Weapons and Utilities
Primary Weaponry
Kinetic Weapons
Weapons that use some kind of propelled physical ammunition to damage ships. (Effective against Armour and Hull)
K&H |
TX1 Vulkan Cannon |
Ammo |
Infinite |
Heat |
Low |
Damage |
Low |
Fire Rate |
Mid |
Range |
Mid |
Notes |
Simple projectile weapon, fires reconstituted shards of absorbed space dust. |
K&H |
EX3 Shrapnel Cannon |
Ammo |
[CLASSIFIED] |
Heat |
Mid |
Damage |
Mid/High |
Fire Rate |
Low |
Range |
Low |
Notes |
Fires a short range burst of molten shrapnel. The closer a target is, the more damage is done. |
Energy Weapons
Weapons that use a power core to produce energy projectiles or beams to damage ships. (Effective against Shields)
HEP Technologies |
Phased Pulse Cannon |
Ammo |
Infinite |
Heat |
Mid |
Damage |
Low/Mid |
Fire Rate |
Mid |
Range |
Mid |
Notes |
Simple energy weapon, fires bolts of phased plasma at near supersonic speeds. |
Krakatoa Energy Solutions Ltd |
Polarised Energy Beam |
Ammo |
[CLASSIFIED] |
Heat |
High |
Damage |
High |
Fire Rate |
Beam |
Range |
Low |
Notes |
High Energy Beam Weapon (short range hitscan), excels at chewing up shields. |
ProTek |
Charged Burst Laser |
Ammo |
[CLASSIFIED] |
Heat |
Mid/High |
Damage |
Low - High |
Fire Rate |
Chargeable |
Range |
Mid |
Notes |
High Energy Laser Weapon (mid range hitscan), deals more damage the longer you charge it up. Generates Heat whilst charging/charge is held. Charges up to a maximum damage value, or can be pulsed for small damage |
Hybrid Weapons
Weapons that can equally or alternately produce energy or kinetic damage.
HEP Technologies |
Mark V Railgun |
Ammo |
[CLASSIFIED] |
Heat |
High |
Damage |
V/High |
Fire Rate |
V/Low |
Range |
V/High |
Notes |
Hybrid Railgun that fires a highly energised, ultra-high velocity projectile extreme distances. Loaded ammunition changes damage type. |
Special Primaries
Special weapons only fitted to certain ships at certain times
Starlight R&D |
Matter Destabilisation Beam |
Ammo |
None |
Heat |
None |
Damage |
Infinite |
Fire Rate |
V/Low |
Range |
Infinite |
Restrictions |
“InstaGib” Gamemode Only “Starlight R&D - Arena Combat Vessel Mark IX” Ship Only |
Notes |
An utterly devastating weapon designed by one technician at Starlight after a 72 hour caffeine fuelled meltdown. The Matter Destabilisation Beam instantly vaporises anything it hits by causing all the atoms in the target to simultaneously undergo fission. The weapon is considered so devastating its use is only permitted in televised “Instagib” arena events. (So named after the technician that developed the weapon, Professor Instantio Gibletius) Any use of this weapon outside of these events is punishable by the death of everyone even tangentially involved. |
Secondary Weaponry
Missiles and Rockets
They either pack a punch, or carry a disruptive payload.
Either way you’re going to have a bad time.
