Codex · Components
Component codex
Ships in X-Wars are not bought, they are assembled. A hull gives you a slot budget and a weight allowance; everything else here competes for that space.
A blueprint is a budget problem with a story attached. The hull sets how much you can fit, engines decide how fast and how far the ship travels, energy cells feed the modules that drain power, and cargo modules decide what the ship can actually carry home.
Every module has a slot cost and a weight, and most of them pull energy. Adding one more scanner can cost you the range you needed to reach the target - which is exactly the kind of trade-off that makes a good fleet feel earned.
Each entry lists its research prerequisite, its build cost, and its stats as they run in the current alpha. Where a module is a key that opens an action rather than a stat boost, the entry says which action it opens.
Hulls
Engines
Energy
Cargo modules
Plasma transport module IPlasma transport module I
Carry your own fuel and stop planning around other people's depots.
Open codex entry →
Waste transport module IWaste transport module I
The least heroic cargo module in the fleet, and one of the most useful.
Open codex entry →
Gas transport module IGas transport module I
Move gas between worlds without donating half of it to space.
Open codex entry →
Liquid transport module ILiquid transport module I
Liquid cargo, baffled properly, so the ship still manoeuvres.
Open codex entry →
Solid transport module ISolid transport module I
The workhorse hold: ore, crystal, and everything that just needs to arrive.
Open codex entry →
Intel and beacons
System recon moduleSystem recon module
Push the fog back and find out who your neighbours actually are.
Open codex entry →
Planet scannerPlanet scanner
Read a planet properly - composition, not just coordinates.
Open codex entry →
Observation moduleObservation module
Stop taking photographs and start reading habits.
Open codex entry →
Long-range comms moduleLong-range comms module
A fleet you cannot talk to is a guess with engines attached.
Open codex entry →
Occupation beacon IOccupation beacon I
Your first claim marker: modest reach, real consequences.
Open codex entry →
Occupation beacon IIOccupation beacon II
Wider links, fewer beacons, fewer things to lose.
Open codex entry →
Occupation beacon IIIOccupation beacon III
The generation where your borders start looking like borders.
Open codex entry →
Occupation beacon IVOccupation beacon IV
Long reach, heavy fuel bill, unmistakable message.
Open codex entry →
Occupation beacon VOccupation beacon V
Strategic infrastructure with a fuel appetite to match.
Open codex entry →
Special modules
Colonization moduleColonization module
The heaviest, most expensive module in the catalog, and the one that changes everything.
Open codex entry →
Colony solid drop moduleColony solid drop module
Give a new colony a running start instead of a shovel.
Open codex entry →
Astrogation SequencerAstrogation Sequencer
Hand the ship a plan instead of flying every leg yourself.
Open codex entry →
Ship factory moduleShip factory module
Industry that travels with the fleet instead of waiting at home.
Open codex entry →
Maintenance factory moduleMaintenance factory module
Hulls decay. This is how you argue with the calendar.
Open codex entry →





