Data/Systems

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Do not edit this page, the tables are generated from the game data.

SHIPYARD

name max HP size rarity price breaks on uninstall
Dev shipyard 20000 2x2 100 100000

REACTOR

name max HP size rarity price breaks on uninstall energy production max upgrade price per upgrade
Salvaged Reactor 2000 2x2 100 0 10 1 -1 (±0)
Prototype Reactor 3000 2x2 100 0 10 46 20 (+10)
Quantum reactor 5000 2x2 100 0 20 1 0 (±0)
Fission reactor 3000 2x2 100 0 10 1 0 (±0)
Dark Matter reactor 8000 2x2 100 0 30 1 0 (±0)
Fusion reactor 4000 2x2 100 0 15 1 0 (±0)
Anti-matter reactor 10000 2x2 100 0 40 1 0 (±0)

CAPACITOR

name max HP size rarity price breaks on uninstall energy storage
HAK86 Crystal 10000 10x10 100 0 100000
Large battery 6000 2x1 9 100 4000
Scorchers emblem 10 10x10 100 0 0
Power bank II 14000 2x2 15 160 20000
Tachyon accelerator 10 4x4 100 0 0
Small battery 2000 2x1 3 50 1000
Tachyon stabilizer 10 4x4 100 0 0
Power bank I 12000 2x2 12 120 10000
Tachyon chamber 10 4x4 100 0 0
Medium battery 4000 2x1 6 75 2000

DOOR_CONTROL

name max HP size rarity price breaks on uninstall base level max upgrade price per upgrade
Basic doors 1000 2x1 5 40 0 1 0 (±0)
Prototype Doors 1000 2x1 100 0 0 5 50 (+50)
Advanced doors 2000 2x1 10 60 1 1 0 (±0)
Blast doors 3000 2x2 15 90 2 1 0 (±0)
Energy doors 5000 2x2 25 160 4 1 0 (±0)
Salvaged Door contorl 1000 2x1 100 0 0 1 -1 (±0)
Adv. Blast doors 4000 2x2 20 120 3 1 0 (±0)

ENGINES

name max HP size rarity price breaks on uninstall energy usage / charge speed max upgrade price per upgrade
Engines 8 4000 2x1 100 0 8 (±0) 1 0 (±0)
Engines 7 3500 2x1 100 0 7 (±0) 1 0 (±0)
Prototype Engine 1000 2x1 100 0 2 (+1) 13 40 (+20)
Salvaged Engine 1000 2x1 100 0 1 (±0) 1 -1 (±0)
Engines 4 2000 2x1 100 0 4 (±0) 1 0 (±0)
Engines 6 3000 2x1 100 0 6 (±0) 1 0 (±0)
Engines 1 1000 2x1 100 0 1 (±0) 1 0 (±0)
Engines 2 2000 2x1 100 0 2 (±0) 1 0 (±0)
Engines 3 2500 2x1 100 0 3 (±0) 1 0 (±0)
Engines 5 2500 2x1 100 0 5 (±0) 1 0 (±0)

REPAIR

name max HP size rarity price breaks on uninstall energy usage
Repair station 2000 2x1 100 0 1 (±0)
Repair station 2000 2x2 100 0 1 (±0)
Engineering lab 2000 2x1 100 0 1 (±0)
Ship parts lab 2000 2x1 100 0 1 (±0)

SHIELDS

name max HP size rarity price breaks on uninstall energy usage base shields recharge time max upgrade price per upgrade
Alien super shields 3000 2x2 100 0 1 (±0) 10000 1 (±0) 1 0 (±0)
Salvaged Shields 1000 2x2 100 0 2 (±0) 1 4 (±0) 1 -1 (±0)
Penta shields 5000 2x2 100 1600 10 (±0) 5 5 (±0) 1 0 (±0)
Double Shields 2000 2x2 100 600 4 (±0) 2 5 (±0) 1 0 (±0)
Basic shields 1000 2x2 100 400 2 (±0) 1 5 (±0) 1 0 (±0)
Quad shields 4000 2x2 100 1200 8 (±0) 4 5 (±0) 1 0 (±0)
Prototype Shields 1000 2x2 100 0 2 (+2) 1 5 (±0) 6 100 (+50)
Tripple Shields 3000 2x2 100 1000 6 (±0) 3 5 (±0) 1 0 (±0)

