|Iridium Magnets||Iridium Arrays|
|“||Iridium Magnets increase the muzzle velocity of Kinetic weapons, making them harder to evade.||”|
|— In-Game Description|
|Weapon Speed||+540 m/s||+1,080 m/s||+1,350 m/s||+1,620 m/s||+1,890 m/s|
|Hull XP||863 XP||1,618 XP||2,447 XP||3,359 XP||4,127 XP|
|Prerequisites||Previous level of Iridium Magnets|
|Tech Lab Required||III||V||VII||IX||X|
|Time||28m 00s||5h 33m||1d 0h 59m||2d 14h 59m||4d 12h 15m|
|Module XP||432 XP||809 XP||1,224 XP||1,680 XP||2,064 XP|
|Time||4m 00s||17m 30s||1h 03m||2h 30m||4h 13m|
Iridium Magnets boost Kinetic weapons by increasing their speed.
Strategy and Setup
Iridium Magnets are the standard weapon booster for Kinetic weapons as most of them are quite slow and have difficulty hitting moving enemies.
Notably, the level I-II versions are most efficient in terms of mass, but you should still equip the highest level possible for the sake of accuracy.
Iridium Magnets are not recommended when fighting base modules because they cannot move and get hit no matter how slow the projectile speed.
Iridium Magnets give a lot of XP compared to the other researchable weapon boosts. However, this is usually worth it because they make a huge difference between whether or not you can reliably hit enemy ships.