Active module
- Active Modules
- 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.
- Each Module has a tier or "Mk." with each higher rank gaining greater efficiency. Mk.I and Mk.II are readily available to ships meeting Tech requirements but Mk.III must be unlocked by reaching a required Rank of Reputation in a Sub Faction.
- Note that Module effects 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.
- Hierarchy of Module Efficiency
Modules
Common
Covert Ops
Recon
ECM
Gunship
Command
Tackler
Engineering
Guard
Module Voucher Requirements(Loyalty Vouchers)
What are Loyalty Vouchers? Loyalty vouchers are rewards from subfaction contracts (available when you reach Rank 2), as well as rare loot that can be found after a victory in battle. they're ONLY use in-game thus far is to upgrade weapons and modules from Mk.II to Mk.III (As of this writing S-C is in Beta v0.9.10)
With that in mind, read onward....
Note:Table Categorized by sub-Faction, the sub-Faction states what faction you will need to do contracts for (this will gain you vouchers) in-order to get the module you want
Armada
Armada is a Sub-Faction of the Federation.Name | For | Type |
---|---|---|
PlasmaGun | Interceptor | Weapon |
Singularity Cannon | Fighter | Weapon |
Name | For | Type |
---|---|---|
RepairKitM | Rest/Surv | Active |