Modules 2.0

I think the Modules page is out-of-date, so I'm making this one as a stand-in based on what I've seen in-game from playing recently.

Hello,

Please, please do not touch and remove that page unless you
are willing to transfer and update information in the new page in that table format.
Information here is accurate enough and help new players to gather faster preliminary
information what are those modules actually are and parameters are easy readable and in compact form and cannot be found anywhere else. Therefore, the page is
not harming official Wiki pages and make our lives easy.

## Secondary Weapons

### Beam Turrets

*Fires short-range, high-damage beams at a targeted enemy.*

* Is the change in DPS between ranges gradual or instant?
	+ Is there a DPS curve within the ranges themselves?
* Community Notes go here

### Bolt Gun Turrets

*Fires long-range bolts at a targeted enemy, damaging it.*

 V

* Community Notes go here

### Bolt Guns

*Fires medium-range bolts at a targeted enemy, damaging it.*

 EMG-500

* Community Notes go here

### Flak Turrets

*Fires short-range flak cannons at a targeted enemy. Weapon accuracy degrades quickly with distance to the target.*

* Community Notes go here

### Heavy Flak Turrets

*Fires short-range flak cannons at a targeted enemy. Weapon accuracy degrades quickly with distance to the target.*

* Community Notes go here

### Heavy Mortar

*Fires long-range shells at a targeted enemy. Each shot inflicts heavy damage, but the weapon must reload after every shot.*

 V

* Community Notes go here

### Light Flak Turrets

*Fires short-range flak cannons at a targeted enemy. Weapon accuracy degrades quickly with distance to the target.*

* The ROF means that the time between each shot is ~0.55 S
	+ Needs checking, based on theory not gameplay
* Community Notes go here

### Light Machine Guns

*Fires medium-range machine guns at a targeted enemy. Features limited damage output, but a high firing rate.*

* Community Notes go here

### Light Particle Turrets

*Fires medium-range beams at a targeted enemy. Features limited damage output, but high weapons accuracy.*

* Community Notes go here

### Light Rocket Turrets

*Fires a slow-moving group of missiles at a targeted enemy. Optimized for short- and medium-range combat.*

 V

* Community Notes go here

### Machine Gun Turrets

*Fires short-range machine guns at a targeted enemy.*

* Community Notes go here

### Plasma Turrets PAT

*Fires short-range, rapid-fire plasma bolts at a targeted enemy.*

* Community Notes go here

### Repeater Guns

*Fires medium-range, rapid fire cannons at a targeted enemy.*

* Community Notes go here

### Rocket Turrets

*Fires a group of rockets at a targeted enemy. Optimized for short- and medium-range combat.*

 V

* Community Notes go here

### Tesla Turrets

*Fires short-range, high-damage beams at a targeted enemy.*

* The Stats seem to imply that the Damage Beam has a damage curve. Is that true? - *No the damage is constant. Every second the Laser will deal 2200 damage (i.e. T5)*
* Community Notes go here

## Primary Modules

### Artillery Pod

*Deploys a turret pod that hovers in place, firing slowly at distant enemies.*

* Community Notes go here

### Assault Blink Warp

*Warps the ship forward by a short distance, damaging any enemy that the ship warps through. Ignores shields.*

 IV

* Community Notes go here

### Ballistic Broadside

*Fires a medium-range volley at a targeted enemy to one side of the ship.*

* Community Notes go here

### Beam Amplifier

*Intensifies the primary weapon, but higher tiers drain energy and increase damage taken. Stacks with other weapon-amplification effects.*

* Community Notes go here

### Blast Ram

*Charges the ship's bow so that ramming an enemy ship damages it and other nearby enemies. Ignores shields.*

 IV

* Community Notes go here

### Blink Warp

*Warps the ship forward by a short distance.*

* Community Notes go here

### Bomb Catapult

*Hurls slow-moving proximity-triggered explosives at a targeted enemy from long range. Manually detonable.*

* Community Notes go here

### Bombers

*Deploy bombers toward a targeted enemy. Rather than attacking directly, bombers harass the enemy with scrambler mines.*

* Community Notes go here

### Damage Autobeams

*Fires auto-targeted damaging beams at nearby enemies.*

* Community Notes go here

### Disruptor Autobeams

*Fires auto-targeted beams at nearby enemies, interrupting module usage.*

* Community Notes go here

### Drain Drones

*Deploys a drone that follows the ship, draining energy from nearby enemies over time.*

* Community Notes go here

### Fighters

*Deploy fighter that remain near the ship and independently engage nearby enemies.*

