Utility Module List: Difference between revisions

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Notes:
Notes:
* The displayed mass and resource costs '''includes''' the mass or cost of the crew. Each crew adds 4 tons of mass in the form of 0.2 {{icon|water}}Water and 0.2 {{icon|volatiles}}Volatiles.
* The displayed mass and resource costs '''includes''' the mass or cost of the crew. Each crew adds 4 tons of mass in the form of 0.2 {{icon|water}}Water and 0.2 {{icon|volatiles}}Volatiles.
* Some utility modules can only be put on a sufficiently large ship hull. The ship tier refers to the construction tier of the ship hull, which can be found in [[Ship Hull List]].


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Revision as of 01:37, 2 December 2025

This page presents a list of all space ship utility modules in Terra Invicta, as well as their stats. For a discussion of the game mechanics for space ships see Spaceships instead.

Note: This page only shows the standard stats that are shared by all utility modules. Since each utility module can have its own completely unique functions, these functions are discussed in Spaceships#Utility_Modules instead.

Table of Utility Modules

Notes:

  • The displayed mass and resource costs includes the mass or cost of the crew. Each crew adds 4 tons of mass in the form of 0.2 waterWater and 0.2 volatilesVolatiles.
  • Some utility modules can only be put on a sufficiently large ship hull. The ship tier refers to the construction tier of the ship hull, which can be found in Ship Hull List.
Utility Module Min
Ship
Tier
Mass
(tons)
Resources Description
Remass Scoop 0 44 0.2 water 0.6 volatiles 2 base metals 1.6 noble metals The remass scoop gives the ship aerodynamic qualities, preventing damage from aerobraking, and allows it to refill hydrogen propellant stores with water as its only component from interface orbits of Jovian planets. Ships that have anything listed as their propellant may re-propellant at Jovian worlds as well.
Liquid Hydrogen Containment 0 17 0.6 water 0.775 volatiles 0.175 base metals 0.15 noble metals Long-term storage tanks for stable liquid hydrogen, granting an effective 20% bonus to the ship's exhaust velocity.
Requires a drive that can use hydrogen (not reaction products) as propellant.
ECM Mk2 0 18 0.4 water 0.6 volatiles 0.4 base metals 0.4 noble metals Electronic Countermeasures have up to a 40% chance to force an enemy weapon into cooldown when this ship is targeted, with ECM effectiveness decreasing with decreased range to the enemy. Non-nuclear missiles also have a 40% chance to detonate early and do no damage. Requires a special project to work against alien weapons.
Alien Hydron Trap 0 10 0.25 volatiles 0.35 base metals 0.35 noble metals 0.05 exotics This module has an unknown function.
Requires a drive that can use hydrogen (not reaction products) as propellant.
Empty 0 0
Alien Surveillance Module 0 32 0.6 water 0.8 volatiles 1.2 base metals 0.6 noble metals This module has an unknown function.
Alien Surveillance Ring 3 512 25.6 water 25.6 volatiles This module has an unknown function.
Alien Targeting Computer 0 14 0.2 water 0.3 volatiles 0.7 base metals 0.2 noble metals This module has an unknown function.
Alien Fusion Outpost Kit 0 500 2.5 water 12 volatiles 20 base metals 15 noble metals 0.5 fissiles This module has an unknown function.
Repairing this module requires paying the full construction cost of the damaged portion instead of the normal 25%.
Solar Outpost Kit 0 312 0.6 water 12.6 volatiles 12 base metals 6 noble metals Allows creation of a small solar-powered base with a construction module on the surface of a space body that orbits no further than Earth's orbit around the Sun. Can be replenished by resupplying the ship at a shipyard.
Alien Slush Hydrogen Tankage 0 10 0.35 volatiles 0.35 base metals 0.3 noble metals This module has an unknown function.
Requires a drive that can use hydrogen (not reaction products) as propellant.
Neutronium Spiker 0 42 0.9 water 1.2 volatiles 0.9 base metals 1.19985 noble metals 0.00015 fissiles Small numbers of free neutrons are generated and then used to catalyze nuclear reactions, giving a 20% bonus to thrust in fission drives.
Requires a nuclear fission drive.
Alien ECM 0 14 0.2 water 0.4 volatiles 0.4 base metals 0.4 noble metals This module seems to be some kind of electronic countermeasures kit.
Solar Platform Kit 0 272 0.6 water 11 volatiles 10.4 base metals 5.2 noble metals Allows creation of a small solar-powered space station with a construction module at the ship's location. Not viable beyond Earth's orbit around the Sun. Can be replenished by resupplying the ship at a shipyard.
