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		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=1273</id>
		<title>Munitions &amp; Missiles</title>
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		<summary type="html">&lt;p&gt;76561199528474320: /* Auxiliary */&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;
&lt;br /&gt;
= Missiles &amp;amp; Munitions =&lt;br /&gt;
&lt;br /&gt;
Missiles and Munitions comprise the physical weapons fired and thrown around from both factions. From dedicated anti-ship missiles and Anti-Missile Missiles, to capital-grade shells and energy projectiles. Each faction has their own specific ammo types, but a lot of ammo types and calibres are shared between both.&lt;br /&gt;
&lt;br /&gt;
= Munitions =&lt;br /&gt;
&lt;br /&gt;
Munitions comprise mainly of unguided shells with a specific calibre attributed to them. Unlike their missile counterparts, these weapons are unable to be decoyed or shot down, and have hardset statistics like speed and range. &lt;br /&gt;
&lt;br /&gt;
Some, but not all, craft can share munitions with ships, although this is limited to only a few calibres. &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;
== Ballistic ==&lt;br /&gt;
&lt;br /&gt;
Ballistic munitions make up the bulk of all ammo types found in the game, from 100mm grapeshot shells to 600mm HESH rounds, all of these shells serve to destroy and harm ships in some capacity.&lt;br /&gt;
&lt;br /&gt;
Many of the ability sections are summaries of how the shell preforms in-game, for more detailed descriptions reference the [[Component Damage|component damage page]].&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Ammo selection for a given targets can be accomplished visually in several steps&lt;br /&gt;
* Start by shooting with AP&lt;br /&gt;
* If you’re shooting AP, and your shells punch out the back of the target, switch to HE.&lt;br /&gt;
* If you’re shooting HE, and you see showers of sparks for ricochets, switch to AP.&lt;br /&gt;
* If you’re firing at a small target, fire RPF/Bombshell/Grape until it stops evading, then HE to destroy&lt;br /&gt;
&lt;br /&gt;
Key: X -&amp;gt; Y = “&#039;&#039;&#039;shoot X&#039;&#039;&#039; to damage, then finish with Y”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;X&#039;&#039;&#039; or Y = “&#039;&#039;&#039;use X&#039;&#039;&#039;, but Y has situational uses”. Lack of bolding indicates either works&amp;lt;br&amp;gt;&lt;br /&gt;
X :-( = “your best option, but alas, it won’t do much”&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ammo Selection Chart&lt;br /&gt;
|-&lt;br /&gt;
! OSP firing at... !! 100mm !! 250mm !! 450mm !! 600mm&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:sprinter|FFL Sprinter]] || Grape -&amp;gt; HE || Bomb -&amp;gt; HE || HE || &#039;&#039;&#039;Bomb&#039;&#039;&#039; or HESH&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:raines|FF Raines]] || HE || Bomb -&amp;gt; HE || HE || &#039;&#039;&#039;Bomb&#039;&#039;&#039; or HESH&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:keystone|DD Keystone]] || &#039;&#039;&#039;HE&#039;&#039;&#039; or AP || HE || HE || Bomb -&amp;gt; HESH&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:vauxhall|CL Vauxhall]] (bow) || AP || AP || HE || Bomb -&amp;gt; HESH&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:vauxhall|CL Vauxhall]] (side) || AP || HE || HE || Bomb -&amp;gt; HESH&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:levy|CVE Levy]] || HE || Bomb -&amp;gt; HE || HE || &#039;&#039;&#039;Bomb&#039;&#039;&#039; or HESH&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:axford|CH Axford]] (bow) || AP || AP || AP || HESH&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:axford|CH Axford]] (side) || AP || &#039;&#039;&#039;AP&#039;&#039;&#039; or HE || HE || HESH&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:solomon|BB Solomon]] (bow) || AP :-( || AP || AP || HESH&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:solomon|BB Solomon]] (side) || AP :-( || AP || HE || HESH&lt;br /&gt;
|-&lt;br /&gt;
| Any plasma&#039;d target || HE-HC || Bomb -&amp;gt; HE || HE || Bomb or HESH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ammo Selection Chart&lt;br /&gt;
|-&lt;br /&gt;
! ANS firing at... !! 120mm !! 250mm !! 450mm&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:ferryman|Shuttle/Ferryman]]|| RPF-&amp;gt; HE || RPF -&amp;gt; HE || HE&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:draugr|Tug/Draugr]] || RPF -&amp;gt; HE || RPF -&amp;gt; HE || HE&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:flathead|MN Flathead]] (angle) || AP || HE || AP&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:flathead|MN Flathead]] (flat) || AP || AP || HE -&amp;gt; AP&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:journeyman|CVL Journeyman]] || HE || HE || HE&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:ocello|CC Ocello]] (bow) || AP || AP || AP&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:ocello|CC Ocello]] (flat) || AP || HE || HE&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:marauder|LN Marauder]] (bow) || AP or HE || HE or AP || HE or AP&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:marauder|LN Marauder]] (flat) || HE or AP || HE|| HE&lt;br /&gt;
|-&lt;br /&gt;
| [[ship:moorline|CLN Moorline]] || HE or AP || HE || HE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 100mm [[File:OSP Roundel.png|25px]] === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:100mm-ap|100mm AP Shell]] || Ballistic/Chemical || Offensive || 25 || 7200 || 900 || 45 || 0.4 || 1/250 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:100mm-grape|100mm Grape]] || Ballistic/Canister || Dual-Purpose || 25 || 7997 || 1100 || 16 || 0.4 || 1/250 || 12.5m Pellet Spread Radius; Increased crit chance and crew damage (500%)&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:100mm-hehc|100mm HE-HC Shell]] || Ballistic/Chemical || Offensive || 70 || 7200 || 900 || 8 || 0.4 || 1/250 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:100mm-he|100mm HE Shell]] || Ballistic/Chemical || Offensive || 45 || 7200 || 900 || 30 || 0.4 || 1/250 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 120mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:120mm-ap|120mm AP Shell]] || Ballistic/Chemical || Offensive || 30 || 7200 || 800 || 45 || 0.4 || 1/100 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:120mm-rpf|120mm HE-RPF Shell]] [[File:Alliance Roundel.png|25px]]|| Ballistic/Chemical || Dual-Purpose || 64/8 || 7200 || 800 || 30 || 0.2 || 1/100 || Once a target has been detected within a 37.5 meter zone infront of the shell (???), 8 fragments with 8 Hp worth of damage is sent towards the direction of the ship.&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:120mm-he|120mm HE Shell]] || Ballistic/Chemical || Offensive || 50 || 7200 || 800 || 30 || 0.4 || 1/100 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 250mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:250mm-ap|250mm AP Shell]] || Ballistic/Chemical || Offensive || 70 || 8000 || 800 || 60 || 0.8 || 1/50 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:250mm-rpf|250mm HE-RPF Shell]] [[File:Alliance Roundel.png|25px]] || Ballistic/Chemical || Dual-Purpose || 128/8 || 8000 || 800 || 20 || 0.3 || 1/50 || Once a target has been detected within a 45 meter zone infront of the shell (???), 8 fragments with 16 Hp worth of damage is sent towards the direction of the ship.&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:250mm-he|250mm HE Shell]] || Ballistic/Chemical || Offensive || 80 || 8000 || 800 || 40 || 0.8 || 1/50 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:250mm-bomb|250mm Bombshell]] [[File:OSP Roundel.png|25px]] || Ballistic/Chemical/Timed || Dual-Purpose || 96 per target/6 || 8000 || 800 || 22 || 0.5 || 1/50 || For every target  in a 500 meter bubble around the shells activation range, 6 fragments will be launched at each target each with 16 Hp of damage per target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 450mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost ( pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:450mm-ap|450mm AP Shell]] || Ballistic/Chemical || Offensive || 100 || 11240 || 800 || 120 || 1.25 || 1/25 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:450mm-he|450mm HE Shell]] || Ballistic/Chemical || Offensive || 150 || 11240 || 800 || 65 || 1.25 || 1/25 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 600mm [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:600-bomb|600mm Bomb Shell]] || Ballistic/Chemical || Offensive || 480 per target/12 || 9800 || 700 || 40 || 0.5 || 1/25 || For every target  in a 500 meter bubble around the shells activation range, 12 fragments will be launched at each target each with 40 Hp of damage per target.&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:600mm-hesh|600mm HE-SH Shell]] || Ballistic/Chemical || Offensive || 420/7 || 9800 || 700 || 85 || 1.75 || 1/25 || Damage model similar to HEI missile warheads with 7x 60hp damage rays; Ignores armor angling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Energy Weapons (350mm / 400mm / 500mm) [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:300mm-ap-rail-sabot|300mm AP Rail Sabot]] [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 80 || 21000 || 2000 || 200 || 1 || 1/25 || Crit chance of 10000%, specializes in creating fires and critical debuffs in a ship. &lt;br /&gt;
|-&lt;br /&gt;
| [[munition:400mm-plasma-amp|400mm Plasma Ampoule]] [[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 60 || 7800 || 600 || 60 || 10 || 1/25 || Armor strip falls off with range.&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:500mm-block|500mm Fracturing Block]] [[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 300/20 || 21000 || 2000 || 120 || 1.5 || 1/25 || Damage model similar to HEI missile warheads with 20x 15hp damage rays.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point Defense [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ==&lt;br /&gt;
&lt;br /&gt;
These munitions are specifically made for defensive work, to destroy targets such as craft, missiles, and some light ships. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:15mm-sand|15mm Sandshot]] || Ballistic/Magnetic || 75 || 8000 || 2500 || 0.275 || 1/50 || Pellet Spread Radius: 7.5m &lt;br /&gt;
|-&lt;br /&gt;
| [[munition:20mm-slug|20mm Slug]] || Ballistic/Chemical || 15 || 1750 || 700 || 0.3 || 1/2000 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:35mm-slug|35mm Slug]] || Ballistic/Chemical || 15 || 1750 || 700 || 4 || 1/1000 || Duel-Purpose craft shell.&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:35mm-flechette|35mm Flechette]] [[File:OSP Roundel.png|25px]]|| Ballistic/Chemical || 15 || 1750 || 700 || 0.1 || 1/250 || Pellet Spread Radius of 3.3m.&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:50mm-flak|50mm Flak Shell]] || Ballistic/Chemical/Timed || 15 || 2002 || 650 || 0.176 || 1/75 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Missiles =&lt;br /&gt;
&lt;br /&gt;
[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s missile programming channels.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target.&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the time to impact is less than the seeker&#039;s  &#039;&#039;lock Target TTGI&amp;lt;ref&amp;gt;Stands for Time To Go to Intercept. This is measured using the missile&#039;s current speed. In addition, it&#039;s measured using the target&#039;s actual position, so direction only seekers will still benefit&amp;lt;/ref&amp;gt;&#039;&#039; stat (3.0 seconds for most vanilla seekers, 2.5s for ACT seekers, 2.0s for WAKE variants), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE variants). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the staging prevention comes from pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if the primary finds a target or the backup also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&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;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing or otherwise affect the missile. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers use an autoloader system, enabling each launcher to fire a certain amount of missiles on demand without using channels or programming time. However, MLS launchers require a lengthy reload once it runs out of missiles or when changing missile type.&lt;br /&gt;
&lt;br /&gt;
MLS launchers are not affected by programming channels or programming time, but ammunition elevators will speed up its reload time.&lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [[#Point_Defense_Missile_Setting | Point Defense Missile Setting]] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV),hybrid missiles only (HYBRID), and spacecraft (CRAFT). The threat types of some special missiles are listed below.&lt;br /&gt;
* SDM-1: Size 1 conventional&lt;br /&gt;
* SDM-2: Size 2 Conventional&lt;br /&gt;
* SGM-H-2: Size 2 Hybrid&lt;br /&gt;
* SGM-H-3: Size 3 Hybrid&lt;br /&gt;
* SGM-3: Size 3 Hybrid&lt;br /&gt;
* Containers: Size 3 conventional&lt;br /&gt;
* R-2 Rockets: Size 2 conventional&lt;br /&gt;
* Mines: Size 3 conventional&lt;br /&gt;
* Fighters: Size 2 spacecraft&lt;br /&gt;
* Bombers: Size 3 spacecraft&lt;br /&gt;
* SEWAC / Skiff / Scout: Size 1 spacecraft&lt;br /&gt;
&lt;br /&gt;
Alternatively, a more in-depth matrix targeting system can be used. This presents all of the same information above but allows for more defined behavior; for instance a missile can be targeted towards specific types of craft and missiles. Missiles using this matrix system, even if the information in it is otherwise identical to the above system, is easier for the game to read and allows for more reliable use of multiple types of defensive missiles on the same ship. &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 2026-09-08 143734.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
This setting appears to have been removed in favor of the NEZ setting in the carriers update&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;&#039;some of the missile body stats are exaggerated&#039;&#039;&#039;, specifically engine tunings like max speed. While it is possible to make a 15km range sdm-1, you will most likely be on the lower end or middle of the spectrum of range. These statistics where made with EXTREME values. &lt;br /&gt;
The missile body cost has engine cost considered as well, as while the SGM-H-200 Cyclone has a missile body cost of 3, the actual minimum cost is closer to 5 with no components added.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! Wall Thickness&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! width=1% | Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (Rounded, Minimum) (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] [[munition:sgm-1-balestra|SGM-100 Balestra Missile]] || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDM-1 Icon.png|25px]] [[munition:sdm-1-lunge|SDM-100 Lunge Missile]] || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 650-850 Boost&amp;lt;br&amp;gt;250-400 Main || 30-40 Boost&amp;lt;br&amp;gt;40-50 Main || 1844-3795 Boost&amp;lt;br&amp;gt;958-11911 Main || 153.1-204.1 Boost&amp;lt;br&amp;gt;3.9-13.3 Main || 0.3-0.6 Boost&amp;lt;br&amp;gt;0.3-1.1 Main || 6.5-17.5 Boost&amp;lt;br&amp;gt;3.9-13.3 Main || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SSM-1 Icon.png|25px]] [[munition:ssm-1-remise|SSM-100 Remise Missile]] || 1 || 10 || 0.05 || 0.33x || 6 || 4 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 35.7-76.5 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] [[munition:sgm-2-temptest|SGM-200 Tempest Missile]] || 2 || 30 || 0.05 || 1x || 8 || 4 || 150-350 || 30-40 || 2826-32284 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDM-2 Icon.png|25px]] [[munition:sdm-2-typhoon|SDM-200 Typhoon Missile]] || 2 || 25 || 0.05 || 1.25x || 10 || 4 || 650-850 Boost&amp;lt;br&amp;gt;225-150 Main || 30-40 Boost&amp;lt;br&amp;gt;150-225 Main || 4936-8098 Boost&amp;lt;br&amp;gt;1165-7130 Main || 61.2-81.6 Boost&amp;lt;br&amp;gt;16.3-32.7 Main || 1.4-0.8 Boost&amp;lt;br&amp;gt;1.4-0.5 Main || 4.4-12.8 Boost&amp;lt;br&amp;gt;2.8-8.2 Main || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-3 Icon.png|25px]] [[munition:sgm-3-flail|SGM-300 Flail]] || 3 || 60 || 0.05 || 1.5x || 16 || 5 || 125-200 || 20-35 || 7425-26888 Cruise&amp;lt;br&amp;gt;448-11125 Sprint || 10.2-15.3 Cruise&amp;lt;br&amp;gt;6.7-61.2 Sprint || 150-250 Cruise &amp;lt;br&amp;gt; 250-450 Sprint || 0.9-4 Cruise &amp;lt;br&amp;gt; 6.7-18.9 Sprint || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 4 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] [[munition:sgt-3-pilum|SGT-300 Pilum Torpedo]] || 3 || 160 || 0.25 || 3x || 3 || 4 || 175-300 || 20-35 || 814-10135 || 1.2-5.5 || 0.7-2.0 || 1.2-5.5 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] [[munition:sgm-h-2-cyclone|SGM-H-200 Cyclone Hybrid Missile]] || 2 || 25 || 0.5 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 3 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] [[munition:sgm-3-atlatl|SGM-H-300 Atlatl Hybrid Missile]] || 3 || 60 || 0.5 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] [[munition:cm-4-container|CM-400 Container]] || 4 || 150 || 0.2 || 2x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 4-12.8 || 1.1-4.0 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] [[munition:cm-s-4-container|CM-S-400 Container]] || 4 || 150 || 0.2 || 4x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 1.1-4.0 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile. It is measured in centimeters, i.e. 0.2 wall thickness is 0.2cm or 2mm.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&amp;lt;br&amp;gt;SSM-1, SDM-1 and SDM-2 missiles can only equip Blast Fragmentation and Blast Fragmentation EL warheads.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] [[munition:hei|HE Impact]] || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] [[munition:hekp|HE Kinetic Penetrator]] [[File:Alliance Roundel.png|25px]] || Delayed Contact || None || 1.75 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] [[munition:bf|Blast Fragmentation]] || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] [[munition:bfel|Blast Fragmentation EL]] || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] [[munition:avionic-direct|Direct Guidance]] || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] [[munition:avionic-yub|Cruise guidance]] || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
* STUN: When dazzled, EO seekers are &amp;quot;Stunned&amp;quot;, causing it to remain jammed for 1 second after leaving a dazzler&#039;s area of effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] [[munition:cmd|Command Receiver]] || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] [[munition:fact|Fixed Active Radar Seeker]] || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] [[munition:sact|Steerable Active Radar Seeker]] || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] [[munition:seact|Steerable Extended Active Radar Seeker]] || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] [[munition:sah|Fixed Semi-Active Radar Seeker]] || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] [[munition:arad|Fixed Anti-Radiation Seeker]] || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] [[munition:hoj|Fixed Anti-Radiation Seeker (Home On Jam) ]]|| PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] [[munition:parad|Fixed Anti-Radiation Seeker (Pulsed Radar)]] || PSV PULSED || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2.50 / 2.50&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] [[munition:eo|Electro-Optical Seeker]] [[File:Alliance Roundel.png|25px]] || EO (ANS only) || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] [[munition:wake|Wake-Homing Seeker]] || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] [[munition:therm|Wake-Homing Seeker (THERM)]] [[File:OSP Roundel.png|25px]] || THERM (OSP only) || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] [[munition:cgb|Cold Gas Bottle]] || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] [[munition:dl|Decoy Launcher]] || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] [[munition:cdl|Cluster Decoy Launcher]] || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] [[munition:fsb|Fast Startup Module]] || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] [[munition:hs|Hardened Skin]] || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] [[munition:rac|Radar Absorbent Coating]] || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] [[munition:ssj|Self-Screening Jammer]] || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 2500m; radiated power: 5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] [[munition:bssj|Boosted Self-Screening Jammer]] || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 5000m; radiated power: 5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector with an activation range of 2000m. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are similar to CMD but do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it. All mines have a wall thickness of 0.2, with a body integrity of 50, and are classified as size 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments, allowing it to destroy components much more easily on ships with a [[Component Damage|high damage resistance and damage threshold]] statistic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mine Body&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Cruise Speed (m/s)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! Networked&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:m-30-mattoc|M-30 &#039;Mattock&#039; Mine]] || 3750 || 250 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:m-30-n-coop|M-30-N &#039;Mattock&#039; Cooperative Mine]] || 3750 || 250 || 6 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[munition:m-50-auger-sprint|M-30 &#039;Auger&#039; Sprint Mine]] || 3750 || 700 || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from the [[component:ml-9-mine-launcher|&#039;&#039;&#039;ML-9 &#039;Mine&#039; Launcher&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
Bombs are an unguided dumb munition meant to either finish or disable ships. Mainly used by spacecraft such as fighters and bombers as finisher weapons, they utilize their high damage fragments similar to mines to break components with a high [[Component Damage|high damage resistance and damage threshold]]. Bombs have fratricide, meaning they detonate when destroyed, chain-reacting with other bombs in the radius. Despite being in the bomb category, FBU-15 behaves like a rocket.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bomb Body&lt;br /&gt;
! Size&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Cruise Speed (m/s)&lt;br /&gt;
! Wall Thickness (m/s)&lt;br /&gt;
! Body Integrity (m/s)&lt;br /&gt;
! Component Damage (Hp)&lt;br /&gt;
! Damage per Ray (Hp)&lt;br /&gt;
! Armor Penetration (cm)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FBU-15.png|25px]] [[component:fbu|FBU-15 Fragmentation Bomb]] [[File:Alliance Roundel.png|25px]] || 1 || 3999 || 300 || 0.075 || 25 || 700 || 20 || 15 || 1 per 3 units || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt; &#039;&#039;&#039;Yes&#039;&#039;&#039; &amp;lt;/span&amp;gt;; Boosted bomb with Fragmentation effect similar to HE-RPF || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KBU-15.png|25px]] [[component:kbu1|KBU-15 Bomb]] || 1 || 2000 || 200 || 0.075 || 25 || 500 || 75 || 40 || 1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KBU-22.png|25px]] [[component:kbu2|KBU-22 Bomb]] || 2 || 2000 || 200 || 0.1 || 40 || 2500 || 100  || 60 || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CBU-40.png|25px]] [[component:cbu|CBU-40 Cluster Bomb]] || 3 || 2250 || 200 || 0.5 || 100 || 500 per submunition || 75 per subminition || 40 per submunition || 5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; Releases 10 RBU-15 Boosted Bomblets || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rockets [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time. Rockets are used exclusively by OSP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rocket Body&lt;br /&gt;
! Size&lt;br /&gt;
! Body Integrity&lt;br /&gt;
! Wall Thickness&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Armor Penetration (cm)&lt;br /&gt;
! Component Damage (Hp)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-1_perch.png|25px]] [[component:r-1|R-1 &#039;Perch&#039; Rocket]] || 1 || 4 || 0.15 || 2975 || 350 || 15 || 300 || 1 per 6 units&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-2_pirhana.png|25px]] [[component:r-2|R-2 &#039;Piranha&#039; Rocket]] || 2 || 8 || 0.18 || 7000 || 350 || 38 || 850 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-3_spearfish.png|25px]] [[component:r-3|R-3 &#039;Spearfish&#039; Rocket]] || 3 || 4 || 0.15 || 6000 || 300 || 60 || 1500 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decoy Body&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Signatures&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[component:clipper-decoy-container|CM-4D1 Decoy Container (Clipper)]] || 12528 || 54 || RADAR; PSV RADAR || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[component:liner-decoy-container|CM-4D1 Decoy Container (Line Ship)]] || 10080 || 24 || RADAR; PSV RADAR || 6&lt;br /&gt;
|}&lt;br /&gt;
Decoy containers appear as a ship, similar to the effects of a masquerade. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. These containers also emit radar signals that appear similar to a search radar which will show up on ELINT and attract ARAD seekers. &lt;br /&gt;
&lt;br /&gt;
Decoy containers have 150hp, 2.0cm wall thickness, and unlike most other missiles, decoy containers can be hit and damaged by all weapons and projectiles.&amp;lt;ref&amp;gt;Oddly, damage types that emit multiple rays (HEI, frac blocks, HE-SH) will only hit decoy containers with one ray, which results in strange behavior such as HEI always dealing 50 damage per hit regardless of warhead size, or fracturing blocks taking ten hits to destroy decoy containers. Decoy containers will also be hit by RPF fragments, unlike every other missile.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
* [https://www.desmos.com/calculator/2w72bqixck Marion&#039;s Neb Missile Range Isoline Calculator]&lt;br /&gt;
* [https://www.desmos.com/calculator/aiqqjgavfq TTGI Calculator]&lt;br /&gt;
* [https://www.desmos.com/calculator/nmjqnuqgtf Salvo Leapfrog Calculator]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=1272</id>
		<title>Spacecraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=1272"/>
		<updated>2026-09-13T06:06:04Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Loadouts (OSP) 25px */&lt;/p&gt;
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&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;
&lt;br /&gt;
[[File:Craft Editor.png|thumb|alt=A screenshot of the spacecraft designer in the fleet editor.|The spacecraft designer]]&lt;br /&gt;
&lt;br /&gt;
[[File:Craft Stat Panel.png|thumb|Craft Stat Panel Highlighted to see effects of Component Changes in Green/Red]]&lt;br /&gt;
&lt;br /&gt;
Spacecraft (or craft for short) are aircraft-like small vehicles that can be launched from hangars on larger ships. They can perform a number of roles, including scouting, electronic warfare, anti-missile and anti-craft fire, and anti-ship strikes. Their ability to receive orders after launch makes them more flexible than other tools such as cruise missiles.&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;
&lt;br /&gt;
== Spacecraft Mechanics ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Right-Click Commands ====&lt;br /&gt;
Craft are controlled similarly to ships, but with context-sensitive actions depending on the item the cursor is pointing at when right-clicked. Where multiple valid controls exist, additional commands may be accessed by holding Shift.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Right-click commands&lt;br /&gt;
|-&lt;br /&gt;
! Object clicked !! Modifier !! Requirements !! Action !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Space ||  || None || Move || Opens the dial widget to allow movement. Holding Shift will allow placement of waypoints as normal. May also be opened via the ship &#039;move to position&#039; hotkey.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target ship. If it has anti-craft/missile armaments, it will be slaved to the ship&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship || Shift || Landing Pad || Land || Craft will line up and attempt to land on the target ship. It will orbit the ship until a landing pad is free and the ship is within flight quarters speeds.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target craft. If it has anti-craft/missile armaments, it will be slaved to the craft&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft || Shift || Target of same craft type || Merge flight || Craft will join with the target craft/flight to form a unified flight.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship ||  || None || Attack Ship || Craft will move towards the target ship and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm ships when given an attack ship order.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship || Shift || Craft has standoff illuminator/Jammer/EO module || Designate target for Illumination/Jamming/Scanning || Craft will move into range of the target with its module and enter a holding pattern, attempting to keep the target jammed/illuminated/scanned.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Craft ||  || None || Attack Craft || Craft will move toward the target craft/flight and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm craft when given an attack craft order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Stance Controls ====&lt;br /&gt;
[[File:Craft Stance Controls.png|thumb|alt=A screenshot of the in-game craft stance control board.|The craft stance controls]]&lt;br /&gt;
Spacecraft behaviour is controlled by toggling behaviors in the craft stance control board, similarly to ship postures. Spacecraft launch with the default stances shown on the right. The stances are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ HBURN (Engine Hard Burn)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| OFF || Craft will fly at their cruise speed, using the regular amount of fuel.&lt;br /&gt;
|-&lt;br /&gt;
| ON || Craft will fly at their hard-burn speed, (usually 1.5x cruise speed) and increased fuel consumption (XXXX%)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ FORM (Formation Type)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| WEDGE || Craft flights will fly in a wedge-shaped pattern, pointing in the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| LINE || Craft flights will fly in a line-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| CROSS || Craft flights will fly in a cross-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| ECHE || Craft flights will fly in an echelon (diagonal line) shaped pattern.&lt;br /&gt;
|}&lt;br /&gt;
Craft not in formation will speed up faster than their top speed in attempt to form up; this includes when swapping formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ MNVR (Maneuvering posture)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| DIRECT || Craft will fly straight towards their destination, and remain still when loitering.&lt;br /&gt;
|-&lt;br /&gt;
| JUKE || Craft will constantly make small directional changes as they fly or loiter.&lt;br /&gt;
|-&lt;br /&gt;
| EVADE || Craft will constantly make large directional changes as they fly or loiter.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ STNCE (Stance)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| PSV || Craft will follow orders normally, unless dogfighting AI is triggered due to an enemy craft.&lt;br /&gt;
|-&lt;br /&gt;
| AGRSV || Craft will receive an attack order on craft and missiles in close proximity.&lt;br /&gt;
|-&lt;br /&gt;
| EVASV || Craft will run away from nearby enemy craft.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ WRTB (Return To Base, by Weapon Status)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| SKOSH || Craft will automatically return to base once all missiles in the flight are expended.&lt;br /&gt;
|-&lt;br /&gt;
| WINCH || Craft will automatically return to base once all ammo, including guns, in the flight is expended.&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || Craft will not automatically return to base.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ COHER (Combat Coherence)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will attack multiple different targets if assigned to attack a craft/missile but will attack the selected target if ordered to attack a ship.&lt;br /&gt;
|-&lt;br /&gt;
| FOCUS || Craft will always attack the selected target.&lt;br /&gt;
|-&lt;br /&gt;
| SPLIT || Craft will always attack multiple different targets.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SALVO (Missile/Bomb Salvo Size)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will fire as if on UNLIM against ships but will reduce missile amounts against craft/missiles.&lt;br /&gt;
|-&lt;br /&gt;
| ONE || Craft will not fire more missiles against a target if one missile is already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| TWO || Craft will not fire more missiles against a target if two missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| THREE || Craft will not fire more missiles against a target if three missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| FOUR || Craft will not fire more missiles against a target if four missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| UNLIM || Craft will fire missiles regardless of missiles already in flight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The following rules about craft behavior applies for all craft launched with missiles; craft launched only with guns will follow old behavior (i.e. always closing to the range of the shortest range weapon, which is the gun).&lt;br /&gt;
* Craft ordered to attack other craft will now loiter near their missiles&#039; maximum range, or the range they were at when ordered to attack, and fire missiles at the enemy group.&lt;br /&gt;
* Craft will not automatically close with the enemy group to use guns, even when out of missiles.&lt;br /&gt;
* Craft will only dogfight with guns if the enemy has approached to within gun range, or they were already in gun range when the attack order was issued.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RANGE (Attack Range)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Anti-Craft !! Anti-Ship&lt;br /&gt;
|-&lt;br /&gt;
| STND-IN || Close to 4000m or 75% of munition max range, whichever is closer || Close to 4000m or 95% of munition max range, whichever is closer&lt;br /&gt;
|-&lt;br /&gt;
| STND-OF || Close to 75% of munition max range || Close to 95% of munition max range&lt;br /&gt;
|-&lt;br /&gt;
| GUN || Close to gun range || Close to gun range&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ATGT (Attack Target)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| ENGINE || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| DEFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| SENSOR || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RADAR (Radar Emissions Control)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ON || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFF || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DEFND (Missile Self-Defense)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| MAN || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DFTAC (Missiles Self-Defense Tactics)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO ||&lt;br /&gt;
|- &lt;br /&gt;
| NOTCH ||&lt;br /&gt;
|-&lt;br /&gt;
| SCRAM ||&lt;br /&gt;
|-&lt;br /&gt;
| OUT-G ||&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ CMSR (Countermeasure Usage)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|- &lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || TO DO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Launching Craft ====&lt;br /&gt;
=== Craft Stats ===&lt;br /&gt;
(Size, HP, Threat Size, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
Tanto/Pike/Barracuda each achieve cruise and Hburn speed 1 m/s faster than their stat screen indicates. The 33% top speed penalty brings them to their old speeds, the 17% top speed penalty is generated when a fighter&#039;s loadout is 1.0 weight, such as when equipping jam pods and no other weight.&lt;br /&gt;
==== ANS [[File:Alliance Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| E-44 Sundial || SEWAC || 75 || 2/10x10 || 1 || 135/+30 || 3mm || 0 || 25/60/90 || N/A || N/A || 2000/42:40/60km &lt;br /&gt;
|-&lt;br /&gt;
| PF-440 Tanto || Interceptor || 8 || 1/6x6 || 2 || 50/+30 || 1.75mm/+1.25mm || 0/+1 || 35/113/169|| 35/94/141 || 35/75/113 || 1200/11:26/73km  &lt;br /&gt;
|-&lt;br /&gt;
| B-86 Claymore || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/65/98|| N/A || N/A || 2000/13:20/43km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== OSP [[File:OSP Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| RF-286 Pike || Scout || 8 || 1/6x6 || 1 || 40/+30 || 1mm || 0 || 40/131/196|| N/A || 40/88/132 || 500/11:07/65km &lt;br /&gt;
|-&lt;br /&gt;
| PF-386 Barracuda|| Strike Fighter || 8 || 1/6x6 || 2 || 60/+30 || 1.75mm/+1.25mm || 0/+1 || 35/101/176|| 35/84/147 || 35/67/118 || 1200/10:00/60km  &lt;br /&gt;
|-&lt;br /&gt;
| B-45 Sturgeon || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/60/90|| N/A || N/A || 1700/13:36/41km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Craft Radar Stats ====&lt;br /&gt;
Craft radars are broadly very similar, though they have some small differences.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Craft&lt;br /&gt;
! Radar Shape&lt;br /&gt;
! FOV&lt;br /&gt;
! Range&lt;br /&gt;
! Radiated Power&lt;br /&gt;
! Gain&lt;br /&gt;
! Aperture Size&lt;br /&gt;
! Sensitivity&lt;br /&gt;
! Positional Error&lt;br /&gt;
! Velocity Error&lt;br /&gt;
! Can Lock?&lt;br /&gt;
! Lock Error Mult. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]RS-35 Halberd || Omnidirectional || 360 || 4000m || 750kW || 60dB || 20m2 || -35 || 35m || 1m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]Internal Radar (Advanced) || Omnidirectional || 360 || 8000m || 750kW || 90dBm || 40m2 || -39dB || 40m || 1m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]E-44 Sundial || Omnidirectional || 360 || 10000m || 750kW || 100dB || 80m2 || -39 || 40m || 1m/s || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]PF-386 Barracuda || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 25m || 2.5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]PF-440 Tanto || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 25m || 2.5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]RF-286 Pike || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 30m || .5m/s || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]B-45 Sturgeon || Front-Facing Cone || 60 deg. || 4000m || 750kW || 60dB || 20m2 || -35 || 30m || .5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]B-86 Claymore || Front-Facing Cone || 60 deg. || 4000m || 750kW || 60dB || 20m2 || -35 || 25m || .5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Designing Craft ===&lt;br /&gt;
(Different types of craft, ships that can carry craft, etc.)&lt;br /&gt;
==== Craft Carrying Ships ====&lt;br /&gt;
==== Loadouts (ANS)[[File:Alliance Roundel.png|25px]] ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
! MP&lt;br /&gt;
|-&lt;br /&gt;
| Missiles &amp;amp; Pods&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| Other Munitions&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
|-&lt;br /&gt;
! Nose&lt;br /&gt;
| 35mm Gun&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Mission Package&lt;br /&gt;
| ELINT Sensor&lt;br /&gt;
| Spring Masquerade&lt;br /&gt;
| 35mm Gun&lt;br /&gt;
|-&lt;br /&gt;
! Avionics&lt;br /&gt;
| Helmet-Mounted Display&lt;br /&gt;
| Missile Control Computer&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Fuselage&lt;br /&gt;
| Ablative Foam&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Engine&lt;br /&gt;
| Articulated Nozzle&lt;br /&gt;
| Shrouded Exhaust&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| Standard CM Launcher&lt;br /&gt;
| High-Capacity CM Launcher&lt;br /&gt;
| High-Coherence CM Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
|-&lt;br /&gt;
! Mission Package&lt;br /&gt;
| ELINT Sensor&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Fuselage&lt;br /&gt;
| Ablative Foam&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Engine&lt;br /&gt;
| Articulated Nozzle&lt;br /&gt;
| Shrouded Exhaust&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| Standard CM Launcher&lt;br /&gt;
| High-Capacity CM Launcher&lt;br /&gt;
| High-Coherence CM Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! W1&lt;br /&gt;
! W2&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! W3&lt;br /&gt;
! W4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pods&lt;br /&gt;
|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Mssiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| FBU-15 &lt;br /&gt;
| FBU-15 &lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15&lt;br /&gt;
| FBU-15&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| KBU-15 &lt;br /&gt;
| KBU-15 &lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1 &lt;br /&gt;
| S1 &lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| S2*&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|15mm*&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm *&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|35mm&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
! Option 4&lt;br /&gt;
|-&lt;br /&gt;
! Nose&lt;br /&gt;
| 20mm Gun&lt;br /&gt;
| 35mm Gun&lt;br /&gt;
| 15mm Gun&lt;br /&gt;
| Nose Illuminator&lt;br /&gt;
|-&lt;br /&gt;
! Centerline&lt;br /&gt;
| S1 Missile Bays&lt;br /&gt;
| S2 Missile Bays&lt;br /&gt;
| Centerline Fuel Tank&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Avionics&lt;br /&gt;
| Helmet-Mounted Display&lt;br /&gt;
| Missile Control Computer&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Fuselage&lt;br /&gt;
| Ablative Foam&lt;br /&gt;
| Ceramic Tile&lt;br /&gt;
| Stealth Coating&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Engine&lt;br /&gt;
| Articulated Nozzle&lt;br /&gt;
| Shrouded Exhaust&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| Standard CM Launcher&lt;br /&gt;
| High-Capacity CM Launcher&lt;br /&gt;
| High-Coherence CM Launcher&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! B5&lt;br /&gt;
! B6&lt;br /&gt;
! B7&lt;br /&gt;
! B8&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Bombs&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| KBU-22&lt;br /&gt;
| KBU-22*&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| KBU-22&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|KBU-22&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|KBU-22&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|CBU-40*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|CBU-40*&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Missiles&lt;br /&gt;
| S2*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|S3*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|S3*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
|-&lt;br /&gt;
! Centerline&lt;br /&gt;
| S2 Missile Bays&lt;br /&gt;
| S3 Missile Bays&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Fuselage&lt;br /&gt;
| Ablative Foam&lt;br /&gt;
| Ceramic Tile&lt;br /&gt;
| Stealth Coating&lt;br /&gt;
|-&lt;br /&gt;
! Support&lt;br /&gt;
| Missile Decoy Projector&lt;br /&gt;
| Missile Control Computer&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Engine&lt;br /&gt;
| Shrouded Exhaust&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| Standard CM Launcher&lt;br /&gt;
| High-Capacity CM Launcher&lt;br /&gt;
| High-Coherence CM Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Loadouts (OSP) [[File:OSP Roundel.png|25px]]====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
! MP&lt;br /&gt;
|-&lt;br /&gt;
| Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Other Munitions&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm*&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Flech*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm Flech*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
! Option 4&lt;br /&gt;
|-&lt;br /&gt;
! Nose&lt;br /&gt;
| 35mm Gun&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Mission Package&lt;br /&gt;
| Wake Sensor&lt;br /&gt;
| Ferryman Masquerade&lt;br /&gt;
| 35mm Gun&lt;br /&gt;
| Internal Radar (Advanced)&lt;br /&gt;
|-&lt;br /&gt;
! Avionics&lt;br /&gt;
| Helmet-Mounted Display&lt;br /&gt;
| Missile Control Computer&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Fuselage&lt;br /&gt;
| Ablative Foam&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Engine&lt;br /&gt;
| Articulated Nozzle&lt;br /&gt;
| Shrouded Exhaust&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| Standard CM Launcher&lt;br /&gt;
| High-Capacity CM Launcher&lt;br /&gt;
| High-Coherence CM Launcher&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! T1&lt;br /&gt;
! T2&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! T3&lt;br /&gt;
! T4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Pods&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| &lt;br /&gt;
| Fuel Tanks&lt;br /&gt;
| Fuel Tanks&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|  &lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;| Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1 &lt;br /&gt;
| S1 &lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| R-1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| R-1&lt;br /&gt;
| R-1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| R-1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Flech.*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm Flech.&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm Flech.&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
|-&lt;br /&gt;
! Nose&lt;br /&gt;
| 20mm Gun&lt;br /&gt;
| 35mm Gun&lt;br /&gt;
| Nose Illuminator&lt;br /&gt;
|-&lt;br /&gt;
! Avionics&lt;br /&gt;
| Helmet-Mounted Display&lt;br /&gt;
| Missile Control Computer&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Fuselage&lt;br /&gt;
| Ablative Foam&lt;br /&gt;
| Ceramic Tile&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Engine&lt;br /&gt;
| Articulated Nozzle&lt;br /&gt;
| Shrouded Exhaust&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| Standard CM Launcher&lt;br /&gt;
| High-Capacity CM Launcher&lt;br /&gt;
| High-Coherence CM Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Pods&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Fuel Tanks&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Fuel Tanks&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Illum. Pods&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Jam. Pods&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot;|Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|S1&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|S1&lt;br /&gt;
|-&lt;br /&gt;
|Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
|-&lt;br /&gt;
! Nose&lt;br /&gt;
| 20mm Gun&lt;br /&gt;
| 35mm Gun&lt;br /&gt;
| Nose Illuminator&lt;br /&gt;
|-&lt;br /&gt;
! Fuselage&lt;br /&gt;
| Ablative Foam&lt;br /&gt;
|-&lt;br /&gt;
! Engine&lt;br /&gt;
| Articulated Nozzle&lt;br /&gt;
| Shrouded Exhaust&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| Standard CM Launcher&lt;br /&gt;
| High-Capacity CM Launcher&lt;br /&gt;
| High-Coherence CM Launcher&lt;br /&gt;
|-&lt;br /&gt;
! Top&lt;br /&gt;
| EO Targeting Ball&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! W1&lt;br /&gt;
! W2&lt;br /&gt;
! W3&lt;br /&gt;
! W4&lt;br /&gt;
! W5&lt;br /&gt;
! W6&lt;br /&gt;
! W7&lt;br /&gt;
! W8&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| CBU-40&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| CBU-40&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|KBU-22&lt;br /&gt;
|KBU-22&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|KBU-22&lt;br /&gt;
|KBU-22&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-1 Pod&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-1 Pod&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|R-2&lt;br /&gt;
|R-2&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|R-2&lt;br /&gt;
|R-2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|S2&lt;br /&gt;
|S2&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|S2&lt;br /&gt;
|S2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm AP&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm AP&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE-HC&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE-HC&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
|-&lt;br /&gt;
! Fuselage&lt;br /&gt;
| Ablative Foam&lt;br /&gt;
| Ceramic Tile&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Support&lt;br /&gt;
| Missile Control Computer&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Engine&lt;br /&gt;
| Shrouded Exhaust&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| Standard CM Launcher&lt;br /&gt;
| High-Capacity CM Launcher&lt;br /&gt;
| High-Coherence CM Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fixed Modules ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Component Mass&lt;br /&gt;
! Stats/ability&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
| Avionics || Helmet Mounted Display || 2 || 0 || Missile Launch Angle: +300% || None&lt;br /&gt;
|-&lt;br /&gt;
| Avionics || Missile Control Computer || 3 || 0 || CMD Control Cap: +1-6 || None&lt;br /&gt;
|-&lt;br /&gt;
| Fuselage || Ablative Foam || 2 || 2 || Frame Integrity: +30 || None&lt;br /&gt;
|-&lt;br /&gt;
| Fuselage || Ceramic Tiling || 6 || 0 || Skin Thickness: +1.25 mm || Only on Fighters &amp;amp; Bombers&lt;br /&gt;
|-&lt;br /&gt;
| Fuselage || Stealth Coating || 6 || 0 || Wake Signature: -50%; Target Size: -66% || Only on Fighters &amp;amp; Bombers&lt;br /&gt;
|-&lt;br /&gt;
| Engine || Articulated Nozzles || 3 || 0 || Turn Rate: +33% || None&lt;br /&gt;
|-&lt;br /&gt;
| Engine || Shrouded Exhaust || 2 || 0 || Wake Signature: -33% || None&lt;br /&gt;
|-&lt;br /&gt;
| Countermeasures || Standard CM Launcher || 0 || 0 || Pattern Shot: 4; Shots per Pattern: 10; Shot Spacing: 0.25s || None&lt;br /&gt;
|-&lt;br /&gt;
| Countermeasures || High-Capacity CM Launcher || 2 || 0 || Pattern Shot: 8; Shots per Pattern: 10; Shot Spacing: 0.25s || None&lt;br /&gt;
|-&lt;br /&gt;
| Countermeasures || High-Coherence CM Launcher || 0 || 0 || Pattern Shot: 4; Shots per Pattern: 20; Shot Spacing: 0.13s || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Variable Modules ====&lt;br /&gt;
==== Launch and Recovery Sequence ====&lt;br /&gt;
Select Armaments -&amp;gt; Give Flight Sortie Command -&amp;gt; Arm -&amp;gt; Traverse -&amp;gt; Launch -&amp;gt; Return to Base -&amp;gt; Traverse -&amp;gt; Disarm -&amp;gt; Repair -&amp;gt; Store&lt;br /&gt;
&lt;br /&gt;
==== Arming/disarming time ====&lt;br /&gt;
A Craft must be readied before it can sortie from a carrier.  This includes loading fuel and ordinance onto the Craft.  The duration to complete the readying operation depends on the the size and ammunition loaded the time that.  This ranges from arming a vehicle without armaments with virtually little to no time to a significant amount of time such as your bombers.  &lt;br /&gt;
&lt;br /&gt;
When a craft returns, any unspent ordinance must be removed and returned to stores, this occurs before the craft is repaired.&lt;br /&gt;
&lt;br /&gt;
Some Carriers have bonuses to Arming Speed, and the Gear Deck Locker can increase the speed as well. &lt;br /&gt;
==== Deck Traversal Time====&lt;br /&gt;
Deck Traversal is similar to the Arming/Disarming time above.  However it occurs after the craft has been fully armed and positions the craft on the launch pad.&lt;br /&gt;
&lt;br /&gt;
A similar amount of time occurs when a craft is recovered before it is sent to be Disarmed.&lt;br /&gt;
&lt;br /&gt;
Some Carriers have bonuses to Arming Speed, and the Flight Deck Traversal System can increase the speed as well. &lt;br /&gt;
==== Craft Repair ====&lt;br /&gt;
Any damaged Craft are repaired after their armaments have been removed but before they are available to be selected to launch from the Hangar.&lt;br /&gt;
&lt;br /&gt;
The number of slots that a craft can repair at is equal to the number of small and large launch pads on the selected Carrier.  For example the Levy has 2 Large and 4 small pads while the number of pads for the OSP is directly related to the number of Bank Hangar&#039;s installed.  &lt;br /&gt;
&lt;br /&gt;
This number can be increased with Spacecraft Repair Station, this will allow additional craft to be repaired in addition to the ones that can be armed on the launch pads.  For example, a Levy with 2 Spacecraft Repair Stations can repair 4 Claymore Torpedo Flight at the same time and launch them much faster than they would otherwise&lt;br /&gt;
&lt;br /&gt;
==== Preflight Slots ====&lt;br /&gt;
The number of slots that a craft can armed is equal to the number of small and large launch pads on the selected Carrier.  For example the Levy has 2 Large and 4 small pads while the number of pads for the OSP is directly related to the number of Bank Hangar&#039;s installed.  &lt;br /&gt;
&lt;br /&gt;
This number can be increased with Spacecraft Strikedown Station, this will allow additional craft to be armed in addition to the ones that can be armed on the launch pads.  This will allow craft to instantely traverse to the launch pad after the previous flight has been returned or sortied.  For example, a Levy with 2 Spacecraft Strikedown Stations can arm a 4 wing Claymore Torpedo Flight at the same time and launch them much faster than they would otherwise&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=1271</id>
		<title>Spacecraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=1271"/>
		<updated>2026-09-13T06:04:09Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Designing Craft */&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;
&lt;br /&gt;
[[File:Craft Editor.png|thumb|alt=A screenshot of the spacecraft designer in the fleet editor.|The spacecraft designer]]&lt;br /&gt;
&lt;br /&gt;
[[File:Craft Stat Panel.png|thumb|Craft Stat Panel Highlighted to see effects of Component Changes in Green/Red]]&lt;br /&gt;
&lt;br /&gt;
Spacecraft (or craft for short) are aircraft-like small vehicles that can be launched from hangars on larger ships. They can perform a number of roles, including scouting, electronic warfare, anti-missile and anti-craft fire, and anti-ship strikes. Their ability to receive orders after launch makes them more flexible than other tools such as cruise missiles.&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;
&lt;br /&gt;
== Spacecraft Mechanics ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Right-Click Commands ====&lt;br /&gt;
Craft are controlled similarly to ships, but with context-sensitive actions depending on the item the cursor is pointing at when right-clicked. Where multiple valid controls exist, additional commands may be accessed by holding Shift.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Right-click commands&lt;br /&gt;
|-&lt;br /&gt;
! Object clicked !! Modifier !! Requirements !! Action !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Space ||  || None || Move || Opens the dial widget to allow movement. Holding Shift will allow placement of waypoints as normal. May also be opened via the ship &#039;move to position&#039; hotkey.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target ship. If it has anti-craft/missile armaments, it will be slaved to the ship&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship || Shift || Landing Pad || Land || Craft will line up and attempt to land on the target ship. It will orbit the ship until a landing pad is free and the ship is within flight quarters speeds.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target craft. If it has anti-craft/missile armaments, it will be slaved to the craft&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft || Shift || Target of same craft type || Merge flight || Craft will join with the target craft/flight to form a unified flight.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship ||  || None || Attack Ship || Craft will move towards the target ship and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm ships when given an attack ship order.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship || Shift || Craft has standoff illuminator/Jammer/EO module || Designate target for Illumination/Jamming/Scanning || Craft will move into range of the target with its module and enter a holding pattern, attempting to keep the target jammed/illuminated/scanned.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Craft ||  || None || Attack Craft || Craft will move toward the target craft/flight and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm craft when given an attack craft order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Stance Controls ====&lt;br /&gt;
[[File:Craft Stance Controls.png|thumb|alt=A screenshot of the in-game craft stance control board.|The craft stance controls]]&lt;br /&gt;
Spacecraft behaviour is controlled by toggling behaviors in the craft stance control board, similarly to ship postures. Spacecraft launch with the default stances shown on the right. The stances are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ HBURN (Engine Hard Burn)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| OFF || Craft will fly at their cruise speed, using the regular amount of fuel.&lt;br /&gt;
|-&lt;br /&gt;
| ON || Craft will fly at their hard-burn speed, (usually 1.5x cruise speed) and increased fuel consumption (XXXX%)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ FORM (Formation Type)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| WEDGE || Craft flights will fly in a wedge-shaped pattern, pointing in the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| LINE || Craft flights will fly in a line-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| CROSS || Craft flights will fly in a cross-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| ECHE || Craft flights will fly in an echelon (diagonal line) shaped pattern.&lt;br /&gt;
|}&lt;br /&gt;
Craft not in formation will speed up faster than their top speed in attempt to form up; this includes when swapping formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ MNVR (Maneuvering posture)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| DIRECT || Craft will fly straight towards their destination, and remain still when loitering.&lt;br /&gt;
|-&lt;br /&gt;
| JUKE || Craft will constantly make small directional changes as they fly or loiter.&lt;br /&gt;
|-&lt;br /&gt;
| EVADE || Craft will constantly make large directional changes as they fly or loiter.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ STNCE (Stance)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| PSV || Craft will follow orders normally, unless dogfighting AI is triggered due to an enemy craft.&lt;br /&gt;
|-&lt;br /&gt;
| AGRSV || Craft will receive an attack order on craft and missiles in close proximity.&lt;br /&gt;
|-&lt;br /&gt;
| EVASV || Craft will run away from nearby enemy craft.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ WRTB (Return To Base, by Weapon Status)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| SKOSH || Craft will automatically return to base once all missiles in the flight are expended.&lt;br /&gt;
|-&lt;br /&gt;
| WINCH || Craft will automatically return to base once all ammo, including guns, in the flight is expended.&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || Craft will not automatically return to base.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ COHER (Combat Coherence)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will attack multiple different targets if assigned to attack a craft/missile but will attack the selected target if ordered to attack a ship.&lt;br /&gt;
|-&lt;br /&gt;
| FOCUS || Craft will always attack the selected target.&lt;br /&gt;
|-&lt;br /&gt;
| SPLIT || Craft will always attack multiple different targets.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SALVO (Missile/Bomb Salvo Size)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will fire as if on UNLIM against ships but will reduce missile amounts against craft/missiles.&lt;br /&gt;
|-&lt;br /&gt;
| ONE || Craft will not fire more missiles against a target if one missile is already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| TWO || Craft will not fire more missiles against a target if two missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| THREE || Craft will not fire more missiles against a target if three missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| FOUR || Craft will not fire more missiles against a target if four missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| UNLIM || Craft will fire missiles regardless of missiles already in flight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The following rules about craft behavior applies for all craft launched with missiles; craft launched only with guns will follow old behavior (i.e. always closing to the range of the shortest range weapon, which is the gun).&lt;br /&gt;
* Craft ordered to attack other craft will now loiter near their missiles&#039; maximum range, or the range they were at when ordered to attack, and fire missiles at the enemy group.&lt;br /&gt;
* Craft will not automatically close with the enemy group to use guns, even when out of missiles.&lt;br /&gt;
* Craft will only dogfight with guns if the enemy has approached to within gun range, or they were already in gun range when the attack order was issued.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RANGE (Attack Range)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Anti-Craft !! Anti-Ship&lt;br /&gt;
|-&lt;br /&gt;
| STND-IN || Close to 4000m or 75% of munition max range, whichever is closer || Close to 4000m or 95% of munition max range, whichever is closer&lt;br /&gt;
|-&lt;br /&gt;
| STND-OF || Close to 75% of munition max range || Close to 95% of munition max range&lt;br /&gt;
|-&lt;br /&gt;
| GUN || Close to gun range || Close to gun range&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ATGT (Attack Target)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| ENGINE || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| DEFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| SENSOR || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RADAR (Radar Emissions Control)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ON || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFF || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DEFND (Missile Self-Defense)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| MAN || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DFTAC (Missiles Self-Defense Tactics)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO ||&lt;br /&gt;
|- &lt;br /&gt;
| NOTCH ||&lt;br /&gt;
|-&lt;br /&gt;
| SCRAM ||&lt;br /&gt;
|-&lt;br /&gt;
| OUT-G ||&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ CMSR (Countermeasure Usage)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|- &lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || TO DO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Launching Craft ====&lt;br /&gt;
=== Craft Stats ===&lt;br /&gt;
(Size, HP, Threat Size, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
Tanto/Pike/Barracuda each achieve cruise and Hburn speed 1 m/s faster than their stat screen indicates. The 33% top speed penalty brings them to their old speeds, the 17% top speed penalty is generated when a fighter&#039;s loadout is 1.0 weight, such as when equipping jam pods and no other weight.&lt;br /&gt;
==== ANS [[File:Alliance Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| E-44 Sundial || SEWAC || 75 || 2/10x10 || 1 || 135/+30 || 3mm || 0 || 25/60/90 || N/A || N/A || 2000/42:40/60km &lt;br /&gt;
|-&lt;br /&gt;
| PF-440 Tanto || Interceptor || 8 || 1/6x6 || 2 || 50/+30 || 1.75mm/+1.25mm || 0/+1 || 35/113/169|| 35/94/141 || 35/75/113 || 1200/11:26/73km  &lt;br /&gt;
|-&lt;br /&gt;
| B-86 Claymore || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/65/98|| N/A || N/A || 2000/13:20/43km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== OSP [[File:OSP Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| RF-286 Pike || Scout || 8 || 1/6x6 || 1 || 40/+30 || 1mm || 0 || 40/131/196|| N/A || 40/88/132 || 500/11:07/65km &lt;br /&gt;
|-&lt;br /&gt;
| PF-386 Barracuda|| Strike Fighter || 8 || 1/6x6 || 2 || 60/+30 || 1.75mm/+1.25mm || 0/+1 || 35/101/176|| 35/84/147 || 35/67/118 || 1200/10:00/60km  &lt;br /&gt;
|-&lt;br /&gt;
| B-45 Sturgeon || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/60/90|| N/A || N/A || 1700/13:36/41km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Craft Radar Stats ====&lt;br /&gt;
