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Modules and Slots

Every ship fit is built from slots, and each slot only accepts modules of the matching type:

  • High slots — weapons and other offensive or utility modules.
  • Mid slots — propulsion, electronic warfare, and shield tank modules.
  • Low slots — damage, armor, and fitting modules.
  • Rig slots — permanent ship modifications; rigs also consume calibration.

Tech 3 cruisers add subsystem slots. The four subsystems you choose decide how many high, mid, and low slots the hull ends up with.

Structures and capital ships add service slots for service modules such as cloning or manufacturing services. These only run while the structure is online.

Fitting is limited by the ship’s CPU and powergrid. If a module pushes either resource into the red it cannot go online — check the fitting usage bars before committing to a layout.

See Tactical Modes for mode-switching hulls and Overloading Modules for pushing fitted modules beyond their rated performance.