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I think the Modules page is out-of-date, so I'm making this one as a stand-in based on what I've seen in-game from playing recently.

Secondary Weapons Edit

Beam Turrets Edit

Mk. Desc. Avg. DPS Max Rng. [M] 0M - 900M [DPS] 900M - 1400M [DPS] Weapon Type
I The JAN-N200-BLAZE is the classic Jupiter Arms beam weapon. The beam turret system deals high damage to enemies at limited ranges.

This is an evolution of the first model of the JA-N100 Blaze beam turret.

820 1400 1200 130 Damage Beam
II The JAN-N300-BLAZE is the classic Jupiter Arms beam weapon. The beam turret system deals high damage to enemies at limited ranges.

This version was developed during the latest stages of the Great Solar War, making it more powerful than its predecessor.

950 1400 1400 140 Damage Beam
III The JA-N400-Blaze [sic] is the next generation of Jupiter Arms beam weapons. The beam turret system deals high damage to enemies at limited ranges.

This is an enhanced version of the JA-N300 Blaze Beam Turret weapon system.

1150 1400 1700 170 Damage Beam

Flak Turrets Edit

Mk. Desc. Avg. DPS Projectile Speed [M/S] Max Rng. [M] Clip Size [#] Dmg. per Shot Reload time [S] Rate of Fire [shot/min]
N The Hydra-EX-N excels in close range suppression duty, firing high explosive shells that deal area of effect damage.

The classic model of Flak Turrets first developed by Jupiter Arms in 2356 CE during the Jovian System Battles.

1510 1600 800 4 1890 3.6 48
I The Hydra-EX-I excels in close range suppression duty, firing high explosive shells that deal area of effect damage.

The Hydra-EX-I builds on the original model and was released in 2357 CE.

1760 1600 800 4 2205 3.6 48
II The Hydra-EX-II excels in close range suppression duty, firing high explosive shells that deal area of effect damage.

The improved Hydra-EX-IId was released in 2360 CE at the beginning of the Saturn Attack.

2020 1600 800 4 2520 3.6 48
III 2160 1600 800 4 2700 3.6 48
  • Community Notes go here

Light Flak Turrets Edit

Mk. Desc. Avg. DPS Projectile Speed [M/S] Max Rng. [M] Clip Size [#] Dmg. per Shot Reload time [S] ROF [shots/min]
II The Nova-30EX flak turret system unleashes high explosive shells at high rates of fire and is excellent for engaging close targets.

The improved Nova-30EX was released in 2360 CE at the beginning of the Saturn Attack.

1270 1000 700 10 700 2.5 109
III The Nova-40EX flak turret system unleashes high explosive shells at high rates of fire and is excellent for engaging close targets.

The enhanced he [sic] Nova-40EX was released in 2362 CE at the beginning of the Uranian Campaign.

1550 1000 700 10 850 2.5 109
IV The Nova-50EX flak turret system unleashes high explosive shells at high rates of fire and is excellent for engaging close targets.

The Nova-50EX was developed and released by Akula Vektor at the end of the Uranian Campaign in 2365 CE.

1820 700 700 10 1000 2.5 109
  • The ROF means that the time between each shot is ~0.55 S
    • Needs checking, based on theory not gameplay

Machine Gun Turrets Edit

Mk. Desc. Avg. DPS Max Rng. [M] 0M - 1200M [Dmg/Shot] 1200M - 1600M [Dmg/Shot] ROF [Shots/Min] Clip Size [#] Reload Time [S]
IV 1360 1600 1800 1200 49 6 2.50

Tesla Turrets Edit

Mk. Desc. Avg. DPS Rng. [M] 0 - 700 M [DPS] Weapon Type
II 1500 700 1500 Damage Beam
III 1700 700 1700 Damage Beam

Primary Edit

Beam Amplifier Edit

Mk. Desc. Weapon Dmg. Inc. [%] Weapon Healing Inc. [%] Weapon Effect Inc. Dur. [S] Status Effect (Self) Status Effect [Self] Dur. [S] Cooldown [S]
II 60 120 5 - - 45
III 70 150 7.5 Drains Energy, Increases Damage Taken 10 43

Blink Warp Edit

Warps the ship forward. Characterized by instant charge-up and very low per consumption.

