Fire-Control Radar extends what the ship can see and improves automated weapon reactions. It is the main force multiplier for builds that want their turrets to acquire earlier and lead moving targets more accurately.

Fire-Control Radar live module render

Fire-Control RadarFire-control sensor mast. Extends vision, minimap detection, and turret reaction range. Player AI turrets start at 20% predictive lead; each active radar reduces spread by 1 degree and adds 20 percentage points of lead, capped at 100%.

Live mini canvas: module cards reuse the current ship-module renderer.

Role
Sensors and fire control
Module HP
100
Mass / drag
0.5 / 0.1
Build price
Dynamic; next module starts at 100 gold
Visibility / minimap
+10.5 / +126
Turret range
+3.75
Lead / spread
+20 percentage points / -1°
Mine detection
+4.5
Damaged output
70% at 50% HP or lower

How it works

Each active Radar adds visibility, minimap range, turret reaction range, mine detection, one degree of spread reduction, and 20 percentage points of predictive lead. Player AI turrets begin at 20% lead and can reach 100% with enough active Radar output.

Best uses

Turn short-range auto-turret builds into earlier-reacting screens.

Reveal mines and distant contacts before a heavy ship commits.

Support long-range Missile and Laser layouts with better battlefield information.

Placement and hull design

Radar is fragile utility rather than armor. Place it near the core or behind a Shield so one grazing hit does not remove several stacked bonuses.

Synergies

Turret and Missile for longer acquisition range and improved fire control.

Stealth counterplay because observing Radars increase the distance at which a hidden ship is detected.

Failure points and counterplay

A wrecked Radar contributes no sensor or aiming bonus.

Radar improves acquisition and lead; it does not increase raw weapon damage.