Most these items
do their job
after movement unless otherwise noted
Aczanny Cargo Desk: Produces 1 assault pod per turn using 1000 ord and 10 troops. The ship must have an empty cargo pod bay. The device has a secondary function of taking all the metals in the ship and placing the metals in a construction pod and loading the pod into an empty pod bay, this secondary function only works when the command code MET is used. The device will only produce one pod per turn, ether an assault pod or a construction pod.
Aczanny ECM Jammer: All non-Aczanny ships in a battle have a -30 accuracy when firing large weapons or small weapons at any target. All non-Aczanny fighters get a -15 accuaracy when firing at any target.
Aczanny Security Device: Prevents boarding lasers from harming any crew or guests on a ship. The ship will still take hull damage. The Aczanny crew gets a 500% counter attack bonus during boarding actions. The Aczanny colonists get a 200% counter attack bonus. If the ship is captured in a boarding action the ship automatically self destructs.
Advanced Training: Convert 20% + 100 colonists on a ship to troops each cycle
Agro-Dome: Produces 20% cargo size of food or at least 100 kt of food. Can not produce more than 200 kt of food per turn.
Alchemy Forge:When on, it grabs supply units from junk pods and resupply pods belonging to anyone, plus supplies from planets and bases that you own and converts the supplies to metals. Twelve supply units yield 1 duranium, 1 tritanium, and 1 molybdenum. Control switches on the ship can limit the process to just one metal type if you wish.
Assimilation Beam: When turned on over an enemy base 250000 enemy colonists, crew, or troops are turned into Cyborg colonists and placed on board the ship. The device works through base shields. The device does not work on natives or the Crystal race.
Barbitic Mine Dropper: Converts ordnance units into Barbitic mines and drops them. Barbitic mines are powerful anti-ship mines that also can be used to destroy enemy minefields. When a barbitic minefield is detonated it does damage to all ships in the field and destroys all minefields in the radius of the field. When a minefield is set to detonate it will do so before all movement starts. Blowing a Barbitic minefield will completely clear the area of mines and allow safe travel through the area. All minefields have a limited life time of around 20 turns before they run out of power and disappear. Any ship belonging to another race moving through your barbitic minefield risks hitting a mine and taking massive damage. Minefields can be stacked on top of one another. Ships traveling speed 12 or less are safe from hitting barbitic mines.
Bioscanner: Its primary use is detecting native life on planets out to a distance of 700 LY. When on the bioscanner's findings will be reported in the ship's log. Using the scanner does not make the ship any more visible to the enemy than normal.
Boarding Laser: Only used when you are transporting your colonists, troops, crew, or high guard to an enemy ship as a hostile boarding action. The boarding laser helps your troops take over the enemy ship. It cuts holes in the enemy ship doing between 5% and 300% hull damage to the target depending on the size of the target ship. It kills up to 10% of the enemy crew, 40% of the enemy colonists, and 10% of the enemy troops. You need to beam over 1 of your guys for every 5 enemies you want to take out. There are 200 movement phases and combat will not start until phase 50 so during the first one quarter of movement you have time to fly past an enemy ship, transport over a boarding party, rip the enemy ship up with the boarding laser and get away back out to deep space. You could hyper jump in on top of your victim ship with a hyper drive ship and then run away and hopefully be out of combat range before movement phase 50 comes around. The Crystals are immune to death by boarding lasers. To use the device just turn it on and transfer your crew to the enemy target using your transporters.
Boarding Laser (Privateer Advanced): Same as above only the weapon kills 15% crew, 50% colonists and 40% troops and you need to beam over only 1 of your guys for every 20 enemies that you want to take out.
Boarding Laser (Privateer Advanced, With Plans): Same as above only the weapon kills 20% crew, 60% colonists and 40% troops and you need to beam over only 1 of your guys for every 40 enemies that you want to take out. This bonus only applies if the ship doing a boarding attack has the plans to the target enemy ship in their memory bank.
