Intercetor Modules: [http://forum.star-conflict.com/index.php?/topic/20237-modules-modules-everywhere-interceptors/](< base_url >/index.php?/topic/20237-modules-modules-everywhere-interceptors/)
Fighter Modules: [http://forum.star-conflict.com/index.php?/topic/20249-modules-modules-everywhere-fighters/](< base_url >/index.php?/topic/20249-modules-modules-everywhere-fighters/)
Tweaks: [http://forum.star-conflict.com/index.php?/topic/20314-modules-modules-everywhere-tweaks/](< base_url >/index.php?/topic/20314-modules-modules-everywhere-tweaks/)
Engineer
None, they have too many modules as it is. They have potential for many more, from being a healer to a true engineer, focusing on structures and defences.
Guard
Again, they have enough modules. But there’s always room for more.
Long Range
Scrambling Field [V1.1]
Range: 1200m
CD: 7 seconds
Duration: Continuous
Energy Consumption: 80 per second
Description: Creates an aura around the frigate which interferes with hostile electronics. Enough to disrupt some systems, but not sufficient to deny any functionalities.
All hostile ships within the given radius will suffer from a pixelated HUD, reducing clarity and ease of vision. The targeting reticule will become slightly faulty and misjudge positions by a few dozen metres. Missiles have a 2% chance of missing their targets. Nukes will randomly explode after any period of time.
EDIT: Range increased to 1200m.