* Community Notes go here

### Flashpoint Torpedo Salvo

*Fires a group of short-range nuclear torpedoes at a targeted enemy. Manually detonable.*

* C​​ommunity Notes go here

### Goliath Torpedo

*Fires a medium-range nuclear torpedo at a targeted enemy, damaging it and other nearby enemies. Manually detonable.*

* Find out it's speed in M/S.
* Find out what arming Time means and include i.e. time since button pressed or time since it actually starts moving?
* Community Notes go here

### Heavy Cloak

*Cloaks the ship, but reduces damage resistance. Cloak holds even while moving, using weapons or modules, or taking damage.*

* Community Notes go here

### Interceptors

*Deploys interceptors to engage a targeted enemy*

* Community Notes go here

### Kinetic Armor Amplifier

*Increases damage resistance. Also regenerates energy based on damage taken while active.*

* The gain from Mk. IV to V is + 0.0075, from in-game info.
* Community Notes go here

### Kinetic Weapon Amplifier

*Increases weapon damage and shortens reload time. Amplifies weapons further if damaged while active.*

* Community Notes go here

### Light Cloak

*Cloaks the ship, hiding it from view. Cloak breaks if the ship takes damage, fires weapons, or uses modules.*

* Community Notes go here

### Medium Cloak

*Cloaks the ship, hiding it from view. Cloak breaks if the ship takes damage, fires weapons or uses modules.*

* Community Notes go here

### Mine Catapult

*Hurls proximity-triggered mines from a distance to damage nearby enemies. Manually deployable.*

* Community Notes go here

### Missile Repeater

*Fires medium-range fragmenting missiles at a targeted enemy. Fragments seek new targets nearby if the original is destroyed.*

 IV

* Community Notes go here

### Nuclear Missile

*Fires a long-range nuclear missile toward a targeted enemy, damaging it and other nearby enemies. Manually detonable.*

* Community Notes go here

### Plasma Broadside

*Fires a short-range volley at a targeted enemy to one side of the ship.*

* Community Notes go here

### Plasma Ram

*Charges the ship's bow so that ramming an enemy ship damages it. Ignores shields.*

* Community Notes go here

### Purge Beam

*Enhances the ship's primary weapon so that it also reduces armor, prevents module usage, and drain energy. Increases incoming damage.*

* Community Notes go here

### Purge Mode

*Load the primary weapon with slow-moving projectiles that drain energy, slow movement, and interrupt module usage.*

* Community Notes go here

### Purge Ram

*Charges the ship's bow so that ramming an enemy drains its energy, slows its movement, and disrupts its modules. Ignores shields.*

 IV

* Communnity Notes go here

### Repair Drones

*Deploys a drone that heals this ship and nearby allies over time.*

* Community Notes go here

### Rapid Fire Mode

*Increases the primary weapon's firing rate. Higher tiers disable movement.*

 III

* Community Notes go here

### Scattergun Broadside

*Fires a short-range volley at a targeted enemy to one side of the ship.*

* Community Notes go here

### Scylla Torpedo

*Fires a long-range torpedo toward the targeted enemy. Manually detonable.*

* Community Notes go here

### Sentry Catapult

*Hurls turret pods that deploy in the targeted area to hover in place and fire at nearby enemies. Manually deployable.*

* Community Notes go here

### Siege Mode

*Load the primary weapon with slow-moving explosive projectiles, but drains energy and disables movement.*

* Community Notes go here

### Starling Missile Salvo

*Fires a group of long-range nuclear missiles at a targeted enemy and the are around it. Manually detonable.*

* Community Notes go here

### Stasis Autobeams

*Fires auto-targeted beams at nearby enemies, greatly slowing movement.*

* Community Notes go here

### Stasis Beam

*Enhances the ship's primary weapon so that it also slows the targeted enemy. However, lower tiers decrease the ship's weapon damage.*

* Community Notes go here

### Storm Missiles

*Fires a group of short-range missiles at a targeted enemy.*

* Community Notes go here

### Surge Drones

*Deploys a drone that replenishes energy for this ship and nearby allies over time.*

* Community Notes go here

### Target Blink Warp

*Warps the ship to a targeted enemy.*

 IV

* Community Notes go here

### Tartarus Missile

*Fires a long-range nuclear missile at a targeted enemy. Slows, drains energy, and disrupts module usage. Manually detonable.*

* Community Notes go here

### Tempest Missiles

*Fires a group of long-ranged missiles at a targeted enemy.*

* Please try the Tempest Missiles out in the Proving Grounds and note how they act when used. Specifically, note how they are fired upwards, come down on their target, and have limited tracking.
	+ This means that 1) Don't fire them when there's cover overhead and 2) Don't fire them when the enemy has cover directly over them.
* Damage per missile is; N: 2100, I: 1675, II: 1375, ...
	+ Theoretically, not via in-game testing.
* Community Notes go here