Cargo Grappler: Steals molybdenum, tritanium, duranium, food, med, and supplies (in that order) from all ships within 50 LY that you are at war with. It will steal as much as possible, until the enemy ships are empty or there is no more cargo room left to hold the stolen goods. This device works after movement.
Cloaking Device: Burns fuel and reduces the ship's sensor image by 50 points. Ships that have a sensor image of 0 can not be seen. The ship overview screen will show you your ship's current sensor image. Be aware that moving at high speeds, using your transporters, traveling through web minefields, or enemy tachyon scanners can uncloak your ship. You can never be completely sure that you have not been seen. If you have the attack order for the ship turned on your ship will attack from cloak, you need to turn off the attack switch to avoid combat while cloaked. The cloaking device on ships with a stealth rating of more than 50 do not fully cloak the ship, the cloaking device will only make the ship harder to see.
Cloaking Field: Hide all things near the ship. All object in the area get a -150 sensor image cloaking bonus. Ship itself does not cloak. Device has a range of 100 ly.
Clone Lab: Increase guests by 20% a turn, by making copies of them. Costs nothing to use.
Coalition Bio Computer: The Bio Computer is always on and uses 4 med units per cycle. If the ship runs out of med units the ship will take a massive amount of system damage. The ship must have at least 1 high guard ranger on board the ship for it to give you a combat bonus of +100 accuracy and +50 evasive. Ships with this device must always be worried about Privateer ships stealing all the ship's med units disabling most the ships weapons and rendering the ship mostly harmless.
Coalition Gravity Rift Generator: Burns 25 kt of fuel per cycle and disables all gravity well generators and gravity mines within 100 LY. Hyper jumping ships are free to travel through disabled gravity wells and disabled gravity mines. The device will also cause gravitonic accelerator to fail to function. The device has no effect on jump gates or warp chunnels.
Contraband Dust Off: Loads all the contraband from the surface of a planet and places the contraband in a gold pod in one of the ship's empty pod bays. The device works after all movement is finished. The device works only on planets and can not remove contraband from a base. The device only works if the ship has an empty pod bay. The dust off pod can hold an unlimited amount of contraband.
Contraband Lockdown: Prevents the selling of contraband by any race within 200 LY. They can still load the contraband up into pods and try to run away with it.
Crew Abducter: Take enemy crew from enemy bases to fill out our crew. The device will take all the crew that will fit in the ship. The device only takes crew, it does not harm or take enemy colonists.
Crystal Inferno Device: If a base has less than 90 climate the device will use one HD stress point on the planet to increase the climate of the planet by 20 points. If the climate is 90 or above the device will increase the climate of the planet without using or needing any planet HD stress points
Crystal X Field Device: The device steals repair units from all ships, pods and planets within 50 LY of the ship. The device can take up to 500 repair units from bases and ships and as much as the ship can hold from pods. If the Crystal X ship does not have the room to hold all the repair units being taken the extra repair units will be dumped into space. Every ship and base will loose 500 repair units for every X Field it is sitting in. The device has a 50% chance of capturing any enemy ship that has over 99% engine damage. The device will erase any ship plan that ships, bases and pods have stored in their memory within 150 LY
Dampening Field: Always on. The device is installed on the Pretender Class Q-Ship, Omen Class Spec Ops Transport, and Masquerade Class Q ship. Causes the ship to appear to be a freighter. Ship weapons, ord and troops are all hidden.
DTMS-N fuel Converter: The device when on will convert 10 supply units into 1 kt of fuel. It can also convert 1 duranium, 1 tritanium, or 1 molybdenum into 1 fuel unit. The converter only uses metals and supplies that are in the ship's cargo hold. It will stop processing when the ship's fuel tank is full. If the ship uses the command code "BDF" all but 60 kt of fuel will be beamed down to the planet below.
