|“||The combat module supports many components, and attaching a turret is the best way to protect a base.||”|
|— In-game description|
Combat Module, as the name suggests, is a turret designed for destroying attacking ships and defending the base from other attacking rebels or from VEGA fleets.
Choice of weapons, the positioning of combat modules is critical to strong base defence. Base weapons should have a mix or long range and close range weapons, with their firing arcs overlapping so that multiple turrets can fire simultaneously at their targets.
Combat modules should not be placed too closely to other combat modules or the bridge, collateral damage often inflicts substantial damage when they are destroyed.
There are many arrangements of combat modules proven to be effective. Some players spread the combat modules out of a large area, with no combat module being adjacent to one another, so collateral damage effect is negated. Each combat module is then equipped with a medium/long range weapon that is able to cover each other nearby combat module's blind spot.
Another setup is placing all combat modules near the bridge, while this is dangerous as collateral damage can inflict devastating nearby modules, it overlaps the firing ranges of the combat modules so they can concentrate fire on targets.
Combat modules fire at the closest target, which leads to the use of decoys. Decoys are ships specifically setup with more armor and shields (or dodging ability), intended to draw the fire from combat modules so that other long range ships, usually destroyers, can attack unmolested.
|Lvl||Health||Max Mass||Slot Config||Mineral Ore||Antimatter||Time||Colla. Dam||Bridge lvl||Upgrade
|IV||476||550||+Armor +Special||17,280||12m 32s||179||204|
|IX||2,677||2,950||3,779,135||419,904||17h 45m 20s||1,339||V|
|X||3,150||4,380||10,077,695||2,519,424||1d 51m 28s||2,835|
|XI||6,125||11,475||+Armor||40,310,780||13,856,832||2d 1h 42m 56s||3,675||VI|
|XII||7,750||13,950||+Armor||161,243,120||76,212,576||4d 3h 25m 52s||4,650||VII|
- Combat modules have a power up animation effect when targets enter their weapon's radius