The Weapon Bay is a low-mass hardpoint for one purchased secondary payload. It turns the Q key or mobile secondary control into a deliberate limited-ammunition attack.

Weapon Bay live module render

Weapon BaySecondary hardpoint. Mounts bombs, rockets, mines, or attack drones for the Q-fire weapon slot.

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

Role
Secondary weapon hardpoint
Module HP
100
Mass / drag
0.3 / 0.1
Build price
Dynamic; next module starts at 100 gold
Payload families
Bomb, Rocket, Mine, Torpedo, Attack Drone
Fire control
Q key or mobile secondary button
New bay
Empty until a payload is mounted
Damaged output
70% at 50% HP or lower

How it works

A newly built Weapon Bay is empty in current multiplayer. Bombs, rockets, mines, torpedoes, or attack drones must be mounted separately, consume gold, and are restored through rearm service when their ammunition is spent.

Best uses

Carry burst damage without replacing the ship's primary weapon modules.

Select a payload for structures, pursuit, traps, or autonomous attack.

Give specialized bomber layouts a repeatable service-station attack cycle.

Placement and hull design

Weapon Bay has the lowest standard mass at 0.3, but losing the module also loses access to its mounted payload. Protect expensive torpedo or drone bays appropriately.

Synergies

Booster for attack runs and withdrawal.

The dedicated payload guide for selecting Bomb, Rocket, Mine, Torpedo, or Attack Drone.

Failure points and counterplay

The config's socket default is not a free Bomb; current multiplayer creates an empty bay.

Secondary ammunition and Booster fuel make service-station routing part of the build.