Module types
- Turret
Kinetic weapons on Battery hardpoints. Lock a target and they track on their own; your job is keeping them in range.
- Drone
Drones ride in cargo and launch with Q while you hover a target.
- Missile
High-explosive damage. Signature radius doesn't affect missiles, but they can't track cloaked ships. Since Beta Patch 2, launchers fit battery hardpoints, aim at your cursor and fire from visible tubes.
- ECM
Electronic warfare: subsystem modules aimed at an enemy.
- Shield
Barrier modules. Max heat capacity suits shield builds; some barriers vent heat if timed like a parry. Since Beta Patch 2, shields have base resistances: 10% kinetic and 30% high-explosive.
- Armor
Armor plating and repairers. Repairers use repair charges carried in cargo. Since Beta Patch 2, armor has base resistances of 24% kinetic and 20% high-explosive.
- Utility
Cargo, scanning, salvage and support modules.
- Propulsion
Passive drive modules on Propulsion hardpoints. They add thrust and speed, and heat.
- Conduit
One-cell core modules that link to the open ports of modules next to them and strengthen modules of their own type.