Modules
Modules are enhancements that may be added to ships that are at least size 1. These increase the cost of the craft they are applied to and provide a wide array of bonuses and effects, thgouh colony and space station construction are linked to modules. You may replace and/or add modules like any other system while the craft is at a friendly world or station. A ship may have a total size of modules equal to its own size (so a size 4 ship can carry up to size 4 worth of modules).
Advanced Navigational Lab
Size 1 Module
Cost Modifier: +2 Ore and +2 Gas
Requirement: Level 2 Ship Sensors, Warp rank 2 (Level 1)
This lab provides the ship with advanced sensors dedicated to navigation, this provides a few bonuses. When the ship spends 0.2 turn scanning a jump gate or wormhole, the chances of a jump miscalculation occurring are greatly reduced. When warping, the ship can retain up to 1/2 (rounded down) of its sensor value to observe its surroundings during warp (allowing the craft to possibly drop out of warp to investigate strange readings). The ship reduces any damage sustained by warping through rifts by 1.
Cargo Module
Size 1+ Module
Cost Modifier: +1 Ore/size
Requirement: Logistics rank 2 (Level 1)
This module provides storage for resources, wreckage, etc. Cargo modules can carry a total amount of resources/wreckage of a value equal to twice their size. These may also be required to carry artifacts, especially if they are large.
Colony Module
Size 1 or 2 Module
Cost Modifier: Size 1 = +2 Ore and Gas (First one only costs +1 Ore and +1 Gas); Size 2 = +4 Ore and +4 Gas
Requirement: None
This allows the construction of a new colony on an open world. To construct the colony you must deploy the module there at the start of a turn. It takes 1 full turn to construct the colony. When a colony finishes, you now control that world. It begins with 1 construction value and 2 energy, and begins receiving infrastructure on the following turn. If you used the size 1 module, the craft carrying the module is consumed in the process. If you used the size 2 module, only the module is consumed to create the colony.
Combat Module
Size 1+ Module
Cost Modifier: +1 Ore and +1 Gas/size
Requirement: Security rank 2 (Level 1)
This module contains additional troops and equipment for defense and boarding operations. The equipped craft increases its boarding strength by an amount equal to the size of this module. Note that this boarding strength is added to the size of the craft to determine the base boarding strength (making the craft more difficult to capture, and better at capturing other craft despite taking loses).
Drone Control Module
Size 1+ Module
Cost Modifier: +2 Ore and Gas
Requirement: Level 2 Ship Tech and Level 2 Logistics
Drones are remote controlled fighters, or mindless swarms. They are smaller than normal size 0 craft, attacking as a group to inflict damage, though such craft are difficult to evade. Treat the drone module as a weapon with strength equal to twice the total module size. This weapon attacks independently of the craft's primary weapons (if any), they cannot attack in pass 1, but may attack in any other pass. The drones have an attack range of 6 units (note that this range is due to the fact the craft can move and strike swiftly), and ignore all DR bonus from the target's engines and also do not suffer the normal loss of damage when splitting it between multiple targets. If you have attacked with them at least once in a wave, they may be targeted as though they were a ship. Damage assigned to them damages their attack strength by an equal amount (note this must be repaired before it is returned to full strength). Your foes must declare the drones as their intended target before the wave begins.
Drones take 1 less damage from all attacks due to their small size and quick movements.
When you assign a drone control module, you select a ship weapon type you have ranks in to be the damage type the module uses. You may assign a single weapon trait to the module/size (based on the weapon type you applied), adjusting the cost as normal. Drones equipped with the long-range trait have a range of 8 units.
Hangar Bay
Size 1+ Module
Cost Modifier: +1 Ore/size
Requirement: Logistics rank 2 (Level 1) and Level 2 Ship Tech
This module allows the craft to carry other smaller craft onboard. Note that craft loaded in a hangar cannot have their own hangars loaded. A hangar module can carry a total size of craft equal to its own size -1. Note that each size step down doubles the number of craft can fit in that space (for example; if you have a size 2 hangar bay, you can load a size 1 craft or 2 size 0 craft. Whereas a size 4 hangar bay can carry a size 3, two size 2's, 4 size 1's or up to 8 size 0's, or any similar combination of those sizes). A size 1 hangar module can only carry a single size 0 craft.
Mining Module
Size 1+ Module
Cost Modifier: +1 Ore and +1 Gas/size
Requirement: Level 2 Industry and Level 2 Advanced Mining
These modules allow the gathering of ore from asteroid fields. They collect ore at a rate equal to the module's size each turn. If applied to a ship, the resources must be stored in a supply module to be returned for resources (either from the mining craft or a cargo ship in its fleet). If applied to a station in an asteroid field, the resources are gathered automatically, as though the station were simply a planet.
