Modular Fortresses
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EXTREMELY large, powerful, and expensive defensive structure. Mounts 4 Large and 8 Small modules that can be unlocked. Note that there are significant differences between the 4 types of Modular Fortresses, including which modules they can mount. Modular Fortress (Human): The only Modular Fort unlocked with Knowledge, can mount most types of modules but the more exotic modules will not fit. Also repairs nearby units. Neinzul Modular Fortress: A possible reward for completing an Ancient Shadows Nebula, this unit mounts can mount organic Neinzul type modules. This unit also cloaks and can grant cloaking to nearby ships the same as the Cloaker Starship. Spire Modular Fortress: A possible reward for completing an Ancient Shadows Nebula, this unit mounts can mount the heavy Spire modules. Also mounts an extremely powerful Spire Beam main weapon. Zenith Modular Fortress: A possible reward for completing an Ancient Shadows Nebula, this unit mounts can mount the Zenith beam modules. Also mounts an extremely powerful Energy Wave main weapon. Also see Fortress, Mini-Fortress, and SuperFortress.
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Fortress Modules
Note that the Human Modular Fortress and its modules are unlocked via Knowledge.
The other 3 types of forts, and their modules, are unlocked by progressing the Ancient Shadows Campaign.
This means that to mount the Laser Cannon Module Mk. II on both the Human and the Neinzul modular fort requires unlocking the Laser Turret Mk II for the Human Modular Fortress and unlocking the Laser Cannon Module Mk II for the Champion to mount it on the Neinzul Modular Fort.
All Modular forts start with the ability to build the Shield Module, Needler Module, Laser Cannon Module, MLRS Module, and Missile Module.
Large Modules
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Shield Module
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A massive modular shield generator for use on a fortress that can protect nearby units.
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Bomber Bay Module
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An integrated production and launching facility for very-short-lived bomber drones.
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Heat Beam Module
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A fortress-mounted variant of the Zenith Heat Beam. Hits up to 9 targets on a line, each with the full power of the beam.
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Heavy Beam Cannon Module
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A massive fortress-mounted variant of the human Heavy Beam Cannon turret.
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Interceptor Bay Module
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An integrated production and launching facility for very-short-lived interceptor drones.
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Plasma Siege Cannon Module
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A modular weapon that fires enormous bolts of condensed plasma at large and/or immobile targets. When the bolt explodes, it also damages several nearby units for reduced damage. If it hits a forcefield, it will also damage up to 25 units protected by that forcefield (or forcefields near that forcefield) with 6.25% of the damage done to the forcefield.
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Photon Lance Module
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A modular version of the weapon preferred by many Spire capital ships and fortifications. Fires a coherent beam of light for two seconds that strikes all enemy units in its path. Cannot be re-aimed during firing, so moving targets often escape the full force of the beam. Targets that fail to evade suffer tremendous damage.
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Rail Cluster Module
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A modular array of rail-cannons. More powerful than standard human sniper railguns, but without the infinite range.
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Slicer Bay Module
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An integrated production and launching facility for very-short-lived slicer drones.
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Small Modules
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Acid Jet Module
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A fortress-mounted variant of the Zenith Acid Sprayer's weapon. Low base damage, but extremely effective against exotic-material hulls.
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Doom Accelerator Module
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A fortress-mounted variant of the Neinzul Youngling Vulture's weapon. Its damage increases against targets that have already taken damage. Against a target with 90% or higher health it does 10*base damage. Against more heavily damaged targets the damage keeps going up until the maximum of 90*base damage against targets with 10% or lower health.
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Flak Module
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A fortress-mounted variant of the Flak Turret. Very effective against many lighter hull-types.
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Impulse Reaction Module
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A fortress-mounted variant of the Impulse Reaction Emitter's weapon. Low base damage, but extremely effective against targets with high energy use.
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Insanity Inducer Module
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A fortress-mounted variant of the Botnet Golem's weapon. Low rate of fire, and totally ineffective against units immune to reclamation, but instantly overrides the target's programming so that it attacks your enemies instead
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Laser Cannon Module
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A massive high-power battery of laser cannons that can be mounted on a fortress.
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Missile Module
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A massive long-range missile launcher that can be mounted on a fortress.
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MLRS Module
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A massive Multiple Launch Rocket System that can be mounted on a fortress.
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Nanosubverter Module
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A modular weapon that does reclamation damage.
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Paralyzer Module
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A fortress-mounted variant of the Zenith Paralyzer's weapon. Incapacitates targets for several seconds.
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Polarizer Module
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A fortress-mounted variant of the Zenith Polarizer's weapon. Low base damage, but extremely effective against targets with lots of armor.
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Rail Cannon Module
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A modular rail-cannon. More powerful than the weapons found on standard human sniper units, but without the infinite range.
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Translocator Module
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A fortress-mounted variant of the Translocator's weapon. Lacks damage bonuses against specific hulls, but warps targets to a different location. Some targets (generally large ones) are immune to translocation.
