All Modules

## Trade Modules

Transport Modules are Modules that can be installed on Transports. *Removed modules* may be viewed here, and *pre-2023.1 update* modules may be viewed here.

### Cargo Bay Extension

Increases the total storage of the Transport ship, allowing more Shipments or Artifacts to be carried at once.

Blueprints are obtained by researching level 1+ Trade Artifacts.

### Shipment Computer

    Automatically picks up shipments from intermediate waypoints, if those shipments' destination matches any of the ship's subsequent waypoints. Automatically picked up Credit shipments add a bonus to their reward. After this module is unlocked, selecting any object that holds shipments will reveal numeric indicators showing where the shipments are headed.

Blueprints are obtained by researching level 2+ Trade Artifacts.

### Cargo Repair

    Instantly repairs the hull of the target Battleship, up to the maximum Heal Amount. To activate, the Transport ship must be carrying at least one Artifact or Relic originating in the current star system. The Relic or lowest level eligible Artifact is consumed on activation.

 **Cooldown** | 5s

Blueprints are obtained by researching level 3+ Trade Artifacts.

*Replaced Trade Boost in the 2023.1 update.*

### Rush

    Reduces the Hydrogen consumption and increases the speed of the owner Transport ship, when it carries any shipments destined to the next immediate waypoint.

In Red Stars, reduces the hydrogen consumption and increases the speed of the owner Transport ship, when it carries any Artifacts that originated in the current Red Star.

In White Stars, increases the speed of the owner Transport ship when it carries any Relics. The speed increase is proportional to the number of Relics carried, but never more than the MAX SPEEDUP value.

Blueprints are obtained by researching level 3+ Trade Artifacts.

### Stealth

    While the effect is active, the Transport ship cannot be directly targeted by enemy weapons. It will still take Area Damage if within blast range.

Auto-enabled when transports are in danger (*Can be toggled, defaults to on)*.

**Cooldown**: 3m

**Cooldown (WS)**: 1d 12h

Blueprints are obtained by researching level 4+ Trade Artifacts.

*Replaced Stealth in the 2023.1 update.*

### Trade Burst

    Counts shipments delivered during the activation period. After a minimum threshold is met, every new Credits shipment delivered by the owner ship while the module is still active will yield a bonus reward. The bonus will also be applied to the additional value of shipments picked up with SHIPMENT COMPUTER.

**Cooldown**: 10h

**Effect duration**: 20m

**Threshold**: 10

Blueprints are obtained by researching level 4+ Trade Artifacts.

### Shipment Drone

        Launches a Drone that will automatically pick up and deliver Shipments when possible. The Drone can only cross sectors if they are connected with an active Warp Lane. A modified version of SHIPMENT COMPUTER allows the Drone to automatically pick up shipments to a single destination at a time. The Drone is also equipped with TRADE BURST, activated just before it picks up the first shipments. Both Modules equipped on Shipment Drone are set to the same level they are unlocked for regular Transports. On delivery, the Shipments will yield a bonus payout that is equal to the sum of the installed Module bonuses, plus the Drone Delivery bonus. The ACTIVATION COST Hydrogen amount will be deposited to the Drone upon launch. The Drone will keep delivering until its on board Hydrogen is depleted, or its activation timer runs out.

**Cargo Slots**: 10

**Maximum speed (YS)**: 7200 AU/m

**Cooldown**: 2s

**Lifetime**: 20m

Blueprints are obtained by researching level 5+ Trade Artifacts.

### Red Star Life Extender

    Extends the Red Star's Supernova timer by a fixed EXTRA TIME amount. To activate, the Transport ship must be carrying at least one Artifact originating in the current Red Star system. The lowest level eligible Artifact is consumed on activation.

**Cooldown**: 1s

Blueprints are obtained by researching level 6+ Trade Artifacts.

*Replaced Red Star Life Extender in the 2023.1 update.*

### Relic Drone

    The Drone will travel to the target planet and start loading Relics until the planet is empty or its capacity is full. It will then automatically travel to the Jumpgate and jump out of the system, depositing the Relics to your Corporation. Upgrading increases the Drone's Relic capacity and reduces the time it takes to load a Relic. Cannot be used at jump gate (?).

