
Evochron Renegades Ships and Items Database
SHIPS
COMMODITIES
EQUIPMENT/UPGRADES
PARTICLE CANNONS
BEAM CANNONS
MISSILES/SECONDARY DEVICES
Ship Frames
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The Talon is a scout class frame that provides a
basic platform for new mercenaries. It is inexpensive
to build and operate. While the weapon options and
defensive capabilities are limited, the Talon frame is
the fastest platform and most maneuverable. While its
design possibilites are limited, it can be optimized
effectively for particular advantages.
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The Pulsar frame expands on the original and
provides more assembly resources with a minimal
reduction in performance and maneuverability. It
also includes substantially more armor and is a more
flexible platform from a design options standpoint.
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The Saber is a fighter class frame, although it
is also used as a scout by many mercenaries. Its
reinforced armor and and efficient power system provide
a high level of protection for such a small frame. Like
the Raven, the Saber frame is considered to be the best
choice for light and medium combat duties by most
mercenaries and is very affordable.
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The Raven frame expands on the Saber design. With a
larger size, it offers more assembly resources and armor
at a similar level of performance. Named after the
Alliance combat spacecraft that fought in the first
Alliance-Federation war, the new Raven provides a solid
platform for mercenaries looking for a capable combat
frame with amazing performance and maneuverability.
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The Striker frame is a unique compact design that uses
blended metallic composites for very effective armor
protection and advanced technology to keep its overall
size small compared to other frames. Its rounded shape
and powerful energy system allow it to have a high level
of assembly resources and support for energy hungry
shield systems. An excellent multi-role frame.
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The Phoenix class frame is a revised version of the
Striker, offering a much larger structure with more
assembly resources and armor. These improvements are
available with a minimal reduction in agility. Most
mercenaries who prefer the advantages of the Striker
frame choose the Phoenix as the best version.
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Designed to survive intense large scale battles and
protect valuable cargo from even the most powerful
adversaries, the Hunter class frame boasts triple layer
metallic composite armor and plenty of assembly resources
for high end components. It's main drawback is limited
agility and speed, but it is ideal for mercenaries who
require high end offensive and defensive capabilites.
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The Renegade class frame was built as a combat oriented
upgrade to the Hunter frame. It sacrifices some agility
for a larger size with 25 more assembly resource points
and another layer of armor. It also features a compression
capacitor in its engine management module, which helps to
minimize the loss of speed, resulting in a reduction of
only 50 MPS base speed compared to the Hunter frame.
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Considered the battleship among mercenaries, the
Centurion frame commands attention and respect. Only
wealthy mercenaries can afford to buy and operate this
ship, but the reward is a commanding lead over other
frames in most combat situations. It can be designed
to also be an effective transport, offering a level of
cargo safety far above what other ships are capable of.
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Several private mercenary groups pooled their resources
together to develop the Leviathan class frame as an answer
to the Centurion which had dominated much of Evochron for
a long time. The Leviathan offers an unequalled level of
assembly resources and armor. It usually takes a skilled
group of pilots to defeat one of these ships.
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Commodities
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Food can be scarce in Evochron. While it is usually very low in value, some systems do pay substantially more.
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Medical supplies are an essential part of survival in Evochron.
High radiation exposure and virtually non-existent preventative health care result in a
higher than normal demand for medical supplies, which can include medicine,
equipment, and information.
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Hydrogen fuel cells are a common medium level energy source that some systems
use for general purpose electrical power needs. Their moderate value makes them a
popular shipping choice.
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Electronics are in demand, but are also high in supply. They generally aren't a valuable
commodity, but shipping supplies of electronics can be an easy way to make money for
new mercenaries.
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Solar cells are a low end energy source. Don't expect much for
these primitive devices, but in the right system, that can be worth the cargo space.
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Metal alloys are a low value commodity the provides the raw material
needed for manufacturing. Delivering this item doesn't usually provide
much profit unless there is a temporary demand for it.
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Diamonds are a high value commodity used in a variety of applications
ranging from cutting tools to optical equipment. They are almost always
in demand and are a primary incentive for mining.
