Ship:marauder

From NEBULOUS: Fleet Command Official Wiki
Marauder Hull Configuration
Marauder Class Line-Ship
Point Cost 375
Mass 15000 tons
Armor Thickness 20 cm[1]
Internal Density 0.25 cm/m
Component DR 35%
Max Repair 10%
Dimensions 345-473x100x110 m
Crew Vulnerability 75%
Structural Integrity[2] 4000
Radar Signature 31,045–47,400 m[math]\displaystyle{ ^2 }[/math][3]
Slots 17 Mounts
9 Compartments
8 Modules
Lineships form the primary fighting element of the Protectorate fleet. Rapidly refit from seized commercial freighters and pressed into service during the blockade of the Kribensis gate. This series of lineship is built from bulk carriers, which specialize in transporting huge quantities of loose materials. They have been primarily refit to wield large guns along their sides, taking advantage of their cavernous internal space.
Don't let their size fool you, they are anything but lumbering. These ships were designed to carry tens of thousands of tons of cargo, and with their holds empty their oversized engines are able to push them to speeds well beyond what would be expected of a similarly-sized warship.
Marauder Game Model

Modifiers

    Repair Team Move Speed: +20%
    Missile Programming Channels: +1[4]
This is the best LN stern section; the different stern sections vary in how many thrusters they have, this one gains 2 reverse thrusters which, which doubles the number of reverse thrusters a LN has
This is the best LN stern section; the different stern sections vary in how many thrusters they have, this one gains 2 reverse thrusters, which doubles the number of reverse thrusters a LN has

Marauders have a few unique things going for them. Firstly, they are one of only two hulls that are randomly generated[5], each consisting of 3 hull segments; the bow, the center, and the stern. For the most part any one different section does not provide significant benefit over other possible sections, barring ones tailored for specific builds, but exceptions exist.

There are several ways to pick the exact LN hull shape combination you want. The first is the base game vanilla one; just keep adding new LN hulls to your fleet and deleting ones you don't like. Eventually you will roll the correct hull you desire, even if it may take 5 minutes or more. The second way is to use Davaned's mod Drydock, which adds some QoL UI features to the fleet editor including saving and selecting Liner hull combinations. The third way is by directly file editing the fleet file to change which sections are present, as described in this guide by Recurrent Insertion.

This is the best LN stern section as it doubles the redundancy of your reverse thrusters, greatly reducing the odds of being stranded out of cover after the front two reverse thrusters get sniped out by lucky shots.

Mounts

Maurader Mounts
Maurader Mounts

The Marauder has

   * 8 Class 4 Mounts
   * 7 Class 2 Mounts (2 bow, 3 core, 2 stern)
   * 2 Class 1 Mount

The exact position of these mounts and what each is best for will vary depending on which hull your ship was generated with, but the section they are attached to remains the same.

Bow

Mount 9 10

These C2 mounts will be found somewhere in the bow section of your Liner. What they are best used for depends on their position relative to the standard combat orientation of your liner.

Mount 16 17

These C1 mounts will be found somewhere in the bow section of your Liner. What they are best used for depends on their position relative to the standard combat orientation of your liner.

On the "Spade" bow section pictured here, which is used by Obelisk style Liners, they make excellent mounts for a RF44 'Pinpoint' Radar on the side facing your intended combat direction and either a VLS-1-23 Launcher or backup CR10 Antenna[6] on the side facing away from combat.

On Broadsider style Liners (pictured below), Mount 16 and 17 are ideal for a P11 'Pavise' PDT facing your intended combat direction, as this mount is positioned perfectly to intercept missiles coming for the Front-stack. On the side facing away from combat, a VLS-1-23 Launcher is normal; This also makes the best mount for E20 'Lighthouse' Illuminator out of any hull combination, where it can see a VLS-1-46 Launcher placed in any of the backpack C4 mounts or on the Mount 12 or 13, whichever is the backpack C2 Mount.

Center: Mount 11 12 and 13

These C2 mounts will be found somewhere in the center section of your Liner. What they are best used for depends on their position relative to the standard combat orientation of your liner. The general rule of thumb here is that two of them will face in any one intended combat direction, with the other being your backpack mount. This situation gets somewhat more complex when building Obelisk style Liners with their ideal Center section (pictured below), as if your intended combat direction is the dorsal side, you will have 2 of the C2s in arc but will jeopardize your integral antenna on the bridge, and should strongly consider installing a redundant CR10 in Mount 17.

