Module
Name |
Stats
Drawn |
Module
Improves |
C-Class | B-Class | A-Class | S-Class | ||||
---|---|---|---|---|---|---|---|---|---|---|
Min | Max | Min | Max | Min | Max | Min | Max | |||
Neural Assembly | Always | Launch Cost | 5 | 10 | 10 | 15 | 15 | 20 | 20 | |
Automatic Recharging | No | Yes | ||||||||
Pulsing Heart | 1-2 | Fuel Efficiency | 5 | 10 | 10 | 15 | 15 | 20 | 20 | |
Maneuverability | 0 | 5 | 0 | 10 | 5 | 12 | 5 | 12 | ||
Boost | 0 | 5 | 5 | 10 | 5 | 15 | 10 | 15 | ||
Always | Teleport Receiver | Activated (Hidden) | ||||||||
Singularity Cortex | Always | Hyperdrive Range | 50 | 100 | 100 | 150 | 150 | 200 | 200 | 250 |
Possible | Warp Cell Efficiency | 100 | 100 | |||||||
Always | Hyperdrive Scramble | Activated (Hidden) | ||||||||
Scream Suppressor | Always | Shield Strength | 0.05 | 0.1 | 0.05 | 0.1 | 0.1 | 0.2 | 0.2 (30) | |
Scan | Activated (Hidden) | |||||||||
Grafted Eyes1 | 1-2 | Heat Dispersion | 10 | 35 | 35 | 55 | 55 | 75 | 75 | 95 |
Damage | 30 | 40 | 40 | 50 | 50 | 60 | 60 (24) | 70 (27) | ||
Spewing Vents1 | 1-2 | Fire Rate | 0 | 1 | 1 | 2 | 2 | 2.1 (3) | ||
Heat Dispersion | 0 | 1 | 1 | 2 | 2 | 3 | 1900 | 2700 (3) | ||
Damage | 8 | 16 | 12 | 20 | 16 | 24 | 20 (6) | 28 (8) |
Notes:
1. Damage Stats visually indicated on upgrade in-game do not appear to reflect actual in game results.
2. Upgrade modules should be added adjacent to the core system where possible, to a maximum of three upgrades in each type of inventory slot (eg. cargo and technology slots). This is best achieved by arrangements in a 2x2 box, or as a slightly lower cumulative gain as a line of 3 vertically or horizontally adjacent to the core system.