Starship modules

What can a starship upgrade module raise? Each system of a starship has its own family of upgrade modules, and the class sets how many stats one install raises and how far: an S-Class Pulse Engine upgrade raises three of its stats, a C-Class one one or two. The starship merchant of a station sells them, as station technology merchants shows.

Each stat reads as the module's card prints it. Illegal modules are sold at an Outlaw Station and now and then by the Scrap Dealer, and Rusted ones are sea salvage.

Upgrade modules

One table per family: each class, how many stats one install raises, and the limits of each stat. Below each table a second one shows what one install rolls: how many stats it raises, how often it comes near the best its kind can add to the stat it names, and how often each stat is raised; a third shows how often a raised stat lands in the top tenth of its limits, where the Illegal modules stand out by a one-in-ten draw that raises the most stats their kind allows. Where to put them for the most damage is on supercharged slots.

Hyperdrive

ModuleStats raisedHyperdrive RangeWarp Cell Efficiency

C-Class

150 ly to 100 ly—

B-Class

1115 ly to 165 ly—

A-Class

2165 ly to 220 ly+100%

S-Class

2220 ly to 265 ly+100%

Illegal

1 to 250 ly to 320 ly+100%

Rusted

110 ly to 25 ly—
Hyperdrive upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best Hyperdrive RangeHyperdrive RangeWarp Cell Efficiency

C-Class

110.4%100%—

B-Class

118.2%100%—

A-Class

222.6%100%100%

S-Class

235.9%100%100%

Illegal

1: 75.7% 2: 24.3%11.1%62.3%62%

Rusted

18.6%100%—
What one install of each Hyperdrive upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Hyperdrive Range any install of its kind adds, a dash where Hyperdrive Range has one value. Each stat: how often an install raises it.
ModuleHyperdrive RangeWarp Cell Efficiency

C-Class

5%—

B-Class

5%—

A-Class

5.2%—

S-Class

5.2%—

Illegal

15.1%—

Rusted

5%—
How often a raised stat of each Hyperdrive upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

The colour drives are not upgrade modules. A Cadmium, Emeril, or Indium Drive lets the hyperdrive reach red, green, or blue stars, and each is a blueprint of the Space Anomaly; they are in the table of every starship module. The Atlantid Drive, which reaches the purple stars, is a blueprint of the Space Anomaly too, and the quest In Stellar Multitudes gives it.

Pulse Engine

ModuleStats raisedPulse Drive Fuel EfficiencyBoostManoeuvrability

C-Class

1 to 2+6% to +11%+1% to +11%+1% to +8%

B-Class

2+11% to +15%+11% to +15%+1% to +12%

A-Class

2 to 3+15% to +20%+11% to +21%+5% to +16%

S-Class

3+20%+11% to +25%+5% to +18%

Illegal

2 to 3+6% to +25%+1% to +30%+1% to +21%

Rusted

2 to 3+1% to +6%+1% to +5%+1% to +5%
Pulse Engine upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best BoostPulse Drive Fuel EfficiencyBoostManoeuvrability

C-Class

1: 84% 2: 16%2.3%38.6%38.8%38.6%

B-Class

210.8%66.6%66.7%66.7%

A-Class

2: 84% 3: 16%7.6%72.1%72%72%

S-Class

38.7%100%100%100%

Illegal

2: 75.7% 3: 24.3%10.1%75%74.6%74.7%

Rusted

2: 84% 3: 16%4.7%72.1%72%72%
What one install of each Pulse Engine upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Boost any install of its kind adds, a dash where Boost has one value. Each stat: how often an install raises it.
ModulePulse Drive Fuel EfficiencyBoostManoeuvrability

C-Class

5.1%5.4%2.6%

B-Class

5%5.2%2.6%

A-Class

5%5.2%2.6%

S-Class

—5.2%5.1%

Illegal

10.6%13.1%13.2%

Rusted

2.5%5.2%5.2%
How often a raised stat of each Pulse Engine upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Launch Thruster

