Optus Mobile Review ALDI Mobile Review Amaysim Mobile Review Belong Mobile Review Circles.Life Review Vodafone Mobile Review Woolworths Mobile Review Felix Mobile Review Best iPhone Plans Best Family Mobile Plans Best Budget Smartphones Best Prepaid Plans Best SIM-Only Plans Best Plans For Kids And Teens Best Cheap Mobile Plans Telstra vs Optus Mobile Optus NBN Review Belong NBN Review Vodafone NBN Review Superloop NBN Review Aussie BB NBN Review iiNet NBN Review MyRepublic NBN Review TPG NBN Review Best NBN Satellite Plans Best NBN Alternatives Best NBN Providers Best Home Wireless Plans What is a Good NBN Speed? Test NBN Speed How to speed up your internet Optus vs Telstra Broadband ExpressVPN Review CyberGhost VPN Review NordVPN Review PureVPN Review Norton Secure VPN Review IPVanish VPN Review Windscribe VPN Review Hotspot Shield VPN Review Best cheap VPN services Best VPN for streaming Best VPNs for gaming What is a VPN? VPNs for ad-blocking There are six categories for every New Republic ship, with multiple entries per category, which adds up to a lot of Component options, some of which are unique to specific classes. Read on for the full breakdown of Components for the X-wing (Fighter), Y-wing (Bomber), A-wing (Interceptor), and U-wing (Support) starfighters. Hyperjump over to our companion articles on why the Imperials have better ships by default in Squadrons and a full breakdown of every Component for the Galactic Empire starfighters. The descriptions, values, and total number of Components for the New Republic starfighters is likely to change before Star Wars: Squadrons releases in October. When Squadrons launches, you can play it on PC, PlayStation 4 (with VR for both platforms) or Xbox One, and we reckon it’ll be playable when the next-gen Xbox Series X and PlayStation 5 launch, too. The text, descriptions, and values are all transcribed directly from a preview build of Squadrons.
Standard Taim & Bak KX8 Laser Cannon
“Deals good damage at a decent rate with an average capacity. A great all-around choice but doesn’t excel in any category.”
Rate of Fire: 7.5 Shots/Second Recharge Rate: 9.00 Energy/Second Ammo Capacity: 182 Max DPS: 450.11 Range: 1,000.00m Projectile Speed: 2,000.00m/s Automatic Normal
Czerka Burst Cannon
“Rapidly fires several long-range projectiles in a burst, but then has a short delay. Ideal for dealing a lot of damage quickly and if you have good aim.”
Requisition unlock Rate of Fire: 4.0 Shots/Second Recharge Rate: 4.00 Energy/Second Ammo Capacity: 48 Max DPS: 480.00 Range: 1,000.00m Projectile Speed: 2,000.00m/s Burst Normal
Czerka Guided Burst Cannon
“Rapidly fires several long-range lasers in a burst, but then has a short delay. It’s much easier to hit foes than the unguided laser but deals less damage per shot.”
Requisition unlock Rate of Fire: 4.0 Shots/Second Recharge Rate: 4.00 Energy/Second Ammo Capacity: 48 Max DPS: 172.80 Range: 1,000.00m Projectile Speed: 2,000.00m/s Burst Normal
Krupx JR-89 Ion Cannon
“Deals high damage to shields and can disable Starfighters and subsystems.”
Rate of Fire: 8.0 Shots/Second Recharge Rate: 9.00 Energy/Second Ammo Capacity: 140 Max Ion DPS: 1,680.00 Range: 1,000.00m Projectile Speed: 2,000.00m/s Automatic Normal
Plasburst Laser Cannon
“The longer you hold the button, the more powerful the shot will be when you release. Has a short max range.”
Requisition unlock Charge Weapon Rate of Fire: 1.0 Shots/Second Max DPS: 882.00 Range: 600.00m Projectile Speed: 2,000.00m/s Single Shot Close Range
Kryotech Emergency Repair Droid
“Regenerates hull integrity over a short duration. Stay alive longer, even when under fire.”Hull Healing Over Time: 50.00 HP/s
Cooldown: 30.0s Duration: 8.0s
Krupx MG5 Concussion Missile
“Aim at the target until you lock on, then press the button to fire. Will chase your target and deal solid damage. Double-tap to fire without a lock.”
