Metals (1) - 1 mu

These are common minerals such as aluminium, iron, copper etc.

Item Type:                    Ore (Basic)
Substitute:                   0.50 Light Alloys (4)

-----------------------------------------------------------------------------
Basic Elements (2) - 1 mu

These are common substances, ores and minerals used in industrial processes 
such as sulphur, oxygen, tritium etc. They often form the basis for integral 
power sources.

Item Type:                    Ore (Basic)
Substitute:                   0.50 Complex Compounds (5)

-----------------------------------------------------------------------------
Hydrocarbons (3) - 1 mu

These are common organic compounds. Their use as power sources has long since 
been abandoned due to inefficiency. 

Item Type:                    Ore (Basic)
Substitute:                   0.50 Poly Composites (6)

-----------------------------------------------------------------------------
Light Alloys (4) - 1 mu

Light alloys are processed metals. They will be automatically substituted 
during production if no metals are available. 1mu will do the same job as 2mu 
metals.

Item Type:                    Alloy
Tech Level:                   2
Build Requirment:             1.00 Metals (1)
Substitute:                   0.50 Thorlium Laced Alloys (7)

-----------------------------------------------------------------------------
Complex Compounds (5) - 1 mu

Complex compounds are processed basic elements. They will be automatically 
substituted during production if no basic elements are available. 1mu will do 
the same job as 2mu basic elements.

Item Type:                    Alloy
Build Requirment:             1.00 Basic Elements (2)
Substitute:                   0.50 Pulac Augmented Compounds (8)

-----------------------------------------------------------------------------
Poly Composites (6) - 1 mu

Poly composites are processed hydro carbons. They will be automatically 
substituted during production if no hydro carbonss are available. 1mu will do 
the same job as 2mu hydro carbons.

Item Type:                    Alloy
Build Requirment:             1.00 Hydrocarbons (3)
Substitute:                   0.50 Vat Grown Morph (9)

-----------------------------------------------------------------------------
Thorlium (20) - 1 mu

This naturally occurring mineral enhances of the structural integrity of other 
materials and is used by factories in the production of certain items. The 
substance has an incredibly strong crystal structure, a hundred times stronger 
than that of carbon in its diamond allotrope. As such its uses as armour and as 
a lacing agent is second only to jacium.

Item Type:                    Ore (Uncommon)

-----------------------------------------------------------------------------
Pulac (21) - 1 mu

This remarkable crystal has many strange properties, the most important of 
which makes Jump Drive technology possible. Pulac is an almost perfect slow 
inducement capacitor capable of storing vast amounts of energy. This stored 
energy can be tapped in a very short period of time allowing it to be 
channelled into displacement drives. Pulac is a naturally occuring substance.

Item Type:                    Ore (Uncommon)
Explosive Damage:             5

-----------------------------------------------------------------------------
Rare Earth Elements (22) - 1 mu

These are a series of elements that are rarely found in elemental form and have 
to be refined from ores. The have varied uses in manufacturing.

Item Type:                    Ore (Uncommon)

-----------------------------------------------------------------------------
Korondite (23) - 1 mu

Korondite is a naturally occuring ore that attenuates specific forms of 
radiation in a similar manner to lead. It has a very low specific heat capacity 
and as such is of no use as a shielding agent against high energy pulses. Its 
primary use is to dampen easily detected energy emissions.

Item Type:                    Ore (Uncommon)

-----------------------------------------------------------------------------
Strion (24) - 1 mu

Strion is a naturally occuring mineral that has been termed the universal 
catalyst. It is used in a wide variety of reactions to boost rates.
Strion is a valuable mineral that can be used to boost the output of  the 
factories at a colony by 20%. If Strion is available it will used automatically.
Each MU will increase the production of 2 factory complexes assigned to basic 
production for one week. As mass production uses regulated techniques, strion 
cannot be used.

Item Type:                    Ore (Strion)

-----------------------------------------------------------------------------
Precious Metals (25) - 1 mu

Precious metals are a rare and valuable item found on only a few planets in 
quantities worth extracting. They are used in the production of some exotic 
items.

Item Type:                    Ore (Uncommon)

-----------------------------------------------------------------------------
Precious Gems (26) - 1 mu

Gems are used in the manufacturing of some exotic items such as jewellery and 
unusual technologies.

Item Type:                    Ore (Uncommon)

-----------------------------------------------------------------------------
Jacium (30) - 1 mu

Jacium is a naturally occurring maleable mineral. When combined with other 
substances, however,  it forms spider filaments throughout the molecular 
lattice. These lock the molecular structure in place forming an intensely rigid 
structure. This  enhances of the structural integrity of other materials. 

Item Type:                    Ore (Rare)

-----------------------------------------------------------------------------
Collidium (31) - 1 mu

Collidium is one of the rarest naturally occuring ores in the Peripheries. It 
can be stimulated using large amounts of energy to radiate several forms of 
unusual radiation. The uses for this output radiation is not generally well 
understood. This energy conversion however is put to good use as an energy sink.


Item Type:                    Ore (Rare)

-----------------------------------------------------------------------------
Fibrillium (32) - 1 mu

Fibrillium is one of the rarer minerals that occurs naturally on planets and 
can be extracted using mines. The unusual electrical conductivity 
characteristics of this mineral make it very useful in   the construction of 
items with artificial intelligence and super computers.

Item Type:                    Ore (Rare)

-----------------------------------------------------------------------------
Celesium (33) - 1 mu

Celesium is an unusual but highly energetic naturally occuring ore. The energy 
release is stimulated by subspace harmonics. Stimulation need not be explosive. 
It can also act as a resonator, boosting natural emf fields and is therefore 
integral to all field sciences. Without stimulation however the substance is 
for all intentional purposes an inert lump of silvery material. 


Item Type:                    Ore (Very Rare)

-----------------------------------------------------------------------------
Impervium (37) - 1 mu

None

Item Type:                    Alloy

-----------------------------------------------------------------------------
Zionite (39) - 1 mu

Zionite is rare naturally occurring ore. It cannot be produced synthetically.

Item Type:                    Ore (Very Rare)

-----------------------------------------------------------------------------
Patch (45) - 10 mus

1 patch per hull will be used to increase current integrity to 100% or reduce 
hull damage by 10 depending on whether the ship is performing a maintenance or 
repair visit. A patch is actually a liquid suspension of nanites whcich are 
programmed to seek out fractures and breaks and fuse with them. This will 
repair the object. 

Item Type:                    Hull Patch
Mus Repaired:                 10
Build Requirment:             10.00 Metals (1)
Substitute:                   1.00 Patch mkII (46)

-----------------------------------------------------------------------------
XLight Hull (50) - 100 mus

Paper thin, these are equivalent to those used in early pioneering rockets and 
shuttles. It is generally only used in ships far from danger zones.

Item Type:                    Ship Hull
Integrity Mod:                x4.00
Build Requirment:             40.00 Metals (1)
                              10.00 Basic Elements (2)
                              40.00 Hydrocarbons (3)
                              10.00 Thorlium (20)
Cargo Space:                  90 mus (Normal)
Defence:                      5 mus
Substitute:                   1.00 XLight Hull mkII (51)

-----------------------------------------------------------------------------
Light Hull (60) - 100 mus

These are little more than shells of aereated metals. This honeycomb structure 
gives little protection but is structurally suitable for freighters.

Item Type:                    Ship Hull
Integrity Mod:                x2.00
Build Requirment:             40.00 Metals (1)
                              10.00 Basic Elements (2)
                              30.00 Hydrocarbons (3)
                              20.00 Thorlium (20)
Cargo Space:                  70 mus (Normal)
Defence:                      25 mus
Substitute:                   1.00 Light Hull mkII (61)

-----------------------------------------------------------------------------
Normal Hull (70) - 100 mus

Composed of laminate sheets of metals and thorlium with smaller internal 
regions and bulkheads, the hulls are both structurally strong and fairly 
resilient to damage.

Item Type:                    Ship Hull
Integrity Mod:                x1.00
Build Requirment:             40.00 Metals (1)
                              10.00 Basic Elements (2)
                              20.00 Hydrocarbons (3)
                              30.00 Thorlium (20)
Cargo Space:                  50 mus (Normal)
Substitute:                   1.00 Normal Hull mkII (71)

-----------------------------------------------------------------------------
Heavy Hull (80) - 100 mus

These are comprised of thick laminate plates covering a small space making the 
overall density high. Due to this, the overall resillience to both damage and 
stress is very high.

Item Type:                    Ship Hull
Integrity Mod:                x0.50
Build Requirment:             40.00 Metals (1)
                              10.00 Basic Elements (2)
                              10.00 Hydrocarbons (3)
                              40.00 Thorlium (20)
Cargo Space:                  30 mus (Normal)
Defence:                      400 mus
Substitute:                   1.00 Heavy Hull mkII (81)

-----------------------------------------------------------------------------
Platform Hull (90) - 100 mus

Platform hulls do not need to perform as many functions as those destined to be 
incorporated into ships. As such they can be designed to contain a larger 
volume.

Item Type:                    Platform Hull
Output:                       50
Build Requirment:             40.00 Metals (1)
                              10.00 Basic Elements (2)
                              10.00 Hydrocarbons (3)
                              40.00 Thorlium (20)
Cargo Space:                  50 mus (Normal)
Defence:                      400 mus

-----------------------------------------------------------------------------
Bunks (98) - 10 mus

These are invariably used where space is a premium such as warships. They are 
resilient to damage but this is on account of the large amounts of thorlium and 
jacium that go into their construction.


Item Type:                    Ship item
Requires Blueprint:           10098
Build Requirment:             10.00 Thorlium (20)
                              2.00 Jacium (30)
Cargo Space:                  5 mus (Life)
Defence:                      40 mus

-----------------------------------------------------------------------------
Bridge (100) - 50 mus

The bridge is the main command station of a ship. While a ship can be flown 
without one such as after a battle, the efficiency of all operations is reduced.

Item Type:                    Bridge
Bridge Efficiency (%):        100
Required Crew Factors:        10
Build Requirment:             10.00 Hydrocarbons (3)
                              50.00 Metals (1)
Cargo Space:                  25 mus (Defence)

-----------------------------------------------------------------------------
Battle Bridge (101) - 50 mus

The bridge is the main command station of a ship. While a ship can be flown 
without one such as after a battle, the efficiency of all operations is reduced.
This is primarily built only into warships as while it is only as good as a 
normal bridge, it is heavily armoured ensuring that it is not easily crippled 
during combat. The large amounts of thorlium in its construction means that it 
is luxury often spared on trade ships.

Item Type:                    Bridge
Bridge Efficiency (%):        100
Required Crew Factors:        10
Tech Level:                   2
Requires Blueprint:           10101
Production:                   75
Build Requirment:             20.00 Metals (1)
                              10.00 Hydrocarbons (3)
                              20.00 Thorlium (20)
Cargo Space:                  25 mus (Defence)
Defence:                      400 mus

-----------------------------------------------------------------------------
Aux Bridge (102) - 20 mus

A smaller version of a normal bridge, it is much less efficient but due to its 
size has a much lower chance of being hit during combat.

Item Type:                    Bridge
Bridge Efficiency (%):        75
Required Crew Factors:        4
Requires Blueprint:           10102
Build Requirment:             5.00 Hydrocarbons (3)
                              15.00 Metals (1)
Defence:                      50 mus

-----------------------------------------------------------------------------
Sensor (103) - 10 mus

Sensors are used to scan other positions. Having more than one Sensor can 
increase the amount of  information received by a scan. They are also used for 
scanning for minerals.

Item Type:                    Sensor
Sensor Factors:               2
Required Crew Factors:        1
Build Requirment:             10.00 Metals (1)
Substitute:                   1.00 Sensor mkII (104)

-----------------------------------------------------------------------------
Targeting Computer (107) - 10 mus

These are state of the art targeting computers. They are used in space battle 
to increase the chances of hitting the enemy. With a large number of computers 
on line your weapon accuracy can be increased. 

Item Type:                    Targeting Computer
Targeting Factors:            3
Required Crew Factors:        2
Build Requirment:             10.00 Metals (1)
Substitute:                   1.00 Targeting Computer mkII (108)

-----------------------------------------------------------------------------
Jammers (112) - 10 mus

These are used to prevent a the contents of a position from being scanned. The 
greater the number of jammers the greater the dampening field. They do not hide 
the position.

Item Type:                    Jammer
Senor Deflection:             4
Required Crew Factors:        1
Build Requirment:             10.00 Metals (1)

-----------------------------------------------------------------------------
Shields (115) - 10 mus

Shield produce a field around the position that absorbs energy. The quantity of 
the shield factors determines the thickness of the field. The thicker the field,
the greater the energy that can be absorbed per blast. Ship's shields be 
automatically recharged to maximum during repair visits to maintenance 
complexes.