Screaming Eagle Systems |
HVX Autotrak™ Missile |
Ammo |
[CLASSIFIED] |
Damage Type |
Explosive |
Flight Time |
Mid |
Agility |
Mid |
Fire Rate |
Low |
Damage |
V/High |
Notes |
Pylon mounted missile that locks onto and tracks the emissions signature of a target vessel. Powerful explosive damage on impact. |
Screaming Eagle Systems |
Blaster Rocket |
Ammo |
[CLASSIFIED] |
Damage Type |
Explosive |
Flight Time |
High |
Agility |
None |
Fire Rate |
Low |
Damage |
Extreme |
Notes |
Pylon mounted “dumb” rocket, flies fast, flies straight, deals devastating explosive damage |
Krakatoa Energy Solutions Ltd |
StunLok™ Missile |
Ammo |
[CLASSIFIED] |
Damage Type |
Disruptive - Propulsion |
Flight Time |
Low |
Agility |
Mid |
Fire Rate |
Mid |
Damage |
None |
Notes |
Pylon mounted missile with moderate emissions signature tracking. Overloads target engines on impact with a high-energy pulse. |
TRW Industries |
Oil-Slick™ Missile |
Ammo |
[CLASSIFIED] |
Damage Type |
Disruptive - Inertial Dampers |
Flight Time |
Low |
Agility |
High |
Fire Rate |
Mid |
Damage |
None |
Notes |
Pylon mounted missile with high emissions signature tracking. Overloads target inertial dampers on impact for a few seconds. |
Guangdong Happy Sparkle Pyrotechnics Co Ltd |
Super Flash Mega Sparkle Professional Pyrotechnic Rocket |
Ammo |
[CLASSIFIED] |
Damage Type |
Disruptive - Visual Sensors |
Flight Time |
Mid |
Agility |
None |
Fire Rate |
Mid |
Damage |
Tiny |
Notes |
Actually a slightly adapted (and distressingly cheap) Chinese firework marketed for professional displays. Banned from sale in most countries for its intended use after the flash was discovered to be so bright it actually caused temporary (and sometimes permanent) retinal damage to all those that observed it. A pylon mounted rocket it detonates either on impact or after a short flight time causing negligible damage to whomever it hits. However the flash from the detonation temporarily blinds the visual sensor arrays on most ships. It also looks really pretty whilst doing it. Indiscriminate, will blind anyone in range for a short period of time. Blinding effect and period depends on range from detonation. Line of sight required. |
Utility Secondary
Some utilities fit in your secondary weapons slots, usually ones that are fired like a weapon
ProTek |
Shield Vampire |
Energy Consumption |
Moderate |
Damage Type |
Shields Only |
Range |
Low |
Fire Rate |
Beam |
Damage |
Low - High (Range Dependant) |
Notes |
Short range energy beam that drains a target’s shields and recharges your own |
Nicer Engineering Systems |
Repair Beam |
Energy Consumption |
Moderate |
Repair Type |
Switchable Armour/Hull |
Range |
Low |
Fire Rate |
Beam |
Repair Rate |
Low - High (Range Dependant) |
Notes |
Short range repair beam that can be set to Armour/Hull modes |
Nicer Engineering Systems |
Shield Transfer Array |
Energy Consumption |
Moderate |
Repair Type |
Shield |
Range |
Low |
Fire Rate |
Beam |
Repair Rate |
Low - High (Range Dependant) |
Notes |
Short range shield recharger to boost target ships shield recharge rate |
Utilitech |
TowHook™ Beam |
Energy Consumption |
Low |
Range |
Low |
Fire Rate |
Beam |
Damage |
None |
Notes |
“Tow Hook” grappling system, grab on and never let go! Latch onto terrain, asteroids, other ships, and drag them about with you! Drag objects (and other ships) about, with an extreme manoeuvring penalty. |
Utilities
Special tools that take up the “utility” slot, usually affect your ship in some way
Utilities are split into “Installed”, “Pickup” and “Deployable”
Installed
Utilities built into your ship, pre-installed during fitting, cannot be removed
Argent Racing Technologies |
Micro Slipstream Drive |
Effect |
Jumps ship forward a set distance after a short charge-up (ship dependant) |
Energy Use |
V/High |
Cooldown |
High |
Notes |
Impacting objects will result in instant ship destruction |
Marketing Blurb |
After a short charge time, the MSD leaps you forward a great distance in an instant! Perform a tactical retreat, or a surprise attack! Just don’t jump into a rock! Leap forward a set distance after a small charge time (ship dependent) Hitting scenery will destroy you instantly. Uses large amount of Energy for a jump, has cooldown |
Starlight R&D |
Mark IIX “Ghost” Cloaking Device |
Effect |
Ship is (mostly) invisible whilst active |
Energy Use |
V/High |
Cooldown |
High |
Notes |
Firing weapons, using utilities or taking damage will cause the cloak generator to overload and shut down. Using Afterburners will cause a “Shimmering” effect that makes the ship partially visible. |
Marketing Blurb |
Vanish like a ghost in an instant! The Mark 8 “Ghost” Cloak will render you invisible to everyone and everything, as long as your energy reserves hold up. |
Argent Racing Technologies |
Inertial Dampening Enhancer |
Effect |
Overcharges Inertial Dampers on a ship to make it more maneuverable. |
