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This article is about the ship components purchased and installed through the equipment bay. For the commodity, see Commodities.

In Rebel Galaxy Outlaw, components are ship systems and features other than weapons and defense systems. The can be installed once you have docked on a station with an equipment bay service.

Powerplants[]

Powerplants generate the energy the ship's systems require to function. They can be restricted to specific high level ships.

Available powerplants include:

Components

(game v1.18d)

Capacity

(GJ)

Charge rate

(GJ/s)

Price
Powerplant 1 40 5 10k
Powerplant 2 80 10 30k
Powerplant 3 140 17 90k
Powerplant 4 220 28 220k

NOTE: They are the main component for ship effectiveness, regulating how long afterburners can be active, how quickly shields can recharge and how long your linked fire (using energy blast weapons that drain power) can fire continuously, in particular when we activate them all together. This primary component affects all your performances, in particular in battle, so maximize it ASAP!

Afterburners[]

Afterburners are engine systems that provide auxiliary thrust to push a ship beyond its standard top maneuvering speed. They can be installed on any ship.

Available afterburner systems include:

Components

(game v1.18d)

Speed

(max bonus)

Acceleration

(m/s)

Energy use

(when active)

(GJ/s)

Price
Afterburner 75% 200 20 3k
Injection Burner 2K 100% 300 35 25k
Cyclic Burner 150% 50 15 40k

NOTE: Injection Burner 2K is actually pretty valuable, even if it drains more energy, with the best acceleration and a good max speed bonus. That's because in practice we use the afterburners to reach the target in range quickly, then we simply don't use them while firing (or mining). The Cyclic Burner is not suggested, its acceleration (50m/s) is too low to have useful application, because it takes 6 times the Injection Burner 2K time (with 300m/s) to double your speed (100% bonus), so you'll never get the max speed (with 150% bonus) in battle in practice (where we pair most of the time our speed with slower opponent ships to maximize hit rate). The main exception is for low speed merchant ships, where a cyclic burner will make it much easier to flee from hostiles. Just point your nose in a direction and hold the afterburner key.

Radars[]

Radar systems are used to track other ships and objects in the vicinity. They can be installed on any ship.

Available radars include:

Components

(game v1.18d)

IFF Locking Multi
ITTS
Energy use

(GJ/s)

Price
Optus Mk1 no no no 0 10k
Ranger LS 3 yes no no 1 30k
Optus Mk2 no yes no 1 30k
Ranger LS 3I yes yes no 1 50k
Optus Mk3 no yes yes 1 34k
Ranger LS Infinity yes yes yes 5 85k

NOTE: IFF is whether the radar has color coding of objects on the map (red for hostiles, blue for friendlies, etc.) Locking is whether the radar is able to keep track of your current target even if it leaves your forward cone. Multi-ITTS is whether the radar is capable of providing leading cues for multiple weapons with different projectile speeds. if player select the "normal playstyle" at the beginning, your ship already has the best scanner in the game in practice (Ranger LS 3I); the Ranger LS Infinity simply adds individual weapons cursors for guns and missiles on screen when the target gets in range, but in practice we look directly for the distance info displayed, so they are redundant and this radar is not suggested till end game (when you have already bought everything else more useful).

Cargo holds[]

Cargo hold extenders increase the cargo capacity of a ship. They can be restricted to specific high level ships.

Available extenders include:

Components

(game v1.18d)

Rank Hidden Capacity Energy use

(GJ/s)

Price
Cargo Extender 1 no 4 0 12k
Secret Stash 1 yes 2 0 25k
Cargo Extender 2 2 no 10 0 40k
Smuggler's Hold 2 yes 6 1 65k
Cargo Extender 3 3 no 20 0 90k

NOTE: Rank is has be equal or smaller than the ship max cargo rank for it to be mountable. Hidden is whether or not carried illegal items up to the capacity of the extender will show up on a contraband scan or not. the cargo collected in battlefields and explorations is quite important for the game economy and ship evolution, so try to install the biggest extenders your ship allows. The smuggler's ones are very limited with no practical benefit (the black markets are normally distant and peripheral in the sector), so they are not suggested.

Tractor beams[]

Tractor beams are used to retrieve nearby objects and people. They can be installed on any ship.

Available tractor beams, with different reach, include:

Components

(game v1.18d)

Range

(m)

Price
Tractor Beam 1200 7.5k
Enhanced Tractor 2200 28.5k

NOTE: the improvement in effectiveness of the Enhanced Tractor is high valuable in many applications, so it's strongly suggested.

Jump Drive[]

Jump drives allow a ship to move from system to system quickly. They can be installed on any ship.

There are two options available:

Components

(game v1.18d)

Jumps Before Refuelling Safe Jump Price
Jump Drive 6 no 20k
Shielded Jump Drive 8 yes 180k

NOTE: the Jump Drive consumes fuel that is required to allow the systems jump. Re-fueling is automatic docking on any station or free fuel distributors in every system. The Shielded Jump Drive features greater fuel capacity and is impervious to damage from using unstable Jump Gates.

Subsystems[]

Subsystems provide miscellaneous functions. They can be installed on any ship.

Available subsystems include:

Components

(game v1.18d)

Energy use

(GJ/s)

Price
Mining Scanner 0 10k
Repair Droid 5 30k

NOTE: the Mining Scanner is a fundamental component for mining activities; once installed it is integrated in the main radar function and mini-map. The Repair Droid is not suggested, because it drains useful energy and currently it's not very effective repairing for its slow speed (you can simply repair in any station for few hundreds credits more).

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