Point-Defense Module
Size 1+ Module
Cost Modifier: +1 Ore and +1 Gas/size
Requirement: Level 2 Ship Sensors and Level 2 Ship Weapon (any single type)
This module provides small weapons that are used to deter and destroy small ships. When the equipped ship is attacked by a size 0 craft or drones, the attacker takes damage from the module equal to the module's size. The module has a range of 6 units, if the attacker is firing from beyond that range, it will not take damage. This counter-attack occurs each time the equipped craft is attacked.
Point Defense attacks ignore the damage reduction from engines and the damage reduction drones have passively for their size.
When you equip this module, choose a ship weapon type you have at level 2, this module's attacks use that same type for its damage. Note that you can only apply one weapon trait to this module, regardless of size.
Refining Module
Size 1+ Module
Cost Modifier: +1 Ore and +1 Gas/size
Requirement: Level 2 Industry and Level 2 Advanced Gas Refining
These are exactly like mining modules, however they are used to collect gas from nebulas.
Reinforced Hull
Size 1+ Module
Cost Modifier: +1 Ore/size
Requirement: Ship or defense hull 4 ranks, can only be assigned to ships of at least size 4.
This module provides additional armor for the hull, increasing hull value by 1/size.
Reinforced Shields
Size 1+ Module
Cost Modifier: +1 Gas/size
Requirement: Ship or defense shields 4 ranks, can only be assigned to ships of at least size 4.
This module provides additional strength for the craft's shielding, increasing the craft's shield value by 1/size
Repair Module
Size 1+ Module
Cost Modifier: +1 Ore and +1 Gas/size
Requirement: Industry Level 2 rank 2
These modules allow craft to make in-flight repairs to themselves or other ships/stations/orbital defenses. The production value for the repair rate is equal to twice the size of the module. Note that you must have stored resources or wreckage within the fleet to make the repairs.
Salvaging Module
Size 1+ Module
Cost Modifier: +1 Ore and +1 Gas/size
Requirement: Industry rank 2 (Level 1)
This module allows the craft to gather ship debris at a rate equal to the size of the module per 0.5 turn, though it must have a cargo module, world or station in-hex to store it.
Science Lab
Size 1 Module
Cost Modifier: +2 Ore and +2 Gas
Requirement: Level 2 Ship Sensors
This module provides a lab capable of advanced research and analysis. The ship may spend an extra 0.2 turn scanning worlds or ships to treat its sensors as though they were 2 ranks higher. In addition, the crew reduces the time it takes to translate alien languages by 0.5 turn and may reverse engineer alien technology. Reversed technology is of course only available to the crew until it returns to a friendly world or station, at which point it can unload the information to local scientists.
Space Station Construction Module
Size 4 Module
Cost: +4 ore and +4 gas plus additional system costs
Requirement: Lvl 2 Logistics and Lvl 2 Ship tech
Station Control Limit: Level of Ship Tech + Level of Industry + Level of Logistics
When being built, this module has ship systems assigned to it, other than warp and engines. All costs are treated as if assigning them to a size 1 ship. You must assign at least 1 rank of hull to the module. Traits may also be assigned to the module. When this module is unloaded, it is used to create a space station in that hex that possesses all of the tech/traits used in the module. This takes 1 full turn.
Stations are a cross between planets and ships. They begin with 4 base energy, 1 construction value, 6 infrastructure and a starting infrastructure cap of 10 (and a max cap of 15). At the start of the turn, you treat it like a world, building certain structures on it and/or building defenses. Stations are limited to building industry structures. Stations are considered planets for the use of economics and logistics. Once a station has a shipyard it may build more modules for itself. It is treated as a size 4 ship in terms of what it can equip.
Stations receive the bonus hull value for being a size 4 craft.
You may add another station module to an existing station, though expanding a station in this way treats the station as two stations against your control limit (3 for 3, etc). Adding another station module increases the station's maximum infrastructure cap by another 15 and its overall size by another 4 (increasing hull, boarding strength and available space for additional modules).
Stations are repaired like ships, but may repair themselves so long as they have either a repair module (with sufficient resources) or a shipyard.
Weapon Battery
Size 1+ Module
Cost Modifier: +1/size based on weapon type
Requirement: Ship or Defense Weapons (Any type), can only be assigned to craft of size 4+
This module provides additional fire support, increasing the weapon damage of one of your weapon systems by 1/size.
Note that the following modules may be equipped to defenses of proper size; Reinforced Hull, Reinforced Shields and Weapon Battery.
Colonizing New worlds
You may begin new colonies using the colony modules (see the 'colony module' listed above for details on colonization). Note that your first colony module is at a reduced cost due to the preparations your race has been making towards settling on new worlds. The number of worlds your race can control is limited by your development aspects (note that your homeworld is never counted against this limit);
World Control Limit: 1 + Level of Economics + Level of Industry + Level of Logistics