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		<title>Component Damage</title>
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		<summary type="html">&lt;p&gt;76561199025325593: /* Damage Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Each Component (surface mount, internal compartment, module) on a ship has its own separate health pool. When [[Armor |armor]] has been penetrated, damage is dealt to components depending on direction of hit and the component&#039;s position in the ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage Mechanics ==&lt;br /&gt;
[[File:DTDR-1.png|thumb|alt=DR/DT guide By Dragonbender09|DR/DT guide By Dragonbender09]]&lt;br /&gt;
Most attacks will use some kind of ray or sphere collider (aka hitboxes) to determine which components are hit and damaged, with the specifics varying depending on damage type (some attacks even use multiple colliders).&lt;br /&gt;
&lt;br /&gt;
Components that are damaged below 0 HP will be destroyed (greyed out). Destroyed components generally can&#039;t be hit by further attacks, and cannot be repaired unless a restore is used. &lt;br /&gt;
&lt;br /&gt;
However, there are two mechanics that can prevent a component from being destroyed at 0 HP: Damage Threshold, and (Reinforced).&lt;br /&gt;
&lt;br /&gt;
==== Damage Threshold ====&lt;br /&gt;
&lt;br /&gt;
In order to destroy a component, the final &amp;quot;killing&amp;quot; hit has to deal more damage than the Damage Threshold (DT). If not, the component is brought down to 0 HP and disabled (shows as red), but is not destroyed, and therefore can be repaired without needing restores. This is checked after Damage Reduction (DR) is applied, which can make DT much more effective on ships with high DR.&lt;br /&gt;
&lt;br /&gt;
==== Reinforced ====&lt;br /&gt;
A reinforced component can only be killed once it&#039;s at 0 HP. Any hit when the component is above 0 HP will only bring it down to 0 HP&lt;br /&gt;
This means that a reinforced component with a DC team repairing it &#039;&#039;must&#039;&#039; be hit twice within the 0.25 second window between repair ticks or else the DC team will bring the component above 0 HP&lt;br /&gt;
(Note that DC teams inside nearly destroyed modules are very vulnerable to damage and can be killed quickly)&lt;br /&gt;
&lt;br /&gt;
The two hits do not have to be the same; any hit that brings the component down to 0 HP will count for the first hit, regardless of how little damage it deals or if it beats the component&#039;s DT. However, the second &amp;quot;greying&amp;quot; hit will have to beat DT as usual&lt;br /&gt;
&lt;br /&gt;
Note that the reinforced tag is only &amp;quot;stripped&amp;quot; in the next frame, two hits in the same frame will both be resisted by reinforced, but if the second hit is delayed a moment afterwards, it will break through as expected.&lt;br /&gt;
&lt;br /&gt;
==== Damage Reduction ====&lt;br /&gt;
A Hull&#039;s Damage Reduction stat reduces incoming damage by the percentage shown. For example, 40% DR will reduce 100 damage to 60 damage.&lt;br /&gt;
&lt;br /&gt;
This modifier applies before damage threshold checks, and therefore massively amplifies the protective effect of Damage Threshold, especially against smaller munitions.&lt;br /&gt;
&lt;br /&gt;
DR begins increasing once 20% of the component slots are filled, and maximizes when 60% of the component slots are filled. Slot size does not matter, only the number of slots filled. Damage Reduction does not change as modules are destroyed (as these modules are still present in their destroyed state).&lt;br /&gt;
&lt;br /&gt;
Damage reduction does not affect fire, bshort, or burnthrough damage. Some attacks ignore DR.&lt;br /&gt;
&lt;br /&gt;
=== Interior Density and Penetration Depth ===&lt;br /&gt;
&lt;br /&gt;
Just like real life ships, all ships in Nebulous also have internal structural bulkheads to provide redundancy against threats in space. In game, internal hull structure is generalized as a homogeneous interior density (Interior Armor Density Equivalent) measured in cm of armor per meter, with different hull classes having different densities. Some damage types use internal density to determine pendepth (see damage type section below). For example, if HEKP hits a Solomon and has 180cm of pen left over after penetrating armor, the Solomon&#039;s 1.2cm/m density means the penetrator can go up to 150 meters into the hull.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Interior Armor Density Equivalent of the Hulls&lt;br /&gt;
|-&lt;br /&gt;
! ANS Hull !! Interior Density (cm/m) !! Size (Length/Width/Height) !! Total Armor Equivalent (Front/Side/Top) !! Internal Armor Equivalent (F/S/T)&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:sprinter|Sprinter]]|| 0.5 					|| 80/37/28m || 56/35/30cm || 40/19/14cm&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:raines|Raines]] || 0.5 					|| 96/35/40m || 78/48/50cm || 48/18/20cm&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:keystone|Keystone]] || 0.5 					|| 130/50/45m || 109/69/67cm || 65/25/23cm&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:vauxhall|Vauxhall]] || 1.00 					|| 215/62/60m || 275/122/120cm || 215/62/60cm&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:axford|Axford]] || 1.20 					|| 195/70/75m || 314/164/170cm || 234/84/90cm&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:solomon|Solomon]] || 1.20 					|| 285/80/105m || 454/208/238cm || 342/96/126cm&lt;br /&gt;
|-&lt;br /&gt;
! OSP Hull !! Interior Density (cm/m) !! Size (L/W/H) !! Total Armor Equivalent (F/S/T) !! Internal Armor Equivalent (F/S/T)&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:ferryman|Ferryman]] || 0.5 					|| 68/36/23m 	|| 44/28/22cm || 34/18/12cm&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:draugr|Draugr]] || 0.5 					|| 87/53/40m 	|| 54/37/30cm || 44/27/20cm&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:flathead|Flathead]] || 0.75 					|| 128/56/52m 	|| 216/162/159cm || 96/42/39cm&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:ocello|Ocello]] || 1.2 					|| 210/50/75m 	|| 312/120/150cm || 252/60/90cm&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:marauder|Marauder]] || 0.25 					|| 309/90/115m&amp;lt;ref name=&amp;quot;lnsize&amp;quot;&amp;gt;Lineships have variable dimensions due to their randomized layouts, and therefore the interior armor density stats are not accurate for all layouts.&amp;lt;/ref&amp;gt; || 118/63/69cm&amp;lt;ref name=&amp;quot;lnsize&amp;quot; /&amp;gt; || 78/23/29cm&amp;lt;ref name=&amp;quot;lnsize&amp;quot; /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:moorline|Moorline]] || 0.25 					|| 345/100/110m&amp;lt;ref name=&amp;quot;lnsize&amp;quot; /&amp;gt; || 127/65/68cm&amp;lt;ref name=&amp;quot;lnsize&amp;quot; /&amp;gt; || 87/25/28cm&amp;lt;ref name=&amp;quot;lnsize&amp;quot; /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most damage types have a minimum pendepth of 15m. Even if the leftover penetration is 1cm, as long as it penetrates armor it will penetrate to 15m deep&lt;br /&gt;
&lt;br /&gt;
Some damage types have conditions that can stop the attack early or limit penetration depth, even if it would normally penetrate deeper.&lt;br /&gt;
&lt;br /&gt;
Some shells&amp;lt;ref&amp;gt;120mm RPF, 250mm RPF, 250mm Bomb, 600mm Bomb&amp;lt;/ref&amp;gt; have a &amp;quot;Penetration Depth Override&amp;quot;&amp;lt;ref&amp;gt;Listed as _overrideComponentSearchDistance internally&amp;lt;/ref&amp;gt;; These shells only use pendepth for calculating overpen, and if the shell does not overpen, the shell&#039;s pendepth is guarenteed to reach the override distance. This override is not usually limited by anything, and is applied after the overpen check which means the override cannot cause an overpen on its own.&lt;br /&gt;
&lt;br /&gt;
=== Overpenetration ===&lt;br /&gt;
Shells that penetrate [[armor |armor]] and don&#039;t stop inside the hull due to fuzing, internal density, or armor at the exit point, will overpenetrate (overpen) and usually deal reduced damage against the ship (determined by the shell&#039;s overpenetration modifier). Most shell types also have reduced damage and different damage behaviors when overpenetrating.&lt;br /&gt;
&lt;br /&gt;
A shell that overpenetrates can continue on and hit other targets, but some of it&#039;s armor penetration will be &amp;quot;used up&amp;quot; and the shell will have reduced penetration. e.g. a shell with 110cm pen hitting a ship with 15cm armor will use up 30cm (ignoring angling and internal density) and after overpenetrating will only have 80cm pen against the next target.&lt;br /&gt;
&lt;br /&gt;
In some cases, the overpenetration vfx will play, but the shell will not exit the ship. In this case the hit is still treated as an overpenetrating hit even if the shell doesn&#039;t visibly exit.&lt;br /&gt;
&lt;br /&gt;
Most other attacks besides shells don&#039;t overpenetrate. Some attack still make an overpenetration check for the purposes of vfx but this usually does not apply any explicit damage penalties and usually cannot damage further targets.&lt;br /&gt;
&lt;br /&gt;
=== Structure break ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:PuppyNebulousStructurebreak.png|width=&amp;quot;100%&amp;quot;|Structure boxes of the different hulls. Diagram by PuppyFromHell.]]&lt;br /&gt;
&lt;br /&gt;
Structure boxes of the different hulls. Diagram by PuppyFromHell&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All ships have a &amp;quot;Structure hitbox&amp;quot;. if an attack hits this hitbox, and does not damage any components, the damage is dealt to the structure. Once enough damage has been dealt to the structure, the ship becomes structure broken, and any more damage to the structure is redirected to a random component, as if it had hit that components instead. In this state, crew also take 50% more damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Damage Type Overviews ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeShellBehavior.jpg|width=&amp;quot;100%&amp;quot;|Behavior of AP and HE shells as they penetrate an Axford]]&lt;br /&gt;
Behavior of AP and HE shells as they penetrate an Axford. Not to scale. Diagram by smolcake.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== HE (Shell) ===&lt;br /&gt;
HE shells create an explosion (sphere) inside the ship at a point along their path of travel. Any components that touch this sphere are damaged. The damage of the round is spread between all components equally. For example, a 150 damage shell will do 30 damage to 5 components or 75 damage to 2 components. If they overpen, the round does not create an explosion and the reduced damage is spread equally among all components that the round intersected with.&lt;br /&gt;
&lt;br /&gt;
The explosion position is determined by the pendepth and the penetration envelope stat. Most HE shells have a penetration envelope of 0.8, which means they will detonate at some point between 80% and 100% of their pendepth.&lt;br /&gt;
&lt;br /&gt;
=== AP (Shell) ===&lt;br /&gt;
AP shells damage the first non-destroyed component in their path; all subsequent components along it&#039;s pendepth are not damaged. If they overpen, the reduced damage is spread equally among all components that the round intersected with.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;AP Sabot (Rail)&#039;&#039; ====&lt;br /&gt;
AP Sabot always spreads their damage across all components hit, dealing a certain fraction of damage to each component that falls off for each component hit, depending on the overpen multiplier. This applies even if the shot overpens.&amp;lt;ref&amp;gt;Technically, railguns are counted as always overpenetrating, which is how their damage type is changed from the standard AP shell to the unique type described.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
e.g, a 300mm AP Rail Sabot with 80 damage and 50% overpen multiplier will deal 40 damage to the first component, 20 damage to the second, 10 damage to the third, etc&lt;br /&gt;
&lt;br /&gt;
AP Sabot will always cause a critical event (crit) in a random component if they hit the structure hitbox, even if the ship is not structure-broken. &lt;br /&gt;
&lt;br /&gt;
AP Sabot will never trigger catastrophic events (but the subsequent fires can cause catastrophics)&lt;br /&gt;
&lt;br /&gt;
=== RPF (Shell) ===&lt;br /&gt;
RPF shells fire multiple fragmentations in a tight cone towards the nearest target (simulating the few fragments that would potentially threaten the target, out of the dozens of fragments). Each fragment acts like an AP shell, and totals up to the listed damage (eg, [[munition:250mm-rpf|250mm HE-RPF Shells]] deal 16 damage per fragment, for a total of 128 damage).&lt;br /&gt;
&lt;br /&gt;
Most RPF shells ignore normal penetration depth mechanics; if the fragment penetrates armor, they will always penetrate a certain depth into the hull regardless of interior density or leftover penetration.&lt;br /&gt;
&lt;br /&gt;
RPF will also fuze on missiles, and has a 50% chance of damaging missiles within its blast radius (20 damage, 0.1cm pen, 50m fuze, 110m radius for 120mm RPF; 30 damage, 0.2cm pen, 60m fuze, 200m radius for 250mm RPF). This blast radius is purely antimissile and does not affect ships&lt;br /&gt;
&lt;br /&gt;
RPF will trigger on terrain.&lt;br /&gt;
&lt;br /&gt;
==== Bomb (Shell) ====&lt;br /&gt;
[[munition:600-bomb|600mm Bomb Shells]] emit 12 fragments per target, each dealing 40 damage. [[munition:250mm-bomb|250mm Bomb shells]] emit 6 fragments per target, each dealing 16 damage. The listed damage for Bomb shells assumes it hits 5 targets.&lt;br /&gt;
&lt;br /&gt;
Bomb shells hit all ships within their blast radius (500m radius for both 600mm and 250mm bomb shells) with multiple fragments. These fragments are distributed randomly across the target&#039;s bounding radius. Or in other words, if you imagine a circle that circumscribes the ship, the fragments fired at that ship will be distributed randomly inside that circle.&lt;br /&gt;
&lt;br /&gt;
This can result in some fragments missing the ship, e.g. 600mm bomb shells will not always score 12 hits on every ship in its radius as ships do not fully encompass their bounding radius. In addition, these fragments can strike other targets inside the blast radius besides their intended target. Each bomb shell fragment will now try up to several times to to find a ray which hits the target&#039;s hull, twice for 250mm bomb shells and 3 times for 600mm bomb shells.&lt;br /&gt;
&lt;br /&gt;
Bomb shell fragments ignore normal penetration depth mechanics; if the fragment penetrates armor, they will always penetrate a certain depth into the hull regardless of interior density or leftover penetration. &lt;br /&gt;
&lt;br /&gt;
Bomb shells explode with a timed fuze. When firing on tracks, that timed fuze is stepped back by 0.35 seconds and will randomly vary &amp;amp;plusmn;0.2 seconds&lt;br /&gt;
&lt;br /&gt;
Bomb shell fragments have a crit rate of 2%.&lt;br /&gt;
&lt;br /&gt;
Missiles within 300m of a 600mm bomb shell explosion have a 25% chance of being damaged for 30 damage, 0.2cm pen. Missiles within 300m of a 250mm bomb shell explosion have a 50% chance of being damaged for 30 damage, 0.1cm pen.&lt;br /&gt;
&lt;br /&gt;
500mm Fracturing Block fired by Mass Drivers also has an on-hit bombshell fragment effect, with fragments cast at nearby ships that are visible from the impact point.&lt;br /&gt;
&lt;br /&gt;
=== Plasma === &lt;br /&gt;
&lt;br /&gt;
Plasma splits its damage across all components in its blast radius.&lt;br /&gt;
&lt;br /&gt;
In addition to the main hit, plasma hits will also splash into 8 more splashrays upon impact, which array themselves in an approximate ring 7.5m away from the main impact location. These splashrays each have the same armor shredding and radius as the main hit, but deal no internal damage. Splashrays each shred armor separately, and can overlap in some cases&lt;br /&gt;
&lt;br /&gt;
Plasma armor shredding ignores armor angle. Both component damage and shredding falls off over distance, down to 30% at max range.&lt;br /&gt;
&lt;br /&gt;
=== Beam ===&lt;br /&gt;
Beams deal damage five times a second, and therefore their damage per hit is 1/5 of the listed damage per second. Beams damage the first component in their path, have a fixed penetration depth of 150m (width of 6.66m), and cannot overpenetrate. &lt;br /&gt;
&lt;br /&gt;
Beams deal reduced damage and armor penetration at longer ranges, reduced by 5% (x0.95) at half of max range, and reduced by 50% (x0.50) at max range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see also: [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/damage.html Puppy&#039;s beam damage tool]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== HEI (Missile) ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeHEKPHEIBehavior.jpg|width=&amp;quot;100%&amp;quot;|Behavior of HEI and HEKP warheads on an Axford]]&lt;br /&gt;
Diagram of the behavior of HEI and HEKP warheads on an Axford. Not to scale. By smolcake.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HEI splits its damage into multiple fragments (aka rays), each dealing 50 dmg. The amount of fragments totals up to the listed damage value. e.g. a missile that has a listed damage of 1440 will split its damage into 28 fragments dealing 50 dmg, with one fragment left over dealing 40 dmg. &lt;br /&gt;
&lt;br /&gt;
These fragments spray out from the impact location in a 35 deg cone pattern in the direction of the missile (note that the cone angles given on this page use internal values, and are therefore only half of the full angle). Each fragment splits their damage among all components in a 70m line (ignores pendepth mechanics), and do not overpenetrate. (e.g. the damage ray hitting two components will deal 25 damage to each, hitting three components will deal ~17 damage to each)&lt;br /&gt;
&lt;br /&gt;
HEI warheads ignore armor angling.&lt;br /&gt;
&lt;br /&gt;
For missiles, HE armor shredding radius gradually increases as warhead size increases. It starts at ~3.5m, goes to 5m at 1500 damage, 8m at 5000 damage.&lt;br /&gt;
&lt;br /&gt;
Rockets function similarly, but with a slightly wider 45 deg cone and a variable ray length from 40m to 60m&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;HEI (Mine)&#039;&#039; ====&lt;br /&gt;
Works similarly to standard HEI, but the fragments deal 100 damage instead (times 50, for 5000 damage in total), with 100m-150m long rays, in a 50 degree cone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Mass driver/Fracturing block&#039;&#039; ====&lt;br /&gt;
OSP Fracturing blocks have a similar damage type compared to HEI, but instead deal only 15 damage per fragment, times 20 fragments, in a 35 deg cone. Fracturing block rays are emitted from the impact location, length of the rays is determined by penetration depth of the attack (for 500mm fracturing blocks, this is capped at 30m and has no penetration depth override). Fracturing block damage rays ignore damage reduction.&lt;br /&gt;
&lt;br /&gt;
Fracturing blocks can visually overpenetrate, but this only allows the block to pass through the ship; overpenetration does not change the damage type of fracturing blocks and does not reduce the damage. Overpenetrating fracturing blocks will still deal the same damage and emit the same amount of rays on impact. As a side effect, the block itself also loses no damage after overpenning, which means if it hits a second target and penetrates, that target will also take full damage.&lt;br /&gt;
&lt;br /&gt;
Unlike missile HEI, Mass drivers are affected by armor angling.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;HE-SH (Shell)&#039;&#039; ====&lt;br /&gt;
[[munition:600mm-hesh|600mm HE-SH]] works similarly to fracturing blocks. It applies 7&amp;amp;times; 60 damage rays, 50m maximum ray length, 15 deg cone. HE-SH cannot overpenetrate hulls.&lt;br /&gt;
&lt;br /&gt;
=== HEKP (Missile) ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 360px; padding: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Minimum armor penetration that guarantees HEKP will hit 171.6m&amp;lt;ref&amp;gt;Not all ships are that long. Consult [[#Interior_Density_and_Penetration_Depth | the interior density and penetration depth table]]&amp;lt;/ref&amp;gt; penetration depth against a given hull class, assuming their armor is at the maximum possible angle and is fresh.&lt;br /&gt;
|-&lt;br /&gt;
! ANS Hull !! Armor !! Internal Density (cm/m) !! HEKP Pen&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter || 8cm || 0.50 || 106cm&lt;br /&gt;
|-&lt;br /&gt;
| Raines || 15cm || 0.50 || 124cm&lt;br /&gt;
|-&lt;br /&gt;
| Keystone || 22cm || 0.50 || 141cm&lt;br /&gt;
|-&lt;br /&gt;
| Vauxhall || 30cm || 1.00 || 247cm&lt;br /&gt;
|-&lt;br /&gt;
| Axford || 40cm || 1.20 || 306cm&lt;br /&gt;
|-&lt;br /&gt;
| Solomon || 56cm || 1.20 || 346cm&lt;br /&gt;
|-&lt;br /&gt;
! OSP Hull !! Armor !! Internal Density (cm/m) !! HEKP Pen&lt;br /&gt;
|-&lt;br /&gt;
| Ferryman || 5cm || 0.50|| 99cm&lt;br /&gt;
|-&lt;br /&gt;
| Draugr || 5cm || 0.50 || 99cm&lt;br /&gt;
|-&lt;br /&gt;
| Flathead || 48cm || 0.75 || 249cm&lt;br /&gt;
|-&lt;br /&gt;
| Ocello || 30cm || 1.20 || 281cm&lt;br /&gt;
|-&lt;br /&gt;
| Marauder || 20cm || 0.25 || 93cm&lt;br /&gt;
|-&lt;br /&gt;
| Moorline || 20cm || 0.25 || 93cm&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The HEKP penetrator is a spherical hitbox 10m wide and hits all components in a straight line up to 175m from the impact location. It spreads its listed damage equally among all hit components. The penetrator has a 2.0m armor shredding radius&lt;br /&gt;
&lt;br /&gt;
The HEKP explosive creates a line of explosions along the path of the penetrator, and deals more overall damage as penetration depth increases, up to its listed maximum damage at 175m. HEKP does not suffer an explicit overpen penalty, but smaller hulls may not be large enough to allow the HEKP penetrator to travel 175m for maximum damage.&lt;br /&gt;
&lt;br /&gt;
HEKP&#039;s explosion pattern is fixed, and broadly does not change regardless of warhead size, missile speed, or other factors. The HEKP Explosive splits its damage among 26 explosions&amp;lt;ref&amp;gt;The explosion count is not explicitly defined, rather the game derives the explosion count by dividing the maximum penetration depth by the distance between explosions. As a result, HEKP actually needs only 171.6m pendepth to reach the maximum explosion count&amp;lt;/ref&amp;gt;. It tries to drop one explosion exactly every 6.6m (up to the maximum depth of 175m). If the explosive cannot drop all 26 explosions (either because the ship&#039;s hull is  thinner than 175m, or the Penetrator did not travel 175m), then the damage in those explosions are lost. However, the total explosion damage will never go below 40%; The remaining explosions will have their damage scaled up to meet the 40% minimum.&lt;br /&gt;
&lt;br /&gt;
Explosion count is rounded down; HEKP will create no explosions below 6.6m (but the penetrator can still damage components)&lt;br /&gt;
&lt;br /&gt;
HEKP explosion radius varies throughout the explosion chain, peaking at ~25m radius at the 18th/19th explosion (~119m deep) and dropping off to ~7.5m radius near the beginning and end. Damage per explosion is the same for each explosion. Damage per explosion is distributed between components similarly to an HE shell. Armor shredding radius scales in a similar way, peaking at 6.0m (12m diameter in the best case) and dropping off to ~1.8m at the beginning and end. This is measured from the explosion point, not from the nearest surface.&amp;lt;ref&amp;gt;While in game HEKP is modeled as a line of explosions, this is intended to emulate the effect of a single large explosion moving through a confined environment at high speed, such as a supersonic missile impact: https://www.military.com/video/guided-missiles/antiship-missiles/russian-supersonic-missile-blows-away-vessel/4156566704001 &amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the explosion damage and armor shredding value scales with warhead size, the shredding and damage radius are fixed regardless of warhead size&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blast Frag (Missile) ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 240px; padding: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Chance to hit based on angle of intercept.&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Head-On !! Side !! Rear&lt;br /&gt;
|-&lt;br /&gt;
| BF || 50% || 20% || 80%&lt;br /&gt;
|-&lt;br /&gt;
| BF-EL || 85% || 65% || 95%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Blast Frag detonates on the first enemy that comes within fuze range (regardless if it&#039;s the current target or not, as the fuze is seperate from the seeker), and has a chance of hitting against all missiles in its AoE. The fuze range is equal to the blast radius, with an upper limit of 50m. The fuze will trigger on everything, including other ships and terrain (But does not damage ships whatsoever, and will show up as a &amp;quot;miss&amp;quot; if it triggers on a ship)&lt;br /&gt;
&lt;br /&gt;
Each missile within range of a blast frag detonation only has a chance of taking damage depending on the angle of intercept (based on the velocity vectors between the two missiles)&amp;lt;ref&amp;gt;This is calculated using the dot product between the normalized velocity vectors of the two missiles, which is effectively just calculating the cosine of the angle.&amp;lt;/ref&amp;gt;. A blast frag missile hitting another missile head on has a moderate chance of dealing damage, a side-on hit has a low chance of damage, and a rear, or chasing hit, has the greatest chance of damage &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/damage.html Puppy&#039;s damage mechanics tool] - visualizes various hull damage mechanics (such as an armor penetration, beam damage falloff over distance with varying amounts of Focused Particle Accelerators)&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1pB_kOSDFyLfL-RyihnDmyeRAJUCtBsbBT_H8eefH8u4/edit#gid=324047751 Puppy&#039;s All-in-one Calculator] - contains raw data on a variety of mechanics in Nebulous (Such as blast frag hit chances, flak AoE multipliers, HEKP explosion multiplers, etc)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=File:DTDR-1.png&amp;diff=1547</id>
		<title>File:DTDR-1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=File:DTDR-1.png&amp;diff=1547"/>
		<updated>2026-09-15T22:44:11Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DR/DT guide By Dragonbender09&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-ap&amp;diff=1546</id>
		<title>Munition:100mm-ap</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-ap&amp;diff=1546"/>
		<updated>2026-09-15T21:48:02Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* In Game Performance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
Small armor-piercing rounds used on light cannon weapons.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/Component_Damage#AP_(Shell)&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 100mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 100mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 45 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 50 m (Minimum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 25 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 900 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,200 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 12 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 250 rnds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.desmos.com/calculator/dyvh4q4hfj Neb Angle Penetration Graph] - Penetration occurs inside the shaded area, intersection is the maximum&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-ap&amp;diff=1545</id>
		<title>Munition:100mm-ap</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-ap&amp;diff=1545"/>
		<updated>2026-09-15T21:46:57Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
Small armor-piercing rounds used on light cannon weapons.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 100mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 100mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 45 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 50 m (Minimum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 25 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 900 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,200 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 12 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 250 rnds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.desmos.com/calculator/dyvh4q4hfj Neb Angle Penetration Graph] - Penetration occurs inside the shaded area, intersection is the maximum&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-grape&amp;diff=1544</id>
		<title>Munition:100mm-grape</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-grape&amp;diff=1544"/>
		<updated>2026-09-15T21:46:36Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
A canister of small, hardened metal beads. Their low mass allows for higher velocity compared to standard shells. Can be used against lightly armored targets to directly attack crew and damage delicate systems, or against missiles&amp;lt;ref&amp;gt;and craft&amp;lt;/ref&amp;gt; in flight.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 100mm Grape&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 100mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Dual-Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 16 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 50 m (Minimum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 25 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 500%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 500%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 1100 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,997 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 12 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 250 rnds&lt;br /&gt;
|-&lt;br /&gt;
| Pellet Spread Radius || 12.5 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.desmos.com/calculator/dyvh4q4hfj Neb Angle Penetration Graph] - Penetration occurs inside the shaded area, intersection is the maximum&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-hehc&amp;diff=1543</id>
		<title>Munition:100mm-hehc</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-hehc&amp;diff=1543"/>
		<updated>2026-09-15T21:46:14Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
A variant of the 100mm HE shell with a greater legth and more explosive capacity at the expense of armor penetration. Most useful against targets which have had the armor stripped off by plasma barrage.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 100mm HE-HC&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 100mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 8 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 30 m (Maximum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 70 HP&lt;br /&gt;
|-&lt;br /&gt;
| Explosion Radius || 10 m&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 900 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,200 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 12 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 250 rnds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.desmos.com/calculator/dyvh4q4hfj Neb Angle Penetration Graph] - Penetration occurs inside the shaded area, intersection is the maximum&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-he&amp;diff=1542</id>
		<title>Munition:100mm-he</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-he&amp;diff=1542"/>
		<updated>2026-09-15T21:45:52Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
Small high-explosive shells used in light cannon weapons.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 100mm HE&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 100mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 30 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 15 m (Maximum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 45 HP&lt;br /&gt;
|-&lt;br /&gt;
| Explosion Radius || 5 m&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 900 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,200 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 12 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 250 rnds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.desmos.com/calculator/dyvh4q4hfj Neb Angle Penetration Graph] - Penetration occurs inside the shaded area, intersection is the maximum&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:120mm-ap&amp;diff=1541</id>
		<title>Munition:120mm-ap</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:120mm-ap&amp;diff=1541"/>
		<updated>2026-09-15T21:45:13Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
