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Player's Guide · Chapter 8 of 11

The Perfect Fit

Fitting modules to ships: slots, mass, Marks and upgrades.

“Two identical hulls are never the same ship. The difference is the fit.”

— Fleet Admiral Selene Voss

Fitting a module

Open Ship Outfitting, pick a ship and fill its slots with Ship-scope modules from your inventory. Ships have four kinds of fittable slots: Weapon, Armor, Shield and Special. A module fits if:

  1. the module allows the ship's class (some modules are restricted);
  2. the ship has a free slot of that kind;
  3. you own a copy in your inventory, at the Mark you want to fit;
  4. the ship's mass stays within its Max Mass.

Mass is the main trade-off: heavy weapons and plating fill a hull fast. Removing a module frees its mass and returns it to your inventory.

In development

Hangar and Screen slots appear on the ship card but can't be fitted yet.

Ship Marks

Every ship starts at base stats and can be upgraded through Mk1 to Mk5. Each step costs Coins and needs a minimum amount of player XP (the XP isn't spent). Each Mark raises health, shields, speed, max mass and damage, and the higher Marks add slots. For example, the Scrap Bulwark:

MarkHealth & shieldSpeedMax massDamageExtra slotsCoinsMin. XP
Mk1×1×1×1×100
Mk2×1.15×1.05×1.08×1.15200120
Mk3×1.32×1.1×1.16×1.32+1 W440264
Mk4×1.52×1.16×1.25×1.52+1 W +1 Sp968581
Mk5×1.75×1.22×1.35×1.75+2 W +1 A +1 S +1 Sp2,1301,278

Every hull's own Mark table is on its ship page. W/A/S/Sp = extra Weapon, Armor, Shield and Special slots.

Module Marks

Modules have Marks too. Upgrade a stack in your inventory with Coins (plus the same kind of XP minimum). You can fit a module at any Mark up to the one you own. How Marks scale every stat is explained in the Stat Scaling guide.