Support Modules are Modules that can be installed on any Spaceship type. They can have various effects, like disabling ships, teleportation, and even healing.

EMP[edit | edit source]

Emp.png

Disables all ships, rockets and Cerberus Stations within the affected area for a short period of time, including the ship that triggered the EMP. Disabled ships do not move or fire, but can still activate Modules.

In public Red Stars, EMP cannot be activated without a Cerberus within range of the owner ship.

Blueprints are obtained by researching level 2+ Tetrahedrons.

Cooldown: 4m 48s in Red Star. 2d in White Star.

Level Blueprints Required Unlock Price Research Time Effect Range Effect Duration Effect Duration (White Star) Effect Duration (Blue Star) Activation Cost Install Price
1 1 2,500 2h 120AU 30s 5h 10s 40 500
2 50 5,000 4h 33s 5h 30m 11s 80 750
3 250 25,000 12h 36s 6h 13s 150 1,000
4 1,000 50,000 1d 38s 6h 20m 15s 250 1,500
5 2,500 100,000 2d 40s 6h 40m 17s 400 2,500
6 5,000 250,000 3d 42s 7h 19s 600 5,000
7 10,000 500,000 4d 44s 7h 20m 22s 800 7,500
8 15,000 1,000,000 5d 46s 7h 40m 25s 1,000 10,000
9 20,000 2,000,000 6d 48s 8h 28s 1,250 12,500
10 25,000 4,000,000 7d 50s 8h 20m 31s 1,500 15,000
11 50,000 6,000,000 10d 52s 8h 40m 34s 1,750 17,500
12 80,000 8,000,000 10d 54s 9h 37s 2,000 20,000

Teleport[edit | edit source]

Teleport.png

After the Activation Delay, the ship teleports to the designated target, which must be within teleportation radius. Cannot teleport into Barrier areas created by enemy ships.

Blueprints are obtained by researching level 2+ Tetrahedrons.

Activation Delay: 5s in Red Star. 4h in White Star.

Cooldown: 6m in Red Star. 2d 12h in White Star.

Teleport Range
Yellow Star Red Star White Star Blue Star
TeleYS2.png
TeleRS.png
TeleWS2.png
TeleBS.png
Level Blueprints Required Unlock Price Research Time Effect Range Effect Range (White Star) Effect Range (Blue Star) Maximum Travel Efficiency (Red Star) Activation Cost Install Price
1 1 8,000 2h 200AU 300AU 175AU 25.0/100AU 50 500
2 50 12,000 4h 270AU 330AU 200AU 29.6/100AU 80 750
3 200 25,000 12h 364AU 360AU 220AU 41.2/100AU 150 1,000
4 600 50,000 1d 492AU 400AU 250AU 40.7/100AU 200 1,500
5 1,500 100,000 2d 664AU 440AU 285AU 37.7/100AU 250 2,500
6 4,000 250,000 3d 896AU 485AU 325AU 33.5/100AU 300 5,000
7 10,000 500,000 4d 1,210AU 535AU 365AU 28.9/100AU 350 7,500
8 20,000 1,000,000 5d 1,634AU 580AU 410AU 30.6/100AU 500 10,000
9 30,000 2,000,000 6d 2,250AU 650AU 460AU 35.6/100AU 800 15,000
10 40,000 4,000,000 7d 3,000AU 700AU 540AU 33.3/100AU 1,000 20,000
11 50,000 6,000,000 10d 750AU 600AU 41.7/100AU 1,250 22,500
12 60,000 8,000,000 10d 800AU 650AU 50.0/100AU 1,500 25,000

Red Star Life Extender[edit | edit source]

RedStarLifeExtender.png

Adds a small amount of time to a Red Star's life when activated near the star.

Blueprints are obtained by researching level 2+ Tetrahedrons.

Cooldown: 1h

Level Blueprints Required Unlock Price Research Time Life Extension Activation Cost Install Price
1 1 8,000 2h 15s 80 1,000
2 50 12,000 4h 22s 120 1,500
3 200 25,000 12h 30s 160 2,500
4 600 50,000 1d 35s 200 4,000
5 1,500 100,000 2d 40s 250 7,500
6 4,000 250,000 3d 45s 320 10,000
7 10,000 500,000 4d 50s 400 15,000
8 20,000 1,000,000 5d 60s 500 20,000
9 30,000 2,000,000 6d 75s 600 25,000
10 40,000 4,000,000 7d 90s 750 30,000

Remote Repair[edit | edit source]

RemoteRepair.png

Repairs a constant amount of hitpoints per second, shared among all damaged non-enemy ships within range.

Blueprints are obtained by researching level 3+ Tetrahedrons.

Cooldown: 20m in Red Star. 8d 8h in White Star.

Note: Total HP Repair values may be higher than listed due to unknown reasons.

