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1992-10-17
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{000}
This is an empty device bay
~
{001}
This complex probe, finds uncharted sectors, charts them and sets up warp
and O.R.M. links to them.
~
{002}
Why land on a planet just to drop off cargo?
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.
~
{003}
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.
~
{004}
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.
~
{005}
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.
~
{006}
This device leaves a trail where ever your ship goes. As the trail is
given in specific densities of Ionic Selenium (a natural universal
background element) it is untracable by other ships. By varying the
densities different trails can be left. If used in conjunction with our
Ionic Viewer you can keep a log (of short duration) covering where you
have been.
~
{007}
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.
~
{008}
This Popper works exactly like our regular Sector Popper, except that it
is built to ignore the ship that deploys it.
~
{010}
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.
~
{011}
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.
These sectors are retained until changed.
Have a lot of sectors you need to avoid? Buy multiple devices.
~
{013}
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.
~
{015}
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.
~
{016}
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.
~
{017}
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.
~
{018}
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.
~
{025}
Electronic Banking allows you access to banked funds from anywhere in the
Universe.
~
{030}
This device displays any ports within 2 sectors around you.
~
{031}
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.
~
{032}
A slight improvement over the deluxe version, also tells you from which
link the nearby port is attached.
~
{033}
This probe attempts to locate sectors with only one warp link.
~
{034}
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.
~
{035}
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.
~
{036}
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.
~
{037}
Automatically finds the shortest path to any sector and then takes you
there. Up to 10 sectors away.
~
{038}
Automatically finds the shortest path to any sector and then takes you
there. Up to 20 sectors away.
~
{039}
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....
~
{040}
This device warps your ship out of the sector if your ship is about to be
destroyed.
~
{041}
When entering a sector with hostile sector mines this deflector
will detonate up to 5 sector mines before they can damage your ship.
~
{042}
When entering a sector with hostile sector mines this deflector
will detonate up to 10 sector mines before they can damage your ship.
~
{043}
When entering a sector with hostile sector mines this deflector
will detonate up to 20 sector mines before they can damage your ship.
~
{044}
When entering a sector with hostile sector mines this deflector
will detonate up to 25 sector mines before they can damage your ship.
~
{045}
When entering a sector with hostile sector mines this deflector
will detonate up to 50 sector mines before they can damage your ship.
~
{046}
When entering a sector with hostile sector mines this deflector
will detonate up to 75 sector mines before they can damage your ship.
~
{047}
When entering a sector with hostile sector mines this deflector
will detonate up to 100 sector mines before they can damage your ship.
~
{048}
When entering a sector with hostile sector mines this deflector
will detonate up to 150 sector mines before they can damage your ship.
~
{050}
Laser class shielding.
Can protect up to 5000 MUs of damage.
~
{051}
Maser Class shielding.
Can protect up to 10000 MUs of damage.
~
{052}
Heavy Particle Beam Class shielding.
Can protect up to 20000 MUs of damage.
~
{053}
Rogue Drones, the so-called Anti-Establing Movement, is a serious threat
to continued resistance of the Cabal menace. Luckily their understanding
of Federation Technology is less detailed than ours.
This device will reprogram 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.
~
{054}
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.
~
{055}
Missiles for the Platform to fire. Platform can contain up to 10000
missiles.
~
{056}
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.
~
{057}
Strengthens Specialty Bay Protection by a full 10 percent.
Can be used cumulatively.
~
{058}
This Bay Protector model only strengthens Bay Protection by 6%,
however it possesses a 100% successful self-defense unit.
Can be used cumulatively.
~
{059}
This device when combined with a Warp Shield Wedge will shove an active
Sector Popper through it's own warp.
~
{060}
This Shuttle transfers cloaking energy from your ship to a teleport
satellite.
~
{061}
This extremely useful device doubles the effectiveness of your cloaking
device.
~
{062}
Jams the effects of Sector Reflectors. See sectors as they really are.
~
{065}
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.
~
{066}
Cumulative Spy Ward Action!
Laying Down Multiple Advanced Spy Wards allows greater protection from
the intrusion of meddlesome spies.
~
{067}
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 debree
damage.