Lock-on Time: 2.00s Lock Zone: 2.50 Cooldown: 4.25s Ammo Capacity: 6 Homing Weapon Lock-on Range: 1,000.00m Medium Tracking Damage: 1,000.00
Krupx MG7-A Proton Torpedo
“Deals very high damage from long range, but has a very long lock on time. Ideal against Capital Ships.”
Requisition unlock Lock-on Time: 2.00s Lock Zone: 2.50 Cooldown: 10.00s Ammo Capacity: 2 Lock Required Lock-on Range: 1,500.00m Homing Weapon Low Tracking Damage: 4,000.00 Minimum Lock-on Range: 500.0m
Gyrhil EP Ion Missile
“Lock-on projectile that disables Starfighters. Deals high shield and subsystem damage on Capital Ships. Double-tap to fire without a lock.”
Lock-on Time: 1.00s Lock Zone: 2.50 Cooldown: 20.00s Ammo Capacity: 6 Homing Weapon Lock-on Range: 1,500.00m Medium Tracking Ion Damage: 6,000.00
Chempat Emergency Assault Shield
“Receive significantly less damage from the front for a duration. Great for attacking Capital Ships.”
Requisition unlock Cooldown: 20.00s Duration: 3.00s Incoming Damage Multiplier: 0.10
ArMek Barrage Rockets
“Rapidly fires missiles straight ahead. Capable of dealing very high damage if your aim is true or you’re close enough that it doesn’t matter.”
Rate of Fire: 4.0 Shots/Second Projectile Speed: 1,000.00m/s Cooldown: 0.25s Ammo Capacity: 40 Range: 1,000.00m Damage: 100.00
Krupx Ion Torpedo
“Deals very high shield and subsystem damage. Has a very long lock-on time, but can fire from long range. Ideal vs Capital Ships.”
Requisition unlock Lock-on Time: 3.03s Cooldown: 25.00s Ammo Capacity: 1 Lock Required Lock-on Range: 1,500.00m Low Tracking Area of Effect: 125.00m Ion Damage: 24,000.00 Minimum Lock-on Range: 500.0m
ArMek H/M Seeker Warheads
“Fires multiple projectiles behind you that intercept missiles locked on to you. Is effective even when turning and at long ranges.”
Cooldown: 12.00s Ammo Capacity: 4 Range: 2,275.00m Number of Targets: 2
Particle Burst
“Drop a cloud behind you that breaks locks and stops all auxiliary projectiles. Fly straight to ensure missiles hit the cloud. Can protect Capital Ships.”
Requisition unlock Cooldown: 9.00s Ammo Capacity: 3 Life Span: 3.00s Area of Effect: 200.00m
Melihat Sensor Jammer
“All locked-on missiles lose you as a target and no-one can lock on to you for a duration. Always effective at any range, but with a long cooldown.”
Requisition unlock Cooldown: 26.00s Ammo Capacity: 1 Duration: 4.00s
Incom Ferroceramic Hull
“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”
Slayn & Korpil Laminasteel Hull
“Your ship takes much less damage from Auxiliary components like missiles, but takes more damage from Primary components like lasers.”
Requisition unlock Secondary Damage Modification: -50% Primary Damage Modification: +20%
Chempat Deflector Hull
“Increased shields, decreased hull integrity. Useful because shields regenerate while hull integrity doesn’t.”
Requisition unlock Shield Max Health: 30% Max Health: -35%
Fabritech Dampener Hull
“Enemies take longer to lock-on to you, but you have less hull integrity. Counters lock-on weapons such as Tractor Beams and Ion Missiles.”
Requisition unlock Lock-on Adjustment: +100% Max Health: -10% Sensor Jammer
Slipstream Light Hull
“Trade hull integrity to turn and change speed faster. Ideal for hit-and-run tactics and out-flying foes.”
Requisition unlock Acceleration Modifier: 15% Manoeuvrability Modifier: 15% Max Health: -20%
Carbanti Reflec Hull
“Prevents enemies from targeting you at long range, but your hull integrity is lower.”