Armor-piercing rounds utilized by light cannon weapons, such as the Mk6X series. Effective on light or medium-type warships. Increased effectiveness on armored targets, but with reduced damage on internal compartments.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 120mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 120mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/100 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 45 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 60 m (Minimum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 30 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 800 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,200 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 5 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 100 rnds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.desmos.com/calculator/dyvh4q4hfj Neb Angle Penetration Graph] - Penetration occurs inside the shaded area, intersection is the maximum&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:120mm-he&amp;diff=1540</id>
		<title>Munition:120mm-he</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:120mm-he&amp;diff=1540"/>
		<updated>2026-09-15T21:44:49Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
High-explosive shells utilized by cannon weapons, such as the Mk6X series. Effective on light or medium type warships. Lacks the hull armor penetration power of AP shells, but utilizes a deadly high-explosive payload to destroy the interiors of targets.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 250mm HE&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 120mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/100 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 30 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 15 m (Maximum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 50 HP&lt;br /&gt;
|-&lt;br /&gt;
| Explosion Radius || 5 m&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 52%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 800 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,200 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 5 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 100 rnds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.desmos.com/calculator/dyvh4q4hfj Neb Angle Penetration Graph] - Penetration occurs inside the shaded area, intersection is the maximum&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:250mm-ap&amp;diff=1539</id>
		<title>Munition:250mm-ap</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:250mm-ap&amp;diff=1539"/>
		<updated>2026-09-15T21:44:15Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
Armor-piercing shells utilized by cannon weapons, such as the Mk6X series. Effective on light or medium-type warships, with acceptable performance on heavy-type warships. Has increased effectiveness against penetrating or destroying hull armor, but lacks a high explosive payload&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 250mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 250mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 60 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 70 m (Minimum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.8 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 70 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 75%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 800 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 8,000 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 8 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 50 rnds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.desmos.com/calculator/dyvh4q4hfj Neb Angle Penetration Graph] - Penetration occurs inside the shaded area, intersection is the maximum&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:250mm-he&amp;diff=1538</id>
		<title>Munition:250mm-he</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:250mm-he&amp;diff=1538"/>
		<updated>2026-09-15T21:43:56Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
High-explosive shells utilized by cannon weapons, such as the Mk6X series. Effective on light or medium type warships. Lacks the hull armor penetration power of AP shells, but utilizes a deadly high-explosive payload to destroy the interiors of targets.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 250mm HE&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 250mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 40 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 25 m (Maximum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.8 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 80 HP&lt;br /&gt;
|-&lt;br /&gt;
| Explosion Radius || 9 m&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 800 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 8,000 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 8 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 50 rnds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.desmos.com/calculator/dyvh4q4hfj Neb Angle Penetration Graph] - Penetration occurs inside the shaded area, intersection is the maximum&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:450mm-ap&amp;diff=1537</id>
		<title>Munition:450mm-ap</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:450mm-ap&amp;diff=1537"/>
		<updated>2026-09-15T21:43:30Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
Armor Piercing shells for use in heavy ballistic weapons, effective against medium and heavy warships. Low-velocity shells that have increased effectiveness against hull armor, but lacks a high-explosive payload. &lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 450mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 450mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/25 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 120 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 110 m (Minimum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 1.25 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 100 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 800 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 11,240 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 20 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 25 rnds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.desmos.com/calculator/dyvh4q4hfj Neb Angle Penetration Graph] - Penetration occurs inside the shaded area, intersection is the maximum&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:450mm-he&amp;diff=1536</id>
		<title>Munition:450mm-he</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:450mm-he&amp;diff=1536"/>
		<updated>2026-09-15T21:43:09Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
High-Explosive shells for use in heavy ballistic weapons, effective against medium and heavy warships. Low-velocity shells with a large explosive payload for destroying the interiors of warships, but lacks the armor penetration of AP shells.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 450mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 450mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/25 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 65 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 30 m (Maximum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 1.25 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 150 HP&lt;br /&gt;
|-&lt;br /&gt;
| Explosion Radius || 15 m&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 40%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 800 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 11,240 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 20 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 25 rnds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.desmos.com/calculator/dyvh4q4hfj Neb Angle Penetration Graph] - Penetration occurs inside the shaded area, intersection is the maximum&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:500mm-block&amp;diff=1535</id>
		<title>Munition:500mm-block</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:500mm-block&amp;diff=1535"/>
		<updated>2026-09-15T20:26:46Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: Created page with &amp;quot;=== In Game Description === Fracturing blocks are commonly used in asteroid mining to burrow into large rocks or to shatter smaller ones contained in a net. They are accelerated to high velocity by mass drivers and produce tremendous force on impact.   Unlike the Alliance&amp;#039;s weaponized mass drivers, these variants are blunt rectangles of tungsten and are not designed to punch clean through heavy armor. Instead, they fragment on impact and produce a large explosion akin to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
Fracturing blocks are commonly used in asteroid mining to burrow into large rocks or to shatter smaller ones contained in a net. They are accelerated to high velocity by mass drivers and produce tremendous force on impact. &lt;br /&gt;
&lt;br /&gt;
Unlike the Alliance&#039;s weaponized mass drivers, these variants are blunt rectangles of tungsten and are not designed to punch clean through heavy armor. Instead, they fragment on impact and produce a large explosion akin to a missile warhead.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 600mm HESH&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Magnetic&lt;br /&gt;
|-&lt;br /&gt;
| Size || 500mm&lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/25 pts&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 120 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 30 m (maximum)&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 1.5 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 300 HP (Ignores DR)&lt;br /&gt;
|-&lt;br /&gt;
| Damage Cone Angle || 35 deg.&lt;br /&gt;
|-&lt;br /&gt;
| Damage Ray Count || 20&lt;br /&gt;
|-&lt;br /&gt;
| Damage Per Ray || 15 &amp;lt;ref&amp;gt;Rays of 15 Damage means the Mass Driver is unable to grey even the weakest of components.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 2000 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 20,000 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 19 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 25 rnds&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Splash Damage&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Angle From Impact || 100 deg&lt;br /&gt;
|-&lt;br /&gt;
| Range From Impact || 500 m&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 30 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 50 m (Minimum)&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.5 m&lt;br /&gt;
|-&lt;br /&gt;
| Damage Potential Per Target || 300 HP&lt;br /&gt;
|-&lt;br /&gt;
| Damage Per Fragment || 15 HP&lt;br /&gt;
|-&lt;br /&gt;
| Fragments per Target || 20&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.desmos.com/calculator/dyvh4q4hfj Neb Angle Penetration Graph] - Penetration occurs inside the shaded area, intersection is the maximum&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:600mm-hesh&amp;diff=1534</id>
		<title>Munition:600mm-hesh</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:600mm-hesh&amp;diff=1534"/>
		<updated>2026-09-15T20:19:31Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
High-Explosive shells for use in heavy ballistic weapons, effective against medium and heavy warships. Low-velocity shells with a large explosive payload for destroying the interiors of warships, but lacks the armor penetration of AP shells. This particular type has a deforming, or &#039;squash&#039;, head which produces a cone shaped blast inside the target.&amp;lt;ref&amp;gt;This description is not really how HESH works in real life, but is accurate for how it functions in game.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
HESH cannot over-penetrate hulls, making it useful down to the smallest targets if it can hit. In cases where it cannot hit but 600mm bombshell pens the target (Vauxhall and below), use 600mm Bombshell.&amp;lt;br&amp;gt;&lt;br /&gt;
Ignores armor angling.&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 600mm HESH&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 600mm&lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/25 pts&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 85 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 50 m (maximum)&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 1.75 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 420 HP&lt;br /&gt;
|-&lt;br /&gt;
| Damage Cone Angle || 15 deg.&lt;br /&gt;
|-&lt;br /&gt;
| Damage Ray Count || 7&lt;br /&gt;
|-&lt;br /&gt;
| Damage Per Ray || 60&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 40%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 700 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 9,800 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 20 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 25 rnds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.desmos.com/calculator/dyvh4q4hfj Neb Angle Penetration Graph] - Penetration occurs inside the shaded area, intersection is the maximum&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:400mm-plasma-amp&amp;diff=1533</id>
		<title>Munition:400mm-plasma-amp</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:400mm-plasma-amp&amp;diff=1533"/>
		<updated>2026-09-15T20:15:12Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: Created page with &amp;quot;=== In Game Description === A magnetic bottle containing a quantity of plasma within its field. When propelled at an enemy ship by a coilgun it shatters on impact, melting large swathes of armor away. The plasma contained in the bottle is heated by induction immediately before firing and cools in flight, giving this weapon its highest damage potential at ranges less than 4km.  === In Game Performance ===    === Stats === {| class=&amp;quot;wikitable&amp;quot; ! 400mm Ampoule !  |- | Type...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
A magnetic bottle containing a quantity of plasma within its field. When propelled at an enemy ship by a coilgun it shatters on impact, melting large swathes of armor away. The plasma contained in the bottle is heated by induction immediately before firing and cools in flight, giving this weapon its highest damage potential at ranges less than 4km.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 400mm Ampoule&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Magnetic&lt;br /&gt;
|-&lt;br /&gt;
| Size || 400mm&lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/25 pts&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 60 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 0 m (maximum)&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 10 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 60 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 600 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,800 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 20 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 25 rnds&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Damage and Penetration&lt;br /&gt;
! Range&lt;br /&gt;
|-&lt;br /&gt;
| 98% || 1.95 km&lt;br /&gt;
|-&lt;br /&gt;
| 90% || 3.90 km&lt;br /&gt;
|-&lt;br /&gt;
| 69% || 5.85 km&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 7.80 km&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:300mm-ap-rail-sabot&amp;diff=1532</id>
		<title>Munition:300mm-ap-rail-sabot</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:300mm-ap-rail-sabot&amp;diff=1532"/>
		<updated>2026-09-15T20:09:58Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
High-velocity alloy-based shell used in railgun-type weapon systems, including mass drivers. While the full size of the sabot package is 300mm, the needle projectile is much smaller. These high-speed, extremely hard needles perforate delicate components and cause rapid degradation to warship systems, though they lack the explosive punch to permanently destroy them.&amp;lt;ref&amp;gt;Rails can grey out the first component they hit with a DT less than 40&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
AP Sabot always spreads their damage across all components hit, dealing a certain fraction of damage to each component that falls off for each component hit, depending on the overpen multiplier. This applies even if the shot overpens.&lt;br /&gt;
&lt;br /&gt;
AP Sabot will always cause a critical event (crit) in a random component if they hit the structure hitbox, even if the ship is not structure-broken.&lt;br /&gt;
&lt;br /&gt;
AP Sabot will never trigger catastrophic events (but the subsequent fires can cause catastrophics) &lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 300mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Magnetic&lt;br /&gt;
|-&lt;br /&gt;
| Size || 300mm&lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/25 pts&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 200 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || UNLIMITED&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || FULL&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 1 m&lt;br /&gt;
|-&lt;br /&gt;
| Base Component Damage || 80 HP (Ignores DR)&lt;br /&gt;
|-&lt;br /&gt;
| First Component Damage || 40 HP (Ignores DR)&lt;br /&gt;
|-&lt;br /&gt;
| Second Component Damage || 20 HP (Ignores DR)&lt;br /&gt;
|-&lt;br /&gt;
| Third Component Damage || 10 HP (Ignores DR)&lt;br /&gt;
|-&lt;br /&gt;
| Fourth Component Damage || 5 HP (Ignores DR)&lt;br /&gt;
|-&lt;br /&gt;
| Damage Per Ray || 60&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 10000%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 2000 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 21,000 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 19 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 25 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:300mm-ap-rail-sabot&amp;diff=1531</id>
		<title>Munition:300mm-ap-rail-sabot</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:300mm-ap-rail-sabot&amp;diff=1531"/>
		<updated>2026-09-15T20:08:54Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: Created page with &amp;quot;=== In Game Description === High-velocity alloy-based shell used in railgun-type weapon systems, including mass drivers. While the full size of the sabot package is 300mm, the needle projectile is much smaller. These high-speed, extremely hard needles perforate delicate components and cause rapid degradation to warship systems, though they lack the explosive punch to permanently destroy them.&amp;lt;ref&amp;gt;Rails can grey out the first component they hit with a DT less than 40&amp;lt;/ref...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
High-velocity alloy-based shell used in railgun-type weapon systems, including mass drivers. While the full size of the sabot package is 300mm, the needle projectile is much smaller. These high-speed, extremely hard needles perforate delicate components and cause rapid degradation to warship systems, though they lack the explosive punch to permanently destroy them.&amp;lt;ref&amp;gt;Rails can grey out the first component they hit with a DT less than 40&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
AP Sabot always spreads their damage across all components hit, dealing a certain fraction of damage to each component that falls off for each component hit, depending on the overpen multiplier. This applies even if the shot overpens.&lt;br /&gt;
&lt;br /&gt;
AP Sabot will always cause a critical event (crit) in a random component if they hit the structure hitbox, even if the ship is not structure-broken.&lt;br /&gt;
&lt;br /&gt;
AP Sabot will never trigger catastrophic events (but the subsequent fires can cause catastrophics) &lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 300mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Magnetic&lt;br /&gt;
|-&lt;br /&gt;
| Size || 300mm&lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/25 pts&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 200 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || UNLIMITED&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || FULL&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 1 m&lt;br /&gt;
|-&lt;br /&gt;
| Base Component Damage || 80 HP (Ignores DR)&lt;br /&gt;
|-&lt;br /&gt;
| First Component Damage || 40 HP (Ignores DR)&lt;br /&gt;
|-&lt;br /&gt;
| Second Component Damage || 20 HP (Ignores DR)&lt;br /&gt;
|-&lt;br /&gt;
| Third Component Damage || 10 HP (Ignores DR)&lt;br /&gt;
|-&lt;br /&gt;
| Fourth Component Damage || 5 HP (Ignores DR)&lt;br /&gt;
|-&lt;br /&gt;
| Damage Per Ray || 60&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 10000%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 2000 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 21,000 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 20 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 25 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:120mm-ap&amp;diff=1530</id>
		<title>Munition:120mm-ap</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:120mm-ap&amp;diff=1530"/>
		<updated>2026-09-15T19:54:47Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
Armor-piercing rounds utilized by light cannon weapons, such as the Mk6X series. Effective on light or medium-type warships. Increased effectiveness on armored targets, but with reduced damage on internal compartments.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 120mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 120mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/100 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 45 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 60 m (Minimum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 30 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 800 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,200 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 5 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 100 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:250mm-ap&amp;diff=1529</id>
		<title>Munition:250mm-ap</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:250mm-ap&amp;diff=1529"/>
		<updated>2026-09-15T19:54:25Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
Armor-piercing shells utilized by cannon weapons, such as the Mk6X series. Effective on light or medium-type warships, with acceptable performance on heavy-type warships. Has increased effectiveness against penetrating or destroying hull armor, but lacks a high explosive payload&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 250mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 250mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 60 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 70 m (Minimum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.8 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 70 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 75%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 800 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 8,000 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 8 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 50 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:450mm-ap&amp;diff=1528</id>
		<title>Munition:450mm-ap</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:450mm-ap&amp;diff=1528"/>
		<updated>2026-09-15T19:53:55Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
Armor Piercing shells for use in heavy ballistic weapons, effective against medium and heavy warships. Low-velocity shells that have increased effectiveness against hull armor, but lacks a high-explosive payload. &lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 450mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 450mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/25 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 120 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 110 m (Minimum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 1.25 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 100 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 800 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 11,240 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 20 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 25 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:450mm-he&amp;diff=1527</id>
		<title>Munition:450mm-he</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:450mm-he&amp;diff=1527"/>
		<updated>2026-09-15T19:53:29Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: Created page with &amp;quot;=== In Game Description === High-Explosive shells for use in heavy ballistic weapons, effective against medium and heavy warships. Low-velocity shells with a large explosive payload for destroying the interiors of warships, but lacks the armor penetration of AP shells.  === In Game Performance ===  === Stats === {| class=&amp;quot;wikitable&amp;quot; ! 450mm AP !  |- | Type || Ballistic/Chemical |- | Size || 450mm  |- | Role || Offensive |- | Cost || 1/25 pt |- | Armor Penetration || 65 c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
High-Explosive shells for use in heavy ballistic weapons, effective against medium and heavy warships. Low-velocity shells with a large explosive payload for destroying the interiors of warships, but lacks the armor penetration of AP shells.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 450mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 450mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/25 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 65 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 30 m (Maximum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 1.25 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 150 HP&lt;br /&gt;
|-&lt;br /&gt;
| Explosion Radius || 15 m&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 40%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 800 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 11,240 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 20 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 25 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:450mm-ap&amp;diff=1526</id>
		<title>Munition:450mm-ap</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:450mm-ap&amp;diff=1526"/>
		<updated>2026-09-15T19:51:43Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: Created page with &amp;quot;=== In Game Description === Armor Piercing shells for use in heavy ballistic weapons, effective against medium and heavy warships. Low-velocity shells that have increased effectiveness against hull armor, but lacks a high-explosive payload.   === In Game Performance ===  === Stats === {| class=&amp;quot;wikitable&amp;quot; ! 450mm AP !  |- | Type || Ballistic/Chemical |- | Size || 450mm  |- | Role || Offensive |- | Cost || 1/25 pt |- | Armor Penetration || 120 cm |- | Penetration Depth ||...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
Armor Piercing shells for use in heavy ballistic weapons, effective against medium and heavy warships. Low-velocity shells that have increased effectiveness against hull armor, but lacks a high-explosive payload. &lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 450mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 450mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/25 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 120 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 110 m (Maximum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 1.25 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 100 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 800 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 11,240 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 20 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 25 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:120mm-he&amp;diff=1525</id>
		<title>Munition:120mm-he</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:120mm-he&amp;diff=1525"/>
		<updated>2026-09-15T19:48:14Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: Created page with &amp;quot;=== In Game Description === High-explosive shells utilized by cannon weapons, such as the Mk6X series. Effective on light or medium type warships. Lacks the hull armor penetration power of AP shells, but utilizes a deadly high-explosive payload to destroy the interiors of targets.  === In Game Performance ===  === Stats === {| class=&amp;quot;wikitable&amp;quot; ! 250mm HE !  |- | Type || Ballistic/Chemical |- | Size || 120mm  |- | Role || Offensive |- | Cost || 1/100 pt |- | Armor Penetr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
High-explosive shells utilized by cannon weapons, such as the Mk6X series. Effective on light or medium type warships. Lacks the hull armor penetration power of AP shells, but utilizes a deadly high-explosive payload to destroy the interiors of targets.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 250mm HE&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 120mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/100 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 30 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 15 m (Maximum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 50 HP&lt;br /&gt;
|-&lt;br /&gt;
| Explosion Radius || 5 m&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 52%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 800 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,200 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 5 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 100 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:120mm-ap&amp;diff=1524</id>
		<title>Munition:120mm-ap</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:120mm-ap&amp;diff=1524"/>
		<updated>2026-09-15T19:46:52Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: Created page with &amp;quot;=== In Game Description === Armor-piercing rounds utilized by light cannon weapons, such as the Mk6X series. Effective on light or medium-type warships. Increased effectiveness on armored targets, but with reduced damage on internal compartments.  === In Game Performance ===  === Stats === {| class=&amp;quot;wikitable&amp;quot; ! 120mm AP !  |- | Type || Ballistic/Chemical |- | Size || 120mm  |- | Role || Offensive |- | Cost || 1/100 pt |- | Armor Penetration || 45 cm |- | Penetration Dep...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
Armor-piercing rounds utilized by light cannon weapons, such as the Mk6X series. Effective on light or medium-type warships. Increased effectiveness on armored targets, but with reduced damage on internal compartments.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 120mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 120mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/100 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 45 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 60 m (Maximum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 30 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 800 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,200 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 5 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 100 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:250mm-he&amp;diff=1523</id>
		<title>Munition:250mm-he</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:250mm-he&amp;diff=1523"/>
		<updated>2026-09-15T19:12:46Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: Created page with &amp;quot;=== In Game Description === High-explosive shells utilized by cannon weapons, such as the Mk6X series. Effective on light or medium type warships. Lacks the hull armor penetration power of AP shells, but utilizes a deadly high-explosive payload to destroy the interiors of targets.  === In Game Performance ===  === Stats === {| class=&amp;quot;wikitable&amp;quot; ! 250mm HE !  |- | Type || Ballistic/Chemical |- | Size || 250mm  |- | Role || Offensive |- | Cost || 1/250 pt |- | Armor Penetr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
High-explosive shells utilized by cannon weapons, such as the Mk6X series. Effective on light or medium type warships. Lacks the hull armor penetration power of AP shells, but utilizes a deadly high-explosive payload to destroy the interiors of targets.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 250mm HE&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 250mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 40 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 25 m (Maximum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.8 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 80 HP&lt;br /&gt;
|-&lt;br /&gt;
| Explosion Radius || 9 m&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 800 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 8,000 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 8 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 50 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-hehc&amp;diff=1522</id>