### Tesla Coil Pod

*Deploys pods that hover in place and shoot damaging beams at nearby enemy ships.*

* Community Notes go here

### Thrust Amplifier (Corvette)

*Speeds up Movement. Also shortens module cooldowns if damaged when active.*

* How can the Secondary effect be taken advantage of? How much damage needs to be taken to activate a Module already used?
	+ That info should probably go onto the individual ship's page and linked to here.
* Community Notes go here

### Tractor Beam Pod

*Deploys a tractor beam pod that hovers in place and pulls nearby enemies toward it.*

* Community Notes go here

## Secondary Modules

### Disruptor Missile

*Fires a long-ranged missile at a targeted enemy, interrupting and disabling module usage.*

 IV

* Community Notes go here

### Drain Mine

*Deploys a proximity-triggered mine that drains energy from nearby enemies and cancels their energy regeneration.*

* Community Notes go here

### Drain Missile

*Fires long-range missiles at a targeted enemy, draining its energy and slowing its movement.*

* Community Notes go here

### Drain Torpedo (Destroyer)

*Fires short-range torpedoes at a targeted enemy, draining its energy and canceling its energy regeneration. Manually detonable.*

* Community Notes go here

### Drain Torpedo (Corvette)

*Fires short-range torpedoes at a targeted enemy, draining its energy and canceling its energy regeneration. Manually detonable.*

* Community Notes go here

### Energy Missile

*Fires a long-range missile at a targeted ally, replenishin its energy.*

* Community Notes go here

### Flechette Half-Battery

*Fires a group of short-range missiles at a targeted enemy.*

* Community Notes go here

### Flechette Missiles (Artillery Cruiser)

*Fires a group of short-range missiles at a targeted enemy.*

* Community Notes go here

### Flechette Missiles (Dreadnought)

*Fires a group of short-range missiles at a targeted enemy.*

* Community Notes go here

### Heavy Torpedo (Corvette)

*Fires short-range torpedoes at a targeted enemy. Manually detonable.*

* Community Notes go here

### Heavy Torpedo (Dreadnought)

*Fires short-range torpedoes at a targeted enemy. Manually detonable.*

* Community Notes go here

### Light Flechettes

*Fires a group of medium-rnage missiles at a targeted enemy.*

 IV

* Community Notes go here

### Light Missiles

*Fires a fast-moving group of medium-range missiles at a targeted enemy.*

 IV

* Community Notes go here

### Light Proximity Mines

*Deploys proximity-triggered mines that inflict damage on nearby enemies.*

* Community Notes go here

### Light Torpedoes

*Fires a group of medium-range Torpedoes toward a targeted enemy. Manually detonable.*

* Community Notes go here

### Nuclear Mine

*Deploys a proximity-triggered mines that damages nearby enemies.*

* Community Notes go here

### Proximity Mines

*Deploys proximity-triggered mines that inflict damage on nearby enemies.*

* Community Notes go here

### Repair Pod

*Deploys a repair pod that hovers in place and heals nearby allies over time.*

* Community Notes go here

### Scrambler Mines

*Deploys proximity-triggered mines that blind nearby enemies by scrambling their viewscreens.*

* Community Notes go here

### Scrambler Missile

*Fires long-ranged missiles at a targeted enemy, blinding it on impact by scrambling its viewscreens.*

* Community Notes go here

### Stasis Mines

*Deploys proximity-triggered mines that slow the movement of nearby enemies.*

* Community Notes go here

### Stasis Missile

*Fires long-ranged missiles at a targeted enemy, slowing movement considerably on impact.*

* Community Notes go here

### Torpedo Salvo (Corvette)

*Fires a group of medium-range torpedoes at a targeted enemy.*

 IV

* Community Notes go here

### Torpedo Salvo (Destroyer)

*Fires a group of medium-range torpedoes at a targeted enemy. Manually detonable.*

* Torpedoes can be blind-fired. In which case they will be fired in the direction you have chosen, and explode when they reach their limit or are triggered again.
* Damage per Torpedo is; N: 1860, I: 1125, II: 1225, ...
* Community Notes go here

### Triad Pods

*Deploys sentry pods that hover in place and shoot at nearby enemies.*

* Community Notes go here

### Vulture Missiles

*Fires a group of long-range missiles at a targeted enemy, damaging it.*

* Community Notes go here

### Weaponbooster Missile (Destroyer)

*Fires long-range missiles at a targeted ally, increasing the effectiveness of its weapons.*

