List of modules


 * For a guide on how to design ships in Stardrive 2, see our Shipyard article.

This page is a list of all modules available to ships in Stardrive 2. The list is organized by type of module.

Weapons
Weapons modules include things such as laser cannons and missiles. Projectile/chemical weapons such as railguns and missiles require ordnance and impart momentum, while energy weapons such as laser cannons and beams require power. Weapons modules must usually be placed on the outside section (coloured blue) of a ship during ship design.

Artillery Cannons

 * Artillery - Fires explosive shells. Requires Ordnance
 * Gauss Cannon - Huge, long range cannon
 * Mass Driver - Large, long range cannon. Brings with it Death and Destruction. Requires Ordnance and Energy
 * Subspace Artillery

Projectile Cannons

 * Vulcan Cannon - Rapid fire weapon with no range dissipation. Weak against sheilds and slightly inaccurate. requires ordnance.
 * Flak Cannon - Excellent Point defence weapon
 * Cluster Cannons - Projectile deploys cluster munitions equipped with proximity fuses

Energy Cannons

 * Laser Cannons - basic but versatile ship weapons capable of filling many roles.
 * Disruptor Cannons - A superior energy cannon with superior energy requirements.
 * Chaos Cannon - Damage multiplied randomly from 0- 10x. 50% change to ignore shields. Spiral mount only.
 * Enveloping Pulse Cannon
 * Plasma Cannons
 * Null-Field Cannon
 * Singularity Cannons
 * Pulse Cannons

Torpedoes

 * Subspace Rift Torpedo
 * Photon Torpedo
 * Plasma Torpedo
 * Quantum Torpedo
 * EMP Torpedo
 * Heavy Torpedo - Missile stopping power in a single and inexpensive package.
 * Anti-matter Torpedo - A conventional torpedo with an anti-matter warhead.

Energy beams

 * Ion Beams - Basic particle beam that are not terribly effective.
 * Fusion Beam - Particle beam weapon that that does increased damage to hulls. (2x)
 * Graviton Beam - Beam weapon with a slowing effect.
 * Dark Particle Beam - Weapon emits quick and violent bursts of energy.
 * Phasors
 * Death Ray - A terrible beam weapon stripped from the wreck of the masters.

Rockets and Missiles

 * Rockets - reliable guided mini-rockets : Heavy unguided variant available.
 * Cruise Missiles
 * Swarm Missiles
 * Vertical Launch

Other

 * Sublimator
 * Discharger - Causes enemy ship capacitors to discharge 2500 power on hull impact. Minor damage versus shields and hulls.

Armor

 * Steel Armor - Strong and inexpensive armor plating, but quite heavy.
 * Solar Armor - Protective armor plating that generates a small amount of power.
 * Plasteel Armor - Strong(er) than steel and less massive.
 * Pollop Armor - Same HP as steel but less massive and slowly heals. Pollop experimental tech.
 * Quantanium Armor - Lightweight, efficient armor.
 * Ionium Armor - Superior armor, requires power.
 * Tritanium Armor - Three times the mass, strength and cost of Steel Armor.

Shields

 * Delta Shields - A Small defensive shielding to protect a quadrant. Can be placed in the center of a ship to shield it entirely.
 * Class I Shields - Defensive shielding to protect a quadrant, place in center to protect entire ship.
 * Class II Shields - Improved defensive shielding to protect a quadrant, place in center to protect entire ship.
 * Class III Shields
 * Canopy Shield
 * Shield Capacitor

Point Defense

 * ECM Jammer - Jams missiles and reduces accuracy of incoming fire.
 * Advanced ECM
 * Defensive Flares - Cheap and effective missile counter-measures.

Engines

 * Basic Engines - Adds a balanced amount of thrust and maneuverability to your ship. Upgrades with tech.
 * Fusion Engines
 * Ion Engines

Power Plants

 * Nuclear Power - Cheap and reliable power plants. Not great for extended battles using energy weapons.
 * Fusion Power
 * Anti-matter Reactors
 * Dark Matter Reactor

Command

 * Cockpit - Single pilot command for frigates, +5% damage -1 CP (frigate only for the CP). And +10 sensor range.
 * Basic Command - +10% Damage bonus, 2 CP reduction and sensor range (+20).
 * Combat Information Ctr - +15% non stacking fleet damage bonus, 2 CP reduction, sensor range

Bombs

 * Nuclear Bombs - Used on strategy map to bombard planets; causes pollution.
 * Neurotoxin Bombs
 * BioTerminator
 * Protobomb

Fighter Bays

 * Fighter Bay
 * Heavy Fighter Bay

Ammunition and Fuel Storage

 * Fuel Cells - Provides 10 (small) / 50 (large) fuel on strategy map.
 * Power Capacitor - Stores power. A must have for ships with energy weapons and specials.
 * Ordnance Storage - Ammunition for your rockets, missiles, and other weapons requiring ordnance.
 * Ordnance Fabricator
 * Particle Capacitors

Other

 * Sickbay
 * High-Energy Focus
 * Transporter Device
 * Targeting Computer Mk I
 * Particle Capacitors
 * Astrometrics Lab
 * Sensor Array
 * Main Engineering