Ship Modules/Modules
Out of Date
This page is very inaccurate and only still exists for very specific purposes. Please refer to the updated page on Modules, listed below.
Ship Modules
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 |