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Ultimate Universe Device Documentation Ultimate Universe Device Description Documentation. Contained is a listing of each specialty device and the description that appears when the Ship's Computer's Device Explain function is used. A more detailed explanation would remove the fun of experimenting with the devices.
Device #1.
This device creates a Platform that allows Matter Transmission of your Ship to another preset Sector. That Sector must also have a TransMat. The TransMat uses Nspace (not Hyperspace) so is not effected by Warp Shielding, and is a free trip. A popular item for movement within personal Territories.
Device #2.
landing on a planet just to drop off cargo is a waste of time and fuel. This shuttle will transport all your cargo to the planet below. As the shuttle is totally unarmed, even planets that are not yours will allow it to land. Can greatly speed up planet building.
Device #3.
This device accesses the ports priority docking system. This gives your ship priority status over local vessels and uses the port's Tractor Beam Docking System to dock you, thus time and fuel is spared.
Device #4.
This device accesses the planets priority docking system. This gives your ship priority status over local vessels and uses the planet's Tractor Beam docking system to dock you, thus time and fuel is spared.
Device #5.
This device leaves a Galvanic Pulse trail as you Warp. This trail doesn't last long and would be impossible for another Ship to trace. However this device can also read those tracings to report to you the Sector Path back to your originating Sector. Warning: This device will report the trail you took regardless of whether not that trail will actually take you back to the originating Sector.
Device #6.
Electronic Banking allows you access to banked funds from anywhere in the Universe.
Device #7.
The Sector Popper is a small warp platform that will warp any ship to a random sector of the universe. The Sector Popper is the Last Line of Defense and will not activate until all other defenses have been broached. Due to it's small size and massive warp fields the Sector Popper is undetectable until the Ship is already within the Warp Fields.
Device #8.
This Popper works exactly like our regular Sector Popper, except that it is built to ignore the ship that deploys it. It is therefore useful to defend your personal territory.
Device #9.
This Signal Device informs a visible TransMat in your Sector that your Ship is ready to be Transmitted. This device is necessary to make use of this form of teleportation.
Device #10.
This device allows you to tell the computer to ignore certain sectors, in computations for probes and autopilot devices. You can set up to 5 sectors. This device can not be used cumulatively, and will need to be reset each day.
Device #11.
This device allows you to tell the computer to ignore certain sectors, in computations for probes and autopilot devices. You can set up to 2 sectors and they are retained until the device is reprogrammed. Have a lot of sectors you need to avoid? Buy multiple devices.
Device #12.
This infraspace viewer will allow you to view the statistics of a Planet belonging to you. All you have to supply is the Sector the planet is in.
Device #13.
Based largely on Delacoos Technology our fully patented Pan Dimensional Drive unit is totally safe & reliable. Remember the Cabal are not just a threat to our dimension but to all dimensions. On a historical note, Captain Andrue C. Carr is credited with the first successful Pan Dimensional Jump.
Device #14.
Working in conjunction with a Gate Warp Detector, this magnificent Warp Engine can temporally BackFlow (tm) a Gate Warp allowing Reverse Travel along a Gate Warp.
Device #15.
An extremely useful device: Upon Starting the day your Ship will Flash Warp to a random sector, BEFORE anything in your starting sector can damage your ship.
Device #16.
Upon Starting the day your Ship will Flash Warp to a sector you have previously programed, BEFORE anything in your starting sector can damage your ship.
Device #17.
Upon Starting the day your Ship will Flash Warp to the last sector you were in if it is not the sector you are now in, BEFORE anything in your starting sector can damage your ship.
Device #18.
Upon Starting the day your Ship will Flash Warp to the previously selected sector if you are not in last sector you were in, BEFORE anything in your starting sector can damage your ship.
Device #19.
This device was created during one of the more unique commercial ventures of our time. NightShade Design and MetroLink Enterprises produced three major pieces of equipment, of which this is the first. Using a Flash Warp and then Bouncing of a Warp Shield into an Unknown Sector can ruin your career in an instant, but not if you have a Bounce Return. This Warp Engine enhancement keeps the Warp Pulse to your originating Sector computed, and should anything go wrong, returns the Ship to that Sector.
Device #20.
Serious exploration can not handled by probes.... For True exploration you NEED to be there. The Traveller allows this. It contains an Autopilot capable of seeking out locations over thirty Sectors away. Each Sector is displayed from a safe distance BEFORE you enter it and you can make the decisions whether to enter that Sector or not. The recent upgrade released by Boyette Instruments has made both this version, and the larger Grand Traveller, much more reliable.
Device #21.
Serious exploration can not handled by probes.... For True exploration you NEED to be there. The Grand Traveller allows this. The Grand Traveller contains an Autopilot capable of seeking out locations over thirty Sectors away. Each Sector is displayed from a safe distance BEFORE you enter it and you make the decisions whether to enter that Sector or not. The Grand Traveller also allows the option of giving each Sector a Long Range Scan before moving on.
Device #22.
This probe will report to you where your Attack Drone packs are.
Device #23.
This probe will report to you where your Sector Mines are.
Device #24.
This probe will report to you where your Planets are.
Device #25.
This probe will report to you where your Hunter Drone Leaders are. A Basic requirement to use Hunt Groups effectively.
Device #26.
This device can be used to pull another vessel from sector to sector.
Device #27.
For use with the Galvanic 'Bread Crumbs'. This device sets that device's Originating Sector as the Sector occupied when this device is run.
Device #28.
This One Shot Device, working in conjunction with a Phantom Warp Viewer, analyzes the residual Phantom Warp Energy and attempts to re-establish all the former Warp Links in the Sector. This device is about 82% successful.
Device #29.
This Computer enhancement records the exact Pan-Dimensional Location Information just prior to your last Jump and will return you to the Jump Sector upon re-entering that Dimension. However, only the last Jump's information is stored since additional information overwrites any previous data.
Device #30.
This device displays information about any ports within 2 sectors of your present location.
Device #31.
Like the standard version this device displays any ports within 2 sectors. However this deluxe edition also endeavors to determine the type of port located.
Device #32.
A slight improvement over the deluxe version, also tells you from which link the nearby port is attached.
Device #33.
This probe attempts to locate sectors with only one warp link.
Device #34.
Before there was Nspace.... Before there was Hyperspace.... ....there was Ordinally Redirected Movement. This piece of Pre-Arcassian science, actually works! This device works in conjunction with the O.R.M. autopilot to view the sector before you enter it. A must for the serious history buff.
Device #35.
Before there was Nspace.... Before there was Hyperspace.... ....there was Ordinally Redirected Movement. This piece of pre-Arcassian science, actually works! A must for the serious history buff.
Device #36.
Before there was Nspace.... Before there was Hyperspace.... ....there was Ordinally Redirected Movement. Pre-Arcassian science at it's best. This device uses the O.R.M. vectors to take you thru the Universe. A must for the serious history buff.
Device #37.
Automatically finds the shortest path to any sector and then takes you there. Up to 10 sectors away.
Device #38.
Automatically finds the shortest path to any sector and then takes you there. Up to 20 sectors away. (Listed as a Starting Device in Captain's Manual)
Device #39.
No longer do you have to trust the fates when your ship is almost destroyed. This new, one shot, Programmable Emergency Warp Device allows you to set your destination before trouble starts.... Although we have gotten numerous complaints about failure of these devices, they are still you best hope to avoid death in some circumstances.
Device #40.
This device warps your ship out of the sector if your ship is about to be destroyed. (Listed as a Starting Device in Captain's Manual)
Device #41.
When entering a sector with hostile Sector Mines this deflector will detonate up to 5 sector mines before they can damage your Ship. The Deflector potential of this device can be increased using Sector Mine Deflector Upgrades. The Maximum Deflector Potential of this device is 1000 Sector Mines.
Device #42.
This Upgrade increases the potential Deflecting Capability of a Sector Mine Deflector by 5 units.
Device #43.
This Upgrade increases the potential Deflecting Capability of a Sector Mine Deflector by 20 units.
Device #44.
It is difficult to obtain an exact definition of a Major Enemy Planet, but this definition can mean the difference between earning a new device bay, and merely wasting your resources. This probe analyzes planetary data to determine it Major/Minor status.
Device #45.
Small and hard to detect, this Pod senses a hostile Ship's attempt to Dimensionally Jump. The Pod places a Tractor Beam around the Ship at the last second causing the Ship's Pan-Dimensional Drive or Dimensional Wedge to make the Jump with it. Both the Pod and the target's Dimensional Engine bay are damaged or destroyed in the process as well. Useful to mine Dimensional Portals as well as prevent a target from escaping from a trap via a Dimensional jump.
Device #46.
Created by Dr. MacPherson's protege, Dr. Throckmorton's Shield creates a limited cohesion field in a much more portable and affordable form. This Shield avoids almost 6% of the damage of Sector Mine contact. Warning: Multiple Throckmorton field's may lower the cohesion of the your Ship's Device Bays beyond the devices' ability to control them, with disastrous effects.
Device #47.
When Dimensional Breaching it is easy for an Enemy to examine the Energy Patterns left to determine which Dimension was jumped to. This Shielding Unit Scrambles that data so as to make it meaningless.
Device #48.
This Device Bay Management Tool takes Device Bay Core Force Fields (#49), Two Bay Bay Protectors (#68), and One Bay Bay Protectors (#67) and arranges them as to protect as many Device Bays as Possible.
Device #49.
The Dragon Group takes a brilliant first step in the release of this hot new defensive item. This device Coordinates the Warp Core Protective Force Field to extend it's internal shield to the first Five Device Bays. This makes the these bays almost completely immune to damage.
Device #50.
Laser class shielding. Can protect up to 5000 MUs of damage.
Device #51.
Maser Class shielding. Can protect up to 10000 MUs of damage.
Device #52.
Heavy Particle Beam Class shielding. Can protect up to 20000 MUs of damage.
Device #53.
Rogue Drones are a serious threat to continued resistance of the Cabal menace. Luckily their understanding of Federation Technology is less detailed than ours. This device will re program and collect up to 5000 Rogue Attack Drones while they are preparing to attack your Ship. These devices are very sensitive and may malfunction if they are used cumulatively.
Device #54.
Protect an area with this Platform. When any ship enters a sector containing this Platform the Platform will launch its missiles at that ship, potentially damaging it's devices and bays. Platform Missiles must be purchased separately. Best yet the Platform does not set off a Safety Stops alarms.
Device #55.
Missiles for the Platform to fire. Platform can contain up to 10000 missiles.
Device #56.
Less scrupulous Captains have been known to use the Ship Extractor, not to save team mates, but to tow rival ships into danger. Don't let this happen to you. The Anchor sets out a powerful Catrallic Pulse that makes it impossible for outside forces to move your ship.
Device #57.
Strengthens Specialty Bay Protection by a full 10 percent. Can be used cumulatively. Paan Armor, as it is called, places two of these devices into a Paan ifth. 5 of these give 100% protection.
Device #58.
This Bay Protector model only strengthens Bay Protection by 6%, however it possesses a 100% successful self-defense unit. Can be used cumulatively.
Device #59.
