<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198158037530</id>
	<title>NEBULOUS: Fleet Command Official Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198158037530"/>
	<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/Special:Contributions/76561198158037530"/>
	<updated>2026-09-16T00:29:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.5</generator>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ships&amp;diff=506</id>
		<title>Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ships&amp;diff=506"/>
		<updated>2024-09-25T07:42:45Z</updated>

		<summary type="html">&lt;p&gt;76561198158037530: Spelling error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Posture controls ==&lt;br /&gt;
[[File:Posture controls.png|thumb|400px|The posture controls]]&lt;br /&gt;
Posture controls determine how a ship will operate and maneuver and which sensor and defensive systems are enabled.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Display !! Full name !! Settings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;THRTL&#039;&#039;&#039;&lt;br /&gt;
| Throttle Control&lt;br /&gt;
| &lt;br /&gt;
* 1/3: Ship will move at 1/3 of max speed.&lt;br /&gt;
* 2/3: Ship will move at 2/3 of max speed.&lt;br /&gt;
* FULL: Ship will move at max speed.&lt;br /&gt;
* FLANK: Ship will move above max speed. Causes damage to engines.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MNVR&#039;&#039;&#039;&lt;br /&gt;
| Maneuvering Posture&lt;br /&gt;
| &lt;br /&gt;
* DIRECT: Ship will move in a straight line.&lt;br /&gt;
* EVADE: Ship will make random course changes to attempt to avoid incoming fire.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FORM&#039;&#039;&#039;&lt;br /&gt;
| Formation Positioning&lt;br /&gt;
| &lt;br /&gt;
* REL: Ships will have the same orientation of the guide ship. The guide will wait for other ships to catch up.&lt;br /&gt;
* TRU: Each ship will keep its own orientation. The guide will wait for other ships to catch up.&lt;br /&gt;
* LOOSE: The guide will not wait for other ships to catch up.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BSHRT&#039;&#039;&#039;&lt;br /&gt;
| Battle-Short&lt;br /&gt;
| &lt;br /&gt;
* OFF: Specialized equipment will shut down after 90 seconds of use.&lt;br /&gt;
* ON: Specialized equipment will periodically receive damage after 90 seconds of use.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RADAR&#039;&#039;&#039;&lt;br /&gt;
| Radar Emissions Control&lt;br /&gt;
| &lt;br /&gt;
* ON: Ship sensors are active.&lt;br /&gt;
* OFF: Ship sensors are inactive. -25% signature.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;COMM&#039;&#039;&#039;&lt;br /&gt;
| Communications Emissions Control&lt;br /&gt;
| &lt;br /&gt;
* XMIT: Ship comms are active.&lt;br /&gt;
* RECV: Ship sensors are inactive. -10% signature.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ESUPT&#039;&#039;&#039;&lt;br /&gt;
| Electronic Support Modules&lt;br /&gt;
| &lt;br /&gt;
* ON: Electronic support will display.&lt;br /&gt;
* OFF: Electronic support will not display.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WCON&#039;&#039;&#039;&lt;br /&gt;
| Weapons Control&lt;br /&gt;
| &lt;br /&gt;
* FREE: Ship will automatically return fire with non-missile weapons on targets that are firing at them.&lt;br /&gt;
* TIGHT: Ship will not attack except when given a target.&lt;br /&gt;
* HOLD: Ship will not attack. Turrets will still bear on any current target.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;PDTRT&#039;&#039;&#039;&lt;br /&gt;
| Point Defenses - Turrets&lt;br /&gt;
| &lt;br /&gt;
* AUTO: Dedicated point defense turrets and dual-purpose weapons will target the closest missiles.&lt;br /&gt;
* DEDI: Dedicated point defense turrets will target the closest missiles.&lt;br /&gt;
* MAN: Point defense turrets will only shoot at designated missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;PDSML&#039;&#039;&#039;&lt;br /&gt;
| Point Defenses - Missiles&lt;br /&gt;
| &lt;br /&gt;
* Controls the firing of interceptor missiles. Click to open policy settings.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DECOY&#039;&#039;&#039;&lt;br /&gt;
| Point Defenses - Decoys&lt;br /&gt;
| &lt;br /&gt;