SYSTEMS_SHOP

name max HP size rarity price breaks on uninstall infinite stock fixed stock min stock max stock min price max price
Systems shop 10000 2x1 100 0 2 4 80 200
Systems shop 2x2 10000 2x2 100 0 4 8 70 180

CONSUMABLES_SHOP

name max HP size rarity price breaks on uninstall type infinite stock min stock max stock min price max price
Missiles shop 10000 2x1 100 0 MISSILE 10 20 2 6
Big Missiles shop 10000 2x2 100 0 MISSILE 20 40 2 6
Drone parts shop 10000 2x1 100 0 DRONE 10 20 2 6
Big Drone parts shop 10000 2x2 100 0 DRONE 6 18 2 6

SHIPS_SHOP

name max HP size rarity price breaks on uninstall infinite stock fixed stock min stock max stock min price max price
Ship assembly lab 10000 2x2 100 0 6 6 80 150
Ships shop 10000 2x2 100 0 6 6 80 150
Ship testing lab 10000 2x2 100 0 6 6 80 150

OXYGEN

name max HP size rarity price breaks on uninstall energy usage ship replenish speed mob replenish speed max upgrade price per upgrade
Prototype Life Support 1000 2x1 100 0 1 (+1) 4 4 3 50 (+50)
Oxygen I 1000 2x1 5 40 1 (±0) 4 4 1 0 (±0)
Oxygen III 1000 2x1 15 100 3 (±0) 12 12 1 0 (±0)
Oxygen II 2000 2x1 10 70 2 (±0) 8 8 1 0 (±0)
Salvaged O2 1000 2x1 100 0 1 (±0) 4 4 1 -1 (±0)

MEDICAL

name max HP size rarity price breaks on uninstall energy usage heal speed
Med lab 6000 2x2 15 120 3 (±0) 3
Med bay 4000 2x1 10 80 2 (±0) 2
Salvaged Autodoc 2000 2x1 100 0 1 (±0) 1
Auto doc 2000 2x1 5 50 1 (±0) 1

WEAPONS_CONTROL

name max HP size rarity price breaks on uninstall
Weapons control I 3000 2x2 25 100
Weapons control II 2000 2x1 70 150

SENSORS

name max HP size rarity price breaks on uninstall base level max upgrade price per upgrade
Basic sensors I 1000 2x1 2 50 1 1 0 (±0)
Super Sensors 5000 2x1 100 0 10 1 0 (±0)
Advanced sensors I 2000 2x1 10 110 3 1 0 (±0)
Prototype Sensors 1000 2x1 100 0 1 4 50 (+30)
Basic sensors II 2000 2x1 7 80 2 1 0 (±0)
Advanced sensors II 4000 2x1 15 140 4 1 0 (±0)

HYPERDRIVE

name max HP size rarity price breaks on uninstall energy usage / charge speed capacity max upgrade price per upgrade
DF HD 10000 2x2 100 0 15 (±0) 20000 1 0 (±0)
Salvaged Hyper Drive 1000 2x2 100 0 1 (±0) 10000 1 -1 (±0)
Large HD 4000 2x2 100 0 6 (±0) 30000 1 0 (±0)
Small HD 1000 2x2 100 0 2 (±0) 10000 1 0 (±0)
Damaged Prototype HD -1 2x2 100 0 0 (±0) 0 1 0 (±0)
Advanced HD 5000 2x2 100 0 8 (±0) 40000 1 0 (±0)
Prototype HD -1 2x2 100 0 2 (+1) 6000 13 50 (+50)
Medium HD 3000 2x2 100 0 4 (±0) 20000 1 0 (±0)