Item Type:                    Shield
Shield Factors:               50
Required Crew Factors:        2
Build Requirment:             10.00 Metals (1)
Substitute:                   1.00 Shields mkII (116)

-----------------------------------------------------------------------------
Shield Generators (119) - 10 mus

These restore shield factors. They will only replenish shield factors to the 
maximum. They will restore their output per battle round or four times this 
amount per day without combat. A ship without generators will only have the 
shields recharged during repair visits to maintenance complexes.

Item Type:                    Shield Generator
Shield Recharge:              5
Required Crew Factors:        2
Tech Level:                   2
Production:                   20
Build Requirment:             10.00 Metals (1)
Substitute:                   1.00 Shield Generators mkII (120)

-----------------------------------------------------------------------------
Scintillator (125) - 10 mus

The scintillator combines the electrostatic field of a weak shield with the 
reflective properties of a constantly moving mass of fine highly polished 
precious metal dust particles. They reduce the damage of any incoming beam 
weapons.

Item Type:                    Scint
Scint Factors:                100
Required Crew Factors:        2
Tech Level:                   3
Requires Blueprint:           10125
Production:                   20
Build Requirment:             9.00 Metals (1)
                              1.00 Precious Metals (25)
                              0.50 Celesium (33)
Substitute:                   1.00 Scintillator mkII (126)

-----------------------------------------------------------------------------
Cryo Pods (129) - 25 mus

Cryopods are chambers were life forms can be held in stasis during space travel.
Without the need for living quarters, larger quantities of life forms can be 
transported.

Item Type:                    Ship item
Required Crew Factors:        1
Tech Level:                   2
Requires Blueprint:           10129
Build Requirment:             15.00 Metals (1)
                              6.00 Hydrocarbons (3)
                              2.00 Collidium (31)
                              2.00 Fibrillium (32)
Cargo Space:                  15 mus (Life)
Defence:                      5 mus

-----------------------------------------------------------------------------
Quarters (131) - 25 mus

Quarters are used to house life forms. They include recreational, sanitary, 
sleeping and dining regions.

Item Type:                    Ship item
Required Crew Factors:        1
Build Requirment:             25.00 Metals (1)
Cargo Space:                  10 mus (Life)
Defence:                      15 mus

-----------------------------------------------------------------------------
Ore bay (133) - 25 mus

These do not have any life support at all. They are little more than open 
regions with mechanical shunting system to shifting ores.

Item Type:                    Ship item
Required Crew Factors:        1
Build Requirment:             25.00 Metals (1)
Cargo Space:                  25 mus (Ore)
Defence:                      5 mus

-----------------------------------------------------------------------------
Cargo Bay (134) - 25 mus

These have minimal life support preventing fragile items from being exposed to 
the colds of space. They also have automated cargo handling systems.

Item Type:                    Ship item
Required Crew Factors:        1
Build Requirment:             25.00 Metals (1)
Cargo Space:                  20 mus (Normal)
Defence:                      5 mus

-----------------------------------------------------------------------------
Magazine (135) - 25 mus

These are designed to prevent ammo hit during a space battle from destroying 
the rest of the position. They have heavy armour and dampening fields around 
them.

Item Type:                    Ship item
Required Crew Factors:        1
Build Requirment:             15.00 Metals (1)
                              5.00 Thorlium (20)
                              5.00 Hydrocarbons (3)
Cargo Space:                  15 mus (Ammo)
Defence:                      100 mus

-----------------------------------------------------------------------------
Exploration Module (136) - 40 mus

This is used for prospecting. The greater the quantity, the greater the 
accuracy of the prospect.

Item Type:                    Explorer
Pospect Tus:                  200
Required Crew Factors:        8
Build Requirment:             30.00 Metals (1)
                              5.00 Hydrocarbons (3)
                              5.00 Basic Elements (2)
Substitute:                   1.00 Exploration Module mkII (137)

-----------------------------------------------------------------------------
ISR Type 1 Engines (140) - 80 mus

They are the fastest micro-jump engines but generate a very small field with 
sheering stresses. These can only be used by ships with heavy hulls as these 
occupy the smallest volume. 

Item Type:                    ISR Drive
ISR Type:                     1
Required Crew Factors:        20
Tech Level:                   3
Build Requirment:             60.00 Metals (1)
                              16.00 Basic Elements (2)
                              2.00 Pulac (21)
                              2.00 Rare Earth Elements (22)

-----------------------------------------------------------------------------
ISR Type 2 Engines (145) - 40 mus

These produce a moderately sized field and as such can only be used by ships 
with heavy and normal sized hulls.

Item Type:                    ISR Drive
ISR Type:                     2
Required Crew Factors:        10
Tech Level:                   2
Build Requirment:             8.00 Basic Elements (2)
                              30.00 Metals (1)
                              1.00 Rare Earth Elements (22)
                              1.00 Pulac (21)

-----------------------------------------------------------------------------
ISR Type 3 Engines (150) - 20 mus

These are the standard drives. They cannot be used by ships with xlight hulls.

Item Type:                    ISR Drive
ISR Type:                     3
Required Crew Factors:        5
Tech Level:                   2
Build Requirment:             15.00 Metals (1)
                              0.50 Rare Earth Elements (22)
                              4.00 Basic Elements (2)
                              0.50 Pulac (21)

-----------------------------------------------------------------------------
ISR Type 4 Engines (155) - 10 mus

These can be used by any ships. They are slow to produce a micro-jump field due 
to their small size. They can be used by any ships.

Item Type:                    ISR Drive
ISR Type:                     4
Required Crew Factors:        2
Build Requirment:             7.00 Metals (1)
                              0.25 Rare Earth Elements (22)
                              2.50 Basic Elements (2)
                              0.25 Pulac (21)

-----------------------------------------------------------------------------
Thrust Engine (160) - 20 mus

They also allow a ship to move into, or out of, orbit and to land upon planets. 
They are also used to in combat. The larger the total factors to mass, the 
faster the ship.

Item Type:                    Thrust Engine
Thrust:                       1000
Required Crew Factors:        2
Build Requirment:             12.00 Metals (1)
                              8.00 Basic Elements (2)
Substitute:                   1.00 Thrust Engine mkII (161)

-----------------------------------------------------------------------------
Combat Engine (164) - 20 mus

These produce rapid impulses which can spin a ship and rapidly alter direction 
although cannot sustain long impulses. They are only used in combat. The 
greater the overall factors to ship mass, the greater the speed.

Item Type:                    Combat Engine
Comabt Thrust:                1500
Required Crew Factors:        2
Requires Blueprint:           10164
Build Requirment:             15.00 Metals (1)
                              5.00 Basic Elements (2)
Substitute:                   1.00 Combat Engine mkII (165)

-----------------------------------------------------------------------------
Landing Engine (168) - 20 mus

They also allow a ship to move into, or out of, orbit and to land upon planets. 
They work by producing constant impulse. They are not used in combat. The 
larger the total factors to mass, the faster the ship.

Item Type:                    Landing Engine
Landing Thrust:               1500
Required Crew Factors:        1
Requires Blueprint:           10168
Build Requirment:             10.00 Metals (1)
                              10.00 Basic Elements (2)
Substitute:                   1.00 Landing Engine mkII (169)

-----------------------------------------------------------------------------
Jump Drive (175) - 50 mus

Output is the TU's required to make a jump. All JE's have an range of 4 jumps.

Item Type:                    Jump Drive (Normal)
Jump Tus:                     100
Required Crew Factors:        10
Tech Level:                   2
Build Requirment:             45.00 Metals (1)
                              5.00 Pulac (21)

-----------------------------------------------------------------------------
Jump Drive - Backup (176) - 10 mus

Output is the TU's required to make a jump. All JE's have an range of 4 jumps.

Item Type:                    Jump Drive (Normal)
Jump Tus:                     200
Required Crew Factors:        2
Tech Level:                   2
Build Requirment:             5.00 Metals (1)
                              5.00 Pulac (21)

-----------------------------------------------------------------------------
Cargo Deck (181) - 1000 mus

An entire level of the ship is geared up to holding cargo.

Item Type:                    Ship item
Required Crew Factors:        1
Requires Blueprint:           10181
Cargo Space:                  800 mus (Normal)

-----------------------------------------------------------------------------
Ore Hold (183) - 100 mus

None

Item Type:                    Ship item
Required Crew Factors:        1
Requires Blueprint:           10183
Cargo Space:                  100 mus (Ore)

-----------------------------------------------------------------------------
Ore Deck (184) - 1000 mus

None

Item Type:                    Ship item
Required Crew Factors:        1
Requires Blueprint:           10184
Cargo Space:                  1000 mus (Ore)

-----------------------------------------------------------------------------
Med Bay (186) - 40 mus

None

Item Type:                    Ship item

-----------------------------------------------------------------------------
Inertial Damper (195) - 40 mus

This should be intertial damper rather than stabiliser. It generates a field 
that reduces the ship's inertial allowing it to dodge. The output is the bonus 
to manoeuvring. The output is maximum at 50 hulls. At 100 hulls this drops by 
half.

Item Type:                    Inertial Dammper
Dodge Modifer (%):            2
Required Crew Factors:        8
Requires Blueprint:           10195
Build Requirment:             30.00 Metals (1)
                              8.00 Rare Earth Elements (22)
                              2.00 Collidium (31)

-----------------------------------------------------------------------------
Missile Launcher (205) - 10 mus

This weapon is used in space battle. Each launcher can fire one missile per 
round (assuming the missiles are available). 

Item Type:                    Launcher
Required Crew Factors:        2
Build Requirment:             10.00 Metals (1)
Ammo per Shot:                1.00 Kinetic Missile (210)
                              1.00 Missile (209)

-----------------------------------------------------------------------------
Missile Launcher mkII (206) - 10 mus

None

Item Type:                    Launcher
Requires Blueprint:           10206

-----------------------------------------------------------------------------
Missile (209) - 1 mu

These are used as ammunition for the space battle missile launcher.

Item Type:                    Missile
Build Requirment:             0.90 Metals (1)
                              0.10 Basic Elements (2)
Attack Range:                 Space
Weapon Stats:                 200 Dmg, +6 Acc, 5.00 AF
Explosive Damage:             200

-----------------------------------------------------------------------------
Kinetic Missile (210) - 1 mu

These are used as ammunition for the space battle missile launcher. They are 
faster than normal missiles and rely on this to produce energy for the 
explosion.

Item Type:                    Missile
Build Requirment:             0.99 Metals (1)
                              0.01 Jacium (30)
Defence:                      2 mus
Attack Range:                 Space
Weapon Stats:                 70 Dmg, +6 Acc, 1.00 AF

-----------------------------------------------------------------------------
Phalanx (211) - 5 mus

Launches intercepting missiles at space fighters and other missiles.

Item Type:                    Point Defence Launcher
Point Defence Shots:          1
Required Crew Factors:        1
Tech Level:                   2
Build Requirment:             5.00 Metals (1)
Ammo per Shot:                2.00 Phalanx Missiles (212)

-----------------------------------------------------------------------------
Phalanx Missiles (212) - 1 mu

Fired by phalanx launchers. They are primarily sensors on a fast booster. 
Contact with the target is enough to destroy them both. They are not effective 
against other things.

Item Type:                    Point Defence Missile
Output:                       2
Tech Level:                   2
Build Requirment:             0.90 Metals (1)
                              0.10 Basic Elements (2)
Attack Range:                 Space
Point Defence:                5 Dmg, 5% Acc
Explosive Damage:             10

-----------------------------------------------------------------------------
Gatling Laser (215) - 10 mus

Low power lasers that are used to blind missiles and space fighters making them 
ineffective. They are not of any use against more sophisticated sensors used by 
ships and starbases.

Item Type:                    Point Defence Weapon
Point Defence Shots:          10
Required Crew Factors:        2
Build Requirment:             8.50 Metals (1)
                              1.00 Basic Elements (2)
                              0.50 Pulac (21)
Attack Range:                 Space
Point Defence:                1 Dmg, 1% Acc

-----------------------------------------------------------------------------
Gatling Laser mkIV (218) - 100 mus

None

Item Type:                    Blueprint (Normal)
Output:                       250
Requires Blueprint:           218

-----------------------------------------------------------------------------
Torpedo Launcher (219) - 10 mus

Does exactly as its name implies!

Item Type:                    Launcher
Required Crew Factors:        4
Build Requirment:             20.00 Metals (1)
Ammo per Shot:                1.00 Torpedo (220)
                              1.00 High Yield Torpedo (221)
                              1.00 Plasma Torpedo (222)
                              1.00 Plasma Torpedo mkII (223)
                              1.00 Plasma Torpedo mkIII (224)
                              1.00 Proximity Warhead (225)

-----------------------------------------------------------------------------
Torpedo (220) - 5 mus

The standard torpedo is self propelled and is capable of tracking its target in 
order to inflict considerable amounts of damage. It is not effected by 
scintillators.

