Components

From NEBULOUS: Fleet Command Official Wiki

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 turret 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 turret 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 turret 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
turret 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
turret 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 turret traverse rate: 35 deg/s; turret elevation rate: 35 deg/s; elevation limits: +70 deg, -5 deg

Other 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

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.