		<title>Munition:100mm-hehc</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-hehc&amp;diff=1522"/>
		<updated>2026-09-15T18:56:08Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
A variant of the 100mm HE shell with a greater legth and more explosive capacity at the expense of armor penetration. Most useful against targets which have had the armor stripped off by plasma barrage.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 100mm HE-HC&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 100mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 8 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 30 m (Maximum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 70 HP&lt;br /&gt;
|-&lt;br /&gt;
| Explosion Radius || 10 m&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 900 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,200 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 12 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 250 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:250mm-ap&amp;diff=1521</id>
		<title>Munition:250mm-ap</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:250mm-ap&amp;diff=1521"/>
		<updated>2026-09-15T18:55:49Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: Created page with &amp;quot;=== In Game Description === Armor-piercing shells utilized by cannon weapons, such as the Mk6X series. Effective on light or medium-type warships, with acceptable performance on heavy-type warships. Has increased effectiveness against penetrating or destroying hull armor, but lacks a high explosive payload  === In Game Performance ===  === Stats === {| class=&amp;quot;wikitable&amp;quot; ! 250mm AP !  |- | Type || Ballistic/Chemical |- | Size || 250mm  |- | Role || Offensive |- | Cost ||...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
Armor-piercing shells utilized by cannon weapons, such as the Mk6X series. Effective on light or medium-type warships, with acceptable performance on heavy-type warships. Has increased effectiveness against penetrating or destroying hull armor, but lacks a high explosive payload&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 250mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 250mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 60 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 70 m (Maximum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.8 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 70 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 75%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 800 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 8,000 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 8 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 50 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-he&amp;diff=1520</id>
		<title>Munition:100mm-he</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-he&amp;diff=1520"/>
		<updated>2026-09-15T18:52:39Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: Created page with &amp;quot;=== In Game Description === Small high-explosive shells used in light cannon weapons.  === In Game Performance ===  === Stats === {| class=&amp;quot;wikitable&amp;quot; ! 100mm HE !  |- | Type || Ballistic/Chemical |- | Size || 100mm  |- | Role || Offensive |- | Cost || 1/250 pt |- | Armor Penetration || 30 cm |- | Penetration Depth || 15 m (Maximum) |- | Overpenetration Damage || 20% |- | Armor Shredding Radius || 0.4 m |- | Component Damage || 45 HP |- | Explosion Radius || 5 m |- | Cri...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
Small high-explosive shells used in light cannon weapons.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 100mm HE&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 100mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 30 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 15 m (Maximum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 45 HP&lt;br /&gt;
|-&lt;br /&gt;
| Explosion Radius || 5 m&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 900 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,200 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 12 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 250 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-hehc&amp;diff=1519</id>
		<title>Munition:100mm-hehc</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-hehc&amp;diff=1519"/>
		<updated>2026-09-15T18:46:54Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: Created page with &amp;quot;=== In Game Description === A variant of the 100mm HE shell with a greater legth and more explosive capacity at the expense of armor penetration. Most useful against targets which have had the armor stripped off by plasma barrage.  === In Game Performance ===  === Stats === {| class=&amp;quot;wikitable&amp;quot; ! 100mm Grape !  |- | Type || Ballistic/Chemical |- | Size || 100mm  |- | Role || Offensive |- | Cost || 1/250 pt |- | Armor Penetration || 8 cm |- | Penetration Depth || 30 m (Ma...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
A variant of the 100mm HE shell with a greater legth and more explosive capacity at the expense of armor penetration. Most useful against targets which have had the armor stripped off by plasma barrage.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 100mm Grape&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 100mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 8 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 30 m (Maximum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 70 HP&lt;br /&gt;
|-&lt;br /&gt;
| Explosion Radius || 10 m&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 900 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,200 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 12 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 250 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-grape&amp;diff=1518</id>
		<title>Munition:100mm-grape</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-grape&amp;diff=1518"/>
		<updated>2026-09-15T18:44:18Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: Created page with &amp;quot; === In Game Description === A canister of small, hardened metal beads. Their low mass allows for higher velocity compared to standard shells. Can be used against lightly armored targets to directly attack crew and damage delicate systems, or against missiles&amp;lt;ref&amp;gt;and craft&amp;lt;/ref&amp;gt; in flight.  === In Game Performance ===  === Stats === {| class=&amp;quot;wikitable&amp;quot; ! 100mm Grape !  |- | Type || Ballistic/Chemical |- | Size || 100mm  |- | Role || Dual-Purpose |- | Cost || 1/250 pt |-...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
A canister of small, hardened metal beads. Their low mass allows for higher velocity compared to standard shells. Can be used against lightly armored targets to directly attack crew and damage delicate systems, or against missiles&amp;lt;ref&amp;gt;and craft&amp;lt;/ref&amp;gt; in flight.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 100mm Grape&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 100mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Dual-Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 16 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 50 m (Minimum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 25 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 500%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 500%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 1100 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,997 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 12 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 250 rnds&lt;br /&gt;
|-&lt;br /&gt;
| Pellet Spread Radius || 12.5 m&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-ap&amp;diff=1517</id>
		<title>Munition:100mm-ap</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-ap&amp;diff=1517"/>
		<updated>2026-09-15T18:39:09Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
Small armor-piercing rounds used on light cannon weapons.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 100mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 100mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 45 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 50 m (Minimum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 25 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 900 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,200 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 12 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 250 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-ap&amp;diff=1516</id>
		<title>Munition:100mm-ap</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-ap&amp;diff=1516"/>
		<updated>2026-09-15T18:38:46Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* In Game Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
Small armor-piercing rounds used on light cannon weapons.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 100mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 100mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 45 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 50 m (Minimum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 25 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 900 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,200 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 12 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 250 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-ap&amp;diff=1515</id>
		<title>Munition:100mm-ap</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-ap&amp;diff=1515"/>
		<updated>2026-09-15T18:38:37Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* In Game Performance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
&lt;br /&gt;
=== In Game Description ===&lt;br /&gt;
Small armor-piercing rounds used on light cannon weapons.&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 100mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 100mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 45 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 50 m (Minimum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 25 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 900 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,200 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 12 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 250 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-ap&amp;diff=1514</id>
		<title>Munition:100mm-ap</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-ap&amp;diff=1514"/>
		<updated>2026-09-15T18:37:07Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== In Game Description ===&lt;br /&gt;
&lt;br /&gt;
=== In Game Performance ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 100mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 100mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 1/250 pt&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 45 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 50 m (Minimum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 25 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 900 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,200 m&lt;br /&gt;
|-&lt;br /&gt;
| Volume || 12 (m&amp;lt;math&amp;gt;^3&amp;lt;/math&amp;gt;) per 250 rnds&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-ap&amp;diff=1513</id>
		<title>Munition:100mm-ap</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munition:100mm-ap&amp;diff=1513"/>
		<updated>2026-09-15T18:33:10Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; ! 100mm AP !  |- | Type || Ballistic/Chemical |- | Size || 100mm  |- | Role || Offensive |- | Armor Penetration || 45 cm |- | Penetration Depth || 50 m (Minimum) |- | Overpenetration Damage || 10% |- | Armor Shredding Radius || 0.4 m |- | Component Damage || 25 HP |- | Crit Chance Base || 5% |- | Crew Damage Mult || 50% |- | Muzzle Velocity || 900 m/s |- | Range || 7,200 m |}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 100mm AP&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Type || Ballistic/Chemical&lt;br /&gt;
|-&lt;br /&gt;
| Size || 100mm &lt;br /&gt;
|-&lt;br /&gt;
| Role || Offensive&lt;br /&gt;
|-&lt;br /&gt;
| Armor Penetration || 45 cm&lt;br /&gt;
|-&lt;br /&gt;
| Penetration Depth || 50 m (Minimum)&lt;br /&gt;
|-&lt;br /&gt;
| Overpenetration Damage || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Armor Shredding Radius || 0.4 m&lt;br /&gt;
|-&lt;br /&gt;
| Component Damage || 25 HP&lt;br /&gt;
|-&lt;br /&gt;
| Crit Chance Base || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Crew Damage Mult || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Muzzle Velocity || 900 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Range || 7,200 m&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:solomon&amp;diff=1512</id>
		<title>Ship:solomon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:solomon&amp;diff=1512"/>
		<updated>2026-09-15T08:26:44Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Propulsion Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Solomon.png|thumb|Solomon Hull Configuration]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
     Reload Time (Rails): &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;ref&amp;gt;This malus breaks Rail Solomon, if you want railguns, use a Rail Keystone or Rail Axford instead.&amp;lt;/ref&amp;gt;&lt;br /&gt;
     Spacecraft Arming Speed: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
[[File:Solomon Mounts.png|thumb|alt=Solomon Mounts|Solomon Mounts]]&lt;br /&gt;
The Solomon has&lt;br /&gt;
&lt;br /&gt;
   * 3 C5&lt;br /&gt;
   * 1 C4&lt;br /&gt;
   * 6 C2&lt;br /&gt;
   * 4 C1&lt;br /&gt;
&lt;br /&gt;
=== Mounts 1 2 and 4 ===&lt;br /&gt;
These C5 and C4 mounts should consist of your main battery.&lt;br /&gt;
&lt;br /&gt;
=== Mount 3 ===&lt;br /&gt;
This C5 mount is the &amp;quot;backpack&amp;quot; mount of the Solomon. On gun Solomon, this is where you can safely mount your missile launchers without interfering with the gun battery, or equip various softkill equipment like [[component:e70-interrutpion-jammer|&#039;&#039;&#039;E70 &#039;Interruption&#039; Jammer&#039;&#039;&#039;]], [[component:vls-2-launcher|&#039;&#039;&#039;VLS-2&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
Broadside Solomon will of course use this mount for another gun turret. Broadside Solomon must be careful to play at the edge of their range when using the rear turret, as presenting it makes them an easier target and their angled armor less effective.&lt;br /&gt;
&lt;br /&gt;
Some gun Solomon will equip a [[component:mk-610-beam-turret|&#039;&#039;&#039;Mk610 Beam Turret&#039;&#039;&#039;]] here as a self-defense weapon against close-in targets, though they usually have insufficient module space to buff it significantly.&lt;br /&gt;
&lt;br /&gt;
=== Mounts 5 and 9 ===&lt;br /&gt;
These C2 mounts are excellently positioned for PDTs, especially the [[component:mk-20-defender-pdt|&#039;&#039;&#039;Mk20 &#039;Defender&#039; PDTs&#039;&#039;&#039;]], as its closest to the center of the ship, or as a secondary battery of [[component:mk-62-cannon|&#039;&#039;&#039;Mk62 Cannons&#039;&#039;&#039;]] if you are making a greed BB.&lt;br /&gt;
&lt;br /&gt;
=== Mounts 6 7 and 10 11 ===&lt;br /&gt;
Variously referred to as the hips/recessed mounts/sponson of the Solomon, these C2 mounts have terrible arcs for turreted PDTs or emitters but are well covered in armor. This makes them excellent choices for the external [[component:cr70-antenna|&#039;&#039;&#039;CR70 Antenna&#039;&#039;&#039;]] every Solomon needs, the mandatory [[component:vls-1-46-launcher|&#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039;]], the mandatory [[component:vls-2-launcher|&#039;&#039;&#039;VLS-2 Launcher&#039;&#039;&#039;]], and the mandatory [[component:e70-interrutpion-jammer|&#039;&#039;&#039;E70 &#039;Interruption&#039; Jammer&#039;&#039;&#039;]]. Any one of these can be moved to the backpack slot in Mount 3; though it will be more vulnerable there. You could also place your [[component:rf101-bullseye-radar|&#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039;]] or [[component:e57-floodlight-illuminator|&#039;&#039;&#039;E55 &#039;Floodlight&#039; Illuminator&#039;&#039;&#039;]], as they can somewhat see through the ship from this position. Just be sure the illuminator has a line of site to the [[component:vls-1-46-launcher|&#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
=== Mounts 8 and 12 ===&lt;br /&gt;
These C1 mounts are generally point defense, usually either [[component:mk-20-defender-pdt|&#039;&#039;&#039;Mk20 &#039;Defender&#039; PDTs&#039;&#039;&#039;]] or, if you have the power budget, [[component:mk-90-aurora-pdt|&#039;&#039;&#039;Mk90 &#039;Aurora&#039; PDTs&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== Mounts 13 and 14 ===&lt;br /&gt;
These C1 nose mounts are typically where you want your [[component:rf101-bullseye-radar|&#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039;]] and [[component:e57-floodlight-illuminator|&#039;&#039;&#039;E55 &#039;Floodlight&#039; Illuminator&#039;&#039;&#039;]]. Which one has which is determined by which direction your [[component:vls-1-46-launcher|&#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039;]] is facing; the floodlight needs to be able to point at it for reliable self-illumination to softkill [[munition:sah|SAH]]. If either mount is already in the sponson mounts, then these mounts make excellent PDT mounts.&lt;br /&gt;
&lt;br /&gt;
Of the two, Mount 14 is actually less likely to take damage. As such, if you for some reason are running a greeded broadsider ala HG Scout&#039;s videos, this is where you want your backup antenna.&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
&lt;br /&gt;
=== The Nose-stack ===&lt;br /&gt;
[[File:Solomon Nose Stack.png|thumb|alt=Solomon Nose Stack|Solomon Nose Stack]]&lt;br /&gt;
Solomon seek to reinforce the nose with high DT components to be as durable under gunfire as possible. While this can be done by stacking [[component:rdc|&#039;&#039;&#039;Reinforced DC Lockers&#039;&#039;&#039;]], the cheaper and almost as effective option is filling it with a your pick of [[component:aux|&#039;&#039;&#039;Auxiliary Steering(s)&#039;&#039;&#039;]], [[component:rcic|&#039;&#039;&#039;Reinforced CIC&#039;&#039;&#039;]], [[component:rmag|&#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039;]], [[component:dcc|&#039;&#039;&#039;Damage Control Central&#039;&#039;&#039;]], and [[component:rdc|&#039;&#039;&#039;Reinforced DC Locker&#039;&#039;&#039;]], depending on what compartments you want to place in the safe-stack. Special care should be given to compartments 12 and 15, as these directly split damage with the gun turrets above them.&lt;br /&gt;
&lt;br /&gt;
=== The Bridge-stack ===&lt;br /&gt;
[[File:Solomon Bridge Stack.png|thumb|alt=Solomon Bridge Stack|Solomon Bridge Stack]]&lt;br /&gt;
The Bridge-stack is where you put the filler compartments that make your Solomon tick. A [[component:gpc|&#039;&#039;&#039;Gun Plotting Center&#039;&#039;&#039;]], [[component:sdc|&#039;&#039;&#039;Small DC Locker&#039;&#039;&#039;]], [[component:dcc|&#039;&#039;&#039;Damage Control Central&#039;&#039;&#039;]] and [[component:small-workshop|&#039;&#039;&#039;Small Workshop&#039;&#039;&#039;]], and anything else build-specific.&lt;br /&gt;
&lt;br /&gt;
=== And The Safe/Center-stack ===&lt;br /&gt;
[[File:Solomon Safe Stack.png|thumb|alt=Solomon Safe Stack|Solomon Safe Stack]]&lt;br /&gt;
The Safe stack consists of the hardest to reach compartments on an Solomon, and consists of easily as many slots as you need to keep your Solomon combat capable if you&#039;ve lost the rest of the ship. As such, the safe stack should always consist of your most important compartments; typically Compartment 1 is the ship&#039;s [[component:bmag|&#039;&#039;&#039;Bulk Magazine&#039;&#039;&#039;]]&amp;lt;ref&amp;gt;A gun BB should be able to fit its entire combat load into a one ref mag and one bulk mag&amp;lt;/ref&amp;gt;. The exact makeup of these compartments will vary depending on how the rest of the ship is built.&amp;lt;br&amp;gt;&lt;br /&gt;
Depending on the level of survivability you are aiming for, it may be wise to place any stronger compartments found here into the front 2 compartments, 6 and 8, to better protect the compartments in the safe-stack behind them.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
The Solomon has&lt;br /&gt;
&lt;br /&gt;
    2 Large Drive Module&lt;br /&gt;
    2 Small Drive Modules&lt;br /&gt;
    7 3x3 Modules&lt;br /&gt;
    4 2x2 Modules&lt;br /&gt;
&lt;br /&gt;
For gun battleships, many of the 3x3 Modules will typically be [[component:micro|FR3300 Micro Reactors]] to power the ship. On beam ships, up to 4 may be [[component:fpa|Focused Particle Accelerators]] to buff beam damage. Battleships are a bad pick for dedicated missile ships, as their native salvo size is only 1. Battleships wishing to use a missile backpack will need a [[component:mpba|Missile Programming Bus Array]] to increase missile salvo size to a usable level.&lt;br /&gt;
&lt;br /&gt;
[[File:Solomon Nose-Stack and Front Modules.png|thumb|alt=Solomon Nose-Stack and Front Modules|Solomon Nose-Stack and Front Modules]]&lt;br /&gt;
If you have a [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]], it should end up in one of the front 3x3 modules under the Nose-stack, either modules 9, 10, or 11, where it will help split damage with its high HP pool and damage threshold.&lt;br /&gt;
&lt;br /&gt;
If you have a [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]], it is too weak to survive long fights in the Solomon&#039;s nose stack. As your 4 [[component:tc|&#039;&#039;&#039;Track Correlators&#039;&#039;&#039;]] will be even more vulnerable, place any [[component:micro|FR3300 Micro Reactors]] into the Nose-stack modules.&lt;br /&gt;
&lt;br /&gt;
For Frontline combatants, your Solomon will need an appropriate amount of Ammunition Elevators, between 4-5. Many of these will be in the 2x2 modules. &lt;br /&gt;
[[File:Solomon Modules.png|thumb|alt=Solomon Modules|Solomon Modules]]&lt;br /&gt;
&lt;br /&gt;
Module 15 is the safest module slot, as it rests behind the Mount 4 C5 turret. If you need your [[component:rrf|&#039;&#039;&#039;Redundant Reactor Failsafe&#039;&#039;&#039;]] to survive in working order when the ship getting completely hammered by missiles, this is the place to put it.&lt;br /&gt;
&lt;br /&gt;
=== Drive Setup ===&lt;br /&gt;
There are many ways to set up an Solomon&#039;s drive, and the best way will depend on the role you are building the ship for.&amp;lt;br&amp;gt;&lt;br /&gt;
Raider Drives provide the best lateral thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging.&amp;lt;br&amp;gt;&lt;br /&gt;
Whiplash Drives provide the best top speed, allowing you to reposition across the map less sluggishly.&amp;lt;br&amp;gt;&lt;br /&gt;
Dragonfly Drives provide the best angular thrust (AT), allowing your battleship to pivot and change its heading and roll sometime within the next 10 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fr4800-reactor|FR4800 Reactors]] fit into the small drive slots, allowing you to reclaim 3x3 modules for other uses if needed, instead of those modules containing [[component:micro|FR3300 Micro Reactors]].&lt;br /&gt;
&lt;br /&gt;
For Battleships running a [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]], the two best drive setups are [[component:big-raider|Raider]]-[[component:big-dragon|Dragonfly]]-[[component:raider|raider]]-[[component:whip|whip]] for comparable acceleration to a Raider-raider-whip Axford, or [[component:big-raider|Raider]]-[[component:big-dragon|Dragonfly]]-[[component:whip|whip]]-[[component:whip|whip]], trading acceleration for speed equivalent to an Axford.&lt;br /&gt;
&lt;br /&gt;
Battleships running a [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] typically run a [[component:fr4800-reactor|FR4800 Reactor]], replacing the power generation of the typical [[component:micro|FR3300 Micro Reactors]] in the 3x3 modules to free slots up to take the necessary 4 [[component:tc|&#039;&#039;&#039;Track Correlators&#039;&#039;&#039;]] required to buff the [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] into generating fireable tracks. Their two best drive set-ups are [[component:big-raider|Raider]]-[[component:big-dragon|Dragonfly]]-[[component:whip|whip]] for bow-tanking ships and [[component:big-raider|Raider]]-[[component:big-whip|Whip]]-[[component:whip|whip]] for faster broadsiders that physically won&#039;t be able to bow-tank.&lt;br /&gt;
Such builds are typically referred to as 4TC Spy Battleships, and  play a few km further back than normal.&lt;br /&gt;
&lt;br /&gt;
Finally there is the drive set-up that is the ultimate in greed and speed, [[component:big-raider|Raider]]-[[component:big-raider|Raider]]-[[component:whip|whip]]-[[component:whip|whip]]. This provides near Axford level acceleration and speed in excess of the normal Raider-raider-whip or the [[ship:flathead|&#039;&#039;&#039;Flathead Monitor&#039;s&#039;&#039;&#039;]] [[component:yard|&#039;&#039;&#039;yard&#039;&#039;&#039;]]-[[component:sundrive|&#039;&#039;&#039;sun&#039;&#039;&#039;]] set-up, and rivals that of the [[ship:ocello|&#039;&#039;&#039;Ocello Command Cruiser Class&#039;&#039;&#039;]]. In exchange such a drive setup locks you into broadsiding as your battleship becomes physically incapable of bow-tanking, with even small changes in heading taking multiple minutes.&lt;br /&gt;
&lt;br /&gt;
==== Propulsion Stats ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Base Stats&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 16 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 24 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 5% &lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 18 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 75%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 85%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 18.7 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 3.85 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 0.61 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 305 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 69 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:big-raider|Raider]]-[[component:big-dragon|Dragonfly]]-[[component:raider|raider]]-[[component:whip|whip]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 17.73 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10.78%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 26.59 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10.78%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 9.26% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+85.26%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 28.38 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+57.65%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 75%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 85%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 13.26 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 4.68 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+21.57%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 6.01 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+31.18%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 0.73 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+21.57%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 255 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-17.16%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 59 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15.19%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:big-raider|Raider]]-[[component:big-dragon|Dragonfly]]-[[component:whip|whip]]-[[component:whip|whip]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 20.99 m/s &lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 31.49 m/s &lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 6.27% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25.35%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 23.4 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 75%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 85%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 19.05 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 4.12 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+7.14%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 5.52 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20.35%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 0.65 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+7.14%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 288 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-6.45%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 66 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-5.71%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:big-raider|Raider]]-[[component:big-raider|Raider]]-[[component:whip|whip]]-[[component:whip|whip]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 22.15 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 33.22 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 8.9% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+78.06%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 28.38 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+57.65%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 75%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 85%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 13.26 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 2.37 MN (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 3.26 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-28.82%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 0.37 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 494 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+60.39%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 107 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+53.46%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:big-raider|Raider]]-[[component:big-dragon|Dragonfly]]-[[component:whip|whip]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 17.73 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10.78%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 26.59 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10.78%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 6.81% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+36.18%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 23.4 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 75%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 85%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 16.09 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 4.68 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+21.57%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 6.01 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+31.18%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 0.73 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+21.57%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 255 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-17.16%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 59 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15.19%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:big-raider|Raider]]-[[component:big-whip|Whip]]-[[component:whip|whip]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 21.41 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 32.12 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 6.27% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25.35%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 23.4 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 75%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 85%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 19.43 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 2.37 MN (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 3.03 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-33.82%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 0.37 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 494 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+60.39%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 107 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+53.46%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Radar Signature: 27876 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt;&amp;lt;ref&amp;gt;When equipped with the standard [[component:big-raider|&#039;&#039;&#039;FM580 &#039;Raider&#039; Drive&#039;&#039;&#039;]]-[[component:raider|&#039;&#039;&#039;FM280 &#039;Raider&#039; Drive&#039;&#039;&#039;]]-x-x drive setup, the Solomon sig increases to 39983.16 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt;, which has no effect on baseline detection as everything is already maxed out&amp;lt;/ref&amp;gt; == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Detected by&lt;br /&gt;