MISSILE_WEAPONS

name max HP size rarity price breaks on uninstall energy usage recharge time shots per burst hull damage system damage mob damage shield damage shield penetration miss chance fire chance breach chance
Napalm Missile IV 2600 2x1 58 210 2 (±0) 14 (±0) 1 1 2500 400 -1 100 5 100 0
EMP Missile I 1000 2x1 30 140 2 (±0) 18 (±0) 1 0 6000 0 -1 100 5 5 5
Dual Launcher IV 3000 2x1 70 240 3 (±0) 18 (±0) 2 1 2000 200 -1 100 5 30 20
Breach Missile II 2200 2x1 55 200 2 (±0) 15 (±0) 1 2 2000 280 -1 100 5 0 90
Advanced M. Launcher III 1400 2x1 30 160 1 (±0) 12 (±0) 1 2 2000 150 -1 100 5 10 10
Breach Missile I 2000 2x1 50 180 2 (±0) 16 (±0) 1 2 2000 280 -1 100 5 0 90
EMP Missile IV 2200 2x1 45 200 2 (±0) 15 (±0) 1 0 6000 0 -1 100 5 5 5
Basic M. Launcher V 1600 2x1 40 180 1 (±0) 10 (±0) 1 1 1000 150 -1 100 5 10 10
Basic M. Launcher I 800 2x1 15 90 1 (±0) 14 (±0) 1 1 1000 150 -1 100 5 10 10
Hull Breaker III 2400 2x1 54 170 2 (±0) 22 (±0) 1 4 800 100 -1 100 5 5 30
Napalm Missile I 2000 2x1 40 150 2 (±0) 17 (±0) 1 1 2500 400 -1 100 5 100 0
Hull Breaker I 2000 2x1 40 130 2 (±0) 24 (±0) 1 4 800 100 -1 100 5 5 30
Advanced M. Launcher V 1800 2x1 45 210 1 (±0) 10 (±0) 1 2 2000 150 -1 100 5 10 10
Napalm Missile II 2200 2x1 46 170 2 (±0) 16 (±0) 1 1 2500 400 -1 100 5 100 0
Advanced M. Launcher I 1200 2x1 20 130 1 (±0) 14 (±0) 1 2 2000 150 -1 100 5 10 10
EMP Missile V 2500 2x1 50 220 2 (±0) 14 (±0) 1 0 6000 0 -1 100 5 5 5
EMP Missile III 1600 2x1 40 180 2 (±0) 16 (±0) 1 0 6000 0 -1 100 5 5 5
Advanced M. Launcher IV 1600 2x1 35 180 1 (±0) 11 (±0) 1 2 2000 150 -1 100 5 10 10
Breach Missile III 2400 2x1 60 220 2 (±0) 14 (±0) 1 2 2000 280 -1 100 5 0 90
Basic M. Launcher III 1200 2x1 25 130 1 (±0) 12 (±0) 1 1 1000 150 -1 100 5 10 10
Dual Launcher I 2200 2x1 40 180 3 (±0) 21 (±0) 2 1 2000 200 -1 100 5 30 20
Hull Breaker IV 2600 2x1 61 190 2 (±0) 21 (±0) 1 4 800 100 -1 100 5 5 30
Advanced M. Launcher II 1400 2x1 25 140 1 (±0) 13 (±0) 1 2 2000 150 -1 100 5 10 10
Basic M. Launcher II 1000 2x1 20 110 1 (±0) 13 (±0) 1 1 1000 150 -1 100 5 10 10
EMP Missile II 1300 2x1 35 160 2 (±0) 17 (±0) 1 0 6000 0 -1 100 5 5 5
Breach Missile IV 2600 2x1 65 240 2 (±0) 13 (±0) 1 2 2000 280 -1 100 5 0 90
Dual Launcher III 2800 2x1 60 220 3 (±0) 19 (±0) 2 1 2000 200 -1 100 5 30 20
Basic M. Launcher IV 1400 2x1 30 150 1 (±0) 11 (±0) 1 1 1000 150 -1 100 5 10 10
Napalm Missile V 2800 2x1 64 230 2 (±0) 13 (±0) 1 1 2500 400 -1 100 5 100 0
Dual Launcher V 3200 2x1 80 260 3 (±0) 20 (±0) 4 1 2000 200 -1 100 5 30 20
Napalm Missile III 2400 2x1 52 190 2 (±0) 15 (±0) 1 1 2500 400 -1 100 5 100 0
Dual Launcher II 2500 2x1 50 200 3 (±0) 20 (±0) 2 1 2000 200 -1 100 5 30 20
Hull Breaker V 2800 2x1 68 210 2 (±0) 20 (±0) 1 4 800 100 -1 100 5 5 30
Hull Breaker II 2200 2x1 47 150 2 (±0) 23 (±0) 1 4 800 100 -1 100 5 5 30
Breach Missile V 2800 2x1 70 260 2 (±0) 12 (±0) 1 2 2000 280 -1 100 5 0 90

