Hullmod
Hullmods are special modifications applied to ships. Hullmods can provide a variety of effects, ranging from simply increasing stats like armor or weapon range to completely overhauling how a ship functions. Some hullmods are inherent to a particular ship hull and cannot be added or removed, while others can be installed and uninstalled for Ordnance Point cost.
See Category:Hullmods to see all available hullmods.
Availability
A collection of notes, guidelines, and practical examples that enable one to adapt and apply this modification to various hulls. | ||
–In-Game Description |
New hullmods can be obtained by using Modspecs that can be purchased at markets or found in salvage.
Modspecs that you already have unlocked typically do not appear again.
Some Skills also unlock hullmods, although most of them can be learned though a modspec.
Once a hullmod has been unlocked it can be installed on any number of player ships. It's possible to have a ship with an installed hullmod that you do not have unlocked (for example, starting ships often have some) - if it's uninstalled, it will not be possible to install it again.
At the start of the game, the following hullmods are already known & available for installation:
Logistics Hullmods
Unlike regular Hullmods, Logistic Hullmods can only be added and removed while docked.
They usually affect non-combat stats like cargo capacity or maximum burn.
A ship is normally limited to only 2 Logistics Hullmods, but this limit can be bypassed by S-modding Logistics Hullmods.
Damage Hullmods

- Main article: Damage hullmods
Damage hullmods (commonly known as D-mods) represent serious long-term damage to a ship, and are added when a ship is recovered after battle. They may be removed by restoring the ship in a dock at a planet or station, for a high credit cost. Ships with damage mods cost fewer supplies to deploy.
Many ships sold at the shop will have D-mods. Ships with D-mods are cheaper; the difference is particularly large for the first D-mod.
Ill-Advised Modifications and Special Modifications are also considered D-mods, but do not affect recovery cost and cannot be added after the ship recovery. They are instead similar to built-in mods, appearing on specific hulls. They can be removed by restoring the ship, but not with Hull Restoration skill.
Damage mods are shown as orange bars on the ship icon. A ship can normally have up to 5 D-mods.
Built-in Hullmods
Many ship hulls come with hullmods built into them from the start. A built-in hullmod doesn't cost any OP and doesn't count against the logistics hullmod limit. A common example is Civilian-grade Hull, which is built into numerous ships. Some built-in mods are regular hullmods (for example, Venture has built-in Surveying Equipment, which can be installed on any ship), while others are unique to the hulls they are built into, such as Advanced Targeting Core or Salvage Gantry. Some built-in hullmods are disadvantageous, representing a specific limitation of a ship class, such as Ablative Armor or Delicate Machinery.
S-Mods
A regular hullmod can be built-in for 1 SP, turning it into an S-mod. S-mods are permanent and do not cost any OP. Additionally, many hullmods provide an additional effect when turned into an S-mod. Cheaper hullmods and logistics hullmods usually provide a bonus, while more expensive s-mods usually come with a disadvantage. Your ships are normally limited to two S-mods, increasing to three with Best of the Best.
The bonus XP depends on ship size:
The remaining XP spent for S-modding a ship can be fully regained as Bonus EXP by scuttling the ship, e.g. scuttling a Capital-size hull with 3 S-mods will give 300% Bonus EXP.
Built-in hullmods with bonus effects can be enhanced instead. This also costs 1 SP 100% XP, and does not count against the maximum limit.
S-mods are shown as green bars on the ship icon.
Certain NPC fleets also have S-modded ships. These are fairly rare and only appear in specific conditions - there are currently no randomly-generated fleets with S-modded ships.
By Category
These categories are the ones used by the game and some hullmods may appear in multiple categories. Built-in only mods do not have categories but have been assigned them here. D-Mods, faction mods, and hidden mods have not been included either.
