🔴 High slots
🔵 Mid slots
🟢 Low slots
🟡 Rig slots
Ships have a fixed number of each slot type. A ship with 4 high, 4 mid, 4 low, and 3 rigs cannot have more of any type — every slot is a permanent constraint of the hull, not something you can change.
Slot counts vary enormously between hulls. A Kestrel has 4 high and 3 mid but only 2 low. A Punisher has 4 high, 2 mid, and 4 low. These differences define the ship's role.
What goes where
🔴 High — weapons, mining, energy warfare, remote reps, cloaks
Turrets, launchers, smart bombs, neuts, remote armor/shield repairers, salvagers, mining lasers, cloaking devices.
🔵 Mid — shield, tackle, EWAR, prop mod, cap
Shield tank modules, MWD/AB, warp disruptors/scramblers, sensor dampeners, target painters, cap injectors, signal amplifiers.
🟢 Low — armor, capacitor, speed, damage mods
Armor tank modules, damage mods (gyrostabilizers, magnetic field stabilizers, etc.), nanofibers, reactor control units, power diagnostics.
🟡 Rigs — permanent bonus slots, no CPU/PG cost
Rigs are permanent — once fitted they cannot be removed without destroying them. They enhance specific stats and always come with a calibration cost. T1 rigs are cheap; T2 rigs are expensive and have skill requirements.