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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

Intel and beacons

Special modules

All reference docs

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