~
{068}
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
debree damage.
~
{070}
A must for the active traveller.
This device interrupts your autopilot just before it would thrust you into
danger.
~
{075}
All the Materials, Equipment and Labor needed to fix a damaged device bay
all wrapped up in one tidy package.
~
{076}
This One Shot Drone contains all the materials and knowledge necessary to
repair a damaged ship's computer.
~
{080}
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.
~
{081}
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.
~
{082}
This deluxe version of our popular Sector Beacon allows a complete scan of
the sectors surrounding the Sector Beacon.
~
{083}
This displays the attack drones another Vessel has.
~
{084}
A must for the serious Dimensional Traveller.
It is easy to forget which Dimension you are in.
This Identifier tells you.
~
{085}
This huge device gives a detailed inventory of an enemy ship.
~
{086}
This Device can appear as any device you wish, when probed by Ship to Ship
sensors.
~
{087}
This Device can mask itself and the device after it as any device you
wish, when probed by Ship to Ship sensors.
~
{088}
Be able to detect Device Bay Missile Platforms
~
{089}
Shows how many Missiles a Device Bay Missile Platform contains.
~
{090}
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.
Also must for the serious history buff.
~
{091}
This wonderful device doubles the sensitivity of your anti-cloaking
sensors.
~
{092}
Displays the shortest path to any sector up to 20 sectors away and gives
a complete sector scan of each sector.
~
{093}
Displays Shortest Path to any Sector up to 10 sectors away.
~
{094}
Displays Shortest Path to any Sector up to 20 sectors away.
~
{095}
This standard sensor reveals planets' owners.
~
{096}
This sensor reveals who owns attack drone packs.
~
{097}
This sensor reveals a attack drone pack's programming.
~
{098}
This sensor reveals who owns the mines in a sector.
~
{099}
This sensor reveals a mine's programming.
~
{100}
Finds a path to Sol. If you can get there from here. It will find the
path.
~
{101}
This device connects itself to your sensors and allows you to see sectors
that have been previously attached to the sector being scanned.
This device is not extremely reliable as multiple warpings can disrupt the
energy patterns that this sensor is analyzing.
~
{102}
Need to discover if any Gate Warps Lead to the sector you are in?
Then you need this device!
~
{103}
The Reflector confuses ships sensors into thinking that one sector is
another sector.
~
{104}
Another "must have" device. This attaches itself to your Path Finder and
reports any objects of interest that it discovers.
~
{105}
Brought to us by Infinity Probes:
This probe performs a complete sector scan of any sector and immediately
connected sectors.
~
{106}
If used in connection with Sector Reflector Jammer this device will inform
you that a Sector Reflector is being jammed.
~
{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.
~
{108}
This scanning device utilizes a Phantom Warp Viewer to perform a sector
scan on previously linked sectors.
~
{109}
It is always best to look before you leap. Remember, in some dimensions
the Cabal have all but completely taken over. This Dimensional Viewing
Unit allows you to scan the sector you will breech the Dimensions into.
~
{110}
This device can follow the trail left by the Ionic Selenium Trail Seeder.
It automatically sets itself to the current density setting of that
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.
~
{112}
The first 10 sectors of space are known as The Federation Strip.
This device receives signals from Federation owned Sector Beacons so
that you can scan The Federation Strip from anywhere in the Universe.
~
{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.
~
{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.
~
{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.
~
{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.
~
{122}
If you suspect that a Passage Tripwire is in your sector, use this device
to destroy it.
~
{123}
This is inaptly named as a missle 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 galvometric fields. This probe can home in on those. It won't
help you to see it, but you will know it's there.
~
{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.
~
{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.
~
{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.
~
{129}
The Sector Reflector Rejector destroys Sector Reflectors. 100% success
rate.
~
{130}
This Photon weapon can destroy an average of 5000 enemy attack drones.
~
{131}
This Photon weapon can destroy an average of 10000 enemy attack drones.
This weapon's frequency is also destructive to message beacons.
~
{132}
While not technically a photon weapon it is included in that category.
This weapon can destroy an average of 20000 enemy attack drones.
~
{135}
This one shot device disperses Sensor Damper fields.
