Active modules are such modules that the player must activate manually at his chosen point in time. After activation, the module works for some time. Switching off a module can occur manually or automatically, it depends on the mechanics of a particular module.
Active modules consume energy for their work. With a lack of energy, both blocking the active module and its premature shutdown are possible.
The active modules are divided into two parts: the role and the multipurpose ones. Role modules are divided into groups corresponding to the roles of ships, and are designed to be installed on ships of the corresponding role. Multipurpose modules are designed to survive in battle and can be installed on any ship, regardless of its class or role, with the exception of destroyers.
Common modules are available for installation on all ships of a suitable role.
Unique modules can only be installed on the ship which they were created for.
Modules by 'Ellydium' technologies can be installed on alien ships, and some - on human ships of suitable role.
The colour of the active module icon indicates its type of impact: red means that the module deals thermal damage, yellow - kinetic, blue - EM damage, purple - other negative effects, green - effect on the hull, blue - on the shield, orange - on the weapons, gray - other effects (acceleration, invulnerability, etc.).
The colour of the bar at the bottom of the module icon (in Atlas - the frame around the module and the number) indicates its level: from Mk.1 (white) to Mk.5 (orange).