Internal Modules

* What is the % increase to speed?
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 IV

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### Armorbreaker Ammo

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

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### Armored Lockdown

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

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### Assault Thrusters

*Pushes the ship forward while active.*

 IV

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### Autorepair (Corvette)

*Heals damage to the ship over time.*

* Mk. II will heal 3900 HP, ... total if able to run without interruption.
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### Autorepair (Tactical Cruiser)

"Heals damage to the ship overtime."

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### Disruptor Ammo

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

 IV

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### Dive Maneuver

*Lowers the ships's altitude very quickly.*

 II

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### Emergency Evac

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

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### Endurance Mode

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

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### Energy Generator (Destroyer)

*Generates energy while active.*

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### Energy Generator (Tactical Cruiser)

*Generates energy while active.*

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### Evasive Maneuver (Artillery Cruiser)

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

 IV

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### Evasive Maneuver (Destroyer)

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

 IV

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### Immelmann Maneuver

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

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### Jump Drive

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

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### Mobile Cloak

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

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### 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.
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### Offensive Lockdown

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

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### Overclock Module

*Shortens other module cooldowns for this ship.*

 III

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### Scrubber Module

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

 IV

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### Stasis Ammo (Corvette)

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

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### Stasis Ammo (Destroyer)

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

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### Stationary Cloak

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

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### Target Warp

*Warps the ship to a targeted ally.*

 IV

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### Thrust Amplifier

*Increases movement speed while active.*

 IV

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### Turn Amplifier

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

 IV

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### Warp Jump

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

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### Weapon Amplifier

*Increases damage whilst active.*

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