LASER_WEAPONS

name max HP size rarity price breaks on uninstall energy usage recharge time shots per burst hull damage system damage mob damage shield damage shield penetration miss chance fire chance breach chance
Railgun II 2600 2x1 65 280 3 (±0) 18 (±0) 1 2 1000 500 1 1 5 0 100
Heavy Dual Flamer II 2000 2x1 50 220 3 (±0) 16 (±0) 2 0 500 400 1 0 5 100 0
Basic Laser III 1200 2x1 35 100 1 (±0) 9 (±0) 1 1 1000 150 1 0 5 10 -1
Heavy Dual Laser V 2600 2x1 80 280 3 (±0) 13 (±0) 2 2 2000 300 1 0 5 30 30
EMP IV 1900 2x1 55 140 2 (±0) 12 (±0) 1 -1 300 -1 1 0 5 10 -1
Pierce laser IV 2400 2x1 65 270 2 (±0) 14 (±0) 1 2 2000 300 1 2 5 30 30
Quad Laser III 3800 2x1 60 310 4 (±0) 21 (±0) 4 1 1000 150 1 0 5 -1 -1
Quad Laser V 4200 2x1 80 350 4 (±0) 19 (±0) 4 1 1000 150 1 0 5 -1 -1
Heavy Flamer III 1200 2x1 45 190 1 (±0) 11 (±0) 1 0 500 400 1 0 5 100 0
Heavy Dual Flamer V 2600 2x1 80 280 3 (±0) 13 (±0) 2 0 500 400 1 0 5 100 0
Plasma cannon II 3200 2x2 75 330 5 (±0) 24 (±0) 3 2 1200 280 1 0 5 80 0
Dual EMP II 1500 2x1 35 150 2 (±0) 14 (±0) 2 -1 300 -1 1 0 5 10 -1
Quad Laser IV 4000 2x1 70 330 4 (±0) 20 (±0) 4 1 1000 150 1 0 5 -1 -1
Triple Laser V 2600 2x1 70 240 3 (±0) 14 (±0) 3 1 1000 150 1 0 5 10 -1
Plasma Burst II 3200 2x2 65 280 3 (±0) 22 (±0) 4 1 200 140 0 1 5 100 0
Dual Laser IV 1900 2x1 55 140 2 (±0) 12 (±0) 2 1 1000 150 1 0 5 10 -1
Plasma cannon III 3400 2x2 80 360 5 (±0) 23 (±0) 3 2 1200 280 1 0 5 80 0
Railgun IV 3600 2x1 75 350 3 (±0) 16 (±0) 1 3 3000 500 1 1 5 0 100
Dual EMP V 2100 2x1 65 210 2 (±0) 11 (±0) 2 -1 300 -1 1 0 5 10 -1
Heavy Laser II 1000 2x1 35 170 1 (±0) 12 (±0) 1 2 2000 300 1 0 5 30 30
Quad Laser II 3600 2x1 50 290 4 (±0) 22 (±0) 4 1 1000 150 1 0 5 -1 -1
EMP I 1300 2x1 25 80 2 (±0) 15 (±0) 1 -1 300 -1 1 0 5 10 -1
Heavy Laser III 1200 2x1 45 190 1 (±0) 11 (±0) 1 2 2000 300 1 0 5 30 30
Dual Laser II 1500 2x1 35 100 2 (±0) 14 (±0) 2 1 1000 150 1 0 5 10 -1
Heavy Dual Laser I 1800 2x1 40 200 3 (±0) 17 (±0) 2 2 2000 300 1 0 5 30 30
Pierce laser III 2200 2x1 55 230 2 (±0) 14 (±0) 1 2 2000 300 1 1 5 30 30
