The Booster converts a limited fuel reserve into a short acceleration spike. It is built for breaking contact, finishing a chase, crossing a turret lane, or forcing a fast objective play.

Booster live module render

BoosterBurst propulsion cell. Burns stored fuel for short high-speed escapes, chases, and base rushes.

Live mini canvas: module cards reuse the current ship-module renderer.

Role
Burst propulsion
Module HP
100
Mass / drag
0.5 / 0.1
Build price
Dynamic; next module starts at 100 gold
Burst thrust
Fuel
25 seconds
Damaged output
70% at 50% HP or lower

How it works

Each active Booster contributes triple-thrust burst output while its 25-second fuel reserve lasts. Fuel is finite during a sortie and is restored through service or rearm flow, so the module rewards planned windows rather than permanent boosting.

Best uses

Escape a missile lock or a collapsing close-range fight.

Cross an exposed WAR defense lane between volleys.

Give bombers and torpedo ships the speed to enter and leave an attack run.

Placement and hull design

A Booster is valuable even when protected deep in the ship because its effect is global. Avoid placing every propulsion block in one exposed row.

Synergies

Engine for reliable handling before and after the fuel burst.

Weapon Bay for high-speed attack runs followed by a service-station rearm.

Failure points and counterplay

An empty Booster still adds mass and drag until it is rearmed.

Damaged Booster output falls to 70% at half HP or lower.