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.
Slot Row Actions
Section titled “Slot Row Actions”Swipe a filled slot row to reveal its action panes: the leading side offers Charge / Charge all, dynamic-item conversion and mutation, and Copy / Fill all; the trailing side offers removing charges (this module or Remove all charges), Remove all modules of this type, and Delete. Each side shows at most two actions — when more are available the rest fold into a More overflow menu that groups related actions with dividers; on the trailing side Delete stays pinned at the outer edge while the More button sits next to the tile. On Windows and Linux, right-clicking a row opens the same grouped menu without swiping. Drone and fighter rows work the same way: swipe for the quantity controls (x1 / x5, +1 / -1, Delete). Fighter rows replace x5 with Fill, which applies to fighters only.
See Tactical Modes for mode-switching hulls and Overloading Modules for pushing fitted modules beyond their rated performance.