Energy Use |
Low |
Cooldown |
None |
Notes |
Reduces ship top speed, ship slows faster whilst active. Using Afterburner or other engine mods drains energy faster. |
Starlight R&D |
Wide Area Sensor Jammer |
Effect |
Disrupts weapon locks, Missile tracking and Enemy Radar |
Energy Use |
V/High |
Cooldown |
High |
Notes |
Incoming weapons fire disrupts the effect |
Marketing Blurb |
Throw off weapon locks, disrupt missiles, jam enemy radar, all in one convenient package. |
Starlight R&D |
Mass Translocator |
Effect |
Instantly jumps a ship to a deployed Translocator beacon |
Energy Use |
High |
Cooldown |
High |
Notes |
A pilot may choose to set the coordinates to “Random” and jump without a beacon. This is dangerous as it is not known where in a battle area you may end up. Ship systems are disrupted for a few seconds after jumping. |
Marketing Blurb |
Blink instantly to your destination with the Starlight Mass Translocator. Baffle friends, surprise enemies. |
Pickup
Utilities picked up during combat from fitting areas inside the arena or on allied Capital Ships
Pickup Utilities are usually installed in the “Item” slot and can be activated on demand
// |
Container of Repair Nanobots |
Effect |
Repairs either hull or armour depending on the type of nanobots collected |
Types |
Small, Medium, Large/Max |
ProTek |
Shield Booster |
Effect |
Provides a high energy boost to shield systems, effectively doubling the amount of damage they can absorb. |
Notes |
Does not recharge. |
HardKnocks |
Hi-Power Armour Energiser |
Effect |
Energises armour plating to increase its damage resistance. |
Notes |
Does not recharge. |
ProTek |
Emergency Shield Recharger |
Effect |
Injects a large amount of power into a ship’s shield grid fully recharging the shields in one burst. |
Notes |
Single Use. |
Argent Racing Technologies |
Afterburner Overdriver |
Effect |
Overloads a ship’s afterburners to provide an even greater burst of speed when afterburners are deployed |
Notes |
Can only be used for a limited amount of time for “safety reasons” and is then jettisoned. |
Starlight R&D |
Reactor Overclocker |
Effect |
Overloads a ship’s energy reactor forcing it to recharge faster than recommended safety limits |
Notes |
Can only be used for a limited amount of time for “safety reasons” and is then jettisoned |
Starlight R&D |
Heatsink Overclocker |
Effect |
Overspeeds the heat pump that draws heat away from a ship’s weapons array. |
Notes |
Can only be used for a limited amount of time for “safety reasons” and is then jettisoned. |
Screaming Eagle Systems |
Doomsday Bomb |
Effect |
Devastating AOE Weapon (Universal Damage) |
Notes |
Why fire missiles, when you can be the missile? Ship Destroyed on Use Requires line of sight, deflected/dispersed by dense objects and scenery. |
Grey Matter Technologies |
EMP Disruptor |
Effect |
A single blast from this weapon disables all utilities in range and takes a chunk out of the energy reserves of nearby ships. |
Notes |
Indiscriminate, anyone nearby is affected. Deploying vessel has energy reserves drained to 0 and cannot recharge for a period of time whilst their ship “reboots”. All weapons except Vulcan Cannon are frozen. Requires line of sight, deflected/dispersed by dense objects and scenery. |
Deployable
Utilities that fit into either of the above categories, but can be deployed in an active state by the ship carrying them
Deployable Utilities are activated on demand and take up an “Item” or “Utility” slot depending on how they are acquired
Starlight R&D |
High Mass Translocator |
Class |
Installed |
Effect |
Deployed in two parts, the High Mass Translocator can be used to instantly jump ships that use it from one “gate” to the other. Not the most stable of technologies, “gates” are prone to collapse after used by a lot of ships in a short period, or if they take moderate weapons fire. |
Note |
A single point variant of this exists, the “Translocator Beacon”, which can be jumped to by any teammate with a Translocator Utility fitted. The High Mass Translocator allows anyone to pass through without having to fit anything special. |
HEP Technologies |
FastLock™ Automatic-Tracking Turret System |
Class |
Installed |
Effect |
When deployed the ATS will automatically target any enemy ships that pass nearby and open fire with hybrid rounds, dealing moderate damage to shields, armour and hull. |
Health |
Low |
Damage |
Moderate (Universal) |
Tracking Speed |
High |
Grey Matter Technologies |
Slipstream Inhibitor |
Class |
Installed |
Effect |
When deployed the Slipstream Inhibitor prevents all forms of Slipstream Drive from powering up by scrambling its targeting computer. |
Range |
Low |
Notes |
Translocators can still function using the safety override. However, they will be forced into an even more unpredictable “random translocate” mode. OPERATION OF SLIPSTREAM TECHNOLOGY WITHIN AN INHIBITOR FIELD IS HIGHLY DISCOURAGED |