! Detection Range (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r400-bloodhound-lrt-radar|&#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039;]] || 14 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r550-early-warning-radar |&#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039;]] || 18 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:bulwark-huntress|&#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039;]] || 10 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:ithica-bridgemaster|&#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039;]] || 8.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]] || 9.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] || 11.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs35-frontline-radar |&#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039;]] || 8 km&lt;br /&gt;
|-&lt;br /&gt;
| Wake Signature Strength || 600&lt;br /&gt;
|-&lt;br /&gt;
| Fore-Aspect Validated by THERM || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;VALIDATED&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Validated After Main Engine Shutoff || 21.25 s&amp;lt;ref&amp;gt;When equipped with the standard [[component:big-raider|&#039;&#039;&#039;FM580 &#039;Raider&#039; Drive&#039;&#039;&#039;]]-[[component:raider|&#039;&#039;&#039;FM280 &#039;Raider&#039; Drive&#039;&#039;&#039;]]-x-x drive setup, the Solomon is validated for 23.9 seconds after main engine shutoff&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generic Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Solomon Class Battleship&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Point Cost || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Mass || 21000 tons&lt;br /&gt;
|-&lt;br /&gt;
| Armor Thickness || 56 cm&amp;lt;ref&amp;gt;With the maximum 2.5 angling multiplier, this reaches 140 cm&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Internal Density || 1.2 cm/m&lt;br /&gt;
|-&lt;br /&gt;
| Component DR || 40%&lt;br /&gt;
|-&lt;br /&gt;
| Max Repair || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions || 285x80x105 m&lt;br /&gt;
|-&lt;br /&gt;
| Crew Vulnerability || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Structural Integrity&amp;lt;ref&amp;gt;Damage to Structure hitbox required to break structure&amp;lt;/ref&amp;gt; || 8000&lt;br /&gt;
|-&lt;br /&gt;
| Identification Difficulty || 200&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] || 200 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:citcic|&#039;&#039;&#039;Citadel CIC&#039;&#039;&#039;]] || 50 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:ic|&#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;]] || 13 s&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:solomon&amp;diff=1511</id>
		<title>Ship:solomon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:solomon&amp;diff=1511"/>
		<updated>2026-09-15T08:25:43Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Drive Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Solomon.png|thumb|Solomon Hull Configuration]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
     Reload Time (Rails): &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;ref&amp;gt;This malus breaks Rail Solomon, if you want railguns, use a Rail Keystone or Rail Axford instead.&amp;lt;/ref&amp;gt;&lt;br /&gt;
     Spacecraft Arming Speed: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
[[File:Solomon Mounts.png|thumb|alt=Solomon Mounts|Solomon Mounts]]&lt;br /&gt;
The Solomon has&lt;br /&gt;
&lt;br /&gt;
   * 3 C5&lt;br /&gt;
   * 1 C4&lt;br /&gt;
   * 6 C2&lt;br /&gt;
   * 4 C1&lt;br /&gt;
&lt;br /&gt;
=== Mounts 1 2 and 4 ===&lt;br /&gt;
These C5 and C4 mounts should consist of your main battery.&lt;br /&gt;
&lt;br /&gt;
=== Mount 3 ===&lt;br /&gt;
This C5 mount is the &amp;quot;backpack&amp;quot; mount of the Solomon. On gun Solomon, this is where you can safely mount your missile launchers without interfering with the gun battery, or equip various softkill equipment like [[component:e70-interrutpion-jammer|&#039;&#039;&#039;E70 &#039;Interruption&#039; Jammer&#039;&#039;&#039;]], [[component:vls-2-launcher|&#039;&#039;&#039;VLS-2&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
Broadside Solomon will of course use this mount for another gun turret. Broadside Solomon must be careful to play at the edge of their range when using the rear turret, as presenting it makes them an easier target and their angled armor less effective.&lt;br /&gt;
&lt;br /&gt;
Some gun Solomon will equip a [[component:mk-610-beam-turret|&#039;&#039;&#039;Mk610 Beam Turret&#039;&#039;&#039;]] here as a self-defense weapon against close-in targets, though they usually have insufficient module space to buff it significantly.&lt;br /&gt;
&lt;br /&gt;
=== Mounts 5 and 9 ===&lt;br /&gt;
These C2 mounts are excellently positioned for PDTs, especially the [[component:mk-20-defender-pdt|&#039;&#039;&#039;Mk20 &#039;Defender&#039; PDTs&#039;&#039;&#039;]], as its closest to the center of the ship, or as a secondary battery of [[component:mk-62-cannon|&#039;&#039;&#039;Mk62 Cannons&#039;&#039;&#039;]] if you are making a greed BB.&lt;br /&gt;
&lt;br /&gt;
=== Mounts 6 7 and 10 11 ===&lt;br /&gt;
Variously referred to as the hips/recessed mounts/sponson of the Solomon, these C2 mounts have terrible arcs for turreted PDTs or emitters but are well covered in armor. This makes them excellent choices for the external [[component:cr70-antenna|&#039;&#039;&#039;CR70 Antenna&#039;&#039;&#039;]] every Solomon needs, the mandatory [[component:vls-1-46-launcher|&#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039;]], the mandatory [[component:vls-2-launcher|&#039;&#039;&#039;VLS-2 Launcher&#039;&#039;&#039;]], and the mandatory [[component:e70-interrutpion-jammer|&#039;&#039;&#039;E70 &#039;Interruption&#039; Jammer&#039;&#039;&#039;]]. Any one of these can be moved to the backpack slot in Mount 3; though it will be more vulnerable there. You could also place your [[component:rf101-bullseye-radar|&#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039;]] or [[component:e57-floodlight-illuminator|&#039;&#039;&#039;E55 &#039;Floodlight&#039; Illuminator&#039;&#039;&#039;]], as they can somewhat see through the ship from this position. Just be sure the illuminator has a line of site to the [[component:vls-1-46-launcher|&#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
=== Mounts 8 and 12 ===&lt;br /&gt;
These C1 mounts are generally point defense, usually either [[component:mk-20-defender-pdt|&#039;&#039;&#039;Mk20 &#039;Defender&#039; PDTs&#039;&#039;&#039;]] or, if you have the power budget, [[component:mk-90-aurora-pdt|&#039;&#039;&#039;Mk90 &#039;Aurora&#039; PDTs&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== Mounts 13 and 14 ===&lt;br /&gt;
These C1 nose mounts are typically where you want your [[component:rf101-bullseye-radar|&#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039;]] and [[component:e57-floodlight-illuminator|&#039;&#039;&#039;E55 &#039;Floodlight&#039; Illuminator&#039;&#039;&#039;]]. Which one has which is determined by which direction your [[component:vls-1-46-launcher|&#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039;]] is facing; the floodlight needs to be able to point at it for reliable self-illumination to softkill [[munition:sah|SAH]]. If either mount is already in the sponson mounts, then these mounts make excellent PDT mounts.&lt;br /&gt;
&lt;br /&gt;
Of the two, Mount 14 is actually less likely to take damage. As such, if you for some reason are running a greeded broadsider ala HG Scout&#039;s videos, this is where you want your backup antenna.&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
&lt;br /&gt;
=== The Nose-stack ===&lt;br /&gt;
[[File:Solomon Nose Stack.png|thumb|alt=Solomon Nose Stack|Solomon Nose Stack]]&lt;br /&gt;
Solomon seek to reinforce the nose with high DT components to be as durable under gunfire as possible. While this can be done by stacking [[component:rdc|&#039;&#039;&#039;Reinforced DC Lockers&#039;&#039;&#039;]], the cheaper and almost as effective option is filling it with a your pick of [[component:aux|&#039;&#039;&#039;Auxiliary Steering(s)&#039;&#039;&#039;]], [[component:rcic|&#039;&#039;&#039;Reinforced CIC&#039;&#039;&#039;]], [[component:rmag|&#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039;]], [[component:dcc|&#039;&#039;&#039;Damage Control Central&#039;&#039;&#039;]], and [[component:rdc|&#039;&#039;&#039;Reinforced DC Locker&#039;&#039;&#039;]], depending on what compartments you want to place in the safe-stack. Special care should be given to compartments 12 and 15, as these directly split damage with the gun turrets above them.&lt;br /&gt;
&lt;br /&gt;
=== The Bridge-stack ===&lt;br /&gt;
[[File:Solomon Bridge Stack.png|thumb|alt=Solomon Bridge Stack|Solomon Bridge Stack]]&lt;br /&gt;
The Bridge-stack is where you put the filler compartments that make your Solomon tick. A [[component:gpc|&#039;&#039;&#039;Gun Plotting Center&#039;&#039;&#039;]], [[component:sdc|&#039;&#039;&#039;Small DC Locker&#039;&#039;&#039;]], [[component:dcc|&#039;&#039;&#039;Damage Control Central&#039;&#039;&#039;]] and [[component:small-workshop|&#039;&#039;&#039;Small Workshop&#039;&#039;&#039;]], and anything else build-specific.&lt;br /&gt;
&lt;br /&gt;
=== And The Safe/Center-stack ===&lt;br /&gt;
[[File:Solomon Safe Stack.png|thumb|alt=Solomon Safe Stack|Solomon Safe Stack]]&lt;br /&gt;
The Safe stack consists of the hardest to reach compartments on an Solomon, and consists of easily as many slots as you need to keep your Solomon combat capable if you&#039;ve lost the rest of the ship. As such, the safe stack should always consist of your most important compartments; typically Compartment 1 is the ship&#039;s [[component:bmag|&#039;&#039;&#039;Bulk Magazine&#039;&#039;&#039;]]&amp;lt;ref&amp;gt;A gun BB should be able to fit its entire combat load into a one ref mag and one bulk mag&amp;lt;/ref&amp;gt;. The exact makeup of these compartments will vary depending on how the rest of the ship is built.&amp;lt;br&amp;gt;&lt;br /&gt;
Depending on the level of survivability you are aiming for, it may be wise to place any stronger compartments found here into the front 2 compartments, 6 and 8, to better protect the compartments in the safe-stack behind them.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
The Solomon has&lt;br /&gt;
&lt;br /&gt;
    2 Large Drive Module&lt;br /&gt;
    2 Small Drive Modules&lt;br /&gt;
    7 3x3 Modules&lt;br /&gt;
    4 2x2 Modules&lt;br /&gt;
&lt;br /&gt;
For gun battleships, many of the 3x3 Modules will typically be [[component:micro|FR3300 Micro Reactors]] to power the ship. On beam ships, up to 4 may be [[component:fpa|Focused Particle Accelerators]] to buff beam damage. Battleships are a bad pick for dedicated missile ships, as their native salvo size is only 1. Battleships wishing to use a missile backpack will need a [[component:mpba|Missile Programming Bus Array]] to increase missile salvo size to a usable level.&lt;br /&gt;
&lt;br /&gt;
[[File:Solomon Nose-Stack and Front Modules.png|thumb|alt=Solomon Nose-Stack and Front Modules|Solomon Nose-Stack and Front Modules]]&lt;br /&gt;
If you have a [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]], it should end up in one of the front 3x3 modules under the Nose-stack, either modules 9, 10, or 11, where it will help split damage with its high HP pool and damage threshold.&lt;br /&gt;
&lt;br /&gt;
If you have a [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]], it is too weak to survive long fights in the Solomon&#039;s nose stack. As your 4 [[component:tc|&#039;&#039;&#039;Track Correlators&#039;&#039;&#039;]] will be even more vulnerable, place any [[component:micro|FR3300 Micro Reactors]] into the Nose-stack modules.&lt;br /&gt;
&lt;br /&gt;
For Frontline combatants, your Solomon will need an appropriate amount of Ammunition Elevators, between 4-5. Many of these will be in the 2x2 modules. &lt;br /&gt;
[[File:Solomon Modules.png|thumb|alt=Solomon Modules|Solomon Modules]]&lt;br /&gt;
&lt;br /&gt;
Module 15 is the safest module slot, as it rests behind the Mount 4 C5 turret. If you need your [[component:rrf|&#039;&#039;&#039;Redundant Reactor Failsafe&#039;&#039;&#039;]] to survive in working order when the ship getting completely hammered by missiles, this is the place to put it.&lt;br /&gt;
&lt;br /&gt;
=== Drive Setup ===&lt;br /&gt;
There are many ways to set up an Solomon&#039;s drive, and the best way will depend on the role you are building the ship for.&amp;lt;br&amp;gt;&lt;br /&gt;
Raider Drives provide the best lateral thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging.&amp;lt;br&amp;gt;&lt;br /&gt;
Whiplash Drives provide the best top speed, allowing you to reposition across the map less sluggishly.&amp;lt;br&amp;gt;&lt;br /&gt;
Dragonfly Drives provide the best angular thrust (AT), allowing your battleship to pivot and change its heading and roll sometime within the next 10 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fr4800-reactor|FR4800 Reactors]] fit into the small drive slots, allowing you to reclaim 3x3 modules for other uses if needed, instead of those modules containing [[component:micro|FR3300 Micro Reactors]].&lt;br /&gt;
&lt;br /&gt;
For Battleships running a [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]], the two best drive setups are [[component:big-raider|Raider]]-[[component:big-dragon|Dragonfly]]-[[component:raider|raider]]-[[component:whip|whip]] for comparable acceleration to a Raider-raider-whip Axford, or [[component:big-raider|Raider]]-[[component:big-dragon|Dragonfly]]-[[component:whip|whip]]-[[component:whip|whip]], trading acceleration for speed equivalent to an Axford.&lt;br /&gt;
&lt;br /&gt;
Battleships running a [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] typically run a [[component:fr4800-reactor|FR4800 Reactor]], replacing the power generation of the typical [[component:micro|FR3300 Micro Reactors]] in the 3x3 modules to free slots up to take the necessary 4 [[component:tc|&#039;&#039;&#039;Track Correlators&#039;&#039;&#039;]] required to buff the [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] into generating fireable tracks. Their two best drive set-ups are [[component:big-raider|Raider]]-[[component:big-dragon|Dragonfly]]-[[component:whip|whip]] for bow-tanking ships and [[component:big-raider|Raider]]-[[component:big-whip|Whip]]-[[component:whip|whip]] for faster broadsiders that physically won&#039;t be able to bow-tank.&lt;br /&gt;
Such builds are typically referred to as 4TC Spy Battleships, and  play a few km further back than normal.&lt;br /&gt;
&lt;br /&gt;
Finally there is the drive set-up that is the ultimate in greed and speed, [[component:big-raider|Raider]]-[[component:big-raider|Raider]]-[[component:whip|whip]]-[[component:whip|whip]]. This provides near Axford level acceleration and speed in excess of the normal Raider-raider-whip or the [[ship:flathead|&#039;&#039;&#039;Flathead Monitor&#039;s&#039;&#039;&#039;]] [[component:yard|&#039;&#039;&#039;yard&#039;&#039;&#039;]]-[[component:sundrive|&#039;&#039;&#039;sun&#039;&#039;&#039;]] set-up, and rivals that of the [[ship:ocello|&#039;&#039;&#039;Ocello Command Cruiser Class&#039;&#039;&#039;]]. In exchange such a drive setup locks you into broadsiding as your battleship becomes physically incapable of bow-tanking, with even small changes in heading taking multiple minutes.&lt;br /&gt;
&lt;br /&gt;
==== Propulsion Stats ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Base Stats&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 16 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 24 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 5% &lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 18 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 75%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 85%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 18.7 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 3.85 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 0.61 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 305 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 69 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:big-raider|Raider]]-[[component:big-dragon|Dragonfly]]-[[component:raider|raider]]-[[component:whip|whip]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 17.73 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10.78%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 26.59 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10.78%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 9.26% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+85.26%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 28.38 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+57.65%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 75%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 85%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 13.26 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 4.68 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+21.57%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 6.01 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+31.18%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 0.73 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+21.57%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 255 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-17.16%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 59 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15.19%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:big-raider|Raider]]-[[component:big-dragon|Dragonfly]]-[[component:whip|whip]]-[[component:whip|whip]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 20.99 m/s &lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 31.49 m/s &lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 6.27% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25.35%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 23.4 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 75%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 85%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 19.05 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 4.12 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+7.14%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 5.52 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20.35%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 0.65 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+7.14%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 288 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-6.45%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 66 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-5.71%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:big-raider|Raider]]-[[component:big-raider|Raider]]-[[component:whip|whip]]-[[component:whip|whip]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 22.15 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 33.22 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 8.9% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+78.06%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 28.38 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+57.65%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 75%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 85%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 13.26 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 2.37 MN (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 3.26 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-28.82%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 0.37 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 494 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+60.39%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 107 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+53.46%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:big-raider|Raider]]-[[component:big-dragon|Dragonfly]]-[[component:whip|whip]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 17.73 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10.78%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 26.59 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10.78%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 6.81% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+36.18%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 23.4 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 75%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 85%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 16.09 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 4.68 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+21.57%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 6.01 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+31.18%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 0.73 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+21.57%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 255 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-17.16%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 59 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15.19%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:big-raider|Raider]]-[[component:big-whip|Whip]]-[[component:whip|whip]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 21.41 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 32.12 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 6.27% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25.35%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 23.4 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 75%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 85%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 19.43 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 2.37 MN (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 3.03 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-33.82%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 0.37 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 494 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+60.39%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 107 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+53.46%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Radar Signature: 27876 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt;&amp;lt;ref&amp;gt;When equipped with the standard [[component:big-raider|&#039;&#039;&#039;FM580 &#039;Raider&#039; Drive&#039;&#039;&#039;]]-[[component:raider|&#039;&#039;&#039;FM280 &#039;Raider&#039; Drive&#039;&#039;&#039;]]-x-x drive setup, the Solomon sig increases to 39983.16 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt;, which has no effect on baseline detection as everything is already maxed out&amp;lt;/ref&amp;gt; == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Detected by&lt;br /&gt;
! Detection Range (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r400-bloodhound-lrt-radar|&#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039;]] || 14 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r550-early-warning-radar |&#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039;]] || 18 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:bulwark-huntress|&#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039;]] || 10 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:ithica-bridgemaster|&#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039;]] || 8.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]] || 9.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] || 11.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs35-frontline-radar |&#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039;]] || 8 km&lt;br /&gt;
|-&lt;br /&gt;
| Wake Signature Strength || 600&lt;br /&gt;
|-&lt;br /&gt;
| Fore-Aspect Validated by THERM || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;VALIDATED&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Validated After Main Engine Shutoff || 21.25 s&amp;lt;ref&amp;gt;When equipped with the standard [[component:big-raider|&#039;&#039;&#039;FM580 &#039;Raider&#039; Drive&#039;&#039;&#039;]]-[[component:raider|&#039;&#039;&#039;FM280 &#039;Raider&#039; Drive&#039;&#039;&#039;]]-x-x drive setup, the Solomon is validated for 23.9 seconds after main engine shutoff&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generic Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Solomon Class Battleship&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Point Cost || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Mass || 21000 tons&lt;br /&gt;
|-&lt;br /&gt;
| Armor Thickness || 56 cm&amp;lt;ref&amp;gt;With the maximum 2.5 angling multiplier, this reaches 140 cm&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Internal Density || 1.2 cm/m&lt;br /&gt;
|-&lt;br /&gt;
| Component DR || 40%&lt;br /&gt;
|-&lt;br /&gt;
| Max Repair || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions || 285x80x105 m&lt;br /&gt;
|-&lt;br /&gt;
| Crew Vulnerability || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Structural Integrity&amp;lt;ref&amp;gt;Damage to Structure hitbox required to break structure&amp;lt;/ref&amp;gt; || 8000&lt;br /&gt;
|-&lt;br /&gt;
| Identification Difficulty || 200&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] || 200 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:citcic|&#039;&#039;&#039;Citadel CIC&#039;&#039;&#039;]] || 50 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:ic|&#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;]] || 13 s&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:levy&amp;diff=1510</id>
		<title>Ship:levy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:levy&amp;diff=1510"/>
		<updated>2026-09-15T08:04:23Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Drive Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Levy Hull.png|thumb|Levy Hull Configuration]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modifiers == &lt;br /&gt;
     Spacecraft Arming Speed: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
[[File:Levy Mounts2.png|thumb|alt=Levy Mounts|Levy Mounts]]&lt;br /&gt;
&lt;br /&gt;
The Levy has&lt;br /&gt;
    * 4 C2&lt;br /&gt;
&lt;br /&gt;
=== Mount 2 ===&lt;br /&gt;
This is the best point defense mount, able to screen the whole of the carrier when the top of the carrier is pointed towards cover.&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
The Levy&#039;s compartments can be divided into 2 groups&lt;br /&gt;
&lt;br /&gt;
=== The Bridge-stack ===&lt;br /&gt;
[[File:Levy Bridge Stack.png|thumb|alt=Levy Bridge Stack|Levy Bridge Stack]]&lt;br /&gt;
Of these, compartments 1 2 3 and 4 are ironically the safest, being the most exposed but also least likely to get hit.&lt;br /&gt;
&lt;br /&gt;
[[component:dgl|&#039;&#039;&#039;Deck Gear Lockers&#039;&#039;&#039;]] are used to buff the arming speed of craft. The levy comes with one built into the base hull for free, but stacking more of them does not go amiss.&lt;br /&gt;
&lt;br /&gt;
Two [[component:sss|&#039;&#039;&#039;Spacecraft Strikedown Stations&#039;&#039;&#039;]] can be used to cycle four Claymore bombers at once.&lt;br /&gt;
&lt;br /&gt;
Remember, a [[component:srs|&#039;&#039;&#039;Spacecraft Repair Station&#039;&#039;&#039;]] comes built into the base hull for free!&lt;br /&gt;
&lt;br /&gt;
=== The Hangars ===&lt;br /&gt;
[[File:Levy Hangar Stack.png|thumb|alt=Levy Hangar Stack|Levy Hangar Stack]]&lt;br /&gt;
Compartment 7 8 and 9 are the Levy&#039;s dedicated hangar compartments, where you place your [[component:bulk-internal-hangar|&#039;&#039;&#039;Bulk Internal Hangars&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Compartment 10 is the dedicated magazine slot. 90% of the time it should be a&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
[[File:Levy Modules.png|thumb|alt=Levy Modules|Levy Modules]]&lt;br /&gt;
The Levy has &lt;br /&gt;
* 1 Large Drive Module&lt;br /&gt;
* 1 Small Drive Module&lt;br /&gt;
* 4 3x3 Modules&lt;br /&gt;
* 2 2x2 Modules&lt;br /&gt;
&lt;br /&gt;
The 3x3 Modules will typically contain 2-3 [[component:fdts|&#039;&#039;&#039;Flight Deck Traversal Systems&#039;&#039;&#039;]]. While up to 4 can be stacked into the hull, diminishing returns don&#039;t provide much benefit past the 3rd.&lt;br /&gt;
&lt;br /&gt;
=== Drive Setup ===&lt;br /&gt;
Whiplash Drives provide the best top speed, allowing you to reposition across the map quickly when under threat.&amp;lt;br&amp;gt;&lt;br /&gt;
Dragonfly Drives provide the best angular thrust (AT), allowing your ship to pivot and change its heading and roll quickly. Useful for maintaining a high speed while at flight quarters.&amp;lt;br&amp;gt;&lt;br /&gt;
Prowler Drives are a trap option here, as if you would like to play from stealth you should take a ship with a smaller radar cross section like a [[ship:raines|&#039;&#039;&#039;Raines&#039;&#039;&#039;]] or [[ship:sprinter|&#039;&#039;&#039;Sprinter&#039;&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fr4800-reactor|FR4800 Reactors]] fit into the small drive slots, allowing you to power radars or aurora PDT.&lt;br /&gt;
&lt;br /&gt;
Levys may find themselves appreciating the [[component:big-whip|Whip]] for its large power generation and quick repositioning, or a basic [[component:fm500-drive|FM500-Drive]] to save points; it generates enough power to keep 3 [[component:fdts|&#039;&#039;&#039;Flight Deck Traversal Systems&#039;&#039;&#039;]] running without requiring other power sources.&lt;br /&gt;
&lt;br /&gt;
==== Propulsion Stats ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Base Stats&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 21 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 31.5 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 5% &lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 14 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 75%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 85%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 18.05 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 2.55 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 1.29 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 150 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 45 s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Radar Signature: 16516.5 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt; == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Detected by&lt;br /&gt;
! Detection Range (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r400-bloodhound-lrt-radar|&#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039;]] || 14 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r550-early-warning-radar |&#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039;]] || 17.37 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:bulwark-huntress|&#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039;]] || 10 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:ithica-bridgemaster|&#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039;]] || 8.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]] || 9.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] || 11.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs35-frontline-radar |&#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039;]] || 8 km&lt;br /&gt;
|-&lt;br /&gt;
| Wake Signature Strength || 350&lt;br /&gt;
|-&lt;br /&gt;
| Fore-Aspect Validated by THERM || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;VALIDATED&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Validated After Main Engine Shutoff || 15 s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generic Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Levy Class Escort Carrier&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Point Cost || 500&lt;br /&gt;
|-&lt;br /&gt;
| Mass || 12143 tons&lt;br /&gt;
|-&lt;br /&gt;
| Armor Thickness || 15 cm&amp;lt;ref&amp;gt;With the maximum 2.5 angling multiplier, this reaches 37.5 cm&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Internal Density || 0.75 cm/m&lt;br /&gt;
|-&lt;br /&gt;
| Component DR || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Max Repair || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions || &lt;br /&gt;
|-&lt;br /&gt;
| Crew Vulnerability || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Structural Integrity&amp;lt;ref&amp;gt;Damage to Structure hitbox required to break structure&amp;lt;/ref&amp;gt; || 6500&lt;br /&gt;
|-&lt;br /&gt;
| Identification Difficulty || 200&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] || 200 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:citcic|&#039;&#039;&#039;Citadel CIC&#039;&#039;&#039;]] || 50 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:ic|&#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;]] || 13 s&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:axford&amp;diff=1509</id>