Level Blueprints Required Unlock Price Research Time Effect Range Effect Duration Effect Duration (White Star) Effect Duration (Blue Star) HP Repair Rate HP Repair Rate (White Star) Total HP Repaired Total HP Repaired (Blue Star) Activation Cost Install Price
1 1 8,000 4h 40AU 30s 5h 45s 60/s 360/h 1,800 2,700 100 1,000
2 20 12,000 8h 50AU 35s 5h 50m 70/s 420/h 2,450 3,150 200 1,500
3 100 25,000 16h 60AU 40s 6h 40m 80/s 480/h 3,200 3,600 300 2,500
4 300 50,000 1d 70AU 45s 7h 30m 100/s 600/h 4,500 4,500 400 4,000
5 600 100,000 2d 80AU 50s 8h 20m 120/s 720/h 6,000 5,400 500 5,000
6 1,500 250,000 3d 90AU 55s 9h 10m 140/s 840/h 7,700 6,300 600 6,000
7 4,000 500,000 4d 110AU 1m 10h 170/s 1,020/h 10,200 7,650 700 8,000
8 8,000 1,000,000 5d 130AU 1m 5s 10h 50m 200/s 1,200/h 13,000 9,000 800 10,000
9 15,000 2,000,000 6d 150AU 1m 10s 11h 40m 240/s 1,440/h 16,800 10,800 900 12,500
10 30,000 4,000,000 7d 170AU 1m 20s 13h 20m 280/s 1,680/h 22,400 12,600 1,000 15,000
11 45,000 6,000,000 10d 1m 30s 15h 320/s 1,920/h 28,800 14,400 1,250 17,500
12 60,000 8,000,000 10d 1m 40s 16h 40m 360/s 2,160/h 36,000 16,200 1,500 20,000

Time Warp[edit | edit source]

TimeWarp.png

Speeds up time in a radius around the ship. Affects travel times, combat, artifact pickup speed, artifact research, construction of buildings, modules' cooldowns and ship repair in your home system. It affects its own active time and cooldown.

If Time Warp is affecting one of two ships engaging in combat, it will only affect the attacking speed of the affected ship.

Overridden by the Suspend module.

Blueprints are obtained by researching level 3+ Tetrahedrons.

Effect Range: 200AU

Real time effect duration: 2m in Red Stars, 20h in White Stars.

Cooldown: 5m in Red Star. 2d 2h in White Star. (Note that this is counted from the start of the effect.)

Level Blueprints Required Unlock Price Research Time Listed Effect Duration Time Factor Activation Cost Install Price
1 1 8,000 4h 2m 24s x1.20 50 1,000
2 20 12,000 8h 2m 36s x1.30 80 1,500
3 100 25,000 16h 2m 48s x1.40 150 2,500
4 300 50,000 1d 3m x1.50 200 4,000
5 600 100,000 2d 3m 12s x1.60 250 7,500
6 1,500 250,000 3d 3m 24s x1.70 300 10,000
7 4,000 500,000 4d 3m 36s x1.80 350 15,000
8 8,000 1,000,000 5d 3m 48s x1.90 500 20,000
9 15,000 2,000,000 6d 4m x2.00 800 22,500
10 30,000 4,000,000 7d 4m 24s x2.20 1,000 25,000
11 45,000 6,000,000 10d 4m 48s x2.40 1,200 27,500
12 60,000 8,000,000 10d 5m 12s x2.60 1,400 30,000

Unity[edit | edit source]

Unity.png

Increases Damage Per Second for the owner ship when other allied players have ships in the same sector. Also affects DART Launcher. The increase is proportional to the number of other allied players with ships in the sector, up to a maximum of 200% (triple damage).

Example: If your Unity module is level 2, 1 allied player with ships in your sector gives user a 20% bonus. If 2 allied players: 40%, 3 allied players: 60%, 5 allied players: 100%, 6 allied players: 120%, (...), up to 10 allied players: 200%

Can only be installed on Battleships.

Blueprints are obtained by researching level 3+ Tetrahedrons.

Cooldown: 20m in Red Star. 8d 8h in White Star. N/A for blue star

Level Blueprints Required Unlock Price Research Time Damage Increase Per Player Effect Duration Effect Duration (White Star) Activation Cost Install Price
1 1 12,000 4h 18% 15m 6d 6h 100 2,500
2 20 25,000 8h 20% 200 3,750
3 100 45,000 16h 22% 300 5,500
4 300 90,000 1d 24% 400 8,250
5 600 170,000 2d 26% 500 12,500
6 1,500 300,000 3d 28% 600 18,000
7 4,000 600,000 4d 30% 700 25,000
8 8,000 1,000,000 5d 33% 800 30,000
9 15,000 2,000,000 6d 36% 900 35,000
10 30,000 3,000,000 7d 40% 1,000 40,000
11 45,000 4,000,000 7d 45% 1,250 45,000
12 60,000 6,000,000 7d 50% 1,500 50,000

Sanctuary[edit | edit source]

Sanctuary.png

When the owner ship is about to be destroyed during combat or a Supernova, it jumps back to its home system instead. In a Red Star the corresponding ship slot will be locked for every battleship saved by Sanctuary (For example: A star allowing 3 maximum battleships to be warped in, a battleship gets destroyed with Sanctuary, you will not be allowed to have more than 2 battleships from that point on in that specific Red Star). Also works in the home star system when clearing newly discovered sectors from Cerberus ships. In this case ships will jump to the closest planet from your shipyard to get repaired.

