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StarConflictImplantsHelp

Implants are upgrades that can be applied to the player after obtaining them from leveling up any faction. Implants improve a player's stats in various ways, but the player can only choose one from each rank.

Implants only take effect when using ships of the same rank and higher.

There are a number of different implant crews available. Access to the 'Alpha' crew is limited only to your max rank. 'Bravo', 'Charlie' and 'Delta' crews are only available once the maximum rank is achieved with a specific faction.

Reimplantation:[]

Changing an implant at one rank costs 50,000 SC, and a full reimplantation can be bought for 500,000 SC.

Crew 'Alpha' implants[]

The default crew, available to all. The required rank is for any side of the conflict.
Name Rank Effect
Neurocontroller 'Gigas' 1 Hull strength increased by 25%.
Neurocontroller 'Armadillo' 1 Incoming explosion damage to hull reduced by 15%.

Incoming critical hit damage to hull reduced by 15%

Neurocontroller 'HR1 - SE' 1 Increases hull resistance to all types of damage by 20 pts.
Neurocontroller 'Oculus' 2 Reduces target locking time by 43%. Increases critical hit change by 10%.
Neurocontroller 'Albatross' 2 Increases sensor range by 75%.

Increases maximum and optimal weapon range by 20%.

Neurocontroller 'FCS - M1' 2 Reduces incoming control-inhibiting effects duration by 23%.

Reduces main weapon spread by 20%.

Neurocontroller 'Doctus' 3 Shield regeneration speed increased by 40%.
Neurocontroller 'Owl' 3 Increases maximum shield volume by 35%.
Neurocontroller 'SR Mark 2' 3 Increases shield resistance to all types of damage by 30 pts.
Alpha-inhibitor 'Malleus' 4 Increases damage dealt by missiles, mines and missile-slot drones by 10%.
Alpha-inhibitor 'Sting' 4 Increases missile and drone velocity and turn speed by 20%.

Mine field radius increased by 10%.

Tactical warhead active time increased by -1 sec.

Alpha-inhibitor 'RR-25' 4 Maximum missile range, mine active time and drone durability increased by 75%.

Increases blast and cloud radius for Tactical warhead by 20%.

Alpha-imhibitor 'Velox' 5 Increases ship rotation speed by 30% in all axes.
Alpha-inhibitor 'Cheetah' 5 Increases strafe speed by 75%.
Alpha-inhibitor 'SP-25' 5 Maximum speed increased by 3%.
Alpha-inhibitor 'Gladius' 6 Main weapon damage increased by 7%.
Alpha-inhibitor 'Ox' 6 Increases critical damage by 30%.
Alpha-inhibitor 'WPN-FS2' 6 Improves main weapon parameters:

Kinetic projectile speed increased by 30%.

EM projectile speed increased by 30%.

Maximum thermal weapon beam temperature increased by 10%.

Beta-accelerator 'Fortis' 7 Increases capacitor volume by 40%.
Beta-accelerator 'Predator' 7 Afterburners energy use reduced by 17%.
Beta-accelerator 'CU - Type B' 7 Part of damage received by your shield (15%) restores your energy reserves.

Does not reduce incoming damage.

