All this data is potentially out of date, and should be taken with a truckload of salt
A starbase, or POS (player-owned starbase), is a series of anchorable semi-permanent structures that can be placed in orbit around a moon. They can be anchored in any system with a security rating of 0.7 or lower. For information on Starbases in general, read the Starbase article.
All Starbases centre around a Control tower. There are both Empire and Faction versions of each tower, along with three difference sizes, Small, Medium and Large, totaling 42 towers. The main differences between each tower are:
- Force Shield Size
- Power Grid Output
- CPU Output
- Shield Hit Points
- Fuel Consumption Rate
Large Towers provide the most Power/CPU to operate the most structures at once, but also cost the most fuel. Faction towers have more shields and use less fuel. Each core faction type also has special bonuses:
- 50% bonus to Energy Sentry Optimal Range
- 25% bonus to Energy Sentry Damage
- 50% bonus to Silo Cargo Capacity
- 25% bonus to Missile Battery Rate of Fire
- 50% bonus to Missile Velocity
- -75% bonus to ECM Jammer Battery Target Cycling Speed
- 25% bonus to Hybrid Sentry Damage
- 100% bonus to Silo Cargo Capacity
- 50% bonus to Projectile Sentry Optimal Range
- 50% bonus to Projectile Sentry Fall Off Range
- 25% bonus to Projectile Sentry RoF
Turrets are one of the most widely used offensive starbase modules available. These turrets behave in exactly the same way that the turrets on a starship would, except that they are not dependent upon a player for targeting or the command to fire. Part of their popularity is their lack of need for CPU, which means that they continue to remain active even if the POS they're anchored to is reinforced.
Weapon turrets can be manually controlled by players as well. To assume control of an offensive battery (weapon or EW), one needs to be a member of the corporation that owns the starbase, have the Starbase Defense Operator role, have the Starbase Defense Management skill to at least level 1 and be within 15000km of the control tower itself.
There are the same six varieties of turret batteries as players get to fix on their ships, Blasters/Railguns, Pulse/Beam Lasers and Autocannon/Artillery Projectiles. These are available in four sizes, each requiring increasing amounts of Power from your control tower to operate: Small, Medium, Large, Extra-Large.
Turret batteries use ammunition one size larger than their own size. A large battery uses extra large sized ammunition. A medium battery uses large sized ammunition. A small battery uses medium sized ammunition.
Electronic Warfare Batteries
These batteries are essentially just more potent versions of their ship-bases cousins. Each battery having roughly enough potency to be effective against a single battleship, or smaller, sized target.
Energy Neutralizing Batteries
These are starbase counterparts of the energy neutralizing modules used on ships. They come in only one size and they are designed to drain the capacitors of enemy ships. Pilots can assume control of these batteries in order to direct their effect to certain targets.
Shield Hardening Arraysdamage type and each array will give an additional 25% shield resistance value, in the same way that shield hardeners would on a starship. (25% of the non hardened value. e.g. base 0% resist would then become 25%, base 50% would then become 62.5%). Stacking penalties apply to shield hardening arrays in the same manner they do for ship modules of the same type.
The types of assembly arrays available are as follows:
- Advanced Large Ship assembly array
- Advanced Medium Ship assembly array
- Advanced Small Ship assembly array
- Capital ship assembly array
- X-Large Ship assembly array
- Large Ship assembly array
- Medium Ship assembly array
- Small Ship assembly array
- Ammunition assembly array
- Component assembly array
- Drone assembly array
- Equipment assembly array
- Rapid Equipment assembly array
Mobile LaboratoriesMobile Laboratories function in exactly the same way as lab slots found in space stations, but have a smaller number of slots. Laboratories allow players to move research to a remote location where it may be more useful to their needs, or when public research slots are scarce to come by. All types of research and even invention can done with these structures.
Advanced mobile laboratories provide better blueprint copy facilities at the cost of fewer other research slots. Experimental laboratories are used for the reverse engineering of sleeper technoloty. Drug labs are used in booster manufacturing.
