Engineering Manuals // Modules

Ship Modules Reference Manual

Series Engineering Updated 2026-06-25
Briefing

Every slot, every module type — what to fit and why, before you ever roll a blueprint

A ship is its modules. This is the outfitting catalog: core internals that must be filled, optional internals for defence and capacity, hardpoints for weapons, and utility mounts for boosters and countermeasures. Each fold opens to what the module does, its class A–E trade-off, and the engineering that matters. Pick the part first, then take it to Blueprints and stock the Materials it eats.

A–E
Rating per class
1–8
Module sizes
4
Slot families
7
Mandatory core internals
01

How Modules Work

A hull is just a frame of slots. Outfitting fills them — and almost every slot offers the same part at five ratings and several sizes.

Every ship has four families of slot: core internals (the seven systems that must always be fitted — the ship cannot fly without them), optional internals (your choice — shields, cargo, scanners, limpets), hardpoints (weapons, in four mount classes), and utility mounts (small external bolt-ons — boosters, countermeasures, scanners). What a hull can carry is fixed by its slot layout: a size-6 optional slot takes any module up to size 6, but never a size-7.

The two numbers on every module

A module is named like 5A Power Plant or Beam Laser 2 — Gimballed. The digit is the size (1–8 for internals, 1–4 for hardpoints) and must match the slot. The letter is the rating (A best → E worst), and you can always fit a smaller-or-equal size. Class and rating together set the module's mass, power draw, cost and performance.

The rating letter trades performance against mass, cost and power on a fixed curve. The shorthand below holds for most core and optional modules — read each module card for the exceptions (FSD, sensors and life support have their own quirks).

A — best

Top performance and best heat efficiency, slightly lighter than B. The most expensive class. The default "A-rated" build chases this on power, thrust and jump.

B — toughest

Highest module integrity (survives the most damage) — and the heaviest. Used where survivability beats efficiency, mostly on combat power plants.

C — neutral

The midpoint — balanced mass, cost and performance. Rarely optimal, occasionally the cheap-enough compromise.

D — lightest

The lightest rating for most module types. The explorer's friend: minimum mass means maximum jump range. Cheap, low integrity.

E — cheapest

Lowest cost and lowest power draw, worst performance. A placeholder for slots you barely use, or for a brand-new commander on a budget.

The trap

Heavier modules cut jump range and agility. "Fit the biggest A-rated everything" is wrong for explorers and racers — match the rating to the role, not the wallet.

02

Core Internals

The mandatory spine of every hull — power, motion, jump, survival. Seven slots, always filled, sized by the hull. Strip these too far and the ship literally stops working.

Core Internals 7 modules
Generates the ship's power budget in megawatts. Every other module draws from it — under-power the plant and modules switch off in priority order.
Powers everythingHeat source
What it does

Supplies the MW power capacity all modules draw against, and is the ship's main heat generator. If draw exceeds output, modules disable by your priority list.

Rating trade-off

A = most power for least heat, lightest of the high outputs. B = most integrity, heaviest — the combat pick, since a destroyed power plant ends the fight. D/E save mass and cost but run hot and thin.

Engineering

Overcharged for more output (combat), Low Emissions for a cold signature (explorers, stealth), Armoured for integrity.

Combat

A or B-rated, sized to power weapons, shields and boosters at once. Armoured or Overcharged.

Explorer

A-rated, smallest size that powers the build. Low Emissions for heat and a quiet signature.

Trader

A-rated, just enough headroom; mass matters less than for explorers but every tonne still costs jump range.

ClassRatingMass (t)IntegrityPower Gen (MW)Heat Eff.Value (CR)
Class 8
8A80165360.4116,739,873
8B128180330.4538,913,291
8C80150300.512,971,097
8D64120270.754,323,699
8E1601352411,441,233
Class 7
7A40144300.438,913,291
7B6415727.50.4512,971,097
7C40131250.54,323,699
7D3210522.50.751,441,233
7E80118201480,411
Class 6
6A2012425.20.412,971,097
6B3213623.10.454,323,699
6C20113210.51,441,233
6D169018.90.75480,411
6E4010216.81160,137
Class 5
5A1010620.40.44,323,699
5B1611418.70.451,441,233
5C1096170.5480,411
5D87715.30.75160,137
5E208613.6153,379
Class 4
4A58815.60.41,441,233
4B89614.30.45480,411
4C580130.5160,137
4D46411.70.7553,379
4E107210.4117,793
Class 3
3A2.570120.4480,411
3B477110.45160,137
3C2.564100.553,379
3D25190.7517,793
3E558815,931
Class 2
2A1.3569.60.4160,137
2B2618.80.4553,379
2C1.35180.517,793
2D1417.20.755,931
2E2.5466.411,977
Normal-space speed, boost and manoeuvrability. Rated for an optimal mass — go over it and performance falls off hard.
Speed & agilityOptimal mass
What it does

Sets top speed, boost speed and turn rate in normal flight. Each thruster has an optimal mass; the heavier the loaded ship sits above it, the slower and clumsier it flies.

Rating trade-off

A = highest performance and optimal mass — almost always the combat and PvP pick. D saves weight on light ships that stay well under the mass cap. E is a budget placeholder only.

Engineering

Dirty Drive Tuning is the near-universal speed blueprint; Clean Tuning trades top speed for far less heat. Enhanced Performance Thrusters exist for a few small ships.

Mass discipline

Thruster performance is the strongest argument against over-fitting heavy A-rated modules everywhere — keep loaded mass near the thruster's optimal mass and a small ship will out-fly a sloppily-built large one.

ClassRatingMass (t)IntegrityPower (MW)Optimal Mass (t)Max Mass (t)Value (CR)
Class 8
8A16016510.83,3605,040162,586,486
8B2561809.93,0804,62054,195,495
8C16015092,8004,20018,065,165
8D641208.12,5203,7806,021,722
8E1601357.22,2403,3602,007,241
Class 7
7A801449.122,1603,24051,289,112
7B1281578.361,9802,97017,096,371
7C801317.61,8002,7005,698,790
7D321056.841,6202,4301,899,597
7E801186.081,4402,160633,199
Class 6
6A401247.561,4402,16016,179,531
6B641366.931,3201,9805,393,177
6C401136.31,2001,8001,797,726
6D16905.671,0801,620599,242
6E401025.049601,440199,747
Class 5
5A201066.128401,2605,103,953
5B321155.617701,1551,701,318
5C20965.17001,050567,106
5D8774.59630945189,035
5E20864.0856084063,012
Class 4
4A10884.924206301,610,080
4B16964.51385577.5536,693
4C10804.1350525178,898
4D4643.69315472.559,633
4E10723.2828042019,878
Class 3
3A5723.72120180507,912
3B8773.41110165169,304
3C5643.110015056,435
3D2512.799013518,812
3E5582.48801206,271
Class 2
2A2.556372108160,224
2B4612.75669953,408
2C2.5512.5609017,803
2D1412.2554815,934
2E2.546248721,978
Supercruise and hyperspace jumps. The single biggest lever on your jump range — and the one module explorers obsess over.
Jump rangeSupercruise
What it does

Powers both supercruise and star-to-star jumps. Range is set by the drive's optimal mass, the ship's loaded mass, and fuel per jump. SCO (Supercruise Overcharge) drives add a throttle-boost mode in supercruise.

Rating trade-off

A = highest optimal mass and best range — the standard pick for everyone who jumps. Lower ratings cut range sharply; only reach for them to free credits, never on an explorer.

Engineering

Increased Range (G5) is the explorer's mandatory blueprint, with the Mass Manager experimental. Faster Boot helps combat ships re-jump under fire.

SCO & the Guardian booster

Modern long-range builds pair an A-rated SCO drive with Increased Range and a Guardian FSD Booster, which adds a flat bonus to range. The booster is an optional internal, not part of the drive — see Section 3.

ClassRatingMass (t)IntegrityPower (MW)Optimal Mass (t)Max Fuel/Jump (t)Fuel MultiplierFuel PowerValue (CR)
Class 8
8A1601881.054,6706.80.0112.502582,042,060
8B1601690.884,20020.40.0122.920,515,650
8C1601690.884,20020.40.0122.920,515,650
8D641690.884,20020.40.0122.920,515,650
8E1601500.72,80013.60.0082.96,838,550
Class 7
7A801640.92,70012.80.0122.7551,289,112
7B1281970.752,25010.60.012.7517,096,371
7C801310.61,8008.50.0082.755,698,790
7D321050.541,6208.50.012.751,899,597
7E801180.481,4408.50.0112.75633,199
Class 6
6A401410.751,80080.0122.616,179,531
6B641700.631,5006.60.012.65,393,177
6C401130.51,2005.30.0082.61,797,726
6D16900.451,0805.30.012.6599,242
6E401020.49605.30.0112.6199,747
Class 5
5A201200.61,05050.0122.455,103,953
5B321440.58754.10.012.451,701,318
5C20960.47003.30.0082.45567,106
5D8770.366303.30.012.45189,035
5E20860.325603.30.0112.4563,012
Class 4
4A101000.4552530.0122.31,610,080
4B161200.38437.52.50.012.3536,693
4C10800.335020.0082.3178,898
4D4640.2731520.012.359,633
4E10720.2428020.0112.319,878
Class 3
3A5800.451501.80.0122.15507,912
3B8960.381251.50.012.15169,304
3C5640.31001.20.0082.1556,435
3D2510.27901.20.012.1518,812
3E5580.24801.20.0112.156,271
Class 2
2A2.5640.3900.90.0122160,224
2B4770.25750.80.01253,408
2C2.5510.2600.60.008217,803
2D1410.18540.60.0125,934
2E2.5460.16480.60.01121,978
Your oxygen timer if the canopy is breached. Rating buys you minutes, not power.
SurvivalCanopy breach
What it does

Keeps the commander alive after a canopy breach. The only stat that changes with rating is the emergency oxygen duration — from roughly 5 minutes (E) up to 25 minutes (A).