		<title>Ship:axford</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:axford&amp;diff=1509"/>
		<updated>2026-09-15T08:03:13Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Drive Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Axford.png|thumb|Axford Hull Configuration]]&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
     Missile Programming Channels: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
     Max Repair: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
     Spacecraft Arming Speed: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
[[File:Axford Mounts2.png|thumb|alt=Axford Mounts|Axford Mounts]]&lt;br /&gt;
&lt;br /&gt;
The Axford has&lt;br /&gt;
    * 1 C5&lt;br /&gt;
    * 2 C4&lt;br /&gt;
    * 4 C2&lt;br /&gt;
    * 4 C1&lt;br /&gt;
&lt;br /&gt;
=== Mounts 1 and 2 ===&lt;br /&gt;
These C5 and C4 mounts should consist of your main battery.&lt;br /&gt;
&lt;br /&gt;
=== Mount 3 ===&lt;br /&gt;
is the &amp;quot;backpack&amp;quot; mount of the Axford. On gun Axfords, this is where you can safely mount your missile launchers without interfering with the gun battery, or equip various softkill equipment like [[component:e70-interrutpion-jammer|&#039;&#039;&#039;E70 &#039;Interruption&#039; Jammer&#039;&#039;&#039;]], [[component:vls-2-launcher|&#039;&#039;&#039;VLS-2&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
Broadside Axfords will of course use this mount for another gun turret. Broadside Axfords must be careful to play at the edge of their range when using the rear turret, as presenting it makes them an easier target and their angled armor less effective.&lt;br /&gt;
&lt;br /&gt;
=== Mounts 4 5 and 6 7 ===&lt;br /&gt;
These broadside C2 mounts are most often used for secondary batteries of [[component:mk-62-cannon|&#039;&#039;&#039;Mk62 Cannons&#039;&#039;&#039;]], or various PDTs as in [[Starter Fleet Guide:Oak|TF Oak]].&lt;br /&gt;
&lt;br /&gt;
=== Mount 8 ===&lt;br /&gt;
This nose C1 mount is the best position for a [[component:e57-floodlight-illuminator|&#039;&#039;&#039;E55 &#039;Floodlight&#039; Illuminator&#039;&#039;&#039;]], as it can easily point backward at mounts 10 and 11. As the furthest forward mount, it provides the best range and field of view for the [[component:rf101-bullseye-radar|&#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039;]], but is correspondingly vulnerable to fire. It is also an excellent spot for a PDT mount. &lt;br /&gt;
&lt;br /&gt;
=== Mount 9 ===&lt;br /&gt;
This C1 mount is the safest spot for your [[component:rf101-bullseye-radar|&#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039;]], as it can see through the bottom of the ship from this position. It is also an excellent spot for a PDT mount. &lt;br /&gt;
=== Mount 10 and 11 ===&lt;br /&gt;
These C1 mounts are the best spots for a [[component:vls-1-23-launcher|&#039;&#039;&#039;VLS-1-23 Launcher&#039;&#039;&#039;]]. Their restricted arcs make them a bad choice for [[component:rf101-bullseye-radar|&#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039;]]s, emitters, or other turrets.&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
The Axford&#039;s compartments can be divided into 3 groups&lt;br /&gt;
&lt;br /&gt;
=== The Nose-stack ===&lt;br /&gt;
[[File:Axford Nose Stack2.png|thumb|alt=Axford Nose Stack|Axford Nose Stack]]&lt;br /&gt;
Frontline Axfords such as those found in TF Oak seek to reinforce the nose with high DT components to be as durable under gunfire as possible. While this can be done by stacking [[component:rdc|&#039;&#039;&#039;Reinforced DC Lockers&#039;&#039;&#039;]], the cheaper and almost as effective option is filling it with a your pick of [[component:aux|&#039;&#039;&#039;Auxiliary Steering(s)&#039;&#039;&#039;]], [[component:rcic|&#039;&#039;&#039;Reinforced CIC&#039;&#039;&#039;]], [[component:rmag|&#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039;]], [[component:dcc|&#039;&#039;&#039;Damage Control Central&#039;&#039;&#039;]], and [[component:rdc|&#039;&#039;&#039;Reinforced DC Locker&#039;&#039;&#039;]], depending on what compartments you want to place in the safe-stack.&lt;br /&gt;
&lt;br /&gt;
=== The Center-stack ===&lt;br /&gt;
[[File:Axford Center Stack2.png|thumb|alt=Axford Center Stack|Axford Center Stack]]&lt;br /&gt;
The Center-stack is where you put the filler compartments that make your Axford tick. A [[component:gpc|&#039;&#039;&#039;Gun Plotting Center&#039;&#039;&#039;]], [[component:sdc|&#039;&#039;&#039;Small DC Locker&#039;&#039;&#039;]], [[component:dcc|&#039;&#039;&#039;Damage Control Central&#039;&#039;&#039;]] and [[component:small-workshop|&#039;&#039;&#039;Small Workshop&#039;&#039;&#039;]], and anything else build-specific.&lt;br /&gt;
&lt;br /&gt;
=== And The Safe-stack ===&lt;br /&gt;
The Safe stack consists of the hardest to reach compartments on an Axford, and also happens to consist of exactly as many slots as you need to keep your Axford combat capable if you&#039;ve lost the rest of the ship. As such, the safe stack should always consist of your most important compartments; typically a DC locker in compartment 5, a CIC in compartment 6, and a Magazine in compartment 4. The exact makeup of these compartments will vary depending on how the rest of the ship is built; sometimes every compartment is reinforced with [[component:rdc|&#039;&#039;&#039;Reinforced DC Locker&#039;&#039;&#039;]]/[[component:rcic|&#039;&#039;&#039;Reinforced CIC&#039;&#039;&#039;]]/[[component:rmag|&#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039;]], especially when the rest of the ship is mostly empty, and sometimes it consists of [[component:ldc|&#039;&#039;&#039;Large DC Locker&#039;&#039;&#039;]]/[[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]]/[[component:bmag|&#039;&#039;&#039;Bulk Magazine&#039;&#039;&#039;]]&amp;lt;ref&amp;gt;A Gun Axford should be able to fit its entire combat load into one ref mag and one bulk mag&amp;lt;/ref&amp;gt; components to take advantage of the safety of the compartments, usually when the rest of the ship is fully built out.&lt;br /&gt;
[[File:Axford Safe Stack2.png|thumb|alt=Axford Safe Stack|Axford Safe Stack]]&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
[[File:Axford Modules2.png|thumb|alt=Axford Modules|Axford Modules]]&lt;br /&gt;
The Axford has &lt;br /&gt;
* 1 Large Drive Module&lt;br /&gt;
* 2 Small Drive Modules&lt;br /&gt;
* 4 3x3 Modules&lt;br /&gt;
* 5 2x2 Modules&lt;br /&gt;
&lt;br /&gt;
For Frontline combat ships, the 3x3 Modules will typically be [[component:micro|FR3300 Micro Reactors]] to power the ship. &lt;br /&gt;
On backline combatants or beam ships, they may be [[component:fpa|Focused Particle Accelerators]] to buff beam damage or [[component:mpba|Missile Programming Bus Arrays]] to increase missile salvo size.&lt;br /&gt;
&lt;br /&gt;
Your choice of radar will end up in one of the front 2x2 modules under the Nose-stack, either modules 8, 9, or 10, where it will help split damage with its high HP pool and damage threshold. &lt;br /&gt;
&lt;br /&gt;
For Frontline combatants, your Axford will need an appropriate amount of [[component:ae|Ammunition Elevators]], between 4-5. All or all but one of these will be in the 2x2 modules.&lt;br /&gt;
&lt;br /&gt;
=== Drive Setup ===&lt;br /&gt;
There are many ways to set up an Axford&#039;s drive, and the best way will depend on the role you are building the ship for.&amp;lt;br&amp;gt;&lt;br /&gt;
Raider Drives provide the best lateral thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging.&amp;lt;br&amp;gt;&lt;br /&gt;
Whiplash Drives provide the best top speed, allowing you to reposition across the map quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Dragonfly Drives provide the best angular thrust (AT), allowing your ship to pivot and change its heading and roll quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Prowler Drives are a trap option here, as if you would like to play from stealth you should take a ship with a smaller radar cross section like a [[ship:raines|&#039;&#039;&#039;Raines&#039;&#039;&#039;]] or [[ship:sprinter|&#039;&#039;&#039;Sprinter&#039;&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fr4800-reactor|FR4800 Reactors]] fit into the small drive slots, allowing you to reclaim 3x3 modules for other uses if needed, instead of those modules containing [[component:micro|FR3300 Micro Reactors]].&lt;br /&gt;
&lt;br /&gt;
For Frontline combat ships, the two best drive setups are [[component:big-raider|Raider]]-[[component:raider|raider]]-[[component:whip|whip]] for bow-tanking ships and [[component:big-raider|Raider]]-[[component:raider|raider]]-[[component:raider|raider]] for less mobile broadsiders. Ships that need to save costs will sometimes drop one or two of these drives for [[component:fr4800-reactor|FR4800 Reactors]], taking a corresponding drop in capability.&lt;br /&gt;
&lt;br /&gt;
Backline combatants may find themselves appreciating the [[component:big-whip|Whip]] for its large power generation, the [[component:big-dragon|Dragonfly]] for an easier time getting a beam turret onto target, or a basic [[component:fm500-drive|FM500-Drive]] to save points.&lt;br /&gt;
&lt;br /&gt;
==== Propulsion Stats ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Base Stats&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 18 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 27 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 5% &lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 14 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 75%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 85%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 16.67 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 2.55 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 1.29 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 150 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 41 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:big-raider|Raider]]-[[component:raider|raider]]-[[component:whip|whip]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 21.6 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 32.4 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 9.26% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+85.26%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 22.07 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+57.65%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 75%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 85%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 12.87 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 2.04 MN (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 3.9 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 1.02 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 186 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+23.35%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 49 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+18.91%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:big-raider|Raider]]-[[component:raider|raider]]-[[component:raider|raider]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 18 m/s &lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 27 m/s &lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 10% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 25.1 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+79.29%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 75%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 85%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 9.43 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 2.55 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 1.27 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 151 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 41 s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Radar Signature: 14332.5 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt; &amp;lt;ref&amp;gt;When equipped with the single [[component:big-raider|&#039;&#039;&#039;FM580 &#039;Raider&#039; Drive&#039;&#039;&#039;]], such as in [[Starter Fleet Guide:Oak|TF Oak]], the Axford sig increases to 17915.63 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt;, which has no effect on baseline detection other than pushing [[component:r550-early-warning-radar |&#039;&#039;&#039;EWR&#039;&#039;&#039;]] detection out to 17.73 km. When equipped with a more standard [[component:big-raider|Raider]]-[[component:raider|raider]]-x setup, sig increases to 20557.42 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt; and an Axford is detected out to the maximum range of 18 km&amp;lt;/ref&amp;gt; == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Detected by&lt;br /&gt;
! Detection Range (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r400-bloodhound-lrt-radar|&#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039;]] || 14 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r550-early-warning-radar |&#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039;]] || 16.77 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:bulwark-huntress|&#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039;]] || 10 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:ithica-bridgemaster|&#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039;]] || 8.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]] || 9.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] || 11.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs35-frontline-radar |&#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039;]] || 8 km&lt;br /&gt;
|-&lt;br /&gt;
| Wake Signature Strength || 400&lt;br /&gt;
|-&lt;br /&gt;
| Fore-Aspect Validated by THERM || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;VALIDATED&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Validated After Main Engine Shutoff || 16.88 s&amp;lt;ref&amp;gt;When equipped with the single [[component:big-raider|&#039;&#039;&#039;FM580 &#039;Raider&#039; Drive&#039;&#039;&#039;]], such as in [[Starter Fleet Guide:Oak|TF Oak]], the Axford is validated for 19.5 seconds after main engine shutoff. When equipped with a more standard [[component:big-raider|Raider]]-[[component:raider|raider]]-x setup, an Axford is validated for 20.85 seconds.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generic Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Axford Class Heavy Cruiser&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Point Cost || 600&lt;br /&gt;
|-&lt;br /&gt;
| Mass || 13000 tons&lt;br /&gt;
|-&lt;br /&gt;
| Armor Thickness || 40 cm&amp;lt;ref&amp;gt;With the maximum 2.5 angling multiplier, this reaches 100 cm&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Internal Density || 1.2 cm/m&lt;br /&gt;
|-&lt;br /&gt;
| Component DR || 40%&lt;br /&gt;
|-&lt;br /&gt;
| Max Repair || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions || 195x70x75 m &lt;br /&gt;
|-&lt;br /&gt;
| Crew Vulnerability || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Structural Integrity&amp;lt;ref&amp;gt;Damage to Structure hitbox required to break structure&amp;lt;/ref&amp;gt; || 6500&lt;br /&gt;
|-&lt;br /&gt;
| Identification Difficulty || 200&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] || 200 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:citcic|&#039;&#039;&#039;Citadel CIC&#039;&#039;&#039;]] || 50 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:ic|&#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;]] || 13 s&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:sprinter&amp;diff=1508</id>
		<title>Ship:sprinter</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:sprinter&amp;diff=1508"/>
		<updated>2026-09-15T07:36:10Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Propulsion Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sprinter.png|thumb|Sprinter Hull Configuration]]&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
     Flank Damage Probability: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
     Sensitivity: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
     Positional Error: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
[[File:Sprinter Mounts.png|thumb|alt=Sprinter Mounts|Sprinter Mounts]]&lt;br /&gt;
&lt;br /&gt;
The Sprinter has&lt;br /&gt;
    * 1 C3&lt;br /&gt;
    * 1 C2&lt;br /&gt;
    * 2 C1&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
[[File:Sprinter Compartments.png|thumb|alt=Sprinter Compartments|Sprinter Compartments]]&lt;br /&gt;
Compartment 4 is the most survivable mount, but is too small to hold a Basic CIC. If you have a small damage control locker, it should go here. If you do not have one, and have ammo in your free reinforced magazine, your reinforced magazine should go here.&lt;br /&gt;
&lt;br /&gt;
Due to the Sprinter&#039;s non-existent damage reduction, it gets no damage threshold benefit out of any especially tanky components except the R-Drive, which has enough DT to resist HEI rays natively without support from the hull. As such, only three types of reinforced components are worth taking on sprinters; Aux steerings, R mag, and 200-R Drive.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
[[File:Sprinter Modules.png|thumb|alt=Sprinter Modules|Sprinter Modules]]&lt;br /&gt;
The Sprinter has &lt;br /&gt;
* 1 Small Drive Module&lt;br /&gt;
* 1 3x3 Modules&lt;br /&gt;
* 2 2x2 Modules&lt;br /&gt;
&lt;br /&gt;
=== Drive Setup ===&lt;br /&gt;
There are many ways to set up a Sprinter&#039;s drive, and the best way will depend on the role you are building the ship for.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:raider|&#039;&#039;&#039;Raider Drives&#039;&#039;&#039;]] provide the best lateral thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging. However, they provide no power, leaving you potentially mission-killed if you lose the [[component:micro|FR3300 Micro Reactor]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:whip|&#039;&#039;&#039;Whiplash Drives&#039;&#039;&#039;]] provide the best top speed, allowing you to keep reposition even faster.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:dragon|&#039;&#039;&#039;Dragonfly Drives&#039;&#039;&#039;]] provide the best angular thrust (AT), allowing your ship to pivot and change its heading and roll quickly. This is not very important on a Sprinter, which naturally has one of the highest AT in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fm200r-drive|&#039;&#039;&#039;Reinforced Drives&#039;&#039;&#039;]] prevents the drive from dying to HEI Missile damage, a very important characteristic for the Raine&#039;s low survivability. This also allows you to swap the position of this drive and the [[component:fr4800-reactor|&#039;&#039;&#039;FR4800 Reactor&#039;&#039;&#039;]], further protecting the ship&#039;s internals.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fm200-drive|&#039;&#039;&#039;FM200 Drives&#039;&#039;&#039;]], to save costs.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:prowler|&#039;&#039;&#039;Prowler Drives&#039;&#039;&#039;]] are one of the options you can take.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Propulsion Stats ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Base Stats&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 35 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 52.5 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 4% (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 5 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 95%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 21.42 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 0.9 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 5.73 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 5.73 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 31 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 31 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:raider|&#039;&#039;&#039;Raider Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 35 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 52.5 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 6.58% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+31.57%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 6.5 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 95%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 16.48 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 0.9 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 5.73 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 5.73 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 31 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 31 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:whip|&#039;&#039;&#039;Whiplash Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 42 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 63 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 3.31% (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-33.82%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 5 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 95%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 25.7 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 0.72 MN (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.87 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 4.87 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 37 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+17.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 37 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+17.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Radar Signature: 2890.16 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt; == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Detected by&lt;br /&gt;
! Detection Range (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r400-bloodhound-lrt-radar|&#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039;]] || 14 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r550-early-warning-radar |&#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039;]] || 11.24 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:bulwark-huntress|&#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039;]] || 8.16 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:ithica-bridgemaster|&#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039;]] || 6.08 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]] || 7.94 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] || 9.57 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs35-frontline-radar |&#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039;]] || 5.65 km&lt;br /&gt;
|-&lt;br /&gt;
| Wake Signature Strength || 50&lt;br /&gt;
|-&lt;br /&gt;
| Fore-Aspect Validated by THERM || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;SAFE&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generic Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Sprinter Class Corvette&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Point Cost || 75&lt;br /&gt;
|-&lt;br /&gt;
| Mass || 3000 tons&lt;br /&gt;
|-&lt;br /&gt;
| Armor Thickness || 8 cm&amp;lt;ref&amp;gt;With the maximum 2.5 angling multiplier, this reaches 20 cm&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Internal Density || 0.5 cm/m&lt;br /&gt;
|-&lt;br /&gt;
| Component DR || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Max Repair || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions ||  80x37x28 m&lt;br /&gt;
|-&lt;br /&gt;
| Crew Vulnerability || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Structural Integrity&amp;lt;ref&amp;gt;Damage to Structure hitbox required to break structure&amp;lt;/ref&amp;gt; || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Identification Difficulty || 200&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] || 200 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:citcic|&#039;&#039;&#039;Citadel CIC&#039;&#039;&#039;]] || 50 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:ic|&#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;]] || 13 s&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:raines&amp;diff=1507</id>
		<title>Ship:raines</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:raines&amp;diff=1507"/>
		<updated>2026-09-15T07:35:50Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Propulsion Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Raines.png|thumb|Raines Hull Configuration]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the front, the Raines is functionally immune to 100mm HE, as the shells fuze in the middle of the bow and cannot reach the middle of the ship. Compartments 4 and 5, and Module 5 will die relatively quickly, and Mounts 3 and 4 will be killed over time by rounds hitting their respective parts of the hull instead of the bow. The only way 100mm HE can kill from the front is via structure break from shells specifically hitting near Mounts 3 and 4, something which can take over 700 rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
     Flank Damage Probability: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
     Missile Programming Channels: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
[[File:Raines Mounts.png|thumb|alt=Raines Mounts|Raines Mounts]]&lt;br /&gt;
&lt;br /&gt;
The Raines has&lt;br /&gt;
    * 2 C3&lt;br /&gt;
    * 2 C2&lt;br /&gt;
&lt;br /&gt;
The C3 Mounts, 3 and 4, will be killed over time by rounds hitting their respective parts of the hull instead of the bow.&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
[[File:Raines Compartments.png|thumb|alt=Raines Compartments|Raines Compartments]]&lt;br /&gt;
The Raines&#039; compartments can be divided into 2 groups. Those that are vulnerable to 100mm HE in the front, and those that are invulnerable to it, at the back&lt;br /&gt;
&lt;br /&gt;
=== The Front-stack ===&lt;br /&gt;
These Compartments, 4 and 5, are vulnerable to 100mm HE fire when bowtanking.&lt;br /&gt;
&lt;br /&gt;
=== The Safe-stack ===&lt;br /&gt;
Safe is a strong word, as this is only true for 100mm HE. &lt;br /&gt;
These slots, Compartments 1 2 and 3, are immune to 100mm HE when bow-tanking, and also happens to consist of exactly as many slots as you need to keep your Raines combat capable if you&#039;ve lost the rest of the ship. As such, the safe stack should always consist of your most important compartments; typically a [[component:sdc|&#039;&#039;&#039;Small DC Locker&#039;&#039;&#039;]] in compartment 3, and a [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] and [[component:rmag|&#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039;]] in compartments 1 and 2. The exact makeup of these compartments will vary depending on how the rest of the ship is built.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
[[File:Raines Modules.png|thumb|alt=Raines Modules|Raines Modules]]&lt;br /&gt;
The Raines has &lt;br /&gt;
* 2 Small Drive Modules&lt;br /&gt;
* 1 3x3 Modules&lt;br /&gt;
* 2 2x2 Modules&lt;br /&gt;
&lt;br /&gt;
Module 5, the 3x3 slot, is vulnerable to 100mm HE fire when bow-tanking.&lt;br /&gt;
&lt;br /&gt;
The back 2x2s, Module 3 and 4, are from 100mm HE fire when bow-tanking. &lt;br /&gt;
&lt;br /&gt;
=== Drive Setup ===&lt;br /&gt;
There are many ways to set up a Raines&#039;s drive, and the best way will depend on the role you are building the ship for.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:raider|&#039;&#039;&#039;Raider Drives&#039;&#039;&#039;]] provide the best lateral thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging. However, they provide no power, leaving you potentially mission-killed if you lose the reactors.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:whip|&#039;&#039;&#039;Whiplash Drives&#039;&#039;&#039;]] provide the best top speed, allowing you to keep up with faster ships.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:dragon|&#039;&#039;&#039;Dragonfly Drives&#039;&#039;&#039;]] provide the best angular thrust (AT), allowing your ship to pivot and change its heading and roll quickly. This is not very important on a Frigate, which naturally has one of the highest AT in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fm200r-drive|&#039;&#039;&#039;Reinforced Drives&#039;&#039;&#039;]] prevents the drive from dying to HEI Missile damage, a very important characteristic for the Raine&#039;s low survivability. This also allows you to swap the position of this drive and the [[component:fr4800-reactor|&#039;&#039;&#039;FR4800 Reactor&#039;&#039;&#039;]], further protecting the ship&#039;s internals.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fm200-drive|&#039;&#039;&#039;FM200 Drive&#039;&#039;&#039;]], to save costs.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:prowler|&#039;&#039;&#039;Prowler Drives&#039;&#039;&#039;]] are one of the options you can take.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fr4800-reactor|&#039;&#039;&#039;FR4800 Reactors&#039;&#039;&#039;]] fit into one of the small drive slots, which gives the Raines a lot more power to play around with than a [[ship:sprinter|&#039;&#039;&#039;Sprinter&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==== Propulsion Stats ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Base Stats&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 22 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 33 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 4.25% (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 6 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 18.46 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 1.1 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 41 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 39 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:raider|&#039;&#039;&#039;Raider Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 22 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 33  m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 6.81% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+36.18%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 7.8 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 14.2 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 1.1 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 41 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 39 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:whip|&#039;&#039;&#039;Whiplash Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 26.4 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 39.6 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 3.56% (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-28.82%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 6 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 22.15 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 0.88 MN (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 3.9 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 3.9 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 49 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+18.91%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 46 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+17.65%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:whip|&#039;&#039;&#039;Whiplash&#039;&#039;&#039;]] - [[component:whip|&#039;&#039;&#039;Whiplash&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 30.46 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 45.68 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 3.02% (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-39.65%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 6 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 25.73 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 0.68 MN (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 3.26 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-28.82%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 3.26 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-28.82%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 61 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+47.3%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 55 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+40.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Radar Signature: 3783 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt; == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Detected by&lt;br /&gt;
! Detection Range (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r400-bloodhound-lrt-radar|&#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039;]] || 14 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r550-early-warning-radar |&#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039;]] || 12.02 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:bulwark-huntress|&#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039;]] || 8.73 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:ithica-bridgemaster|&#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039;]] || 6.51 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]] || 8.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] || 10.24 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs35-frontline-radar |&#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039;]] || 6.04 km&lt;br /&gt;