Beta-accelerator 'Rapidus' 8 Reduces recharge time by 17% for Multipurpose modules.
Beta-accelerator 'Armadillo II' 8 Upon activating Multipurpose modules, the ship becomes immune to all engine-inhibiting effects for 2 sec.
Beta-accelerator 'CU-25b' 8 Upon activating Multipurpose modules, the ship becomes immune to all energy syphoning effects for 15 sec.
Beta-accelerator 'Gigas II' 9 Increases hull and shield resistance to all types of damage by 12 pts. for each enemy marking you as their target.
Beta-accelerator 'Cheetah II' 9 Increases maximum afterburner speed by 7%.
Beta-accelerator 'SR Mark 3' 9 Increases shield resistance to all types of damage by 7 pts. when installed and by an additional 7 pts. for each enemy locking you as their target. Shield can absorb damage from collisions and weapons ignoring shields.
Neuroaccelerator 'Rapidus II' 10 Reduces module recharge time by 10%. Does not affect Multipurpose modules.
Neuroaccelerator 'Sting II' 10 Reduces active module energy consumption by 29%. Does not affect Multipurpose modules.
Neuroaccelerator 'WPN-FS3' 10 Improves active modules parameters by 8%. Does not affect Multipurpose modules.
Neuroaccelerator 'Oculus II' 11 Reduces enemy ships' hull and shield resistance to all types of damage by 8pts. For main weapons only.
Neuroaccelerator 'Ant' 11 Increases rate of fire by 8%. Reduces time to overheat.
Neuroaccelerator 'RR-50' 11 Missile and missile cassette reloading time reduced by 20%.
Neuroaccelerator 'Gladius II' 12 If the ship's speed is below 50% from maximum (not including afterburners), it's main weapon deals 7% more damage.
Neuroaccelerator 'Predator II' 12 If the ship's speed is less than 50% of maximum (not including afterburners), it's energy reserves regenerate 50% faster.
Neuroaccelerator 'SR - PRO' 12 If the ship's speed is below 50% of maximum (not including afterburners), it's shield regenerates 25% faster.
Neuroconnector 'Rapidus III' 13 Reduces cooldown times for modules by 5% upon destroying an enemy ship or assisting the destruction with damage.
Neuroconnector 'Ant II' 13 Increases main weapon damage by 15% for 10 sec. upon destroying an enemy ship or assisting the destruction with damage.
Neuroconnector 'WPN-F70' 13 Increases main weapon damage by 1% upon destroying an enemy ship or assisting the destruction with damage. This effect stacks with each ship destroyed up to 10%.
Neuroconnector 'Gigas III' 14 Neutralises all negative effects and grants 4 sec. immunity to them when the ship's shield is first lost.
Neuroconnector 'Albatross II' 14 Activates emergency stealth field generator for 2 sec. when the ship's shield is first lost.
Neuroconnector 'SR-X' 14 Increases hull damage resistances by 75 pts. for 4 sec. when the ship's shield is first lost.
Neuroconnector 'Gladius III' 15 Increases synergy and credit gain my 5% and main weapon damage by 3%. Synergy and credits increase is active on ships of all ranks.
Neuroconnector 'Owl II' 15 Improves credit gain by 10% and hull and shield strength by 5%. Credits increase active on ships of all ranks.
Neuroconnector 'RB-X' 15 Improves synergy gains by 10% and missile slot weapon damage by 5%. Synergy increase active on ships of all ranks.

Legacy info[]

The below parts are very outdated, and should be removed at some point.

Jericho Implants:[]

R1: Neurocontroller "HR1 - SE"

Jericho implant

Increases hull resistance to all types of damage by 25 pts.


R2: Neurocontroller "FCS - M1"

Jericho implant 2

Reduces incoming control-inhibiting effects duration by 25%. Reduces main weapon spread by 20%.


R3: Neurocontroller "SR Mark II"

Jericho implant 3

Increases shield resistance to all types of damage by 20 pts.


R4: Alpha-Inhibitor "RR-25"

Jericho implant 4

Maximum missile range increased by 75%.


R5: Alpha-Inhibitor "SP-25"

Jericho implant 5

Maximum speed increased by 3%.


R6: Alpha-Inhibitor "WPN-FS2"

Jericho implant 6

Improves main weapon parameters: railgun projectile speed increased by 30%, plasma projectile speed increased by 30%, Maximum laser temperature increased by 10%.


R7: Beta-accelerator "CU - Type B"

Jericho implant 7

Part of received damage (15%) restores your energy reserves. Does not reduce incoming damage.


R8: Beta-accelerator "CU-25b"

Jericho implant 8

Upon activating modules from groups Restoration modules and Survival modules, the ship is immune to all   energy syphoning effects for 5 sec.


R9: Beta-accelerator "SR Mark 3"

Jericho implant 9

Increases shield resistance to all types of damage by 10 pts. Shield can now absorb damage from collisions.


R10: Neuroaccelerator "WPN-SF3"

Jericho implant 10

Improves active modules parameters by 25%. Does not affect Restoration modules and Survival modules.


R11: Neuroaccelerator "RR-50" 

Jericho implant 11

Missile reloading time reduced by 17%.


R12: Neuroaccelerator "SR - PRO"

Jericho implant 12

If the ship's speed is below 50% of maximum (not including afterburners) it's shield regenerates 25% faster.