~
{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.
~
{137}
This device can be used to pull another vessel from sector to sector.
~
{138}
This probe attempts to steal a device from an enemy's ship.
~
{139}
This device increases the chance of the Device Syphon being successful.
~
{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.
~
{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.
~
{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.
~
{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.
~
{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.
~
{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.
~
{148}
This Planetary Productivity Enhancer doubles the quantity of Sector Mines
produced each day.
~
{149}
This Planetary Productivity Enhancer doubles the quantity of Attack Drones
produced each day.
~
{150}
This Planetary Productivity Enhancer doubles the quantity of Anti-Cloaking
ergs produced each day.
~
{151}
This Planetary Productivity Enhancer doubles the quantity of Warp
Shielding produced each day.
~
{152}
Don't let Planetary Probes devulge your planets resources. This device
returns bogus data to the probe.
~
{153}
Much like our Planetary Probe Scrambler, this device protects your planets
information by destroying Planetary Probes as soon as they enter your
atmosphere.
~
{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.
~
{155}
This Planetary Phonton Shield will absorb up to 10000 MUs of damage per
volley. Almost instantly self-recharging!
~
{156}
This Planetary Phonton Shield will absorb up to 25000 MUs of damage per
volley. Almost instantly self-recharging!
~
{157}
Stop and Look!
This is Truely an amazing Planetary Device.
This Photon Shield will completely neutralize virtually any photon based
attack. Can your planet afford not to have one?
~
{158}
This was the first of our planetary devices.
This Enhancer doubles the cloaking ability of the entire planet!
~
{159}
This Planetary Laser delivers 5000 MUs of damage to attacking ships.
~
{160}
This Planetary Maser delivers 10000 MUs of damage to attacking ships.
~
{161}
The Starter Pack contains:
1 Fusion Cell
1 Speed Docking
1 Planet Identifier
1 Homing Signal Jammer
1 Credit Åware
all for one very attractive price.
~
{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 Teleporter Satellite Sensor
1 Warp Shielding Detector
~
{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
~
{168}
This pack contains:
1 Sector Path Finder
1 Sector Path Finder Reporter
~
{169}
This pack contains:
1 Auto Pilot [20]
1 Auto Pilot Safety Stop
~
{170}
This pack contains:
1 Passage Tripwire Sensor
1 Flashwire Detector
~
{171}
Our Best Invasion Pack, it contains an R.M.D. 35 and a Variable Frequency
Laser. Also a C.E.C.C. Calling to Organize & Report your plundering.
~
{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!
~
{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!
~
{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.
~
{176}
The Fed Pack contains:
1 ATM
1 OTB
1 Spylink
1 C.E.C.C. Calling
~
{177}
The Speed pack contains:
1 Speed Docking Device
1 Speed Landing 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.
~
{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 Åware
Device Åware
a Galvanic Catapult
~
{180}
From Åware: innovators in inline activated devices,
The Complete Collection of Åware 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.
~
{181}
From Åware: innovators in inline activated devices,
The Investment Pack contains:
1. ATM device
1. Credit Åware device (Ctrl-C)
~
{182}
This Simple Device Factory generates one Initializing Flash Warp per day
into an available Ship's Device Bay.
~
{183}
This Simple Device Factory generates one Initializing Flash Warp PGM per
day into an available Ship's Device Bay.
~
{184}
This Simple Device Factory generates one Sector Mine Deflector [5] per day
into an available Ship's Device Bay.
~
{185}
This Simple Device Factory generates one Sector Mine Deflector [10] per
day into an available Ship's Device Bay.
~
{186}
This Simple Device Factory generates one Sector Mine Deflector [20] per
day into an available Ship's Device Bay.
~
{187}
This Simple Device Factory generates one Sector Mine Deflector [25] per
day into an available Ship's Device Bay.
~
{188}
This Simple Device Factory generates one Sector Mine Deflector [50] per
day into an available Ship's Device Bay.
~
{189}
This Simple Device Factory generates one Cloaking Enhancer [2x] per day
into an available Ship's Device Bay.
~
{190}
This Simple Device Factory generates one Spy Ward per day into an
available Ship's Device Bay.
