Devices

These are what make your designs unique. The following list is basically all the devices that are worth using.

  • Coprocessor (Copro) - one of the most basic devices, increases accuracy and evasion.
  • Self Conscious Fleet (SCF) - increases your moral, and affects pretty much every aspect of your fleet. The extra efficiency gives a small bonus to everything.
  • Kwang-11 (K11) - Another useful devices as it will decrease the effectiveness of enemy computers by a huge chunk. Does not necessarily have to be used on all your ships, however, it is a nice bonus to have apply against all enemy ships. So making at least half your ships have it and pairing the two is a good option.
  • Reinforced Hull (RH) - Provides a good bonus to your ship HP and your defensive abilities. A useful tool against DB. Overall a solid device.
  • Force Field Generator (FFG) - Another good device that works nicely with a shield specialist commie, and especially nicely when combined with Shield Specialist and Retreat shield with Amplifying Chip. This is also useful to have if you wish to make meat shield ships that take damage.
  • Amplifying Chip (Amp Chip) - Gives less shield bonus' than FFG, but does give you an offensive bonus in addition to the slight beam protection bonus. The extra -5% cooling time works nicely with any weapon. Makes a nice offensive addition.
  • Escape Pod/Homing Beacon - These devices only work when you win the battle. Their main use is only when attacking the empire, and you know you will win, just wish to have all your commies survive.
  • High Energy Focus (HEF)- If you use a Beam Weapon, this device is a must. Its bonus is awesome and devasting when used with the NRL.
  • Inertia Nullifier (IN)- Ships turning faster is a nice bonus, but its main feature is this device's ability to counter High Energy Focus, which is a nice bonus only IF you know your opponent before hand.
  • ECM Jammer (ECM) - Will reduce missle damage and is a MUST on your front line dooms, as they will be facing a lot of missles.
  • Cloaking Field Generator (CFG) - An important device. Its main use is on cruisers, and it allows you to gain the first shot, very useful early on for cruiser rushes, which can wipe out even the most leveled up of commies. Later on in the set, this device still sees a lot of action on the lower power level. Any time you can exploit it, do so (ie when cruiser rushing)
  • Psi Drive is an interesting device, even if it has no offensive combat benifit; it can help you chase/run enemy fleets which COULD help you out a bit in a battle situation. The other psi devices are useless at the moment.
  • Device Table

