Primary Modules

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### Assault Blink Warp

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

 IV

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### Ballistic Broadside

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

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### Beam Amplifier

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

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### Blast Ram

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

 IV

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### Blink Warp

*Warps the ship forward by a short distance.*

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### Bomb Catapult

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

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### Bombers

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

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### Damage Autobeams

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

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### Disruptor Autobeams

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

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### Drain Drones

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

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### Fighters

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

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### Flashpoint Torpedo Salvo

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

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### 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?
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### Heavy Cloak

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

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### Interceptors

*Deploys interceptors to engage a targeted enemy*

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### 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.
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### Kinetic Weapon Amplifier

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

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### Light Cloak

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

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### Medium Cloak

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

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### Mine Catapult

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

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### Missile Repeater

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

 IV

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### Nuclear Missile

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

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### Plasma Broadside

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

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### Plasma Ram

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

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### Purge Beam

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

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### Purge Mode

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

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### 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

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### Repair Drones

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

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### Rapid Fire Mode

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

 III

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### Scattergun Broadside

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

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### Scylla Torpedo

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

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### Sentry Catapult

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

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### Siege Mode

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

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### Starling Missile Salvo

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

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### Stasis Autobeams

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

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### 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.*

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### Storm Missiles

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

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### Surge Drones

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

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### Target Blink Warp

*Warps the ship to a targeted enemy.*

 IV

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### Tartarus Missile

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

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### 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.
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### Tesla Coil Pod

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

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### 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.
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### Tractor Beam Pod

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

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