Dust Off Device: Removes troops, high guard rangers and ground combat units from the base under the ship and places them in an assault pod and loads the assault pod into an empty cargo bay. Everything will be placed in a single pod, there is no limit on the mass of a dust off pod. The dust off device works both before and after movement, so you could do two dust offs from two different bases in the same turn.
Food To Supply Converter: Turns food into supplies. All food is turned into supplies.
Fuel Drill: Extracts 1000kt of fuel from a planet a turn
Fuel Robber: Steals up to 50kt of fuel total from enemy ships within 50 LY. It will only steal fuel from races that you are at war with. This device works after movement.
GalBank: All the money on the ship is transfered from the ship to the central galactic bank.
GalDraw: If you have more than 10000mc in the central galactic bank this device will transfer 10000mc from the central account to this ship. This device only works if the ship is owned by the Colonies of Man, no other race can use the device.
Gambling Deck: The device produces its 1mc per colonist member up to a maximum of 50mc when the ship is in deep space and a maximum of 1000mc when the ship is over a base. The device can make additional money from colonists on bases under the ship at a rate of 300mc per million colonists on the bases under the ship. The device works on all bases under the ship, including ones that you do not own. If more than one gambling deck ship is operating in an area the total income for the ship is reduced to a limit of 250mc for two ships, 166mc for three ship, 125mc for four ships, and 100 for five ships. A single gambling deck ship over a planet with a base with 50 million colonists will produce 15000mc a turn just from the base alone. A pair of gambling deck ships over a base will only produce a total sum of 500mc, that is under 3.4% of what a single ship would have made over a base with 50 million colonists. Any two gambling ships within 15 LY will interfere with one another.
Global Warmer: Warms a planet to climate level 50. Uses 1 kt of fuel per climate level change. Can change at a rate of up to 5 climate levels a turn. The ship burns 5 kt of fuel to change the climate by 5 units
Global Icer: Cools a planet to climate level 50. Uses 1 kt of fuel per climate level change. Can change at a rate of up to 5 climate levels a turn. The ship burns 5 kt of fuel to change the climate by 5 units
Glory Device: Explodes the ship doing damage to all ships in the area. Flip the switch on and the ship will explode after movement is over. The ship can not be attacked before it explodes. All ships with a hull mass of under 100 at point blank range will be destroyed in the glory device blast. The explosion does damage out to a range of 10 LY. Ships take half damage at range 1 LY and one third damage at range 2 LY from the center of the blast. All wings and pods in a 10 LY radius are destroyed in the blast, unless they are docked with a ship. Planets in the area of the blast gain 150 HD Stress units, when the stress gets above 1000 units the planet is in danger of exploding. Your own ships take only 25% of the normal damage levels from the explosion. If the explosion takes place over a planet or base with amorphous natives the amorphous natives will all be turned into the spice contraband, supplies and food. One amorphous native yields one of contraband.
This is the damage chart for a 100 kt hull mass ship being damaged by a glory device ship.
A ship with 50kt hull mass would take double damage. A ship with a 200kt hull mass would take half damage. All your own ships will take 25% of normal damage. The glory device explodes after movement.
Gravitonic Accelerator: Causes ships to travel twice as fast as normal and burn the same amount of fuel. The side effects of the device include the complete failure of the ship's scanners and the engines make 300% more noise than normal.
Gravitonic Mine Dropper: Converts ordnance units into gravitonic mines and drops them. Gravitonic mines are anti-hyper jump mines. A hyper jump can not be made by a ship in a gravitonic minefield. If a ship is jumping through hyperspace and they cross over a gravitonic minefield they will return to normal space. Ships moving through a gravitonic minefield can hit them and take some damage. A ship with a hull mass of 100 kt can take up to 10% hull damage per hit. Gravitonic mines are 10 times less powerful than barbitic mines but your odds of hitting a gravitonic mine is 2.6 times greater than your odds of hitting a barbitic. All ships traveling speed 12 or less are safe from hitting gravitonic mines. Gravitonic mines can be ordered to detonate and will do engine damage to all ships in the area, because they do not destroy other mines when they detonate a large number of them can be overlapped in a stack and do massive damage to ships in the area. Mines detonate before all movement happens. If the enemy's engine damage goes over 100% and you steal all their repair units they enemy is pretty much dead in space and you can attack it with boarding attacks turn after turn until you capture it.
