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
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
- 3×
- 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.