Rating trade-off

Performance here is just air-time. D-rated is the common default — lightest, ~15 min, plenty to limp to a station. Combat ships take A for the longest buffer; explorers run D to save mass.

Engineering

Lightweight for explorers; otherwise rarely engineered. Not a performance module — don't overspend the slot.

ClassRatingMass (t)IntegrityPower (MW)Duration (s)Boot Time (s)Value (CR)
Class 8
8A1601801.21,500127,249,391
8B2561651.1900110,899,756
8C160150160014,359,903
8D641350.945011,743,961
8E1601200.83001697,584
Class 7
7A801571.081,50019,731,925
7B1281440.9990013,892,770
7C801310.960011,557,108
7D321180.814501622,843
7E801050.723001249,137
Class 6
6A401360.961,50013,475,688
6B641240.8890011,390,275
6C401130.86001556,110
6D161020.724501222,444
6E40900.64300188,978
Class 5
5A201150.851,50011,241,317
5B321060.789001496,527
5C20960.716001198,611
5D8860.64450179,444
5E20770.57300131,778
Class 4
4A10960.741,5001443,328
4B16880.689001177,331
4C10800.62600170,932
4D4720.56450128,373
4E10640.5300111,349
Class 3
3A5770.641,5001158,331
3B8700.58900163,333
3C5640.53600125,333
3D2580.48450110,133
3E5510.4230014,053
Class 2
2A2.5610.551,500156,547
2B4560.51900122,619
2C2.5510.4660019,048
2D1460.4145013,619
2E2.5410.3730011,448
Class 1
1A1.3480.481,500120,195
1B2440.4490018,078
1C1.3400.460013,231
1D0.5360.3645011,293
1E1.3320.323001517
The three capacitors — SYS, ENG, WEP — and how fast they refill. This module decides how long you can boost, shoot and tank.
Capacitors & pipsBoost · fire · tank
What it does

Holds and recharges three energy pools: SYS (shield strength & resistance), ENG (boost & speed), WEP (weapon fire). Pips you assign distribute the recharge; capacity sets how much you bank.

Rating trade-off

A = largest pools and fastest recharge — non-negotiable for combat (sustained fire and boosting). Explorers/traders can drop to D: you only need enough ENG to boost once.

Engineering

Charge Enhanced (combat — faster WEP/ENG regen), Engine Focused and Weapon Focused for specialised builds.

Why combat lives and dies here

A weak distributor means your beams flame out mid-fight, your shield stops resisting when SYS empties, and you can't boost away. A-rated, Charge Enhanced is the combat standard for a reason.

ClassRatingMass (t)IntegrityPower (MW)WEP CapWEP RateENG CapSYS CapSYS RateValue (CR)
Class 8
8A1601650.96727.248484.827,249,391
8B2561800.88666.644444.410,899,756
8C1601500.8606404044,359,903
8D641200.72545.436363.61,743,961
8E1601350.64484.832323.2697,584
Class 7
7A801440.89616.1414149,731,925
7B1281570.81565.637373.63,892,770
7C801310.74515.134343.31,557,108
7D321050.67464.631313622,843
7E801180.59414.127272.6249,137
Class 6
6A401240.82505.235353.23,475,688
6B641360.75464.7323231,390,275
6C401130.68424.329292.7556,110
6D16900.61383.926262.4222,444
6E401020.54343.423232.288,978
Class 5
5A201060.74414.329292.51,241,317
5B321150.6837426262.3496,527
5C20960.62343.624242.1198,611
5D8770.56313.222221.979,444
5E20860.5272.919191.731,778
Class 4
4A10880.67323.523231.9443,328
4B16960.62303.221211.8177,331
4C10800.56272.919191.670,932
4D4640.5242.617171.428,373
4E10720.45222.315151.311,349
Class 3
3A5700.6242.818181.3158,331
3B8770.55222.517171.263,333
3C5640.5202.315151.125,333
3D2510.45182.11414110,133
3E5580.4161.812120.94,053
Class 2
2A2.5560.54182.214140.856,547
2B4610.517213130.822,619
2C2.5510.45151.812120.79,048
2D1410.41141.611110.63,619
2E2.5460.36121.410100.61,448
Class 1
1A1.3560.48141.812120.620,195
1B2610.44131.711110.68,078
1C1.3510.4121.510100.53,231
1D0.5410.36111.4990.51,293
1E1.3460.32101.2880.4517
Radar and target acquisition. Sets how far you detect and resolve contacts — and how heavy that capability is.
Detection rangeTargeting
What it does

Determines detection range and how quickly contacts resolve to full target data. Higher rating = longer reach and faster locks; A-rated sensors are notably heavy for their size.

Rating trade-off

D-rated is the default — lightest, with range plenty for normal play. Combat ships take A for early detection and faster locking; explorers stay on D to protect jump range.

Engineering

Lightweight for explorers (cut the mass penalty), Long Range for combat detection and PvP.

ClassRatingMass (t)IntegrityPower (MW)Range (m)Scan Angle (°)Value (CR)
Class 8
8A1601652.077.683027,249,391
8B2561801.147.043010,899,756
8C1601500.696.4304,359,903
8D641200.625.76301,743,961
8E1601350.555.1230697,584
Class 7
7A801441.777.44309,731,925
7B1281570.976.82303,892,770
7C801310.596.2301,557,108
7D321050.535.5830622,843
7E801180.474.9630249,137
Class 6
6A401241.57.2303,475,688
6B641360.836.6301,390,275
6C401130.5630556,110
6D16900.455.430222,444
6E401020.44.83088,978
Class 5
5A201061.236.96301,241,317
5B321150.686.3830496,527
5C20960.415.830198,611
5D8770.375.223079,444
5E20860.334.643031,778
Class 4
4A10881.026.7230443,328
4B16960.566.1630177,331
4C10800.345.63070,932
4D4640.315.043028,373
4E10720.274.483011,349
Class 3
3A5700.846.4830158,331
3B8770.465.943063,333
3C5640.285.43025,333
3D2510.254.863010,133
3E5580.224.32304,053
Class 2
2A2.5560.696.243056,547
2B4610.385.723022,619
2C2.5510.235.2309,048
2D1410.214.68303,619
2E2.5460.184.16301,448
Class 1
1A1.3560.663020,195
1B2610.335.5308,078
1C1.3510.25303,231
1D0.5410.184.5301,293
1E1.3460.16430517
Hydrogen capacity in tonnes. No rating curve — only a size. More fuel means more jumps between scoops, at the cost of mass.
Fuel capacitySingle rating per size
What it does

Stores the fuel your FSD burns per jump. Each size doubles capacity — 2t, 4t, 8t, 16t and so on. The only core internal with effectively one rating (C) per size.

Sizing trade-off

Bigger tank = fewer refuel stops, but heavier, so slightly shorter jumps. Size it to your FSD's max fuel per jump plus a margin — an oversized tank is dead weight.

Engineering

No standard blueprint — fuel tanks aren't usually engineered. Pair it with a Fuel Scoop for indefinite range away from stations.

ClassRatingMass (t)Capacity (t)Value (CR)
Class 8
8C02565,428,429
Class 7
7C01281,780,914
Class 6
6C064341,577
Class 5
5C03297,754
Class 4
4C01624,734
Class 3
3C087,063
Class 2
2C043,750
Class 1
1C021,000
03

Optional Internals

Your build's personality. Defence, capacity and tooling fitted to internal slots — what turns a hull into an explorer, a hauler, a miner or a brawler.

Optional Internals 16 modules
Your first health bar. Strength scales with hull mass and is capped by the generator's optimal mass band — fit one rated for your ship.
Primary defenceBi-Weave · Prismatic
What it does

Projects a shield (in MJ) sized to the hull. Three variants: standard (balanced), Bi-Weave (lower strength, much faster regen), and Prismatic (Powerplay — highest strength, slow regen, high draw).

Rating trade-off

A = strongest shield for the slot. The generator must be rated for the ship's mass band — too small a class on a heavy hull gives a feeble shield regardless of rating.

Engineering

Reinforced for raw MJ, Enhanced Low Power to cut draw and heat. Bi-Weave + Reinforced is the durable brawler standard.

Boosters multiply, the generator sets the base

Hull-mounted Shield Boosters and SYS pips stack on top of the generator's base MJ. Get the generator class and variant right first — boosters only scale what's already there.