* Community Notes go here

### Weaponbooster Missile (Tactical Cruiser)

*Fires long-range missiles at a targeted ally, increasing the effectiveness of its weapons.*

* Community Notes go here

### Weaponbreaker Missile

*Fires a long-range missile at a targeted enemy, reducing the effectiveness of its weapons and inflicting minor damage.*

* Community Notes go here

### Weaponbreaker Torpedo

*Fires short-range torpedoes at a targeted enemy, damaging it and reducing the effectiveness of its weapons. Manually detonable.*

* Community Notes go here

## Perimeter

### Anti-Missile Lasers (Artillery Cruiser)

*Destroys a limited number of nearby enemy missiles and torpedoes automatically while active.*

* Community Notes go here

### Anti-Missile Lasers (Corvette)

*Destroys a limited number of nearby enemy missiles and torpedoes automatically while active.*

* Community Notes go here

### Anti-Missile Lasers (Destroyer)

*Destroys a limited number of nearby enemy missiles and torpedoes automatically while active.*

* Community Notes go here

### Anti-Missile Lasers (Dreadnought)

*Destroys a limited number of nearby enemy missiles and torpedoes automatically while active.*

* Community Notes go here

### Anti-Missile Lasers (Tactical Cruiser)

*Destroys a limited number of nearby enemy missiles and torpedoes automatically while active.*

* Community Notes go here

### Anti-Missile Pulse (Artillery Cruiser)

*Destroys all nearby enemy missiles and torpedoes instantly.*

 IV

* Community Notes go here

### Anti-Missile Pulse (Corvette)

*Destroy all nearby enemy missiles and torpedoes instantly.*

* Need to check what counts as "missiles and torpedoes". Such as nuclear torpedoes.
* Community Notes go here

### Anti-Nuke Lasers (Artillery Cruiser)

*Destroys a limited number of nearby enemy missiles, torpedoes, and nuclear warheads automatically while active.*

* Community Notes go here

### Anti-Nuke Lasers (Corvette)

*Destroys a limited number of nearby enemy missiles, torpedoes, and nuclear warheads automatically while active.*

* Community Notes go here

### Anti-Nuke Lasers (Tactical Cruiser)

*Destroys a limited number of nearby enemy missiles, torpedoes, and nuclear warheads automatically while active.*

* Community Notes go here

### Armorbooster Pulse

*Increases the damage resistance of this ship and nearby allies.*

* Community Notes go here

### Autoguns

*Shoots at nearby enemies automatically.*

* Community Notes go here

### Blast Pulse (Corvette)

*Damages nearby enemies instantly.*

 IV

* Community Notes go here

### Blast Pulse (Tactical Cruiser)

*Damages nearby enemies instantly.*

* Community Notes go here

### Cloak Pulse

*Cloaks this ship and all nearby allies while active. Cloak prevents enemy module lock-on.*

* Community Notes go here

### Disruptor Pulse (Artillery Cruiser)

*Disables modules instantly on all nearby enemies.*

* Community Notes go here

### Disruptor Pulse (Corvette)

*Disables modules instantly on all nearby enemies.*

* Needs testing in Proving Grounds to find out how "partially affected" the player is by their own pulse.
* Community Notes go here

### Drain Pulse

*Drains energy from nearby enemies. Also cancels energy regeneration while active.*

* Community Notes go here

### Heavy Autoguns

*Fires short-range cannons automatically at nearby enemies.*

* Community Notes go here

### Hell Lasers

*Destroys a limited number of nearby enemy missiles, torpedoes, and nuclear warheads automatically while active.*

* Community Notes go here

### Light Autoguns

*Shoots at nearby enemies automatically.*

* Community Notes go here

### Median Autoguns

*Fires short-range cannons automatically at a targeted enemy while active.*

* Community Notes go here

### Overclock Pulse

*Shortens module cooldowns for this ship and nearby allies over time.*

* Find out how often the Pulse fires off i.e it's Refire Time.
* Community Notes go here

### Protean Autoguns

*Shoots at nearby enemies automatically.*

* Is the DPS per turret or cumulative?
	+ Assuming cumulative we get a total DMG. curve of: 6000, 14400, 16800, ...
	+ Assuming per turret we get a total DMG. curve of: 6000, 28800, 50400, ...
	+ So testing is needed to find out how much total DMG they can do at Mk. I+
* Community Notes go here