Item Type:                    Missile
Build Requirment:             4.00 Metals (1)
                              0.50 Hydrocarbons (3)
                              0.50 Basic Elements (2)
Attack Range:                 Space
Weapon Stats:                 600 Dmg, +6 Acc, 5.00 AF
Explosive Damage:             600

-----------------------------------------------------------------------------
High Yield Torpedo (221) - 5 mus

The high yield torpedo is self propelled and is capable of tracking its target 
in order to inflict considerable amounts of damage. Due to the large explosion 
radius, it is less effective against heavy armour. It is not effected by 
scintillators.

Item Type:                    Missile
Build Requirment:             3.00 Metals (1)
                              1.00 Basic Elements (2)
                              1.00 Hydrocarbons (3)
Attack Range:                 Space
Weapon Stats:                 800 Dmg, +6 Acc, 10.00 AF
Explosive Damage:             800

-----------------------------------------------------------------------------
Plasma Torpedo (222) - 5 mus

The plasma torpedo is self propelled and is capable of tracking its target in 
order to inflict considerable amounts of damage. It is not effected by 
scintillators.

Item Type:                    Missile
Point Defence Effect (%):     50
Tech Level:                   2
Requires Blueprint:           10222
Build Requirment:             0.10 Pulac (21)
                              4.00 Metals (1)
                              1.00 Hydrocarbons (3)
                              0.90 Basic Elements (2)
Attack Range:                 Space
Weapon Stats:                 300 Dmg, +6 Acc, 2.00 AF

-----------------------------------------------------------------------------
Proximity Warhead (225) - 5 mus

The proximity torpedo is self propelled and is capable of tracking its target. 
It explodes when within its considerable range although it generally only 
effective against weak hulls. It is not effected by scintillators.

Item Type:                    Missile
Build Requirment:             2.00 Metals (1)
                              2.00 Hydrocarbons (3)
                              1.00 Basic Elements (2)
Attack Range:                 Space
Weapon Stats:                 400 Dmg, +12 Acc, 10.00 AF

-----------------------------------------------------------------------------
Unknown (226) - 0 mu

None

Item Type:                    Blueprint (Normal)

-----------------------------------------------------------------------------
Fighter Bay (238) - 100 mus

This is a specialised bay for the storage and rapid launch of space fighters. 

Item Type:                    Ship item
Required Crew Factors:        15
Build Requirment:             95.00 Metals (1)
                              5.00 Hydrocarbons (3)
Cargo Space:                  80 mus (Fighters)
Substitute:                   1.00 Fighter Bay mkII (239)

-----------------------------------------------------------------------------
Space Interceptor (242) - 10 mus

These are fast and sleek but with little high powered weaponry. These run cover 
for bombers and space figthers as well as protecting the position.

Item Type:                    Space Intercepter
Tech Level:                   2
Requires Blueprint:           10242
Build Requirment:             10.00 Metals (1)
Defence:                      40 mus
Attack Range:                 Space
Weapon Stats:                 5 Dmg, +12 Acc, 1.00 AF

-----------------------------------------------------------------------------
Space Fighter (246) - 20 mus

These run cover for space fitghters and bombers as well as attack enemy 
positions in close combat.

Item Type:                    Space Bomber
Build Requirment:             20.00 Metals (1)
Defence:                      60 mus
Attack Range:                 Space
Weapon Stats:                 20 Dmg, +12 Acc, 0.20 AF

-----------------------------------------------------------------------------
Space Bomber (250) - 40 mus

These are slow, having sacrificed thrust for weaponry.

Item Type:                    Space Bomber
Tech Level:                   2
Requires Blueprint:           10250
Build Requirment:             40.00 Metals (1)
Defence:                      80 mus
Attack Range:                 Space
Weapon Stats:                 50 Dmg, +12 Acc, 0.20 AF

-----------------------------------------------------------------------------
Light Rail Gun (265) - 10 mus

These are notoriously inaccurate due to the lack of guidance once the 
projectile has been fired. They are best used against stationary masses or by 
positions with very good targetting bonuses.

Item Type:                    Kinetic Weapon
Required Crew Factors:        2
Build Requirment:             10.00 Metals (1)
Attack Range:                 Space
Weapon Stats:                 2 Dmg, 0 Acc, 1.00 AF
Ammo per Shot:                0.05 HE (290)
                              0.05 APEX (291)
                              0.05 AP (292)
Substitute:                   1.00 Light Rail Gun mkII (266)

-----------------------------------------------------------------------------
Rail Gun (269) - 50 mus

These are notoriously inaccurate due to the lack of guidance once the 
projectile has been fired. They are best used against stationary masses or by 
positions with very good targetting bonuses.

Item Type:                    Kinetic Weapon
Required Crew Factors:        10
Build Requirment:             50.00 Metals (1)
Attack Range:                 Space
Weapon Stats:                 4 Dmg, 0 Acc, 1.00 AF
Ammo per Shot:                0.25 HE (290)
                              0.25 APEX (291)
                              0.25 AP (292)
Substitute:                   1.00 Rail Gun mkII (270)

-----------------------------------------------------------------------------
Rail Cannon (273) - 120 mus

These are notoriously inaccurate due to the lack of guidance once the 
projectile has been fired. They are best used against stationary masses or by 
positions with very good targetting bonuses.

Item Type:                    Kinetic Weapon
Required Crew Factors:        20
Tech Level:                   2
Build Requirment:             120.00 Metals (1)
Attack Range:                 Space
Weapon Stats:                 6 Dmg, -1 Acc, 1.00 AF
Ammo per Shot:                0.75 HE (290)
                              0.75 APEX (291)
                              0.75 AP (292)
Substitute:                   1.00 Rail Cannon mkII (274)

-----------------------------------------------------------------------------
Rail Mortar (277) - 1000 mus

These are notoriously inaccurate due to the lack of guidance once the 
projectile has been fired. They are best used against stationary masses or by 
positions with very good targetting bonuses.

Item Type:                    Kinetic Weapon
Required Crew Factors:        150
Tech Level:                   2
Build Requirment:             1000.00 Metals (1)
Attack Range:                 Space
Weapon Stats:                 15 Dmg, -3 Acc, 1.00 AF
Ammo per Shot:                5.00 HE (290)
Substitute:                   1.00 Rail Mortar mkII (278)

-----------------------------------------------------------------------------
Heavy Rail Mortar (281) - 4000 mus

These are notoriously inaccurate due to the lack of guidance once the 
projectile has been fired. They are best used against stationary masses or by 
positions with very good targetting bonuses.

Item Type:                    Kinetic Weapon
Required Crew Factors:        500
Tech Level:                   2
Requires Blueprint:           10281
Build Requirment:             4000.00 Metals (1)
Attack Range:                 Space
Weapon Stats:                 50 Dmg, -5 Acc, 1.00 AF
Ammo per Shot:                25.00 HE (290)
Substitute:                   1.00 Heavy Rail Mortar mkII (282)

-----------------------------------------------------------------------------
HE (290) - 1 mu

It is found that more energetic minerals such as celesium are unsuitable for 
this use.

Item Type:                    Kinetic Ammo
Build Requirment:             0.80 Hydrocarbons (3)
                              0.20 Metals (1)
Attack Range:                 Space
Weapon Stats:                 30 Dmg, 0 Acc, 5.00 AF

-----------------------------------------------------------------------------
AP (292) - 1 mu

This armour piercing (AP) round is composed of a super-conducting core that 
allows the round to be hyper accelerated inside the rail gun barrel. The effect 
is to punch through armour, however there is no explosive component so the 
damage is reduced.

Item Type:                    Kinetic Ammo
Build Requirment:             1.00 Metals (1)
Attack Range:                 Space
Weapon Stats:                 10 Dmg, 0 Acc, 0.50 AF

-----------------------------------------------------------------------------
HESH (293) - 1 mu

This high explosive 'swash head' (HESH) round is designed to pack more punch 
that the AP round while still inflicting heavy damage on internal components. 

Item Type:                    Kinetic Ammo
Build Requirment:             0.80 Metals (1)
                              0.20 Hydrocarbons (3)
Attack Range:                 Space
Weapon Stats:                 15 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Pulse Beam (299) - 10 mus

This is the most primitive form of energy weapon. The basic technology is 
widely available and after years of research, this is now at the technological 
limits and as such larger versions of this weapon cannot be constructed.

Item Type:                    Energy Weapon
Required Crew Factors:        1
Build Requirment:             8.00 Metals (1)
                              2.00 Basic Elements (2)
Attack Range:                 Space
Weapon Stats:                 15 Dmg, +4 Acc, 1.00 AF

-----------------------------------------------------------------------------
Light Photon Gun (300) - 10 mus

The classic beam weapon. The weapon is efficient and has a high damage to mass 
ratio.

Item Type:                    Energy Weapon
Required Crew Factors:        1
Tech Level:                   2
Requires Blueprint:           10300
Build Requirment:             8.00 Metals (1)
                              2.00 Basic Elements (2)
Attack Range:                 Space
Weapon Stats:                 25 Dmg, +6 Acc, 1.00 AF
Substitute:                   1.00 Light Photon Gun mkII (301)

-----------------------------------------------------------------------------
Photon Gun (304) - 50 mus

The classic beam weapon. It is not as efficient as smaller versions as it has 
sacrificed field integrity within the beam generation chamber for increased 
output energy.

Item Type:                    Energy Weapon
Required Crew Factors:        10
Tech Level:                   2
Requires Blueprint:           10304
Build Requirment:             40.00 Metals (1)
                              10.00 Basic Elements (2)
Attack Range:                 Space
Weapon Stats:                 60 Dmg, +6 Acc, 1.00 AF
Substitute:                   1.00 Photon Gun mkII (305)

-----------------------------------------------------------------------------
Photon Cannon (308) - 120 mus

The classic beam weapon. It is not as efficient as smaller versions as it has 
sacrificed field integrity within the beam generation chamber for increased 
output energy.

Item Type:                    Energy Weapon
Required Crew Factors:        20
Requires Blueprint:           10308
Build Requirment:             96.00 Metals (1)
                              24.00 Basic Elements (2)
Attack Range:                 Space
Weapon Stats:                 90 Dmg, +6 Acc, 1.00 AF
Substitute:                   1.00 Photon Cannon mkII (309)

-----------------------------------------------------------------------------
Photon Battery (312) - 1000 mus

The classic beam weapon. It is not as efficient as smaller versions as it has 
sacrificed field integrity within the beam generation chamber for increased 
output energy.

Item Type:                    Energy Weapon
Required Crew Factors:        150
Requires Blueprint:           10312
Build Requirment:             800.00 Metals (1)
                              200.00 Basic Elements (2)
Attack Range:                 Space
Weapon Stats:                 400 Dmg, +6 Acc, 1.00 AF
Substitute:                   1.00 Photon Battery mkII (313)

-----------------------------------------------------------------------------
Heavy Photon Battery (316) - 4000 mus

The classic beam weapon. It is not as efficient as smaller versions as it has 
sacrificed field integrity within the beam generation chamber for increased 
output energy.

Item Type:                    Energy Weapon
Required Crew Factors:        500
Requires Blueprint:           10316
Build Requirment:             3200.00 Metals (1)
                              800.00 Basic Elements (2)
Attack Range:                 Space
Weapon Stats:                 1200 Dmg, +6 Acc, 1.00 AF
Substitute:                   1.00 Heavy Photon Battery mkII (317)

-----------------------------------------------------------------------------
Tractor Beam (340) - 10 mus

None

Item Type:                    Tractor Beam
Mass Factors:                 200
Required Crew Factors:        1
Build Requirment:             10.00 Metals (1)
Weapon Stats:                 0 Dmg, +12 Acc, 1.00 AF
Substitute:                   1.00 Tractor Beam mkII (341)

-----------------------------------------------------------------------------
Tractor Beam mkII (341) - 10 mus

None

Item Type:                    Tractor Beam
Mass Factors:                 200
Requires Blueprint:           10341
Build Requirment:             10.00 Metals (1)
Weapon Stats:                 0 Dmg, +12 Acc, 1.00 AF
Substitute:                   1.00 Tractor Beam mkIII (342)

-----------------------------------------------------------------------------
Tractor Beam mkIII (342) - 10 mus

None

Item Type:                    Tractor Beam
Mass Factors:                 200
Requires Blueprint:           10342
Build Requirment:             10.00 Metals (1)
Weapon Stats:                 0 Dmg, +12 Acc, 1.00 AF
Substitute:                   1.00 Tractor Beam mkIV (343)

-----------------------------------------------------------------------------
Tractor Beam mkIV (343) - 10 mus

None

Item Type:                    Tractor Beam
Mass Factors:                 200
Requires Blueprint:           10343
Build Requirment:             10.00 Metals (1)
Weapon Stats:                 0 Dmg, +12 Acc, 1.00 AF

-----------------------------------------------------------------------------
Korondite Amplifier (349) - 10 mus

None

Item Type:                    Unknown
Requires Blueprint:           10349

-----------------------------------------------------------------------------
Industrial Module (400) - 40 mus

These contain industrial robots and machines along with equipment that can be 
turned to a number of functions. They need to be programmed and secured before 
use.

