Hello there, people of the Cosmoteer forum. This is my first ever post and I made an account just for the sole purpose of sharing the divine power of modules. Modules are segments that can be placed together to make a ship. You can think of it like Legos; a vehicle made from Legos is made of many smaller blocks pieced together. A modular ship is made of many modules, all separate from each other but coming together to make a single beautiful ship.
Pros:
Modules allow crews to be far more efficient as they won't travel halfway across your ship just to transport one missile part to some random missile launcher, they minimize the damage and fires that spread across your ship, and they make building larger ships much more efficient and streamlined.
Cons:
Some people dislike them because they can be seen as "cheesy" like the way kiting is. They can also be seen as unrealistic for roleplay builders. An actual ship probably wouldn't have entire sections completely inaccessible to each other separated by armour. Also, if one module is damaged, it can't rely on other modules for extra crew or supplies since it is completely cut off from other modules.
Here is a collection of the modules that are the result of months of trial and error in countless battles. I'm fairly confident in how I built them but if you see any flaws feel free to point them out and make suggestions.
"Bane" Heavy Cannon Battery

A fairly sturdy design for four heavy cannons. The armour spike on the front somewhat limits the firing arc but is compensated for the added protection it gives the ammo factory behind it. Probably my least used module since I believe the Standard Cannons and Laser Blasters are superior.
"Hellstorm" Cannon Battery

The Bane's little brother is the Hellstorm. It is quite a bit cheaper than the Bane but the firepower it provides is still about the same or even better. The accuracy, fire rate, and shell velocity of the Standard Cannons more than make up for the less damage they deal per shot compared to the Large Cannons.
"Warstorm" Laser Battery

The Laser Blaster version of the Hellstorm. The Electro-Bolters this thing comes with are fatal to shields and the hail of laser fire shreds anything behind the shields. The synergy between Laser Blasters and Electro-Bolters are fantastic in my opinion and if it wasn't for their high energy consumption then they would be overpowered.
"Executioner" Twin Heavy Railgun

True to its name, the Executioner can cleave lesser ships in two and cripple capital ships in but a few salvos.
Being by far the most expensive and massive module, this module actually has modules inside itself so it can be properly powered. Restricted to capital ships and when you must absolutely kill something.
"Reaper Mk II" Missile Battery

While fairly cheap, the Reaper Mk II can easily overwhelm enemies who don't have the proper point defence. In large numbers, it can swarm and disintegrate even the most well-defended capital ships. I won't be showing the Reaper Mk I because it's trash.
"Atlas" Thruster Block

Thrusters don't really need to be modularized but I did it anyways for some reason. The Atlas is pretty compact and makes as much use of the single Engine Room it has.
"Pathfinder" Thruster Block

The diagonal version of the Atlas. I quite like building diagonal ships so I thought I might as well make a diagonal thruster module. Comes with point defence and can be extended to however long you wish.
Example Ships With Modules








Feel free to take any of the modules or ships and play with them as you please. Just remember to credit me for the ships at least.