Module Types
VOL Volatile
Explosive components that can detonate if mishandled. High risk, high reward.
Base Value: 1500-3000
Weight: 5-15kg
FRA Fragile
Delicate equipment requiring careful extraction. Can break if site stability is low.
Base Value: 800-2000
Weight: 3-8kg
HVY Heavy
Bulky machinery that takes longer to extract but is very stable.
Base Value: 500-1500
Weight: 15-30kg
DAT Data
Information storage devices. Quick to extract, moderate value.
Base Value: 1000-2500
Weight: 1-5kg
STR Structural
Basic ship components. Low value but reliable to extract.
Base Value: 200-800
Weight: 8-20kg
VAL Valuable
Rare and precious components. High value, moderate extraction difficulty.
Base Value: 2000-5000
Weight: 2-10kg
Module Affixes - Universal
Can appear on any module type
SECR Secured
Extra clamps and locks. Takes longer but guaranteed extraction.
Effects: +50% time, 0% failure chance (guaranteed success)
DMGD Damaged
Module partially broken during ship destruction.
Effects: -30% value, +10% failure chance
PRST Pristine
Survived destruction in perfect condition.
Effects: +20% value, -5% failure chance
Module Affixes - Type Specific
Volatile Modules
LEAK Leaking
Fuel/coolant leaking, damages nearby modules over time.
Effects: +5% failure, spreads damage to adjacent cells
PRES Pressurized
Under extreme pressure. Guaranteed explosion if extraction fails.
Effects: +15% failure, 3x3 blast if fails, guaranteed explosion
UNST Unstable
Volatile compounds degrading rapidly.
Effects: +10% failure, 2x instability buildup at low integrity
Fragile Modules
CRCK Cracked
Structural damage, may break even on successful extraction.
Effects: +20% failure, 50% chance to break on success
SENS Sensitive
Shock-sensitive electronics. Fails if nearby explosions.
Effects: +10% failure, auto-fails if adjacent explosion
CALB Calibrated
Precision equipment. Worth more if extracted carefully.
Effects: +30% value, -10% failure (rewards careful extraction)
Heavy Modules
ANCH Anchored
Heavily secured to hull. Slow but explosion-proof.
Effects: 2x extraction time, -15% failure, immune to explosions
MILT Military
Military-grade construction. More valuable and reliable.
Effects: +10% value, -10% failure chance
CORR Corroded
Rust and corrosion. Gets harder to extract over time.
Effects: +5% failure, +50% time if wreck > 10min old
Data Modules
ENCR Encrypted
Identity and value hidden. Complete mystery until extracted.
Effects: +30% time, +10% failure, shows as "???"
CORR Corrupted
Data corruption detected. May be worthless.
Effects: +15% failure, 50% chance to be worthless on extraction
CLAS Classified
Military/corporate intel. Very valuable but attracts attention.
Effects: +50% value, +5% failure, adds heat/wanted level
Structural Modules
WELD Welded
Welded to adjacent modules. Must clear neighbors first.
Effects: +10% failure, 2x time if neighbors exist
LOAD Load Bearing
Supporting wreck structure. Removing weakens site.
Effects: +5% failure, -10% site stability when removed
RECY Recycled
Low-grade recycled materials. Fast but cheap.
Effects: -50% value, 2x faster extraction, -5% failure
Valuable Modules
TRAP Booby Trapped
Rigged to explode. Damages nearby modules AFTER extraction.
Effects: +5% failure, 30% chance of 1x1 explosion after success
CONT Contraband
Illegal goods. Higher value but adds heat.
Effects: +30% value, +5% failure, increases wanted level
INSR Insured
Has insurance payout. Guaranteed minimum value.
Effects: Minimum 1000 value guaranteed, -5% failure
Game Mechanics
Site Stability
The structural integrity of the wreck. Decreases with each extraction, especially volatile ones. Low stability increases failure chance and damage risk. Recovers slowly when idle.
Extraction Queue
You can queue up to 3 modules for extraction. Modules extract one at a time. Failed extractions damage the module and reduce its value.