Gravity Well Generator: Has a range of 50 LY. Any hyperdrive ship within the 50 LY range of a gravity well ship can not hyperjump. The device will cause passing hyperjumping ships to drop back into normal space. The device requires 10 KT of fuel to run. The device has no effect on warp chunnel jumps or jump gates.
Ground Base Chunneler: Will only move a base from one planet to another. Does not move anything else. Burns 100 KT of fuel to do the move. The target planet must have a ground chunnel or warp chunnel ship over it. Ether one will work. To use the device park the ground chunnel ship (Firestorm Class) over a base that you want to move. Set the ship's speed to zero and the ship's waypoint to any planet with a Firecloud or Firestorm Class ship over it that you own. Turn on the Ground chunnel device, next turn the ground base will be at the other planet. If there is already a base there under your ownership on the planet the two bases will merge into one base. The ship that sent the base will remain at the location it was at. This device does not move ships.
Ground Quake Trigger: Damages cities in bases on the planet below, destroys cities, kills colonists. Bases with no cities are immune. Undercities are immune. The device will kill around 20% of all the colonists that live in cities. The device may destory as few as 2 cities. The device may destroy all the cities in the base.
Hacker Droid: When on, the plans to the ship being towed are stored in the ships data bank. Will only work if the ship's data bank does not currently have a ship plan in it. Will work on any ship under tow, including enemy ships that you are not in control of. To use it just turn it one and tow the ship that you want the plans of. If you end up towing it you will get the ship plans
Holodeck: Increases ship happiness by 10 points.
Holojammer: Takes 10kt of fuel to run. Causes the ship using it plus all ships belonging to the ship's race within a 10 LY radius to appear to all other players to be at an incorect location up to 100 LY away. A Bioscanner within 150 LY causes the holojammer to fail to work.
Hull Plan Napper: It steals plans and deletes plans belonging to other races, including ones that you are not at war with. It has a 50 LY range. The device will only take plans that the enemy can not naturally build on their own. For example if a Federation ship has the plans to a Loki on board the device will not steal it because the Loki is a standard Fed ship. The device will only take that plans that are alien to the victim race.
Incarceration Beam: If an enemy ship's system damage is greater than 70% the device will take all the enemy crew, troops and colonists to a prison pod and place the prison pod in an empty pod bay. The ship using this device must have an empty pod bay for ths device to function.
Jump Gate Builder: If the ship has 10000 mc and 1000 molybdenum on board the ship will build a jump gate when this device is on. The gate is built after movement. All gates have a 3 letter code, which is the code needed to travel too the gate. Jump gates can only be destroyed by anti-matter maul super weapons that have set the gate as a kill target and have parked on it. To travel to another jump gate park your ship on any gate and set one of the ship's command codes to the code of the gate you wish to travel to. Jump gate travel happens after normal movement. When you come out the other end of the gate you will not have any scanner readings of the area and any enemy in the area will not have seen you yet. You have one turn to move your ship before you are seen by the enemy. Jump gates are very hard to defend do to the fact anyone can jump out of one from another gate are any time if they know the gate code, so be very careful where you build them. To find out the code of an enemy's jump gate just fly a ship up next to it and scan the gate to see the gate 3 letter gate code.
Jumppoint Generator: Allows ships next to a hyperdrive ship to jump into hyperspace with it. If the jumping ship has a command code set to JOE only the ships that are escorting the jumping ship will jump. All ships next to the ship with a command code of NCH will not jump with the jumppoint ship.