This device when combined with a Warp Shield Wedge will shove an active Sector Popper through it's own warp.
Device #60.
This Shuttle transfers cloaking energy from your Ship to a TransMat.
Device #61.
This extremely useful device doubles the effectiveness of your cloaking device. Can be used concurrently with other Cloaking Enhancers. Buy two and get 4 times the Cloaking potential, buy three and get 6 times, etc.
Device #62.
Jams the effects of Sector Reflectors. See sectors as they really are.
Device #63.
Wandering Black Holes are the most potentially dangerous forces in the Universe. They move from Sector to Sector destroying everything in their path. A Black Hole Deflecting Field, once established in a Sector, can litteraly deflect the materialization of a Black Hole into a nearby Sector
Device #64.
This little satellite sends a radio message when someone enters or exits the Sector it is in.
Device #65.
Spy Wards spread an energy web that confuses Spy Probes. Very useful for those on the run. Be warned though that Spy Drive Engines often do irreparable damage to the Wards, and thus they rarely work twice.
Device #66.
Cumulative Spy Ward Action! Laying Down Multiple Advanced Spy Wards allows greater protection from the intrusion of meddlesome spies.
Device #67.
At times we all have devices that we can't afford to lose. This inexpensive device completely protects itself and the device and Device Bay directly above it. Thus with this device installed in Bay #4, Bay #3 and Bay #4 are completely protected from missile and debris damage.
Device #68.
At times we all have devices that we can't afford to lose. This inexpensive device completely protects itself and the device and Device Bays directly above and below it. Thus with this device installed in Bay #4, Bays #3 thru 5 are completely protected from missile and debris damage.
Device #69.
This device blocks the signal on most ship to ship probes.
Device #70.
A must for the active traveller. This device interrupts your autopilot just before it would thrust you into danger. Without it you can easily stumble over hostile forces before you have time to react. Along with a basic AutoPilot, this is #2 on the necessary device list for safe travel. (Listed as a Starting Device in Captain's Manual)
Device #71.
Unwanted Sector Beacons can be a real security threat. Destroy them with this extremely high tech smart missile. 100% success rate. Requires a Sector Beacon Probe (Stock No. 116) to operate successfully.
Device #72.
Stop encouraging others to attack your ship. Some find it easier to plunder other Ship's Devices, than to purchase there own. A Device Bay Self Destruct, will make it less profitable for another to attack your ship, by destroying your device bays before the attacker can scavenge them.
Device #73.
Reports a programmable illusion for the magnitude of Attack Drones in your possession whenever another ship scans your ship. It can increase an attackers confusion factor and stop an attack before it happens by scaring them off. Or set low, it can sucker someone into a foolish attack.
Device #74.
This anti-probe device detects and intercepts inventory scans on your Ship and returns data on the Ship doing the scanning. Thus the scanning Ship sees it's own data but thinks it's your Ship's data.
Device #75.
All the Materials, Equipment and Labor needed to fix a damaged device bay all wrapped up in one tidy package. One of only 2 basic repair devices known to exist.
Device #76.
This One Shot Drone contains all the materials and knowledge necessary to repair a damaged ship's computer. The Second of the 2 basic repair devices known to exist.
Device #77.
A lot of Ships have use HyperSwap Technology to prepare an Offensive Weapons Bank when attacking. Use the HyperSwap Trigger Satellite to switch an Attacking Ship's HyperSwap to a, hopefully, less offensive bank.
Device #78.
Keep your HyperSwap Banks the way you set them to be. The HyperSwap Trigger Scrambler defuses HyperSwap Trigger Satellite signals before they reach your Ship.
Device #79.
Just been hit by a HyperSwap Trigger Satellite? Destroy it! 100% success rate.
Device #80.
The Flash Protector Grid Surrounds your ship with a grid of charged particles, that will dissipate the energy of Flash Weapons. One Grid can handle one Flash Weapon.
Device #81.
This beacon can be hidden in any sector and will then always display data about that sector no matter how well protected it is, unless dampened.
Device #82.
This deluxe version of our popular Sector Beacon allows a complete scan of the sectors surrounding the Sector Beacon.
Device #83.
This displays the attack drones another Vessel has.
Device #84.
A must for the serious Dimensional Traveller. It is easy to forget which Dimension you are in. This Identifier tells you.
Device #85.
This huge device gives a detailed inventory of an enemy ship.
Device #86.
This Device can appear as any device you wish, when it is probed by Ship to Ship sensors.
Device #87.
This Device can mask itself and the device after it as any device you wish, when probed by Ship to Ship sensors.
Device #88.
Be able to detect Device Bay Missile Platforms
Device #89.
Shows how many Missiles a Device Bay Missile Platform contains.
Device #90.
Before there was Nspace.... Before there was Hyperspace.... ....there was Ordinally Redirected Movement. This piece of pre-Arcassian science can actually be quite useful as an alternate searching device. A must for the serious history buff.
Device #91.
This wonderful device doubles the sensitivity of your anti-cloaking sensors. Can be used concurrently with other Anti-Cloaking Enhancers. Buy two and get 4 times the Anti-Cloaking potential, buy three and get 6 times, etc.
Device #92.
Displays the shortest path to any sector up to 20 sectors away and gives a complete sector scan of each sector. (Listed as a Starting Device in Captain's Manual)
Device #93.
Displays Shortest Path to any Sector up to 10 sectors away.
Device #94.
Displays Shortest Path to any Sector up to 20 sectors away.
Device #95.
This standard sensor reveals planets' owners.
Device #96.
This sensor reveals who owns attack drone packs.
Device #97.
This sensor reveals a attack drone pack's programming.
Device #98.
This sensor reveals who owns the mines in a sector.
Device #99.
This sensor reveals a mine's programming.
Device #100.
Finds a path to Sol. If you can get there from here, it will find the path.
Device #101.
This device connects itself to your sensors and allows you to see sectors that have been previously attached to the sector being scanned. It is not extremely reliable as multiple warpings can disrupt the energy patterns that this sensor is analyzing.
Device #102.
Need to discover if any Gate Warps Lead to the sector you are in? Then you need this device!
Device #103.
The Reflector confuses ships sensors into thinking that one sector is another sector.
Device #104.
Another "must have" device. This attaches itself to your Path Finder and reports any objects of interest that it discovers.
Device #105.
Brought to us by Infinity Probes: This probe performs a complete sector scan of any sector and immediately connected sectors.
Device #106.
If used in connection with Sector Reflector Jammer this device will inform you that a Sector Reflector is being jammed.
Device #107.
Passage Tripwires are very hard to detect being that they are so small and well shielded. But if it sends a radio signal this detector will let you know.
Device #108.
This scanning device utilizes a Phantom Warp Viewer to perform a sector scan on previously linked sectors.
Device #109.
It is always best to look before you leap. Remember, in some dimensions the Enemy have all but completely taken over. This Dimensional Viewing Unit allows you to scan the sector you will breech the Dimensions into.
Device #110.
Extends the broadcasting range of Command Assignation to any Sector in the Current Dimension. It requires the Command Assignation device to function properly.
Device #111.
Before there was Nspace.... Before there was Hyperspace.... ....there was Ordinally Redirected Movement. This viewer is a must for the serious history buff.
Device #112.
The first 10 sectors of space are known as Home Space. This device receives signals from State owned Sector Beacons so that you can scan it from anywhere in the Universe. A must for the Dimenssional Traveler!
Device #113.
This Sensor, when attached to a Gate Warp Detector, allows the Detector to Scan the Sector that the Gate Warp Originates from.
Device #114.
This probe detects the presence of HyperSwap Trigger Satellites in your current or adjacent Sectors.
Device #115.
Determine the Class of a Planet before you wander too close.
Device #116.
Launch this probe in a Sector and it will ferret out any Sector Beacons lurking within. Completely reusable.
Device #117.
This silencer gives you the ability to turn Sensor Reports on or off. With the Sensor Report off, travelling can be accomplished more swiftly.
Device #118.
This silencer gives you the ability to turn Sensor Reports on or off. With the Sensor Report off, travelling can be accomplished more swiftly. However to aid in travelling this model still displays the Sectors Warp links.
Device #119.
This silencer gives you the ability to turn Port Reports on or off. With the Port Report off, trading can be accomplished more swiftly.
Device #120.
This silencer gives you the ability to turn Planet Reports on or off. With the Planet Report off, planet trading can be accomplished more swiftly.
Device #121.
Hyper Thiefs aren't just a nuisance, they are against the law. Use these handy missiles to destroy them. 100% success rate. This device requires Hyper Thief Sensors to function.
Device #122.
If you suspect that a Passage Tripwire is in your sector, use this device to destroy it.
Device #123.
This is inaptly named as a missile and is more correctly a probe. Planets may be able to cloak their visual and frequency related outputs but they can not hide their mass. Planets are heavy and as such create strong galvanometric fields. This probe can home in on those. It won't help you to see it, but you will know it's there.
Device #124.
The Thumper delivers sonic blasts capable of cracking a planets mantle. This model has a greater than 50% chance of avoiding the planets defenses and damaging a planets production and possibly even destroying it.
Device #125.
This Coordinator organizes Attack Drones into an Attack Group, the size of which you specify. This Group is then sent to another sector attacking any enemy Attack Drones it encounters. Useful for not only combat, but for searching/scanning as well, it is one of the most used devices ever created. (Listed as a Starting Device in Captain's Manual)
Device #126.
This Missile will destroy any Sector Mine Launcher in the Sector. 100% success rate.
Device #127.
This Missile will destroy any Sector Mine Launcher in a surrounding Sector. Features a 33% success rate!
Device #128.
Toll Stations are Unsanctioned Devices that attempt to diminish the freedoms of Sector Travel. We are therefore selling these Powerful Toll Station Missiles at cost. Beware though most Toll Stations have defensive Capabilities.
Device #129.
The Sector Reflector Rejector destroys Sector Reflectors. 100% success rate.
Device #130.
This Photon weapon can destroy an average of 5000 enemy attack drones.
Device #131.
This Photon weapon can destroy an average of 10000 enemy attack drones. This weapon's frequency is also destructive to message beacons.
Device #132.
While not technically a photon weapon it is included in that category. This weapon can destroy an average of 20000 enemy attack drones.
Device #133.
Much like a HyperSwap Trigger Satellite, this Ship Borne Device allows you to Trigger a HyperSwap in a Ship in your Sector.
Device #134.
Much like a HyperSwap Trigger Satellite, this Ship Borne Device allows you to Trigger a HyperSwap in a Ship in your current or adjacent Sectors.
Device #135.
This one shot device disperses Sensor Damper fields.
Device #136.
This device is not a weapon but is for use after an enemy ship has been destroyed. This drone sifts through the wreckage and recovers any intact objects it discovers.
Device #137.
OverSpace Travel can require vast amounts of Fuel. Don't waste Fuel on Journeys you can't complete. The Estimator will compute and display the amount of fuel needed to complete the trip and offer you a choice of continuing or abandoning the manuever.
Device #138.
This probe attempts to steal a device from an enemy's ship.
Device #139.
This device increases the chance of the Device Syphon being successful.