Craft radars are broadly very similar, though they have some small differences.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Craft&lt;br /&gt;
! Radar Shape&lt;br /&gt;
! FOV&lt;br /&gt;
! Range&lt;br /&gt;
! Radiated Power&lt;br /&gt;
! Gain&lt;br /&gt;
! Aperture Size&lt;br /&gt;
! Sensitivity&lt;br /&gt;
! Positional Error&lt;br /&gt;
! Velocity Error&lt;br /&gt;
! Can Lock?&lt;br /&gt;
! Lock Error Mult. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]RS-35 Halberd || Omnidirectional || 360 || 4000m || 750kW || 60dB || 20m2 || -35 || 35m || 1m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]Internal Radar (Advanced) || Omnidirectional || 360 || 8000m || 750kW || 90dBm || 40m2 || -39dB || 40m || 1m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]E-44 Sundial || Omnidirectional || 360 || 10000m || 750kW || 100dB || 80m2 || -39 || 40m || 1m/s || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]PF-386 Barracuda || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 25m || 2.5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]PF-440 Tanto || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 25m || 2.5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]RF-286 Pike || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 30m || .5m/s || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]B-45 Sturgeon || Front-Facing Cone || 60 deg. || 4000m || 750kW || 60dB || 20m2 || -35 || 30m || .5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]B-86 Claymore || Front-Facing Cone || 60 deg. || 4000m || 750kW || 60dB || 20m2 || -35 || 25m || .5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Designing Craft ===&lt;br /&gt;
(Different types of craft, ships that can carry craft, etc.)&lt;br /&gt;
==== Craft Carrying Ships ====&lt;br /&gt;
==== Loadouts (ANS)[[File:Alliance Roundel.png|25px]] ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
! MP&lt;br /&gt;
|-&lt;br /&gt;
| Missiles &amp;amp; Pods&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| Other Munitions&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
|-&lt;br /&gt;
! Nose&lt;br /&gt;
| 35mm Gun&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Mission Package&lt;br /&gt;
| ELINT Sensor&lt;br /&gt;
| Spring Masquerade&lt;br /&gt;
| 35mm Gun&lt;br /&gt;
|-&lt;br /&gt;
! Avionics&lt;br /&gt;
| Helmet-Mounted Display&lt;br /&gt;
| Missile Control Computer&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Fuselage&lt;br /&gt;
| Ablative Foam&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Engine&lt;br /&gt;
| Articulated Nozzle&lt;br /&gt;
| Shrouded Exhaust&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| Standard CM Launcher&lt;br /&gt;
| High-Capacity CM Launcher&lt;br /&gt;
| High-Coherence CM Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
|-&lt;br /&gt;
! Mission Package&lt;br /&gt;
| ELINT Sensor&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Fuselage&lt;br /&gt;
| Ablative Foam&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Engine&lt;br /&gt;
| Articulated Nozzle&lt;br /&gt;
| Shrouded Exhaust&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| Standard CM Launcher&lt;br /&gt;
| High-Capacity CM Launcher&lt;br /&gt;
| High-Coherence CM Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! W1&lt;br /&gt;
! W2&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! W3&lt;br /&gt;
! W4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pods&lt;br /&gt;
|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Mssiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| FBU-15 &lt;br /&gt;
| FBU-15 &lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15&lt;br /&gt;
| FBU-15&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| KBU-15 &lt;br /&gt;
| KBU-15 &lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1 &lt;br /&gt;
| S1 &lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| S2*&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|15mm*&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm *&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|35mm&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
! Option 4&lt;br /&gt;
|-&lt;br /&gt;
! Nose&lt;br /&gt;
| 20mm Gun&lt;br /&gt;
| 35mm Gun&lt;br /&gt;
| 15mm Gun&lt;br /&gt;
| Nose Illuminator&lt;br /&gt;
|-&lt;br /&gt;
! Centerline&lt;br /&gt;
| S1 Missile Bays&lt;br /&gt;
| S2 Missile Bays&lt;br /&gt;
| Centerline Fuel Tank&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Avionics&lt;br /&gt;
| Helmet-Mounted Display&lt;br /&gt;
| Missile Control Computer&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Fuselage&lt;br /&gt;
| Ablative Foam&lt;br /&gt;
| Ceramic Tile&lt;br /&gt;
| Stealth Coating&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Engine&lt;br /&gt;
| Articulated Nozzle&lt;br /&gt;
| Shrouded Exhaust&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| Standard CM Launcher&lt;br /&gt;
| High-Capacity CM Launcher&lt;br /&gt;
| High-Coherence CM Launcher&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! B5&lt;br /&gt;
! B6&lt;br /&gt;
! B7&lt;br /&gt;
! B8&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Bombs&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| KBU-22&lt;br /&gt;
| KBU-22*&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| KBU-22&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|KBU-22&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|KBU-22&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|CBU-40*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|CBU-40*&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Missiles&lt;br /&gt;
| S2*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|S3*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|S3*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
|-&lt;br /&gt;
! Centerline&lt;br /&gt;
| S2 Missile Bays&lt;br /&gt;
| S3 Missile Bays&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Fuselage&lt;br /&gt;
| Ablative Foam&lt;br /&gt;
| Ceramic Tile&lt;br /&gt;
| Stealth Coating&lt;br /&gt;
|-&lt;br /&gt;
! Support&lt;br /&gt;
| Missile Decoy Projector&lt;br /&gt;
| Missile Control Computer&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Engine&lt;br /&gt;
| Shrouded Exhaust&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| Standard CM Launcher&lt;br /&gt;
| High-Capacity CM Launcher&lt;br /&gt;
| High-Coherence CM Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Loadouts (OSP) [[File:OSP Roundel.png|25px]]====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
! MP&lt;br /&gt;
|-&lt;br /&gt;
| Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Other Munitions&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm*&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Flech*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm Flech*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
! Option 4&lt;br /&gt;
|-&lt;br /&gt;
! Nose&lt;br /&gt;
! 35mm Gun&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Mission Package&lt;br /&gt;
| Wake Sensor&lt;br /&gt;
| Ferryman Masquerade&lt;br /&gt;
| 35mm Gun&lt;br /&gt;
| Internal Radar (Advanced)&lt;br /&gt;
|-&lt;br /&gt;
! Avionics&lt;br /&gt;
| Helmet-Mounted Display&lt;br /&gt;
| Missile Control Computer&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Fuselage&lt;br /&gt;
| Ablative Foam&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Engine&lt;br /&gt;
| Articulated Nozzle&lt;br /&gt;
| Shrouded Exhaust&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| Standard CM Launcher&lt;br /&gt;
| High-Capacity CM Launcher&lt;br /&gt;
| High-Coherence CM Launcher&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! T1&lt;br /&gt;
! T2&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! T3&lt;br /&gt;
! T4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Pods&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| &lt;br /&gt;
| Fuel Tanks&lt;br /&gt;
| Fuel Tanks&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|  &lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;| Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1 &lt;br /&gt;
| S1 &lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| R-1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| R-1&lt;br /&gt;
| R-1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| R-1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Flech.*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm Flech.&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm Flech.&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
|-&lt;br /&gt;
! Nose&lt;br /&gt;
| 20mm Gun&lt;br /&gt;
| 35mm Gun&lt;br /&gt;
| Nose Illuminator&lt;br /&gt;
|-&lt;br /&gt;
! Avionics&lt;br /&gt;
| Helmet-Mounted Display&lt;br /&gt;
| Missile Control Computer&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Fuselage&lt;br /&gt;
| Ablative Foam&lt;br /&gt;
| Ceramic Tile&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Engine&lt;br /&gt;
| Articulated Nozzle&lt;br /&gt;
| Shrouded Exhaust&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| Standard CM Launcher&lt;br /&gt;
| High-Capacity CM Launcher&lt;br /&gt;
| High-Coherence CM Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Pods&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Fuel Tanks&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Fuel Tanks&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Illum. Pods&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Jam. Pods&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot;|Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|S1&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|S1&lt;br /&gt;
|-&lt;br /&gt;
|Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
|-&lt;br /&gt;
! Nose&lt;br /&gt;
| 20mm Gun&lt;br /&gt;
| 35mm Gun&lt;br /&gt;
| Nose Illuminator&lt;br /&gt;
|-&lt;br /&gt;
! Fuselage&lt;br /&gt;
| Ablative Foam&lt;br /&gt;
|-&lt;br /&gt;
! Engine&lt;br /&gt;
| Articulated Nozzle&lt;br /&gt;
| Shrouded Exhaust&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| Standard CM Launcher&lt;br /&gt;
| High-Capacity CM Launcher&lt;br /&gt;
| High-Coherence CM Launcher&lt;br /&gt;
|-&lt;br /&gt;
! Top&lt;br /&gt;
| EO Targeting Ball&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! W1&lt;br /&gt;
! W2&lt;br /&gt;
! W3&lt;br /&gt;
! W4&lt;br /&gt;
! W5&lt;br /&gt;
! W6&lt;br /&gt;
! W7&lt;br /&gt;
! W8&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| CBU-40&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| CBU-40&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|KBU-22&lt;br /&gt;
|KBU-22&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|KBU-22&lt;br /&gt;
|KBU-22&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-1 Pod&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-1 Pod&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|R-2&lt;br /&gt;
|R-2&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|R-2&lt;br /&gt;
|R-2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|S2&lt;br /&gt;
|S2&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|S2&lt;br /&gt;
|S2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm AP&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm AP&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE-HC&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE-HC&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Option 1&lt;br /&gt;
! Option 2&lt;br /&gt;
! Option 3&lt;br /&gt;
|-&lt;br /&gt;
! Fuselage&lt;br /&gt;
| Ablative Foam&lt;br /&gt;
| Ceramic Tile&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Support&lt;br /&gt;
| Missile Control Computer&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Engine&lt;br /&gt;
| Shrouded Exhaust&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| Standard CM Launcher&lt;br /&gt;
| High-Capacity CM Launcher&lt;br /&gt;
| High-Coherence CM Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fixed Modules ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Component Mass&lt;br /&gt;
! Stats/ability&lt;br /&gt;
! Restrictions&lt;br /&gt;
|-&lt;br /&gt;
| Avionics || Helmet Mounted Display || 2 || 0 || Missile Launch Angle: +300% || None&lt;br /&gt;
|-&lt;br /&gt;
| Avionics || Missile Control Computer || 3 || 0 || CMD Control Cap: +1-6 || None&lt;br /&gt;
|-&lt;br /&gt;
| Fuselage || Ablative Foam || 2 || 2 || Frame Integrity: +30 || None&lt;br /&gt;
|-&lt;br /&gt;
| Fuselage || Ceramic Tiling || 6 || 0 || Skin Thickness: +1.25 mm || Only on Fighters &amp;amp; Bombers&lt;br /&gt;
|-&lt;br /&gt;
| Fuselage || Stealth Coating || 6 || 0 || Wake Signature: -50%; Target Size: -66% || Only on Fighters &amp;amp; Bombers&lt;br /&gt;
|-&lt;br /&gt;
| Engine || Articulated Nozzles || 3 || 0 || Turn Rate: +33% || None&lt;br /&gt;
|-&lt;br /&gt;
| Engine || Shrouded Exhaust || 2 || 0 || Wake Signature: -33% || None&lt;br /&gt;
|-&lt;br /&gt;
| Countermeasures || Standard CM Launcher || 0 || 0 || Pattern Shot: 4; Shots per Pattern: 10; Shot Spacing: 0.25s || None&lt;br /&gt;
|-&lt;br /&gt;
| Countermeasures || High-Capacity CM Launcher || 2 || 0 || Pattern Shot: 8; Shots per Pattern: 10; Shot Spacing: 0.25s || None&lt;br /&gt;
|-&lt;br /&gt;
| Countermeasures || High-Coherence CM Launcher || 0 || 0 || Pattern Shot: 4; Shots per Pattern: 20; Shot Spacing: 0.13s || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Variable Modules ====&lt;br /&gt;
==== Launch and Recovery Sequence ====&lt;br /&gt;
Select Armaments -&amp;gt; Give Flight Sortie Command -&amp;gt; Arm -&amp;gt; Traverse -&amp;gt; Launch -&amp;gt; Return to Base -&amp;gt; Traverse -&amp;gt; Disarm -&amp;gt; Repair -&amp;gt; Store&lt;br /&gt;
&lt;br /&gt;
==== Arming/disarming time ====&lt;br /&gt;
A Craft must be readied before it can sortie from a carrier.  This includes loading fuel and ordinance onto the Craft.  The duration to complete the readying operation depends on the the size and ammunition loaded the time that.  This ranges from arming a vehicle without armaments with virtually little to no time to a significant amount of time such as your bombers.  &lt;br /&gt;
&lt;br /&gt;
When a craft returns, any unspent ordinance must be removed and returned to stores, this occurs before the craft is repaired.&lt;br /&gt;
&lt;br /&gt;
Some Carriers have bonuses to Arming Speed, and the Gear Deck Locker can increase the speed as well. &lt;br /&gt;
==== Deck Traversal Time====&lt;br /&gt;
Deck Traversal is similar to the Arming/Disarming time above.  However it occurs after the craft has been fully armed and positions the craft on the launch pad.&lt;br /&gt;
&lt;br /&gt;
A similar amount of time occurs when a craft is recovered before it is sent to be Disarmed.&lt;br /&gt;
&lt;br /&gt;
Some Carriers have bonuses to Arming Speed, and the Flight Deck Traversal System can increase the speed as well. &lt;br /&gt;
==== Craft Repair ====&lt;br /&gt;
Any damaged Craft are repaired after their armaments have been removed but before they are available to be selected to launch from the Hangar.&lt;br /&gt;
&lt;br /&gt;
The number of slots that a craft can repair at is equal to the number of small and large launch pads on the selected Carrier.  For example the Levy has 2 Large and 4 small pads while the number of pads for the OSP is directly related to the number of Bank Hangar&#039;s installed.  &lt;br /&gt;
&lt;br /&gt;
This number can be increased with Spacecraft Repair Station, this will allow additional craft to be repaired in addition to the ones that can be armed on the launch pads.  For example, a Levy with 2 Spacecraft Repair Stations can repair 4 Claymore Torpedo Flight at the same time and launch them much faster than they would otherwise&lt;br /&gt;
&lt;br /&gt;
==== Preflight Slots ====&lt;br /&gt;
The number of slots that a craft can armed is equal to the number of small and large launch pads on the selected Carrier.  For example the Levy has 2 Large and 4 small pads while the number of pads for the OSP is directly related to the number of Bank Hangar&#039;s installed.  &lt;br /&gt;
&lt;br /&gt;
This number can be increased with Spacecraft Strikedown Station, this will allow additional craft to be armed in addition to the ones that can be armed on the launch pads.  This will allow craft to instantely traverse to the launch pad after the previous flight has been returned or sortied.  For example, a Levy with 2 Spacecraft Strikedown Stations can arm a 4 wing Claymore Torpedo Flight at the same time and launch them much faster than they would otherwise&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=1106</id>
		<title>Spacecraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=1106"/>
		<updated>2026-09-10T06:32:30Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* B-86 Claymore */&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;
&lt;br /&gt;
[[File:Craft Editor.png|thumb|alt=A screenshot of the spacecraft designer in the fleet editor.|The spacecraft designer]]&lt;br /&gt;
Spacecraft (or craft for short) are aircraft-like small vehicles that can be launched from hangars on larger ships. They can perform a number of roles, including scouting, electronic warfare, anti-missile and anti-craft fire, and anti-ship strikes. Their ability to receive orders after launch makes them more flexible than other tools such as cruise missiles.&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;
== Spacecraft Mechanics ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Right-Click Commands ====&lt;br /&gt;
Craft are controlled similarly to ships, but with context-sensitive actions depending on the item the cursor is pointing at when right-clicked. Where multiple valid controls exist, additional commands may be accessed by holding Shift.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Right-click commands&lt;br /&gt;
|-&lt;br /&gt;
! Object clicked !! Modifier !! Requirements !! Action !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Space ||  || None || Move || Opens the dial widget to allow movement. Holding Shift will allow placement of waypoints as normal. May also be opened via the ship &#039;move to position&#039; hotkey.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target ship. If it has anti-craft/missile armaments, it will be slaved to the ship&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship || Shift || Landing Pad || Land || Craft will line up and attempt to land on the target ship. It will orbit the ship until a landing pad is free and the ship is within flight quarters speeds.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target craft. If it has anti-craft/missile armaments, it will be slaved to the craft&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft || Shift || Target of same craft type || Merge flight || Craft will join with the target craft/flight to form a unified flight.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship ||  || None || Attack Ship || Craft will move towards the target ship and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm ships when given an attack ship order.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship || Shift || Craft has standoff illuminator/Jammer/EO module || Illuminate/Jam/Scan || Craft will move into range of the target with its module and enter a holding pattern, attempting to keep the target jammed/illuminated/scanned.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Craft ||  || None || Attack Craft || Craft will move toward the target craft/flight and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm craft when given an attack craft order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Stance Controls ====&lt;br /&gt;
[[File:Craft Stance Controls.png|thumb|alt=A screenshot of the in-game craft stance control board.|The craft stance controls]]&lt;br /&gt;
Spacecraft behaviour is controlled by toggling behaviors in the craft stance control board, similarly to ship postures. Spacecraft launch with the default stances shown on the right. The stances are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ HBURN (Engine Hard Burn)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| OFF || Craft will fly at their cruise speed, using the regular amount of fuel.&lt;br /&gt;
|-&lt;br /&gt;
| ON || Craft will fly at their hard-burn speed, (usually 1.5x cruise speed) and increased fuel consumption (XXXX%)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ FORM (Formation Type)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| WEDGE || Craft flights will fly in a wedge-shaped pattern, pointing in the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| LINE || Craft flights will fly in a line-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| CROSS || Craft flights will fly in a cross-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| ECHE || Craft flights will fly in an echelon (diagonal line) shaped pattern.&lt;br /&gt;
|}&lt;br /&gt;
Craft not in formation will speed up faster than their top speed in attempt to form up; this includes when swapping formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ MNVR (Maneuvering posture)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| DIRECT || Craft will fly straight towards their destination, and remain still when loitering.&lt;br /&gt;
|-&lt;br /&gt;
| JUKE || Craft will constantly make small directional changes as they fly or loiter.&lt;br /&gt;
|-&lt;br /&gt;
| EVADE || Craft will constantly make large directional changes as they fly or loiter.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ STNCE (Stance)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| PSV || Craft will follow orders normally, unless dogfighting AI is triggered due to an enemy craft.&lt;br /&gt;
|-&lt;br /&gt;
| AGRSV || Craft will receive an attack order on craft and missiles in close proximity.&lt;br /&gt;
|-&lt;br /&gt;
| EVASV || Craft will run away from nearby enemy craft.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ WRTB (Return To Base, by Weapon Status)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| SKOSH || Craft will automatically return to base once all missiles in the flight are expended.&lt;br /&gt;
|-&lt;br /&gt;
| WINCH || Craft will automatically return to base once all ammo, including guns, in the flight is expended.&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || Craft will not automatically return to base.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ COHER (Combat Coherence)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will attack multiple different targets if assigned to attack a craft/missile but will attack the selected target if ordered to attack a ship.&lt;br /&gt;
|-&lt;br /&gt;
| FOCUS || Craft will always attack the selected target.&lt;br /&gt;
|-&lt;br /&gt;
| SPLIT || Craft will always attack multiple different targets.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SALVO (Missile/Bomb Salvo Size)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will fire as if on UNLIM against ships but will reduce missile amounts against craft/missiles.&lt;br /&gt;
|-&lt;br /&gt;
| ONE || Craft will not fire more missiles against a target if one missile is already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| TWO || Craft will not fire more missiles against a target if two missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| THREE || Craft will not fire more missiles against a target if three missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| FOUR || Craft will not fire more missiles against a target if four missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| UNLIM || Craft will fire missiles regardless of missiles already in flight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The following rules about craft behavior applies for all craft launched with missiles; craft launched only with guns will follow old behavior (i.e. always closing to the range of the shortest range weapon, which is the gun).&lt;br /&gt;
* Craft ordered to attack other craft will now loiter near their missiles&#039; maximum range, or the range they were at when ordered to attack, and fire missiles at the enemy group.&lt;br /&gt;
* Craft will not automatically close with the enemy group to use guns, even when out of missiles.&lt;br /&gt;
* Craft will only dogfight with guns if the enemy has approached to within gun range, or they were already in gun range when the attack order was issued.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RANGE (Attack Range)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Anti-Craft !! Anti-Ship&lt;br /&gt;
|-&lt;br /&gt;
| STND-IN || Close to 4000m or 75% of munition max range, whichever is closer || Close to 4000m or 95% of munition max range, whichever is closer&lt;br /&gt;
|-&lt;br /&gt;
| STND-OF || Close to 75% of munition max range || Close to 95% of munition max range&lt;br /&gt;
|-&lt;br /&gt;
| GUN || Close to gun range || Close to gun range&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ATGT (Attack Target)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| ENGINE || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| DEFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| SENSOR || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RADAR (Radar Emissions Control)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ON || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFF || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DEFND (Missile Self-Defense)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| MAN || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DFTAC (Missiles Self-Defense Tactics)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO ||&lt;br /&gt;
|- &lt;br /&gt;
| NOTCH ||&lt;br /&gt;
|-&lt;br /&gt;
| SCRAM ||&lt;br /&gt;
|-&lt;br /&gt;
| OUT-G ||&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ CMSR (Countermeasure Usage)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|- &lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || TO DO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Launching Craft ====&lt;br /&gt;
=== Craft Stats ===&lt;br /&gt;
(Size, HP, Threat Size, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
Tanto/Pike/Barracuda each achieve cruise and Hburn speed 1 m/s faster than their stat screen indicates. The 33% top speed penalty brings them to their old speeds, the 17% top speed penalty is generated when a fighter&#039;s loadout is 1.0 weight, such as when equipping jam pods and no other weight.&lt;br /&gt;
==== ANS [[File:Alliance Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| E-44 Sundial || SEWAC || 75 || 2/10x10 || 1 || 135/+30 || 3mm || 0 || 25/60/90 || N/A || N/A || 2000/42:40/60km &lt;br /&gt;
|-&lt;br /&gt;
| PF-440 Tanto || Interceptor || 8 || 1/6x6 || 2 || 50/+30 || 1.75mm/+1.25mm || 0/+1 || 35/113/169|| 35/94/141 || 35/75/113 || 1200/11:26/73km  &lt;br /&gt;
|-&lt;br /&gt;
| B-86 Claymore || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/65/98|| N/A || N/A || 2000/13:20/43km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== OSP [[File:OSP Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| RF-286 Pike || Scout || 8 || 1/6x6 || 1 || 40/+30 || 1mm || 0 || 40/131/196|| N/A || 40/88/132 || 500/11:07/65km &lt;br /&gt;
|-&lt;br /&gt;
| PF-386 Barracuda|| Strike Fighter || 8 || 1/6x6 || 2 || 60/+30 || 1.75mm/+1.25mm || 0/+1 || 35/101/176|| 35/84/147 || 35/67/118 || 1200/10:00/60km  &lt;br /&gt;
|-&lt;br /&gt;
| B-45 Sturgeon || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/60/90|| N/A || N/A || 1700/13:36/41km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Craft Radar Stats ====&lt;br /&gt;
Craft radars are broadly very similar, though they have some small differences.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Craft&lt;br /&gt;
! Radar Shape&lt;br /&gt;
! FOV&lt;br /&gt;
! Range&lt;br /&gt;
! Radiated Power&lt;br /&gt;
! Gain&lt;br /&gt;
! Aperture Size&lt;br /&gt;
! Sensitivity&lt;br /&gt;
! Positional Error&lt;br /&gt;
! Velocity Error&lt;br /&gt;
! Can Lock?&lt;br /&gt;
! Lock Error Mult. &lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Omnidirectional || 360 || 4000m || 750kW || 60dB || 20m2 || -35 || 35m || 1m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]Internal Radar (Advanced) || Omnidirectional || 360 || 8000m || 750kW || 90dBm || 40m2 || -39dB || 40m || 1m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]E-44 Sundial || Omnidirectional || 360 || 10000m || 750kW || 100dB || 80m2 || -39 || 40m || 1m/s || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]PF-386 Barracuda || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 25m || 2.5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]PF-440 Tanto || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 25m || 2.5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]RF-286 Pike || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 30m || .5m/s || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]B-45 Sturgeon || Front-Facing Cone || 60 deg. || 4000m || 750kW || 60dB || 20m2 || -35 || 30m || .5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]B-86 Claymore || Front-Facing Cone || 60 deg. || 4000m || 750kW || 60dB || 20m2 || -35 || 25m || .5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Designing Craft ===&lt;br /&gt;
(Different types of craft, ships that can carry craft, etc.)&lt;br /&gt;
==== Craft Carrying Ships ====&lt;br /&gt;
==== Loadouts (ANS) ====&lt;br /&gt;
&lt;br /&gt;
=====RS-35 Halberd=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
! MP&lt;br /&gt;
|-&lt;br /&gt;
| Missiles &amp;amp; Pods&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| Other Munitions&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====PF-440 Tanto=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! W1&lt;br /&gt;
! W2&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! W3&lt;br /&gt;
! W4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pods&lt;br /&gt;
|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Mssiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| FBU-15 &lt;br /&gt;
| FBU-15 &lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15&lt;br /&gt;
| FBU-15&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| KBU-15 &lt;br /&gt;
| KBU-15 &lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1 &lt;br /&gt;
| S1 &lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| S2*&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|15mm*&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm *&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|35mm&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====B-86 Claymore=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! B5&lt;br /&gt;
! B6&lt;br /&gt;
! B7&lt;br /&gt;
! B8&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Bombs&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| KBU-22&lt;br /&gt;
| KBU-22*&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| KBU-22&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|KBU-22&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|KBU-22&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|CBU-40*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|CBU-40*&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Missiles&lt;br /&gt;
| S2*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|S3*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|S3*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Loadouts (OSP) ====&lt;br /&gt;
&lt;br /&gt;
=====RS-35A Halberd=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
! MP&lt;br /&gt;
|-&lt;br /&gt;
| Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Other Munitions&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm*&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Flech*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm Flech*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Barracuda=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! T1&lt;br /&gt;
! T2&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! T3&lt;br /&gt;
! T4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Pods&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| &lt;br /&gt;
| Fuel Tanks&lt;br /&gt;
| Fuel Tanks&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|  &lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;| Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1 &lt;br /&gt;
| S1 &lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| R-1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| R-1&lt;br /&gt;
| R-1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| R-1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Flech.*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm Flech.&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm Flech.&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====RF-286A Pike=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Pods&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Fuel Tanks&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Fuel Tanks&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Illum. Pods&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Jam. Pods&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot;|Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|S1&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|S1&lt;br /&gt;
|-&lt;br /&gt;
|Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====B-45A Sturgeon=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! W1&lt;br /&gt;
! W2&lt;br /&gt;
! W3&lt;br /&gt;
! W4&lt;br /&gt;
! W5&lt;br /&gt;
! W6&lt;br /&gt;
! W7&lt;br /&gt;
! W8&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| CBU-40&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| CBU-40&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|KBU-22&lt;br /&gt;
|KBU-22&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|KBU-22&lt;br /&gt;
|KBU-22&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-1 Pod&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-1 Pod&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|R-2&lt;br /&gt;
|R-2&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|R-2&lt;br /&gt;
|R-2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|S2&lt;br /&gt;
|S2&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|S2&lt;br /&gt;
|S2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm AP&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm AP&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE-HC&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE-HC&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fixed Modules ====&lt;br /&gt;
==== Variable Modules ====&lt;br /&gt;
&lt;br /&gt;
==== Arming/disarming time ====&lt;br /&gt;
==== Craft Repair ====&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=1102</id>
		<title>Spacecraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=1102"/>
		<updated>2026-09-10T06:22:28Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Loadouts (OSP) */&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;
&lt;br /&gt;
[[File:Craft Editor.png|thumb|alt=A screenshot of the spacecraft designer in the fleet editor.|The spacecraft designer]]&lt;br /&gt;
Spacecraft (or craft for short) are aircraft-like small vehicles that can be launched from hangars on larger ships. They can perform a number of roles, including scouting, electronic warfare, anti-missile and anti-craft fire, and anti-ship strikes. Their ability to receive orders after launch makes them more flexible than other tools such as cruise missiles.&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;
== Spacecraft Mechanics ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Right-Click Commands ====&lt;br /&gt;
Craft are controlled similarly to ships, but with context-sensitive actions depending on the item the cursor is pointing at when right-clicked. Where multiple valid controls exist, additional commands may be accessed by holding Shift.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Right-click commands&lt;br /&gt;
|-&lt;br /&gt;
! Object clicked !! Modifier !! Requirements !! Action !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Space ||  || None || Move || Opens the dial widget to allow movement. Holding Shift will allow placement of waypoints as normal. May also be opened via the ship &#039;move to position&#039; hotkey.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target ship. If it has anti-craft/missile armaments, it will be slaved to the ship&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship || Shift || Landing Pad || Land || Craft will line up and attempt to land on the target ship. It will orbit the ship until a landing pad is free and the ship is within flight quarters speeds.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target craft. If it has anti-craft/missile armaments, it will be slaved to the craft&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft || Shift || Target of same craft type || Merge flight || Craft will join with the target craft/flight to form a unified flight.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship ||  || None || Attack Ship || Craft will move towards the target ship and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm ships when given an attack ship order.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship || Shift || Craft has standoff illuminator/Jammer/EO module || Illuminate/Jam/Scan || Craft will move into range of the target with its module and enter a holding pattern, attempting to keep the target jammed/illuminated/scanned.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Craft ||  || None || Attack Craft || Craft will move toward the target craft/flight and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm craft when given an attack craft order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Stance Controls ====&lt;br /&gt;
[[File:Craft Stance Controls.png|thumb|alt=A screenshot of the in-game craft stance control board.|The craft stance controls]]&lt;br /&gt;
Spacecraft behaviour is controlled by toggling behaviors in the craft stance control board, similarly to ship postures. Spacecraft launch with the default stances shown on the right. The stances are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ HBURN (Engine Hard Burn)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| OFF || Craft will fly at their cruise speed, using the regular amount of fuel.&lt;br /&gt;
|-&lt;br /&gt;
| ON || Craft will fly at their hard-burn speed, (usually 1.5x cruise speed) and increased fuel consumption (XXXX%)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ FORM (Formation Type)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| WEDGE || Craft flights will fly in a wedge-shaped pattern, pointing in the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| LINE || Craft flights will fly in a line-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| CROSS || Craft flights will fly in a cross-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| ECHE || Craft flights will fly in an echelon (diagonal line) shaped pattern.&lt;br /&gt;
|}&lt;br /&gt;
Craft not in formation will speed up faster than their top speed in attempt to form up; this includes when swapping formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ MNVR (Maneuvering posture)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| DIRECT || Craft will fly straight towards their destination, and remain still when loitering.&lt;br /&gt;
|-&lt;br /&gt;
| JUKE || Craft will constantly make small directional changes as they fly or loiter.&lt;br /&gt;
|-&lt;br /&gt;
| EVADE || Craft will constantly make large directional changes as they fly or loiter.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ STNCE (Stance)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| PSV || Craft will follow orders normally, unless dogfighting AI is triggered due to an enemy craft.&lt;br /&gt;
|-&lt;br /&gt;
| AGRSV || Craft will receive an attack order on craft and missiles in close proximity.&lt;br /&gt;
|-&lt;br /&gt;
| EVASV || Craft will run away from nearby enemy craft.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ WRTB (Return To Base, by Weapon Status)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| SKOSH || Craft will automatically return to base once all missiles in the flight are expended.&lt;br /&gt;
|-&lt;br /&gt;
| WINCH || Craft will automatically return to base once all ammo, including guns, in the flight is expended.&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || Craft will not automatically return to base.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ COHER (Combat Coherence)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will attack multiple different targets if assigned to attack a craft/missile but will attack the selected target if ordered to attack a ship.&lt;br /&gt;
|-&lt;br /&gt;
| FOCUS || Craft will always attack the selected target.&lt;br /&gt;
|-&lt;br /&gt;
| SPLIT || Craft will always attack multiple different targets.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SALVO (Missile/Bomb Salvo Size)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will fire as if on UNLIM against ships but will reduce missile amounts against craft/missiles.&lt;br /&gt;
|-&lt;br /&gt;
| ONE || Craft will not fire more missiles against a target if one missile is already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| TWO || Craft will not fire more missiles against a target if two missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| THREE || Craft will not fire more missiles against a target if three missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| FOUR || Craft will not fire more missiles against a target if four missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| UNLIM || Craft will fire missiles regardless of missiles already in flight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The following rules about craft behavior applies for all craft launched with missiles; craft launched only with guns will follow old behavior (i.e. always closing to the range of the shortest range weapon, which is the gun).&lt;br /&gt;
* Craft ordered to attack other craft will now loiter near their missiles&#039; maximum range, or the range they were at when ordered to attack, and fire missiles at the enemy group.&lt;br /&gt;
* Craft will not automatically close with the enemy group to use guns, even when out of missiles.&lt;br /&gt;
* Craft will only dogfight with guns if the enemy has approached to within gun range, or they were already in gun range when the attack order was issued.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RANGE (Attack Range)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Anti-Craft !! Anti-Ship&lt;br /&gt;
|-&lt;br /&gt;
| STND-IN || Close to 4000m or 75% of munition max range, whichever is closer || Close to 4000m or 95% of munition max range, whichever is closer&lt;br /&gt;
|-&lt;br /&gt;
| STND-OF || Close to 75% of munition max range || Close to 95% of munition max range&lt;br /&gt;
|-&lt;br /&gt;
| GUN || Close to gun range || Close to gun range&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ATGT (Attack Target)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| ENGINE || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| DEFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| SENSOR || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RADAR (Radar Emissions Control)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ON || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFF || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DEFND (Missile Self-Defense)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| MAN || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DFTAC (Missiles Self-Defense Tactics)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO ||&lt;br /&gt;
|- &lt;br /&gt;
| NOTCH ||&lt;br /&gt;
|-&lt;br /&gt;
| SCRAM ||&lt;br /&gt;
|-&lt;br /&gt;
| OUT-G ||&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ CMSR (Countermeasure Usage)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|- &lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || TO DO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Launching Craft ====&lt;br /&gt;
=== Craft Stats ===&lt;br /&gt;
(Size, HP, Threat Size, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
Tanto/Pike/Barracuda each achieve cruise and Hburn speed 1 m/s faster than their stat screen indicates. The 33% top speed penalty brings them to their old speeds, the 17% top speed penalty is generated when a fighter&#039;s loadout is 1.0 weight, such as when equipping jam pods and no other weight.&lt;br /&gt;
==== ANS [[File:Alliance Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| E-44 Sundial || SEWAC || 75 || 2/10x10 || 1 || 135/+30 || 3mm || 0 || 25/60/90 || N/A || N/A || 2000/42:40/60km &lt;br /&gt;
|-&lt;br /&gt;
| PF-440 Tanto || Interceptor || 8 || 1/6x6 || 2 || 50/+30 || 1.75mm/+1.25mm || 0/+1 || 35/113/169|| 35/94/141 || 35/75/113 || 1200/11:26/73km  &lt;br /&gt;
|-&lt;br /&gt;
| B-86 Claymore || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/65/98|| N/A || N/A || 2000/13:20/43km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== OSP [[File:OSP Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| RF-286 Pike || Scout || 8 || 1/6x6 || 1 || 40/+30 || 1mm || 0 || 40/131/196|| N/A || 40/88/132 || 500/11:07/65km &lt;br /&gt;
|-&lt;br /&gt;
| PF-386 Barracuda|| Strike Fighter || 8 || 1/6x6 || 2 || 60/+30 || 1.75mm/+1.25mm || 0/+1 || 35/101/176|| 35/84/147 || 35/67/118 || 1200/10:00/60km  &lt;br /&gt;
|-&lt;br /&gt;
| B-45 Sturgeon || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/60/90|| N/A || N/A || 1700/13:36/41km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Craft Radar Stats ====&lt;br /&gt;
Craft radars are broadly very similar, though they have some small differences.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Craft&lt;br /&gt;
! Radar Shape&lt;br /&gt;
! FOV&lt;br /&gt;
! Range&lt;br /&gt;
! Radiated Power&lt;br /&gt;
! Gain&lt;br /&gt;
! Aperture Size&lt;br /&gt;
! Sensitivity&lt;br /&gt;
! Positional Error&lt;br /&gt;
! Velocity Error&lt;br /&gt;
! Can Lock?&lt;br /&gt;
! Lock Error Mult. &lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Omnidirectional || 360 || 4000m || 750kW || 60dB || 20m2 || -35 || 35m || 1m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]Internal Radar (Advanced) || Omnidirectional || 360 || 8000m || 750kW || 90dBm || 40m2 || -39dB || 40m || 1m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]E-44 Sundial || Omnidirectional || 360 || 10000m || 750kW || 100dB || 80m2 || -39 || 40m || 1m/s || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]PF-386 Barracuda || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 25m || 2.5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]PF-440 Tanto || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 25m || 2.5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]RF-286 Pike || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 30m || .5m/s || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]B-45 Sturgeon || Front-Facing Cone || 60 deg. || 4000m || 750kW || 60dB || 20m2 || -35 || 30m || .5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]B-86 Claymore || Front-Facing Cone || 60 deg. || 4000m || 750kW || 60dB || 20m2 || -35 || 25m || .5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Designing Craft ===&lt;br /&gt;
(Different types of craft, ships that can carry craft, etc.)&lt;br /&gt;
==== Craft Carrying Ships ====&lt;br /&gt;
==== Loadouts (ANS) ====&lt;br /&gt;
&lt;br /&gt;
=====RS-35 Halberd=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
! MP&lt;br /&gt;
|-&lt;br /&gt;
| Missiles &amp;amp; Pods&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| Other Munitions&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====PF-440 Tanto=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! W1&lt;br /&gt;
! W2&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! W3&lt;br /&gt;
! W4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pods&lt;br /&gt;
|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Mssiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| FBU-15 &lt;br /&gt;
| FBU-15 &lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15&lt;br /&gt;
| FBU-15&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| KBU-15 &lt;br /&gt;
| KBU-15 &lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1 &lt;br /&gt;
| S1 &lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| S2*&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|15mm*&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm *&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|35mm&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====B-86 Claymore=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! B5&lt;br /&gt;
! B6&lt;br /&gt;
! B7&lt;br /&gt;
! B8&lt;br /&gt;
|-&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| KBU-22&lt;br /&gt;
| KBU-22*&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| KBU-22&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|-&lt;br /&gt;
| S2*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|CBU-40*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|CBU-40*&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|KBU-22&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|KBU-22&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|S3*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|S3*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Loadouts (OSP) ====&lt;br /&gt;
&lt;br /&gt;
=====RS-35A Halberd=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
! MP&lt;br /&gt;
|-&lt;br /&gt;
| Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Other Munitions&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm*&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Flech*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm Flech*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Barracuda=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! T1&lt;br /&gt;
! T2&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! T3&lt;br /&gt;
! T4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Pods&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| &lt;br /&gt;
| Fuel Tanks&lt;br /&gt;
| Fuel Tanks&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|  &lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;| Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1 &lt;br /&gt;
| S1 &lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| R-1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| R-1&lt;br /&gt;
| R-1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| R-1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Flech.*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm Flech.&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm Flech.&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====RF-286A Pike=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Pods&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Fuel Tanks&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Fuel Tanks&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Illum. Pods&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Jam. Pods&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot;|Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|S1&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|S1&lt;br /&gt;
|-&lt;br /&gt;
|Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====B-45A Sturgeon=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! W1&lt;br /&gt;
! W2&lt;br /&gt;
! W3&lt;br /&gt;
! W4&lt;br /&gt;
! W5&lt;br /&gt;
! W6&lt;br /&gt;
! W7&lt;br /&gt;
! W8&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| CBU-40&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| CBU-40&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|KBU-22&lt;br /&gt;
|KBU-22&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|KBU-22&lt;br /&gt;
|KBU-22&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-1 Pod&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-1 Pod&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|R-2&lt;br /&gt;
|R-2&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|R-2&lt;br /&gt;
|R-2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|S2&lt;br /&gt;
|S2&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|S2&lt;br /&gt;
|S2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm AP&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm AP&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE-HC&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE-HC&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fixed Modules ====&lt;br /&gt;
==== Variable Modules ====&lt;br /&gt;
&lt;br /&gt;
==== Arming/disarming time ====&lt;br /&gt;
==== Craft Repair ====&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=1100</id>
		<title>Spacecraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=1100"/>
		<updated>2026-09-10T06:20:15Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Loadouts (ANS) */&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;
&lt;br /&gt;
[[File:Craft Editor.png|thumb|alt=A screenshot of the spacecraft designer in the fleet editor.|The spacecraft designer]]&lt;br /&gt;
Spacecraft (or craft for short) are aircraft-like small vehicles that can be launched from hangars on larger ships. They can perform a number of roles, including scouting, electronic warfare, anti-missile and anti-craft fire, and anti-ship strikes. Their ability to receive orders after launch makes them more flexible than other tools such as cruise missiles.&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;
== Spacecraft Mechanics ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Right-Click Commands ====&lt;br /&gt;
Craft are controlled similarly to ships, but with context-sensitive actions depending on the item the cursor is pointing at when right-clicked. Where multiple valid controls exist, additional commands may be accessed by holding Shift.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Right-click commands&lt;br /&gt;
|-&lt;br /&gt;
! Object clicked !! Modifier !! Requirements !! Action !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Space ||  || None || Move || Opens the dial widget to allow movement. Holding Shift will allow placement of waypoints as normal. May also be opened via the ship &#039;move to position&#039; hotkey.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target ship. If it has anti-craft/missile armaments, it will be slaved to the ship&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship || Shift || Landing Pad || Land || Craft will line up and attempt to land on the target ship. It will orbit the ship until a landing pad is free and the ship is within flight quarters speeds.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target craft. If it has anti-craft/missile armaments, it will be slaved to the craft&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft || Shift || Target of same craft type || Merge flight || Craft will join with the target craft/flight to form a unified flight.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship ||  || None || Attack Ship || Craft will move towards the target ship and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm ships when given an attack ship order.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship || Shift || Craft has standoff illuminator/Jammer/EO module || Illuminate/Jam/Scan || Craft will move into range of the target with its module and enter a holding pattern, attempting to keep the target jammed/illuminated/scanned.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Craft ||  || None || Attack Craft || Craft will move toward the target craft/flight and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm craft when given an attack craft order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Stance Controls ====&lt;br /&gt;
[[File:Craft Stance Controls.png|thumb|alt=A screenshot of the in-game craft stance control board.|The craft stance controls]]&lt;br /&gt;
Spacecraft behaviour is controlled by toggling behaviors in the craft stance control board, similarly to ship postures. Spacecraft launch with the default stances shown on the right. The stances are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ HBURN (Engine Hard Burn)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| OFF || Craft will fly at their cruise speed, using the regular amount of fuel.&lt;br /&gt;
|-&lt;br /&gt;
| ON || Craft will fly at their hard-burn speed, (usually 1.5x cruise speed) and increased fuel consumption (XXXX%)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ FORM (Formation Type)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| WEDGE || Craft flights will fly in a wedge-shaped pattern, pointing in the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| LINE || Craft flights will fly in a line-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| CROSS || Craft flights will fly in a cross-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| ECHE || Craft flights will fly in an echelon (diagonal line) shaped pattern.&lt;br /&gt;
|}&lt;br /&gt;
Craft not in formation will speed up faster than their top speed in attempt to form up; this includes when swapping formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ MNVR (Maneuvering posture)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| DIRECT || Craft will fly straight towards their destination, and remain still when loitering.&lt;br /&gt;
|-&lt;br /&gt;
| JUKE || Craft will constantly make small directional changes as they fly or loiter.&lt;br /&gt;
|-&lt;br /&gt;
| EVADE || Craft will constantly make large directional changes as they fly or loiter.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ STNCE (Stance)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| PSV || Craft will follow orders normally, unless dogfighting AI is triggered due to an enemy craft.&lt;br /&gt;
|-&lt;br /&gt;
| AGRSV || Craft will receive an attack order on craft and missiles in close proximity.&lt;br /&gt;
|-&lt;br /&gt;
| EVASV || Craft will run away from nearby enemy craft.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ WRTB (Return To Base, by Weapon Status)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| SKOSH || Craft will automatically return to base once all missiles in the flight are expended.&lt;br /&gt;
|-&lt;br /&gt;
| WINCH || Craft will automatically return to base once all ammo, including guns, in the flight is expended.&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || Craft will not automatically return to base.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ COHER (Combat Coherence)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will attack multiple different targets if assigned to attack a craft/missile but will attack the selected target if ordered to attack a ship.&lt;br /&gt;
|-&lt;br /&gt;
| FOCUS || Craft will always attack the selected target.&lt;br /&gt;
|-&lt;br /&gt;
| SPLIT || Craft will always attack multiple different targets.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SALVO (Missile/Bomb Salvo Size)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will fire as if on UNLIM against ships but will reduce missile amounts against craft/missiles.&lt;br /&gt;
|-&lt;br /&gt;
| ONE || Craft will not fire more missiles against a target if one missile is already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| TWO || Craft will not fire more missiles against a target if two missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| THREE || Craft will not fire more missiles against a target if three missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| FOUR || Craft will not fire more missiles against a target if four missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| UNLIM || Craft will fire missiles regardless of missiles already in flight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The following rules about craft behavior applies for all craft launched with missiles; craft launched only with guns will follow old behavior (i.e. always closing to the range of the shortest range weapon, which is the gun).&lt;br /&gt;
* Craft ordered to attack other craft will now loiter near their missiles&#039; maximum range, or the range they were at when ordered to attack, and fire missiles at the enemy group.&lt;br /&gt;
* Craft will not automatically close with the enemy group to use guns, even when out of missiles.&lt;br /&gt;
* Craft will only dogfight with guns if the enemy has approached to within gun range, or they were already in gun range when the attack order was issued.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RANGE (Attack Range)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Anti-Craft !! Anti-Ship&lt;br /&gt;
|-&lt;br /&gt;
| STND-IN || Close to 4000m or 75% of munition max range, whichever is closer || Close to 4000m or 95% of munition max range, whichever is closer&lt;br /&gt;
|-&lt;br /&gt;
| STND-OF || Close to 75% of munition max range || Close to 95% of munition max range&lt;br /&gt;
|-&lt;br /&gt;
| GUN || Close to gun range || Close to gun range&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ATGT (Attack Target)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| ENGINE || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| DEFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| SENSOR || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RADAR (Radar Emissions Control)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ON || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFF || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DEFND (Missile Self-Defense)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| MAN || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DFTAC (Missiles Self-Defense Tactics)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO ||&lt;br /&gt;
|- &lt;br /&gt;
| NOTCH ||&lt;br /&gt;
|-&lt;br /&gt;
| SCRAM ||&lt;br /&gt;
|-&lt;br /&gt;
| OUT-G ||&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ CMSR (Countermeasure Usage)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|- &lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || TO DO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Launching Craft ====&lt;br /&gt;
=== Craft Stats ===&lt;br /&gt;
(Size, HP, Threat Size, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
Tanto/Pike/Barracuda each achieve cruise and Hburn speed 1 m/s faster than their stat screen indicates. The 33% top speed penalty brings them to their old speeds, the 17% top speed penalty is generated when a fighter&#039;s loadout is 1.0 weight, such as when equipping jam pods and no other weight.&lt;br /&gt;
==== ANS [[File:Alliance Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| E-44 Sundial || SEWAC || 75 || 2/10x10 || 1 || 135/+30 || 3mm || 0 || 25/60/90 || N/A || N/A || 2000/42:40/60km &lt;br /&gt;
|-&lt;br /&gt;
| PF-440 Tanto || Interceptor || 8 || 1/6x6 || 2 || 50/+30 || 1.75mm/+1.25mm || 0/+1 || 35/113/169|| 35/94/141 || 35/75/113 || 1200/11:26/73km  &lt;br /&gt;
|-&lt;br /&gt;
| B-86 Claymore || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/65/98|| N/A || N/A || 2000/13:20/43km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== OSP [[File:OSP Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| RF-286 Pike || Scout || 8 || 1/6x6 || 1 || 40/+30 || 1mm || 0 || 40/131/196|| N/A || 40/88/132 || 500/11:07/65km &lt;br /&gt;
|-&lt;br /&gt;
| PF-386 Barracuda|| Strike Fighter || 8 || 1/6x6 || 2 || 60/+30 || 1.75mm/+1.25mm || 0/+1 || 35/101/176|| 35/84/147 || 35/67/118 || 1200/10:00/60km  &lt;br /&gt;
|-&lt;br /&gt;
| B-45 Sturgeon || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/60/90|| N/A || N/A || 1700/13:36/41km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Craft Radar Stats ====&lt;br /&gt;
Craft radars are broadly very similar, though they have some small differences.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Craft&lt;br /&gt;
! Radar Shape&lt;br /&gt;
! FOV&lt;br /&gt;
! Range&lt;br /&gt;
! Radiated Power&lt;br /&gt;
! Gain&lt;br /&gt;
! Aperture Size&lt;br /&gt;
! Sensitivity&lt;br /&gt;
! Positional Error&lt;br /&gt;
! Velocity Error&lt;br /&gt;
! Can Lock?&lt;br /&gt;
! Lock Error Mult. &lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Omnidirectional || 360 || 4000m || 750kW || 60dB || 20m2 || -35 || 35m || 1m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]Internal Radar (Advanced) || Omnidirectional || 360 || 8000m || 750kW || 90dBm || 40m2 || -39dB || 40m || 1m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]E-44 Sundial || Omnidirectional || 360 || 10000m || 750kW || 100dB || 80m2 || -39 || 40m || 1m/s || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]PF-386 Barracuda || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 25m || 2.5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]PF-440 Tanto || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 25m || 2.5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]RF-286 Pike || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 30m || .5m/s || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]B-45 Sturgeon || Front-Facing Cone || 60 deg. || 4000m || 750kW || 60dB || 20m2 || -35 || 30m || .5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]B-86 Claymore || Front-Facing Cone || 60 deg. || 4000m || 750kW || 60dB || 20m2 || -35 || 25m || .5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Designing Craft ===&lt;br /&gt;
(Different types of craft, ships that can carry craft, etc.)&lt;br /&gt;
==== Craft Carrying Ships ====&lt;br /&gt;
==== Loadouts (ANS) ====&lt;br /&gt;
&lt;br /&gt;
=====RS-35 Halberd=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
! MP&lt;br /&gt;
|-&lt;br /&gt;