Blueprints are obtained by researching level 3+ Tetrahedrons.

Level Blueprints Required Unlock Price Research Time Additional Hydrogen Use Install Price
1 1 50,000 1d 2.0/100AU 5,000

Stealth[edit | edit source]

Stealth.png

Stealth is a support module that, when activated, allows you to evade all direct fire from enemy players' ships and Cerberus ships and makes your ship appear slightly transparent. Stealth does not prevent any AOE damage such as rockets or vengeance, and does not prevent damage from the central sector of a Blue Star. Stealth does not make the activating ship invisible and enemy players can still see the ship while the module is active. Cerberus Interceptors will ignore the owner ship while Stealth is active.

Blueprints are obtained by researching level 4+ Tetrahedrons.

Cooldown: 5m in Red Star. 2d 2h in White Star.

Level Blueprints Required Unlock Price Research Time Effect Duration Effect Duration (White Star) Effect Duration (Blue Star) Activation Cost Install Price
1 1 25,000 8h 15s 5h 8s 50 1,000
2 50 50,000 16h 20s 6h 40 10s 60 1,500
3 200 75,000 1d 25s 8h 20m 12s 72 2,200
4 600 100,000 2d 30s 10h 14s 86 3,300
5 1,500 200,000 3d 35s 11h 40m 16s 103 5,000
6 4,000 350,000 4d 40s 13h 20m 18s 123 7,500
7 10,000 550,000 5d 45s 15h 20s 147 10,000
8 20,000 800,000 6d 50s 16h 40m 23s 176 15,000
9 30,000 2,000,000 7d 55s 18h 20m 26s 211 20,000
10 40,000 4,000,000 10d 1m 20h 29s 300 22,500
11 50,000 6,000,000 10d 1m 5s 21h 40m 32s 500 25,000
12 60,000 8,000,000 10d 1m 10s 23h 20m 35s 700 27,500

Fortify[edit | edit source]

Fortify.png

Reduces direct weapon damage received. All Cerberus ships in the sector move toward the owner. Enemy ships and bases prefer firing on the owner over all other potential targets.

Can only be installed on Battleships.

Blueprints are obtained by researching level 4+ Tetrahedrons.

Cooldown: 6m in Red Star. 2d 12h in White Star.

Level Blueprints Required Unlock Price Research Time Damage Reduction Effect Duration Effect Duration (White Star) Effect Duration (Blue Star) Activation Cost Install Price
1 1 15,000 8h 8% 2m 20h 1m 100 2,500
2 25 25,000 16h 10% 120 3,750
3 50 50,000 1d 12% 144 5,500
4 200 100,000 2d 15% 172 8,000
5 600 200,000 3d 18% 206 10,000
6 2,000 350,000 4d 22% 247 12,000
7 8,000 550,000 5d 27% 296 16,000
8 15,000 800,000 6d 33% 355 20,000
9 22,500 2,000,000 7d 40% 426 25,000
10 30,000 4,000,000 7d 50% 511 30,000
11 45,000 6,000,000 7d 60% 750 32,500
12 60,000 8,000,000 10d 70% 1,000 35,000

Impulse[edit | edit source]

Impulse.png

Provides the owner a quick boost that helps it travel faster along its current route. Ship speed is increased 4x for the duration of the effect. It also grants the direct-fire-evading effects of Stealth.

Can only be activated if the ship is moving.

Blueprints are obtained by researching level 4+ Tetrahedrons.

Cooldown: 4m in Red Star. 1d 16h in White Star.