Device #141.
Useful for speedy tearing down of Warp Shields. Can be used from current or adjacent sectors. This Model Negates 10 ergs of Warp Shielding.
Device #142.
Useful for speedy tearing down of Warp Shields. Can be used from current or adjacent sectors. This Model Negates 25 ergs of Warp Shielding.
Device #143.
Useful for speedy tearing down of Warp Shields. Can be used from current or adjacent sectors. This Model Negates 100 ergs of Warp Shielding.
Device #144.
Useful for speedy tearing down of Warp Shields. Can be used from current or adjacent sectors. This Model Negates a variable number of ergs of Warp Shielding.
Device #145.
Snitch Beacons put Federation Ships at risk. Use this low cost missile to destroy them when located.
Device #146.
Our Newest and Finest Planetary Protection Device. Created by knowledge gained in our nearly four years in the business. This Enhancer effectively triples the cloaking ability of your entire planet! No effective assault can be accomplished it they can't see their target.
Device #147.
Space Madness: The Cabal created virus that interferes with the brain body interface. An infected persons actions are not those that he intends and he does not see what is really there. As the virus is very hard to detect and cure, it has been deemed highly illegal to possess. This device will completely cure one planet per day.
Device #148.
This Planetary Productivity Enhancer doubles the quantity of Sector Mines produced each day.
Device #149.
This Planetary Productivity Enhancer doubles the quantity of Attack Drones produced each day.
Device #150.
This Planetary Productivity Enhancer doubles the quantity of Anti-Cloaking ergs produced each day.
Device #151.
This Planetary Productivity Enhancer doubles the quantity of Warp Shielding produced each day.
Device #152.
Don't let Planetary Probes divulge your planets resources. This device returns bogus data to the probe.
Device #153.
Much like our Planetary Probe Scrambler, this device protects your planets information by destroying Planetary Probes as soon as they enter your atmosphere.
Device #154.
Are you aware that Sonic Thumpers are single most devastating attack that can be made on a planet. Almost all successful planet coups start with a Sonic Thumper attack. So make your planet safe today. Get this Anti- Thumper Device and have Sonic Thumper Explode harmlessly in the upper atmosphere.
Device #155.
This Planetary Photon Shield will absorb up to 10000 MUs of damage per volley. Almost instantly self-recharging!
Device #156.
This Planetary Photon Shield will absorb up to 25000 MUs of damage per volley. Almost instantly self-recharging!
Device #157.
Stop and Look! This is Truly an amazing Planetary Device. This Photon Shield will completely neutralize virtually any photon based attack. Can your planet afford not to have one?
Device #158.
This was the first of our planetary devices. This Enhancer doubles the cloaking ability of the entire planet!
Device #159.
This Planetary Laser delivers 5000 MUs of damage to attacking ships.
Device #160.
This Planetary Maser delivers 10000 MUs of damage to attacking ships.
Device #161.
The Starter Pack contains: 1 E.E.C.C. Calling 1 Speed Docking 1 Planet Identifier 1 Sector Mine Identifier 1 Credit Aware all for one very attractive price.
Device #162.
If you Flash Warp often, eventually a malfunction will occur, with possibly serious consequences! So if you have to Flash Warp often, you need the Active Flasher, which contains: A Warp Shield Detector (To know what is in your way) A Warp Shield Wedge (So it doesn't get in your way.) A FW Targetting Enhancer (To help get you to the right place.) A Bounce Return (So you don't get hurt if something get's in your way on the far end.)
Device #163.
The TransMat Pack a TransMat Activator a TransMat Cloaking Shuttle a TransMat Interface a TransMat Detector a TransMat Retreat Complete control of your TransMat Systems, and all in a simple to use package. Check out our new 3D Holo Instruction manual.
Device #164.
The Identifier Packs contains the following: 1 Attack Drone Identifier 1 Mine Identifier 1 Attack Drone Program Sensor 1 Mine Program Sensor 1 Ship Identifier 1 TransMat Detector 1 Warp Shielding Detector
Device #165.
The Danger Pack allows you to see things that could be dangerous to your ship. It includes: 1 Attack Drone Identifier 1 Mine Identifier 1 Attack Drone Program Sensor 1 Mine Program Sensor 1 Black Hole Detector (Listed as a Starting Device in Captain's Manual)
Device #166.
This pack contains: 1 Warp Carrier Drive 1 Pan Dimension Drive 1 Traveller 1 Overthruster A massive engine upgrade for your WarShip. Expect this to become the drive pack of choice in the near future.
Device #167.
This pack contains: a 3X Advanced Cloaking Enhancer a 2X Improved Anti-Cloaking Enhancer a 'No Trail' Drive Shielding Due to the intense fields used by this device, multiple units offer no noticeable improvement, and may burn out your cloak systems. But as a solo device you cannot beat the power of the Cloaking Pack.
Device #168.
This pack contains: 1 Sector Path Finder 1 Sector Path Finder Reporter
Device #169.
This pack contains: 1 Auto Pilot [20] 1 Auto Pilot Safety Stop The most basic of drive packs. With an Autopilot and a Safety Stop you can travel the standard Warp Link of the Universe.
Device #170.
This pack contains: 1 Passage Tripwire Sensor 1 Flashwire Detector 1 Sensor Damper Tripwire
Device #171.
Our Best Invasion Pack, it contains an R.M.D. 35 and a Variable Frequency Laser. Also a E.E.C.C. Calling to Organize & Report your plundering.
Device #172.
The Trading Pack contains the best speed devices for improving trade and building planets: A Speed Dock for conserving fuel while trading. A Speed Landing for conserving fuel while building planets. The Auto Trader to further speed up trading. and a Planetary Cargo Shuttle to further speed up planet building. All in one sturdy device!
Device #173.
The Ship Scanner Pack contains: Ship-to-Ship Sensors Remote Ship Systems Diagnostic Supreme Nearby Ship Locator and a Ship Identifier.
Device #174.
Why use two Device Bays for a Phantom Warp Viewer AND a Phantom Warp Scanner? The Phantom Warp Viewer & Scanner only uses one Device Bay and only cost a few credits more!
Device #175.
The O.R.M. pack contains the following: 1 O.R.M. viewer 1 O.R.M. drive 1 O.R.M. probe 1 O.R.M. autopilot The definitive collection for the serious historian.
Device #176.
The Communications Pack contains: 1 ATM 1 OTB 1 E.E.C.C. Calling 1 Spylink A complete communications suite. Remain in contact with vital Ports even when roaming the Galaxy.
Device #177.
The Speed pack contains: 1 Speed Docking Device 1 Speed Landing Device
Device #178.
The Report Silencer Pack: 1 Port Report Silencer 1 Planet Report Silencer 1 Sensor Report Silencer [with warps] Presented as an aid in swift trading. All functions are either on or off, they can not be activated individually.
Device #179.
The Nordic Warrior Pack contains: a Device Bay Platform Detector a Maxi-Maser (no longer in stock as a stand alone) a Tractor Beam Attack Drone Aware Device Aware a Galvanic Catapult
Device #180.
From Aware: innovators in inline activated devices, The Complete Collection of Aware inventory devices: Ctrl-A displays the Anti-Cloaking ergs you have available. Ctrl-C device displays the Credits on hand. Ctrl-D displays the Cloaking ergs available. Ctrl-E displays the number of Fuel Units you have left. Ctrl-F displays the number of attack drones on board. Ctrl-G displays the number of Free Device Bays on the ship. Ctrl-K displays the number of holds on ship. Ctrl-L displays the number of minutes you have left.
Device #181.
From Aware: innovators in inline activated devices, The Investment Pack contains: 1. ATM device 1. Credit Aware device (Ctrl-C)
Device #182.
This Simple Device Factory generates one Initializing Flash Warp per day into an available Ship's Device Bay.
Device #183.
This Simple Device Factory generates one Initializing Flash Warp PGM per day into an available Ship's Device Bay.
Device #184.
This Simple Device Factory generates one Mine Deflector Upgrade per day into an available Ship's Device Bay.
Device #185.
This Simple Device Factory generates one Sector Popper per day into an available Ship's Device Bay.
Device #186.
This Simple Device Factory generates one Phantom Warp Recharger per day into an available Ship's Device Bay.
Device #187.
This Simple Device Factory generates one TransMat Platform per day into an available Ship's Device Bay.
Device #188.
This Simple Device Factory generates one Sector Reflector per day into an available Ship's Device Bay.
Device #189.
This Simple Device Factory generates one Cloaking Enhancer [2x] per day into an available Ship's Device Bay.
Device #190.
This Simple Device Factory generates one Spy Ward per day into an available Ship's Device Bay.
Device #191.
This Simple Device Factory generates one Repair Drone per day into an available Ship's Device Bay.
Device #192.
This Simple Device Factory generates one Anti-Cloaking Enhancer [2x] per day into an available Ship's Device Bay.
Device #193.
This Simple Device Factory generates one Scan Burst Device per day into an available Ship's Device Bay.
Device #194.
This Simple Device Factory generates one Sonic Thumper per day into an available Ship's Device Bay.
Device #195.
This Simple Device Factory generates one Heavy Particle Beam per day into an available Ship's Device Bay.
Device #196.
This Simple Device Factory generates one Message Beacon per day into an available Ship's Device Bay.
Device #197.
This Simple Device Factory generates one Toll Station Missile per day into an available Ship's Device Bay.
Device #198.
This Simple Device Factory generates one Advanced Spy Ward per day into an available Ship's Device Bay.
Device #199.
This Simple Device Factory generates one Press Pass per day into an available Ship's Device Bay.
Device #200.
This Simple Device Factory generates one Passage Tripwire per day into an available Ship's Device Bay.
Device #201.
Constantly scours the atmosphere in your ship to give you the cleanest, healthiest, freshest smelling environment possible.
Device #202.
This device programs your ship's computer with up to 5 command macros. What's more, once programed this device can be stored away and is only needed to update the macros. As this is only a programmer, multiple devices are not additive.
Device #203.
This device programs your ship's computer with up to 10 command macros. What's more, once programed this device can be stored away and is only needed to update the macros. (Listed as a Starting Device in Captain's Manual)
Device #204.
The Activator sends a specially encoded Signal that causes all your Deactivated Attack Drones to come online. See the Stand Down for deactivation.
Device #205.
Useful when your ships credit stores are full and you just don't trust the banks. Keep a little emergency credit tucked away.
Device #206.
This device enables you to collect fees from, and reset the price of existing Toll Stations.
Device #207.
Turn Snitch Beacons back on their users! This Drone contains a modified Homing Trap that locks onto a Snitch Beacon, erases it's programming and waits from the next Ship that enters the Sector to imprint on.
Device #208.
Uses Aware Technology, the innovators in inline activated devices. Performs Ship's Computer Function 'X': Xmit Display Sensor Information thru Sub Space Radio anytime that Ctrl-\ is pressed.
Device #209.
This simple device allows you remote access to your Specialty Bay Devices while you are docked at a planet or docked at Ports 4, 6, 7, 8 or 9.
Device #210.
Allows you to post one line in the Galactic Newspaper.
Device #211.
