Flak Shells; 6 credits per shell
Gatling Round: 1 credit per round
4 inch cannon shells; 5 credits per shell
Point Defence Turret; 600 credits
4 inch repeater cannon; 825 credits
Fuel; 1 per unit
Rations; 1 per unit
Crawler Drone; 260 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; 300 credits (this is to get a huge set of tools and machines with many duplicates so people can work simulatenously)
Black market
Missiles:
- Gilber: Large Payload dumb fire; 35 credits each, 4 available.
- Ravenhawk: Medium Payload, agile, heat seaking long range; 65 credits each, 3 available.
- Blinder: Sensor chaff, fast, slow to turn guided; 65 credits each, 2 available
- Cluster: 5xInterceptor missile cluster, slow, guided; 136 credits each, 7 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; 15 credits, 6 available
- Tether Anchor: No payload, very short range, guided, attaches line; 20 credits, 8 available
- Hammer: Large Payload, short range, guided; 65 credits, 2 available
- Guided Remote Mine: Medium Payload, medium range, very slow, can attach to surfaces, proximity activation option; 50 credits, 0 available
- Fighter Hunter:Very small payload, very small size, extreamly fast, very agile, heat seeker; 15 credits, 0available
- Fighter Destroyer Cluster Missile: 10xFighter Hunter missile cluster, large size, slow, self guided; 190 credits, 3 available
- Torpedo: Very Large payload, long range, very slow speed, self guided; 98 credits, 1 available
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)
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)