Cargo Management
Limited cargo space (100kg). Heavy modules take more space. Plan your extractions carefully - you can't take everything!
Risk vs Reward
Volatile and trapped modules are worth more but can cause chain reactions. Extract valuable items first, or clear dangerous ones to protect them?
Affix Generation Probabilities
Base Affix Chance
When a ship is destroyed, each module has a chance to gain affixes based on destruction type:
Normal Kill: 30%
Explosion: 50%
EMP/Disable: 20%
Self-Destruct: 70%
Universal Affix Distribution
Any module can receive these universal affixes:
SECR 15% - Extra locks, guaranteed extraction
DMGD 20% - Battle damage reduced value
PRST 10% - Miraculously undamaged
Module-Specific Affix Logic
Each module type has unique affixes that make logical sense:
Volatile (Fuel/Ammo):
• Leaking (25%) - Damages neighbors
• Pressurized (20%) - Bigger explosions
• Unstable (30%) - Degrading compounds
Fragile (Electronics):
• Cracked (20%) - May break on success
• Sensitive (15%) - Shock-sensitive
• Calibrated (10%) - Worth more if careful
Heavy (Engines/Weapons):
• Anchored (20%) - Explosion-proof
• Military (15%) - More valuable
• Corroded (10%) - Harder over time
Data (Computers):
• Encrypted (30%) - Identity hidden
• Corrupted (20%) - May be worthless
• Classified (10%) - Valuable but adds heat
Structural (Armor/Hull):
• Welded (15%) - Connected to neighbors
• Load Bearing (10%) - Supports wreck
• Recycled (20%) - Fast but cheap
Valuable (Cargo/Loot):
• Booby Trapped (5%) - Post-extraction explosion
• Contraband (10%) - Illegal but valuable
• Insured (5%) - Minimum value guarantee
Multiple Affix System
Modules can have up to 2 affixes maximum:
Universal Only: ~45%
Type-Specific Only: ~55%
Both (1+1): Common
Example: Fuel tank could be DAMAGED (universal) + LEAKING (volatile)
Module Quality Impact
Higher tier modules have increased affix chances:
Tech 1: Standard rates
Tech 2: +10% all affixes
Tech 3: +20% all affixes
Officer: +30%, guaranteed 1+
Integrity & Risk System
Wreck integrity degrades over time, increasing extraction risks. Module values never change (player-driven economy), but lower integrity means higher chance of losing modules entirely.
Integrity Degradation:
• All wrecks start at 100% integrity
• Time-based decay: 0.25% (fresh) → 0.5% (aging) → 1% (old) per 5 sec
• Natural decay stops at 50% integrity
• Active extractions: -0.02% per active module
• Damage is permanent - no recovery
Risk Thresholds:
75-100% Integrity: Safe zone
• Base 5% failure chance
• All modules extract normally
50-75% Integrity: Caution zone
• Base 5-15% failure chance
• Data: +10% corruption risk
• Fragile: +5% break chance
25-50% Integrity: Danger zone
• Base 15-30% failure chance
• Data: +25% corruption (destroyed if fails)
• Fragile: +20% break chance
• Volatile: +15% instability
• Heavy: 1.5x extraction time
0-25% Integrity: Critical zone
• Base 30-50% failure chance
• Data: +40% corruption (nearly guaranteed loss)
• Fragile: +35% break chance
• Volatile: +30% explosion risk
• Heavy: 2x extraction time
• Even structural modules at risk (+10%)
Module Risk Profiles:
• Data: Most vulnerable - corrupts easily at low integrity
• Fragile: High break risk when structural damage present
• Volatile: Becomes unstable, can chain-explode
• Heavy: Resilient but slow to extract when damaged
• Structural: Most resilient to integrity loss
• Valuable: Moderate risk across all thresholds
Strategic Note: Prioritize high-risk modules (data, fragile) at high integrity. Save structural modules for low-integrity salvage runs.
Module Quality Impact
Higher tier modules have increased affix chances:
Tech 1: 30%
Tech 2: 40%
Tech 3: 50%
Officer: 60%