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Shield Boosters (I-IV variants)Strong fighter in its own right, it also gives a 2x shielding bonus to nearby ships on your team. These are basically the opposite of Munitions Boosters from the base game: rather than increasing your outgoing firepower, they greatly increase your ships' shields, thus making them harder for enemy ships to hit.There are actually cases where 30+ bombers have a hard time taking out an otherwise-unprotected command station simply because it was being boosted by several shield boosters. This then provided the opportunity for reinforcements to arrive, kill the bombers, and provide time for a proper force field to be rebuilt, rather than the planet being lost. These things are equally valuable on infrastructure defense and on the front lines.
Neinzul Youngling Mimic (I-IV and Core variants)Has very weak, very slow weapons. However, every time it strikes a non-reclamation-immune target ship of equal or lower mark level, the mimic creates a full-health copy of that target ship. That copied ship loses health quickly over time, and can't be repaired, the same as the Neinzul ships themselves. Copies that are lower mark level than the mimic that created them last longer.Thanks to Buttons840 for suggesting.
I just corrected the Armor Boosters entry on the TZR page and updated a number of other entries; if someone with wiki access can think of a good description for the nanoswarm (or just copy the game's one) to replace the Mimic entry I'd appreciate it