On Broadsider style Liners (pictured here), Mount 12 and 13 are ideal for a P11 'Pavise' PDT facing your intended combat direction, as this mount is positioned perfectly to intercept missiles coming for the Center-stack. It is also the best mount for a L50 'Blackjack' Laser Dazzler for the same reason. On the side facing away from combat, a J75 'Warbler' Jammer is common. The backpack mount is also one of the best mounts for VLS-1-46 Launcher out of any hull combination, as it can be seen by a E20 'Lighthouse' Illuminator from Mount 16 or 17.

Stern: Mount 14 15

Depending on your stern section, these C2 mounts will be either on the top and bottom or on the broadsides. The Broadside C2 stern section is interesting as it is an ideal slot for a C53 Cannon in the intended combat direction and a safe softkill slot in the backpack, or even two C53 Cannons on a revolver. However, these broadside mounts cannot be generated with the extra reverse thrusters, and when compared to the potential fire-power of the top-bottom C2s equipped with T20 Cannons, which can be generated with extra reverse thrusters, its hard to justify. Obviously this turrets vs casemate + backpack mount situation inverts when building Obelisk style Liners, where it becomes much easier to justify taking a C53 Cannon when its coming with those extra reverse thrusters.

Backpack

Broadsiders will find that they have 4 C4 mounts unused; these can be filled with all sorts of gizmos. Anything from empty Container Stack Launchers added for cheap HP or cheap softkill equipment like Container decoys and Killjoy Container decoys , missile backpacks in the form of MLS-3 Launchers or MLS-2 Launchers, an MLS-2 Launcher as softkill or anti-craft equipment,[7], TALS-2 'Talisman' Launcher for automatic anti-craft equipment, or other jammers and VLS-1-46 Launcher if they cannot be fit into C2 and 1 mounts elsewhere.

Compartments

The name of the game for Marauder survivability is redundancy, redundancy, redundancy. There are no safe spots, everything is equally exposed to fire. It is therefore your priority that as many critical systems can be made redundant as possible, and ideally spread across different parts of the ship.

The Marauder's compartments can be divided into 2 groups.

The Front-stack

Marauder Front-stack
Marauder Front-stack

These Compartments are all clustered right next to each other, and are normally the first compartments exposed to enemy fire as the lineship peaks out of cover, and the last under cover as it peaks back in. Compartment 1 should be Damage Control Complex, Compartment 5 should be Reinforced CIC, and Compartment 4 should be Reinforced Magazine. Of these compartments, 4 appears to be the safest, which is why the most vulnerable compartment is placed there. Some especially cheap liners will run a only a single magazine placed here, as it has a smaller hitbox and is easier to repair to functioning HP levels than a Citadel Magazine in one of the large compartments.


The Center-stack

Marauder Center-stack
Marauder Center-stack

Compartments 2 and 3 are your other big compartments; These can be your choice of Large DC Storage, Jury-Rigged Reactor, and Citadel Magazine. Large DC Storage is in 99% of cases a must-pick for all Liner builds[8], as it provides twice the restores as a Large DC Locker at the same 45 pt cost. The Jury-Rigged Reactor is necessary for any Liner that wants to truly move and take part in battle, as it allows you to double drive the hull without occupying too many of your 3x3 module slots with Light Civilian Reactors. That said, such a thing is still possible, and Charger style Liners that seek to double drive will prefer this due to the Jury-Rigged Reactors reload malus for energy weapons, though you go down to only 2 or 3 buff module slots to do it. On Obelisk style Liners the T81 Plasma Cannon only eats the malus on its 40 s magazine reload, not the 5 s between shots, so sustained plasma RPM falls by about 12% (6.4 to 5.6), roughly half the hit a single-shot energy weapon takes.

The ideal Center section for Broadsider style Liners is the one pictured to the right, not only for its mounts but also where it places the center stack internal compartments; namely, behind all of the guns, allowing your liner to keep them safely behind cover as it peaks around a rock to fire.

Compartments 6 7 8 and 9

These are where you fill in your compartment redundancies. These compartments can be filled with reinforced or fragile compartments depending on your price point. Your 2nd Basic/Reinforced CIC, your 2nd Bulk/Reinforced Magazine if you aren't using Citadel Magazine, your Gun Plotting Center (useful for C65 and Mass Driver liners), and a final slot to increase your DC team count (Rapid DC Lockers are preferred for their higher team movement speed) should go here. Liners without those guns or cheaper liners using them can drop the Gun Plotting Center to either add more DC teams or equip a Damage Control Central to buff DC team speed.

