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
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.