~
{191}
This Simple Device Factory generates one Repair Drone per day into an
available Ship's Device Bay.
~
{192}
This Simple Device Factory generates one Anti-Cloaking Enhancer [2x] per
day into an available Ship's Device Bay.
~
{193}
This Simple Device Factory generates one Scan Burst Device per day
into an available Ship's Device Bay.
~
{194}
This Simple Device Factory generates one Sonic Thumper per day into an
available Ship's Device Bay.
~
{195}
This Simple Device Factory generates one Heavy Particle Beam per day into
an available Ship's Device Bay.
~
{196}
This Simple Device Factory generates one Message Beacon per day into an
available Ship's Device Bay.
~
{197}
This Simple Device Factory generates one Toll Station Missile per day into
an available Ship's Device Bay.
~
{198}
This Simple Device Factory generates one Advanced Spy Ward per day into an
available Ship's Device Bay.
~
{199}
This Simple Device Factory generates one Press Pass per day into an
available Ship's Device Bay.
~
{201}
Constantly Scours the atmosphere in your ship to give you the cleanest,
healthiest, freshest smelling environment possible.
~
{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.
~
{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.
~
{204}
This device allows you to program a macro by recording the commands
entered.
~
{205}
For use with the Galvanic 'Bread Crumbs'. This device sets that device's
Originating Sector as the Sector occupied when this device is run.
~
{206}
This device enables you to collect fees from, and reset the price of
existing Toll Stations.
~
{208}
Uses Åware 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.
~
{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.
~
{210}
Allows you to post one line in the Galactic Newspaper.
~
{211}
This allows unlimited access to posting on the Galactic Newspaper.
~
{212}
The Auto Trader fully automates trading at a port. It selects full
purchase or sell and accepts all offers.
~
{220}
Excess units of Fuel can be stored in this device for future use.
~
{221}
This device plays a message to any passing ships.
~
{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.
~
{223}
From Åware: innovators in inline activated devices,
This device displays the AntiCloaking ergs you have any time you type
Ctrl-A.
~
{224}
From Åware: innovators in inline activated devices,
This device displays the specialty device bays any time you type Ctrl-B.
~
{225}
From Åware: innovators in inline activated devices,
This device displays the Credits on hand any time you type Ctrl-C.
~
{226}
From Åware: innovators in inline activated devices,
This device displays the Cloaking ergs you have any time you type Ctrl-D.
~
{227}
From Åware: innovators in inline activated devices,
This device displays the number of Fuel units you have any time you type
Ctrl-E.
~
{228}
From Åware: innovators in inline activated devices,
This device displays the number of attack drones you have any time you
type Ctrl-F.
~
{229}
From Åware: innovators in inline activated devices,
This device displays the number of Free Device Bays on ship any time you
type Ctrl-G.
~
{230}
From Åware: innovators in inline activated devices,
This device allows remote access to your ship's computer any time you
type Ctrl-6.
~
{231}
From Åware: innovators in inline activated devices,
This device displays the complete ship's inventory any time you type
Ctrl-I.
~
{232}
From Åware: innovators in inline activated devices,
This device displays a detailed listing of the ship's specialty devices
any time you type Ctrl-J.
~
{233}
From Åware: innovators in inline activated devices,
This device displays the number of holds you have any time you type
Ctrl-K.
~
{234}
From Åware: innovators in inline activated devices,
This device displays the number of minutes you have, any time you type
Ctrl-L.
~
{238}
Basically this is a Long Distance Tractor Beam. This device has the
abililty to tow a ship from adjacent sector to your ship.
Useful for removing team mates from danger.
~
{239}
The Device Inhibitor stops a selected passive device on your ship from
functioning. Very useful for terming off things in packs or testing for
the unaltered state of something
~
{240}
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.
~
{241}
This Deluxe Cargo Carrier can hold up to 5000 Warp Shield Devices AND
5000 Warp Shield Nullifiers.
This allows bulk transport and use for creating or nullifying LARGE
Shields.
Includes, free, 1 Warp Shield Device and Nullifier.
~
{242}
A Planetary Emergancy 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 thens 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.