|-&lt;br /&gt;
| Wake Signature Strength || 100 &lt;br /&gt;
|-&lt;br /&gt;
| Fore-Aspect Validated by THERM || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;SAFE&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generic Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Raines Class Frigate&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Point Cost || 125&lt;br /&gt;
|-&lt;br /&gt;
| Mass || 5000 tons&lt;br /&gt;
|-&lt;br /&gt;
| Armor Thickness || 15 cm&amp;lt;ref&amp;gt;With the maximum 2.5 angling multiplier, this reaches 37.5 cm&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Internal Density || 0.5 cm/m&lt;br /&gt;
|-&lt;br /&gt;
| Component DR || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Max Repair || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions || 96x35x40 m &lt;br /&gt;
|-&lt;br /&gt;
| Crew Vulnerability || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Structural Integrity&amp;lt;ref&amp;gt;Damage to Structure hitbox required to break structure&amp;lt;/ref&amp;gt; || 3000&lt;br /&gt;
|-&lt;br /&gt;
| Identification Difficulty || 200&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] || 200 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:citcic|&#039;&#039;&#039;Citadel CIC&#039;&#039;&#039;]] || 50 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:ic|&#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;]] || 13 s&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:keystone&amp;diff=1506</id>
		<title>Ship:keystone</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:keystone&amp;diff=1506"/>
		<updated>2026-09-15T07:35:33Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Propulsion Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Keystone.png|thumb|Keystone Hull Configuration]]&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
     Overhead Damage Chance (Beam): &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
     Powerplant Efficiency: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
     Missile Programming Channels: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
[[File:Keystone Mounts.png|thumb|alt=Keystone Mounts|Keystone Mounts]]&lt;br /&gt;
&lt;br /&gt;
The Keystone has&lt;br /&gt;
    * 1 Spinal &lt;br /&gt;
    * 2 C3&lt;br /&gt;
    * 2 C2&lt;br /&gt;
    * 2 C1&lt;br /&gt;
&lt;br /&gt;
=== Mount 1 ===&lt;br /&gt;
This C3 mount is the best spot for a PDT mount, as it sits directly above the CIC, and by default is rolled into line with the locked threat the ship is engaging, because it is right in front of the [[component:rf101-bullseye-radar|&#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
=== Mount 5 ===&lt;br /&gt;
This C1 mount is the safest spot for your [[component:rf101-bullseye-radar|&#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039;]], as it can see through the bottom of the ship from this position.  &lt;br /&gt;
&lt;br /&gt;
=== Mount 7 ===&lt;br /&gt;
This spinal mount is the reason you are using the Keystone hull. If you are not using a mount specific to this dedicated spinal, you should be using a [[ship:raines|&#039;&#039;&#039;Raines&#039;&#039;&#039;]] for this job instead. What mount you put here defines the roll of the ship, either a [[component:mk-600-beam-cannon|&#039;&#039;&#039;Mk600 Beam Cannon&#039;&#039;&#039;]], referred to as a beam-stone/BDD or a [[component:mk-550-railgun|&#039;&#039;&#039;Mk550 Railgun&#039;&#039;&#039;]], referred to as a Rail-stone/RDD.&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
[[File:Keystone Compartments.png|thumb|alt=Keystone Compartments|Keystone Compartments]]&lt;br /&gt;
The Keystone&#039;s compartments can be divided into 3 groups.&lt;br /&gt;
&lt;br /&gt;
=== The Top-stack ===&lt;br /&gt;
Beam Keystones such as those found in [[Starter Fleet Guide:Willow|TF Willow]] or [[Starter Fleet Guide:Ash|TF Ash]] seek to achieve durability through redundancy, as the keystone hull does not have enough armor or damage reduction to survive any significant fire. As such, compartments 6 5 4 and 3 (in order from the front to the back), are the best way to achieve this due to their small hit-box. Typically the ship&#039;s free [[component:rmag|&#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039;]] is placed up front in slot 6, a [[component:rapid|&#039;&#039;&#039;Rapid DC Locker&#039;&#039;&#039;]] if desired is placed in Compartment 5, and the back two compartments are occupied with a [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] and [[component:sdc|&#039;&#039;&#039;Small DC Locker&#039;&#039;&#039;]].&amp;lt;ref&amp;gt;or 2 SDCs with the BCIC in the center-stack, as seen in Willow&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
On Rail Keystones this is usually the bare minimum of [[component:rmag|&#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039;]] is placed up front in slot 6, a [[component:rapid|&#039;&#039;&#039;Rapid DC Locker&#039;&#039;&#039;]] if desired is placed in Compartment 5, and one of the back two compartments occupied with a [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
=== The Center-stack ===&lt;br /&gt;
These slots, Compartments 1 and 2, is where 450mm HE fuzes. They are typically left empty, but if you have extra points, placing one or two [[component:aux|&#039;&#039;&#039;Auxiliary Steering(s)&#039;&#039;&#039;]] here goes a long way to stiffen the keystone under HE fire by splitting damage. Additionally, placing a [[component:rapid|&#039;&#039;&#039;Rapid DC Locker&#039;&#039;&#039;]] team in either slot will make it the first team to be called upon, which is useful for hopefully repairing the beam faster and therefor firing for longer.&lt;br /&gt;
&lt;br /&gt;
On Rail Keystones this is usually empty.&lt;br /&gt;
&lt;br /&gt;
=== And The Bottom-stack ===&lt;br /&gt;
This slot, Compartment 7 is typically occupied by a backup [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] in case the Keystone gets struck from the top.&lt;br /&gt;
&lt;br /&gt;
On Rail Keystones this is usually empty.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
[[File:Keystone Modules.png|thumb|alt=Keystone Modules|Keystone Modules]]&lt;br /&gt;
The Keystone has &lt;br /&gt;
* 2 Small Drive Modules&lt;br /&gt;
* 3 3x3 Modules&lt;br /&gt;
* 2 2x2 Modules&lt;br /&gt;
&lt;br /&gt;
For Beam Keystones, one of the 3x3 Modules will typically be a [[component:micro|FR3300 Micro Reactor]] to help power the ship, with two [[component:fpa|Focused Particle Accelerators]] to buff beam damage at range. For Rail Keystones, you may wish to cut a radar from the ship entirely, focusing on using all 3x3 slots to bring [[component:ereg|&#039;&#039;&#039;Energy Regulators&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
The back 3x3s, Module 3 and 4, are the most likely of the 3 to survive as they split damage with both the drive slot and the reactor slot. As such, they should be where your [[component:micro|FR3300 Micro Reactor]] is placed. &lt;br /&gt;
&lt;br /&gt;
Your choice of frontline radar will end up in one of the front 2x2 modules under the beam, either modules 5 or 6, where it will help split damage with its high HP pool and damage threshold. For Rail Keystones, you may wish to use these 2x2 slots to bring less efficient but still valid [[component:sereg|&#039;&#039;&#039;Small Energy Regulator&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
=== Drive Setup ===&lt;br /&gt;
There are many ways to set up a Keystone&#039;s drive, and the best way will depend on the role you are building the ship for.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:raider|&#039;&#039;&#039;Raider Drives&#039;&#039;&#039;]] provide the best lateral thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging. However, they provide no power, leaving you potentially mission-killed if you lose the reactors.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:whip|&#039;&#039;&#039;Whiplash Drives&#039;&#039;&#039;]] provide the best top speed, allowing you to reach different early-game beam positions in time to deny points on larger maps.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:dragon|&#039;&#039;&#039;Dragonfly Drives&#039;&#039;&#039;]] provide the best angular thrust (AT), allowing your ship to pivot and change its heading and roll quickly, very important for getting the beam onto-target if you did not have time to set its heading to target correctly before.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fm200r-drive|&#039;&#039;&#039;Reinforced Drives&#039;&#039;&#039;]] prevents the drive from dying to HEI Missile damage, a very important characteristic for the Keystone&#039;s low survivability. This also allows you to swap the position of this drive and the [[component:fr4800-reactor|&#039;&#039;&#039;FR4800 Reactor&#039;&#039;&#039;]], further protecting the ship&#039;s internals.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:prowler|&#039;&#039;&#039;Prowler Drives&#039;&#039;&#039;]] are a trap option here, as if you would like to play from stealth you should take a ship with a smaller radar cross section like a [[ship:raines|&#039;&#039;&#039;Raines&#039;&#039;&#039;]] or [[ship:sprinter|&#039;&#039;&#039;Sprinter&#039;&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fr4800-reactor|&#039;&#039;&#039;FR4800 Reactors&#039;&#039;&#039;]] fit into one of the small drive slots, critical to running the [[component:mk-600-beam-cannon|&#039;&#039;&#039;Mk600 Beam Cannon&#039;&#039;&#039;]] or [[component:mk-550-railgun|&#039;&#039;&#039;Mk550 Railgun&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==== Propulsion Stats ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Base Stats&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 20 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 30 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 5% &lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 9 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 17.86 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 1.2 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 2.09 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 96 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 39 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:raider|&#039;&#039;&#039;Raider Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 20 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 30 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 7.5% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 11.7 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 13.74 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 1.2 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 2.09 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 96 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 39 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:whip|&#039;&#039;&#039;Whiplash Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 24 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 36 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 4.25% (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 9 MN &lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 21.43 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 0.96 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 3.9 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 1.67 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 117 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 46 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:dragon|&#039;&#039;&#039;Dragonfly Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 18.5 m/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-7.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 27.75 m/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-7.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 5% &lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 9 MN &lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 16.52 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 1.56 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 6.42 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 2.72 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 76 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20.67%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 28 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+28.57%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Radar Signature: 6281.85 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt; == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Detected by&lt;br /&gt;
! Detection Range (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r400-bloodhound-lrt-radar|&#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039;]] || 14 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r550-early-warning-radar |&#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039;]] || 13.64 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:bulwark-huntress|&#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039;]] || 9.91 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:ithica-bridgemaster|&#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039;]] || 7.38 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]] || 9.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] || 11.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs35-frontline-radar |&#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039;]] || 6.86 km&lt;br /&gt;
|-&lt;br /&gt;
| Wake Signature Strength || 150&lt;br /&gt;
|-&lt;br /&gt;
| Fore-Aspect Validated by THERM || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;SAFE&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;ref&amp;gt;A Keystone with a [[component:raider|&#039;&#039;&#039;Raider Drive&#039;&#039;&#039;]] is validated by THERM for 0.83 seconds after main engine shutoff&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generic Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Keystone Class Destroyer&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Point Cost || 200&lt;br /&gt;
|-&lt;br /&gt;
| Mass || 8000 tons&lt;br /&gt;
|-&lt;br /&gt;
| Armor Thickness || 22 cm&amp;lt;ref&amp;gt;With the maximum 2.5 angling multiplier, this reaches 55 cm&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Internal Density || 0.5 cm/m&lt;br /&gt;
|-&lt;br /&gt;
| Component DR || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Max Repair || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions || 130x50x45 m&lt;br /&gt;
|-&lt;br /&gt;
| Crew Vulnerability || 45%&lt;br /&gt;
|-&lt;br /&gt;
| Structural Integrity&amp;lt;ref&amp;gt;Damage to Structure hitbox required to break structure&amp;lt;/ref&amp;gt; || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Identification Difficulty || 200&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] || 200 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:citcic|&#039;&#039;&#039;Citadel CIC&#039;&#039;&#039;]] || 50 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:ic|&#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;]] || 13 s&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:vauxhall&amp;diff=1505</id>
		<title>Ship:vauxhall</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:vauxhall&amp;diff=1505"/>
		<updated>2026-09-15T07:34:59Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Propulsion Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vauxhall.png|thumb|Vauxhall Hull Configuration]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
     Missile Programming Channels: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
[[File:Vauxhall Mounts.png|thumb|alt=Vauxhall Mounts|Vauxhall Mounts]]&lt;br /&gt;
&lt;br /&gt;
=== Mounts 1 2 3 4 and 6 ===&lt;br /&gt;
These C3 mounts are the main offensive mounts of the Vauxhall; they should consist of either [[component:mk-64-cannon|&#039;&#039;&#039;Mk64 Cannons&#039;&#039;&#039;]] or [[component:vls-2-launcher|&#039;&#039;&#039;VLS-2&#039;&#039;&#039;]]/[[component:vls-3-launcher|&#039;&#039;&#039;VLS-3&#039;&#039;&#039;]] launchers, depending on the build. Either choice makes the Vauxhall play distinctly differently, don&#039;t try to mix and match between them on the same ship. &lt;br /&gt;
&lt;br /&gt;
=== Mount 5 ===&lt;br /&gt;
This C3 mount is the &amp;quot;backpack&amp;quot; mount of the Vauxhall. On gun Vauxhalls, this is where you can safely mount your missile launchers without interfering with the gun battery, or equip various softkill equipment like [[component:e70-interrutpion-jammer|&#039;&#039;&#039;E70 &#039;Interruption&#039; Jammer&#039;&#039;&#039;]], [[component:vls-2-launcher|&#039;&#039;&#039;VLS-2&#039;&#039;&#039;]] or [[component:vls-1-46-launcher|&#039;&#039;&#039;VLS-1-46&#039;&#039;&#039;]]. Having a VLS-1 back here on at least one of the light cruisers in your fleet is important because it is the easiest position to illuminate chaff with a [[component:e57-floodlight-illuminator|&#039;&#039;&#039;E55 &#039;Floodlight&#039; Illuminator&#039;&#039;&#039;]] from mounts 7 or 8 from. &lt;br /&gt;
&lt;br /&gt;
It does not provide a forward arc for the [[component:rf101-bullseye-radar|&#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039;]] to see through the hull. &lt;br /&gt;
&lt;br /&gt;
=== Mounts 7 8 9 10 ===&lt;br /&gt;
These C1 mounts are used to carry the various utility items and point defense your cruiser formation needs, which should have a [[component:rf101-bullseye-radar|&#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039;]], several [[component:e71-blanket-jammer|&#039;&#039;&#039;E71 &#039;Blanket&#039; Jammers&#039;&#039;&#039;]], a [[component:vls-1-23-launcher|&#039;&#039;&#039;VLS-1-23 Launcher&#039;&#039;&#039;]], and a mix of [[component:mk-20-defender-pdt|&#039;&#039;&#039;Mk20 &#039;Defender&#039; PDTs&#039;&#039;&#039;]] or even one or two [[component:mk-90-aurora-pdt|&#039;&#039;&#039;Mk90 &#039;Aurora&#039; PDTs&#039;&#039;&#039;]] between them all. &lt;br /&gt;
&lt;br /&gt;
Mounts 7 and 8 are the best mounts for a [[component:e57-floodlight-illuminator|&#039;&#039;&#039;E55 &#039;Floodlight&#039; Illuminator&#039;&#039;&#039;]] on a ship that has a [[component:vls-1-46-launcher|&#039;&#039;&#039;VLS-1-46&#039;&#039;&#039;]] in mount 5, as it can easily point backwards at it.&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
&lt;br /&gt;
=== The Nose Stack ===&lt;br /&gt;
[[File:Vauxhall Nose Stack.png|thumb|alt=Vauxhall Nose Stack|Vauxhall Nose Stack]]&lt;br /&gt;
Unlike most large ships, the nose of the Vauxhall is significantly safer than the Center stack due to a lower than usual surface area (most shells don&#039;t actually hit the nose) and an internal density that fuzes most 450mm HE shells in the center stack. Common compartments for the nose of a Vauxhall include your choice of [[component:rdc|&#039;&#039;&#039;Reinforced DC Locker&#039;&#039;&#039;]], [[component:dcc|&#039;&#039;&#039;Damage Control Central&#039;&#039;&#039;]], [[component:rcic|&#039;&#039;&#039;Reinforced CIC&#039;&#039;&#039;]], or [[component:rmag|&#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039;]].&amp;lt;ref&amp;gt;A gun CL should be able to fit its entire combat load into a single ref mag&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Center Stack ===&lt;br /&gt;
[[File:Vauxhall Center Stack.png|thumb|alt=Vauxhall Center Stack|Vauxhall Center Stack]]&lt;br /&gt;
Unlike most large ships, the Center stack of the Vauxhall is significantly more vulnerable than the Nose stack due to the nose&#039;s lower than usual surface area (most shells don&#039;t actually hit the nose) and an internal density that fuzes most 450mm HE shells in the center stack. As such, it is best to fill it with various disposable or quickly expended compartments such as [[component:rapid|&#039;&#039;&#039;Rapid DC Lockers&#039;&#039;&#039;]] or a [[component:sdc|&#039;&#039;&#039;Small DC Locker&#039;&#039;&#039;]].&amp;lt;ref&amp;gt;Be sure to spend the restore this small DC comes with before the locker dies!&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Safe Stack ===&lt;br /&gt;
[[File:Vauxhall Safe Stack.png|thumb|alt=Vauxhall Safe Stack|Vauxhall Safe Stack]]&lt;br /&gt;
Being so far back in the ship, these two compartments are extremely safe from enemy gunfire, requiring 450mm AP shells to reach from bow-on. Unfortunately, there are only two compartments, meaning you cannot run the entire ship from this position, unlike the Axford. This means you will always have at least one critical compartment outside of the safe stack and vulnerable to damage; usually this will be placed in the nose in the form of a reinforced module. Common choices for these compartments include a [[component:ldc|&#039;&#039;&#039;Large DC Locker&#039;&#039;&#039;]], [[component:rmag|&#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039;]], and [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
The Vauxhall has&lt;br /&gt;
&lt;br /&gt;
    1 Large Drive Module&lt;br /&gt;
    1 Small Drive Module&lt;br /&gt;
    3 3x3 Modules&lt;br /&gt;
    4 2x2 Modules&lt;br /&gt;
&lt;br /&gt;
For gun Vauxhalls, many of the 3x3 Modules will typically be [[component:micro|FR3300 Micro Reactors]] to power the ship. On missile cruisers, they may be [[component:mpba|Missile Programming Bus Arrays]] to increase missile salvo size.&lt;br /&gt;
&lt;br /&gt;
Your choice of radar will end up in one of the front 2x2 modules behind the Nose-stack, either modules 5 or 7, where it will help split damage with its high HP pool and damage threshold.&lt;br /&gt;
&lt;br /&gt;
For gun cruisers, your Vauxhall will need an appropriate amount of [[component:ae|Ammunition Elevators]], between 3-4. All or all but one of these will be in the 2x2 modules. &lt;br /&gt;
&lt;br /&gt;
[[File:Vauxhall Modules.png|thumb|alt=Vauxhall Modules|Vauxhall Modules]]&lt;br /&gt;
=== Drive Setup ===&lt;br /&gt;
There are really only two ways to set up a Vauxhall&#039;s drive for the best results.&amp;lt;br&amp;gt;&lt;br /&gt;
Raider Drives provide the best lateral thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging.&amp;lt;br&amp;gt;&lt;br /&gt;
Whiplash Drives provide the best top speed, allowing you to reposition across the map quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Dragonfly Drives are unnecessary as the ship already has enough base AT.&amp;lt;br&amp;gt;&lt;br /&gt;
Prowler Drives are a trap option here, as if you would like to play from stealth you should take a ship with a smaller radar cross section like a [[ship:raines|&#039;&#039;&#039;Raines&#039;&#039;&#039;]] or [[ship:sprinter|&#039;&#039;&#039;Sprinter&#039;&#039;&#039;]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fr4800-reactor|FR4800 Reactors]] fit into the small drive slots, allowing you to reclaim 3x3 modules for other uses if needed, instead of those modules containing [[component:micro|FR3300 Micro Reactors]]. However, the small drive slot is very important for survivability under fire, so this is only very rarely done.&lt;br /&gt;
&lt;br /&gt;
As such, the two best drive setups for Vauxhalls are [[component:big-raider|Raider]]-[[component:whip|whip]] for CLs that want to survive under fire and skirmish, or [[component:big-raider|Raider]]-[[component:raider|raider]] for CLs that want to be even better at dodging at the cost of being less able to range-control or retreat from disadvantageous fights.&lt;br /&gt;
&lt;br /&gt;
==== Propulsion Stats ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Base Stats&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 26 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 39 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 5% &lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 13 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 95%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 20.07 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 3 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 2.06 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 97 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 39 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:big-raider|Raider]]-[[component:whip|whip]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 31.2 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 46.8 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 6.81% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+36.18%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 16.9 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 18.67 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 2.4 MN (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 3.9 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 1.63 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 120 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+22.45%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 46 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+17.65%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:big-raider|Raider]]-[[component:raider|raider]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 26 m/s &lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 39 m/s &lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 9.8% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+96.08%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 20.49 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+57.65%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 95%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 12.83 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 3 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 2.04 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 98 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 39 s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Radar Signature: 11727.54 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt;&amp;lt;ref&amp;gt;When equipped with the standard [[component:big-raider|&#039;&#039;&#039;FM580 &#039;Raider&#039; Drive&#039;&#039;&#039;]], the Vauxhall sig increases to 14659.43 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt;, which has no effect on baseline detection other than pushing [[component:r550-early-warning-radar |&#039;&#039;&#039;EWR&#039;&#039;&#039;]] detection out to 16.86 km&amp;lt;/ref&amp;gt; == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Detected by&lt;br /&gt;
! Detection Range (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r400-bloodhound-lrt-radar|&#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039;]] || 14 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r550-early-warning-radar |&#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039;]] || 15.95 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:bulwark-huntress|&#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039;]] || 10 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:ithica-bridgemaster|&#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039;]] || 8.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]] || 9.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] || 11.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs35-frontline-radar |&#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039;]] || 8 km&lt;br /&gt;
|-&lt;br /&gt;
| Wake Signature Strength || 350&lt;br /&gt;
|-&lt;br /&gt;
| Fore-Aspect Validated by THERM || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;VALIDATED&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Validated After Main Engine Shutoff || 15 s&amp;lt;ref&amp;gt;When equiped with the standard [[component:big-raider|&#039;&#039;&#039;FM580 &#039;Raider&#039; Drive&#039;&#039;&#039;]], the Vauxhall is validated for 18 seconds after main engine shutoff&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generic Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Vauxhall Class Light Cruiser&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Point Cost || 350&lt;br /&gt;
|-&lt;br /&gt;
| Mass || 10000 tons&lt;br /&gt;
|-&lt;br /&gt;
| Armor Thickness || 26 cm&amp;lt;ref&amp;gt;With the maximum 2.5 angling multiplier, this reaches 65 cm&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Internal Density || 1 cm/m&lt;br /&gt;
|-&lt;br /&gt;
| Component DR || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Max Repair || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions || 215x62x60 m&lt;br /&gt;
|-&lt;br /&gt;
| Crew Vulnerability || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Structural Integrity&amp;lt;ref&amp;gt;Damage to Structure hitbox required to break structure&amp;lt;/ref&amp;gt; || 5500&lt;br /&gt;
|-&lt;br /&gt;
| Identification Difficulty || 200&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] || 200 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:citcic|&#039;&#039;&#039;Citadel CIC&#039;&#039;&#039;]] || 50 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:ic|&#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;]] || 13 s&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:vauxhall&amp;diff=1504</id>
		<title>Ship:vauxhall</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:vauxhall&amp;diff=1504"/>
		<updated>2026-09-15T07:34:36Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Drive Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vauxhall.png|thumb|Vauxhall Hull Configuration]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
     Missile Programming Channels: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
[[File:Vauxhall Mounts.png|thumb|alt=Vauxhall Mounts|Vauxhall Mounts]]&lt;br /&gt;
&lt;br /&gt;
=== Mounts 1 2 3 4 and 6 ===&lt;br /&gt;
These C3 mounts are the main offensive mounts of the Vauxhall; they should consist of either [[component:mk-64-cannon|&#039;&#039;&#039;Mk64 Cannons&#039;&#039;&#039;]] or [[component:vls-2-launcher|&#039;&#039;&#039;VLS-2&#039;&#039;&#039;]]/[[component:vls-3-launcher|&#039;&#039;&#039;VLS-3&#039;&#039;&#039;]] launchers, depending on the build. Either choice makes the Vauxhall play distinctly differently, don&#039;t try to mix and match between them on the same ship. &lt;br /&gt;
&lt;br /&gt;
=== Mount 5 ===&lt;br /&gt;
This C3 mount is the &amp;quot;backpack&amp;quot; mount of the Vauxhall. On gun Vauxhalls, this is where you can safely mount your missile launchers without interfering with the gun battery, or equip various softkill equipment like [[component:e70-interrutpion-jammer|&#039;&#039;&#039;E70 &#039;Interruption&#039; Jammer&#039;&#039;&#039;]], [[component:vls-2-launcher|&#039;&#039;&#039;VLS-2&#039;&#039;&#039;]] or [[component:vls-1-46-launcher|&#039;&#039;&#039;VLS-1-46&#039;&#039;&#039;]]. Having a VLS-1 back here on at least one of the light cruisers in your fleet is important because it is the easiest position to illuminate chaff with a [[component:e57-floodlight-illuminator|&#039;&#039;&#039;E55 &#039;Floodlight&#039; Illuminator&#039;&#039;&#039;]] from mounts 7 or 8 from. &lt;br /&gt;
&lt;br /&gt;
It does not provide a forward arc for the [[component:rf101-bullseye-radar|&#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039;]] to see through the hull. &lt;br /&gt;
&lt;br /&gt;
=== Mounts 7 8 9 10 ===&lt;br /&gt;
These C1 mounts are used to carry the various utility items and point defense your cruiser formation needs, which should have a [[component:rf101-bullseye-radar|&#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039;]], several [[component:e71-blanket-jammer|&#039;&#039;&#039;E71 &#039;Blanket&#039; Jammers&#039;&#039;&#039;]], a [[component:vls-1-23-launcher|&#039;&#039;&#039;VLS-1-23 Launcher&#039;&#039;&#039;]], and a mix of [[component:mk-20-defender-pdt|&#039;&#039;&#039;Mk20 &#039;Defender&#039; PDTs&#039;&#039;&#039;]] or even one or two [[component:mk-90-aurora-pdt|&#039;&#039;&#039;Mk90 &#039;Aurora&#039; PDTs&#039;&#039;&#039;]] between them all. &lt;br /&gt;
&lt;br /&gt;
Mounts 7 and 8 are the best mounts for a [[component:e57-floodlight-illuminator|&#039;&#039;&#039;E55 &#039;Floodlight&#039; Illuminator&#039;&#039;&#039;]] on a ship that has a [[component:vls-1-46-launcher|&#039;&#039;&#039;VLS-1-46&#039;&#039;&#039;]] in mount 5, as it can easily point backwards at it.&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
&lt;br /&gt;
=== The Nose Stack ===&lt;br /&gt;
[[File:Vauxhall Nose Stack.png|thumb|alt=Vauxhall Nose Stack|Vauxhall Nose Stack]]&lt;br /&gt;