Shields
Shield Hullmods | ||
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Accelerated Shields | Increases shield turn rate and extension speed. |
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Extended Shields | Increases maximum shield arc. |
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Hardened Shields | Reduces damage taken by shields. |
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Shield Conversion - Front | Converts omni shield to front shield. Increases maximum shield arc. |
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Shield Conversion - Omni | Converts front shield to omni shield. Reduces maximum shield arc. |
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Stabilized Shields | Reduces flux upkeep for shields. |
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Shield Shunt | Removes shields. Increases armor. |
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Makeshift Shield Generator | Installs basic shields on shieldless ship. Reduces top speed. |
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Flux Shunt | Built-in only. Allows dissipation of hard flux while shields are up. |
Defences
Defensive Hullmods | ||
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Armored Weapon Mounts | Increases weapon durability and armor. Reduces recoil and weapon turn rate. |
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Automated Repair Unit | Increases weapon repair rate in combat. |
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Blast Doors | Increases hull integrity. Reduces crew casualties. |
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Heavy Armor | Increases armor. |
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Reinforced Bulkheads | Increases hull integrity. Makes ship almost always recoverable if lost. |
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Resistant Flux Conduits | Reduces EMP damage taken. Improves venting speed. |
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Shield Shunt | Removes shields. Increases armor. |
Weapons
Weapons Hullmods | ||
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Advanced Optics | Increases beam weapon range. |
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Advanced Turret Gyros | Increases turret turn rate. |
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Ballistic Rangefinder | Increases base range of small and medium weapons in ballisic slots. |
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Dedicated Targeting Core | Increases weapon range, with a greater effect for larger ships. |
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ECCM Package | Improves missile speed and guidance. Reduces effect of enemy ECM. |
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Expanded Magazines | Increases ammo/charges for ballistic and energy weapons. |
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Expanded Missile Racks | Increases missile weapon ammo. |
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High Scatter Amplifier | Reduces beam range. Beams deal more damage and apply hard flux to shields. |
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Integrated Point Defense AI | PD unaffected by decoy flares. Improves target leading. Increased damage to missiles. |
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Integrated Targeting Unit | Increases weapon range, with a greater effect for larger ships. |
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Missile Autoloader | Reloads missile weapons in small missile mounts. |
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Energy Bolt Coherer | Built-in only. Increases base range of non-beam energy weapons. |
Engines
Engine Hullmods | ||
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Auxiliary Thrusters | Increases maneuverability. |
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Insulated Engine Assembly | Requires Dock. Increases engine durability. Lowers sensor profile. |
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Safety Overrides | Drastic improvements in performance. Severe decrease to peak performance time and weapon ranges. |
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Unstable Injector | Increases speed. Reduces weapon range. |
Fighters
Fighters Hullmods | ||
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Converted Hangar | Improvised fighter bay for non-carriers. |
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Defensive Targeting Array | Increases fighter PD damage. Reduces fighter roam range to zero. |
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Expanded Deck Crew | Improves fighter replacement rate. Increases crew requirements. |
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Recovery Shuttles | Reduces fighter pilot casualties. |
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B-Deck | Built-in only. Launches fresh wings and replenishes the replacement rate once per combat. |
Special
Special Hullmods | ||
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Escort Package | Increases maneuverability, top speed, and weapon range when near a larger friendly ship. |
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Flux Coil Adjunct | Increases flux capacity. |
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Flux Distributor | Increases flux dissipation. |
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Hardened Subsystems | Increases peak performance time. Reduces CR degradation rate. |
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Neural Interface | Allows rapid switching between ships, which can reset system cooldowns and add a system charge. |
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Neural Integrator | Specialized Neural Interface for automated ships. |
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Operations Center | Increases command point recovery rate when on flagship. |
Phase
Phase Hullmods | ||
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Adaptive Phase Coils | Reduces impact of hard flux level on top speed while phased. |
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Phase Anchor | Increases flux dissipation and weapon recharge while phased. Enables emergency dive maneuver. |
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Phase Field | Built-in only. Decreases fleet-wide sensor profile. |
Support
Support Hullmods | ||
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ECM Package | Increases ship's ECM rating. |
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Nav Relay | Increases top speed of deployed ships. |
Logistics
Logistics Hullmods | ||
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Additional Berthing | Requires Dock. Increases crew capacity. |
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Augmented Drive Field | Requires Dock. Increases maximum burn level. |
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Auxiliary Fuel Tanks | Requires Dock. Increases fuel capacity. |
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Converted Fighter Bay | Requires Dock. Converts built-in fighter bays into improvised cargo holds. |
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Efficiency Overhaul | Requires Dock. Reduces ongoing costs and enables more deployments. |
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Expanded Cargo Holds | Requires Dock. Increases cargo capacity. |
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High Resolution Sensors | Requires Dock. Increases fleet's sensor range. |
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Insulated Engine Assembly | Requires Dock. Increases engine durability. Lowers sensor profile. |
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Militarized Subsystems | Requires Dock. Removes sensor penalties. Increases maximum burn level and crew requirements. |
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Solar Shielding | Requires Dock. Reduces effect of being in corona and energy damage taken. |
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Surveying Equipment | Requires Dock. Reduces resource requirements for surveying. |
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Civilian-grade Hull | Built-in only. Increases sensor profile. Reduces sensor strength. |
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High Maintenance | Built-in only. Increases maintenance cost. |
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Salvage Gantry | Built-in only. Increases resources gained from salvage. |
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Shielded Cargo Holds | Built-in only. Improves chance to avoid detection of contraband. |
Changelog
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