Item Type:                    Module
Build Requirment:             30.00 Metals (1)
                              10.00 Basic Elements (2)
Substitute:                   1.00 Industrial Module mkII (401)

-----------------------------------------------------------------------------
Military Module (405) - 40 mus

These contain robots and machines that can be turned to a number operations 
such as monitoring equipment, barracks and holding regions. They have to be 
secured and prepared before use.

Item Type:                    Module
Build Requirment:             30.00 Metals (1)
                              10.00 Hydrocarbons (3)
Substitute:                   1.00 Military Module mkII (406)

-----------------------------------------------------------------------------
Basic Module (410) - 40 mus

These contain refining equipment as well as robots designed to perform delicate 
operations. They need to be programmed and secured before use.

Item Type:                    Module
Build Requirment:             40.00 Metals (1)
Substitute:                   1.00 Basic Module mkII (411)

-----------------------------------------------------------------------------
Transport Module (415) - 40 mus

These contain various robotic vehicles as well as specialist shipping and 
handling machinery. They have to be prepared and secured before use.

Item Type:                    Module
Build Requirment:             30.00 Metals (1)
                              10.00 Basic Elements (2)
Substitute:                   1.00 Transport Module mkII (416)

-----------------------------------------------------------------------------
Structural module (420) - 40 mus

These can be converted into warehouses along with automated handling facilities.
They have to be secured and prepared before use.

Item Type:                    Module
Build Requirment:             30.00 Metals (1)
                              10.00 Hydrocarbons (3)
Substitute:                   1.00 Structural module mkII (421)

-----------------------------------------------------------------------------
Rock Structural Module (430) - 500 mus

Structural modules fashioned from natural rock strata are heavy. As such they 
are unsuitable for transportation. They are normally considered natural 
resources used in cave contruction on account of their relatively low tensile 
strength. Typically, they are most produced by resource complexes from 
planetary rock rather than through factory production.

Item Type:                    Module
Production:                   40
Build Requirment:             500.00 Basic Elements (2)
Defence:                      40 mus
Target Area:                  40

-----------------------------------------------------------------------------
Armour Plate (450) - 50 mus

These are bolted onto ships during construction. The number of plates that can 
be used is dependent on the hull type of the ship. Heavier hulls can use more 
plates and therefore have better protection. They provide considerable amounts 
of protection against nearly all attacks.

Item Type:                    Armour (Normal)
Armour Protection:            40
Build Requirment:             25.00 Metals (1)
                              25.00 Thorlium (20)
Defence:                      2000 mus
Target Area:                  5

-----------------------------------------------------------------------------
Korondite Plate (455) - 50 mus

These can be attached to heavy and normal hulls. Korondite naturally impedes 
sensors. They vastly decrease the likelihood of being detected by sensor scans. 

Item Type:                    Armour (Stealth)
Stealth effect (%):           x27.5
Build Requirment:             25.00 Korondite (23)
                              25.00 Metals (1)
Target Area:                  10

-----------------------------------------------------------------------------
Ablative Armour Plate (460) - 50 mus

These are bolted onto ships during construction. The number of plates that can 
be used is dependent on the hull type of the ship. Heavier hulls can use more 
plates and therefore have better protection. They provide considerable amounts 
of protection against nearly all attacks. While these give better protection 
than normal armour, they are more readily destroyed.

Item Type:                    Armour (Normal)
Armour Protection:            60
Build Requirment:             50.00 Hydrocarbons (3)
Defence:                      500 mus
Target Area:                  5

-----------------------------------------------------------------------------
Human Civillian (500) - 1 mu

This is a standard human. Civillians have no special qualities. Giving them 
weapons does not make them soldiers or heroes! They are generally obnoxius.

Item Type:                    Life
Race:                         Human
Local Value (Stellars/mu):    1.000
Lifeform:                     Yes

-----------------------------------------------------------------------------
Human Employee (501) - 1 mu

While they may work for the governor, they are not particularly loyal. Giving 
them weapons does not make them soldiers or heroes! They tend to constantly 
moan how horrible their jobs are. They work for 50 hours per week (based on the 
standard week of 5 days, each 45 hours long).

Item Type:                    Employee (Normal)
Race:                         Human
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Human Slave (502) - 1 mu

Slave can be used to work in complexes but must be supervised by guards and 
security. They can only be used by certain cultures.

Item Type:                    Slave
Race:                         Human
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Human Prisoner (503) - 1 mu

These are bad-uns. A nice chat will not turn them into productive people.

Item Type:                    Prisoner
Race:                         Human
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Substitute:                   1.00 Dewiek Prisoner (519)

-----------------------------------------------------------------------------
Human Mercenary (504) - 1 mu

These are generally only loyal as long as things are going well. They will 
defect in the event of surrender.

Item Type:                    Troop (Basic)
Race:                         Human
Crew Factors:                 1
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Defence:                      2 mus
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Close

-----------------------------------------------------------------------------
Human Crew (505) - 1 mu

These are specifically trained in the use of all vehicles. Crew factors are 
reduced for the purposes of using alien technology. They are considered loyal 
to the owning position.

Item Type:                    Troop (Crew)
Race:                         Human
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10505
Build Requirment:             1.00 Human Mercenary (504)
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        1
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Human Marine (506) - 1 mu

They have been trained in both weaponry and the in the use of vehicles. They 
are generally all round troops. They are best used on warships where space is a 
premium, but boarding is a risk. Crew factors are reduced for the purposes of 
using alien technology.

Item Type:                    Troop (Marine)
Race:                         Human
Crew Factors:                 2
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Defence:                      2 mus
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Human Soldier (507) - 1 mu

They have been specifically trained in the use of weapons. They are loyal to 
the controlling position, prefering death to surrender. Crew factors are 
reduced for the purposes of using alien technology.

Item Type:                    Troop (Soldier)
Race:                         Human
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10507
Movement Rate:                100 (Ground)
Defence:                      2 mus
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Human Startrooper (508) - 1 mu

They have been specifically trained in the use of personal shuttle capable 
suits with integrated weaponry. Crew factors are reduced for the purposes of 
using alien technology.

Item Type:                    Troop (StarTrooper)
Race:                         Human
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10508
Movement Rate:                120 (Shuttle)
Defence:                      2 mus
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Open

-----------------------------------------------------------------------------
Human Scout (509) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Race:                         Human
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10509
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 1 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Human Veteran Mercenary (510) - 1 mu

They are experienced troops. These are generally only loyal as long as things 
are going well. They will defect in the event of surrender. Crew factors are 
reduced for the purposes of using alien technology.

Item Type:                    Troop (Basic)
Veteran:                      Yes
Race:                         Human
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Defence:                      2 mus
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Close

-----------------------------------------------------------------------------
Human Veteran Crew (511) - 1 mu

These are specifically trained in the use of all vehicles. They are considered 
loyal to the owning position. They have become experienced. Crew factors are 
reduced for the purposes of using alien technology.

Item Type:                    Troop (Crew)
Veteran:                      Yes
Race:                         Human
Crew Factors:                 8
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Human Veteran Marine (512) - 1 mu

They have been trained in both weaponry and the in the use of vehicles. They 
are generally all round troops. They are best used on warships where space is a 
premium, but boarding is a risk. These are experienced. Crew factors are 
reduced for the purposes of using alien technology.

Item Type:                    Troop (Marine)
Veteran:                      Yes
Race:                         Human
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Defence:                      2 mus
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Human Veteran Soldier (513) - 1 mu

They have been specifically trained in the use of weapons. They are loyal to 
the controlling position, prefering death to surrender. These are experienced. 
Crew factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Soldier)
Veteran:                      Yes
Race:                         Human
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Defence:                      2 mus
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Human Veteran Startrooper (514) - 1 mu

They have been specifically trained in the use of personal shuttle capable 
suits with integrated weaponry. Crew factors are reduced for the purposes of 
using alien technology.

Item Type:                    Troop (StarTrooper)
Veteran:                      Yes
Race:                         Human
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Shuttle)
Defence:                      2 mus
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Open

-----------------------------------------------------------------------------
Human Veteran Scout (515) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Veteran:                      Yes
Race:                         Human
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 2 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Dewiek Civillian (516) - 1 mu

This is a standard dewiek. Civillians have no special qualities. Giving them 
weapons does not make them soldiers or heroes! They shun clothing and rarely 
wash. All dewiek are capable of communicating via telepathy although this is 
very short range.

Item Type:                    Life
Race:                         Dewiek
Local Value (Stellars/mu):    1.000
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Dewiek Employee (517) - 1 mu

While they may work for the governor, they are not particularly loyal. Giving 
them weapons does not make them soldiers or heroes! They work for 50 hours per 
week (based on the standard week of 5 days, each 45 hours long).

Item Type:                    Employee (Normal)
Race:                         Dewiek
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Dewiek Slave (518) - 1 mu

Slave can be used to work in complexes but must be supervised by guards and 
security. They can only be used by certain cultures.

Item Type:                    Slave
Race:                         Dewiek
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Dewiek Prisoner (519) - 1 mu

These are bad-uns. A nice chat will not turn them into productive people.

Item Type:                    Prisoner
Race:                         Dewiek
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Substitute:                   1.00 Feline Prisoner (535)

-----------------------------------------------------------------------------
Dewiek Mercenary (520) - 1 mu

These are generally only loyal as long as things are going well. They will 
defect in the event of surrender. Crew factors are reduced for the purposes of 
using alien technology.

Item Type:                    Troop (Basic)
Race:                         Dewiek
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Close

-----------------------------------------------------------------------------
Dewiek Crew (521) - 1 mu

These are specifically trained in the use of all vehicles. They are considered 
loyal to the owning position. Crew factors are reduced for the purposes of 
using alien technology.

Item Type:                    Troop (Crew)
Race:                         Dewiek
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10521
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        1
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Dewiek Marine (522) - 1 mu

None

Item Type:                    Troop (Marine)
Race:                         Dewiek
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10522
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Dewiek Soldier (523) - 1 mu

None

Item Type:                    Troop (Soldier)
Race:                         Dewiek
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10523
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Dewiek Startrooper (524) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Race:                         Dewiek
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10524
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Open

-----------------------------------------------------------------------------
Dewiek Scout (525) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Race:                         Dewiek
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10525
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 1 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Dewiek Veteran Mercenary (526) - 1 mu

None

Item Type:                    Troop (Basic)
Veteran:                      Yes
Race:                         Dewiek
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Close

-----------------------------------------------------------------------------
Dewiek Veteran Crew (527) - 1 mu

None

Item Type:                    Troop (Crew)
Veteran:                      Yes
Race:                         Dewiek
Crew Factors:                 8
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Dewiek Veteran Marine (528) - 1 mu

None

Item Type:                    Troop (Marine)
Veteran:                      Yes
Race:                         Dewiek
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Dewiek Veteran Soldier (529) - 1 mu

None

Item Type:                    Troop (Soldier)
Veteran:                      Yes
Race:                         Dewiek
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Dewiek Veteran Startrooper (530) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Veteran:                      Yes
Race:                         Dewiek
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Open

-----------------------------------------------------------------------------
Dewiek Veteran Scout (531) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Veteran:                      Yes
Race:                         Dewiek
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 2 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Feline Civillian (532) - 1 mu

This is a standard felini. Civillians have no special qualities. Giving them 
weapons does not make them soldiers or heroes! They shun clothing and tend to 
groom themselves with long tongues... everywhere although they tend to curb 
this behaviour in front of aliens.

Item Type:                    Life
Race:                         Felini
Local Value (Stellars/mu):    1.000
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Feline Employee (533) - 1 mu

While they may work for the governor, they are not particularly loyal. Giving 
them weapons does not make them soldiers or heroes! Happy as long as they can 
work 15 minute stretches with naps in between. They work for 50 hours per week 
(based on the standard week of 5 days, each 45 hours long).

Item Type:                    Employee (Normal)
Race:                         Felini
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Feline Slave (534) - 1 mu

Slave can be used to work in complexes but must be supervised by guards and 
security. They can only be used by certain cultures.

Item Type:                    Slave
Race:                         Felini
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Feline Prisoner (535) - 1 mu

These are bad-uns. A nice chat will not turn them into productive people.

Item Type:                    Prisoner
Race:                         Felini
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Substitute:                   1.00 Naplian Prisoner (551)

-----------------------------------------------------------------------------
Feline Mercenary (536) - 1 mu

These are generally only loyal as long as things are going well. They will 
defect in the event of surrender.

Item Type:                    Troop (Basic)
Race:                         Felini
Crew Factors:                 1
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Close

-----------------------------------------------------------------------------
Feline Crew (537) - 1 mu

These are specifically trained in the use of all vehicles. They are considered 
loyal to the owning position.

