Every combat ship is assembled from a core and these 11 buildable module types. This index uses the shared game configuration for labels and base values, then links to an individual page that explains current multiplayer behavior, placement, synergies, and failure points.
- Buildable types
- 11
- Combat module cap
- 30
- Builder grid
- -3 to 3; core cell locked
- Next-module price
- Starts at 100g and rises with installed count
- Sale refund
- 100 gold
- Half-HP rule
- 70% output at 50% HP or lower
All ship modules
Live mini canvas: module cards reuse the current ship-module renderer.
Builder economy and limits
Module type does not change the live build price. Starting at 100 gold, the next-module price accumulates +10 for each of the first ten installed slots, then +15, +20, and +25 in later count bands. Selling always returns 100 gold rather than the full dynamic purchase cost.
The combat editor supports 30 modules on the -3 to 3 grid around the locked core. Saved default ships begin with a four-module allowance, gain one saved slot every five profile levels, and cap at 16; live combat construction and saved-blueprint limits are deliberately different.
Propulsion
Engine supplies dependable movement. Booster spends fuel for short extreme movement. Most large ships need both a stable baseline and a planned burst rather than only one propulsion idea.
Primary weapons
Turret, Missile, Flame, and Laser cover burst bullets, guided impact, close cone pressure, and multi-target beam damage. Radar and upgrade choices change how those weapons acquire, lead, and cycle.
Defense, utility, and support
Shield absorbs renewable damage, Drone creates escorts, Repairer restores modules, Radar improves information and automation, and Weapon Bay carries limited secondary payloads. These modules often decide whether a weapon package can keep operating after the first exchange.