Unlike most large ships, the nose of the Vauxhall is significantly safer than the Center stack due to a lower than usual surface area (most shells don&#039;t actually hit the nose) and an internal density that fuzes most 450mm HE shells in the center stack. Common compartments for the nose of a Vauxhall include your choice of [[component:rdc|&#039;&#039;&#039;Reinforced DC Locker&#039;&#039;&#039;]], [[component:dcc|&#039;&#039;&#039;Damage Control Central&#039;&#039;&#039;]], [[component:rcic|&#039;&#039;&#039;Reinforced CIC&#039;&#039;&#039;]], or [[component:rmag|&#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039;]].&amp;lt;ref&amp;gt;A gun CL should be able to fit its entire combat load into a single ref mag&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Center Stack ===&lt;br /&gt;
[[File:Vauxhall Center Stack.png|thumb|alt=Vauxhall Center Stack|Vauxhall Center Stack]]&lt;br /&gt;
Unlike most large ships, the Center stack of the Vauxhall is significantly more vulnerable than the Nose stack due to the nose&#039;s lower than usual surface area (most shells don&#039;t actually hit the nose) and an internal density that fuzes most 450mm HE shells in the center stack. As such, it is best to fill it with various disposable or quickly expended compartments such as [[component:rapid|&#039;&#039;&#039;Rapid DC Lockers&#039;&#039;&#039;]] or a [[component:sdc|&#039;&#039;&#039;Small DC Locker&#039;&#039;&#039;]].&amp;lt;ref&amp;gt;Be sure to spend the restore this small DC comes with before the locker dies!&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Safe Stack ===&lt;br /&gt;
[[File:Vauxhall Safe Stack.png|thumb|alt=Vauxhall Safe Stack|Vauxhall Safe Stack]]&lt;br /&gt;
Being so far back in the ship, these two compartments are extremely safe from enemy gunfire, requiring 450mm AP shells to reach from bow-on. Unfortunately, there are only two compartments, meaning you cannot run the entire ship from this position, unlike the Axford. This means you will always have at least one critical compartment outside of the safe stack and vulnerable to damage; usually this will be placed in the nose in the form of a reinforced module. Common choices for these compartments include a [[component:ldc|&#039;&#039;&#039;Large DC Locker&#039;&#039;&#039;]], [[component:rmag|&#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039;]], and [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
The Vauxhall has&lt;br /&gt;
&lt;br /&gt;
    1 Large Drive Module&lt;br /&gt;
    1 Small Drive Module&lt;br /&gt;
    3 3x3 Modules&lt;br /&gt;
    4 2x2 Modules&lt;br /&gt;
&lt;br /&gt;
For gun Vauxhalls, many of the 3x3 Modules will typically be [[component:micro|FR3300 Micro Reactors]] to power the ship. On missile cruisers, they may be [[component:mpba|Missile Programming Bus Arrays]] to increase missile salvo size.&lt;br /&gt;
&lt;br /&gt;
Your choice of radar will end up in one of the front 2x2 modules behind the Nose-stack, either modules 5 or 7, where it will help split damage with its high HP pool and damage threshold.&lt;br /&gt;
&lt;br /&gt;
For gun cruisers, your Vauxhall will need an appropriate amount of [[component:ae|Ammunition Elevators]], between 3-4. All or all but one of these will be in the 2x2 modules. &lt;br /&gt;
&lt;br /&gt;
[[File:Vauxhall Modules.png|thumb|alt=Vauxhall Modules|Vauxhall Modules]]&lt;br /&gt;
=== Drive Setup ===&lt;br /&gt;
There are really only two ways to set up a Vauxhall&#039;s drive for the best results.&amp;lt;br&amp;gt;&lt;br /&gt;
Raider Drives provide the best lateral thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging.&amp;lt;br&amp;gt;&lt;br /&gt;
Whiplash Drives provide the best top speed, allowing you to reposition across the map quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Dragonfly Drives are unnecessary as the ship already has enough base AT.&amp;lt;br&amp;gt;&lt;br /&gt;
Prowler Drives are a trap option here, as if you would like to play from stealth you should take a ship with a smaller radar cross section like a [[ship:raines|&#039;&#039;&#039;Raines&#039;&#039;&#039;]] or [[ship:sprinter|&#039;&#039;&#039;Sprinter&#039;&#039;&#039;]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fr4800-reactor|FR4800 Reactors]] fit into the small drive slots, allowing you to reclaim 3x3 modules for other uses if needed, instead of those modules containing [[component:micro|FR3300 Micro Reactors]]. However, the small drive slot is very important for survivability under fire, so this is only very rarely done.&lt;br /&gt;
&lt;br /&gt;
As such, the two best drive setups for Vauxhalls are [[component:big-raider|Raider]]-[[component:whip|whip]] for CLs that want to survive under fire and skirmish, or [[component:big-raider|Raider]]-[[component:raider|raider]] for CLs that want to be even better at dodging at the cost of being less able to range-control or retreat from disadvantageous fights.&lt;br /&gt;
&lt;br /&gt;
==== Propulsion Stats ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:fm200-drive|&#039;&#039;&#039;FM200 Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 26 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 39 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 5% &lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 13 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 95%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 20.07 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 3 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 2.06 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 97 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 39 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:big-raider|Raider]]-[[component:whip|whip]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 31.2 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 46.8 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 6.81% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+36.18%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 16.9 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 18.67 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 2.4 MN (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 3.9 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 1.63 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 120 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+22.45%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 46 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+17.65%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:big-raider|Raider]]-[[component:raider|raider]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 26 m/s &lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 39 m/s &lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 9.8% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+96.08%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 20.49 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+57.65%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 95%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 12.83 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 3 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 2.04 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 98 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 39 s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Radar Signature: 11727.54 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt;&amp;lt;ref&amp;gt;When equipped with the standard [[component:big-raider|&#039;&#039;&#039;FM580 &#039;Raider&#039; Drive&#039;&#039;&#039;]], the Vauxhall sig increases to 14659.43 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt;, which has no effect on baseline detection other than pushing [[component:r550-early-warning-radar |&#039;&#039;&#039;EWR&#039;&#039;&#039;]] detection out to 16.86 km&amp;lt;/ref&amp;gt; == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Detected by&lt;br /&gt;
! Detection Range (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r400-bloodhound-lrt-radar|&#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039;]] || 14 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r550-early-warning-radar |&#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039;]] || 15.95 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:bulwark-huntress|&#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039;]] || 10 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:ithica-bridgemaster|&#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039;]] || 8.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]] || 9.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] || 11.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs35-frontline-radar |&#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039;]] || 8 km&lt;br /&gt;
|-&lt;br /&gt;
| Wake Signature Strength || 350&lt;br /&gt;
|-&lt;br /&gt;
| Fore-Aspect Validated by THERM || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;VALIDATED&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Validated After Main Engine Shutoff || 15 s&amp;lt;ref&amp;gt;When equiped with the standard [[component:big-raider|&#039;&#039;&#039;FM580 &#039;Raider&#039; Drive&#039;&#039;&#039;]], the Vauxhall is validated for 18 seconds after main engine shutoff&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generic Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Vauxhall Class Light Cruiser&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Point Cost || 350&lt;br /&gt;
|-&lt;br /&gt;
| Mass || 10000 tons&lt;br /&gt;
|-&lt;br /&gt;
| Armor Thickness || 26 cm&amp;lt;ref&amp;gt;With the maximum 2.5 angling multiplier, this reaches 65 cm&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Internal Density || 1 cm/m&lt;br /&gt;
|-&lt;br /&gt;
| Component DR || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Max Repair || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions || 215x62x60 m&lt;br /&gt;
|-&lt;br /&gt;
| Crew Vulnerability || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Structural Integrity&amp;lt;ref&amp;gt;Damage to Structure hitbox required to break structure&amp;lt;/ref&amp;gt; || 5500&lt;br /&gt;
|-&lt;br /&gt;
| Identification Difficulty || 200&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] || 200 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:citcic|&#039;&#039;&#039;Citadel CIC&#039;&#039;&#039;]] || 50 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:ic|&#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;]] || 13 s&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:keystone&amp;diff=1503</id>
		<title>Ship:keystone</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:keystone&amp;diff=1503"/>
		<updated>2026-09-15T07:27:35Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Propulsion Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Keystone.png|thumb|Keystone Hull Configuration]]&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
     Overhead Damage Chance (Beam): &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
     Powerplant Efficiency: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
     Missile Programming Channels: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
[[File:Keystone Mounts.png|thumb|alt=Keystone Mounts|Keystone Mounts]]&lt;br /&gt;
&lt;br /&gt;
The Keystone has&lt;br /&gt;
    * 1 Spinal &lt;br /&gt;
    * 2 C3&lt;br /&gt;
    * 2 C2&lt;br /&gt;
    * 2 C1&lt;br /&gt;
&lt;br /&gt;
=== Mount 1 ===&lt;br /&gt;
This C3 mount is the best spot for a PDT mount, as it sits directly above the CIC, and by default is rolled into line with the locked threat the ship is engaging, because it is right in front of the [[component:rf101-bullseye-radar|&#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
=== Mount 5 ===&lt;br /&gt;
This C1 mount is the safest spot for your [[component:rf101-bullseye-radar|&#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039;]], as it can see through the bottom of the ship from this position.  &lt;br /&gt;
&lt;br /&gt;
=== Mount 7 ===&lt;br /&gt;
This spinal mount is the reason you are using the Keystone hull. If you are not using a mount specific to this dedicated spinal, you should be using a [[ship:raines|&#039;&#039;&#039;Raines&#039;&#039;&#039;]] for this job instead. What mount you put here defines the roll of the ship, either a [[component:mk-600-beam-cannon|&#039;&#039;&#039;Mk600 Beam Cannon&#039;&#039;&#039;]], referred to as a beam-stone/BDD or a [[component:mk-550-railgun|&#039;&#039;&#039;Mk550 Railgun&#039;&#039;&#039;]], referred to as a Rail-stone/RDD.&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
[[File:Keystone Compartments.png|thumb|alt=Keystone Compartments|Keystone Compartments]]&lt;br /&gt;
The Keystone&#039;s compartments can be divided into 3 groups.&lt;br /&gt;
&lt;br /&gt;
=== The Top-stack ===&lt;br /&gt;
Beam Keystones such as those found in [[Starter Fleet Guide:Willow|TF Willow]] or [[Starter Fleet Guide:Ash|TF Ash]] seek to achieve durability through redundancy, as the keystone hull does not have enough armor or damage reduction to survive any significant fire. As such, compartments 6 5 4 and 3 (in order from the front to the back), are the best way to achieve this due to their small hit-box. Typically the ship&#039;s free [[component:rmag|&#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039;]] is placed up front in slot 6, a [[component:rapid|&#039;&#039;&#039;Rapid DC Locker&#039;&#039;&#039;]] if desired is placed in Compartment 5, and the back two compartments are occupied with a [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] and [[component:sdc|&#039;&#039;&#039;Small DC Locker&#039;&#039;&#039;]].&amp;lt;ref&amp;gt;or 2 SDCs with the BCIC in the center-stack, as seen in Willow&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
On Rail Keystones this is usually the bare minimum of [[component:rmag|&#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039;]] is placed up front in slot 6, a [[component:rapid|&#039;&#039;&#039;Rapid DC Locker&#039;&#039;&#039;]] if desired is placed in Compartment 5, and one of the back two compartments occupied with a [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
=== The Center-stack ===&lt;br /&gt;
These slots, Compartments 1 and 2, is where 450mm HE fuzes. They are typically left empty, but if you have extra points, placing one or two [[component:aux|&#039;&#039;&#039;Auxiliary Steering(s)&#039;&#039;&#039;]] here goes a long way to stiffen the keystone under HE fire by splitting damage. Additionally, placing a [[component:rapid|&#039;&#039;&#039;Rapid DC Locker&#039;&#039;&#039;]] team in either slot will make it the first team to be called upon, which is useful for hopefully repairing the beam faster and therefor firing for longer.&lt;br /&gt;
&lt;br /&gt;
On Rail Keystones this is usually empty.&lt;br /&gt;
&lt;br /&gt;
=== And The Bottom-stack ===&lt;br /&gt;
This slot, Compartment 7 is typically occupied by a backup [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] in case the Keystone gets struck from the top.&lt;br /&gt;
&lt;br /&gt;
On Rail Keystones this is usually empty.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
[[File:Keystone Modules.png|thumb|alt=Keystone Modules|Keystone Modules]]&lt;br /&gt;
The Keystone has &lt;br /&gt;
* 2 Small Drive Modules&lt;br /&gt;
* 3 3x3 Modules&lt;br /&gt;
* 2 2x2 Modules&lt;br /&gt;
&lt;br /&gt;
For Beam Keystones, one of the 3x3 Modules will typically be a [[component:micro|FR3300 Micro Reactor]] to help power the ship, with two [[component:fpa|Focused Particle Accelerators]] to buff beam damage at range. For Rail Keystones, you may wish to cut a radar from the ship entirely, focusing on using all 3x3 slots to bring [[component:ereg|&#039;&#039;&#039;Energy Regulators&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
The back 3x3s, Module 3 and 4, are the most likely of the 3 to survive as they split damage with both the drive slot and the reactor slot. As such, they should be where your [[component:micro|FR3300 Micro Reactor]] is placed. &lt;br /&gt;
&lt;br /&gt;
Your choice of frontline radar will end up in one of the front 2x2 modules under the beam, either modules 5 or 6, where it will help split damage with its high HP pool and damage threshold. For Rail Keystones, you may wish to use these 2x2 slots to bring less efficient but still valid [[component:sereg|&#039;&#039;&#039;Small Energy Regulator&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
=== Drive Setup ===&lt;br /&gt;
There are many ways to set up a Keystone&#039;s drive, and the best way will depend on the role you are building the ship for.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:raider|&#039;&#039;&#039;Raider Drives&#039;&#039;&#039;]] provide the best lateral thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging. However, they provide no power, leaving you potentially mission-killed if you lose the reactors.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:whip|&#039;&#039;&#039;Whiplash Drives&#039;&#039;&#039;]] provide the best top speed, allowing you to reach different early-game beam positions in time to deny points on larger maps.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:dragon|&#039;&#039;&#039;Dragonfly Drives&#039;&#039;&#039;]] provide the best angular thrust (AT), allowing your ship to pivot and change its heading and roll quickly, very important for getting the beam onto-target if you did not have time to set its heading to target correctly before.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fm200r-drive|&#039;&#039;&#039;Reinforced Drives&#039;&#039;&#039;]] prevents the drive from dying to HEI Missile damage, a very important characteristic for the Keystone&#039;s low survivability. This also allows you to swap the position of this drive and the [[component:fr4800-reactor|&#039;&#039;&#039;FR4800 Reactor&#039;&#039;&#039;]], further protecting the ship&#039;s internals.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:prowler|&#039;&#039;&#039;Prowler Drives&#039;&#039;&#039;]] are a trap option here, as if you would like to play from stealth you should take a ship with a smaller radar cross section like a [[ship:raines|&#039;&#039;&#039;Raines&#039;&#039;&#039;]] or [[ship:sprinter|&#039;&#039;&#039;Sprinter&#039;&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fr4800-reactor|&#039;&#039;&#039;FR4800 Reactors&#039;&#039;&#039;]] fit into one of the small drive slots, critical to running the [[component:mk-600-beam-cannon|&#039;&#039;&#039;Mk600 Beam Cannon&#039;&#039;&#039;]] or [[component:mk-550-railgun|&#039;&#039;&#039;Mk550 Railgun&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==== Propulsion Stats ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:fm200-drive|&#039;&#039;&#039;FM200 Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 20 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 30 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 5% &lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 9 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 17.86 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 1.2 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 2.09 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 96 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 39 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:raider|&#039;&#039;&#039;Raider Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 20 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 30 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 7.5% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 11.7 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 13.74 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 1.2 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 2.09 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 96 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 39 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:whip|&#039;&#039;&#039;Whiplash Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 24 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 36 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 4.25% (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 9 MN &lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 21.43 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 0.96 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 3.9 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 1.67 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 117 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 46 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:dragon|&#039;&#039;&#039;Dragonfly Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 18.5 m/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-7.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 27.75 m/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-7.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 5% &lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 9 MN &lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 16.52 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 1.56 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 6.42 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 2.72 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 76 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20.67%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 28 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+28.57%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Radar Signature: 6281.85 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt; == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Detected by&lt;br /&gt;
! Detection Range (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r400-bloodhound-lrt-radar|&#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039;]] || 14 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r550-early-warning-radar |&#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039;]] || 13.64 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:bulwark-huntress|&#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039;]] || 9.91 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:ithica-bridgemaster|&#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039;]] || 7.38 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]] || 9.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] || 11.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs35-frontline-radar |&#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039;]] || 6.86 km&lt;br /&gt;
|-&lt;br /&gt;
| Wake Signature Strength || 150&lt;br /&gt;
|-&lt;br /&gt;
| Fore-Aspect Validated by THERM || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;SAFE&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;ref&amp;gt;A Keystone with a [[component:raider|&#039;&#039;&#039;Raider Drive&#039;&#039;&#039;]] is validated by THERM for 0.83 seconds after main engine shutoff&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generic Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Keystone Class Destroyer&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Point Cost || 200&lt;br /&gt;
|-&lt;br /&gt;
| Mass || 8000 tons&lt;br /&gt;
|-&lt;br /&gt;
| Armor Thickness || 22 cm&amp;lt;ref&amp;gt;With the maximum 2.5 angling multiplier, this reaches 55 cm&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Internal Density || 0.5 cm/m&lt;br /&gt;
|-&lt;br /&gt;
| Component DR || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Max Repair || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions || 130x50x45 m&lt;br /&gt;
|-&lt;br /&gt;
| Crew Vulnerability || 45%&lt;br /&gt;
|-&lt;br /&gt;
| Structural Integrity&amp;lt;ref&amp;gt;Damage to Structure hitbox required to break structure&amp;lt;/ref&amp;gt; || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Identification Difficulty || 200&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] || 200 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:citcic|&#039;&#039;&#039;Citadel CIC&#039;&#039;&#039;]] || 50 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:ic|&#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;]] || 13 s&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:keystone&amp;diff=1502</id>
		<title>Ship:keystone</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:keystone&amp;diff=1502"/>
		<updated>2026-09-15T07:27:17Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Drive Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Keystone.png|thumb|Keystone Hull Configuration]]&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
     Overhead Damage Chance (Beam): &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
     Powerplant Efficiency: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
     Missile Programming Channels: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
[[File:Keystone Mounts.png|thumb|alt=Keystone Mounts|Keystone Mounts]]&lt;br /&gt;
&lt;br /&gt;
The Keystone has&lt;br /&gt;
    * 1 Spinal &lt;br /&gt;
    * 2 C3&lt;br /&gt;
    * 2 C2&lt;br /&gt;
    * 2 C1&lt;br /&gt;
&lt;br /&gt;
=== Mount 1 ===&lt;br /&gt;
This C3 mount is the best spot for a PDT mount, as it sits directly above the CIC, and by default is rolled into line with the locked threat the ship is engaging, because it is right in front of the [[component:rf101-bullseye-radar|&#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
=== Mount 5 ===&lt;br /&gt;
This C1 mount is the safest spot for your [[component:rf101-bullseye-radar|&#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039;]], as it can see through the bottom of the ship from this position.  &lt;br /&gt;
&lt;br /&gt;
=== Mount 7 ===&lt;br /&gt;
This spinal mount is the reason you are using the Keystone hull. If you are not using a mount specific to this dedicated spinal, you should be using a [[ship:raines|&#039;&#039;&#039;Raines&#039;&#039;&#039;]] for this job instead. What mount you put here defines the roll of the ship, either a [[component:mk-600-beam-cannon|&#039;&#039;&#039;Mk600 Beam Cannon&#039;&#039;&#039;]], referred to as a beam-stone/BDD or a [[component:mk-550-railgun|&#039;&#039;&#039;Mk550 Railgun&#039;&#039;&#039;]], referred to as a Rail-stone/RDD.&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
[[File:Keystone Compartments.png|thumb|alt=Keystone Compartments|Keystone Compartments]]&lt;br /&gt;
The Keystone&#039;s compartments can be divided into 3 groups.&lt;br /&gt;
&lt;br /&gt;
=== The Top-stack ===&lt;br /&gt;
Beam Keystones such as those found in [[Starter Fleet Guide:Willow|TF Willow]] or [[Starter Fleet Guide:Ash|TF Ash]] seek to achieve durability through redundancy, as the keystone hull does not have enough armor or damage reduction to survive any significant fire. As such, compartments 6 5 4 and 3 (in order from the front to the back), are the best way to achieve this due to their small hit-box. Typically the ship&#039;s free [[component:rmag|&#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039;]] is placed up front in slot 6, a [[component:rapid|&#039;&#039;&#039;Rapid DC Locker&#039;&#039;&#039;]] if desired is placed in Compartment 5, and the back two compartments are occupied with a [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] and [[component:sdc|&#039;&#039;&#039;Small DC Locker&#039;&#039;&#039;]].&amp;lt;ref&amp;gt;or 2 SDCs with the BCIC in the center-stack, as seen in Willow&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
On Rail Keystones this is usually the bare minimum of [[component:rmag|&#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039;]] is placed up front in slot 6, a [[component:rapid|&#039;&#039;&#039;Rapid DC Locker&#039;&#039;&#039;]] if desired is placed in Compartment 5, and one of the back two compartments occupied with a [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
=== The Center-stack ===&lt;br /&gt;
These slots, Compartments 1 and 2, is where 450mm HE fuzes. They are typically left empty, but if you have extra points, placing one or two [[component:aux|&#039;&#039;&#039;Auxiliary Steering(s)&#039;&#039;&#039;]] here goes a long way to stiffen the keystone under HE fire by splitting damage. Additionally, placing a [[component:rapid|&#039;&#039;&#039;Rapid DC Locker&#039;&#039;&#039;]] team in either slot will make it the first team to be called upon, which is useful for hopefully repairing the beam faster and therefor firing for longer.&lt;br /&gt;
&lt;br /&gt;
On Rail Keystones this is usually empty.&lt;br /&gt;
&lt;br /&gt;
=== And The Bottom-stack ===&lt;br /&gt;
This slot, Compartment 7 is typically occupied by a backup [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] in case the Keystone gets struck from the top.&lt;br /&gt;
&lt;br /&gt;
On Rail Keystones this is usually empty.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
[[File:Keystone Modules.png|thumb|alt=Keystone Modules|Keystone Modules]]&lt;br /&gt;
The Keystone has &lt;br /&gt;
* 2 Small Drive Modules&lt;br /&gt;
* 3 3x3 Modules&lt;br /&gt;
* 2 2x2 Modules&lt;br /&gt;
&lt;br /&gt;
For Beam Keystones, one of the 3x3 Modules will typically be a [[component:micro|FR3300 Micro Reactor]] to help power the ship, with two [[component:fpa|Focused Particle Accelerators]] to buff beam damage at range. For Rail Keystones, you may wish to cut a radar from the ship entirely, focusing on using all 3x3 slots to bring [[component:ereg|&#039;&#039;&#039;Energy Regulators&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
The back 3x3s, Module 3 and 4, are the most likely of the 3 to survive as they split damage with both the drive slot and the reactor slot. As such, they should be where your [[component:micro|FR3300 Micro Reactor]] is placed. &lt;br /&gt;
&lt;br /&gt;
Your choice of frontline radar will end up in one of the front 2x2 modules under the beam, either modules 5 or 6, where it will help split damage with its high HP pool and damage threshold. For Rail Keystones, you may wish to use these 2x2 slots to bring less efficient but still valid [[component:sereg|&#039;&#039;&#039;Small Energy Regulator&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
=== Drive Setup ===&lt;br /&gt;
There are many ways to set up a Keystone&#039;s drive, and the best way will depend on the role you are building the ship for.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:raider|&#039;&#039;&#039;Raider Drives&#039;&#039;&#039;]] provide the best lateral thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging. However, they provide no power, leaving you potentially mission-killed if you lose the reactors.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:whip|&#039;&#039;&#039;Whiplash Drives&#039;&#039;&#039;]] provide the best top speed, allowing you to reach different early-game beam positions in time to deny points on larger maps.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:dragon|&#039;&#039;&#039;Dragonfly Drives&#039;&#039;&#039;]] provide the best angular thrust (AT), allowing your ship to pivot and change its heading and roll quickly, very important for getting the beam onto-target if you did not have time to set its heading to target correctly before.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fm200r-drive|&#039;&#039;&#039;Reinforced Drives&#039;&#039;&#039;]] prevents the drive from dying to HEI Missile damage, a very important characteristic for the Keystone&#039;s low survivability. This also allows you to swap the position of this drive and the [[component:fr4800-reactor|&#039;&#039;&#039;FR4800 Reactor&#039;&#039;&#039;]], further protecting the ship&#039;s internals.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:prowler|&#039;&#039;&#039;Prowler Drives&#039;&#039;&#039;]] are a trap option here, as if you would like to play from stealth you should take a ship with a smaller radar cross section like a [[ship:raines|&#039;&#039;&#039;Raines&#039;&#039;&#039;]] or [[ship:sprinter|&#039;&#039;&#039;Sprinter&#039;&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fr4800-reactor|&#039;&#039;&#039;FR4800 Reactors&#039;&#039;&#039;]] fit into one of the small drive slots, critical to running the [[component:mk-600-beam-cannon|&#039;&#039;&#039;Mk600 Beam Cannon&#039;&#039;&#039;]] or [[component:mk-550-railgun|&#039;&#039;&#039;Mk550 Railgun&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==== Propulsion Stats ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:fm200-drive|&#039;&#039;&#039;FM200 Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 20 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 30 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 5% &lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 9 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 17.86 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 1.2 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 2.09 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 96 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 39 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:raider|&#039;&#039;&#039;Raider Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 20 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 30 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 7.5% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 11.7 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 13.74 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 1.2 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 2.09 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 96 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 39 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:whip|&#039;&#039;&#039;Whiplash Drives&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 24 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 36 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 4.25% (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 9 MN &lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 21.43 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 0.96 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 3.9 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 1.67 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 117 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 46 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:dragon|&#039;&#039;&#039;Dragonfly Drives&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 18.5 m/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-7.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 27.75 m/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-7.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 5% &lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 9 MN &lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 16.52 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 1.56 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 6.42 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 2.72 deg/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 76 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20.67%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 28 s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+28.57%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Radar Signature: 6281.85 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt; == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Detected by&lt;br /&gt;