| Missiles &amp;amp; Pods&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| Other Munitions&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====PF-440 Tanto=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! W1&lt;br /&gt;
! W2&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! W3&lt;br /&gt;
! W4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pods&lt;br /&gt;
|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Mssiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| FBU-15 &lt;br /&gt;
| FBU-15 &lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15&lt;br /&gt;
| FBU-15&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| KBU-15 &lt;br /&gt;
| KBU-15 &lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1 &lt;br /&gt;
| S1 &lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| S2*&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|15mm*&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm *&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|35mm&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====B-86 Claymore=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! B5&lt;br /&gt;
! B6&lt;br /&gt;
! B7&lt;br /&gt;
! B8&lt;br /&gt;
|-&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| KBU-22&lt;br /&gt;
| KBU-22*&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| KBU-22&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|-&lt;br /&gt;
| S2*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|CBU-40*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|CBU-40*&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|KBU-22&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|KBU-22&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|S3*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|S3*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Loadouts (OSP) ====&lt;br /&gt;
&lt;br /&gt;
=====RS-35A Halberd=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
! MP&lt;br /&gt;
|-&lt;br /&gt;
| Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| Other Munitions&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm*&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| 35mm Flech*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm Flech*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Barracuda=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! T1&lt;br /&gt;
! T2&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! T3&lt;br /&gt;
! T4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Pods&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| &lt;br /&gt;
| Fuel Tanks&lt;br /&gt;
| Fuel Tanks&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|  &lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;| Missiles &amp;amp; Bombs&lt;br /&gt;
|&lt;br /&gt;
| S1 &lt;br /&gt;
| S1 &lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| R-1&lt;br /&gt;
|&lt;br /&gt;
| R-1&lt;br /&gt;
| R-1&lt;br /&gt;
|&lt;br /&gt;
| R-1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Flech.*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm Flech.&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm Flech.&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====RF-286A Pike=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Pods&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Fuel Tanks&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Fuel Tanks&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Illum. Pods&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Jam. Pods&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot;|Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|S1&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|S1&lt;br /&gt;
|-&lt;br /&gt;
|Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====B-45A Sturgeon=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! W1&lt;br /&gt;
! W2&lt;br /&gt;
! W3&lt;br /&gt;
! W4&lt;br /&gt;
! W5&lt;br /&gt;
! W6&lt;br /&gt;
! W7&lt;br /&gt;
! W8&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| CBU-40&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| CBU-40&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|KBU-22&lt;br /&gt;
|KBU-22&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|KBU-22&lt;br /&gt;
|KBU-22&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-1 Pod&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-1 Pod&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|R-2&lt;br /&gt;
|R-2&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|R-2&lt;br /&gt;
|R-2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|S2&lt;br /&gt;
|S2&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|S2&lt;br /&gt;
|S2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm AP&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm AP&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE-HC&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE-HC&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fixed Modules ====&lt;br /&gt;
==== Variable Modules ====&lt;br /&gt;
&lt;br /&gt;
==== Arming/disarming time ====&lt;br /&gt;
==== Craft Repair ====&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=1098</id>
		<title>Spacecraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=1098"/>
		<updated>2026-09-10T06:17:14Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Barracuda */&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;
&lt;br /&gt;
[[File:Craft Editor.png|thumb|alt=A screenshot of the spacecraft designer in the fleet editor.|The spacecraft designer]]&lt;br /&gt;
Spacecraft (or craft for short) are aircraft-like small vehicles that can be launched from hangars on larger ships. They can perform a number of roles, including scouting, electronic warfare, anti-missile and anti-craft fire, and anti-ship strikes. Their ability to receive orders after launch makes them more flexible than other tools such as cruise missiles.&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;
== Spacecraft Mechanics ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Right-Click Commands ====&lt;br /&gt;
Craft are controlled similarly to ships, but with context-sensitive actions depending on the item the cursor is pointing at when right-clicked. Where multiple valid controls exist, additional commands may be accessed by holding Shift.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Right-click commands&lt;br /&gt;
|-&lt;br /&gt;
! Object clicked !! Modifier !! Requirements !! Action !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Space ||  || None || Move || Opens the dial widget to allow movement. Holding Shift will allow placement of waypoints as normal. May also be opened via the ship &#039;move to position&#039; hotkey.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target ship. If it has anti-craft/missile armaments, it will be slaved to the ship&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship || Shift || Landing Pad || Land || Craft will line up and attempt to land on the target ship. It will orbit the ship until a landing pad is free and the ship is within flight quarters speeds.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target craft. If it has anti-craft/missile armaments, it will be slaved to the craft&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft || Shift || Target of same craft type || Merge flight || Craft will join with the target craft/flight to form a unified flight.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship ||  || None || Attack Ship || Craft will move towards the target ship and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm ships when given an attack ship order.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship || Shift || Craft has standoff illuminator/Jammer/EO module || Illuminate/Jam/Scan || Craft will move into range of the target with its module and enter a holding pattern, attempting to keep the target jammed/illuminated/scanned.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Craft ||  || None || Attack Craft || Craft will move toward the target craft/flight and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm craft when given an attack craft order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Stance Controls ====&lt;br /&gt;
[[File:Craft Stance Controls.png|thumb|alt=A screenshot of the in-game craft stance control board.|The craft stance controls]]&lt;br /&gt;
Spacecraft behaviour is controlled by toggling behaviors in the craft stance control board, similarly to ship postures. Spacecraft launch with the default stances shown on the right. The stances are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ HBURN (Engine Hard Burn)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| OFF || Craft will fly at their cruise speed, using the regular amount of fuel.&lt;br /&gt;
|-&lt;br /&gt;
| ON || Craft will fly at their hard-burn speed, (usually 1.5x cruise speed) and increased fuel consumption (XXXX%)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ FORM (Formation Type)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| WEDGE || Craft flights will fly in a wedge-shaped pattern, pointing in the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| LINE || Craft flights will fly in a line-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| CROSS || Craft flights will fly in a cross-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| ECHE || Craft flights will fly in an echelon (diagonal line) shaped pattern.&lt;br /&gt;
|}&lt;br /&gt;
Craft not in formation will speed up faster than their top speed in attempt to form up; this includes when swapping formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ MNVR (Maneuvering posture)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| DIRECT || Craft will fly straight towards their destination, and remain still when loitering.&lt;br /&gt;
|-&lt;br /&gt;
| JUKE || Craft will constantly make small directional changes as they fly or loiter.&lt;br /&gt;
|-&lt;br /&gt;
| EVADE || Craft will constantly make large directional changes as they fly or loiter.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ STNCE (Stance)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| PSV || Craft will follow orders normally, unless dogfighting AI is triggered due to an enemy craft.&lt;br /&gt;
|-&lt;br /&gt;
| AGRSV || Craft will receive an attack order on craft and missiles in close proximity.&lt;br /&gt;
|-&lt;br /&gt;
| EVASV || Craft will run away from nearby enemy craft.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ WRTB (Return To Base, by Weapon Status)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| SKOSH || Craft will automatically return to base once all missiles in the flight are expended.&lt;br /&gt;
|-&lt;br /&gt;
| WINCH || Craft will automatically return to base once all ammo, including guns, in the flight is expended.&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || Craft will not automatically return to base.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ COHER (Combat Coherence)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will attack multiple different targets if assigned to attack a craft/missile but will attack the selected target if ordered to attack a ship.&lt;br /&gt;
|-&lt;br /&gt;
| FOCUS || Craft will always attack the selected target.&lt;br /&gt;
|-&lt;br /&gt;
| SPLIT || Craft will always attack multiple different targets.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SALVO (Missile/Bomb Salvo Size)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will fire as if on UNLIM against ships but will reduce missile amounts against craft/missiles.&lt;br /&gt;
|-&lt;br /&gt;
| ONE || Craft will not fire more missiles against a target if one missile is already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| TWO || Craft will not fire more missiles against a target if two missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| THREE || Craft will not fire more missiles against a target if three missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| FOUR || Craft will not fire more missiles against a target if four missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| UNLIM || Craft will fire missiles regardless of missiles already in flight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The following rules about craft behavior applies for all craft launched with missiles; craft launched only with guns will follow old behavior (i.e. always closing to the range of the shortest range weapon, which is the gun).&lt;br /&gt;
* Craft ordered to attack other craft will now loiter near their missiles&#039; maximum range, or the range they were at when ordered to attack, and fire missiles at the enemy group.&lt;br /&gt;
* Craft will not automatically close with the enemy group to use guns, even when out of missiles.&lt;br /&gt;
* Craft will only dogfight with guns if the enemy has approached to within gun range, or they were already in gun range when the attack order was issued.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RANGE (Attack Range)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Anti-Craft !! Anti-Ship&lt;br /&gt;
|-&lt;br /&gt;
| STND-IN || Close to 4000m or 75% of munition max range, whichever is closer || Close to 4000m or 95% of munition max range, whichever is closer&lt;br /&gt;
|-&lt;br /&gt;
| STND-OF || Close to 75% of munition max range || Close to 95% of munition max range&lt;br /&gt;
|-&lt;br /&gt;
| GUN || Close to gun range || Close to gun range&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ATGT (Attack Target)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| ENGINE || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| DEFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| SENSOR || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RADAR (Radar Emissions Control)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ON || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFF || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DEFND (Missile Self-Defense)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| MAN || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DFTAC (Missiles Self-Defense Tactics)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO ||&lt;br /&gt;
|- &lt;br /&gt;
| NOTCH ||&lt;br /&gt;
|-&lt;br /&gt;
| SCRAM ||&lt;br /&gt;
|-&lt;br /&gt;
| OUT-G ||&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ CMSR (Countermeasure Usage)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|- &lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || TO DO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Launching Craft ====&lt;br /&gt;
=== Craft Stats ===&lt;br /&gt;
(Size, HP, Threat Size, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
Tanto/Pike/Barracuda each achieve cruise and Hburn speed 1 m/s faster than their stat screen indicates. The 33% top speed penalty brings them to their old speeds, the 17% top speed penalty is generated when a fighter&#039;s loadout is 1.0 weight, such as when equipping jam pods and no other weight.&lt;br /&gt;
==== ANS [[File:Alliance Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| E-44 Sundial || SEWAC || 75 || 2/10x10 || 1 || 135/+30 || 3mm || 0 || 25/60/90 || N/A || N/A || 2000/42:40/60km &lt;br /&gt;
|-&lt;br /&gt;
| PF-440 Tanto || Interceptor || 8 || 1/6x6 || 2 || 50/+30 || 1.75mm/+1.25mm || 0/+1 || 35/113/169|| 35/94/141 || 35/75/113 || 1200/11:26/73km  &lt;br /&gt;
|-&lt;br /&gt;
| B-86 Claymore || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/65/98|| N/A || N/A || 2000/13:20/43km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== OSP [[File:OSP Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| RF-286 Pike || Scout || 8 || 1/6x6 || 1 || 40/+30 || 1mm || 0 || 40/131/196|| N/A || 40/88/132 || 500/11:07/65km &lt;br /&gt;
|-&lt;br /&gt;
| PF-386 Barracuda|| Strike Fighter || 8 || 1/6x6 || 2 || 60/+30 || 1.75mm/+1.25mm || 0/+1 || 35/101/176|| 35/84/147 || 35/67/118 || 1200/10:00/60km  &lt;br /&gt;
|-&lt;br /&gt;
| B-45 Sturgeon || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/60/90|| N/A || N/A || 1700/13:36/41km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Craft Radar Stats ====&lt;br /&gt;
Craft radars are broadly very similar, though they have some small differences.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Craft&lt;br /&gt;
! Radar Shape&lt;br /&gt;
! FOV&lt;br /&gt;
! Range&lt;br /&gt;
! Radiated Power&lt;br /&gt;
! Gain&lt;br /&gt;
! Aperture Size&lt;br /&gt;
! Sensitivity&lt;br /&gt;
! Positional Error&lt;br /&gt;
! Velocity Error&lt;br /&gt;
! Can Lock?&lt;br /&gt;
! Lock Error Mult. &lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Omnidirectional || 360 || 4000m || 750kW || 60dB || 20m2 || -35 || 35m || 1m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]Internal Radar (Advanced) || Omnidirectional || 360 || 8000m || 750kW || 90dBm || 40m2 || -39dB || 40m || 1m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]E-44 Sundial || Omnidirectional || 360 || 10000m || 750kW || 100dB || 80m2 || -39 || 40m || 1m/s || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]PF-386 Barracuda || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 25m || 2.5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]PF-440 Tanto || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 25m || 2.5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]RF-286 Pike || Front-Facing Cone || 60 deg. || 3000m || 750kW || 60dB || 20m2 || -35 || 30m || .5m/s || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[File:OSP Roundel.png|25px]]B-45 Sturgeon || Front-Facing Cone || 60 deg. || 4000m || 750kW || 60dB || 20m2 || -35 || 30m || .5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alliance Roundel.png|25px]]B-86 Claymore || Front-Facing Cone || 60 deg. || 4000m || 750kW || 60dB || 20m2 || -35 || 25m || .5m/s || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || .05&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Designing Craft ===&lt;br /&gt;
(Different types of craft, ships that can carry craft, etc.)&lt;br /&gt;
==== Craft Carrying Ships ====&lt;br /&gt;
==== Loadouts (ANS) ====&lt;br /&gt;
&lt;br /&gt;
=====RS-35 Halberd=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
! MP&lt;br /&gt;
|-&lt;br /&gt;
| Missiles &amp;amp; Pods&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| Other Munitions&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====PF-440 Tanto=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! W1&lt;br /&gt;
! W2&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! W3&lt;br /&gt;
! W4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pods&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Mssiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| FBU-15 &lt;br /&gt;
| FBU-15 &lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15*&lt;br /&gt;
| FBU-15&lt;br /&gt;
| FBU-15&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| KBU-15 &lt;br /&gt;
| KBU-15 &lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15*&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1 &lt;br /&gt;
| S1 &lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| S2*&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|15mm*&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm *&lt;br /&gt;
| 35mm&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====B-86 Claymore=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! B5&lt;br /&gt;
! B6&lt;br /&gt;
! B7&lt;br /&gt;
! B8&lt;br /&gt;
|-&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| KBU-22&lt;br /&gt;
| KBU-22*&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| KBU-22&lt;br /&gt;
| KBU-22*&lt;br /&gt;
|-&lt;br /&gt;
| S2*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2*&lt;br /&gt;
| S2*&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|CBU-40*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|CBU-40*&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|KBU-22&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|KBU-22&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|S3*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|S3*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Loadouts (OSP) ====&lt;br /&gt;
&lt;br /&gt;
=====RS-35A Halberd=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
! MP&lt;br /&gt;
|-&lt;br /&gt;
| Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| Other Munitions&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm*&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
| 35mm Flech*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
| 35mm Flech*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Barracuda=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! T1&lt;br /&gt;
! T2&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! T3&lt;br /&gt;
! T4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Pods&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| &lt;br /&gt;
| Fuel Tanks&lt;br /&gt;
| Fuel Tanks&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
| Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|  &lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
| Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot;| Missiles &amp;amp; Bombs&lt;br /&gt;
|&lt;br /&gt;
| S1 &lt;br /&gt;
| S1 &lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
| KBU-15&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| R-1&lt;br /&gt;
|&lt;br /&gt;
| R-1&lt;br /&gt;
| R-1&lt;br /&gt;
|&lt;br /&gt;
| R-1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Flech.*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm Flech.&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm Flech.&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| 35mm*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 35mm&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====RF-286A Pike=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! N&lt;br /&gt;
! E1&lt;br /&gt;
! E2&lt;br /&gt;
! E3&lt;br /&gt;
! E4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Pods&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Fuel Tanks&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Fuel Tanks&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Illum. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Illum. Pods&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Jam. Pods&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Jam. Pods&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot;|Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|S1&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|S1&lt;br /&gt;
|-&lt;br /&gt;
|Other Munitions&lt;br /&gt;
|20mm*&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====B-45A Sturgeon=====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Classification&lt;br /&gt;
! W1&lt;br /&gt;
! W2&lt;br /&gt;
! W3&lt;br /&gt;
! W4&lt;br /&gt;
! W5&lt;br /&gt;
! W6&lt;br /&gt;
! W7&lt;br /&gt;
! W8&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Missiles &amp;amp; Bombs&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| CBU-40&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| CBU-40&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|KBU-22&lt;br /&gt;
|KBU-22&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|KBU-22&lt;br /&gt;
|KBU-22&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-1 Pod&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-1 Pod&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|R-2&lt;br /&gt;
|R-2&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|R-2&lt;br /&gt;
|R-2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| R-3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|S2&lt;br /&gt;
|S2&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|S2&lt;br /&gt;
|S2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S3&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Other Munitions&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm AP&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm AP&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE-HC&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 100mm HE-HC&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fixed Modules ====&lt;br /&gt;
==== Variable Modules ====&lt;br /&gt;
&lt;br /&gt;
==== Arming/disarming time ====&lt;br /&gt;
==== Craft Repair ====&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=851</id>
		<title>Spacecraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=851"/>
		<updated>2026-09-09T20:15:30Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Loadouts */&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;
&lt;br /&gt;
[[File:Craft Editor.png|thumb|alt=A screenshot of the spacecraft designer in the fleet editor.|The spacecraft designer]]&lt;br /&gt;
Spacecraft (or craft for short) are aircraft-like small vehicles that can be launched from hangars on larger ships. They can perform a number of roles, including scouting, electronic warfare, anti-missile and anti-craft fire, and anti-ship strikes. Their ability to receive orders after launch makes them more flexible than other tools such as cruise missiles.&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;
== Spacecraft Mechanics ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Right-Click Commands ====&lt;br /&gt;
Craft are controlled similarly to ships, but with context-sensitive actions depending on the item the cursor is pointing at when right-clicked. Where multiple valid controls exist, additional commands may be accessed by holding Shift.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Right-click commands&lt;br /&gt;
|-&lt;br /&gt;
! Object clicked !! Modifier !! Requirements !! Action !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Space ||  || None || Move || Opens the dial widget to allow movement. Holding Shift will allow placement of waypoints as normal.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target ship. If it has anti-craft/missile armaments, it will be slaved to the ship&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship || Shift || Landing Pad || Land || Craft will line up and attempt to land on the target ship. It will orbit the ship until a landing pad is free and the ship is within flight quarters speeds.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target craft. If it has anti-craft/missile armaments, it will be slaved to the craft&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft || Shift || Target of same craft type || Merge flight || Craft will join with the target craft/flight to form a unified flight.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship ||  || None || Attack Ship || Craft will move towards the target ship and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm ships when given an attack ship order.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship || Shift || Craft has standoff illuminator/Jammer/EO module || Illuminate/Jam/Scan || Craft will move into range of the target with its module and enter a holding pattern, attempting to keep the target jammed/illuminated/scanned.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Craft ||  || None || Attack Craft || Craft will move toward the target craft/flight and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm craft when given an attack craft order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Stance Controls ====&lt;br /&gt;
[[File:Craft Stance Controls.png|thumb|alt=A screenshot of the in-game craft stance control board.|The craft stance controls]]&lt;br /&gt;
Spacecraft behaviour is controlled by toggling behaviors in the craft stance control board, similarly to ship postures. Spacecraft launch with the default stances shown on the right. The stances are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ HBURN (Engine Hard Burn)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| OFF || Craft will fly at their cruise speed, using the regular amount of fuel.&lt;br /&gt;
|-&lt;br /&gt;
| ON || Craft will fly at their hard-burn speed, (usually 1.5x cruise speed) and increased fuel consumption (XXXX%)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ FORM (Formation Type)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| WEDGE || Craft flights will fly in a wedge-shaped pattern, pointing in the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| LINE || Craft flights will fly in a line-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| CROSS || Craft flights will fly in a cross-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| ECHE || Craft flights will fly in an echelon (diagonal line) shaped pattern.&lt;br /&gt;
|}&lt;br /&gt;
Craft not in formation will speed up faster than their top speed in attempt to form up; this includes when swapping formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ MNVR (Maneuvering posture)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| DIRECT || Craft will fly straight towards their destination, and remain still when loitering.&lt;br /&gt;
|-&lt;br /&gt;
| JUKE || Craft will constantly make small directional changes as they fly or loiter.&lt;br /&gt;
|-&lt;br /&gt;
| EVADE || Craft will constantly make large directional changes as they fly or loiter.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ STNCE (Stance)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| PSV || Craft will follow orders normally, unless dogfighting AI is triggered due to an enemy craft.&lt;br /&gt;
|-&lt;br /&gt;
| AGRSV || Craft will receive an attack order on craft and missiles in close proximity.&lt;br /&gt;
|-&lt;br /&gt;
| EVASV || Craft will run away from nearby enemy craft.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ WRTB (Return To Base, by Weapon Status)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| SKOSH || Craft will automatically return to base once all missiles in the flight are expended.&lt;br /&gt;
|-&lt;br /&gt;
| WINCH || Craft will automatically return to base once all ammo, including guns, in the flight is expended.&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || Craft will not automatically return to base.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ COHER (Combat Coherence)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will attack multiple different targets if assigned to attack a craft/missile but will attack the selected target if ordered to attack a ship.&lt;br /&gt;
|-&lt;br /&gt;
| FOCUS || Craft will always attack the selected target.&lt;br /&gt;
|-&lt;br /&gt;
| SPLIT || Craft will always attack multiple different targets.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SALVO (Missile/Bomb Salvo Size)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will fire as if on UNLIM against ships but will reduce missile amounts against craft/missiles.&lt;br /&gt;
|-&lt;br /&gt;
| ONE || Craft will not fire more missiles against a target if one missile is already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| TWO || Craft will not fire more missiles against a target if two missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| THREE || Craft will not fire more missiles against a target if three missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| FOUR || Craft will not fire more missiles against a target if four missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| UNLIM || Craft will fire missiles regardless of missiles already in flight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The following rules about craft behavior applies for all craft launched with missiles; craft launched only with guns will follow old behavior (i.e. always closing to the range of the shortest range weapon, which is the gun).&lt;br /&gt;
* Craft ordered to attack other craft will now loiter near their missiles&#039; maximum range, or the range they were at when ordered to attack, and fire missiles at the enemy group.&lt;br /&gt;
* Craft will not automatically close with the enemy group to use guns, even when out of missiles.&lt;br /&gt;
* Craft will only dogfight with guns if the enemy has approached to within gun range, or they were already in gun range when the attack order was issued.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RANGE (Attack Range)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Anti-Craft !! Anti-Ship&lt;br /&gt;
|-&lt;br /&gt;
| STND-IN || Close to 4000m or 75% of munition max range, whichever is closer || Close to 4000m or 95% of munition max range, whichever is closer&lt;br /&gt;
|-&lt;br /&gt;
| STND-OF || Close to 75% of munition max range || Close to 95% of munition max range&lt;br /&gt;
|-&lt;br /&gt;
| GUN || Close to gun range || Close to gun range&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ATGT (Attack Target)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| ENGINE || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| DEFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| SENSOR || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RADAR (Radar Emissions Control)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ON || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFF || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DEFND (Missile Self-Defense)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| MAN || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DFTAC (Missiles Self-Defense Tactics)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO ||&lt;br /&gt;
|- &lt;br /&gt;
| NOTCH ||&lt;br /&gt;
|-&lt;br /&gt;
| SCRAM ||&lt;br /&gt;
|-&lt;br /&gt;
| OUT-G ||&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ CMSR (Countermeasure Usage)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|- &lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || TO DO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Launching Craft ====&lt;br /&gt;
=== Craft Stats ===&lt;br /&gt;
(Size, HP, Threat Size, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
Tanto/Pike/Barracuda each achieve cruise and Hburn speed 1 m/s faster than their stat screen indicates. The 33% top speed penalty brings them to their old speeds, the 17% top speed penalty is generated when a fighter&#039;s loadout is 1.0 weight, such as when equipping jam pods and no other weight.&lt;br /&gt;
==== ANS [[File:Alliance Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| E-44 Sundial || SEWAC || 75 || 2/10x10 || 1 || 135/+30 || 3mm || 0 || 25/60/90 || N/A || N/A || 2000/42:40/60km &lt;br /&gt;
|-&lt;br /&gt;
| PF-440 Tanto || Interceptor || 8 || 1/6x6 || 2 || 50/+30 || 1.75mm/+1.25mm || 0/+1 || 35/113/169|| 35/94/141 || 35/75/113 || 1200/11:26/73km  &lt;br /&gt;
|-&lt;br /&gt;
| B-86 Claymore || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/65/98|| N/A || N/A || 2000/13:20/43km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== OSP [[File:OSP Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| RF-286 Pike || Scout || 8 || 1/6x6 || 1 || 40/+30 || 1mm || 0 || 40/131/196|| N/A || 40/88/132 || 500/11:07/65km &lt;br /&gt;
|-&lt;br /&gt;
| PF-386 Barracuda|| Strike Fighter || 8 || 1/6x6 || 2 || 60/+30 || 1.75mm/+1.25mm || 0/+1 || 35/101/176|| 35/84/147 || 35/67/118 || 1200/10:00/60km  &lt;br /&gt;
|-&lt;br /&gt;
| B-45 Sturgeon || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/60/90|| N/A || N/A || 1700/13:36/41km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Designing Craft ===&lt;br /&gt;
(Different types of craft, ships that can carry craft, etc.)&lt;br /&gt;
==== Craft Carrying Ships ====&lt;br /&gt;
==== Loadouts ====&lt;br /&gt;
&lt;br /&gt;
======Tanto======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! N&lt;br /&gt;
! W1&lt;br /&gt;
! W2&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! W3&lt;br /&gt;
! W4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| IL&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| IL&lt;br /&gt;
|-&lt;br /&gt;
| JP&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| JP&lt;br /&gt;
|-&lt;br /&gt;
| S1 &lt;br /&gt;
| S1 &lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| S2*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
======Claymore======&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! N&lt;br /&gt;
! W1&lt;br /&gt;
! W2&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! W3&lt;br /&gt;
! W4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| IL&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| IL&lt;br /&gt;
|-&lt;br /&gt;
| JP&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
| JP&lt;br /&gt;
|-&lt;br /&gt;
| S1 &lt;br /&gt;
| S1 &lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1*&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| S2*&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Barracuda&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! N&lt;br /&gt;
! T1&lt;br /&gt;
! T2&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! T3&lt;br /&gt;
! T4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| &lt;br /&gt;
| FT&lt;br /&gt;
| FT&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
| IL&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
| IL&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
| JP&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
| JP&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| S1 &lt;br /&gt;
| S1 &lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
===== Fixed Modules =====&lt;br /&gt;
===== Variable Modules =====&lt;br /&gt;
&lt;br /&gt;
==== Arming/disarming time ====&lt;br /&gt;
==== Craft Repair ====&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=850</id>
		<title>Spacecraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=850"/>
		<updated>2026-09-09T19:35:39Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Loadouts */&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;
&lt;br /&gt;
[[File:Craft Editor.png|thumb|alt=A screenshot of the spacecraft designer in the fleet editor.|The spacecraft designer]]&lt;br /&gt;
Spacecraft (or craft for short) are aircraft-like small vehicles that can be launched from hangars on larger ships. They can perform a number of roles, including scouting, electronic warfare, anti-missile and anti-craft fire, and anti-ship strikes. Their ability to receive orders after launch makes them more flexible than other tools such as cruise missiles.&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;
== Spacecraft Mechanics ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Right-Click Commands ====&lt;br /&gt;
Craft are controlled similarly to ships, but with context-sensitive actions depending on the item the cursor is pointing at when right-clicked. Where multiple valid controls exist, additional commands may be accessed by holding Shift.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Right-click commands&lt;br /&gt;
|-&lt;br /&gt;
! Object clicked !! Modifier !! Requirements !! Action !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Space ||  || None || Move || Opens the dial widget to allow movement. Holding Shift will allow placement of waypoints as normal.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target ship. If it has anti-craft/missile armaments, it will be slaved to the ship&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship || Shift || Landing Pad || Land || Craft will line up and attempt to land on the target ship. It will orbit the ship until a landing pad is free and the ship is within flight quarters speeds.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target craft. If it has anti-craft/missile armaments, it will be slaved to the craft&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft || Shift || Target of same craft type || Merge flight || Craft will join with the target craft/flight to form a unified flight.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship ||  || None || Attack Ship || Craft will move towards the target ship and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm ships when given an attack ship order.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship || Shift || Craft has standoff illuminator/Jammer/EO module || Illuminate/Jam/Scan || Craft will move into range of the target with its module and enter a holding pattern, attempting to keep the target jammed/illuminated/scanned.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Craft ||  || None || Attack Craft || Craft will move toward the target craft/flight and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm craft when given an attack craft order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Stance Controls ====&lt;br /&gt;
[[File:Craft Stance Controls.png|thumb|alt=A screenshot of the in-game craft stance control board.|The craft stance controls]]&lt;br /&gt;
Spacecraft behaviour is controlled by toggling behaviors in the craft stance control board, similarly to ship postures. Spacecraft launch with the default stances shown on the right. The stances are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ HBURN (Engine Hard Burn)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| OFF || Craft will fly at their cruise speed, using the regular amount of fuel.&lt;br /&gt;
|-&lt;br /&gt;
| ON || Craft will fly at their hard-burn speed, (usually 1.5x cruise speed) and increased fuel consumption (XXXX%)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ FORM (Formation Type)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| WEDGE || Craft flights will fly in a wedge-shaped pattern, pointing in the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| LINE || Craft flights will fly in a line-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| CROSS || Craft flights will fly in a cross-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| ECHE || Craft flights will fly in an echelon (diagonal line) shaped pattern.&lt;br /&gt;
|}&lt;br /&gt;
Craft not in formation will speed up faster than their top speed in attempt to form up; this includes when swapping formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ MNVR (Maneuvering posture)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| DIRECT || Craft will fly straight towards their destination, and remain still when loitering.&lt;br /&gt;
|-&lt;br /&gt;
| JUKE || Craft will constantly make small directional changes as they fly or loiter.&lt;br /&gt;
|-&lt;br /&gt;
| EVADE || Craft will constantly make large directional changes as they fly or loiter.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ STNCE (Stance)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| PSV || Craft will follow orders normally, unless dogfighting AI is triggered due to an enemy craft.&lt;br /&gt;
|-&lt;br /&gt;
| AGRSV || Craft will receive an attack order on craft and missiles in close proximity.&lt;br /&gt;
|-&lt;br /&gt;
| EVASV || Craft will run away from nearby enemy craft.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ WRTB (Return To Base, by Weapon Status)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| SKOSH || Craft will automatically return to base once all missiles in the flight are expended.&lt;br /&gt;
|-&lt;br /&gt;
| WINCH || Craft will automatically return to base once all ammo, including guns, in the flight is expended.&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || Craft will not automatically return to base.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ COHER (Combat Coherence)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will attack multiple different targets if assigned to attack a craft/missile but will attack the selected target if ordered to attack a ship.&lt;br /&gt;
|-&lt;br /&gt;
| FOCUS || Craft will always attack the selected target.&lt;br /&gt;
|-&lt;br /&gt;
| SPLIT || Craft will always attack multiple different targets.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SALVO (Missile/Bomb Salvo Size)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will fire as if on UNLIM against ships but will reduce missile amounts against craft/missiles.&lt;br /&gt;
|-&lt;br /&gt;
| ONE || Craft will not fire more missiles against a target if one missile is already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| TWO || Craft will not fire more missiles against a target if two missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| THREE || Craft will not fire more missiles against a target if three missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| FOUR || Craft will not fire more missiles against a target if four missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| UNLIM || Craft will fire missiles regardless of missiles already in flight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The following rules about craft behavior applies for all craft launched with missiles; craft launched only with guns will follow old behavior (i.e. always closing to the range of the shortest range weapon, which is the gun).&lt;br /&gt;
* Craft ordered to attack other craft will now loiter near their missiles&#039; maximum range, or the range they were at when ordered to attack, and fire missiles at the enemy group.&lt;br /&gt;
* Craft will not automatically close with the enemy group to use guns, even when out of missiles.&lt;br /&gt;
* Craft will only dogfight with guns if the enemy has approached to within gun range, or they were already in gun range when the attack order was issued.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RANGE (Attack Range)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Anti-Craft !! Anti-Ship&lt;br /&gt;
|-&lt;br /&gt;
| STND-IN || Close to 4000m or 75% of munition max range, whichever is closer || Close to 4000m or 95% of munition max range, whichever is closer&lt;br /&gt;
|-&lt;br /&gt;
| STND-OF || Close to 75% of munition max range || Close to 95% of munition max range&lt;br /&gt;
|-&lt;br /&gt;
| GUN || Close to gun range || Close to gun range&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ATGT (Attack Target)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| ENGINE || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| DEFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| SENSOR || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RADAR (Radar Emissions Control)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ON || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFF || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DEFND (Missile Self-Defense)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| MAN || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DFTAC (Missiles Self-Defense Tactics)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO ||&lt;br /&gt;
|- &lt;br /&gt;
| NOTCH ||&lt;br /&gt;
|-&lt;br /&gt;
| SCRAM ||&lt;br /&gt;
|-&lt;br /&gt;
| OUT-G ||&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ CMSR (Countermeasure Usage)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|- &lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || TO DO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Launching Craft ====&lt;br /&gt;
=== Craft Stats ===&lt;br /&gt;
(Size, HP, Threat Size, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
Tanto/Pike/Barracuda each achieve cruise and Hburn speed 1 m/s faster than their stat screen indicates. The 33% top speed penalty brings them to their old speeds, the 17% top speed penalty is generated when a fighter&#039;s loadout is 1.0 weight, such as when equipping jam pods and no other weight.&lt;br /&gt;
==== ANS [[File:Alliance Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| E-44 Sundial || SEWAC || 75 || 2/10x10 || 1 || 135/+30 || 3mm || 0 || 25/60/90 || N/A || N/A || 2000/42:40/60km &lt;br /&gt;
|-&lt;br /&gt;
| PF-440 Tanto || Interceptor || 8 || 1/6x6 || 2 || 50/+30 || 1.75mm/+1.25mm || 0/+1 || 35/113/169|| 35/94/141 || 35/75/113 || 1200/11:26/73km  &lt;br /&gt;
|-&lt;br /&gt;
| B-86 Claymore || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/65/98|| N/A || N/A || 2000/13:20/43km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== OSP [[File:OSP Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| RF-286 Pike || Scout || 8 || 1/6x6 || 1 || 40/+30 || 1mm || 0 || 40/131/196|| N/A || 40/88/132 || 500/11:07/65km &lt;br /&gt;
|-&lt;br /&gt;
| PF-386 Barracuda|| Strike Fighter || 8 || 1/6x6 || 2 || 60/+30 || 1.75mm/+1.25mm || 0/+1 || 35/101/176|| 35/84/147 || 35/67/118 || 1200/10:00/60km  &lt;br /&gt;
|-&lt;br /&gt;
| B-45 Sturgeon || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/60/90|| N/A || N/A || 1700/13:36/41km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Designing Craft ===&lt;br /&gt;
(Different types of craft, ships that can carry craft, etc.)&lt;br /&gt;
==== Craft Carrying Ships ====&lt;br /&gt;
==== Loadouts ====&lt;br /&gt;
Barracuda&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! N&lt;br /&gt;
! T1&lt;br /&gt;
! T2&lt;br /&gt;
! B1&lt;br /&gt;
! B2&lt;br /&gt;
! B3&lt;br /&gt;
! B4&lt;br /&gt;
! T3&lt;br /&gt;
! T4&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| &lt;br /&gt;
| FT&lt;br /&gt;
| FT&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
| IL&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
| IL&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
| JP&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
| JP&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| S1 &lt;br /&gt;
| S1 &lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
| S1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| S2 &lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
===== Fixed Modules =====&lt;br /&gt;
===== Variable Modules =====&lt;br /&gt;
==== Arming/disarming time ====&lt;br /&gt;
==== Craft Repair ====&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Components&amp;diff=845</id>
		<title>Components</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Components&amp;diff=845"/>
		<updated>2026-09-09T07:58:47Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; border: solid red; background-color: black; border-width: 5px; padding: 10px; margin: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This page is currently being overhauled, some details may not be accurate.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Fleet Editor.png|thumb|600px|The fleet editor]]&lt;br /&gt;
For best efficiency and redundancy, all ship components should be placed far away from components that fulfill the same function. Smaller components can be installed in slots supporting larger components though they retain their same integrity, leaving them more vulnerable.&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
Mount components are installed on the exterior of the ship&#039;s hull and grant the ship certain capabilities, whether that be utility, defense, or offensive capability. Almost all mounts are faction-exclusive, with only a few cross-compatible mountings between factions like the VLS-1 launchers. Some ships even have access to mountings from other factions, like the Ocello class Command Cruiser on OSP.&lt;br /&gt;
&lt;br /&gt;
=== Shelter Alliance mounts ===&lt;br /&gt;
The following mounts are only available to the [[File:Alliance Roundel.png|25px]] Shelter Alliance.&lt;br /&gt;
&lt;br /&gt;
==== Communications, Ewar, &amp;amp; Sensors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR10 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 100 || 15 || 4 || 250 || 5 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR70 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 250 || 30 || 7 || 600 || 15 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E15 &#039;Masquerade&#039; Signature Booster&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 5 || 600 || 20 || Radar Signature: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;0-100% Depending on Deceptive Identity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E55 &#039;Spotlight&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 750 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 8.5%; - range:12000 m; beam width: 5 deg; radiated power: 1000 kW; gain: 60 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E55 &#039;Floodlight&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 1500 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 8.5%; - range:10000 m; beam width: 40 deg; radiated power: 3250 kW; gain: 40 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E70 &#039;Interruption&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 5 || 600 || 55 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 180s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 4000 m; radiated power: 750 kW; gain: 1 dB; Omnidirectional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E71 &#039;Hangup&#039; Jammer&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 500 || 45 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 120s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 20000 m; radiated power: 300 kW; gain: 25 dB; beam width: 20 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E71 &#039;Blanket&#039; Jammer&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 1000 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 10%; range: 10000 m; radiated power: 1 kW; gain: 20 dB; beam width: 40 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ES22 &#039;Pinard&#039; Electronic Support Module&#039;&#039;&#039; || Sensors || 3x1x3 || 50 || 15 || 3 || 200 || 30 || Passive detection of enemy &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt; emissions up to 150% range of enemy radar.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 70 || 10 || 2 || 300 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire Control Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; FOV: 20 deg; Max Range: 9km; Radiated power: 1500 kW; Gain: 80dB; Aperture size: 20m2; Positional Error: 2m; Velocity Error 0 m/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Flight Support ====&lt;br /&gt;
Flight Support Mountings are used to store and launch craft. These hangars cannot draw from internal hangars, with the Levy using a separate set of integral carrier modules.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large Mounted Hangar&#039;&#039;&#039; || 8x7x8 || 200 || 15 || 0 || 1 || 10 || Launches and stores up to 4 size 1 craft. Adds 3 additional pre-flight slots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Medium Mounted Hangar&#039;&#039;&#039; || 6x4x6 || 200 || 15 || 0 || 1 || 10 || Launches and stores up to 2 size 1 craft. Adds 1 additional pre-flight slot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missile Launchers ====&lt;br /&gt;
Shelter Alliance missile weapons have a catastrophic event probability of 5%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Missile Size&lt;br /&gt;
! Capacity (cells, minimum)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-23 Launcher&#039;&#039;&#039; || 2x2x2 || 75 || 15 || 3 || 50 || 5 || 1 || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039; || 3x2x3 || 125 || 15 || 10 || 50 || 5 || 1 || 46&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-2 Launcher&#039;&#039;&#039; || 3x4x3 || 100 || 15 || 5 || 200 || 10 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-3 Launcher&#039;&#039;&#039; || 3x4x3 || 175 || 15 || 20 || 200 || 20 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CLS-3 Launcher&#039;&#039;&#039; || 3x4x3 || 250 || 15 || 20 || 200 || 20 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TLS-3 Launcher&#039;&#039;&#039; || 3x1x3 || 350 || 15 || 25 || 250 || 20 || 3 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Point defense weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Integrated FC&lt;br /&gt;
! Optical Backup&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk20 &#039;Defender&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 3 || 175 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical&amp;lt;br&amp;gt;20mm || 3m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk25 &#039;Rebound&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 3 || 20 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 35m@1km || traverse/elevation rate: 80 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk29 &#039;Stonewall&#039; PDT&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 7 || 5 || 40 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 35m@1km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk90 &#039;Aurora&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 0 || 1250 || 55 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || laser || 1m@1.5km&amp;lt;br&amp;gt;1m@3km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +85 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk95 &#039;Sarissa&#039; PDT&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 7 || 4 || 1250 || 65 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/magnetic&amp;lt;br&amp;gt;15mm || 3m@3km&amp;lt;br&amp;gt;5m@6km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +65 deg, -5 deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Projectile weapons ====&lt;br /&gt;
All projectile weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Role&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk61 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 3 || 4 || 50 || 10 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;120mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 1 || 5.5 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +70 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk62 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 6 || 8 || 50 || 20 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;120mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 1 || 4 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +70 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk64 Cannon&#039;&#039;&#039; || 3x1x3 || 225 || 20 || 3 || 15 || 125 || 30 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 0 || 1 || 10 || traverse rate: 12.5 deg/s&amp;lt;br&amp;gt;elevation rate: 18 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk65 Cannon&#039;&#039;&#039; || 6x3x6 || 450 || 40 || 12 || 25 || 180 || 40 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;250mm || 17m@2.5km&amp;lt;br&amp;gt;35m@5km&amp;lt;br&amp;gt;52m@7.5km || 0.5 || 3 || 13 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk66 Cannon&#039;&#039;&#039; || 6x3x6 || 450 || 40 || 25 || 25 || 200 || 45 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 44m@5km&amp;lt;br&amp;gt;87m@10km || 0.5 || 2 || 20 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk68 Cannon&#039;&#039;&#039; || 8x5x8 || 550 || 40 || 40 || 40 || 225 || 75 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 44m@5km&amp;lt;br&amp;gt;87m@10km || 0.5 || 3 || 20 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk81 Railgun&#039;&#039;&#039; || 6x3x6 || 125 || 15 || 20 || 15 || 1500 || 75 || Offensive || ballistic/magnetic&amp;lt;br&amp;gt;300mm || 13m@5km&amp;lt;br&amp;gt;26m@10km&amp;lt;br&amp;gt;52m@20km || 2.5 || 3 || 100 || traverse rate: 3 deg/s&amp;lt;br&amp;gt;elevation rate: 5 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -5 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 18 seconds after firing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Energy weapons ====&lt;br /&gt;
All energy weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk610 Beam Turret&#039;&#039;&#039; || 8x5x8 || 400 || 40 || 50 || 20 || 3000 || 80 || 45 (Beam) || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 12.5 deg/s&amp;lt;br&amp;gt;elevation limits: +20 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spinal weapons ====&lt;br /&gt;
Spinal weapons have dimensions of 4x12x4. The only ship capable of mounting them is the Keystone Destroyer Class. Both of them are offensive weapons that have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload Time (s)&lt;br /&gt;
! width=40% | Properties&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk550 Railgun&#039;&#039;&#039; || 450 || 40 || 100 || 15 || 2000 || 75 || 15 || accuracy: 11m@5km, 13m@10km, 45m@20km, compatible ammo types: ballistic/magnetic - 300mm; recycle time (energy): 5 s; autoloader capacity: 1&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1200%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 18 seconds after firing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk600 Beam Cannon&#039;&#039;&#039; || 450 || 40 || 100 || 15 || 3000 || 75 || 30 || range: 6000 m; armor penetration: 180 cm/s; component damage: 300 hp/s; burst duration: 7.5 s&amp;lt;br&amp;gt;Battle Short Available: 60% Overheat Damage Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outlying Systems Protectorate mounts ===&lt;br /&gt;
The following mounts are only available to the [[File:OSP Roundel.png|25px]] Outlying Systems Protectorate. Their weapons use both turrets and casemates. Note that the OSP Ocello Command Cruiser can mount both ANS and OSP mountings.&lt;br /&gt;
&lt;br /&gt;
==== Communications, Ewar, Sensors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR10 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 100 || 15 || 4 || 250 || 5 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E20 &#039;Lighthouse&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 600 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 60s; Cooldown Time (emitters): 45s; overheat damage chance: 8.5%; - range:10000 m; beam width: 5 deg; radiated power: 900 kW; gain: 50 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J15 &#039;Bellbird&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 150 || 15 || 2 || 850 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 45s; Cooldown Time (emitters): 60s; overheat damage chance: 15%; range: 10000 m; radiated power: 1.25 kW; gain: 20 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J360 &#039;Lyrebird&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 10 || 500 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 180s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 4000 m; radiated power: 10 kW; gain: 2 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J75 &#039;Warbler&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 10 || 500 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 40s; Cooldown Time (emitters): 30s; overheat damage chance: 5%; range: 2500 m; radiated power: 1250 kW; gain: 1 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;L50 &#039;Blackjack&#039; Laser Dazzler&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 750 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;EO&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 10%; range: 8000 m; radiated power: 1 kW; gain: 20 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon&#039;&#039;&#039;&amp;lt;/span&amp;gt; - role: dual-purpose; turret traverse rate: 80 deg/s; turret elevation rate: 80 deg/s; elevation limits: +89deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RF44 &#039;Pinpoint&#039; Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 70 || 10 || 2 || 250 || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire Control Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; FOV: 20 deg; Max Range: 6.5km; Radiated power: 1500 kW; Gain: 60dB; Aperture size: 40m2; Positional Error: 3m; Velocity Error 0 m/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039; || Sensors || 2x5x2 || 200 || 15 || 0 || 3000 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 150 || 15 || 10 || 4500 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Flight Support ====&lt;br /&gt;
Flight Support Mountings are used to store and launch craft. These hangars can draw from internal hangars.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Mounted Hangar&#039;&#039;&#039; || 6x4x6 || 300 || 20 || 0 || 1 || 10 || Launches and stores 1 size 1 craft.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Bank Hangar&#039;&#039;&#039; || 20x5x20 || 200 || 15 || 0 || 1 || 100 || Launches and stores at minimum 16 craft.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missile weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Missile Size&lt;br /&gt;
! Capacity (cells, minimum)&lt;br /&gt;
! Catastrophic Event probability (%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-23 Launcher&#039;&#039;&#039; || 2x2x2 || 75 || 15 || 3 || 50 || 5 || 1 || 23 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039; || 3x2x3 || 125 || 15 || 10 || 50 || 5 || 1 || 46 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RL18 Launcher&#039;&#039;&#039; || 3x1x3 || 100 || 15 || 8 || 50 || 30 || 2 || 18 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RL36 Launcher&#039;&#039;&#039; || 6x3x6 || 175 || 15 || 13 || 75 || 30 || 2 || 36 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MLS-2 Launcher&#039;&#039;&#039; || 2x2x5 || 200 || 15 || 7.5 || 50 || 15 || 2 || Magazine-fed || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MLS-3 Launcher&#039;&#039;&#039; || 2x2x5 || 200 || 15 || 15 || 50 || 15 || 3 || Magazine-fed || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SALS-2 &#039;Ward&#039; Launcher&#039;&#039;&#039; || 3x4x3 || 100 || 15 || 10 || 50 || 5 || 2 || 1 (Magazine-fed) || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TALS-2 &#039;Ward&#039; Launcher&#039;&#039;&#039; || 3x4x5 || 150 || 15 || 15 || 50 || 5 || 2 || 2 (Magazine-fed) || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ML-9 &#039;Mine&#039; Launcher&#039;&#039;&#039; || 3x2x3 || 200 || 15 || 7.5 || 100 || 10 || 3 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Stack Launcher&#039;&#039;&#039; || 6x1x6 || 200 || 15 || 3 || 50 || 5 || 4 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Bank Launcher&#039;&#039;&#039; || 20x5x10 || 200 || 15 || 50 || 200 || 25 || 4 || 48 || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Point defense weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Integrated FC&lt;br /&gt;
