Build around a job
Start with the action the ship must perform well, then add the protection and utility needed to finish it.
Equipment
A hull provides the frame; modules give it a purpose. The same ship can become a fighter, miner, scout, hauler, or support vessel depending on what fills its available slots.
Start with the action the ship must perform well, then add the protection and utility needed to finish it.
A higher tier may add damage, protection, range, capacity, repair, or a stronger utility effect.
Fitting more of one role leaves less room for defense, cargo, mobility, or information tools.
A module either changes the ship's numbers or gives the crew a new action. The useful question is not whether a module is strong on its own, but whether it serves the ship's job.
Tier tells you where a module sits inside its own family. It improves the effect that family is built around, but it does not change the rules of another system.
A coherent loadout answers three things: what the ship does, what keeps it alive while doing it, and how it gets home with the result.
Each card comes from the current module catalog and shows the tier, cargo weight, role, and main effect.
Ballistic, laser, and torpedo systems that give a ship its direct attacks.
Weapon module
Deals 3-10 ballistic damage at range 3.
Weapon module
Deals 6-6 laser damage at range 10.
Weapon module
Deals 5-13 torpedo damage at range 6.
Weapon module
Deals 8-14 ballistic damage at range 3.
Weapon module
Deals 10-10 laser damage at range 10.
Weapon module
Deals 9-21 torpedo damage at range 6.
Weapon module
Deals 12-19 ballistic damage at range 3.
Weapon module
Deals 13-13 laser damage at range 10.
Weapon module
Deals 13-29 torpedo damage at range 6.
Weapon module
Deals 17-24 ballistic damage at range 3.
Weapon module
Deals 17-17 laser damage at range 10.
Weapon module
Deals 17-37 torpedo damage at range 6.
Weapon module
Deals 21-28 ballistic damage at range 3.
Weapon module
Deals 20-20 laser damage at range 10.
Weapon module
Deals 21-45 torpedo damage at range 6.
Weapon module
Deals 26-32 ballistic damage at range 3.
Weapon module
Deals 24-24 laser damage at range 10.
Weapon module
Deals 25-53 torpedo damage at range 6.
Weapon module
Deals 30-37 ballistic damage at range 3.
Weapon module
Deals 27-27 laser damage at range 10.
Weapon module
Deals 29-61 torpedo damage at range 6.
Each shield family absorbs the damage type it was built to resist.
Shield module
Adds +10 ballistic defense.
Shield module
Adds +20 ballistic defense.
Shield module
Adds +30 ballistic defense.
Shield module
Adds +40 ballistic defense.
Shield module
Adds +50 ballistic defense.
Shield module
Adds +60 ballistic defense.
Shield module
Adds +70 ballistic defense.
Shield module
Adds +10 laser defense.
Shield module
Adds +20 laser defense.
Shield module
Adds +30 laser defense.
Shield module
Adds +40 laser defense.
Shield module
Adds +50 laser defense.
Shield module
Adds +60 laser defense.
Shield module
Adds +70 laser defense.
Shield module
Adds +10 torpedo defense.
Shield module
Adds +20 torpedo defense.
Shield module
Adds +30 torpedo defense.
Shield module
Adds +40 torpedo defense.
Shield module
Adds +50 torpedo defense.
Shield module
Adds +60 torpedo defense.
Shield module
Adds +70 torpedo defense.
Cargo, hull, propulsion, and repair systems that change how the ship travels and endures.
Ship system
Adds +300 cargo capacity.
Ship system
Adds +600 cargo capacity.
Ship system
Adds +900 cargo capacity.
Ship system
Adds +1200 cargo capacity.
Ship system
Adds +1500 cargo capacity.
Ship system
Adds +1800 cargo capacity.
Ship system
Adds +2100 cargo capacity.
Ship system
Adds +10 hull points.
Ship system
Adds +15 hull points.
Ship system
Adds +20 hull points.
Ship system
Adds +25 hull points.
Ship system
Adds +30 hull points.
Ship system
Adds +35 hull points.
Ship system
Adds +40 hull points.
Ship system
Adds +10 movement points.
Ship system
Adds +13 movement points.
Ship system
Adds +16 movement points.
Ship system
Adds +19 movement points.
Ship system
Adds +22 movement points.
Ship system
Adds +25 movement points.
Ship system
Adds +28 movement points.
Ship system
Repairs 2 shield points at range 6.
Ship system
Repairs 3 shield points at range 6.
Ship system
Repairs 4 shield points at range 6.
Ship system
Repairs 5 shield points at range 6.
Ship system
Repairs 6 shield points at range 6.
Ship system
Repairs 7 shield points at range 6.
Ship system
Repairs 8 shield points at range 6.
Probes, targeting support, jammers, and movement control for ships that win through information.
