Choose a role
Your module loadout defines whether a ship fights, gathers, scouts, or supports.
Equipment
Modules decide what a ship can actually do in space. Weapons, shields, mining tools, probes, repair systems, and crafting stations all start here.
Your module loadout defines whether a ship fights, gathers, scouts, or supports.
Higher tiers raise the strength, reach, duration, or unlocked crafting ceiling.
A good build balances offense, defense, utility, cargo, and progression tools.
Modules define the active job of a ship. A weapon ship, mining ship, scout, or support ship is mostly a different module layout on top of the same hull family.
Module tiers raise the effect, reach, or duration of a ship role. A higher tier is usually the most direct upgrade path for the same ship role.
A loadout works best when every slot supports the same plan: fight first, gather first, scout first, or produce first.
Each module card shows its ship role, tier, cargo cost, and main effect.
Direct damage modules for ballistic, laser, and torpedo builds.
Weapon module
Deals 2-9 ballistic damage at range 3.
Weapon module
Deals 5-5 laser damage at range 10.
Weapon module
Deals 5-13 torpedo damage at range 6.
Weapon module
Deals 6-13 ballistic damage at range 3.
Weapon module
Deals 8-8 laser damage at range 10.
Weapon module
Deals 9-21 torpedo damage at range 6.
Weapon module
Deals 10-17 ballistic damage at range 3.
Weapon module
Deals 11-11 laser damage at range 10.
Weapon module
Deals 13-29 torpedo damage at range 6.
Weapon module
Deals 14-21 ballistic damage at range 3.
Weapon module
Deals 14-14 laser damage at range 10.
Weapon module
Deals 17-37 torpedo damage at range 6.
Weapon module
Deals 18-25 ballistic damage at range 3.
Weapon module
Deals 17-17 laser damage at range 10.
Weapon module
Deals 21-45 torpedo damage at range 6.
Weapon module
Deals 22-29 ballistic damage at range 3.
Weapon module
Deals 20-20 laser damage at range 10.
Weapon module
Deals 25-53 torpedo damage at range 6.
Weapon module
Deals 26-33 ballistic damage at range 3.
Weapon module
Deals 23-23 laser damage at range 10.
Weapon module
Deals 29-61 torpedo damage at range 6.
Specialized defenses against one damage family at a time.
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 modules that keep a ship operational.
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 4 shield points at range 6.
Ship system
Repairs 6 shield points at range 6.
Ship system
Repairs 8 shield points at range 6.
Ship system
Repairs 10 shield points at range 6.
Ship system
Repairs 12 shield points at range 6.
Ship system
Repairs 14 shield points at range 6.
Probes, buffs, jammers, and movement control tools.
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
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
Range: 6; Hide signature increase: 4; Movement cost multiplier: 2
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
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
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
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
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
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
Reveals harvestable resources at range 10.
Utility module
Reveals ship data at range 10.
Utility module
Reveals ship data at range 20.
Mining, crafting, and specialist production support modules.
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 that unlock settlement actions on eligible worlds.
Colonization module
Allows colonization of eligible worlds.
Reference modules that do not fit the main player-facing groups.
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.