| Chassis | The structural grid every other module bolts onto. | Take the smallest one that fits the role. Empty grid is weight and exposed surface. |
| Motor-reactor | Power for movement, mounts, doors and crew respawns. | Protect it like the objective it is. Everything else stops when it goes dark. |
| Maneuver engines | Acceleration and turn rate, the hull’s answer to the helm. | Under-engine a heavy hull and it handles like terrain. Engines before plates. |
| Steering deck | The helm station with the levers, manned to drive. | Site it where the driver can see, with a second way out. |
| Cabins | Crew slots and the respawn points used after a death aboard. | Bury them deep. Cabins on an outer wall are what boarders look for. |
| Cargo bays | Capacity for loot, shells, fuel and contract items. | Capacity is income and capacity is weight. Build for the run you finish. |
| Turret decks and armor | Cannon mounts, plating and embrasures to shoot from. | Cover the arcs you cannot outrun. Good crews sit in your blind quarter. |
| Decks, balconies and frames | Hull structure, walkways and firing platforms. | Walkways are how the crew reaches a fire. Long routes lose winnable ones. |
| Access and utility | Stairs, corridors, ladders and workbench space. | Fewer entrances, fewer things to watch. Keep the layout short. |