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
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.