Faction Modules
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10000MN Afterburner I
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: May only be fitted to capital class ships.$1.65 -
10000MN Afterburner II
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: May only be fitted to capital class ships.$4.95 -
10000MN Monopropellant Enduring Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: May only be fitted to capital class ships.$1.95 -
10000MN Y-S8 Compact Afterburner
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: May only be fitted to capital class ships.$1.95 -
100MN Afterburner II - 10 units
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Battleships.$1.65 -
10MN Afterburner II - 20 units
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. Note: Usually fit on Cruisers and Battlecruisers.$1.95 -
1200mm Artillery Cannon II - 10 units
One of the most powerful projectile cannons a battleship can equip. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.$1.15 -
1200mm Heavy 'Jolt' Artillery I - 5 units
One of the most powerful projectile cannons a battleship can equip. Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.$2.95 -
125mm Gatling AutoCannon II - 100 units
This multi-barrel autocannon is designed for skirmish warfare. Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.$1.95 -
125mm Railgun II - 20 units
The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.$0.95