Level Blueprints Required Unlock Price Research Time Effect Duration Effect Duration (White Star) Effect Duration (Blue Star) Activation Cost Install Price
1 1 30,000 12h 3.0s 30m 1.5s 60 5,000
2 25 60,000 1d 3.7s 37m 1.7s 100 7,500
3 100 80,000 2d 4.5s 45m 2.0s 150 10,000
4 200 100,000 3d 5.2s 52m 2.3s 200 12,500
5 600 200,000 4d 6.0s 1h 2.7s 250 15,000
6 1,200 350,000 5d 6.7s 1h 7m 3.2s 300 17,500
7 2,500 550,000 6d 7.5s 1h 15m 3.8s 350 20,000
8 5,000 800,000 7d 8.6s 1h 26m 4.5s 400 25,000
9 10,000 2,000,000 7d 9.7s 1h 37m 5.3s 450 30,000
10 20,000 5,000,000 7d 11.2s 1h 52m 6.0s 500 35,000
11 30,000 6,000,000 10d 13.0s 2h 10m 6.8s 600 37,500
12 40,000 8,000,000 10d 15.0s 2h 30m 7.6s 750 40,000

Alpha Rocket[edit | edit source]

AlphaRocket.png
alpha rocket art

A fast but weak Rocket that can be launched towards a single fixed target. The Rocket explodes and does area damage to all enemy ships when it reaches its destination. Enemy ships can fire on the Rocket using normal targeting rules. No damage is applied if the rocket is destroyed before it reaches its destination.

Blueprints are obtained by researching level 4+ Tetrahedrons.

Speed: 1,320AU/m in Red Star. 132AU/h in White Star.

Cooldown: 10m in Red Star. 4d 4h in White Star.

Level Blueprints Required Unlock Price Research Time Hull Strength Explosion Damage Explosion Range Activation Cost Install Price
1 1 15,000 8h 200 1,500 90AU 350 8,000
2 25 25,000 16h 220 1,900 400 8,800
3 50 50,000 1d 240 2,400 450 9,600
4 200 100,000 2d 260 3,000 500 11,000
5 600 200,000 3d 280 3,900 600 12,000
6 2,000 350,000 4d 300 5,000 700 13,000
7 4,000 550,000 5d 320 6,200 800 15,000
8 10,000 800,000 6d 340 8,000 900 20,000
9 15,000 1,200,000 7d 360 9,500 1,000 22,500
10 22,000 2,000,000 7d 380 11,000 1,200 25,000
11 30,000 4,000,000 10d 400 12,500 1,400 27,500
12 40,000 8,000,000 10d 420 14,000 1,600 30,000

Salvage[edit | edit source]

Salvage.png

Instantly restores a percentage of hull strength each time any ship (other than Ghosts) is destroyed in the same sector.

Disbanded ships and ships saved by Sanctuary also count for the Salvage module.

Can only be installed on Battleships.

Blueprints are obtained by researching level 5+ Tetrahedrons.

Level Blueprints Required Unlock Price Research Time Hull Repaired Per Destroyed Ship Hull Repaired Per Destroyed Ship (White Star) Additional Hydrogen Use Install Price
1 1 30,000 12h 6% 10% 2.0/100AU 5,000
2 10 50,000 1d 7% 13% 5.0/100AU 7,500
3 25 75,000 2d 8% 16% 8.0/100AU 10,000
4 50 100,000 3d 9% 18% 11.0/100AU 12,500
5 100 200,000 4d 10% 20% 14.0/100AU 15,000
6 250 350,000 5d 12% 21% 17.0/100AU 17,500
7 600 700,000 6d 14% 22% 20.0/100AU 20,000
8 1,200 1,000,000 7d 16% 23% 23.0/100AU 22,500
9 2,500 2,500,000 7d 18% 24% 26.0/100AU 25,000
10 5,000 5,000,000 7d 20% 25% 29.0/100AU 27,500
11 10,000 6,000,000 10d 22% 26% 30.0/100AU 30,000
12 20,000 8,000,000 10d 24% 27% 32.0/100AU 32,500

Suppress[edit | edit source]

Suppress.png

Prevents a single enemy ship from firing for a small period of time. Using this module will also reset the damage of lasers, forcing them to begin ramping up from the minimum again.

Blueprints are obtained by researching level 5+ Tetrahedrons.

Cooldown: 6m in Red Star. 2d 12h in White Star.

Level Blueprints Required Unlock Price Research Time Effect Range Effect Duration Effect Duration (White Star) Effect Range (Blue Star) Activation Cost Install Price
1 1 30,000 12h 200AU 3s 1h 200AU 100 5,000
2 10 50,000 1d 220AU 4s 1h 15m 120 7,500
3 25 75,000 2d 240AU 5s 1h 35m 144 10,000
4 50 100,000 3d 260AU 6s 2h 172 12,500
5 100 200,000 4d 300AU 7s 2h 30m 206 15,000
6 250 350,000 5d 350AU 9s 3h 10m 247 17,500
7 600 700,000 6d 400AU 11s 4h 296 20,000
8 1,200 1,000,000 7d 450AU 13s 5h 355 22,500
9 2,500 2,500,000 7d 500AU 16s 6h 20m 426 25,000
10 5,000 5,000,000 7d 550AU 20s 8h 511 27,500
11 10,000 6,000,000 10d 600AU 22s 8h 40m 750 30,000
12 50,000 8,000,000 10d 650AU 24s 9h 10m 1,000 32,500

Destiny[edit | edit source]

Destiny.png

Does massive area damage to all enemy ships in range. Initiator ship instantly jumps to a random asteroid in the star system. After the jump, the ship stays disabled for a short period of time.