* LEAST: Only the lowest-capability decoy necessary to defeat a given threat will be deployed. If the missile type is unknown all decoys will be fired.&lt;br /&gt;
* BEST: Only the highest-capability decoy necessary to defeat a given threat will be deployed. If the missile type is unknown all decoys will be fired.&lt;br /&gt;
* AUTO: All decoys compatible with the threat will be deployed. If the missile type is unknown all decoys will be fired.&lt;br /&gt;
* MAN: Decoys can only be deployed manually via the Action Menu.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;PDZNE&#039;&#039;&#039;&lt;br /&gt;
| Point Defense Zone&lt;br /&gt;
| &lt;br /&gt;
* AREA: Point defenses will target all missiles, prioritizing the ones threatening the ship.&lt;br /&gt;
* POINT: Point defenses will target only missiles threatening the ship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Integrity rating ==&lt;br /&gt;
A ship&#039;s integrity directly affects how said its components are from damage. Lots of empty space means less structural members to absorb damage and protect components. A ship with the majority of its component slots filled will have full protection of the hull&#039;s Damage Reduction value, while a mostly empty hull will not.&lt;br /&gt;
&lt;br /&gt;
== Ship hulls ==&lt;br /&gt;
Ship hulls determine a ship&#039;s base stats as well as how many components it can have.&lt;br /&gt;
&lt;br /&gt;
=== Shelter Alliance hulls ===&lt;br /&gt;
Shelter Alliance ships scale linearly. Larger ships are more resilient and carry more components but are slower and more expensive.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&lt;br /&gt;
! Name&lt;br /&gt;
! Mass (tonnes)&lt;br /&gt;
! Armor Thickness (cm)&lt;br /&gt;
! Component DR (%)&lt;br /&gt;
! Crew&lt;br /&gt;
! Crew Vulnerability (%)&lt;br /&gt;
! Structural Integrity&lt;br /&gt;
! Radar Signature (m2)&lt;br /&gt;
! Slots&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Point Cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sprinter Corvette Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Sprinter Screenshot.png|160px]] || 3000 || 8 || 0 || 40 || 60 || 1000 || 2890 || 4 Mounts&amp;lt;br&amp;gt;4 Compartments&amp;lt;br&amp;gt;4 Modules || -20% Flak Damage Probability || 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Raines Frigate Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Raines Screenshot.png|160px]] || 5000 || 15 || 5 || 50 || 60 || 3000 || 3783 || 4 Mounts&amp;lt;br&amp;gt;5 Compartments&amp;lt;br&amp;gt;5 Modules || -15% Flak Damage Probability&amp;lt;br&amp;gt;+1 Missile Programming Channels || 125&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Keystone Destroyer Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Keystone Screenshot.png|160px]] || 8000 || 22 || 10 || 50 || 45 || 4000 || 6281 || 7 Mounts&amp;lt;br&amp;gt;7 Compartments&amp;lt;br&amp;gt;7 Modules || +1 Missile Programming Channels&amp;lt;br&amp;gt;-75% Overheat Damage Chance (Beam)&amp;lt;br&amp;gt;+25% Powerplant Efficiency || 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vauxhall Light Cruiser Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Vauxhall Screenshot.png|160px]] || 10000 || 30 || 20 || 75 || 25 || 5500 || 11727 || 10 Mounts&amp;lt;br&amp;gt;9 Compartments&amp;lt;br&amp;gt;9 Modules || +2 Missile Programming Channels || 350&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Axford Heavy Cruiser Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Axford Screenshot.png|160px]] || 13000 || 40 || 40 || 90 || 25 || 6500 || 14332 || 11 Mounts&amp;lt;br&amp;gt;11 Compartments&amp;lt;br&amp;gt;12 Modules || +2 Missile Programming Channels || 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Solomon Battleship Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Solomon Screenshot.png|160px]] || 21000 || 52 || 40 || 150 || 30 || 8000 || 27876 || 14 Mounts&amp;lt;br&amp;gt;16 Compartments&amp;lt;br&amp;gt;15 Modules || || 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outlying Systems Protectorate hulls ===&lt;br /&gt;
Outlying Systems Protectorate are more specialized, with each ship hull being made for different roles.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&lt;br /&gt;
! Name&lt;br /&gt;
! Mass (tonnes)&lt;br /&gt;