This allows unlimited access to posting on the Galactic Newspaper. Simply activate it, and type your message. It will be sent to the nearest Galactic New Office for publication.
Device #212.
The Auto Trader fully automates trading at a port. It selects full purchase or sell and accepts all offers. (Listed as a Starting Device in Captain's Manual)
Device #213.
Part of the Adelphia line from Epsenhart Inc. This device merges two planets into one! Losses in the transfer process are kept to a minimum.
Device #214.
Part of the Adelphia line from Epsenhart Inc. This device splits a planets into two planets! Losses in the transfer process are kept to a minimum with this newest model. However, only cargo and not production ability are transferred.
Device #215.
The SuperMacro Computer is a new addition to the TML used by Warships. It can hold up to 26 Macros that are then called by other control macros to enhance their functions. In effect the macros in the Super are 'Sub-Macros' which are called by the 'Main Macros'. These Macros can also be triggered directly on the command line. Some Captains keep a prepared Macro List, and then ASCII upload it into any new Ships using the Super Macro Computer.
Device #216.
Controlling a personal Fleet of ships can be complex. This device makes it a bit easier to move from one ship to the next. The Command Transfer Tube, allows the Captain or Dual-Captain of a Ship to Transfer to another Ship in the same Sector, assuming you are Captain or Dual-Captain of the new Ship as well.
Device #217.
An Aldus Point is Sector from which if a Ship jumped to another Dimension and then jumped back, it would end up in the same Sector. Aldus Points rarely form and don't last very long, but this computer will determine if they exist in your Dimension.
Device #218.
It is not widely publicized but other Ships and Objects Warping the Universe at the same instant that your Ship is can cause Flash Warp Engines to miscalculate and miss their Destination Sectors. While the chance of this type of failure is only about 5%, just one such Targeting Failure can prove disastrous. NightShade Design holds the primary patent on this small CPU add on. With it you have a faster computer that can compensate for the changing structure of the Universe in mid-flight. The chances of a bad jump are reduced by 1%.
Device #219.
This little inexpensive one-shot probe merely reports the Status of a Trading Port.
Device #220.
Excess units of Fuel can be stored in this device for future use. (Listed as a Starting Device in Captain's Manual)
Device #221.
This device plays a message to any passing ships.
Device #222.
This device intercepts messages and tells you there is a message beacon. You may view the message if you wish. Message intercept can be toggled on or off.
Device #223.
From Aware: innovators in inline activated devices, This device displays the Anti-Cloaking ergs you have any time you type Ctrl-A.
Device #224.
From Aware: innovators in inline activated devices, This device displays the specialty device bays any time you type Ctrl-B.
Device #225.
From Aware: innovators in inline activated devices, This device displays the Credits on hand any time you type Ctrl-C.
Device #226.
From Aware: innovators in inline activated devices, This device displays the Cloaking ergs you have any time you type Ctrl-D.
Device #227.
From Aware: innovators in inline activated devices, This device displays the number of Fuel units you have any time you type Ctrl-E.
Device #228.
From Aware: innovators in inline activated devices, This device displays the number of attack drones you have any time you type Ctrl-F.
Device #229.
From Aware: innovators in inline activated devices, This device displays the number of Free Device Bays on ship any time you type Ctrl-G.
Device #230.
This device converts your Cargo Area into a Lateral Sensor Array. It is very important to consider the effects of this, because there is NO way to convert back. This means that your Ship will be unable to Trade or Haul Cargo. The Lateral Sensor Array is very similar to Ship Enhancement: The Forward Sensor Array. Any device that will function in the FSA will function in the LSA. Once installed this device will act as a Unit to move devices from your Standard Bays into the LSA.
Device #231.
From Aware: innovators in inline activated devices, This device displays the complete ship's inventory any time you type Ctrl-I.
Device #232.
From Aware: innovators in inline activated devices, This device displays a detailed listing of the ship's specialty devices any time you type Ctrl-J.
Device #233.
From Aware: innovators in inline activated devices, This device displays the number of holds you have any time you type Ctrl-K.
Device #234.
From Aware: innovators in inline activated devices, This device displays the number of minutes you have, any time you type Ctrl-L.
Device #235.
The ultimate in increasing speed and efficiency. This device disables all screen display, except for inputs, until the command is finished. Simply be starting a macro with 'V;235;' the entire macro will only display the macro commands and none of the display and messages. A real time saver.
Device #236.
Why spend your precious time looking at devices you can not afford? The Shopping Evaluation Interface determines which devices you can not afford and displays them in a light gray. Devices you can afford are displayed in a cheery yellow. This Interface works at Tech Magic and Alien Devices.
Device #237.
Set a warning time limit after which you are warned that you have only so much time left. Warning: Multiple Active Alarm Clocks will cause systems malfunction.
Device #238.
Basically this is a Long Distance Tractor Beam. This device has the ability to tow a ship from adjacent sector to your ship. Useful for removing team mates from danger.
Device #239.
The Device Inhibitor stops a selected passive device on your ship from functioning. Very useful for turning off things in packs or testing for the unaltered state of something
Device #240.
Our Famous Pot Luck Surprise.... This could actually be any device we sell from the more inexpensive to the Best device we make. Simply Use the Pot Luck Surprise to determine the Device Held Within. Every Pot Luck Surprise is Different.
Device #241.
This Deluxe Cargo Carrier can hold up to 5000 Warp Shield Devices or 5000 Warp Shield Nullifiers. This allows bulk transport and use for creating or nullifying LARGE Shields. Includes, free, 1 Warp Shield Device and Nullifier.
Device #242.
A Planetary Emergency Evacuation Device. When you've absolutely got to get out of there. The Device Computer Scans the Universe for an area that is safely compatible with your planet. It then Warps space, keeping a careful gravatonic balance, to safely deliver your planet to this new location. All of this is accomplished within 24 hours. This device has an extremely high success rate.
Device #243.
This Device is a total MUST for Pan Dimensional Travellers. If fact this device is SO important we are giving it away free! This device allows you to maintain control over your Attack Drones, Sector Mines & Planets while you are in another Dimension. If you do not have this device active your possessions in other dimensions will in time think you have been destroyed and turn rogue.
Device #247.
This device sets up a hysteretic field around the ships various fields making most ship's function use 100 to 400% more fuel.
Device #248.
Programmable Device #1
Device #249.
Programmable Device #2
Device #250.
Programmable Device #3
Device #251.
Check this baby out. This is a rework of the Federation's own shield bypass system. This will instantaneously defeat the Federation Warp Shield and bring you into dock around Sol. While it is true that it destroys itself in the attempt this device can be a real lifesaver if you are "floating" helpless in space.
Device #252.
Running out of time when you are far from the safe havens can be a deadly experience. Allow this device to Warp you away to a preset safe haven, should time run out on you. Warning: Multiple Adjusters will cause targeting malfunctions.
Device #253.
The Isolator completely "unWarps" a sector from the rest of the Universe, and vice-versa.
Device #254.
The Isolator ][ will unlink Warps that connect the rest of the Universe to your Sector, but leave the Warp Links from your Sector to the rest of the Universe untouched.
Device #255.
The Isolator, Neat & Tidy acts just like our Isolator ][ model, except that it also manifests erratic Warp energies to completely eradicate Phantom Warp Links as well!.
Device #256.
Off Track Betting Device. Allows access to Gambling Ports via electronic communication.
Device #257.
This device is of unknown origin: After much experimentation and research we have managed to made this device functional and even make it function with our Warp Shield Wedge. This device will remove all warp links from an existing sector and then relink it to apparently random sectors. Even alters O.R.M. links!
Device #258.
The Over-Thrustor is an advanced fuel recycling system that attaches to your Over Space Drive effectively halving the fuel consumption associated with Over Space travel. Pays for itself in just a few uses.
Device #259.
This Automated Auto Pilot, launches a probe to explore a random sector in the galaxy and then charts a course to take you there. Great for exploration.
Device #260.
This Automated Auto Pilot, launches a probe to discover the farthest point in the galaxy from your ship (up to 50 sectors away) and then sets the autopilot to take you there. Great for exploration.
Device #261.
A Free Standing Dimensional Breach Generator and Tractor Beam Station. This Satellite is capable of Generating a Dimensional Breach and then forcing an invading Ship thru that Breach.
Device #262.
A Free Standing Dimensional Breach Generator and Tractor Beam Station. This Satellite is capable of Generating a Dimensional Breach and then forcing an invading Ship thru that Breach. This Team version has Team Detection Circuitry so that team members are not Catapulted. Remember: This Satellite is owned by the Team not your Ship.
Device #263.
This device takes two Warp Links that connect to a Sector and fuses them together so that the two Sectors are now connected. Confused? Okay, let's use an example: Say Sector 34 connects to Sector 13, and Sector 22 also connects to 13. By using this device in Sector 13, you could connect Sector 34 to Sector 22. The advantage to this is two fold. One, only the Warp Shielding of the Sector the device is used in, matters (Sector 22 in our example). And two, you needn't be in either of the affected areas.
Device #264.
Stop! - Read! - This is a Must Have Device! This is the last line of defense to save your WarShip. If your WarShip is attacked and about to be destroyed the Trap Door will: 1) Fire all defenses (except Dead Man Switch) 2) Jettision Destruction-Like Debree 3) Transmit a Destruction Signal 4) When hidden by debree, drop down the O.R.M. Link. 5) Attempt to remain in the link for as long as possible. The effect of these actions, is that your Ship appears destroyed (Even to the Feds who will transfer your Debt, Fines and Credits to your attacker.) and might not turn up if the destination Sector is scanned. However this device triggers much later in the attack than other devices (like the Emergency Warp) so more serious damage is done to the Ship, but as the last resort....
Device #265.
This device allows a TransMat to be set to another sector.
Device #266.
The Retreat resets a TransMat's programming to sector 1, AFTER your Ship has passed thru the Transmat.
Device #267.
This one shot device detects Federation Warships up to two sectors away.
Device #268.
This deluxe version of the Nearby Ship Locator detects Federation Warships up to two sectors away, then this probe returns to your ship.
Device #269.
This device detects the presence of a Harmony Wave with a Warp Shielding Field and shuts down your Warp Shield Wedges mere nanoseconds before the feedback would have destroyed them.
Device #270.
This Snare will scramble all other ships autopilots when they travel thru this sector, effectively dropping them into that sector.
Device #271.
Don't Let Ships sneak out of your traps through normal space. Use this negator to snarl their navigational sensors.
Device #272.
Why waste precious resources destroying Negators when you can make them work for you. Alter the Over Space Navigator Negator in your sector to respond to your Ships calling frequencies only.
Device #273.
Don't take a Dimensional trip unless you plan to. The Dimensional Anchor outputs a low level Thallic Wave, in the presence of which no Dimensional Breach can form.
Device #274.
Dimensional Catapults have fairly advanced defense capabilities that make it nearly impossible for a Sensor bound missile to approach it without being shunted to another Dimension itself. The Dimensional Catapult Catapult sets up an illusion that tricks the Dimensional Catapult into launching itself into the Dimensional Breach! Due to the method of the Catapults Dimensional Engine it is not actually capable of shunting itself and so ends up in another location within the same Dimension. This is a One Shot Device.
