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.