FANDOM


Utility modules are split into 3 types: Engine, Power, and Support.

Some modules have alternative versions that are either purchasable in Black Market, or unlocked after beating a campaign.

Engine Edit

Engine modules move the ship. Each engine provides a specific amount of thrusts and turn power. Can only be placed in engine specific slots.

Small Ion Drive Edit

Stats Value
HP 60
Armor 2
Reflect 25
Power Use 5
Mass 10
Thrust Power 900
Turn Power 1200
Size 1 x 1

Basic engine. Available at the start.

Warp Drive Edit

Stats Value
Level Requirement 5
Cost
HP 75
Armor 1
Reflect 25
Power Use 45
Mass 30
Size 1 x 2

Does not provide additional thrusts, but adds warp capability to the ship. Ships with this engine will periodically warp to the enemy ship within optimal weapon range.

Vectored Thruster Edit

Stats Value
Level Requirement 7
Cost
HP 90
Armor 1
Reflect 25
Power Use 30
Mass 20
Thrust Power 0
Turn Power 7000
Size 2 x 1

Provides heaps of turn power but has no thrusts.

MKII Edit

Changes Value
Turn Power +1200
Power Use +10

Adds more turn power, at the cost of using more power.

Afterburner Edit

Stats Value
Level Requirement 9
Cost
HP 100
Armor 1
Reflect 25
Power Use 30
Mass 30
Size 1 x 2

Does not provide additional thrusts, but it periodically boosts the power of other engine modules for a few seconds.

Large Ion Drive Edit

Stats Value
Level Requirement 10
Cost
HP 280
Armor 3
Reflect 25
Power Use 25
Mass 35
Thrust Power 6000
Turn Power 6500
Size 2 x 2

Larger version of ion drive, more efficient than 4 small ion drives.

Grand Ion Drive Edit

Stats Value
Level Requirement 26
Cost
HP 500
Armor 4
Reflect 25
Power Use 40
Mass 80
Thrust Power 12000
Turn Power 12000
Size 2 x 3

Even larger version of ion drive, more efficient than 6 small ion drives.

MKII Edit

Changes Value
Turn Power +6000
Power Use +20
HP -100

Adds more turn power, at the cost of using more power and less HP.

Power Edit

Power modules supply power to other modules. Ships with power deficit will periodically shut down. Power modules explode upon destruction, potentially damaging other nearby modules.

Small Reactor Edit

Stats Value
HP 20
Power Generation 50
Mass 10
Explosion Damage 10
Explosion Radius 1
Size 1 x 1

Basic reactor. Available at the start.

Medium Reactor Edit

Stats Value
Level Requirement 8
Cost
HP 75
Armor 1
Reflect 0
Power Generation 250
Mass 50
Explosion Damage 50
Explosion Radius 2
Size 2 x 2

Medium sized reactor.

Medium Armored Reactor Edit

Stats Value
Level Requirement 8
Cost
HP 160
Armor 2
Reflect 35
Power Generation 160
Mass 150
Explosion Damage 30
Explosion Radius 2
Size 2 x 2

Less power output than normal reactor, but has additional armor and does less damage upon destruction.

MKII Edit

Changes Value
Power Generation +40
Reflect +15%
Explosion Damage -30

A straight upgrade from the base version, having higher output and no longer does damage upon destruction.

Large Reactor Edit

Stats Value
Level Requirement 18
Cost
HP 200
Armor 1
Reflect 0
Power Generation 650
Mass 150
Explosion Damage 120
Explosion Radius 3
Size 3 x 3

Large sized reactor.

Large Armored Reactor Edit

Stats Value
Level Requirement 23
Cost
HP 400
Armor 3
Reflect 35
Power Generation 400
Mass 350
Explosion Damage 60
Explosion Radius 3
Size 3 x 3

Less power output than normal reactor, but has additional armor and does less damage upon destruction.

Grand Reactor Edit

Stats Value
Level Requirement 43
Cost
HP 335
Armor 1
Reflect 0
Power Generation 1300
Mass 300
Explosion Damage 350
Explosion Radius 5
Size 4 x 4

Massive reactor providing immense amount of power. However, upon destruction it explode with massive damage and radius.

Support Edit

Special modules with unique functions.

Repair Bay Edit

Stats Value
Level Requirement 15
Cost
HP 220
Power Use 40
Mass 150
Size 3 x 2

Automatically repair modules on the ship. Each bay can repair a specific amount of HP.