Beyond the standard A–E classes, the 5Dim catalogue includes components with unique behaviors: hybrid engines that combine two types of propulsion, weapons with radically different damage profiles, specialized hangars and multi-resource miners.
Hybrid engines (Corvette, Cruiser, Battleship and Titan)
GK
Impulse with Hyper touch
Impulse Engine that, in addition to accelerating within the system, contributes a 15% of its impulse as Hyper speed. Cost: +10% fuel. Useful for ships that need some intergalactic reach without dedicating an entire slot to a Hyper Engine.
KG
Reinforced Hyper with impulse
Hyper Engine 15% more powerful than the standard version, which also adds 15% of its hyper as impulse. Cost: +10% fuel. The choice for fast ships on long journeys that also need to maneuver in system.
IH
Hybrid 60/60 (impulse primary)
Combines 60% impulse and 60% hyper in a single slot. Installed as an Impulse Engine but provides both types at once. Cost: +10% fuel. The all-terrain option when you cannot afford two separate engines.
HI
Hybrid 60/60 (hyper primary)
Same as the IH but installed as a Hyper Engine: 60% hyper + 60% impulse. Same logic, different slot. Cost: +10% fuel. Perfect for long-travel ships that also want agility in system.
Cannons with atypical damage profiles
PR
Ram
Concentrates its damage at close range: hits all sizes with the same impact but with an important bonus toward the rear. +5% total damage compared to standard cannons. Especially devastating against fleets that have lost their front ships.
LR
Sniper
Fires from greater combat range: its reach column shifts toward more distant positions. Distributes damage more evenly across all rows. −5% total damage in exchange for that extra range.
PL
Area artillery
Massive impact across all rows simultaneously (factor ×7 at center, above and below), but almost no trailing damage toward the rear (×0.6). Cruiser, Battleship and Titan only. Designed to annihilate compact formations in a single shot.
OI
Constant cannon
Uniform damage across all rows and distances, with a slight penalty at greater range. +5% total damage. Cruiser, Battleship and Titan only. Very predictable and stable in any combat.
TR
Grand Ram — Battleship and Titan only
The largest ram in the game. Same pattern as the PR but at a brutal scale: +25% total damage and much higher row multipliers. Available only for Battleship and Titan. The most destructive cannon in the catalogue when the goal is to annihilate in the first wave.
Composite cannons (AB, AC, AD… DE): ten combinations that attack two ship categories at once. An AB cannon does more damage to Fighters and Corvettes simultaneously; a DE one focuses on Battleships and Titans. Ideal when your enemy mixes sizes and you don't want to guess which pure class to bring.
Concentrated hangars (Z, Y, W)
Z
Pure fighter hangar
Instead of the standard hangar that accommodates the immediately lower type, class Z concentrates all capacity on Fighters. Battleships and Titans with this hangar don't carry Corvettes or Cruisers, but do carry many more Fighters. Useful for massive swarm strategies.
Y
Pure corvette hangar
Equivalent to the Z but for Corvettes. Available for Battleship and Titan. Sacrifices capacity for larger ships in exchange for more Corvettes in the hold.
W
Pure cruiser hangar — Titan only
Exclusive to the Titan. Dedicates all hangar capacity to Cruisers, forgoing Fighters, Corvettes and Battleships. The option for Titans that act as heavy fleet carriers.
Multi-resource miner (WR)
WR
Universal miner
Costs almost double in all resources and mass, but in exchange extracts multiple resource types at the same time: a Cruiser WR collects the first two resources of the asteroid, a Battleship the first three and a Titan the first four. It is the most efficient mining tool in the game for economy-focused fleets.