**Range**: 600 AU

**Lifetime (WS)**: 25d

**Cooldown (WS)**: 5d

Blueprints are obtained by researching level 7+ Trade Artifacts.

### Dispatch

    The Transport ship initiates teleport to the planet with the most Relics in the star system. If more than one planets have the same amount of Relics, the farthest planet is picked. The teleportation completes after the fixed preparation time elapses. Immediately after teleportation, the Transport ship applies Area Damage to all enemy ships in range. You are deactivate on jump.

**Area damage range**: 120 AU

**Cooldown (WS)**: 5d

Blueprints are obtained by researching level 8+ Trade Artifacts.

### Cargo Rocket

    The Transport ship launches a powerful Rocket, anywhere in the star system. To activate, the Transport ship must carry at least one cargo item (Shipment, Relic or Artifact). The item is consumed on activation.

**Cooldown**: 1m

**Cooldown (WS)**: 10h

Blueprints are obtained by researching level 9+ Trade Artifacts.

## Mining Modules

Mining Modules are Modules that can be installed exclusively on Miners. *Removed modules* may be viewed here, and *pre-2023.1 update* modules may be viewed here.

### **Mining Boost**

While this Module is active, the Miner collects Hydrogen at a faster rate.

**Cooldown**: 10m, 12h in WS

**Duration**: 10m, 2h in WS

Blueprints are obtained by researching level 2+ Mining Artifacts.

### **Hydrogen Replicator**

When the Miner ship delivers its Hydrogen, an extra bonus amount is added to the delivered amount.

Blueprints are obtained by researching level 3+ Mining Artifacts.

*Replaced Hydrogen Bay Extension in the 2023.1 update*.

### **Artifact Boost**

Adds a Research Bonus output to a random Artifact on the target Planet or Transport ship. Only Artifacts that originated in the current Red Star, and have never been transferred out of the star, are valid boost targets. A single Artifact can only be boosted once by this Module.

**Range**: 400 AU

**Cooldown**: 1s

Blueprints are obtained by researching level 3+ Mining Artifacts.

*Replaced Mining Unity in the 2023.1 update*.

### **Remote Mining**

While active, the Miner collects Hydrogen simultaneously from multiple Asteroid Fields in its sector. The collection speed per single Asteroid is reduced (**25%**), causing the Miner to collect slower if there is only a few Asteroids in the sector, or significantly faster if there are many. When picking the Asteroid fields to mine from, the highest capacity, non-scanned fields are given higher priority. The maximum number of Asteroid fields the Miner can collect from depends on the module's upgrade level.

**Cooldown**: 10m, 12h in WS

**Duration**: 10m, 4h in WS

Blueprints are obtained by researching level 4+ Mining Artifacts.

### **Genesis**

Instantly creates new asteroid fields inside the Miner's current sector. The asteroid fields have limited lifetime. Only one sector can be under Genesis at a time in the entire Yellow Star system.
For White Stars, a modifier will be applied to the generated Hydrogen amount if there is a planet in the miner's current sector. Higher level planets have a higher multiplier.

Can only be used on Red Star Sectors that spawn mineable Asteroids.

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

**Sector Cooldown**: 23h YS, 5m RS

**Max New Asteroids**: 4, 2 in WS

Blueprints are obtained by researching level 4+ Mining Artifacts.

### **Enrich**

Instantly increases the amount of Hydrogen stored on all asteroids in the sector. Not useable in Yellow Star.

**Cooldown**: 5m RS, 5d in WS

**Sector Cooldown**: 5m RS

Blueprints are obtained by researching level 5+ Mining Artifacts.

### **Crunch**

Instantly collects Hydrogen from all asteroid fields in the current sector (limited by the Max Amount and the Miner ship's total capacity). The Hydrogen is collected from the highest capacity Asteroids first. Any Scanned Asteroid fields will be considered last.

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

Blueprints are obtained by researching level 6+ Mining Artifacts.

### **Hydrogen Upload**

Instantly uploads a percentage of collected Hydrogen to the closest planet, anywhere in the White Star.

