| Name |
Equipment |
Description |
| Defensive |
| Small Shield |
 |
The shield is used by all small-class ships. It provides light cover, taking a low level of damage. |
| Medium Shield |
 |
Mounted on medium-class ships, the Med shield
can absorb more damage, but raises the signature more significantly. |
| Large Shield |
 |
Only mounted on capital ships, the large shield can take heavy damage,
but raises the signature even more. |
| Countermeasures |
 |
Used by small and medium-class ships, the countermeasures attempt to
deflect the missile away from the ship and on themselves. |
| Heavy Countermeasures |
 |
Used by capital ships, the heavy countermeasures deflect much more
effectively missiles, and can even deflect the missiles used by
destroyers. |
| Offensive |
| Ammo Pack |
 |
An ammo pack is used to reload any type of particle weapon. |
| Proximity Mines |
 |
Proximity mines are dropped by scouts and certain other ships. When dropped,
they take four seconds to activate, and inflict damage to ships
that pass through. The greater the speed, the greater the damage. |
| Mine Packs |
 |
Mine packs act in the same way as proxy mines, but more can be stored
in one cargo slot, and they inflict more damage. |
| Proximity Explosive |
 |
This Technoflux replacement for mines detonates
in the presence of enemy ships, dealing area damage to nearby enemy ships. |
| Heavy Proximity Explosive |
 |
This heavy version of the proximity
explosive deals more damage at a greater distance. |
| Probes |
| EWS Probe |
 |
Usually dropped by scouts, these probes serve as an Early Warning System.
They can detect enemy ships, and allow the team to react consequently,
while being difficult to detect, and therefore difficult to spot
and destroy. They have a limited lifetime of 20 minutes. |
| Pulse Probe |
 |
Pulse probes have a much greater efficiency.
Mostly dropped by scouts and interceptors, their scan range
is 5 KM. They serve as sector sensors, but have a lifetime
of a few seconds. They have a very high signature, so don't
use them if you're hiding. |
| Rescue Probe |
 |
Unique to the Iron Coalition, the rescue probe serves as a pod rescuer.
Pods can simply fly into it for the pilot to safely be home. |
| Sanctuary |
 |
Sanctuaries, exclusive to the Belters, serve the exact same purpose as that
of rescue probes, except for one property: they can be used by
any team. If you deploy a sanctuary, your enemy can use that same
probe to get home as well. |
| Teleport Probe |
 |
Generally dropped by scouts (Lux figs used to
be able to do it as well), the teleport probe has a very high
signature. After a few seconds, it activates and serves as
a temporary teleport receiver, useful for massive surprise
attacks. It has a lifetime of ~1 minute. |
| Other |
| Booster |
 |
Used by many different ships, the booster gives the ship a constant
acceleration, while consuming fuel. It is ideal for quick transportation
as well as a quick change in direction. |
| Light Booster |
 |
Serving mostly for long trips, the light booster is less powerful than
the booster, but consumes much less fuel. |
| Ion Booster |
 |
This booster allows for very long range traveling. It does not allow
for high speeds or accelerations, but only slightly raises signature. |
| Booster Fuel |
 |
Like the ammo pack for weapons, the booster fuel replenishes the booster
when all fuel is consumed. Load many in your cargo if you plan
a long trip. |
| Signature Cloak |
 |
Used by stealth ships, the cloak reduces the signature at the cost of energy. |
| Heavy Signature Cloak |
 |
The heavy signature cloak is used by stealth ships,
Bios ships and capitals ships. It reduces the signature greatly,
making ships such as bombers virtually invisible, but consumes
much more energy, lasting much less longer than the signature
cloak. |
| Solar Inverter |
 |
Energy charger retrofitted in the cloak slot of
stealth crafts. This allows for extremely rapid charge of
energy, but at the cost signature, raising as high as 1000%
in seconds. Useful when using energy weapons, since detection
is no longer an issue. |
| Targeting Computer |
 |
Used by Federation Corvettes, the targeting computer is mounted in
the ship's weapon slot and provides the pilot with a lead indicator
to direct the rockets more precisely. |
| Cashbox |
 |
The cashbox is most useful in multi-team games. It allows a ship to
load a certain amount of money in cargo, and deliver it to allied
ships, allowing cash flow between allies in multiple team games. |