Mk. Desc. Targets Max Range [M] Charge up [S] Cooldown [S]
II The Erra MK II Blink War Drive module was first introduced during the Saturn Attack in 2362 CE. - 1200 0.25 10
III The Erra MK III Blink Warp Drive was tested under the extreme conditions on the battlefields of the Uranian sector and first released during the first part of the Uranian Campaign in 2363 CE. - 1200 0.25 8

Bomb Catapult Edit

This module flings proximity-triggered shells at the target of your choice.

Mk. Desc. Max Dmg. No. of Bombs Blast Radius [M] Range [M] Cooldown [S]
III Akula Vektor improved the design and released the Shenlong-III Bomb Catapult for a far higher performance than the previous model in 2360 CE. 24000 12 460 14000 65

Goliath Torpedo Edit

Fires a single nuclear torpedo with an impact that deals a massive amount of damage in a large radius.

Mk. Desc. Max Dmg. Range [M] Blast Radius [M] Cooldown [S]
II The first Goliath MK II Torpedo module was released by Jupiter Arms before the Uranian Campaign in 2361 CE. 13000 2600 1000 80
III 16000 2800 1000 75

Kinetic Weapon Amplifier Edit

Mk. Desc. Weapon Dmg. Inc. [%] Weapon Reload Time Dec. [%] Weapon Dmg. Inc. per Dmg. Taken [%] Targets Dur. [S] Cooldown [S]
III 25 10 0.01 Self 15 55

Light Cloak Edit

Mk. Desc. Status Effect Cloak Qual. Break Cond. Dur. [S] Cooldown [S]
III Cloaks your ship Low Fire, Take Damage 40 45

Plasma Ram Edit

Creates an energy field at the bow of the ship, dealing damage to any target that it connects with.

Mk. Desc. Max Dmg. Dur. [S] Blast Radius [M] Cooldown [S]
III 20000 100 10 35

Rapid Fire Mode Edit

This module adjusts your weapon to increase firing times for a short time.

Mk. Desc. ROF Inc. [%] ROF Inc. Dur. [S] Cooldown [S]
III The Batella-650 Rapid Fire Mode module was improved by Akula Vektor after the Uranian Campaign in 2367 CE. 60 6 65

Siege Mode Edit

Modifies your weapons, causing them to fire heavy hitting projectiles with a large blast radius at the expense of your ship's energy and maneuverability.

Mk. Desc. Max Dmg Status Effects (Self) No. of Shots Dur. [S] Blast Radius [M] Cooldown [S]
II The Zilant-250 Siege Mode was introduced at the beginning of the Saturn Attack in 2360 CE. 13000 Depletes energy, stops movement 4 7 700 65
III The Zilant-350 Siege Mode was released at the end of the Saturn Attack in 2362 CE. 16000 Depletes energy, stops movement 5 8 700 62
IV The Zilant-450 Siege Mode was launched shortly before the start of the Uranian Campaign in 2362 CE. 20000 Depletes energy, stops movement 6 9 700 60

Stasis AutobeamsEdit

This module fires beams that automatically intercept nearby enemy vessels and drastically reduce their velocity.

Mk. Desc. DPS No of Turrets Firing Stasis Dur. [S] Rng. [M] Fire Time [S] Dur. [S] Refire Time [S] Cooldown [S]
IV Oberon developed the Chrono-4 Stasis Autobeams, the improved version of the previous model, during the Neptunian Invasion 2403 CE. 100 1 3.5 1200 1 80 0.5 30

Tempest Missiles Edit

Fires a flurry of missiles at the object of your aggression.

