SPACE TRADERS FLIGHT TRAINING MANUAL |
Aggressive Weaponry |
ITEM | TECH LEVEL | PRICE/CR | |||
f3 Offers
weapons and other - non-combative - hardware for sale.
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Fuel | Always | Varies | |||
Missile | Always | 30 | |||
Large Cargo Bay | Always | 400 | |||
ECM System | 2 | 600 | |||
Pulse Laser | 3 | 400 | |||
Beam Laser | 4 | 1000 | |||
Fuel Scoops | 5 | 525 | |||
Escape Capsule | 6 | 1000 | |||
Energy Bomb | 7 | 900 | |||
Extra Energy Unit | 8 | 1500 | |||
Docking Computers | 9 | 1500 | |||
Galactic Hyperdrive | 10 | 5000 | |||
Mining Lasers | 10 | 800 | |||
Military Lasers | 10 | 6000 | |||
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Pulse laser
specification:
Ingram Model 1919A4 Pulse Laser is recommended for all positional laser
mountings, but is especially effective for rear-shooting. Fires intermittent laser 'rods' 610mm in
length, with a cycle rate of 1500 RoPM. The barrel is of
high grade Allutium fiber, lined with tempered QuQorian Silica. Power provided
directly from inverse energy banks contained in main ship's drive. Each rod is
capable of piercing 267mm of Flux-Locked metal.
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Readily available and relatively cheap at 30 Credits, missiles are extremely effective weapons. T targets a missile when an enemy is in your sights (a bleep confirms this) M will fire it; U will unarm it. In the picture, this ship's energy banks are about to be substantially reduced. |
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Energy
Bombs
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Once a
defensive shield is depleted, enemy missiles and lasers will take energy
directly from your ship's energy banks (1,2,3,4 on your console). ENERGY LOW
appears on-screen further attacks will very soon spell disaster for your ship. |
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Defensive
Measures |
Constant fire will harm the shields. Once a shield is
depleted, enemy lasers and missiles striking that shield will take energy directly
from the energy banks and may even destroy items of cargo or ship fittings. When
all your energy banks are empty your ship will be destroyed. Using lasers or an
ECM system will also deplete your energy banks.
ECM E An ECM System (literally Electronic Counter Measures System) is offered for sale at Tech level 2, and may be used any number of times given sufficient energy replacement. When activated by the E key, ECM destroyed all missiles in your vicinity - including any that you have fired. Some enemy ships, especially traders, will have this and may use it against your missiles. Your ship's computer displays an E on the console when it detects ECM broadcasts. Anti-missile (ECM) system specification: Radiant-Magnetic 'wipe-out' using ion-saturation theory developed by Bell and Braben on Reidquat 359. Electronic Counter Measures Systems use minute charged particles of InterSpac Heavy Element dust, releasing their radiant energy and setting up expanding nuclear flux chains. Escape Capsule An escape capsule can be fitted in place of your cabin at any world of Tech level 6 or higher. If ESCAPE is then hit during combat the capsule will be jettisoned from the ship be automatically tracked by the nearest world and will travel safely to a Coriolis space station. Your cash will be preserved but all your cargo and ship equipment will be lost. However, this item comes with a widely recognized insurance cover which will guarantee you a new Cobra Class ship, equipped in like manner. The contents of the cargo hold is exempt from this protection. Since the unique IR signature of a ship's hull is used to file police records, abandoning your ship in this way will have the effect (unfortunately exploited as much by galactic brigands as trader victims) of clearing your police record. You may see an escape capsule leaving an enemy ship. This will not harm you unless you crash into it. Escape Capsule specifications: Recommended model is the Xeeslan FastJet LSC 7, which can support two human life-forms for seven weeks, in moderate Suspended An.state. |
Non-Combative
Equipment
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A |
Fire laser |
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T |
Target missile | |||
M |
Fire missile | |||
U |
Unarm missile | |||
E |
Operate ECM | |||
TAB |
Launch energy bomb | |||
ESCAPE |
Launch escape capsule | |||
f3 |
Buying mode/equipment acquisition |