ModuleStats raisedLaunch CostBoost

C-Class

2-6% to -11%, always+1%

B-Class

2-11% to -15%, always+2% to +5%

A-Class

2-15% to -20%, always+5% to +9%

S-Class

2-20%, always+9% to +11%

Illegal

2-6% to -25%, always+1% to +11%

Rusted

2-1% to -6%, always+1% to +5%
Launch Thruster upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best Launch CostLaunch CostBoost

C-Class

210.6%100%100%

B-Class

216.3%100%100%

A-Class

222.5%100%100%

S-Class

2—100%100%

Illegal

210.9%100%100%

Rusted

23.3%100%100%
What one install of each Launch Thruster upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Launch Cost any install of its kind adds, a dash where Launch Cost has one value. Each stat: how often an install raises it.
ModuleLaunch CostBoost

C-Class

5.2%—

B-Class

5.2%4.9%

A-Class

5.2%4.9%

S-Class

—4.9%

Illegal

8.6%11.5%

Rusted

2.6%4.9%
How often a raised stat of each Launch Thruster upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Deflector Shield

ModuleStats raisedShield Strength

C-Class

1+7% to +15%

B-Class

1+7% to +15%

A-Class

1+15% to +30%

S-Class

1+30%

Illegal

1+7% to +38%

Rusted

1+1% to +7%
Deflector Shield upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best Shield StrengthShield Strength

C-Class

13.1%100%

B-Class

110.4%100%

A-Class

110.4%100%

S-Class

1—100%

Illegal

113.9%100%

Rusted

16.4%100%
What one install of each Deflector Shield upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Shield Strength any install of its kind adds, a dash where Shield Strength has one value. Each stat: how often an install raises it. C-Class and B-Class print the same limits, but the higher class lands near the top more often.
ModuleShield Strength

C-Class

1.4%

B-Class

5%

A-Class

5%

S-Class

—

Illegal

11.1%

Rusted

5%
How often a raised stat of each Deflector Shield upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Photon Cannon

ModuleStats raisedDamageFire RateHeat Dispersion

C-Class

1 to 2+2% to +5%+1% to +2%+1%

B-Class

1 to 2+3% to +6%+1% to +2%+1% to +2%

A-Class

2 to 3+5% to +7%+2% to +3%+2% to +3%

S-Class

3+6% to +8%+3%+3%

Illegal

1 to 3+2% to +10%+1% to +3%+1% to +4%

Rusted

1 to 3+1%+1%+1%
Photon Cannon upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best damage per secondDamageFire RateHeat Dispersion

C-Class

1: 84% 2: 16%0.2%38.6%38.8%38.6%

B-Class

1: 70.5% 2: 29.5%0.6%43.1%43.2%43.3%

A-Class

2: 70.5% 3: 29.5%4.7%76.6%76.5%76.4%

S-Class

324.2%100%100%100%

Illegal

1: 63.7% 2: 20.2% 3: 16.1%9.3%51.1%50.6%50.7%

Rusted

1: 70.5% 2: 22.6% 3: 6.9%—45.4%45.5%45.5%
What one install of each Photon Cannon upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most damage per second any install of its kind adds, a dash where damage per second has one value. Each stat: how often an install raises it.
ModuleDamageFire RateHeat Dispersion

C-Class

5.4%5.2%—

B-Class

5.4%5.2%5.4%

A-Class

5.3%5.2%5.3%

S-Class

5.3%——

Illegal

16.9%17.5%17.2%

Rusted

———
How often a raised stat of each Photon Cannon upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Phase Beam

ModuleStats raisedHeat DispersionDamage

C-Class

1 to 2+11% to +36%+12% to +16%

B-Class

1 to 2+36% to +55%+16% to +20%

A-Class

2+55% to +75%+20% to +24%

S-Class

2+75% to +96%+24% to +28%

Illegal

1 to 2+11% to +100%+12% to +32%
Phase Beam upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best DamageHeat DispersionDamage