Laser Mine Dropper: Converts ordnance units into laser mines and drops them. Laser mines can destroy fighter wings that are not docked with a ship and small ships. Large ships take very little damage from laser mines. Ships with a hull mass of less than 60KT take extra damage from laser mines. Pods that hit laser mines are destroyed. Any ship within a detonating laser minefield will be brightly light up on sensors. All ships traveling at speed 12 or less are safe from hitting laser mines.
Laser Mining Drill: Extracts 1000kt of mineral ore from the core of the planet under the ship and converts it into metals and stores the metals in the ship's cargo hold. The only limit to the amount that can be taken is the size of the ship's cargo hold. The drill increases the climate of the planet by 0.3 a turn and the HD stress of the planet by 10 to 60 points. The device has no effect on ore or metal that is sitting on the planet's surface. The device will not mine fuel or fuel ore.
Light Speed: Burns 1000kt of fuel and allows the ship to move at 400ly per turn
Long Range Mine Detector: Detects all uncloaked minefields in a 500 LY radius.
Mind Crusher: Causes colonists and natives in all bases under the ship to loose 40 happy points. Device works after movement. The mind crusher produces 25 units of sensor image noise when used. It has a range of 10LY. You could use it to draw part of an enemy fleet off of a planet and into a fight with a fleet of cloaked ships.
Minefield Destabilizer: Can destroy one minefield per turn. The device will destroy a minefield that has a center that is within 150 LY of the ship after movement. The only fields that it can not destroy are web mines and cloaked barbitic mines. The device will destroy your own minefields
Mine Sweeper Array: Destroys one enemy minefield or recovers one minefield belonging to your race converting it into ordnance units and stores the ordnance on your ship. You do not collect ordnance from enemy minefield that you sweep. The device will not sweep cloaked minefields.
Mobile Fighter 1 Factory: Produces type 1 fighters and adds them to docked wings If there are no docked wings a new wing will be formed in an empty fighter bay. The device will build a new fighter wing if you have the cash on board the ship to build at least 10 new fighters.
Mobile Fighter 2 Factory: Produces type 2 fighters
Mobile Fighter 3 Factory: Produces type 3 fighters
Mobile Med Lab: Converts all food to med units and produces 3 free med units a turn
Mobile Ord Factory: Turn supplies into Ord. One supply will yield 10 ord units.
Mobile Repair Plant: Duranium is converted to repair units. One kt of Duranium yields 100 repair units. The only limits as to the amounts produced is the size of the repair holds.
Money Tap: A nightmare weapon that can steal all the money from ships, gold pods and con pods within 50 LY of the ship. It can steal all the money on a base that is in excess of 10000mc. It steals from all ships, pods and bases at once. The device works after all movement is finished. It will take money from races that you are not at war with and those that you are at war with.
Nanovirus Bomb: Uses 100 Med units to fire. Turns 30% of all Cyborg colonists on the planet under the base into natives. The natives will be found on the planet's surface. Use several ships at once for greater effect. It is best to ground attack the base right after the nanovirus attack to make sure the natives are not quicky reassimilated. The device will work through shields. The device will kill the Cyborg high guard (King) on the target base. The nanovirus device makes 15 units of sensor image noise when used.
Native Dust Off: Loads all the natives on the planet under the ship onto a native life pod and places the pod in one of the ship's empty pod bays. This takes place after movement. They can hold an unlimited number of natives. The device will not remove natives from a base, it only works on natives that are on the surface of the planet outside of a base. The device will only work if you have an empty pod bay on the ship.
Ore Processing: When on the ship grabs ore from any pod in the area ( including ones that do not belong to you), any planet you are over and any of your own bases. The ore is converted into metals and stored in the ship's cargo hold. You can have the metals automatically transported down to a base you own if you are over one with the ship command code BDM (Beam Down Metals). Two ore units yield one metal unit. The only limit as to how much can be processed in a turn is the size of the ship's cargo hold. Ore processing costs nothing.