    Name Lvl Min Class Max Class Prerequisite Effects Description
    Anti-PSI Device 1 1 10   PSI Neutralization Field +95%  
    Force Field Generator 1 1 10 Unified Field Theory Shield Solidity +1
    Shield Strength +25%
    Impenetrable Shield +10
    While the name may be confusing, this device is not in and of itself a shield. It is merely a device that enhances the effectiveness of any shielding you may already possess. This is done by using knowledge of the unifying force behind all energy to strengthen whatever shields you have on your ships.
    Inertia Nullifier 1 1 10 Inertia Control DR against Beam +20%
    Mobility +20%
    The Inertial Nullifier is one of the most basic of the devices available. It is however still quite useful. By allowing you to increase the speed with which you decelerate, this device allows your to be much more maneuverable. This aids in movement through the battlefield, as well as allowing you to be more effective at evasive maneuvers.
    Space Mining Module 1 1 10   Space Mining  
    Amplifying Chip 2 1 10 Crystal Manipulation Shield Solidity +1
    Shield Strength +10%
    Cooling Time -5%
    This chip is not truly a chip at all. It is actually a carefully created crystalline structure. This "chip" can then be used to help redirect heat produced during ship operations. This is most noticed in that is aids in cooling weapons down, and also in removing extra energy trapped by shields.
    Booster Device 2 1 10 Gravity Control Mobility +15%
    Speed +15%
    This component may be added to any type of ship engine. It basically "boosts" the output and efficiency of your engines. This allows faster movement and better control. For some ships, this is almost a required addition.
    Coprocessor 2 1 10 Advanced Encryption Algorithm Computer +10% This is a relatively simple device. It is basically a processor, which runs in tandem with your computer. This processor greatly increases the accuracy of your main computer. This increase has many effects as it allows your computer to function faster while maintaining the same accuracy.
    ECM Jammer 2 1 10 Auto-channeling Communication DR against Missile +25% This device is a counter, counter measure. It works by canceling the signals that missiles use to track and move after your ships. It will occasionally allow your ships to escape unscathed from an explosion that could remove them from existence in seconds.
    Gyro Deformator 2 1 10 Gravity Control Mobility -20% to Enemy Fleet in range of 1000 This device is often the bane of larger ships. By positioning it correctly within your ship, you can extend a field that will cause havoc to any enemy ships directional controls. This field is stable towards the center and will not effect your ship, but outside of that for a certain range, any ships will feel as though "down" is constantly changing. This device can only be put on larger ships, as smaller ships lack the mass to make this device effective.
    Mind Tracker 2 1 10 Primitive Mind PSI Attack +10% This device is aptly named. The one thing it does is tracks minds. This, when paired with the targeting for your psi weapons allows much greater accuracy.
    Reinforced Hull 2 1 10 Microscale Robot HP +20%
    Impenetrable Armor +15
    This component is actually placed throughout your entire ship. Using microscale robots, you enforce the entire structure of your ships. This increases the effectiveness of your armor. Such effectiveness is often prized during a battle when make the difference between severe damage and a full hull breach.
    Self-Conscious Fleet 2 1 10 Artificial Consciousness Efficiency +15 This is an interesting addition to any fleet. Where some races ships are actual beings, even for them their fleets are not entities unto themselves. The ships are still independent thinkers. This device links the minds controlling the ships into one large being that becomes the fleet. This can increase overall coordination of almost any fleet.
    Shield Capacitor 2 1 10 Hyperspace Communication Shield Recharge Rate +100% This device is just what its name suggests. It is a capacitor which greatly increases the stability of your shields. It also allows them to rebound faster from any damage that it takes.
    Escape Pod 3 1 10 Robotic Manufacturing Commander Survival +20 This device takes up quite a bit of space for something that does not help with combat. Many commanders will refuse to command a fleet without one. Many rulers actually have them built into their ships because any chance of recovering a trusted, experienced commander is something they like.
    Organic Regenerator 3 1 10 Artificial Evolution Repair +3% for each 10 turn This device is a vast supply of nutrients and steroids which can be fed into organic armor to allow it to heal faster. The effect cannot be used constantly, but as most battles do not last too long, it is almost always long enough to make a difference.
    Train Injector 3 6 10 Mind-Machine Interface Trained This device is a mixture of nanomachines and drugs. It instills your crew with the abilities and heart of battle scarred veterans. This allows even the newest fleet to be more useful than your enemies could expect.
    Auto Repairing Device 4 3 10 Nanoscale Robot Repair +2% for each 10 turn This "device" is actually a gigantic herd of miniscule robots. They swarm about your ship making repairs as needed. The only limitation is that they often need more materials than are available on smaller ships. This means that it is only truly useful on ships of a certain size.
    Cloaking Field Generator 4 1 5 N-dimensional Algebra Stealth +25
    Complete Cloaking
    This device is prized both by great tacticians and pirates alike. While nowhere near perfect, it will often allow a fleet to go undetected. This device draws on power in a geometric amount. This means that after a ship is a certain size, it is impossible to power the cloaking field.
    Homing Beacon 4 1 10 Universal Translator Commander Survival +10 This device is not large, but the amount of power that it uses is. It is actually small enough to attach to a standard EVA suit. For commanders without escape pods, having one of these attached to the suit can offer some chance of rescue. If one is attached to an escape pod, the combination is even more effective.
    Insanity Field Generator 4 7 10 Collective Mind PSI Damage +800 for each 50 turn to Enemy Fleet in range of 875 This device is only usable by those races with Psi ability. By projecting their hatred into the device, they are able to fashion a field around their fleet, which will inflict a psychic attack to any fleets that enter. This attack will destroy your enemies confidence as it also destroys their ships.
    Kwang-11 4 1 10 Self-Evolutionary Network Computer -20% to Enemy Fleet in range of 900 This device is one of the more insidious one available. It will link itself to nearby enemy fleets and bombard their computers with useless and delaying information. This can cripple some fleets computers, if their computer security measures are not advanced enough.
    Mind Protector 4 1 10 Telepathic Training PSI Defense +20%
    Berserk Modifier -10
    Morale Modifier -10
    This device is placed in the center of your ship. It radiates a psychic sense of well-being and calmness. This improves your fleet's ability to resist psychic damages, and also prevents the panic or other states that some crews are occasionally forced into by some of the more horrible psychic attacks.
    High Energy Focus 5 5 10 Energy-Matter Synthesis Beam Damage +20% This device can be fitted to all of your beam weapons. It refines the focus of any beam that uses it allowing greater energy to be focused on your foes. This results in additional damage, if you are able to hit them.
    Psi Barrier 5 1 10 Psionic : Energy PSI Defense +35% This device is simple enough, once a race understands certain things about how the psyche works. It lessens the focus of any incoming psi attacks. This will increase your chance to avoid damage, but will not lessen the impact if you do succumb to the threat.
    Psi-Control System 5 4 10 Psionic : Life PSI Attack +10%
    PSI Defense +15%
    This device is only available to races with Psi ability. It is a special interface for the commander of each ship. This interface allows them additional control of all aspects of their ship. The main benefits however can be seen in the offensive and defensive abilities of the ship's psychic abilities.
    Psi Drive 5 1 10 Psionic Power Mobility +25%
    Speed +25%
    This device is only available to races with Psi ability. It allows the pilot to use its energy to focus and speed the movements of the ship. Such enhancement will aid any fleet, if the pilot is able to use it.

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