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Compatibility Chart
Modular Fortresses Stats
Human Modular Fortress
Ship Cap |
Ammo Type |
Armor Type |
Immunities |
Damage Bonuses
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1 |
Flame Wave |
Ultra-Heavy |
Blade Attacks, Fusion Cutters, Attack Boosts, Armor Boosts, Speed Boosts, Gravity Effects, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs |
0.01 Polycrystal
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Damage |
Attack Range |
Reload |
Health |
Armor |
Speed |
Engine Health |
Single Ship DPS |
Ship Cap DPS |
Abilities
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30x160,000 |
53,000 |
6 sec |
100,000,000 |
2,500 |
44 |
Inf |
800,000 dmg/sec |
800,000 dmg/sec |
Radar Dampening Range 30,000, Regen Time 120:00, Counters Dark Matter, Can't Use Wormholes, Gathers Scout Intel, Repair Rate 2.5, Requires Supply
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Neinzul Modular Fortress
Ship Cap |
Ammo Type |
Armor Type |
Immunities |
Damage Bonuses
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1 |
Flame Wave |
Ultra-Heavy |
Blade Attacks, Fusion Cutters, Attack Boosts, Armor Boosts, Speed Boosts, Gravity Effects, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs |
0.01 Polycrystal
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Damage |
Attack Range |
Reload |
Health |
Armor |
Speed |
Engine Health |
Single Ship DPS |
Ship Cap DPS |
Abilities
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30x160,000 |
53,000 |
6 sec |
100,000,000 |
2,500 |
44 |
Inf |
800,000 dmg/sec |
800,000 dmg/sec |
Cloaking, Cloaking SuperBooster x20 (5000 Range), Radar Dampening Range 30,000, Regen Time 120:00, Counters Dark Matter, Can't Use Wormholes, Gathers Scout Intel, Requires Supply
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Spire Modular Fortress
Ship Cap |
Ammo Type |
Armor Type |
Immunities |
Damage Bonuses
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1 |
Beam Weapon |
Ultra-Heavy |
Blade Attacks, Fusion Cutters, Attack Boosts, Armor Boosts, Speed Boosts, Gravity Effects, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs |
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Damage |
Attack Range |
Reload |
Health |
Armor |
Speed |
Engine Health |
Single Ship DPS |
Ship Cap DPS |
Abilities
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3,000,000 |
28,000 |
1(3) sec |
100,000,000 |
2,500 |
44 |
Inf |
1,000,000 dmg/sec |
1,000,000 dmg/sec |
Radar Dampening Range 30,000, Regen Time 120:00, Counters Dark Matter, Can't Use Wormholes, Armor Piercing 750, Gathers Scout Intel, Requires Supply
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Total firing cycle time is 3 seconds, 2 seconds of the sustained fire beam followed by 1 second to reload.
Zenith Modular Fortress
Ship Cap |
Ammo Type |
Armor Type |
Immunities |
Damage Bonuses
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1 |
Energy Wave |
Ultra-Heavy |
Blade Attacks, Fusion Cutters, Attack Boosts, Armor Boosts, Speed Boosts, Gravity Effects, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs |
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Damage |
Attack Range |
Reload |
Health |
Armor |
Speed |
Engine Health |
Single Ship DPS |
Ship Cap DPS |
Abilities
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1,600,000 |
43,000 |
2 sec |
100,000,000 |
2,500 |
44 |
Inf |
800,000 dmg/sec |
800,000 dmg/sec |
Radar Dampening Range 30,000, Regen Time 120:00, Counters Dark Matter, Can't Use Wormholes, Armor Piercing 999,999, Gathers Scout Intel, Requires Supply
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Module Stats
Module 1
Ammo Type |
Armor Type |
Immunities |
Damage Bonuses
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Flame Wave |
Ultra-Heavy |
Blade Attacks, Fusion Cutters, Attack Boosts, Armor Boosts, Speed Boosts, Gravity Effects, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs, Repair |
0.05 Scout, 0.01 Polycrystal
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Mark |
Damage |
Attack Range |
Reload |
Health |
Armor |
Speed |
Engine Health |
Single Ship DPS |
Abilities
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I |
30x160,000 |
19,666 |
6 sec |
60,000,000 |
2,500 |
0 |
Inf |
800,000 dmg/sec |
Radar Dampening Range 30,000, Regen Time 120:00, Counters Dark Matter, Can't Use Wormholes, Gathers Scout Intel, Repair Rate 2.5, Requires Supply
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II |
40x280,000 |
19,666 |
6 sec |
120,000,000 |
2,500 |
0 |
Inf |
1,866,667 dmg/sec |
Radar Dampening Range 30,000, Regen Time 120:00, Counters Dark Matter, Can't Use Wormholes, Gathers Scout Intel, Repair Rate 2.5, Requires Supply
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III |
50x400,000 |
19,666 |
6 sec |
180,000,000 |
2,500 |
0 |
Inf |
3,333,333 dmg/sec |
Radar Dampening Range 30,000, Regen Time 120:00, Counters Dark Matter, Can't Use Wormholes, Gathers Scout Intel, Repair Rate 2.5, Requires Supply
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Module 2
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