Requisition unlock Max Health: -30% Self Stealth Self Stealth Range: 1,500.00m
Koensayr Reinforced Hull
“Increased hull integrity, but turning and changing speeds takes longer. Ideal if you’d rather take more incoming fire than usual.”
Requisition unlock Max Health: 60% Acceleration Modifier: -35% Manoeuvrability Modifier: -25%
Standard Incom Deflector Shield
“A standard deflector shield that provides a good balance between damage resistance and energy regeneration.”
Sirplex Nimble Deflector
Max shields are reduced in exchange for rapid regeneration. Great for hit-and-run tactics.
Requisition unlock Shield Regeneration: +100% Shield Max Health: -30%
Fabritech Scrambler Shield
“Significantly increases enemy lock-on time if you have 100% shields or higher. Takes longer for shields to start regenerating.”
Requisition unlock Lock-on Adjustment: +200% Shield Regeneration Delay: +200%
Krupx Conversion Shield
“When shields reach zero, exchange ammo for a brief but nearly invincible barrier.”
Requisition unlock
Loronoar Ray Shield
“Your ship takes much less damage from Primary components like lasers, but takes more damage from Auxiliary components like missiles.”
Requisition unlock Primary Damage Modification: -25% Secondary Damage Modification: 50%
Overloaded Shield
“Extremely powerful shield with low regeneration rate. Reduces all damage, but shields will not regenerate if fully depleted.”
Secondary Damage Modification: -50% Primary Damage Modification: -25% Shield Regeneration: -75%
Gyrhil Resonant Shield
“Rapid laser ammo generation when shields are fully Overcharged. Lower max shields.”
Requisition unlock Bonus Laser Regeneration: +100% Overcharged Regeneration: -50% Shield Max Health: -25%
Chempat Fortified Deflector
“Max shields are higher but regenerate slowly. Allows you to survive significantly more enemy fire.”
Requisition unlock Shield Max Health: 20% Shield Regeneration: -20%
Incom Sublight Engine
“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”
Quadex Jet Engine
“Significantly increases generation and usage of boost. Great for frequent bursts of high speed.”
Requisition unlock Boost Charge Rate: +100% Boost Usage Rate: 150%
Unstable Sublight Engine
“You’re faster and can change speeds quickly, at the expense of hull integrity. When defeated, you create an explosion that can destroy nearby enemies.”
Acceleration Modifier: 10% Max Speed: 10% Max Health: -25% Shield Max Health: -25% Unstable: Self-destructs when eliminated
Koensayr Microthrust Engine
“Slower max speed and acceleration, but with faster turns. Great for keeping starfighters in your sights.”
Manoeuvrability Modifier: 30% Acceleration Modifier: -30% Max Speed: -30%
Incom SLAM Engine
“Decreases max speed, but your ship now generates boost if any power is in Engines. The more power, the faster it generates.”
Requisition unlock Passive Boost Generation Rate: +40% Max Speed: -20%
Quadex Propulsion Engine
“Your ship can reach max speed and stop quickly. Great for out-flying enemies trying to get behind you.”
Requisition unlock Acceleration Modifier: 100%
Koensayr Thrust Engine
“Max speed is much higher, but acceleration and deceleration are lower. Great for hit-and-run tactics.”
Requisition unlock Max Speed: 30% (pos) Acceleration Modifier: -30% Manoeuvrability: -30%
All of the descriptions and numbers are transcribed from a pre-release version of Squadrons.
Standard Taim & Bak KX8 Laser Cannon
“Deals good damage at a decent rate with an average capacity. A great all-around choice but doesn’t excel in any category.”
Rate of Fire: 8.0 Shots/Second Recharge Rate: 9.00 Energy/Second Ammo Capacity: 182 Max DPS: 472.00 Range: 1,000.00m Projectile Speed: 2,000.00m/s Automatic Normal
Krupx Guided Rotary Cannon
“Has a short wind-up time, then fires extremely quickly. It’s much easier to hit enemies than it’s unguided version, but also deals less damage per shot.”
Requisition unlock Rate of Fire: 16.7 Shots/Second Recharge Rate: 16.00 Energy/Second Ammo Capacity: 600 Max DPS: 283.33 Projectile Speed: 2,000.00m/s Automatic Warm-up Time: 1.00s Normal Range: 1,000.00m Auto-aim Weapon
Krupx Heavy Rotary Cannon
“Has a short wind-up time, then fires extremely quickly. Ideal if you want high sustained damage or are worried about missing.”