**Cooldown**: 16h

Blueprints are obtained by researching level 7+ Mining Artifacts.

### **Hydrogen Rocket**

Allows the Miner ship to launch a powerful Rocket, anywhere in the star system. To activate, the Miner ship must have collected at least the Required Hydrogen amount. The Hydrogen is consumed on activation.

**Cooldown**: 1m, 10h in WS

**Maximum Speed**: 1500 AU/m

**Explosion Range**: 120 AU

Blueprints are obtained by researching level 8+ Mining Artifacts.

### **Blast Drone**

Launches an automated mining Drone that targets a single asteroid. After it completes mining a small amount of Hydrogen from its target, the Drone will head towards the closest enemy ship at increasing speed. Once it reaches the ship, or destroyed by enemy fire, the Drone will deliver Area Damage to all enemy objects in range. If the Drone is destroyed before it finishes mining, or unable to get the required Hydrogen amount from the target Asteroid, it will be destroyed without doing any damage. You can launch multiple Drones before this module's cooldown timer activates. You can use Blast drone for mine rich asteroid field

**Cooldown**: 4m, 16h in WS

**Maximum Speed (RS)**: 3000 AU/m

**Lifetime (WS)**: 1h, 25d in WS

Blueprints are obtained by researching level 9+ Mining Artifacts.

*Replaced Mining Drone in the 2023.1 update*.

## Weapon Modules

Weapon Modules are Modules that can be installed on Battleships to attack other ships. Some Weapon Modules deal continuous damage on one target at a time while others may increase damage over time while firing on two ships simultaneously. A Battleship can only carry one weapon module. *Removed modules* may be viewed here, and *pre-2023.1 update* modules may be viewed here.

Most Cerberus Ships are also equipped with a Weapon Module. Sometimes they use Weapon Modules unobtainable by the player, and they may also use weapons that are available for the player but with unobtainable values.

The effectiveness of weapons are typically measured in damage per second, often abbreviated as DPS.

### **Laser****:**

A single-target weapon that fires a laser beam against the enemy. The beam starts out weak, but will move to higher stages of damage the longer it stays locked to the same target. Damage will reset to the first stage when the weapon switches targets.

 Stage 3

Blueprints are obtained by researching level 2+ Weapon Artifacts.

 **DPS** = *Damage Per Second* **DPH** = *Damage Per Hour*

\*needs white star DPH adjusting

### **Mass Battery**

    A versatile weapon that will deal constant damage to three enemies in range.

Blueprints are obtained by researching level 3+ Weapon Artifacts.

**DPS** = *Damage Per Second*

**DPH** = *Damage Per Hour*

### **Battery**

A single-target weapon that does constant damage to its target. 2 second target switch delay normally, 20 minutes in White Star.

Blueprints are obtained by researching level 4+ Weapon Artifacts.

### **Dual Laser**

Fires a laser beam against up to two enemies within range. The damage the two beams apply will ramp up to higher stages in lockstep, while both beams stay locked to an active target. Damage will reset to the first stage when there are less than two enemy targets in range.

 Stage 3

Blueprints are obtained by researching level 5+ Weapon Artifacts.

### **Barrage**

This weapon does additional damage to its single target when there are other enemy ships in the sector. It becomes very powerful on sectors busy with enemies, and very weak when the sector is almost clear of enemy ships.

 **WS** | 4
 **BLS** | 2

Blueprints are obtained by researching level 6+ Weapon Artifacts.

### **Dart Launcher**

Launches a DART missile against the targeted enemy ship at regular intervals. The missile can be neutralized by any enemy ship using normal targeting rules. When the missile reaches its destination it will deal direct weapon damage to the target ship only, and only if the target ship is still within the impact area. This weapon will only fire on enemy ships. Rockets and Cerberus stations are ignored.

Blueprints are obtained by researching level 8+ Weapon Artifacts.

