These page contains information on all the playable ships skeleton (basic) loadouts. Contributed by This email address is being protected from spambots. You need JavaScript enabled to view it.

There is also an information section on weapons behaviour, which can be found under the Archives menu on the right.

 

SHIP SKELETON LOADOUT
Ship Basics:

 

Command Section:
  1. Base reactor output: 1800 Mw
  2. Max set speed: 500 m/s
  3. Internal cargo space: 0
  4. Available prefitted loadout: Standard
  5. Capsule space drive can be mounted: No
  6. LDA shield number : One
  7. Docking ports number/type: 1 universal port (rear)
  8. Special: nothing
Storm Petrel:
  1. Base reactor output: 2100 Mw
  2. Max set speed: 1600 m/s
  3. Internal cargo space: 0
  4. Available prefitted loadout: Standard
  5. Capsule space drive can be mounted: No
  6. LDA shield number: One
  7. Docking ports number/type: 1 universal
  8. Special: Sensor disrupters not available
Tug:
  1. Base reactor output: 2300 Mw
  2. Max set speed: 800 m/s
  3. Internal cargo space: 1
  4. Available prefitted loadout: Standard, Assault, ECM, Stealth
  5. Capsule space drive can be mounted: Yes
  6. LDA shield number: Two
  7. Docking ports number/type: 1 universal port (rear)
  8. Special: Nothing
Advanced Patcom:
  1. Base reactor output: 2600 Mw
  2. Max set speed: 1400 m/s
  3. Internal cargo space: 2
  4. Available prefitted loadout: Standard, Assault, ECM, Stealth
  5. Capsule space drive can be mounted: Yes
  6. LDA shield number: Two
  7. Docking ports number/type: 1 universal port (top), 1 turret/cargo port (bottom)
  8. Special:T-fighters on pylon mounts can rotate and act as turret while attached.
Heavy Corvette:
  1. Base reactor output: 3000 Mw
  2. Max set speed: 1000 m/s
  3. Internal cargo space: 3
  4. Available prefitted loadout: Standard, Assault, ECM, Stealth
  5. Capsule space drive can be mounted: Yes
  6. LDA shield number: Two
  7. Docking ports number/type: 1 universal port (top), 1 turret/cargo port (bottom)
  8. Special:T-fighters on pylon mounts can rotate and act as turret while attached.

Note on internal cargo space:
Internal cargo space is only used by Secondary Ring, Internal magazine and Assault Cannon (1 each).

 

Mount Points Description:

Light Hardpoint:
Quad Light PBC, PBC, Comm Laser.

Medium Hardpoint:
Quad/Tri/Double launcher, Assault Cannon, Gatling Cannon, Heavy PBC, Pulsed PBC, Targetter PBC, Rapid Fire PBC, Wide Angle PBC, Cryo PBC, PBC, Cutting Beam, Mining Laser, Quad Light PBC, Light PBC, Comm Laser.
Heavy Hardpoint:
Antimatter PBC, Neutron PBC, Assault Cannon, Gatling Cannon, Heavy PBC, Antimatter Beam, Pulsed PBC, Targetting PBC, Rapide fire PBC, Wide Angle PBC, Cryo PBC, PBC, Quad Ligth PBC, Cutting Beam, Mining laser, Longbow Sniper Cannon.
Pylon Mount:
Neutron PBC, Assault Cannon, Gatling Cannon, Heavy PBC, Pulsed PBC, Targetting PBC, Rapid Fire PBC, Wide Angle PBC, Cryo PBC, Cutting Beam, Mining Laser, Quad/Tri/Double Launcher.
Pylon Cannon Mount:
Quad/Tri/Double launcher

Note: usable only if one of the valid cannon/beam type is installed on a pylon mount.

T-Fighter Cannon Mount:
Neutron PBC, Gatling Cannon, Heavy PBC, Pulsed PBC, Targetting PBC, Rapid Fire PBC, Wide angle PBC, Cryo PBC, PBC, Quad Ligth PBC, Light PBC, Comm Laser.
T-Fighter Missile Magazine:
Combat missiles (Harrower, Seeker, Deadshot), Rockets (Blizzard, Hammer, Gnat).

 

COMMON SECTIONS
Propulsion Section

Power Plant:
Extension: High Yield Fusion Injector, Powerplant Autorepair, Reactor Hardening, Antimatter Pod, Secondary Ring (1 cargo space).

Heatsink:
Types: Alpha, Sealed, Beta, Gamma, Delta, Omega.
Extensions: Active cooler, Advanced heatsink, Cooling Pod, Super Cooler.
Manoeuvering Thrusters:
Types: Improved Manoeuver Thrusters, Base Manoeuver Thrusters, Cold Gas Thrusters.
Main Drive:
Types: Interception Drive, Pursuit Drive, Base Drive.
LDS Drive:
Types: Class 1 LDS, Class 2 LDS, Class 3 LDS.

 

Emergency Power System (Accumulators)

Capsule Drive:
For Tug, Advanced Patcom and Heavy Corvette only.

LDA Shield Section:
Types: Assault, Navy, Combat, Miner, Meteor, Defense, Light.
Extensions: Particle Screen, Shield Booster, Shield Synchronization.

 

General Section

Passive Sensors:
Types: Passive sensors level 1 to 5

Active Sensors:
Types: Active sensors level 1 to 5
Autorepair:
Types: Autorepair level 1 to 5
CPU:
Types: CPU 1 to 5 and Compact Ship AI
Extensions: Memory module.
Programs:
Aggresor shield control, Pursuit Autopilot, Engine Managment, Hyperspace Tracker, Imaging module, Military Tracking, Occlusion Monitoring, Repair Control, Self-defense, Stealth.
Sensor Disrupters:
Types: Advanced Sensors Disruptor, High Power Sensors Disruptor, Sensors disruptor
Ship Upgrades Section:
Advanced Hull Material, Armored Hull Plates, Low Signature Hull Plates, Comm Scrambler.

 

Offensive Sections for Each Ship

Command Section:
1 Light hardpoint (+ counter-measures).

Storm Petrel:
2 Light hardpoint, 1 Medium hardpoint (+ counter-measures, weapon link).
Tug:
2 Light hardpoint, 1 Medium hardpoint, 2 pylon mounts (+ counter-measures, aggressor shield, weapon link).
Advanced Patcom:
1 Light hardpoint, 1 Medium hardpoint, 2 Heavy harpoints, 2 pylons, Dock On Weapon port (Auto-turret or REM Fighter), point defense turret mount (+ counter measures, aggressor shield, weapon link).
Heavy Corvette:
1 Light hardpoint, 2 Medium hardpoint, 2 Heavy harpoints, 2 pylons, Dock On Weapon port (Auto-turret or REM Fighter), point defense turret mount (+ counter measures, aggressor shield, weapon link).

Note 1 : To my best knowledge, Secondary Ring and High Yield Fusion Injector do not seem to have any gameplay effect.

Note 2 : According to the encyclopedia Active sensors are supposed to be useful for targetting purpose, however there's no confirmation of this and judging from in-game experience is too subjective to provide a definite answer on this.

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