Rate of Fire: 16.7 Shots/Second Recharge Rate: 16.00 Energy/Second Ammo Capacity: 600 Max DPS: 566.67 Projectile Speed: 2,000.00m/s Automatic Warm-up Time: 1.00s Normal Range: 1,000.00m
Krupx JR-89 Ion Cannon
“Deals high damage to shields and can disable Starfighters and subsystems.”
Rate of Fire: 8.0 Shots/Second Recharge Rate: 9.00 Energy/Second Ammo Capacity: 140 Max Ion DPS: 1,920.00 Range: 1,000.00m Projectile Speed: 2,000.00m/s Automatic Normal
ArMek Automatic Ion Cannon
“Automatically fires at attacking targets when activated, stripping their shields and disabling them. Ideal for getting attackers off your back.”
Cooldown: 19.00s Duration: 21.00s
Arakyd MD-88 Multi-Lock Missile
“Can fire missiles at multiple targets simultaneously. Ideal against groups and turrets. Always costs one ammo per use.”
Projectile Speed: 200.00m/s Rate of Fire: 1.0 Shots/Second Cooldown: 10.00s Ammo Capacity: 5 Lock Required Lock-on Range: 1,000.00m Max Number of Targets: 4 Medium Tracking Lock-on Time: 1.00s Lock Zone: 60.00 Damage: 750.00
Czerka Seeker Mine
“Drops a mine behind you. The mine will lock on and chase any enemy that gets too close, exploding on impact.”
Cooldown: 6.00s Ammo Capacity: 6 Arming Range: 200.00m Life Span: 30.00s High Tracking Damage: 900.00
ArMek Goliath Missile
“Always explodes with a huge blast, even when countered. Ideal for damaging targets that keep avoiding your missiles and groups of targets.”
Lock-on Time: 2.00s Lock Zone: 2.50 Cooldown: 10.00s Ammo Capacity: 3 Homing Weapon Lock-on Range: 1,000.00m Area of Effect: 200.00m Medium Tracking Damage: 1,000.00
Quarrie Composite Beam Cannon
“Hold the button to fire a high-damage beam that lasts for a few moments. Your ship can barely turn while the beam is active. Ideal vs Capital Ships.”
Requisition unlock Warm-up Time: 1.50s Cooldown: 10.00s Manoeuvrability Adjustment: -90% Range: 1,000.00 Max DPS: 1,066.67 Duration: 3.00s
Chempat Emergency Assault Shield
“Receive significantly less damage from the front for a duration. Great for attacking Capital Ships.”
Requisition unlock Cooldown: 20.00s Duration: 3.00s Incoming Damage Multiplier: 0.10
Taim & Bak Ion Bomb
“Ideal against Capital Ships. Rapidly tap the button to drop bombs underneath you. Deals very high ion damage to shields and subsystems, but you have to get close.”
Requisition unlock Rate of Fire: 1.0 Shots/Second Projectile Speed: 100.00m/s Ammo Capacity: 10 Range: 200.00m Ion Damage: 4,000.00
Krupx MG7-A Proton Torpedo
“Deals very high damage from long range, but has a very long lock-on time. Ideal against Capital Ships.”
Requisition unlock Lock-on Time: 2.00s Lock Zone: 2.50 Cooldown: 10.00s Ammo Capacity: 5 Lock Required Lock-on Range: 1,500.00m Homing Weapon Low Tracking Damage: 4,000.00 Minimum Lock-on Range: 500.00m
Arakyd PW-16 Proton Bomb
“Ideal against Capital Ships. Tap the button to drop bombs underneath you. Deals very high damage, but you have to get close.”
Rate of Fire: 1.0 Shots/Second Projectile Speed: 100.00m/s Ammo Capacity: 5 Range: 200.00m Damage: 1,100.00
Particle Burst
“Drop a cloud behind you that breaks locks and stops all auxiliary projectiles. Fly straight to ensure missiles hit the cloud. Can protect Capital Ships.”