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Anti-matter cells are a high end energy source that are extremely expensive
to produce and provide a very long lifespan. As a result, a premium is paid
for these devices to anyone who can deliver them.
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Fusion cells are also a high end energy source, but are much easier to produce.
They feature a very long lifespan and usually provide a high price for shipping.
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Machinery parts generally consist of cast or forged components in fairly high
demand (brackets, sprockets, springs, etc). They usually provide a fairly high
profit, much higher than raw metal alloys alone.
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Textiles are generally the cheapest items to transport and are generally best left
out of a cargo bay unless you've got the extra space.
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Platinum is generally the most valuabe commodity in Evochron. It is used for electronics,
primarily in the computer and weapon systems of spacecraft, due to its longevity and
conductive properties. Many mercenaries will jettison their existing cargo to recover
platinum.
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Equipment/Upgrades
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A fuel converter is a remarkable piece of equipment that can transform high
energy photon particles into fuel. It connects to the tractor beam system and fuel tank to directly
deposit the converted fuel into the tank.
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A class 1 Fulcrum jump drive is the entry level model. It is capable of jumps up to about
one sector box away.
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The class 2 Fulcrum jump drive is capable of jumps up to about two sector boxes away.
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The class 3 Fulcrum jump drive is capable of jumps up to about three sector boxes away.
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The class 4 Fulcrum jump drive is capable of jumps up to about four sector boxes away.
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The class 5 Fulcrum jump drive is capable of jumps up to about five sector boxes away.
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Rumors suggest there is an expiremental model of jump drive that uses a completely different
technology for distances of well over five sector boxes.
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A class 1 cargo scanner is capable of detecting the identity of cargo (either in open space or in a ship's cargo bay) at a range of about 500.
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A class 2 cargo scanner is capable of detecting the identity of cargo (either in open space or in a ship's cargo bay) at a range of about 1000.
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A class 3 cargo scanner is capable of detecting the identity of cargo (either in open space or in a ship's cargo bay) at a range of about 1500.
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A class 4 cargo scanner is capable of detecting the identity of cargo (either in open space or in a ship's cargo bay) at a range of about 2000.
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A class 5 cargo scanner is capable of detecting the identity of cargo (either in open space or in a ship's cargo bay) at a range of about 2500.
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The cannon relay system doubles the energy capacity of your primary weapon system and adds two additional gun barrels to an installed particle cannon. It works by storing extra power in a network of capacitors, supplying sufficient energy for two firing cycles of the primary weapons.
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The mining and tractor beam is one of the most important devices in the game. It lets you mine for valuable material, recover cargo from destroyed ships, retrieve photon particles from stars and nebulae, and recover items from cargo containers.
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Shield boosters are the power storage part of the shield system. They are a series of capacitors that store energy for each shield array. A single cell provides basic storage capacity for the shield system.
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Two shield booster cells provide roughly double the storage capacity. However, impact damage won't be half as much due to the varying energy delivery rates of different shield cores (the component that has the greatest effect on shield performance).
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Three shield booster cells provide roughly triple the storage capacity.
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Four shield booster cells provide roughly four times the storage capacity.
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Five shield booster cells provide roughly five times the storage capacity.
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Repair devices automatically repair subsystem and hull damage in-flight. Installing one of these means you don't have to dock and pay for repairs. Subsystem damage can be repaired fairly quickly, but hull damage takes a long time to repair. A class 1 device provides basic repair capabilities.
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A class 2 device can repair damage roughly twice as fast.
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A class 3 device can repair damage roughly three times as fast.
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Particle Cannons
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Cannon Name
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Yield
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Cycle Rate
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Beam Cannons
Missiles / Secondary Devices
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Missile Name
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Yield
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Speed
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Estimated Range
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Excalibur
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800 (X8)
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1800
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4000
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Fulcrum Torpedo
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110,000 (at center)
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250
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2000 (auto detonate)
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Stealth/Cloaking Device
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Time per device: 60 seconds
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