~
{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.
~
{244}
Assuming your ship can handle it, this device installs a new fully
functional device bay on your ship.
Not sold in stores, awarded by The Federation only.
~
{245}
This bay is damaged! It may be repaired with a Repair Drone.
~
{246}
This bay has been destroyed!. It is forever useless.
~
{247}
This device sets up a hysteretic field around the ships various fields
making most ship's function use 100 to 400% more fuel.
~
{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.
~
{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 targetting malfunctions.
~
{253}
The Isolator completely unWarps a sector from the rest of the Universe,
and vice-versa.
~
{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.
~
{255}
The Isolator, Neat & Tidy acts just like our Isolator ][ model, except
that it also manifests erratic Warp energies to completely erradicate
Phantom Warp Links as well!.
~
{256}
Off Track Betting Device.
Allows access to Gambling Ports via electronic communication.
~
{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!
~
{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.
~
{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.
~
{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.
~
{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.
~
{264}
This device creates a satellite that allows teleporting to another preset
sector. That sector must also have a teleporter satellite.
The teleporter uses Nspace (not Hyperspace) so is not effected by Warp
Shielding.
~
{265}
This device allows Teleport Satellites to be set to another sector.
~
{266}
This passive device resets a Teleporter Satellites programming to sector
1, AFTER you have used the Teleporter.
~
{269}
Occasionally, due to war, or disaster or plain carelessness, records
pertaining to the original location of HyperPlanet Planets. Well this
HyperNet Access is able to rediscover that information. And with a Flash
Warp take you there.
~
{270}
This Snare will scramble all other ships autopilots when they travel thru
this sector, effectively dropping them into that sector.
~
{271}
Don't Let Ships sneak out of your traps through normal space.
Use this negator to snarl there navigational sensors.
~
{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.
~
{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.
~
{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.
~
{280}
This electronic transfer device allows you contact with The Dark from
anywhere in the galaxy.
~
{281}
This communication device allows you to Coordinate with C.E.C.C.
Headquarters right from where you need them, a the sight of the battle.
Very useful for Cabal hunters.
~
{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.
~
{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.
~
{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.
~
{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.
~
{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.
~
{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!
~
{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.
~
{290}
This expensive spacial device, twists space in order to move ports around.
~
{291}
This little guy provides structural strength as well as scanner shielding
for your device bay.
~
{292}
Our Improved Cloaking Enhancer operates exactly like that of Tech Magic's
Cloaking Enhancer except that ours also functions perfectly in a Pààn
îfth or Redeph, allowing you to put more Cloaking power in fewer bays.
~
{293}
Stop broadcasting your location!
Your drives leave a unique energy signature that can be traced!
But not with this baby installed.
~
{294}
Well this is quite an amazing device.
The only known defense against the Dead Mans Switch.
First it speeds liquid Molecolium around the entire ship and with an
electrical charge polorizes it into it's solid state, forming a thin
shell of the Universes 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.
~
{295}
Suppress Sensor Readouts from displaying or finding Warp Links.
~
{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.
~
{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!"
~
{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!"
~
{299}
This is a state of the art, fully automated holographic satellite.
This device will transmit an holograph of a Black Hole.he holograph
will fool anything but close up inspection.
Scare Enemies into avoiding your areas.
~
{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.
~
{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.
~
{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.
~
{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.
~
{304}
A Stealth Invasion Special!
The Mine Deactivator, homes in on hostile Sector Mines and attempts to
deactivate them before they detect your ship. Only a 5% success rate but
they can be used in clusters. If unsuccessful the Deactivator usually
overheats.
~
{305}
An improved version of our basic Sector Mine Deactivator, this one has a
10% of subverting the mines programming.
~
{306}
Somebody got a homing beacon locked on you?
This will jam that beacon, so no signals reveal your position.
~
{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.
~
{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 manuever is possible.
Even Emergency Warp Drive will not save the ship.
~
{309}
This satellite absorbs Sensor readings in such a way as to appear blank on
Sensor readouts. Makes Sector almost totally undetectable. 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.
~
{310}
This satellite absorbs Sensor readings in such a way as to appear blank on
Sensor readouts. Makes Sector almost totally undetectable. 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.