! Optical Backup&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P11 &#039;Pavise&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 4 || 3 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical&amp;lt;br&amp;gt;20mm || 5m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P20 &#039;Bastion&#039; PDT&#039;&#039;&#039; || 2x1x2 || 150 || 15 || 7 || 5 || 40 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 52m@1km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P60 &#039;Grazer&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 0 || 750 || 35 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || laser || 0m@0.5km&amp;lt;br&amp;gt;0m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Projectile weapons ====&lt;br /&gt;
All projectile weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Role&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C30 Cannon&#039;&#039;&#039; || 2x5x2 || 350 || 20 || 15 || 10 || 100 || 20 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 9m@2.5km&amp;lt;br&amp;gt;17m@5km || 1 || 24 || 30 || traverse rate: 20 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +45 deg, -45  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C53 Cannon&#039;&#039;&#039; || 2x4x2 || 300 || 20 || 3 || 15 || 100 || 10 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;250mm; ballistic/chemical/timed&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 2 || 8 || 50 || traverse rate: 10 deg/s&amp;lt;br&amp;gt;elevation rate: 10 deg/s&amp;lt;br&amp;gt;elevation limits: +35 deg, -35  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C56 Cannon&#039;&#039;&#039; || 4x6x4 || 350 || 40 || 3 || 15 || 100 || 20 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;250mm; ballistic/chemical/timed&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 2 || 15 || 70 || traverse rate: 10 deg/s&amp;lt;br&amp;gt;elevation rate: 10 deg/s&amp;lt;br&amp;gt;elevation limits: +35 deg, -35  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C65 Cannon&#039;&#039;&#039; || 6x10x6 || 500 || 40 || 35 || 25 || 300 || 40 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 35m@5km&amp;lt;br&amp;gt;70m@10km || 4 || 8 || 90 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -25  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C90 Cannon&#039;&#039;&#039; || 6x12x6 || 500 || 40 || 59 || 25 || 200 || 60 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;600mm; ballistic/chemical/timed&amp;lt;br&amp;gt;600mm || 22m@5km&amp;lt;br&amp;gt;44m@10km || Single Shot || 1 || 18 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +5 deg, -5  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T20 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 3 || 4 || 30 || 15 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 4 || 15 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +80 deg, -5  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T30 Cannon&#039;&#039;&#039; || 6x3x6 || 200 || 25 || 50 || 10 || 120 || 30 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 9m@2.5km&amp;lt;br&amp;gt;17m@5km || 1 || 16 || 30 || traverse rate: 20 deg/s&amp;lt;br&amp;gt;elevation rate: 20 deg/s&amp;lt;br&amp;gt;elevation limits: +75 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Energy weapons ====&lt;br /&gt;
All energy weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C81 Plasma Cannon&#039;&#039;&#039; || 4x6x4 || 500 || 40 || 80 || 25 || 1200 || 30 || ballistic/magnetic&amp;lt;br&amp;gt;400mm amploule || 26m@5km&amp;lt;br&amp;gt;52m@10km || Single Shot || 1 || 12 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -25  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T81 Plasma Cannon&#039;&#039;&#039; || 6x3x6 || 300 || 25 || 80 || 15 || 1500 || 45 || ballistic/magnetic&amp;lt;br&amp;gt;400mm amploule || 44m@5km&amp;lt;br&amp;gt;87m@10km || 5 || 8 || 40 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 5 deg/s&amp;lt;br&amp;gt;elevation limits: +60 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spinal weapons ====&lt;br /&gt;
Spinal weapons have dimensions of 4x10x4. They are offensive weapons that have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload Time (s)&lt;br /&gt;
! width=40% | Properties&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TE45 Mass Driver&#039;&#039;&#039; || 150 || 30 || 100 || 15 || 4250 || 100 || 25 || accuracy: 11m@5km, 13m@10km, 45m@20km, compatible ammo types: ballistic/magnetic - 500mm; &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1500%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 20 seconds after firing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;From this point forward, Compartments and Modules from both factions will not be split up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
Compartment components are installed on the interior of the ship&#039;s hull. Most of them do not require any power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plant Control Center&#039;&#039;&#039; || Engineering || 3x1x3 || 100 || 10 || 7 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Powerplant Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jury-Rigged Reactor&#039;&#039;&#039; || Powerplant || 6x3x6 || 300 || 30 || 100 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2500 kW&#039;&#039;&#039;&amp;lt;/span&amp;gt; Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Analysis Annex&#039;&#039;&#039; || Intelligence || 3x1x3 || 100 || 10 || 10 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Intelligence Effort&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Intelligence Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intelligence Center&#039;&#039;&#039; || Intelligence || 6x1x8 || 200 || 15 || 25 || 45 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 90 || Analyzes All Tracks&amp;lt;br&amp;gt;Intelligence Effort: 15&amp;lt;br&amp;gt;Intelligence Accuracy: 25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulk Magazine&#039;&#039;&#039; || Storage || 1x1x1 || 100 || 25 || 1 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 20 after 1x compounding cost|| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039; || Storage || 1x1x1 || 150 || 40 || 2 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 40 after 1x compounding cost || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;4%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Citadel Magazine&#039;&#039;&#039; || Storage || 1x3x1 || 300 || 50 || 6 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 150 after 1x compounding cost || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;4%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gun Plotting Center&#039;&#039;&#039; || Weapon Support || 3x1x3 || 100 || 10 || 7 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spread&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50 kW&#039;&#039;&#039;&amp;lt;/span&amp;gt; Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike Planning Center&#039;&#039;&#039; || Weapon Support || 6x1x8 || 100 || 10 || 10 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 70 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Datalink Array&#039;&#039;&#039; || Weapon Support || 6x3x6 || 300 || 30 || 40 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 200 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
Command compartments are used to relay orders throughout the ship and analyze local tracks. A ship without operational command compartments cannot receive any orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Commands Enabled&lt;br /&gt;
! Intelligence Effort&lt;br /&gt;
! Intelligence Accuracy (%)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Auxiliary Steering&#039;&#039;&#039; || Command || 3x1x3 || 300 || 20 || 10 || 5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || MOVE || 0 || 0 || 10; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Basic CIC&#039;&#039;&#039; || Command || 4x1x6 || 200 || 25 || 15 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 1 || 30 || 10; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced CIC&#039;&#039;&#039; || Command || 4x1x6 || 200 || 40 || 35 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 1 || 30 || 25; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Citadel CIC&#039;&#039;&#039; || Command || 6x1x8 || 400 || 50 || 70 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 4 || 25 || 75; 1x Compounding cost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Damage control ===&lt;br /&gt;
Damage control compartments are used to repair damage during combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Repair Speed (HP/sec)&lt;br /&gt;
! Team Move Speed&lt;br /&gt;
! Repair Teams&lt;br /&gt;
! Restores Provided&lt;br /&gt;
! Max Repair&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rapid DC Locker&#039;&#039;&#039; || 3x1x3 || 100 || 15 || 1.5 || 5 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.2 || 4 || 1 (flying) || 0 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small DC Locker&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 1.5 || 10 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 2 || 1 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large DC Locker&#039;&#039;&#039; || 3x1x6 || 200 || 15 || 3 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 3 || 2 || 0 || 45&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced DC Locker&#039;&#039;&#039; || 3x1x6 || 250 || 35 || 1.5 || 10 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 2 || 1 || 0 || 45&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Central&#039;&#039;&#039; || 3x1x3 || 200 || 35 || 7 || 10 || 50 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +10% || +50% || 0 || 0 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Workshop&#039;&#039;&#039; || 3x1x3 || 150 || 35 || 7 || 10 || 50 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +30% || 0 || 0 || 0 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Complex&#039;&#039;&#039;[[File:OSP Roundel.png|25px]] || 6x3x6 || 600 || 40 || 20 || 50 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +10% (0.8) || +30% (2) || 3 || 2 || +5% || 55, 4x compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large DC Storage&#039;&#039;&#039;[[File:OSP Roundel.png|25px]] || 6x3x6 || 300 || 30 || 7 || 5 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 1 || 4 || 0 || 45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Support ===&lt;br /&gt;
Flight support compartments are used to support spacecraft being launched and recovered from ships.&lt;br /&gt;
Remember that carrier hulls receive 1 Spacecraft repair slot built in.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulk Internal Hangar&#039;&#039;&#039; || 6x3x6 || 200 || 15 || 1 || 20 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deck Gear Locker&#039;&#039;&#039; || 3x1x6 || 120 || 15 || 2 || 20 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spacecraft Arming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spacecraft Repair Station&#039;&#039;&#039; || 3x1x6 || 150 || 15 || 5 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || Adds 1 spacecraft repair slot to the hull, repairing for 4 HP/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spacecraft Strikedown Station&#039;&#039;&#039; || 3x1x6 || 150 || 15 || 5 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 75 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Module components are installed on the interior of the ship&#039;s hull.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supplementary Radio Amplifiers&#039;&#039;&#039; || Communications || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Transmit Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Suppression System&#039;&#039;&#039; || Damage Control || 2x2x2 || 150 || 10 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Cell Launcher) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Magazine) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Repair Speed (Fire)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Redundant Reactor Failsafes&#039;&#039;&#039; || Engineering || 2x2x2 || 150 || 10 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-33%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Repair Speed (Overload)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced Thruster Nozzles&#039;&#039;&#039; || Engineering || 2x2x2 || 50 || 10 || 4 || &#039;&#039;&#039;0&#039;&#039;&#039; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Flank Damage Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Reactor Booster&#039;&#039;&#039; || Engineering || 2x2x2 || 40 || 10 || 4 || &#039;&#039;&#039;0&#039;&#039;&#039; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Powerplant Efficiency&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Signature Scrambler&#039;&#039;&#039; || EWar || 2x2x2 || 50 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-450&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 35 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Identification Difficulty&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flight Deck Traversal System&#039;&#039;&#039; || Flight Support || 3x3x3 || 100 || 15 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Deck Traversal Time&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adaptive Radar Receiver&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sensitivity&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-0.7 dB&#039;&#039;&#039;&amp;lt;/span&amp;gt; Noise Filtering&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Positional Error&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Velocity Error&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ES32 &#039;Scryer&#039; Missile ID System&#039;&#039;&#039; || Sensors || 2x2x2 || 150 || 15 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-300&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || Analyzes Local Threats&amp;lt;br&amp;gt;Subject Class: Missile&amp;lt;br&amp;gt;Intelligence Effort: 10&amp;lt;br&amp;gt;Intelligence Accuracy: 0%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strobe Correlator&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-150&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jamming LOB Accuracy&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Broadcast&#039;&#039;&#039;&amp;lt;/span&amp;gt; LOBs to the sensor network, allowing them to be crossfixed with other LOBs to produce a fireable fix.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Track Correlator&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-150&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Positional Error&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Velocity Error&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Radar ===&lt;br /&gt;
Radar components are installed on the interior of the ship&#039;s hull, and are used to spot targets and threats.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Max Range (km)&lt;br /&gt;
! Radiated Power (kW)&lt;br /&gt;
! Gain (dB)&lt;br /&gt;
! Aperture Size (m2)&lt;br /&gt;
! Sensitivity (dBm)&lt;br /&gt;
! Positional Error (m)&lt;br /&gt;
! Velocity Error (m/s)&lt;br /&gt;
! Can Lock &lt;br /&gt;
! Jamming LOB &lt;br /&gt;
! Burnthrough&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039; [[File:OSP Roundel.png|25px]]|| 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || 10 || 4000 || 40 || 60 || -38 || 45 || 0.15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; Accuracy: 1 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 4; burn-through damage change: 33%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039; [[File:OSP Roundel.png|25px]]|| 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || 8.5 || 3100 || 40 || 60 || 34 || 20 || 0.15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 2 deg || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| 2x2x2 || 300 || 40 || 7.5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3600&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 45 || 9.5 || 4100 || 50  || 30 || -38.5 || 30 || 0.1 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; min. lock SNR: 3; lock error mult.: 0.15 || &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 0.75 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 12; burn-through damage change: 20%&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || 8 || 3500 || 40 || 25 || -36 || 30 || 0.1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 1.5 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 8; burn-through damage change: 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || 11.5 || 4500 || 60 || 40 || -38.5 || 60 || 0.5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 3.5 deg || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Powerplants===&lt;br /&gt;
Powerplants provide the majority of a ship&#039;s power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boosted Reactor&#039;&#039;&#039; [[File:OSP Roundel.png|25px]]|| Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Civilian Reactor&#039;&#039;&#039; [[File:OSP Roundel.png|25px]]|| Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3650&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FR3300 Micro Reactor&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| Powerplant || 3x3x3 || 200 || 30 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2250&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FR4800 Reactor&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Civilian Reactor&#039;&#039;&#039; [[File:OSP Roundel.png|25px]]|| Powerplant || 3x3x3 || 200 || 30 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1850&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Propulsion ===&lt;br /&gt;
Propulsion modules enable ship movement and provide additional power to the ship. All propulsion modules have a catastrophic event probability of 5% and require 10 crew to operate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Provided Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Top Speed (%)&lt;br /&gt;
! Turn Rate (%)&lt;br /&gt;
! Thrust (%)&lt;br /&gt;
! Flank Damage Probability (%)&lt;br /&gt;
! Radar Signature (%)&lt;br /&gt;
! Wake Signature Strength (%)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM200 Drive&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| 5x3x5 || 250 || 40 || 35 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM200R Drive&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| 5x3x5 || 500 || 60 || 35 || 500 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM230 &#039;Whiplash&#039; Drive&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| 5x3x5 || 250 || 40 || 35 || 650 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM240 &#039;Dragonfly&#039; Drive&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| 5x3x5 || 250 || 40 || 35 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM280 &#039;Raider&#039; Drive&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| 5x3x5 || 250 || 40 || 35 || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM30X &#039;Prowler&#039; Drive&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| 5x3x5 || 200 || 25 || 35 || 350 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular&amp;lt;br&amp;gt;|| &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-33&#039;&#039;&#039;&amp;lt;/span&amp;gt;  || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM500 Drive&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| 10x8x10 || 1000 || 70 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM500R Drive&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| 10x8x10 || 1500 || 80 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM530 &#039;Whiplash&#039; Drive&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| 10x8x10 || 1000 || 70 || 80 || 1500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM540 &#039;Dragonfly&#039; Drive&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| 10x8x10 || 1000 || 70 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+45&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; ||&#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM580 &#039;Raider&#039; Drive&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| 10x8x10 || 1000 || 70 || 80 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW800 Drive&#039;&#039;&#039; [[File:OSP Roundel.png|25px]]|| 5x3x5 || 250 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW800-R Drive&#039;&#039;&#039; [[File:OSP Roundel.png|25px]]|| 5x3x5 || 400 || 50 || 35 || 300 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sundrive Racing Pro&#039;&#039;&#039; [[File:OSP Roundel.png|25px]]|| 5x3x5 || 200 || 30 || 35 || 200 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-777 Yard Drive&#039;&#039;&#039; [[File:OSP Roundel.png|25px]]|| 5x3x5 || 250 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+45&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular;&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear|| &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW1500 Drive&#039;&#039;&#039; [[File:OSP Roundel.png|25px]]|| 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW1500-R Drive&#039;&#039;&#039; [[File:OSP Roundel.png|25px]]|| 12x12x12 || 1400 || 70 || 35 || 300 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW2000 Drive&#039;&#039;&#039; [[File:OSP Roundel.png|25px]]|| 12x12x12 || 700 || 40 || 35 || 2000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear; &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-9100 Long Haul Drive&#039;&#039;&#039; [[File:OSP Roundel.png|25px]]|| 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-7700 Drive&#039;&#039;&#039; [[File:OSP Roundel.png|25px]]|| 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular; &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt;|| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon support ===&lt;br /&gt;
Weapon support modules improve the performance of weapons at the cost of ship power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Actively Cooled Amplifiers&#039;&#039;&#039; || 2x2x2 || 40 || 10 || 4 || 175 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Burst Duration (Emitters)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Emitters)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Overheat Damage Chance (Emitters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ammunition Elevators&#039;&#039;&#039; || 2x2x2 || 100 || 15 || 30 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Launcher Reload Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spacecraft Arming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focused Particle Accelerator&#039;&#039;&#039; || 3x3x3 || 150 || 40 || 45 || 800 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Damage Multiplier (Beam)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Burst Duration (Beam)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Parallel Interface&#039;&#039;&#039; || 2x2x2 || 100 || 15 || 5 || 150 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Programming Bus&#039;&#039;&#039; || 2x2x2 || 80 || 15 || 5 || 200 || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Programming Bus Array&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 5 || 350 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mount Gyros&#039;&#039;&#039; || 2x2x2 || 40 || 10 || 4 || 120 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-7.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spread&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traverse Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Elevation Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Casemate Traverse Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Casemate Elevation Rate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rapid-Cycle Cradle&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 30 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Recycle Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Recycle Time (Energy)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Energy Regulator&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 30 || 650 || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Beam)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Energy Regulator&#039;&#039;&#039; || 2x2x2 || 75 || 10 || 20 || 400 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Beam)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Components&amp;diff=844</id>
		<title>Components</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Components&amp;diff=844"/>
		<updated>2026-09-09T07:50:23Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Radar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; border: solid red; background-color: black; border-width: 5px; padding: 10px; margin: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This page is currently being overhauled, some details may not be accurate.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Fleet Editor.png|thumb|600px|The fleet editor]]&lt;br /&gt;
For best efficiency and redundancy, all ship components should be placed far away from components that fulfill the same function. Smaller components can be installed in slots supporting larger components though they retain their same integrity, leaving them more vulnerable.&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
Mount components are installed on the exterior of the ship&#039;s hull and grant the ship certain capabilities, whether that be utility, defense, or offensive capability. Almost all mounts are faction-exclusive, with only a few cross-compatible mountings between factions like the VLS-1 launchers. Some ships even have access to mountings from other factions, like the Ocello class Command Cruiser on OSP.&lt;br /&gt;
&lt;br /&gt;
=== Shelter Alliance mounts ===&lt;br /&gt;
The following mounts are only available to the [[File:Alliance Roundel.png|25px]] Shelter Alliance.&lt;br /&gt;
&lt;br /&gt;
==== Communications, Ewar, &amp;amp; Sensors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR10 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 100 || 15 || 4 || 250 || 5 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR70 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 250 || 30 || 7 || 600 || 15 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E15 &#039;Masquerade&#039; Signature Booster&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 5 || 600 || 20 || Radar Signature: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;0-100% Depending on Deceptive Identity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E55 &#039;Spotlight&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 750 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 8.5%; - range:12000 m; beam width: 5 deg; radiated power: 1000 kW; gain: 60 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E55 &#039;Floodlight&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 1500 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 8.5%; - range:10000 m; beam width: 40 deg; radiated power: 3250 kW; gain: 40 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E70 &#039;Interruption&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 5 || 600 || 55 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 180s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 4000 m; radiated power: 750 kW; gain: 1 dB; Omnidirectional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E71 &#039;Hangup&#039; Jammer&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 500 || 45 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 120s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 20000 m; radiated power: 300 kW; gain: 25 dB; beam width: 20 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E71 &#039;Blanket&#039; Jammer&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 1000 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 10%; range: 10000 m; radiated power: 1 kW; gain: 20 dB; beam width: 40 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ES22 &#039;Pinard&#039; Electronic Support Module&#039;&#039;&#039; || Sensors || 3x1x3 || 50 || 15 || 3 || 200 || 30 || Passive detection of enemy &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt; emissions up to 150% range of enemy radar.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 70 || 10 || 2 || 300 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire Control Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; FOV: 20 deg; Max Range: 9km; Radiated power: 1500 kW; Gain: 80dB; Aperture size: 20m2; Positional Error: 2m; Velocity Error 0 m/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Flight Support ====&lt;br /&gt;
Flight Support Mountings are used to store and launch craft. These hangars cannot draw from internal hangars, with the Levy using a separate set of integral carrier modules.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large Mounted Hangar&#039;&#039;&#039; || 8x7x8 || 200 || 15 || 0 || 1 || 10 || Launches and stores up to 4 size 1 craft. Adds 3 additional pre-flight slots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Medium Mounted Hangar&#039;&#039;&#039; || 6x4x6 || 200 || 15 || 0 || 1 || 10 || Launches and stores up to 2 size 1 craft. Adds 1 additional pre-flight slot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missile Launchers ====&lt;br /&gt;
Shelter Alliance missile weapons have a catastrophic event probability of 5%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Missile Size&lt;br /&gt;
! Capacity (cells, minimum)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-23 Launcher&#039;&#039;&#039; || 2x2x2 || 75 || 15 || 3 || 50 || 5 || 1 || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039; || 3x2x3 || 125 || 15 || 10 || 50 || 5 || 1 || 46&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-2 Launcher&#039;&#039;&#039; || 3x4x3 || 100 || 15 || 5 || 200 || 10 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-3 Launcher&#039;&#039;&#039; || 3x4x3 || 175 || 15 || 20 || 200 || 20 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CLS-3 Launcher&#039;&#039;&#039; || 3x4x3 || 250 || 15 || 20 || 200 || 20 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TLS-3 Launcher&#039;&#039;&#039; || 3x1x3 || 350 || 15 || 25 || 250 || 20 || 3 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Point defense weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Integrated FC&lt;br /&gt;
! Optical Backup&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk20 &#039;Defender&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 3 || 175 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical&amp;lt;br&amp;gt;20mm || 3m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk25 &#039;Rebound&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 3 || 20 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 35m@1km || traverse/elevation rate: 80 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk29 &#039;Stonewall&#039; PDT&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 7 || 5 || 40 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 35m@1km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk90 &#039;Aurora&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 0 || 1250 || 55 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || laser || 1m@1.5km&amp;lt;br&amp;gt;1m@3km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +85 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk95 &#039;Sarissa&#039; PDT&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 7 || 4 || 1250 || 65 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/magnetic&amp;lt;br&amp;gt;15mm || 3m@3km&amp;lt;br&amp;gt;5m@6km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +65 deg, -5 deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Projectile weapons ====&lt;br /&gt;
All projectile weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Role&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk61 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 3 || 4 || 50 || 10 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;120mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 1 || 5.5 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +70 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk62 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 6 || 8 || 50 || 20 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;120mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 1 || 4 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +70 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk64 Cannon&#039;&#039;&#039; || 3x1x3 || 225 || 20 || 3 || 15 || 125 || 30 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 0 || 1 || 10 || traverse rate: 12.5 deg/s&amp;lt;br&amp;gt;elevation rate: 18 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk65 Cannon&#039;&#039;&#039; || 6x3x6 || 450 || 40 || 12 || 25 || 180 || 40 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;250mm || 17m@2.5km&amp;lt;br&amp;gt;35m@5km&amp;lt;br&amp;gt;52m@7.5km || 0.5 || 3 || 13 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk66 Cannon&#039;&#039;&#039; || 6x3x6 || 450 || 40 || 25 || 25 || 200 || 45 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 44m@5km&amp;lt;br&amp;gt;87m@10km || 0.5 || 2 || 20 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk68 Cannon&#039;&#039;&#039; || 8x5x8 || 550 || 40 || 40 || 40 || 225 || 75 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 44m@5km&amp;lt;br&amp;gt;87m@10km || 0.5 || 3 || 20 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk81 Railgun&#039;&#039;&#039; || 6x3x6 || 125 || 15 || 20 || 15 || 1500 || 75 || Offensive || ballistic/magnetic&amp;lt;br&amp;gt;300mm || 13m@5km&amp;lt;br&amp;gt;26m@10km&amp;lt;br&amp;gt;52m@20km || 2.5 || 3 || 100 || traverse rate: 3 deg/s&amp;lt;br&amp;gt;elevation rate: 5 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -5 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 18 seconds after firing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Energy weapons ====&lt;br /&gt;
All energy weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk610 Beam Turret&#039;&#039;&#039; || 8x5x8 || 400 || 40 || 50 || 20 || 3000 || 80 || 45 (Beam) || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 12.5 deg/s&amp;lt;br&amp;gt;elevation limits: +20 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spinal weapons ====&lt;br /&gt;
Spinal weapons have dimensions of 4x12x4. The only ship capable of mounting them is the Keystone Destroyer Class. Both of them are offensive weapons that have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload Time (s)&lt;br /&gt;
! width=40% | Properties&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk550 Railgun&#039;&#039;&#039; || 450 || 40 || 100 || 15 || 2000 || 75 || 15 || accuracy: 11m@5km, 13m@10km, 45m@20km, compatible ammo types: ballistic/magnetic - 300mm; recycle time (energy): 5 s; autoloader capacity: 1&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1200%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 18 seconds after firing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk600 Beam Cannon&#039;&#039;&#039; || 450 || 40 || 100 || 15 || 3000 || 75 || 30 || range: 6000 m; armor penetration: 180 cm/s; component damage: 300 hp/s; burst duration: 7.5 s&amp;lt;br&amp;gt;Battle Short Available: 60% Overheat Damage Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outlying Systems Protectorate mounts ===&lt;br /&gt;
The following mounts are only available to the [[File:OSP Roundel.png|25px]] Outlying Systems Protectorate. Their weapons use both turrets and casemates. Note that the OSP Ocello Command Cruiser can mount both ANS and OSP mountings.&lt;br /&gt;
&lt;br /&gt;
==== Communications, Ewar, Sensors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR10 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 100 || 15 || 4 || 250 || 5 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E20 &#039;Lighthouse&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 600 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 60s; Cooldown Time (emitters): 45s; overheat damage chance: 8.5%; - range:10000 m; beam width: 5 deg; radiated power: 900 kW; gain: 50 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J15 &#039;Bellbird&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 150 || 15 || 2 || 850 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 45s; Cooldown Time (emitters): 60s; overheat damage chance: 15%; range: 10000 m; radiated power: 1.25 kW; gain: 20 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J360 &#039;Lyrebird&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 10 || 500 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 180s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 4000 m; radiated power: 10 kW; gain: 2 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J75 &#039;Warbler&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 10 || 500 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 40s; Cooldown Time (emitters): 30s; overheat damage chance: 5%; range: 2500 m; radiated power: 1250 kW; gain: 1 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;L50 &#039;Blackjack&#039; Laser Dazzler&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 750 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;EO&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 10%; range: 8000 m; radiated power: 1 kW; gain: 20 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon&#039;&#039;&#039;&amp;lt;/span&amp;gt; - role: dual-purpose; turret traverse rate: 80 deg/s; turret elevation rate: 80 deg/s; elevation limits: +89deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RF44 &#039;Pinpoint&#039; Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 70 || 10 || 2 || 250 || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire Control Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; FOV: 20 deg; Max Range: 6.5km; Radiated power: 1500 kW; Gain: 60dB; Aperture size: 40m2; Positional Error: 3m; Velocity Error 0 m/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039; || Sensors || 2x5x2 || 200 || 15 || 0 || 3000 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 150 || 15 || 10 || 4500 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Flight Support ====&lt;br /&gt;
Flight Support Mountings are used to store and launch craft. These hangars can draw from internal hangars.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Mounted Hangar&#039;&#039;&#039; || 6x4x6 || 300 || 20 || 0 || 1 || 10 || Launches and stores 1 size 1 craft.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Bank Hangar&#039;&#039;&#039; || 20x5x20 || 200 || 15 || 0 || 1 || 100 || Launches and stores at minimum 16 craft.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missile weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Missile Size&lt;br /&gt;
! Capacity (cells, minimum)&lt;br /&gt;
! Catastrophic Event probability (%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-23 Launcher&#039;&#039;&#039; || 2x2x2 || 75 || 15 || 3 || 50 || 5 || 1 || 23 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039; || 3x2x3 || 125 || 15 || 10 || 50 || 5 || 1 || 46 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RL18 Launcher&#039;&#039;&#039; || 3x1x3 || 100 || 15 || 8 || 50 || 30 || 2 || 18 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RL36 Launcher&#039;&#039;&#039; || 6x3x6 || 175 || 15 || 13 || 75 || 30 || 2 || 36 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MLS-2 Launcher&#039;&#039;&#039; || 2x2x5 || 200 || 15 || 7.5 || 50 || 15 || 2 || Magazine-fed || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MLS-3 Launcher&#039;&#039;&#039; || 2x2x5 || 200 || 15 || 15 || 50 || 15 || 3 || Magazine-fed || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SALS-2 &#039;Ward&#039; Launcher&#039;&#039;&#039; || 3x4x3 || 100 || 15 || 10 || 50 || 5 || 2 || 1 (Magazine-fed) || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TALS-2 &#039;Ward&#039; Launcher&#039;&#039;&#039; || 3x4x5 || 150 || 15 || 15 || 50 || 5 || 2 || 2 (Magazine-fed) || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ML-9 &#039;Mine&#039; Launcher&#039;&#039;&#039; || 3x2x3 || 200 || 15 || 7.5 || 100 || 10 || 3 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Stack Launcher&#039;&#039;&#039; || 6x1x6 || 200 || 15 || 3 || 50 || 5 || 4 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Bank Launcher&#039;&#039;&#039; || 20x5x10 || 200 || 15 || 50 || 200 || 25 || 4 || 48 || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Point defense weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Integrated FC&lt;br /&gt;
! Optical Backup&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P11 &#039;Pavise&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 4 || 3 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical&amp;lt;br&amp;gt;20mm || 5m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P20 &#039;Bastion&#039; PDT&#039;&#039;&#039; || 2x1x2 || 150 || 15 || 7 || 5 || 40 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 52m@1km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P60 &#039;Grazer&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 0 || 750 || 35 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || laser || 0m@0.5km&amp;lt;br&amp;gt;0m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Projectile weapons ====&lt;br /&gt;
All projectile weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Role&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C30 Cannon&#039;&#039;&#039; || 2x5x2 || 350 || 20 || 15 || 10 || 100 || 20 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 9m@2.5km&amp;lt;br&amp;gt;17m@5km || 1 || 24 || 30 || traverse rate: 20 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +45 deg, -45  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C53 Cannon&#039;&#039;&#039; || 2x4x2 || 300 || 20 || 3 || 15 || 100 || 10 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;250mm; ballistic/chemical/timed&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 2 || 8 || 50 || traverse rate: 10 deg/s&amp;lt;br&amp;gt;elevation rate: 10 deg/s&amp;lt;br&amp;gt;elevation limits: +35 deg, -35  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C56 Cannon&#039;&#039;&#039; || 4x6x4 || 350 || 40 || 3 || 15 || 100 || 20 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;250mm; ballistic/chemical/timed&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 2 || 15 || 70 || traverse rate: 10 deg/s&amp;lt;br&amp;gt;elevation rate: 10 deg/s&amp;lt;br&amp;gt;elevation limits: +35 deg, -35  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C65 Cannon&#039;&#039;&#039; || 6x10x6 || 500 || 40 || 35 || 25 || 300 || 40 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 35m@5km&amp;lt;br&amp;gt;70m@10km || 4 || 8 || 90 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -25  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C90 Cannon&#039;&#039;&#039; || 6x12x6 || 500 || 40 || 59 || 25 || 200 || 60 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;600mm; ballistic/chemical/timed&amp;lt;br&amp;gt;600mm || 22m@5km&amp;lt;br&amp;gt;44m@10km || Single Shot || 1 || 18 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +5 deg, -5  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T20 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 3 || 4 || 30 || 15 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 4 || 15 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +80 deg, -5  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T30 Cannon&#039;&#039;&#039; || 6x3x6 || 200 || 25 || 50 || 10 || 120 || 30 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 9m@2.5km&amp;lt;br&amp;gt;17m@5km || 1 || 16 || 30 || traverse rate: 20 deg/s&amp;lt;br&amp;gt;elevation rate: 20 deg/s&amp;lt;br&amp;gt;elevation limits: +75 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Energy weapons ====&lt;br /&gt;
All energy weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C81 Plasma Cannon&#039;&#039;&#039; || 4x6x4 || 500 || 40 || 80 || 25 || 1200 || 30 || ballistic/magnetic&amp;lt;br&amp;gt;400mm amploule || 26m@5km&amp;lt;br&amp;gt;52m@10km || Single Shot || 1 || 12 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -25  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T81 Plasma Cannon&#039;&#039;&#039; || 6x3x6 || 300 || 25 || 80 || 15 || 1500 || 45 || ballistic/magnetic&amp;lt;br&amp;gt;400mm amploule || 44m@5km&amp;lt;br&amp;gt;87m@10km || 5 || 8 || 40 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 5 deg/s&amp;lt;br&amp;gt;elevation limits: +60 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spinal weapons ====&lt;br /&gt;
Spinal weapons have dimensions of 4x10x4. They are offensive weapons that have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload Time (s)&lt;br /&gt;
! width=40% | Properties&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TE45 Mass Driver&#039;&#039;&#039; || 150 || 30 || 100 || 15 || 4250 || 100 || 25 || accuracy: 11m@5km, 13m@10km, 45m@20km, compatible ammo types: ballistic/magnetic - 500mm; &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1500%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 20 seconds after firing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;From this point forward, Compartments and Modules from both factions will not be split up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
Compartment components are installed on the interior of the ship&#039;s hull. Most of them do not require any power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plant Control Center&#039;&#039;&#039; || Engineering || 3x1x3 || 100 || 10 || 7 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Powerplant Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jury-Rigged Reactor&#039;&#039;&#039; || Powerplant || 6x3x6 || 300 || 30 || 100 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2500 kW&#039;&#039;&#039;&amp;lt;/span&amp;gt; Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Analysis Annex&#039;&#039;&#039; || Intelligence || 3x1x3 || 100 || 10 || 10 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Intelligence Effort&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Intelligence Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intelligence Center&#039;&#039;&#039; || Intelligence || 6x1x8 || 200 || 15 || 25 || 45 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 90 || Analyzes All Tracks&amp;lt;br&amp;gt;Intelligence Effort: 15&amp;lt;br&amp;gt;Intelligence Accuracy: 25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulk Magazine&#039;&#039;&#039; || Storage || 1x1x1 || 100 || 25 || 1 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 20 after 1x compounding cost|| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039; || Storage || 1x1x1 || 150 || 40 || 2 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 40 after 1x compounding cost || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;4%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Citadel Magazine&#039;&#039;&#039; || Storage || 1x3x1 || 300 || 50 || 6 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 150 after 1x compounding cost || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;4%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gun Plotting Center&#039;&#039;&#039; || Weapon Support || 3x1x3 || 100 || 10 || 7 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spread&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50 kW&#039;&#039;&#039;&amp;lt;/span&amp;gt; Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike Planning Center&#039;&#039;&#039; || Weapon Support || 6x1x8 || 100 || 10 || 10 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 70 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Datalink Array&#039;&#039;&#039; || Weapon Support || 6x3x6 || 300 || 30 || 40 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 200 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
Command compartments are used to relay orders throughout the ship and analyze local tracks. A ship without operational command compartments cannot receive any orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Commands Enabled&lt;br /&gt;
! Intelligence Effort&lt;br /&gt;
! Intelligence Accuracy (%)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Auxiliary Steering&#039;&#039;&#039; || Command || 3x1x3 || 300 || 20 || 10 || 5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || MOVE || 0 || 0 || 10; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Basic CIC&#039;&#039;&#039; || Command || 4x1x6 || 200 || 25 || 15 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 1 || 30 || 10; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced CIC&#039;&#039;&#039; || Command || 4x1x6 || 200 || 40 || 35 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 1 || 30 || 25; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Citadel CIC&#039;&#039;&#039; || Command || 6x1x8 || 400 || 50 || 70 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 4 || 25 || 75; 1x Compounding cost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Damage control ===&lt;br /&gt;
Damage control compartments are used to repair damage during combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Repair Speed (HP/sec)&lt;br /&gt;
! Team Move Speed&lt;br /&gt;
! Repair Teams&lt;br /&gt;
! Restores Provided&lt;br /&gt;
! Max Repair&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rapid DC Locker&#039;&#039;&#039; || 3x1x3 || 100 || 15 || 1.5 || 5 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.2 || 4 || 1 (flying) || 0 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small DC Locker&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 1.5 || 10 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 2 || 1 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large DC Locker&#039;&#039;&#039; || 3x1x6 || 200 || 15 || 3 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 3 || 2 || 0 || 45&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced DC Locker&#039;&#039;&#039; || 3x1x6 || 250 || 35 || 1.5 || 10 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 2 || 1 || 0 || 45&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Central&#039;&#039;&#039; || 3x1x3 || 200 || 35 || 7 || 10 || 50 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +10% || +50% || 0 || 0 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Workshop&#039;&#039;&#039; || 3x1x3 || 150 || 35 || 7 || 10 || 50 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +30% || 0 || 0 || 0 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Complex&#039;&#039;&#039;[[File:OSP Roundel.png|25px]] || 6x3x6 || 600 || 40 || 20 || 50 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +10% (0.8) || +30% (2) || 3 || 2 || +5% || 55, 4x compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large DC Storage&#039;&#039;&#039;[[File:OSP Roundel.png|25px]] || 6x3x6 || 300 || 30 || 7 || 5 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 1 || 4 || 0 || 45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Support ===&lt;br /&gt;
Flight support compartments are used to support spacecraft being launched and recovered from ships.&lt;br /&gt;
Remember that carrier hulls receive 1 Spacecraft repair slot built in.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulk Internal Hangar&#039;&#039;&#039; || 6x3x6 || 200 || 15 || 1 || 20 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deck Gear Locker&#039;&#039;&#039; || 3x1x6 || 120 || 15 || 2 || 20 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spacecraft Arming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spacecraft Repair Station&#039;&#039;&#039; || 3x1x6 || 150 || 15 || 5 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || Adds 1 spacecraft repair slot to the hull, repairing for 4 HP/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spacecraft Strikedown Station&#039;&#039;&#039; || 3x1x6 || 150 || 15 || 5 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 75 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Module components are installed on the interior of the ship&#039;s hull.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supplementary Radio Amplifiers&#039;&#039;&#039; || Communications || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Transmit Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Suppression System&#039;&#039;&#039; || Damage Control || 2x2x2 || 150 || 10 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Cell Launcher) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Magazine) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Repair Speed (Fire)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Redundant Reactor Failsafes&#039;&#039;&#039; || Engineering || 2x2x2 || 150 || 10 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-33%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Repair Speed (Overload)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced Thruster Nozzles&#039;&#039;&#039; || Engineering || 2x2x2 || 50 || 10 || 4 || &#039;&#039;&#039;0&#039;&#039;&#039; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Flank Damage Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Reactor Booster&#039;&#039;&#039; || Engineering || 2x2x2 || 40 || 10 || 4 || &#039;&#039;&#039;0&#039;&#039;&#039; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Powerplant Efficiency&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Signature Scrambler&#039;&#039;&#039; || EWar || 2x2x2 || 50 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-450&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 35 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Identification Difficulty&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flight Deck Traversal System&#039;&#039;&#039; || Flight Support || 3x3x3 || 100 || 15 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Deck Traversal Time&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boosted Reactor&#039;&#039;&#039; || Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Civilian Reactor&#039;&#039;&#039; || Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3650&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FR3300 Micro Reactor&#039;&#039;&#039; || Powerplant || 3x3x3 || 200 || 30 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2250&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FR4800 Reactor&#039;&#039;&#039; || Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Civilian Reactor&#039;&#039;&#039; || Powerplant || 3x3x3 || 200 || 30 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1850&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adaptive Radar Receiver&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sensitivity&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-0.7 dB&#039;&#039;&#039;&amp;lt;/span&amp;gt; Noise Filtering&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Positional Error&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Velocity Error&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 10 km; radiated power: 4000 kW; gain: 40 dB; aperture size: 60 m2; sensitivity: -38 dBm; positional error: 45 m; velocity error: 0.15 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 1 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 4; burn-through damage change: 33%&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Lock&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ES32 &#039;Scryer&#039; Missile ID System&#039;&#039;&#039; || Sensors || 2x2x2 || 150 || 15 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-300&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || Analyzes Local Threats&amp;lt;br&amp;gt;Subject Class: Missile&amp;lt;br&amp;gt;Intelligence Effort: 10&amp;lt;br&amp;gt;Intelligence Accuracy: 0%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 8.5 km; radiated power: 3100 kW; gain: 40 dB; aperture size: 60 m2; sensitivity: -34 dBm; positional error: 20 m; velocity error: 0.15 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 2 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039; || Sensors || 2x2x2 || 300 || 40 || 7.5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3600&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 45 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 9.5 km; radiated power: 4100 kW; gain: 50 dB; aperture size: 30 m2; sensitivity: -38.5 dBm; positional error: 30 m; velocity error: 0.1 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 0.75 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 12; burn-through damage change: 20%&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Lock&#039;&#039;&#039;&amp;lt;/span&amp;gt;; min. lock SNR: 3; lock error mult.: 0.15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 8 km; radiated power: 3500 kW; gain: 40 dB; aperture size: 25 m2; sensitivity: -36 dBm; positional error: 30 m; velocity error: 0.1 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 1.5 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 8; burn-through damage change: 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 11.5 km; radiated power: 4500 kW; gain: 60 dB; aperture size: 40 m2; sensitivity: -38.5 dBm; positional error: 60 m; velocity error: 0.5 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 3.5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strobe Correlator&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-150&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jamming LOB Accuracy&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Broadcast&#039;&#039;&#039;&amp;lt;/span&amp;gt; LOBs to the sensor network, allowing them to be crossfixed with other LOBs to produce a fireable fix.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Track Correlator&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-150&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Positional Error&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Velocity Error&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Radar ===&lt;br /&gt;
Radar components are installed on the interior of the ship&#039;s hull, and are used to spot targets and threats.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Max Range (km)&lt;br /&gt;
! Radiated Power (kW)&lt;br /&gt;
! Gain (dB)&lt;br /&gt;
! Aperture Size (m2)&lt;br /&gt;
! Sensitivity (dBm)&lt;br /&gt;
! Positional Error (m)&lt;br /&gt;
! Velocity Error (m/s)&lt;br /&gt;
! Can Lock &lt;br /&gt;
! Jamming LOB &lt;br /&gt;
! Burnthrough&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039; [[File:OSP Roundel.png|25px]]|| 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || 10 || 4000 || 40 || 60 || -38 || 45 || 0.15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; Accuracy: 1 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 4; burn-through damage change: 33%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039; [[File:OSP Roundel.png|25px]]|| 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || 8.5 || 3100 || 40 || 60 || 34 || 20 || 0.15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 2 deg || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| 2x2x2 || 300 || 40 || 7.5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3600&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 45 || 9.5 || 4100 || 50  || 30 || -38.5 || 30 || 0.1 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; min. lock SNR: 3; lock error mult.: 0.15 || &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 0.75 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 12; burn-through damage change: 20%&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || 8 || 3500 || 40 || 25 || -36 || 30 || 0.1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 1.5 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 8; burn-through damage change: 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039; [[File:Alliance Roundel.png|25px]]|| 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || 11.5 || 4500 || 60 || 40 || -38.5 || 60 || 0.5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 3.5 deg || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Propulsion ===&lt;br /&gt;
Propulsion modules enable ship movement and provide additional power to the ship. All propulsion modules have a catastrophic event probability of 5% and require 10 crew to operate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Provided Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Top Speed (%)&lt;br /&gt;
! Turn Rate (%)&lt;br /&gt;
! Thrust (%)&lt;br /&gt;
! Flank Damage Probability (%)&lt;br /&gt;
! Radar Signature (%)&lt;br /&gt;
! Wake Signature Strength (%)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM200 Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM200R Drive&#039;&#039;&#039; || 5x3x5 || 500 || 60 || 35 || 500 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM230 &#039;Whiplash&#039; Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 650 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM240 &#039;Dragonfly&#039; Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM280 &#039;Raider&#039; Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM30X &#039;Prowler&#039; Drive&#039;&#039;&#039; || 5x3x5 || 200 || 25 || 35 || 350 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular&amp;lt;br&amp;gt;|| &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-33&#039;&#039;&#039;&amp;lt;/span&amp;gt;  || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM500 Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM500R Drive&#039;&#039;&#039; || 10x8x10 || 1500 || 80 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM530 &#039;Whiplash&#039; Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 1500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM540 &#039;Dragonfly&#039; Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+45&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; ||&#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM580 &#039;Raider&#039; Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW800 Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW800-R Drive&#039;&#039;&#039; || 5x3x5 || 400 || 50 || 35 || 300 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sundrive Racing Pro&#039;&#039;&#039; || 5x3x5 || 200 || 30 || 35 || 200 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-777 Yard Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+45&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular;&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear|| &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW1500 Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW1500-R Drive&#039;&#039;&#039; || 12x12x12 || 1400 || 70 || 35 || 300 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW2000 Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 2000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear; &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-9100 Long Haul Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-7700 Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular; &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt;|| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon support ===&lt;br /&gt;
Weapon support modules improve the performance of weapons at the cost of ship power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Actively Cooled Amplifiers&#039;&#039;&#039; || 2x2x2 || 40 || 10 || 4 || 175 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Burst Duration (Emitters)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Emitters)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Overheat Damage Chance (Emitters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ammunition Elevators&#039;&#039;&#039; || 2x2x2 || 100 || 15 || 30 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Launcher Reload Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spacecraft Arming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focused Particle Accelerator&#039;&#039;&#039; || 3x3x3 || 150 || 40 || 45 || 800 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Damage Multiplier (Beam)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Burst Duration (Beam)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Parallel Interface&#039;&#039;&#039; || 2x2x2 || 100 || 15 || 5 || 150 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Programming Bus&#039;&#039;&#039; || 2x2x2 || 80 || 15 || 5 || 200 || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Programming Bus Array&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 5 || 350 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mount Gyros&#039;&#039;&#039; || 2x2x2 || 40 || 10 || 4 || 120 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-7.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spread&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traverse Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Elevation Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Casemate Traverse Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Casemate Elevation Rate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rapid-Cycle Cradle&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 30 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Recycle Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Recycle Time (Energy)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Energy Regulator&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 30 || 650 || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Beam)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Energy Regulator&#039;&#039;&#039; || 2x2x2 || 75 || 10 || 20 || 400 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Beam)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Components&amp;diff=843</id>
		<title>Components</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Components&amp;diff=843"/>