Standard

ClassRatingMass (t)IntegrityPower (MW)Optimal Mass (t)Min Mass (t)Max Mass (t)Optimal Mult.Regen (MJ/s)Value (CR)
Class 8
8A1601805.61,8009004,5001.22.4162,586,486
8B2562104.81,8009004,5001.12.454,195,495
8C16015041,8009004,50012.418,065,165
8D64903.21,8009004,5000.92.46,021,722
8E1601202.41,8009004,5000.82.42,007,241
Class 7
7A801574.91,0605302,6501.21.851,289,112
7B1281834.21,0605302,6501.11.817,096,371
7C801313.51,0605302,65011.85,698,790
7D32792.81,0605302,6500.91.81,899,597
7E801052.11,0605302,6500.81.8633,199
Class 6
6A401364.345402701,3501.21.316,179,531
6B641583.725402701,3501.11.35,393,177
6C401133.15402701,35011.31,797,726
6D16682.485402701,3500.91.3599,242
6E40901.865402701,3500.81.3199,747
Class 5
5A201153.644052031,0131.215,103,953
5B321343.124052031,0131.111,701,318
5C20962.64052031,01311567,106
5D8582.084052031,0130.91189,035
5E20771.564052031,0130.8163,012
Class 4
4A10963.082851437131.211,610,080
4B161122.642851437131.11536,693
4C10802.228514371311178,898
4D4481.762851437130.9159,633
4E10641.322851437130.8119,878
Class 3
3A5772.52165834131.21507,912
3B8902.16165834131.11169,304
3C5641.8165834131156,435
3D2381.44165834130.9118,812
3E5511.08165834130.816,271
Class 2
2A2.5612.155281381.21160,224
2B4711.855281381.1153,408
2C2.5511.555281381117,803
2D1311.255281380.915,934
2E2.5410.955281380.811,978
Class 1
1A1.3481.682513631.2188,075
1C1.3401.2251363115,140
1D0.5240.962513630.911,240
1E1.3320.722513630.81300

Bi-Weave

ClassRatingMass (t)IntegrityPower (MW)Optimal Mass (t)Min Mass (t)Max Mass (t)Optimal Mult.Regen (MJ/s)Value (CR)
Class 8
8C16015041,8009004,5000.95.827,097,748
Class 7
7C801313.51,0605302,6500.94.48,548,185
Class 6
6C401133.15402701,3500.93.22,696,589
Class 5
5C20962.64052031,0130.92.2850,659
Class 4
4C10802.22851437130.91.8268,347
Class 3
3C5641.8165834130.91.884,653
Class 2
2C2.5511.555281380.91.826,705
Class 1
1C1.3401.22513630.91.87,713

Prismatic

ClassRatingMass (t)IntegrityPower (MW)Optimal Mass (t)Min Mass (t)Max Mass (t)Optimal Mult.Regen (MJ/s)Value (CR)
Class 8
8A3201808.41,8009004,5001.51.4243,879,730
Class 7
7A1601577.351,0605302,6501.51.176,933,670
Class 6
6A801366.515402701,3501.5124,269,300
Class 5
5A401155.464052031,0131.517,655,930
Class 4
4A20964.622851437131.512,415,120
Class 3
3A10773.78165834131.51761,870
Class 2
2A5613.1555231381.51240,340
Class 1
1A2.5482.522513631.51132,200
An active shield heal — burst-restores shield MJ on demand, at the cost of a heat spike. The combat ship's panic button.
Active shield healHeat spike
What it does

Carries charges that instantly restore a chunk of shield when triggered. Each use dumps heat into the ship; A-rated banks heal hardest. Useless without a working shield.

Rating trade-off

A = strongest heal per cell. Size sets the heal amount and charge count. Combat-only — never on an explorer or hauler.

Engineering

Specialised for less heat per use, or Rapid Charge for faster cycling.

ClassRatingMass (t)IntegrityPower (MW)Shield Reinf. (MJ)Spin-up (s)Duration (s)ClipAmmoValue (CR)
Class 8
8A1601803.36655171427,249,391
8B2562102.88565171510,899,756
8C1601502.447517144,359,903
8D64901.9237517131,743,961
8E1601201.442851715697,584
Class 7
7A801572.957511149,731,925
7B1281832.4849511153,892,770
7C801312.0741511141,557,108
7D32791.663251113622,843
7E801051.242451115249,137
Class 6
6A401362.484658143,475,688
6B641582.123958151,390,275
6C401131.77335814556,110
6D16681.42265813222,444
6E40901.0620581588,978
Class 5
5A201152.14855131,241,317
5B321341.8415514496,527
5C20961.5355513198,611
5D8581.228551279,444
5E20770.921551431,778
Class 4
4A10961.72465313443,328
4B161121.48395314177,331
4C10801.2333531370,932
4D4480.9826531228,373
4E10640.7420531411,349
Class 3
3A5771.43415213158,331
3B8901.2235521463,333
3C5641.0229521325,333
3D2380.8223521210,133
3E5510.611752144,053
Class 2
2A2.5611.1832521356,547
2B4711.0128521422,619
2C2.5510.842352139,048
2D1310.671852123,619
2E2.5410.51452141,448
Class 1
1A1.3480.9728511220,195
1B2560.832451138,078
1C1.3400.692051123,231
1D0.5240.5512.551101,293
1E1.3320.41125113517
Bolt-on armour. Adds raw hull integrity and damage resistance — the foundation of any hull-tank, stacked across multiple slots.
Hull integrityResistances
What it does

Adds flat hull HP and resistances to kinetic/thermal/explosive damage. Stacks across slots (with diminishing resistance returns). Has a single rating curve — sizing and count matter more than letter.

Rating trade-off

Largely about mass vs HP. Combat hull-tanks stack several at the biggest size that fits; the cost is jump range and agility.

Engineering

Heavy Duty (more HP) with the Deep Plating experimental is the hull-tank staple; resistance variants tune against a specific threat.

ClassRatingMass (t)Hull Reinf.Kinetic Res.Thermal Res.Explosive Res.Caustic Res.Value (CR)
Class 5
5D163900.0250.0250.0250450,000
5E323600.0250.0250.0250150,000
Class 4
4D83300.020.020.020195,000
4E163000.020.020.02065,000
Class 3
3D42600.0150.0150.015084,000
3E82300.0150.0150.015028,000
Class 2
2D21900.010.010.01036,000
2E41500.010.010.01012,000
Class 1
1D11100.0050.0050.005015,000
1E2800.0050.0050.00505,000
Protects your internal modules from damage that punches through the hull — keeps your drive, power plant and weapons alive when the shield is gone.
Module protectionDamage sink
What it does

Absorbs a share of incoming module damage and adds module integrity, so a hull-breach hit is less likely to disable your FSD, thrusters or power plant. Stacks across slots.

Rating trade-off

Higher class protects more. A favourite pairing for serious combat hulls alongside hull reinforcements; light builds skip it to save mass.

Engineering

Limited blueprints; usually fitted unengineered or lightweighted. Most valuable in long PvE engagements and Thargoid combat.

ClassRatingMass (t)IntegrityDamage ProtectionValue (CR)
Class 5
5D163500.6450,000
5E323850.3150,000
Class 4
4D82350.6195,000
4E162600.365,000
Class 3
3D41550.684,000
3E81700.328,000
Class 2
2D21050.636,000
2E41150.312,000
Class 1
1D1700.615,000
1E2770.35,000
Tech-unlock reinforcement packages — lighter than the standard hull/module variants, and the only internals that add caustic resistance. The anti-Thargoid tank's backbone.
Lightweight tankCaustic resistance
Guardian packages

Guardian Hull and Guardian Module Reinforcement do the job of the standard HRP/MRP at lower mass; the Guardian Shield Reinforcement adds a flat passive block of shield MJ. All need a Guardian Tech Broker unlock.

Meta-Alloy Hull

The Meta-Alloy Hull Reinforcement (Human Tech Broker) adds hull integrity and strong caustic resistance — the staple against Thargoid acid damage in AX builds.

Note

These don't replace a shield or armour tier — they stack on top. Reach for them on Anti-Xeno and deep-space builds where the caustic/mass advantage justifies the unlock grind.

Guardian Hull

ClassRatingMass (t)Power (MW)Hull Reinf.Kinetic Res.Thermal Res.Explosive Res.Caustic Res.Value (CR)
Class 5
5D161.4648800.0200.05995,330
5E321.3545000.0200.05331,778
Class 4
4D81.2441300.0200.05414,720
4E161.1337500.0200.05138,240
Class 3
3D41.0132500.0200.05172,800
3E80.928800.0200.0557,600
Class 2
2D20.7923800.0200.0572,000
2E40.6818800.0200.0524,000
Class 1
1D10.5613800.0200.0530,000
1E20.4510000.0200.0510,000

Guardian Module

ClassRatingMass (t)IntegrityPower (MW)Damage ProtectionValue (CR)
Class 5
5D163850.880.6995,330
5E324240.810.3331,778
Class 4
4D82590.740.6414,720
4E162860.680.3138,240
Class 3
3D41710.610.6172,800
3E81870.540.357,600
Class 2
2D21160.470.672,000
2E41270.410.324,000
Class 1
1D1770.340.630,000
1E2850.270.310,000

Guardian Shield

ClassRatingMass (t)IntegrityPower (MW)Shield Reinf. (MJ)Value (CR)
Class 5
5D16361.26215995,330
5E32361.16198331,778
Class 4
4D8361.05182414,720
4E16360.95165138,240
Class 3
3D4360.84143172,800
3E8360.7412757,600
Class 2
2D2360.6710572,000
2E4360.568324,000
Class 1
1D1360.466130,000
1E2360.354410,000

Meta-Alloy Hull

ClassRatingMass (t)Hull Reinf.Kinetic Res.Thermal Res.Explosive Res.Caustic Res.Value (CR)
Class 5
5D163510000.03675,001
5E323240000.03225,001
Class 4
4D82970000.03292,501
4E162700000.0397,501
Class 3
3D42340000.03126,000
3E82070000.0342,000
Class 2
2D21710000.0354,000
2E41350000.0318,000
Class 1
1D2990000.0322,501
1E2720000.037,501
A niche support internal that lets a hull mount a hardpoint one class larger than the slot would normally allow — trading an internal slot for a bigger gun.
Oversize hardpointsTech-broker unlock
What it does

While fitted, eligible hardpoints can carry a weapon one size above the mount's rating. Lets a hull punch above its hardpoint layout at the cost of an optional-internal slot and the module's own mass/power.

Trade-off

You spend a slot (and the stabiliser's mass) to gain weapon size — worth it only where the larger weapon's damage outweighs what that slot would otherwise hold. A specialist combat choice, not a default.

