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 The Galactic Empire only has five Component categories for three of its four ships, given that the TIE fighter, TIE bomber, and TIE interceptor don’t have shields. You’ll find a sixth category on the shield-protected TIE reaper, though, alongside every other Component detail for the Galactic Empire’s ships that has been transcribed from a pre-release version of the game. Everything below is directly transcribed from a recent preview session I had with Squadrons. If you fancy a shorter Squadrons read, check out our breakdown of why the Galactic Empire has the edge over the New Republic starfighters, or you can read about every New Republic ship Component in Star Wars: Squadrons here. The details below are very likely to be updated and changed by EA Motive for the Galactic Empire’s starfighters before Star Wars: Squadrons launches in October. You’ll be able to play it on Xbox One, PC, and PlayStation 4 (including VR), but we’d wager this will also be playable on PlayStation 5 and Xbox Series X when they launch.

Rate of Fire: 6.7 Shots/Second Recharge Rate: 7.00 Energy/Second Ammo Capacity: 182 Max DPS: 480.00 Range: 1,000.00m Projectile Speed: 2,000.00m/s Automatic Normal

Rate of Fire: 4.0 Shots/Second Recharge Rate: 4.00 Energy/Second Ammo Capacity: 32 Max DPS: 560.00 Range: 1,000.00m Projectile Speed: 2,000.00m/s Burst Normal

Rate of Fire: 6.7 Shots/Second Recharge Rate: 11.00 Energy/Second Ammo Capacity: 140 Max Ion DPS: 1,680.00 Range: 1,000.00m Projectile Speed: 2,000.00m/s Automatic Normal

Requisition unlock Rate of Fire: 4.0 Shots/Second Recharge Rate: 4.00 Energy/Second Ammo Capacity: 32 Max DPS: 207.36 Range: 1,000.00m Projectile Speed: 2,000.00m/s Burst Normal

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

Hull Healing Over Time: 87.50 HP/s Cooldown: 30.0s Duration: 8.0s

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

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

Requisition unlock Cooldown: 20.00s Duration: 3.00s Incoming Damage Multiplier: 0.10

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

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

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

Cooldown: 12.00s Ammo Capacity: 4 Range: 2,275.00m Number of Targets: 2

Requisition unlock Cooldown: 26.00s Ammo Capacity: 1 Duration: 4.00s

Requisition unlock Cooldown: 9.00s Ammo Capacity: 3 Life Span: 3.00s Area of Effect: 200.00m

Requisition unlock Lock-on Adjustment: +100% Max Health: -10% Sensor Jammer

Requisition unlock Secondary Damage Modification: -50% Primary Damage Modification: +20%

Requisition unlock Acceleration Modifier: 15% Manoeuvrability Modifier: 15% Max Health: -20%

Requisition unlock Max Health: -30% Self Stealth Self Stealth Range: 1,500.00m

Max Health: 60% Acceleration Modifier: -35% Manoeuvrability Modifier: -25%

Requisition unlock Acceleration Modifier: 10% Max Speed: 10% Max Health: -25% Unstable: Self-destructs when eliminated

Requisition unlock Manoeuvrability Modifier: 30% Acceleration Modifier: -30% Max Speed: -30%

Requisition unlock Acceleration Modifier: 100%

Requisition unlock Boost Charge Rate: +100% Boost Usage Rate: 150%

Requisition unlock Max Speed: 30% Acceleration Modifier: -30% Manoeuvrability: -30%

Requisition unlock Passive Boost Generation Rate: +40% Max Speed: -20%

All of the information below is a transcription of in-game details from hands-on with a pre-release version of Squadrons.

Standard Sienar L-s1 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: 640.00 Range: 1,000.00m Projectile Speed: 2,000.00m/s Automatic Normal

Sienar 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

Sinear 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: 20.00 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

Sinear 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: 20.00 Energy/Second Ammo Capacity: 600 Max DPS: 766.67 Projectile Speed: 2,000.00m/s Automatic Warm-up Time: 1.00s Normal Range: 1,000.00m

Sienar R/D-77 Assault Shield

“Receive significantly less damage from the front for a duration. Great for attacking Capital Ships.”