! Armor Thickness (cm)&lt;br /&gt;
! Component DR (%)&lt;br /&gt;
! Crew&lt;br /&gt;
! Crew Vulnerability (%)&lt;br /&gt;
! Structural Integrity&lt;br /&gt;
! Radar Signature (m2)&lt;br /&gt;
! Slots&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Point Cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ferryman Clipper Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Shuttle Screenshot.png|170px]] || 1500 || 5 || 0 || 55 || 60 || 1000 || 2890 || 3 Mounts&amp;lt;br&amp;gt;3 Compartments&amp;lt;br&amp;gt;4 Modules || -20% Flank Damage Probability || 50&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Draugr Clipper Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Tugboat Screenshot.png|170px]] || 3500 || 5 || 0 || 40 || 60 || 1000 || 4685 || 5 Mounts&amp;lt;br&amp;gt;5 Compartments&amp;lt;br&amp;gt;4 Modules ||  || 75&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flathead Monitor Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Cargo Feeder Screenshot.png|170px]] || 5000 || 40 || 20 || 40 || 60 || 1000 || 9869 || 5 Mounts&amp;lt;br&amp;gt;6 Compartments&amp;lt;br&amp;gt;5 Modules || || 175&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ocello Command Cruiser Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Ocello Screenshot.png|170px]] || 12000 || 30 || 40 || 80 || 25 || 6500 || 15745 || 11 Mounts&amp;lt;br&amp;gt;9 Compartments&amp;lt;br&amp;gt;10 Modules || +2 Missile Programming Channels&amp;lt;br&amp;gt;+5% Max Repair&amp;lt;br&amp;gt;+10% Powerplant Efficiency || 575&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marauder Line Ship Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Bulk Freighter Screenshot.png|170px]] || 15000 || 20 || 35 || 100 || 75 || 3000 || 15745 || 15 Mounts&amp;lt;br&amp;gt;9 Compartments&amp;lt;br&amp;gt;8 Modules || +20% Team Move Speed&amp;lt;br&amp;gt;+1 Missile Programming Channel || 350&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moorline Line Ship Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Container Liner Screenshot.png|170px]] || 15000 || 20 || 20 || 100 || 75 || 3000 || 15745 || 11 Mounts&amp;lt;br&amp;gt;9 Compartments&amp;lt;br&amp;gt;6 Modules || +2 Missile Programming Channels || 600&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198158037530</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ships&amp;diff=505</id>
		<title>Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ships&amp;diff=505"/>
		<updated>2024-09-25T07:05:40Z</updated>

		<summary type="html">&lt;p&gt;76561198158037530: Updated OSP hull costs and their modifiers to latest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Posture controls ==&lt;br /&gt;
[[File:Posture controls.png|thumb|400px|The posture controls]]&lt;br /&gt;
Posture controls determine how a ship will operate and maneuver and which sensor and defensive systems are enabled.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Display !! Full name !! Settings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;THRTL&#039;&#039;&#039;&lt;br /&gt;
| Throttle Control&lt;br /&gt;
| &lt;br /&gt;
* 1/3: Ship will move at 1/3 of max speed.&lt;br /&gt;
* 2/3: Ship will move at 2/3 of max speed.&lt;br /&gt;
* FULL: Ship will move at max speed.&lt;br /&gt;
* FLANK: Ship will move above max speed. Causes damage to engines.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MNVR&#039;&#039;&#039;&lt;br /&gt;
| Maneuvering Posture&lt;br /&gt;
| &lt;br /&gt;
* DIRECT: Ship will move in a straight line.&lt;br /&gt;
* EVADE: Ship will make random course changes to attempt to avoid incoming fire.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FORM&#039;&#039;&#039;&lt;br /&gt;
| Formation Positioning&lt;br /&gt;
| &lt;br /&gt;
* REL: Ships will have the same orientation of the guide ship. The guide will wait for other ships to catch up.&lt;br /&gt;
* TRU: Each ship will keep its own orientation. The guide will wait for other ships to catch up.&lt;br /&gt;
* LOOSE: The guide will not wait for other ships to catch up.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BSHRT&#039;&#039;&#039;&lt;br /&gt;
| Battle-Short&lt;br /&gt;
| &lt;br /&gt;
* OFF: Specialized equipment will shut down after 90 seconds of use.&lt;br /&gt;