Note

Unlocked at a Tech Broker. Not engineered.

ClassRatingMass (t)Power (MW)Value (CR)
Class 5
5F2004,000,000
Class 3
3F802,000,000
A flat additive bonus to jump range, independent of mass. The single best range upgrade after the FSD itself — every explorer fits one.
★ Explorer stapleGuardian tech
What it does

Adds a fixed bonus to every jump (e.g. ~+10.5 ly at the largest size), unlocked via Guardian technology. Because it's additive, it helps small ships proportionally even more than large ones.

Sizing trade-off

Bigger size = bigger bonus, but more mass and a fixed power draw. Pick the largest you can spare a slot for without crowding out other essentials.

Engineering

Not engineered — it's a Guardian module you unlock and fit. Pair with an Increased-Range FSD and Fuel Scoop for the canonical exploration drivetrain.

ClassRatingMass (t)IntegrityPower (MW)Jump Boost (ly)Value (CR)
Class 5
5H1.3322.1410.56,483,101
Class 4
4H1.3321.659.253,245,013
Class 3
3H1.3321.277.751,620,431
Class 2
2H1.3320.986810,521
Class 1
1H1.3320.754405,022
Refuels from main-sequence stars. Turns the galaxy into your fuel station — mandatory for any deep-range travel.
★ Explorer stapleScoop rate
What it does

Scoops hydrogen from KGBFOAM stars (the scoopable spectral classes). Rating and size set the scoop rate — how fast you refuel skimming the corona.

Rating trade-off

A-rated, biggest size you can fit — faster scooping means shorter stops and less heat exposure. Lower ratings work but force longer, hotter loiters.

Engineering

Generally fitted unengineered; A-rating already maximises scoop rate. The one optional internal almost every long-range build carries.

ClassRatingPower (MW)Scoop Rate (kg/s)Value (CR)
Class 8
8A1.121,680289,042,641
8B0.961,44072,260,660
8C0.81,20018,065,165
8D0.649604,516,291
8E0.487201,083,910
Class 7
7A0.971,24591,180,644
7B0.831,06822,795,161
7C0.698905,698,790
7D0.557121,424,698
7E0.41534341,927
Class 6
6A0.8387828,763,610
6B0.717527,190,903
6C0.596271,797,726
6D0.47502449,431
6E0.35376107,864
Class 5
5A0.75779,073,694
5B0.64942,268,424
5C0.5412567,106
5D0.4330141,776
5E0.324734,026
Class 4
4A0.573422,862,364
4B0.49294715,591
4C0.41245178,898
4D0.3319644,724
4E0.2514710,734
Class 3
3A0.48176902,954
3B0.41151225,738
3C0.3412656,435
3D0.2710014,109
3E0.2753,386
Class 2
2A0.3975284,844
2B0.346571,211
2C0.285417,803
2D0.22434,451
2E0.17321,068
Class 1
1A0.324282,270
1B0.283620,568
1C0.23305,142
1D0.18241,285
1E0.1418309
The exploration money-maker. Fire probes to map a body, multiplying its scan payout and revealing surface points of interest.
★ Explorer stapleSize 1 · tiny
What it does

Deploys probes to fully map a planet or moon after the FSS pass, boosting the body's exploration value and exposing geological/biological sites for on-foot and SRV work.

Sizing trade-off

Only a size-1 module, single rating — costs almost nothing in mass or power. There is no reason an exploration build skips it.

Engineering

Expanded Probe Scanning Radius means fewer probes per body — the only worthwhile DSS blueprint.

ClassRatingMass (t)Power (MW)Probe RadiusValue (CR)
1I000.2250,000
Cargo capacity in tonnes. No rating curve — bigger size, more hold. The hauler's and miner's bread and butter.
Cargo capacitySingle rating per size
What it does

Adds hold space; capacity doubles each size step (4t, 8t, 16t, 32t…). Stack as many as the build allows. Empty racks add no mass — only the cargo inside weighs.

Standard vs Mk II

Maximise total tonnage for trade/mining, but remember the loaded mass tanks jump range; reserve at least one slot for a shield if flying anywhere hostile. The Mk II rack trades a little credits for more capacity in the same slot — the modern hauler's default where available.

Engineering

Increased Capacity squeezes more tonnes into the same slot — niche, but free hold for dedicated haulers.

Standard

ClassRatingMass (t)Capacity (t)Value (CR)
Class 8
8E02563,829,866
Class 7
7E01281,178,420
Class 6
6E064362,591
Class 5
5E032111,566
Class 4
4E01634,328
Class 3
3E0810,563
Class 2
2E043,250
Class 1
1E021,000
1F020

Mk II (Lightweight)

ClassRatingMass (t)Capacity (t)Value (CR)
Class 8
8D03844,929,317
Class 7
7D01921,958,680
Seats for paying passengers. Four comfort tiers — the higher the class, the wealthier the clientele and the fatter the fare.
Passenger missionsEconomy → Luxury
What it does

Houses passengers for transport contracts. Four grades — Economy, Business, First, Luxury — each demanding a higher module class for fewer-but-richer seats. Luxury cabins are needed for the top-tier VIP runs.

Sizing trade-off

Economy packs the most heads per tonne; Luxury pays most per head but eats the biggest slots. Mix tiers to match the mission board you fly.

Engineering

Not engineered. Pair with a long-range, fast hull (e.g. a passenger-fit Dolphin/Orca/Saud Kruger liner) for the lucrative sightseeing economy.

Economy

ClassRatingMass (t)PassengersValue (CR)
Class 6
6E403261,410
Class 5
5E201634,954
Class 4
4E10818,954
Class 3
3E548,657
Class 2
2E2.524,312

Business

ClassRatingMass (t)PassengersValue (CR)
Class 6
6D4016184,232
Class 5
5D201092,362
Class 4
4D10656,862
Class 3
3D5326,705

First

ClassRatingMass (t)PassengersValue (CR)
Class 6
6C4012552,698
Class 5
5C206340,526
Class 4
4C103170,586

Luxury

ClassRatingMass (t)PassengersValue (CR)
Class 6
6B4084,974,287
Class 5
5B2041,658,095
In-flight module repair. Spends stored ammo to mend damaged modules far from any station — the explorer's insurance policy.
★ Explorer stapleModule repair
What it does

Repairs damaged modules (one at a time) using a finite repair charge, away from any station. It cannot repair itself — deep-range crews sometimes carry two so they can fix each other.

Rating trade-off

Higher class holds more repair charge and works faster. Size to expedition length; a small AFMU is enough for routine wear.

Engineering

Shielded hardens the AFMU itself against damage — the only blueprint it offers.

ClassRatingPower (MW)Repair CapacityAmmoValue (CR)
Class 8
8A4.230811,00049,589,823
8B3.4527612,00016,529,941
8C320010,0005,509,980
8D2.41449,0001,836,660
8E1.812010,000612,220
Class 7
7A3.68268.89,60027,549,901
7B3.02239.210,4009,183,300
7C2.631748,7003,061,100
7D2.1124.87,8001,020,367
7E1.58104.48,700340,122
Class 6
6A3.26226.88,10015,305,501
6B2.67204.78,9005,101,834
6C2.331487,4001,700,611
6D1.86107.26,700566,870
6E1.488.87,400188,957
Class 5
5A2.73187.66,7008,503,056
5B2.24167.97,3002,834,352
5C1.951226,100944,784
5D1.56885,500314,928
5E1.1773.26,100104,976
Class 4
4A2.31151.25,4004,723,920
4B1.9135.75,9001,574,640
4C1.65984,900524,880
4D1.3270.44,400174,960
4E0.9958.84,90058,320
Class 3
3A1.891124,0002,624,400
3B1.5598.94,300874,800
3C1.35723,600291,600
3D1.0851.23,20097,200
3E0.8143.23,60032,400
Class 2
2A1.58702,5001,458,000
2B1.2964.42,800486,000
2C1.13462,300162,000
2D0.933.62,10054,000
2E0.6827.62,30018,000
Class 1
1A1.2630.81,100810,000
1B1.0427.61,200270,000
1C0.9201,00090,000
1D0.7214.490030,000
1E0.54121,00010,000
Drone dispatchers. Each controller launches single-task limpets — collect, prospect, repair, refuel, hack — drawn from your cargo limpet stock.
Mining & utility dronesFamily of modules
What it does

A controller commands limpets that consume one cargo slot each. Collector gathers fragments/cargo, Prospector assays asteroids, Repair mends external hull, Fuel Transfer shares fuel, Hatch Breaker forces cargo, plus Recon (hacks megaship/settlement data ports), Decontamination (clears caustic damage) and Research (samples Thargoid/Guardian tissue) variants. A Universal (Multi) controller runs several limpet types from one slot.

Rating trade-off

Higher class controls more limpets at once and extends their range/lifetime. Miners run a Prospector plus several Collectors; rescue/piracy fits pick the matching controller.

Engineering

Lightweight to claw back mass on a mining build; Reinforced/Shielded to keep the controller alive under fire.

