Skip to content

Equipment

Blueprint-progress viewer for equipment wares. 9 sections covering everything ship-mounted.

Equipment — Missile Turrets and start of Non-Missile Turrets sections

Fixed section order at md/deadairdynamicuniversemenus.xml:6863:

  1. Missile Turrets — class.missileturret (default 100 fragments — heavy grind)
  2. Non-Missile Turrets — class.turret (default 100)
  3. Missile Launchers — class.missilelauncher (default 100)
  4. Engines — class.engine (default 100)
  5. Shield Generators — class.shieldgenerator (default 100)
  6. Weapons — class.weapon (default 100)
  7. Satellites — class.satellite (default 20)
  8. Missiles — class.missile (default 20)
  9. Countermeasures — class.countermeasure (default 20)

Design intent: the six 100-count classes are the “high-value equipment blueprints” DA wants to make a genuine grind. Weapons, engines, and shield generators dictate ship combat power more than the ship hull itself — DA is opinionated that these should take significant scanning to acquire.

Missile Turrets section (24 tracked entries visible), all at 0/100:

Format: <FACTION> <SIZE> <TYPE> Turret Mk1. Observed factions: ARG (Argon), BOR (Boron), PAR (Paranid), SPL (Split), TEL (Teladi), TER (Terran).

Sizes: L (large), M (medium).

Types shown: Dumbfire, Tracking.

Sample rows:

  • ARG L Dumbfire Turret Mk1 — 0/100
  • ARG L Tracking Turret Mk1 — 0/100
  • ARG M Dumbfire Turret Mk1 — 0/100
  • ARG M Tracking Turret Mk1 — 0/100
  • BOR M Dumbfire Turret Mk1 — 0/100
  • BOR M Tracking Turret Mk1 — 0/100
  • PAR L Dumbfire, PAR L Tracking, PAR M Dumbfire, PAR M Tracking Mk1 — all 0/100
  • SPL L/M Dumbfire + Tracking Mk1 — all 0/100
  • TEL L/M Dumbfire + Tracking Mk1 — all 0/100
  • TER L/M Dumbfire + Tracking Mk1 — all 0/100

Non-Missile Turrets section (visible at bottom of screenshot):

Similar format but shows more types — Beam / Mining / Plasma / Pulse / Bolt / Flak. Multiple rows visible for ARG: Beam Turret Mk1 (×2), Mining Turret Mk1 (×2), Plasma Turret Mk1 (×2), Bolt Turret Mk1 (×2), Flak Turret Mk1 (×2), Pulse Turret Mk1 (×2). L and M each get their own row.

Duplicate rows for the same name (Beam Turret Mk1 ×2, etc.) are the same knownname-share phenomenon seen in Ships — different macros (per-size) render the same display name.

  • No equipment blueprints completed — makes sense given the 100-count requirement.
  • All Mk1 variants — no Mk2/Mk3 turrets have been scanned yet. Higher-Mk equipment probably hasn’t crossed the player’s police-scan window yet.
  • Faction distribution roughly even — 6 vanilla factions each × 2 sizes × 2 missile types = 24 rows, matching what’s visible.

The 100-count defaults on the six high-value classes are configurable — you can dial them down on the main menu if you find the grind too heavy. Lowering missileturret from 100 to 40 makes turret-blueprint hunting comparable to S-ship-hunting difficulty.

Practical hint: if you want to farm equipment blueprints, target enemy L/M ships (they carry more equipment slots) and use a top-tier scanner. The scan awards fragments per-equipment-piece too, so an L-ship carrying 8 turrets = 8 turret-fragment scans in one go.

These low-count (20) classes complete quickly:

  • Missiles — pick up missile blueprints in ~5-6 encounter-scans.
  • Countermeasures — same.
  • Satellites — same.

You’ll likely see these blueprints complete before any of the 100-count equipment types.