Can't be activated if there are no valid teleport targets on the map. In Blue Stars, Destiny might jump the owner ship to any asteroid whose docking point lies outside the safe zone.

Can't be activated if there are no enemies in the same sector.

Can't be activated if the initiator ship is currently teleporting.

Blueprints are obtained by researching level 6+ Tetrahedrons.

Disable Duration: 4s in every Star and 8h in White Star.

Cooldown: 5m in Red Star. 2d 2h in White Star.

Level Blueprints Required Unlock Price Research Time Effect Range Area Damage Area Damage (White Star) Area Damage (Blue Star) Activation Cost Install Price
1 1 200,000 1d 100AU 5,500 5,000 3,000 1,000 15,000
2 10 300,000 2d 6,500 5,500 3,500 1,300 16,000
3 25 400,000 3d 7,600 6,000 4,000 1,690 17,000
4 50 500,000 4d 9,000 6,600 4,500 2,197 18,000
5 100 600,000 5d 10,500 7,300 5,200 2,856 20,000
6 250 800,000 6d 12,600 8,000 6,000 3,712 22,000
7 600 1,000,000 7d 15,000 8,800 6,900 4,825 24,000
8 1,200 3,500,000 7d 17,500 9,700 8,000 6,272 26,000
9 2,500 6,000,000 7d 20,500 10,500 9,150 8,153 28,000
10 5,000 8,000,000 7d 25,000 12,000 10,500 10,598 30,000
11 12,000 10,000,000 10d 30,000 14,000 11,500 12,000 32,500
12 20,000 12,000,000 10d 35,000 16,000 13,000 14,000 35,000

Barrier[edit | edit source]

Barrier.png

Creates a force field around the ship. Enemy ships and rockets (other than Ghosts and Delta Rockets) cannot move while inside the force field. Enemy ships cannot use any object inside the effect area as a target for the Teleport module.

Blueprints are obtained by researching level 6+ Tetrahedrons.

Cooldown: 6m in Red Star. 2d 12h in White Star.

Level Blueprints Required Unlock Price Research Time Effect Range Effect Duration Effect Duration (White Star) Effect Range (Blue Star) Effect Duration (Blue Star) Activation Cost Install Price
1 1 150,000 1d 150AU 30s 5h 130AU 7s 600 5,000
2 10 300,000 2d 35s 5h 50m 8s 800 7,500
3 25 400,000 3d 40s 6h 40m 9s 1,000 10,000
4 50 500,000 4d 45s 7h 30m 10s 1,250 12,500
5 100 600,000 5d 200AU 50s 8h 20m 150AU 11s 1,500 15,000
6 250 800,000 6d 55s 9h 10m 12s 1,750 17,500
7 600 1,000,000 7d 1m 10h 14s 2,000 20,000
8 1,200 3,500,000 7d 250AU 1m 5s 10h 50m 160AU 16s 2,500 25,000
9 2,500 6,000,000 7d 1m 10s 11h 40m 18s 3,000 30,000
10 5,000 8,000,000 7d 300AU 1m 15s 12h 30m 170AU 20s 3,500 35,000
11 10,000 10,000,000 10d 1m 20s 13h 20m 180AU 22s 3,750 37,500
12 15,000 12,000,000 10d 1m 25s 14h 10m 190AU 24s 4,000 40,000

Vengeance[edit | edit source]

Vengeance.png

Starts activating automatically when the owner ship drops below the Hull Strength Threshold. Once the Activation Delay passes, and if the owner ship is still not destroyed, a massive explosion will apply Area damage to all enemy ships in range.

Active Shield modules CAN be used while Vengeance is activating.

Can only be installed on Battleships.

Blueprints are obtained by researching level 7+ Tetrahedrons.

Cooldown: 5m in Red Star/Blue Star. 2d 2h in White Star.

Activation Delay: 5s in Red Star. 10s in Blue Star. 4h in White Star.

Level Blueprints Required Unlock Price Research Time Hull Strength Threshold Effect Range Area Damage Area Damage (White Star) Area Damage (Blue Star) Additional Hydrogen Use Install Price
1 1 200,000 1d 2,000 100AU 6,000 5,000 5,000 2.4/100AU 20,000
2 10 300,000 2d 120AU 7,000 6,000 6,000 6.2/100AU 22,000
3 25 400,000 3d 130AU 8,000 7,000 7,000 10.0/100AU 24,000
4 50 500,000 4d 140AU 9,000 8,000 8,000 13.6/100AU 26,000
5 100 600,000 5d 150AU 10,000 9,000 9,000 17.4/100AU 28,000
6 250 800,000 6d 160AU 12,000 10,000 10,000 21.2/100AU 30,000
7 600 1,000,000 7d 180AU 14,000 11,000 11,000 25.0/100AU 32,000
8 1,200 3,500,000 7d 200AU 16,000 12,000 12,000 28.6/100AU 34,000
9 2,500 6,000,000 7d 225AU 18,000 13,000 13,000 32.4/100AU 36,000
10 5,000 8,000,000 7d 250AU 20,000 14,000 14,000 36.2/100AU 38,000
11 8,000 10,000,000 10d 275AU 22,000 15,000 15,000 38.0/100AU 40,000
12 12,000 12,000,000 10d 300AU 24,000 16,000 16,000 40.0/100AU 42,000