Device #275.
We have only a limited supply of these devices liberated from an Injured Delacoos freighter. This device appears to use another type of OverSpace, like Hyperspace or Nspace, but with different properties. No amount of Warp Shielding, nor any device currently known can prevent the transmission of your ship with this device. However we have not yet discovered how to alter the device's programming.
Device #276.
We have only a limited supply of these devices liberated by Andrue C Carr, Inc., from an Injured Delacoos freighter. This device appears to use another type of OverSpace, like Hyperspace or Nspace, but with different properties. No amount of Warp Shielding, nor any device currently known can prevent the transmission of your ship with this device. The next use then returns you to your originating sector. However we have not yet discovered how to alter the device's programming.
Device #277.
If you have Attack Drones wandering viciously through out the Universe, you need this handy report coordinator to keep track of them.
Device #278.
This probe will report to you where your team's attack drone packs are.
Device #279.
This probe will report to you where your team's sector mines are.
Device #280.
This electronic transfer device allows you contact with The Dark from anywhere in the galaxy.
Device #281.
This communication device allows you to Coordinate with E.E.C.C. Headquarters right from where you need them, a the sight of the battle. Very useful for Cabal hunters. (Listed as a Starting Device in Captain's Manual)
Device #282.
Probe, Remote Sensor and Warp Engine all in one tidy package. The probe will seek out a port selling Ore, the Remote Sensor will transmit Sensor Report on that Sector, and if you wish the Warp Engine will Warp your ship to that sector.
Device #283.
Probe, Remote Sensor and Warp Engine all in one tidy package. The probe will seek out a port selling Organics, the Remote Sensor will transmit Sensor Report on that Sector, and if you wish the Warp Engine will Warp your ship to that sector.
Device #284.
Probe, Remote Sensor and Warp Engine all in one tidy package. The probe will seek out a port selling Equipment, the Remote Sensor will transmit Sensor Report on that Sector, and if you wish the Warp Engine will Warp your ship to that sector.
Device #285.
Probe, Remote Sensor and Warp Engine all in one tidy package. The probe will seek out a port selling Power, the Remote Sensor will transmit Sensor Report on that Sector, and if you wish the Warp Engine will Warp your ship to that sector.
Device #286.
Probe, Remote Sensor and Warp Engine all in one tidy package. The probe will seek out a port selling Water, the Remote Sensor will transmit Sensor Report on that Sector, and if you wish the Warp Engine will Warp your ship to that sector.
Device #287.
This recharge device recharges used Dimensional Wedges in the Deluxe Dimensional Pack.
Device #288.
You no longer have to worry about being a victim of blackholes. True, there is no known way to destroy or move blackholes, but now, using alien technology recently stolen from the Cabal, you can harness the power of the blackhole to travel faster than the speed of light in normal space. So upon encountering a blackhole you will be whisked safely away. 88% success rate! (Listed as a Starting Device in Captain's Manual)
Device #289.
Sure this device is only a one-shot, but at less than a 1000th the price of Tech Magic's Pan Dimensional Drive, it's well worth the credits. This device is perfectly safe & reliable, 100% success rate.
Device #290.
This expensive spacial device, twists space in order to move ports around.
Device #291.
This little guy provides structural strength as well as scanner shielding for your device bay.
Device #292.
Our Improved Cloaking Enhancer operates exactly like that of Tech Magic's Cloaking Enhancer except that ours also functions perfectly in a Paan Ifth or Redeph, allowing you to put more Cloaking power in fewer bays.
Device #293.
Stop broadcasting your location! Your drives leave a unique energy signature that can be traced! But not with this baby installed.
Device #294.
Well this is quite an amazing device. The only known defense against the Dead Man Switch. First it speeds liquid Molecolium around the entire ship and with an electrical charge polarizes it into it's solid state, forming a thin shell of the Universe's most energy dense material. Then it infuses this shell with a high beam energy force field. Still don't think this will completely shield you. This Shield will stop your Ship from being destroyed, but the Dead Man Switch will still wreak terrible damage on your Ship.
Device #295.
Suppress Sensor Readouts from displaying or finding Warp Links.
Device #296.
This device attempts to resonate against a Planetary Tractor Beam in such a way as to cause the Tractor Beam to explode. Some times it works, some times the Feedback device explodes first.
Device #297.
This is a state of the art, fully automated holographic satellite. This mother will put out an image of your ship, complete with any amount of attack drones you want. The holograph will fool any long range sensor! Very useful for wild goose chases. Make you enemy waste valuable resources get to "you!"
Device #298.
This is a state of the art, fully automated holographic satellite. This device will transmit an holograph of a planet. The holograph will fool anything but close up inspection. Very useful for wild goose chases. Make you enemy waste valuable resources get to "you!"
Device #299.
This is a state of the art, fully automated holographic satellite. This device will transmit an holograph of a Black Hole. The holograph will fool anything but close up inspection. Scare Enemies into avoiding your areas.
Device #300.
When entering a sector with hostile sector mines this deflector will detonate up to 25 sector mines before they can damage your ship. And... Unlike simpler Mine Deflectors this one will regenerate the ability to deflect mines.
Device #301.
When entering a sector with hostile sector mines this deflector will detonate up to 50 sector mines before they can damage your ship. And... Unlike simpler Mine Deflectors this one will regenerate the ability to deflect mines.
Device #302.
When entering a sector with hostile sector mines this deflector will detonate up to 75 sector mines before they can damage your ship. And... Unlike simpler Mine Deflectors this one will regenerate the ability to deflect mines, however it does do so at a slightly slower rate than it's smaller cousins.
Device #303.
When entering a sector with hostile sector mines this deflector will detonate up to 100 sector mines before they can damage your ship. And... Unlike Tech Magic's Mine Deflectors our's will regenerate the ability to deflect mines, however it does do so at a slightly slower rate than our smaller models.
Device #304.
This enhances the Stealth ICE Technology increasing the Deactivator's chance of success a full 2% per unit.
Device #305.
An Execellent example of Last Chance Technology! The Mine Deactivator, homes in on hostile Sector Mines and attempts to deactivate them before they detect your ship. The Mine Deactivator features a one third success rate but can only be enhanced by using the Mine Deactivator Enhancers. The Deactivators overheat after use regardless of success or failure. Warning: Deactivators do not possess quality Signal Processors and will treat Team owned Sector Mines as Hostile Mines.
Device #306.
Somebody got a homing beacon locked on you? This will jam that beacon, so no signals reveal your position.
Device #307.
Take a look a this... Now you can protect a sector from warpings just like the Federation! This device contains 1 erg of Warp Shielding Energy.
Device #308.
Revenge from the Grave! Your Ship has just been destroyed by the ravages of enemy Attack Drones, the enemy ship hovers close by, directing the battle and waiting to plunder the spoils. Then your Dead Man Switch kicks in, channeling the Fusion Core of your Warp Drive directly into the Trittrium Core of your Over-Space Drive causing a Mass-Energy explosion of stellar proportions. Heavy Radiation pummels the enemy vessel into sub-atomic particles before any type of defensive maneuver is possible. Even Emergency Warp Drive will not save the ship. (Listed as a Starting Device in Captain's Manual)
Device #309.
This satellite absorbs Sensor readings in such a way as to appear blank on Sensor readouts. Makes Sector almost totally un detectable. As a bonus it also fouls the triangulation feature of the Autopilot and devices like it, so that they will not work within a Damper Field. This model has been improved so that it also fouls Sensor Damper Dispersers.
Device #310.
This satellite absorbs Sensor readings in such a way as to appear blank on Sensor readouts. Makes Sector almost totally un detectable. As a bonus it also fouls the triangulation feature of the Autopilot and devices like it, so that they will not work within a Damper Field. This deluxe model allows deployment from adjacent sectors.
Device #311.
This device is much like our 'No Trail' device, however in addition to not leaving a drive trail, this device muddles whatever drive trail was previously there.
Device #312.
This is an personal version of our Trail Sweeper. This device only muddles drive trails, when they are yours.
Device #313.
Hunter Drones have special circuitry to fool the Refueling Module on your Ship to open, releasing precious energy into Space where they collect it and use it against you. Fuel Tank Shielding, adds a special layer of encoding so that only authorized Refueller's can access your Energy Supplies.
Device #314.
Hey don't let Warp Shielding get in your way... This beautiful baby can pierce 50 ergs of shielding to create a permanent warp. But for Flash Warps it can pierce up to 7500 ergs upon entry... And a whopping 15000 ergs upon egress.
Device #315.
This transmitter detects ship to ship surveillance sweeps and creates a feedback signal that will destroy the surveillance transmitter.
Device #316.
Hyper Technologies now proudly unveils The Hyper Thief! This a Space Borne Pocket of Hyper Space, which combined with Hyper Technology will liberate a device from a passing vessel and store it in Hyper Space for later retrieval. The Hyper Thief can store up to 12 devices. Warning: The Hyper Thief has no loyalty circuitry and will steal devices from ALL passing ships.
Device #317.
Are your devices being stolen by your own Hyper Thiefs? Use Hyper Secure, it hides your ship from Hyper Thiefs so they never trigger on your ship.
Device #318.
Sensor Dampers are virtually useless as a trap because people can't see them to be trapped by them. The Sensor Damper Tripwire waits for an unsuspecting Ship to enter it's Sector and then BAMM, it deploys a Sensor Damper disrupting the Ship's sensors.
Device #319.
Are you aware that if you use a Tech Magic Sector Reflector that it also reflects the Sector Number? What good is that? Our high tech Advanced Sector Reflector correctly reflects the actual Sector Number while displaying the reflected Sector info.
Device #320.
Our most economical free standing Toll Station. This one only delivers 1/5 the power of our standard Laser weapon, but it is total indistinguishable from the more expense and more lethal top of the line Toll Stations. Therefore Ships may pay a fee anyway.
Device #321.
This Standard Toll Station maintains a full power Heavy Particle Beam. Contains Device Bay Missiles for Defense Only.
Device #322.
This Toll Stations is armed with our heaviest off surface Particle Beam. This baby delivers 2 times the power of our ship borne Heavy Particle Beams! Contains Device Bay Missiles for Defense Only.
Device #323.
If a Ship tries to charge this Toll Station, it will fire a wide spread volley of Device Bay Missiles at the offender. Contains Device Bay Missile Factory on board.
Device #324.
Runners of this Toll Station will find themselves warped to another sector. Only those Ship's equipped with Warp Shield Wedges will be able to enter it's sector without paying.
Device #325.
Our most economical free standing Team Toll Station. This one only delivers 1/5 the power of our standard Laser weapon, but it is total indistinguishable from the more expense and more lethal top of the line Toll Stations. Therefore Ships may pay a fee anyway. Remember: Team Toll Stations belong to the Team, not to you.
Device #326.
This Standard Team Toll Station maintains a full power Heavy Particle Beam. Contains Device Bay Missiles for Defense Only. Remember: Team Toll Stations belong to the Team, not to you.
Device #327.
