OP Wiki

Robots & fitting

Your active robot is the robot you pilot in a zone and fight with. Fitting means loading modules into the robot's component slots and ammo into your weapons. All fitting is docked-only.

UI locations follow the client UI overview (the Equip category on the top bar). Mechanics below are confirmed against the server.

flowchart LR
    subgraph Robot["Your robot"]
        H["Head\nsensor / coprocessor slots"]
        C["Chassis\nweapon + industrial slots"]
        L["Legs\ndrive slots"]
        K["Cargo container"]
    end
    M["Modules (fitted into slots)"] --> H
    M --> C
    M --> L
    AM["Ammo (loaded into weapons)"] --> C
    R["Robot = 3 parts + container\neach part brings stats + slots"]
    H -.-> R
    C -.-> R
    L -.-> R

The active robot

  • Select active robot — choose which of your robots to pilot. Requirements:
    • you are docked,
    • the robot is in a container you own (not the corp hangar, robot inventory, or a system container),
    • the robot is single and unpacked (not repackaged),
    • you have the robot class's enabler extension researched (see research).
  • Only one robot can be the active robot per character, and a robot can't be the active robot for two characters at once.
  • Empty a robot — unload everything from it.
  • Robot info / fitting info — view its components, modules, ammo, and derived stats.
  • Set tint — cosmetic colour for your robot.

Fitting modules

A robot has several components (weapon, shield, armour, drive, sensor, etc.), each with a set of slots.

  • Equip a module — take a module from a container and load it into a specific component slot. The module type must be valid for that slot on that robot class. If the slot is occupied, the existing module is returned to the container.
  • Swap modules — move a module between two slots of the same component.
  • Remove a module — take a module out of a slot back into a container.

The server re-derives the robot's stats after every change (modules affect the values shown on the undocked status panel — see combat).

Fitting ammo

  • Equip ammo — load a compatible ammo item into an active (weapon) module. The module must accept that ammo type, and it loads up to the module's ammo capacity. Any previously loaded ammo is returned to the container first.
  • Change ammo — swap the loaded ammo for a different compatible type.
  • Unequip ammo — return the loaded ammo to a container.

Fitting presets

A preset is a saved fitting you can re-apply quickly:

  • Save — store the current fitting of a robot under a name.
  • List — see your saved presets.
  • Apply — load a preset onto a (different) robot from a container.
  • Delete — remove a saved preset.

Presets are handy for re-fitting after a battle or when swapping between roles.

Practical notes

  • You can't fit in a zone — everything here needs you docked.
  • Enabler extension first — no researched robot class means you can't select or pilot it.
  • Ammo must match the weapon — an incompatible ammo definition is refused.
  • Repackaged robots can't be used — unpack a robot before selecting or fitting it.
  • Use presets to re-fit fast — save a known-good loadout, then apply it after losses.

Slot categories

A robot's components (head, chassis, legs) provide slots, and each slot carries a set of category flags. A module fits a slot only if the module's own flags are a subset of the slot's flags. The flag categories are:

small, medium, large, turret, missile, melee, industrial, ew_and_engineering, specialized (a specialized slot accepts only specialized modules), plus the structural head / chassis / leg slots.

Modules can also be restricted to specific robots, and some carry a unique flag so only one of that type can be fitted at a time. Per-module stat effects live in the generated robots table.