Collector

ClassRatingMass (t)Power (MW)Max LimpetsRange (m)Duration (s)Value (CR)
Class 7
7A1280.9742.047206,998,400
7B1280.8342.384203,499,200
7C800.6941.75101,749,600
7D320.5541.02600874,800
7E320.4141.36300437,400
Class 5
5A320.731.56720777,600
5B320.631.82420388,800
5C200.531.3510194,400
5D80.430.7860097,200
5E80.331.0430048,600
Class 3
3A80.4821.3272086,400
3B80.4121.5442043,200
3C50.3421.151021,600
3D20.2720.6660010,800
3E20.220.883005,400
Class 1
1A20.3211.27209,600
1B20.2811.44204,800
1C1.30.23115102,400
1D0.50.1810.66001,200
1E0.50.1410.8300600

Prospector

ClassRatingMass (t)Power (MW)Max LimpetsRange (m)Value (CR)
Class 7
7A800.83811.96,998,400
7B1280.97810.23,499,200
7C800.6988.51,749,600
7D320.4186.8874,800
7E800.5585.1437,400
Class 5
5A200.649.1777,600
5B320.9747.8388,800
5C200.546.5194,400
5D80.345.297,200
5E200.443.948,600
Class 3
3A50.4127.786,400
3B80.4826.643,200
3C50.3425.521,600
3D20.224.410,800
3E50.2723.35,400
Class 1
1A1.30.28179,600
1B20.32164,800
1C1.30.23152,400
1D0.50.14141,200
1E1.30.1813600

Fuel Transfer

ClassRatingMass (t)Power (MW)Max LimpetsRange (m)Value (CR)
Class 7
7A800.8382.386,998,400
7B1280.9782.043,499,200
7C800.6981.71,749,600
7D320.4181.36874,800
7E800.5581.02437,400
Class 5
5A200.641.82777,600
5B320.9741.56388,800
5C200.541.3194,400
5D80.341.0497,200
5E200.440.7848,600
Class 3
3A50.4121.5486,400
3B80.4821.3243,200
3C50.3421.121,600
3D20.220.8810,800
3E50.2720.665,400
Class 1
1A1.30.2811.49,600
1B20.3211.24,800
1C1.30.23112,400
1D0.50.1410.81,200
1E1.30.1810.6600

Hatch Breaker

ClassRatingMass (t)Power (MW)Max LimpetsRange (m)Duration (s)Value (CR)
Class 7
7A800.98126.02116,998,400
7B1280.84185.16143,499,200
7C800.7154.3181,749,600
7D320.56123.4422874,800
7E800.42182.5825437,400
Class 5
5A200.764.6213777,600
5B320.693.9618388,800
5C200.573.322194,400
5D80.462.642697,200
5E200.391.983148,600
Class 3
3A50.4233.781686,400
3B80.3643.242143,200
3C50.332.72621,600
3D20.2432.163110,800
3E50.1841.62365,400
Class 1
1A1.30.2813.5189,600
1B20.2423244,800
1C1.30.212.5302,400
1D0.50.1612361,200
1E1.30.1221.542600

Repair

ClassRatingMass (t)Power (MW)Max LimpetsRange (m)Value (CR)
Class 7
7A800.8342.386,998,400
7B1280.9742.043,499,200
7C800.6941.71,749,600
7D320.4141.36874,800
7E800.5541.02437,400
Class 5
5A200.631.82777,600
5B320.9731.56388,800
5C200.531.3194,400
5D80.331.0497,200
5E200.430.7848,600
Class 3
3A50.4121.5486,400
3B80.4821.3243,200
3C50.3421.121,600
3D20.220.8810,800
3E50.2720.665,400
Class 1
1A1.30.2811.49,600
1B20.3211.24,800
1C1.30.23112,400
1D0.50.1410.81,200
1E1.30.1810.6600

Recon

ClassRatingMass (t)IntegrityPower (MW)Max LimpetsRange (m)Hack Time (s)Value (CR)
Class 7
7E1281570.971210612,200
Class 5
5E20960.511.71375,800
Class 3
3E2510.211.4178,200
Class 1
1E1.3240.1811.2222,600

Decontamination

ClassRatingMass (t)Power (MW)Max LimpetsRange (m)Value (CR)
Class 7
7E1280.9742.041,312,200
Class 5
5E200.531.3145,800
Class 3
3E20.220.8816,200
Class 1
1E1.30.1810.63,600

Research

ClassRatingMass (t)IntegrityPower (MW)Max LimpetsRange (m)Duration (s)Value (CR)
1E1.3200.4123001,749,600

Universal (Multi)

ClassRatingMass (t)IntegrityPower (MW)Max LimpetsRange (m)Value (CR)
Class 7
7A1401.189.18,000,000
7C1250.886.54,000,000
Class 5
5A641051.4149.12,332,800
Class 3
3B150.343.180,000
3C100.354550,000
3D80.442.130,000
3E120.543.315,000
Turns mined ore fragments into sellable commodities. Class sets how many ore types you can refine in parallel — the miner's throughput.
Mining processingRefining bins
What it does

Processes collected fragments into refined cargo. The class determines the number of refining bins — how many different minerals you can stockpile and process at the same time.

Rating trade-off

A-rated has the most bins, so you waste fewer fragments while juggling several minerals. Small refineries force you to dump unwanted ores.

Engineering

One blueprint exists but the slot is light; most miners run it unengineered and spend their materials on the FSD and thrusters instead.

ClassRatingPower (MW)Refinery BinsValue (CR)
Class 4
4A0.57104,500,846
4B0.4991,500,282
4C0.417500,094
4D0.335166,698
4E0.25455,566
Class 3
3A0.4882,143,260
3B0.417714,420
3C0.346238,140
3D0.27479,380
3E0.2326,460
Class 2
2A0.3961,020,600
2B0.345340,200
2C0.284113,400
2D0.22337,800
2E0.17212,600
Class 1
1A0.324486,000
1B0.283162,000
1C0.23254,000
1D0.18118,000
1E0.1416,000
Drags a target out of supercruise. The pirate's and bounty-hunter's tool for forcing an unwilling ship into a fight.
Piracy & huntingPull targets down
What it does

Initiates an interdiction in supercruise — a tug-of-war mini-game; win it and the target is yanked to normal space. Class sets the capture arc and pull range.

Rating trade-off

Higher class = wider arc and longer reach, so easier interdictions. Only useful to ships that hunt other ships; everyone else leaves the slot for cargo or defence.

Engineering

Expanded Capture Arc or Longer Range — both make catching targets easier.

ClassRatingMass (t)IntegrityPower (MW)Facing Limit (°)Range BonusBoot Time (s)Value (CR)
Class 4
4A10960.5750161521,337,344
4B161120.495015157,112,448
4C10800.415014152,370,816
4D4480.33501315790,272
4E10640.25501215263,424
Class 3
3A5770.485013157,620,480
3B8900.415012152,540,160
3C5640.34501115846,720
3D2380.27501015282,240
3E5510.25091594,080
Class 2
2A2.5610.395010152,721,600
2B4710.3450915907,200
2C2.5510.2850815302,400
2D1510.2250715100,800
2E2.5410.175061533,600
Class 1
1A1.3480.3250715972,000
1B2560.2850615324,000
1C1.3400.2350515108,000
1D0.5240.185041536,000
1E1.3320.145031512,000
Quality-of-life, crew and surface tools — Docking Computer, Supercruise Assist, Fighter Hangar, the Planetary Vehicle (SRV) Hangar and the Planetary Approach Suite. None engineered; all about convenience, carried firepower or surface access.
ConvenienceFighter & SRV support
Docking / Supercruise Assist

Docking Computer auto-docks and -launches; Supercruise Assist auto-throttles and lines up arrivals (and enables glide handling). Light size-1 modules — set-and-forget comfort.

Fighter & SRV hangars

The Fighter Hangar carries one or two ship-launched fighters for a gunner or NPC pilot — extra guns and a decoy, but big and heavy. The Planetary Vehicle Hangar garages SRVs for surface driving (exploration, material gathering, Guardian/Thargoid sites).

Planetary Approach Suite

The Planetary Approach Suite is the mandatory, near-weightless module that lets a ship enter planetary orbit and glide to a landing — required for any surface work. Fit-and-forget.

Engineering

None of these are engineered. Choose by role: assists for traders/newer pilots, a fighter hangar for dedicated combat ships, the SRV hangar + approach suite for any planetary operations.

Docking Computer

ClassRatingIntegrityPower (MW)Value (CR)
1E100.394,500

Supercruise Assist

ClassRatingMass (t)Power (MW)Value (CR)
1E00.39,121

Fighter Hangar

ClassRatingMass (t)IntegrityPower (MW)BaysValue (CR)
Class 7
7D601200.3522,369,320
Class 6
6D40800.3521,869,340
Class 5
5D20600.251575,643

Planetary Vehicle Hangar (SRV)

ClassRatingMass (t)IntegrityPower (MW)BaysValue (CR)
Class 6
6G17301.84691,200
6H34300.64576,000
Class 4
4G10301.2286,400
4H20300.4272,000
Class 2
2G6300.75121,600
2H12300.25118,000

Planetary Approach Suite

ClassRatingMass (t)Power (MW)Value (CR)
1I00500
04

Hardpoints — Weapons

The guns. Hardpoints come in four sizes (small → huge, class 1–4) and three mounts. Pick the damage type for the target, then the mount for your aim and the family for the playstyle.

Mounts & sizes — read this first

Every weapon comes as Fixed (aims only where the nose points — most damage, hardest to land), Gimballed (tracks a locked target in a cone — slightly less damage, easy to hit, defeated by chaff), or Turreted (auto-tracks all around — least damage, multicrew/AFK-friendly). Hardpoint classes run 1 (small) to 4 (huge); lasers (Pulse, Beam, Burst), Cannon, Multi-Cannon and Plasma Accelerator reach class 4, while Fragment Cannon caps at class 3 and Rail Gun at class 2. Match the weapon size to the hardpoint.

Weapon Families 6 families
Energy weapons. Unlimited ammo, strong against shields, weak into hull — but they overheat the ship and drain WEP fast.
★ Shield stripperThermal damageNo ammo
Beam Laser

Continuous beam — highest sustained DPS and shield-strip, but the heaviest WEP drain and heat. Great with a strong distributor; punishing without one.