! Detection Range (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r400-bloodhound-lrt-radar|&#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039;]] || 14 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r550-early-warning-radar |&#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039;]] || 13.64 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:bulwark-huntress|&#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039;]] || 9.91 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:ithica-bridgemaster|&#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039;]] || 7.38 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]] || 9.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] || 11.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs35-frontline-radar |&#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039;]] || 6.86 km&lt;br /&gt;
|-&lt;br /&gt;
| Wake Signature Strength || 150&lt;br /&gt;
|-&lt;br /&gt;
| Fore-Aspect Validated by THERM || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;SAFE&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;ref&amp;gt;A Keystone with a [[component:raider|&#039;&#039;&#039;Raider Drive&#039;&#039;&#039;]] is validated by THERM for 0.83 seconds after main engine shutoff&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generic Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Keystone Class Destroyer&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Point Cost || 200&lt;br /&gt;
|-&lt;br /&gt;
| Mass || 8000 tons&lt;br /&gt;
|-&lt;br /&gt;
| Armor Thickness || 22 cm&amp;lt;ref&amp;gt;With the maximum 2.5 angling multiplier, this reaches 55 cm&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Internal Density || 0.5 cm/m&lt;br /&gt;
|-&lt;br /&gt;
| Component DR || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Max Repair || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions || 130x50x45 m&lt;br /&gt;
|-&lt;br /&gt;
| Crew Vulnerability || 45%&lt;br /&gt;
|-&lt;br /&gt;
| Structural Integrity&amp;lt;ref&amp;gt;Damage to Structure hitbox required to break structure&amp;lt;/ref&amp;gt; || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Identification Difficulty || 200&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] || 200 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:citcic|&#039;&#039;&#039;Citadel CIC&#039;&#039;&#039;]] || 50 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:ic|&#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;]] || 13 s&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:sprinter&amp;diff=1501</id>
		<title>Ship:sprinter</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:sprinter&amp;diff=1501"/>
		<updated>2026-09-15T07:16:43Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Propulsion Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sprinter.png|thumb|Sprinter Hull Configuration]]&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
     Flank Damage Probability: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
     Sensitivity: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
     Positional Error: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
[[File:Sprinter Mounts.png|thumb|alt=Sprinter Mounts|Sprinter Mounts]]&lt;br /&gt;
&lt;br /&gt;
The Sprinter has&lt;br /&gt;
    * 1 C3&lt;br /&gt;
    * 1 C2&lt;br /&gt;
    * 2 C1&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
[[File:Sprinter Compartments.png|thumb|alt=Sprinter Compartments|Sprinter Compartments]]&lt;br /&gt;
Compartment 4 is the most survivable mount, but is too small to hold a Basic CIC. If you have a small damage control locker, it should go here. If you do not have one, and have ammo in your free reinforced magazine, your reinforced magazine should go here.&lt;br /&gt;
&lt;br /&gt;
Due to the Sprinter&#039;s non-existent damage reduction, it gets no damage threshold benefit out of any especially tanky components except the R-Drive, which has enough DT to resist HEI rays natively without support from the hull. As such, only three types of reinforced components are worth taking on sprinters; Aux steerings, R mag, and 200-R Drive.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
[[File:Sprinter Modules.png|thumb|alt=Sprinter Modules|Sprinter Modules]]&lt;br /&gt;
The Sprinter has &lt;br /&gt;
* 1 Small Drive Module&lt;br /&gt;
* 1 3x3 Modules&lt;br /&gt;
* 2 2x2 Modules&lt;br /&gt;
&lt;br /&gt;
=== Drive Setup ===&lt;br /&gt;
There are many ways to set up a Sprinter&#039;s drive, and the best way will depend on the role you are building the ship for.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:raider|&#039;&#039;&#039;Raider Drives&#039;&#039;&#039;]] provide the best lateral thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging. However, they provide no power, leaving you potentially mission-killed if you lose the [[component:micro|FR3300 Micro Reactor]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:whip|&#039;&#039;&#039;Whiplash Drives&#039;&#039;&#039;]] provide the best top speed, allowing you to keep reposition even faster.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:dragon|&#039;&#039;&#039;Dragonfly Drives&#039;&#039;&#039;]] provide the best angular thrust (AT), allowing your ship to pivot and change its heading and roll quickly. This is not very important on a Sprinter, which naturally has one of the highest AT in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fm200r-drive|&#039;&#039;&#039;Reinforced Drives&#039;&#039;&#039;]] prevents the drive from dying to HEI Missile damage, a very important characteristic for the Raine&#039;s low survivability. This also allows you to swap the position of this drive and the [[component:fr4800-reactor|&#039;&#039;&#039;FR4800 Reactor&#039;&#039;&#039;]], further protecting the ship&#039;s internals.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fm200-drive|&#039;&#039;&#039;FM200 Drives&#039;&#039;&#039;]], to save costs.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:prowler|&#039;&#039;&#039;Prowler Drives&#039;&#039;&#039;]] are one of the options you can take.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Propulsion Stats ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:fm200-drive|&#039;&#039;&#039;FM200 Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 35 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 52.5 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 4% (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 5 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 95%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 21.42 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 0.9 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 5.73 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 5.73 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 31 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 31 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:raider|&#039;&#039;&#039;Raider Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 35 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 52.5 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 6.58% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+31.57%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 6.5 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 95%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 16.48 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 0.9 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 5.73 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 5.73 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 31 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 31 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:whip|&#039;&#039;&#039;Whiplash Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 42 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 63 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 3.31% (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-33.82%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 5 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 95%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 25.7 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 0.72 MN (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.87 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 4.87 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 37 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+17.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 37 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+17.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Radar Signature: 2890.16 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt; == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Detected by&lt;br /&gt;
! Detection Range (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r400-bloodhound-lrt-radar|&#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039;]] || 14 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r550-early-warning-radar |&#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039;]] || 11.24 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:bulwark-huntress|&#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039;]] || 8.16 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:ithica-bridgemaster|&#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039;]] || 6.08 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]] || 7.94 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] || 9.57 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs35-frontline-radar |&#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039;]] || 5.65 km&lt;br /&gt;
|-&lt;br /&gt;
| Wake Signature Strength || 50&lt;br /&gt;
|-&lt;br /&gt;
| Fore-Aspect Validated by THERM || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;SAFE&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generic Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Sprinter Class Corvette&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Point Cost || 75&lt;br /&gt;
|-&lt;br /&gt;
| Mass || 3000 tons&lt;br /&gt;
|-&lt;br /&gt;
| Armor Thickness || 8 cm&amp;lt;ref&amp;gt;With the maximum 2.5 angling multiplier, this reaches 20 cm&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Internal Density || 0.5 cm/m&lt;br /&gt;
|-&lt;br /&gt;
| Component DR || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Max Repair || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions ||  80x37x28 m&lt;br /&gt;
|-&lt;br /&gt;
| Crew Vulnerability || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Structural Integrity&amp;lt;ref&amp;gt;Damage to Structure hitbox required to break structure&amp;lt;/ref&amp;gt; || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Identification Difficulty || 200&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] || 200 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:citcic|&#039;&#039;&#039;Citadel CIC&#039;&#039;&#039;]] || 50 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:ic|&#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;]] || 13 s&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:raines&amp;diff=1500</id>
		<title>Ship:raines</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:raines&amp;diff=1500"/>
		<updated>2026-09-15T07:16:12Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Drive Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Raines.png|thumb|Raines Hull Configuration]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the front, the Raines is functionally immune to 100mm HE, as the shells fuze in the middle of the bow and cannot reach the middle of the ship. Compartments 4 and 5, and Module 5 will die relatively quickly, and Mounts 3 and 4 will be killed over time by rounds hitting their respective parts of the hull instead of the bow. The only way 100mm HE can kill from the front is via structure break from shells specifically hitting near Mounts 3 and 4, something which can take over 700 rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
     Flank Damage Probability: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
     Missile Programming Channels: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
[[File:Raines Mounts.png|thumb|alt=Raines Mounts|Raines Mounts]]&lt;br /&gt;
&lt;br /&gt;
The Raines has&lt;br /&gt;
    * 2 C3&lt;br /&gt;
    * 2 C2&lt;br /&gt;
&lt;br /&gt;
The C3 Mounts, 3 and 4, will be killed over time by rounds hitting their respective parts of the hull instead of the bow.&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
[[File:Raines Compartments.png|thumb|alt=Raines Compartments|Raines Compartments]]&lt;br /&gt;
The Raines&#039; compartments can be divided into 2 groups. Those that are vulnerable to 100mm HE in the front, and those that are invulnerable to it, at the back&lt;br /&gt;
&lt;br /&gt;
=== The Front-stack ===&lt;br /&gt;
These Compartments, 4 and 5, are vulnerable to 100mm HE fire when bowtanking.&lt;br /&gt;
&lt;br /&gt;
=== The Safe-stack ===&lt;br /&gt;
Safe is a strong word, as this is only true for 100mm HE. &lt;br /&gt;
These slots, Compartments 1 2 and 3, are immune to 100mm HE when bow-tanking, and also happens to consist of exactly as many slots as you need to keep your Raines combat capable if you&#039;ve lost the rest of the ship. As such, the safe stack should always consist of your most important compartments; typically a [[component:sdc|&#039;&#039;&#039;Small DC Locker&#039;&#039;&#039;]] in compartment 3, and a [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] and [[component:rmag|&#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039;]] in compartments 1 and 2. The exact makeup of these compartments will vary depending on how the rest of the ship is built.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
[[File:Raines Modules.png|thumb|alt=Raines Modules|Raines Modules]]&lt;br /&gt;
The Raines has &lt;br /&gt;
* 2 Small Drive Modules&lt;br /&gt;
* 1 3x3 Modules&lt;br /&gt;
* 2 2x2 Modules&lt;br /&gt;
&lt;br /&gt;
Module 5, the 3x3 slot, is vulnerable to 100mm HE fire when bow-tanking.&lt;br /&gt;
&lt;br /&gt;
The back 2x2s, Module 3 and 4, are from 100mm HE fire when bow-tanking. &lt;br /&gt;
&lt;br /&gt;
=== Drive Setup ===&lt;br /&gt;
There are many ways to set up a Raines&#039;s drive, and the best way will depend on the role you are building the ship for.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:raider|&#039;&#039;&#039;Raider Drives&#039;&#039;&#039;]] provide the best lateral thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging. However, they provide no power, leaving you potentially mission-killed if you lose the reactors.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:whip|&#039;&#039;&#039;Whiplash Drives&#039;&#039;&#039;]] provide the best top speed, allowing you to keep up with faster ships.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:dragon|&#039;&#039;&#039;Dragonfly Drives&#039;&#039;&#039;]] provide the best angular thrust (AT), allowing your ship to pivot and change its heading and roll quickly. This is not very important on a Frigate, which naturally has one of the highest AT in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fm200r-drive|&#039;&#039;&#039;Reinforced Drives&#039;&#039;&#039;]] prevents the drive from dying to HEI Missile damage, a very important characteristic for the Raine&#039;s low survivability. This also allows you to swap the position of this drive and the [[component:fr4800-reactor|&#039;&#039;&#039;FR4800 Reactor&#039;&#039;&#039;]], further protecting the ship&#039;s internals.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fm200-drive|&#039;&#039;&#039;FM200 Drive&#039;&#039;&#039;]], to save costs.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:prowler|&#039;&#039;&#039;Prowler Drives&#039;&#039;&#039;]] are one of the options you can take.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fr4800-reactor|&#039;&#039;&#039;FR4800 Reactors&#039;&#039;&#039;]] fit into one of the small drive slots, which gives the Raines a lot more power to play around with than a [[ship:sprinter|&#039;&#039;&#039;Sprinter&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==== Propulsion Stats ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:fm200-drive|&#039;&#039;&#039;FM200 Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 22 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 33 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 4.25% (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 6 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 18.46 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 1.1 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 41 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 39 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:raider|&#039;&#039;&#039;Raider Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 22 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 33  m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 6.81% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+36.18%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 7.8 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 14.2 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 1.1 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 4.58 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 41 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 39 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:whip|&#039;&#039;&#039;Whiplash Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 26.4 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 39.6 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 3.56% (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-28.82%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 6 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 22.15 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 0.88 MN (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 3.9 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 3.9 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 49 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+18.91%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 46 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+17.65%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:whip|&#039;&#039;&#039;Whiplash&#039;&#039;&#039;]] - [[component:whip|&#039;&#039;&#039;Whiplash&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 30.46 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 45.68 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 3.02% (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-39.65%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 6 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 80%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 25.73 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 0.68 MN (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-38.43%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 3.26 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-28.82%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 3.26 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-28.82%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 61 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+47.3%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 55 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+40.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Radar Signature: 3783 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt; == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Detected by&lt;br /&gt;
! Detection Range (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r400-bloodhound-lrt-radar|&#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039;]] || 14 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r550-early-warning-radar |&#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039;]] || 12.02 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:bulwark-huntress|&#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039;]] || 8.73 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:ithica-bridgemaster|&#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039;]] || 6.51 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]] || 8.5 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] || 10.24 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs35-frontline-radar |&#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039;]] || 6.04 km&lt;br /&gt;
|-&lt;br /&gt;
| Wake Signature Strength || 100 &lt;br /&gt;
|-&lt;br /&gt;
| Fore-Aspect Validated by THERM || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;SAFE&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generic Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Raines Class Frigate&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Point Cost || 125&lt;br /&gt;
|-&lt;br /&gt;
| Mass || 5000 tons&lt;br /&gt;
|-&lt;br /&gt;
| Armor Thickness || 15 cm&amp;lt;ref&amp;gt;With the maximum 2.5 angling multiplier, this reaches 37.5 cm&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Internal Density || 0.5 cm/m&lt;br /&gt;
|-&lt;br /&gt;
| Component DR || 5%&lt;br /&gt;
|-&lt;br /&gt;
| Max Repair || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions || 96x35x40 m &lt;br /&gt;
|-&lt;br /&gt;
| Crew Vulnerability || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Structural Integrity&amp;lt;ref&amp;gt;Damage to Structure hitbox required to break structure&amp;lt;/ref&amp;gt; || 3000&lt;br /&gt;
|-&lt;br /&gt;
| Identification Difficulty || 200&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] || 200 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:citcic|&#039;&#039;&#039;Citadel CIC&#039;&#039;&#039;]] || 50 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:ic|&#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;]] || 13 s&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:sprinter&amp;diff=1499</id>
		<title>Ship:sprinter</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Ship:sprinter&amp;diff=1499"/>
		<updated>2026-09-15T07:07:59Z</updated>

		<summary type="html">&lt;p&gt;76561199025325593: /* Compartments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sprinter.png|thumb|Sprinter Hull Configuration]]&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
     Flank Damage Probability: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
     Sensitivity: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
     Positional Error: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
[[File:Sprinter Mounts.png|thumb|alt=Sprinter Mounts|Sprinter Mounts]]&lt;br /&gt;
&lt;br /&gt;
The Sprinter has&lt;br /&gt;
    * 1 C3&lt;br /&gt;
    * 1 C2&lt;br /&gt;
    * 2 C1&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
[[File:Sprinter Compartments.png|thumb|alt=Sprinter Compartments|Sprinter Compartments]]&lt;br /&gt;
Compartment 4 is the most survivable mount, but is too small to hold a Basic CIC. If you have a small damage control locker, it should go here. If you do not have one, and have ammo in your free reinforced magazine, your reinforced magazine should go here.&lt;br /&gt;
&lt;br /&gt;
Due to the Sprinter&#039;s non-existent damage reduction, it gets no damage threshold benefit out of any especially tanky components except the R-Drive, which has enough DT to resist HEI rays natively without support from the hull. As such, only three types of reinforced components are worth taking on sprinters; Aux steerings, R mag, and 200-R Drive.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
[[File:Sprinter Modules.png|thumb|alt=Sprinter Modules|Sprinter Modules]]&lt;br /&gt;
The Sprinter has &lt;br /&gt;
* 1 Small Drive Module&lt;br /&gt;
* 1 3x3 Modules&lt;br /&gt;
* 2 2x2 Modules&lt;br /&gt;
&lt;br /&gt;
=== Drive Setup ===&lt;br /&gt;
There are many ways to set up a Sprinter&#039;s drive, and the best way will depend on the role you are building the ship for.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:raider|&#039;&#039;&#039;Raider Drives&#039;&#039;&#039;]] provide the best lateral thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging. However, they provide no power, leaving you potentially mission-killed if you lose the [[component:micro|FR3300 Micro Reactor]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:whip|&#039;&#039;&#039;Whiplash Drives&#039;&#039;&#039;]] provide the best top speed, allowing you to keep reposition even faster.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:dragon|&#039;&#039;&#039;Dragonfly Drives&#039;&#039;&#039;]] provide the best angular thrust (AT), allowing your ship to pivot and change its heading and roll quickly. This is not very important on a Sprinter, which naturally has one of the highest AT in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fm200r-drive|&#039;&#039;&#039;Reinforced Drives&#039;&#039;&#039;]] prevents the drive from dying to HEI Missile damage, a very important characteristic for the Raine&#039;s low survivability. This also allows you to swap the position of this drive and the [[component:fr4800-reactor|&#039;&#039;&#039;FR4800 Reactor&#039;&#039;&#039;]], further protecting the ship&#039;s internals.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:fm200-drive|&#039;&#039;&#039;FM200 Drives&#039;&#039;&#039;]], to save costs.&amp;lt;br&amp;gt;&lt;br /&gt;
[[component:prowler|&#039;&#039;&#039;Prowler Drives&#039;&#039;&#039;]] are one of the options you can take.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Propulsion Stats ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:fm200-drive|&#039;&#039;&#039;FM200 Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 35 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 52.5 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 4% (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 5 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 95%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 21.42 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 0.9 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 5.73 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 5.73 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 31 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 31 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:raider|&#039;&#039;&#039;Raider Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 35 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 52.5 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 6.58% (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+31.57%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 6.5 MN (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 95%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 16.48 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 0.9 MN&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 5.73 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 5.73 deg/s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 31 s&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 31 s&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[component:whip|&#039;&#039;&#039;Whiplash Drive&#039;&#039;&#039;]]&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Top Speed || 42 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Speed || 63 m/s (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Flank Damage Probability || 3.31% (&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-33.82%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Linear Thrust || 5 MN&lt;br /&gt;
|-&lt;br /&gt;
| - Side Thrusters || 90%&lt;br /&gt;
|-&lt;br /&gt;
| - Fore Thrusters || 95%&lt;br /&gt;
|-&lt;br /&gt;
| - Main Thrusters || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Time || 25.7 s&lt;br /&gt;
|-&lt;br /&gt;
| Angular Thrust || 0.72 MN (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Theoretical Turn Rate || 4.87 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Actual Max Turn Rate || 4.87 deg/s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Turn || 37 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-17.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Estimated 180 deg Roll || 37 s (&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-17.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Radar Signature: 2890.16 m&amp;lt;math&amp;gt;^2&amp;lt;/math&amp;gt; == &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Detected by&lt;br /&gt;
! Detection Range (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r400-bloodhound-lrt-radar|&#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039;]] || 14 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:r550-early-warning-radar |&#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039;]] || 11.24 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:bulwark-huntress|&#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039;]] || 8.16 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:ithica-bridgemaster|&#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039;]] || 6.08 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rm50-parallax-radar|&#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039;]] || 7.94 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs41-spyglass-radar |&#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039;]] || 9.57 km&lt;br /&gt;
|-&lt;br /&gt;
| [[component:rs35-frontline-radar |&#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039;]] || 5.65 km&lt;br /&gt;
|-&lt;br /&gt;
| Wake Signature Strength || 50&lt;br /&gt;
|-&lt;br /&gt;
| Fore-Aspect Validated by THERM || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;SAFE&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generic Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Sprinter Class Corvette&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Point Cost || 75&lt;br /&gt;
|-&lt;br /&gt;
| Mass || 3000 tons&lt;br /&gt;
|-&lt;br /&gt;
| Armor Thickness || 8 cm&amp;lt;ref&amp;gt;With the maximum 2.5 angling multiplier, this reaches 20 cm&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Internal Density || 0.5 cm/m&lt;br /&gt;
|-&lt;br /&gt;
| Component DR || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Max Repair || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions ||  80x37x28 m&lt;br /&gt;
|-&lt;br /&gt;
| Crew Vulnerability || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Structural Integrity&amp;lt;ref&amp;gt;Damage to Structure hitbox required to break structure&amp;lt;/ref&amp;gt; || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Identification Difficulty || 200&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:bcic|&#039;&#039;&#039;Basic CIC&#039;&#039;&#039;]] || 200 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:citcic|&#039;&#039;&#039;Citadel CIC&#039;&#039;&#039;]] || 50 s&lt;br /&gt;
|-&lt;br /&gt;
| Time Unidentified vs [[component:ic|&#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;]] || 13 s&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199025325593</name></author>
	</entry>
</feed>