Modules are a type of machine that serves a specific purpose. With the exception of turrets, all modules are required to be on a piloted ship in order to be activated. There are 4 classes of modules. Utility, Auxiliary, Combat, and Cannons. Each ship-type can only have a certain amount of each of the classes, depending on the ship type. Read [[Ship Classes] for more info about the classes.
Utility modules tend to be modules for passive ships like exploration ships or freighters. The utility modules are:
Auxiliary modules are used for travel and pirating. The auxiliary modules are:
- Speed Booster
- Tractor Beams
- Cloaking Devices
- Blink Drives
- Improbability Drives
- Shield Generators
Combat modules. The name explains it all. Combat modules are used to damage stuff. The combat modules are:
While cannons are technically a combat module, they are categorized differently on ships so that ship can have a certain amount of cannons and a certain amount of combat modules. The only cannon is:
Untyped modules do not use module slots, but you can only have 1 per ship.
These aren't necessarily modules, but they can be used on ships (except elevators, which don't have to be on ships, but can be).
Table Of Contents
|Store||Bugs & Suggestions|
|Ship Blocks and HP||Ship Classes|
|SQTech Machines||Ship Modules|
|Faction Basics||Claiming and Sieges|
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