Cooldown: 9.00s Ammo Capacity: 3 Life Span: 3.00s Area of Effect: 200.00m
Melihat Sensor Jammer
“All locked-on missiles lose you as a target and no-one can lock on to you for a duration. Always effective at any range, but with a long cooldown.”
Requisition unlock Cooldown: 26.00s Ammo Capacity: 1 Duration: 4.00s
ArMek H/M Seeker Warheads
“Fires multiple projectiles behind you that intercept missiles locked on to you. Is effective even when turning and at long ranges.”
Cooldown: 12.00s Ammo Capacity: 4 Range: 2,275.00m Number of Targets: 2
Incom Ferroceramic Hull
“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”
Koensayr Reinforced Hull
“Increased hull integrity, but turning and changing speeds takes longer. Ideal if you’d rather take more incoming fire than usual.”
Requisition unlock Max Health: 60% (pos) Acceleration Modifier: -35% Manoeuvrability Modifier: -25%
Fabritech Dampener Hull
“Enemies take longer to lock-on to you, but you have less hull integrity. Counters lock-on weapons such as Tractor Beams and Ion Missiles.”
Requisition unlock Lock-on Adjustment: +100% Max Health: -10% Sensor Jammer
Standard Incom Deflector Shield
“A standard deflector shield that provides a good balance between damage resistance and energy regeneration.”
Overloaded Shield
“Extremely powerful shield with low regeneration rate. Reduces all damage, but shields will not regenerate if fully depleted.”
Secondary Damage Modification: -50% Primary Damage Modification: -25% Shield Regeneration: -75%
Loronoar Ray Shield
“Your ship takes much less damage from Primary components like lasers, but takes more damage from Auxiliary components like missiles.”
Requisition unlock Primary Damage Modification: -25% Secondary Damage Modification: 50%
Krupx Conversion Shield
“When shields reach zero, exchange ammo for a brief but nearly invincible barrier.”
Requisition unlock
Incom Sublight Engine
“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”
Unstable Sublight Engine
“You’re faster and can change speeds quickly, at the expense of hull integrity. When defeated, you create an explosion that can destroy nearby enemies.”
Acceleration Modifier: 10% Max Speed: 10% Max Health: -25% Shield Max Health: -25% Unstable: Self-destructs when eliminated
Incom SLAM Engine
“Decreases max speed, but your ship now generates boost if any power is in Engines. The more power, the faster it generates.”
Requisition unlock Passive Boost Generation Rate: +40% Max Speed: -20%
Quadex Jet Engine
“Significantly increases generation and usage of boost. Great for frequent bursts of high speed.”
Requisition unlock Boost Charge Rate: +100% Boost Usage Rate: 100%
Everything below is transcribed directly from a work-in-progress version of Star Wars: Squadrons.
Standard Taim & Bak KX8 Laser Cannon
“Deals good damage at a decent rate with an average capacity. A great all-around choice but doesn’t excel in any category.”
Rate of Fire: 9.1 Shots/Second Recharge Rate: 6.00 Energy/Second Ammo Capacity: 182 Max DPS: 545.45 Range: 1,000.00m Projectile Speed: 2,000.00m/s Automatic Normal
Gyrhil R/F Rapid Fire Cannon
“Fires extremely quickly, but with a short clip and short range. Ideal for hit-and-run tactics, and very dangerous up close.”
Requisition unlock Rate of Fire: 16.7 Shots/Second Recharge Rate: 12.50 Energy/Second Ammo Capacity: 90 Max DPS: 666.67 Range: 600.00m Projectile Speed: 2,000.00m/s Automatic Close Range
Krupx JR-89 Ion Cannon
“Deals high damage to shields and can disable Starfighters and subsystems.”
Rate of Fire: 8.0 Shots/Second Recharge Rate: 6.00 Energy/Second Ammo Capacity: 140 Max Ion DPS: 1,680.00 Range: 1,000.00m Projectile Speed: 2,000.00m/s Automatic Normal
Plasburst Laser Cannon
“The longer you hold the button, the more powerful the shot will be when you release. Has a short max range.”
Requisition unlock Charge Weapon Rate of Fire: 1.0 Shots/Second Max DPS: 882.00 Range: 600.00m Projectile Speed: 2,000.00m/s Single Shot Close Range
Incom E-73 Repair Kit
“Regenerate hull integrity over a short duration. Stay alive longer, even when under fire.”