Delta Rocket[edit | edit source]

DeltaRocket.png

A very fast Rocket that does Area damage to all enemy ships when it reaches its final destination. The owner can optionally set a second waypoint after the launch. It can pass through Barrier areas created by enemy ships.

Enemy ships can fire on the Rocket using normal targeting rules. No damage is applied if the rocket is destroyed before it reaches its destination.

delta rocket

Does not work on sectors with Jump Gates on White Stars.

Blueprints are obtained by researching level 7+ Tetrahedrons.

Speed: 1,800AU/m in Red Star. 180AU/h in White Star.

Cooldown: 10m in Red Star. 4d 4h in White Star.

Level Blueprints Required Unlock Price Research Time Hull Strength Explosion Damage Explosion Range Activation Cost Install Price
1 1 200,000 2d 100 1,250 90AU 500 20,000
2 25 350,000 3d 120 1,500 600 22,000
3 75 500,000 4d 140 1,900 800 24,000
4 200 750,000 5d 160 2,300 1,000 26,000
5 600 1,000,000 6d 180 2,850 1,200 28,000
6 1,500 2,000,000 7d 200 3,500 1,400 30,000
7 4,000 3,000,000 8d 220 4,300 1,600 35,000
8 8,000 4,000,000 9d 240 5,300 1,800 40,000
9 15,000 6,000,000 10d 260 6,500 2,000 45,000
10 25,000 8,000,000 10d 280 8,000 2,200 50,000
11 35,000 9,000,000 10d 300 10,000 2,500 52,500
12 45,000 10,000,000 10d 320 13,000 2,750 55,000

Leap[edit | edit source]

Leap.png

The owner ship initiates teleportation to the closest ally ship engaged in combat (i.e. currently firing), anywhere in the current star system. After the activation delay period, and if the target ship is still alive, the owner ship will teleport to the object closest to the ally ship. After the jump, both the owner ship and the ally ship are disabled for a small period of time.

Blueprints are obtained by researching level 8+ Tetrahedrons.

Cooldown: 10m in Red Star. 4d 4h in White Star.

Level Blueprints Required Unlock Price Research Time Activation Delay Activation Delay (White Star) Disable Time Disable Time (White Star) Activation Cost Install Price
1 1 400,000 2d 5s 6h 12s 2h 1,200 20,000
2 10 500,000 3d 5h 30m 1,400 22,500
3 25 600,000 4d 5h 1,600 25,000
4 50 700,000 5d 4h 30m 1,800 27,500
5 100 800,000 6d 4h 2,000 30,000
6 250 1,000,000 7d 3h 30m 2,200 32,500
7 600 2,000,000 7d 3h 2,400 35,000
8 1,200 4,000,000 7d 2h 30m 2,600 37,500
9 2,500 6,000,000 7d 2h 2,800 40,000
10 5,000 8,000,000 7d 1h 30m 3,000 45,000

Bond[edit | edit source]

Bond.png

Creates a movement link with the targeted enemy ship. While the link is active, the enemy ship is unable to move independently. Any movement from the owner ship will be reflected on the enemy ship, so that the distance between the two ships always remains the same.

The owner ship will not be affected by a Barrier field activated by the enemy ship.

The enemy ship can break free from the link earlier by using Bond on the original ship, or a module that causes teleportation.

Does not work on public Red Star level 7 or lower. A ship that has a Cerberus under BOND influence cannot teleport in a public Red Star.

Does not work against Cerberus Storm.

Blueprints are obtained by researching level 8+ Tetrahedrons.

Cooldown: 6m in Red Star. 2d 12h in White Star.

