This page covers every system purchased around the modular hull: five Weapon Bay payloads, five equipable skills, and five five-level upgrades. Values below describe current multiplayer authority where it differs from a shared display summary.

Weapon Bay payloads
5
Skills
5; one equipped at a time
Upgrade tracks
5 × 5 levels
Upgrade prices
100 / 150 / 200 / 250 / 300 gold

Weapon Bay payloads

Every mounted payload

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

Bomb

Payload
Bomb
Mount price
20 gold
Ammunition
1
Rearm / reload
4 seconds
Fuse / blast
5s / radius 4
Damage
80 player / 250 AI
Turret siege
5× damage to map turrets

Bombs inherit the carrier's motion, detonate after five seconds, and can also trigger on a stationary hostile structure. Their five-times map-turret multiplier makes them the dedicated siege payload, but the carrier takes half self-damage inside its own blast.

Unguided Rocket

Payload
Unguided Rocket
Mount price
20 gold
Ammunition
4
Rearm / reload
4 seconds
Speed / life
25 / 2.25s
Direct / splash
40 + 20
Blast radius
1.05

Rockets are fast, unguided, and fired one at a time from a four-round rack. They reward manual lead and are the easiest payload to use repeatedly during a moving attack run.

Mine

Payload
Mine
Mount price
20 gold
Ammunition
1
Rearm / reload
4 seconds
Arming / life
3s / 900s
Damage / AI
72 / 216
Blast radius
2.05

A Mine becomes dangerous three seconds after deployment and remains for 15 minutes unless triggered. Radar improves mine detection, so trap placement should exploit routes and distractions rather than visibility alone.

Space Torpedo

Payload
Space Torpedo
Mount price
50 gold
Ammunition
1
Rearm / reload
4 seconds
Launch speed cap
4.5
Direct / blast
100 + 50
Structure guidance
Very weak turn within 38

A Space Torpedo can launch only while the ship is moving at 4.5 or slower. It cruises for up to two minutes and applies a very weak turn toward hostile stationary structures within 38 units; the guidance nudges rather than guarantees a hit.

Attack Drone

Payload
Attack Drone
Mount price
20 gold
Ammunition
1
Rearm / reload
4 seconds
Drone HP / life
85 / 120s
Range / speed
24 / 17
Attack
18 every 0.32s

The disposable Attack Drone hunts aggressively for up to 120 seconds. It is a separate purchased payload, not the same unit as the reusable escorts produced by a Drone cradle.

Skills

Overdrive

Type / cost
active / 300 gold
Cooldown
20 seconds
Duration
5 seconds

Halves qualifying weapon, Drone, and payload reload durations for five seconds.

Plasma Field

Type / cost
active / 350 gold
Cooldown
20 seconds
Duration
8 seconds
Radius
5

Current multiplayer applies an effective 40 DPS to non-structure AI enemies in radius 5 for eight seconds; it follows the ship and does not damage enemy players or structures.

EMP Shockwave

Type / cost
active / 500 gold
Cooldown
50 seconds
Radius
20

Stuns regular AI for five seconds, bosses for three, disrupts hostile player modules for three, and destroys guided ordnance inside radius 20.

Stealth

Type / cost
toggle / 450 gold
Cooldown
1 second toggle delay

Prevents attacking while active. Enemies detect the hidden ship within 7 plus 4.5 for each observing Radar.

Heal Field

Type / cost
active / 300 gold
Cooldown
15 seconds
Duration
6 seconds
Radius
5

Creates a player-centered radius-5 zone for six seconds at 67.5 HP per second in current multiplayer.

Upgrades

Each track has five levels and costs 1,000 gold to max. Upgrades reset on death without a separate upgrade refund.

Hull HP

Per level
+10% core and module maximum HP per level
Maximum
+50%
Total cost
1,000 gold

Engine Output

Per level
+10% acceleration and top-speed multiplier per level
Maximum
+50%
Total cost
1,000 gold

Attack Power

Per level
+10% to server attack calculations; currently also affects Repairer healing and Attack Drone HP
Maximum
+50%
Total cost
1,000 gold

Reload Speed

Per level
Duration is divided by 1 + 0.1 × level for Turret, Missile, payload, and Drone cycles; not Laser, Flame, or Repairer ticks
Maximum
+50%
Total cost
1,000 gold

Collision Ram

Per level
+30% collision damage per level
Maximum
+150%
Total cost
1,000 gold