Alien Surveillance Orbital 2 128 6.4 water 6.4 volatiles This module has an unknown function.
Magazine 0 112 0.6 water 1.6 volatiles 8 base metals 1 noble metals Feeder hardware and storage that adds an additional 50% ammo load for all projectile weapons with ammo counts. Mass and ammo increase are recorded with individual weapons.
Rangers 0 320 7 water 13 volatiles 6 base metals 6 noble metals Veteran space Marine unit for our ships. Assault Value: Marine combat score10.
Repairing this module requires paying the full construction cost of the damaged portion instead of the normal 25%.
Component Armor 0 500 25 volatiles 25 base metals Protective plating applied to the ship's systems and modules. Reduces all damage taken by the ship's internal components in combat by 25%.
This module cannot be damaged.
Laser Engine 0 37 0.6 water 1.35 volatiles 0.875 base metals 0.875 noble metals Increases all offensive laser weapon power by 10 MJ so a ship's laser weapons do more damage at longer ranges. Bonus is reduced for purely point defense weapons. Bonus stacks with additional laser engine modules.
Mobile Space Science Lab 0 248 3.4 water 4.4 volatiles 13 base metals 4 noble metals A scientific team joins the crew, enabling the ship to prospect space bodies for suitable base sites from interface orbits and granting a 5% bonus to Space Science research as long as its fleet is not docked at a hab or in the Earth-Luna system.
Automated Fission Outpost Kit 0 1698 18.9 water 43.65 volatiles 66 base metals 33 noble metals 8.25 fissiles Allows creation of a small nuclear-powered mining base on the surface of a space body. Can be replenished by repairing the ship at a shipyard.
Alien Surveillance Platform 1 32 1.6 water 1.6 volatiles This module has an unknown function.
Flag Bridge 2 162 3.6 water 3.6 volatiles 8.55 base metals 0.45 noble metals A fleet coordination center led by a senior commander and staff. Reduces mission control cost for the fleet by 20%. Only one ship per fleet may provide this bonus. The fleet must have at least two ships.
Fission Outpost Kit 0 362 4.1 water 9.35 volatiles 14 base metals 7 noble metals 1.75 fissiles Allows creation of a small nuclear-powered base with a construction module on the surface of a space body. Can be replenished by repairing the ship at a shipyard.
ECM 0 18 0.4 water 0.6 volatiles 0.4 base metals 0.4 noble metals Electronic Countermeasures have up to a 20% chance to force an enemy weapon into cooldown when this ship is targeted, with ECM effectiveness decreasing with decreased range to the enemy. Non-nuclear missiles also have a 20% chance to detonate early and do no damage. Requires a special project to work against alien weapons.
Hydron Trap 0 32 0.6 water 1.1 volatiles 0.7 base metals 0.7 noble metals 0.1 exotics Storage tanks for stabilized monatomic hydrogen, granting an effective 50% bonus to the ship's exhaust velocity.
Requires a drive that can use hydrogen (not reaction products) as propellant.
Alien Repair Bay 0 516 0.8 water 10.8 volatiles 30 base metals 10 noble metals This module has an unknown function.
Alien Muon Spiker 0 10 0.1 water 0.2 volatiles 0.5 base metals 0.19998 noble metals 2e-05 fissiles This module has an unknown function.
Requires a nuclear fusion drive.
Alien Fusion Platform Kit 0 500 2.5 water 12 volatiles 20 base metals 15 noble metals 0.5 fissiles This module has an unknown function.
Repairing this module requires paying the full construction cost of the damaged portion instead of the normal 25%.
Automated Solar Outpost Kit 0 1548 2.4 water 62.4 volatiles 60 base metals 30 noble metals Allows creation of a small solar-powered mining base on the surface of a space body that orbits no further than Earth's orbit around the Sun. Can be replenished by resupplying the ship at a shipyard.
Advanced Marine Assault Unit 0 320 7 water 14 volatiles 6 base metals 5 noble metals Allows ship to launch assaults on habs. Assault Value: Marine combat score6.
Repairing this module requires paying the full construction cost of the damaged portion instead of the normal 25%.
Alien Army Pod 3 22000 700 water 950 volatiles 400 base metals 125 noble metals 25 exotics This massive module has an unknown function.
Repair Bay 0 740 5.5 water 16 volatiles 35 base metals 17.5 noble metals An expanded damage control team as well as a workshop to conduct more extensive repairs away from the shipyard.