Item Type:                    Troop (Crew)
Race:                         Felini
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10537
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        1
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Feline Marine (538) - 1 mu

None

Item Type:                    Troop (Marine)
Race:                         Felini
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10538
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Feline Soldier (539) - 1 mu

None

Item Type:                    Troop (Soldier)
Race:                         Felini
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10539
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Feline Startrooper (540) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Race:                         Felini
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10540
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Open

-----------------------------------------------------------------------------
Feline Scout (541) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Race:                         Felini
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10541
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 1 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Feline Veteran Mercenary (542) - 1 mu

None

Item Type:                    Troop (Basic)
Veteran:                      Yes
Race:                         Felini
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Close

-----------------------------------------------------------------------------
Feline Veteran Crew (543) - 1 mu

None

Item Type:                    Troop (Crew)
Veteran:                      Yes
Race:                         Felini
Crew Factors:                 8
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Feline Veteran Marine (544) - 1 mu

None

Item Type:                    Troop (Marine)
Veteran:                      Yes
Race:                         Felini
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Sector
Ground Combat Factors:        16
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Feline Veteran Soldier (545) - 1 mu

None

Item Type:                    Troop (Soldier)
Veteran:                      Yes
Race:                         Felini
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Feline Veteran Startrooper (546) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Veteran:                      Yes
Race:                         Felini
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Open

-----------------------------------------------------------------------------
Feline Veteran Scout (547) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Veteran:                      Yes
Race:                         Felini
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Sector
Weapon Stats:                 2 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Naplian Civillian (548) - 1 mu

This is a standard naplian. Civillians have no special qualities. Giving them 
weapons does not make them soldiers or heroes! They are generally out of their 
depth with technology. They still think digitial watches a cool.

Item Type:                    Life
Race:                         Naplian
Local Value (Stellars/mu):    1.000
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Naplian Employee (549) - 1 mu

While they may work for the governor, they are not particularly loyal. Giving 
them weapons does not make them soldiers or heroes! They can often be found 
jamming the wrong end of the reflux inhibitor into the plasma manifold and we 
all know what that means. Primitives eh? They work for 50 hours per week (based 
on the standard week of 5 days, each 45 hours long).

Item Type:                    Employee (Normal)
Race:                         Naplian
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Naplian Slave (550) - 1 mu

Slave can be used to work in complexes but must be supervised by guards and 
security. They can only be used by certain cultures.

Item Type:                    Slave
Race:                         Naplian
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Naplian Prisoner (551) - 1 mu

These are bad-uns. A nice chat will not turn them into productive people.

Item Type:                    Prisoner
Race:                         Naplian
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Naplian Mercenary (552) - 1 mu

These are generally only loyal as long as things are going well. They will 
defect in the event of surrender.

Item Type:                    Troop (Basic)
Race:                         Naplian
Crew Factors:                 1
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Close

-----------------------------------------------------------------------------
Naplian Crew (553) - 1 mu

None

Item Type:                    Troop (Crew)
Race:                         Naplian
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10553
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        1
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Naplian Marine (554) - 1 mu

None

Item Type:                    Troop (Marine)
Race:                         Naplian
Crew Factors:                 2
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Naplian Soldier (555) - 1 mu

None

Item Type:                    Troop (Soldier)
Race:                         Naplian
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10555
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Naplian Startrooper (556) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Race:                         Naplian
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10556
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Open

-----------------------------------------------------------------------------
Naplian Scout (557) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Race:                         Naplian
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10557
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 1 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Naplian Veteran Mercenary (558) - 1 mu

None

Item Type:                    Troop (Basic)
Veteran:                      Yes
Race:                         Naplian
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Close

-----------------------------------------------------------------------------
Naplian Veteran Crew (559) - 1 mu

None

Item Type:                    Troop (Crew)
Veteran:                      Yes
Race:                         Naplian
Crew Factors:                 8
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Naplian Veteran Marine (560) - 1 mu

None

Item Type:                    Troop (Marine)
Veteran:                      Yes
Race:                         Naplian
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Naplian Veteran Soldier (561) - 1 mu

None

Item Type:                    Troop (Soldier)
Veteran:                      Yes
Race:                         Naplian
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Naplian Veteran Startrooper (562) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Veteran:                      Yes
Race:                         Naplian
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Open

-----------------------------------------------------------------------------
Naplian Veteran Scout (563) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Veteran:                      Yes
Race:                         Naplian
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 2 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Hive Egg (564) - 1 mu

These are produced by hatcheries. This is the first pupa stage in metamorphic 
development and as such cannot be put to any use. Certain primitive populations 
may consider this a delicacy.

Item Type:                    Life
Race:                         Hive
Local Value (Stellars/mu):    1.000
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Hive Worker (565) - 1 mu

Insectoid species will produce these from eggs. All other species generally 
have to build them using eggs. They are good at sticking things together with 
glue that oozes from various sebacious glands. They work for 50 hours per week 
(based on the standard week of 5 days, each 45 hours long).

Item Type:                    Employee (Normal)
Race:                         Hive
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Hive Slave (566) - 1 mu

Slave can be used to work in complexes but must be supervised by guards and 
security. They can only be used by certain cultures.

Item Type:                    Slave
Race:                         Hive
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Hive Prisoner (567) - 1 mu

These are bad-uns. A nice chat will not turn them into productive people.

Item Type:                    Prisoner
Race:                         Hive
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Substitute:                   1.00 Wimble Prisoner (583)

-----------------------------------------------------------------------------
Hive Warrior (568) - 1 mu

Insectoid affiliations produce these from eggs via recruitment complexes. All 
other affiliations generally have to build them from eggs.

Item Type:                    Troop (Basic)
Race:                         Hive
Crew Factors:                 1
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Attack Range:                 Space
Ground Combat Factors:        2
Preferred Spread:             Close

-----------------------------------------------------------------------------
Hive Crew (569) - 1 mu

None

Item Type:                    Troop (Crew)
Race:                         Hive
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10569
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        1
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Hive Marine (570) - 1 mu

None

Item Type:                    Troop (Marine)
Race:                         Hive
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10570
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Hive Soldier (571) - 1 mu

None

Item Type:                    Troop (Soldier)
Race:                         Hive
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10571
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Hive Startrooper (572) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Race:                         Hive
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10572
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Open

-----------------------------------------------------------------------------
Hive Scout (573) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Race:                         Hive
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10573
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 1 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Hive Veteran Mercenary (574) - 1 mu

None

Item Type:                    Troop (Basic)
Veteran:                      Yes
Race:                         Hive
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Close

-----------------------------------------------------------------------------
Hive Veteran Crew (575) - 1 mu

None

Item Type:                    Troop (Crew)
Veteran:                      Yes
Race:                         Hive
Crew Factors:                 8
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Hive Veteran Marine (576) - 1 mu

None

Item Type:                    Troop (Marine)
Veteran:                      Yes
Race:                         Hive
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Close

-----------------------------------------------------------------------------
Hive Veteran Soldier (577) - 1 mu

None

Item Type:                    Troop (Soldier)
Veteran:                      Yes
Race:                         Hive
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Hive Veteran Startrooper (578) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Veteran:                      Yes
Race:                         Hive
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Open

-----------------------------------------------------------------------------
Hive Veteran Scout (579) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Veteran:                      Yes
Race:                         Hive
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 2 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Wimble Civillian (580) - 1 mu

This is a standard wimble. Civillians have no special qualities. Giving them 
weapons does not make them soldiers or heroes! They are furry and round. If 
they are not eating they are probably sleeping off the last meal.

Item Type:                    Life
Race:                         Wimble
Local Value (Stellars/mu):    1.000
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Wimble Employee (581) - 1 mu

While they may work for the governor, they are not particularly loyal. Giving 
them weapons does not make them soldiers or heroes! They work for 50 hours per 
week (based on the standard week of 5 days, each 45 hours long).

Item Type:                    Employee (Normal)
Race:                         Wimble
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Wimble Slave (582) - 1 mu

Slave can be used to work in complexes but must be supervised by guards and 
security. They can only be used by certain cultures.

Item Type:                    Slave
Race:                         Wimble
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Wimble Prisoner (583) - 1 mu

These are bad-uns. A nice chat will not turn them into productive people.

Item Type:                    Prisoner
Race:                         Wimble
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Substitute:                   1.00 Flagritz Prisoner (599)

-----------------------------------------------------------------------------
Wimble Mercenary (584) - 1 mu

These are generally only loyal as long as things are going well. They will 
defect in the event of surrender.

Item Type:                    Troop (Basic)
Race:                         Wimble
Crew Factors:                 1
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Close

-----------------------------------------------------------------------------
Wimble Crew (585) - 1 mu

None

Item Type:                    Troop (Crew)
Race:                         Wimble
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10585
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        1
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Wimble Marine (586) - 1 mu

None

Item Type:                    Troop (Marine)
Race:                         Wimble
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10586
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Wimble Soldier (587) - 1 mu

None

Item Type:                    Troop (Soldier)
Race:                         Wimble
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10587
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Wimble Startrooper (588) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Race:                         Wimble
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10588
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Open

-----------------------------------------------------------------------------
Wimble Scout (589) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Race:                         Wimble
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10589
Movement Rate:                100 (Ground)
Attack Range:                 Sector
Weapon Stats:                 1 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Wimble Veteran Mercenary (590) - 1 mu

None

Item Type:                    Troop (Basic)
Veteran:                      Yes
Race:                         Wimble
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Close

-----------------------------------------------------------------------------
Wimble Veteran Crew (591) - 1 mu

None

Item Type:                    Troop (Crew)
Veteran:                      Yes
Race:                         Wimble
Crew Factors:                 8
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Wimble Veteran Marine (592) - 1 mu

None

Item Type:                    Troop (Marine)
Veteran:                      Yes
Race:                         Wimble
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Wimble Veteran Soldier (593) - 1 mu

None

Item Type:                    Troop (Soldier)
Veteran:                      Yes
Race:                         Wimble
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Wimble Veteran Startrooper (594) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Veteran:                      Yes
Race:                         Wimble
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Open

-----------------------------------------------------------------------------
Wimble Veteran Scout (595) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Veteran:                      Yes
Race:                         Wimble
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 2 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Flagritz Civillian (596) - 1 mu

This is a standard flagritz. Civillians have no special qualities. Giving them 
weapons does not make them soldiers or heroes! The traditional pear-shaped, 
bug-eyed nightmare of ancient sci-fi films. They have a long history of 
interspecial hatred and xenophobia.

Item Type:                    Life
Race:                         Flagritz
Local Value (Stellars/mu):    1.000
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Flagritz Employee (597) - 1 mu

While they may work for the governor, they are not particularly loyal. Giving 
them weapons does not make them soldiers or heroes! They work for 50 hours per 
week (based on the standard week of 5 days, each 45 hours long).

Item Type:                    Employee (Normal)
Race:                         Flagritz
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Flagritz Slave (598) - 1 mu

Slave can be used to work in complexes but must be supervised by guards and 
security. They can only be used by certain cultures.

Item Type:                    Slave
Race:                         Flagritz
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Flagritz Prisoner (599) - 1 mu

These are bad-uns. A nice chat will not turn them into productive people.

Item Type:                    Prisoner
Race:                         Flagritz
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Substitute:                   1.00 Aquaphid Prisoner (615)

-----------------------------------------------------------------------------
Flagritz Mercenary (600) - 1 mu

These are generally only loyal as long as things are going well. They will 
defect in the event of surrender.

Item Type:                    Troop (Basic)
Race:                         Flagritz
Crew Factors:                 1
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Close

-----------------------------------------------------------------------------
Flagritz Crew (601) - 1 mu

None

Item Type:                    Troop (Crew)
Race:                         Flagritz
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10601
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        1
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Flagritz Marine (602) - 1 mu

None

Item Type:                    Troop (Marine)
Race:                         Flagritz
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10602
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Flagritz Soldier (603) - 1 mu

None

Item Type:                    Troop (Soldier)
Race:                         Flagritz
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10603
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Flagritz Startrooper (604) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Race:                         Flagritz
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10604
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Open

-----------------------------------------------------------------------------
Flagritz Scout (605) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Race:                         Flagritz
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10605
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 1 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Flagritz Veteran Mercenary (606) - 1 mu

None

Item Type:                    Troop (Basic)
Veteran:                      Yes
Race:                         Flagritz
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Close

-----------------------------------------------------------------------------
Flagritz Veteran Crew (607) - 1 mu

None

Item Type:                    Troop (Crew)
Veteran:                      Yes
Race:                         Flagritz
Crew Factors:                 8
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Flagritz Veteran Marine (608) - 1 mu

None

Item Type:                    Troop (Marine)
Veteran:                      Yes
Race:                         Flagritz
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Flagritz Veteran Soldier (609) - 1 mu

None

Item Type:                    Troop (Soldier)
Veteran:                      Yes
Race:                         Flagritz
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Flagritz Veteran Startrooper (610) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Veteran:                      Yes
Race:                         Flagritz
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Open

-----------------------------------------------------------------------------
Flagritz Veteran Scout (611) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Veteran:                      Yes
Race:                         Flagritz
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 2 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Aquaphid Civillian (612) - 1 mu

This is a standard aquaphid. Civillians have no special qualities. Giving them 
weapons does not make them soldiers or heroes!  They are decended from 
invertebrates such as jellies and require an aqueous environment in order to 
function..

