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Tactical modules

Cloak I and II, Radar, EMP and Disengage. Escaping fights and scouting.

Tactical modules are activated from the hex module in the game (Extras category) or with keys. The server decides everything. Cloak I, Cloak II and Radar go into an Extra slot of the active loadout, one of each. EMP and Disengage are used up like ammo.

ModuleWhat it doesCooldown
Cloak IFor 3 s you vanish from the world and the minimap. Whoever was shooting you keeps seeing you until they stop. Never revealed by radar or EMP. Blocks jumps.15 s
Cloak II60 s of invisibility for scouting. After 3 s: flight speed -30 %. Ends with your first shot or an enemy EMP. A gate jump does not end it.30 s
RadarA pulse shows ships within 12,000 on the minimap. With a radar fitted you sometimes catch an enemy in Cloak II.10 s
EMPEnds Cloak II of enemy ships within weapon range.15 s
DisengageEveryone stops attacking you and for 2.5 s nobody can target you. Not for sale, it drops from monsters and is a quest reward.30 s

After Cloak I, Cloak II waits 10 s; after Cloak II, Cloak I waits 5 s. Cloaks have a limited number of charges (Cloak I 25, Cloak II 50). When they run out, the module falls apart.

Cloak I

Cloak I

T212,000

Cloak I: for 3 s you vanish from everyone else's world and minimap, an escape. Whoever is shooting you right now keeps you, though (use Disengage first). No gate jump while it runs, Cloak II only 10 s after it. 25 uses, then the module falls apart. Extra slot, key F in the game.

Charges
25
Cloak II

Cloak II

T322,500

Cloak II: 60 s of invisibility for scouting, flight 30 % slower (and 3 s after it ends). Your first shot or rocket reveals you, so does an enemy EMP; a gate jump does not end it. Cloak I only 5 s after it. 50 uses. Extra slot, key V.

Charges
50
Radar RD-1

Radar RD-1

T215,000

Radar: a pulse shows every ship within 12,000 on your minimap for a moment (not cloaked ones; a non-aggression pact shows grey), 10 s cooldown. While equipped it also catches an enemy in Cloak II as a short minimap blip now and then. Permanent Extra module, key X.

EMP

EMP

150/ 5

EMP: ends Cloak II of enemy ships within firing range (+ a little), never own faction, party, allies or pact; Cloak I cannot be revealed. 15 s cooldown, one unit per use. Key E in the game.

Pack
5
Disengage

Disengage

not sold

Disengage: everyone (players and monsters) stops attacking you and for 2.5 s nobody can target or select you. Not sold, drops from strong monsters and rewards. Key Q.

Pack
1

Updated: 11 October 2026