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

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.