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Defensive modules: They protect ships from either projectiles or energy weapons. They will make your ships survive under the enemy fire.

  • Armor protects mainly against Projectile attacks, and increases HP of the ship significantly.
  • Shield protects mainly against Energy attacks, and uses a Shield HP that will defend the ship so long as it isn't depleted.

Note that incoming damage can never be completely negated, and that weapons have Shield Penetration and Hull Plating (Armor) Penetration stats. See Combat#Defense and Absorption for more details.

Armor[]

modulename Armor HP Absorb Additional Effect Base Cost Notes
ModuleDefenseHullPlating1 Basic High-I Plating 270 40 -10% Crew lost per hit 7 Industry Military I
By using denser materials, hull integrity and armor resistance to kinetics are improved. These materials are difficult to machine, but highly effective.
ModuleDefenseHullPlating2 Basic Reactive Plating 400 50 -10% Crew lost per hit 11 Industry Military II
While the first generations of starship armaments were similar to planetary versions, newer offensive arms require advanced armors. Reactive armor systems have shown to be useful against recent improvements in kinetic and missile weapons.
ModuleDefenseHullPlating3 Basic Monohull Plating 600 80 -10% Crew lost per hit 16 Industry Military III
A technology that allows hulls to be 'cast' or 'woven' more than bolted together, monohulls are ships whose hulls are multiple layers of single sheets of long molecule chains, making them resistant and durable.
ModuleDefenseHullPlating4 Basic Inert Plating 800 130 -10% Crew lost per hit 21 Industry Military IV
One of the goals of ship design is to create armor that renders a ship's hull chemically, magnetically, thermodynamically, and gravitationally inert. They react to almost nothing and are far more difficult to damage.
ModuleDefenseHullPlating5 Basic Impenetrable Plating 1000 150 -10% Crew lost per hit 26 Industry Military IV
A combination of materials, fields, and the use of gravity effects, this is the best technology that science can conceive of for improving kinetic and missile defenses.
ModuleDefenseHullPlating2Strategic1 Improved High-I Plating 700 100 -25% Crew lost per hit
-25% Enemy Boarding Pod Damage
14 Industry
1 Titanium
Curiosity
By using the densest available metal, Titanium-70, hull integrity and armor resistance to kinetics are improved. It is costly to machine, but highly effective.
ModuleDefenseHullPlating3Strategic1 Improved Reactive Plating 850 135 -25% Crew lost per hit
-25% Enemy Boarding Pod Damage
15 Industry
1 Titanium
Titanium Electroplating
(Military III)
While the first generation of starship armaments were similar to planetary versions, newer offensive arms require advanced armors. Reactive armor systems have proved to be useful against recent improvements in kinetic and missile weapons.
ModuleDefenseHullPlating3Strategic3 Advanced Monohull Plating 900 140 -10% Crew lost per hit
-10 Squadron Damage
19 Industry
1 Adamantian
Curiosity
A technology that allows hulls to be 'cast' or 'woven' more than bolted together, monohulls are ships whose hulls are multiple layers of single sheets of long molecule chains, making them resistant and durable.
ModuleDefenseHullPlating4Strategic3 Advanced Inert Plating 1120 160 -10% Crew lost per hit
-10 Squadron Damage
19 Industry
1 Adamantian
Adamantian Electroplating
(Military IV)
One of the goals of ship design is to create armor that renders a ship's hull chemically, magnetically, thermodynamically, and gravitationally inert. They react to almost nothing and are far more difficult to damage.
ModuleDefenseHullPlating4Strategic5 Extreme Orichalcix Plating 1200 165 -10% Crew lost per hit
0.1 HP repaired per damage absorbed HP
25 Industry
1 Orichalcix
Curiosity
An extreme version of the basic technology, compressed orichalcix is used to add density to the armor and further reduce radiation penetration.
ModuleDefenseHullPlating5Strategic5 Extreme Impenetrable Plating 1400 180 -10% Crew lost per hit
0.1 HP repaired per damage absorbed HP
28 Industry 1Orichalcix Interleaved Orichalcix
(Military V)
A combination of materials, fields, and the use of gravity effects, this is the best technology that science can conceive of for improving kinetic and missile defenses.
ModuleDefenseHullPlating4Terrans Basic Inert Plating 850 140 -10% Crew lost per hit 21 Industry United Empire
One of the goals of ship design is to create armor that renders a ship's hull chemically, magnetically, thermodynamically, and gravitationally inert. With their history of armor and warfare, the Empire is happy to clad their ships in this.
ModuleDefenseHullPlating4Unfallen Basic Inert Plating 900 135 -10% Crew lost per hit 21 Industry Unfallen
One of the goals of ship design is to create armor that renders a ship's hull chemically, magnetically, thermodynamically, and gravitationally inert. This appeals to the Unfallen, who see in armor and defense a greater harmony than in offensive weapons.
ModuleDefenseHullPlating2Vaulters Phage Plate Hull 500? 60? 14 Industry? Vaulters
ModuleDefenseHullQuest01 Heroic Hull 1100 160 -10% Crew lost per hit


+10% Maximum Troop Health Health on Fleet

19 Industry Vaulters Quest 07
Hero Ship-only
ModuleDefenseHullPlatingMetaplot1 Eternal Bulwark 1700 420 -10% Crew lost per hit
0.5 HP repaired per damage absorbed HP
30 Industry
1 Orichalcix
Metaplot Quest