Plasma cannon V 4000 2x2 90 420 5 (±0) 20 (±0) 3 2 1400 300 1 0 5 80 0
Heavy Flamer V 1600 2x1 65 230 1 (±0) 9 (±0) 1 0 500 400 1 0 5 100 0
Triple Laser III 2200 2x1 50 200 3 (±0) 16 (±0) 3 1 1000 150 1 0 5 10 -1
Plasma cannon I 3000 2x2 70 300 5 (±0) 25 (±0) 3 2 1200 280 1 0 5 80 0
EMP V 2100 2x1 65 160 2 (±0) 11 (±0) 1 -1 300 -1 1 0 5 10 -1
Heavy Flamer IV 1400 2x1 55 210 1 (±0) 10 (±0) 1 0 500 400 1 0 5 100 0
Space Ejector 3000 2x2 80 500 5 (±0) 60 (±0) 1 0 0 5000 0 0 10 0 100
Plasma cannon IV 3700 2x2 85 390 5 (±0) 22 (±0) 3 2 1200 280 1 0 5 80 0
Basic Laser I 800 2x1 15 60 1 (±0) 11 (±0) 1 1 1000 150 1 0 5 10 -1
Heavy Dual Laser II 2000 2x1 50 220 3 (±0) 16 (±0) 2 2 2000 300 1 0 5 30 30
Dual EMP IV 1900 2x1 55 190 2 (±0) 12 (±0) 2 -1 300 -1 1 0 5 10 -1
EMP Laser IV 1400 2x1 45 220 1 (±0) 8 (±0) 1 1 1000 150 1 0 5 10 -1
EMP Laser V 1600 2x1 55 240 1 (±0) 7 (±0) 1 1 1000 150 1 0 5 10 -1
Pierce laser V 2600 2x1 75 300 2 (±0) 13 (±0) 1 2 2000 300 1 2 5 30 30
Heavy Dual Flamer III 2200 2x1 60 240 3 (±0) 15 (±0) 2 0 500 400 1 0 5 100 0
Triple Laser I 1800 2x1 30 160 3 (±0) 18 (±0) 3 1 1000 150 1 0 5 10 -1
Pierce laser II 2000 2x1 45 210 2 (±0) 15 (±0) 1 2 2000 300 1 1 5 30 30
EMP Laser I 800 2x1 15 160 1 (±0) 11 (±0) 1 1 1000 150 1 0 5 10 -1
Plasma Burst V 4000 2x2 80 385 3 (±0) 19 (±0) 6 1 200 140 0 2 5 100 0
Heavy Laser IV 1400 2x1 55 210 1 (±0) 10 (±0) 1 2 2000 300 1 0 5 30 30
Basic Laser IV 1400 2x1 45 120 1 (±0) 8 (±0) 1 1 1000 150 1 0 5 10 -1
Heavy Dual Flamer I 1800 2x1 40 200 3 (±0) 17 (±0) 2 0 500 400 1 0 5 100 0
Railgun III 3200 2x1 70 320 3 (±0) 17 (±0) 1 2 3000 500 1 1 5 0 100
Triple Laser II 2000 2x1 40 180 3 (±0) 17 (±0) 3 1 1000 150 1 0 5 10 -1
Plasma Burst IV 3600 2x2 75 340 3 (±0) 20 (±0) 5 1 200 140 0 1 5 100 0
Plasma Burst I 3000 2x2 60 250 3 (±0) 23 (±0) 4 1 200 140 0 1 5 100 0
EMP Laser III 1200 2x1 35 200 1 (±0) 9 (±0) 1 1 1000 150 1 0 5 10 -1
Salvaged Laser 1000 2x1 100 0 1 (±0) 15 (±0) 1 1 1000 100 1 0 15 -1 -1
Basic Laser II 1000 2x1 25 80 1 (±0) 10 (±0) 1 1 1000 150 1 0 5 10 -1