C-Class

1: 84% 2: 16%13.1%58.1%57.9%

B-Class

1: 70.5% 2: 29.5%19.1%64.9%64.6%

A-Class

236.8%100%100%

S-Class

245.3%100%100%

Illegal

1: 75.7% 2: 24.3%14.4%62.3%62%
What one install of each Phase Beam upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Damage any install of its kind adds, a dash where Damage has one value. Each stat: how often an install raises it.
ModuleHeat DispersionDamage

C-Class

5%5%

B-Class

5.1%5%

A-Class

5.2%5.1%

S-Class

5.2%5.1%

Illegal

15.1%15.2%
How often a raised stat of each Phase Beam upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Positron Ejector

ModuleStats raisedDamageFire RateHeat Dispersion

C-Class

1 to 2+1%+1% to +4%+1% to +4%

B-Class

2 to 3+1%+4% to +6%+4% to +6%

A-Class

3+1% to +2%+6% to +11%+6% to +11%

S-Class

3+2%+6% to +11%+6% to +11%

Illegal

2 to 3+1% to +2%+5% to +11%+1% to +11%
Positron Ejector upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best DamageDamageFire RateHeat Dispersion

C-Class

1: 70.5% 2: 29.5%—43.1%43.2%43.3%

B-Class

2: 70.5% 3: 29.5%—76.6%76.5%76.4%

A-Class

320.4%100%100%100%

S-Class

3—100%100%100%

Illegal

2: 75.7% 3: 24.3%13.1%75%74.6%74.7%
What one install of each Positron Ejector upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Damage any install of its kind adds, a dash where Damage has one value. Each stat: how often an install raises it.
ModuleDamageFire RateHeat Dispersion

C-Class

—5.2%5.4%

B-Class

—5.2%5.3%

A-Class

2.7%1.5%1.5%

S-Class

—2.6%2.7%

Illegal

13.2%11.3%11.1%
How often a raised stat of each Positron Ejector upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Infra-Knife Accelerator

ModuleStats raisedDamageFire RateHeat Dispersion

C-Class

1 to 2+1% to +2%+1% to +5%+1% to +3%

B-Class

2 to 3+1% to +4%+1% to +5%+3% to +5%

A-Class

3+3% to +5%+5% to +11%+5% to +8%

S-Class

3+4% to +5%+5% to +11%+8% to +10%

Illegal

2 to 3+1% to +6%+1% to +15%+1% to +13%
Infra-Knife Accelerator upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best DamageDamageFire RateHeat Dispersion

C-Class

1: 70.5% 2: 29.5%3.5%43.1%43.2%43.3%

B-Class

2: 70.5% 3: 29.5%6.7%76.6%76.5%76.4%

A-Class

316.3%100%100%100%

S-Class

336.8%100%100%100%

Illegal

2: 75.7% 3: 24.3%11.5%75%74.6%74.7%
What one install of each Infra-Knife Accelerator upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Damage any install of its kind adds, a dash where Damage has one value. Each stat: how often an install raises it.
ModuleDamageFire RateHeat Dispersion

C-Class

5.4%2.6%5.4%

B-Class

5.3%5.2%5.3%

A-Class

5.3%2.6%5.2%

S-Class

5.3%5.2%5.2%

Illegal

13.2%13.5%13.3%
How often a raised stat of each Infra-Knife Accelerator upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Cyclotron Ballista

ModuleStats raisedDamageFire RateHeat Dispersion

C-Class

1 to 2+1%+1% to +5%+11% to +21%

B-Class

2 to 3+1%+1% to +5%+21% to +25%

A-Class

3+1% to +2%+5% to +11%+25% to +30%

S-Class

3+1% to +2%+11% to +15%+30% to +36%

Illegal

2 to 3+1% to +2%+1% to +21%+11% to +40%
Cyclotron Ballista upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best DamageDamageFire RateHeat Dispersion

C-Class

1: 70.5% 2: 29.5%—43.1%43.2%43.3%

B-Class

2: 70.5% 3: 29.5%—76.6%76.5%76.4%

A-Class

316.3%100%100%100%

S-Class

336.8%100%100%100%

Illegal

2: 75.7% 3: 24.3%11.5%75%74.6%74.7%
What one install of each Cyclotron Ballista upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Damage any install of its kind adds, a dash where Damage has one value. Each stat: how often an install raises it.
ModuleDamageFire RateHeat Dispersion

