Freighter modules
How do you get class S freighter modules? Destroy pirate dreadnoughts. Each one gives a freighter module at class S, and a system's dreadnought always gives the same one, so you farm one system per module. Your freighter counts three of each, 21 in all: a fourth of one type switches that whole type off.
The seven modules
| Module | At class S |
|---|---|
Hyperdrive | +200 to 250 light years, and one more jump from each warp cell |
Fuel efficiency | 15 to 20% less fuel |
Expedition speed | +15% |
Expedition defences | +15% |
Expedition trade | +15% |
Expedition mining | +15% |
Expedition science | +15% |
Every module a dreadnought gives is class S. Now and then a ship reactor comes instead: an A-Class Reactor in about one system in 140, an S-Class Reactor in about one in 350. That A-Class Reactor is a starship part, and it is the only class A a dreadnought hands out.
One module per system
The module does not follow chance. The game draws the battle from the system, and the type of module is one draw of that battle, so the same system gives the same type on every kill. The module itself, with its numbers, is built from the address of the system: a hyperdrive module from one system adds the same light years every time. To get the top of the band, 250, you need a system whose module comes out there, not more kills.
So pick a system for each module you want, and farm it until you have three.
You need a system that brings a dreadnought on every arrival, or you wait 3 hours between battles. Dreadnoughts says how many systems do and why you must own a freighter first.
How to destroy one
A module comes only when the dreadnought dies. If it surrenders, you get the ship or the tribute, and no module. Fight from close up, under its shields: while it fires at the civilian freighter, a kill still pays the module even if that freighter is lost. The best place to fight from is a trench along the deck, where the shield generators stand. There are ten, five in each of the two trenches, under the arches that span them.

- Leave the engines whole. With all four broken and the hull low, it gives up instead of dying.
- Fly into the start of a trench. There is room inside, but steering is awkward: fly very slowly, since a little more speed makes your ship shake hard. The S key that slows you down also locks onto the nearest fighter.
- Stay at the start of the trench and shoot along it. Break the first shield generator, then the second, then the third. When one breaks, fuel rods come up out of it: shoot those too. The far end is hard to see, so go back to the first rods once they are up, then on down the trench.
- Clear the second trench the same way.
- Shoot straight into the trench wall until the dreadnought goes down.
- If it starts to charge its warp, keep shooting: a dreadnought that warps out takes the module with it.
- Warp out of the system and back in for the next one.
Do not fight from the engines: there you are not close enough to what you need to hit.
Each kill also pays the large reward for the freighter you saved.
Where players farm them
Players have posted systems whose dreadnought comes on every arrival, one for each module. One of them explains how to farm salvaged freighter modules.
| Module | Galaxy | Race |
|---|---|---|
| Hyperdrive | Euclid | Vy'keen |
| Hyperdrive | Eissentam | Korvax |
| Fuel efficiency | Euclid | Korvax |
| Expedition speed | Euclid | Korvax |
| Expedition defences | Euclid | Vy'keen |
| Expedition science | Euclid | Gek |
| Expedition mining | Euclid | Korvax |
| Expedition trade | Euclid | Vy'keen |
A freighter flies with a fleet of its own, and frigates says how to fill it.