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


I 211 200 - 638 0 16s 53 I N/A
II 298 280 1,920 4m 22s 75 36
III 338 390 5,760 8m 26s 85 II 191
IV 476 550 +Armor +Special 17,280 12m 32s 179 204
V 673 770 - 51,840 1h 19m 252 III
VI 950 1,080 155,520 2h 26m 356 583
VII 1,342 1,510 +Shield  466,560 3h 33m 671 IV 793
VIII 1,896 2,110 - 1,399,680 10h 39m 948
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


Level Normal Damaged Destroyed
I-III Icon Combat Module 1 Combat Module Damaged 1 Combat Module Destroyed 1
IV-VI Icon Combat Module 2 Combat Module Damaged 2 Combat Module Destroyed 2
VII-IX Icon Combat Module 3 Combat Module Damaged 3 Combat Module Destroyed 2
X-XII Combat Module 4 Combat Module Damaged 4 Combat Module Destroyed 3


  • Combat modules have a power up animation effect when targets enter their weapon's radius

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