Combat Modules

Combat Modules are Modules that can be installed on Battleships. They can have various effects like disabling ships, teleportation, boosting damage, or generating area damage. *Removed modules* may be viewed here, and *pre-2023.1 update* modules may be viewed here.

### **EMP**

Disables all hostile ships, rockets and drones within the affected area for a short period of time. Disabled ships do not move or fire, but can still activate Modules.

**Cooldown**: 2m, 1d12h for WS

Blueprints are obtained by researching level 2+ Combat Artifacts.

### **Solitude**

Greatly increases damage output for the owner's ship weapon when there are no other Battleships in the sector (including Battleships from other players).

In Blue Stars, greatly increases damage output for the owner's ship weapon when there is only one enemy Battleship in the sector (Cerberus ships do not count).

Blueprints are obtained by researching level 3+ Combat Artifacts.

*Replaced Unity in the 2023.1 update*.

### **Fortify**

While the effect is active, the Battleship's weapon damage output is increased by a fixed percentage rate. The activating ship is immediately immobilized and is unable to move for the entire duration. Cerberus ships prefer firing on the Fortified ship over all other potential targets, and will switch from their old target immediately if the activating ship is within range.

**Cooldown**: 2m, 1d12h for WS

**Duration**: 20s, 12s for BLS, 6h for WS

Blueprints are obtained by researching level 4+ Combat Artifacts.

### **Teleport**

After the Activation Delay, the ship teleports to the designated target, which must be within teleportation radius. Cannot teleport inside Barrier areas created by enemy ships.

Has a 5s activation delay, or 8h in WS. Teleporting will break an enemy Bond.

**Cooldown** (WS): 1d12h

Blueprints are obtained by researching level 5+ Combat Artifacts.

### **Weapon Amplifier**

Increases the Damage amount for the weapons of all Ships and Drones in range, including enemy ones. For Projectile Weapons, the Damage Modifier will be applied at the moment the Projectile is launched, for all launching Ships in range. An object in range of multiple WEAPON AMPLIFIER areas is only affected by the highest level one.

**Cooldown**: 2m, or 1d12h in WS

**Range**: 160 AU, or 130 in PvP

**Duration**: 30s, or 8h in WS

Blueprints are obtained by researching level 5+ Combat Artifacts.

*Replaced Time Warp in the 2023.1 update*.

### **Destiny**

After a short activation period, a massive blast deals area damage to all enemy ships in range. After dealing damage, the activating ship will jump to an asteroid field randomly selected from all asteroid fields in up to 6 sectors immediately surrounding the activation sector. If there are no asteroids left in the neighboring sectors, DESTINY cannot be activated. Can only be activated if there are enemy ships in the current sector. Has a 100 AU range.

**Cooldown**: 5m, or 2d in WS

**Activation Delay**: 3s, or 2h in WS

Blueprints are obtained by researching level 6+ Combat Artifacts.

### **Barrier**

Creates a force field around the ship. Enemy ships and most rocket types cannot move while inside the force field. Enemy ships cannot use any object inside the effect area as a target for the Teleport module. Does not affect Drones. Has a 100 AU range. Using Bond can move a ship with barrier. Range is 100 AU.

**Cooldown**: 2m, or 1d12h in WS

Blueprints are obtained by researching level 6+ Combat Artifacts.

### **Vengeance**

Starts activating automatically when the owner ship drops below the Hull Strength Threshold. Once the Activation Delay passes, and if the owner ship is still not destroyed, a massive explosion will deal Area damage to all enemy ships in range.

Hull Strength Threshold = 2000. Activation is cancelled upon using a jump gate.

**Activation Delay**: 5s, 10s in BLS, or 2h in WS

**Cooldown**: 5m, or 1d12h in WS

Blueprints are obtained by researching level 7+ Combat Artifacts.

### **Delta Rocket**

A fast Rocket that does Area damage to all enemy ships when it reaches its final destination. Can pass through Barrier. The owner can optionally set a second waypoint after the launch. Enemy ships can fire on the Rocket using normal targeting rules. No damage is applied if the rocket is destroyed before it reaches its destination.

**Cooldown**: 10m, or 1d12h in WS

**Maximum Speed**: 2100 AU/m

Blueprints are obtained by researching level 7+ Combat Artifacts.

### **Leap**

Initiates Teleportation to the target location of the nearest friendly Drone engaged in combat, anywhere in the Star System. Engaged in combat means the Drone is actively firing on an enemy target, or is fired on by an enemy target. If there is no ally Drone engaged in combat, or no valid move target, Leap cannot be activated. Leap activation is cancelled if the target Drone is destroyed before the jump. If the jump completes, Area Damage is applied around the owner ship.

For White Star, initiates Teleportation to the target location of the nearest allied Battleship or Drone engaged in combat, anywhere in the Star System. Engaged in combat means the allied Battleship or Drone is actively firing on an enemy player target, or is fired on by an enemy player target. Combat with Cerberus ships does not apply. If there is no ally ship engaged in combat, or no valid move target, Leap cannot be activated. Leap activation is cancelled if either the target ally ship or teleport destination is destroyed before the jump. If the jump completes, Area Damage is applied around the owner ship.

Blast radius = 200 AU. Leaping breaks an enemy Bond.

**Cooldown**: 3m, or 1d12h in WS

**Activation Delay**: 5s, or 8h in WS

Blueprints are obtained by researching level 8+ Combat Artifacts.

### **Bond**

Creates a movement link with the targeted enemy ship. While the link is active, the enemy ship is unable to move independently. Any movement from the owner ship will be reflected on the enemy ship, so that the distance between the two ships always remains the same. The owner ship will not be affected by a Barrier field activated by the enemy ship. The enemy ship can break free from the link earlier by using Bond on the original ship, or a module that causes teleportation. Cannot be used in Red Stars.

**Cooldown**: 6m, or 12m in BLS, or 2d in WS

White star duration is 8h.

Blueprints are obtained by researching level 8+ Combat Artifacts.

### **Suspend**

Reduces movement speed and weapon damage for all enemy Ships and Drones in range. An object in range of multiple Suspend areas is only affected by the highest level one.

Effect range is 240 AU.

**Cooldown**: 6m, or 1d12h in WS

**Duration**: 45s, or 8h in WS

Blueprints are obtained by researching level 9+ Combat Artifacts.

### **Omega Rocket**

A strong, slow Rocket that can be launched within a limited range and does massive Area damage to all enemy ships when it reaches its destination. Enemy ships can fire on the Rocket using normal targeting rules. The Rocket still delivers a small amount of Area damage on a smaller radius to enemy ships if neutralized before reaching its destination.

**Target Range**: 1000 AU , **Explosion Range**: 120 AU, **Neutralized Damage Range**: 60 AU

**Cooldown**: 10m, or 2d in WS

**Maximum Speed**: 900 AU/m

Blueprints are obtained by researching level 10+ Combat Artifacts.

### **Remote Bomb**

Leaves a stationary Bomb at the ship's current location. The bomb will start triggering once an enemy ship enters the blast range. All enemy ships within the blast range will take area damage after the trigger period is over. The bomb can be targeted by enemy ships using regular targeting rules. If neutralized before the trigger period expires, it will deal less area damage across a smaller range. Not affected by Area damage. Not useable in Yellow stars.

**Cooldown**: 10m in RS, 20m in BLS, or 2d in WS

**Trigger Time**: 15s in RS, 30s in BLS, or 2h30m in WS

Blueprints are obtained by researching level 11+ Combat Artifacts.