Significantly increases the effectiveness of your damage control teams during combat. Out of combat the Repair Bay allows for the Bridge, Life Support, Battery, and Damage Control modules to be partially repaired and increases the repair cap on destroyed modules from 5% to 25%.

Note that some modules such as weapons and utility modules can only be repaired at a station once destroyed.
Fusion Platform Kit 0 387 2.475 water 8.1 volatiles 15 base metals 12.375 noble metals 0.75 fissiles Allows creation of a small fusion-powered space station with a construction module at the ship's location. Can be replenished by repairing the ship at a shipyard.
Targeting Computer 0 14 0.2 water 0.3 volatiles 0.6 base metals 0.3 noble metals Improves a ship's rolls to overcome enemy ECM and damage to sensors by 10%.
Elite Marine Assault Unit 0 320 7 water 14 volatiles 6 base metals 5 noble metals Allows ship to launch assaults on habs. Assault Value: Marine combat score8.
Repairing this module requires paying the full construction cost of the damaged portion instead of the normal 25%.
Hydra Infiltration Pod 0 14 0.3 water 0.8 volatiles 0.25 base metals 0.05 noble metals This module has an unknown function.
Salamander Terror Unit Pod 0 130 6.1 water 6.6 volatiles 0.25 base metals 0.05 noble metals This module has an unknown function.
Slush Hydrogen Tankage 0 22 0.6 water 0.95 volatiles 0.35 base metals 0.3 noble metals Tanks to contain a dense mix of solid and liquid hydrogen propellant, granting an effective 35% bonus to the ship's exhaust velocity.
Requires a drive that can use hydrogen (not reaction products) as propellant.
ECM Mk3 0 18 0.4 water 0.6 volatiles 0.4 base metals 0.4 noble metals Electronic Countermeasures have up to a 60% chance to force an enemy weapon into cooldown when this ship is targeted, with ECM effectiveness decreasing with decreased range to the enemy. Non-nuclear missiles also have a 60% chance to detonate early and do no damage. Requires a special project to work against alien weapons.
Fusion Outpost Kit 0 412 2.6 water 8.6 volatiles 16 base metals 13.2 noble metals 0.8 fissiles Allows creation of a small fusion-powered base with a construction module on the surface of a space body. Can be replenished by repairing the ship at a shipyard.
Automated Fission Platform Kit 0 373 5.65 water 10.525 volatiles 13 base metals 6.5 noble metals 1.625 fissiles Allows creation of a small nuclear-powered supply depot and station at the ship's location. Can be replenished by repairing the ship at a shipyard.
Targeting Computer Mk2 0 14 0.2 water 0.3 volatiles 0.6 base metals 0.3 noble metals Improves a ship's rolls to overcome enemy ECM and damage to sensors by 30%.
Automated Solar Platform Kit 0 373 2.4 water 15.4 volatiles 13 base metals 6.5 noble metals Allows creation of one small solar-powered supply depot and station at the ship's location. Not viable beyond Earth's orbit around the Sun. Can be replenished by resupplying the ship at a shipyard.
Immortals 0 320 7 water 13 volatiles 6 base metals 6 noble metals Our most devoted and expert space Marines. Assault Value: Marine combat score10.
Repairing this module requires paying the full construction cost of the damaged portion instead of the normal 25%.
Marine Assault Unit 0 320 7 water 14 volatiles 6 base metals 5 noble metals Allows ship to launch assaults on habs. Assault Value: Marine combat score4.
Repairing this module requires paying the full construction cost of the damaged portion instead of the normal 25%.
Cyclotron 0 62 0.6 water 1.1 volatiles 3 base metals 1.5 noble metals Increases all offensive particle weapon power by 20 MJ, causing them to do more damage. Bonus stacks with additional cyclotron modules.
Armor Struts 0 100 1 volatiles 9 base metals Reinforced struts that increase the amount of armor each facing on the ship can carry by 100%.
Vector Thrusters 0 20 0.2 volatiles 1.8 base metals Extra rotational thrusters provide 1500000 additional Newtons of force, leading to quicker ship rotations. Very small ships may see no benefit if the maximum possible rotation already exceeds human limits.
This module cannot be damaged.
Fission Platform Kit 0 337 3.85 water 8.725 volatiles 13 base metals 6.5 noble metals 1.625 fissiles Allows creation of a small nuclear-powered space station with a construction module at the ship's location. Can be replenished by repairing the ship at a shipyard.
Alien Magazine 0 104 0.2 water 1.2 volatiles 9 base metals This module has an unknown function.
Muon Spiker 0 42 0.9 water 1.2 volatiles 0.975 base metals 1.12494 noble metals 6e-05 fissiles Muons catalyze nuclear fusion reactions, granting a 10% bonus to thrust to fusion drives.
Requires a nuclear fusion drive.
Antimatter Spiker 0 42 0.9 water 1.2 volatiles 0.9 base metals 1.199879999997 noble metals 0.00012 fissiles 3e-12 antimatter Tiny amounts of antimatter are stored and used to catalyze nuclear reactions, giving a 30% bonus to thrust in fission and fusion drives.
Requires a fusion or fission thermal drive.
Salvage Bay 2 1080 9 water 14 volatiles 70 base metals 15 noble metals A squadron of drones and technicians that gather material from destroyed ships following a battle. Increases our salvage by up to 10%. A fleet cannot increase its salvage bonus above 50%.
Targeting Computer Mk3 0 14 0.2 water 0.3 volatiles 0.6 base metals 0.3 noble metals Improves a ship's rolls to overcome enemy ECM and damage to sensors by 50%.
ISRU Module 0 120 4 water 4.4 volatiles 3.4 base metals 0.2 noble metals The In-Situ Resource Utilization Module will allow ships to re-propellant at unimproved hab sites that produce all raw materials used in the ship's propellant. Ships that have anything listed as their propellant may re-propellant at any site. Prohibited for ships that use antimatter in their propellant.
Not allowed on ships with drives that have an innate ISRU capability.
Advanced Laser Engine 0 62 0.6 water 2.1 volatiles 1.75 base metals 1.75 noble metals Increases all offensive laser weapon power by 20 MJ, so a ship's laser weapons do more damage at longer ranges. Bonus is reduced for purely point defense weapons. Bonus stacks with additional laser engine modules.
Spartans 0 320 7 water 13 volatiles 6 base metals 6 noble metals Fanatic and elite Marine unit for our ships. Assault Value: Marine combat score10.
Repairing this module requires paying the full construction cost of the damaged portion instead of the normal 25%.

