Miner Rebellion Modules

General
Miner Rebellion modules are the structures/stations that make up rebel bases, including yours. They are powered by the Bridge's reactor. In order for a module to be powered, it must be no more than two squares away from another powered building.

Different modules perform a variety of different tasks and have different individual functions. They constitute the cornerstone of military, resourcing and technological advancements.

Modules will explode when destroyed. When they explode, it causes collateral damage. When a rebel base reaches 75% health, the Defense Matrix is activated for 2 hours. Likewise, reaching 50% and 25% health results in 12 hrs and 24 hrs of protection respectively. This protection is cancelled upon attacking another rebel's fleet or base, but not NPC Targets.

Base modules do not cost any resources to repair but do take time. The amount of time they take to repair varies according to their health.

Resolved Bugs

 * Players should no longer lose recalled fleets when returning to base view at the same time another fleet returns to base.
 * Several fixes have been made to help address connectivity issues while performing certain actions.
 * Fixed an issue which caused the upgrade progress bar to disappear after a module was destroyed.
 * Fixed an issue in which fleets were stuck in repair and were unable to be used.

Trivia

 * Collateral Damage was added on December 18, 2013.
 * Refitting and upgrading base modules originally could only be done one at a time. After an update, players can now upgrade one module while refitting a different one.
 * All Miner Rebellion modules (except Terminus Mines) received Anti-Pierce in the mid-January 2020 update which is basically infinite Counter Pierce.

Flash Gallery
The pictures here are all old images of the of base modules when the game was still using the Flash Player or when it was in early Unity: