Components: Difference between revisions
From NEBULOUS: Fleet Command Official Wiki
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| '''RF101 'Bullseye' Radar || Sensors || 2x1x2 || 70 || 10 || 2 || 300 || 40 || <span style="color:green;">'''Radar'''</span> | | '''RF101 'Bullseye' Radar || Sensors || 2x1x2 || 70 || 10 || 2 || 300 || 40 || <span style="color:green;">'''Radar'''</span> | ||
|} | |||
=== 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. | |||
{| class="wikitable" | |||
! Weapon | |||
! Type | |||
! Dimensions | |||
! Hitpoints | |||
! Damage Threshold | |||
! Mass (Tonnes) | |||
! Required Power (kW) | |||
! Cost (pts) | |||
! Missile Size | |||
! Capacity (cells) | |||
|- | |||
| '''CLS-3 Launcher''' || Missile || 3x4x3 || 175 || 15 || 20 || 200 || 20 || 3 || 4 | |||
|- | |||
| '''VLS-1-23 Launcher''' || Missile || 2x2x2 || 75 || 15 || 3 || 50 || 5 || 1 || 4 | |||
|- | |||
| '''VLS-1-46 Launcher''' || Missile || 3x2x3 || 125 || 15 || 10 || 50 || 5 || 1 || 4 | |||
|- | |||
| '''VLS-2 Launcher''' || Missile || 3x4x3 || 100 || 15 || 5 || 200 || 10 || 2 || 4 | |||
|- | |||
| '''VLS-3 Launcher''' || Missile || 3x4x3 || 175 || 15 || 20 || 200 || 20 || 3 || 4 | |||
|} | |} | ||
=== Weapons === | === Weapons === | ||
{| class="wikitable" | {| class="wikitable" | ||
! width=1% | Weapon | ! width=1% | Weapon | ||
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| '''Mk610 Beam Turret''' || Energy || 8x5x8 || 400 || 30 || 50 || 20 || 3000 || 80 || <span style="color:red;">'''No'''</span> || <span style="color:green;">'''Yes'''</span> || role: offensive; armor penetration: 180 cm/s; component damage: 300 hp/s; burst duration (beam): 7.5 s; cooldown: full cycle required; cooldown time (beam): 45 s; battle-short: available (80% overheat chance); range: 5000 m; turret traverse rate: 5 deg/s; turret elevation rate: 12.5 deg/s; elevation limits: +20 deg, -5 deg | | '''Mk610 Beam Turret''' || Energy || 8x5x8 || 400 || 30 || 50 || 20 || 3000 || 80 || <span style="color:red;">'''No'''</span> || <span style="color:green;">'''Yes'''</span> || role: offensive; armor penetration: 180 cm/s; component damage: 300 hp/s; burst duration (beam): 7.5 s; cooldown: full cycle required; cooldown time (beam): 45 s; battle-short: available (80% overheat chance); range: 5000 m; turret traverse rate: 5 deg/s; turret elevation rate: 12.5 deg/s; elevation limits: +20 deg, -5 deg | ||
|- | |- | ||
| '''Mk20 'Defender' PDT || Point Defense || 2x1x2 || 100 || 15 || 3 || 3 || 175 || 20 || <span style="color:green;">'''Yes'''</span> || <span style="color:red;">'''No'''</span> || role: defensive; compatible ammo: ballistic/chemical - 20mm; accuracy: 3m@1km; rate of fire: 2400 RPM; turret traverse rate: 100 deg/s; turret elevation rate: 100 deg/s; elevation limits: +89 deg, -5 deg | | '''Mk20 'Defender' PDT || Point Defense || 2x1x2 || 100 || 15 || 3 || 3 || 175 || 20 || <span style="color:green;">'''Yes'''</span> || <span style="color:red;">'''No'''</span> || role: defensive; compatible ammo: ballistic/chemical - 20mm; accuracy: 3m@1km; rate of fire: 2400 RPM; turret traverse rate: 100 deg/s; turret elevation rate: 100 deg/s; elevation limits: +89 deg, -5 deg |
Revision as of 23:39, 7 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) | Effect |
---|---|---|---|---|---|---|---|---|
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 | Type | Dimensions | Hitpoints | Damage Threshold | Mass (Tonnes) | Required Power (kW) | Cost (pts) | Missile Size | Capacity (cells) |
---|---|---|---|---|---|---|---|---|---|
CLS-3 Launcher | Missile | 3x4x3 | 175 | 15 | 20 | 200 | 20 | 3 | 4 |
VLS-1-23 Launcher | Missile | 2x2x2 | 75 | 15 | 3 | 50 | 5 | 1 | 4 |
VLS-1-46 Launcher | Missile | 3x2x3 | 125 | 15 | 10 | 50 | 5 | 1 | 4 |
VLS-2 Launcher | Missile | 3x4x3 | 100 | 15 | 5 | 200 | 10 | 2 | 4 |
VLS-3 Launcher | Missile | 3x4x3 | 175 | 15 | 20 | 200 | 20 | 3 | 4 |
Weapons
Weapon | Type | Dimensions | Hitpoints | Damage Threshold | Mass (Tonnes) | Required Crew | Required Power (kW) | Cost (pts) | Integrated FC | Optical Backup | Properties |
---|---|---|---|---|---|---|---|---|---|---|---|
Mk610 Beam Turret | Energy | 8x5x8 | 400 | 30 | 50 | 20 | 3000 | 80 | No | Yes | role: offensive; armor penetration: 180 cm/s; component damage: 300 hp/s; burst duration (beam): 7.5 s; cooldown: full cycle required; cooldown time (beam): 45 s; battle-short: available (80% overheat chance); range: 5000 m; turret traverse rate: 5 deg/s; turret elevation rate: 12.5 deg/s; elevation limits: +20 deg, -5 deg |
Mk20 'Defender' PDT | Point Defense | 2x1x2 | 100 | 15 | 3 | 3 | 175 | 20 | Yes | No | role: defensive; compatible ammo: ballistic/chemical - 20mm; accuracy: 3m@1km; rate of fire: 2400 RPM; turret traverse rate: 100 deg/s; turret elevation rate: 100 deg/s; elevation limits: +89 deg, -5 deg |
Mk25 'Rebound' PDT | Point Defense | 2x1x2 | 100 | 15 | 3 | 3 | 20 | 15 | No | Yes | role: defensive; compatible ammo: ballistic/chemical/timed - 50mm; accuracy: 35m@1km; recycle time: 0.3 s; autoloader capacity: 15; reload time: 3 s; turret traverse rate: 80 deg/s; turret elevation rate: 80 deg/s; elevation limits: +89 deg, -5 deg |
Mk29 'Stonewall' PDT | Point Defense | 3x1x3 | 150 | 15 | 7 | 5 | 40 | 40 | No | Yes | role: defensive; compatible ammo: ballistic/chemical/timed - 50mm; accuracy: 35m@1km; recycle time: 0.15 s; autoloader capacity: 16; reload time: 1.5 s; turret traverse rate: 30 deg/s; turret elevation rate: 30 deg/s; elevation limits: +89 deg, -5 deg |
Compartments
Compartment components are installed on the interior of the ship's hull.
Modules
Module components are installed on the interior of the ship's hull.