Utility Module Required Project Min
Ship
Tier
Crew Mass
(tons)
Resources Required
Power (MW)
Description
water volatiles base metals noble metals fissiles antimatter exotics
Remass Scoop Remass Scoop 0 1 44 0.2 0.6 2 1.6 0 0 0 0 The remass scoop gives the ship aerodynamic qualities, preventing damage from aerobraking, and allows it to refill hydrogen propellant stores with water as its only component from interface orbits of Jovian planets. Ships that have anything listed as their propellant may re-propellant at Jovian worlds as well.
Liquid Hydrogen Containment Liquid Hydrogen Containment 0 3 17 0.6 0.775 0.175 0.15 0 0 0 0 Long-term storage tanks for stable liquid hydrogen, granting an effective 20% bonus to the ship's exhaust velocity.
Requires a drive that can use hydrogen (not reaction products) as propellant.
ECM Mk2 Improved ECM Module 0 2 18 0.4 0.6 0.4 0.4 0 0 0 3 Electronic Countermeasures have up to a 40% chance to force an enemy weapon into cooldown when this ship is targeted, with ECM effectiveness decreasing with decreased range to the enemy. Non-nuclear missiles also have a 40% chance to detonate early and do no damage. Requires a special project to work against alien weapons.
Alien Hydron Trap The AliensAlien Only 0 0 10 0 0.25 0.35 0.35 0 0 0.05 0 This module has an unknown function.
Requires a drive that can use hydrogen (not reaction products) as propellant.
Empty 0 0 0 0 0 0 0 0 0 0
Alien Surveillance Module The AliensAlien Only 0 3 32 0.6 0.8 1.2 0.6 0 0 0 0 This module has an unknown function.
Alien Surveillance Ring The AliensAlien Only 3 128 512 25.6 25.6 0 0 0 0 0 0 This module has an unknown function.
Alien Targeting Computer The AliensAlien Only 0 1 14 0.2 0.3 0.7 0.2 0 0 0 1 This module has an unknown function.
Alien Fusion Outpost Kit The AliensAlien Only 0 0 500 2.5 12 20 15 0.5 0 0 0 This module has an unknown function.
Repairing this module requires paying the full construction cost of the damaged portion instead of the normal 25%.
Solar Outpost Kit Solar Outpost Kit 0 3 312 0.6 12.6 12 6 0 0 0 0 Allows creation of a small solar-powered base with a construction module on the surface of a space body that orbits no further than Earth's orbit around the Sun. Can be replenished by resupplying the ship at a shipyard.
Alien Slush Hydrogen Tankage The AliensAlien Only 0 0 10 0 0.35 0.35 0.3 0 0 0 0 This module has an unknown function.
Requires a drive that can use hydrogen (not reaction products) as propellant.
Neutronium Spiker Neutronium Spiker 0 3 42 0.9 1.2 0.9 1.19985 0.00015 0 0 0 Small numbers of free neutrons are generated and then used to catalyze nuclear reactions, giving a 20% bonus to thrust in fission drives.
Requires a nuclear fission drive.
Alien ECM The AliensAlien Only 0 1 14 0.2 0.4 0.4 0.4 0 0 0 2 This module seems to be some kind of electronic countermeasures kit.
Solar Platform Kit Solar Platform Kit 0 3 272 0.6 11 10.4 5.2 0 0 0 0 Allows creation of a small solar-powered space station with a construction module at the ship's location. Not viable beyond Earth's orbit around the Sun. Can be replenished by resupplying the ship at a shipyard.
Alien Surveillance Orbital The AliensAlien Only 2 32 128 6.4 6.4 0 0 0 0 0 0 This module has an unknown function.
Magazine Magazine 0 3 112 0.6 1.6 8 1 0 0 0 0 Feeder hardware and storage that adds an additional 50% ammo load for all projectile weapons with ammo counts. Mass and ammo increase are recorded with individual weapons.
Rangers Resistance Rangers 0 30 320 7 13 6 6 0 0 0 0 Veteran space Marine unit for our ships. Assault Value: Marine combat score10.
Repairing this module requires paying the full construction cost of the damaged portion instead of the normal 25%.