Particle Fountain: Extracts 2000 kt of mineral ore from the core of the planet under the ship and converts it into metals and stores the metals in the ship's cargo hold. The only limit to the amount that can be taken is the size of the ship's cargo hold. The fountain increases the climate of the planet by 3 a turn and the HD stress of the planet by 1 to 50 points. The device has no effect on ore or metal that is sitting on the planet's surface. The device will not mine fuel or fuel ore.
Probe Launcher: Uses 100 ord units and scans all planets within 500ly of the ship. The probes have a 90% change of detecting any enemy bases on the planet. The device has a very hard time detecting Rebel and Birdman bases, unless there is a Highguard Ranger on the ship and even then the odds are still low. The Coalition Willow Class Survey Ship has an SDI device that destroys any probe that would impact any planet within 25 LY of the ship.
Psi-Opps Hisser Unit: Increases happiness of all colonists and natives under the ship by 40 happy points. The maximum level they will reach is 100 points. This device will not work for non-lizard races that capture Lizard ships.
Pyramid Lounge: +5 happiness for the ship and 1 mc income per highguard on the ship. Pyramid Lounge produces a maximum of 10000mc per turn per ship. The sum of all the Pyramid Lounge ships can not exceed the races resource points times 100mc. Every 100 resource points allows one ship to produce a full 10000mc per turn.
Ram Scoop: Takes in 20 kt of fuel if moving faster than 20 ly per turn.
Recruting Center: Full load of colonists each turn
Reticulian Light Beam: Places enemy colonists in prison pod at a rate of 50,000 a turn. The device only works when the ship has an empty pod bay and it parked over an enemy base.
Reticulian Med Lab: Turns natives into food and med and supplies and cash. Nine natives of any type will yield 1 food, 1 supply, 1 med, and 3 mc. The ship takes the natives from the planet under the ship at the end of movement. The device will not take natives from a base.
Scalar Wave Amp: Increases the hyperdimensional stress level of the planet under the ship by 0 to 10 points. It increases the hyperdimensional stress delta (base frequency) by 5 points with a maximum of 300 delta stress. The delta stress is the amount of stress a planet gains in a turn. When a planet reaches a stress level of over 1000 it is in danger of exploding. The hyperdimensional stress delta is the rate that the hyperdimensional stress will increase each turn. Be sure to keep this device out of the hands of any Crystal enemies you might have.
Scalar Wave Damper: Drops HD stress base frequency by 8. Very useful in making planets useless to the Crystals who produce food and ord from planetary stress..
Self Destruct: Blows up the ship. This does not cause damage to other ships in the area.
Show Lounge: The device produces 0.1mc per crew member up to a maximum of 50mc when the base is in deep space and a maximum of 1000mc when the ship is over a base. The device can make additional money from colonists on bases under the ship at a rate of 100mc per million colonists on the bases under the ship. The device will increase the happiness of the colonists on bases under the ship by 3 points. The device works on all bases under the ship, including ones that you do not own. If more than one show lounge ship is operating in an area the income from the base under the ship is reduced to a limit of 250mc, for two ships, 166mc for three ship, 125mc for four ships, and 100mc for five ships. A single show lounge ship over a planet with a base with 50 million colonists will produce 5000mc a turn just from the base alone, plus up to 1000mc more from the crew on the ship. A pair of show lounge ships over a base will only produce a total sum of 500mc, that is under 10% of what a single ship would have made over a planet with 50 million colonists. Any two show lounge ships within 15 LY will interfere with one another.
Siren HAARP: Has a 20LY range. Removes crew from enemy ships and turns them into your own crew. Solorian are immune to the device. The device will take up to 20% of the crew limit of the ship with the HAARP device. This means the Lady Royale Class Ship has the power to remove 1400 enemy crew from enemy ships at a range of 20 LY. This device works after all movement is finished. The ship must have room for the new crew members or the number taken will be reduced to what the ship can hold.
Soil Reformer: Improves a planet's soil 5 per turn up to a max of 250. This device works on the planet that the ship is parked over.
