Overdrive/Spectre

Progenitor Amp
Progenitor Amp is exclusive to the Switch. While a friendly or enemy spawned ship is in its original firing arc (not including 0-2,000 m), the Switch has no minimum range and receives minor combat boosts that improve its effectiveness against enemy spawned ships.

Switch Prime Shift
While in Prime Shift, the Switch receives large bonuses to damage and speed, as well as the ability to momentarily apply Phase Hacked to enemies.

Moreover, when two spawned ships (of any side) are in the Switch's firing arc, it fires a shockwave that applies Weapon Disrupted and Stasis to enemies. This has a cooldown of 15 seconds.

The same shockwave also temporarily converts the alignment of enemy spawned ships within the blast radius. Note that you cannot manually control the primary target of these spawned ships.

Note that spawned ships that are currently under mind control are considered as enemies for all intents and purposes, and cannot be mind-controlled by another ship. The mind control cooldown begins after the mind control ends. Destroying the mind controller does not break mind control.

Lock On
Lock On is exclusive to the Breaker. While an enemy is in its firing arc, the ship deals extra damage to shields, receives the ability to apply the Phase Hacked debuff, and increases its speed stats.

Breaker Prime Shift
While in Prime Shift, the Breaker's weapons fire more frequently, and a support field is generated around the ship which boosts ally damage to shields.

Moreover, being in Prime Shift enables a counter to fill up whenever the ship deals damage to enemy shields. Once this counter reaches the required amount, it fires three firing cycles worth of low-damage homing missiles that apply the Shield Suppressed effect, further debilitating enemy ships. Note that this weapon has a 360-degree firing arc. This has a cooldown of 15 seconds, after which the counter can begin to refill again.

Focus Fire
Focus Fire is exclusive to the Deadeye. While an enemy is in both firing arcs, the ship gains extra turning speed and the ability to momentarily apply the Phase Hacked status. In addition, weapon spread is greatly reduced to better hit enemies at long range.

Deadeye Prime Shift
While in Prime Shift, the Deadeye's weapons deal extra damage and travel faster.

Moreover, being in Prime Shift enables a counter to fill up whenever the ship's weapons go through a firing cycle (summed across all weapon slots and firing arcs). Once this counter reaches the required amount, it fires a projectile that generates an Agility Field. The projectile homes onto an enemy, can pass through enemy ships, and slows the target down on impact. Note that this weapon has a 360-degree firing arc. This has a cooldown of 15 seconds, after which the counter can begin to refill again.

Spectre Operations
Spectre Operations is exclusive to the Torus Dreadnought. While an enemy is in both firing arcs, the ship gains extra turning speed as well as improved shield defense.

Torus Prime Shift
While in Prime Shift, the Torus Dreadnought gains extra mobility and its weapons deal extra damage.

Moreover, when two enemies are in its firing arc while in Prime Shift, it shoots a projectile that emits a moving Irradiation Field. The projectile passes through all enemies other than walls and moves until it reaches maximum range. Note that this weapon has a 360-degree firing arc. This has a cooldown of 15 seconds.

Bolster Stance
Bolster Stance is exclusive to the Comandante Carrier. While three friendly ships (including spawned ships) are in its firing arc, the carrier gains a bonus to forward mobility for a short duration.

Comandante Prime Shift
While in Prime Shift, the Comandante Carrier's support field expands, and the squadrons and drones it launches become stronger.

Moreover, when three enemies are in its firing arc while in Prime Shift, it launches three Torrent Squads that deal Energy Damage, Explosive Damage and Kinetic Damage respectively, with a cooldown of 30 seconds, meaning that the squadrons, if recalled or destroyed, will not be relaunched until the cooldown expires.

Arc Prime Shift
While in Prime Shift, the Arc gains extra effective range and its weapons are especially effective against health.

Moreover, when two enemies are in its firing arc while in Prime Shift, it shoots a barrage of homing missiles that can Chain across enemies, dealing massive damage. Note that this weapon has a 360-degree firing arc. This has a cooldown of 10 seconds.