Hull Healing Over Time: 36.00HP/s Cooldown: 30.00s Duration: 8.00s
Kessler Quick-Lock Missile
“Has a very fast lock time with a smaller payload, this missile is ideal against fast targets you can’t pin down.”
Lock-On Time: 1.25s Lock Zone: 2.50 Cooldown: 2.50s Ammo Capacity: 8 Homing Weapon Lock-on Range: 1,000.00m High Tracking Damage: 375.00
Carbanti Targeting Jammer
“Temporarily hide from enemy radar. You can get closer to AI ships without being attacked.”
Requisition unlock Cooldown: 30.00s Self Stealth Duration: 5.00s
Kessler IF-42 Cluster Missile
“Fires a cluster of missiles at the same target. Great against tough targets. Always uses one ammo per use.”
Max Number of Targets: 4 Projectile Speed: 400.00m/s Rate of Fire: 1.0 Shots/Second Cooldown: 8.00s Ammo Capacity: 5 Lock Required Lock-on Range: 1,000.00m Lock-on Time: 0.75s Lock Zone: 9.00 Damage: 450.00
ArMek Barrage Rockets
“Rapidly fires missiles straight ahead. Capable of dealing very high damage if your aim is true or you’re close enough that it doesn’t matter.”
Rate of Fire: 4.0 Shots/Second Projectile Speed: 1,000.00m/s Cooldown: 0.25s Ammo Capacity: 40 Range: 1,000.00m Damage: 100.00
Czerka Seeker Mine
“Drops a mine behind you. The mine will lock on and chase any enemy that gets too close, exploding on impact.”
Cooldown: 6.00s Ammo Capacity: 6 Arming Range: 200.00m Life Span: 30.00s High Tracking Damage: 900.00
ArMek H/M Seeker Warheads
“Fires multiple projectiles behind you that intercept missiles locked on to you. Is effective even when turning and at long ranges.”
Cooldown: 12.00s Ammo Capacity: 4 Range: 2,275.00m Number of Targets: 2
Particle Burst
“Drop a cloud behind you that breaks locks and stops all auxiliary projectiles. Fly straight to ensure missiles hit the cloud. Can protect Capital Ships.”
Cooldown: 9.00s Ammo Capacity: 3 Life Span: 3.00s Area of Effect: 200.00m
Carbanti Sensor Inverter
“Redirects a missile locked onto you back towards your target. Only works at very close range.”
Cooldown: 18.00s Ammo Capacity: 2 Area of Effect: 300.00m
Melihat Sensor Jammer
CANNOT BE ACQUIRED. YOU NEED MORE REQUISITION (BOX 1)“All locked-on missiles lose you as a target and no-one can lock on to you for a duration. Always effective at any range, but with a long cooldown.”
Cooldown: 26.00s Ammo Capacity: 1 Duration: 4.00s
Incom Ferroceramic Hull
“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”
Slayn & Korpil Laminasteel Hull
“Your ship takes much less damage from Auxiliary components like missiles, but takes more damage from Primary components like lasers.”
Requisition unlock Secondary Damage Modification: -50% Primary Damage Modification: +20%
Carbanti Reflec Hull
“Prevents enemies from targeting you at long range, but your hull integrity is lower.”
Requisition unlock Max Health: -30% Self Stealth Self Stealth Range: 1,500.00m
Fabritech Dampener Hull
“Enemies take longer to lock-on to you, but you have less hull integrity. Counters lock-on weapons such as Tractor Beams and Ion Missiles.”
Requisition unlock Lock-on Adjustment: +100% Max Health: -10% Sensor Jammer
Standard Incom Deflector Shield
“A standard deflector shield that provides a good balance between damage resistance and energy regeneration.”
Fabritech Scrambler Shield
“Significantly increases enemy lock-on time if you have 100% shields or higher. Takes longer for shields to start regenerating.”
Requisition unlock Lock-on Adjustment: +200% Shield Regeneration Delay: +200%
Overloaded Shield
“Extremely powerful shield with low regeneration rate. Reduces all damage, but shields will not regenerate if fully depleted.”