Item Type:                    Life
Race:                         Aquaphid
Local Value (Stellars/mu):    1.000
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Aquaphid Employee (613) - 1 mu

While they may work for the governor, they are not particularly loyal. Giving 
them weapons does not make them soldiers or heroes! They work for 50 hours per 
week (based on the standard week of 5 days, each 45 hours long).

Item Type:                    Employee (Normal)
Race:                         Aquaphid
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Aquaphid Slave (614) - 1 mu

Slave can be used to work in complexes but must be supervised by guards and 
security. They can only be used by certain cultures.

Item Type:                    Slave
Race:                         Aquaphid
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Aquaphid Prisoner (615) - 1 mu

These are bad-uns. A nice chat will not turn them into productive people.

Item Type:                    Prisoner
Race:                         Aquaphid
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Substitute:                   1.00 Kastorian Prisoner (631)

-----------------------------------------------------------------------------
Aquaphid Mercenary (616) - 1 mu

These are generally only loyal as long as things are going well. They will 
defect in the event of surrender.

Item Type:                    Troop (Basic)
Race:                         Aquaphid
Crew Factors:                 1
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Close

-----------------------------------------------------------------------------
Aquaphid Crew (617) - 1 mu

None

Item Type:                    Troop (Crew)
Race:                         Aquaphid
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10561
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Aquaphid Marine (618) - 1 mu

None

Item Type:                    Troop (Marine)
Race:                         Aquaphid
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10562
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Aquaphid Soldier (619) - 1 mu

None

Item Type:                    Troop (Soldier)
Race:                         Aquaphid
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10563
Movement Rate:                100 (Ground)
Attack Range:                 Sector
Ground Combat Factors:        4
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Aquaphid Startrooper (620) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Race:                         Aquaphid
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10564
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Open

-----------------------------------------------------------------------------
Aquaphid Scout (621) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Race:                         Aquaphid
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10565
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 1 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Aquaphid Veteran Mercenary (622) - 1 mu

None

Item Type:                    Troop (Basic)
Veteran:                      Yes
Race:                         Aquaphid
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Close

-----------------------------------------------------------------------------
Aquaphid Veteran Crew (623) - 1 mu

None

Item Type:                    Troop (Crew)
Veteran:                      Yes
Race:                         Aquaphid
Crew Factors:                 8
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Aquaphid Veteran Marine (624) - 1 mu

None

Item Type:                    Troop (Marine)
Veteran:                      Yes
Race:                         Aquaphid
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Aquaphid Veteran Soldier (625) - 1 mu

None

Item Type:                    Troop (Soldier)
Veteran:                      Yes
Race:                         Aquaphid
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Aquaphid Veteran Startrooper (626) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Veteran:                      Yes
Race:                         Aquaphid
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Open

-----------------------------------------------------------------------------
Aquaphid Veteran Scout (627) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Veteran:                      Yes
Race:                         Aquaphid
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 2 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Kastorian Civillian (628) - 1 mu

This is a standard kastorian. Civillians have no special qualities. Giving them 
weapons does not make them soldiers or heroes! They are short, well built and 
generally arrogant. There are a number of opposed factions belonging to the 
kastorian race. The least xenophobic can be found in Yank.

Item Type:                    Life
Race:                         Kastorian
Local Value (Stellars/mu):    1.000
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Kastorian Employee (629) - 1 mu

While they may work for the governor, they are not particularly loyal. Giving 
them weapons does not make them soldiers or heroes! Excellent at hitting things 
with big blunt implements. They work for 50 hours per week (based on the 
standard week of 5 days, each 45 hours long).

Item Type:                    Employee (Normal)
Race:                         Kastorian
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Kastorian Slave (630) - 1 mu

Slave can be used to work in complexes but must be supervised by guards and 
security. They can only be used by certain cultures.

Item Type:                    Slave
Race:                         Kastorian
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Kastorian Prisoner (631) - 1 mu

These are bad-uns. A nice chat will not turn them into productive people.

Item Type:                    Prisoner
Race:                         Kastorian
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Substitute:                   1.00 Falconian Prisoner (647)

-----------------------------------------------------------------------------
Kastorian Mercenary (632) - 1 mu

These are generally only loyal as long as things are going well. They will 
defect in the event of surrender.

Item Type:                    Troop (Basic)
Race:                         Kastorian
Crew Factors:                 1
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Close

-----------------------------------------------------------------------------
Kastorian Crew (633) - 1 mu

None

Item Type:                    Troop (Crew)
Race:                         Kastorian
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10633
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        1
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Kastorian Marine (634) - 1 mu

None

Item Type:                    Troop (Marine)
Race:                         Kastorian
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10634
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Kastorian Soldier (635) - 1 mu

None

Item Type:                    Troop (Soldier)
Race:                         Kastorian
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10635
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Kastorian Startrooper (636) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Race:                         Kastorian
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10636
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Open

-----------------------------------------------------------------------------
Kastorian Scout (637) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Race:                         Kastorian
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10637
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 1 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Kastorian Veteran Mercenary (638) - 1 mu

None

Item Type:                    Troop (Basic)
Veteran:                      Yes
Race:                         Kastorian
Crew Factors:                 2
Lifeform:                     Yes
Tech Level:                   2
Movement Rate:                100 (Ground)
Attack Range:                 Sector
Ground Combat Factors:        4
Preferred Spread:             Close

-----------------------------------------------------------------------------
Kastorian Veteran Crew (639) - 1 mu

None

Item Type:                    Troop (Crew)
Veteran:                      Yes
Race:                         Kastorian
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Kastorian Veteran Marine (640) - 1 mu

None

Item Type:                    Troop (Marine)
Veteran:                      Yes
Race:                         Kastorian
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Kastorian Veteran Soldier (641) - 1 mu

None

Item Type:                    Troop (Soldier)
Veteran:                      Yes
Race:                         Kastorian
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Kastorian Veteran Startrooper (642) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Veteran:                      Yes
Race:                         Kastorian
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Open

-----------------------------------------------------------------------------
Kastorian Veteran Scout (643) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Veteran:                      Yes
Race:                         Kastorian
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 2 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Falconian Civillian (644) - 1 mu

This is a standard falconian. Civillians have no special qualities. Giving them 
weapons does not make them soldiers or heroes! They have wings and tend to 
deficate and procreate in public. This rather primitive behaviour has not been 
tempered by the few years of contact with alien cultures.  

Item Type:                    Life
Race:                         Falconian
Local Value (Stellars/mu):    1.000
Lifeform:                     Yes
Movement Rate:                100 (Air)

-----------------------------------------------------------------------------
Falconian Employee (645) - 1 mu

While they may work for the governor, they are not particularly loyal. Giving 
them weapons does not make them soldiers or heroes! They work for 50 hours per 
week (based on the standard week of 5 days, each 45 hours long).

Item Type:                    Employee (Normal)
Race:                         Falconian
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Falconian Slave (646) - 1 mu

Slave can be used to work in complexes but must be supervised by guards and 
security. They can only be used by certain cultures.

Item Type:                    Slave
Race:                         Falconian
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Falconian Prisoner (647) - 1 mu

These are bad-uns. A nice chat will not turn them into productive people.

Item Type:                    Prisoner
Race:                         Falconian
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Falconian Mercenary (648) - 1 mu

These are generally only loyal as long as things are going well. They will 
defect in the event of surrender.

Item Type:                    Troop (Basic)
Race:                         Falconian
Crew Factors:                 1
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Close

-----------------------------------------------------------------------------
Falconian Crew (649) - 1 mu

None

Item Type:                    Troop (Crew)
Race:                         Falconian
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10649
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        1
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Falconian Marine (650) - 1 mu

None

Item Type:                    Troop (Marine)
Race:                         Falconian
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10650
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Falconian Soldier (651) - 1 mu

None

Item Type:                    Troop (Soldier)
Race:                         Falconian
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10651
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Falconian Startrooper (652) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Race:                         Falconian
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10652
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Open

-----------------------------------------------------------------------------
Falconian Scout (653) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Race:                         Falconian
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10653
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 1 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Falconian Veteran Mercenary (654) - 1 mu

None

Item Type:                    Troop (Basic)
Veteran:                      Yes
Race:                         Falconian
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Close

-----------------------------------------------------------------------------
Falconian Veteran Crew (655) - 1 mu

None

Item Type:                    Troop (Crew)
Veteran:                      Yes
Race:                         Falconian
Crew Factors:                 8
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Falconian Veteran Marine (656) - 1 mu

None

Item Type:                    Troop (Marine)
Veteran:                      Yes
Race:                         Falconian
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Falconian Veteran Soldier (657) - 1 mu

None

Item Type:                    Troop (Soldier)
Veteran:                      Yes
Race:                         Falconian
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Falconian Veteran Startrooper (658) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Veteran:                      Yes
Race:                         Falconian
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Shuttle)
Attack Range:                 Sector
Ground Combat Factors:        16
Preferred Spread:             Open

-----------------------------------------------------------------------------
Falconian Veteran Scout (659) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Veteran:                      Yes
Race:                         Falconian
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 2 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Krell Civillian (660) - 1 mu

This is a standard krell. Civillians have no special qualities. Giving them 
weapons does not make them soldiers or heroes! They are short and stocky. They 
are incredibly chauvanistic with a racial custom of dominance.

Item Type:                    Life
Race:                         Krell
Local Value (Stellars/mu):    1.000
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Krell Employee (661) - 1 mu

While they may work for the governor, they are not particularly loyal. Giving 
them weapons does not make them soldiers or heroes! Within ten minutes of 
setting a team to work, one will be ordering the rest about. They work for 50 
hours per week (based on the standard week of 5 days, each 45 hours long).

Item Type:                    Employee (Normal)
Race:                         Krell
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Krell Slave (662) - 1 mu

Slave can be used to work in complexes but must be supervised by guards and 
security. They can only be used by certain cultures.

Item Type:                    Slave
Race:                         Krell
Work Hours:                   50
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Krell Prisoner (663) - 1 mu

These are bad-uns. A nice chat will not turn them into productive people.

Item Type:                    Prisoner
Race:                         Krell
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Substitute:                   1.00 Human Prisoner (503)

-----------------------------------------------------------------------------
Krell Mercenary (664) - 1 mu

These are generally only loyal as long as things are going well. They will 
defect in the event of surrender.

Item Type:                    Troop (Basic)
Race:                         Krell
Crew Factors:                 1
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Close

-----------------------------------------------------------------------------
Krell Crew (665) - 1 mu

None

Item Type:                    Troop (Crew)
Race:                         Krell
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10665
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        1
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Krell Marine (666) - 1 mu

None

Item Type:                    Troop (Marine)
Race:                         Krell
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10666
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Krell Soldier (667) - 1 mu

None

Item Type:                    Troop (Soldier)
Race:                         Krell
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10667
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Krell Startrooper (668) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Race:                         Krell
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10668
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Open

-----------------------------------------------------------------------------
Krell Scout (669) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Race:                         Krell
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10669
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 1 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Krell Veteran Mercenary (670) - 1 mu

None

Item Type:                    Troop (Basic)
Veteran:                      Yes
Race:                         Krell
Crew Factors:                 1
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        4
Preferred Spread:             Close

-----------------------------------------------------------------------------
Krell Veteran Crew (671) - 1 mu

None

Item Type:                    Troop (Crew)
Veteran:                      Yes
Race:                         Krell
Crew Factors:                 8
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        2
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Krell Veteran Marine (672) - 1 mu

None

Item Type:                    Troop (Marine)
Veteran:                      Yes
Race:                         Krell
Crew Factors:                 4
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Krell Veteran Soldier (673) - 1 mu

None

Item Type:                    Troop (Soldier)
Veteran:                      Yes
Race:                         Krell
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Ground Combat Factors:        8
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Krell Veteran Startrooper (674) - 1 mu

None

Item Type:                    Troop (StarTrooper)
Veteran:                      Yes
Race:                         Krell
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Shuttle)
Attack Range:                 Short
Ground Combat Factors:        16
Preferred Spread:             Open

-----------------------------------------------------------------------------
Krell Veteran Scout (675) - 1 mu

They have been specifically trained in reconnaissance and surveillance. Crew 
factors are reduced for the purposes of using alien technology.

Item Type:                    Troop (Scout)
Veteran:                      Yes
Race:                         Krell
Crew Factors:                 2
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Attack Range:                 Short
Weapon Stats:                 2 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Monk (700) - 1 mu

Monks are almost exclusively human athough need not be. They have embraced the 
teachings of the True One and will work relentlessly in His cause accepting 
their fate in this life for a better one in the hereafter. They work for 50 
hours per week (based on the standard week of 5 days, each 45 hours long).