~
{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.
~
{312}
This is an personal version of our Trail Sweeper. This device only
muddles drive trails, when they are yours.
~
{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.
~
{321}
This Standard Toll Station maintains a full power Heavy Particle Beam.
Contains Device Bay Missiles for Defense Only.
~
{322}
This Toll Stations is armed with our heaviest off surface Particle Beam.
This baby delivers 2½ times the power of our ship borne Heavy Particle
Beams!
Contains Device Bay Missiles for Defense Only.
~
{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.
~
{324}
Runners of this Toll Station will find themselves warped to another
sector. Only those Ship's equiped with Warp Shield Wedges will be able to
enter it's sector without paying.
~
{325}
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.
~
{329}
This little satellite sends a message when someone enters or exits the
sector it is in.
~
{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.
~
{331}
No matter how strong you are:
Black Holes (Natural or Artificial) will destroy you!
Detect them before they get you.
~
{332}
Detect Over Space Navigator Negators before they hamper your travel.
~
{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.
~
{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.
~
{335}
Don't be left a sitting duck.
Detect Flashwires before they blind your ship!
~
{336}
This device reveals if a Homing Trap has snared a signal and if so, who
that signal belongs to.
~
{337}
The newest in tracking devices.
This necessity reveals which ship was in your sector last.
~
{338}
This probe displays the contents of several random sectors.
~
{339}
This long range sensor displays the identity of Toll Station Owners.
~
{340}
This sensor displays the fee of Toll Stations before they demand homage.
~
{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 presense of infected Planets. An Ω before
a Planet's name means the planet is infected.
~
{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 presense of infected Ships. An Ω before
a Ship's name means the ship is infected.
This detected can also detect the presense of the virus in your own ship.
~
{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.
~
{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.
~
{345}
This device attaches itself to your sensors and allows them to detect
Teleport Satellites.
~
{346}
This device attaches itself to your sensors and allows then to detect
Autopilot Snares.
~
{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 presense of infected Sectors.
An Ω before the Sector number means the Sector is infected.
~
{348}
This probe will report to you where your attack drone packs are.
~
{349}
This probe will report to you where your sector mines are.
~
{350}
This probe will report to you where your planets are.
~
{351}
If you have Attack Drones wandering viciously through out the Universe,
you need this hardy report coordinator to keep track of them.
~
{352}
This probe will report to you where your team's attack drone packs are.
~
{353}
This probe will report to you where your team's sector mines are.
~
{357}
Keep up with the daily events of other dimensions without exhausting the
time & resources required to visit them.
~
{358}
Keep up with the growth of other dimensions without wasting the time and
resources required to visit them.
~
{359}
Physical Laws, Native Customs & Historic Developments vary from dimension
to dimension. Check them out before you visit.
~
{361}
This one shot device detects Federation Warships up to two sectors away.
~
{362}
This deluxe version of the Nearby Ship Locator detects Federation Warships
up to two sectors away, then this probe returns to your ship.
~
{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 the Space Madness Virus in a port.
This detector can but only if you are in that sector, long range scans
will not register.
~
{364}
Discover whether there are any homing beacons on your ship.
~
{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.
~
{366}
View a sector thru a teleport satellite.
~
{367}
Do a complete sensor scan thru a teleport satellite.
~
{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 Pààn îfth or Redeph, allowing you to put more Anti-Cloaking power in
fewer bays.
~
{371}
This device subverts a Sensor Damper's programming so that it becomes your
Sensor Damper!
~
{372}
Again, you didn't get it here...
This potent package destroys suns!
Do not use in Federation Sectors!
~
{373}
From Wilson Selzer Bio-Labs:
A fully functional Bio-Launch Pod, this was developed to sterilize
quarrantined 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.
~
{374}
Maybe you can't stop GoTos and GoSub from invading your Inner Sanctum,
but you can stop them from exitting again.
This Space Platform causes Delacoos Drive based devices to overheat and
melt down if they are activated from within the Disruptor's field.
~
{375}
This missile has a 50% chance of destroying a Teleport Satellite.