Secondary Damage Modification: -50% Primary Damage Modification: -25% Shield Regeneration: -75%
Sirplex Nimble Deflector
“Max shields are reduced in exchange for rapid regeneration. Great for hit-and-run tactics.”
Requisition unlock Shield Regeneration: +100% Shield Max Health: -30%
Incom Sublight Engine
“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”
Koensayr Thrust Engine
“Max speed is much higher, but acceleration and deceleration are lower. Great for hit-and-run tactics.”
Requisition unlock Max Speed: 30% Acceleration Modifier: -30% Manoeuvrability: -30%
Quadex Propulsion Engine
“Your ship can reach max speed and stop quickly. Great for out-flying enemies trying to get behind you.”
Requisition unlock Acceleration Modifier: 100%
Koensayr Microthrust Engine
“Slower max speed and acceleration, but with faster turns. Great for keeping starfighters in your sights.”
Manoeuvrability Modifier: 30% Acceleration Modifier: -30% Max Speed: -30%
Standard Taim & Bak KX8 Laser Cannon
“Deals good damage at a decent rate with an average capacity. A great all-around choice but doesn’t excel in any category.”
Rate of Fire: 8.0 Shots/Second Recharge Rate: 9.00 Energy/Second Ammo Capacity: 182 Max DPS: 440.00 Range: 1,000.00m Projectile Speed: 2,000.00m/s Automatic Normal
Gyrhil EM-8V Auto-Aim Cannon
“Deals good damage at a decent rate with an average capacity. It’s much easier to hit enemies than the unguided laser but deals less damage per shot.”
Requisition unlock Rate of Fire: 8.0 Shots/Second Recharge Rate: 9.00 Energy/Second Ammo Capacity: 237 Auto-aim Weapon Max DPS: 211.20 Range: 1,000.00m Projectile Speed: 2,000.00m/s Normal Automatic
Krupx JR-89 Ion Cannon
“Deals high damage to shields and can disable Starfighters and subsystems.”
Rate of Fire: 8.0 Shots/Second Recharge Rate: 9.00 Energy/Second Ammo Capacity: 140 Max Ion DPS: 1,680.00 Range: 1,000.00m Projectile Speed: 2,000.00m/s Automatic Normal
All of the details below are a direct transcription from a pre-release hands-on preview of Squadrons.
Arakyd Tactical Supply Droid
“Launches a droid that will repair and give ammo to the first ally that gets near it. Keeps your team in the fight. Can have up to 3 active at a time.”
Cooldown: 8.00s Ammo Capacity: 6 Life span: 60.00s Total Ammo Resupplied: 100% Total Health Healed: 50% Arming Range: 200.00m Range: 900.00m
Taim & Bak Turret Mine
“Drops a turret behind you that will automatically fire at nearby foes. Lasts for a duration, until destroyed or if you die.”
Cooldown: 10.00s Ammo Capacity: 6 Rate of Fire: 1.0 Shots/Second Projectile Speed: 135.00m/s Life Span: 25.00s
Carbanti Targeting Beacons
“Auto-targets nearby enemies and marks them. Marked targets cannot use countermeasures, take additional damage, and are easier to lock on to for a duration. Helps your team eliminate targets much faster.”
Requisition unlock Cooldown: 30.00s Lock-on Range: 1,250.00m Marks Target Duration: 20.00s Max Number of Targets: 4 Incoming Damage Multiplier: 130%
Gyrhil EP Ion Missile
“Lock-on projectile that disables Starfighters. Deals high shield and subsystem damage on Capital Ships. Double-tap to fire without a lock.”
Lock-on Time: 1.00s Lock Zone: 2.50 Cooldown: 20.00s Ammo Capacity: 6 Homing Weapon Lock-on Range: 1,500.00m Medium Tracking Ion Damage: 6,000.00
Incom Light Tractor Beam
“Dramatically slows down enemy starfighters but has no effect on Capital Ships. Great for catching fast ships, especially on defence. Requires a lock.”
Requisition unlock Lock-on Time: 2.50s Lock Zone: 90.00 Cooldown: 10.00s Lock Required Lock-on Range: 750.00m Slows Target Duration: 7.50s
Czerka Seeker Mine
“Drops a mine behind you. The mine will lock on and chase any enemy that gets too close, exploding on impact.”