Item Type:                    Employee (Efficient)
Veteran:                      Yes
Work Hours:                   50
Lifeform:                     Yes
Requires Blueprint:           10700
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Phanali (701) - 1 mu

These are alterant replicant workers produced by the Illuvatorians. They are 
simple minded and tend to be slower than normal workers but will work a harder 
if things are desperate. They work for 50 hours per week (based on the standard 
week of 5 days, each 45 hours long).

Item Type:                    Employee (Efficient)
Work Hours:                   35
Lifeform:                     Yes
Requires Blueprint:           10701
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Native Civillian (702) - 1 mu

They spend most of the time concerned with staying alive. They are generally 
primative.

Item Type:                    Life
Race:                         Human
Local Value (Stellars/mu):    0.800
Lifeform:                     Yes
Movement Rate:                100 (Ground)

-----------------------------------------------------------------------------
Native Troop (703) - 1 mu

They are generally concerned with protecting their primitive settlements. They 
are generally spear-chucking, superstitious xenophobes.

Item Type:                    Troop (Basic)
Crew Factors:                 1
Lifeform:                     Yes
Movement Rate:                100 (Ground)
Ground Combat Factors:        1
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Alien Attack Animals (707) - 1 mu

Mindless alien creatures that need complete supervision.

Item Type:                    Slave
Requires Blueprint:           10500

-----------------------------------------------------------------------------
Demon (708) - 1 mu

Demons are intelligent aliens with a volatile temperement and vicious attitude. 
Certain captains employ them although a close eye has to be kept on them.

Item Type:                    Slave
Work Hours:                   1
Lifeform:                     Yes
Requires Blueprint:           10500
Movement Rate:                100 (Ground)
Ground Combat Factors:        1
Preferred Spread:             Packed

-----------------------------------------------------------------------------
Morph (720) - 1 mu

None

Item Type:                    Employee (Zero Cost)
Work Hours:                   30

-----------------------------------------------------------------------------
Light APC (800) - 40 mus

Used to transport troops and other personnel across the surface of worlds with 
relative safety. This is the smaller, lighter version.

Item Type:                    Vehicle
Required Crew Factors:        8
Build Requirment:             40.00 Metals (1)
Cargo Space:                  20 mus (Normal)
Movement Rate:                40 (Ground)

-----------------------------------------------------------------------------
APC (801) - 100 mus

Used to transport troops and other personnel across the surface of worlds with 
relative safety.

Item Type:                    Vehicle
Required Crew Factors:        20
Build Requirment:             100.00 Metals (1)
                              2.00 Thorlium (20)
Cargo Space:                  70 mus (Normal)
Movement Rate:                40 (Ground)

-----------------------------------------------------------------------------
Ore Hauler (802) - 100 mus

Capable of transporting large amounts of ore across the surface of the world. 
It is remote controlled so should be accompanied by other vehicles for the 
pilots.

Item Type:                    Vehicle
Required Crew Factors:        15
Build Requirment:             100.00 Metals (1)
Cargo Space:                  90 mus (Ore)
Movement Rate:                40 (Ground)

-----------------------------------------------------------------------------
Shuttle (803) - 40 mus

This is a general purpose cargo vehicle capable of Shuttle Movement. 

Item Type:                    Vehicle
Required Crew Factors:        8
Build Requirment:             40.00 Metals (1)
Cargo Space:                  30 mus (Normal)
Movement Rate:                5 (Shuttle)

-----------------------------------------------------------------------------
Heavy Shuttle (804) - 100 mus

This is the  larger general purpose cargo vehicle capable of Shuttle Movement. 

Item Type:                    Vehicle
Required Crew Factors:        16
Requires Blueprint:           10804
Build Requirment:             100.00 Metals (1)
Cargo Space:                  85 mus (Normal)
Movement Rate:                6 (Shuttle)

-----------------------------------------------------------------------------
Troop Shuttle (807) - 40 mus

Useful for attempting to get troops into a combat without being destroyed 
during a space battle. Lower area, higher defence - less chance of being 
destroyed. It has sacrificed weaponry for speed.

Item Type:                    Vehicle
Required Crew Factors:        8
Cargo Space:                  30 mus (Life)
Movement Rate:                3 (Shuttle)
Defence:                      60 mus
Target Area:                  20

-----------------------------------------------------------------------------
Transport Jet (808) - 40 mus

It is slightly faster than the APC.

Item Type:                    Vehicle
Required Crew Factors:        8
Build Requirment:             40.00 Metals (1)
Cargo Space:                  15 mus (Normal)
Movement Rate:                15 (Air)

-----------------------------------------------------------------------------
Power armour (809) - 1 mu

Didn't think we were bothering with this? Is it replacement for armour already 
considered as integral?

Item Type:                    Unknown
Build Requirment:             0.90 Metals (1)
                              0.10 Thorlium (20)

-----------------------------------------------------------------------------
Anti Personel Vehicle (814) - 20 mus

None

Item Type:                    Vehicle
Required Crew Factors:        5
Requires Blueprint:           10814
Build Requirment:             20.00 Metals (1)

-----------------------------------------------------------------------------
Ground Bomber (815) - 15 mus

This aircraft is used to attack enemy ground forces during ground combat 
bombing phase.

Item Type:                    Vehicle
Required Crew Factors:        3
Build Requirment:             15.00 Metals (1)
Movement Rate:                20 (Air)
Attack Range:                 Planet
Weapon Stats:                 10 Dmg, +12 Acc, 0.20 AF
Blast Radius:                 0.25

-----------------------------------------------------------------------------
Ground Fighter (816) - 10 mus

During ground combat this runs cover for bombers during air phase as well as 
strafes enemy positions during bombing phase.

Item Type:                    Vehicle
Required Crew Factors:        2
Build Requirment:             10.00 Metals (1)
Movement Rate:                20 (Air)
Defence:                      20 mus
Attack Range:                 Planet
Weapon Stats:                 5 Dmg, +12 Acc, 1.00 AF
Blast Radius:                 0.00

-----------------------------------------------------------------------------
Light Tank (821) - 20 mus

This small armoured vehicle is relatively quick (for a surface vehicle anyway) 
but is lacking in firepower per MU when compared with larger tanks. 

Item Type:                    Vehicle
Required Crew Factors:        5
Build Requirment:             15.00 Metals (1)
                              5.00 Basic Elements (2)
Cargo Space:                  2 mus (Life)
Movement Rate:                6 (Air)
Defence:                      40 mus
Attack Range:                 Sector
Ground Combat Factors:        4
Preferred Spread:             Normal
Blast Radius:                 0.50

-----------------------------------------------------------------------------
Battle Tank (825) - 40 mus

It is standard ground combat vehicle. The name covers any number of variations 
and weaponry.

Item Type:                    Vehicle
Required Crew Factors:        8
Build Requirment:             25.00 Metals (1)
                              15.00 Basic Elements (2)
Cargo Space:                  3 mus (Life)
Movement Rate:                4 (Ground)
Defence:                      100 mus
Attack Range:                 Sector
Ground Combat Factors:        4
Preferred Spread:             Open
Blast Radius:                 0.25

-----------------------------------------------------------------------------
Heavy Battle Tank (829) - 100 mus

As heavy tank

Item Type:                    Vehicle
Required Crew Factors:        16
Build Requirment:             70.00 Metals (1)
                              30.00 Basic Elements (2)
Cargo Space:                  5 mus (Normal)
Movement Rate:                3 (Ground)
Defence:                      300 mus
Attack Range:                 Sector
Ground Combat Factors:        4
Preferred Spread:             Disperse
Blast Radius:                 0.10

-----------------------------------------------------------------------------
Assault Tank (833) - 40 mus

Capable of shuttle movement. Light and poorly armoured. Basically designed as a 
jump tank.

Item Type:                    Vehicle
Required Crew Factors:        8
Build Requirment:             30.00 Metals (1)
                              5.00 Rare Earth Elements (22)
                              5.00 Thorlium (20)
Cargo Space:                  3 mus (Life)
Movement Rate:                5 (Shuttle)
Defence:                      60 mus
Attack Range:                 Sector
Weapon Stats:                 40 Dmg, 0 Acc, 1.00 AF
Blast Radius:                 0.50

-----------------------------------------------------------------------------
Assault Tank mkIII (835) - 40 mus

None

Item Type:                    Vehicle
Required Crew Factors:        8
Requires Blueprint:           10835
Build Requirment:             30.00 Metals (1)
                              5.00 Rare Earth Elements (22)
                              5.00 Thorlium (20)
Movement Rate:                5 (Shuttle)
Blast Radius:                 0.50

-----------------------------------------------------------------------------
Assault Tank mkIV (836) - 40 mus

None

Item Type:                    Vehicle
Required Crew Factors:        8
Requires Blueprint:           10836
Build Requirment:             30.00 Metals (1)
                              5.00 Rare Earth Elements (22)
                              5.00 Thorlium (20)
Movement Rate:                5 (Shuttle)
Blast Radius:                 0.50

-----------------------------------------------------------------------------
Robotic Defence Bunker (840) - 20 mus

Robotic Defence Bunkers are automated installations that are used to defend a 
position during ground assault. They cannot be used offensively.

Item Type:                    Vehicle
Build Requirment:             20.00 Metals (1)
Defence:                      80 mus
Attack Range:                 Sector
Weapon Stats:                 20 Dmg, 0 Acc, 1.00 AF
Blast Radius:                 0.10

-----------------------------------------------------------------------------
Anti-aircraft Emplacement (844) - 20 mus

These devices make use of the low penetration rapid fire capability used 
against air-craft but on a permanent platform there by being only defensive in 
nature. 

Item Type:                    Vehicle
Build Requirment:             20.00 Metals (1)
Defence:                      40 mus
Attack Range:                 Sector
Weapon Stats:                 20 Dmg, 0 Acc, 1.00 AF

-----------------------------------------------------------------------------
Warbot (850) - 1 mu

Warbots are a common sight during Periphery ground combat. They weigh the same 
as an ordinary troop but have superior combat factors. They however need 
operators to function effectively.

Item Type:                    Vehicle
Required Crew Factors:        1
Build Requirment:             1.00 Metals (1)
Movement Rate:                50 (Ground)
Attack Range:                 Short
Ground Combat Factors:        1
Preferred Spread:             Normal

-----------------------------------------------------------------------------
Nerve Gas (880) - 1 mu

None

Item Type:                    Chemicals
Requires Blueprint:           10880

-----------------------------------------------------------------------------
AI Navigator (915) - 10 mus

A neural net wired into the hull of the ship. It does the job of 25 crew (100 
crew factors), but is extremely susceptable to damage.

Item Type:                    Ship Computers
AI Crew Factors:              40
Production:                   50
Build Requirment:             5.00 Hydrocarbons (3)
                              5.00 Rare Earth Elements (22)
Target Area:                  200
Substitute:                   1.00 AI Navigator mkII (916)

-----------------------------------------------------------------------------
AI Combat Navigator (920) - 10 mus

This is a network of sensors throughout the ship, combined with a central 
computer. The  AI net replaces crew and is combat hardened so more difficult to 
damage than standard AIs.

Item Type:                    Ship Computers
AI Crew Factors:              20
Production:                   50
Build Requirment:             5.00 Rare Earth Elements (22)
                              5.00 Hydrocarbons (3)
Target Area:                  80
Substitute:                   1.00 AI Combat Navigator mkII (921)

-----------------------------------------------------------------------------
Light Bunker (930) - 100 mus

A small armour plated room.

Item Type:                    Unknown
Build Requirment:             100.00 Metals (1)

-----------------------------------------------------------------------------
Bunker (931) - 100 mus

A larger armour plated room.

Item Type:                    Unknown
Build Requirment:             10.00 Thorlium (20)
                              90.00 Metals (1)

-----------------------------------------------------------------------------
Heavy Bunker (932) - 100 mus

A heavily armour plated room.

Item Type:                    Unknown
Build Requirment:             80.00 Metals (1)
                              20.00 Thorlium (20)

-----------------------------------------------------------------------------
Exit Visa (958) - 1 mu

None

Item Type:                    Stargate Key (Normal)

-----------------------------------------------------------------------------
Stargate (959) - 1000000 mus

These have to be built on a world then teleported to the location they will be 
activated. 

Item Type:                    Artifact
Build Requirment:             800000.00 Degenerate Matter (42)
                              200000.00 Rare Earth Elements (22)

-----------------------------------------------------------------------------
Stargate Key - Kasmer (960) - 1 mu

Used to enter a specific stargate by creating subspace activation harmonics. 
These are based on the resonance of unique exotic molecular lattices. Key 
production processes involve nuclear bombardment of the raw materials in order 
to form exotic atomic structures. The by-products have no commercial value. 

Item Type:                    Stargate Key (Normal)
Requires Blueprint:           10960
Production:                   200
Build Requirment:             15.00 Metals (1)
                              10.00 Precious Metals (25)
                              5.00 Celesium (33)

-----------------------------------------------------------------------------
Stargate Key - Twinkle (961) - 1 mu

Used to enter a specific stargate by creating subspace activation harmonics. 
These are based on the resonance of unique exotic molecular lattices. Key 
production processes involve nuclear bombardment of the raw materials in order 
to form exotic atomic structures. The by-products have no commercial value. 

