SU: --
RU: 1250
Max Health: 10000
Firepower: --
Coverage: --
Max velocity: --
Build Time: 125

The armor module is more of a defensive enhancement module. This is usually not one of my first choices at the start of a game, only because of the initial RU op development and the fighters that will protect them. Within the first 10 minutes of the game, you can expect an attack on your workers if you don't attack them first. The armor module may provide some additional defense for your workers, but overall... its not effective enough to prevent them from be destroyed. Armor 2 gives you better staying power against rail-gun fire and missiles while armor 3 gives your ships better survivability with ion and siege/crystal explosion damage.

The power of the force field is GREATLY underestimated and VERY under-used. Although the power of a dread with 12 FF3 sentinels shielding it is immense. With a little fighter support to keep the mimics away, a dread can last almost the duration of the game if tended properly. Unfortunately, some games can be over before you even get a chance to build a big ship to shield. The technology needed to build sentinels with FF2 is quite time consuming and if spotted, can easily be countered due to the lack of funds/ships/SU you’re faced with when trying to rush them out. You end up sacrificing vital worker defensive support, and open yourself up to attack during the 6-12 minute mark.

There is however a build order that does require the armor module to be built at the start of the game (See* Armor Fighter Rush) This initial strategy was developed by cogsguru and further modified by me to better increase its mid game lag issues. However, this still isn’t without its risk, and in the wrong hands, could prove disastrous. If you build your armor module early, you better know what you’re doing.

  1. Armor 2
    1. Armor 3
  2. Force Field 1
    1. Force Field 2
      1. Force Field 3