Modules

Marauder Modules
Marauder Modules

The Marauder has

   * 1 Large Drive Module
   * 1 Small Drive Module
   * 6 3x3 Modules

The 3x3 Modules 3 4 and 5 are in the Bow section, for redundancy reasons placing your Light Civilian Reactors, if you have any, here is best. Where you place your radar doesn't matter overmuch, as every 3x3 module slot is usually damage splitting with something important already.

For Frontline Liners, a mix of 50/50 mix of Ammunition Elevators and Rapid-Cycle Cradles is generally best; Revolver style Liners may prefer to equip all Rapid-Cycle Cradles to better make their reload cycles match up with their roll cycles. Backline missile Liners will benefit from Ammunition Elevators to reload their roll-off launchers faster.

Drive Setup

There are many ways to set up a Liner's drive, and the best way will depend on the role you are building the ship for.
CHI-777 Yard Drives and CHI-7700 Drive provide the best linear thrust (LT) and angular thrust (AT), allowing you to quickly accelerate in any direction; this is best for dodging. The AT allows you to orient your broadside mounts faster.
Sundrives and CHI-9100 Long Haul Drive provide the best top speed, allowing you to reposition at reasonable speeds.
BW1500 Drive, to save costs.
BW2000 Drive, for its power generation at the cost of every other useful stat
Civilian Reactor/Boosted Reactors fit into the small drive slots, allowing you to reclaim 3x3 modules for other uses if needed, instead of those modules containing Light Civilian Reactors.

The best drive setups for Marauders that want to move around and take part in battle is CHI-7700 Drive-Sundrives or CHI-9100 Long Haul Drive-CHI-777 Yard Drive for a little extra speed in the short term at the expense of burning down your thrusters and half acceleration buff.

Propulsion Stats

Base Stats
Top Speed 23 m/s
Flank Speed 34.5 m/s
Flank Damage Probability 5%
Linear Thrust 32 MN
- Side Thrusters 40%
- Fore Thrusters 100%
- Main Thrusters 100%
Acceleration Time 10.85 s
Angular Thrust 7.5 MN
Theoretical Turn Rate 7.45 deg/s
Actual Max Turn Rate 0.82 deg/s
Estimated 180 deg Turn 230 s
Estimated 180 deg Roll 31 s
CHI-7700 Drive-Sundrives
Top Speed 25.57 m/s (+11.18%)
Flank Speed 38.36 m/s (+11.18%)
Flank Damage Probability 4% (-20%)
Linear Thrust 41.6 MN (+30%)
- Side Thrusters 40%
- Fore Thrusters 100%
- Main Thrusters 100%
Acceleration Time 9.28 s
Angular Thrust 8.4 MN (+11.96%)
Theoretical Turn Rate 10.43 deg/s (+40%)
Actual Max Turn Rate 0.92 deg/s (+11.96%)
Estimated 180 deg Turn 207 s (-10.22%)
Estimated 180 deg Roll 29 s (-7.28%)
CHI-9100 Long Haul Drive-CHI-777 Yard Drive
Top Speed 26.01 m/s (+13.09%)
Flank Speed 39.02 m/s (+13.09%)
Flank Damage Probability 6.25% (+25%)
Linear Thrust 36.8 MN (+15%)
- Side Thrusters 40%
- Fore Thrusters 100%
- Main Thrusters 100%
Acceleration Time 10.67 s
Angular Thrust 9.81 MN (+30.78%)
Theoretical Turn Rate 10.8 deg/s (+45%)
Actual Max Turn Rate 1.07 deg/s (+30.78%)
Estimated 180 deg Turn 178 s (-22.52%)
Estimated 180 deg Roll 26 s (-16.04%)

Radar Signature: 31,045–47,400 m[math]\displaystyle{ ^2 }[/math][9]

Detected by Detection Range (km)
R400 'Bloodhound' LRT Radar 14 km
R550 Early Warning Radar 18.15–18.25 km
Bulwark Huntress 10 km
Ithaca Bridgemaster 8.5 km
RM50 'Parallax' Radar 9.5 km
RS41 'Spyglass' Radar 11.5 km
RS35 'Frontline' Radar 8 km
Wake Signature Strength 600
Fore-Aspect Validated by THERM VALIDATED
Validated After Main Engine Shutoff 10.63 sec

Builds

Broadsiders:

LN Optimal Broadsider: These Bow and Center Sections provide the best mount angles for Pavise and Softkill
These Bow and Center Sections provide the best mount angles for Pavise and Softkill

450mm Liners

Kyanite's Liners
These consist of a Liner with 4 C65 Cannons

250mm Liners

These consist of a Liner with 4 C56 Cannons. Their salvo throw-weight of 60 250mm Bombshells is devastating to anything smaller than a Keystone, and when paired with T20 Cannon sidearms to follow up, will reliably result in an out-right K-kill.

