Ship Modules/Modules

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Overview

Modules, activated with the B key, are special powers that a ship may use. This ability may be a heal, accuracy or damage buff, or more. There are currently 18 ships in the game that have a module, only 17 of which are player-pilotable. Some modules are instant abilities, while others modify the properties of the ship.

Ships

Below is a list of all ships and their modules, and effect/cooldown time.

Ship Module Effect Type Effect Time Cooldown Time
Snowfall Name Unknown Reduces the max speed of all enemy ships in a 5k stud area but 50%. Ability Unknown Unknown
Theseus Name Unknown Can only be activated when the ship is hulled. Heals 1k hull hp over the course of 20(?) seconds. If the hull is fully healed but the ship has not healed 1k hp, the remaining hp to be healed overflows into shield. Ability Unknown Unknown
Theseus-U Name Unknown Same as Theseus. Ability Unknown Unknown
Theseus-E Name Unknown Same as Theseus. Ability Unknown Unknown
Theseus-K Name Unknown Same as Theseus. Ability Unknown Unknown
Theseus-X Name Unknown Same as Theseus, although the module heals 5k, with double the cooldown time. Ability Unknown Unknown
Apogee Name Unknown Fires 6 homing missiles on the selected target, which will chase it down until they have traveled 8k studs. If this limit is exceeded the missiles will simply despawn. Ability N/A Unknown
Odyssey Name Unknown Increases the speed of the ship by an [Unknown] amount for an [Unknown] time. Unknown Unknown Unknown
Deity Name Unknown Reduces the turn speed of the ship but increases its top speed to 160 sps. Re-using the module switches the ship back to its original properties. This can be used to slow the ship down to 60 sps instantaneously. Modifier N/A 5s
Hyperion Commanding Presence Can only be activated while within 8k studs of an enemy base, and deactivates if the ship leaves this area. Spawns an orange shield that resembles a ShieldSide between the ship and the target base. All turrets on the base lock on to the Hyperion regardless of LoS or range. However, those that are unable to hit the ship (due to the aforementioned reasons) will not shoot. Additionally, the ship gains 65% damage resistance from the base and 15%(?) from all other sources. Modifier N/A Unknown
Subjugator Name Unknown Gives all allied ships (including itself) in a 5k stud area 20% shield damage resistance. Ability Unknown Unknown
Theia Spinal Overload Fires a barrage of spinals. Ability N/A Unknown
Astraeus Name Unknown Boosts accuracy of all allied ships (including itself) in a 5k stud area by 20% for some time. Ability Unknown Unknown
Oblivion Blink Teleports the ship 2k studs in whatever direction it is facing, while maintaining forward velocity. Ability N/A Unknown
Lucifer Smart Bomb Deals [Unknown] damage to all ships in an [Unknown] area. Ability N/A Unknown
Prototype X-1 Bastion Mode Reduces the max speed of the ship, but increases damage and gains 65% damage resistance from all sources. All neons on the ship become red. Using the module switches the ship in and out of Bastion Mode. While in this state, the ship is unable to warp. Modifier N/A 45s
Prototype X-2 Kneall Munitions Converts all weaponry to plasma-type. All weaponry deals 90% damage to both shield and hull. Unknown Unknown Unknown
Festive Kodiak Name Unknown Spawns two random player or U.N.E. ships that have previously died in the round, but on the Pirate faction at the Kodiak. Fighters are excluded, and carriers cannot use fighters. Ships spawned by this cannot use modules. These ships remain spawned until destroyed. Ability N/A 300s