This Team Toll Stations is armed with our heaviest off surface Particle Beam. This baby delivers 2 times the power of our ship borne Heavy Particle Beams! Contains Device Bay Missiles for Defense Only. Remember: Team Toll Stations belong to the Team, not to you.
Device #328.
If a Ship tries to charge this Team Toll Station, it will fire a wide spread volley of Device Bay Missiles at the offender. Contains Device Bay Missile Factory on board. Remember: Team Toll Stations belong to the Team, not to you.
Device #329.
Runners of this Team Toll Station will find themselves warped to another sector. Only those Ship's equipped with Warp Shield Wedges will be able to enter it's sector without paying. Remember: Team Toll Stations belong to the Team, not to you.
Device #330.
Space Madness: The Cabal created virus that interferes with the brain body interface. An infected persons actions are not those that he intends and he does not see what is really there. As the virus is very hard to detect and cure, it has been deemed highly illegal to possess. But since it is so hard to detect who will know you have it. This infector will infect one sector with enough virus to last one day.
Device #331.
No matter how strong you are: Black Holes (Natural or Artificial) will destroy you! Detect them before they get you. (Listed as a Starting Device in Captain's Manual)
Device #332.
Detect Over Space Navigator Negators before they hamper your travel.
Device #333.
Don't be left in the dark. Federation and private Warp Shields are all around us. See what you are up against. Very sensitive device revels the exact amount of ergs per Shield.
Device #334.
This detector can reveal the presence of Planetary Warp Field Flux. If a Planet is in the early stages of Planetary Evacuation this device will alert you. This is not an active sensor, and must be activated.
Device #335.
Don't be left a sitting duck. Detect Flashwires before they blind your ship!
Device #336.
This device reveals if a Homing Trap has snared a signal and if so, who that signal belongs to.
Device #337.
The newest in tracking devices. This necessity reveals which ship was in your sector last.
Device #338.
This probe displays the contents of several random sectors.
Device #339.
This long range sensor displays the identity of Toll Station Owners.
Device #340.
This sensor displays the fee of Toll Stations before they demand homage.
Device #341.
Space Madness: The Cabal created virus that interferes with the brain body interface. An infected persons actions are not those that he intends and he does not see what is really there. As the virus is very hard to detect and cure, it has been deemed highly illegal to possess. This detector will reveal the presence of infected Planets. An before a Planet's name means the planet is infected.
Device #342.
Space Madness: The Cabal created virus that interferes with the brain body interface. An infected persons actions are not those that he intends and he does not see what is really there. As the virus is very hard to detect and cure, it has been deemed highly illegal to possess. This detector will reveal the presence of infected Ships. An before a Ship's name means the ship is infected. This detector can also detect the presence of the virus in your own ship.
Device #343.
Don't risk missing a planet, either by over looking it, or by forgetting to scan adjacent sectors. This device lists planets in adjacent sectors as soon as you enter that Sector.
Device #344.
Don't rely on your senses to notice a planet. Planet information can go unnoticed, lost in the vast amounts of information displayed by your sensors. Planets are a gold mine of potential, don't let this happen to you. This Sensor attachment device pauses a Sector Display when a planet is detected.
Device #345.
This device attaches itself to your sensors and allows them to detect TransMats.
Device #346.
This device attaches itself to your sensors and allows then to detect Autopilot Snares.
Device #347.
Space Madness: The Cabal created virus that interferes with the brain body interface. An infected persons actions are not those that he intends and he does not see what is really there. As the virus is very hard to detect and cure, it has been deemed highly illegal to possess. This detector will reveal the presence of infected Sectors. An before the Sector number means the Sector is infected.
Device #348.
The Hunter Drone Detector will automatically report on Hunt Packs in the area.
Device #349.
The Hunter Drone Scanner require activation to function, but it can sense even Hunt Packs in Stealth Mode.
Device #350.
The Hunter Drone Decoder is used to re-program Hunt Packs once they have been located by their owner.
Device #351.
Just because you can't conquer a planet at the current moment, just mean that you have to allow your enemies to use it. Load the Orb with Cloaking Energy (see #388) an it will cloak the Planet from everyone, including you and the owner.
Device #352.
Frankly we are surprised that Tech Magic would make a Device as Devious as the Dimensional Anchor Pod (or we're jealous, we wish we made it.) so it seemed only fair that we make a unit to detect it. Don't risk your Dimensional Wedge or the insanely priced Pan Dimensional Drive. This sensor detects the presence of Dimensional Anchors as well as determines who it belongs to.
Device #353.
It is important to be able to detect when your Black Hole Deflector Field has dissipated. This sensor will let you detect the existence of the Field.
Device #354.
Someone attacking you with a Sector Mine Launcher? This Sensor allows you to detect and view the programming of Sector Mine Launchers.
Device #355.
Hyper Thiefs are a real nuisance, unless you know they are there. The Hyper Thief Sensor, can detect the presence of Hyper Thiefs in the current Sector.
Device #356.
Hyper Thiefs are a real nuisance, unless you know they are there. The Hyper Thief Sensor Deluxe, can detect the presence of Hyper Thiefs in the current or adjacent Sectors.
Device #357.
Keep up with the daily events of other dimensions without exhausting the time & resources required to visit them.
Device #358.
Keep up with the growth of other dimensions without wasting the time and resources required to visit them.
Device #359.
Physical Laws, Native Customs & Historic Developments vary from dimension to dimension. Check them out before you visit.
Device #360.
It is always better to know what is out there, than to blunder blindly. This Sensor detects Dimensional Catapults from up to one Sector Away.
Device #361.
The PortalScan probe propels itself thru a Dimensional Portal and relays a Scan of the Sector at the destination.
Device #362.
Check out the quality and condition of an unfamiliar Dimension before jumping blindly into it. This Database Tap, tells you the details of an existing Dimension.
Device #363.
Space Madness: The Cabal created virus that interferes with the brain body interface. An infected persons actions are not those that he intends and he does not see what is really there. As the virus is very hard to detect and cure, it has been deemed highly illegal to possess. It is virtually impossible to detect the Space Madness Virus in a port. This detector can but only if you are in that sector, long range scans will not register. (Listed as a Starting Device in Captain's Manual)
Device #364.
Discover whether there are any homing beacons on your ship.
Device #365.
Don't allow Delacoos Drive Disruptors to damage your GoTos and GoSubs. This handy detector sensor can sniff them out. This is an activated device, not a constant sensing unit.
Device #366.
View a Sector thru a TransMat.
Device #367.
Do a complete sensor scan thru a TransMat Platform.
Device #368.
Valuable information can be gleaned by viewing the settings of an opponents devices. This device will display those settings.
Device #369.
Don't get caught unaware by Sensor Damper Tripwires.
Device #370.
Our Improved Anti-Cloaking Enhancer operates exactly like that of Tech Magic's Anti-Cloaking Enhancer except that ours also functions perfectly in a Paan Ifth or Redeph, allowing you to put more Anti-Cloaking power in fewer bays.
Device #371.
This device subverts a Sensor Damper's programming so that it becomes your Sensor Damper!
Device #372.
Again, you didn't get it here... This potent package destroys suns! Do not use in Federation Sectors!
Device #373.
From Wilson Selzer Bio-Labs: A fully functional Bio-Launch Pod, this was developed to sterilize quarantined cargo ships prior to reuse. However a, shall we say, less scrupulous person could use it to destroy a planets production of Organics. Bio-Launch pod contains safety sensor to disable Injector if Sentient Life is detected.
Device #374.
Maybe you can't stop GoTos and GoSub from invading your Inner Sanctum, but you can stop them from exiting again. This Space Platform causes Delacoos Drive based devices to overheat and melt down if they are activated from within the Disruptor's field.
Device #375.
This missile has a 50% chance of destroying a TransMat.
Device #376.
Over Space Navigator Negators got you down? Destroy them!
Device #377.
Destroying Planetary Devices is one of the toughest projects we are working on. A Planetary Device Missile must be able to make it through all of the Planetary Defenses and then locate a Device that could be anywhere on the planet! This is our most up to date model. It offers a proven 7% success rate, but still is unable to report success or failure.
Device #378.
This little hard to detect satellite damages a ships external sensors. It is detectable only by the Flashwarp Detector and not by a Safety Stop or any other known means.
Device #379.
This missile can burn the sensors of ships in neighboring sectors.
Device #380.
The Inertia Damper Deployment Probe will install one Inertia Damper (included) on a ship in it's sector.
Device #381.
The Remote Inertia Damper Deployment Probe will install one Inertia Damper (included) on a ship in any adjacent sector.
Device #382.
Space Madness: The Cabal created virus that interferes with the brain body interface. An infected persons actions are not those that he intends and he does not see what is really there. As the virus is very hard to detect and cure, it has been deemed highly illegal to possess. But since it is so hard to detect who will know you have it. This infector will infect one port with enough virus to last one day.
Device #383.
Space Madness: The Cabal created virus that interferes with the brain body interface. An infected persons actions are not those that he intends and he does not see what is really there. As the virus is very hard to detect and cure, it has been deemed highly illegal to possess. But since it is so hard to detect who will know you have it. This infector will infect one planet with enough virus to last one day.
Device #384.
Space Madness: The Cabal created virus that interferes with the brain body interface. An infected persons actions are not those that he intends and he does not see what is really there. As the virus is very hard to detect and cure, it has been deemed highly illegal to possess. But since it is so hard to detect who will know you have it. This infector will infect one ship. This device is extremely highly illegal, you didn't get it here.
Device #385.
Much like our Holographic Ship Decoy Beacon, this Beacon pretends to be your Ship. But when another Ship gets too close, this Beacon lets fly a volley of Device Bay Missiles and then detonates doing devastating damage.
Device #386.
Destroying Multiple Message Beacons can be a time consuming pain. The Multiple Targeting Message Beacon Maser will destroy all Message Beacons in a Sector in one single instant.
Device #387.
The Hunter Drone Leader is actually a small programmable robot. One of these devices is needed for each Hunter Drone group that you wish to launch. The Hunter Drones themselves are available at Port Sol. At the time you place them you can program the Hunt Pack with a variety of options. They can scan the universe for you, seek out your enemies, or just spread wanton violence in their wake.
Device #388.
Use this reusable Shuttle to transmit Cloaking Energy to the Orbital Cloaking Orb.
Device #389.
Automatically Deploy Sector Mines in the Sectors you pass thru. This unit can be programmed for Sector Mine Program and Amount deployed. This Unit will not deploy Sector Mines in Sectors already containing Sector Mines unless they are yours and the programming matches.
Device #390.
The newest item from the Paan metaphysisists. This device uses their ultradimensional theories to merge almost any two Planetary Devices in such a way as to have them still function as Planetary Devices. Almost all Planetary Devices Function Properly when Paaned. Notable exceptions are 392 & 393-399 which only function as the first device in the Paan. Also Laser Based weapons may also fail completely. Devices may only be added to the Paan while it is on your ship. Despite these limitations this is an invaluable device for allowing your Planets to perform multiple functions.
Device #391.
This Planetary Device scrambles the circuits of Galvanometric Seeking Missiles so that they will not report the existence of the planet.