Pulse Laser

Intermittent bolts — lowest draw and heat, lowest raw DPS. The efficient, beginner-friendly, always-on choice.

Burst Laser

Short multi-shot salvos — a middle ground between beam and pulse on damage, heat and draw.

Best for

Bursting an enemy's shields down so kinetics can finish the hull. Lasers are the standard "shield half" of a mixed loadout.

Mounts

Gimballed for ease, fixed for damage. Pulse, Beam and Burst all reach class 4 (Huge); only Turret mounts cap at class 3.

Engineering

Efficient (cooler, less draw — beams) and Long Range are the staples; Thermal Vent on a beam can even cool your ship.

Beam Laser

ClassRatingMass (t)IntegrityPower (MW)MountDamageArmour PierceDistributor Draw (MW)Thermal LoadValue (CR)
Class 4
4A16802.61Fixed41.38608.199.92,396,160
4A16802.57Gimballed32.68608.9910.68,746,160
Class 3
3C8641.62Fixed25.78505.17.21,177,600
3C8641.6Gimballed20.28505.587.62,396,160
3D8641.51Turreted14.34503.515.119,399,600
Class 2
2D4511.01Fixed15.96353.165.1299,520
2D4511Gimballed12.52353.445.3500,600
2E4510.93Turreted8.82352.163.52,099,900
Class 1
1E2400.62Fixed9.8181.943.537,430
1E2400.6Gimballed7.66182.113.674,650
1F2400.57Turreted5.4181.322.4500,000

Burst Laser

ClassRatingMass (t)IntegrityPower (MW)MountDamageArmour PierceDistributor Draw (MW)Thermal LoadValue (CR)
Class 4
4E16802.58Fixed20.61652.984.53281,600
4E16802.59Gimballed12.09652.413.331,245,600
Class 3
3D8641.66Fixed7.73521.111.7140,400
3E8641.65Gimballed5.16521.031.42281,600
3E8641.57Turreted3.53520.560.78800,400
Class 2
2E4401.05Fixed3.53350.50.7823,000
2F4401.04Gimballed2.45350.490.6748,500
2F4400.98Turreted1.72350.280.38162,800
Class 1
1F2400.65Fixed1.72200.250.384,400
1G2400.64Gimballed1.22200.240.348,600
1G2400.6Turreted0.87200.140.1952,800

Pulse Laser

ClassRatingMass (t)IntegrityPower (MW)MountDamageArmour PierceDistributor Draw (MW)Thermal LoadValue (CR)
Class 4
4A16801.33Fixed10.24651.481.64177,600
4A16801.37Gimballed7.82651.561.56877,600
Class 3
3D8640.9Fixed5.98520.860.9670,400
3E8640.92Gimballed4.58520.920.92140,600
3F8640.89Turreted3.5520.560.56400,400
Class 2
2E4510.6Fixed3.5350.50.5617,600
2F4510.6Gimballed2.68350.540.5435,400
2F4510.58Turreted2.05350.330.33132,800
Class 1
1F2400.39Fixed2.05200.30.332,200
1G2400.39Gimballed1.56200.310.316,600
1G2400.38Turreted1.19200.190.1926,000
Projectile weapons. Ammo-limited, but they run cool, sip WEP, and hit hull far harder than they hit shields.
★ Hull breakerKinetic damageNeeds ammo
Multi-Cannon

Rapid-fire autocannon — excellent sustained hull DPS, low heat, generous ammo. The default kinetic for almost every combat ship; a tech-broker Advanced Multi-Cannon variant adds a higher-velocity option, and the Shock Cannon is a related rapid-fire projectile weapon.

Cannon

Slow, heavy-hitting single shots with high penetration — punches through hull and can damage internals. Hard to land; rewards fixed aim.

Fragment Cannon

A shotgun — devastating point-blank burst, useless at range. Brutal on hull when flown nose-to-nose.

Rail Gun

Charge-and-fire sniper — pinpoint, high-penetration thermal/kinetic shots that wreck modules. Fixed only, heavy WEP draw and heat per shot.

Best for

Finishing hull after lasers drop the shield. Multi-cannons + lasers is the classic "shield then hull" pairing.

Engineering

Overcharged for damage, with the Corrosive Shell experimental (raises all incoming damage on the target) — a meta multi-cannon pick.

Multi-Cannon

ClassRatingMass (t)IntegrityPower (MW)MountDamageArmour PierceClipAmmoValue (CR)
Class 4
4A16800.73Fixed4.625681002,1001,177,600
4A16801.22Gimballed3.4668902,1006,377,600
Class 3
3C8640.64Fixed3.925541002,100140,400
3C8640.97Gimballed2.8454902,100578,436
3E8640.86Turreted2.254902,1003,794,600
Class 2
2E4510.46Fixed2.19371002,10038,000
2F4510.64Gimballed1.6437902,10057,000
2F4510.5Turreted1.1737902,1001,292,800
Class 1
1F2400.28Fixed1.12221002,1009,500
1G2400.37Gimballed0.8222902,10014,250
1G2400.26Turreted0.5622902,10081,600

Multi-Cannon (Advanced)

ClassRatingMass (t)IntegrityPower (MW)MountDamageArmour PierceClipAmmoValue (CR)
Class 2
2E4510.46Fixed2.19371002,10038,000
Class 1
1F2400.28Fixed1.12221002,1009,500

Cannon

ClassRatingMass (t)IntegrityPower (MW)MountDamageArmour PierceClipAmmoValue (CR)
Class 4
4B16800.92Fixed82.19061202,700,800
4B16801.03Gimballed56.589051005,401,600
Class 3
3C8640.67Fixed54.94706120675,200
3C8640.75Gimballed37.397051001,350,400
3D8640.64Turreted30.470510016,204,800
Class 2
2D4510.49Fixed36.5506120168,430
2D4510.54Gimballed24.5505100337,600
2E4510.45Turreted19.775051004,051,200
Class 1
1D2400.34Fixed22.535612021,100
1E2400.38Gimballed1635510042,200
1F2400.32Turreted12.75355100506,400

Fragment Cannon

ClassRatingMass (t)IntegrityPower (MW)MountDamageRounds/ShotClipAmmoValue (CR)
Class 3
3C8801.02Fixed4.571231801,167,360
3C8801.55Gimballed3.771231801,751,040
3C8801.29Turreted2.981231805,836,800
Class 2
2A4800.74Fixed3123180291,840
2D4801.03Gimballed2.275123180437,760
2D4800.79Turreted1.71231801,459,200
Class 1
1E2400.45Fixed1.4312318036,000
1E2400.59Gimballed1.0112318054,720
1E2400.42Turreted0.69123180182,400

Rail Gun

ClassRatingMass (t)IntegrityPower (MW)MountDamageArmour PierceDistributor Draw (MW)Thermal LoadValue (CR)
Class 2
2B4511.63Fixed41.51005.1120412,800
Class 1
1D2401.15Fixed23.251002.691251,600

Shock Cannon

ClassRatingMass (t)IntegrityPower (MW)MountDamageArmour PierceClipAmmoValue (CR)
Class 3
3C8640.89Fixed18.160168801,015,750
3C8640.89Gimballed14.960168802,249,050
3D8640.64Turreted12.2660168806,050,201
Class 2
2D4510.57Fixed134016880367,501
2D4510.61Gimballed10.24016880565,200
2E4510.5Turreted940168801,359,200
Class 1
1D2400.41Fixed8.6251688065,941
1E2400.47Gimballed6.92516880137,501
1F2400.54Turreted4.52516880364,000
Explosive munitions. Near-useless against shields, brutal on bare hull — burst tools, not sustained DPS.
Hull burstExplosive damageLimited ammo
Missile Racks

Seeker missiles lock and chase a target; dumbfire fly straight for more damage. Both shred unshielded hull but carry few rounds. Point Defence can shoot seekers down. A tech-broker Advanced Missile Rack variant carries a larger reserve.

Torpedo Pylon

Slow, heavy, hard-hitting torpedoes — a handful of rounds that devastate a hull (or a Thargoid heart). Reverski/strike use.

Mine Launcher

Drops mines behind you — defensive area denial against tailing attackers, especially in a reverski brawl.

Drop the shield first

Explosive weapons do minimal damage to shields — fire them only once the target's shield is down (or against a hull-tank with none). They're a finisher, not an opener.

Missile Rack

ClassRatingMass (t)IntegrityPower (MW)MountDamageClipAmmoThermal LoadValue (CR)
Class 3
3A8641.62Fixed5012963.61,021,500
Class 2
2B4511.2Fixed5012483.6240,400
Class 1
1B2400.4Fixed508163.632,175

Missile Rack (Advanced)

ClassRatingMass (t)IntegrityPower (MW)MountDamageClipAmmoThermal LoadValue (CR)
Class 2
2B4511.2Fixed5012643.61,471,030
Class 1
1B2400.4Fixed508643.632,180

Torpedo Pylon

ClassRatingMass (t)IntegrityPower (MW)MountDamageClipAmmoThermal LoadValue (CR)
Class 3
3I8640.6Fixed1204455157,960
Class 2
2I4510.4Fixed120125044,800
Class 1
1I2400.4Fixed120114511,200

Mine Launcher

ClassRatingMass (t)IntegrityPower (MW)MountDamageClipAmmoThermal LoadValue (CR)
Class 2
2I4510.4Fixed443727.5294,080
Class 1
1I2400.4Fixed44136524,260
A slug of superheated plasma — massive damage per shot that hits shields and hull equally well. The expert's hard-hitter.
★ All-damage burstHigh skill
What it does

Fires a slow projectile splitting damage across thermal, kinetic and absolute — so it works against shields and hull. Enormous per-hit damage rewards perfect aim.

