Fractured Space Wiki
Advertisement

Implants are a way to make your Crew even more useful. Each crew member can have up to three Implants, but can never have the same Implant more than once. Therefore, a ship may benefit from one specific implant up to five times. Each implant slot has a color and may only take an implant with a matching color (red: Attack, blue: Defense, yellow: Utility). However, each time an officer reaches sufficient Experience to level up, one of their slots (from left to right) will turn into a golden Chroma slot and be able to take an implant of any type.

There are some stats (ie. Missile Range and Hull Strength) implants provide which no crew members has. On the other hand, Energy Efficiency is the only stat a crew member offers for which there is no implant. If a certain stat is provided by both, the bonus from the best crew member(s) for that stat is as high as the bonus from equipping the corresponding implant five times.

Attack[ | ]

Affected Stat Effect Max. Effect[1] Description
Attack Damage 0.8% 4% (8%) Increases the damage output of all weapons.
Fire Rate 0.8% 4% (8%) Decreases the interval of fire between shots.
Missile Range 10% 50% Increases the range of missile systems.
Ramming Damage 10% 50% Increases the amount of damage inflicted and reduces the amount received when ramming.
Turret Traverse 5% 25% (50%) Increases turret turn rate.

Defense[ | ]

Affected Stat Effect Max. Effect[1] Description
Armor Repair 5% 25% (50%) Decrease the time it takes for your ships armor to repair out of combat.
Armor Strength 2.5% 12.5% (25%) Increases the amount of damage armor can take before breaking.
Broken Armor Damage -2.5% -12.5% (-25%) Reduces damage taken once armor is broken.
Damage Reduction 1% 5% (10%) Decreases incoming damage to your ship.
Hull Strength 200 1000 Increases the hull points of a ship.
Jump Damage Reduction 15% 75% Reduces the damage you take whilst jumping.
Station Damage Reduction 10% 50% Reduces damage taken from enemy home base turrets.

Utility[ | ]

Affected Stat Effect Max. Effect[1] Description
Capture Rate 5% 25% (50%) Decreases the time it takes to capture objectives.
Energy Regen 1.5% 7.5% (15%) Increases the rate at which your ship’s energy regenerates.
Forward Thrust 1.5% 7.5% (15%) Improves the ships forward, reverse and acceleration.
Jump Cooldown -2% -10% (-20%) Decreases Jump Drive and Jump Home cooldowns.
Jump Prep -2% -10% (-20%) Decreases the warm-up time for jumps.
Maneuvering 2.4% 12% (24%) Improves the ships vertical and strafing movement.
Repair Efficiency 4% 20% Increase the rate at which forward stations, home bases, and support ships can repair your ship.
Sensor Range 3.2% 16% (32%) Increases the range you can target enemies, squadrons, structures, buoys and other entities.
Squad Cooldown -3% -15% (-30%) Decreases the time it takes a ship to relaunch or replace drones, fighters or bombers.
Squad Survival 3% 15% (30%) Increases the survivability of drones, fighters and bombers.
Turn Rate 2.4% 12% (24%) Increases the ships turn rate.
Utility Cooldown -1.5% -7.5% (-15%) Decrease the cooldown on all abilities but not weapons.
Utility Duration 4% 20% Increases the duration that effects are applied to targets.

References[ | ]

  1. 1.0 1.1 1.2 If used on all 5 crew members. Value in parenthesis is if also using the crew member with the maximum value for that stat.
Advertisement