All base operations are directed from the Bridge. Modules draw their power from the Bridge's reactor.
  — In-game description 

The Bridge

The Bridge provides power to all your modules and is a behemoth to take down in base hits. Despite it being a source of power, immediately targeting and destroying will not cease the functionality of combat modules. The Bridge is a storage module and a combat module combined; it can also carry a massive amount of armor and weapons, making it by far the strongest combat-capable module in your base.

As you upgrade the bridge, you can field more fleets, up to a maximum of seven fleets at bridge level IV.

As you upgrade the bridge, you can also build additional modules such as storage modules, resource miners, combat modules and Terminus Mines, and allow existing ones to be upgraded for additional levels for every bridge level.

Defense/Positioning Strategy

Generally, most base designs place the bridge at the center of the available build space, this allows modules to extend equally in all directions. The bridge makes up the core center while key buildings are usually placed near it with combat modules adding further support to the core. 

One thing to be careful about is the bridge's huge collateral damage, it can seriously damage or even destroy anything directly next to or diagonal to the bridge, causing a massive chain reaction of explosions. Take this into consideration when building your base.

The bridge's range is calculated by simulating a combat module with identical range in each of the 4 squares it occupies. As a result, the bridge has a larger effective range than normal.

Bridges store a significant amount of resources, players can destroy the Bridge to steal a significant amount of resources of the victim player.


Health 598 1,192 2,377 4,740 9,450 21,000 27,000 31,050
Max. Mass 350t 825t 1,800t 3,600t 8,360t 16,800t 21,000t 26,250
Collateral Damage 150 447 1,189 3,555 7,088 15,750 20,250 23,288
Slot Config. +Weapon +Armor
+Shield +Armor +Special +Armor
+Weapon x2
Supported Fleets 2 4 6 7
Storage (t) 50,000 150,000 450,000 1,350,000 4,050,000 9,315,000 16,301,250 22,140,000
XP Change 728 1,686
Available Modules
Combat Modules 4 6 8 10 12 13 14 14
Resource Miners
(per type)
3 5 8 10 12 13 14 14
Storage Modules 3 5 7 8 8 9 10 10
Antimatter Silos 0 5 7 8 9 10 10
Terminus Mines 0 10 12 14
Time N/A 24m 2h 00m 10h 00m 2d 2h 00m 7d 7h 00m 12d 9h 00m 13d 15h 15m
Mineral Ore N/A 59,160 585,684 4,744,038 23,909,964 191,279,712 516,455,222 1,112,114,336
Antimatter N/A 0 5,977,491 119,549,820 310,829,532 800,028,012
Requirements  N/A Ship Factory II,
Fleet Bay II
Ship Factory IV,
Fleet Bay IV
Ship Factory VI,
Fleet Bay VI
Ship Factory VIII,
Fleet Bay VIII
Ship Factory X,
Fleet Bay X
Ship Factory XI,
Fleet Bay XII
Ship Factory XII,
Fleet Bay XIV
Time 9m 58s 19m 52s 39m 37s 1h 19m 00s 2h 30m 30s 5h 13m 26s 10h 23m 43s 11h 26m 05s


Level Normal Damaged Destroyed
I Bridge I Bridge Damaged 1 Bridge Destroyed 1
II Bridge II Bridge Damaged 2 Bridge Destroyed 2
III Bridge III Bridge Damaged 3 Bridge Destroyed 3
IV Bridge IV Bridge Damaged 4 Bridge Destroyed 4
V Icon Bridge V Bridge Damaged 5 Bridge Destroyed 5
VI Bridge6 Bridge Damaged 6 Bridge Destroyed 6



  • Bridge VI and VII visuals differ slightly, Bridge VII has 2 more Weapon Slots as compared to Bridge VI.
  • It used to be called "The Outpost", but the name was changed to "The Bridge" late into Closed Beta
  • Many have theorised that the reason there isn't a massive power failure when the Bridge is destroyed as being due to hidden emergency generators inside each module.
  • It is the only Miner Rebellion module that takes up a 2x2 tile area.