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.
- 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.
- Hierarchy of Module Efficiency
Modules
Common
Covert Ops
Recon
ECM
Gunship
Command
Tackler
Engineering
Guard
Name | Icon | Tiers | Description | Mk 3 Faction |
---|---|---|---|---|
Mass Propulsion Inhibitor | 1+ | Blocks enemy thusters and afterburners within a 1100-1300m radius. | ||
Signature Masking | 3+ | Reduces damage taken from enemies in a 1000-1300m radius. | ||
Missile Shield | 2+ | Shoots down nearby enemy missiles. | ||
Emergency Shield Boost | Emergency Shield Boost.png | 3+ | Repairs your ship's shield over 20s | |
Liquid Metal Injector | 3+ | Repairs your ship's hull over 20s | ||
Pulsar | 2+ | Deals pulses of thermal damage to all enemies in a short radius |