Mk. Desc. Max Dmg. Range [M] No. of Missiles Cooldown [S]
N The Tempest Missiles N were first used by the PCF during the Jovian Battles in 2355 CE. 8400 7000 4 75
I The Tempest-100 Missiles build on the Tempest Missiles N module and was introduced at the end of the Jovian Battles in 2357 CE. 10050 7000 6 70
II The Tempest-200 Missiles are another iteration on the Tempest Missile system and had his debut during the Saturn Attack in 2360 CE. 11000 7000 8 65
III 13500 7000 10 60
  • 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.
  • Community Notes go here

Tesla Coil Pod Edit

Mk. Desc. DPS Pod Rng. [M] No. of Pods Lifetime [S] Cooldown [S]
III 800 100 2 45 50

Thrust Amplifier Edit

Increases movement speed for a short duration. Module cooldowns are reduced for every damage taken while module is active.

Mk. Desc. Movement Spd. Inc. [%] Module Cooldown red. per dmg taken [S] Targets Dur. [S] Cooldown [S]
I The Shara-100 Thrust Amplifier is an energy distribution system developed by Akula Vector that pushes all reactor power to a ship's engines, resulting in a massive increase in sub-light speed. 200 0 Self 10 50
II The Shara-200 Thrust Amplifier has an improved energy distribution system and was installed on Corvette class ship [sic] during the Asteroid Belt Skirmishes 2352. 230 0 Self 12.5 45
III 260 0 Self 15 10

Tractor Beam Pod Edit

Mk. Desc. Tractor Beam Strength Pod Rng. [M] DPS Lifetime [S] Cooldown [S]
III
TractorBeamPod3 Strength
1600 10 35 80

Secondary Edit

Drain Mine Edit

This module deploys a mine which drains the energy of nearby enemies when detonated.

Mk. Desc. Max Dmg. Eng. Drained Drain Dur. [S] No. of Mines Blast Radius [M] Max Active Cooldown [S]
III The Ixchel-LM30 Drain Mine is a stationary mine developed by Oberon that releases an Ion burst when triggered by a passing enemy ship, draining its reactor of energy and widely used during [sic] Rings of Saturn reprisal in 2357 CE. 2000 80 8 1 680 2 25

Drain Missile Edit

This module fires missiles that cripple your enemy by draining energy and impeding movement.

Mk. Desc. Max Dmg. Max Eng. Drained Drain Dur. [S] No. of Missiles Rng. [M] Cooldown [S]
III 1000 80 8 2 13000 55

Drain Torpedo Edit

Fires a single torpedo that drains the energy of your targeted energy.

Mk. Desc. Max dmg. No. of Torpedoes Eng. Drained Range [M] Drain Dur. [S] Cooldown [S]
II The Empusa-LX2 Drain Torpedo is based on Oberon's energy-dissipating technology, and was first rolled out during the Invasion of Neptune in 2405 CE. 1300 1 65 2400 6.5 55
III 1600 1 80 2600 8 50
  • Community Notes go here

Drain Torpedo (Corvette) Edit

A torpedo system that drains the energy of your targeted enemy.

Mk. Desc. Max Dmg. Eng. Drained Drain Dur. [S] No. of Torpedoes Range [M] Cooldown [S]
II The Namtar-L21 Drain Torpedo is based on Oberon's energy-dissipating technology, and was first rolled out during the Invasion of Neptune in 2405 CE. 2925 65 6.5 1 2400 100
III 3600 80 8 2 2400 55

Flechette Half-Battery Edit

This module fires a small swarm of light, fast moving missiles at your target.

Mk. Desc. Max Dmg. No. of Missiles Rng. [M] Cooldown [S]
III The Tate-III Flechette Half-Battery upgrade is a fully optimized and enhanced version of the previous model developed by Akula Vektor. 6000 10 2400 35

Flechette Missiles Edit

This module launches large swarms of high-range missiles.

Mk. Desc. Max Dmg. Rng. [M] No. of Missiles Cooldown [S]
II 6800 2400 20 38
III 8400 2400 24 35

Heavy Torpedo Edit

Fires a close range torpedo that deals heavy damage to their target.