C-Class

—5.2%5.4%

B-Class

—5.2%5.3%

A-Class

5.3%5.2%5.2%

S-Class

5.3%5.2%5.2%

Illegal

13.2%13.5%13.3%
How often a raised stat of each Cyclotron Ballista upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Every starship module

The modules you build or receive, apart from upgrade modules and the cosmetics. How to upgrade the ship itself to class S is on how to upgrade a ship. The Base Computer Archives of your base give the Teleport Receiver and the Efficient Thrusters, and the armourer's quest Weapons Research the Positron Ejector, the Infra-Knife Accelerator, and the Cyclotron Ballista.

ModuleWhat it doesBuilt from

Pulse Engine

Spaceflight propulsion, boosts and on-demand Pulse Jumps through local system.

Instability Drive

A highly-advanced upgrade for the Pulse Engine, vastly increasing fuel efficiency.Warp Cell ×1, Tritium Hypercluster ×3, Chromatic Metal ×100

Sub-Light Amplifier

A highly-advanced upgrade for the Pulse Engine, vastly increasing interplanetary speed.Magnetic Resonator ×3, Platinum ×100, Tritium ×200

Flight Assist Override

This grey-market electronics module disables critical safety and pilot-assistance modules usually baked into the starship's fly-by-wire control system. Despite its dubious legal status and its implication in a series of high-speed asteroid impacts, this module remains popular with smugglers, mercenaries, and others who think of themselves as advanced pilots.Warp Hypercore ×1, Platinum ×60, Tritium ×200

Photonix Core

Provides increased manoeuvrability and longer boosts during spaceflight.

Waveform Engine

A highly-tuned version of the conventional starship Pulse Engine. Wavefront occupancy has been pushed to the limit, creating a pulse experience that is both efficient and highly responsive.

Vesper Sail

A high-performance solar sail, deployed automatically during flight. This advanced propulsion device generates an electric field within the sails themselves, allowing the starship to build momentum from the solar wind.

Launch Thruster

Vital launch and landing gear system.

Efficient Thrusters

Upgrades the starship launch systems, decreasing the fuel cost of takeoff.Di-hydrogen Jelly ×1, Tritium ×100, Wiring Loom ×2

Launch Auto-Charger

Photovoltaic panels fitted to the starship Launch Thrusters allow for a slow trickle charge while the ship is not in operation.Antimatter ×5, Solar Mirror ×2, Wiring Loom ×2

Aqua-Jets

An advanced upgrade for the starship's landing system, enabling the ship to land and take off from aquatic surfaces.Magnetic Resonator ×3, Antimatter ×2, Crystal Sulphide ×4

Advanced Launch System

A custom-made launch control system for high-performance starships. Sensitive gyroscopes and specialised control circuits plot custom take-off routines for increased launch speed and efficiency.

Teleport Receiver

A device that modulates standard starship communication signals to enable the transport of matter as well as data.Antimatter ×1, Wiring Loom ×3

Hyperdrive

FTL propulsion drive that allows starship to attain warp speed and jump between neighbouring systems.

Cadmium Drive

Upgrades the hyperdrive's core bounding magnets, preventing rapid disassembly when attempting to reach rare-class red stellar bodies.Chromatic Metal ×250, Wiring Loom ×3

Emeril Drive

Upgrades the hyperdrive's shield integrity, preventing reality glitches when attempting to reach rare-class green stellar bodies.Cadmium ×250, Wiring Loom ×4

Indium Drive

Upgrades the hyperdrive's computational matrix, preventing temporal anomalies when attempting to reach rare-class blue stellar bodies.Emeril ×250, Wiring Loom ×5

Atlantid Drive

Sideloads a resonant memory packet into your warp computer, allowing the ship to pass through the dissonant space surrounding purple stellar bodies.Indium ×250, Atlantideum ×200, Living Glass ×1

Emergency Warp Unit

A significant upgrade to the Hyperdrive that allows an instantaneous warp even while conventional systems are blocked by starship combat. Access to the emergency warp system is via the Quick Menu.Warp Cell ×1, Gold ×220, Microprocessor ×4

Frameshift Catapult

This experimental drive augments conventional hyperdrive technology by distorting local geometry at the point of warp initialisation, boosting range and efficiency far beyond standard drives.

