Interceptor Modules: [http://forum.star-conflict.com/index.php?/topic/20237-modules-modules-everywhere-interceptors/](< base_url >/index.php?/topic/20237-modules-modules-everywhere-interceptors/)
Frigate Modules: [http://forum.star-conflict.com/index.php?/topic/20294-modules-modules-everywhere-frigates/](< base_url >/index.php?/topic/20294-modules-modules-everywhere-frigates/)
Tweaks: [http://forum.star-conflict.com/index.php?/topic/20314-modules-modules-everywhere-tweaks/](< base_url >/index.php?/topic/20314-modules-modules-everywhere-tweaks/)
Tackler
Thruster Disruption Drone [V1.1]
Range: 1200m
CD: 50 seconds
Duration: 13 seconds
Energy Consumption: 90
Description: Attaches a drone to the target which will randomly add an impulse vector to the target and cause it to fly off course at a speed of 200m/s for half a second. This is reduced to 150m/s for fighters and 100m/s for frigates. In addition, impact damage taken is doubled. After the duration has expired, it explodes for 280 thermal damage.
EDIT: Changed values for different ship sizes. Edit @ 11:30 29/06/13 GMT
Gamma Burst Overload
Range: 1800m
CD: 60 seconds
Duration: 3.5 seconds
Energy Consumption: 113
Description: This modules temporarily overloads the visual and audio systems of the target, effectively ‘blinding’ the pilot. Upon activation, the target’s screen will go white; only the ship systems (such as the shield bar, hull bar, etc) will be visible. In addition, the pilot will be afflicted by a quiet white noise effect that will fade as the duration expires.
EDIT: Changed module. Edited @ 4:25 28/06/13 GMT
Blink
Range: 1500m (see below)
CD: 45 seconds
Duration: -
Energy Consumption: 210
Description: The ship disappears for 0.5 seconds. During this time it is invincible. Once this time has expired, the ship will instantly reappear 1500m forward in the direction it is facing. If the ship would reappear inside an object, it moves to the closest possible point. This module does not disable the Chameleon cloaking system.
Command
Wide-Band Shield Overlay
Range: 1200m
CD: 85 seconds
Duration: 15 seconds
Energy Consumption: 240
Description: All friendly ships within the given range immediately gain an overshield which is equal to 20% of their full shields. This overshield decays over the given duration, and pauses natural shield regeneration. The overshield has an extra 10 points of damage resistance to all types of damage over the targets’ current resistances.
Hadron Barrier
Range: 1000m
CD: 100 seconds
Duration: up to 10 seconds
Energy Consumption: 32 per second
Description: Upon activation, the module creates a large, spherical barrier (think Halo: Reach Drop Shield) which has the given radius. It is deployed with the centre on the Command ship, and carries the following effects:
- The barrier will absorb incoming damage from within and without its radius. It counts as having 100 resistance to all damage types, and every 3 points of damage it takes subtracts one from the deployer’s shields.
The Hadron Barrier will collapse when any of the following conditions are met: - The duration expires.
- The Command ship runs out of shields or energy.
- The Command ship leaves the Barrier’s radius.
Gunship
**Targeting Haze [V1.0] **Courtesy of Kine
Range: 800m
CD: 40 seconds
Duration: 4 seconds
Energy Consumption: 125
Description: All allies within the given range cannot be locked onto, and all current locks achieved will be negated. The red target bracket will still be present on affected ships. The module does not affect the host ship. Allies that leave the module range immediately lose their bonus. Guided missiles of any description fired before the module is activated will continue to track their target.