The catch

Very high WEP draw and heat, slow projectile, fixed-mount only (no gimbal or turret). Miss and you've spent a fortune in capacitor for nothing.

Engineering

Efficient or Focused tames heat/draw; Plasma Slug trades ammo for fuel-fed shots.

ClassRatingMass (t)IntegrityPower (MW)MountDamageArmour PierceClipAmmoValue (CR)
Class 4
4A16802.63Fixed125.2100510013,793,600
Class 3
3B8641.97Fixed83.410051003,051,200
Class 2
2C4511.43Fixed54.31005100834,200
Hardpoint tools, not weapons. Each works a different mining type — laser-surface, surface deposits, sub-surface and deep-core. Pair them with a Refinery, limpet controllers and a Pulse Wave Analyser.
Mining yieldHardpoint-mounted
Mining Laser

The basic tool — melts surface chunks off any asteroid for Collector limpets to scoop. Cheap, always-useful laser mining; low yield per rock but no setup.

Abrasion Blaster & Displacement Missile

The Abrasion Blaster chips surface deposits off a rock; the Sub-surface Displacement Missile fires into sub-surface deposits to pop them. The core of laser/deposit mining alongside a Pulse Wave Analyser.

Seismic Charge & Volley

The Seismic Charge Launcher is the deep-core tool — plant charges to the right total, then crack the motherlode for the richest yields. The Mining Volley Repeater is a rapid-fire abrasion-style tool for faster deposit work.

Tools, not guns

Mining hardpoints deal negligible combat damage — they're for rocks, not ships. Keep at least one real weapon (or run with an escort) if you mine anywhere pirates roam.

Mining Laser

ClassRatingMass (t)IntegrityPower (MW)MountDamageDistributor Draw (MW)Thermal LoadValue (CR)
Class 2
2D2510.75Fixed43422,576
2D2510.75Turreted43432,576
Class 1
1D2400.5Fixed21.526,800
1D2400.5Turreted21.529,400

Abrasion Blaster

ClassRatingMass (t)IntegrityPower (MW)MountDamageDistributor Draw (MW)Thermal LoadValue (CR)
1D2400.34Fixed421.89,700
1D2400.47Turreted421.827,480

Sub-surface Displacement Missile

ClassRatingMass (t)IntegrityPower (MW)MountDamageClipAmmoValue (CR)
Class 2
2B4511.01Fixed5196122,170
2B4510.93Turreted5196381,750
Class 1
1B2400.42Fixed513212,600
1B2400.42Turreted513238,750

Seismic Charge Launcher

ClassRatingMass (t)IntegrityPower (MW)MountDamageClipAmmoValue (CR)
2B4511.2Fixed15172153,110
2B4511.2Turreted15172445,570

Mining Volley Repeater

ClassRatingMass (t)IntegrityPower (MW)MountDamageClipAmmoValue (CR)
3C8611.5Fixed0.311149,910
Anti-Thargoid hardware. Thargoid hulls shrug off normal damage — these deal the special damage types that actually hurt them.
★ Thargoid combatAbsolute / AX damage
Guardian weapons

Unlocked Guardian-tech variants: Gauss Cannon (rail-like sniper), Shard Cannon (fragment-like spread) and Plasma Charger (charge-and-release) — all dealing absolute/AX damage to Thargoids.

Human AX weapons

AX Multi-Cannons and Missile Racks (each with an Enhanced variant, plus the Enzyme Missile Rack) tuned to harm Xeno hulls — the accessible entry into anti-Thargoid combat. Specialist AX munitions round it out: the Nanite Torpedo Pylon, Remote Flak Launcher and Remote Flechette Launcher.

Note

Pair with a Xeno Scanner, Caustic Sink and Shutdown Field Neutraliser. Caustic Thargoid damage ignores normal resistances — survival gear matters as much as guns.

Guardian Gauss Cannon

ClassRatingMass (t)IntegrityPower (MW)MountDamageArmour PierceClipAmmoValue (CR)
Class 2
2B4422.61Fixed38.5140180543,801
Class 1
1D2401.91Fixed22140180167,250

Guardian Shard Cannon

ClassRatingMass (t)IntegrityPower (MW)MountDamageRounds/ShotClipAmmoValue (CR)
Class 3
3C8511.68Fixed5.21251801,461,350
3D8511.39Turreted3.41251805,865,026
Class 2
2A4421.21Fixed3.7125180507,761
2D4421.16Turreted2.41251801,767,001
Class 1
1D2340.87Fixed2125180151,650
1F2340.72Turreted1.1125180502,000

Guardian Plasma Charger

ClassRatingMass (t)IntegrityPower (MW)MountDamageArmour PierceClipAmmoValue (CR)
Class 3
3C8513.1Fixed795152001,423,301
3D8512.53Turreted695152005,495,200
Class 2
2B4422.13Fixed58015200567,761
2E4422.01Turreted480152001,659,200
Class 1
1D2341.4Fixed36515200176,500
1F2341.6Turreted26515200484,050

AX Multi-Cannon

ClassRatingMass (t)IntegrityPower (MW)MountDamageArmour PierceClipAmmoValue (CR)
Class 3
3C8640.64Fixed6.1331002,1001,181,500
3E8640.64Turreted3.333902,1003,821,600
Class 2
2E4510.46Fixed3.3171002,100379,000
2F4510.5Turreted1.717902,1001,826,500

AX Multi-Cannon (Enhanced)

ClassRatingMass (t)IntegrityPower (MW)MountDamageArmour PierceClipAmmoValue (CR)
Class 3
3B8640.69Fixed7.3331002,1001,360,322
3C8640.64Gimballed6.3331002,1002,390,460
3D8640.69Turreted3.933902,1004,588,709
Class 2
2D4510.48Fixed3.9171002,100455,077
2E4510.46Gimballed3.7171002,1001,197,644
2E4510.52Turreted217902,1002,193,297

AX Missile Rack

ClassRatingMass (t)IntegrityPower (MW)MountDamageClipAmmoThermal LoadValue (CR)
Class 3
3A8641.62Fixed64121283.61,352,250
3A8641.75Turreted64121281.94,056,750
3C8.5641.62Fixed71.5121283.60
Class 2
2B4511.2Fixed648642.4540,900
2B4511.2Turreted508641.52,022,700
2E4.25511.2Fixed71.58642.4540,900

AX Missile Rack (Enhanced)

ClassRatingMass (t)IntegrityPower (MW)MountDamageClipAmmoThermal LoadValue (CR)
Class 3
3B8641.72Fixed77121283.61,703,835
3D8641.85Turreted64121281.95,347,534
Class 2
2D4511.3Fixed778642.4681,534
2E4511.3Turreted648641.52,666,286

Enzyme Missile Rack

ClassRatingMass (t)IntegrityPower (MW)MountDamageClipAmmoThermal LoadValue (CR)
2B4511.2Fixed58641.5480,501

Nanite Torpedo Pylon

ClassRatingMass (t)IntegrityPower (MW)MountDamageClipAmmoThermal LoadValue (CR)
Class 3
3I5800.7Fixed01125351,627,419
Class 2
2I3500.4Fixed016435843,170

Remote Flak Launcher

ClassRatingMass (t)IntegrityPower (MW)MountDamageClipAmmoThermal LoadValue (CR)
2B4511.2Fixed341323.6261,800
2B4511.2Turreted341323.61,259,200

Remote Flechette Launcher

ClassRatingMass (t)IntegrityPower (MW)MountDamageClipAmmoThermal LoadValue (CR)
2B4511.2Fixed131723.6353,761
2B4511.2Turreted131723.61,279,200
05

Utility Mounts

Small external bolt-ons. Cheap on mass, big on survivability — boosters, countermeasures and scanners that round out almost every build.

Utility Modules 9 modules
Multiplies your shield's base strength. Stack several and a modest generator becomes a serious shield tank.
★ Shield multiplierStacks (diminishing)
What it does

Applies a percentage boost to the shield generator's base MJ. Multiple boosters stack with diminishing returns; A-rated boosts most.

Rating trade-off

A = biggest multiplier per mount, more power and heat. Useless if you have no shield generator fitted.

Engineering

Resistance Augmented (raises shield resistances) or Heavy Duty (raw MJ) — the core of any shield-tank's utility ring.

ClassRatingMass (t)IntegrityPower (MW)Shield BoostKinetic Res.Thermal Res.Explosive Res.Value (CR)
0A3.5481.20.2000281,000
0B34510.16000122,000
0C2400.70.1200053,000
0D1350.50.0800023,000
0E0.5250.20.0400010,000
Defensive launchers. Dump heat, break enemy locks, shoot down missiles, or scramble nearby ordnance.
DefensiveAmmo-limited
Heat Sink Launcher

Ejects a sink that dumps ship heat instantly — saves you from a silent-running or overcharge cook, and hides your signature briefly. Near-mandatory on hot builds and explorers.

Chaff Launcher

Scrambles gimballed and turreted tracking for a few seconds — buys breathing room against tracking weapons. Useless against fixed mounts.

Point Defence

An auto-turret that shoots down incoming missiles, torpedoes and mines. Cheap insurance for any ship that fears explosives.

Electronic Countermeasure (ECM)

Pulses to disable nearby missiles and disrupt enemy scanners/limpets in a radius — an active button, not a passive turret.

Pick by threat

Heat sink for thermals/exploration, chaff vs tracking guns, point defence vs missiles. Most combat ships carry at least heat sink + chaff.

Engineering

Ammo Capacity for more uses, Lightweight to shave mass. All four are cheap to engineer.