Utility module
Reduces enemy aiming by -8% for 45s at range 5.
Utility module
Reduces enemy movement by 8 movement points for 45s at range 5.
Utility module
Adds 0 concealment power while masking the ship's signature.
Utility module
Reduces enemy aiming by -10% for 50s at range 5.
Utility module
Reduces enemy movement by 10 movement points for 50s at range 5.
Utility module
Adds 4 concealment power while masking the ship's signature.
Utility module
Reduces enemy aiming by -12% for 55s at range 5.
Utility module
Reduces enemy movement by 12 movement points for 55s at range 5.
Utility module
Adds 8 concealment power while masking the ship's signature.
Utility module
Reduces enemy aiming by -14% for 60s at range 5.
Utility module
Reduces enemy movement by 14 movement points for 60s at range 5.
Utility module
Adds 12 concealment power while masking the ship's signature.
Utility module
Reduces enemy aiming by -16% for 65s at range 5.
Utility module
Reduces enemy movement by 16 movement points for 65s at range 5.
Utility module
Adds 16 concealment power while masking the ship's signature.
Utility module
Reduces enemy aiming by -18% for 70s at range 5.
Utility module
Reduces enemy movement by 18 movement points for 70s at range 5.
Utility module
Adds 20 concealment power while masking the ship's signature.
Utility module
Reduces enemy aiming by -20% for 75s at range 5.
Utility module
Reduces enemy movement by 20 movement points for 75s at range 5.
Utility module
Adds 24 concealment power while masking the ship's signature.
Utility module
Increases aiming by +2% for 45s at range 5.
Utility module
Increases aiming by +4% for 50s at range 5.
Utility module
Increases aiming by +6% for 55s at range 5.
Utility module
Increases aiming by +8% for 60s at range 5.
Utility module
Increases aiming by +10% for 65s at range 5.
Utility module
Increases aiming by +12% for 70s at range 5.
Utility module
Increases aiming by +14% for 75s at range 5.
Utility module
Projects an active detection pulse with 0 scan power at range 8 and radius 3.
Utility module
Analyzes sector elements at range 10 with 0 scan power.
Utility module
Analyzes ship signatures at range 10 with 0 scan power.
Utility module
Projects an active detection pulse with 4 scan power at range 10 and radius 4.
Utility module
Analyzes sector elements at range 12 with 4 scan power.
Utility module
Analyzes ship signatures at range 12 with 4 scan power.
Utility module
Projects an active detection pulse with 8 scan power at range 12 and radius 4.
Utility module
Analyzes sector elements at range 14 with 8 scan power.
Utility module
Analyzes ship signatures at range 14 with 8 scan power.
Utility module
Projects an active detection pulse with 12 scan power at range 14 and radius 5.
Utility module
Analyzes sector elements at range 16 with 12 scan power.
Utility module
Analyzes ship signatures at range 16 with 12 scan power.
Utility module
Projects an active detection pulse with 16 scan power at range 16 and radius 5.
Utility module
Analyzes sector elements at range 18 with 16 scan power.
Utility module
Analyzes ship signatures at range 18 with 16 scan power.
Utility module
Projects an active detection pulse with 20 scan power at range 18 and radius 6.
Utility module
Analyzes sector elements at range 20 with 20 scan power.
Utility module
Analyzes ship signatures at range 20 with 20 scan power.
Utility module
Projects an active detection pulse with 24 scan power at range 20 and radius 6.
Utility module
Analyzes sector elements at range 22 with 24 scan power.
Utility module
Analyzes ship signatures at range 22 with 24 scan power.
Mining and craft modules that turn a ship into a mobile workplace.
Industry module
Reduces ship crafting time by 5%.
Industry module
Reduces ship crafting time by 10%.
Industry module
Reduces ship crafting time by 15%.
Industry module
Reduces ship crafting time by 20%.
Industry module
Reduces ship crafting time by 25%.
Industry module
Reduces ship crafting time by 30%.
Industry module
Reduces ship crafting time by 35%.
Industry module
Increases harvest yield by 1-15 at range 3.
Industry module
Increases harvest yield by 1-15 at range 3.
Industry module
Increases harvest yield by 15-30 at range 3.
Industry module
Increases harvest yield by 30-45 at range 3.
Industry module
Increases harvest yield by 45-60 at range 3.
Industry module
Increases harvest yield by 60-75 at range 3.
Industry module
Increases harvest yield by 75-90 at range 3.
Industry module
Increases harvest yield by 90-105 at range 3.
Modules kept here when they do not belong to one of the main fitting families.
Module
General-purpose ship module.
Module
General-purpose ship module.
Module
General-purpose ship module.
Module
General-purpose ship module.
Module
General-purpose ship module.
Module
General-purpose ship module.
Module
General-purpose ship module.