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 and less technical weapon descriptions for each craft, read the articles on each individual ship: the X-wing, Y-wing, A-wing, U-wing, TIE Fighter, TIE Interceptor, TIE Bomber, and TIE Reaper.

Standard Laser Cannon
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. It is called the Standard Taim & Bak KX8 Laser Cannon for the New Republic, and the Standard Sienar L-s1 Laser Cannon for the Empire.

It has a range of 1000 regardless of the ship it is equipped to.

Guided Laser Cannon
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. It is called the Gyrhil EM-8V Auto-Aim Cannon for the U-wing, and the Sienar Au-8 Guided Laser Cannon for the TIE Reaper.

Both versions have identical stats.

Burst Cannon
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 3-shot bursts. It is either called the Czerka Burst Cannon when employed by the X-wing, or the Sienar Burst Cannon when employed by the TIE Fighter.

Guided Burst Cannon
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.

Plasburst Laser Cannon
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 Cannon
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).

It is called the Gyrhil R/F Rapid Fire Cannon on the A-wing, and the Sienar F/A Rapid Fire Cannon on the TIE Interceptor.

Ion Cannon
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.

It is called the Krupx JR-89 Ion Cannon on New Republic fighters, or the Sienar Ion Cannon on TIEs.

Rotary Cannon
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.

It is called the Krupx Heavy Rotary Cannon on the Y-wing, and the Sienar Heavy Rotary Cannon on the TIE Bomber.

Guided Rotary Cannon
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.

Quick Lock Missile
Consists of the A-wing's Kessler Quick-Lock Missile and the TIE Interceptor's Sienar Anti-Starfighter Missile. Hits for roughly a third of the damage of a regular missile, but has much better homing. Easily defeated by most countermeasures.

Cluster Missile
Consists of the TIE Interceptor's Sienar XG-9 Cluster Missile and the A-wing's Kessler IF-42 Cluster Missile. Cluster missiles lock up to four times on a single target, and then launch all four missiles at about 1 second intervals. Effective against hardened targets and flares (which can only hit two missiles at once). Less effective against chaff. Always consumes one ammo, no matter how many missiles are actually fired.

Ion Missile
Consists of the New Republic Gyrhil EP Ion Missile and the Sienar I-7 Ion Missile. Used by fighters and support craft. A variant of the standard concussion missile that instead deals heavy shield damage and disables the target. Highly effective against New Republic craft. Not as often used as the Ion Torpedo, which is also equippable by fighters and supports. Can also be dumbfired into capital ships for considerable shield damage.

Goliath Missile
Consists of the Y-wing's ArMek Goliath Missile and the TIE Bomber's Sienar Goliath Missile. A massive missile that explodes with a huge blast. Capable of wiping out entire AI squadrons, and damaging enemy players even if they use countermeasures.

Rockets
Consists of the New Republic's ArMek Barrage Rockets or the Empire's Sienar Onslaught Rockets. Usable on fighters and interceptors. A series of unguided rockets that cause notable damage when fired in succession. Individual rockets don't cause much damage, but they cause heavy damage as a group. Great against capital ships and unshielded fighters.

Seeker Mines
Consists of the Imperial Sienar Seeker Mine and the Republic's Czerka Seeker Mine. Equippable on bombers, supports, and interceptors. A mine that is dropped behind you. Has highly effective homing and hits about has hard as a concussion missile. Ineffective against capital ships, but useful at getting people off your back. Remember that enemies can shoot down your mines, so don't lay them when an enemy is directly behind you. Deploy these around obstacles to catch enemies hugging asteroids.

Concussion Missile
Consists of the Republic's Krupx MG5 Concussion Missile and the Imperial Sienar CB-08 Concussion Missile. Equippable only to fighters. Concussion missiles are well balanced missiles causing reasonable damage with decent homing.

Multi-Missile
Consists of the Republic Arakyd MD-88 Multi-Lock Missile and the Imperial Sienar MR-93 Multi-Lock Missile. Usable only by bombers, and is by default unlocked for both. A missile capable of locking onto multiple targets at once, and firing a missile for each lock. Consumes 1 ammunition per use, regardless of the number of missiles actually fired. Very effective at sweeping enemy AI fighters in Fleet Battles.

Targeting Jammer
Consists of the A-wing's Carbanti Targeting Jammer and the TIE Interceptor's Sienar Targeting Jammer. Makes you invisible on radar for 3 seconds.

Assault Shield
A frontal shield that blocks a huge amount of damage for 3 seconds. Effective against capital ships, and head-on attacks by fighters.