Device #392.
Space Madness: The Cabal created virus that interferes with the brain body interface. An infected persons actions are not those that he intends and he does not see what is really there. As the virus is very hard to detect and cure, it has been deemed highly illegal to possess. But since it is so hard to detect who will know you have it. This device will infect anyone who attacks your planet.
Device #393.
This is a difficult device to use correctly, but with a sufficiently built up planet, the Planetary Tractor Beam can snare and hold a serious pest. This Device holds fast any ship that snoops around your planet.
Device #394.
Why Run away, when you can make this go away? This beautiful Planetary Defense System warps Invaders safely out of you sector.
Device #395.
Why Self-Destruct when you can run away? If Planetary Defenses are overrun, this outstanding piece of State of the Art Warping Technology whisks your planet away to safer location. Very High Success rate!
Device #396.
If you can't own it nobody should, right? This Planetary Device causes your planet to explode if attacked! Planetary Explosions cause very serious damage to the attacking ship.
Device #397.
This Planetary Device fires a Device Bay Missile at attacking ships.
Device #398.
This Planetary Device fires 5 Device Bay Missiles per attack at attackers.
Device #399.
This Planetary Device fires 15 Device Bay Missile per attack at attackers.
Device #400.
This Planetary Device steps up Planetary Production by 10% daily!
Device #401.
This 'one shot' device will completely nullify all cloaking energy in the sector. Use with caution.
Device #402.
This 'one shot' device will completely nullify all cloaking energy in the current and adjacent sectors. Use with caution.
Device #403.
This clever droid device uses a Sector Mine's own repair capabilities to create more Sector Mines. It can create one mine per day from every forty sector mines in a sector.
Device #404.
This is an improved version of our standard Mine Replicator. With it's enhanced programming it can use a Sector Mine's own repair capabilities to create one mine per day from every twenty in a sector.
Device #405.
Our top of the line Mine Replicator! Very advanced programming and a special scavenger module allows this droid to use the Sector Mine's own repair capabilities to create more Sector Mines. It can replicate an incredible one mine per day from every ten sector mines in a sector.
Device #406.
Destroy your enemies devices before he gets you! About a 70% success rate. And sometimes they're devastating. This batch features an automatic launch when attacked mechanism!
Device #407.
This Device Bay missile is defensive only. Your last act of defiance as your ship is scattered to dust across the galaxy. This model has three warheads.
Device #408.
This is a multiple device bay missile organizer. Each one can handle up to 200,000 Missile Silo missiles, which are almost identical to defense only device bay missiles. (Listed as a Starting Device in Captain's Manual)
Device #409.
Place up to 200,000 of these in your Device Bay Missile Silo and they will avenge you upon your destruction. (Listed as a Starting Device in Captain's Manual)
Device #410.
Launch Sector Mines from a Sector to either a random sector or designate a destination. All or partial amounts of Sector Mines may be launched. Launches Sector Mines once per day and no shields or dampers will stop the Launcher.
Device #411.
The Special Devices Detection Pack contains the following: 1. Black Hole Detector 1. Warp Shield Detector 1. Last Ship in Sector Detector (without off option) 1. TransMat Detector 1. Sector Mine Launcher Detector. Pricey, but a miracle of miniaturization.
Device #412.
This pack contains: 1. Auto Pilot Snare 1. Over Space Navigator Negator Detector
Device #413.
The Wilson Selzer Combo Pack contains: an Alarm Clock an Air Purifier a Speed Landing and a Homing Signal Jammer
Device #414.
The Dimension Scanner Pack contains: A Dimensional Newspaper Scanner A Dimensional Rankings Scanner A Dimensional Universal Parameters Scanner
Device #415.
This probe pack will discover in what sectors your Attack Drones, Sector Mines and planets are located. A must for the forgetful.
Device #416.
This probe pack will discover in what sectors your team's attack drones, and sector mines are located. A must for the forgetful.
Device #417.
This probe pack will display in what sectors you and your team's attack drones, sector mines and planets are located. A must for the forgetful.
Device #418.
The Deluxe Dimensional Pack contains: A Dimensional Newspaper Scanner A Dimensional Rankings Scanner A Dimensional Preview A Dimensional Identifier A Dimensional Viewer and 3 Dimensional Wedges! All in one tidy package.
Device #419.
Space Madness: The Cabal created virus that interferes with the brain body interface. An infected persons actions are not those that he intends and he does not see what is really there. As the virus is very hard to detect and cure, it has been deemed highly illegal to possess. The Space Madness Detector Pack contains: An Infected Sector Detector An Infected Planet Detector An Infected Ship Detector. Remember, better safe than sorry. (Listed as a Starting Device in Captain's Manual)
Device #420.
It's a hostile universe out there. It is best to be as hard to detect as possible. The Stealth Pack contains: a Personal Trail Sweeper a 'No Trail' Drive a Cloaking Enhancer 2x and an Anonymous Radio Signal Id Box. Remember: Walk quietly and carry and big stick*. *Big stick sold separately.
Device #421.
The Tau Pack contains: a Remote Device Access a Shopping Evaluation Interface The OverThruster and a One Bay Device Protection A device for the truly sophisticated Captain. This simple set of devices will make your life easier when in Port or on Planets. And with the addition of the One Bay Device Protection, it is the first invulnerable pack ever designed.
Device #422.
The Wild Hunt Pack Hunter Drone Detector Hunter Drone Scanner Hunter Drone Decoder Hunter Drone Identifier Fuel Shielding All the devices needed to use and control Hunter Drone groups.
Device #423.
This Amazing Onboard Factory pumps out one Hyper Cube [10] every day.
Device #424.
This Amazing Onboard Factory pumps out one Planetary Device Missile every day.
Device #425.
This Amazing Onboard Factory pumps out one Emergency Sol Return every day.
Device #426.
This Amazing Onboard Factory pumps out one Auto Pilot Snare every day.
Device #427.
This Amazing Onboard Factory pumps out one Holographic Ship Decoy Beacon every day.
Device #428.
This Amazing Onboard Factory pumps out one Holographic Planet Decoy Beacon every day.
Device #429.
This Amazing Onboard Factory pumps out one Dimensional Wedge every day.
Device #430.
This Amazing Onboard Factory pumps out one R.M.D. 25 every day.
Device #431.
This Amazing Onboard Factory pumps out one R.M.D. 50 every day.
Device #432.
This Amazing Onboard Factory pumps out one Sensor Damper every day.
Device #433.
This Amazing Onboard Factory pumps out one Sector Mine Deactivator every day.
Device #434.
This Amazing Onboard Factory pumps out one Warp Shield Device every day.
Device #435.
This Amazing Onboard Factory pumps out one Warp Shield Wedge every day.
Device #436.
This Amazing Onboard Factory pumps out one Hunter Drone CPU every day.
Device #437.
This Amazing Onboard Factory pumps out one Nova Device every day.
Device #438.
This Amazing Onboard Factory pumps out one TransMat Missile every day.
Device #439.
This Amazing Onboard Factory pumps out one Flashwire every day.
Device #440.
This Amazing Onboard Factory pumps out one FlashBomb every day.
Device #441.
This Amazing Onboard Factory pumps out one Sensor Damper Corruptor every day.
Device #442.
This Amazing Onboard Factory pumps out one Mine Replicator every day.
Device #443.
This Amazing Onboard Factory pumps out one Advanced Mine Replicator every day.
Device #444.
This Amazing Onboard Factory pumps out one Advanced Mine Replicator ][ every day.
Device #445.
This Amazing Onboard Factory pumps out one Device Bay Missile every day.
Device #446.
This Amazing Onboard Factory pumps out one Warp Shield Nullifier every day.
Device #447.
Drones set to Wander/Subversive add a strategic level to space combat. You can release them, and let them do their work at no risk to yourself. However once victory is achieved it was almost impossible to gather your forces. The Stand Down sends a specially encoded Signal that causes all Attack Drones set by your Ship to Wander Viciously or Subvert to Deactivate. Stopping their movement makes it much easier to pick them up.
Device #448.
This device has the dubious honor of being the most expensive Specialty Device for sale in the Federation. It contains all functionality of a Master Replicator with storage capabilities that would make a Hyper Cube envious! Simply feed in the Pattern of a Device and this Paan device will produce one per day and store it in it's own Hyper Spacial Area. It will then deliver them upon demand. There is no practical upper limit to how many devices it can store! Now is that worth every penny?
Device #449.
This does everything the Paan Ifth does and more! Like the Paan Ifth the Redeph can merge two passive devices into one device bay. The Redeph, though, goes beyond that to allow the merging of devices that have on/off switches. With these semi-passive devices the Redeph fuses the on/off switch on.
Device #450.
An expensive device .... and worth every credit. Developed by Paan metaphysisists this device uses their ultradimensional theories to merge almost any two passive devices so that they only take one slot, yet still function! It is true that a very few types of devices malfunction when packed but almost all work fine. Notable exceptions being Mine Deflectors, Particle Weapons, and Bay Protectors. So if you have space problems, and a cube isn't your answer try the Ifth.
Device #451.
Shhhhhhhhhhhh... Okay, it's true, this device is very dangerous and quite illegal... It does however come with the Federation disarming module... Please use with caution. Once used the sector it occupies is useless forever, as every ship that enters it is instantly destroyed, not even enough time for an emergency warp!
Device #452.
Okay, so maybe there is no known way to extract a device from a Paan. That doesn't mean you have to let no longer needed devices fill up your valuable Paan devices. Now with the new Paan Scrubber unwanted devices can be Scrubbed out of existance, leaving your Paan free for more important tasks.
Device #453.
Space travel can be expensive and time consuming. Physical limitations make it impossible for a maneuverable Ship to carry more than 60000 megatons of Cargo. Objects in HyperSpace are not bound by the limitations of our Universe. The Power HyperHold can store up to 600,000 Megatons of Power Cargo without taking up any of your Ship's Cargo Holds! Calling the HyperHold with Power in your Holds loads it. Calling the HyperHolds with no Power fills your Cargo Holds.
Device #454.
Space travel can be expensive and time consuming. Physical limitations make it impossible for a maneuverable Ship to carry more than 60000 megatons of Cargo. Objects in HyperSpace are not bound by the limitations of our Universe. The Water HyperHold can store up to 600,000 Megatons of Water Cargo without taking up any of your Ship's Cargo Holds! Calling the HyperHold with Water in your Holds loads it. Calling the HyperHolds with no Water fills your Cargo Holds.
Device #455.
Our top of the line refreshment center. This deluxe synthesizer can produce over 450,000 different drinks. Is fully programmable for personal customization.
Device #456.
A variable bay HyperSwap. Enter Number of Bays swap. From 1 to 17.
Device #457.
This device snares the control signals of passing ships. The signal can then be used in place of the actual ship to tune certain devices that lock onto the ship's control signals.
Device #458.
Use this device to listen in on radio messages sent to ships you have a homing device on.
Device #459.
Hey, you didn't hear it from us... but this little beauty destroys warp shielding. Negates 1 erg of shielding.
Device #460.
This spiffy signal booster allows your homing devices to report to you, even from another dimension.
