Components: Difference between revisions

From NEBULOUS: Fleet Command Official Wiki
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| '''FR4800 Reactor''' || Powerplant || 5x5x5 || 300 || 40 || 40 || <span style="color:green;">'''+4200'''</span> || 10 || <span style="color:red;">'''5%'''</span> Catastrophic Event Probability
| '''FR4800 Reactor''' || Powerplant || 5x5x5 || 300 || 40 || 40 || <span style="color:green;">'''+4200'''</span> || 10 || <span style="color:red;">'''5%'''</span> Catastrophic Event Probability
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| '''FM200 Drive''' || Propulsion || 5x3x5 || 250 || 40 || 30 || <span style="color:green;">'''+500'''</span> || 10 || Enables ship movement<br><span style="color:red;">'''5%'''</span> Catastrophic Event Probability
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| '''FM200R Drive''' || Propulsion || 5x3x5 || 600 || 60 || 35 || <span style="color:green;">'''+500'''</span> || 20 || Enables ship movement<br><span style="color:red;">'''5%'''</span> Catastrophic Event Probability
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| '''FM230 'Whiplash' Drive''' || Propulsion || 5x3x5 || 250 || 40 || 35 || <span style="color:green;">'''+650'''</span> || 20 || Enables ship movement<br><span style="color:red;">'''5%'''</span> Catastrophic Event Probability<br><span style="color:green;">'''+20%'''</span> Top Speed<br><span style="color:red;">'''-15%'''</span> Turn Rate<br><span style="color:red;">'''-20%'''</span> Angular Trust<br><span style="color:red;">'''+25%'''</span> Flak Damage Probability
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| '''FM240 'Dragonfly' Drive''' || Propulsion || 5x3x5 || 250 || 40 || 35 || <span style="color:green;">'''+500'''</span> || 20 || Enables ship movement<br><span style="color:red;">'''5%'''</span> Catastrophic Event Probability<br><span style="color:red;">'''-7.5%'''</span> Top Speed<br><span style="color:green;">'''+40%'''</span> Turn Rate<br><span style="color:green;">'''+30%'''</span> Angular Trust
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Revision as of 10:17, 8 March 2023

Mounts

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

Mount Category 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 Category 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
Analyzes Local Tracks
Intelligence Effort: 1
Intelligence Accuracy: 30%
Reinforced CIC Command 4x1x6 200 40 35 20 Yes 25 Enables ship control
Analyzes Local Tracks
Intelligence Effort: 1
Intelligence Accuracy: 30%
Citadel CIC Command 6x1x8 400 50 70 40 Yes 75 Enables ship control
Analyzes Local Tracks
Intelligence Effort: 4
Intelligence Accuracy: 25%
Battle Dressing Station Crew 3x1x3 125 10 10 8 No 20 -30% Crew Vulnerability
Berthing Crew 1x1x1 50 15 0.5 0 No 0 +3 Crew per slot size
Rapid DC Locker Damage Control 3x1x3 70 15 1.5 5 No 10 +1 Flying Repair Teams
+4 Team Move Speed
+1.2 HP/sec Repair Speed
Small DC Locker Damage Control 3x1x3 100 15 1.5 10 No 30 +2 Repair Teams
+2 Team Move Speed
+0.8 HP/sec Repair Speed
+1 Restores Provided
Large DC Locker Damage Control 3x1x6 150 15 3 15 No 45 +3 Repair Teams
+2 Team Move Speed
+0.8 HP/sec Repair Speed
+2 Restores Provided
Reinforced DC Locker Damage Control 3x1x6 200 35 1.5 10 Yes 45 +2 Repair Teams
+2 Team Move Speed
+0.8 HP/sec Repair Speed
+1 Restores Provided
Damage Control Central Damage Control 3x1x3 200 35 7 10 No 20 +10% Repair Speed
+50% Team Move Speed
-50 kW Power
Small Workshop Damage Control 3x1x3 150 35 7 10 No 20 +30% Repair Speed
-50 kW Power
Plant Control Center Engineering 3x1x3 100 10 7 15 No 25 +20% Powerplant Efficiency
Analysis Annex Intelligence 3x1x3 100 10 10 10 No 20 +30% Intelligence Effort
-30% Intelligence Accuracy
Intelligence Center Intelligence 6x1x8 200 15 25 45 No 90 Analyzes All Tracks
Intelligence Effort: 4
Intelligence Accuracy: 25%
Bulk Magazine Storage 1x1x1 100 25 1 0 No 0 +15 m Storage Capacity per slot size
10% Catastrophic Event Probability
Reinforced Magazine Storage 1x1x1 150 40 2 0 Yes 0 +10 m Storage Capacity per slot size
4% Catastrophic Event Probability
-10 kW Power
Gun Plotting Center Weapon Support 3x1x3 100 10 7 30 No 30 -30% Spread
-50 kW Power
Strike Planning Center Weapon Support 6x1x8 100 10 10 20 No 70 +60% Missile Programming Speed

Modules

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

Module Category Dimensions Hitpoints Damage Threshold Mass (Tonnes) Power (kW) Cost (pts) Effects
Supplementary Radio Amplifiers Communications 2x2x2 40 10 4 -100 20 +25% Transmit Power
Launcher Deluge System Damage Control 2x2x2 70 10 30 -100 15 -50% Catastrophic Event Probability (Cell Launcher)
Magazine Sprinklers Damage Control 2x2x2 70 10 30 -100 15 -50% Catastrophic Event Probability (Magazine)
Redundant Reactor Failsafes Engineering 2x2x2 75 10 5 -100 25 -33% Catastrophic Event Probability (Reactor)
Reinforced Thruster Nozzles Engineering 2x2x2 50 10 4 0 10 -20% Flak Damage Probability
Small Reactor Booster Engineering 2x2x2 40 10 4 0 10 +10% Powerplant Efficiency
+5% Rada Signature
Signature Scrambler EWar 2x2x2 50 10 4 -450 35 +100% Identification Difficulty
1-% Sensitivity
FR3300 Micro Reactor Powerplant 3x3x3 200 30 25 +2250 10 5% Catastrophic Event Probability
FR4800 Reactor Powerplant 5x5x5 300 40 40 +4200 10 5% Catastrophic Event Probability
FM200 Drive Propulsion 5x3x5 250 40 30 +500 10 Enables ship movement
5% Catastrophic Event Probability
FM200R Drive Propulsion 5x3x5 600 60 35 +500 20 Enables ship movement
5% Catastrophic Event Probability
FM230 'Whiplash' Drive Propulsion 5x3x5 250 40 35 +650 20 Enables ship movement
5% Catastrophic Event Probability
+20% Top Speed
-15% Turn Rate
-20% Angular Trust
+25% Flak Damage Probability
FM240 'Dragonfly' Drive Propulsion 5x3x5 250 40 35 +500 20 Enables ship movement
5% Catastrophic Event Probability
-7.5% Top Speed
+40% Turn Rate
+30% Angular Trust