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Name | Function | Comment | Strength | Tech Tier |
Radiation Bomb | 2 uses Small AOE dmg | Negligible impact, but cost is also extremely low, which makes it usable in niche situations. | 4 | - |
Rapid Autoloader | Weapon reload speed decrease | Has passive and active boost. Can be really good on Kol and Marza. | 6 | 2 Mil |
Targeting Array | Weapon range buff for self and fleet | Niche item. Use it with Javelis and Orgrovs for first strike or out-range specific static defenses. | 2 | 3 Mil |
Missile Guidance Computer | Missile damage buff for self and fleet | Extra good on Marza, but true benefit comes from the fleet buff. A must have if you are going to surprise your enemy with a Javelis fleet. | 7 | 4 Mil |
High Yield Warheads | Planetary bombing dmg buff | Can be useful in a capital victory snipe, but otherwise you’ll find better modules to build. | 2 | 4 Mil |
Reserve Squadron Hangar (Sova, Dunov only) | Gives extra squadrons and instant build ability | Quite a decent addition to your strike craft strength. | 5 | 2 Mil |
Armor Patch Kit | 3 uses Minor repairs | Negligible impact but can provide that tiny bit of extra health which may save your capital ship. And comes at low cost. | 3 | - |
Flak Burst | AOE dmg against strike craft and missiles | A very strong tool when used properly to stop swarms of strike craft or missiles. | 8 | 2 Mil |
Combat Repair System | In-combat repairs | Significant boost to repairs of your high value cap ships | 9 | 2 Mil |
Reactive Armor | Extra Armor and missile damage reduction | Missiles counter capital ships. With this, you will significantly decrease their effectiveness. | 5 | 3 Mil |
Backup Shield Generator | Adds a weak shield burst | Good for a tanky build, but keep in mind, that TEC have low shields to begin with. | 5 | 4 Mil |
War Reporter | +1 Influence point | You may have enough Influence points from planets, but good to have a plan B. | 3 | 2 Civ |
Exotics Salvage Policy | Returns exotics spent, once ship is lost | Niche tool. Try rather not to lose your capital ship in the first place with the help of other modules. | 1 | - |
Antimatter Engine | Increases AM capabilities of a capital ship | Core item on any capital ship with active abilities. | 8 | 2 Mil |
Deploy Argonev Starbase | - | You face an impenetrable enemy starbase? Just drop one of your own! | 7 | 5 Mil |
Volatile Accelerants | Drastically increases speed of your ship at cost of hull | A race car upgrade for your capital ship. If you think you are good at micro, this module will keep your capital ship alive. | 6 | 3 Mil |
Heavy Gauss Slugs (Kol, Marza only) | Gauss damage buff | Makes your Kol/Marza the bane of enemy capital ships. | 6 | 4 Mil |
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