		<updated>2026-09-09T07:48:01Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Damage control */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; border: solid red; background-color: black; border-width: 5px; padding: 10px; margin: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This page is currently being overhauled, some details may not be accurate.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Fleet Editor.png|thumb|600px|The fleet editor]]&lt;br /&gt;
For best efficiency and redundancy, all ship components should be placed far away from components that fulfill the same function. Smaller components can be installed in slots supporting larger components though they retain their same integrity, leaving them more vulnerable.&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
Mount components are installed on the exterior of the ship&#039;s hull and grant the ship certain capabilities, whether that be utility, defense, or offensive capability. Almost all mounts are faction-exclusive, with only a few cross-compatible mountings between factions like the VLS-1 launchers. Some ships even have access to mountings from other factions, like the Ocello class Command Cruiser on OSP.&lt;br /&gt;
&lt;br /&gt;
=== Shelter Alliance mounts ===&lt;br /&gt;
The following mounts are only available to the [[File:Alliance Roundel.png|25px]] Shelter Alliance.&lt;br /&gt;
&lt;br /&gt;
==== Communications, Ewar, &amp;amp; Sensors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR10 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 100 || 15 || 4 || 250 || 5 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR70 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 250 || 30 || 7 || 600 || 15 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E15 &#039;Masquerade&#039; Signature Booster&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 5 || 600 || 20 || Radar Signature: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;0-100% Depending on Deceptive Identity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E55 &#039;Spotlight&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 750 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 8.5%; - range:12000 m; beam width: 5 deg; radiated power: 1000 kW; gain: 60 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E55 &#039;Floodlight&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 1500 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 8.5%; - range:10000 m; beam width: 40 deg; radiated power: 3250 kW; gain: 40 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E70 &#039;Interruption&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 5 || 600 || 55 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 180s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 4000 m; radiated power: 750 kW; gain: 1 dB; Omnidirectional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E71 &#039;Hangup&#039; Jammer&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 500 || 45 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 120s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 20000 m; radiated power: 300 kW; gain: 25 dB; beam width: 20 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E71 &#039;Blanket&#039; Jammer&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 1000 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 10%; range: 10000 m; radiated power: 1 kW; gain: 20 dB; beam width: 40 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ES22 &#039;Pinard&#039; Electronic Support Module&#039;&#039;&#039; || Sensors || 3x1x3 || 50 || 15 || 3 || 200 || 30 || Passive detection of enemy &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt; emissions up to 150% range of enemy radar.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 70 || 10 || 2 || 300 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire Control Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; FOV: 20 deg; Max Range: 9km; Radiated power: 1500 kW; Gain: 80dB; Aperture size: 20m2; Positional Error: 2m; Velocity Error 0 m/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Flight Support ====&lt;br /&gt;
Flight Support Mountings are used to store and launch craft. These hangars cannot draw from internal hangars, with the Levy using a separate set of integral carrier modules.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large Mounted Hangar&#039;&#039;&#039; || 8x7x8 || 200 || 15 || 0 || 1 || 10 || Launches and stores up to 4 size 1 craft. Adds 3 additional pre-flight slots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Medium Mounted Hangar&#039;&#039;&#039; || 6x4x6 || 200 || 15 || 0 || 1 || 10 || Launches and stores up to 2 size 1 craft. Adds 1 additional pre-flight slot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missile Launchers ====&lt;br /&gt;
Shelter Alliance missile weapons have a catastrophic event probability of 5%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Missile Size&lt;br /&gt;
! Capacity (cells, minimum)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-23 Launcher&#039;&#039;&#039; || 2x2x2 || 75 || 15 || 3 || 50 || 5 || 1 || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039; || 3x2x3 || 125 || 15 || 10 || 50 || 5 || 1 || 46&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-2 Launcher&#039;&#039;&#039; || 3x4x3 || 100 || 15 || 5 || 200 || 10 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-3 Launcher&#039;&#039;&#039; || 3x4x3 || 175 || 15 || 20 || 200 || 20 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CLS-3 Launcher&#039;&#039;&#039; || 3x4x3 || 250 || 15 || 20 || 200 || 20 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TLS-3 Launcher&#039;&#039;&#039; || 3x1x3 || 350 || 15 || 25 || 250 || 20 || 3 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Point defense weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Integrated FC&lt;br /&gt;
! Optical Backup&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk20 &#039;Defender&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 3 || 175 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical&amp;lt;br&amp;gt;20mm || 3m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk25 &#039;Rebound&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 3 || 20 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 35m@1km || traverse/elevation rate: 80 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk29 &#039;Stonewall&#039; PDT&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 7 || 5 || 40 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 35m@1km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk90 &#039;Aurora&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 0 || 1250 || 55 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || laser || 1m@1.5km&amp;lt;br&amp;gt;1m@3km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +85 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk95 &#039;Sarissa&#039; PDT&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 7 || 4 || 1250 || 65 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/magnetic&amp;lt;br&amp;gt;15mm || 3m@3km&amp;lt;br&amp;gt;5m@6km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +65 deg, -5 deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Projectile weapons ====&lt;br /&gt;
All projectile weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Role&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk61 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 3 || 4 || 50 || 10 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;120mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 1 || 5.5 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +70 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk62 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 6 || 8 || 50 || 20 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;120mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 1 || 4 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +70 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk64 Cannon&#039;&#039;&#039; || 3x1x3 || 225 || 20 || 3 || 15 || 125 || 30 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 0 || 1 || 10 || traverse rate: 12.5 deg/s&amp;lt;br&amp;gt;elevation rate: 18 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk65 Cannon&#039;&#039;&#039; || 6x3x6 || 450 || 40 || 12 || 25 || 180 || 40 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;250mm || 17m@2.5km&amp;lt;br&amp;gt;35m@5km&amp;lt;br&amp;gt;52m@7.5km || 0.5 || 3 || 13 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk66 Cannon&#039;&#039;&#039; || 6x3x6 || 450 || 40 || 25 || 25 || 200 || 45 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 44m@5km&amp;lt;br&amp;gt;87m@10km || 0.5 || 2 || 20 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk68 Cannon&#039;&#039;&#039; || 8x5x8 || 550 || 40 || 40 || 40 || 225 || 75 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 44m@5km&amp;lt;br&amp;gt;87m@10km || 0.5 || 3 || 20 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk81 Railgun&#039;&#039;&#039; || 6x3x6 || 125 || 15 || 20 || 15 || 1500 || 75 || Offensive || ballistic/magnetic&amp;lt;br&amp;gt;300mm || 13m@5km&amp;lt;br&amp;gt;26m@10km&amp;lt;br&amp;gt;52m@20km || 2.5 || 3 || 100 || traverse rate: 3 deg/s&amp;lt;br&amp;gt;elevation rate: 5 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -5 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 18 seconds after firing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Energy weapons ====&lt;br /&gt;
All energy weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk610 Beam Turret&#039;&#039;&#039; || 8x5x8 || 400 || 40 || 50 || 20 || 3000 || 80 || 45 (Beam) || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 12.5 deg/s&amp;lt;br&amp;gt;elevation limits: +20 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spinal weapons ====&lt;br /&gt;
Spinal weapons have dimensions of 4x12x4. The only ship capable of mounting them is the Keystone Destroyer Class. Both of them are offensive weapons that have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload Time (s)&lt;br /&gt;
! width=40% | Properties&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk550 Railgun&#039;&#039;&#039; || 450 || 40 || 100 || 15 || 2000 || 75 || 15 || accuracy: 11m@5km, 13m@10km, 45m@20km, compatible ammo types: ballistic/magnetic - 300mm; recycle time (energy): 5 s; autoloader capacity: 1&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1200%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 18 seconds after firing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk600 Beam Cannon&#039;&#039;&#039; || 450 || 40 || 100 || 15 || 3000 || 75 || 30 || range: 6000 m; armor penetration: 180 cm/s; component damage: 300 hp/s; burst duration: 7.5 s&amp;lt;br&amp;gt;Battle Short Available: 60% Overheat Damage Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outlying Systems Protectorate mounts ===&lt;br /&gt;
The following mounts are only available to the [[File:OSP Roundel.png|25px]] Outlying Systems Protectorate. Their weapons use both turrets and casemates. Note that the OSP Ocello Command Cruiser can mount both ANS and OSP mountings.&lt;br /&gt;
&lt;br /&gt;
==== Communications, Ewar, Sensors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR10 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 100 || 15 || 4 || 250 || 5 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E20 &#039;Lighthouse&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 600 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 60s; Cooldown Time (emitters): 45s; overheat damage chance: 8.5%; - range:10000 m; beam width: 5 deg; radiated power: 900 kW; gain: 50 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J15 &#039;Bellbird&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 150 || 15 || 2 || 850 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 45s; Cooldown Time (emitters): 60s; overheat damage chance: 15%; range: 10000 m; radiated power: 1.25 kW; gain: 20 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J360 &#039;Lyrebird&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 10 || 500 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 180s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 4000 m; radiated power: 10 kW; gain: 2 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J75 &#039;Warbler&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 10 || 500 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 40s; Cooldown Time (emitters): 30s; overheat damage chance: 5%; range: 2500 m; radiated power: 1250 kW; gain: 1 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;L50 &#039;Blackjack&#039; Laser Dazzler&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 750 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;EO&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 10%; range: 8000 m; radiated power: 1 kW; gain: 20 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon&#039;&#039;&#039;&amp;lt;/span&amp;gt; - role: dual-purpose; turret traverse rate: 80 deg/s; turret elevation rate: 80 deg/s; elevation limits: +89deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RF44 &#039;Pinpoint&#039; Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 70 || 10 || 2 || 250 || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire Control Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; FOV: 20 deg; Max Range: 6.5km; Radiated power: 1500 kW; Gain: 60dB; Aperture size: 40m2; Positional Error: 3m; Velocity Error 0 m/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039; || Sensors || 2x5x2 || 200 || 15 || 0 || 3000 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 150 || 15 || 10 || 4500 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Flight Support ====&lt;br /&gt;
Flight Support Mountings are used to store and launch craft. These hangars can draw from internal hangars.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Mounted Hangar&#039;&#039;&#039; || 6x4x6 || 300 || 20 || 0 || 1 || 10 || Launches and stores 1 size 1 craft.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Bank Hangar&#039;&#039;&#039; || 20x5x20 || 200 || 15 || 0 || 1 || 100 || Launches and stores at minimum 16 craft.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missile weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Missile Size&lt;br /&gt;
! Capacity (cells, minimum)&lt;br /&gt;
! Catastrophic Event probability (%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-23 Launcher&#039;&#039;&#039; || 2x2x2 || 75 || 15 || 3 || 50 || 5 || 1 || 23 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039; || 3x2x3 || 125 || 15 || 10 || 50 || 5 || 1 || 46 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RL18 Launcher&#039;&#039;&#039; || 3x1x3 || 100 || 15 || 8 || 50 || 30 || 2 || 18 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RL36 Launcher&#039;&#039;&#039; || 6x3x6 || 175 || 15 || 13 || 75 || 30 || 2 || 36 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MLS-2 Launcher&#039;&#039;&#039; || 2x2x5 || 200 || 15 || 7.5 || 50 || 15 || 2 || Magazine-fed || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MLS-3 Launcher&#039;&#039;&#039; || 2x2x5 || 200 || 15 || 15 || 50 || 15 || 3 || Magazine-fed || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SALS-2 &#039;Ward&#039; Launcher&#039;&#039;&#039; || 3x4x3 || 100 || 15 || 10 || 50 || 5 || 2 || 1 (Magazine-fed) || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TALS-2 &#039;Ward&#039; Launcher&#039;&#039;&#039; || 3x4x5 || 150 || 15 || 15 || 50 || 5 || 2 || 2 (Magazine-fed) || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ML-9 &#039;Mine&#039; Launcher&#039;&#039;&#039; || 3x2x3 || 200 || 15 || 7.5 || 100 || 10 || 3 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Stack Launcher&#039;&#039;&#039; || 6x1x6 || 200 || 15 || 3 || 50 || 5 || 4 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Bank Launcher&#039;&#039;&#039; || 20x5x10 || 200 || 15 || 50 || 200 || 25 || 4 || 48 || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Point defense weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Integrated FC&lt;br /&gt;
! Optical Backup&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P11 &#039;Pavise&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 4 || 3 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical&amp;lt;br&amp;gt;20mm || 5m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P20 &#039;Bastion&#039; PDT&#039;&#039;&#039; || 2x1x2 || 150 || 15 || 7 || 5 || 40 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 52m@1km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P60 &#039;Grazer&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 0 || 750 || 35 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || laser || 0m@0.5km&amp;lt;br&amp;gt;0m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Projectile weapons ====&lt;br /&gt;
All projectile weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Role&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C30 Cannon&#039;&#039;&#039; || 2x5x2 || 350 || 20 || 15 || 10 || 100 || 20 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 9m@2.5km&amp;lt;br&amp;gt;17m@5km || 1 || 24 || 30 || traverse rate: 20 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +45 deg, -45  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C53 Cannon&#039;&#039;&#039; || 2x4x2 || 300 || 20 || 3 || 15 || 100 || 10 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;250mm; ballistic/chemical/timed&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 2 || 8 || 50 || traverse rate: 10 deg/s&amp;lt;br&amp;gt;elevation rate: 10 deg/s&amp;lt;br&amp;gt;elevation limits: +35 deg, -35  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C56 Cannon&#039;&#039;&#039; || 4x6x4 || 350 || 40 || 3 || 15 || 100 || 20 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;250mm; ballistic/chemical/timed&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 2 || 15 || 70 || traverse rate: 10 deg/s&amp;lt;br&amp;gt;elevation rate: 10 deg/s&amp;lt;br&amp;gt;elevation limits: +35 deg, -35  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C65 Cannon&#039;&#039;&#039; || 6x10x6 || 500 || 40 || 35 || 25 || 300 || 40 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 35m@5km&amp;lt;br&amp;gt;70m@10km || 4 || 8 || 90 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -25  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C90 Cannon&#039;&#039;&#039; || 6x12x6 || 500 || 40 || 59 || 25 || 200 || 60 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;600mm; ballistic/chemical/timed&amp;lt;br&amp;gt;600mm || 22m@5km&amp;lt;br&amp;gt;44m@10km || Single Shot || 1 || 18 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +5 deg, -5  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T20 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 3 || 4 || 30 || 15 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 4 || 15 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +80 deg, -5  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T30 Cannon&#039;&#039;&#039; || 6x3x6 || 200 || 25 || 50 || 10 || 120 || 30 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 9m@2.5km&amp;lt;br&amp;gt;17m@5km || 1 || 16 || 30 || traverse rate: 20 deg/s&amp;lt;br&amp;gt;elevation rate: 20 deg/s&amp;lt;br&amp;gt;elevation limits: +75 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Energy weapons ====&lt;br /&gt;
All energy weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C81 Plasma Cannon&#039;&#039;&#039; || 4x6x4 || 500 || 40 || 80 || 25 || 1200 || 30 || ballistic/magnetic&amp;lt;br&amp;gt;400mm amploule || 26m@5km&amp;lt;br&amp;gt;52m@10km || Single Shot || 1 || 12 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -25  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T81 Plasma Cannon&#039;&#039;&#039; || 6x3x6 || 300 || 25 || 80 || 15 || 1500 || 45 || ballistic/magnetic&amp;lt;br&amp;gt;400mm amploule || 44m@5km&amp;lt;br&amp;gt;87m@10km || 5 || 8 || 40 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 5 deg/s&amp;lt;br&amp;gt;elevation limits: +60 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spinal weapons ====&lt;br /&gt;
Spinal weapons have dimensions of 4x10x4. They are offensive weapons that have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload Time (s)&lt;br /&gt;
! width=40% | Properties&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TE45 Mass Driver&#039;&#039;&#039; || 150 || 30 || 100 || 15 || 4250 || 100 || 25 || accuracy: 11m@5km, 13m@10km, 45m@20km, compatible ammo types: ballistic/magnetic - 500mm; &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1500%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 20 seconds after firing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;From this point forward, Compartments and Modules from both factions will not be split up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
Compartment components are installed on the interior of the ship&#039;s hull. Most of them do not require any power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plant Control Center&#039;&#039;&#039; || Engineering || 3x1x3 || 100 || 10 || 7 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Powerplant Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jury-Rigged Reactor&#039;&#039;&#039; || Powerplant || 6x3x6 || 300 || 30 || 100 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2500 kW&#039;&#039;&#039;&amp;lt;/span&amp;gt; Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Analysis Annex&#039;&#039;&#039; || Intelligence || 3x1x3 || 100 || 10 || 10 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Intelligence Effort&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Intelligence Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intelligence Center&#039;&#039;&#039; || Intelligence || 6x1x8 || 200 || 15 || 25 || 45 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 90 || Analyzes All Tracks&amp;lt;br&amp;gt;Intelligence Effort: 15&amp;lt;br&amp;gt;Intelligence Accuracy: 25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulk Magazine&#039;&#039;&#039; || Storage || 1x1x1 || 100 || 25 || 1 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 20 after 1x compounding cost|| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039; || Storage || 1x1x1 || 150 || 40 || 2 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 40 after 1x compounding cost || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;4%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Citadel Magazine&#039;&#039;&#039; || Storage || 1x3x1 || 300 || 50 || 6 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 150 after 1x compounding cost || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;4%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gun Plotting Center&#039;&#039;&#039; || Weapon Support || 3x1x3 || 100 || 10 || 7 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spread&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50 kW&#039;&#039;&#039;&amp;lt;/span&amp;gt; Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike Planning Center&#039;&#039;&#039; || Weapon Support || 6x1x8 || 100 || 10 || 10 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 70 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Datalink Array&#039;&#039;&#039; || Weapon Support || 6x3x6 || 300 || 30 || 40 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 200 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
Command compartments are used to relay orders throughout the ship and analyze local tracks. A ship without operational command compartments cannot receive any orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Commands Enabled&lt;br /&gt;
! Intelligence Effort&lt;br /&gt;
! Intelligence Accuracy (%)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Auxiliary Steering&#039;&#039;&#039; || Command || 3x1x3 || 300 || 20 || 10 || 5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || MOVE || 0 || 0 || 10; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Basic CIC&#039;&#039;&#039; || Command || 4x1x6 || 200 || 25 || 15 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 1 || 30 || 10; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced CIC&#039;&#039;&#039; || Command || 4x1x6 || 200 || 40 || 35 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 1 || 30 || 25; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Citadel CIC&#039;&#039;&#039; || Command || 6x1x8 || 400 || 50 || 70 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 4 || 25 || 75; 1x Compounding cost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Damage control ===&lt;br /&gt;
Damage control compartments are used to repair damage during combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Repair Speed (HP/sec)&lt;br /&gt;
! Team Move Speed&lt;br /&gt;
! Repair Teams&lt;br /&gt;
! Restores Provided&lt;br /&gt;
! Max Repair&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rapid DC Locker&#039;&#039;&#039; || 3x1x3 || 100 || 15 || 1.5 || 5 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.2 || 4 || 1 (flying) || 0 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small DC Locker&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 1.5 || 10 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 2 || 1 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large DC Locker&#039;&#039;&#039; || 3x1x6 || 200 || 15 || 3 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 3 || 2 || 0 || 45&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced DC Locker&#039;&#039;&#039; || 3x1x6 || 250 || 35 || 1.5 || 10 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 2 || 1 || 0 || 45&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Central&#039;&#039;&#039; || 3x1x3 || 200 || 35 || 7 || 10 || 50 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +10% || +50% || 0 || 0 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Workshop&#039;&#039;&#039; || 3x1x3 || 150 || 35 || 7 || 10 || 50 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +30% || 0 || 0 || 0 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Complex&#039;&#039;&#039;[[File:OSP Roundel.png|25px]] || 6x3x6 || 600 || 40 || 20 || 50 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +10% (0.8) || +30% (2) || 3 || 2 || +5% || 55, 4x compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large DC Storage&#039;&#039;&#039;[[File:OSP Roundel.png|25px]] || 6x3x6 || 300 || 30 || 7 || 5 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 1 || 4 || 0 || 45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Support ===&lt;br /&gt;
Flight support compartments are used to support spacecraft being launched and recovered from ships.&lt;br /&gt;
Remember that carrier hulls receive 1 Spacecraft repair slot built in.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulk Internal Hangar&#039;&#039;&#039; || 6x3x6 || 200 || 15 || 1 || 20 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deck Gear Locker&#039;&#039;&#039; || 3x1x6 || 120 || 15 || 2 || 20 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spacecraft Arming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spacecraft Repair Station&#039;&#039;&#039; || 3x1x6 || 150 || 15 || 5 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || Adds 1 spacecraft repair slot to the hull, repairing for 4 HP/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spacecraft Strikedown Station&#039;&#039;&#039; || 3x1x6 || 150 || 15 || 5 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 75 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Module components are installed on the interior of the ship&#039;s hull.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supplementary Radio Amplifiers&#039;&#039;&#039; || Communications || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Transmit Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Suppression System&#039;&#039;&#039; || Damage Control || 2x2x2 || 150 || 10 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Cell Launcher) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Magazine) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Repair Speed (Fire)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Redundant Reactor Failsafes&#039;&#039;&#039; || Engineering || 2x2x2 || 150 || 10 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-33%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Repair Speed (Overload)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced Thruster Nozzles&#039;&#039;&#039; || Engineering || 2x2x2 || 50 || 10 || 4 || &#039;&#039;&#039;0&#039;&#039;&#039; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Flank Damage Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Reactor Booster&#039;&#039;&#039; || Engineering || 2x2x2 || 40 || 10 || 4 || &#039;&#039;&#039;0&#039;&#039;&#039; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Powerplant Efficiency&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Signature Scrambler&#039;&#039;&#039; || EWar || 2x2x2 || 50 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-450&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 35 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Identification Difficulty&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flight Deck Traversal System&#039;&#039;&#039; || Flight Support || 3x3x3 || 100 || 15 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Deck Traversal Time&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boosted Reactor&#039;&#039;&#039; || Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Civilian Reactor&#039;&#039;&#039; || Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3650&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FR3300 Micro Reactor&#039;&#039;&#039; || Powerplant || 3x3x3 || 200 || 30 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2250&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FR4800 Reactor&#039;&#039;&#039; || Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Civilian Reactor&#039;&#039;&#039; || Powerplant || 3x3x3 || 200 || 30 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1850&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adaptive Radar Receiver&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sensitivity&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-0.7 dB&#039;&#039;&#039;&amp;lt;/span&amp;gt; Noise Filtering&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Positional Error&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Velocity Error&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 10 km; radiated power: 4000 kW; gain: 40 dB; aperture size: 60 m2; sensitivity: -38 dBm; positional error: 45 m; velocity error: 0.15 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 1 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 4; burn-through damage change: 33%&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Lock&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ES32 &#039;Scryer&#039; Missile ID System&#039;&#039;&#039; || Sensors || 2x2x2 || 150 || 15 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-300&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || Analyzes Local Threats&amp;lt;br&amp;gt;Subject Class: Missile&amp;lt;br&amp;gt;Intelligence Effort: 10&amp;lt;br&amp;gt;Intelligence Accuracy: 0%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 8.5 km; radiated power: 3100 kW; gain: 40 dB; aperture size: 60 m2; sensitivity: -34 dBm; positional error: 20 m; velocity error: 0.15 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 2 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039; || Sensors || 2x2x2 || 300 || 40 || 7.5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3600&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 45 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 9.5 km; radiated power: 4100 kW; gain: 50 dB; aperture size: 30 m2; sensitivity: -38.5 dBm; positional error: 30 m; velocity error: 0.1 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 0.75 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 12; burn-through damage change: 20%&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Lock&#039;&#039;&#039;&amp;lt;/span&amp;gt;; min. lock SNR: 3; lock error mult.: 0.15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 8 km; radiated power: 3500 kW; gain: 40 dB; aperture size: 25 m2; sensitivity: -36 dBm; positional error: 30 m; velocity error: 0.1 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 1.5 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 8; burn-through damage change: 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 11.5 km; radiated power: 4500 kW; gain: 60 dB; aperture size: 40 m2; sensitivity: -38.5 dBm; positional error: 60 m; velocity error: 0.5 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 3.5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strobe Correlator&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-150&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jamming LOB Accuracy&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Broadcast&#039;&#039;&#039;&amp;lt;/span&amp;gt; LOBs to the sensor network, allowing them to be crossfixed with other LOBs to produce a fireable fix.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Track Correlator&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-150&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Positional Error&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Velocity Error&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Radar ===&lt;br /&gt;
Radar components are installed on the interior of the ship&#039;s hull, and are used to spot targets and threats.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Max Range (km)&lt;br /&gt;
! Radiated Power (kW)&lt;br /&gt;
! Gain (dB)&lt;br /&gt;
! Aperture Size (m2)&lt;br /&gt;
! Sensitivity (dBm)&lt;br /&gt;
! Positional Error (m)&lt;br /&gt;
! Velocity Error (m/s)&lt;br /&gt;
! Can Lock &lt;br /&gt;
! Jamming LOB &lt;br /&gt;
! Burnthrough&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039; || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || 10 || 4000 || 40 || 60 || -38 || 45 || 0.15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; Accuracy: 1 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 4; burn-through damage change: 33%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039; || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || 8.5 || 3100 || 40 || 60 || 34 || 20 || 0.15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 2 deg || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039; || 2x2x2 || 300 || 40 || 7.5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3600&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 45 || 9.5 || 4100 || 50  || 30 || -38.5 || 30 || 0.1 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; min. lock SNR: 3; lock error mult.: 0.15 || &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 0.75 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 12; burn-through damage change: 20%&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039; || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || 8 || 3500 || 40 || 25 || -36 || 30 || 0.1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 1.5 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 8; burn-through damage change: 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039; || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || 11.5 || 4500 || 60 || 40 || -38.5 || 60 || 0.5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 3.5 deg || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Propulsion ===&lt;br /&gt;
Propulsion modules enable ship movement and provide additional power to the ship. All propulsion modules have a catastrophic event probability of 5% and require 10 crew to operate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Provided Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Top Speed (%)&lt;br /&gt;
! Turn Rate (%)&lt;br /&gt;
! Thrust (%)&lt;br /&gt;
! Flank Damage Probability (%)&lt;br /&gt;
! Radar Signature (%)&lt;br /&gt;
! Wake Signature Strength (%)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM200 Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM200R Drive&#039;&#039;&#039; || 5x3x5 || 500 || 60 || 35 || 500 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM230 &#039;Whiplash&#039; Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 650 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM240 &#039;Dragonfly&#039; Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM280 &#039;Raider&#039; Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM30X &#039;Prowler&#039; Drive&#039;&#039;&#039; || 5x3x5 || 200 || 25 || 35 || 350 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular&amp;lt;br&amp;gt;|| &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-33&#039;&#039;&#039;&amp;lt;/span&amp;gt;  || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM500 Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM500R Drive&#039;&#039;&#039; || 10x8x10 || 1500 || 80 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM530 &#039;Whiplash&#039; Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 1500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM540 &#039;Dragonfly&#039; Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+45&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; ||&#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM580 &#039;Raider&#039; Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW800 Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW800-R Drive&#039;&#039;&#039; || 5x3x5 || 400 || 50 || 35 || 300 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sundrive Racing Pro&#039;&#039;&#039; || 5x3x5 || 200 || 30 || 35 || 200 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-777 Yard Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+45&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular;&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear|| &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW1500 Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW1500-R Drive&#039;&#039;&#039; || 12x12x12 || 1400 || 70 || 35 || 300 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW2000 Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 2000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear; &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-9100 Long Haul Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-7700 Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular; &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt;|| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon support ===&lt;br /&gt;
Weapon support modules improve the performance of weapons at the cost of ship power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Actively Cooled Amplifiers&#039;&#039;&#039; || 2x2x2 || 40 || 10 || 4 || 175 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Burst Duration (Emitters)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Emitters)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Overheat Damage Chance (Emitters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ammunition Elevators&#039;&#039;&#039; || 2x2x2 || 100 || 15 || 30 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Launcher Reload Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spacecraft Arming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focused Particle Accelerator&#039;&#039;&#039; || 3x3x3 || 150 || 40 || 45 || 800 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Damage Multiplier (Beam)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Burst Duration (Beam)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Parallel Interface&#039;&#039;&#039; || 2x2x2 || 100 || 15 || 5 || 150 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Programming Bus&#039;&#039;&#039; || 2x2x2 || 80 || 15 || 5 || 200 || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Programming Bus Array&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 5 || 350 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mount Gyros&#039;&#039;&#039; || 2x2x2 || 40 || 10 || 4 || 120 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-7.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spread&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traverse Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Elevation Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Casemate Traverse Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Casemate Elevation Rate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rapid-Cycle Cradle&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 30 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Recycle Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Recycle Time (Energy)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Energy Regulator&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 30 || 650 || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Beam)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Energy Regulator&#039;&#039;&#039; || 2x2x2 || 75 || 10 || 20 || 400 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Beam)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Components&amp;diff=842</id>
		<title>Components</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Components&amp;diff=842"/>
		<updated>2026-09-09T07:42:07Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Propulsion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; border: solid red; background-color: black; border-width: 5px; padding: 10px; margin: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This page is currently being overhauled, some details may not be accurate.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Fleet Editor.png|thumb|600px|The fleet editor]]&lt;br /&gt;
For best efficiency and redundancy, all ship components should be placed far away from components that fulfill the same function. Smaller components can be installed in slots supporting larger components though they retain their same integrity, leaving them more vulnerable.&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
Mount components are installed on the exterior of the ship&#039;s hull and grant the ship certain capabilities, whether that be utility, defense, or offensive capability. Almost all mounts are faction-exclusive, with only a few cross-compatible mountings between factions like the VLS-1 launchers. Some ships even have access to mountings from other factions, like the Ocello class Command Cruiser on OSP.&lt;br /&gt;
&lt;br /&gt;
=== Shelter Alliance mounts ===&lt;br /&gt;
The following mounts are only available to the [[File:Alliance Roundel.png|25px]] Shelter Alliance.&lt;br /&gt;
&lt;br /&gt;
==== Communications, Ewar, &amp;amp; Sensors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR10 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 100 || 15 || 4 || 250 || 5 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR70 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 250 || 30 || 7 || 600 || 15 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E15 &#039;Masquerade&#039; Signature Booster&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 5 || 600 || 20 || Radar Signature: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;0-100% Depending on Deceptive Identity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E55 &#039;Spotlight&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 750 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 8.5%; - range:12000 m; beam width: 5 deg; radiated power: 1000 kW; gain: 60 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E55 &#039;Floodlight&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 1500 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 8.5%; - range:10000 m; beam width: 40 deg; radiated power: 3250 kW; gain: 40 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E70 &#039;Interruption&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 5 || 600 || 55 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 180s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 4000 m; radiated power: 750 kW; gain: 1 dB; Omnidirectional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E71 &#039;Hangup&#039; Jammer&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 500 || 45 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 120s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 20000 m; radiated power: 300 kW; gain: 25 dB; beam width: 20 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E71 &#039;Blanket&#039; Jammer&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 1000 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 10%; range: 10000 m; radiated power: 1 kW; gain: 20 dB; beam width: 40 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ES22 &#039;Pinard&#039; Electronic Support Module&#039;&#039;&#039; || Sensors || 3x1x3 || 50 || 15 || 3 || 200 || 30 || Passive detection of enemy &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt; emissions up to 150% range of enemy radar.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 70 || 10 || 2 || 300 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire Control Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; FOV: 20 deg; Max Range: 9km; Radiated power: 1500 kW; Gain: 80dB; Aperture size: 20m2; Positional Error: 2m; Velocity Error 0 m/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Flight Support ====&lt;br /&gt;
Flight Support Mountings are used to store and launch craft. These hangars cannot draw from internal hangars, with the Levy using a separate set of integral carrier modules.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large Mounted Hangar&#039;&#039;&#039; || 8x7x8 || 200 || 15 || 0 || 1 || 10 || Launches and stores up to 4 size 1 craft. Adds 3 additional pre-flight slots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Medium Mounted Hangar&#039;&#039;&#039; || 6x4x6 || 200 || 15 || 0 || 1 || 10 || Launches and stores up to 2 size 1 craft. Adds 1 additional pre-flight slot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missile Launchers ====&lt;br /&gt;
Shelter Alliance missile weapons have a catastrophic event probability of 5%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Missile Size&lt;br /&gt;
! Capacity (cells, minimum)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-23 Launcher&#039;&#039;&#039; || 2x2x2 || 75 || 15 || 3 || 50 || 5 || 1 || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039; || 3x2x3 || 125 || 15 || 10 || 50 || 5 || 1 || 46&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-2 Launcher&#039;&#039;&#039; || 3x4x3 || 100 || 15 || 5 || 200 || 10 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-3 Launcher&#039;&#039;&#039; || 3x4x3 || 175 || 15 || 20 || 200 || 20 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CLS-3 Launcher&#039;&#039;&#039; || 3x4x3 || 250 || 15 || 20 || 200 || 20 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TLS-3 Launcher&#039;&#039;&#039; || 3x1x3 || 350 || 15 || 25 || 250 || 20 || 3 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Point defense weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Integrated FC&lt;br /&gt;
! Optical Backup&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk20 &#039;Defender&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 3 || 175 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical&amp;lt;br&amp;gt;20mm || 3m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk25 &#039;Rebound&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 3 || 20 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 35m@1km || traverse/elevation rate: 80 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk29 &#039;Stonewall&#039; PDT&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 7 || 5 || 40 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 35m@1km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk90 &#039;Aurora&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 0 || 1250 || 55 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || laser || 1m@1.5km&amp;lt;br&amp;gt;1m@3km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +85 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk95 &#039;Sarissa&#039; PDT&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 7 || 4 || 1250 || 65 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/magnetic&amp;lt;br&amp;gt;15mm || 3m@3km&amp;lt;br&amp;gt;5m@6km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +65 deg, -5 deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Projectile weapons ====&lt;br /&gt;
All projectile weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Role&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk61 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 3 || 4 || 50 || 10 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;120mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 1 || 5.5 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +70 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk62 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 6 || 8 || 50 || 20 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;120mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 1 || 4 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +70 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk64 Cannon&#039;&#039;&#039; || 3x1x3 || 225 || 20 || 3 || 15 || 125 || 30 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 0 || 1 || 10 || traverse rate: 12.5 deg/s&amp;lt;br&amp;gt;elevation rate: 18 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk65 Cannon&#039;&#039;&#039; || 6x3x6 || 450 || 40 || 12 || 25 || 180 || 40 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;250mm || 17m@2.5km&amp;lt;br&amp;gt;35m@5km&amp;lt;br&amp;gt;52m@7.5km || 0.5 || 3 || 13 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk66 Cannon&#039;&#039;&#039; || 6x3x6 || 450 || 40 || 25 || 25 || 200 || 45 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 44m@5km&amp;lt;br&amp;gt;87m@10km || 0.5 || 2 || 20 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk68 Cannon&#039;&#039;&#039; || 8x5x8 || 550 || 40 || 40 || 40 || 225 || 75 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 44m@5km&amp;lt;br&amp;gt;87m@10km || 0.5 || 3 || 20 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk81 Railgun&#039;&#039;&#039; || 6x3x6 || 125 || 15 || 20 || 15 || 1500 || 75 || Offensive || ballistic/magnetic&amp;lt;br&amp;gt;300mm || 13m@5km&amp;lt;br&amp;gt;26m@10km&amp;lt;br&amp;gt;52m@20km || 2.5 || 3 || 100 || traverse rate: 3 deg/s&amp;lt;br&amp;gt;elevation rate: 5 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -5 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 18 seconds after firing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Energy weapons ====&lt;br /&gt;
All energy weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk610 Beam Turret&#039;&#039;&#039; || 8x5x8 || 400 || 40 || 50 || 20 || 3000 || 80 || 45 (Beam) || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 12.5 deg/s&amp;lt;br&amp;gt;elevation limits: +20 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spinal weapons ====&lt;br /&gt;
Spinal weapons have dimensions of 4x12x4. The only ship capable of mounting them is the Keystone Destroyer Class. Both of them are offensive weapons that have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload Time (s)&lt;br /&gt;
! width=40% | Properties&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk550 Railgun&#039;&#039;&#039; || 450 || 40 || 100 || 15 || 2000 || 75 || 15 || accuracy: 11m@5km, 13m@10km, 45m@20km, compatible ammo types: ballistic/magnetic - 300mm; recycle time (energy): 5 s; autoloader capacity: 1&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1200%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 18 seconds after firing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk600 Beam Cannon&#039;&#039;&#039; || 450 || 40 || 100 || 15 || 3000 || 75 || 30 || range: 6000 m; armor penetration: 180 cm/s; component damage: 300 hp/s; burst duration: 7.5 s&amp;lt;br&amp;gt;Battle Short Available: 60% Overheat Damage Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outlying Systems Protectorate mounts ===&lt;br /&gt;
The following mounts are only available to the [[File:OSP Roundel.png|25px]] Outlying Systems Protectorate. Their weapons use both turrets and casemates. Note that the OSP Ocello Command Cruiser can mount both ANS and OSP mountings.&lt;br /&gt;
&lt;br /&gt;
==== Communications, Ewar, Sensors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR10 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 100 || 15 || 4 || 250 || 5 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E20 &#039;Lighthouse&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 600 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 60s; Cooldown Time (emitters): 45s; overheat damage chance: 8.5%; - range:10000 m; beam width: 5 deg; radiated power: 900 kW; gain: 50 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J15 &#039;Bellbird&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 150 || 15 || 2 || 850 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 45s; Cooldown Time (emitters): 60s; overheat damage chance: 15%; range: 10000 m; radiated power: 1.25 kW; gain: 20 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J360 &#039;Lyrebird&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 10 || 500 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 180s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 4000 m; radiated power: 10 kW; gain: 2 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J75 &#039;Warbler&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 10 || 500 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 40s; Cooldown Time (emitters): 30s; overheat damage chance: 5%; range: 2500 m; radiated power: 1250 kW; gain: 1 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;L50 &#039;Blackjack&#039; Laser Dazzler&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 750 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;EO&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 10%; range: 8000 m; radiated power: 1 kW; gain: 20 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon&#039;&#039;&#039;&amp;lt;/span&amp;gt; - role: dual-purpose; turret traverse rate: 80 deg/s; turret elevation rate: 80 deg/s; elevation limits: +89deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RF44 &#039;Pinpoint&#039; Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 70 || 10 || 2 || 250 || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire Control Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; FOV: 20 deg; Max Range: 6.5km; Radiated power: 1500 kW; Gain: 60dB; Aperture size: 40m2; Positional Error: 3m; Velocity Error 0 m/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039; || Sensors || 2x5x2 || 200 || 15 || 0 || 3000 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 150 || 15 || 10 || 4500 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Flight Support ====&lt;br /&gt;
Flight Support Mountings are used to store and launch craft. These hangars can draw from internal hangars.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Mounted Hangar&#039;&#039;&#039; || 6x4x6 || 300 || 20 || 0 || 1 || 10 || Launches and stores 1 size 1 craft.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Bank Hangar&#039;&#039;&#039; || 20x5x20 || 200 || 15 || 0 || 1 || 100 || Launches and stores at minimum 16 craft.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missile weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Missile Size&lt;br /&gt;
! Capacity (cells, minimum)&lt;br /&gt;
! Catastrophic Event probability (%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-23 Launcher&#039;&#039;&#039; || 2x2x2 || 75 || 15 || 3 || 50 || 5 || 1 || 23 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039; || 3x2x3 || 125 || 15 || 10 || 50 || 5 || 1 || 46 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RL18 Launcher&#039;&#039;&#039; || 3x1x3 || 100 || 15 || 8 || 50 || 30 || 2 || 18 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RL36 Launcher&#039;&#039;&#039; || 6x3x6 || 175 || 15 || 13 || 75 || 30 || 2 || 36 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MLS-2 Launcher&#039;&#039;&#039; || 2x2x5 || 200 || 15 || 7.5 || 50 || 15 || 2 || Magazine-fed || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MLS-3 Launcher&#039;&#039;&#039; || 2x2x5 || 200 || 15 || 15 || 50 || 15 || 3 || Magazine-fed || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SALS-2 &#039;Ward&#039; Launcher&#039;&#039;&#039; || 3x4x3 || 100 || 15 || 10 || 50 || 5 || 2 || 1 (Magazine-fed) || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TALS-2 &#039;Ward&#039; Launcher&#039;&#039;&#039; || 3x4x5 || 150 || 15 || 15 || 50 || 5 || 2 || 2 (Magazine-fed) || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ML-9 &#039;Mine&#039; Launcher&#039;&#039;&#039; || 3x2x3 || 200 || 15 || 7.5 || 100 || 10 || 3 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Stack Launcher&#039;&#039;&#039; || 6x1x6 || 200 || 15 || 3 || 50 || 5 || 4 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Bank Launcher&#039;&#039;&#039; || 20x5x10 || 200 || 15 || 50 || 200 || 25 || 4 || 48 || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Point defense weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Integrated FC&lt;br /&gt;
! Optical Backup&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P11 &#039;Pavise&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 4 || 3 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical&amp;lt;br&amp;gt;20mm || 5m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P20 &#039;Bastion&#039; PDT&#039;&#039;&#039; || 2x1x2 || 150 || 15 || 7 || 5 || 40 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 52m@1km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P60 &#039;Grazer&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 0 || 750 || 35 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || laser || 0m@0.5km&amp;lt;br&amp;gt;0m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Projectile weapons ====&lt;br /&gt;
All projectile weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Role&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C30 Cannon&#039;&#039;&#039; || 2x5x2 || 350 || 20 || 15 || 10 || 100 || 20 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 9m@2.5km&amp;lt;br&amp;gt;17m@5km || 1 || 24 || 30 || traverse rate: 20 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +45 deg, -45  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C53 Cannon&#039;&#039;&#039; || 2x4x2 || 300 || 20 || 3 || 15 || 100 || 10 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;250mm; ballistic/chemical/timed&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 2 || 8 || 50 || traverse rate: 10 deg/s&amp;lt;br&amp;gt;elevation rate: 10 deg/s&amp;lt;br&amp;gt;elevation limits: +35 deg, -35  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C56 Cannon&#039;&#039;&#039; || 4x6x4 || 350 || 40 || 3 || 15 || 100 || 20 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;250mm; ballistic/chemical/timed&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 2 || 15 || 70 || traverse rate: 10 deg/s&amp;lt;br&amp;gt;elevation rate: 10 deg/s&amp;lt;br&amp;gt;elevation limits: +35 deg, -35  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C65 Cannon&#039;&#039;&#039; || 6x10x6 || 500 || 40 || 35 || 25 || 300 || 40 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 35m@5km&amp;lt;br&amp;gt;70m@10km || 4 || 8 || 90 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -25  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C90 Cannon&#039;&#039;&#039; || 6x12x6 || 500 || 40 || 59 || 25 || 200 || 60 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;600mm; ballistic/chemical/timed&amp;lt;br&amp;gt;600mm || 22m@5km&amp;lt;br&amp;gt;44m@10km || Single Shot || 1 || 18 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +5 deg, -5  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T20 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 3 || 4 || 30 || 15 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 4 || 15 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +80 deg, -5  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T30 Cannon&#039;&#039;&#039; || 6x3x6 || 200 || 25 || 50 || 10 || 120 || 30 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 9m@2.5km&amp;lt;br&amp;gt;17m@5km || 1 || 16 || 30 || traverse rate: 20 deg/s&amp;lt;br&amp;gt;elevation rate: 20 deg/s&amp;lt;br&amp;gt;elevation limits: +75 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Energy weapons ====&lt;br /&gt;
All energy weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C81 Plasma Cannon&#039;&#039;&#039; || 4x6x4 || 500 || 40 || 80 || 25 || 1200 || 30 || ballistic/magnetic&amp;lt;br&amp;gt;400mm amploule || 26m@5km&amp;lt;br&amp;gt;52m@10km || Single Shot || 1 || 12 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -25  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T81 Plasma Cannon&#039;&#039;&#039; || 6x3x6 || 300 || 25 || 80 || 15 || 1500 || 45 || ballistic/magnetic&amp;lt;br&amp;gt;400mm amploule || 44m@5km&amp;lt;br&amp;gt;87m@10km || 5 || 8 || 40 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 5 deg/s&amp;lt;br&amp;gt;elevation limits: +60 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spinal weapons ====&lt;br /&gt;
Spinal weapons have dimensions of 4x10x4. They are offensive weapons that have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload Time (s)&lt;br /&gt;
! width=40% | Properties&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TE45 Mass Driver&#039;&#039;&#039; || 150 || 30 || 100 || 15 || 4250 || 100 || 25 || accuracy: 11m@5km, 13m@10km, 45m@20km, compatible ammo types: ballistic/magnetic - 500mm; &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1500%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 20 seconds after firing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;From this point forward, Compartments and Modules from both factions will not be split up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
Compartment components are installed on the interior of the ship&#039;s hull. Most of them do not require any power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plant Control Center&#039;&#039;&#039; || Engineering || 3x1x3 || 100 || 10 || 7 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Powerplant Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jury-Rigged Reactor&#039;&#039;&#039; || Powerplant || 6x3x6 || 300 || 30 || 100 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2500 kW&#039;&#039;&#039;&amp;lt;/span&amp;gt; Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Analysis Annex&#039;&#039;&#039; || Intelligence || 3x1x3 || 100 || 10 || 10 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Intelligence Effort&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Intelligence Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intelligence Center&#039;&#039;&#039; || Intelligence || 6x1x8 || 200 || 15 || 25 || 45 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 90 || Analyzes All Tracks&amp;lt;br&amp;gt;Intelligence Effort: 15&amp;lt;br&amp;gt;Intelligence Accuracy: 25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulk Magazine&#039;&#039;&#039; || Storage || 1x1x1 || 100 || 25 || 1 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 20 after 1x compounding cost|| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039; || Storage || 1x1x1 || 150 || 40 || 2 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 40 after 1x compounding cost || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;4%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Citadel Magazine&#039;&#039;&#039; || Storage || 1x3x1 || 300 || 50 || 6 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 150 after 1x compounding cost || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;4%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gun Plotting Center&#039;&#039;&#039; || Weapon Support || 3x1x3 || 100 || 10 || 7 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spread&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50 kW&#039;&#039;&#039;&amp;lt;/span&amp;gt; Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike Planning Center&#039;&#039;&#039; || Weapon Support || 6x1x8 || 100 || 10 || 10 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 70 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Datalink Array&#039;&#039;&#039; || Weapon Support || 6x3x6 || 300 || 30 || 40 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 200 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
Command compartments are used to relay orders throughout the ship and analyze local tracks. A ship without operational command compartments cannot receive any orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Commands Enabled&lt;br /&gt;
! Intelligence Effort&lt;br /&gt;
! Intelligence Accuracy (%)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Auxiliary Steering&#039;&#039;&#039; || Command || 3x1x3 || 300 || 20 || 10 || 5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || MOVE || 0 || 0 || 10; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Basic CIC&#039;&#039;&#039; || Command || 4x1x6 || 200 || 25 || 15 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 1 || 30 || 10; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced CIC&#039;&#039;&#039; || Command || 4x1x6 || 200 || 40 || 35 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 1 || 30 || 25; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Citadel CIC&#039;&#039;&#039; || Command || 6x1x8 || 400 || 50 || 70 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 4 || 25 || 75; 1x Compounding cost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Damage control ===&lt;br /&gt;
