Active modules: Difference between revisions
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<caption>[[File:Recon.png|link=Scout|40px]] <font size="3"><b>Scout modules</b></font></caption> | <caption>[[File:Recon.png|link=Scout|40px]] <font size="3"><b>Scout modules</b></font></caption> | ||
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<td width="20%">[[File:Spy Drones.png | <td width="20%">[[File:Spy Drones.png |link=Spy Drones Container|50px]]</td> | ||
<td width="20%">[[File:ShieldVampire_Icon.png|link=Parasitic Remodulator|50px]]</td> | <td width="20%">[[File:ShieldVampire_Icon.png|link=Parasitic Remodulator|50px]]</td> | ||
<td width="20%">[[File:SpyBeacon_Icon.png |link=Micro-locator|50px]]</td> | <td width="20%">[[File:SpyBeacon_Icon.png |link=Micro-locator|50px]]</td> |
Revision as of 04:56, 23 May 2014
Warning: Display title "Active modules" overrides earlier display title "<span style="display:none">Active modules</span>".
- Active module
- Active Modules are trigger Abilities/Skills that can be bought or sold and fitted into slots that are numbered One(1) through Four(4). Once modules are placed they can be used by pressing a number on the keyboard corresponding to the numbered location of the module.
- The amount of Active Modules per ship depends on the Tech level of said ship. Current ships have no less than two and no more than four Active Module slots. Some modules may be used by all classes of ship while others are specific to certain roles.
- Note that Module effects typically do not stack. So if two Command ships are within range of providing an Aegis buff to your ship, only the stronger Aegis effect will be applied.
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ECM modules |
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Modules for Long Range frigates
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