R13: Neuroconnector "WPN-F70"

Jericho implant 13

Increases main weapon damage by 3% upon destroying an enemy ship or assisting the destruction with damage. the effect stacks with each ship destroyed up to 30%.


R14: Neuroconnector "SR-X"

Jericho implant 14

Increases hull damage resistances by 75 pts. for 7 sec. when the ship's shield is first lost.


R15: Neuroconnector "RB-X"

Jericho implant 15

Improves synergy gains by 10% and missile damage by 10%. Synergy increase active on ships of all ranks.

Empire Implants:[]

R1: Neurocontroller "Gigas"

Hull strength increased by 25%

R2: Neurocontroller "Oculus"

Reduces target locking time by 75%. Increases critical hit chance by 10%.

R3: Neurocontroller "Doctus"

Shield regeneration speed increased by 25%.

R4: Alpha-Inhibitor "Malleus"

Increases damage dealt by missiles by 10%.

R5: Alpha-Inhibitor "Velox"

Increases ship rotation speed by 30% in all axes.

R6: Alpha-Inhibitor "Gladius"

Main weapon damage increased by 7%.

R7: Beta-accelerator "Fortis"

Increases capacitor volume by 30%.

R8: Beta-accelerator "Rapidus"

Reduces recharge time by 20% for modules Restoration modules and Survival modules.

R9: Beta-accelerator "Gigas II"

Increases hull resistance to all types of damage by 10 pts. for each enemy marking you as their target.

R10: Neuroaccelerator "Rapidus II"

Reduces module recharge time by 20%. Does not affect Restoration modules and Survival modules.

R11: Neuroaccelerator "Oculus II"

Reduces your target's hull and shield resistance to all types of damage by 10 pts. For main weapons only.

R12: Neuroaccelerator "Gladius II"

If the ship's speed is below 50% from maximum (not including afterburners), it's main weapon deals 10%               more damage.

R13: Neuroconnector "Rapidus III"

Reduces cooldown time for modules and missiles by 20% upon destroying an enemy ship or assisting the destruction with damage.

R14: Neuroconnector "Gigas III"

Neutralises all negative effects and grants 7 sec. immunity to them when the ship's shield is first lost.

R15: Neuroconnector "Gladius III"

Increases synergy and credits gain by 5% and main weapon damage by 5%. Synergy and credits increase is         active on ships of all ranks.

Federation Implants:[]

R1: Neurocontroller "Armadillo"

Incoming explosion damage to hull reduced by 40%. Incoming critical hit damage to hull reduced by 40%.

R2: Neurocontroller "Albatross"

increases sensor range by 75%. Increases maximum and optimal weapon range by 20%.

R3: Neurocontroller "Owl"

Increases maximum shield strength by 20%.

R4: Alpha-Inhibitor "Sting"

Increases missile velocity and turn speed by 20%.

R5: Alpha-Inhibitor "Cheetah"

Increases strafe speed by 75%.

R6: Alpha-Inhibitor "Ox"

Increases critical damage by 35%.

R7: Beta-accelerator "Predator"

Afterburners energy use decreased by 17%.

R8: Beta-accelerator "Armadillo II"

Upon activating Multipurpose modules, the ship becomes immune to all engine-inhibiting effects for 3 seconds.

R9: Beta-accelerator "Cheetah II"

Increase maximum afterburner speed by 7%.

R10: Neuroaccelerator "Sting II"

Reduces active module energy consumption by 29%. Does not affect Multipurpose modules.

R11: Neuroaccelerator "Ant"

Increases rate of fire by 8%.

R12: Neuroaccelerator "Predator II"

If the ship's speed is less than 50% of maximum (not including afterburners), its energy reserves regenerate 50% faster.

R13: Neuroaconnector "Ant II"

Increases main weapon damage by 20% for 10 sec. upon destroying an enemy ship or assisting the destruction with damage.

R14: Neuroaconnector "Albatross II"

Activates emergency stealth field generator for 3 sec. when the ship's shield is first lost.

R15: Neuroaconnector "Owl II"

Improves credit gain by 10% and hull and shield strength by 5%. Credits increase active on ships of all ranks.
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