Small Mod Pack for Phase stuff
(Cost in Image are not final)
Download HereThe original idea was to split Phase Anchor into three different hullmods.
Atm they are set to "not Incompatibe with Adaptive Phase Coils" and "can be built-in".
I have added some more hullmods 
If you tried one let me know what you think is a good cost.
Human pilot vrs AI phase pilot.
No surprise the AI is not the best at...Some things, so most but not all focus will be on human use
HullMod Features
Phase FlickerReduces the phase cloak's activation cost by 90%. (Ai did not like 0 cost)
Phase cooldown reduction 50%
sMod:+33% Time flow while in Phase
Emergency Phase DiveWorks like Emergency Dive from Phase Anchor.
Each ship now gets its own "unique key", so there is no longer a one-ship-per-battle limit.
Same upgrade has been applied to Phase Anchor.
(Stress-tested by ramming a swarm of frigates into a star fortress.)
Phase Arsenal ConduitDoubles soft flux dissipation and weapon recharge rate while phased.
sMod: The flux dissipation is now x3 but +25% Phase upkeep
Phase Charge80/60 bonus to forward speed for Cruiser & Capital but Large penalty to turning and no brake/reverse or strafe (while in phase and 2 sec after exit for the penaltys)
(100% intended for human pilot)
Adv Phase Thrusters25/20/15/15Bonus to speed and +50% maneuverability (while in phase)
Rugged Phase Conduits50% Phase upkeep but only fits hulls with Rugged Construction
sMod:+25%peak operating time and also reduces the rate at which combat readiness degrades by 10%.
Blast Displacement FieldNegates damage from ships exploding next to you.
sMod: Negates the damage from hits over "X" scaled by ship size. Has a 3s cooldown
Phase Arsenal CoreGain 1 charge per sec, When entering phase with at least 10 charge, gain a buff that lasts 2 seconds after exiting phase.
Range 20%, Projectile speed 100%, missile speed 100% (missile range calc to balance speed) and all damge 20%.
Charge is lost if you fire weapons or are affected by a flux effect while the buff is available.
loss of charged state resets the buff duration.
sMod:The duration/Triger window is now 4s
WeaponsPhase Beams:
Added "Paladin shoot over effect" and color change to PD/LRPD and Tac laser.
Added "Heavy Tactical Laser" Op 8, 150dps and Medium with the same "Paladin shoot over effect" (Now has larger sprite)
(will make optional once I figure out how, for now just del the files in /weapons if you dont want this)
Incompatibilities & NotesThis mod modifies the Phase Anchor hullmod.
OP cost might not balanced but is easy to change.Low-skill modder warning: I'm slightly above the "I know what some of those numbers/words do" level, so please don't be too hard on me.
Let me know if you see anything to improve

Ty to:
Ziggusy & Gacha for feedback on names (I had totaly forgoten how much I disliked the Chrono name)
Patch Notes:
Spoiler
Version 0.2.8 (April 14, 2024):
- Phase Arsenal Conduit accidentally got a 2.5 multiplier last patch(fixed back to 2)
- Phase Arsenal Conduit now has a sMod: x3 multiplier but +25% Phase upkeep
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0.2.8 backupVersion 0.2.7 (April 14, 2024):
- The Heavy Tac Laser now has a bigger sprite than the small tac laser
- Some color tweaking on the weapons
- Nerf to Phase Charge
- Phase Arsenal Core is now out of "alpha" development
- Some under the hood code work
Version 0.2.6 (April 8, 2024):
- Added sMod effect to Phase Flicker and Rugged Phase Conduits
- Added Blast Displacement Field hMod with sMod effect
-
0.2.6 backup0.2.5
-Added Version Checker Support
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0.2.5 backup0.2.4
-Started writing patch notes
-The tac laser was not given the shoot over effect only color (fixed)
-Added the Medium sized tac Laser
-Op cost of most hullmods up 1 step
-Added Hullmod Phase Arsenal Core (wip) testing "on exit phase" stuff