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All resources can be bought in stores for scrap and traded in certain random events.
Resources are frequently rewarded for defeating enemy ships, or accepting bribes or surrenders.
Fuel
"Powers your FTL drive. One jump per fuel."
Fuel cells are required to make FTL Jumps. Each jump between beacons costs 1 fuel, including backtracking to previously visited ones.
All ships start with 16 fuel. Fuel costs 3 from stores, or 2 from refuelling station events.
If the player attempts to perform an FTL Jump with no fuel remaining, the Sector Map will spell out "NO FUEL" and will instead offer the option to Wait for one turn, with the Rebels advancing the same distance as they would after a regular FTL Jump. The Rebel advance will be slowed if you are in a nebula (just like a normal nebula jump).
A distress beacon can be activated before waiting. The distress beacon increases the chances of being found by a ship, either hostile or friendly, and therefore increases the chance of obtaining fuel.
Missiles
"Multipurpose ammo for any missile based weapon."
One missile ammunition is consumed when a missile or bomb is fired. You can reduce missile consumption with the Explosive Replicator augment, which provides a 50% chance of not consuming a missile.
Drone Parts
"Allows you to deploy drone schematics you've found. Each deployment costs one drone part."
Drone parts are consumed by Drones and Hacking. Drone parts cost 8 from stores
Some drone parts can be recovered after use with the Drone Recovery Arm augment. Boarding drones and hacking probes cannot be recovered, even if the enemy ship is intact.