5Dim Guides Ship Components

Ship Components

Ship components in 5Dim

Components are the pieces with which you build each ship in the design lab. From the cannon that opens fire to the engine that takes you between systems, each slot you equip defines your ship's behavior in combat and in transit. This guide covers all existing types, what distinguishes the standard classes (A–E), how higher levels are unlocked and which components have behaviors outside the norm.

Component types

Each ship in 5Dim is built by assembling components from eight different categories. Not all are available for every hull, and each one consumes hull points from the chosen chassis. This is the complete catalogue:

Cannon Cannon The main weapon. Inflicts damage according to the class profile. Available in all ship sizes.
Impulse Engine Impulse Engine Determines combat speed, its speed within the battlefield.
Hyper Engine Hyper Engine Inter-system travel. Not available for Fighters. The larger the ship, the more efficient per slot.
Armor Armor Increases the ship's structure points. If it reaches 0, the ship is destroyed.
Reactor Reactor Generates energy to power the rest of the components. Without enough energy you cannot equip anything.
Cargo Module Cargo Module Increases transport capacity. Classes A–D only. Essential in transport and logistics fleets.
Hangar Hangar Allows carrying and deploying smaller ships. Available from Corvette upward. The class determines which type of ship it can accommodate.
Miner Miner Extracts resources from asteroids during the mission. From Corvette upward only. Requires collection research. Its collection percentage increases with the component level (from 4% at level 1 to 13% at level 10), as well as raising the maximum collection cap.

Components with size restrictions can only be mounted on designs of that specific size. There is a bonus that makes larger components more efficient than several smaller ones.

How to unlock higher levels

All components start at level 1, the basic version available from the beginning. Each level improves the component's base statistics by +25% over level 1 (engine thrust, reactor energy, armor structure, cargo capacity, miner collection and weapon damage). Progressing in the game unlocks these improved versions — more powerful, more efficient or with special classes — following this ladder:

2
Level 2 — Explorations Unlocked by doing explorations in nearby systems. The first reconnaissance incursions already reward you with improved component blueprints.
3
Level 3 — Expeditions Requires launching expeditions to more distant and hostile areas. The greater risk brings level 3 components among the loot.
4
Level 4 — Missions Obtained by completing high-difficulty missions. At this point components already offer notable statistical differences compared to the base level.
5
Level 5 — Operations The maximum level, reserved for the most complex operations. Level 5 components are the most powerful in the catalogue.

You can raise your component levels by obtaining Necroides from Necronexos. A component's level is independent of its class (A–E). A level 3 class B cannon is still lightweight, but with level 3 base statistics. Combining a good level with a good class is what makes the difference in advanced fleets.

Classes A, B, C, D and E — the same component, a different approach

Each component type exists in five standard classes (A to E). The class does not change what the component does — a cannon is still a cannon — but it does change how it does it: production cost, mass, manufacturing speed or energy consumption. Choosing the right class is as important as choosing the type.

Class Name Main advantage When to use it
A Economic 25% fewer resources in all manufacturing materials Mass production, disposable fighters, early game with tight economy
B Lightweight 15% less mass than the standard version Ships with tight weight limits or when you want to fit more components in the same hull
C Structural For armor: +10% structure points. For the rest: less structural contribution. Maximize the survival of defensive ships or frontline battleships
D Fast 50% less manufacturing time and 15% less fuel consumption When you need to replenish fleets quickly or the shipyard is the bottleneck
E Efficient 50% less energy consumption. In reactors: the reverse — generates 10% more energy Ships with many high-energy-demand components, or to free up reactor slots

There is no universally superior class. A class A cannon in a massive assault fleet can be more cost-effective than class A armor if you produce thousands of fighters. But in a Titan where every weight point counts, class B can give you an essential speed bonus.
The weapons of each letter also focus their damage on a specific ship size, which is very important.

Components that stand out from the norm

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.

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