Heat Sink Launcher

ClassRatingMass (t)IntegrityPower (MW)ClipAmmoValue (CR)
0I1.3200.2133,500

Chaff Launcher

ClassRatingMass (t)IntegrityPower (MW)Duration (s)ClipAmmoValue (CR)
0I1.3200.2201108,500

Point Defence

ClassRatingMass (t)IntegrityPower (MW)Range (m)DamageClipAmmoValue (CR)
0I0.5300.22,5000.21210,00018,550

ECM

ClassRatingMass (t)IntegrityPower (MW)Active Power (MW)Range (m)Cooldown (s)Thermal LoadValue (CR)
0F1.3200.243,00010412,500
Information tools. Read a target's bounties, peek at its cargo, or trace where a ship jumped.
IntelBounty · cargo · tracking
Kill Warrant Scanner

Reveals a target's bounties across all jurisdictions, raising your payout when you collect. The bounty-hunter's profit multiplier.

Manifest Scanner

Reads a target's cargo manifest before you commit — pirate's reconnaissance for picking worthwhile marks (and required for some missions).

Frame Shift Wake Scanner

Scans hyperspace wakes to learn a fled ship's destination — for tracking, bounty work and some mission types.

Engineering

All take Fast Scan / Long Range blueprints — scan faster, from farther, before the mark flees.

Kill Warrant Scanner

ClassRatingMass (t)IntegrityPower (MW)Range (m)Scan Time (s)Value (CR)
0A1.3483.24,000101,097,095
0B1.3561.63,50010365,698
0C1.3400.83,00010121,899
0D1.3240.42,5001040,633
0E1.3320.22,0001013,544

Manifest Scanner

ClassRatingMass (t)IntegrityPower (MW)Range (m)Scan Time (s)Scan Angle (°)Value (CR)
0A1.3483.24,00010151,097,095
0B1.3561.63,5001015365,698
0C1.3400.83,0001015121,899
0D1.3240.42,500101540,633
0E1.3320.22,000101513,544

Frame Shift Wake Scanner

ClassRatingMass (t)IntegrityPower (MW)Range (m)Scan Time (s)Value (CR)
0A1.3483.24,000101,097,095
0B1.3561.63,50010365,698
0C1.3400.83,00010121,899
0D1.3240.42,5001040,633
0E1.3320.22,0001013,544
Anti-Thargoid and mining-survey kit — the utilities that make Xeno combat survivable and mining productive.
★ Thargoid & miningSpecialist
Xeno Scanner

Analyses a Thargoid's subsystems, exposing the hearts you must destroy. The opening move of any Interceptor fight.

Caustic Sink Launcher

Ejects a sink that clears caustic damage from a Thargoid acid hit — without it, the corrosion keeps eating your hull. AX survival staple.

Shutdown Field Neutraliser

Counters a Thargoid shutdown field, keeping your ship powered through the EMP wave (it drains SYS while active).

Pulse Wave Analyser

The mining survey tool — pulses a ring to highlight resource-rich (core and surface-deposit) asteroids, so you prospect the right rocks. The miner's eyes.

Xeno Scanner

ClassRatingMass (t)IntegrityPower (MW)Range (m)Scan Time (s)Scan Angle (°)Value (CR)
0C1.3560.82,0001023745,948
0E1.3560.25001023365,698

Pulse Wave Analyser

ClassRatingMass (t)IntegrityPower (MW)Scan Range (m)Max Angle (°)Scan Time (s)Value (CR)
0A1.3483.224,0001531,097,095
0B1.3561.621,000153.08365,698
0C1.3400.818,000153121,899
0D1.3240.415,00015340,633
0E1.3240.212,00015313,544

Caustic Sink

ClassRatingMass (t)IntegrityPower (MW)ClipAmmoReload (s)Value (CR)
0I1.7450.6151050,000

Shutdown Field Neutraliser

ClassRatingMass (t)IntegrityPower (MW)Active Power (MW)Range (m)Duration (s)Cooldown (s)Value (CR)
0E3700.40.330110150,000
0F1.3350.20.253,00011063,000
06

Getting Modules

Knowing the part is half the job — the other half is finding it. Most modules are bought at a station's Outfitting, but the best gear is gated behind economy, Tech Brokers, Powerplay and Guardian unlocks.

Where modules come from

Standard modules are sold at station Outfitting, but no station stocks everything. What's on the shelf is gated by the station's economy (industrial/high-tech systems carry the best A-rated kit and weapons), its size and population (large orbitals stock more, deeper sizes and higher ratings), and its landing-pad class (outposts with only medium pads can't sell size-7/8 modules). The rarest hardware isn't sold at Outfitting at all — it's unlocked.

Station Outfitting

The default

The bread-and-butter source. High-tech and industrial economies carry the widest selection and the top A-rated parts; weapons concentrate in systems with a military or industrial lean. A station can only sell modules up to its biggest landing pad size, so size-8 cores live at large orbitals. Filter the in-game Outfitting and Galaxy-map economy/services layers to find a stockist before you fly.

Tech Brokers

Unlock for materials

Special vendors that trade unlock blueprints for materials, data and commodities rather than pure credits. Guardian Tech Brokers unlock Guardian modules and weapons (FSD Booster, Gauss/Shard/Plasma Charger, Guardian hull/module reinforcement); Human Tech Brokers unlock specialist human kit such as AX weapons, the Enzyme Missile Rack and Meta-Alloy hull reinforcement. Once unlocked, you buy the module like any other.

Powerplay & Guardian

Faction & tech locks

Some of the strongest modules are Powerplay-exclusive — pledge to and rank up with the right power to access them (e.g. Prismatic Shield Generators and the Pacifier Frag-Cannon). Guardian tech needs you to visit Guardian ruins/structures, gather blueprint fragments, then redeem at a Guardian Tech Broker. Both are time-investments, not shop trips — plan the unlock before you build around the part.

Find a specific module fast

Don't fly station to station guessing. Search INARA's module / outfitting database to see exactly which stations near you stock a given module, size and rating. Plan the whole build first in a planner — EDSY or Coriolis — so you arrive with an exact shopping list of class, rating and variant.

07

Picking Modules by Role

The verdict per playstyle. Set the core internals to match the job, fill optionals for the role, then take the build to Blueprints and Engineers.

D-rated everything · except A FSD

Explorer

Minimum mass = maximum range. A-rated FSD (Increased Range) + Guardian FSD Booster + Fuel Scoop, then D-rated power plant (Low Emissions), thrusters, sensors and life support. Add a DSS, AFMU and Heat Sink.

Also: drop the shield for range, or run a small Bi-Weave for planet-landing safety.

A-rated power triangle

Combat / PvE

A or B power plant (Armoured/Overcharged), A thrusters (Dirty Drive), A power distributor (Charge Enhanced). Then a tough shield generator + boosters, shield cell banks, and hull/module reinforcements. Lasers to strip, multi-cannons to finish.

Also: chaff + heat sink utilities; module reinforcement for long fights.

Max cargo, A FSD

Trader / Hauler

Fill optionals with Cargo Racks; keep one slot for a light shield. A-rated FSD for range under load, A power plant for headroom, D distributor/sensors/life support to save mass. A Docking Computer for convenience.

Also: a Frame Shift Wake Scanner is irrelevant here — spend the slot on cargo.

Limpets + Refinery

Miner

Prospector + Collector limpet controllers, an A Refinery, Cargo Racks, plus a Pulse Wave Analyser utility and mining hardpoints. Keep a shield for ring traffic. A-rated FSD to reach hotspots and run loads to market.

Also: a Detailed Surface Scanner is optional; the Pulse Wave Analyser is the must-have.

Combat core + interdictor

Bounty Hunter / Pirate

Combat power triangle plus an FSD Interdictor to force fights, a Kill Warrant Scanner (hunter) or Manifest Scanner (pirate) utility, and a Wake Scanner to chase runners.

Also: Corrosive multi-cannons stretch your effective DPS against tanky NPCs.

AX weapons + survival kit

Anti-Xeno (Thargoid)

Guardian/AX hardpoints, Xeno Scanner, Caustic Sink and Shutdown Field Neutraliser utilities, heavy module & hull reinforcement, and Guardian-boosted power. Caustic damage ignores normal resistances — bring the sinks.

Also: a Guardian Hull/Module Reinforcement package for Thargoid-specific resistance.
08

Sources

Module behaviour, class/rating mechanics and weapon facts on this page are verified against the sources below.

EDCD coriolis-dataCanonical module definitions — the per-module availability (sizes & ratings) and core stats (output, optimal/max mass, capacities, bins, ranges) quoted on every card are taken from this repo's modules/standard, modules/internal and modules/hardpoints JSON.coriolis-data/modules/
Elite Dangerous Fandom Wiki — OutfittingSlot families (core/optional/hardpoint/utility), the A–E rating and 1–8 size system, and per-module roles.elite-dangerous.fandom.com/wiki/Outfitting
Elite Dangerous Fandom Wiki — Weapons & Thargoid CombatWeapon families, fixed/gimballed/turreted mounts, hardpoint sizes 1–4, damage types, and Guardian/AX weapon definitions.elite-dangerous.fandom.com/wiki/Category:Weapons
Inara — ModulesPer-module stats and class/rating cross-checks across core, optional, hardpoint and utility modules.inara.cz/elite/galaxy-modules
EDSM — Outfitting FAQUtility-mount module list (shield booster, countermeasures, scanners, xeno utilities) and slot mechanics.edsm.net/en/faq/outfitting
EDSY & CoriolisBuild planners referenced in Getting Modules for laying out a fit and producing an exact class/rating/variant shopping list before buying.edsy.org
YouTube — TheYamiksBeginner outfitting walkthrough: the four module slot types, A-E rating and class trade-offs, and assembling a build.youtube.com/watch?v=C7qOi_Ip4LE