Caustic Prime Shift
While in Prime Shift, the Caustic gains extra mobility and can apply the Debilitate debuff on hit. Its equipped weapons also no longer need to charge up.

Moreover, while in Prime Shift, whenever the ship has five Combat Acumen stacks, three 1,500-m-wide beams are shot in an evenly-spaced 60-deg arc in front of the ship, slowing down enemies that are hit. This has a cooldown of 10.4 seconds (5 seconds after the beam finishes firing).

Note that each beam carries the listed DPS, cannot apply "Debilitate" and cumulative "Combat Acumen" counts.

Combat Acumen
Combat Acumen is exclusive to the Caustic. For each certain amount of health damage dealt to enemies, it gains a stack of the overdrive, granting it a damage bonus.

Subverter Prime Shift
While in Prime Shift, the Subverter gains combat bonuses increasing its mobility, defenses, and bonuses to its equipped squadrons.

Moreover, when two enemies are in its firing arc while in Prime Shift, it fires two waves of Kinetic missiles evenly in all directions, applying various status effects on hit. The weapon goes through at least two firing cycles regardless of whether the overdrive expires (which occurs 10 seconds after the condition is no longer satisfied). If the overdrive expires but later reactivates, the firing cycle is immediately restarted.

The first wave fires 18 missiles. Note that the DPS is split between them.

The second wave fires 27 missiles. Note that the DPS is split between them.

Buckler Prime Shift
While in Prime Shift, the Buckler gains combat bonuses increasing its mobility and defenses.

While in Prime Shift, whenever an ally within maximum weapon range loses its shields, the Aegis Field is temporarily activated which redirects incoming hits to the Buckler itself. This overdrive can be refreshed while active.

Moreover, when two enemies are in the Buckler firing arc while in Prime Shift, it releases a salvo of AoE missiles with a cooldown of 15 seconds. The firing cycle is reset whenever the overdrive is reactivated.

Broadsider Prime Shift
While in Prime Shift, the Broadsider grants combat bonuses to its spawned ships (includes those provided by triggers).

Moreover, for every 10 spawned ships spawned in while Prime Shift is active, it fires a dense, piercing projectile at enemies, which splits on final impact into 5 sub-projectiles in a 40-deg arc. These sub-projectiles travel for a further 3,000 m at a speed of 6,000 m/s and each deal 20% DPS. This has a cooldown of 10 seconds.

Infiltrator Prime Shift
While in Prime Shift, the Infiltrator gains combat bonuses increasing its mobility and offensive power.

Moreover, while the Infiltrator is in Prime Shift, it shoots a moving support field every 10 seconds, providing defensive bonuses to nearby allies. The projectile emitting the field disappears upon impact and does not cause damage. Note that this weapon has a 360-degree firing arc.

Conservator Prime Shift
While in Prime Shift, the Conservator gains increased hull resistances and a damage allocation field to help protect its allies.

Moreover, when three enemies are in its firing arc while in Prime Shift, it releases a spread of 24 piercing missiles twice, dealing moderate damage and applying Stasis on hit. This has a cooldown of 20 seconds.

Trivia

 * Originally, the Damage to Spawned Ships stat was missing from Progenitor Amp's stat block. This was fixed in the late August 2020 update.
 * The Switch was originally capable of using Mind Control on the NPC versions of both the Alien Reaper and Ancient Reaper. After the late August 2020 update, it can only control the latter.
 * Progenitor Amp also decreases maximum range, not just maximum effective range. Before the Jan 2021 downtime, the game only mentioned the effective range decrease.
 * When Caustic is equipped with Empyreal Burst, its Prime Shift Active incorrectly applied Explosive DoT Damage to the enemy until the early February 2021 downtime.
 * Since the launch of Comandante, it Prime Shift Active cannot cause damage to the module, it may be fix in the future.