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Laser
Velocity: 1400 kps
Refire delay: 0.3 seconds
Energy use: 4 GJ
Armor penetration: 1.8 cm
Price: 1,000
O.F.:the weakest, cheapest, yet can spew out lots of rounds
Mass Driver
Velocity: 1100 kps
Refire delay: 0.6 seconds
Energy use: 6 GJ
Armor penetration: 2.6 cm
Price: 1,500
O.F.:the shot emitted looks like midsized stones
Meson Blaster
Velocity: 1300 kps
Refire Delay: 0.4 seconds
Energy use: 8 GJ
Armor penetration: 3.2 cm
Price: 2,500
O.F.:a tad bit stronger gun, yet still doesn't have enough punch (in my mind)
Neutron Gun
Velocity: 900 kps
Refire Delay: 0.65 seconds
Energy use: 18 GJ
Armor penetration: 6.2 cm
Price 5,000
O.F.:A fairly powerful gun, it is cheap yet if used constantly will drain energy supply
Particle Cannon
Velocity: 1000 kps
Refire Delay: 0.6 seconds
Energy use: 11 GJ
Armor penetration: 4.3 cm
Price: 10,000
O.F.:My second most favorite gun, it is kinda cheap and does pack some power, yet isn't my #1 choice
Tachyon Cannon
Velocity: 1250 kps
Refire Delay: 0.4 seconds
Energy use: 8 GJ
Armor penetration: 5.0 cm
Price 20,000
O.F.:My favorite gun in Privateer (not Righteous Fire); it packs a lot of energy with rapid reload time, ideal for a Centurion
Ion Pulse Cannon
Velocity: 1200 kps
Refire Delay: 0.7 seconds
Energy use: 15 GJ
Armor penetration: 5.4 cm
Price: 40,000
O.F.:Packs slightly more power than Tachyon, also has a tad bit slower reload time, price tag is also a turnoff
Plasma Gun
Velocity: 840 kps
Refire Delay: 0.8 seconds
Energy use: 22 GJ
Armor penetration: 7.2 cm
Price: 80,000
O.F.:Uses way too much energy for my money, yet one hit does some good damage, gun coolers (in Righteous Fire) add greatly to this gun
Missiles
Missile Launcher
holds ten missiles in any combination. Needed to use missiles.
Price: 10,000
Dumb Fire (DF)
Lock: None (Fires straight)
Speed: 1000 kps
Armor Penetration: 13 cm
Price: 20
O.F.:a pretty pointless weapon, as it is slower and is harder to aim than the Torpedo
Heat Sink (HS)
Lock: Locks onto engine
Speed: 800 kps
Armor Penetration: 16 cm
Price: 35
O.F.:My favorite missile, is a shoot-and-forget type of weapon, also quickly discourages enemy and is fairly cheap
Image Recognition (IR)
Lock: Locks onto shape of target
Speed: 850 kps
Armor Penetration: 17 cm
Price: 75
O.F.:A weapon I don't like, since in battles with pirates and militia in Talons, it can easily piss off the side you don't want to...
Friend or Foe (FF)
Locks onto nearest hostile ship
Speed: 900 kps
Armor penetration: 17 cm
Price: 100
O.F.:A good missile, and is my #2 choice. The only problems are really its speed and price, yet good for close dogfights
Torpedos
Torpedo Launcher
Holds ten Proton Torpedos. Needed to use torpedos.
Price: 2,000
Proton Torpedo
Speed: 1200 kps
Armor penetration: 20 cm
Price: 15
O.F.:My favorite all around shooting projectile (excluding guns). It is relatively cheap, easy to keep an eye on, and is faster than the DumbFire
EQUIPMENT
After burner:
More than double your speed with a great energy drain.
PRICE: 3,000
Armor:
Plasteel:10 cm. Protects from 4 direct laser hits. PRICE: 1,000
Tungsten: 20 cm. Stops up to 2 torpedoes. PRICE: 1,500
Isometal:Costs 2,000 credits and is the best armor available.
Cargo Expansion:
Adds additional space to some ships cargo hold. PRICE: 5,000
ECM packages:
Electronic Counter Measures come in three levels. Each level prevents missile lock by about 25%. PRICE: 5,00 , 15,000 , 30,000
Engine Upgrade:
Five levels of upgrades. Each upgrade is a generator that powers shield and weapons. *Recommended that you have at least one more level of engines than shields. PRICE: 10,000 , 30,000 , 60,000 , 100,000 , 150,000
Jump Drive:
Allows you to "jump" from system to system. Jump fuel is part of the initial landing cost. PRICE: 10,000
Nav Maps:
Allows you to use autopilot and tells you where you are and where the jump sites are. *Easiest to buy the All Quadrant package. PRICE: single 2,000 all 5,000
Repair Droid:
Will fix all damages to your ship except for damage done to your weapons. Saves time and money. PRICE: 30,000
Scanners: Provides radar, target info, friend-or-foe HUD targeting, and a target camera.
Iris:
Basic radar
MK I: 5% chance per second of identifying target. PRICE: 10,000
MK II: Target Lock. 15% chance per second of identifying target. PRICE: 30,000
MK III: Target Lock. ITTS. 25% chance per second of identifying target. PRICE: 60,000
Hunter AW:
Friend-or-Foe Color coded radar
6: 5% chance per second of identifying target. PRICE: 30,000
6i: Target Lock. 15% chance per second of identifying target. PRICE: 50,000
Infinity: Target Lock. ITTS. 25% chance per second of identifying target. PRICE: 80,000
B & S:
Fully Color-Coded Radar
Tripwire: 15% chance per second of identifying target. PRICE: 40,000
E.Y.E.: Target Lock. 25% chance per second of identifying target. PRICE: 70,000
Omni: Target Lock. ITTS. 35% chance per second of identifying target. PRICE: 100,000
Shield Generator:
5 upgrades. Each uses 100 GJ of power. Each provides 100 cm of armor. PRICE: 10,000 , 30,000 , 50,000 , 100,000 , 150,000
Tractor Beam:
Recovers salvage after a battle. Adds all items to your manifest. Uses 4 GJ per second. PRICE: 7,500
Turrets:
3 Types top, bottom, and rear. All have room for two guns and a tractor beam. PRICE: 10,000. best put on a turret, as it leaves room for missile/torpedo launchers and can easily be reached.
Note: this information was obtained from Scott's Privateer Page and is hereby acknowledged. As this information cannot be copyrighted by anyone except for Origin, all logos belong to Origin, excluding the advertisements below.