### Repair Autobeams

*Heals nearby allies automatically while active.*

* Community Notes go here

### Scrambler Pulse

*Blinds nearby enemies instantly by scrambling their viewscreens.*

* Community Notes go here

### Stasis Pulse (Artillery Cruiser)

*Slows the movement of all nearby enemies.*

* Community Notes go here

### Stasis Pulse (Dreadnought)

*Slows the movement of all nearby enemies.*

* Community Notes go here

### Tractor Beam

*Pulls a targeted enemy towards the ship.*

* Community Notes go here

### Weaponbooster Pulse

*Increases the weapon effects of the ship and nearby allies. Stacks with other weapon-amplification effects.*

* Community Notes go here

## Internal

### Afterburner

*Increases movement speed. Stacks with other speed-enhancing effects.*

* What is the % increase to speed?
* Community Notes go here

### Armor Amplifier (Artillery Cruiser)

*Increases resistance to damage.*

 IV

* Community Notes go here

### Armor Amplifier (Dreadnought)

*Increases resistance to damage.*

* Community Notes go here

### Armorbreaker Ammo

*Loads the primary weapon with ammo that decreases the target's resistance to damage. Each shot refreshes the effect.*

* Community Notes go here

### Armored Lockdown

*Increases resistance to damage, but disables movement. Lower tiers also drain the ship's energy.*

* Community Notes go here

### Assault Thrusters

*Pushes the ship forward while active.*

 IV

* Community Notes go here

### Autorepair (Corvette)

*Heals damage to the ship over time.*

* Mk. II will heal 3900 HP, ... total if able to run without interruption.
* Community Notes go here

### Autorepair (Tactical Cruiser)

"Heals damage to the ship overtime."

* Community Notes go here

### Disruptor Ammo

*Loads the primary weapon with ammo that interrupts enemy module usage. Each shot refreshes the effect.*

 IV

* Community Notes go here

### Dive Maneuver

*Lowers the ships's altitude very quickly.*

 II

* Community Notes go here

### Emergency Evac

*Cloaks the ship and speeds up movement. Cloak breaks on using weapons or modules.*

* Community Notes go here

### Endurance Mode

*Increases maximum health and heals damage over time. The health increase is not healed automatically.*

* Community Notes go here

### Energy Generator (Destroyer)

*Generates energy while active.*

* Community Notes go here

### Energy Generator (Tactical Cruiser)

*Generates energy while active.*

* Community Notes go here

### Evasive Maneuver (Artillery Cruiser)

*Thrusts the ship sideways quickly in an attempt to evade incoming fire. Manual input determines thrust direction.*

 IV

* Community Notes go here

### Evasive Maneuver (Destroyer)

*Thrusts the ship sideways quickly in an attempt to evade incoming fire. Manual input determines thrust direction.*

 IV

* Community Notes go here

### Immelmann Maneuver

*Ascends until flying upside down in the opposite direction, then rolls right-side up. Increases damage and resistance to damage.*

* Community Notes go here

### Jump Drive

*Warps the ship forward by a short or medium distance, depending on tier.*

* Community Notes go here

### Mobile Cloak

*Cloaks the ship, hiding it from view. Cloak breaks if the ship takes damage, fires weapons, or uses modules.*

* Community Notes go here

### Module Reboot

*Shortens other module cooldowns for this ship.*

* Try to match the Cooldown Reductions to the the Cooldowns of other modules i.e. the Mk. I will completely reset the Protean Autoguns Mk. N-II, allowing them to be activated twice in a row.
* Community Notes go here

### Offensive Lockdown

*Increases weapon damage significantly. but disables movement and drains energy.*

* Community Notes go here

### Overclock Module

*Shortens other module cooldowns for this ship.*

 III

* Community Notes go here

### Scrubber Module

*Removes all active effects, both adverse and beneficial, from the ship.*

 IV

* Community Notes go here

### Stasis Ammo (Corvette)

*Loads the primary weapon with ammo that greatly slows targets. Each shot refreshes the effect.*

* Community Notes go here

### Stasis Ammo (Destroyer)

*Loads the primary weapon with ammo that greatly slows targets. Each shot refreshes the effect.*

* Community Notes go here

### Stationary Cloak

*Cloaks the ship well while it is immobile, but poorly while it is moving. Cloak breaks on using modules or taking damage.*

* Community Notes go here

### Target Warp

*Warps the ship to a targeted ally.*

 IV

* Community Notes go here

### Thrust Amplifier

*Increases movement speed while active.*

 IV

* Community Notes go here

### Turn Amplifier

*Increases the ship's turn rate significantly while active.*

 IV

* Community Notes go here

### Warp Jump

*Warps the ship forward by a medium distance. Higher tiers can warp to targeted ships.*

* Community Notes go here

### Weapon Amplifier

*Increases damage whilst active.*

* Community Notes go here