Component Armor Component Armoring 0 0 500 0 25 25 0 0 0 0 0 Protective plating applied to the ship's systems and modules. Reduces all damage taken by the ship's internal components in combat by 25%.
This module cannot be damaged.
Laser Engine Laser Engine 0 3 37 0.6 1.35 0.875 0.875 0 0 0 5 Increases all offensive laser weapon power by 10 MJ so a ship's laser weapons do more damage at longer ranges. Bonus is reduced for purely point defense weapons. Bonus stacks with additional laser engine modules.
Mobile Space Science Lab Mobile Space Science Lab 0 12 248 3.4 4.4 13 4 0 0 0 1 A scientific team joins the crew, enabling the ship to prospect space bodies for suitable base sites from interface orbits and granting a 5% bonus to Space Science research as long as its fleet is not docked at a hab or in the Earth-Luna system.
Automated Fission Outpost Kit Automated Fission Outpost Kit 0 12 1698 18.9 43.65 66 33 8.25 0 0 0 Allows creation of a small nuclear-powered mining base on the surface of a space body. Can be replenished by repairing the ship at a shipyard.
Alien Surveillance Platform The AliensAlien Only 1 8 32 1.6 1.6 0 0 0 0 0 0 This module has an unknown function.
Flag Bridge Flag Bridge 2 18 162 3.6 3.6 8.55 0.45 0 0 0 1 A fleet coordination center led by a senior commander and staff. Reduces mission control cost for the fleet by 20%. Only one ship per fleet may provide this bonus. The fleet must have at least two ships.
Fission Outpost Kit Fission Outpost Kit 0 3 362 4.1 9.35 14 7 1.75 0 0 0 Allows creation of a small nuclear-powered base with a construction module on the surface of a space body. Can be replenished by repairing the ship at a shipyard.
ECM Electronic Countermeasures 0 2 18 0.4 0.6 0.4 0.4 0 0 0 2 Electronic Countermeasures have up to a 20% chance to force an enemy weapon into cooldown when this ship is targeted, with ECM effectiveness decreasing with decreased range to the enemy. Non-nuclear missiles also have a 20% chance to detonate early and do no damage. Requires a special project to work against alien weapons.
Hydron Trap Hydron Trap 0 3 32 0.6 1.1 0.7 0.7 0 0 0.1 0 Storage tanks for stabilized monatomic hydrogen, granting an effective 50% bonus to the ship's exhaust velocity.
Requires a drive that can use hydrogen (not reaction products) as propellant.
Alien Repair Bay The AliensAlien Only 0 4 516 0.8 10.8 30 10 0 0 0 0 This module has an unknown function.
Alien Muon Spiker The AliensAlien Only 0 0 10 0.1 0.2 0.5 0.19998 2e-05 0 0 0 This module has an unknown function.
Requires a nuclear fusion drive.
Alien Fusion Platform Kit The AliensAlien Only 0 0 500 2.5 12 20 15 0.5 0 0 0 This module has an unknown function.
Repairing this module requires paying the full construction cost of the damaged portion instead of the normal 25%.
Automated Solar Outpost Kit Automated Solar Outpost Kit 0 12 1548 2.4 62.4 60 30 0 0 0 0 Allows creation of a small solar-powered mining base on the surface of a space body that orbits no further than Earth's orbit around the Sun. Can be replenished by resupplying the ship at a shipyard.
Advanced Marine Assault Unit Advanced Marine Assault Unit 0 30 320 7 14 6 5 0 0 0 0 Allows ship to launch assaults on habs. Assault Value: Marine combat score6.
Repairing this module requires paying the full construction cost of the damaged portion instead of the normal 25%.
Alien Army Pod The AliensAlien Only 3 3000 22000 700 950 400 125 0 0 25 0 This massive module has an unknown function.
Repair Bay Repair Bay 0 10 740 5.5 16 35 17.5 0 0 0 0 An expanded damage control team as well as a workshop to conduct more extensive repairs away from the shipyard.

