Faction Modules
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Medium F-S9 Regolith Compact Shield Extender - 20 units
Increases the maximum strength of the shield.$2.95 -
Medium Energy Nosferatu II - 10 units
Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships. Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.$1.35 -
Medium Energy Neutralizer II - 20 units
Neutralizes a portion of the energy in the target ship's capacitor.$1.95 -
Medium EMP Smartbomb II - 20 units
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.$1.95 -
Medium Compact Vorton Projector
Medium Vorton Projectors are designed to work with medium-hull ships specially engineered to support these potent and high-energy weapons. Originally developed by the Upwell Consortium for use on Keepstar Citadels, the Arcing Vorton Projector is a product of spatiotemporal engineering and a weapon capable of striking multiple targets in rapid succession. To adapt this powerful weapon to ship hulls of any size was no easy feat and required dedicated ship designs. Even then, these weapons cannot be fired using ship capacitors alone and must use one-shot, ultra-high energy Condenser Packs as charges.$5.95 -
Medium Capacitor Booster II - 20 units
Provides a quick injection of power into the capacitor.$0.95 -
Medium Cap Battery II - 20 units
Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.$0.95 -
Medium Breacher Pod Launcher
Featuring a compact recloning vat that receives its clones' nanoheuristic mappings upon death, Breacher Pod Launchers provide eligible ships the ability to send boarding parties rapidly into enemy ships via Breacher Pods.$0.95 -
Medium Armor Repairer II - 30 units
This module uses nano-assemblers to repair damage done to the armor of the ship.$1.65 -
Medium Ancillary Shield Booster - 25 units
Provides a quick boost in shield strength. The module takes Cap Booster charges and will start consuming the ship's capacitor upon the charges running out. Deactivating the module while it has no cap boosters loaded starts reloading, if there are cap boosters available in cargo hold. Note: Can use Cap Booster 50, 75 and 100 as fuel. Reloading time is 60 seconds. Prototype Inferno Module.$1.95