Level Blueprints Required Unlock Price Research Time Effect Range Effect Duration Effect Duration (White Star) Effect Range (Blue Star) Effect Duration (Blue Star) Activation Cost Install Price
1 1 400,000 2d 160AU 15s 2h 30m 140AU 6s 800 5,000
2 25 600,000 3d 18s 3h 8s 960 7,500
3 100 1,000,000 4d 22s 3h 40m 10s 1,150 10,000
4 250 1,500,000 5d 26s 4h 20m 12s 1,350 12,000
5 1,000 2,000,000 6d 210AU 31s 5h 10m 180AU 14s 1,650 15,000
6 2,000 3,000,000 7d 37s 6h 10m 16s 2,000 17,000
7 3,500 4,000,000 7d 44s 7h 20m 18s 2,400 20,000
8 6,000 5,000,000 7d 260AU 53s 8h 50m 220AU 20s 2,800 25,000
9 8,000 6,000,000 7d 1m 4s 10h 40m 22s 3,400 30,000
10 10,000 8,000,000 7d 310AU 1m 15s 12h 30m 260AU 24s 4,100 35,000
11 12,500 9,000,000 10d 1m 25s 14h 10m 26s 5,000 40,000
12 15,000 10,000,000 10d 350AU 1m 35s 15h 50m 300AU 28s 6,000 45,000

Alpha Drone[edit | edit source]

AlphaDrone.png

Launches a single drone towards a destination anywhere in the Star System. The drone will automatically travel to the destination and stay there until destroyed or its activation timer runs out. Because the drone counts as an ally that is firing, it can be used as a target for Leap. It can be disbanded by the owner player.Disbanding the drone counts for salvage module

Cannot be targeted directly to a star.

alpha drone art

alpha drone art

Does not work on sectors with Jump Gates on White Stars.

Blueprints are obtained by researching level 9+ Tetrahedrons.

Speed: 1,050AU/m in Red Star. 105AU/h in White Star.

Lifetime: 3m in Red Star. 1d in White Star.

Cooldown: 5m in Red Star. 2d 2h in White Star.

Level Blueprints

Required

Unlock

Price

Research

Time

Damage Per Second Damage Per Hour (White Star) Hull Strength Activation Cost Install

Price

1 1 1,000,000 3d 140 840 400 1,000 40,000
2 30 2,000,000 5d 1,200 1,250 42,000
3 100 3,000,000 7d 2,500 1,500 44,000
4 200 4,000,000 8d 3,500 1,750 46,000
5 400 5,000,000 9d 4,500 2,000 48,000
6 800 6,000,000 10d 5,500 2,250 50,000
7 1,200 7,000,000 6,500 2,500 52,000
8 1,600 8,000,000 7,500 2,750 54,000
9 2,000 9,000,000 8,500 3,000 56,000
10 2,500 10,000,000 10,000 3,250 58,000
11 3,000 11,000,000 12,000 3,500 60,000
12 4,000 12,000,000 14,000 3,750 62,000

Suspend[edit | edit source]

Mod TimeSlow Icon.png

Slows down time in a large area around the ship. Overrides any effect of Time Warp within the effect area. An object in range of multiple Suspend areas is only affected by the highest level one.

Blueprints are obtained by researching level 9+ Tetrahedrons.

Cooldown: 5m in Red Star. 2d 2h in White Star.

Level Blueprints Required Unlock Price Research Time Effect Range Real Time Effect Duration Listed Effect Duration Real Time Effect Duration (White Star) Listed Effect Duration (White Star) Timewarp Factor Timewarp Suppression Activation Cost Install Price
1 1 1,000,000 3d 120AU 1m 54.0s 10h 9h x0.90 20% 500 40,000
2 20 2,000,000 4d 140AU 40% 600 42,000
3 50 3,000,000 5d 160AU 60% 720 44,000
4 100 4,000,000 6d 180AU 80% 850 46,000
5 200 5,000,000 7d 200AU 100% 1,000 48,000
6 500 6,000,000 220AU 50.4s 8h 24m x0.84 1,250 50,000
7 1,000 7,000,000 230AU 46.8s 7h 48m x0.78 1,500 52,000
8 1,500 8,000,000 240AU 43.2s 7h 12m x0.72 1,800 54,000
9 2,000 9,000,000 250AU 39.6s 6h 36m x0.66 2,150 56,000
10 2,500 10,000,000 260AU 37.2s 6h 12m x0.62 2,500 58,000
11 3,000 11,000,000 270AU 34.8s 5h 48m x0.58 2,750 60,000
12 4,000 12,000,000 280AU 33.0s 5h 30m x0.55 3,000 62,000

Omega Rocket[edit | edit source]

OmegaRocket.png

A strong, but slow Rocket that can be launched within a limited range and does massive Area damage to all enemy ships when it reaches its destination.

Enemy ships can fire on the Rocket using normal targeting rules. The rocket still delivers a small amount of Area damage on a smaller radius to enemy ships if neutralized before reaching its destination.

omega rocket art

Blueprints are obtained by researching level 10+ Tetrahedrons.

Speed: 600AU/m in Red Star. 60AU/h in White Star.

Cooldown: 10m in Red Star. 4d 4h in White Star.