Damage control compartments are used to repair damage during combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Repair Speed (HP/sec)&lt;br /&gt;
! Team Move Speed&lt;br /&gt;
! Repair Teams&lt;br /&gt;
! Restores Provided&lt;br /&gt;
! Max Repair&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rapid DC Locker&#039;&#039;&#039; || 3x1x3 || 100 || 15 || 1.5 || 5 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.2 || 4 || 1 (flying) || 0 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small DC Locker&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 1.5 || 10 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 2 || 1 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large DC Locker&#039;&#039;&#039; || 3x1x6 || 200 || 15 || 3 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 3 || 2 || 0 || 45&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced DC Locker&#039;&#039;&#039; || 3x1x6 || 250 || 35 || 1.5 || 10 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 2 || 1 || 0 || 45&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Central&#039;&#039;&#039; || 3x1x3 || 200 || 35 || 7 || 10 || 50 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +10% || +50% || 0 || 0 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Workshop&#039;&#039;&#039; || 3x1x3 || 150 || 35 || 7 || 10 || 50 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +30% || 0 || 0 || 0 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Complex&#039;&#039;&#039; || 6x3x6 || 600 || 40 || 20 || 50 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +10% (0.8) || +30% (2) || 3 || 2 || +5% || 55, 4x compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large DC Storage&#039;&#039;&#039; || 6x3x6 || 300 || 30 || 7 || 5 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;no&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 1 || 4 || 0 || 45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Support ===&lt;br /&gt;
Flight support compartments are used to support spacecraft being launched and recovered from ships.&lt;br /&gt;
Remember that carrier hulls receive 1 Spacecraft repair slot built in.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulk Internal Hangar&#039;&#039;&#039; || 6x3x6 || 200 || 15 || 1 || 20 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deck Gear Locker&#039;&#039;&#039; || 3x1x6 || 120 || 15 || 2 || 20 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spacecraft Arming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spacecraft Repair Station&#039;&#039;&#039; || 3x1x6 || 150 || 15 || 5 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || Adds 1 spacecraft repair slot to the hull, repairing for 4 HP/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spacecraft Strikedown Station&#039;&#039;&#039; || 3x1x6 || 150 || 15 || 5 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 75 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Module components are installed on the interior of the ship&#039;s hull.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supplementary Radio Amplifiers&#039;&#039;&#039; || Communications || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Transmit Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Suppression System&#039;&#039;&#039; || Damage Control || 2x2x2 || 150 || 10 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Cell Launcher) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Magazine) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Repair Speed (Fire)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Redundant Reactor Failsafes&#039;&#039;&#039; || Engineering || 2x2x2 || 150 || 10 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-33%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Repair Speed (Overload)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced Thruster Nozzles&#039;&#039;&#039; || Engineering || 2x2x2 || 50 || 10 || 4 || &#039;&#039;&#039;0&#039;&#039;&#039; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Flank Damage Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Reactor Booster&#039;&#039;&#039; || Engineering || 2x2x2 || 40 || 10 || 4 || &#039;&#039;&#039;0&#039;&#039;&#039; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Powerplant Efficiency&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Signature Scrambler&#039;&#039;&#039; || EWar || 2x2x2 || 50 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-450&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 35 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Identification Difficulty&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flight Deck Traversal System&#039;&#039;&#039; || Flight Support || 3x3x3 || 100 || 15 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Deck Traversal Time&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boosted Reactor&#039;&#039;&#039; || Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Civilian Reactor&#039;&#039;&#039; || Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3650&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FR3300 Micro Reactor&#039;&#039;&#039; || Powerplant || 3x3x3 || 200 || 30 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2250&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FR4800 Reactor&#039;&#039;&#039; || Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Civilian Reactor&#039;&#039;&#039; || Powerplant || 3x3x3 || 200 || 30 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1850&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adaptive Radar Receiver&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sensitivity&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-0.7 dB&#039;&#039;&#039;&amp;lt;/span&amp;gt; Noise Filtering&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Positional Error&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Velocity Error&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 10 km; radiated power: 4000 kW; gain: 40 dB; aperture size: 60 m2; sensitivity: -38 dBm; positional error: 45 m; velocity error: 0.15 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 1 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 4; burn-through damage change: 33%&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Lock&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ES32 &#039;Scryer&#039; Missile ID System&#039;&#039;&#039; || Sensors || 2x2x2 || 150 || 15 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-300&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || Analyzes Local Threats&amp;lt;br&amp;gt;Subject Class: Missile&amp;lt;br&amp;gt;Intelligence Effort: 10&amp;lt;br&amp;gt;Intelligence Accuracy: 0%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 8.5 km; radiated power: 3100 kW; gain: 40 dB; aperture size: 60 m2; sensitivity: -34 dBm; positional error: 20 m; velocity error: 0.15 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 2 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039; || Sensors || 2x2x2 || 300 || 40 || 7.5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3600&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 45 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 9.5 km; radiated power: 4100 kW; gain: 50 dB; aperture size: 30 m2; sensitivity: -38.5 dBm; positional error: 30 m; velocity error: 0.1 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 0.75 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 12; burn-through damage change: 20%&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Lock&#039;&#039;&#039;&amp;lt;/span&amp;gt;; min. lock SNR: 3; lock error mult.: 0.15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 8 km; radiated power: 3500 kW; gain: 40 dB; aperture size: 25 m2; sensitivity: -36 dBm; positional error: 30 m; velocity error: 0.1 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 1.5 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 8; burn-through damage change: 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 11.5 km; radiated power: 4500 kW; gain: 60 dB; aperture size: 40 m2; sensitivity: -38.5 dBm; positional error: 60 m; velocity error: 0.5 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 3.5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strobe Correlator&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-150&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jamming LOB Accuracy&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Broadcast&#039;&#039;&#039;&amp;lt;/span&amp;gt; LOBs to the sensor network, allowing them to be crossfixed with other LOBs to produce a fireable fix.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Track Correlator&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-150&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Positional Error&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Velocity Error&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Radar ===&lt;br /&gt;
Radar components are installed on the interior of the ship&#039;s hull, and are used to spot targets and threats.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Max Range (km)&lt;br /&gt;
! Radiated Power (kW)&lt;br /&gt;
! Gain (dB)&lt;br /&gt;
! Aperture Size (m2)&lt;br /&gt;
! Sensitivity (dBm)&lt;br /&gt;
! Positional Error (m)&lt;br /&gt;
! Velocity Error (m/s)&lt;br /&gt;
! Can Lock &lt;br /&gt;
! Jamming LOB &lt;br /&gt;
! Burnthrough&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039; || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || 10 || 4000 || 40 || 60 || -38 || 45 || 0.15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; Accuracy: 1 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 4; burn-through damage change: 33%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039; || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || 8.5 || 3100 || 40 || 60 || 34 || 20 || 0.15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 2 deg || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039; || 2x2x2 || 300 || 40 || 7.5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3600&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 45 || 9.5 || 4100 || 50  || 30 || -38.5 || 30 || 0.1 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; min. lock SNR: 3; lock error mult.: 0.15 || &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 0.75 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 12; burn-through damage change: 20%&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039; || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || 8 || 3500 || 40 || 25 || -36 || 30 || 0.1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 1.5 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 8; burn-through damage change: 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039; || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || 11.5 || 4500 || 60 || 40 || -38.5 || 60 || 0.5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 3.5 deg || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Propulsion ===&lt;br /&gt;
Propulsion modules enable ship movement and provide additional power to the ship. All propulsion modules have a catastrophic event probability of 5% and require 10 crew to operate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Provided Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Top Speed (%)&lt;br /&gt;
! Turn Rate (%)&lt;br /&gt;
! Thrust (%)&lt;br /&gt;
! Flank Damage Probability (%)&lt;br /&gt;
! Radar Signature (%)&lt;br /&gt;
! Wake Signature Strength (%)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM200 Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM200R Drive&#039;&#039;&#039; || 5x3x5 || 500 || 60 || 35 || 500 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM230 &#039;Whiplash&#039; Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 650 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM240 &#039;Dragonfly&#039; Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM280 &#039;Raider&#039; Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM30X &#039;Prowler&#039; Drive&#039;&#039;&#039; || 5x3x5 || 200 || 25 || 35 || 350 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular&amp;lt;br&amp;gt;|| &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-33&#039;&#039;&#039;&amp;lt;/span&amp;gt;  || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM500 Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM500R Drive&#039;&#039;&#039; || 10x8x10 || 1500 || 80 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM530 &#039;Whiplash&#039; Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 1500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM540 &#039;Dragonfly&#039; Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+45&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; ||&#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM580 &#039;Raider&#039; Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW800 Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW800-R Drive&#039;&#039;&#039; || 5x3x5 || 400 || 50 || 35 || 300 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sundrive Racing Pro&#039;&#039;&#039; || 5x3x5 || 200 || 30 || 35 || 200 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-777 Yard Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+45&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular;&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear|| &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW1500 Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW1500-R Drive&#039;&#039;&#039; || 12x12x12 || 1400 || 70 || 35 || 300 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW2000 Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 2000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear; &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-9100 Long Haul Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-7700 Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular; &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt;|| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon support ===&lt;br /&gt;
Weapon support modules improve the performance of weapons at the cost of ship power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Actively Cooled Amplifiers&#039;&#039;&#039; || 2x2x2 || 40 || 10 || 4 || 175 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Burst Duration (Emitters)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Emitters)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Overheat Damage Chance (Emitters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ammunition Elevators&#039;&#039;&#039; || 2x2x2 || 100 || 15 || 30 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Launcher Reload Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spacecraft Arming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focused Particle Accelerator&#039;&#039;&#039; || 3x3x3 || 150 || 40 || 45 || 800 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Damage Multiplier (Beam)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Burst Duration (Beam)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Parallel Interface&#039;&#039;&#039; || 2x2x2 || 100 || 15 || 5 || 150 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Programming Bus&#039;&#039;&#039; || 2x2x2 || 80 || 15 || 5 || 200 || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Programming Bus Array&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 5 || 350 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mount Gyros&#039;&#039;&#039; || 2x2x2 || 40 || 10 || 4 || 120 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-7.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spread&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traverse Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Elevation Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Casemate Traverse Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Casemate Elevation Rate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rapid-Cycle Cradle&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 30 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Recycle Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Recycle Time (Energy)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Energy Regulator&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 30 || 650 || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Beam)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Energy Regulator&#039;&#039;&#039; || 2x2x2 || 75 || 10 || 20 || 400 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Beam)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Components&amp;diff=841</id>
		<title>Components</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Components&amp;diff=841"/>
		<updated>2026-09-09T07:40:49Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Propulsion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; border: solid red; background-color: black; border-width: 5px; padding: 10px; margin: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This page is currently being overhauled, some details may not be accurate.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Fleet Editor.png|thumb|600px|The fleet editor]]&lt;br /&gt;
For best efficiency and redundancy, all ship components should be placed far away from components that fulfill the same function. Smaller components can be installed in slots supporting larger components though they retain their same integrity, leaving them more vulnerable.&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
Mount components are installed on the exterior of the ship&#039;s hull and grant the ship certain capabilities, whether that be utility, defense, or offensive capability. Almost all mounts are faction-exclusive, with only a few cross-compatible mountings between factions like the VLS-1 launchers. Some ships even have access to mountings from other factions, like the Ocello class Command Cruiser on OSP.&lt;br /&gt;
&lt;br /&gt;
=== Shelter Alliance mounts ===&lt;br /&gt;
The following mounts are only available to the [[File:Alliance Roundel.png|25px]] Shelter Alliance.&lt;br /&gt;
&lt;br /&gt;
==== Communications, Ewar, &amp;amp; Sensors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR10 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 100 || 15 || 4 || 250 || 5 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR70 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 250 || 30 || 7 || 600 || 15 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E15 &#039;Masquerade&#039; Signature Booster&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 5 || 600 || 20 || Radar Signature: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;0-100% Depending on Deceptive Identity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E55 &#039;Spotlight&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 750 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 8.5%; - range:12000 m; beam width: 5 deg; radiated power: 1000 kW; gain: 60 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E55 &#039;Floodlight&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 1500 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 8.5%; - range:10000 m; beam width: 40 deg; radiated power: 3250 kW; gain: 40 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E70 &#039;Interruption&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 5 || 600 || 55 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 180s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 4000 m; radiated power: 750 kW; gain: 1 dB; Omnidirectional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E71 &#039;Hangup&#039; Jammer&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 500 || 45 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 120s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 20000 m; radiated power: 300 kW; gain: 25 dB; beam width: 20 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E71 &#039;Blanket&#039; Jammer&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 1000 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 10%; range: 10000 m; radiated power: 1 kW; gain: 20 dB; beam width: 40 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ES22 &#039;Pinard&#039; Electronic Support Module&#039;&#039;&#039; || Sensors || 3x1x3 || 50 || 15 || 3 || 200 || 30 || Passive detection of enemy &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt; emissions up to 150% range of enemy radar.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 70 || 10 || 2 || 300 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire Control Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; FOV: 20 deg; Max Range: 9km; Radiated power: 1500 kW; Gain: 80dB; Aperture size: 20m2; Positional Error: 2m; Velocity Error 0 m/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Flight Support ====&lt;br /&gt;
Flight Support Mountings are used to store and launch craft. These hangars cannot draw from internal hangars, with the Levy using a separate set of integral carrier modules.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large Mounted Hangar&#039;&#039;&#039; || 8x7x8 || 200 || 15 || 0 || 1 || 10 || Launches and stores up to 4 size 1 craft. Adds 3 additional pre-flight slots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Medium Mounted Hangar&#039;&#039;&#039; || 6x4x6 || 200 || 15 || 0 || 1 || 10 || Launches and stores up to 2 size 1 craft. Adds 1 additional pre-flight slot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missile Launchers ====&lt;br /&gt;
Shelter Alliance missile weapons have a catastrophic event probability of 5%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Missile Size&lt;br /&gt;
! Capacity (cells, minimum)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-23 Launcher&#039;&#039;&#039; || 2x2x2 || 75 || 15 || 3 || 50 || 5 || 1 || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039; || 3x2x3 || 125 || 15 || 10 || 50 || 5 || 1 || 46&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-2 Launcher&#039;&#039;&#039; || 3x4x3 || 100 || 15 || 5 || 200 || 10 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-3 Launcher&#039;&#039;&#039; || 3x4x3 || 175 || 15 || 20 || 200 || 20 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CLS-3 Launcher&#039;&#039;&#039; || 3x4x3 || 250 || 15 || 20 || 200 || 20 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TLS-3 Launcher&#039;&#039;&#039; || 3x1x3 || 350 || 15 || 25 || 250 || 20 || 3 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Point defense weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Integrated FC&lt;br /&gt;
! Optical Backup&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk20 &#039;Defender&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 3 || 175 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical&amp;lt;br&amp;gt;20mm || 3m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk25 &#039;Rebound&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 3 || 20 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 35m@1km || traverse/elevation rate: 80 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk29 &#039;Stonewall&#039; PDT&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 7 || 5 || 40 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 35m@1km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk90 &#039;Aurora&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 0 || 1250 || 55 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || laser || 1m@1.5km&amp;lt;br&amp;gt;1m@3km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +85 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk95 &#039;Sarissa&#039; PDT&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 7 || 4 || 1250 || 65 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/magnetic&amp;lt;br&amp;gt;15mm || 3m@3km&amp;lt;br&amp;gt;5m@6km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +65 deg, -5 deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Projectile weapons ====&lt;br /&gt;
All projectile weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Role&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk61 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 3 || 4 || 50 || 10 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;120mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 1 || 5.5 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +70 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk62 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 6 || 8 || 50 || 20 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;120mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 1 || 4 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +70 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk64 Cannon&#039;&#039;&#039; || 3x1x3 || 225 || 20 || 3 || 15 || 125 || 30 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 0 || 1 || 10 || traverse rate: 12.5 deg/s&amp;lt;br&amp;gt;elevation rate: 18 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk65 Cannon&#039;&#039;&#039; || 6x3x6 || 450 || 40 || 12 || 25 || 180 || 40 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;250mm || 17m@2.5km&amp;lt;br&amp;gt;35m@5km&amp;lt;br&amp;gt;52m@7.5km || 0.5 || 3 || 13 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk66 Cannon&#039;&#039;&#039; || 6x3x6 || 450 || 40 || 25 || 25 || 200 || 45 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 44m@5km&amp;lt;br&amp;gt;87m@10km || 0.5 || 2 || 20 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk68 Cannon&#039;&#039;&#039; || 8x5x8 || 550 || 40 || 40 || 40 || 225 || 75 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 44m@5km&amp;lt;br&amp;gt;87m@10km || 0.5 || 3 || 20 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk81 Railgun&#039;&#039;&#039; || 6x3x6 || 125 || 15 || 20 || 15 || 1500 || 75 || Offensive || ballistic/magnetic&amp;lt;br&amp;gt;300mm || 13m@5km&amp;lt;br&amp;gt;26m@10km&amp;lt;br&amp;gt;52m@20km || 2.5 || 3 || 100 || traverse rate: 3 deg/s&amp;lt;br&amp;gt;elevation rate: 5 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -5 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 18 seconds after firing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Energy weapons ====&lt;br /&gt;
All energy weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk610 Beam Turret&#039;&#039;&#039; || 8x5x8 || 400 || 40 || 50 || 20 || 3000 || 80 || 45 (Beam) || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 12.5 deg/s&amp;lt;br&amp;gt;elevation limits: +20 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spinal weapons ====&lt;br /&gt;
Spinal weapons have dimensions of 4x12x4. The only ship capable of mounting them is the Keystone Destroyer Class. Both of them are offensive weapons that have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload Time (s)&lt;br /&gt;
! width=40% | Properties&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk550 Railgun&#039;&#039;&#039; || 450 || 40 || 100 || 15 || 2000 || 75 || 15 || accuracy: 11m@5km, 13m@10km, 45m@20km, compatible ammo types: ballistic/magnetic - 300mm; recycle time (energy): 5 s; autoloader capacity: 1&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1200%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 18 seconds after firing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk600 Beam Cannon&#039;&#039;&#039; || 450 || 40 || 100 || 15 || 3000 || 75 || 30 || range: 6000 m; armor penetration: 180 cm/s; component damage: 300 hp/s; burst duration: 7.5 s&amp;lt;br&amp;gt;Battle Short Available: 60% Overheat Damage Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outlying Systems Protectorate mounts ===&lt;br /&gt;
The following mounts are only available to the [[File:OSP Roundel.png|25px]] Outlying Systems Protectorate. Their weapons use both turrets and casemates. Note that the OSP Ocello Command Cruiser can mount both ANS and OSP mountings.&lt;br /&gt;
&lt;br /&gt;
==== Communications, Ewar, Sensors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR10 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 100 || 15 || 4 || 250 || 5 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E20 &#039;Lighthouse&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 600 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 60s; Cooldown Time (emitters): 45s; overheat damage chance: 8.5%; - range:10000 m; beam width: 5 deg; radiated power: 900 kW; gain: 50 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J15 &#039;Bellbird&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 150 || 15 || 2 || 850 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 45s; Cooldown Time (emitters): 60s; overheat damage chance: 15%; range: 10000 m; radiated power: 1.25 kW; gain: 20 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J360 &#039;Lyrebird&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 10 || 500 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 180s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 4000 m; radiated power: 10 kW; gain: 2 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J75 &#039;Warbler&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 10 || 500 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 40s; Cooldown Time (emitters): 30s; overheat damage chance: 5%; range: 2500 m; radiated power: 1250 kW; gain: 1 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;L50 &#039;Blackjack&#039; Laser Dazzler&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 750 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;EO&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 10%; range: 8000 m; radiated power: 1 kW; gain: 20 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon&#039;&#039;&#039;&amp;lt;/span&amp;gt; - role: dual-purpose; turret traverse rate: 80 deg/s; turret elevation rate: 80 deg/s; elevation limits: +89deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RF44 &#039;Pinpoint&#039; Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 70 || 10 || 2 || 250 || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire Control Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; FOV: 20 deg; Max Range: 6.5km; Radiated power: 1500 kW; Gain: 60dB; Aperture size: 40m2; Positional Error: 3m; Velocity Error 0 m/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039; || Sensors || 2x5x2 || 200 || 15 || 0 || 3000 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 150 || 15 || 10 || 4500 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Flight Support ====&lt;br /&gt;
Flight Support Mountings are used to store and launch craft. These hangars can draw from internal hangars.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Mounted Hangar&#039;&#039;&#039; || 6x4x6 || 300 || 20 || 0 || 1 || 10 || Launches and stores 1 size 1 craft.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Bank Hangar&#039;&#039;&#039; || 20x5x20 || 200 || 15 || 0 || 1 || 100 || Launches and stores at minimum 16 craft.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missile weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Missile Size&lt;br /&gt;
! Capacity (cells, minimum)&lt;br /&gt;
! Catastrophic Event probability (%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-23 Launcher&#039;&#039;&#039; || 2x2x2 || 75 || 15 || 3 || 50 || 5 || 1 || 23 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039; || 3x2x3 || 125 || 15 || 10 || 50 || 5 || 1 || 46 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RL18 Launcher&#039;&#039;&#039; || 3x1x3 || 100 || 15 || 8 || 50 || 30 || 2 || 18 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RL36 Launcher&#039;&#039;&#039; || 6x3x6 || 175 || 15 || 13 || 75 || 30 || 2 || 36 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MLS-2 Launcher&#039;&#039;&#039; || 2x2x5 || 200 || 15 || 7.5 || 50 || 15 || 2 || Magazine-fed || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MLS-3 Launcher&#039;&#039;&#039; || 2x2x5 || 200 || 15 || 15 || 50 || 15 || 3 || Magazine-fed || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SALS-2 &#039;Ward&#039; Launcher&#039;&#039;&#039; || 3x4x3 || 100 || 15 || 10 || 50 || 5 || 2 || 1 (Magazine-fed) || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TALS-2 &#039;Ward&#039; Launcher&#039;&#039;&#039; || 3x4x5 || 150 || 15 || 15 || 50 || 5 || 2 || 2 (Magazine-fed) || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ML-9 &#039;Mine&#039; Launcher&#039;&#039;&#039; || 3x2x3 || 200 || 15 || 7.5 || 100 || 10 || 3 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Stack Launcher&#039;&#039;&#039; || 6x1x6 || 200 || 15 || 3 || 50 || 5 || 4 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Bank Launcher&#039;&#039;&#039; || 20x5x10 || 200 || 15 || 50 || 200 || 25 || 4 || 48 || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Point defense weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Integrated FC&lt;br /&gt;
! Optical Backup&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P11 &#039;Pavise&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 4 || 3 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical&amp;lt;br&amp;gt;20mm || 5m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P20 &#039;Bastion&#039; PDT&#039;&#039;&#039; || 2x1x2 || 150 || 15 || 7 || 5 || 40 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 52m@1km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P60 &#039;Grazer&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 0 || 750 || 35 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || laser || 0m@0.5km&amp;lt;br&amp;gt;0m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Projectile weapons ====&lt;br /&gt;
All projectile weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Role&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C30 Cannon&#039;&#039;&#039; || 2x5x2 || 350 || 20 || 15 || 10 || 100 || 20 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 9m@2.5km&amp;lt;br&amp;gt;17m@5km || 1 || 24 || 30 || traverse rate: 20 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +45 deg, -45  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C53 Cannon&#039;&#039;&#039; || 2x4x2 || 300 || 20 || 3 || 15 || 100 || 10 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;250mm; ballistic/chemical/timed&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 2 || 8 || 50 || traverse rate: 10 deg/s&amp;lt;br&amp;gt;elevation rate: 10 deg/s&amp;lt;br&amp;gt;elevation limits: +35 deg, -35  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C56 Cannon&#039;&#039;&#039; || 4x6x4 || 350 || 40 || 3 || 15 || 100 || 20 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;250mm; ballistic/chemical/timed&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 2 || 15 || 70 || traverse rate: 10 deg/s&amp;lt;br&amp;gt;elevation rate: 10 deg/s&amp;lt;br&amp;gt;elevation limits: +35 deg, -35  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C65 Cannon&#039;&#039;&#039; || 6x10x6 || 500 || 40 || 35 || 25 || 300 || 40 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 35m@5km&amp;lt;br&amp;gt;70m@10km || 4 || 8 || 90 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -25  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C90 Cannon&#039;&#039;&#039; || 6x12x6 || 500 || 40 || 59 || 25 || 200 || 60 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;600mm; ballistic/chemical/timed&amp;lt;br&amp;gt;600mm || 22m@5km&amp;lt;br&amp;gt;44m@10km || Single Shot || 1 || 18 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +5 deg, -5  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T20 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 3 || 4 || 30 || 15 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 4 || 15 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +80 deg, -5  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T30 Cannon&#039;&#039;&#039; || 6x3x6 || 200 || 25 || 50 || 10 || 120 || 30 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 9m@2.5km&amp;lt;br&amp;gt;17m@5km || 1 || 16 || 30 || traverse rate: 20 deg/s&amp;lt;br&amp;gt;elevation rate: 20 deg/s&amp;lt;br&amp;gt;elevation limits: +75 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Energy weapons ====&lt;br /&gt;
All energy weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C81 Plasma Cannon&#039;&#039;&#039; || 4x6x4 || 500 || 40 || 80 || 25 || 1200 || 30 || ballistic/magnetic&amp;lt;br&amp;gt;400mm amploule || 26m@5km&amp;lt;br&amp;gt;52m@10km || Single Shot || 1 || 12 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -25  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T81 Plasma Cannon&#039;&#039;&#039; || 6x3x6 || 300 || 25 || 80 || 15 || 1500 || 45 || ballistic/magnetic&amp;lt;br&amp;gt;400mm amploule || 44m@5km&amp;lt;br&amp;gt;87m@10km || 5 || 8 || 40 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 5 deg/s&amp;lt;br&amp;gt;elevation limits: +60 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spinal weapons ====&lt;br /&gt;
Spinal weapons have dimensions of 4x10x4. They are offensive weapons that have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload Time (s)&lt;br /&gt;
! width=40% | Properties&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TE45 Mass Driver&#039;&#039;&#039; || 150 || 30 || 100 || 15 || 4250 || 100 || 25 || accuracy: 11m@5km, 13m@10km, 45m@20km, compatible ammo types: ballistic/magnetic - 500mm; &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1500%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 20 seconds after firing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;From this point forward, Compartments and Modules from both factions will not be split up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
Compartment components are installed on the interior of the ship&#039;s hull. Most of them do not require any power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plant Control Center&#039;&#039;&#039; || Engineering || 3x1x3 || 100 || 10 || 7 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Powerplant Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jury-Rigged Reactor&#039;&#039;&#039; || Powerplant || 6x3x6 || 300 || 30 || 100 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2500 kW&#039;&#039;&#039;&amp;lt;/span&amp;gt; Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Analysis Annex&#039;&#039;&#039; || Intelligence || 3x1x3 || 100 || 10 || 10 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Intelligence Effort&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Intelligence Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intelligence Center&#039;&#039;&#039; || Intelligence || 6x1x8 || 200 || 15 || 25 || 45 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 90 || Analyzes All Tracks&amp;lt;br&amp;gt;Intelligence Effort: 15&amp;lt;br&amp;gt;Intelligence Accuracy: 25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulk Magazine&#039;&#039;&#039; || Storage || 1x1x1 || 100 || 25 || 1 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 20 after 1x compounding cost|| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039; || Storage || 1x1x1 || 150 || 40 || 2 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 40 after 1x compounding cost || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;4%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Citadel Magazine&#039;&#039;&#039; || Storage || 1x3x1 || 300 || 50 || 6 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 150 after 1x compounding cost || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;4%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gun Plotting Center&#039;&#039;&#039; || Weapon Support || 3x1x3 || 100 || 10 || 7 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spread&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50 kW&#039;&#039;&#039;&amp;lt;/span&amp;gt; Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike Planning Center&#039;&#039;&#039; || Weapon Support || 6x1x8 || 100 || 10 || 10 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 70 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Datalink Array&#039;&#039;&#039; || Weapon Support || 6x3x6 || 300 || 30 || 40 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 200 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
Command compartments are used to relay orders throughout the ship and analyze local tracks. A ship without operational command compartments cannot receive any orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Commands Enabled&lt;br /&gt;
! Intelligence Effort&lt;br /&gt;
! Intelligence Accuracy (%)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Auxiliary Steering&#039;&#039;&#039; || Command || 3x1x3 || 300 || 20 || 10 || 5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || MOVE || 0 || 0 || 10; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Basic CIC&#039;&#039;&#039; || Command || 4x1x6 || 200 || 25 || 15 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 1 || 30 || 10; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced CIC&#039;&#039;&#039; || Command || 4x1x6 || 200 || 40 || 35 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 1 || 30 || 25; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Citadel CIC&#039;&#039;&#039; || Command || 6x1x8 || 400 || 50 || 70 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 4 || 25 || 75; 1x Compounding cost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Damage control ===&lt;br /&gt;
Damage control compartments are used to repair damage during combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Repair Speed (HP/sec)&lt;br /&gt;
! Team Move Speed&lt;br /&gt;
! Repair Teams&lt;br /&gt;
! Restores Provided&lt;br /&gt;
! Max Repair&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rapid DC Locker&#039;&#039;&#039; || 3x1x3 || 100 || 15 || 1.5 || 5 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.2 || 4 || 1 (flying) || 0 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small DC Locker&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 1.5 || 10 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 2 || 1 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large DC Locker&#039;&#039;&#039; || 3x1x6 || 200 || 15 || 3 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 3 || 2 || 0 || 45&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced DC Locker&#039;&#039;&#039; || 3x1x6 || 250 || 35 || 1.5 || 10 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 2 || 1 || 0 || 45&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Central&#039;&#039;&#039; || 3x1x3 || 200 || 35 || 7 || 10 || 50 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +10% || +50% || 0 || 0 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Workshop&#039;&#039;&#039; || 3x1x3 || 150 || 35 || 7 || 10 || 50 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +30% || 0 || 0 || 0 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Complex&#039;&#039;&#039; || 6x3x6 || 600 || 40 || 20 || 50 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +10% (0.8) || +30% (2) || 3 || 2 || +5% || 55, 4x compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large DC Storage&#039;&#039;&#039; || 6x3x6 || 300 || 30 || 7 || 5 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;no&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 1 || 4 || 0 || 45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Support ===&lt;br /&gt;
Flight support compartments are used to support spacecraft being launched and recovered from ships.&lt;br /&gt;
Remember that carrier hulls receive 1 Spacecraft repair slot built in.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulk Internal Hangar&#039;&#039;&#039; || 6x3x6 || 200 || 15 || 1 || 20 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deck Gear Locker&#039;&#039;&#039; || 3x1x6 || 120 || 15 || 2 || 20 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spacecraft Arming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spacecraft Repair Station&#039;&#039;&#039; || 3x1x6 || 150 || 15 || 5 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || Adds 1 spacecraft repair slot to the hull, repairing for 4 HP/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spacecraft Strikedown Station&#039;&#039;&#039; || 3x1x6 || 150 || 15 || 5 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 75 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Module components are installed on the interior of the ship&#039;s hull.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supplementary Radio Amplifiers&#039;&#039;&#039; || Communications || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Transmit Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Suppression System&#039;&#039;&#039; || Damage Control || 2x2x2 || 150 || 10 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Cell Launcher) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Magazine) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Repair Speed (Fire)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Redundant Reactor Failsafes&#039;&#039;&#039; || Engineering || 2x2x2 || 150 || 10 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-33%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Repair Speed (Overload)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced Thruster Nozzles&#039;&#039;&#039; || Engineering || 2x2x2 || 50 || 10 || 4 || &#039;&#039;&#039;0&#039;&#039;&#039; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Flank Damage Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Reactor Booster&#039;&#039;&#039; || Engineering || 2x2x2 || 40 || 10 || 4 || &#039;&#039;&#039;0&#039;&#039;&#039; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Powerplant Efficiency&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Signature Scrambler&#039;&#039;&#039; || EWar || 2x2x2 || 50 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-450&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 35 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Identification Difficulty&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flight Deck Traversal System&#039;&#039;&#039; || Flight Support || 3x3x3 || 100 || 15 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Deck Traversal Time&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boosted Reactor&#039;&#039;&#039; || Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Civilian Reactor&#039;&#039;&#039; || Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3650&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FR3300 Micro Reactor&#039;&#039;&#039; || Powerplant || 3x3x3 || 200 || 30 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2250&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FR4800 Reactor&#039;&#039;&#039; || Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Civilian Reactor&#039;&#039;&#039; || Powerplant || 3x3x3 || 200 || 30 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1850&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adaptive Radar Receiver&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sensitivity&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-0.7 dB&#039;&#039;&#039;&amp;lt;/span&amp;gt; Noise Filtering&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Positional Error&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Velocity Error&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 10 km; radiated power: 4000 kW; gain: 40 dB; aperture size: 60 m2; sensitivity: -38 dBm; positional error: 45 m; velocity error: 0.15 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 1 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 4; burn-through damage change: 33%&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Lock&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ES32 &#039;Scryer&#039; Missile ID System&#039;&#039;&#039; || Sensors || 2x2x2 || 150 || 15 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-300&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || Analyzes Local Threats&amp;lt;br&amp;gt;Subject Class: Missile&amp;lt;br&amp;gt;Intelligence Effort: 10&amp;lt;br&amp;gt;Intelligence Accuracy: 0%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 8.5 km; radiated power: 3100 kW; gain: 40 dB; aperture size: 60 m2; sensitivity: -34 dBm; positional error: 20 m; velocity error: 0.15 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 2 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039; || Sensors || 2x2x2 || 300 || 40 || 7.5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3600&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 45 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 9.5 km; radiated power: 4100 kW; gain: 50 dB; aperture size: 30 m2; sensitivity: -38.5 dBm; positional error: 30 m; velocity error: 0.1 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 0.75 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 12; burn-through damage change: 20%&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Lock&#039;&#039;&#039;&amp;lt;/span&amp;gt;; min. lock SNR: 3; lock error mult.: 0.15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 8 km; radiated power: 3500 kW; gain: 40 dB; aperture size: 25 m2; sensitivity: -36 dBm; positional error: 30 m; velocity error: 0.1 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 1.5 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 8; burn-through damage change: 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 11.5 km; radiated power: 4500 kW; gain: 60 dB; aperture size: 40 m2; sensitivity: -38.5 dBm; positional error: 60 m; velocity error: 0.5 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 3.5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strobe Correlator&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-150&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jamming LOB Accuracy&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Broadcast&#039;&#039;&#039;&amp;lt;/span&amp;gt; LOBs to the sensor network, allowing them to be crossfixed with other LOBs to produce a fireable fix.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Track Correlator&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-150&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Positional Error&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Velocity Error&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Radar ===&lt;br /&gt;
Radar components are installed on the interior of the ship&#039;s hull, and are used to spot targets and threats.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Max Range (km)&lt;br /&gt;
! Radiated Power (kW)&lt;br /&gt;
! Gain (dB)&lt;br /&gt;
! Aperture Size (m2)&lt;br /&gt;
! Sensitivity (dBm)&lt;br /&gt;
! Positional Error (m)&lt;br /&gt;
! Velocity Error (m/s)&lt;br /&gt;
! Can Lock &lt;br /&gt;
! Jamming LOB &lt;br /&gt;
! Burnthrough&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039; || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || 10 || 4000 || 40 || 60 || -38 || 45 || 0.15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; Accuracy: 1 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 4; burn-through damage change: 33%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039; || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || 8.5 || 3100 || 40 || 60 || 34 || 20 || 0.15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 2 deg || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039; || 2x2x2 || 300 || 40 || 7.5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3600&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 45 || 9.5 || 4100 || 50  || 30 || -38.5 || 30 || 0.1 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; min. lock SNR: 3; lock error mult.: 0.15 || &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 0.75 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 12; burn-through damage change: 20%&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039; || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || 8 || 3500 || 40 || 25 || -36 || 30 || 0.1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 1.5 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 8; burn-through damage change: 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039; || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || 11.5 || 4500 || 60 || 40 || -38.5 || 60 || 0.5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 3.5 deg || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Propulsion ===&lt;br /&gt;
Propulsion modules enable ship movement and provide additional power to the ship. All propulsion modules have a catastrophic event probability of 5% and require 10 crew to operate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Provided Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Top Speed (%)&lt;br /&gt;
! Turn Rate (%)&lt;br /&gt;
! Thrust (%)&lt;br /&gt;
! Flank Damage Probability (%)&lt;br /&gt;
! Radar Signature (%)&lt;br /&gt;
! Wake Signature Strength (%)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM200 Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM200R Drive&#039;&#039;&#039; || 5x3x5 || 500 || 60 || 35 || 500 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM230 &#039;Whiplash&#039; Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 650 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM240 &#039;Dragonfly&#039; Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM280 &#039;Raider&#039; Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM30X &#039;Prowler&#039; Drive&#039;&#039;&#039; || 5x3x5 || 200 || 25 || 35 || 350 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular&amp;lt;br&amp;gt;|| &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-33&#039;&#039;&#039;&amp;lt;/span&amp;gt;  || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM500 Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM500R Drive&#039;&#039;&#039; || 10x8x10 || 1500 || 80 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM530 &#039;Whiplash&#039; Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 1500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM540 &#039;Dragonfly&#039; Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+45&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; ||&#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM580 &#039;Raider&#039; Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW800 Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW800-R Drive&#039;&#039;&#039; || 5x3x5 || 400 || 50 || 35 || 300 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sundrive Racing Pro&#039;&#039;&#039; || 5x3x5 || 200 || 30 || 35 || 200 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-777 Yard Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+45&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular;&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear|| &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW1500 Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW1500-R Drive&#039;&#039;&#039; || 12x12x12 || 1400 || 70 || 35 || 300 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW2000 Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 2000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear; &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-9100 Long Haul Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-7700 Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular; &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt;|| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon support ===&lt;br /&gt;
Weapon support modules improve the performance of weapons at the cost of ship power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Actively Cooled Amplifiers&#039;&#039;&#039; || 2x2x2 || 40 || 10 || 4 || 175 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Burst Duration (Emitters)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Emitters)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Overheat Damage Chance (Emitters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ammunition Elevators&#039;&#039;&#039; || 2x2x2 || 100 || 15 || 30 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Launcher Reload Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spacecraft Arming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focused Particle Accelerator&#039;&#039;&#039; || 3x3x3 || 150 || 40 || 45 || 800 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Damage Multiplier (Beam)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Burst Duration (Beam)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Parallel Interface&#039;&#039;&#039; || 2x2x2 || 100 || 15 || 5 || 150 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Programming Bus&#039;&#039;&#039; || 2x2x2 || 80 || 15 || 5 || 200 || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Programming Bus Array&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 5 || 350 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mount Gyros&#039;&#039;&#039; || 2x2x2 || 40 || 10 || 4 || 120 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-7.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spread&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traverse Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Elevation Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Casemate Traverse Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Casemate Elevation Rate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rapid-Cycle Cradle&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 30 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Recycle Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Recycle Time (Energy)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Energy Regulator&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 30 || 650 || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Beam)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Energy Regulator&#039;&#039;&#039; || 2x2x2 || 75 || 10 || 20 || 400 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Beam)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Components&amp;diff=840</id>
		<title>Components</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Components&amp;diff=840"/>
		<updated>2026-09-09T07:39:09Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Radar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; border: solid red; background-color: black; border-width: 5px; padding: 10px; margin: 10px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This page is currently being overhauled, some details may not be accurate.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Fleet Editor.png|thumb|600px|The fleet editor]]&lt;br /&gt;
For best efficiency and redundancy, all ship components should be placed far away from components that fulfill the same function. Smaller components can be installed in slots supporting larger components though they retain their same integrity, leaving them more vulnerable.&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
Mount components are installed on the exterior of the ship&#039;s hull and grant the ship certain capabilities, whether that be utility, defense, or offensive capability. Almost all mounts are faction-exclusive, with only a few cross-compatible mountings between factions like the VLS-1 launchers. Some ships even have access to mountings from other factions, like the Ocello class Command Cruiser on OSP.&lt;br /&gt;
&lt;br /&gt;
=== Shelter Alliance mounts ===&lt;br /&gt;
The following mounts are only available to the [[File:Alliance Roundel.png|25px]] Shelter Alliance.&lt;br /&gt;
&lt;br /&gt;
==== Communications, Ewar, &amp;amp; Sensors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR10 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 100 || 15 || 4 || 250 || 5 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR70 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 250 || 30 || 7 || 600 || 15 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E15 &#039;Masquerade&#039; Signature Booster&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 5 || 600 || 20 || Radar Signature: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;0-100% Depending on Deceptive Identity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E55 &#039;Spotlight&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 750 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 8.5%; - range:12000 m; beam width: 5 deg; radiated power: 1000 kW; gain: 60 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E55 &#039;Floodlight&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 1500 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 8.5%; - range:10000 m; beam width: 40 deg; radiated power: 3250 kW; gain: 40 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E70 &#039;Interruption&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 5 || 600 || 55 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 180s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 4000 m; radiated power: 750 kW; gain: 1 dB; Omnidirectional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E71 &#039;Hangup&#039; Jammer&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 500 || 45 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 120s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 20000 m; radiated power: 300 kW; gain: 25 dB; beam width: 20 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E71 &#039;Blanket&#039; Jammer&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 1000 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 10%; range: 10000 m; radiated power: 1 kW; gain: 20 dB; beam width: 40 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ES22 &#039;Pinard&#039; Electronic Support Module&#039;&#039;&#039; || Sensors || 3x1x3 || 50 || 15 || 3 || 200 || 30 || Passive detection of enemy &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt; emissions up to 150% range of enemy radar.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RF101 &#039;Bullseye&#039; Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 70 || 10 || 2 || 300 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire Control Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; FOV: 20 deg; Max Range: 9km; Radiated power: 1500 kW; Gain: 80dB; Aperture size: 20m2; Positional Error: 2m; Velocity Error 0 m/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Flight Support ====&lt;br /&gt;
Flight Support Mountings are used to store and launch craft. These hangars cannot draw from internal hangars, with the Levy using a separate set of integral carrier modules.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large Mounted Hangar&#039;&#039;&#039; || 8x7x8 || 200 || 15 || 0 || 1 || 10 || Launches and stores up to 4 size 1 craft. Adds 3 additional pre-flight slots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Medium Mounted Hangar&#039;&#039;&#039; || 6x4x6 || 200 || 15 || 0 || 1 || 10 || Launches and stores up to 2 size 1 craft. Adds 1 additional pre-flight slot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missile Launchers ====&lt;br /&gt;
Shelter Alliance missile weapons have a catastrophic event probability of 5%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Missile Size&lt;br /&gt;
! Capacity (cells, minimum)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-23 Launcher&#039;&#039;&#039; || 2x2x2 || 75 || 15 || 3 || 50 || 5 || 1 || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039; || 3x2x3 || 125 || 15 || 10 || 50 || 5 || 1 || 46&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-2 Launcher&#039;&#039;&#039; || 3x4x3 || 100 || 15 || 5 || 200 || 10 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-3 Launcher&#039;&#039;&#039; || 3x4x3 || 175 || 15 || 20 || 200 || 20 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CLS-3 Launcher&#039;&#039;&#039; || 3x4x3 || 250 || 15 || 20 || 200 || 20 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TLS-3 Launcher&#039;&#039;&#039; || 3x1x3 || 350 || 15 || 25 || 250 || 20 || 3 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Point defense weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Integrated FC&lt;br /&gt;
! Optical Backup&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk20 &#039;Defender&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 3 || 175 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical&amp;lt;br&amp;gt;20mm || 3m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk25 &#039;Rebound&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 3 || 20 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 35m@1km || traverse/elevation rate: 80 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk29 &#039;Stonewall&#039; PDT&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 7 || 5 || 40 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 35m@1km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk90 &#039;Aurora&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 0 || 1250 || 55 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || laser || 1m@1.5km&amp;lt;br&amp;gt;1m@3km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +85 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk95 &#039;Sarissa&#039; PDT&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 7 || 4 || 1250 || 65 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/magnetic&amp;lt;br&amp;gt;15mm || 3m@3km&amp;lt;br&amp;gt;5m@6km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +65 deg, -5 deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Projectile weapons ====&lt;br /&gt;