Chargers

These consist of a Liner with 3 C56 Cannons and 1 C81 Plasma Cannon. The use of the Jury-Rigged Reactor is avoided, due to its significant reload malus for energy weapons. They trade some 250mm RPM[10] in exchange for plasma enhanced anti-capital punch-up. 3 Chargers in formation as a fleet fulfills the same role as 2 250mm Liners and 1 Throngler in a fleet.

MDLNs

These are usually armed with 3 TE45 Mass Drivers, and use a Boosted Reactor, 2 Plant Control Centers, 3 Light Civilian Reactors and 3 Energy Regulator to achieve the maximum RPM per point. Going to 4 TE45 Mass Drivers is possible, but much less point efficient per RPM due to increased use of Plant Control Centers. The use of the Jury-Rigged Reactor is avoided, due to its significant reload malus for energy weapons.

Revolvers

These are liners that use casemate guns on both sides, rotating to alternate broadsides between each reload period.

This is the best Bow Section for revolvers, as its top and bottom mounted C1s have 360 degree arcs in either direction
This is the best Bow Section for revolvers, as its top and bottom mounted C1s have 360 degree arcs in either direction

Obelisks

This "Spade" is the ideal center section is the ideal for Obelisk style liners, as it allows the guns to shoot forwards past the bow-section.
This "Spade" is the ideal center section is the ideal for Obelisk style liners, as it allows the guns to shoot forwards past the bow-section.

Zircon's Obelisks
An Obelisk uses all 8 C4 mounts for 5-6 T30 Cannons and 2-3 T81 Plasma Cannons, the ratio depending on if they operate in formation or independently.[11]
The Bow-section of an Obelisk style Liner should be the "Spade" one pictured in the various component highlight images. This, when combined with the "Spade" center section, allows all turrets to fire forwards if necessary.

Thronglers

7 or 8 T81 Plasma Cannons. The choice of 7 turrets is for power and cost reasons, and because frankly you don't need that much plasma.

Cruise Missile Liners:

These run either 8 MLS-2 Launchers or 8 MLS-3 Launchers. Rarely they will run a mix, be aware that this requires separately plotting both missiles if you want to fire them against the same target. Each MLS is to be named and match that of a specific missile type in your savlo, which you load it with at the start of a match. Once all MLS tubes are loaded, use the shift right-click function to group them all to be fired at once as part of a single salvo.

S2LN

S2LNs use 4 SSJ penaid missiles to break through any heavy PD screens ANS might be fielding. The combination of seekers these S2LN field is known as the "Trifecta", consisting of Act/[ARAD], ARAD/Act, and Act/[Wake]. Aim to loop salvos around to the stern of ships so the [Wake] validates, and try to time the salvo so it arrives while the target is engaged and distracted with your team so the ARAD validator bites. While SGM-2s have less range than other cruise missile types, this can be solved by moving closer to the target. Not too close of course, you don't want to be found, but closer than spawn. Longhaul drives are common because of this.

  1. ↑ With the maximum 2.5 angling multiplier, this reaches 50 cm
  2. ↑ Damage to Structure hitbox required to break structure
  3. ↑ Fleet editor shows a placeholder 15,745.41 m² (Ocello box) before segments assemble; detection uses the assembled hull.
  4. ↑ This stat is to enable the full offensive operation of the TALS-2 'Talisman' Launcher
  5. ↑ The other being the Moorline Line Ship Class
  6. ↑ Normally unnecessary on every other OSP hull and LN style, Obelisks frequently expose their integral antenna directly over their center of mass. As such, they get shot out a lot in this style of LN.
  7. ↑ Loaded with either Killjoy jammer decoys or SDM-2 ACMs, respectively
  8. ↑ Exceptions for backline liners using these large slots to hold more missiles in Bulk Magazines may apply
  9. ↑ Fleet editor shows a placeholder 15,745.41 m² (Ocello box) before segments assemble; detection uses the assembled hull. Ranges below assume maximum-aspect RCS unless noted.
  10. ↑ Not enough to stop them from mission killing a Sprinter in one salvo with 250mm Bombshell and killing it when using T20 Cannon sidearms
  11. ↑ 2 T81 Plasma Cannons for formations, 3 for independent operation.