Components: Difference between revisions

From NEBULOUS: Fleet Command Official Wiki
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| '''Basic CIC''' || Command || 4x1x6 || 200 || 25 || 15 || 20 || <span style="color:red;">'''No'''</span> || 10 || Enables ship control<br>Intelligence Effort: 1<br>Intelligence Accuracy: 30%
| '''Basic CIC''' || Command || 4x1x6 || 200 || 25 || 15 || 20 || <span style="color:red;">'''No'''</span> || 10 || Enables ship control<br>Intelligence Effort: 1<br>Intelligence Accuracy: 30%
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| '''Reinforced CIC''' || Command || 4x1x6 || 200 || 40 || 35 || 20 || <span style="color:green;">'''Yes'''</span> || 25 || Enables ship control<br>Intelligence Effort: 1<br>Intelligence Accuracy: 30%
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| '''Citadel CIC''' || Command || 6x1x8 || 400 || 50 || 70 || 40 || <span style="color:green;">'''Yes'''</span> || 75 || Enables ship control<br>Intelligence Effort: 4<br>Intelligence Accuracy: 25%
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== Modules ==
== Modules ==
Module components are installed on the interior of the ship's hull.
Module components are installed on the interior of the ship's hull.

Revision as of 00:51, 8 March 2023

Mounts

Mount components are installed on the exterior of the ship's hull.

Mount Type Dimensions Hitpoints Damage Threshold Mass (Tonnes) Required Power (kW) Cost (pts) Effects
CE10 Antenna Communications 2x1x2 100 15 4 250 5 The most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.
CE70 Antenna Communications 2x1x2 250 30 7 600 15 The most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.
E15 'Masquerade' Signature Booster EWar 3x1x3 100 15 5 600 20 +25% Identification Difficulty
+200% Radar Signature
E55 'Spotlight' Illuminator EWar 2x1x2 75 15 2 750 15 Illuminator - range:12000 m; beam width: 5 deg; radiated power: 1000 kW; gain: 60 dB
+10% Radar Signature
E55 'Floodlight' Illuminator EWar 2x1x2 75 15 2 1500 15 Illuminator - range:10000 m; beam width: 40 deg; radiated power: 3250 kW; gain: 40 dB
+10% Radar Signature
E70 'Interruption' Jammer EWar 3x1x3 100 15 5 600 55 Jammer - type: COMM; burst duration (emitters): 180 s; overheat damage chance: 5%; range: 4000 m; radiated power: 750 kW; gain: 1 dB
E71 'Hangup' Jammer EWar 2x1x2 75 15 2 500 45 Jammer - type: COMM; burst duration (emitters): 120 s; overheat damage chance: 5%; range: 20000 m; radiated power: 300 kW; gain: 25 dB; beam width: 20 deg
E71 'Blanket' Jammer EWar 2x1x2 75 15 2 1000 50 Jammer - type: RADAR; burst duration (emitters): 90 s; overheat damage chance: 10%; range: 10000 m; radiated power: 1 kW; gain: 20 dB; beam width: 40 deg
+10% Radar Signature
ES22 'Pinard' Electronic Support Module Sensors 3x1x3 50 15 3 200 30 Radar
RF101 'Bullseye' Radar Sensors 2x1x2 70 10 2 300 40 Radar

Missile weapons

Unlike other weapons missile launchers do not require crew to operate. All of them have a catastrophic event probability of 5% for each cell launcher.

Weapon Dimensions Hitpoints Damage Threshold Mass (Tonnes) Required Power (kW) Cost (pts) Missile Size Capacity (cells)
CLS-3 Launcher 3x4x3 175 15 20 200 20 3 4
VLS-1-23 Launcher x2x2 75 15 3 50 5 1 4
VLS-1-46 Launcher 3x2x3 125 15 10 50 5 1 4
VLS-2 Launcher 3x4x3 100 15 5 200 10 2 4
VLS-3 Launcher 3x4x3 175 15 20 200 20 3 4

Point defense weapons

As the name implies, point defense weapons are defensive weapons meant to protect a ship.

Weapon Dimensions Hitpoints Damage Threshold Mass (Tonnes) Required Crew Required Power (kW) Cost (pts) Integrated FC Optical Backup Ammo Accuracy Turret
Mk20 'Defender' PDT 2x1x2 100 15 3 3 175 20 Yes No ballistic/chemical
20mm
3m@1km traverse/elevation rate: 100 deg/s
elevation limits: +89 deg, -5 deg
Mk25 'Rebound' PDT 2x1x2 100 15 3 3 20 15 No Yes ballistic/chemical/timed
50mm
35m@1km traverse/elevation rate: 80 deg/s
elevation limits: +89 deg, -5 deg
Mk29 'Stonewall' PDT 3x1x3 150 15 7 5 40 40 No Yes ballistic/chemical/timed
50mm
35m@1km traverse/elevation rate: 30 deg/s
elevation limits: +89 deg, -5 deg
Mk90 'Aurora' PDT 2x1x2 100 15 3 0 1250 55 Yes No laser 1m@1.5km
1m@3km
traverse/elevation rate: 100 deg/s
elevation limits: +85 deg, -5 deg
Mk95 'Sarissa' PDT 3x1x3 150 15 7 4 1250 65 Yes Yes ballistic/magnetic
15mm
3m@3km
5m@6km
traverse/elevation rate: 30 deg/s
elevation limits: +65 deg, -5 deg

Projectile weapons

All projectile weapons have an optical backup.

