Room-population bots are not Skiff or Heavy enemy entities. They are full Player ships assembled from the same Engine, weapon, Shield, Radar, Drone, Repairer, and Weapon Bay modules available to humans. A catalog of 25 connected six-to-ten-module hulls is divided into five combat classes.
- Ship presets
- 25
- Combat classes
- 5
- Modules per preset
- 6 to 10
- Name pool
- 100 mixed callsigns
- Cosmetic skin chance
- 8%
- Turret controller
- Server player-AI fire control
Five AI pilot classes
Fast Assault
- Available modes
- FFA, TDM, WAR
- Combat identity
- Closes quickly, uses Boosters aggressively, and favors compact attack silhouettes.
Long-range Fighter
- Available modes
- FFA, TDM, WAR, PVE
- Combat identity
- Maintains a wider combat band with Missile and Radar-heavy presets.
Bomber
- Available modes
- WAR
- Combat identity
- Rocket Striker and Bomb Bomber roles prioritize structures and return for ammunition service.
Heavy
- Available modes
- TDM, WAR, PVE
- Combat identity
- Durable Shield and Turret layouts hold the frontline and retreat for major repairs.
Multipurpose
- Available modes
- FFA, TDM, WAR, PVE
- Combat identity
- Mixed weapons, Drones, Repairers, and utility modules adapt to the current target.
Preset hull families
The 25 layouts include Arrow, Spear, Kite, Lance, Guardian, Crescent, Bulwark, Scout, Hornet, Trident, Anvil, Raptor, Firebrand, Longbow, Manta, Carrier, Corsair, Hammer, Needle, Comet, Bastion, Falcon, Nomad, Vanguard, and Starfish. Names such as Astra, Atlas, Aurora, Kepler, Lumen, Rigel, Voyager, and Zephyr are selected independently, so the same hull family does not always announce itself with one callsign.
Damage, ammunition, and service behavior
AI pilots can retreat to an allied service area when heavily damaged. Bombers also recognize empty Booster fuel or spent secondary payloads and route through rearm service before another structure attack. This lifecycle is why a damaged bot may disengage instead of fighting until the last module breaks.