Cooldown: 6.00s Ammo Capacity: 6 Arming Range: 200.00m Life Span: 30.00s High Tracking Damage: 900.00
Loronar Tactical Shield
“Auto-targets a nearby ally you can see and gives them bonus shields on top of their own.”
Cooldown: 15.00s Ammo Capacity: 10 Homing Weapon Lock-on Range: 2,000.00m Tactical Shield Health: 500.00 High Tracking
Krupx Ion Torpedo
“Deals very high shield and subsystem damage. Has a very long lock-on time, but can fire from long range. Ideal vs Capital Ships.”
Requisition unlock Lock-on Time: 3.03s Cooldown: 25.00s Ammo Capacity: 3 Lock Required Lock-on Range: 1,500.00m Low Tracking Area of Effect: 125.00m Ion Damage: 24,000.00 Minimum Lock-on Range: 500.0m
Fabritech Squadron Mask
“Temporarily hides all nearby allies from enemy radar. Helps your team ambush enemies or retreat safely.”
Requisition unlock Cooldown: 20.00s Group Stealth Duration: 10.00s Lock-on Range: 750.00m
Melihat Sensor Jammer
“All locked-on missiles lose you as a target and no-one can lock on to you for a duration. Always effective at any range, but with a long cooldown.”
Cooldown: 26.00s Ammo Capacity: 1 Duration: 4.00s
ArMek H/M Seeker Warheads
“Fires multiple projectiles behind you that intercept missiles locked on to you. Is effective even when turning and at long ranges.”
Requisition unlock Cooldown: 12.00s Ammo Capacity: 4 Range: 2,275.00m Number of Targets: 2
Particle Burst
“Drop a cloud behind you that breaks locks and stops all auxiliary projectiles. Fly straight to ensure missiles hit the cloud. Can protect Capital Ships.”
Requisition unlock Cooldown: 9.00s Ammo Capacity: 3 Life Span: 3.00s Area of Effect: 200.00m
Incom Ferroceramic Hull
“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”
Koensayr Reinforced Hull
“Increased hull integrity, but turning and changing speeds takes longer. Ideal if you’d rather take more incoming fire than usual.”
Requisition unlock Max Health: 60% Acceleration Modifier: -35% Manoeuvrability Modifier: -25%
Slipstream Light Hull
“Trade hull integrity to turn and change speed faster. Ideal for hit-and-run tactics and out-flying foes.”
Requisition unlock Acceleration Modifier: 15% Manoeuvrability Modifier: 15% Max Health: -20%
Chempat Deflector Hull
“Increased shields, decreased hull integrity. Useful because shields regenerate while hull integrity doesn’t.”
Requisition unlock Shield Max Health: 30% Max Health: -35%
Incom Sublight Engine
“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”
Incom SLAM Engine
“Decreases max speed, but your ship now generates boost if any power is in Engines. The more power, the faster it generates.”
Requisition unlock Passive Boost Generation Rate: +40% Max Speed: -20%
Quadex Propulsion Engine
“Your ship can reach max speed and stop quickly. Great for out-flying enemies trying to get behind you.”
Requisition unlock Acceleration Modifier: 100%
Koensayr Microthrust Engine
“Slower max speed and acceleration, but with faster turns. Great for keeping starfighters in your sights.”
Requisition unlock Manoeuvrability Modifier: 30% Acceleration Modifier: -30% Max Speed: -30%
Standard Incom Deflector Shield
“A standard deflector shield that provides a good balance between damage resistance and energy regeneration.”
Fabritech Scrambler Shield
“Significantly increases enemy lock-on time if you have 100% shields or higher. Takes longer for shields to start regenerating.”
Requisition unlock Lock-on Adjustment: +200% Shield Regeneration Delay: +200%
Gyrhil Resonant Shield
“Rapid laser ammo generation when shields are fully Overcharged. Lower max shields.”
Requisition unlock Bonus Laser Regeneration: +100% Overcharged Regeneration: -50% Shield Max Health: -25%
Chempat Fortified Deflector
“Max shields are higher but regenerate slowly. Allows you to survive significantly more enemy fire.”
Requisition unlock Shield Max Health: 20% Shield Regeneration: -25%