All projectile weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Role&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk61 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 3 || 4 || 50 || 10 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;120mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 1 || 5.5 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +70 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk62 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 6 || 8 || 50 || 20 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;120mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 1 || 4 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +70 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk64 Cannon&#039;&#039;&#039; || 3x1x3 || 225 || 20 || 3 || 15 || 125 || 30 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 0 || 1 || 10 || traverse rate: 12.5 deg/s&amp;lt;br&amp;gt;elevation rate: 18 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk65 Cannon&#039;&#039;&#039; || 6x3x6 || 450 || 40 || 12 || 25 || 180 || 40 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;250mm || 17m@2.5km&amp;lt;br&amp;gt;35m@5km&amp;lt;br&amp;gt;52m@7.5km || 0.5 || 3 || 13 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk66 Cannon&#039;&#039;&#039; || 6x3x6 || 450 || 40 || 25 || 25 || 200 || 45 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 44m@5km&amp;lt;br&amp;gt;87m@10km || 0.5 || 2 || 20 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk68 Cannon&#039;&#039;&#039; || 8x5x8 || 550 || 40 || 40 || 40 || 225 || 75 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 44m@5km&amp;lt;br&amp;gt;87m@10km || 0.5 || 3 || 20 || traverse rate: 7.5 deg/s&amp;lt;br&amp;gt;elevation rate: 15 deg/s&amp;lt;br&amp;gt;elevation limits: +40 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk81 Railgun&#039;&#039;&#039; || 6x3x6 || 125 || 15 || 20 || 15 || 1500 || 75 || Offensive || ballistic/magnetic&amp;lt;br&amp;gt;300mm || 13m@5km&amp;lt;br&amp;gt;26m@10km&amp;lt;br&amp;gt;52m@20km || 2.5 || 3 || 100 || traverse rate: 3 deg/s&amp;lt;br&amp;gt;elevation rate: 5 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -5 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 18 seconds after firing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Energy weapons ====&lt;br /&gt;
All energy weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk610 Beam Turret&#039;&#039;&#039; || 8x5x8 || 400 || 40 || 50 || 20 || 3000 || 80 || 45 (Beam) || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 12.5 deg/s&amp;lt;br&amp;gt;elevation limits: +20 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spinal weapons ====&lt;br /&gt;
Spinal weapons have dimensions of 4x12x4. The only ship capable of mounting them is the Keystone Destroyer Class. Both of them are offensive weapons that have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload Time (s)&lt;br /&gt;
! width=40% | Properties&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk550 Railgun&#039;&#039;&#039; || 450 || 40 || 100 || 15 || 2000 || 75 || 15 || accuracy: 11m@5km, 13m@10km, 45m@20km, compatible ammo types: ballistic/magnetic - 300mm; recycle time (energy): 5 s; autoloader capacity: 1&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1200%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 18 seconds after firing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mk600 Beam Cannon&#039;&#039;&#039; || 450 || 40 || 100 || 15 || 3000 || 75 || 30 || range: 6000 m; armor penetration: 180 cm/s; component damage: 300 hp/s; burst duration: 7.5 s&amp;lt;br&amp;gt;Battle Short Available: 60% Overheat Damage Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outlying Systems Protectorate mounts ===&lt;br /&gt;
The following mounts are only available to the [[File:OSP Roundel.png|25px]] Outlying Systems Protectorate. Their weapons use both turrets and casemates. Note that the OSP Ocello Command Cruiser can mount both ANS and OSP mountings.&lt;br /&gt;
&lt;br /&gt;
==== Communications, Ewar, Sensors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CR10 Antenna&#039;&#039;&#039; || Communications || 2x1x2 || 100 || 15 || 4 || 250 || 5 || Serves as a backup antenna, Note that the most powerful antenna array on a warship will serve as the active communications path, even if the integrated array is still functional.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;E20 &#039;Lighthouse&#039; Illuminator&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 600 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Illuminator&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burst duration (emitters): 60s; Cooldown Time (emitters): 45s; overheat damage chance: 8.5%; - range:10000 m; beam width: 5 deg; radiated power: 900 kW; gain: 50 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J15 &#039;Bellbird&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 150 || 15 || 2 || 850 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 45s; Cooldown Time (emitters): 60s; overheat damage chance: 15%; range: 10000 m; radiated power: 1.25 kW; gain: 20 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J360 &#039;Lyrebird&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 10 || 500 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;RADAR&amp;lt;/span&amp;gt;; burst duration (emitters): 180s; Cooldown Time (emitters): 60s; overheat damage chance: 5%; range: 4000 m; radiated power: 10 kW; gain: 2 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;J75 &#039;Warbler&#039; Jammer&#039;&#039;&#039; || EWar || 3x1x3 || 100 || 15 || 10 || 500 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;COMM&amp;lt;/span&amp;gt;; burst duration (emitters): 40s; Cooldown Time (emitters): 30s; overheat damage chance: 5%; range: 2500 m; radiated power: 1250 kW; gain: 1 dB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;L50 &#039;Blackjack&#039; Laser Dazzler&#039;&#039;&#039; || EWar || 2x1x2 || 75 || 15 || 2 || 750 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jammer&#039;&#039;&#039;&amp;lt;/span&amp;gt; - type: &amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;EO&amp;lt;/span&amp;gt;; burst duration (emitters): 90s; Cooldown Time (emitters): 60s; overheat damage chance: 10%; range: 8000 m; radiated power: 1 kW; gain: 20 dB&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon&#039;&#039;&#039;&amp;lt;/span&amp;gt; - role: dual-purpose; turret traverse rate: 80 deg/s; turret elevation rate: 80 deg/s; elevation limits: +89deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RF44 &#039;Pinpoint&#039; Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 70 || 10 || 2 || 250 || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire Control Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; FOV: 20 deg; Max Range: 6.5km; Radiated power: 1500 kW; Gain: 60dB; Aperture size: 40m2; Positional Error: 3m; Velocity Error 0 m/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R400 &#039;Bloodhound&#039; LRT Radar&#039;&#039;&#039; || Sensors || 2x5x2 || 200 || 15 || 0 || 3000 || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R550 Early Warning Radar&#039;&#039;&#039; || Sensors || 2x1x2 || 150 || 15 || 10 || 4500 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Flight Support ====&lt;br /&gt;
Flight Support Mountings are used to store and launch craft. These hangars can draw from internal hangars.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mount&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Mounted Hangar&#039;&#039;&#039; || 6x4x6 || 300 || 20 || 0 || 1 || 10 || Launches and stores 1 size 1 craft.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Bank Hangar&#039;&#039;&#039; || 20x5x20 || 200 || 15 || 0 || 1 || 100 || Launches and stores at minimum 16 craft.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Missile weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Missile Size&lt;br /&gt;
! Capacity (cells, minimum)&lt;br /&gt;
! Catastrophic Event probability (%)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-23 Launcher&#039;&#039;&#039; || 2x2x2 || 75 || 15 || 3 || 50 || 5 || 1 || 23 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;VLS-1-46 Launcher&#039;&#039;&#039; || 3x2x3 || 125 || 15 || 10 || 50 || 5 || 1 || 46 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RL18 Launcher&#039;&#039;&#039; || 3x1x3 || 100 || 15 || 8 || 50 || 30 || 2 || 18 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RL36 Launcher&#039;&#039;&#039; || 6x3x6 || 175 || 15 || 13 || 75 || 30 || 2 || 36 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MLS-2 Launcher&#039;&#039;&#039; || 2x2x5 || 200 || 15 || 7.5 || 50 || 15 || 2 || Magazine-fed || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MLS-3 Launcher&#039;&#039;&#039; || 2x2x5 || 200 || 15 || 15 || 50 || 15 || 3 || Magazine-fed || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SALS-2 &#039;Ward&#039; Launcher&#039;&#039;&#039; || 3x4x3 || 100 || 15 || 10 || 50 || 5 || 2 || 1 (Magazine-fed) || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TALS-2 &#039;Ward&#039; Launcher&#039;&#039;&#039; || 3x4x5 || 150 || 15 || 15 || 50 || 5 || 2 || 2 (Magazine-fed) || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ML-9 &#039;Mine&#039; Launcher&#039;&#039;&#039; || 3x2x3 || 200 || 15 || 7.5 || 100 || 10 || 3 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Stack Launcher&#039;&#039;&#039; || 6x1x6 || 200 || 15 || 3 || 50 || 5 || 4 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Bank Launcher&#039;&#039;&#039; || 20x5x10 || 200 || 15 || 50 || 200 || 25 || 4 || 48 || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Point defense weapons ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Integrated FC&lt;br /&gt;
! Optical Backup&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Turret&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P11 &#039;Pavise&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 4 || 3 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical&amp;lt;br&amp;gt;20mm || 5m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P20 &#039;Bastion&#039; PDT&#039;&#039;&#039; || 2x1x2 || 150 || 15 || 7 || 5 || 40 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ballistic/chemical/timed&amp;lt;br&amp;gt;50mm || 52m@1km || traverse/elevation rate: 30 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;P60 &#039;Grazer&#039; PDT&#039;&#039;&#039; || 2x1x2 || 100 || 15 || 3 || 0 || 750 || 35 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || laser || 0m@0.5km&amp;lt;br&amp;gt;0m@1km || traverse/elevation rate: 100 deg/s&amp;lt;br&amp;gt;elevation limits: +89 deg, -5 deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Projectile weapons ====&lt;br /&gt;
All projectile weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Role&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C30 Cannon&#039;&#039;&#039; || 2x5x2 || 350 || 20 || 15 || 10 || 100 || 20 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 9m@2.5km&amp;lt;br&amp;gt;17m@5km || 1 || 24 || 30 || traverse rate: 20 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +45 deg, -45  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C53 Cannon&#039;&#039;&#039; || 2x4x2 || 300 || 20 || 3 || 15 || 100 || 10 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;250mm; ballistic/chemical/timed&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 2 || 8 || 50 || traverse rate: 10 deg/s&amp;lt;br&amp;gt;elevation rate: 10 deg/s&amp;lt;br&amp;gt;elevation limits: +35 deg, -35  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C56 Cannon&#039;&#039;&#039; || 4x6x4 || 350 || 40 || 3 || 15 || 100 || 20 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;250mm; ballistic/chemical/timed&amp;lt;br&amp;gt;250mm || 13m@2.5km&amp;lt;br&amp;gt;26m@5km&amp;lt;br&amp;gt;39m@7.5km || 2 || 15 || 70 || traverse rate: 10 deg/s&amp;lt;br&amp;gt;elevation rate: 10 deg/s&amp;lt;br&amp;gt;elevation limits: +35 deg, -35  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C65 Cannon&#039;&#039;&#039; || 6x10x6 || 500 || 40 || 35 || 25 || 300 || 40 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;450mm || 35m@5km&amp;lt;br&amp;gt;70m@10km || 4 || 8 || 90 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -25  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C90 Cannon&#039;&#039;&#039; || 6x12x6 || 500 || 40 || 59 || 25 || 200 || 60 || Offensive || ballistic/chemical&amp;lt;br&amp;gt;600mm; ballistic/chemical/timed&amp;lt;br&amp;gt;600mm || 22m@5km&amp;lt;br&amp;gt;44m@10km || Single Shot || 1 || 18 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +5 deg, -5  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T20 Cannon&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 3 || 4 || 30 || 15 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 4m@2.5km&amp;lt;br&amp;gt;9m@5km || 1 || 4 || 15 || traverse rate: 35 deg/s&amp;lt;br&amp;gt;elevation rate: 35 deg/s&amp;lt;br&amp;gt;elevation limits: +80 deg, -5  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T30 Cannon&#039;&#039;&#039; || 6x3x6 || 200 || 25 || 50 || 10 || 120 || 30 || Dual-Purpose || ballistic/chemical&amp;lt;br&amp;gt;100mm; ballistic/canister&amp;lt;br&amp;gt;100mm || 9m@2.5km&amp;lt;br&amp;gt;17m@5km || 1 || 16 || 30 || traverse rate: 20 deg/s&amp;lt;br&amp;gt;elevation rate: 20 deg/s&amp;lt;br&amp;gt;elevation limits: +75 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Energy weapons ====&lt;br /&gt;
All energy weapons have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ammo&lt;br /&gt;
! Accuracy&lt;br /&gt;
! Recycle Time (s)&lt;br /&gt;
! Autoloader Capacity&lt;br /&gt;
! Reload time (s)&lt;br /&gt;
! Turret / Casemate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C81 Plasma Cannon&#039;&#039;&#039; || 4x6x4 || 500 || 40 || 80 || 25 || 1200 || 30 || ballistic/magnetic&amp;lt;br&amp;gt;400mm amploule || 26m@5km&amp;lt;br&amp;gt;52m@10km || Single Shot || 1 || 12 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 0 deg/s&amp;lt;br&amp;gt;elevation limits: +25 deg, -25  deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T81 Plasma Cannon&#039;&#039;&#039; || 6x3x6 || 300 || 25 || 80 || 15 || 1500 || 45 || ballistic/magnetic&amp;lt;br&amp;gt;400mm amploule || 44m@5km&amp;lt;br&amp;gt;87m@10km || 5 || 8 || 40 || traverse rate: 5 deg/s&amp;lt;br&amp;gt;elevation rate: 5 deg/s&amp;lt;br&amp;gt;elevation limits: +60 deg, -5  deg&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spinal weapons ====&lt;br /&gt;
Spinal weapons have dimensions of 4x10x4. They are offensive weapons that have an optical backup.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Reload Time (s)&lt;br /&gt;
! width=40% | Properties&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TE45 Mass Driver&#039;&#039;&#039; || 150 || 30 || 100 || 15 || 4250 || 100 || 25 || accuracy: 11m@5km, 13m@10km, 45m@20km, compatible ammo types: ballistic/magnetic - 500mm; &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1500%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature for 20 seconds after firing&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;From this point forward, Compartments and Modules from both factions will not be split up.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Compartments ==&lt;br /&gt;
Compartment components are installed on the interior of the ship&#039;s hull. Most of them do not require any power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plant Control Center&#039;&#039;&#039; || Engineering || 3x1x3 || 100 || 10 || 7 || 15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Powerplant Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jury-Rigged Reactor&#039;&#039;&#039; || Powerplant || 6x3x6 || 300 || 30 || 100 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2500 kW&#039;&#039;&#039;&amp;lt;/span&amp;gt; Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Analysis Annex&#039;&#039;&#039; || Intelligence || 3x1x3 || 100 || 10 || 10 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Intelligence Effort&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Intelligence Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intelligence Center&#039;&#039;&#039; || Intelligence || 6x1x8 || 200 || 15 || 25 || 45 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 90 || Analyzes All Tracks&amp;lt;br&amp;gt;Intelligence Effort: 15&amp;lt;br&amp;gt;Intelligence Accuracy: 25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulk Magazine&#039;&#039;&#039; || Storage || 1x1x1 || 100 || 25 || 1 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 20 after 1x compounding cost|| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced Magazine&#039;&#039;&#039; || Storage || 1x1x1 || 150 || 40 || 2 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 40 after 1x compounding cost || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;4%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Citadel Magazine&#039;&#039;&#039; || Storage || 1x3x1 || 300 || 50 || 6 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0, 150 after 1x compounding cost || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5 m&#039;&#039;&#039;&amp;lt;/span&amp;gt; Storage Capacity per slot size&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;4%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gun Plotting Center&#039;&#039;&#039; || Weapon Support || 3x1x3 || 100 || 10 || 7 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spread&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50 kW&#039;&#039;&#039;&amp;lt;/span&amp;gt; Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike Planning Center&#039;&#039;&#039; || Weapon Support || 6x1x8 || 100 || 10 || 10 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 70 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Container Datalink Array&#039;&#039;&#039; || Weapon Support || 6x3x6 || 300 || 30 || 40 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 200 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
Command compartments are used to relay orders throughout the ship and analyze local tracks. A ship without operational command compartments cannot receive any orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Commands Enabled&lt;br /&gt;
! Intelligence Effort&lt;br /&gt;
! Intelligence Accuracy (%)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Auxiliary Steering&#039;&#039;&#039; || Command || 3x1x3 || 300 || 20 || 10 || 5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || MOVE || 0 || 0 || 10; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Basic CIC&#039;&#039;&#039; || Command || 4x1x6 || 200 || 25 || 15 || 20 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 1 || 30 || 10; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced CIC&#039;&#039;&#039; || Command || 4x1x6 || 200 || 40 || 35 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 1 || 30 || 25; 1x Compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Citadel CIC&#039;&#039;&#039; || Command || 6x1x8 || 400 || 50 || 70 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || ALL || 4 || 25 || 75; 1x Compounding cost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Damage control ===&lt;br /&gt;
Damage control compartments are used to repair damage during combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Repair Speed (HP/sec)&lt;br /&gt;
! Team Move Speed&lt;br /&gt;
! Repair Teams&lt;br /&gt;
! Restores Provided&lt;br /&gt;
! Max Repair&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rapid DC Locker&#039;&#039;&#039; || 3x1x3 || 100 || 15 || 1.5 || 5 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.2 || 4 || 1 (flying) || 0 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small DC Locker&#039;&#039;&#039; || 3x1x3 || 150 || 15 || 1.5 || 10 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 2 || 1 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large DC Locker&#039;&#039;&#039; || 3x1x6 || 200 || 15 || 3 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 3 || 2 || 0 || 45&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced DC Locker&#039;&#039;&#039; || 3x1x6 || 250 || 35 || 1.5 || 10 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 2 || 1 || 0 || 45&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Central&#039;&#039;&#039; || 3x1x3 || 200 || 35 || 7 || 10 || 50 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +10% || +50% || 0 || 0 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Workshop&#039;&#039;&#039; || 3x1x3 || 150 || 35 || 7 || 10 || 50 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +30% || 0 || 0 || 0 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Control Complex&#039;&#039;&#039; || 6x3x6 || 600 || 40 || 20 || 50 || 0 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || +10% (0.8) || +30% (2) || 3 || 2 || +5% || 55, 4x compounding cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large DC Storage&#039;&#039;&#039; || 6x3x6 || 300 || 30 || 7 || 5 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;no&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.8 || 2 || 1 || 4 || 0 || 45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flight Support ===&lt;br /&gt;
Flight support compartments are used to support spacecraft being launched and recovered from ships.&lt;br /&gt;
Remember that carrier hulls receive 1 Spacecraft repair slot built in.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Compartment&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Crew&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulk Internal Hangar&#039;&#039;&#039; || 6x3x6 || 200 || 15 || 1 || 20 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deck Gear Locker&#039;&#039;&#039; || 3x1x6 || 120 || 15 || 2 || 20 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spacecraft Arming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spacecraft Repair Station&#039;&#039;&#039; || 3x1x6 || 150 || 15 || 5 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || Adds 1 spacecraft repair slot to the hull, repairing for 4 HP/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spacecraft Strikedown Station&#039;&#039;&#039; || 3x1x6 || 150 || 15 || 5 || 15 || 0 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 75 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Module components are installed on the interior of the ship&#039;s hull.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Category&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supplementary Radio Amplifiers&#039;&#039;&#039; || Communications || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Transmit Power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Suppression System&#039;&#039;&#039; || Damage Control || 2x2x2 || 150 || 10 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Cell Launcher) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Magazine) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Repair Speed (Fire)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Redundant Reactor Failsafes&#039;&#039;&#039; || Engineering || 2x2x2 || 150 || 10 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-33%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor) &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Repair Speed (Overload)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reinforced Thruster Nozzles&#039;&#039;&#039; || Engineering || 2x2x2 || 50 || 10 || 4 || &#039;&#039;&#039;0&#039;&#039;&#039; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Flank Damage Probability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Reactor Booster&#039;&#039;&#039; || Engineering || 2x2x2 || 40 || 10 || 4 || &#039;&#039;&#039;0&#039;&#039;&#039; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Powerplant Efficiency&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Signature Scrambler&#039;&#039;&#039; || EWar || 2x2x2 || 50 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-450&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 35 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Identification Difficulty&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flight Deck Traversal System&#039;&#039;&#039; || Flight Support || 3x3x3 || 100 || 15 || 30 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Deck Traversal Time&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Boosted Reactor&#039;&#039;&#039; || Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Civilian Reactor&#039;&#039;&#039; || Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3650&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FR3300 Micro Reactor&#039;&#039;&#039; || Powerplant || 3x3x3 || 200 || 30 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2250&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FR4800 Reactor&#039;&#039;&#039; || Powerplant || 5x5x5 || 300 || 40 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Civilian Reactor&#039;&#039;&#039; || Powerplant || 3x3x3 || 200 || 30 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1850&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Catastrophic Event Probability (Reactor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adaptive Radar Receiver&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sensitivity&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-0.7 dB&#039;&#039;&#039;&amp;lt;/span&amp;gt; Noise Filtering&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Positional Error&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Velocity Error&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 10 km; radiated power: 4000 kW; gain: 40 dB; aperture size: 60 m2; sensitivity: -38 dBm; positional error: 45 m; velocity error: 0.15 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 1 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 4; burn-through damage change: 33%&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Lock&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ES32 &#039;Scryer&#039; Missile ID System&#039;&#039;&#039; || Sensors || 2x2x2 || 150 || 15 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-300&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || Analyzes Local Threats&amp;lt;br&amp;gt;Subject Class: Missile&amp;lt;br&amp;gt;Intelligence Effort: 10&amp;lt;br&amp;gt;Intelligence Accuracy: 0%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 8.5 km; radiated power: 3100 kW; gain: 40 dB; aperture size: 60 m2; sensitivity: -34 dBm; positional error: 20 m; velocity error: 0.15 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 2 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039; || Sensors || 2x2x2 || 300 || 40 || 7.5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3600&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 45 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 9.5 km; radiated power: 4100 kW; gain: 50 dB; aperture size: 30 m2; sensitivity: -38.5 dBm; positional error: 30 m; velocity error: 0.1 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 0.75 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 12; burn-through damage change: 20%&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Lock&#039;&#039;&#039;&amp;lt;/span&amp;gt;; min. lock SNR: 3; lock error mult.: 0.15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 8 km; radiated power: 3500 kW; gain: 40 dB; aperture size: 25 m2; sensitivity: -36 dBm; positional error: 30 m; velocity error: 0.1 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 1.5 deg&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sweep&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 8; burn-through damage change: 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039; || Sensors || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Radar&#039;&#039;&#039;&amp;lt;/span&amp;gt;; max range: 11.5 km; radiated power: 4500 kW; gain: 60 dB; aperture size: 40 m2; sensitivity: -38.5 dBm; positional error: 60 m; velocity error: 0.5 m/s&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Jamming LOBs&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 3.5 deg&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strobe Correlator&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-150&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Jamming LOB Accuracy&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Broadcast&#039;&#039;&#039;&amp;lt;/span&amp;gt; LOBs to the sensor network, allowing them to be crossfixed with other LOBs to produce a fireable fix.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Track Correlator&#039;&#039;&#039; || Sensors || 2x2x2 || 40 || 10 || 4 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-150&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Positional Error&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Velocity Error&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Radar ===&lt;br /&gt;
Radar components are installed on the interior of the ship&#039;s hull, and are used to spot targets and threats.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Max Range (km)&lt;br /&gt;
! Radiated Power (kW)&lt;br /&gt;
! Gain (dB)&lt;br /&gt;
! Aperture Size (m2)&lt;br /&gt;
! Sensitivity (dBm)&lt;br /&gt;
! Positional Error (m)&lt;br /&gt;
! Velocity Error (m/s)&lt;br /&gt;
! Can Lock &lt;br /&gt;
! Jamming LOB &lt;br /&gt;
! Burnthrough&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bulwark Huntress&#039;&#039;&#039; || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 || 10 || 4000 || 40 || 60 || -38 || 45 || 0.15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt; &#039;&#039;&#039;No&#039;&#039;&#039; &amp;lt;/span&amp;gt; || &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; Accuracy: 1 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 4; burn-through damage change: 33%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ithaca Bridgemaster&#039;&#039;&#039; || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1200&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || 8.5 || 3100 || 40 || 60 || 34 || 20 || 0.15 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 2 deg || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RM50 &#039;Parallax&#039; Radar&#039;&#039;&#039; || 2x2x2 || 300 || 40 || 7.5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3600&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 45 || 9.5 || 4100 || 50  || 30 || -38.5 || 30 || 0.1 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; min. lock SNR: 3; lock error mult.: 0.15 || &amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 0.75 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 12; burn-through damage change: 20%&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS35 &#039;Frontline&#039; Radar&#039;&#039;&#039; || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 10 || 8 || 3500 || 40 || 25 || -36 || 30 || 0.1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 1.5 deg || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; burn-through power mult.: 8; burn-through damage change: 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RS41 &#039;Spyglass&#039; Radar&#039;&#039;&#039; || 2x2x2 || 200 || 30 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4000&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 25 || 11.5 || 4500 || 60 || 40 || -38.5 || 60 || 0.5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; jamming LOBs accuracy: 3.5 deg || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Propulsion ===&lt;br /&gt;
Propulsion modules enable ship movement and provide additional power to the ship. All propulsion modules have a catastrophic event probability of 5% and require 10 crew to operate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Provided Power (kW)&lt;br /&gt;
! Reinforced&lt;br /&gt;
! Top Speed (%)&lt;br /&gt;
! Turn Rate (%)&lt;br /&gt;
! Thrust (%)&lt;br /&gt;
! Flank Damage Probability (%)&lt;br /&gt;
! Radar Signature (%)&lt;br /&gt;
! Wake Signature Strength (%)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM200 Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM200R Drive&#039;&#039;&#039; || 5x3x5 || 500 || 60 || 35 || 500 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM230 &#039;Whiplash&#039; Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 650 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM240 &#039;Dragonfly&#039; Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM280 &#039;Raider&#039; Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM30X &#039;Prowler&#039; Drive&#039;&#039;&#039; || 5x3x5 || 200 || 25 || 35 || 350 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular&amp;lt;br&amp;gt;|| &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-33&#039;&#039;&#039;&amp;lt;/span&amp;gt;  || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM500 Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM500R Drive&#039;&#039;&#039; || 10x8x10 || 1500 || 80 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM530 &#039;Whiplash&#039; Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 1500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM540 &#039;Dragonfly&#039; Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 1000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+45&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; ||&#039;&#039;&#039;0&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FM580 &#039;Raider&#039; Drive&#039;&#039;&#039; || 10x8x10 || 1000 || 70 || 80 || 500 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW800 Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW800-R Drive&#039;&#039;&#039; || 5x3x5 || 400 || 50 || 35 || 300 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sundrive Racing Pro&#039;&#039;&#039; || 5x3x5 || 200 || 30 || 35 || 200 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-777 Yard Drive&#039;&#039;&#039; || 5x3x5 || 250 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &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; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+45&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular;&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear|| &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW1500 Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW1500-R Drive&#039;&#039;&#039; || 12x12x12 || 1400 || 70 || 35 || 300 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BW2000 Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 2000 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear; &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-9100 Long Haul Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CHI-7700 Drive&#039;&#039;&#039; || 12x12x12 || 700 || 40 || 35 || 300 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35&#039;&#039;&#039;&amp;lt;/span&amp;gt; Angular; &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Linear || &#039;&#039;&#039;0&#039;&#039;&#039; || &#039;&#039;&#039;0&#039;&#039;&#039; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt;|| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon support ===&lt;br /&gt;
Weapon support modules improve the performance of weapons at the cost of ship power.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Module&lt;br /&gt;
! Dimensions&lt;br /&gt;
! Hitpoints&lt;br /&gt;
! Damage Threshold&lt;br /&gt;
! Mass (Tonnes)&lt;br /&gt;
! Required Power (kW)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Actively Cooled Amplifiers&#039;&#039;&#039; || 2x2x2 || 40 || 10 || 4 || 175 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Burst Duration (Emitters)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Emitters)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Overheat Damage Chance (Emitters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ammunition Elevators&#039;&#039;&#039; || 2x2x2 || 100 || 15 || 30 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Launcher Reload Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spacecraft Arming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focused Particle Accelerator&#039;&#039;&#039; || 3x3x3 || 150 || 40 || 45 || 800 || 25 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Damage Multiplier (Beam)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Burst Duration (Beam)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Parallel Interface&#039;&#039;&#039; || 2x2x2 || 100 || 15 || 5 || 150 || 40 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+35%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Programming Bus&#039;&#039;&#039; || 2x2x2 || 80 || 15 || 5 || 200 || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Programming Bus Array&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 5 || 350 || 50 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Missile Programming Channels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mount Gyros&#039;&#039;&#039; || 2x2x2 || 40 || 10 || 4 || 120 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-7.5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Spread&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traverse Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Elevation Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Casemate Traverse Rate&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+15%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Casemate Elevation Rate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rapid-Cycle Cradle&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 30 || 150 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Recycle Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Recycle Time (Energy)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Energy Regulator&#039;&#039;&#039; || 3x3x3 || 100 || 15 || 30 || 650 || 30 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Beam)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Energy Regulator&#039;&#039;&#039; || 2x2x2 || 75 || 10 || 20 || 400 || 20 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Reload Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Energy)&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-12%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Cooldown Time (Beam)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=839</id>
		<title>Spacecraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=839"/>
		<updated>2026-09-09T06:26:06Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* ANS 25px */&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;
&lt;br /&gt;
[[File:Craft Editor.png|thumb|alt=A screenshot of the spacecraft designer in the fleet editor.|The spacecraft designer]]&lt;br /&gt;
Spacecraft (or craft for short) are aircraft-like small vehicles that can be launched from hangars on larger ships. They can perform a number of roles, including scouting, electronic warfare, anti-missile and anti-craft fire, and anti-ship strikes. Their ability to receive orders after launch makes them more flexible than other tools such as cruise missiles.&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;
== Spacecraft Mechanics ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Right-Click Commands ====&lt;br /&gt;
Craft are controlled similarly to ships, but with context-sensitive actions depending on the item the cursor is pointing at when right-clicked. Where multiple valid controls exist, additional commands may be accessed by holding Shift.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Right-click commands&lt;br /&gt;
|-&lt;br /&gt;
! Object clicked !! Modifier !! Requirements !! Action !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Space ||  || None || Move || Opens the dial widget to allow movement. Holding Shift will allow placement of waypoints as normal.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target ship. If it has anti-craft/missile armaments, it will be slaved to the ship&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship || Shift || Landing Pad || Land || Craft will line up and attempt to land on the target ship. It will orbit the ship until a landing pad is free and the ship is within flight quarters speeds.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target craft. If it has anti-craft/missile armaments, it will be slaved to the craft&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft || Shift || Target of same craft type || Merge flight || Craft will join with the target craft/flight to form a unified flight.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship ||  || None || Attack Ship || Craft will move towards the target ship and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm ships when given an attack ship order.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship || Shift || Craft has standoff illuminator/Jammer/EO module || Illuminate/Jam/Scan || Craft will move into range of the target with its module and enter a holding pattern, attempting to keep the target jammed/illuminated/scanned.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Craft ||  || None || Attack Craft || Craft will move toward the target craft/flight and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm craft when given an attack craft order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Stance Controls ====&lt;br /&gt;
[[File:Craft Stance Controls.png|thumb|alt=A screenshot of the in-game craft stance control board.|The craft stance controls]]&lt;br /&gt;
Spacecraft behaviour is controlled by toggling behaviors in the craft stance control board, similarly to ship postures. Spacecraft launch with the default stances shown on the right. The stances are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ HBURN (Engine Hard Burn)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| OFF || Craft will fly at their cruise speed, using the regular amount of fuel.&lt;br /&gt;
|-&lt;br /&gt;
| ON || Craft will fly at their hard-burn speed, (usually 1.5x cruise speed) and increased fuel consumption (XXXX%)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ FORM (Formation Type)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| WEDGE || Craft flights will fly in a wedge-shaped pattern, pointing in the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| LINE || Craft flights will fly in a line-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| CROSS || Craft flights will fly in a cross-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| ECHE || Craft flights will fly in an echelon (diagonal line) shaped pattern.&lt;br /&gt;
|}&lt;br /&gt;
Craft not in formation will speed up faster than their top speed in attempt to form up; this includes when swapping formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ MNVR (Maneuvering posture)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| DIRECT || Craft will fly straight towards their destination, and remain still when loitering.&lt;br /&gt;
|-&lt;br /&gt;
| JUKE || Craft will constantly make small directional changes as they fly or loiter.&lt;br /&gt;
|-&lt;br /&gt;
| EVADE || Craft will constantly make large directional changes as they fly or loiter.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ STNCE (Stance)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| PSV || Craft will follow orders normally, unless dogfighting AI is triggered due to an enemy craft.&lt;br /&gt;
|-&lt;br /&gt;
| AGRSV || Craft will receive an attack order on craft and missiles in close proximity.&lt;br /&gt;
|-&lt;br /&gt;
| EVASV || Craft will run away from nearby enemy craft.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ WRTB (Return To Base, by Weapon Status)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| SKOSH || Craft will automatically return to base once all missiles in the flight are expended.&lt;br /&gt;
|-&lt;br /&gt;
| WINCH || Craft will automatically return to base once all ammo, including guns, in the flight is expended.&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || Craft will not automatically return to base.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ COHER (Combat Coherence)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will attack multiple different targets if assigned to attack a craft/missile but will attack the selected target if ordered to attack a ship.&lt;br /&gt;
|-&lt;br /&gt;
| FOCUS || Craft will always attack the selected target.&lt;br /&gt;
|-&lt;br /&gt;
| SPLIT || Craft will always attack multiple different targets.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SALVO (Missile/Bomb Salvo Size)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will fire as if on UNLIM against ships but will reduce missile amounts against craft/missiles.&lt;br /&gt;
|-&lt;br /&gt;
| ONE || Craft will not fire more missiles against a target if one missile is already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| TWO || Craft will not fire more missiles against a target if two missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| THREE || Craft will not fire more missiles against a target if three missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| FOUR || Craft will not fire more missiles against a target if four missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| UNLIM || Craft will fire missiles regardless of missiles already in flight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The following rules about craft behavior applies for all craft launched with missiles; craft launched only with guns will follow old behavior (i.e. always closing to the range of the shortest range weapon, which is the gun).&lt;br /&gt;
* Craft ordered to attack other craft will now loiter near their missiles&#039; maximum range, or the range they were at when ordered to attack, and fire missiles at the enemy group.&lt;br /&gt;
* Craft will not automatically close with the enemy group to use guns, even when out of missiles.&lt;br /&gt;
* Craft will only dogfight with guns if the enemy has approached to within gun range, or they were already in gun range when the attack order was issued.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RANGE (Attack Range)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Anti-Craft !! Anti-Ship&lt;br /&gt;
|-&lt;br /&gt;
| STND-IN || Close to 4000m or 75% of munition max range, whichever is closer || Close to 4000m or 95% of munition max range, whichever is closer&lt;br /&gt;
|-&lt;br /&gt;
| STND-OF || Close to 75% of munition max range || Close to 95% of munition max range&lt;br /&gt;
|-&lt;br /&gt;
| GUN || Close to gun range || Close to gun range&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ATGT (Attack Target)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| ENGINE || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| DEFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| SENSOR || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RADAR (Radar Emissions Control)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ON || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFF || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DEFND (Missile Self-Defense)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| MAN || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DFTAC (Missiles Self-Defense Tactics)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO ||&lt;br /&gt;
|- &lt;br /&gt;
| NOTCH ||&lt;br /&gt;
|-&lt;br /&gt;
| SCRAM ||&lt;br /&gt;
|-&lt;br /&gt;
| OUT-G ||&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ CMSR (Countermeasure Usage)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|- &lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || TO DO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Launching Craft ====&lt;br /&gt;
=== Craft Stats ===&lt;br /&gt;
(Size, HP, Threat Size, etc.)&lt;br /&gt;
==== ANS [[File:Alliance Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| E-44 Sundial || SEWAC || 75 || 2/10x10 || 1 || 135/+30 || 3mm || 0 || 25/60/90 || N/A || N/A || 2000/42:40/60km &lt;br /&gt;
|-&lt;br /&gt;
| PF-440 Tanto || Interceptor || 8 || 1/6x6 || 2 || 50/+30 || 1.75mm/+1.25mm || 0/+1 || 35/112/168|| 29.9/95.7/143.5 || 26.3/84.2/126.3 || 1200/11:26/73km  &lt;br /&gt;
|-&lt;br /&gt;
| B-86 Claymore || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/65/98|| N/A || N/A || 2000/13:20/43km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== OSP [[File:OSP Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| RF-286 Pike || Scout || 8 || 1/6x6 || 1 || 40/+30 || 1mm || 0 || 40/130/195|| N/A || 30/97.7/146.6 || 500/11:07/65km &lt;br /&gt;
|-&lt;br /&gt;
| PF-386 Barracuda|| Strike Fighter || 8 || 1/6x6 || 2 || 60/+30 || 1.75mm/+1.25mm || 0/+1 || 35/100/175|| 29.9/85.4/149.5 || 26/75/131.5 || 1200/10:00/60km  &lt;br /&gt;
|-&lt;br /&gt;
| B-45 Sturgeon || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/60/90|| N/A || N/A || 1700/13:36/41km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Designing Craft ===&lt;br /&gt;
(Different types of craft, ships that can carry craft, etc.)&lt;br /&gt;
==== Craft Carrying Ships ====&lt;br /&gt;
==== Loadouts ====&lt;br /&gt;
===== Fixed Modules =====&lt;br /&gt;
===== Variable Modules =====&lt;br /&gt;
==== Arming/disarming time ====&lt;br /&gt;
==== Craft Repair ====&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=838</id>
		<title>Spacecraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=838"/>
		<updated>2026-09-09T06:25:51Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* OSP 25px */&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;
&lt;br /&gt;
[[File:Craft Editor.png|thumb|alt=A screenshot of the spacecraft designer in the fleet editor.|The spacecraft designer]]&lt;br /&gt;
Spacecraft (or craft for short) are aircraft-like small vehicles that can be launched from hangars on larger ships. They can perform a number of roles, including scouting, electronic warfare, anti-missile and anti-craft fire, and anti-ship strikes. Their ability to receive orders after launch makes them more flexible than other tools such as cruise missiles.&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;
== Spacecraft Mechanics ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Right-Click Commands ====&lt;br /&gt;
Craft are controlled similarly to ships, but with context-sensitive actions depending on the item the cursor is pointing at when right-clicked. Where multiple valid controls exist, additional commands may be accessed by holding Shift.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Right-click commands&lt;br /&gt;
|-&lt;br /&gt;
! Object clicked !! Modifier !! Requirements !! Action !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Space ||  || None || Move || Opens the dial widget to allow movement. Holding Shift will allow placement of waypoints as normal.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target ship. If it has anti-craft/missile armaments, it will be slaved to the ship&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship || Shift || Landing Pad || Land || Craft will line up and attempt to land on the target ship. It will orbit the ship until a landing pad is free and the ship is within flight quarters speeds.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target craft. If it has anti-craft/missile armaments, it will be slaved to the craft&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft || Shift || Target of same craft type || Merge flight || Craft will join with the target craft/flight to form a unified flight.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship ||  || None || Attack Ship || Craft will move towards the target ship and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm ships when given an attack ship order.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship || Shift || Craft has standoff illuminator/Jammer/EO module || Illuminate/Jam/Scan || Craft will move into range of the target with its module and enter a holding pattern, attempting to keep the target jammed/illuminated/scanned.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Craft ||  || None || Attack Craft || Craft will move toward the target craft/flight and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm craft when given an attack craft order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Stance Controls ====&lt;br /&gt;
[[File:Craft Stance Controls.png|thumb|alt=A screenshot of the in-game craft stance control board.|The craft stance controls]]&lt;br /&gt;
Spacecraft behaviour is controlled by toggling behaviors in the craft stance control board, similarly to ship postures. Spacecraft launch with the default stances shown on the right. The stances are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ HBURN (Engine Hard Burn)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| OFF || Craft will fly at their cruise speed, using the regular amount of fuel.&lt;br /&gt;
|-&lt;br /&gt;
| ON || Craft will fly at their hard-burn speed, (usually 1.5x cruise speed) and increased fuel consumption (XXXX%)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ FORM (Formation Type)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| WEDGE || Craft flights will fly in a wedge-shaped pattern, pointing in the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| LINE || Craft flights will fly in a line-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| CROSS || Craft flights will fly in a cross-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| ECHE || Craft flights will fly in an echelon (diagonal line) shaped pattern.&lt;br /&gt;
|}&lt;br /&gt;
Craft not in formation will speed up faster than their top speed in attempt to form up; this includes when swapping formation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ MNVR (Maneuvering posture)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| DIRECT || Craft will fly straight towards their destination, and remain still when loitering.&lt;br /&gt;
|-&lt;br /&gt;
| JUKE || Craft will constantly make small directional changes as they fly or loiter.&lt;br /&gt;
|-&lt;br /&gt;
| EVADE || Craft will constantly make large directional changes as they fly or loiter.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ STNCE (Stance)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| PSV || Craft will follow orders normally, unless dogfighting AI is triggered due to an enemy craft.&lt;br /&gt;
|-&lt;br /&gt;
| AGRSV || Craft will receive an attack order on craft and missiles in close proximity.&lt;br /&gt;
|-&lt;br /&gt;
| EVASV || Craft will run away from nearby enemy craft.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ WRTB (Return To Base, by Weapon Status)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| SKOSH || Craft will automatically return to base once all missiles in the flight are expended.&lt;br /&gt;
|-&lt;br /&gt;
| WINCH || Craft will automatically return to base once all ammo, including guns, in the flight is expended.&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || Craft will not automatically return to base.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ COHER (Combat Coherence)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will attack multiple different targets if assigned to attack a craft/missile but will attack the selected target if ordered to attack a ship.&lt;br /&gt;
|-&lt;br /&gt;
| FOCUS || Craft will always attack the selected target.&lt;br /&gt;
|-&lt;br /&gt;
| SPLIT || Craft will always attack multiple different targets.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SALVO (Missile/Bomb Salvo Size)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will fire as if on UNLIM against ships but will reduce missile amounts against craft/missiles.&lt;br /&gt;
|-&lt;br /&gt;
| ONE || Craft will not fire more missiles against a target if one missile is already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| TWO || Craft will not fire more missiles against a target if two missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| THREE || Craft will not fire more missiles against a target if three missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| FOUR || Craft will not fire more missiles against a target if four missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| UNLIM || Craft will fire missiles regardless of missiles already in flight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The following rules about craft behavior applies for all craft launched with missiles; craft launched only with guns will follow old behavior (i.e. always closing to the range of the shortest range weapon, which is the gun).&lt;br /&gt;
* Craft ordered to attack other craft will now loiter near their missiles&#039; maximum range, or the range they were at when ordered to attack, and fire missiles at the enemy group.&lt;br /&gt;
* Craft will not automatically close with the enemy group to use guns, even when out of missiles.&lt;br /&gt;
* Craft will only dogfight with guns if the enemy has approached to within gun range, or they were already in gun range when the attack order was issued.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RANGE (Attack Range)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Anti-Craft !! Anti-Ship&lt;br /&gt;
|-&lt;br /&gt;
| STND-IN || Close to 4000m or 75% of munition max range, whichever is closer || Close to 4000m or 95% of munition max range, whichever is closer&lt;br /&gt;
|-&lt;br /&gt;
| STND-OF || Close to 75% of munition max range || Close to 95% of munition max range&lt;br /&gt;
|-&lt;br /&gt;
| GUN || Close to gun range || Close to gun range&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ATGT (Attack Target)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| ENGINE || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| DEFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| SENSOR || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RADAR (Radar Emissions Control)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ON || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFF || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DEFND (Missile Self-Defense)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| MAN || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DFTAC (Missiles Self-Defense Tactics)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO ||&lt;br /&gt;
|- &lt;br /&gt;
| NOTCH ||&lt;br /&gt;
|-&lt;br /&gt;
| SCRAM ||&lt;br /&gt;
|-&lt;br /&gt;
| OUT-G ||&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ CMSR (Countermeasure Usage)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|- &lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || TO DO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Launching Craft ====&lt;br /&gt;
=== Craft Stats ===&lt;br /&gt;
(Size, HP, Threat Size, etc.)&lt;br /&gt;
==== ANS [[File:Alliance Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33.20/36km&lt;br /&gt;
|-&lt;br /&gt;
| E-44 Sundial || SEWAC || 75 || 2/10x10 || 1 || 135/+30 || 3mm || 0 || 25/60/90 || N/A || N/A || 2000/42:40/60km &lt;br /&gt;
|-&lt;br /&gt;
| PF-440 Tanto || Interceptor || 8 || 1/6x6 || 2 || 50/+30 || 1.75mm/+1.25mm || 0/+1 || 35/112/168|| 29.9/95.7/143.5 || 26.3/84.2/126.3 || 1200/11:26/73km  &lt;br /&gt;
|-&lt;br /&gt;
| B-86 Claymore || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/65/98|| N/A || N/A || 2000/13:20/43km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== OSP [[File:OSP Roundel.png|25px]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Size/Pad Size&lt;br /&gt;
! PD Threat Size&lt;br /&gt;
! HP&lt;br /&gt;
! Armor&lt;br /&gt;
! CMD Control Cap&lt;br /&gt;
! Speed m/s (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -17% (Idle/Cruise/Hburn)&lt;br /&gt;
! Speed m/s -33% (Idle/Cruise/Hburn)&lt;br /&gt;
! Fuel (Capacity/Loiter Time/Range)&lt;br /&gt;
|-&lt;br /&gt;
| RS-35 Halberd || Skiff || 15 || 1/6x6 || 1 || 125/+30 || 3mm || 1/+1 || 20/45/68 || N/A || N/A || 1,200/33:20/36km&lt;br /&gt;
|-&lt;br /&gt;
| RF-286 Pike || Scout || 8 || 1/6x6 || 1 || 40/+30 || 1mm || 0 || 40/130/195|| N/A || 30/97.7/146.6 || 500/11:07/65km &lt;br /&gt;
|-&lt;br /&gt;
| PF-386 Barracuda|| Strike Fighter || 8 || 1/6x6 || 2 || 60/+30 || 1.75mm/+1.25mm || 0/+1 || 35/100/175|| 29.9/85.4/149.5 || 26/75/131.5 || 1200/10:00/60km  &lt;br /&gt;
|-&lt;br /&gt;
| B-45 Sturgeon || Bomber || 12 || 2/10x10 || 3 || 135/+30 || 3mm/+1.25mm || 0/+6 || 30/60/90|| N/A || N/A || 1700/13:36/41km  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Designing Craft ===&lt;br /&gt;
(Different types of craft, ships that can carry craft, etc.)&lt;br /&gt;
==== Craft Carrying Ships ====&lt;br /&gt;
==== Loadouts ====&lt;br /&gt;
===== Fixed Modules =====&lt;br /&gt;
===== Variable Modules =====&lt;br /&gt;
==== Arming/disarming time ====&lt;br /&gt;
==== Craft Repair ====&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=837</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=837"/>
		<updated>2026-09-09T06:23:01Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Payload */&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;
&lt;br /&gt;
= Missiles &amp;amp; Munitions =&lt;br /&gt;
&lt;br /&gt;
Missiles and Munitions comprise the physical weapons fired and thrown around from both factions. From dedicated anti-ship missiles and Anti-Missile Missiles, to capital-grade shells and energy projectiles. Each faction has their own specific ammo types, but a lot of ammo types and calibres are shared between both.&lt;br /&gt;
&lt;br /&gt;
= Munitions =&lt;br /&gt;
&lt;br /&gt;
Munitions comprise mainly of unguided shells with a specific calibre attributed to them. Unlike their missile counterparts, these weapons are unable to be decoyed or shot down, and have hardset statistics like speed and range. &lt;br /&gt;
&lt;br /&gt;
Some, but not all, craft can share munitions with ships, although this is limited to only a few calibres. &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;
== Ballistic ==&lt;br /&gt;
&lt;br /&gt;
Ballistic munitions make up the bulk of all ammo types found in the game, from 100mm grapeshot shells to 600mm HESH rounds, all of these shells serve to destroy and harm ships in some capacity.&lt;br /&gt;
&lt;br /&gt;
Many of the ability sections are summaries of how the shell preforms in-game, for more detailed descriptions reference the [[Component Damage|component damage page]].&lt;br /&gt;
&lt;br /&gt;
=== 100mm [[File:OSP Roundel.png|25px]] === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 100mm AP Shell || Ballistic/Chemical || Offensive || 25 || 7200 || 900 || 45 || 0.4 || 1/250 || None&lt;br /&gt;
|-&lt;br /&gt;
| 100mm Grape || Ballistic/Canister || Dual-Purpose || 25 || 7997 || 1100 || 16 || 0.4 || 1/250 || 12.5m Pellet Spread Radius; Increased crit chance and crew damage (500%)&lt;br /&gt;
|-&lt;br /&gt;
| 100mm HE-HC Shell || Ballistic/Chemical || Offensive || 70 || 7200 || 900 || 8 || 0.4 || 1/250 || None&lt;br /&gt;
|-&lt;br /&gt;
| 100mm HE Shell || Ballistic/Chemical || Offensive || 45 || 7200 || 900 || 30 || 0.4 || 1/250 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 120mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 120mm AP Shell || Ballistic/Chemical || Offensive || 30 || 7200 || 800 || 45 || 0.4 || 1/100 || None&lt;br /&gt;
|-&lt;br /&gt;
| 120mm HE-RPF Shell [[File:Alliance Roundel.png|25px]]|| Ballistic/Chemical || Dual-Purpose || 64/8 || 7200 || 800 || 30 || 0.2 || 1/100 || Once a target has been detected within a 37.5 meter zone infront of the shell (???), 8 fragments with 8 Hp worth of damage is sent towards the direction of the ship.&lt;br /&gt;
|-&lt;br /&gt;
| 120mm HE Shell || Ballistic/Chemical || Offensive || 50 || 7200 || 800 || 30 || 0.4 || 1/100 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 250mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 250mm AP Shell || Ballistic/Chemical || Offensive || 70 || 8000 || 800 || 60 || 0.8 || 1/50 || None&lt;br /&gt;
|-&lt;br /&gt;
| 250mm HE-RPF Shell [[File:Alliance Roundel.png|25px]] || Ballistic/Chemical || Dual-Purpose || 128/8 || 8000 || 800 || 20 || 0.3 || 1/50 || Once a target has been detected within a 45 meter zone infront of the shell (???), 8 fragments with 16 Hp worth of damage is sent towards the direction of the ship.&lt;br /&gt;
|-&lt;br /&gt;
| 250mm HE Shell || Ballistic/Chemical || Offensive || 80 || 8000 || 800 || 40 || 0.8 || 1/50 || None&lt;br /&gt;
|-&lt;br /&gt;
| 250mm Bombshell [[File:OSP Roundel.png|25px]] || Ballistic/Chemical/Timed || Dual-Purpose || 96 per target/6 || 8000 || 800 || 22 || 0.5 || 1/50 || For every target  in a 500 meter bubble around the shells activation range, 6 fragments will be launched at each target each with 16 Hp of damage per target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 450mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost ( pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 450mm AP Shell || Ballistic/Chemical || Offensive || 100 || 11240 || 800 || 120 || 1.25 || 1/25 || None&lt;br /&gt;
|-&lt;br /&gt;
| 450mm HE Shell || Ballistic/Chemical || Offensive || 150 || 11240 || 800 || 65 || 1.25 || 1/25 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 600mm [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 600mm Bomb Shell || Ballistic/Chemical/Timed || Offensive || 480 per target/12 || 9800 || 700 || 40 || 0.5 || 1/25 || For every target  in a 500 meter bubble around the shells activation range, 12 fragments will be launched at each target each with 40 Hp of damage per target.&lt;br /&gt;
|-&lt;br /&gt;
| 600mm HE-SH Shell || Ballistic/Chemical || Offensive || 420/7 || 9800 || 700 || 85 || 1.75 || 1/25 || Damage model similar to HEI missile warheads with 7x 60hp damage rays; Ignores armor angling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Energy Weapons (350mm / 400mm / 500mm) [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 300mm AP Rail Sabot [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 80 || 21000 || 2000 || 200 || 1 || 1/25 || Crit chance of 10000%, specializes in creating fires and critical debuffs in a ship. &lt;br /&gt;