Mk. Desc. Max Dmg. No. of Torpedoes Rng. [M] Cooldown [S]
I The Enkidu-X1 Heavy Torpedo was introduced right after the end of the Jovian System Battles in 2357 CE. 6000 1 1400 55
II The Enkidu-X2 Heavy Torpedo was first used at the [sic] during the Rings of Saturn Reprisal in 2357 CE. 6500 1 1400 50
III 8000 2 1400 45

Repair Pod Edit

A module that deploys a static pod which continuously sends out pulses, healing nearby allies.

Mk. Desc. Heal per Pulse Pulse Interval [S] Radius [M] Max Active Lifetime [S] Cooldown [S]
II The improved Dactyl-II Repair Pod was released in 2360 CE at the beginning of the Saturn Attack. 520 3 800 2 60 30
III The enhanced Dactyl-III Repair Pod was released in 2362 CE at the beginning of the Uranian Campaign. 640 3 800 2 60 28

Stasis Missile Edit

This module fires missiles that create stasis fields around their target, slowing it down greatly.

Mk. Desc. Max Dmg. Stasis Dur. [M] Rng. [M] Movement Slowdown [%] No. of Missiles Cooldown [S]
III 1000 8 13000 85 2 45

Torpedo Salvo Edit

Fires a salvo of torpedoes dealing damage to their target.

Mk. Desc. Max Dmg. Range [M] No. of Torpedoes Cooldown [S]
N The Brontes-N Torpedo Salvo was first released during the Asteroid Belt Skirmishes in 2352 CE. 3720 2000 2 25
I The Brontes-12 Torpedo Salvo module is a basic upgrade on the previous model and was first used during the Jovian System Battles in 2355 CE. 4500 2000 4 23
II The Brontes-22 Torpedo Salvo was introduced right after the end of the Jovian System Battles in 2357 CE. 4900 2000 4 20
III 6000 2000 6 18
  • 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.
  • Community Notes go here

Weaponbreaker Missile Edit

Launches a homing missile that drains power from a ship's weapons, drastically reducing their effectiveness.

Mk. Desc. Max Dmg. Rng. [M] Weapon Dmg. Inc. [%] Cooldown [S] Weaponbreaker Dur. [S]
III 800 13000 75 40 8

Weaponbreaker Torpedo Edit

Mk. Desc. Max Dmg. Weapon Dmg. Dec. [%] Weaponbreak Dur. [S] No. of Torpedoes Rng. [M] Cooldown [S]
III 6750 75 8 1 900 35

Perimeter Edit

Anti-Missile Lasers Edit

This module fires lasers that automatically shoot down incoming missiles. For the busy Captain, these Autobeams take care of nasty incoming missiles so you don't have to.

Mk. Desc. Target Type No. of Turrets Firing Dur. [S] Refire Time [S] Rng. [M] Cooldown [S]
III Missiles 2 43 0.4 1200 80

Anti-Missile Pulse Edit

When activated, this module sends out a pulse destroying any nearby enemy projectiles.

Mk. Desc. Radius [M] Cooldown [S]
I The Anti-Missile Pulse I was first used by the PCF during the Asteroid Belt Skirmishes in 2352 CE. 900 25
II The improved Anti-Missile Pulse II was first used during Jovian System Battles in 2355 CE. 1000 20
II 1100 18

Anti-Nuke Lasers Edit

This module activates lasers that automatically shoot down nearby projectiles. Due to its heavy single laser targeting and longer range, it is especially effective against larger projectiles such as nukes.

Mk. Desc. Most Eff. against No. of Turrets Firing Dur. [S] Refire Time [S] Range [M] Cooldown [S]
III Nukes 1 20 0.4 4000 110

Autoguns Edit

Mk. Desc. DPS Refire Time [S] No. of Turrets Firing Rng. [M] Dur. [S] Cooldown [S]
III 1150 0.52 2 1100 20 35

Blast Pulse Edit

This module fires an explosive pulse that deals massive damage to ships in its radius.