Weapon Dimensions Hitpoints Damage Threshold Mass (Tonnes) Required Crew Required Power (kW) Cost (pts) Role Ammo Accuracy Recycle Time (s) Autoloader Capacity Reload time (s) Turret
Mk61 Cannon 3x1x3 150 15 3 4 50 10 Dual-Purpose ballistic/chemical
120mm
13m@2.5km
26m@5km
1 1 5.5 traverse rate: 35 deg/s
elevation rate: 35 deg/s
elevation limits: +70 deg, -5 deg
Mk62 Cannon 3x1x3 150 15 6 8 50 20 Dual-Purpose ballistic/chemical
120mm
13m@2.5km
26m@5km
1 1 4 traverse rate: 35 deg/s
elevation rate: 35 deg/s
elevation limits: +70 deg, -5 deg
Mk64 Cannon 3x1x3 225 20 3 15 125 30 Dual-Purpose ballistic/chemical
250mm
13m@2.5km
26m@5km
39m@7.5km
0 1 10 traverse rate: 12.5 deg/s
elevation rate: 18 deg/s
elevation limits: +40 deg, -5 deg
Mk65 Cannon 6x3x6 325 30 12 25 180 40 Offensive ballistic/chemical
250mm
17m@2.5km
35m@5km
52m@7.5km
0.5 3 13 traverse rate: 7.5 deg/s
elevation rate: 15 deg/s
elevation limits: +40 deg, -5 deg
Mk66 Cannon 6x3x6 350 30 25 25 200 45 Offensive ballistic/chemical
450mm
44m@5km
87m@10km
0.5 2 20 traverse rate: 7.5 deg/s
elevation rate: 15 deg/s
elevation limits: +40 deg, -5 deg
Mk68 Cannon 8x5x8 450 30 40 40 225 75 Offensive ballistic/chemical
450mm
44m@5km
87m@10km
0.5 3 20 traverse rate: 7.5 deg/s
elevation rate: 15 deg/s
elevation limits: +40 deg, -5 deg
Mk81 Railgun 6x3x6 300 30 20 15 1500 50 Offensive ballistic/magnetic
300mm
13m@5km
26m@10km
52m@20km
1 1 30 traverse rate: 3 deg/s
elevation rate: 5 deg/s
elevation limits: +25 deg, -5 deg
+1000% Radar Signature for 18 seconds after firing

Spinal weapons

Spinal weapons have dimensions of 4x12x4. The only ship capable of mounting them is the Keystone Destroyer Class. Both of them are offensive weapons that have an optical backup.

Weapon Hitpoints Damage Threshold Mass (Tonnes) Required Crew Required Power (kW) Cost (pts) Reload Time (s) Properties
Mk550 Mass Driver 450 40 100 15 2000 75 15 accuracy: 11m@5km, 13m@10km, 45m@20km, compatible ammo types: ballistic/magnetic - 300mm; recycle time (energy): 5 s; autoloader capacity: 1
+1200% Radar Signature for 18 seconds after firing
Mk600 Beam Cannon 450 40 100 15 3000 75 30 range: 6000 m; armor penetration: 180 cm/s; component damage: 300 hp/s; burst duration: 7.5 s
Battle Short Available: 80% Overheat Damage Chance

Compartments

Compartment components are installed on the interior of the ship's hull. Most of them do not require any power.

Compartment Type Dimensions Hitpoints Damage Threshold Mass (Tonnes) Required Crew Reinforced Cost (pts) Effects
Auxiliary Steering Command 3x1x3 300 20 10 5 Yes 10 Enables ship movement if the CIC is crippled
For best redundancy it should be placed far from the CIC
Basic CIC Command 4x1x6 200 25 15 20 No 10 Enables ship control
Intelligence Effort: 1
Intelligence Accuracy: 30%
Reinforced CIC Command 4x1x6 200 40 35 20 Yes 25 Enables ship control
Intelligence Effort: 1
Intelligence Accuracy: 30%
Citadel CIC Command 6x1x8 400 50 70 40 Yes 75 Enables ship control
Intelligence Effort: 4
Intelligence Accuracy: 25%

Modules

Module components are installed on the interior of the ship's hull.