Shields[]

modulename Shields HP Shield HP Absorb Effect Base Cost Notes
ModuleDefenseShield1 Basic Plasma Shielding 30 1600 80 -10% Crew lost per hit 7 Industry Military I
Requiring enormous amounts of energy, this shielding system surrounds the ship with a near-impenetrable barrier of dense, ionized gas.
ModuleDefenseShield2 Basic Uniform Shielding 80 2400 140 -10% Crew lost per hit 11 Industry Military II
Due to the irregular shapes of starships, it is often difficult to project and maintain shields without creating points where shields are weak or where too many overlap and waste energy. Advanced systems that guarantee perfect ship shielding avoid both these issues.
ModuleDefenseShield3 Basic Plasmoid Shielding 110 3000 240 -10% Crew lost per hit 16 Industry Military III
This is an improved use of plasma for ship defense, in which it is shaped into charges and used to deflect and dissipate incoming beams.
ModuleDefenseShield4 Basic Transformative Shielding 150 4600? 350 -10% Crew lost per hit 21 Industry Military IV
Exploiting the networking and field effects of Dust, energy fields can be created around a vessel that transform incoming phased particles -- regardless of their form -- into a dispersed cloud.
ModuleDefenseShield5 Basic Graviton Shielding 200 5800 420 -10% Crew lost per hit 26 Industry Military V
By controlling the effects of graviton particles and altering the forces of gravity itself, incoming ordinance can be deflected or destroyed.
ModuleDefenseShield2Strategic2 Improved Plasmal Shielding 130 3600 270 -10% Crew lost per hit
+5% Ship Evasion
14 Industry
1 Hyperium
Curiosity
Requiring enormous amounts of energy, this shielding system surrounds the ship with a near-impenetrable barrier of dense, ionized gas.
ModuleDefenseShield3Strategic2 Improved Uniform Shielding 170 4900 360 -10% Crew lost per hit
+5% Ship Evasion
15 Industry
1 Hyperium
Fleet Shielding
(Military III)
While Uniform Shielding provides basic protection for ships, by augmenting the power source with hyperium an improved level of beam absorption and damage reduction can be reached.
ModuleDefenseShield3Strategic4 Advanced Plasmoid Shielding 180 5300 400 -10% Crew lost per hit
-25% Critical hit damage
19 Industry
1 Antimatter
Curiosity
This is an improved use of plasma for ship defenses, in which it is shaped into charges and used to deflect and dissipate incoming beams.
ModuleDefenseShield4Strategic4 Advanced Transformative Shielding 225 6100 440 -10% Crew lost per hit
-25% Critical hit damage
19 Industry
1 Antimatter
Antimatter Channeling
(Military IV)
Exploiting the networking and field effects of Dust, energy fields can be created around a vessel that transform incoming phased particles--regardless of their form--into a dispersed cloud.
ModuleDefenseShield4Strategic6 Graviton Shielding 250 6250 450 -10% Crew lost per hit
+1500 Shield reloading per Phase
25 Industry
1 Quadrinix
Curiosity
By controlling the effects of graviton particles and altering the forces of gravity itself, incoming ordinance can be deflected.
ModuleDefenseShield5Strategic6 Extreme Graviton Shielding 300 6400 480 -10% Crew lost per hit
+2000 Shield reloading per Phase
28 Industry
1 Quadrinix
Quadrinix Toroids
(Military V)
By controlling the effects of graviton particles and altering the forces of gravity itself, incoming ordinance can be deflected or destroyed.
ModuleDefenseShieldExploration01 Pirate Shield 130 2500 270 -10% Crew lost per hit 20 Industry Reward:
The Living Plague - Part 3
ModuleDefenseShieldQuest3 Heart's Ward 250 5500 650 -10% Crew lost per hit 18 Industry1 Antimatter Unfallen Quest Reward
An extension of the living will that supports and guides the Unfallen, this module provides defensive bonuses wherever the ship may be.
ModuleDefenseShield2Vampirilis Cloth of Shielding 80 2400 140 -10% Crew lost per hit 11 Industry Vodyani
By treating the concept of shielding from the architectural point of view of the Vodyani Cloth (their protective suits), numerous solutions are found to reduce the effects of irregularities and power fluctuations that might compromise ship defense.
ModuleDefenseShield4Vampirilis Basic Transformative Shielding 150 4600 350 -10% Crew lost per hit 21 Industry Vodyani
Exploiting the networking and field effects of blessed Dust, energy fields can be created around deserving vessels that transform any incoming phased particles into a dispersed cloud. Hail to the Virtual Saints, whose technology indicated the way.

Impregnable Shielding[]

modulename Name HP Shield
HP
Shield
Absorb
Armor
Absorb
Additional Effect Base Cost Notes
ModuleDefenseShieldDeeds01 Impregnable Shielding 400 6000 600 50 +3000 Shield Reloading per Phase
-10% Crew lost per hit
150 Industry
5 Adamantian
5 Antimatter
Possible Tier 4 Military Deed
Infinity Shield 130 3600 270 -10% Crew lost per hit
+10% Ship Health
+5% Ship Evasion
18 Industry
1 Titanium
Regenerative Bark 800 120 -20% Crew lost per hit 18 Industry
1 Antimatter
Bilgeli Plating 1300 120 -10% Crew lost per hit 20 Industry
1 Antimatter


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