Significantly increases the effectiveness of your damage control teams during combat. Out of combat the Repair Bay allows for the Bridge, Life Support, Battery, and Damage Control modules to be partially repaired and increases the repair cap on destroyed modules from 5% to 25%.

Note that some modules such as weapons and utility modules can only be repaired at a station once destroyed.
Fusion Platform Kit Fusion Platform Kit 0 3 387 2.475 8.1 15 12.375 0.75 0 0 0 Allows creation of a small fusion-powered space station with a construction module at the ship's location. Can be replenished by repairing the ship at a shipyard.
Targeting Computer Targeting Computer 0 1 14 0.2 0.3 0.6 0.3 0 0 0 1 Improves a ship's rolls to overcome enemy ECM and damage to sensors by 10%.
Elite Marine Assault Unit Elite Marine Assault Unit 0 30 320 7 14 6 5 0 0 0 0 Allows ship to launch assaults on habs. Assault Value: Marine combat score8.
Repairing this module requires paying the full construction cost of the damaged portion instead of the normal 25%.
Hydra Infiltration Pod The AliensAlien Only 0 1 14 0.3 0.8 0.25 0.05 0 0 0 0 This module has an unknown function.
Salamander Terror Unit Pod The AliensAlien Only 0 30 130 6.1 6.6 0.25 0.05 0 0 0 0 This module has an unknown function.
Slush Hydrogen Tankage Slush Hydrogen Tankage 0 3 22 0.6 0.95 0.35 0.3 0 0 0 0 Tanks to contain a dense mix of solid and liquid hydrogen propellant, granting an effective 35% bonus to the ship's exhaust velocity.
Requires a drive that can use hydrogen (not reaction products) as propellant.
ECM Mk3 Advanced ECM Module 0 2 18 0.4 0.6 0.4 0.4 0 0 0 4 Electronic Countermeasures have up to a 60% chance to force an enemy weapon into cooldown when this ship is targeted, with ECM effectiveness decreasing with decreased range to the enemy. Non-nuclear missiles also have a 60% chance to detonate early and do no damage. Requires a special project to work against alien weapons.
Fusion Outpost Kit Fusion Outpost Kit 0 3 412 2.6 8.6 16 13.2 0.8 0 0 0 Allows creation of a small fusion-powered base with a construction module on the surface of a space body. Can be replenished by repairing the ship at a shipyard.
Automated Fission Platform Kit Automated Fission Platform Kit 0 12 373 5.65 10.525 13 6.5 1.625 0 0 0 Allows creation of a small nuclear-powered supply depot and station at the ship's location. Can be replenished by repairing the ship at a shipyard.
Targeting Computer Mk2 Targeting Computer II 0 1 14 0.2 0.3 0.6 0.3 0 0 0 1 Improves a ship's rolls to overcome enemy ECM and damage to sensors by 30%.
Automated Solar Platform Kit Automated Solar Platform Kit 0 12 373 2.4 15.4 13 6.5 0 0 0 0 Allows creation of one small solar-powered supply depot and station at the ship's location. Not viable beyond Earth's orbit around the Sun. Can be replenished by resupplying the ship at a shipyard.
Immortals The Immortals 0 30 320 7 13 6 6 0 0 0 0 Our most devoted and expert space Marines. Assault Value: Marine combat score10.
Repairing this module requires paying the full construction cost of the damaged portion instead of the normal 25%.