Mk. Desc. Max Dmg. Radius [M] Cooldown [S]
II The Anahit-II Blast Pulse module was developed and released by Jupiter Arms at the start of the Uranian Campaign in 2363 CE. 3900 800 45
III The Anahit-III Blast Pulse module was developed and released by Jupiter Arms at the end of the Uranian Campaign in 2366 CE. 4800 900 40

Disruptor Pulse (Artillery Cruiser) Edit

This module sends out a pulse putting a stop to nearby enemies' modules.

Mk. Desc. Dmg. Module Disruption Dur. [S] Radius [M] Cooldown [S]
III 250 8 800 70

Disruptor Pulse (Corvette) Edit

This module sends out a pulse interrupting any active modules and prevents further triggering of modules for all nearby enemies for a short duration. The player is partially affected by the pulse and will suffer a small version of the pulse's effect.

Mk. Desc. Dmg. Radius [M] Module Disruption Dur. [S] Cooldown [S]
II Developed by Akula Vector, the Muati MK II Disruptor Pulse Generator emits a short, radial electromagnetic burst that cancels any and all active ability systems and was introduced at the end of the Jovian System Battles in 2357 CE. 500 800 6.5 55
III 500 900 8 50
  • Needs testing in Proving Grounds to find out how "partially affected" the player is by their own pulse.

Light Autoguns Edit

A popular module made up of turrets that automatically target and fire on nearby enemies at the press of a button.

Mk. Desc. DPS No. of Turrets Firing Dur. [S] Refire Time [S] Rang. [M] Cooldown [S]
II 800 2 35 1.1 1400 90
III 1000 3 38 0.9 1500 85

Overclock Pulse Edit

Upon activation this module continuously sends out multiple waves of energy, reducing module cooldowns for both you and any nearby allies.

Mk. Desc. Module Cooldown Red. [S] Targets Radius [M] No. of Pulses Cooldown [S]
III The Bia-30 Overclock Pulse was another Pulse Generator reverse engineered from Transhuman Technology by Oberon during the Invasion of Neptune in 2406 CE. 5 Self and Allies 1000 5 175
  • Find out how often the Pulse fires off i.e it's Refire Time.

Protean Autoguns Edit

Automatically targets and attacks nearby hostile vessels.

Mk. Desc. DPS Range [M] Refire Time [S] Duration [S] No. of Turrets firing Cooldown [S]
N The Arges-N Protean Autoguns were first used by the PCF during the Asteroid Belt Skirmishes in 2352 CE. 500 1200 1 12 1 40
I The Arges-I Protean Autoguns builds on the original Protean Autoguns module and was already in use during the the first encounter with the Transhuman fleet in 2354 CE. 600 1200 0.9 14 2 37
II The improved Arges-II Protean Autoguns were first used during Jovian System Battles in 2355 CE. 650 1400 0.8 16 3 35
III 800 1400 0.7 18 3 33

Repair Autobeams Edit

This module activates lasers on your ship that automatically repair nearby allies.

Mk. Desc. Repair per Second Refire Time [S] No. of Turrets firing Rng. [M] Dur. [S] Cooldown [S]
III An innovative upgrade made the Cronus-R3 Repair Autobeams the most important repair system module of the PCF and was first used during the Saturn Attack in 2360 CE. 1920 0.5 2 1300 50 38

Scrambler Pulse Edit

This module scrambles the screens of nearby ships.

Mk. Desc. Dmg. Radius [M] Scramble Dur. [S] Cooldown [S]
III 400 1000 6.5 35

Weaponbooster Pulse Edit

This module continuously sends out pulses that boosts the the destructive power of your ships's and your nearby allies' weapons.

Mk. Desc. Weapon dmg. inc. [%] Targets No. of Pulses Radius [M] Weaponboost dur. [S] Cooldown [S]
II The Aethan-35 Weaponbooster Pulse was another Pulse Generator reverse engineered from Transhuman technology by Oberon during the Invasion of Neptune in 2407 CE. 75 Self and Allies 4 800 10 35
III 75 Self and Allies 5 1000 12 33

Internal Edit

Afterburner Edit

Gives your Corvette a speed boost.