Level Blueprints Required Unlock Price Research Time Hull Strength Explosion Damage Explosion Range Neutralized Damage Neutralized Damage Range Activation Cost Install Price
1 1 2,000,000 3d 1,000 9,000 120AU 900 60AU 2,000 40,000
2 5 2,500,000 4d 1,100 10,000 1,000 2,300 42,000
3 25 3,000,000 5d 1,210 11,000 1,100 2,650 44,000
4 100 3,500,000 6d 1,330 12,000 1,200 3,050 46,000
5 400 4,000,000 7d 1,465 13,000 1,300 3,500 48,000
6 800 4,500,000 8d 1,611 14,500 1,450 4,000 50,000
7 1,200 5,000,000 9d 1,770 16,000 1,600 4,650 52,000
8 1,600 6,000,000 10d 1,950 17,500 1,750 5,000 54,000
9 2,000 7,000,000 2,150 19,250 1,925 5,500 56,000
10 2,500 8,000,000 2,350 21,000 2,100 6,000 60,000
11 3,250 10,000,000 2,600 23,000 2,300 6,500 62,000
12 4,500 12,000,000 2,900 25,000 2,500 7,000 64,000

Remote Bomb[edit | edit source]

Remotebomb.png

Leaves a stationary Bomb at the ship's current location. The bomb will start triggering once an enemy ship enters the blast range. All enemy ships within the blast range will take area damage after the trigger period is over. The bomb can be targeted by enemy ships using regular targeting rules. If neutralized before the trigger period expires, it will apply less area damage across a smaller range.

Not affected by Area damage.

Not usable in Yellow stars.

Blueprints are obtained by researching level 11 Tetrahedrons.

remote bomb art

remote bomb art

Proximity Trigger: 15s in Red Star. 2h 30m in White Star.

Cooldown: 10m in Red Star. 4d 4h in White Star.

Level Blueprints Required Unlock Price Research Time Hull Strength Explosion Damage Explosion Range Neutralized Damage Neutralized Damage Range Activation Cost Install Price
1 1 10,000,000 5d 2,500 12,000 120AU 3,500 80AU 2,000 40,000
2 5 10,500,000 6d 2,750 14,000 3,750 2,300 42,000
3 20 11,000,000 7d 3,000 16,000 4,000 2,650 44,000
4 80 11,500,000 8d 3,300 18,000 4,250 3,050 46,000
5 300 12,000,000 9d 3,650 20,000 4,500 3,500 48,000
6 600 10d 4,000 22,000 4,750 4,000 50,000
7 1,000 4,400 24,000 5,000 4,650 52,000
8 1,500 4,850 26,000 5,500 5,000 54,000
9 2,000 5,350 28,000 6,000 5,500 56,000
10 2,500 5,900 30,000 6,500 6,000 60,000
11 3,000 6,500 32,000 7,000 6,500 62,000
12 3,500 7,100 34,000 7,500 7,000 64,000

Unobtainable Support Modules[edit | edit source]

Below is a list of modules that are unobtainable by players, and are only found on Corporation Flagships.

Immolation[edit | edit source]

Immolation.png

Instantly destroys all Cerberus ships in the sector. Immolation is equipped on level 2+ Flagships.

Cooldown: 10h

Recoil[edit | edit source]

Recoil.png

The Flagship enters a Teleport countdown, heading anywhere in the star system. After the countdown ends, the Flagship will jump to the destination and will immediately enter a second Teleport cooldown, heading back to its original position. Recoil can not be initiated from sectors with jump gates.

Recoil is equipped on level 3+ Flagships.

Activation Delay: 16h (8h each)

Cooldown: 22h 30m

EMP Rocket[edit | edit source]

EMP Rocket.png

A Rocket that disables all nearby ships on impact.

Speed: 120AU/h

Cooldown: 1d 9h 30m

Level Flagship Level Required Hull Strength Effect Duration Explosion Range
1 6 200 3h 20m 90AU
2 7 300 4h
3 8 400 4h 40m
4 9 500 5h 20m
5 10 600 6h
6 11 700 6h 40m
7 12 800 7h 20m
8 13+ 1,000 8h

Floating Shield[edit | edit source]

FloatingShield.png

A standalone drone which can be deployed from the Corporation Flagship, and will stay at where it was deployed. It is equipped with an Area Shield.

Lifetime: 1d 9h 20m

Level Flagship Level Required Hull Strength Shield Stength
1 8 4,000
2 11 8,000
3 14+ 12,000

DART Turret[edit | edit source]

DartTurret.png

A standalone drone which can be deployed from the Corporation Flagship, and will stay at where it was deployed. It is equipped with Dart Barrage.

Lifetime: 1d 9h 20m

Cooldown: 50m

Level Flagship Level Required Hull Strength Missile Hull Strength Missile Damage
1 10 4,000 3 2000
2 13 8,000 400 3200
3 15 12,000 5 5000


Community content is available under CC-BY-SA unless otherwise noted.