Cargo Scan Deflector

A specially tuned resonance jammer, designed to interfere with the remote cargo scans deployed by system authorities in the search for smuggled goods.Counterfeit Circuits ×2, Solar Mirror ×2, Platinum ×220

Deflector Shield

Energy shield that protects spacecraft from laser fire, in-flight projectiles and accidental space debris interaction.

Ablative Armour

Adds a layer of superheated shielding to the starship's defense array, vaporising incoming fire.Wiring Loom ×1, Gold ×100, Sodium Nitrate ×50

Rocket Launcher

A long range starship weapon, capable of delivering a highly explosive torpedo across massive distances.Copper ×200, Condensed Carbon ×100

Large Rocket Tubes

Expands the loading chamber of the starship Rocket Launcher, improving exhaust performance and allowing for significantly faster heat recovery.Wiring Loom ×2, Unstable Plasma ×4

Photon Cannon

A destructive starship projectile launcher, the weapons system of choice for the interstellar trader and pirate alike.Pure Ferrite ×100, Sodium Nitrate ×60

Nonlinear Optics

Replaces the conventional Photon Cannon optics with an experimental glass array, boosting combat performance.Hermetic Seal ×2, Wiring Loom ×1, Tritium ×100

Phase Beam

A high-energy beam weapon for ship-to-ship combat. Tritium ×100, Wiring Loom ×1

Fourier De-Limiter

Rewires the Phase Beam with nanite-based circuitry, bypassing conventional reality limits on laser power.Solar Mirror ×1, Wiring Loom ×2

Positron Ejector

A powerful starship weapon, capable of delivering extreme destruction at close range. Uranium ×200, Wiring Loom ×2

Fragment Supercharger

Overhauls the firing mechanism of the Positron Ejector, resulting in faster, more accurate particles.Magnetic Resonator ×3, Wiring Loom ×2

Infra-Knife Accelerator

A rapid fire starship weapon that launches superheated globes of liquid metal at hostile targets. These projectiles are extremely effective against unshielded starship hulls.Phosphorus ×200, Wiring Loom ×2

Q-Resonator

Upgrades the Infra-Knife Accelerator, compressing internal waveforms to allow an extra shot to be weaved in to the conventional fire patterns.Hydraulic Wiring ×3, Quantum Computer ×1, Wiring Loom ×2

Cyclotron Ballista

A powerful ship-to-ship weapon, flinging plasmatic balls of ionising radiation towards the selected target. These projectiles can disable starship engines, leaving the target vulnerable to attack from other weapons.Dioxite ×200, Wiring Loom ×2

Dyson Pump

Replaces the heat sink of the Cyclotron Ballista by encompassing the entire unit with a heat-absorbing megastructure. Heat output is recycled to boost combat efficiency.Amino Chamber ×3, Wiring Loom ×2

Economy Scanner

An upgrade to the starship's galactic-scale sensors. This device allows the user to access detailed economic data about a system without having to visit. See collected data automatically on the Galaxy Map.Microprocessor ×5, Wiring Loom ×1

Conflict Scanner

An upgrade to the starship's galactic-scale sensors. This device allows the user to access conflict data in the galaxy map, without having to put themselves in harm's way.Walker Brain ×1, Wiring Loom ×1

Pressurisation Capsule

A critical starship safety feature, vital for extra-orbital flight.
Every starship module the game lists, apart from upgrade modules.

Interceptor only

A Sentinel Interceptor flies on its own core technology, and no other ship takes it; the Interceptors guide says where to find one.

ModuleWhat it does

Anti-Gravity Well

Gently detaches the starship from gravitational fields, lifting it toward the stars.