Device #461.
This Directional Signal Tracer determines the Sector that a Radio Message was sent from.
Device #462.
This device uses Kalvinist HypnoTech to change the minds of the owners of a port about what type of cargo that they wish to sell.
Device #463.
This specialty Sector Beacon displays the location of any Ship it is locked onto, just like a Homing Signal.
Device #464.
This specialty Sector Beacon displays the location of any Ship it is locked onto, just like a Homing Signal. This version uses a very low powered transmitter so that the signal is only picked up by Ships in the Sector and not by those in adjacent Sectors.
Device #465.
This illegal black box attaches itself to your Federation Sub-space Radio and defeats the Identifier signal. This allows messages to be sent in such a way that no one can determine who they came from.
Device #466.
This illegal black box attaches itself to your Federation Sub-space Radio and defeats the Identifier signal and replaces it with any ID of your choosing. This allows radio messages to be sent in such a way as to seem to come from somewhere else.
Device #467.
Okay, so a Hyper Thief has been happily liberating devices from other ships for you, how do you get those devices? With the Hyper Thief Access! Makes a Hyper Thief respond just as if it was an on-ship Hyper Cube. Requires Hyper Thief Sensors to function.
Device #468.
While we don't condone it, sometimes it is necessary to attack a rival or rogue Warship Ship. When these situations occur why let the Renegades Devices go to waste. Once Initialized the Scavenger Cage waits until your attack has brought down your enemies shields, then seconds before his Devices would be destroyed, pushes those devices safely up into HyperSpace where the Cage can later retrieve them. The Cage can hold 8 devices. Use of multiple Cages may lead to malfunction.
Device #469.
This New Hyperspace Device may make our Hyper Cubes obsolete. This, our mini-model, allows you to swap a bank of five devices at one time. Thus allowing you to configure special purpose device groups.
Device #470.
This New Hyperspace Device may make our Hyper Cubes obsolete. This, our mini-model, allows you to swap a bank of five devices at one time. Thus allowing you to configure special purpose device groups. This model combines the best of both worlds by also allowing you standard Cube Access.
Device #471.
This New Hyperspace Device may make our Hyper Cubes obsolete. This Device Allows you to swap a whole bank of fifteen devices at one time. Thus allowing you to configure special purpose device groups.
Device #472.
This New Hyperspace Device may make our Hyper Cubes obsolete. This Device Allows you to swap a whole bank of fifteen devices at one time. Thus allowing you to configure special purpose device groups. This model combines the best of both worlds by also allowing you standard Cube Access.
Device #473.
This New Hyperspace Device may make our Hyper Cubes obsolete. This Device Allows you to swap a whole bank of fifteen devices at one time. Thus allowing you to configure special purpose device groups. This Model is accessible by all the members of your team.
Device #474.
This New Hyperspace Device may make our Hyper Cubes obsolete. This Device Allows you to swap a whole bank of fifteen devices at one time. Thus allowing you to configure special purpose device groups. This model combines the best of both worlds by also allowing you standard Cube Access. It is accessible by all your team members.
Device #475.
This is, in reality, a Hyperspace Relocator & Retriever! This unit allows you to store up to 5 devices in hyperspace for later retrieval. They don't work while they're up there, but you can get them when you need them. Fully recursive too!
Device #476.
This is, in reality, a Hyperspace Relocator & Retriever! This unit allows you to store up to 10 devices in hyperspace for later retrieval. They don't work while they're up there, but you can get them when you need them. Fully recursive too!
Device #477.
This is, in reality, a Hyperspace Relocator & Retriever! This unit allows you to store up to 20 devices in hyperspace for later retrieval. They don't work while they're up there, but you can get them when you need them. Fully recursive too!
Device #478.
This is, in reality, a Hyperspace Relocator & Retriever! This unit allows you to store up to 5 devices in hyperspace for later retrieval. They don't work while they're up there, but you can get them when you need them. Fully recursive too! This version is accessible by any member of your team (who has a Team Cube!).
Device #479.
This is, in reality, a Hyperspace Relocator & Retriever! This unit allows you to store up to 10 devices in hyperspace for later retrieval. They don't work while they're up there, but you can get them when you need them. Fully recursive too! This version is accessible by any member of your team (who has a Team Cube!).
Device #480.
This is, in reality, a Hyperspace Relocator & Retriever! This unit allows you to store up to 20 devices in hyperspace for later retrieval. They don't work while they're up there, but you can get them when you need them. Fully recursive too! This version is accessible by any member of your team (who has a Team Cube!).
Device #481.
It is often safe or convienent to have a second Access to Hyper Cube. Whether it is to have a way to position things in a HyperSwap, to secure a second entrance in case the first is lost, or to give another access to your Devices, this device is for you. This Device does not work on Team Hyper Cubes.
Device #482.
Is Cube Clutter getting you down? Have you got so many Cubes you don't know where your devices are? Has a Device Bay Missile cut off access to one of your Cubes? If the answers to any of these questions are 'Yes', then the Hyper Spacial Device Retriever is for you. This device can retrieve devices even if you don't know where they are!
Device #483.
This Device is of Unknown Origin and defies analysis.
Device #484.
This is a Cabal device. It has a simple Nspace transmitter and what appears to be some kind of proximity detector. Other than that we're clue less.
Device #485.
This is a Cabal device and we are not sure exactly what it does. It has what appears to be some sensor circuitry. It also has a plasma coupling conduit, but it is definitely not a warp device, we think. Puzzling....
Device #486.
The only known Arcassian Device in Captivity. We can't make it work but maybe you can.
Device #487.
This is a Cabal device. When activated this device envelopes the ship with a red glow. Then overheats and reduces itself to slag soon after. We have no idea what it is for...
Device #488.
This is a Cabal device. We can't even crack the casing on this one...
Device #489.
Our Finest Device. This Device can duplicate almost any device at a rate of one device per day.
Device #490.
This is an Alien Technologies special. Every Two Hundredth Device we make or acquire is specially wrapped and packaged as a grab bag device. Even We do not know what's in them. When used, the Grab Bag will dissolve revealing the device within. It could be anything in our Catalog. Different every time.
Device #491.
This Device detects area of space that have no warp links leading to them.
Device #492.
The Taakian Coordinator is the only discovered Taakian Artifact of which there are multiples. The Taakian Coordinator is produced by the "Wandering Port", The Procurator. The Procurator offers this Taakian Artifact up for sale to all who dock there. Once installed the Taakian Coordinator reports the locations of the other Taakian Artifacts.
Device #493.
This Mythic Taakian Artifact is described as being able to recreate History and reshape the Universe to it's possessor's will.
Device #494.
This Signal Device forwards your Team Signal to the computer of a nearby Ship. If the Ship is not already the member of a Team it will accept your Signal and function as a member of your Team. This is specifically useful with new fleet ships. As soon as you take delivery you can add it to the team, avoiding the standard 24 wait imposed on new team member applications by F.C Legal.
Device #495.
Before the advent of the Fusion Cell, space travel was severely limited by the amount of fuel a Ship could carry. Serrin Marcus' Ore Conversion Cell allowed ships to travel further by converting it's Cargo ore into fuel. The Marcus Cell was modified a little after the Fusion Cell was created, but is now really just useful in an emergency situation. Ore is translated to Fuel Units at 1 Unit per 10000 Units. Power is translated to Fuel Units at 1 Unit per 40000 Units.
Device #496.
The Planetary Probe Enhancer more than doubles the integrity of the data obtained by a Planetary Probe.
Device #497.
The Factory Output Enhancer doubles the output of any Onboard Factory. Be warned however that there is a 3% chance that this increased output will permanently damage the factory. Also note, that while often confused for one, The Master Replicator is NOT a Factory.
Device #498.
This Planetary Device adds the ability to drive a Warrior Class Planet into any adjacent Sector. Due to the extremely delicate gravity manipulations that must be performed, the Planetary Engine automatically shuts down if it detects another planet in the vicinity. We hope a have a "Ramming Engine" capable of overcoming the deficiency, out by the end of the year. Warning: Attack Drones and Sector Mines are smart enough not to attack anything the size and mass of a planet, however they are very alert to it's presence and will attack your Ship the moment it disembarks the planet.
Device #499.
Breeder Planets are great for production but for a planet that can really defend itself, you need a Warrior Class Planet. Only half the production of a Breeder Class Planet, however it more than makes up for that with the following features: 1. Easy Mobility 2. Defensive and Offensive Lasers 3. More to Come.
Device #500.
This Self Contained Device converts Breeder Class Planets into Warrior Class Planets in record time.
Device #501.
There are times when it is very important to know how to get to The Darque. If you can get there from where you are. This device will point the way.
Device #502.
Stop others from gauging your defenses. This Device puts up a field around each device (similar to the Chameleon Field) that changes the ID signal of the Device to a random ID signal. It therefor completely masks the devices on your ship. Note: Does not function on devices in FSA or LSA.
Device #503.
Federation WarShips come equiped with an Encoded Command Signal, often referred to as the Ship ID. It is this Signal that allows external devices (Drones, Sector Mines, Planets, etc.) to know who they are belong to. This is why you might Captain more than one WarShip, but each maintains it's own empire of external objects. While this safety measure keeps other WarShips from controlling, or gaining control of your Empire, it can be a tremendous pain when you require something controlled by another Ship of your Fleet. Command Assignation allows you to transfer control of external devices from another Ship in your Fleet to your Current Ship. The Signal sent only reaches to the adjacent Sector. Be Warned: Once initialized, should another Captain manage to get hold of this device, they will be able to control all your Empires.
Device #504.
Federation WarShips come equiped with an Encoded Command Signal, often referred to as the Ship ID. It is this Signal that allows external devices (Drones, Sector Mines, Planets, etc.) to know who they are controlled by. This is why you might Captain more than one WarShip, but each maintains it's own empire of external objects. While this safety measure keeps other WarShips from controlling from gaining control of your Empire, it can be a tremendous pain when you require something controlled by another Ship of your Fleet. Command Assignation allows you to transfer control of external devices from another Ship in your Fleet to your Current Ship. This Signal is sent Automatically to any Object you approach. Be Warned: Once initialized, should another Captain manage to get hold of this device, they will be able to control all your Empires.
Device #505.
This Sub-Space Radio open a Pan Dimensional Pin Hole into the Dimension of your choice, allowing you to send or read messages from other Dimensions. Also useful if your Computer's Radio is damaged.
Device #506.
There are times when it is vital to keep track of fellow WarShip Captain. Merely attach this device to teh Captain's WarShip and you always will be able to instantly determine it's location.
Device #507.
When Dr. Augusta first published his Harmony Wave theories, they were scoffed at and ridiculed. However, using these theories we have constructed a device to establish a Harmony Wave within a Warp Shielding Field. As long as the Field is stable nothing seems different but should a device de-stablize the Field (Like a Warp Shield Wedge) even slightly, the resulting feedback will destroy the device. Once established the resulting Harmony Wave can only be collapsed by nullifying the Warp Shield Field.
Device #508.
[Editor's Note: This is not a mistake. There has never been any description for device #508.] |