Outfitting: Difference between revisions

sortable table
m alphabetic order
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{| class="article-table sortable" border="1" style="text-align: center;"
{| class="article-table sortable" border="1" style="text-align: center;"
!Module type
!Module
!Description
!Description
!Credits
!Credits
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!Malfunction effect(s)
!Malfunction effect(s)
!Effect(s) of module reaching 0% health
!Effect(s) of module reaching 0% health
|-
|[[Power Plant]]
|
|Power generation reduced to 40% for malfunction duration
|Power generation reduced to 50% until repaired (malfunctions are still possible, during which power generation will be reduced to 20%)
Further power plant damage has a chance to instantly destroy the ship regardless of hull integrity
|-
|[[Thrusters]] (called "Drive" in target panel)
|
|
|Ship completely loses directional and velocity control, and will continue moving and/or spinning until halted by collisions or until it is destroyed (or despawned in the case of NPC ships)
|-
|-
|[[Frame Shift Drive]]
|[[Frame Shift Drive]]
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|Multiple Munitions Primed: Multiple missiles are fired from the rack at once. Seeker missiles and torpedos fired in this way will still track locked targets.
|Multiple Munitions Primed: Multiple missiles are fired from the rack at once. Seeker missiles and torpedos fired in this way will still track locked targets.
|
|
|-
|[[Power Plant]]
|
|Power generation reduced to 40% for malfunction duration
|Power generation reduced to 50% until repaired (malfunctions are still possible, during which power generation will be reduced to 20%)
Further power plant damage has a chance to instantly destroy the ship regardless of hull integrity
|-
|[[Thrusters]] (called "Drive" in target panel)
|
|
|Ship completely loses directional and velocity control, and will continue moving and/or spinning until halted by collisions or until it is destroyed (or despawned in the case of NPC ships)
|}
|}