Farreach
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Your ship New pilot

Fitting

Put modules in high, mid and low slots within your hull's CPU and powergrid, and load the right charges into your weapons.

Your ship is a hull with three rows of slots. High slots take weapons, mining lasers and launchers. Mid slots take shields, propulsion, tackle and analyzers. Low slots take armor, damage and fitting upgrades. Every module costs CPU and powergrid (PG), and a fit is only valid while both stay within the hull's budget. You fit while docked.

Steps

  1. Dock at a station.
  2. Open the fitting window. Open FittingPlay to try this
  3. Drag a module from the list onto a free slot of the right kind. Show mePlay to try this
  4. Watch the CPU and PG bars. Red means over budget. Show mePlay to try this
The fitting window. Slots on the left, resources and stats on the right.

Slots and sizes

Each hull has a fixed number of high, mid and low slots, and a largest module size: small for frigates, medium for cruisers, industrials and barges, large for battleships and carriers. A module fits when its slot type matches, its size is no larger than the hull allows, and you have the skills it needs.

Fitting a module into a filled slot swaps it: the old one goes back to your item hangar.

CPU and powergrid

  • CPU (tf) is what electronics cost: shield boosters, tackle, launchers, analyzers.
  • Powergrid (MW) is what heavy hardware costs: guns, plates, propulsion.

The bars fill as you fit. If a module would push either over the limit, fitting is refused with the shortfall, for example "Not enough powergrid". Ways to make room:

  • Train CPU Management and Power Grid Management, each +5 % per level.
  • Fit a Co-Processor (more CPU) or a Power Relay (more PG) in a low slot.
  • Pick a named variant of a module. Many cost less CPU or PG than the standard one.
Careful
A ship that ends up over budget, for example after a rules change, keeps its modules, but they can't be activated until the fit is valid again.

The stats panel

The panel under the bars recomputes as you fit: damage per second by weapon and in total, effective hit points per layer, whether your reactor is stable or how long it lasts, align time, speed and slip speed, lock range and lock time, cargo, and mining yield per cycle.

Charges (ammo)

Most weapons fire charges. Each cycle uses one, and an empty magazine reloads from your cargo.

Weapon classLong range → close range
BallisticRanger · Standard · Shredder rounds
CoilFerrite Slug · Tungsten Slug · Plasma Charge
BeamLongwave · Standard · Shortwave lens. Lenses are never used up.
OrdnanceIon, Thermal, Kinetic or Concussive seekers. The charge picks the damage type.

Long-range charges trade damage for reach; close-range charges do the opposite. Charges come in S, M and L to match the weapon.

  • Docked: set each weapon's charge in its charge slot in the fitting window.
  • In space: right-click or long-press a weapon in the rack to pick a charge. Swapping triggers a reload. Show mePlay to try this
  • A weapon with nothing loaded says No charges loaded. When you undock, an empty weapon loads from your cargo by itself.

Buy charges in the market under Charges & Probes. Browse chargesPlay to try this

Module tiers

TierWhere from
StandardNPC market and starter kits
Named (N1 to N4)Wrecks, by band. Small stat gains or cheaper fitting.
FactionFaction stores, rare drops and Choir relic sites

Each named module carries a quoted epithet, like Vorr "Ox" Pick-2 Mining Laser.