SU: + 30
RU: 1000
Max Health: 18000
Firepower: --
Coverage: --
Max velocity: --
Build Time: 90
The hangar module is usually the first module you should build. Depending on the map and game type, this may vary from one player to another, but one thing is sure. No hangar = No fighters, frigates, capital ships or carriers for defense of your workers (but we'll cover that in more detail later on).
The hangar module also provides an additional 30 SUs for the beginning game. This can buy you some time while waiting for support modules. While under attack, the hangar can absorb a lot of the incoming fire, especially when the enemy is attacking from the front.
When the hangar module is destroyed, it emits a semi-powerful shock wave that can destroy enemy strike-craft (as well as your own). If you happen to have ships docked at the time, they DO NOT DIE... just rebuild your hangar and launch them.
If you happen to be the attacker, a head on attack with a wall of 40+ missolytes will destroy the hangar module in one pass. Losing a hangar module to a wave of 40+ missolytes can be devastating, especially if the enemy is building a carrier, destroyer, or dread. Aside from the fact that they have to pump out another 1000 RUs to get back what they should NEVER have lost in the first place, they also fall behind in research.
If you were lucky enough to nab a carrier too, than they also have SU issues to contend with as well as limited building from their Command Ship. Once the hangar is destroyed, you can then send smaller waves of 20 or so missolytes to pop it again before it is completely finished.