Moon Harvesting ArraysMoon harvesters are structures that will extract resources from the moon where the starbase is anchored at. Each moon may have some resources that it contains, you can see what resources it has by first using probes on the moon before anchoring the starbase, or by checking the production tab on the starbase control tower's management window.
Moon harvesters can be anchored in a system with a security rating of 0.3 or lower. In wormhole systems moon mining is not possible at all.
Hazardous chemical silos, general storage, and biochemical silos are used to store the materials for and the products of biochemical reactions used in booster manufacturing.
Ship Maintenance Arrays
One of the most common non-offensive starbase structures in use today are ship maintenance arrays.drones at a starbase. This lets pilots refit and store their ships without the need of a space station. This is especially useful for pilots who need to quickly adapt to a changing battlefield.
Pilots must be within 2,500 meters in order to use these arrays.
Ship maintenance arrays can store any number of assembled vessels up to a total volume of 20 million m³. Storing repackaged ships in a ship maintenance array is not possible. To assemble a ship you need to store it in a corporate hangar that is anchored at the starbase.
Corporate Hangar Arrays
Possibly the most widely used non-offensive structure is the corporate hangar array. The same as in stations, corporate hanger arrays allow storage of equipment, goods, modules, and other items at the starbase.secure containers are not big enough. These hangars are separated into the same division hangars as any other corporate hangar in a station and access to those division hangars is restricted in exactly the same way.
The Cynosural Generator Array creates a cynosural field at the array’s position; the function is the same as that of a Cynosural Field Generator I module. It can be used by capital ships to move between systems where such generators are online and ship-generated cynosural fields.
TheCynosural System Jammer disallows all Capital ships from jumping into the system, both by deactivating any ship-generated cynosural fields and by putting all Cynosural Generator Arrays in the system into an anchored state. It effectively prevents any Cynosural Fields from being activated within the same solar system.
For both Cynosural Generator Arrays and Cynosural System Jammers there is a (combined) limit of one online array per solar system. As soon as a Cynosural System Jammer goes online, the Cynosural Generator Array is offlined.
Jump Bridges are structures anchored at a starbase that enable players to jump between two starbases owned by the same corporation. Jump Bridge arrays are anchored at a starbase and are activated by linking them to another Jump Bridges array. Activating a jump is handled in the same way as with a Titan jumps other ships; it consumes fuel based on distance and mass of the ship that jumps through. The only exception is that the structure does not need to activate the feature, i.e. the jump option is always active as long as it is online and is connected to another array.
Jump Bridges can only be linked to a single other Jump Bridge at a time. The twinning jump bridge also needs to be in range of the initiating Jump Bridge, which is specified in Light Years by the "maximum jump range" attribute.
Jump Bridges need to be anchored 15km outside the force field to prevent bumping on jump-in. Only one can be anchored per alliance per system (subject to change).
Since the Incursion 1.5 patch, released on 2011/05/19, only ships without jump drives and Black Ops can use Jump Bridges: Dreadnoughts, Carriers, Supercarriers, Titans, Jump Freighters and Capital Industrial Ships cannot use the bridges anymore.
Reactor ArraysReactors are structures that convert raw materials into the components for Tech II production and Booster Manufacturing. Biochemical, and two variants of each type, standard and medium.
Biochemical reactors are used in the production of materials required for booster manufacturing. The standard variant of this type can be used to create standard, improved, and strong booster materials. The medium variant can be used to produce Standard and improved booster materials.
Standard reactors are used in the production of materials required for Tech II construction in the form on simple or complex reactions. The standard variant can be used to produce either simple or complex reactions. The medium variant can only be used to produce simple reactions.
Reactor arrays can be anchored in a system with a security rating of 0.3 or lower.
Refining Arraysreprocessing of ore and ice into minerals and ice products. They can also refine rogue drone loot but as with ore you can only process one type of ice/ore/drone loot per cycle. The various types will offer different speed and volume of reprocessing. It will take from 1 to 3 hours for the processes to complete depending on which one you use.