Ship Modules

All ships operate with modules, each module having its own purpose and requirements. Each ship starts with different default modules, read about them here.

## Bridges

**BASIC INFO**

 The sole operator allows the bridge to remotely operate other modules (without providing skill bonuses) plus add an evasion bonus to the entire ship.

 All remote module operations stop working if bridge is offline (turned off or lacking crew).

## Warp modules

**BASIC INFO**

Warpdrives allow 'jumping' between star systems. Different warp drives have different energy and fuel requirements.

It's impossible to travel between star systems without one, so if it's scrapped or destroyed during a battle, a new one must be purchased from a space station.

Fuel consumption is the most important on these!

## Engine Modules

**BASIC INFO**

Engine allows travel within star systems and increases ships evasion.

It's impossible to travel in star systems without one, so if it's scrapped or destroyed during a battle, a new one must be purchased from a space station or built manually.

Fuel consumption and evasion are most important and often are in a trade-off.

## Artifacts

**BASIC INFO**

Installing artifacts gives the ship boost of accuracy, evasion, engine speed etc.

Most artifacts are only usefull for their scrap value.

## Reactor Modules

**BASIC INFO**

Reactors are necessary for powering ship modules.

Some are unstable to some degree and can cause fires.

## Sensor Modules

**BASIC INFO**

Sensors increase ship sensor rate in star system & sector view. *Sensors are not cumulative - only the best sensors range values are used.*

Sensors require power to work. Adding crew is advised to increase range in star systems, so you don't miss spots of interest.

A good range in sector view is also nice to plan your moves ahead oftime and to spot enemies.

WORKING SENSOR VS DISABLED SENSOR

## Stealth Detection Modules

**BASIC INFO**

They add stealth detection to your sensors. Only the highest Sensor or Detection Module stealth detection value is used (not cumulative).

Nice for the beginning if you find one. But later good sensors have built in detection.

## Cryosleep Modules

**BASIC INFO**

Crew in cryo spaces do not require food. Helps to spare organics while travelling around.

For healing crew a lower value is better, as it indicates how far you have to travel to possibly get one HP healed.

It is nearly always better to have a higher capacity module than to generate more credits or to heal a little faster. You still have to make the decision if you prefer the possibility to make money or to store more people if slots are limited.

## Gardens

**BASIC INFO**

Assigned crew uses no food, but produces additional food per assigned crew, based on their gardening skill.

Growing food is all about how many guys you can put on the job, as gardeners themself do not consume organics but add them!

## Laboratories

**BASIC INFO**

Crew assigned to science labs produce Xenodata (credits) based on their science skill.

## Medical Modules

**BASIC INFO**

Send crew to medical modules to heal their damage. Medical modules use organics to heal each hitpoint.

## Drone Repair Modules

**BASIC INFO**

Send drones to drone repair modules to heal their damage. Drone repair modules use synthetics to heal each hitpoint.

## Shield Generator Modules

**BASIC INFO**

Shield generators regenerate shield points. Requires on operator and improves ship HP based on the model.

Each second a shield regenerates faster requires a great amount of energy. Therefore slow recharge shields tend to have higher shield cap with less energy requirement. But fast recharging shields have a small shield amount and a high energy requirement.

Try to go for the 3 shields with notes as they have the best shield-level & -recharg rate per energy consumption of all shields.

Sorted by recharge rate, same recharge rate shields are sorted from best to worst in energy consumption.

## Shield battery Modules

**BASIC INFO**

Shield battery increases maximum shield points, but don't recharge them. Some batteries improve ship HP based on the model.

## Point-Defence

**BASIC INFO**

Point-defences stop asteroids, destroy incoming missiles, slower projectiles and approaching boarders, but don't damage enemy ship's HP.

From best to worst...

## ECM modules

**BASIC INFO**

Turrets increase ship evasion and HP, but require power to do so.

You have to decide if you want ECM modules or point defence in those hybrid slots...

Energy consumption for a little added evasion is also a consideration.

+3% evasion does not decrease the change of being hit by 3%! Higher evasion only increases the enemies hitbox (the cone shaped square you get when you target your weapons), therefore it is still possible with a good gun and crew to have 100% hit chance before deflection for your enemy!

## Integrity Modules

**BASIC INFO**

Integrity modules increase ship HP and decrease asteroid damage.

## Converter Modules

**BASIC INFO**

Use converters to produce resources from other resources, for example make organics into fuel or explosives into organics.

## Container modules

**BASIC INFO**

Help to store all resources gained. All resources must fit into containers, ship can not move with excess materials and must be dumped or used some other way.