### **Chain Ray**

UnlinkedLinkedDefaultThis Ray weapon is longer range than most other weapons. By default, it does constant damage to its single target. Alternatively, the Ray can be set to Support mode, where it becomes linked to a friendly Battleship in range that is also equipped with Chain Ray. When in Support mode, the Chain Ray does not target any ships but instead greatly increases the damage output and range of the target supported Battleship. A single Chain Ray can be supported by up to 2 additional rays.

**Range**: 160 AU

**Target Switch Delay**: 3s Default, 30m (WS)

Blueprints are obtained by researching level 9+ Weapon Artifacts.

### **Rocket Launcher**

Regularly launches a single powerful rocket against the closest enemy target in range. The launcher has a large range, but it also has a minimum range, making it unable to fire against very close targets.

**Cooldown**: 6s, or 12s in BLS, or 1h in WS

**Max Effect Range**: 380 AU, or 500 AU in WS

**Minimum Effect Range**: 240 AU

Blueprints are obtained by researching level 11+ Weapon Artifacts.

### **Pulse**

Applies a Pulse blast around the ship's current location at a slow frequency, dealing area damage to all enemy ships in range (120 AU).

All levels cost 20,000,000

**Cooldown**: 12s, or 2h in WS

Blueprints are obtained by researching level 12+ Weapon Artifacts.

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 https://userxinos.github.io/HadesSpace/Nebula/shield

## Shield Modules

Shield Modules are Modules that can be installed on Battleships in order to absorb damage. Shield health is displayed as a blue bar above the Battleship's primary health bar. Each Battleship can equip only one Shield Module. A Shield Module is classified as either passive (constantly active, but regenerating slowly after depletion) or active (requiring manual activation, expiring after a certain amount of time, and having a cooldown before reactivation if fully depleted before the timer runs out). Like other Modules, the statistics of Shield Modules change in White Stars. *Removed modules* may be viewed here, and *pre-2023.1 update* modules may be viewed here.

### **Alpha Shield**

    During the limited time Alpha Shield is active, the Battleship does not take any damage from any source.

**Cooldown**: 4m

**Cooldown WS**: 20h

Blueprints are obtained by researching level 2+ Shield Artifacts.

### **Impulse Shield**

    Immediately after activation, and for a short period of time, the Battleship gains an Impulse effect, allowing it to travel faster and apply constant area damage to all enemy objects in a small area around it. The Impulse effect ends after the Impulse Duration expires, or the ship reaches its destination. While Impulse Shield is active, it will absorb incoming damage until it is depleted or its timer runs out. This Shield can only be activated while the Battleship is moving.

Blueprints are obtained by researching level 3+ Shield Artifacts.

*Replaced Delta Shield in the 2023.1 update.*

### **Regenerating Shield**

    A shield that is always active and can regenerate over time. The shield only starts regenerating after it has stopped receiving damage for an amount of time equal to the REGENERATION DELAY.

 **0%-100% Time** | 48s

Blueprints are obtained by researching level 4+ Shield Artifacts.

*Formerly called Passive Shield before the 2023.1 update.*

### **Omega Shield**

    Absorbs incoming damage until it is depleted or the activation timer runs out.

 **Cooldown** | 4m

Blueprints are obtained by researching level 5+ Shield Artifacts.

### **Blast Shield**

    When an enemy object within the Blast Shield's range applies Area Damage, the Area Damage amount is reduced by the Blast Shield's remaining Shield Strength. After the reduction, if there is any Area Damage amount remaining, it will be applied to all objects in range as usual. If there are multiple Blast Shields covering the Area Damage object, they will apply in turn, starting with the Blast Shield that has the least remaining Shield Strength. Direct weapon damage is not absorbed by this Shield and is applied directly to the hull of the ship.

 **Cooldown** | 4m

Blueprints are obtained by researching level 6+ Shield Artifacts.

### **Mirror Shield**

    Shortly after taking any amount of damage, the Mirror Shield will deal a percent of the damage absorbed back to all enemy ships and projectiles in range, as Area Damage.

 **Cooldown** | 4m

Blueprints are obtained by researching level 7+ Shield Artifacts.

### **Ally Shield**

    Absorbs damage taken by every other friendly Ship, Drone or Rocket in the effect area. The activating Battleship itself is not covered by the Shield. The default range is 160 AU.