Luminance Engine

Aligns the ship's electromagnetic emissions with A T L A S waves, providing basic propulsion and Pulse Jump capability.

Crimson Core

A raw optic organ, red and unblinking. Suspended above the ship's engines, it gazes down tunnels in spacetime, allowing FTL travel between star systems.

Aeron Shield

A defensive crimson cocoon, obfuscating the ship's physical form and providing protection from collision and laser fire.

Sentinel Cannon

Sentinel-grade weapons system, engineered for the singular purpose of annihilating rogue ships in violation of system regulations.

Pilot Interface

This device allows a pilot's brain to interface with the mind of the Sentinel Interceptor, granting the pilot access to ship control systems and external sensors.
Modules only the interceptor takes.

Living ship only

A living ship grows organs in the place of a starship's technology: none of these fits another ship, and of the starship modules it takes only the figurines, the trails, and the Atlantid Drive.

ModuleWhat it does

Pulsing Heart

A fibrous metallic superstructure binds this warm and vital organ with the core of the ship. Without it, the ship would be nothing, a lifeless husk.

Neural Assembly

An array of distributed neurons, fused to a board of metallic strands. Complex patterns of electrical impulses weave their way across the surface, knotting each ship system together.

Singularity Cortex

A complex bio-metallic stem plugged directly into an antimatter heart. Registers high activity during interstellar jumps. It appears to delight in the complex calculations required for FTL travel.

Scream Suppressor

This small extension to the ship's automated defense network appears to be its own autonomous organism. A small mouth in the centre of its flesh hungers for Pugneum.

Spewing Vents

A mess of sacs and sphincters, these vents generate and expel globules of plasma. When fused to the weapon systems of the ship, these are super-heated and then expelled at high-pressure.

Grafted Eyes

A complex arrangement of membranes and lens, fused atop a high-energy laser array. Incineration awaits those that meet their stare.

Neural Shielding

A beautiful living weave of nanotubes, laced through the vessel's neural assembly. This structure can be energised as the ship deems fit, creating a field that blocks hostile cargo probes.

Chloroplast Membrane

An infusion of cyanobacteria fills the membrane, which rests just beneath the ship's translucent dermal layer.

Wormhole Brain

The wormhole brain permits the ship vision of systems far beyond its own experience. It consists of strands of neural matter, wrapped around a micro-singularity and tethered directly to the ship's visual cortex.

Saline Carapace

A salty membrane encases the ship, dramatically increasing its natural buoyancy.

Grasping Tendrils

Filaments of sinew and neuron warp and weave across the ship, their complex geometry darting between the visible world and some unfathomable dimension beyond.
Modules only the living ship takes.

Figurines

A figurine sits in the cockpit, takes a technology slot, and changes a stat. Six are sold for Quicksilver, the rest are expedition rewards.

FigurineBonus

Apollo Figurine

Damage +8

Artemis Figurine

Boost +5%

Atlas Figurine

Hyperdrive Range +50

Nada Figurine

Launch Cost −10%

-null- Figurine

Shield Strength +5%

Polo Figurine

Manoeuvrability +5%

Tentacled Figurine

Boost +5%

Astronaut Figurine

Manoeuvrability +5%
Cockpit figurines, each with the stat it changes.

Starship trails

A trail colours the exhaust and adds 1% to boost. It is not a drive: the Cadmium or Emeril Drive in the list of every starship module opens stars of that colour, a trail of the same name only paints the exhaust. Five trails are sold for Quicksilver, the rest are expedition rewards.

TrailBonus

Chromatic Starship Trail

Boost +1%

Stealth Starship Trail

Boost +1%

Cadmium Starship Trail

Boost +1%

Emeril Starship Trail

Boost +1%

Golden Starship Trail

Boost +1%

Sputtering Starship Trail

Boost +1%

Temporal Starship Trail

Boost +1%

Plasma Starship Trail

Boost +1%

Aeron Starship Trail

Boost +1%
Starship trails, each with the stat it changes.

A corvette you build yourself takes these modules, and each part it is built from brings one more, as corvettes shows and corvette modules lists.