Mk. Desc. Status Effect Targets Dur. [S] Cooldown [S]
I The Ashur-MK I Afterburner uses advanced power couplings to push extra power to the ships's forwards thrusters and was developed by Akula Vektor during the Asteroid Belt Skirmishes in 2353 CE. Boosts movement speed Self 2 18
II Akula Vektor outfitted the Ashur-MK II Afterburner with ununpentium harmonic dampers couplings, allowing for better power transfer during intensive battles in the Jovian Systems 2355 CE. Boosts movement speed Self 2 17
III Boosts movement speed Self 2 16

Armored Lockdown Edit

This module drastically increases damage resistance for a short duration.

Mk. Desc. Dmg. Resist. Inc. [%] Status Effects (Self) Dur. [S] Cooldown [S]
III 95 Depletes Energy, Stops Movement 4 65

Autorepair (Corvette) Edit

Drastically increases self-repair for a short duration.

Mk. Desc. Health regen. per second Dur. [S] Targets Cooldown [S]
II Oberon developed the highly complex Ninurta-27 Autorepair System by reverse engineering the Transhuman repair technology found on the several Transhuman wreckages in the Cronian sector after the Saturn Attack in 2360 CE. 650 6 Self 69
III 960 5 Self 66
  • Mk. I will heal 3900 HP, Mk. II 4800 HP ... if able to run without interruption.

Autorepair (Tactical Cruiser) Edit

This module drastically increases health regeneration of your ship for a short time.

Mk. Desc. Health Regenerated per Second Targets Dur. [S] Cooldown [S]
II 1000 Self 5 60
III 1000 Self 6 55

Dive Maneuver Edit

This module gives your ship the power to quickly drop downward.

Mk. Desc. Maneuver Direction Cooldown [S]
III Downwards 15

Energy Generator (Destroyer) Edit

Provides a massive boost to energy regeneration whilst active.

Mk. Desc. Eng. Regen. Inc. [%] Dur. [S] Targets Cooldown [S]
III 300 4 Self 55

Energy Generator (Tactical Cruiser) Edit

An additional energy generator that augments your ships reactor, providing a massive boost to energy regeneration whilst active.

Mk. Desc. Eng. Regen. Inc. [%] Targets Dur. [S] Cooldown [S]
III 500 Self 8 35

Jump Drive Edit

Instantly warps your ship forward.

Mk. Desc. Targets Chrg. up [s] Max Range [M] Cooldown [S]
II Based on previous Warp Drive prototypes, the Ratha-II Jump Drive allowed short distance jumps without the aid of a Warp Gate, it became a PCF standard module after the Saturn Attack in 2361 CE. None 2 2400 25
III None 2 2800 22

Mobile Cloak Edit

This module is for the Captain who wants camouflage on the go. Although less efficient than the Stationary Cloak while immobile, it does not lose efficiency when your ship is moving.

Mk. Desc. Status Effect Cloak Quality Break Cond. Dur. [S] Cooldown [S]
III Cloak Medium Fire Weapons, Use Modules 18 43

Module Reboot Edit

This module drastically reduces your module cooldowns.

Mk. Desc. Module Cooldown Reduction [S] Cooldown [S] Targets
N The standard model of the Osiris-N Module Reboot was first developed by Oberon in 2377 during the "Uneasy Peace" of the Great Solar War. 20 45 Self
I This revised version was launched just one year later after the introduction of the standard model in 2378 CE. 40 90 Self
II After intense field testing, Oberon released the next generation of the Osiris Module Reboot System in 2384 CE. 50 110 Self
III 60 135 Self
  • 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

Stationary Cloak Edit

This module grants high efficiency camouflage while immobile, but low when mobile.

Mk. Desc. Status Effect Cloak Qual. Break Cond. Dur. [S] Cooldown [S]
II Cloak High Use Modules, Be Hit 16 23
III Cloak High Use Modules, Be Hit 18 22

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