Star Wars: Squadrons/Components

Components are unlockable tools and weapons that change the way your starfighter flies. Components are unlocked by spending requisition - one requisition point per unlock. Requisition points are gained by gaining levels. Levels can be gained in co-op fleet battles vs. the AI or fleet battles solo, but not the main story.

Components do not have to be unlocked in any specific order.

The component slots for each fighter are:
 * Weapons: The fighter's lasers; your primary weapon.


 * Left and Right Auxiliary: Additional abilities like sensor jammers, missiles, and repair abilities. You cannot equip two of the same ability to both slots, but otherwise the two slots are identical.


 * Countermeasures are used to defeat incoming missiles.


 * Hull: The body of the fighter. Most upgrades either improve manoeuvrability or stealth at the expense of health, or sacrifice mobility in exchange for durability.


 * Engines: The ship's engines. Upgrades in this category modify the ship's maximum speed, manoeuvrability, or the ship's acceleration.


 * Shields: Available only on New Republic starfighters and the TIE Reaper. Shields offer regenerating health in either the front or the rear halves.

For loadout information, see the sections under New Republic starfighters and Galactic Empire starfighters.

Weapons
The standard laser cannon is available on all ships, though it has minor statistic changes from ship to ship. Interceptors have higher DPS than bombers and support craft.

Support ships have a guided laser cannon that is identical to the standard, but features enhanced auto-aim. They have extremely low damage, lesser only than the guided burst cannons.

Burst cannons are available on X-wings and TIE Fighters and consist of the Czerka Burst Cannon and the Sienar Burst Cannon. These weapons deal more damage per second than the standard, but fire in bursts.

Guided burst cannons share the burst fire feature from their non-guided counterparts, but features auto-aim. This comes with a significant drop in damage, and with it the dubious distinction of having the lowest DPS in the game.

The Plasburst laser cannon features on fighters and interceptors. This weapon is a short range weapon (600m) but is a charge-up weapon that does more damage the longer you hold the fire button. It has the highest potential damage per second of all the standard weapons, but also the lowest rate of fire.

Rapid fire cannons feature on the A-wing and the TIE Interceptor. It has notably less range (600m) but a far more damage per second than the standard lasers (almost 50 points more on the A-wing).

Ion cannons are used on all craft and cause minimal hull damage, but additional damage to shields and capital ship subsystems. Disabled ships have to either repeatedly press or hold down (depending on settings) a button to reboot their systems. Ion weapons are more used by the Empire than the New Republic, as all New Republic fighters have shields.

Rotary cannons are found exclusively on bombers. After a 1 second wind up time, rotary cannons unleash a flurry of lasers rivalling that of the rapid fire cannons found on interceptors - but without the range limitation.

Guided rotary cannons feature auto-aim, but have deal less damage per second than the standard lasers. They are the heaviest hitting auto-aim weapon, but are beaten in damage even by default lasers.

Auxiliary
Auxiliary systems are your alternative weapons and skills, and are the most varied components of the list. Their exact role varies, from anti-starfighter, to anti-capital ship, to defence and support.

Countermeasures
There are only four countermeasures in the game:
 * Seeker Warheads, sometimes called flares, launch out from behind your craft and will intercept missiles locked onto you. Flares are the most versatile countermeasure and work regardless of how you are manoeuvring.
 * Particle Burst, sometimes called chaff, creates a cloud behind you that blocks missile locks and causes any missiles in flight that contact the cloud to detonate. Useful in protecting capital ships, but you must fly in a straight line to ensure the missiles hit the chadd cloud.
 * Sensor Jammers simply cause all missiles that have you as a target to lose their lock. It always works and is effective at any range, but has only one charge before you must resupply.
 * Unique to interceptors, the Sensor inverter instead is a close-range, two-shot countermeasure. When activated, nearby missiles will instead loop around and acquire the person who fired the missile as a target.

Shields
Shields are used by all New Republic fighters and the TIE Reaper. The TIE fighter, interceptor, and bomber are unshielded.