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Some of the modules can be found in different sizes. They can be placed on a ship according to the ship's displacement: small (light) size modules on light ships, medium size modules on medium size ships, and large (heavy) modules on the largest ships. It is possible to fit a different size module on a given ship but there will be some energy penalties for doing so (the power of the Energy Core will be reduced).

Every module can be found in one of three tech versions: T0 (usually not specified in module's name/description), T1, and T2. Higher tech level modules are better/more efficient than the lower ones. The tech level of the module plays no role in the module-ship size match.

Some of the modules are active - requires turning on/off. The other ones are passive (they work in the background and do not require any action from the player). Some active modules function requires the presence of a target (the offensive modules), other does not (the deffensive modules). Some active modules uses ship's energy points.

The modules can occupy a high, medium or low slot on the craft.


Modules for armour and shield:

  • Armour Resist - increases armour resistance to enemy weapons. There are 3 types of Armour Resist modules: EM, kinetic and gravitic. Passive module. Low slot.
  • Armour Plates - increases the armour of the ship but reduces maximum thrust. Passive module. Low slot.
  • Armour Repairer - uses energy points to repair a certain ammount of ship's armour points. It has 3 sizes: small, medium and large. Active module. No targeting required. Low slot. Multiple modules can be used.
  • Shield Resist - increases shield resistance to enemy weapons. There are 3 types of Shield Resist modules: EM, kinetic and gravitic. Passive module. Medium slot.
  • Shield Layering - increases shield capacity but it also increases signature radius of the ship. It has 3 sizes: small, medium and large. Passive module. Medium slot.
  • Shield Recharger - uses energy to recharge some shield points. It has 3 sizes: small, medium and large. Active module. No targeting required. Medium slot. Multiple modules can be used.
  • Shield Energizer - reduces shield recharge time. Passive module. Medium slot.


Modules for energy:

  • Energy Boost - Replenish the energy level of the ship. It has 3 sizes: small, medium and large. Active module. No targeting required. Medium slot.
  • Power Catalyst - reduces shield recharge time but increases the time required for recharging the enery reserve. Passive module. Low slot.
  • Powercore Plus - increases the ship's energy capacity. Passive module. Low slot. Multiple modules can be used.
  • Powercore Speed - decreases energy recharge time. Passive module. Low slot. Multiple modules can be used.


Modules for enhancing ship's capabilities:

  • Afterburner - increases maximum thrust of the ship.It has 3 sizes: small, medium and large. Active module. No targeting required. Medium slot.
  • Propulsion Drive - increases maximum thrust but it also increases the craft's signature radius. Passive module. Low slot.
  • Hull Modifier - increases maximum thrust of the ship but reduces the armour. Passive module. Low slot.
  • Speed Booster - uses energy to give a boost of speed. Not as useful as an Afterburner module. Active module. No targeting required. Medium slot.
  • Warp Stabilizer - increases warp strengh and speed. Passive module. Medium slot.
  • Evader - gives a burst of speed to the ship in a random direction. Useful for evading the enemy fire but difficult to use when dealing with multiple enemies. Active module. No targeting required. Medium slot.
  • Tractor Beam - increases tractor beam's range and force. Passive module. Medium slot.
  • Cargo Bay - increases cargo capacity of the ship but reduces maximum thrust. Passive module. Low slot.


Modules for increasing the weapons efficiency:

  • Missile Speed Boost - increases missiles' speed. Passive module. Low slot.
  • Warhead Multiplier - increases missiles' capacity. Passive module. Low slot.
  • Turret Ammo Boost - increases turret's damage. Passive module. Low slot.
  • Turret Tracker - increases turret's tracking accuracy. Passive module. Low slot.


Modules for sensor enhancement and electronic warfare:

  • Sensor Boost - increases lock distance range and scan resolution. Passive module. Medium slot.
  • Sensor Damp - reduces target's lock range. Uses energy points. Active module. Requires targeting. Medium slot. Multiple modules can be used.
  • Lock Distance Boost - increases the distance at which the ship can obtain a lock for weapons/modules. Passive module. Medium slot.
  • Webber - reduces target's maximum thrust and boost. Uses energy points. Active module. Requires targeting. Medium slot.
  • Warp Jammer - prevent a ship from engaging its warp drive and running away. Uses energy points. Active module. Requires targeting. Medium slot. Multiple modules can be used.


  • Energy Neutralizer - neutralizes some energy points fron the target. It is more efficient at depleating the target's energy than the Energy Vampire module. It has 3 sizes: light, medium, and heavy. Active module. Requires targeting. High slot.
  • Energy Vampire - drain some energy point from target and transfers it to your ship. It has 3 sizes: small, medium, and large. Active module. Requires targeting. High slot.


  • ECCM (Electronic Counter Counter Measures) - decreases other ships' sensor strength. This module is meant to counteract the ECM modules used by enemy ships on you. Uses energy points. Active module. No targeting required. Medium slot. Multiple modules can be used.
  • Targeted ECM - jam the targeted ship's sensors making it harder to lock its weapons/modules. Uses energy points. Active module. Requires targeting. Medium slot.
  • Universal ECM - jam all the ships that have obtained a lock on your craft. Uses energy points. Active module. No targeting required. Medium slot.


Modules for support:

  • Remote Armour Repairer - uses ship's energy points to repair some of the target's armour. It has 3 sizes: small, medium, and large. Active module. Requires targeting. High slot.
  • Remote Shiled Recharger - uses ship's energy points to recharge some of the target's shield. It has 3 sizes: small, medium, and large. Active module. Requires targeting. High slot.
  • Remote Energy Transfer - transfers some of ship's energy points to target. It has 3 sizes: small, medium, and large. Active module. Requires targeting. High slot.


Modules for mining:

  • Autominer - guides the ship and it's weapons for mining the ore from asteroids. Passive module. Medium slot.

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