
      3. Cool-down Time: 9~45 seconds (depending on Level)
    • Description:
      text

    ECM
    • Faction: All
    • Technology: 5
    • Resources: 120
    • Requirements: Metals
    • Replacements: Scanner, ECCM
    • Characteristics
      1. Area: 500 + (Level * 50) Gu
      2. Area Effect: Decreases signature in Area
      3. Energy Requirement: 0.1/s
      4. Cool-down Time: 9~45 seconds (depending on Level)
    • Description:
      text

    ECCM
    • Faction: All
    • Technology: 10
    • Resources: 120
    • Requirements: Metals
    • Replacements: Scanner, ECM
    • Characteristics
      1. Area: 1000 + (Level * 150) Gu
      2. Area Effect: Increases signature in Area
      3. Energy Requirement: 0.1/s
      4. Cool-down Time: 9~45 seconds (depending on Level)
    • Description:
      text

    Cloak
    • Faction: K'Luth
    • Technology:
    • Resources:
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Effect: Hides from enemy sensors
      2. Energy Requirement: 0.2/s ~ 0.8/s
      3. Cool-down Time: (depending on area signature, ship Level and beacons)
    • Description:
      text


    4.4.4 Utility
    {}Everything else useful to have a certain function in here plz.

    Mining Beam
    • Faction: All
    • Technology: 5
    • Resources: 50
    • Requirements: Metals
    • Replacements: Tractor Beam
    • Characteristics
      1. Range: 300 + (Level * 20) Gu
      2. Resource Extraction Rate:
        • Planet: 15 resources per second
        • Asteroid: 30 resources per Second
      3. Energy Requirement: 0.2/s
    • Description:
      text

    Tractor Beam
    • Faction: All
    • Technology: 5
    • Resources: 250
    • Requirements: Metals
    • Replacements: Mining Beam
    • Characteristics
      1. Range: 150 + (Level * 20) Gu
      2. Energy Requirement: 0.02/s
    • Description:
      text


    4.4.5 Special
    {}

    Interdictor
    • Faction: All
    • Technology: 75
    • Resources: 500
    • Requirements: Metals
    • Replacements: None
    • Characteristics
      1. Range: 1000 Gu
      2. Area Effect: Prevents Jumping in area for enemy ships
      3. Energy Required: 0.6
    • Description:
      text


    5 Planetary Structures - Updated 27th Feb, 2010
    All the public available information about the planetary Structures in DarkSpace
    5.1 Structure spreadsheet
    Structures


    6 Contributors - Updated 12th Feb, 2010
    The Editors:
    Drafell
    Eledore Massis

    Our thanks go out to:
    Leopard
    Bardiche


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