Marine Assault Unit Marine Assault Unit 0 30 320 7 14 6 5 0 0 0 0 Allows ship to launch assaults on habs. Assault Value: Marine combat score4.
Repairing this module requires paying the full construction cost of the damaged portion instead of the normal 25%.
Cyclotron Cyclotron 0 3 62 0.6 1.1 3 1.5 0 0 0 5 Increases all offensive particle weapon power by 20 MJ, causing them to do more damage. Bonus stacks with additional cyclotron modules.
Armor Struts Armor Struts 0 0 100 0 1 9 0 0 0 0 0 Reinforced struts that increase the amount of armor each facing on the ship can carry by 100%.
Vector Thrusters Patrol Vessels 0 0 20 0 0.2 1.8 0 0 0 0 0 Extra rotational thrusters provide 1500000 additional Newtons of force, leading to quicker ship rotations. Very small ships may see no benefit if the maximum possible rotation already exceeds human limits.
This module cannot be damaged.
Fission Platform Kit Fission Platform Kit 0 3 337 3.85 8.725 13 6.5 1.625 0 0 0 Allows creation of a small nuclear-powered space station with a construction module at the ship's location. Can be replenished by repairing the ship at a shipyard.
Alien Magazine The AliensAlien Only 0 1 104 0.2 1.2 9 0 0 0 0 0 This module has an unknown function.
Muon Spiker Muon Spiker 0 3 42 0.9 1.2 0.975 1.12494 6e-05 0 0 0 Muons catalyze nuclear fusion reactions, granting a 10% bonus to thrust to fusion drives.
Requires a nuclear fusion drive.
Antimatter Spiker Antimatter Spiker 0 3 42 0.9 1.2 0.9 1.199879999997 0.00012 3e-12 0 0 Tiny amounts of antimatter are stored and used to catalyze nuclear reactions, giving a 30% bonus to thrust in fission and fusion drives.
Requires a fusion or fission thermal drive.
Salvage Bay Salvage Bay 2 20 1080 9 14 70 15 0 0 0 5 A squadron of drones and technicians that gather material from destroyed ships following a battle. Increases our salvage by up to 10%. A fleet cannot increase its salvage bonus above 50%.
Targeting Computer Mk3 Targeting Computer III 0 1 14 0.2 0.3 0.6 0.3 0 0 0 1 Improves a ship's rolls to overcome enemy ECM and damage to sensors by 50%.
ISRU Module In-Situ Resource Utilization Module 0 5 120 4 4.4 3.4 0.2 0 0 0 0 The In-Situ Resource Utilization Module will allow ships to re-propellant at unimproved hab sites that produce all raw materials used in the ship's propellant. Ships that have anything listed as their propellant may re-propellant at any site. Prohibited for ships that use antimatter in their propellant.
Not allowed on ships with drives that have an innate ISRU capability.
Advanced Laser Engine Advanced Laser Engine 0 3 62 0.6 2.1 1.75 1.75 0 0 0 10 Increases all offensive laser weapon power by 20 MJ, so a ship's laser weapons do more damage at longer ranges. Bonus is reduced for purely point defense weapons. Bonus stacks with additional laser engine modules.
Spartans Humanity First Spartans 0 30 320 7 13 6 6 0 0 0 0 Fanatic and elite Marine unit for our ships. Assault Value: Marine combat score10.
Repairing this module requires paying the full construction cost of the damaged portion instead of the normal 25%.

Sources

This table is computed using data from: