
An Experimental Effect, formerly known as a Special Effect, is a bonus modification that an Engineer can apply to a weapon or module that already has an Engineering modification of any quality grade. Depending on which Experimental Effect is chosen, they can be used to further enhance the modification's potency or balance out its shortcomings. They have a small, one-time cost of up to four different Materials, and a weapon or module can only have one Experimental Effect applied to it at a time. While most Experimental Effects can be applied to a wide variety of weapons and modules, some are specific to only one. Experimental Effects can only be applied at Engineer Workshops, and are unavailable in the Remote Workshops found elsewhere.
Weapon Experimental Effects[]
Energy Weapons[]
Beam Laser[]
- Concordant Sequence
- Double Braced
- Flow Control
- Oversized
- Regeneration Sequence
- Stripped Down
- Thermal Conduit
- Thermal Shock
- Thermal Vent
Burst Laser[]
- Concordant Sequence
- Double Braced
- Flow Control
- Inertial Impact
- Multi-Servos
- Oversized
- Phasing Sequence
- Scramble Spectrum
- Stripped Down
- Thermal Shock
Pulse Laser[]
- Concordant Sequence
- Double Braced
- Emissive Munitions
- Flow Control
- Multi-Servos
- Oversized
- Phasing Sequence
- Scramble Spectrum
- Stripped Down
- Thermal Shock
Projectile Weapons[]
Cannon[]
Fragment Cannon[]
Multi-cannon[]
Plasma Accelerator[]
Miscellaneous Weapons[]
Mine Launcher[]
Missile Rack[]
- Drag Munitions (Seeker only)
- Emissive Munitions
- FSD Interrupt (Dumbfire only)
- Overload Munitions
- Penetrator Munitions (Dumbfire only)
- Thermal Cascade