 **Cooldown** | 4m

Blueprints are obtained by researching level 8+ Shield Artifacts.

*Replaced Area Shield in the 2023.1 update.*

### **Motion Shield**

    Absorbs a fixed percentage of all incoming damage. Activates passively while the owner Battleship is actively moving.

Blueprints are obtained by researching level 10+ Shield Artifacts.

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 https://userxinos.github.io/HadesSpace/Nebula/shield

## Support 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.

## Drone modules

Drone Modules are Modules that can be installed on Battleships in the drone slot. They create a stagnant or moving entity that have various functions in battle.

### **Decoy Drone**

Launches a combat Drone towards the target location. Enemy ships will immediately switch target to the Drone if they are within range. The Drone has no weapon and only serves to shield nearby Battleships from damage. The Drone stays at the target location until its Hull is depleted, or the activation timer runs out.

Blueprints are obtained by researching level 5+ Drone Artifacts.

**Cooldown**: 2m

**Cooldown (WS)**: 1d12h

**Lifetime**: 40s

**Lifetime (WS)**: 6h40m

*Replaced Salvage in the 2023.1 update*.

### **Repair Drone**

Launches a Repair Drone towards the target location. When the Drone's lifetime expires, it will instantly repair up to BASE REPAIR AMOUNT hull points in total, shared among all friendly Battleships in range. If the Drone is destroyed before it expires, it will repair a higher amount (MAX REPAIR AMOUNT) to nearby Battleships.

Blueprints are obtained by researching level 6+ Drone Artifacts.

**Cooldown**: 3m

**Cooldown (WS)**: 1d12h

**Cooldown (BLS)**: 6m

**Lifetime**: 40s

**Lifetime (WS)**: 6h40m

**Lifetime (BLS)**: 1m20s

*Replaced Remote Repair in the 2023.1 update*.

### **Rocket Drone**

Launches a slowly moving Drone towards the destination location. During its limited lifetime, the drone will launch Drone Rockets towards the closest Cerberus ship at regular intervals.

Blueprints are obtained by researching level 7+ Drone Artifacts.

**Cooldown**: 3m

**Cooldown (WS)**: 2d

**Lifetime**: 48s

**Lifetime (WS)**: 8h

*Replaced Alpha Rocket in the 2023.1 update*.

### **Laser Turret**

    A drone with a stand-alone weapon, deployed at a fixed position. After a short setup time it will fire a laser beam on up to 3 targets within range. Damage will ramp up independently for each target.

Blueprints are obtained by researching level 8+ Drone Artifacts.

**Cooldown**: 5m

**Cooldown (WS)**: 2d

**Lifetime**: 30s

**Lifetime (WS)**: 18h

### **Chain Ray Turret**

    A stationary drone, equipped with Chain Ray. The drone's weapon can boost, or be boosted by, other friendly Chain Ray Turrets or Battleships equipped with Chain Ray. The drone has,3000 hull strength.

Blueprints are obtained by researching level 10+ Drone Artifacts.

**Cooldown**: 5m

**Cooldown (WS)**: 1d12h

**Lifetime**: 3m

**Lifetime (WS)**: 1d12h

*Replaced Alpha Drone in the 2023.1 update*.

### **Delta Drones**

Launches a pair of Drones next to the Battleship. Immediately upon launch, the Drones will initiate teleport to the target location, which must be within launch range. The Drones can fire on enemy targets both before and after the Teleportation.

Blueprints are obtained by researching level 11+ Drone Artifacts.

Each level costs  20,000,000.

**Cooldown**: 5m

**Cooldown (WS)**: 2d2h

**Lifetime**: 3m

**Lifetime (WS)**: 1d12h

### **Drone Squad**

Launches a formidable group of Squad Drones. The Drones travel together to their shared destination.

Blueprints are obtained by researching level 12+ Drone Artifacts.

Each level costs  20,000,000.

**Cooldown**: 5m

**Cooldown (WS)**: 2d

**Lifetime**: 3m

**Lifetime (WS)**: 1d12h

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 https://userxinos.github.io/HadesSpace/Nebula/drone