| WHEN | WHERE THE MODULES WENT |
| Tours of duty | Whatever said "weapons" on it, plus one that gave Strength. I didn't read the descriptions closely. See the main page. |
| Medical/Science | Standard weapons, so I could actually hit things with the pistol. Then a little Hack for the crates. |
| Engineering | Maintenance, after my pistol broke in the middle of a fight and I went back to the wrench in a hurry. Endurance. |
| Hydroponics | Some Research, which this deck makes you want. More Standard for the shotgun and the assault rifle. |
| Operations | Repair, to fix the guns I'd let break anyway. Strength, for room to carry them. |
| Later | Heavy weapons, for the grenade launcher, which is the most satisfying thing in the game. Modify, for the assault rifle. Endurance, Endurance, Endurance. |
| WHEN | WHERE THE MODULES WENT |
| Tours of duty | Psionic, Psionic, and something with Endurance in it. I read every one this time. |
| Medical/Science | Psi. The first tier has Projected Cryokinesis, a blast of cold you throw at things, and that's your gun for the first few decks. Also Psycho-Reflective Screen for a little armor. |
| Engineering | Psionic stat, so I had more points to throw cold with. Kinetic Redirection, which lets you pull items to you from across a room, and which I used to steal things out from in front of turrets. |
| Hydroponics | Some Research here too. A little Endurance, because the cold blast only works if you're still standing. |
| Operations | The second psi tier. A little Standard, so I could carry a pistol for the robots, which I mostly didn't use. |
| Later | Everything into psi. The higher tiers are where it gets fun: there's invisibility, there are fireballs, and there's teleporting. By the end I hardly touched a weapon at all. |