* ON: Specialized equipment will periodically receive damage after 90 seconds of use.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RADAR&#039;&#039;&#039;&lt;br /&gt;
| Radar Emissions Control&lt;br /&gt;
| &lt;br /&gt;
* ON: Ship sensors are active.&lt;br /&gt;
* OFF: Ship sensors are inactive. -25% signature.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;COMM&#039;&#039;&#039;&lt;br /&gt;
| Communications Emissions Control&lt;br /&gt;
| &lt;br /&gt;
* XMIT: Ship comms are active.&lt;br /&gt;
* RECV: Ship sensors are inactive. -10% signature.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ESUPT&#039;&#039;&#039;&lt;br /&gt;
| Electronic Support Modules&lt;br /&gt;
| &lt;br /&gt;
* ON: Electronic support will display.&lt;br /&gt;
* OFF: Electronic support will not display.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WCON&#039;&#039;&#039;&lt;br /&gt;
| Weapons Control&lt;br /&gt;
| &lt;br /&gt;
* FREE: Ship will automatically return fire with non-missile weapons on targets that are firing at them.&lt;br /&gt;
* TIGHT: Ship will not attack except when given a target.&lt;br /&gt;
* HOLD: Ship will not attack. Turrets will still bear on any current target.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;PDTRT&#039;&#039;&#039;&lt;br /&gt;
| Point Defenses - Turrets&lt;br /&gt;
| &lt;br /&gt;
* AUTO: Dedicated point defense turrets and dual-purpose weapons will target the closest missiles.&lt;br /&gt;
* DEDI: Dedicated point defense turrets will target the closest missiles.&lt;br /&gt;
* MAN: Point defense turrets will only shoot at designated missiles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;PDSML&#039;&#039;&#039;&lt;br /&gt;
| Point Defenses - Missiles&lt;br /&gt;
| &lt;br /&gt;
* Controls the firing of interceptor missiles. Click to open policy settings.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DECOY&#039;&#039;&#039;&lt;br /&gt;
| Point Defenses - Decoys&lt;br /&gt;
| &lt;br /&gt;
* LEAST: Only the lowest-capability decoy necessary to defeat a given threat will be deployed. If the missile type is unknown all decoys will be fired.&lt;br /&gt;
* BEST: Only the highest-capability decoy necessary to defeat a given threat will be deployed. If the missile type is unknown all decoys will be fired.&lt;br /&gt;
* AUTO: All decoys compatible with the threat will be deployed. If the missile type is unknown all decoys will be fired.&lt;br /&gt;
* MAN: Decoys can only be deployed manually via the Action Menu.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;PDZNE&#039;&#039;&#039;&lt;br /&gt;
| Point Defense Zone&lt;br /&gt;
| &lt;br /&gt;
* AREA: Point defenses will target all missiles, prioritizing the ones threatening the ship.&lt;br /&gt;
* POINT: Point defenses will target only missiles threatening the ship.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Integrity rating ==&lt;br /&gt;
A ship&#039;s integrity directly affects how said its components are from damage. Lots of empty space means less structural members to absorb damage and protect components. A ship with the majority of its component slots filled will have full protection of the hull&#039;s Damage Reduction value, while a mostly empty hull will not.&lt;br /&gt;
&lt;br /&gt;
== Ship hulls ==&lt;br /&gt;
Ship hulls determine a ship&#039;s base stats as well as how many components it can have.&lt;br /&gt;
&lt;br /&gt;
=== Shelter Alliance hulls ===&lt;br /&gt;
Shelter Alliance ships scale linearly. Larger ships are more resilient and carry more components but are slower and more expensive.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&lt;br /&gt;
! Name&lt;br /&gt;
! Mass (tonnes)&lt;br /&gt;
! Armor Thickness (cm)&lt;br /&gt;
! Component DR (%)&lt;br /&gt;
! Crew&lt;br /&gt;
! Crew Vulnerability (%)&lt;br /&gt;
! Structural Integrity&lt;br /&gt;
! Radar Signature (m2)&lt;br /&gt;