Soil Sterilizer: Destroys and poisons soil on a planet, -20 soil per turn. This device works on the planet that the ship is parked over.
Solorian Energy Transfer Beam: When the device is on the ship will try to transfer as much fuel as possible to any other Solorian ship in the area. If there are two or more Solorian ships in the area it will split the fuel between them.
Solorian Ragnarock Device: Destroys the ship using the device. It causes all planets in a 200 LY radius of the device to gain 1070 HD stress points. This is enough stress to cause most planets to explode, destroying any base that might be on them.
Solorian Stellar Targeter: The device sends a signal to the base below to fire its Stellar Matter Launcher at the ship's kill target. The ship must be parked over a base with a Stellar Matter Launcher. For the weapon to fire the base must have the ordnance to fire. The Solorian: Stellar Matter Launcher building fires a blast of energy at space craft at a long distance. The device requires 500,000 ord units to fire. The blast will be fired at the kill target object if it is in range. Firing the weapon causes 300 points of HD Stress in the planet under the base. The weapon fires after all movement is done and only can damage things in space, it does not damage to ground bases. The device has a blast power of (5000 + 79 * ( StarHeat * 6 - DistanceToTarget))/HullMass - GravMineFactorX. The more Grav mines in the area of the planet firing the weapon or over the target planet the less damage the blast will do. The Launcher has a maximum range of Heat * 6 and has a blast radius of 20 LY. The power of the blast decreases by 5% every LY out from the blast center. Solorian craft are not immune from the blast.
Spy Scanner: Find high pop enemy planets with heavy industry within 1000 ly. Has a 10% chanace of detecting any enemy bases with more than 5 cities and a population of over a million.
Tachyon Scanner: Only works if the ship has less than 25 system damage. Has a range of 100 LY and works before movement. The scanner causes almost all objects in the area to have be show up better on scanners. The sensor image of anything in the area is increased by 250 points. The only ships immune from the Tachyon scanner are the Darkwing and Resolute Classes.
Unicom: Causes all fighters belonging to the carries' race to have +20% beam accuracy and +30% missile accuracy
Warp Bubble Generator: Uses 100kt of fuel to use. Causes all ships withing 130 ly to be tossed up to 30 LY in a random direction. The only ships immune are gravity stabilized ships like the Binary Class Star Port, Solar Ragnarock, and Solar Collection Array.
Warp Chunneler: Moves a ship and all ships next to it to another ship that has a warp chunnel device.The target chunnel ship must be a member of the same race and chunneling ship. Pods wings and ships can all move through a warp chunnel. Chunneling burns 100 KT of fuel. There is no limit to the distance warp chunnel ships can move. Chunneling can not be blocked, stopped, or disrupted by gravitonic mines or warp well ships. There is no limit to how big or how many ships can travel with the chunneling ship. To use the device set your ship's speed to zero, set your waypoint 1 to the (x,y) of a ship that you own and also has a chunnel device that you want to travel to. Turn on the chunnel device. If you have enough fuel your ship and all ships, wings and pods next to you will be at the other ship next turn. Ships, pods and wings belonging to other races can also travel through the warp chunnel with you. The only ships that will not enter the chunnel are ships that have a command code set to "NCH"
Warrior Assault: This device destroys all enemy special race buildings on all bases within 10LY this action happens after movement
Web Mine Dropper: Converts ordnance units into web mines and drops them. Web mines are cause damage to ship engines and stop ships from moving. When a web mine is detonated it will do 10% damage to all ship engines within the field and will not do any harm to other web mines in the area. Any ship belonging to another race moving through your web minefield risks hitting a mine and taking engine damage and coming to a complete stop. Minefields can be stacked on top of one another. Ships can move safely through a web field at speed 6 or less. When a ship has over 99% engine damage from hitting or being in detonated web mines the ship can be captured by the X Field device. All ships belonging to the Crystal race are immune to web mines and can travel freely through enemy web minefields at full speed