Modules Specification

Modules

The table shows for each module:

Base Modules
Module Description Size Energy Heat Extra
Bridge [Mandatory]. [Unique]. The command bridge is the heart of every ship. It's the place where you, the commander, are located. If the bridge is destroyed, the ship is dead. Cannot be turned off. 1 -5 +2
Life support system [Mandatory]. Provides vital services for the crew, such as air and water recycling and conditioning. Cannot be turned off. If the ship loses its last life support system, the ship is dead. However, more than one life support system may be installed for backup purposes. 1 -4 +1
Radiation module Dissipates heat (cools down the ship). Radiation modules turn heat into radiation, thus cooling the ship down. Does not work in plasma clouds. 1 0 -50 +X units of isotropic radiation.
Energy Management Modules
Module Description Size Energy Heat Extra
Fusion reactor Produces large amounts of energy (but also heat). Consumes hydrogen. Can explode on critical hits. Has a risk of meltdown when ship temperature is too high. [TO BE DEFINED] 4 +40 +40
Hydrogen tank Mandatory for fusion reactor. Provides fuel for fusion reactor. Can explode on critical hits. The more tanks you have on the ship, the higher your action radius before refuelling. 1 0 0 0
Solar array Produces energy (at a small rate). The solar array has the benefit of producing energy at a very low heating rate and without the need for fuel. 1 +4 +1
Batteries Stores up to [X] units of excess energy per tick and releases it again when needed. 1 -4/+10 +5
Propulsion Modules
Module Description Size Energy Heat Extra
Ion drive Main propulsion system. Used to accelerate/decelerate the ship. 2 -20 +20
Boosters Small propulsion system for turn manoeuvers. 1 -5 +5
Radiation Detection/Management Modules
Module Description Size Energy Heat Extra
Radar detector Detects radiation emitted by other ships or space objects. 1 -6 +2
Radar beamer Emits electromagnetic radiation beams in desired angles of space. Used either with a detector to form a full blown RADAR (Radio Detecting And Ranging) system, or for jamming enemy detectors. (See a special section entirely dedicated to the use of the RADAR system). 4 -20 +15 +20 units of radiation in defined angles.
Cloacking device The cloacking device, also known as radiation echo canceler, reduces the radar cross section by absorbing part of the radiation that has fallen on the ship. It thus reduces the possibility of beeing detected by an enemy radar system. 1 -20 +4
Jamming device Modifies reflected radiation so that the echo cannot be used to locate the ship properly. That means enemy radar systems cannot determine the right distance of the ship. (This role taken over by radar beamer?) 1 -20 +10
Ship Defense Modules
Module Description Size Energy Heat Extra
Armor plating Absorbs damage from hits. 1 0 0
Shield generator Builds up protective plasma shields. Shields absorb damage from incoming hits (but that causes them to deflate). Does not work in plasma clouds. 2 -40 +20 +20 units of isotropic radiation when shield is built up.
Decoy dispenser Launches decoys. Decoys have same radar cross section and signature as the mother ship and break lock of incoming torpedoes with a 50% chance. Decoys are stock piled. 1 -4 +2
Holo device Creates a virtual holographic image of the own ship to fool other ships' radars. Other players will see a fake radar image at some distance of the ships actual position. 1 -20 +10
ECM module Electronic countermeasures. Lowers hit probability of incoming torpedoes 1 -8 +4
Laser turret Very short range weapon system. Effective against fighters, shuttles and incoming missiles and torpedoes at close range. Very fast reload time. Unlimited Ammonition. 1 -10 +15
Dust Grenade Launcher Shoots shells that create small dust clouds. Short range. Very slow reload time. Unlimited Ammonition. 1 -10 +15
Weapon Systems Modules
Module Description Size Energy Heat Extra
Plasma cannon Short range high energy weapon system. Effective against capital ships in close combat. Medium reload time. Requires a radar lock on the target in order to be fired. Does instant damage when fired - shells are not simulated. Unlimited Ammonition. 1 -10 +15
Missile launcher Medium range weapon system. Effective against fighters, shuttles and ICMs. Slow reload time. Missiles are stock piled. Requires a radar lock on the target. 1 -10 +10
Rocket launcher Medium range artillery weapon system. Effective against all kinds of ships and installations. Medium area of damage effect. Slow reload time. Rockets are stock piled. Rockets are fired on fixed positions in space, no radar lock is needed. 1 -10 +10
Torpedo bay Launches torpedoes. Long range weapon system. Effective against capital ships. Very slow reload time. Torpedoes are stock piled. Requires a radar lock on the target in order to be fired. Once fired, the torpedo becomes actively seeking the target (acts like a radar beamer and scanner), independently of the mother ship. 2 -12 +12
ICM launch pad Allows to launch Interspacial Cruise Missiles (ICMs). Very long range weapon system. Different configurations available (see later section). ICMs are stock piled. 8 ICMs per launch pad. 2 -15 +4
Flight deck Allows landing and take-off of fighters and shuttles. 4 -20 +15
Ship hangar This is where fighters and shuttles are stored, configured and repaired. (See later section) 4 -10 +4
Mine launcher Used to create mine fields. 1 -5 +2
Plasma bomb dispenser Releases plasma clouds. Plasma cloud mines are stock piled. 1 -5 +2
Miscellaneous Support Modules
Module Description Size Energy Heat Extra
Tractor beam Allows to pull other capital ships when close to them. Of course, the acceleration and top speed is reduced when pulling and depends on the mass of the other ship. 1 -20 +10
Robot dock Provides a number of robots that can be assigned to repair modules and spacecraft. (See later section) 1 -15 +4
Tank broom Allows in-flight refueling of other capital ships at close distance. Hydrogen from the fuel tanks is transferred to the other ship's tanks. Of course, there must be sufficient tank storage to hold the transferred amount of fuel. 1 -2 +2
Repair arm Allows repairing of other capital ships at close distance. [to be decided] A repair force equivalent to 8 repair robots is made availble to the target ship. The target ship then decides on how to spend the repair ressources. 1 -2 +2
Boarding unit Allows to capture other capital ships or installations in a small perimeter. 1 -2 +2