Item Type:                    Stargate Key (Normal)
Requires Blueprint:           10961
Production:                   200
Build Requirment:             15.00 Metals (1)
                              10.00 Precious Metals (25)
                              5.00 Celesium (33)

-----------------------------------------------------------------------------
Stargate Key - Forlorn Hope (962) - 1 mu

Used to enter a specific stargate by creating subspace activation harmonics. 
These are based on the resonance of unique exotic molecular lattices. Key 
production processes involve nuclear bombardment of the raw materials in order 
to form exotic atomic structures. The by-products have no commercial value. 

Item Type:                    Stargate Key (Normal)
Requires Blueprint:           10962
Production:                   200
Build Requirment:             15.00 Metals (1)
                              10.00 Precious Metals (25)
                              5.00 Celesium (33)

-----------------------------------------------------------------------------
Stargate Key - Noctollis (963) - 1 mu

Used to enter a specific stargate by creating subspace activation harmonics. 
These are based on the resonance of unique exotic molecular lattices. Key 
production processes involve nuclear bombardment of the raw materials in order 
to form exotic atomic structures. The by-products have no commercial value. 

Item Type:                    Stargate Key (Normal)
Requires Blueprint:           10963
Production:                   200
Build Requirment:             15.00 Metals (1)
                              10.00 Precious Metals (25)
                              5.00 Celesium (33)

-----------------------------------------------------------------------------
Stargate Key - Eden (964) - 1 mu

Used to enter a specific stargate by creating subspace activation harmonics. 
These are based on the resonance of unique exotic molecular lattices. Key 
production processes involve nuclear bombardment of the raw materials in order 
to form exotic atomic structures. The by-products have no commercial value. 

Item Type:                    Stargate Key (Normal)
Requires Blueprint:           10964
Production:                   200
Build Requirment:             15.00 Metals (1)
                              10.00 Precious Metals (25)
                              5.00 Celesium (33)

-----------------------------------------------------------------------------
Stargate Key - Solo (965) - 1 mu

Used to enter a specific stargate by creating subspace activation harmonics. 
These are based on the resonance of unique exotic molecular lattices. Key 
production processes involve nuclear bombardment of the raw materials in order 
to form exotic atomic structures. The by-products have no commercial value. 

Item Type:                    Stargate Key (Normal)
Requires Blueprint:           10965
Production:                   200
Build Requirment:             15.00 Metals (1)
                              10.00 Precious Metals (25)
                              5.00 Celesium (33)

-----------------------------------------------------------------------------
Stargate Key - Inferno (966) - 1 mu

Used to enter a specific stargate by creating subspace activation harmonics. 
These are based on the resonance of unique exotic molecular lattices. Key 
production processes involve nuclear bombardment of the raw materials in order 
to form exotic atomic structures. The by-products have no commercial value. 

Item Type:                    Stargate Key (Normal)
Requires Blueprint:           10966
Production:                   200
Build Requirment:             15.00 Metals (1)
                              10.00 Precious Metals (25)
                              5.00 Celesium (33)

-----------------------------------------------------------------------------
Stargate Key - Tycoon (967) - 1 mu

Used to enter a specific stargate by creating subspace activation harmonics. 
These are based on the resonance of unique exotic molecular lattices. Key 
production processes involve nuclear bombardment of the raw materials in order 
to form exotic atomic structures. The by-products have no commercial value. 

Item Type:                    Stargate Key (Normal)
Requires Blueprint:           10967
Production:                   200
Build Requirment:             15.00 Metals (1)
                              10.00 Precious Metals (25)
                              5.00 Celesium (33)

-----------------------------------------------------------------------------
Stargate Key - Plague (968) - 1 mu

Used to enter a specific stargate by creating subspace activation harmonics. 
These are based on the resonance of unique exotic molecular lattices. Key 
production processes involve nuclear bombardment of the raw materials in order 
to form exotic atomic structures. The by-products have no commercial value. 

Item Type:                    Stargate Key (Normal)
Requires Blueprint:           10968
Production:                   200
Build Requirment:             15.00 Metals (1)
                              10.00 Precious Metals (25)
                              5.00 Celesium (33)

-----------------------------------------------------------------------------
Stargate Key - Twilight (969) - 1 mu

Used to enter a specific stargate by creating subspace activation harmonics. 
These are based on the resonance of unique exotic molecular lattices. Key 
production processes involve nuclear bombardment of the raw materials in order 
to form exotic atomic structures. The by-products have no commercial value. 

Item Type:                    Stargate Key (Normal)
Requires Blueprint:           10969
Production:                   200
Build Requirment:             15.00 Metals (1)
                              10.00 Precious Metals (25)
                              5.00 Celesium (33)

-----------------------------------------------------------------------------
Command Centre (1000) - 1000 mus

Command complex acts as mess halls, utility spare parts producer, conference 
hall, short term storage, barracks for officers and generally everything that 
is not specially accounted for by the other complexes.
They are needed for 100% efficiency at a rate of 1 per 100 complexes (rounded 
up). Finally the weak ISR field generated by the command complex will vastly 
reduce the effects of a nuclear strike.

Item Type:                    Complex (Command)
Efficiency (%):               100
Build Requirment:             5.00 Military Modules (405)
                              5.00 Basic Modules (410)
                              5.00 Transport Modules (415)
                              5.00 Structural modules (420)
                              5.00 Industrial Modules (400)

-----------------------------------------------------------------------------
Factory (1001) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. Factories are used to produce items as per the rulebook.

Item Type:                    Complex (Factory)
Target System:                100
Build Requirment:             20.00 Industrial Modules (400)
                              5.00 Structural modules (420)

-----------------------------------------------------------------------------
Mine (1002) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. Mines are assigned to deposits as per the rule book.

Item Type:                    Complex (Mine)
Efficiency (%):               100
Build Requirment:             20.00 Industrial Modules (400)
                              5.00 Transport Modules (415)

-----------------------------------------------------------------------------
Resource (1003) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. Resource complexes are assigned to a specific resource as per 
the rule book.

Item Type:                    Complex (Resource)
Efficiency (%):               100
Build Requirment:             15.00 Basic Modules (410)
                              10.00 Transport Modules (415)

-----------------------------------------------------------------------------
Exchange (1004) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. Exchange complexes are assigned to a specific resource. They 
have a max rating
per week.

Item Type:                    Complex (Exchange)
Exchange Capacity:            100
Build Requirment:             20.00 Basic Modules (410)
                              5.00 Transport Modules (415)

-----------------------------------------------------------------------------
Research (1005) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. Research complexes are assigned to a specific project as per 
the rule book.

Item Type:                    Complex (Research)
Efficiency (%):               100
Build Requirment:             25.00 Basic Modules (410)

-----------------------------------------------------------------------------
Bunker (1006) - 1000 mus

A very big and well protected room.

Item Type:                    Complex (Bunker)
Efficiency (%):               10000
Build Requirment:             25.00 Structural modules (420)
Cargo Space:                  500 mus (Defence)

-----------------------------------------------------------------------------
Domes (1007) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. Domes cover parts or all of a starbase, protecting it from 
planetary environment.

Item Type:                    Complex (Dome)
Area Enclosed:                20000
Build Requirment:             25.00 Structural modules (420)
Target Area:                  20000

-----------------------------------------------------------------------------
Orbital Dock (1008) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. As per the rulebook, the quantity determine effectiveness of 
complexes.

Item Type:                    Complex (Orbital Dock)
Efficiency (%):               100
Build Requirment:             5.00 Basic Modules (410)
                              20.00 Transport Modules (415)

-----------------------------------------------------------------------------
Recruitment: Mercenary (1009) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. They are used to recruit or train natives of a world as 
general troops. Population determines races available.

Item Type:                    Complex (Mercenary)
Mercenary Training:           10
Build Requirment:             25.00 Basic Modules (410)

-----------------------------------------------------------------------------
Recruitment: Employee (1010) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. They are used to recruit or train natives of a world as 
employees. Population determines races available.

Item Type:                    Complex (Employee)
Employee Training:            10
Build Requirment:             25.00 Basic Modules (410)

-----------------------------------------------------------------------------
Hospital (1011) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. The quantity per starbase mass determines the chance of 
spotting and neutralising diseases.

Item Type:                    Complex (Hospital)
Efficiency (%):               100
Build Requirment:             25.00 Basic Modules (410)

-----------------------------------------------------------------------------
Security (1012) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. The quantity per population and mass determine the overall 
security of the starbase.

Item Type:                    Complex (Security)
Efficiency (%):               100
Build Requirment:             15.00 Military Modules (405)
                              5.00 Basic Modules (410)
                              5.00 Transport Modules (415)

-----------------------------------------------------------------------------
Shipyard (1013) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. These assemble hulls to produce ships as per the rule book.

Item Type:                    Complex (Ship Yard)
Hulls per week:               4
Build Requirment:             20.00 Industrial Modules (400)
                              5.00 Structural modules (420)

-----------------------------------------------------------------------------
Maintenance (1014) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. Ships use them to Maintain, Refit and Repair as per the rule 
book. 1 complex will increase integrity by a miximum of 10% and reduce damage 
by 200mu per visit. A repair visit will also recharge the ship's shields.

Item Type:                    Complex (Maintenance)
Efficiency (%):               100
Build Requirment:             15.00 Industrial Modules (400)
                              5.00 Basic Modules (410)
                              5.00 Structural modules (420)

-----------------------------------------------------------------------------
Shuttle Port (1015) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. These are used to transport items to and from other locations 
as per the rule book.

Item Type:                    Complex (Shuttle Port)
Shuttle Port Capacity:        1000
Build Requirment:             20.00 Transport Modules (415)
                              5.00 Structural modules (420)

-----------------------------------------------------------------------------
Hiport (1016) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. This is used to both link orbital docks with the starbase and 
allow docked positions to transfer items to and from the starbase.

Item Type:                    Complex (Hiport)
Efficiency (%):               100
Build Requirment:             25.00 Structural modules (420)
Defence:                      100 mus

-----------------------------------------------------------------------------
Platform Control (1017) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. This is needed to effectively control emplacements.

Item Type:                    Complex (Platform)
Shuttle Port Capacity:        500
Build Requirment:             15.00 Military Modules (405)
                              10.00 Basic Modules (410)
                              10.00 Platform Hulls (90)

-----------------------------------------------------------------------------
Basic Training (1018) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. These are used to train mercenaries into specialised troops. 
Blueprints available limit choices.

Item Type:                    Complex (Training)
Training Capacity:            10
Build Requirment:             10.00 Military Modules (405)
                              10.00 Basic Modules (410)
                              5.00 Structural modules (420)

-----------------------------------------------------------------------------
Monastery (1019) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. These indoctrinate the world population in the culture of the 
starbase.

Item Type:                    Complex (Monastry)
Religious Training:           10
Requires Blueprint:           11019
Build Requirment:             10.00 Structural modules (420)
                              15.00 Basic Modules (410)

-----------------------------------------------------------------------------
Terraforming (1020) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. These alter the ecology of the planet, reducing the ratio of 
domes per complex over time.

Item Type:                    Complex (Terraforming)
Terraforming Effect:          1
Build Requirment:             15.00 Industrial Modules (400)
                              5.00 Basic Modules (410)
                              5.00 Transport Modules (415)

-----------------------------------------------------------------------------
Cave (1021) - 1000 mus

These hide the starbase from orbital scans and give some measure of protection. 
Should they be destroyed, they have a tendancy to collapse on whatever was 
within them. Many worlds have geology which is incompatible with cave 
excavation preventing their construction.

Item Type:                    Complex (Cave)
Area Enclosed:                2000
Build Requirment:             2.00 Structural modules (420)
                              23.00 Rock Structural Modules (430)
Defence:                      8000 mus
Explosive Damage:             500

-----------------------------------------------------------------------------
Teleporter Complex (1022) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. These are used to transfer items to and from any other 
location in the system as per rule book.

Item Type:                    Complex (Teleporters)
Teleport Capacity:            1000
Build Requirment:             20.00 Teleporter modules (425)
                              5.00 Structural modules (420)

-----------------------------------------------------------------------------
Recreation (1023) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. Visiting positions can make use of these facilities to boost 
morale and therefore efficiency.

Item Type:                    Complex (Recreation)
Efficiency (%):               100
Build Requirment:             20.00 Basic Modules (410)
                              5.00 Structural modules (420)

-----------------------------------------------------------------------------
Merchandising (1024) - 1000 mus

Complexes are basically a collection of prepared and secured modules that have 
been specialised. These are used to act as trade centres for the world 
population. This produces a revenue.

Item Type:                    Complex (Merch)
Merchandising Capacity:       100
Build Requirment:             15.00 Basic Modules (410)
                              10.00 Structural modules (420)

-----------------------------------------------------------------------------
