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Spawner Module   Spawner Module (Upgrading)


The Spawner Module is the defensive hub from which ships are spawned to defend the base.
  — In-Game Description 

Stats[]

Spawner Module I
SpawnerModule1.png
II
SpawnerModule1.png
III
SpawnerModule1.png
IV
SpawnerModule4.png
V
SpawnerModule4.png
VI
SpawnerModule4.png
VII
SpawnerModule7.png
VIII
SpawnerModule7.png
IX
SpawnerModule7.png
X
SpawnerModule10.png
SLOT CONFIGURATION Spaceship.png
Spawner Slots SpawnerSlot.png 1 1 1 1 2 2 2 2 2 2
Armor Slots ArmorSlot.png 2 2 2 2 2 3 3 3 3 4
Shield Slots ShieldSlot.png 2 2 3 3 3 3 3 3 4 4
Resistance Slots ResistanceSlot.png 1 1 1 1 1 1 2 2 2 2
SPECIFICATIONS Notepad.png
Health 1,730 1,945 2,180 2,430 2,695 2,980 3,280 3,590 3,915 4,250
Max. Mass 13,500 t 15,509 t 18,125 t 21,782 t 25,910 t 30,350 t 34,355 t 37,023 t 40,448 t 46,240 t
Collateral 1,298 1,459 1,635 1,823 2,021 2,235 2,460 2,693 2,936 3,188
MODIFIERS Wrench.png
Counter Pierce Infinite
REPAIR Repair.png
Time Time.png 18m 10s 20m 15s 22m 28s 24m 50s 27m 20s 29m 55s 32m 38s 35m 25s 38m 28s 42m 19s


Note: Upgrade stats can be found here.

General[]

The Spawner Module is the latest means to defend your base, as of the Virago event that started on December 3, 2020. Unlike the Combat Module (which focuses on weapons) and the Hangar Module (which focuses on squadrons), this module uses spawners to warp in miniature ships to protect the base against enemy attacks.

Other forms of defense include The Bridge (as a final stand), Terminus Mines (Bridge III), the Fleet Bay (Bridge IV), the Ship Factory (Bridge VI), Hangar Modules (Bridge VI) and Combat Modules (Bridge I).

Strategy[]

The mode of offense of this model is the spawner. Unlike the ship version, base spawners have infinite engagement range and will attack the enemy regardless of their location inside the battlefield. The Switch is an excellent counter as its Prime Shift active ability can mind control the spawned ships for a limited amount of time, turning them against the base itself.

Spawner Modules inflict a moderate amount of of Collateral Damage when destroyed, so avoid clustering them. Also, avoid putting too many of them next to essential modules such as the Ship Factory and The Bridge. However, spreading them too far apart risks allowing the enemy to pick them off one by one from long range, so a balance should be achieved.

You cannot control the action of Spawner Modules: their AI always pursues the closest valid target, which leads to the use of decoys. Decoys are ships specifically set up with high mobility and/or durability, intended to draw fire so that other ships, usually destroyers, can attack unmolested.

No need to upgrade past lvl 5 until you complete other base upgrades, as the max spawner slots are 2.

Appearance[]

Level Normal Damaged Destroyed
I-III SpawnerModule1.png SpawnerModule1-Damaged.png SpawnerModule1-Destroyed.png
IV-VI SpawnerModule4.png SpawnerModule4-Damaged.png SpawnerModule4-Destroyed.png
VII-IX SpawnerModule7.png SpawnerModule7-Damaged.png SpawnerModule7-Destroyed.png
X SpawnerModule10.png SpawnerModule10-Damaged.png SpawnerModule10-Destroyed.png

Trivia[]

  • The XP curve of this item was flattened during the early August 2021 update as part of an effort to rebalance bases.

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