Internal Modules

Afterburner
''Increases movement speed. Stacks with other speed-enhancing effects.''
 * What is the % increase to speed?
 * Community Notes go here

Armor Amplifier (Artillery Cruiser)
Increases resistance to damage.
 * Community Notes go here

Armor Amplifier (Dreadnought)
Increases resistance to damage.
 * Community Notes go here

Armorbreaker Ammo
''Loads the primary weapon with ammo that decreases the target's resistance to damage. Each shot refreshes the effect.''
 * Community Notes go here

Armored Lockdown
''Increases resistance to damage, but disables movement. Lower tiers also drain the ship's energy.''
 * Community Notes go here

Assault Thrusters
Pushes the ship forward while active.
 * Community Notes go here

Autorepair (Corvette)
Heals damage to the ship over time.
 * Mk. II will heal 3900 HP, ... total if able to run without interruption.
 * Community Notes go here

Autorepair (Tactical Cruiser)
"Heals damage to the ship overtime."
 * Community Notes go here

Disruptor Ammo
''Loads the primary weapon with ammo that interrupts enemy module usage. Each shot refreshes the effect.''
 * Community Notes go here

Dive Maneuver
Lowers the ships's altitude very quickly.
 * Community Notes go here

Emergency Evac
''Cloaks the ship and speeds up movement. Cloak breaks on using weapons or modules.''
 * Community Notes go here

Endurance Mode
''Increases maximum health and heals damage over time. The health increase is not healed automatically.''
 * Community Notes go here

Energy Generator (Destroyer)
Generates energy while active.
 * Community Notes go here

Energy Generator (Tactical Cruiser)
Generates energy while active.
 * Community Notes go here

Evasive Maneuver (Artillery Cruiser)
''Thrusts the ship sideways quickly in an attempt to evade incoming fire. Manual input determines thrust direction.''
 * Community Notes go here

Evasive Maneuver (Destroyer)
''Thrusts the ship sideways quickly in an attempt to evade incoming fire. Manual input determines thrust direction.''
 * Community Notes go here

Immelmann Maneuver
''Ascends until flying upside down in the opposite direction, then rolls right-side up. Increases damage and resistance to damage.''
 * Community Notes go here

Jump Drive
Warps the ship forward by a short or medium distance, depending on tier.
 * Community Notes go here

Mobile Cloak
''Cloaks the ship, hiding it from view. Cloak breaks if the ship takes damage, fires weapons, or uses modules.''
 * Community Notes go here

Module Reboot
Shortens other module cooldowns for this ship.
 * Try to match the Cooldown Reductions to the the Cooldowns of other modules i.e. the Mk. I will completely reset the Protean Autoguns Mk. N-II, allowing them to be activated twice in a row.
 * Community Notes go here

Offensive Lockdown
''Increases weapon damage significantly. but disables movement and drains energy.''
 * Community Notes go here

Overclock Module
Shortens other module cooldowns for this ship.
 * Community Notes go here

Scrubber Module
Removes all active effects, both adverse and beneficial, from the ship.
 * Community Notes go here

Stasis Ammo (Corvette)
''Loads the primary weapon with ammo that greatly slows targets. Each shot refreshes the effect.''
 * Community Notes go here

Stasis Ammo (Destroyer)
''Loads the primary weapon with ammo that greatly slows targets. Each shot refreshes the effect.''
 * Community Notes go here

Stationary Cloak
''Cloaks the ship well while it is immobile, but poorly while it is moving. Cloak breaks on using modules or taking damage.''
 * Community Notes go here

Target Warp
Warps the ship to a targeted ally.
 * Community Notes go here

Thrust Amplifier
Increases movement speed while active.
 * Community Notes go here

Turn Amplifier
Increases the ship's turn rate significantly while active.
 * Community Notes go here

Warp Jump
''Warps the ship forward by a medium distance. Higher tiers can warp to targeted ships.''
 * Community Notes go here

Weapon Amplifier
Increases damage whilst active.
 * Community Notes go here