Flak Shells; 6 credits per shell
Gatling Round: 1 credit per 9 rounds
4 inch cannon shells; 6 credits per shell
Point Defence Turret; 580 credits
4 inch repeater cannon; 795 credits
Fuel; 1 per unit
Rations; 1 per unit
Crawler Drone; 230 credits
Signal Missile; 10 credits (a small, dumbfire missile with no payload, but it has a long range and an impressive thermal emssion)
Satellite; 300 credits (stationary, sensor and comns relay)
(The following are used in making things like your flak drone)
Basic Fabrication componenets; 1 per unit (can also be made from scrap using basic tools)
Advanced Fabrication componenents; 3 per unit (can also be made from Basic Fabrication componenets using advanced tools)
Basic electronic componenets; 1 per unit
Advanced electronic componenets; 4 per unit
Advanced tools; 275 credits (this is to get a huge set of tools and machines with many duplicates so people can work simulatenously)
Data Courier; 12,902 credits (fully automous drone, capable of jumping and bring information to neighbouring systems, artifical scarcity)
Armour Plates Basic; 50 credits per unit
Reflective Armour Plates; 90 credits per unit (Better versus energy weapons)
Ablative Armour Plates; 190 credits per unit (Takes less damage from energy weapons)
Reactive Armour Plates; 70 credits per unit (Better versus armor peneitating weapons, solids and explosives, takes more damage from such weapons than regular armour)
Cooled Plate; 45 credits (fragile but makes sensor detection harder, good for withstanding abient heat sources)
Mining Drill; 360 credits
Second hand shuttle: 8,000 credits
Countermeasures; 5 credits each
Black market
Missiles:
- Gilber: Large Payload dumb fire; 35 credits each, 34 available.
- Ravenhawk: Medium Payload, agile, heat seaking, long range; 65 credits each, 21 available.
- Blinder: Sensor chaff, fast, slow to turn guided; 65 credits each, 15 available
- Cluster: 5xInterceptor missile cluster, slow, guided; 136 credits each, 63 available
- Driller Nuke: Nuclear Payload, guided, long range, bores through armor; 1803 credits each, 0 available
- Interceptor: Very small payload, very small size, extreamly fast, very agile, target seeker; 200 credits, 90 available
- Tether Anchor: No payload, very short range, guided, attaches line; 20 credits, 30 available
- Hammer: Large Payload, short range, guided; 65 credits, 29 available
- Guided Remote Mine: Medium Payload, medium range, very slow, can attach to surfaces, proximity activation option; 50 credits, 10 available
- Fighter Hunter:Very small payload, very small size, extreamly fast, very agile, heat seeker; 15 credits, 6 available
- Fighter Destroyer Cluster Missile: 10xFighter Hunter missile cluster, large size, slow, self guided; 190 credits, 13 available
- Torpedo: Very Large payload, long range, very slow speed, self guided; 98 credits, 10 available
[li]Hound; Small Payload, small size, fast agile, guided; 32 credits, 7 available[/li][/list]
Ilegal tech:
Comns Jammer; 8200 (works for twenty minutes each time it's activated, jams long range only)
Stealth probe; 1200 (difficult to spot on sensors, very fast, very powerful passive sensor array)
Knell fighter; 2400 (one of the most inferior fighters available but in the hands of a skilled pilot it can still be a deadly force)
Halker Fighter/Bomber; 5700 (Competent fighter designed around a single medium sized launcher)
Ravenwind Fighter; 7345 (fast agile fighter mounting three forward weapons and one rear one, armoured)
Vesker Torpedo Bomber; 12,320 (Large but fast ship with four large launchers but little other offensive ability)
Emp; 1500 (disables all non shielded electronic devices within a small radius around your ship, not reusable)
Transponder Replacement; 2000 (All transponders have the ships details hard coded into, but you can allways get these conterfit replacement)
Quiet engine(shuttle); 6000 credits
Quiet engine(Fighter); 3250 credits