| Dazzle Shell | Reduces your target’s sensor acuity…but it’s not clear if this works on NPCs |
| Dispersal Field | Works like the chaff effect when you hit. A strong active defense. |
| Double Braced | Use module reinforcements instead. |
| Flow Control | Frees up a tiny bit of energy, but there are better ways to do that. |
| Multi-Servos | There are better ways to do more damage with PAs |
| Oversized | If you don’t care about other experimentals, a bit more damage doesn’t hurt. |
| Phasing Sequence | Does 10% of your damage as absolute damage to the hull when you strike shields. Works well on a high damage weapon like a PA. |
| Plasma Slug | You lose 10% damage, but you draw ammo from your fuel supply. Depending on the ship (and its fuel tank) this can extend your fighting time significantly. |
| Stripped Down | Frees up a tiny bit of mass, but there are better ways to do that. |
| Target Lock Breaker | Makes you no longer the active target of the ship you hit…for a fraction of a second, since NPCs can instantly retarget. |
| Thermal Conduit | Does up to 30% more damage once your heat gets to 180%…but module damage from high heat is not resistible and adds up quickly. More useful in single encounters and PvP |