Thirteen hull classes. Sixty-five modules. Thousands of possible configurations. Your ship is not a preset loadout. It is a puzzle you solve differently for every situation. Then you take it into combat and find out if you solved it right.
Ships are organized into five size classes. Larger is not always better. Each size class trades agility and signature for raw power and durability.
Probe (100 HP) • Interceptor (180 HP) • Tackle Frigate (220 HP)
Tiny, fast, nearly impossible for large weapons to track. Frigates are the eyes and hands of any fleet, handling scouting, tackling, and electronic warfare. Cheap to build, expendable by design, lethal in packs.
Slot layout: 3 High / 3 Mid / 2 Low / 2 Rig
Gunship Destroyer (600 HP) • Missile Destroyer (550 HP)
Anti-frigate specialists with bonus tracking on small weapons. Destroyers put out withering damage against anything their size or smaller, but their thin defenses make them vulnerable to cruiser-class fire.
Slot layout: 5 High / 3 Mid / 3 Low / 2 Rig
Combat Cruiser (2,200 HP) • Logistics Cruiser (1,800 HP) • Battlecruiser (3,500 HP)
The backbone of fleet warfare. Cruisers balance firepower, defense, and mobility. Logistics cruisers keep fleets alive with remote shield and armor repairs. Battlecruisers add extra firepower with battleship-class weapon mounts on a cruiser-speed hull.
Slot layout: 5-6 High / 4-5 Mid / 4-5 Low / 3 Rig
Fleet Battleship (8,000 HP) • Marauder (9,500 HP)
Heavy hitters that anchor fleet formations. Large weapons deal devastating damage to anything cruiser-sized or larger. Marauders can activate bastion mode: double damage and tank but cannot move. Slow to align and warp, vulnerable to frigate swarms without escort.
Slot layout: 7 High / 6 Mid / 6 Low / 3 Rig
Carrier (12,000 HP) • Dreadnought (15,000 HP)
War-defining assets that take days to build and alliances to deploy. Carriers launch fighter squadrons that act as independent damage-dealing units. Dreadnoughts enter siege mode for extreme damage against structures and other capitals. Both require cynosural beacons to jump between systems.
Slot layout: 8 High / 6 Mid / 6 Low / 3 Rig
Modules define what your ship does. The same Cruiser hull can become a long-range sniper, a close-range brawler, a logistics platform, or an electronic warfare nightmare, all depending on what you fit.
Rigs are permanent once installed. Removing a rig destroys it. Choose carefully.
Every ship has four fitting constraints that limit what you can equip. Building a good fit means optimizing within these boundaries.
Measured in megawatts (MW). Weapons and active defense modules consume the most. A Combat Cruiser might have 1,200 MW total. Fitting four medium railguns (180 MW each) leaves only 480 MW for everything else.
Measured in teraflops (tf). Electronic warfare, sensor modules, and utility modules are CPU-hungry. Running out of CPU before PG is the classic fitting puzzle.
Your ship's energy pool, measured in gigajoules (GJ). Active modules drain capacitor continuously. If your cap empties, active hardeners, repairers, and propulsion modules shut off. Cap stability, where recharge rate meets or exceeds drain, is the gold standard for sustained fights.
Rig-specific resource, typically 300-400 points per ship. Each rig consumes 50-200 calibration. You cannot exceed your ship's calibration budget, limiting you to 2-3 rigs depending on their size.
Learn how to build your first fit in the Ship Fitting Guide.
To prevent degenerate fits that stack five identical modules, Outer Directive applies a stacking penalty to modules that affect the same attribute. The penalty follows a diminishing-returns curve:
By the fourth module of the same type, you are getting barely a quarter of its listed benefit. This encourages diverse fits that combine different module types rather than brute-force stacking a single stat. A well-rounded ship will outperform a one-dimensional one in almost every scenario.
No single ship or fit dominates. The combat meta is built on hard counters that ensure fleet composition and adaptation matter more than individual ship quality.
See how these dynamics play out in the combat system.
Pick a hull, fit your modules, and undock into a galaxy where your choices define your power.