Special module

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Revision as of 05:58, 20 September 2013 by Skula1975 (talk | contribs) (1 revision: Восстановление из бекапа при переезде)
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Each role has a different special module built in to the ship. By default they are activated with F.

Interceptor Modules

Recon
Microwarp engine
Charges up, then makes a long-range jump.[1]
Covert Ops
Plasma web
Deals thermal damage over time
ECM
Tachyon cocoon
Makes your ship invulnerable, then releases a pulse that disables nearby enemies

Fighter Modules

Gunship
Ship overdrive
Increases speed, firing rate and energy regeneration speed for a short time
Tackler
Chameleon
Optical distortion generator. Renders ship invisible to sight and sensors for a short period
Command
Diffusion shield
Absorbs damage at the expense of energy for a short time.

Frigate Modules

Empire LRF
Disintegrator
Sniping long range thermal weapon
Jericho LRF
Guided torpedo
Guided long range thermal missile
Engineering
Combat Drones
Passively constructs drones that deal thermal damage at short range. Use to overload a drone, repairing nearby ships
Guard
Phase shield
Increase shield's resistance to the chosen damage type.[2]

Comments

  1. Jump distance is based on ship velocity * 28 for 2 seconds, e.g. (ship speed 200m/sec * 28)*2 = 11,200m jump distance.
  2. Increased resistance is always on, 'using' the modules switches the damage type : Thermal > EM > Kinetic > Thermal ...