~
{376}
Over Space Navigator Negators got you down?
Destroy them!
~
{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.
~
{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.
~
{379}
This missile can burn the sensors of ships in neighboring sectors.
~
{380}
The Inertia Damper Deployment Probe will install one Inertia Damper
(included) on a ship in it's sector.
~
{381}
The Remote Inertia Damper Deployment Probe will install one Inertia Damper
(included) on a ship in any adjacent sector.
~
{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.
~
{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.
~
{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.
~
{391}
This Planetary Device scrambles the circuits of Galvometric Seeking
Missiles so that they will not report the existance of the planet.
~
{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.
~
{393}
This is a difficult device to use correctly, but with a sufficently 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.
~
{394}
Why Run away, when you can make this go away?
This beautiful Planetary Defense System warps Invaders safely out of you
sector.
~
{395}
Why Self-Destruct when you can run away?
If Planetary Defenses are overrun, this outstanding piece of State of the
Art Warping Technology wisks your planet away to safer location.
Very High Success rate!
~
{396}
If you can't own it noboby should, right?
This Planetary Device causes your planet to explode if attacked!
Planetary Explosions cause very serious damage to the attacking ship.
~
{397}
This Planetary Device fires a Device Bay Missile at attacking ships.
~
{398}
This Planetary Device fires 5 Device Bay Missiles per attack at attackers.
~
{399}
This Planetary Device fires 15 Device Bay Missile per attack at attackers.
~
{400}
This Planetary Device steps up Planetary Production by 10% daily!
~
{401}
This 'one shot' device will completely nullify all cloaking energy in the
sector. Use with caution.
~
{402}
This 'one shot' device will completely nullify all cloaking energy in the
current and adjacent sectors. Use with caution.
~
{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.
~
{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.
~
{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.
~
{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!
~
{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.
~
{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.
~
{409}
Place up to 200,000 of these in your Device Bay Missile Silo and they will
avenge you upon your destruction.
~
{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. Teleporter Satellite Detector
Pricey, but a miracle of miniaturization.
~
{412}
This pack contains:
1. Auto Pilot Snare
1. Over Space Navigator Negator Detector
~
{413}
The Wilson Selzer Combo Pack contains:
an Alarm Clock
an Air Purifier
a Speed Landing
and a Homing Signal Jammer
~
{414}
The Dimension Scanner Pack contains:
A Dimensional Newspaper Scanner
A Dimensional Rankings Scanner
A Dimensional Universal Parameters Scanner
~
{415}
This probe pack will discover in what sectors your Attack Drones, Sector
Mines and planets are located.
A must for the forgetful.
~
{416}
This probe pack will discover in what sectors your team's attack drones,
and sector mines are located.
A must for the forgetful.
~
{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.
~
{418}
The Deluxe Dimensional Pack contains:
A Dimensional Newspaper Scanner
A Dimensional Rankings Scanner
A Dimensional Universal Parameters Scanner
A Dimensional Identifier
A Dimensional Viewer
and 3 Dimensional Wedges!
All in one tidy package.
~
{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.
~
{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 Enchancer 2x
and an Anonymous Radio Signal Id Box.
Remember: Walk quitely and carry and big stick*.
*Big stick sold separately.
~
{424}
This Amazing Onboard Factory pumps out one Planetary Device Missile every
day.
~
{425}
This Amazing Onboard Factory pumps out one Emergency Sol Return every day.
~
{426}
This Amazing Onboard Factory pumps out one Auto Pilot Snare every day.
~
{427}
This Amazing Onboard Factory pumps out one Holographic Ship Decoy Beacon
every day.
~
{428}
This Amazing Onboard Factory pumps out one Holographic Planet Decoy Beacon
every day.
~
{429}
This Amazing Onboard Factory pumps out one Dimensional Wedge every day.
~
{430}
This Amazing Onboard Factory pumps out one R.M.D. 25 every day.
~
{431}
This Amazing Onboard Factory pumps out one R.M.D. 50 every day.
~
{432}
This Amazing Onboard Factory pumps out one Sensor Damper every day.
~
{433}
This Amazing Onboard Factory pumps out one Sector Mine Deactivator every
day.