Ion Torpedo
Consists of the Republic Krupx Ion Torpedo and the Imperial Sienar Ion Torpedo. Can be equipped on supports and fighters, with supports carrying two additional torpedoes than fighters. A slow-moving torpedo with a long lock on time. Causes excellent damage against shielding - two can eliminate the shields of a capital ship. For best anti-shield performance, target the capital ship itself and not its subsystems. Only disables enemy subsystems with hits.

Proton Torpedo
Consists of the Republic Krupx MG7-A Proton Torpedo and the Imperial Sienar KB-D28 Proton Torpedo. Can be equipped on fighters and bombers, with bombers carrying 3 additional torpedoes than fighters. Causes heavy hull damage if it hits, but is overall ineffective against shields. For best effects, time your attacks to coincide with ion torpedo strikes.

Emergency Repair
Consists of the Republic Kryotech Emergency Repair Droid and the Imperial Sienar Emergency Repair System.Can be equipped on fighters and interceptors. A self-heal that repairs your hull by 80 points for 5 seconds. 30 second cooldown.

Composite Beam Cannon
Consists of the Y-wing's Quarrie Composite Beam Cannon and the TIE Bomber's Sienar Beam Cannon. A Death Star-like laser that cuts through capital ships. Must fly straight while the beam is engaged.

Ion Bomb
Consists of the TIE Bomber's Sienar HC-7 Ion Bomb and the Y-wing's Taim & Bak Ion Bomb. A straightforward bomb that drops straight downwards and hits whatever is directly beneath you when you pull the trigger. Bombs do not inherit the bomber's momentum, so do not try to lead your target. Causes heavy damage to shields, but you must get close to the target.

Proton Bomb
Consists of the Y-wing's Arakyd PW-16 Proton Bomb and the TIE Bomber's Sienar KW-84 Proton Bomb. A straightforward bomb that drops straight downwards and hits whatever is directly beneath you when you pull the trigger. Bombs do not inherit the bomber's momentum, so do not try to lead your target. Causes heavy damage to the hull of the target, but you must get close to the target. Notably less effective against shields.

Automatic Ion Cannon
The ArMek Automatic Ion Cannon, exclusive to the Y-wing, is a canopy-mounted gun. When activated, takes pot shots at nearby enemies to dissuade them from following you. With a long duration and relatively short cooldown, always have this active if you have it equipped. As it consumes a secondary slot, however, it is rare to find competitive players using this.

Squadron Mask
The U-wing's Fabritech Squadron Mask and the TIE Reaper's Sienar Squadron mask stealths all nearby allies for 10 seconds.

Targeting Beacons
Consists of the U-wing's Carbanti Targeting Beacons and the TIE Reaper's Sienar Targeting Beacons. Marks nearby enemies for 20 seconds. Marked enemies take additional damage, are quicker to lock missiles onto, and cannot use countermeasures.

Repair Droid
Consists of the U-wing's Arakyd Tactical Supply Droid and the TIE Reaper's Sienar Tactical Supply Droid. Heals and replenishes the countermeasures and missiles of the targeted craft. Has strong homing and will almost always hit its target. If it misses, it will remain on site and repair the next friendly to pick it up. Enemies cannot use the repair droid. Cannot be used to repair yourself.

Tactical Shielding
Consists of the U-wing's Loronar Tactical Shield and the TIE Reaper's Sienar Tactical Shield. Grants additional shielding to the targeted friendly, allowing them to take more damage than normal. Has a notably long range of 2000 metres.

Turret Mine
Consists of the Sienar Deployment Turret used by the TIE Reaper and the Taim & Bak Turret Mine used by the U-wing. Drops a stationary drone that takes potshots at nearby targets. Lasts 24 seconds or until you die.

Tractor Beam
Consists of the TIE Reaper's Sienar Tactical Tractor Beam and the U-wing's Incom Light Tractor Beam. Lock onto an enemy and then fire to immobilize them. Ineffective vs. capital ships. Tractored targets can use their boost to break free.

Seeker Warheads
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. They can easily be overwhelmed by multiple locks from different sources, or by swarm or multi-missiles.

Particle Burst
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 chaff cloud.

Sensor Jammer
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.

The sensor jammer lasts for a short while and puts a large icon above your craft when active, informing players that you cannot be locked onto for the duration.

Sensor Inverter
Unique to interceptors, the Sensor inverter 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.

Corrupted missiles can be corrupted again by another use of the sensor inverter.

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