These detonators are
used in the destruction of planets. If you don't have enough military
to take out a planet, you can set Atomic Detonators and run like hell.
Warning: colonists have been trained to disarm these detonators.
These units are as unstable as they are powerful. They can react
like Corbomite Devices when an enemy attacks your ship, and they can also
detonate by hitting mines or offensive fighters as you journey through
the galaxy.
<B>
Marker Beacons
Marker Beacons are
the billboards of the Trade Wars universe. They are an inexpensive
way to make a statement. They stay in the sector where they are launched
until they are destroyed. They have absolutely no defensive capability.
They are so fragile that if two are launched in the same sector, they both
explode.
<C>
Corbomite Devices
Corbomite devices
are weapons to avenge the destruction of your ship. If one of your
opponents succeeds in obliterating your craft, that person may suffer substantial
damage as well when your ship is equipped with one or more of these.
Corbomite devices can also be viewed as protection. Your enemies
may think twice about attacking you if you are armed with these.
With each additional device you add to your vessel, you increase your protection
level. You can have up to a Level 1500 Corbomite Device on some ships
and the nice part is, your foe has no way to detect the device's presence
on your ship.
<D>
Cloaking Devices
Cloaking devices can
hide you from your rivals when you are away from your home sector.
If you feel you will be vulnerable, use your Cloaking Device to conceal
your ship. Your location will be unknown to even your Corporate associates
who view the Member Location display. Remember that the Cloaking
Device will use a lot of your energy reserves and its effectiveness decreases
the longer it's used. A well-known consumer group has tested these
devices and found that on the average, after 24 hours of use, you stand
a good chance of being detected. Cloaking Devices are relatively
inexpensive, but because some of the components decompose quickly, they
are a one-time use item.
<E>
SubSpace Ether Probes
Ethereal Probes are
quite useful when you want to know what wonders lie on the other side of
the universe, but you don't want to use up your turns to explore.
You can launch the unmanned probes with a preset destination. As
they maneuver their way across the cosmos, they report back sector by sector.
They are quite inexpensive for the amount of information that can be obtained,
but they are not sturdy. They contain a self-destruct mechanism that
is triggered when the probe reaches its destination. The designers
of the probe thought this would provide anonymity for anyone using the
gadget. This mechanism is so sensitive that it detonates when the
probe encounters any enemy fighters. Since it has no shielding capabilities,
any ship it passes will be able to detect its presence.
<F>
Planet Scanners
If you are planning
an invasion of another player's planet, this scanner can show you the military
system on the planet without landing. Once you are in the sector,
scan the planet. You can see who created the planet, who currently
controls the planet, and the military defenses installed there. You
won't find out the hard way that you don't have enough weapons to take
over the enemy forces.
<L>
Limpet Tracking Mines
The Limpet mines are
a clever development of the Donnelly Underground Development Group.
They simply sit almost invisible in a sector until an enemy ship passes
by. Once the enemy is close enough, they attach themselves to the
ship. The activated mines will report their whereabouts to you when
you do scan for deployed mines. This is a clever way to find out
where your enemy is. The Limpets can be removed by crews at the Stardock.
<M>
Space Mines
The Armid mines can
be a very effective way of establishing your territory. Space mines
can cause serious damage to smaller craft and can be a real nuisance to
larger vessels. The latest technology has provided mines with sensors
capable of recognizing the Federal I.D. codes. This will keep the
mines from detonating by your ship or your Corporation's ships (most of
the time).
<P>
Photon Missiles
Only owners of Missile
Frigates or Imperial Starships can use these powerful weapons. Shields,
both Ship and Planetary, are excellent protection from the impact of this
weapon. However, once shields have been destroyed, Photon Missiles
can be used to disable all Combat Control Computers (Level 2 Citadels)
and Quasar Cannons (Level 3 Citadels) and Interdictor Generators (Level
6 Citadels) on planets. It neutralizes all mines and fighters stationed
in a sector. Be advised that the effect of these missiles is short-lived.
Get in, take care of your business and get out before the effect wears
off. You don't want to still be in the sector when the Quasar Cannons
regain their strength. Great care should be used in transporting
these volatile weapons of destruction.
<R>
Long Range Scanners
These scanners can
provide the explorer with multi-sector vision. Your two options are
a Density Scanner or a Holographic Scanner. The Density Scanner is
the cheaper and it provides the user with the relative density of the surrounding
sectors. It will also indicate a warning if there is a non-standard
undefinalble mass. You can use that information to determine what
may be in the neighborhood. If you have sufficient funds, you can
purchase a Holographic Scanner which has both Density and Holographic capabilities.
Using the Holographic mode, you can see what and who is in the sectors
adjacent to the one you are currently occupying. The scanner in Holographic
mode uses a small amount of your ship's fuel (one turn's worth) but that
is a small price to pay when you consider the information and security
it can provide.
<S>
Mine Disruptors
If you run across
a heavily mined sector but you really need to go in there, send in a Mine
Sweeper to clear your path. They can absorb the damage so you don't
have to or they can deactivate the limpets.
<T>
Genesis Torpedoes
Much improved since
the first models, these torpedoes can provide the foundation for the production
of your trading commodities. Depending on the planet type created
by the torpedo, planet will be able to support a varying number of colonists.
The colonists can provide the labor needed to mine the Fuel Ore, grow the
Organics and manufacture the Equipment and Fighters you will use in your
trading company. Some planet types are better than others at producing
the commodities. You might want to check the Planetary Specs in your
Onboard Computer. You have no control over what planet type results
from the Torpedo's explosion. That is determined by conditions in
the sector.
<W>
TransWarp Drives
Only Imperial Starships,
Corporate Flagships and Havoc Gunstars can be fitted with these massive
drives. TransWarp consumes an enormous amount of Fuel Ore so make
sure you have a source of Ore for your return trip, too. The TransWarp
Drive uses a homing device, so you should have at least one fighter in
your destination sector.
The Type 1 TransWarp
drive is standard, and will not function with
a tractor beam engaged.
The Type 2 TransWarp
drive is TransWarp Tow capable.
<Y>
Psychic Probes
Bartering at the ports
is one of the main elements of this game. You get experience points
for making a good deal. The better the deal, the more points you
get. Psychic Probes are the next best thing to insider trading, and
they're legal. If you want to see exactly where your offer is compared
to what they would have accepted, you need one of these probes. It
will not only show you where you went wrong, but it will also help you
improve your trading skills.
<!>
Hardware Emporium Help
Display the portion
of the documentation describing the Hardware Emporium functions.