Cooldown: 20.00s Duration: 3.00s Incoming Damage Multiplier: 0.10

Sienar MR-93 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

Sienar 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

Sienar Goliath Missile

“Always explodes with a huge blast, even when countered. Ideal for damaging targets that keep avoiding your missiles and groups of targets.”

Requisition unlock 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

Sienar HC-7 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

Sienar KW-84 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

Sienar KB-D28 Proton Torpedo

“Deals very high damage from long range, but has a very long lock on time. Ideal against Capital Ships.”

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: 500.0m

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.”

Warm-up Time: 1.50s Cooldown: 10.00s Manoeuvrability Adjustment: -90% Range: 1,000.00 Max DPS: 1,066.67 Duration: 3.00s

Chaff Particles

“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

Sienar XX-5 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

Sienar 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

Sienar Ferroceramic Hull

“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”

Sienar 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

Sienar Reinforced Hull

“Increased hull integrity, but turning and changing speeds takes longer. Ideal if you’d rather take more incoming fire than usual.”

Max Health: 60% Acceleration Modifier: -35% Manoeuvrability Modifier: -25%

Sienar Agile 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%

Standard Twin Ion Engine

“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”

Twin 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%

Twin Ion Jet Engine

“Significantly increases generation and usage of boost. Great for frequent bursts of high speed.”

Boost Charge Rate: +100% Boost Usage Rate: 150%

Unstable Twin 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% Unstable: Self-destructs when eliminated

Every detail about the TIE interceptor below has been transcribed from in-game info gleaned in a recent hands-on preview.

Standard Sienar L-s1 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: 5.00 Energy/Second Ammo Capacity: 182 Max DPS: 681.82 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

Sinear Ion Cannon

“Deals high damage to shields and can disable Starfighters and subsystems.”

Rate of Fire: 8.0 Shots/Second Recharge Rate: 5.00 Energy/Second Ammo Capacity: 140 Max Ion DPS: 1,680.00 Range: 1,000.00m Projectile Speed: 2,000.00m/s Automatic Normal

Sienar R/A 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: 15.00 Energy/Second Ammo Capacity: 90 Max DPS: 666.67 Range: 600.00m Projectile Speed: 2,000.00m/s Automatic Close Range

Sienar Emergency Repair System

“Regenerate 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

Sienar Anti-Starfighter 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

Sienar XG-9 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

Sienar 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

Sienar 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

Sienar Onslaught 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

Sienar XX-5 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

Sienar 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

Chaff Particles

“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

Sienar 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

Sienar Ferroceramic Hull

“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”

Sienar 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

Sienar 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%

Sienar 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 Twin Ion Engine

“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”

Twin 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%

Twin 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%

Twin 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%

Everything below has been transcribed from in-game TIE reaper information that I scoured through in a recent hands-on session with a pre-release version of Squadrons.

Standard Sienar L-s1 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

Sienar 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

Sinear Au-8 Guided Laser 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.”

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

Sienar 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

Sienar Deployment Turret

“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.”

Cooldown: 30.00s Lock-on Range: 1,250.00m Marks Target Duration: 20.00s Max Number of Targets: 4 Incoming Damage Multiplier: 130%

Sienar 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

Sienar I-7 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: 12 Homing Weapon Lock-on Range: 1,500.00m Medium Tracking Ion Damage: 6,000.00

Sienar 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

Sienar Tactical 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.”

Lock-on Time: 2.50s Lock Zone: 90.00 Cooldown: 10.00s Lock Required Lock-on Range: 750.00m Slows Target Duration: 7.50s

Sienar 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

Sienar 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

Sienar 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

Chaff Particles

“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

Sienar XX-5 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

Sienar Ferroceramic Hull

“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”

Sienar 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%

Sienar Reinforced Hull

“Increased hull integrity, but turning and changing speeds takes longer. Ideal if you’d rather take more incoming fire than usual.”

Max Health: 60% Acceleration Modifier: -35% Manoeuvrability Modifier: -25%

Sienar Agile 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%

Standard Sienar Deflector Shield

“A standard deflector shield that provides a good balance between damage resistance and energy regeneration.”

Sienar 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%

Sienar 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%

Sienar 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%

Standard Twin Ion Engine“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.” Twin 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%

Twin 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%

Twin 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%