~
{434}
This Amazing Onboard Factory pumps out one Warp Shield Wedge every day.
~
{435}
This Amazing Onboard Factory pumps out one Passage Tripwire every day.
~
{436}
This Amazing Onboard Factory pumps out one Nova Device every day.
~
{437}
This Amazing Onboard Factory pumps out one Teleport Satellite Missile
every day.
~
{438}
This Amazing Onboard Factory pumps out one Flashwire every day.
~
{439}
This Amazing Onboard Factory pumps out one FlashBomb every day.
~
{440}
This Amazing Onboard Factory pumps out one Sensor Damper Corruptor every
day.
~
{441}
This Amazing Onboard Factory pumps out one Mine Replicator every day.
~
{442}
This Amazing Onboard Factory pumps out one Advanced Mine Replicator every
day.
~
{443}
This Amazing Onboard Factory pumps out one Advanced Mine Replicator ][
every day.
~
{444}
This Amazing Onboard Factory pumps out one Advanced Mine Replicator ][
every day.
~
{445}
This Amazing Onboard Factory pumps out one Device Bay Missile every day.
~
{446}
This Amazing Onboard Factory pumps out one Warp Shield Nullifier every
day.
~
{447}
This Amazing Onboard Factory pumps out one Hyper Cube [5] every day.
~
{448}
This Amazing Onboard Factory pumps out one Hyper Cube [10] every day.
~
{449}
This does everything the Pààn îfth does and more!
Like the Pààn îfth 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.
~
{450}
An expensive device .... and worth every credit.
Developed by Pààn 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 and
Particle Weapons.
So if you have space problems, and a cube isn't your answer try the îfth.
~
{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!
~
{455}
Our top of the line refreshment center.
This deluxe synthesizer can produce over 450,000 different drinks.
Is fully programmable for personal customization.
~
{456}
Attach this little beauty secretly on an opponent's ship and you will
be able to find it wherever it may go...
~
{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.
~
{458)
Use this device to listen in on radio messages sent to ships you have
a homing device on.
~
{459}
Hey, you didn't hear it from us...
but this little beauty destroys warp shielding.
Negates 1 erg of shielding.
~
{460}
This spiffy signal booster allows your homing devices to report to you,
even from another dimension.
~
{461}
Useful when your ships credit stores are full and you just don't trust
the banks. Keep a little emergency credit tucked away.
~
{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.
~
{463}
Part of the Adelphia line from Epsenhart Inc.
This device merges to planets into one!
Losses in the transfer process are kept to a minimum.
~
{464}
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.
~
{465}
This illegal black box attachs 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.
~
{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.
~
{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.
~
{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.
~
{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.
~
{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.
~
{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 accessable by all the members of your team.
~
{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 accessable by all your team members.
~
{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 recursable too!
~
{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!
~
{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!
~
{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!).
~
{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!).
~
{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!).
~
{481}
Introducing The Hyperspace Planetary Relocator & Retriever!
This sturdy unit is fully capable of conveying a whole planet into
Hyperspace intact, and later retrieve it safely.
Hyperspace, as you know, is timeless so no production will be going on
will the planet is in the HyperPlanet, but it is completely safe from
attack also.
~
{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!
~
{483}
This Device is of Unknown Origin and defies analysis.
~
{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 clueless.
~
{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....
~
{486}
The only known Arcasian Device in Captivity.
We can't make it work but maybe you can.
~
{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...
~
{488}
This is a Cabal device.
We can't even crack the casing on this one...
~
{489}
Our Finest Device.
This Device can duplicate almost any device at a rate of one device per
day.
~
{490}
This is an Alien Technologies special.
It's a grab bag.
This could be nothing or it could be the most expensive device there is.
Different every time.
~
{491}
This Device detects area of space that have no warp links leading to them.
~
{494}
This is a Taakian Device.
~
{495}
This is a Taakian Device.
~
{496}
This is a Taakian Device.
~
{497}
This is a Taakian Device.
~
{498}
This is a Taakian Device.
~
{499}
This is a Device of Undetermined Nature.
~
{500}
This is a Taakian Device.
~
{501}
~