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