! Slots&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Point Cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sprinter Corvette Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Sprinter Screenshot.png|160px]] || 3000 || 8 || 0 || 40 || 60 || 1000 || 2890 || 4 Mounts&amp;lt;br&amp;gt;4 Compartments&amp;lt;br&amp;gt;4 Modules || -20% Flak Damage Probability || 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Raines Frigate Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Raines Screenshot.png|160px]] || 5000 || 15 || 5 || 50 || 60 || 3000 || 3783 || 4 Mounts&amp;lt;br&amp;gt;5 Compartments&amp;lt;br&amp;gt;5 Modules || -15% Flak Damage Probability&amp;lt;br&amp;gt;+1 Missile Programming Channels || 125&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Keystone Destroyer Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Keystone Screenshot.png|160px]] || 8000 || 22 || 10 || 50 || 45 || 4000 || 6281 || 7 Mounts&amp;lt;br&amp;gt;7 Compartments&amp;lt;br&amp;gt;7 Modules || +1 Missile Programming Channels&amp;lt;br&amp;gt;-75% Overheat Damage Chance (Beam)&amp;lt;br&amp;gt;+25% Powerplant Efficiency || 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vauxhall Light Cruiser Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Vauxhall Screenshot.png|160px]] || 10000 || 30 || 20 || 75 || 25 || 5500 || 11727 || 10 Mounts&amp;lt;br&amp;gt;9 Compartments&amp;lt;br&amp;gt;9 Modules || +2 Missile Programming Channels || 350&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Axford Heavy Cruiser Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Axford Screenshot.png|160px]] || 13000 || 40 || 40 || 90 || 25 || 6500 || 14332 || 11 Mounts&amp;lt;br&amp;gt;11 Compartments&amp;lt;br&amp;gt;12 Modules || +2 Missile Programming Channels || 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Solomon Battleship Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Solomon Screenshot.png|160px]] || 21000 || 52 || 40 || 150 || 30 || 8000 || 27876 || 14 Mounts&amp;lt;br&amp;gt;16 Compartments&amp;lt;br&amp;gt;15 Modules || || 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outlying Systems Protectorate hulls ===&lt;br /&gt;
Outlying Systems Protectorate are more specialized, with each ship hull being made for different roles.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&lt;br /&gt;
! Name&lt;br /&gt;
! Mass (tonnes)&lt;br /&gt;
! Armor Thickness (cm)&lt;br /&gt;
! Component DR (%)&lt;br /&gt;
! Crew&lt;br /&gt;
! Crew Vulnerability (%)&lt;br /&gt;
! Structural Integrity&lt;br /&gt;
! Radar Signature (m2)&lt;br /&gt;
! Slots&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Point Cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ferryman Clipper Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Shuttle Screenshot.png|170px]] || 1500 || 5 || 0 || 55 || 60 || 1000 || 2890 || 3 Mounts&amp;lt;br&amp;gt;3 Compartments&amp;lt;br&amp;gt;4 Modules || -20% Flak Damage Probability || 50&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Draugr Clipper Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Tugboat Screenshot.png|170px]] || 3500 || 5 || 0 || 40 || 60 || 1000 || 4685 || 5 Mounts&amp;lt;br&amp;gt;5 Compartments&amp;lt;br&amp;gt;4 Modules ||  || 75&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flathead Monitor Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Cargo Feeder Screenshot.png|170px]] || 5000 || 40 || 20 || 40 || 60 || 1000 || 9869 || 5 Mounts&amp;lt;br&amp;gt;6 Compartments&amp;lt;br&amp;gt;5 Modules || || 175&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ocello Command Cruiser Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Ocello Screenshot.png|170px]] || 12000 || 30 || 40 || 80 || 25 || 6500 || 15745 || 11 Mounts&amp;lt;br&amp;gt;9 Compartments&amp;lt;br&amp;gt;10 Modules || +2 Missile Programming Channels&amp;lt;br&amp;gt;+5% Max Repair&amp;lt;br&amp;gt;+10% Powerplant Efficiency || 575&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marauder Line Ship Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Bulk Freighter Screenshot.png|170px]] || 15000 || 20 || 35 || 100 || 75 || 3000 || 15745 || 15 Mounts&amp;lt;br&amp;gt;9 Compartments&amp;lt;br&amp;gt;8 Modules || +20% Team Move Speed&amp;lt;br&amp;gt;+1 Missile Programming Channel || 350&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moorline Line Ship Class&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Container Liner Screenshot.png|170px]] || 15000 || 20 || 20 || 100 || 75 || 3000 || 15745 || 11 Mounts&amp;lt;br&amp;gt;9 Compartments&amp;lt;br&amp;gt;6 Modules || +2 Missile Programming Channels || 600&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198158037530</name></author>
	</entry>
</feed>