Dual Laser I 1300 2x1 25 80 2 (±0) 15 (±0) 2 1 1000 150 1 0 5 10 -1
Heavy Dual Laser IV 2400 2x1 70 260 3 (±0) 14 (±0) 2 2 2000 300 1 0 5 30 30
Dual Laser III 1700 2x1 45 120 2 (±0) 13 (±0) 2 1 1000 150 1 0 5 10 -1
Railgun I 2000 2x1 60 240 3 (±0) 19 (±0) 1 2 1000 500 1 1 5 0 100
Triple Laser IV 2400 2x1 60 220 3 (±0) 15 (±0) 3 1 1000 150 1 0 5 10 -1
Heavy Dual Flamer IV 2400 2x1 70 260 3 (±0) 14 (±0) 2 0 500 400 1 0 5 100 0
EMP II 1500 2x1 35 100 2 (±0) 14 (±0) 1 -1 300 -1 1 0 5 10 -1
Heavy Laser I 800 2x1 25 150 1 (±0) 13 (±0) 1 2 2000 300 1 0 5 30 30
Heavy Flamer II 1000 2x1 35 170 1 (±0) 12 (±0) 1 0 500 400 1 0 5 100 0
Dual EMP I 1300 2x1 25 130 2 (±0) 15 (±0) 2 -1 300 -1 1 0 5 10 -1
Dual Laser V 2100 2x1 65 160 2 (±0) 11 (±0) 2 1 1000 150 1 0 5 10 -1
Heavy Laser V 1600 2x1 65 230 1 (±0) 9 (±0) 1 2 2000 300 1 0 5 30 30
Dual EMP III 1700 2x1 45 170 2 (±0) 13 (±0) 2 -1 300 -1 1 0 5 10 -1
Railgun V 4000 2x1 80 390 3 (±0) 15 (±0) 1 3 3000 500 1 1 5 0 100
Heavy Flamer I 800 2x1 25 150 1 (±0) 13 (±0) 1 0 500 400 1 0 5 100 0
Heavy Dual Laser III 2200 2x1 60 240 3 (±0) 15 (±0) 2 2 2000 300 1 0 5 30 30
Plasma Burst III 3400 2x2 70 310 3 (±0) 21 (±0) 5 1 200 140 0 1 5 100 0
EMP III 1700 2x1 45 120 2 (±0) 13 (±0) 1 -1 300 -1 1 0 5 10 -1
Quad Laser I 3400 2x1 40 270 4 (±0) 23 (±0) 4 1 1000 150 1 0 5 -1 -1
EMP Cannon 3000 2x1 100 0 4 (±0) 26 (±0) 2 0 100 0 20000 -1 5 0 0
Pierce laser I 1800 2x1 35 190 2 (±0) 16 (±0) 1 2 2000 300 1 1 5 30 30
Basic Laser V 1600 2x1 55 140 1 (±0) 7 (±0) 1 1 1000 150 1 0 5 10 -1
EMP Railgun 2000 2x1 80 340 3 (±0) 19 (±0) 1 2 1000 500 1 1 5 0 80
EMP Laser II 1000 2x1 25 180 1 (±0) 10 (±0) 1 1 1000 150 1 0 5 10 -1

PILOTING

name max HP size rarity price breaks on uninstall
Pirate cockpit 4000 2x1 100 0
Captain's bridge 10000 2x1 100 0
Captain's bridge 2x2 10000 2x2 100 0
Captain's bridge 10000 2x1 100 0

TELEPORT

name max HP size rarity price breaks on uninstall energy usage recharge time capacity shield penetration max upgrade price per upgrade
Basic teleport 1000 2x1 20 100 2 (+1) 20 (-2) 1 (+1) 0 (±0) 2 200 (+100)