Fuel; 2 per unit
Rations; 2 per unit
Crawler Drone; 250 credits
Signal Missile; 11 credits (a small, dumbfire missile with no payload, but it has a long range and an impressive thermal emssion)
Satellite; 290 credits (stationary, sensor and comns relay)
(The following are used in making things like your flak drone)
Basic Fabrication componenets; 2 per unit (can also be made from scrap using basic tools)
Advanced Fabrication componenents; 5 per unit (can also be made from Basic Fabrication componenets using advanced tools)
Basic electronic componenets; 2 per unit
Advanced electronic componenets; 5 per unit
Expiremental electronic componenets; 20 per unit (quaility or power of final product is muiltiplied or divided depending on a roll)
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
Black market
Missiles:
- Gilber: Large Payload dumb fire; 35 credits each, 94 available.
- Ravenhawk: Medium Payload, agile, heat seaking, long range; 65 credits each, 160 available.
- Blinder: Sensor chaff, fast, slow to turn guided; 65 credits each, 150 available
- Cluster: 5xInterceptor missile cluster, slow, guided; 136 credits each, 360 available
- Driller Nuke: Nuclear Payload, guided, long range, bores through armor; 1803 credits each, 9 available
- Interceptor: Very small payload, very small size, extreamly fast, very agile, target seeker; 20 credits, 550 available
- Tether Anchor: No payload, very short range, guided, attaches line; 20 credits, 300 available
- Hammer: Large Payload, short range, guided; 65 credits, 290 available
- Guided Remote Mine: Medium Payload, medium range, very slow, can attach to surfaces, proximity activation option; 50 credits, 100 available
- Fighter Hunter:Very small payload, very small size, extreamly fast, very agile, heat seeker; 15 credits, 35 available
- Fighter Destroyer Cluster Missile: 10xFighter Hunter missile cluster, large size, slow, self guided; 190 credits, 130 available
- Torpedo: Very Large payload, long range, very slow speed, self guided; 98 credits, 80 available
- Hound; Small Payload, small size, fast agile, guided; 32 credits, 50 available
- EMP Missile; Generates a small emp on impact; large, slow; guided, 420 credits, 25 available
- Ghost: Small Payload, small size, slow, low thermal output, cooled, heat seeking; 210 credits, available
- Avangelis: Large Payload, Long range, medium speed, target seeker; 150 credits, 22 available
- Tracking Beacon: No payload, very small, attaches, sends signal, 15 credits, 23 available
- Burster: 10xGilber Cluster, very large, long range, resistant to energy weapons, remote activation, guided, fast, cumbersome; 679 credits, 15 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)
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
Seeker mines(the drones you encountered in the scrapyard); 1350 credits
Walking Tank(In case you ever want to get into any ground battles); 890 credits
Quiet engine(ship);19,321 credits
Fuel Refining gear (Very big); 10,312
Alcohol still; 95 credits
Artifacts(Rare often unquie objects of possible intrest)
Ameliliadar Orb(a strange orb the seller proclaims is from the mysterious world of legend and can help the holder find their way back there); 12,452,342 credits
Data storage device conataining an AI fragment; 78,323 credits
Data storage device conataining military acess codes; 190,231 credits
Slab of unidentified material; 34,102 credits
Expiremental rifle; 12,012 credits
Nano Forge(can create nanities); 80,231,410 credits
Craft;
- 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 and two forward mounted guns)
- 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)
- Minoutar Assualt Craft; 14,510 (Large slow ship with two light turrets and four forward mounted guns)
- Boarding shuttle; 8500 credits
- Dart Docking shuttle; 4000 credits
- Cargo Shuttle; 7300 credits
- LR Cargo shuttle; 9310 credits
- Raptor Fighter; 10,450 credits (Extreamly fast, slow to turn fihgter mounting four forward guns)
(all craft are small enough to fit in the firestar's hanger)
Weapons
Turrets light:
- Point Defence Turret; 560 credits
- 4 inch repeater cannon; 785 credits
- Muon turret; 1045 credits
- Flak Turrt; 600 credits
- Railgun turret; 934 credits
- Gattling Turret; 715 credits
- Rocket Turret(counts as four small missile only missile tubes); 689 credits
- Boarding Clamp(if in contact with an enemy ship it can latch on and drill a way in); 346 credits
- Harpon Launcher; 50 credits
Turrets Medium:
- Point Defence Turret Battery; 1260 credits
- Double 4 inch repeater cannons; 1485 credits
- Heavy Calibre Cannon; 3405 credits
- Muon beam Turret (much longer range); 2045 credits
- Quad Flak Turrt; 2400 credits
- Medium railgun Turret; 1834 credits
- Double railgun Turret; 1705 credits
- Ion beam (does extra damage to electronics); 3501 credits
- Laser turret; 2679 credits
- Boregun Turret (rapid fire shell turret; 1015 credits
Turrets Heavy:
- Flak saturation turret; 6900 credits
- Trippled Barreled Repeater Cannon turret; 3560 credits
- Tripple Railgun Turret; 2561 credits
- Heavy Railgun turret; 3231 credits
- Duel Laser Turret; 5623 credits
- Heavy Muon beam turret; 9034 credits
Main Guns:
- Directed Emp weapon(disables all non shielded electronic devices it hits, short range, large power drain) 17,800 credits
- Muon Beam cannon; 12,340 credits
- Energy Beam cannon; 10,312 credits
- Railgun; 13, 450 credits
Ammo:
- Flak Shells; 3 credits per shell
- Gatling Round: 1 credit per 12 rounds
- 4 inch cannon shells; 4 credits per shell
- Countermeasures; 5 credits each
- Heavy Calibre Cannon;7 credits per shell
- Boregun; 4 credits per shell
- Railgun; 9 credits per shell
Upgrades
Missile Tubes: 500
New turret mount: 1200(L)/3100(M)/6300(H)
Upgrade turret mount: 650/1530/4020
Flarewise armour 5,660 to rebuild the hull and 2,000 units of armour
Personel
Security:30 credits
Hackers: 70 credits
Spacers: 8 credits
Pilots:130 credits
Doctors:345 credits
AI: 10 credits