Starknights
Alien Technologies Chart
(Sponsored by nMKo)




This is a chart compiling all the alien technologies currently in Starknights. They are listed in order of Tech Level. That is, the Alien Tech Level your character is required to have in order to be able to buy those components from the TradePost (TP).





Alien Tech Level Alien Ship Component Price Weight Description
0 Cargo Bay 1000 250 Carries Commodity Goods / Items. Capacity: 6500 weight.
Multiple cargo bays have a cummulative effect.
It's good to have atleast one of these on your fleet
0 Escape Pod 2000 220 Rescues the rest of your fleet if your flag ship is destroyed.
Must be installed on the Flag Ship.
(otherwise if you lose the flag ship you lose the WHOLE fleet)
1 Anti Radar Jammer 1000 105 Cancels the effects of Radar Jammer (always active)
1 Salvage Pod 3000 350 A robotic device that allows a ship to pickup jettisonned ship components
(those white boxes floating after a ship explodes in battle).
Very important to have in a game
2 Fight Bay 3500 1800 Allows a ship to carry upto 5 fighter ships
(eg Mosquitos, Stingers, Stinger Bs and Wasps).
These do not count towards the total number of ships you have in your fleet.
They also have a cummulative effect (eg 2 of them allow 10 (=2x5) fighters)
2 Radar Jammer 2000 180 Makes the ship carrying it, invisible on the RADAR screen
(the small bottom-left-corner screen).
Rendered useless by the use of an anti-radar jammer
3 Auto Destruction 2000 100 A powerful explosive device that activates when the ship is destroyed.
All nearby ships absorb splash damage. Maximum Damage is 100
(affected by how close you are to a ship).
No cummulative effect (2 on one ship still inflict only 100 damage)
3 Freight Pod 3000 425 Allows a fleet to load or unload items onto a planet. Acts as a mobile starport
3 Overdrive 6000 500 Engine Supercharging System that doubles the total propulsion (x2 Propulsion)
Note that whatever you do, the maximum BATTLE speed will always be 16.
No cummulative effect with itself, a built-in overdrive or a strange module
4 Low Illusion 2500 110 Holographic projector giving the illusion of a smaller ship than reality
(can be very useful in battle). Be warned that the change is random
4 Side Thrusters 2500 65 Doubles a ship's turn rate. It can be very useful in real-time combats,
especially for any ships above the Destroyer
4 Anti Missile 7000 350 Only fires at incoming missiles at the rate of a normal beam weapon
and requires 12 energy to fire
(ie requires 24 energy for full fire-rate, as beams fire twice per recharge)
5 High Illusion 2500 110 Similar to the Low Illusion, but with the reverse effect.
(not as useful as the low illusion but can be used to intimidate or confuse the enemy)
5 Anti Gravity 6000 -2000 Increases the weight capacity of ship components a ship can carry by 2000.
However, ship components that exceed the ORIGINAL maximum weight capacity
cannot be fitted onto the ship. (eg a Shuttle cannot be loaded with components
which are INDIVIDUALLY heavier than 1675, even if you fit antigravs on it)
6 Cloacking Device 10000 310 Makes the ship invisible on the Battle Screen.
Your ship becomes visible if it fires,
but becomes cloacked again when it stops firing
6 Shield Add-On 12000 235 Doubles the strength of your shields (x2) of the ship carrying it.
No Cummulative effect with itself, a built-in shields add-on or a strange module
7 Second Chance 10000 50 Recharges the shields of a ship back to maximum,
once they have been completely depleted. Works only ONCE.
Once it's used, you have to buy a new one
7 Weapon Add-On 7000 235 Doubles the strength of your weapons (x2) of the ship carrying it.
No Cummulative effect with itself, a built-in weapons add-on or a strange module
8 Multi-Missile Rack 8000 335 Fires simultaneously all the missiles it can possibly fire given the available energy.
(eg Shockwave Bomb requires 10 energy to fire and you have 100 energy.
It will fire 10 missiles, but will instantly deplete all your energy
- can be tactically used in combat)
9 Strange Module 24000 80 The best alien tech you can have on your ship.
Doubles the weapons(x2), shields(x2) and engines(x2) strength.
No cummulative effect, even if used in conjunction with other doublers


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Author: Genie
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