|-&lt;br /&gt;
| 400mm Plasma Ampoule [[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 60 || 7800 || 600 || 60 || 10 || 1/25 || Armor strip falls off with range.&lt;br /&gt;
|-&lt;br /&gt;
| 500mm Fracturing Block [[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 300/20 || 21000 || 2000 || 120 || 1.5 || 1/25 || Damage model similar to HEI missile warheads with 20x 15hp damage rays.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point Defense [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ==&lt;br /&gt;
&lt;br /&gt;
These munitions are specifically made for defensive work, to destroy targets such as craft, missiles, and some light ships. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 15mm Sandshot || Ballistic/Magnetic || 75 || 8000 || 2500 || 0.275 || 1/50 || Pellet Spread Radius: 7.5m &lt;br /&gt;
|-&lt;br /&gt;
| 20mm Slug || Ballistic/Chemical || 15 || 1750 || 700 || 0.3 || 1/2000 || None&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Slug || Ballistic/Chemical || 15 || 1750 || 700 || 4 || 1/1000 || Duel-Purpose craft shell.&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Flechette [[File:OSP Roundel.png|25px]]|| Ballistic/Chemical || 15 || 1750 || 700 || 0.1 || 1/250 || Pellet Spread Radius of 3.3m.&lt;br /&gt;
|-&lt;br /&gt;
| 50mm Flak Shell || Ballistic/Chemical/Timed || 15 || 2002 || 650 || 0.176 || 1/75 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Missiles =&lt;br /&gt;
&lt;br /&gt;
[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s missile programming channels.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target.&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the time to impact is less than the seeker&#039;s  &#039;&#039;lock Target TTGI&amp;lt;ref&amp;gt;Stands for Time To Go to Intercept. This is measured using the missile&#039;s current speed. In addition, it&#039;s measured using the target&#039;s actual position, so direction only seekers will still benefit&amp;lt;/ref&amp;gt;&#039;&#039; stat (3.0 seconds for most vanilla seekers, 2.5s for ACT seekers, 2.0s for WAKE variants), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE variants). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the staging prevention comes from pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if the primary finds a target or the backup also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&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;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing or otherwise affect the missile. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers use an autoloader system, enabling each launcher to fire a certain amount of missiles on demand without using channels or programming time. However, MLS launchers require a lengthy reload once it runs out of missiles or when changing missile type.&lt;br /&gt;
&lt;br /&gt;
MLS launchers are not affected by programming channels or programming time, but ammunition elevators will speed up its reload time.&lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [[#Point_Defense_Missile_Setting | Point Defense Missile Setting]] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV),hybrid missiles only (HYBRID), and spacecraft (CRAFT). The threat types of some special missiles are listed below.&lt;br /&gt;
* SDM-1: Size 1 conventional&lt;br /&gt;
* SDM-2: Size 2 Conventional&lt;br /&gt;
* SGM-H-2: Size 2 Hybrid&lt;br /&gt;
* SGM-H-3: Size 3 Hybrid&lt;br /&gt;
* SGM-3: Size 3 Hybrid&lt;br /&gt;
* Containers: Size 3 conventional&lt;br /&gt;
* R-2 Rockets: Size 2 conventional&lt;br /&gt;
* Mines: Size 3 conventional&lt;br /&gt;
* Fighters: Size 2 spacecraft&lt;br /&gt;
* Bombers: Size 3 spacecraft&lt;br /&gt;
* SEWAC / Skiff / Scout: Size 1 spacecraft&lt;br /&gt;
&lt;br /&gt;
Alternatively, a more in-depth matrix targeting system can be used. This presents all of the same information above but allows for more defined behavior; for instance a missile can be targeted towards specific types of craft and missiles. Missiles using this matrix system, even if the information in it is otherwise identical to the above system, is easier for the game to read and allows for more reliable use of multiple types of defensive missiles on the same ship. &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 2026-09-08 143734.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
This setting appears to have been removed in favor of the NEZ setting in the carriers update&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;&#039;some of the missile body stats are exaggerated&#039;&#039;&#039;, specifically engine tunings like max speed. While it is possible to make a 15km range sdm-1, you will most likely be on the lower end or middle of the spectrum of range. These statistics where made with EXTREME values. &lt;br /&gt;
The missile body cost has engine cost considered as well, as while the SGM-H-200 Cyclone has a missile body cost of 3, the actual minimum cost is closer to 5 with no components added.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! Wall Thickness&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! width=1% | Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (Rounded, Minimum) (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDM-1 Icon.png|25px]] SDM-100 Lunge Missile || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 650-850 Boost&amp;lt;br&amp;gt;250-400 Main || 30-40 Boost&amp;lt;br&amp;gt;40-50 Main || 1844-3795 Boost&amp;lt;br&amp;gt;958-11911 Main || 153.1-204.1 Boost&amp;lt;br&amp;gt;3.9-13.3 Main || 0.3-0.6 Boost&amp;lt;br&amp;gt;0.3-1.1 Main || 6.5-17.5 Boost&amp;lt;br&amp;gt;3.9-13.3 Main || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SSM-1 Icon.png|25px]] SSM-100 Remise Missile || 1 || 10 || 0.05 || 0.33x || 6 || 4 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 35.7-76.5 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 0.05 || 1x || 8 || 4 || 150-350 || 30-40 || 2826-32284 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDM-2 Icon.png|25px]] SDM-200 Typhoon Missile || 2 || 25 || 0.05 || 1.25x || 10 || 4 || 650-850 Boost&amp;lt;br&amp;gt;225-150 Main || 30-40 Boost&amp;lt;br&amp;gt;150-225 Main || 4936-8098 Boost&amp;lt;br&amp;gt;1165-7130 Main || 61.2-81.6 Boost&amp;lt;br&amp;gt;16.3-32.7 Main || 1.4-0.8 Boost&amp;lt;br&amp;gt;1.4-0.5 Main || 4.4-12.8 Boost&amp;lt;br&amp;gt;2.8-8.2 Main || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-3 Icon.png|25px]] SGM-300 Flail || 3 || 60 || 0.05 || 1.5x || 16 || 5 || 125-200 || 20-35 || 7425-26888 Cruise&amp;lt;br&amp;gt;448-11125 Sprint || 10.2-15.3 Cruise&amp;lt;br&amp;gt;6.7-61.2 Sprint || 150-250 Cruise &amp;lt;br&amp;gt; 250-450 Sprint || 0.9-4 Cruise &amp;lt;br&amp;gt; 6.7-18.9 Sprint || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 4 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 160 || 0.25 || 3x || 3 || 4 || 175-300 || 20-35 || 814-10135 || 1.2-5.5 || 0.7-2.0 || 1.2-5.5 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.5 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 3 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 0.5 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 4 || 150 || 0.2 || 2x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 4-12.8 || 1.1-4.0 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-S-400 Container || 4 || 150 || 0.2 || 4x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 1.1-4.0 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile. It is measured in centimeters, i.e. 0.2 wall thickness is 0.2cm or 2mm.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&amp;lt;br&amp;gt;SSM-1, SDM-1 and SDM-2 missiles can only equip Blast Fragmentation and Blast Fragmentation EL warheads.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator [[File:Alliance Roundel.png|25px]] || Delayed Contact || None || 1.75 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
* STUN: When dazzled, EO seekers are &amp;quot;Stunned&amp;quot;, causing it to remain jammed for 1 second after leaving a dazzler&#039;s area of effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Pulsed Radar) || PSV PULSED || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2.50 / 2.50&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker [[File:Alliance Roundel.png|25px]] || EO (ANS only) || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker (THERM) [[File:OSP Roundel.png|25px]] || THERM (OSP only) || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 2500m; radiated power: 5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 5000m; radiated power: 5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector with an activation range of 2000m. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are similar to CMD but do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it. All mines have a wall thickness of 0.2, with a body integrity of 50, and are classified as size 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments, allowing it to destroy components much more easily on ships with a [[Component Damage|high damage resistance and damage threshold]] statistic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mine Body&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Cruise Speed (m/s)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! Networked&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Mine || 3750 || 250 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Cooperative Mine || 3750 || 250 || 6 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Mine || 3750 || 700 || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from the ML-9 Mine Launcher.&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
Bombs are an unguided dumb munition meant to either finish or disable ships. Mainly used by spacecraft such as fighters and bombers as finisher weapons, they utilize their high damage fragments similar to mines to break components with a high [[Component Damage|high damage resistance and damage threshold]]. Despite being in the bomb category, FBU-15 behaves like a rocket.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bomb Body&lt;br /&gt;
! Size&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Cruise Speed (m/s)&lt;br /&gt;
! Wall Thickness (m/s)&lt;br /&gt;
! Body Integrity (m/s)&lt;br /&gt;
! Component Damage (Hp)&lt;br /&gt;
! Damage per Ray (Hp)&lt;br /&gt;
! Armor Penetration (cm)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FBU-15.png|25px]] FBU-15 Fragmentation Bomb [[File:Alliance Roundel.png|25px]] || 1 || 3999 || 300 || 0.075 || 25 || 700 || 20 || 15 || 1 per 3 units || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt; &#039;&#039;&#039;Yes&#039;&#039;&#039; &amp;lt;/span&amp;gt;; Boosted bomb with Fragmentation effect similar to HE-RPF || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KBU-15.png|25px]] KBU-15 Bomb || 1 || 2000 || 200 || 0.075 || 25 || 500 || 75 || 40 || 1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KBU-22.png|25px]] KBU-22 Bomb || 2 || 2000 || 200 || 0.1 || 40 || 2500 || 100  || 60 || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CBU-40.png|25px]] CBU-40 Cluster Bomb || 3 || 2250 || 200 || 0.5 || 100 || 500 per submunition || 75 per subminition || 40 per submunition || 5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; Releases 10 KBU-15 Boosted Bomblets || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time. Rockets are used exclusively by OSP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rocket Body&lt;br /&gt;
! Size&lt;br /&gt;
! Body Integrity&lt;br /&gt;
! Wall Thickness&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Armor Penetration (cm)&lt;br /&gt;
! Component Damage (Hp)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-1_perch.png|25px]] R-1 &#039;Perch&#039; Rocket || 1 || 4 || 0.15 || 2975 || 350 || 15 || 300 || 1 per 6 units&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-2_pirhana.png|25px]] R-2 &#039;Piranha&#039; Rocket || 2 || 8 || 0.18 || 7000 || 350 || 38 || 850 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-3_spearfish.png|25px]] R-3 &#039;Spearfish&#039; Rocket || 3 || 4 || 0.15 || 6000 || 300 || 60 || 1500 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decoy Body&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Signatures&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| CM-4D1 Decoy Container (Clipper) || 12528 || 54 || RADAR; PSV RADAR || 4&lt;br /&gt;
|-&lt;br /&gt;
| CM-4D1 Decoy Container (Line Ship) || 10080 || 24 || RADAR; PSV RADAR || 6&lt;br /&gt;
|}&lt;br /&gt;
Decoy containers appear as a ship, similar to the effects of a masquerade. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. These containers also emit radar signals that appear similar to a search radar which will show up on ELINT and attract ARAD seekers. &lt;br /&gt;
&lt;br /&gt;
Decoy containers have 150hp, 2.0cm wall thickness, and unlike most other missiles, decoy containers can be hit and damaged by all weapons and projectiles.&amp;lt;ref&amp;gt;Oddly, damage types that emit multiple rays (HEI, frac blocks, HE-SH) will only hit decoy containers with one ray, which results in strange behavior such as HEI always dealing 50 damage per hit regardless of warhead size, or fracturing blocks taking ten hits to destroy decoy containers. Decoy containers will also be hit by RPF fragments, unlike every other missile.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
* [https://www.desmos.com/calculator/2w72bqixck Marion&#039;s Neb Missile Range Isoline Transform]&lt;br /&gt;
* [https://www.desmos.com/calculator/aiqqjgavfq TTGI Calculator]&lt;br /&gt;
* [https://www.desmos.com/calculator/nmjqnuqgtf Salvo Leapfrog Calculator]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=836</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=836"/>
		<updated>2026-09-09T06:14:03Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Munitions */&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;
&lt;br /&gt;
= Missiles &amp;amp; Munitions =&lt;br /&gt;
&lt;br /&gt;
Missiles and Munitions comprise the physical weapons fired and thrown around from both factions. From dedicated anti-ship missiles and Anti-Missile Missiles, to capital-grade shells and energy projectiles. Each faction has their own specific ammo types, but a lot of ammo types and calibres are shared between both.&lt;br /&gt;
&lt;br /&gt;
= Munitions =&lt;br /&gt;
&lt;br /&gt;
Munitions comprise mainly of unguided shells with a specific calibre attributed to them. Unlike their missile counterparts, these weapons are unable to be decoyed or shot down, and have hardset statistics like speed and range. &lt;br /&gt;
&lt;br /&gt;
Some, but not all, craft can share munitions with ships, although this is limited to only a few calibres. &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;
== Ballistic ==&lt;br /&gt;
&lt;br /&gt;
Ballistic munitions make up the bulk of all ammo types found in the game, from 100mm grapeshot shells to 600mm HESH rounds, all of these shells serve to destroy and harm ships in some capacity.&lt;br /&gt;
&lt;br /&gt;
Many of the ability sections are summaries of how the shell preforms in-game, for more detailed descriptions reference the [[Component Damage|component damage page]].&lt;br /&gt;
&lt;br /&gt;
=== 100mm [[File:OSP Roundel.png|25px]] === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 100mm AP Shell || Ballistic/Chemical || Offensive || 25 || 7200 || 900 || 45 || 0.4 || 1/250 || None&lt;br /&gt;
|-&lt;br /&gt;
| 100mm Grape || Ballistic/Canister || Dual-Purpose || 25 || 7997 || 1100 || 16 || 0.4 || 1/250 || 12.5m Pellet Spread Radius; Increased crit chance and crew damage (500%)&lt;br /&gt;
|-&lt;br /&gt;
| 100mm HE-HC Shell || Ballistic/Chemical || Offensive || 70 || 7200 || 900 || 8 || 0.4 || 1/250 || None&lt;br /&gt;
|-&lt;br /&gt;
| 100mm HE Shell || Ballistic/Chemical || Offensive || 45 || 7200 || 900 || 30 || 0.4 || 1/250 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 120mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 120mm AP Shell || Ballistic/Chemical || Offensive || 30 || 7200 || 800 || 45 || 0.4 || 1/100 || None&lt;br /&gt;
|-&lt;br /&gt;
| 120mm HE-RPF Shell [[File:Alliance Roundel.png|25px]]|| Ballistic/Chemical || Dual-Purpose || 64/8 || 7200 || 800 || 30 || 0.2 || 1/100 || Once a target has been detected within a 37.5 meter zone infront of the shell (???), 8 fragments with 8 Hp worth of damage is sent towards the direction of the ship.&lt;br /&gt;
|-&lt;br /&gt;
| 120mm HE Shell || Ballistic/Chemical || Offensive || 50 || 7200 || 800 || 30 || 0.4 || 1/100 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 250mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 250mm AP Shell || Ballistic/Chemical || Offensive || 70 || 8000 || 800 || 60 || 0.8 || 1/50 || None&lt;br /&gt;
|-&lt;br /&gt;
| 250mm HE-RPF Shell [[File:Alliance Roundel.png|25px]] || Ballistic/Chemical || Dual-Purpose || 128/8 || 8000 || 800 || 20 || 0.3 || 1/50 || Once a target has been detected within a 45 meter zone infront of the shell (???), 8 fragments with 16 Hp worth of damage is sent towards the direction of the ship.&lt;br /&gt;
|-&lt;br /&gt;
| 250mm HE Shell || Ballistic/Chemical || Offensive || 80 || 8000 || 800 || 40 || 0.8 || 1/50 || None&lt;br /&gt;
|-&lt;br /&gt;
| 250mm Bombshell [[File:OSP Roundel.png|25px]] || Ballistic/Chemical/Timed || Dual-Purpose || 96 per target/6 || 8000 || 800 || 22 || 0.5 || 1/50 || For every target  in a 500 meter bubble around the shells activation range, 6 fragments will be launched at each target each with 16 Hp of damage per target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 450mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost ( pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 450mm AP Shell || Ballistic/Chemical || Offensive || 100 || 11240 || 800 || 120 || 1.25 || 1/25 || None&lt;br /&gt;
|-&lt;br /&gt;
| 450mm HE Shell || Ballistic/Chemical || Offensive || 150 || 11240 || 800 || 65 || 1.25 || 1/25 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 600mm [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 600mm Bomb Shell || Ballistic/Chemical/Timed || Offensive || 480 per target/12 || 9800 || 700 || 40 || 0.5 || 1/25 || For every target  in a 500 meter bubble around the shells activation range, 12 fragments will be launched at each target each with 40 Hp of damage per target.&lt;br /&gt;
|-&lt;br /&gt;
| 600mm HE-SH Shell || Ballistic/Chemical || Offensive || 420/7 || 9800 || 700 || 85 || 1.75 || 1/25 || Damage model similar to HEI missile warheads with 7x 60hp damage rays; Ignores armor angling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Energy Weapons (350mm / 400mm / 500mm) [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 300mm AP Rail Sabot [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 80 || 21000 || 2000 || 200 || 1 || 1/25 || Crit chance of 10000%, specializes in creating fires and critical debuffs in a ship. &lt;br /&gt;
|-&lt;br /&gt;
| 400mm Plasma Ampoule [[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 60 || 7800 || 600 || 60 || 10 || 1/25 || Armor strip falls off with range.&lt;br /&gt;
|-&lt;br /&gt;
| 500mm Fracturing Block [[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 300/20 || 21000 || 2000 || 120 || 1.5 || 1/25 || Damage model similar to HEI missile warheads with 20x 15hp damage rays.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point Defense [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ==&lt;br /&gt;
&lt;br /&gt;
These munitions are specifically made for defensive work, to destroy targets such as craft, missiles, and some light ships. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 15mm Sandshot || Ballistic/Magnetic || 75 || 8000 || 2500 || 0.275 || 1/50 || Pellet Spread Radius: 7.5m &lt;br /&gt;
|-&lt;br /&gt;
| 20mm Slug || Ballistic/Chemical || 15 || 1750 || 700 || 0.3 || 1/2000 || None&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Slug || Ballistic/Chemical || 15 || 1750 || 700 || 4 || 1/1000 || Duel-Purpose craft shell.&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Flechette [[File:OSP Roundel.png|25px]]|| Ballistic/Chemical || 15 || 1750 || 700 || 0.1 || 1/250 || Pellet Spread Radius of 3.3m.&lt;br /&gt;
|-&lt;br /&gt;
| 50mm Flak Shell || Ballistic/Chemical/Timed || 15 || 2002 || 650 || 0.176 || 1/75 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Missiles =&lt;br /&gt;
&lt;br /&gt;
[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s missile programming channels.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target.&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the time to impact is less than the seeker&#039;s  &#039;&#039;lock Target TTGI&amp;lt;ref&amp;gt;Stands for Time To Go to Intercept. This is measured using the missile&#039;s current speed. In addition, it&#039;s measured using the target&#039;s actual position, so direction only seekers will still benefit&amp;lt;/ref&amp;gt;&#039;&#039; stat (3.0 seconds for most vanilla seekers, 2.5s for ACT seekers, 2.0s for WAKE variants), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE variants). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the staging prevention comes from pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if the primary finds a target or the backup also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&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;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing or otherwise affect the missile. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers use an autoloader system, enabling each launcher to fire a certain amount of missiles on demand without using channels or programming time. However, MLS launchers require a lengthy reload once it runs out of missiles or when changing missile type.&lt;br /&gt;
&lt;br /&gt;
MLS launchers are not affected by programming channels or programming time, but ammunition elevators will speed up its reload time.&lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [[#Point_Defense_Missile_Setting | Point Defense Missile Setting]] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV),hybrid missiles only (HYBRID), and spacecraft (CRAFT). The threat types of some special missiles are listed below.&lt;br /&gt;
* SDM-1: Size 1 conventional&lt;br /&gt;
* SDM-2: Size 2 Conventional&lt;br /&gt;
* SGM-H-2: Size 2 Hybrid&lt;br /&gt;
* SGM-H-3: Size 3 Hybrid&lt;br /&gt;
* SGM-3: Size 3 Hybrid&lt;br /&gt;
* Containers: Size 3 conventional&lt;br /&gt;
* R-2 Rockets: Size 2 conventional&lt;br /&gt;
* Mines: Size 3 conventional&lt;br /&gt;
* Fighters: Size 2 spacecraft&lt;br /&gt;
* Bombers: Size 3 spacecraft&lt;br /&gt;
* SEWAC / Skiff / Scout: Size 1 spacecraft&lt;br /&gt;
&lt;br /&gt;
Alternatively, a more in-depth matrix targeting system can be used. This presents all of the same information above but allows for more defined behavior; for instance a missile can be targeted towards specific types of craft and missiles. Missiles using this matrix system, even if the information in it is otherwise identical to the above system, is easier for the game to read and allows for more reliable use of multiple types of defensive missiles on the same ship. &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 2026-09-08 143734.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
This setting appears to have been removed in favor of the NEZ setting in the carriers update&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;&#039;some of the missile body stats are exaggerated&#039;&#039;&#039;, specifically engine tunings like max speed. While it is possible to make a 15km range sdm-1, you will most likely be on the lower end or middle of the spectrum of range. These statistics where made with EXTREME values. &lt;br /&gt;
The missile body cost has engine cost considered as well, as while the SGM-H-200 Cyclone has a missile body cost of 3, the actual minimum cost is closer to 5 with no components added.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! Wall Thickness&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! width=1% | Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (Rounded, Minimum) (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDM-1 Icon.png|25px]] SDM-100 Lunge Missile || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 650-850 Boost&amp;lt;br&amp;gt;250-400 Main || 30-40 Boost&amp;lt;br&amp;gt;40-50 Main || 1844-3795 Boost&amp;lt;br&amp;gt;958-11911 Main || 153.1-204.1 Boost&amp;lt;br&amp;gt;3.9-13.3 Main || 0.3-0.6 Boost&amp;lt;br&amp;gt;0.3-1.1 Main || 6.5-17.5 Boost&amp;lt;br&amp;gt;3.9-13.3 Main || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SSM-1 Icon.png|25px]] SSM-100 Remise Missile || 1 || 10 || 0.05 || 0.33x || 6 || 4 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 35.7-76.5 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 0.05 || 1x || 8 || 4 || 150-350 || 30-40 || 2826-32284 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDM-2 Icon.png|25px]] SDM-200 Typhoon Missile || 2 || 25 || 0.05 || 1.25x || 10 || 4 || 650-850 Boost&amp;lt;br&amp;gt;225-150 Main || 30-40 Boost&amp;lt;br&amp;gt;150-225 Main || 4936-8098 Boost&amp;lt;br&amp;gt;1165-7130 Main || 61.2-81.6 Boost&amp;lt;br&amp;gt;16.3-32.7 Main || 1.4-0.8 Boost&amp;lt;br&amp;gt;1.4-0.5 Main || 4.4-12.8 Boost&amp;lt;br&amp;gt;2.8-8.2 Main || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-3 Icon.png|25px]] SGM-300 Flail || 3 || 60 || 0.05 || 1.5x || 16 || 5 || 125-200 || 20-35 || 7425-26888 Cruise&amp;lt;br&amp;gt;448-11125 Sprint || 10.2-15.3 Cruise&amp;lt;br&amp;gt;6.7-61.2 Sprint || 150-250 Cruise &amp;lt;br&amp;gt; 250-450 Sprint || 0.9-4 Cruise &amp;lt;br&amp;gt; 6.7-18.9 Sprint || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 4 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 160 || 0.25 || 3x || 3 || 4 || 175-300 || 20-35 || 814-10135 || 1.2-5.5 || 0.7-2.0 || 1.2-5.5 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.5 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 3 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 0.5 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 4 || 150 || 0.2 || 2x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 4-12.8 || 1.1-4.0 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-S-400 Container || 4 || 150 || 0.2 || 4x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 1.1-4.0 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile. It is measured in centimeters, i.e. 0.2 wall thickness is 0.2cm or 2mm.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&amp;lt;br&amp;gt;SDM-1 and SDM-2 missiles can only equip Blast Fragmentation and Blast Fragmentation EL warheads.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator [[File:Alliance Roundel.png|25px]] || Delayed Contact || None || 1.75 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
* STUN: When dazzled, EO seekers are &amp;quot;Stunned&amp;quot;, causing it to remain jammed for 1 second after leaving a dazzler&#039;s area of effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Pulsed Radar) || PSV PULSED || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2.50 / 2.50&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker [[File:Alliance Roundel.png|25px]] || EO (ANS only) || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker (THERM) [[File:OSP Roundel.png|25px]] || THERM (OSP only) || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 2500m; radiated power: 5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 5000m; radiated power: 5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector with an activation range of 2000m. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are similar to CMD but do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it. All mines have a wall thickness of 0.2, with a body integrity of 50, and are classified as size 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments, allowing it to destroy components much more easily on ships with a [[Component Damage|high damage resistance and damage threshold]] statistic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mine Body&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Cruise Speed (m/s)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! Networked&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Mine || 3750 || 250 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Cooperative Mine || 3750 || 250 || 6 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Mine || 3750 || 700 || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from the ML-9 Mine Launcher.&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
Bombs are an unguided dumb munition meant to either finish or disable ships. Mainly used by spacecraft such as fighters and bombers as finisher weapons, they utilize their high damage fragments similar to mines to break components with a high [[Component Damage|high damage resistance and damage threshold]]. Despite being in the bomb category, FBU-15 behaves like a rocket.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bomb Body&lt;br /&gt;
! Size&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Cruise Speed (m/s)&lt;br /&gt;
! Wall Thickness (m/s)&lt;br /&gt;
! Body Integrity (m/s)&lt;br /&gt;
! Component Damage (Hp)&lt;br /&gt;
! Damage per Ray (Hp)&lt;br /&gt;
! Armor Penetration (cm)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FBU-15.png|25px]] FBU-15 Fragmentation Bomb [[File:Alliance Roundel.png|25px]] || 1 || 3999 || 300 || 0.075 || 25 || 700 || 20 || 15 || 1 per 3 units || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt; &#039;&#039;&#039;Yes&#039;&#039;&#039; &amp;lt;/span&amp;gt;; Boosted bomb with Fragmentation effect similar to HE-RPF || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KBU-15.png|25px]] KBU-15 Bomb || 1 || 2000 || 200 || 0.075 || 25 || 500 || 75 || 40 || 1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KBU-22.png|25px]] KBU-22 Bomb || 2 || 2000 || 200 || 0.1 || 40 || 2500 || 100  || 60 || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CBU-40.png|25px]] CBU-40 Cluster Bomb || 3 || 2250 || 200 || 0.5 || 100 || 500 per submunition || 75 per subminition || 40 per submunition || 5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; Releases 10 KBU-15 Boosted Bomblets || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time. Rockets are used exclusively by OSP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rocket Body&lt;br /&gt;
! Size&lt;br /&gt;
! Body Integrity&lt;br /&gt;
! Wall Thickness&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Armor Penetration (cm)&lt;br /&gt;
! Component Damage (Hp)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-1_perch.png|25px]] R-1 &#039;Perch&#039; Rocket || 1 || 4 || 0.15 || 2975 || 350 || 15 || 300 || 1 per 6 units&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-2_pirhana.png|25px]] R-2 &#039;Piranha&#039; Rocket || 2 || 8 || 0.18 || 7000 || 350 || 38 || 850 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-3_spearfish.png|25px]] R-3 &#039;Spearfish&#039; Rocket || 3 || 4 || 0.15 || 6000 || 300 || 60 || 1500 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decoy Body&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Signatures&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| CM-4D1 Decoy Container (Clipper) || 12528 || 54 || RADAR; PSV RADAR || 4&lt;br /&gt;
|-&lt;br /&gt;
| CM-4D1 Decoy Container (Line Ship) || 10080 || 24 || RADAR; PSV RADAR || 6&lt;br /&gt;
|}&lt;br /&gt;
Decoy containers appear as a ship, similar to the effects of a masquerade. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. These containers also emit radar signals that appear similar to a search radar which will show up on ELINT and attract ARAD seekers. &lt;br /&gt;
&lt;br /&gt;
Decoy containers have 150hp, 2.0cm wall thickness, and unlike most other missiles, decoy containers can be hit and damaged by all weapons and projectiles.&amp;lt;ref&amp;gt;Oddly, damage types that emit multiple rays (HEI, frac blocks, HE-SH) will only hit decoy containers with one ray, which results in strange behavior such as HEI always dealing 50 damage per hit regardless of warhead size, or fracturing blocks taking ten hits to destroy decoy containers. Decoy containers will also be hit by RPF fragments, unlike every other missile.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
* [https://www.desmos.com/calculator/2w72bqixck Marion&#039;s Neb Missile Range Isoline Transform]&lt;br /&gt;
* [https://www.desmos.com/calculator/aiqqjgavfq TTGI Calculator]&lt;br /&gt;
* [https://www.desmos.com/calculator/nmjqnuqgtf Salvo Leapfrog Calculator]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=835</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=835"/>
		<updated>2026-09-09T06:13:12Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Missiles &amp;amp; Munitions */&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;
&lt;br /&gt;
= Missiles &amp;amp; Munitions =&lt;br /&gt;
&lt;br /&gt;
Missiles and Munitions comprise the physical weapons fired and thrown around from both factions. From dedicated anti-ship missiles and Anti-Missile Missiles, to capital-grade shells and energy projectiles. Each faction has their own specific ammo types, but a lot of ammo types and calibres are shared between both.&lt;br /&gt;
&lt;br /&gt;
= Munitions =&lt;br /&gt;
&lt;br /&gt;
Munitions comprise mainly of unguided shells with a specific calibre attributed to them. Unlike their missile counterparts, these weapons are unsoftkillable and unhardkillable, and have a hardset statistics like speed and range. &lt;br /&gt;
&lt;br /&gt;
Some, but not all, craft can share munitions with ships, although this is limited to only a few calibres. &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;
== Ballistic ==&lt;br /&gt;
&lt;br /&gt;
Ballistic munitions make up the bulk of all ammo types found in the game, from 100mm grapeshot shells to 600mm HESH rounds, all of these shells serve to destroy and harm ships in some capacity.&lt;br /&gt;
&lt;br /&gt;
Many of the ability sections are summaries of how the shell preforms in-game, for more detailed descriptions reference the [[Component Damage|component damage page]].&lt;br /&gt;
&lt;br /&gt;
=== 100mm [[File:OSP Roundel.png|25px]] === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 100mm AP Shell || Ballistic/Chemical || Offensive || 25 || 7200 || 900 || 45 || 0.4 || 1/250 || None&lt;br /&gt;
|-&lt;br /&gt;
| 100mm Grape || Ballistic/Canister || Dual-Purpose || 25 || 7997 || 1100 || 16 || 0.4 || 1/250 || 12.5m Pellet Spread Radius; Increased crit chance and crew damage (500%)&lt;br /&gt;
|-&lt;br /&gt;
| 100mm HE-HC Shell || Ballistic/Chemical || Offensive || 70 || 7200 || 900 || 8 || 0.4 || 1/250 || None&lt;br /&gt;
|-&lt;br /&gt;
| 100mm HE Shell || Ballistic/Chemical || Offensive || 45 || 7200 || 900 || 30 || 0.4 || 1/250 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 120mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 120mm AP Shell || Ballistic/Chemical || Offensive || 30 || 7200 || 800 || 45 || 0.4 || 1/100 || None&lt;br /&gt;
|-&lt;br /&gt;
| 120mm HE-RPF Shell [[File:Alliance Roundel.png|25px]]|| Ballistic/Chemical || Dual-Purpose || 64/8 || 7200 || 800 || 30 || 0.2 || 1/100 || Once a target has been detected within a 37.5 meter zone infront of the shell (???), 8 fragments with 8 Hp worth of damage is sent towards the direction of the ship.&lt;br /&gt;
|-&lt;br /&gt;
| 120mm HE Shell || Ballistic/Chemical || Offensive || 50 || 7200 || 800 || 30 || 0.4 || 1/100 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 250mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 250mm AP Shell || Ballistic/Chemical || Offensive || 70 || 8000 || 800 || 60 || 0.8 || 1/50 || None&lt;br /&gt;
|-&lt;br /&gt;
| 250mm HE-RPF Shell [[File:Alliance Roundel.png|25px]] || Ballistic/Chemical || Dual-Purpose || 128/8 || 8000 || 800 || 20 || 0.3 || 1/50 || Once a target has been detected within a 45 meter zone infront of the shell (???), 8 fragments with 16 Hp worth of damage is sent towards the direction of the ship.&lt;br /&gt;
|-&lt;br /&gt;
| 250mm HE Shell || Ballistic/Chemical || Offensive || 80 || 8000 || 800 || 40 || 0.8 || 1/50 || None&lt;br /&gt;
|-&lt;br /&gt;
| 250mm Bombshell [[File:OSP Roundel.png|25px]] || Ballistic/Chemical/Timed || Dual-Purpose || 96 per target/6 || 8000 || 800 || 22 || 0.5 || 1/50 || For every target  in a 500 meter bubble around the shells activation range, 6 fragments will be launched at each target each with 16 Hp of damage per target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 450mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost ( pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 450mm AP Shell || Ballistic/Chemical || Offensive || 100 || 11240 || 800 || 120 || 1.25 || 1/25 || None&lt;br /&gt;
|-&lt;br /&gt;
| 450mm HE Shell || Ballistic/Chemical || Offensive || 150 || 11240 || 800 || 65 || 1.25 || 1/25 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 600mm [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 600mm Bomb Shell || Ballistic/Chemical/Timed || Offensive || 480 per target/12 || 9800 || 700 || 40 || 0.5 || 1/25 || For every target  in a 500 meter bubble around the shells activation range, 12 fragments will be launched at each target each with 40 Hp of damage per target.&lt;br /&gt;
|-&lt;br /&gt;
| 600mm HE-SH Shell || Ballistic/Chemical || Offensive || 420/7 || 9800 || 700 || 85 || 1.75 || 1/25 || Damage model similar to HEI missile warheads with 7x 60hp damage rays; Ignores armor angling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Energy Weapons (350mm / 400mm / 500mm) [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 300mm AP Rail Sabot [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 80 || 21000 || 2000 || 200 || 1 || 1/25 || Crit chance of 10000%, specializes in creating fires and critical debuffs in a ship. &lt;br /&gt;
|-&lt;br /&gt;
| 400mm Plasma Ampoule [[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 60 || 7800 || 600 || 60 || 10 || 1/25 || Armor strip falls off with range.&lt;br /&gt;
|-&lt;br /&gt;
| 500mm Fracturing Block [[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 300/20 || 21000 || 2000 || 120 || 1.5 || 1/25 || Damage model similar to HEI missile warheads with 20x 15hp damage rays.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point Defense [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ==&lt;br /&gt;
&lt;br /&gt;
These munitions are specifically made for defensive work, to destroy targets such as craft, missiles, and some light ships. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 15mm Sandshot || Ballistic/Magnetic || 75 || 8000 || 2500 || 0.275 || 1/50 || Pellet Spread Radius: 7.5m &lt;br /&gt;
|-&lt;br /&gt;
| 20mm Slug || Ballistic/Chemical || 15 || 1750 || 700 || 0.3 || 1/2000 || None&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Slug || Ballistic/Chemical || 15 || 1750 || 700 || 4 || 1/1000 || Duel-Purpose craft shell.&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Flechette [[File:OSP Roundel.png|25px]]|| Ballistic/Chemical || 15 || 1750 || 700 || 0.1 || 1/250 || Pellet Spread Radius of 3.3m.&lt;br /&gt;
|-&lt;br /&gt;
| 50mm Flak Shell || Ballistic/Chemical/Timed || 15 || 2002 || 650 || 0.176 || 1/75 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Missiles =&lt;br /&gt;
&lt;br /&gt;
[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s missile programming channels.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target.&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the time to impact is less than the seeker&#039;s  &#039;&#039;lock Target TTGI&amp;lt;ref&amp;gt;Stands for Time To Go to Intercept. This is measured using the missile&#039;s current speed. In addition, it&#039;s measured using the target&#039;s actual position, so direction only seekers will still benefit&amp;lt;/ref&amp;gt;&#039;&#039; stat (3.0 seconds for most vanilla seekers, 2.5s for ACT seekers, 2.0s for WAKE variants), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE variants). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the staging prevention comes from pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if the primary finds a target or the backup also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&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;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing or otherwise affect the missile. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers use an autoloader system, enabling each launcher to fire a certain amount of missiles on demand without using channels or programming time. However, MLS launchers require a lengthy reload once it runs out of missiles or when changing missile type.&lt;br /&gt;
&lt;br /&gt;
MLS launchers are not affected by programming channels or programming time, but ammunition elevators will speed up its reload time.&lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [[#Point_Defense_Missile_Setting | Point Defense Missile Setting]] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV),hybrid missiles only (HYBRID), and spacecraft (CRAFT). The threat types of some special missiles are listed below.&lt;br /&gt;
* SDM-1: Size 1 conventional&lt;br /&gt;
* SDM-2: Size 2 Conventional&lt;br /&gt;
* SGM-H-2: Size 2 Hybrid&lt;br /&gt;
* SGM-H-3: Size 3 Hybrid&lt;br /&gt;
* SGM-3: Size 3 Hybrid&lt;br /&gt;
* Containers: Size 3 conventional&lt;br /&gt;
* R-2 Rockets: Size 2 conventional&lt;br /&gt;
* Mines: Size 3 conventional&lt;br /&gt;
* Fighters: Size 2 spacecraft&lt;br /&gt;
* Bombers: Size 3 spacecraft&lt;br /&gt;
* SEWAC / Skiff / Scout: Size 1 spacecraft&lt;br /&gt;
&lt;br /&gt;
Alternatively, a more in-depth matrix targeting system can be used. This presents all of the same information above but allows for more defined behavior; for instance a missile can be targeted towards specific types of craft and missiles. Missiles using this matrix system, even if the information in it is otherwise identical to the above system, is easier for the game to read and allows for more reliable use of multiple types of defensive missiles on the same ship. &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 2026-09-08 143734.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
This setting appears to have been removed in favor of the NEZ setting in the carriers update&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;&#039;some of the missile body stats are exaggerated&#039;&#039;&#039;, specifically engine tunings like max speed. While it is possible to make a 15km range sdm-1, you will most likely be on the lower end or middle of the spectrum of range. These statistics where made with EXTREME values. &lt;br /&gt;
The missile body cost has engine cost considered as well, as while the SGM-H-200 Cyclone has a missile body cost of 3, the actual minimum cost is closer to 5 with no components added.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! Wall Thickness&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! width=1% | Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (Rounded, Minimum) (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDM-1 Icon.png|25px]] SDM-100 Lunge Missile || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 650-850 Boost&amp;lt;br&amp;gt;250-400 Main || 30-40 Boost&amp;lt;br&amp;gt;40-50 Main || 1844-3795 Boost&amp;lt;br&amp;gt;958-11911 Main || 153.1-204.1 Boost&amp;lt;br&amp;gt;3.9-13.3 Main || 0.3-0.6 Boost&amp;lt;br&amp;gt;0.3-1.1 Main || 6.5-17.5 Boost&amp;lt;br&amp;gt;3.9-13.3 Main || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SSM-1 Icon.png|25px]] SSM-100 Remise Missile || 1 || 10 || 0.05 || 0.33x || 6 || 4 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 35.7-76.5 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 0.05 || 1x || 8 || 4 || 150-350 || 30-40 || 2826-32284 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDM-2 Icon.png|25px]] SDM-200 Typhoon Missile || 2 || 25 || 0.05 || 1.25x || 10 || 4 || 650-850 Boost&amp;lt;br&amp;gt;225-150 Main || 30-40 Boost&amp;lt;br&amp;gt;150-225 Main || 4936-8098 Boost&amp;lt;br&amp;gt;1165-7130 Main || 61.2-81.6 Boost&amp;lt;br&amp;gt;16.3-32.7 Main || 1.4-0.8 Boost&amp;lt;br&amp;gt;1.4-0.5 Main || 4.4-12.8 Boost&amp;lt;br&amp;gt;2.8-8.2 Main || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-3 Icon.png|25px]] SGM-300 Flail || 3 || 60 || 0.05 || 1.5x || 16 || 5 || 125-200 || 20-35 || 7425-26888 Cruise&amp;lt;br&amp;gt;448-11125 Sprint || 10.2-15.3 Cruise&amp;lt;br&amp;gt;6.7-61.2 Sprint || 150-250 Cruise &amp;lt;br&amp;gt; 250-450 Sprint || 0.9-4 Cruise &amp;lt;br&amp;gt; 6.7-18.9 Sprint || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 4 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 160 || 0.25 || 3x || 3 || 4 || 175-300 || 20-35 || 814-10135 || 1.2-5.5 || 0.7-2.0 || 1.2-5.5 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.5 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 3 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 0.5 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 4 || 150 || 0.2 || 2x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 4-12.8 || 1.1-4.0 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-S-400 Container || 4 || 150 || 0.2 || 4x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 1.1-4.0 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile. It is measured in centimeters, i.e. 0.2 wall thickness is 0.2cm or 2mm.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&amp;lt;br&amp;gt;SDM-1 and SDM-2 missiles can only equip Blast Fragmentation and Blast Fragmentation EL warheads.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator [[File:Alliance Roundel.png|25px]] || Delayed Contact || None || 1.75 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
* STUN: When dazzled, EO seekers are &amp;quot;Stunned&amp;quot;, causing it to remain jammed for 1 second after leaving a dazzler&#039;s area of effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Pulsed Radar) || PSV PULSED || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2.50 / 2.50&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker [[File:Alliance Roundel.png|25px]] || EO (ANS only) || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker (THERM) [[File:OSP Roundel.png|25px]] || THERM (OSP only) || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 2500m; radiated power: 5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 5000m; radiated power: 5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector with an activation range of 2000m. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are similar to CMD but do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it. All mines have a wall thickness of 0.2, with a body integrity of 50, and are classified as size 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments, allowing it to destroy components much more easily on ships with a [[Component Damage|high damage resistance and damage threshold]] statistic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mine Body&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Cruise Speed (m/s)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! Networked&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Mine || 3750 || 250 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Cooperative Mine || 3750 || 250 || 6 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Mine || 3750 || 700 || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from the ML-9 Mine Launcher.&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
Bombs are an unguided dumb munition meant to either finish or disable ships. Mainly used by spacecraft such as fighters and bombers as finisher weapons, they utilize their high damage fragments similar to mines to break components with a high [[Component Damage|high damage resistance and damage threshold]]. Despite being in the bomb category, FBU-15 behaves like a rocket.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bomb Body&lt;br /&gt;
! Size&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Cruise Speed (m/s)&lt;br /&gt;
! Wall Thickness (m/s)&lt;br /&gt;
! Body Integrity (m/s)&lt;br /&gt;
! Component Damage (Hp)&lt;br /&gt;
! Damage per Ray (Hp)&lt;br /&gt;
! Armor Penetration (cm)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FBU-15.png|25px]] FBU-15 Fragmentation Bomb [[File:Alliance Roundel.png|25px]] || 1 || 3999 || 300 || 0.075 || 25 || 700 || 20 || 15 || 1 per 3 units || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt; &#039;&#039;&#039;Yes&#039;&#039;&#039; &amp;lt;/span&amp;gt;; Boosted bomb with Fragmentation effect similar to HE-RPF || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KBU-15.png|25px]] KBU-15 Bomb || 1 || 2000 || 200 || 0.075 || 25 || 500 || 75 || 40 || 1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KBU-22.png|25px]] KBU-22 Bomb || 2 || 2000 || 200 || 0.1 || 40 || 2500 || 100  || 60 || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CBU-40.png|25px]] CBU-40 Cluster Bomb || 3 || 2250 || 200 || 0.5 || 100 || 500 per submunition || 75 per subminition || 40 per submunition || 5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; Releases 10 KBU-15 Boosted Bomblets || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time. Rockets are used exclusively by OSP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rocket Body&lt;br /&gt;
! Size&lt;br /&gt;
! Body Integrity&lt;br /&gt;
! Wall Thickness&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Armor Penetration (cm)&lt;br /&gt;
! Component Damage (Hp)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-1_perch.png|25px]] R-1 &#039;Perch&#039; Rocket || 1 || 4 || 0.15 || 2975 || 350 || 15 || 300 || 1 per 6 units&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-2_pirhana.png|25px]] R-2 &#039;Piranha&#039; Rocket || 2 || 8 || 0.18 || 7000 || 350 || 38 || 850 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-3_spearfish.png|25px]] R-3 &#039;Spearfish&#039; Rocket || 3 || 4 || 0.15 || 6000 || 300 || 60 || 1500 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decoy Body&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Signatures&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| CM-4D1 Decoy Container (Clipper) || 12528 || 54 || RADAR; PSV RADAR || 4&lt;br /&gt;
|-&lt;br /&gt;
| CM-4D1 Decoy Container (Line Ship) || 10080 || 24 || RADAR; PSV RADAR || 6&lt;br /&gt;
|}&lt;br /&gt;
Decoy containers appear as a ship, similar to the effects of a masquerade. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. These containers also emit radar signals that appear similar to a search radar which will show up on ELINT and attract ARAD seekers. &lt;br /&gt;
&lt;br /&gt;
Decoy containers have 150hp, 2.0cm wall thickness, and unlike most other missiles, decoy containers can be hit and damaged by all weapons and projectiles.&amp;lt;ref&amp;gt;Oddly, damage types that emit multiple rays (HEI, frac blocks, HE-SH) will only hit decoy containers with one ray, which results in strange behavior such as HEI always dealing 50 damage per hit regardless of warhead size, or fracturing blocks taking ten hits to destroy decoy containers. Decoy containers will also be hit by RPF fragments, unlike every other missile.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
* [https://www.desmos.com/calculator/2w72bqixck Marion&#039;s Neb Missile Range Isoline Transform]&lt;br /&gt;
* [https://www.desmos.com/calculator/aiqqjgavfq TTGI Calculator]&lt;br /&gt;
* [https://www.desmos.com/calculator/nmjqnuqgtf Salvo Leapfrog Calculator]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=834</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=834"/>
		<updated>2026-09-09T06:12:56Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* 250mm 25px25px */&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;
&lt;br /&gt;
= Missiles &amp;amp; Munitions =&lt;br /&gt;
&lt;br /&gt;
Missiles and Munitions compromise the physical weapons fired and thrown around from both factions. From dedicated anti-ship missiles and Anti-Missile Missiles, to capital-grade shells and energy projectiles. Each faction has their own specific ammo types, but a lot of ammo types and calibres are shared between both.&lt;br /&gt;
&lt;br /&gt;
= Munitions =&lt;br /&gt;
&lt;br /&gt;
Munitions comprise mainly of unguided shells with a specific calibre attributed to them. Unlike their missile counterparts, these weapons are unsoftkillable and unhardkillable, and have a hardset statistics like speed and range. &lt;br /&gt;
&lt;br /&gt;
Some, but not all, craft can share munitions with ships, although this is limited to only a few calibres. &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;
== Ballistic ==&lt;br /&gt;
&lt;br /&gt;
Ballistic munitions make up the bulk of all ammo types found in the game, from 100mm grapeshot shells to 600mm HESH rounds, all of these shells serve to destroy and harm ships in some capacity.&lt;br /&gt;
&lt;br /&gt;
Many of the ability sections are summaries of how the shell preforms in-game, for more detailed descriptions reference the [[Component Damage|component damage page]].&lt;br /&gt;
&lt;br /&gt;
=== 100mm [[File:OSP Roundel.png|25px]] === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 100mm AP Shell || Ballistic/Chemical || Offensive || 25 || 7200 || 900 || 45 || 0.4 || 1/250 || None&lt;br /&gt;
|-&lt;br /&gt;
| 100mm Grape || Ballistic/Canister || Dual-Purpose || 25 || 7997 || 1100 || 16 || 0.4 || 1/250 || 12.5m Pellet Spread Radius; Increased crit chance and crew damage (500%)&lt;br /&gt;
|-&lt;br /&gt;
| 100mm HE-HC Shell || Ballistic/Chemical || Offensive || 70 || 7200 || 900 || 8 || 0.4 || 1/250 || None&lt;br /&gt;
|-&lt;br /&gt;
| 100mm HE Shell || Ballistic/Chemical || Offensive || 45 || 7200 || 900 || 30 || 0.4 || 1/250 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 120mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 120mm AP Shell || Ballistic/Chemical || Offensive || 30 || 7200 || 800 || 45 || 0.4 || 1/100 || None&lt;br /&gt;
|-&lt;br /&gt;
| 120mm HE-RPF Shell [[File:Alliance Roundel.png|25px]]|| Ballistic/Chemical || Dual-Purpose || 64/8 || 7200 || 800 || 30 || 0.2 || 1/100 || Once a target has been detected within a 37.5 meter zone infront of the shell (???), 8 fragments with 8 Hp worth of damage is sent towards the direction of the ship.&lt;br /&gt;
|-&lt;br /&gt;
| 120mm HE Shell || Ballistic/Chemical || Offensive || 50 || 7200 || 800 || 30 || 0.4 || 1/100 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 250mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 250mm AP Shell || Ballistic/Chemical || Offensive || 70 || 8000 || 800 || 60 || 0.8 || 1/50 || None&lt;br /&gt;
|-&lt;br /&gt;
| 250mm HE-RPF Shell [[File:Alliance Roundel.png|25px]] || Ballistic/Chemical || Dual-Purpose || 128/8 || 8000 || 800 || 20 || 0.3 || 1/50 || Once a target has been detected within a 45 meter zone infront of the shell (???), 8 fragments with 16 Hp worth of damage is sent towards the direction of the ship.&lt;br /&gt;
|-&lt;br /&gt;
| 250mm HE Shell || Ballistic/Chemical || Offensive || 80 || 8000 || 800 || 40 || 0.8 || 1/50 || None&lt;br /&gt;
|-&lt;br /&gt;
| 250mm Bombshell [[File:OSP Roundel.png|25px]] || Ballistic/Chemical/Timed || Dual-Purpose || 96 per target/6 || 8000 || 800 || 22 || 0.5 || 1/50 || For every target  in a 500 meter bubble around the shells activation range, 6 fragments will be launched at each target each with 16 Hp of damage per target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 450mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost ( pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 450mm AP Shell || Ballistic/Chemical || Offensive || 100 || 11240 || 800 || 120 || 1.25 || 1/25 || None&lt;br /&gt;
|-&lt;br /&gt;
| 450mm HE Shell || Ballistic/Chemical || Offensive || 150 || 11240 || 800 || 65 || 1.25 || 1/25 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 600mm [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 600mm Bomb Shell || Ballistic/Chemical/Timed || Offensive || 480 per target/12 || 9800 || 700 || 40 || 0.5 || 1/25 || For every target  in a 500 meter bubble around the shells activation range, 12 fragments will be launched at each target each with 40 Hp of damage per target.&lt;br /&gt;
|-&lt;br /&gt;
| 600mm HE-SH Shell || Ballistic/Chemical || Offensive || 420/7 || 9800 || 700 || 85 || 1.75 || 1/25 || Damage model similar to HEI missile warheads with 7x 60hp damage rays; Ignores armor angling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Energy Weapons (350mm / 400mm / 500mm) [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 300mm AP Rail Sabot [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 80 || 21000 || 2000 || 200 || 1 || 1/25 || Crit chance of 10000%, specializes in creating fires and critical debuffs in a ship. &lt;br /&gt;
|-&lt;br /&gt;
| 400mm Plasma Ampoule [[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 60 || 7800 || 600 || 60 || 10 || 1/25 || Armor strip falls off with range.&lt;br /&gt;
|-&lt;br /&gt;
| 500mm Fracturing Block [[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 300/20 || 21000 || 2000 || 120 || 1.5 || 1/25 || Damage model similar to HEI missile warheads with 20x 15hp damage rays.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point Defense [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ==&lt;br /&gt;
&lt;br /&gt;
These munitions are specifically made for defensive work, to destroy targets such as craft, missiles, and some light ships. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 15mm Sandshot || Ballistic/Magnetic || 75 || 8000 || 2500 || 0.275 || 1/50 || Pellet Spread Radius: 7.5m &lt;br /&gt;
|-&lt;br /&gt;
| 20mm Slug || Ballistic/Chemical || 15 || 1750 || 700 || 0.3 || 1/2000 || None&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Slug || Ballistic/Chemical || 15 || 1750 || 700 || 4 || 1/1000 || Duel-Purpose craft shell.&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Flechette [[File:OSP Roundel.png|25px]]|| Ballistic/Chemical || 15 || 1750 || 700 || 0.1 || 1/250 || Pellet Spread Radius of 3.3m.&lt;br /&gt;
|-&lt;br /&gt;
| 50mm Flak Shell || Ballistic/Chemical/Timed || 15 || 2002 || 650 || 0.176 || 1/75 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Missiles =&lt;br /&gt;
&lt;br /&gt;
[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s missile programming channels.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target.&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the time to impact is less than the seeker&#039;s  &#039;&#039;lock Target TTGI&amp;lt;ref&amp;gt;Stands for Time To Go to Intercept. This is measured using the missile&#039;s current speed. In addition, it&#039;s measured using the target&#039;s actual position, so direction only seekers will still benefit&amp;lt;/ref&amp;gt;&#039;&#039; stat (3.0 seconds for most vanilla seekers, 2.5s for ACT seekers, 2.0s for WAKE variants), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE variants). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the staging prevention comes from pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if the primary finds a target or the backup also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&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;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing or otherwise affect the missile. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers use an autoloader system, enabling each launcher to fire a certain amount of missiles on demand without using channels or programming time. However, MLS launchers require a lengthy reload once it runs out of missiles or when changing missile type.&lt;br /&gt;
&lt;br /&gt;
MLS launchers are not affected by programming channels or programming time, but ammunition elevators will speed up its reload time.&lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [[#Point_Defense_Missile_Setting | Point Defense Missile Setting]] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV),hybrid missiles only (HYBRID), and spacecraft (CRAFT). The threat types of some special missiles are listed below.&lt;br /&gt;
* SDM-1: Size 1 conventional&lt;br /&gt;
* SDM-2: Size 2 Conventional&lt;br /&gt;
* SGM-H-2: Size 2 Hybrid&lt;br /&gt;
* SGM-H-3: Size 3 Hybrid&lt;br /&gt;
* SGM-3: Size 3 Hybrid&lt;br /&gt;
* Containers: Size 3 conventional&lt;br /&gt;
* R-2 Rockets: Size 2 conventional&lt;br /&gt;
* Mines: Size 3 conventional&lt;br /&gt;
* Fighters: Size 2 spacecraft&lt;br /&gt;
* Bombers: Size 3 spacecraft&lt;br /&gt;
* SEWAC / Skiff / Scout: Size 1 spacecraft&lt;br /&gt;
&lt;br /&gt;
Alternatively, a more in-depth matrix targeting system can be used. This presents all of the same information above but allows for more defined behavior; for instance a missile can be targeted towards specific types of craft and missiles. Missiles using this matrix system, even if the information in it is otherwise identical to the above system, is easier for the game to read and allows for more reliable use of multiple types of defensive missiles on the same ship. &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 2026-09-08 143734.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
This setting appears to have been removed in favor of the NEZ setting in the carriers update&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;&#039;some of the missile body stats are exaggerated&#039;&#039;&#039;, specifically engine tunings like max speed. While it is possible to make a 15km range sdm-1, you will most likely be on the lower end or middle of the spectrum of range. These statistics where made with EXTREME values. &lt;br /&gt;
The missile body cost has engine cost considered as well, as while the SGM-H-200 Cyclone has a missile body cost of 3, the actual minimum cost is closer to 5 with no components added.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! Wall Thickness&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! width=1% | Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (Rounded, Minimum) (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDM-1 Icon.png|25px]] SDM-100 Lunge Missile || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 650-850 Boost&amp;lt;br&amp;gt;250-400 Main || 30-40 Boost&amp;lt;br&amp;gt;40-50 Main || 1844-3795 Boost&amp;lt;br&amp;gt;958-11911 Main || 153.1-204.1 Boost&amp;lt;br&amp;gt;3.9-13.3 Main || 0.3-0.6 Boost&amp;lt;br&amp;gt;0.3-1.1 Main || 6.5-17.5 Boost&amp;lt;br&amp;gt;3.9-13.3 Main || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SSM-1 Icon.png|25px]] SSM-100 Remise Missile || 1 || 10 || 0.05 || 0.33x || 6 || 4 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 35.7-76.5 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 0.05 || 1x || 8 || 4 || 150-350 || 30-40 || 2826-32284 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDM-2 Icon.png|25px]] SDM-200 Typhoon Missile || 2 || 25 || 0.05 || 1.25x || 10 || 4 || 650-850 Boost&amp;lt;br&amp;gt;225-150 Main || 30-40 Boost&amp;lt;br&amp;gt;150-225 Main || 4936-8098 Boost&amp;lt;br&amp;gt;1165-7130 Main || 61.2-81.6 Boost&amp;lt;br&amp;gt;16.3-32.7 Main || 1.4-0.8 Boost&amp;lt;br&amp;gt;1.4-0.5 Main || 4.4-12.8 Boost&amp;lt;br&amp;gt;2.8-8.2 Main || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-3 Icon.png|25px]] SGM-300 Flail || 3 || 60 || 0.05 || 1.5x || 16 || 5 || 125-200 || 20-35 || 7425-26888 Cruise&amp;lt;br&amp;gt;448-11125 Sprint || 10.2-15.3 Cruise&amp;lt;br&amp;gt;6.7-61.2 Sprint || 150-250 Cruise &amp;lt;br&amp;gt; 250-450 Sprint || 0.9-4 Cruise &amp;lt;br&amp;gt; 6.7-18.9 Sprint || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 4 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 160 || 0.25 || 3x || 3 || 4 || 175-300 || 20-35 || 814-10135 || 1.2-5.5 || 0.7-2.0 || 1.2-5.5 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.5 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 3 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 0.5 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 4 || 150 || 0.2 || 2x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 4-12.8 || 1.1-4.0 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-S-400 Container || 4 || 150 || 0.2 || 4x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 1.1-4.0 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile. It is measured in centimeters, i.e. 0.2 wall thickness is 0.2cm or 2mm.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&amp;lt;br&amp;gt;SDM-1 and SDM-2 missiles can only equip Blast Fragmentation and Blast Fragmentation EL warheads.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator [[File:Alliance Roundel.png|25px]] || Delayed Contact || None || 1.75 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
* STUN: When dazzled, EO seekers are &amp;quot;Stunned&amp;quot;, causing it to remain jammed for 1 second after leaving a dazzler&#039;s area of effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Pulsed Radar) || PSV PULSED || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2.50 / 2.50&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker [[File:Alliance Roundel.png|25px]] || EO (ANS only) || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker (THERM) [[File:OSP Roundel.png|25px]] || THERM (OSP only) || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 2500m; radiated power: 5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 5000m; radiated power: 5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector with an activation range of 2000m. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are similar to CMD but do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it. All mines have a wall thickness of 0.2, with a body integrity of 50, and are classified as size 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments, allowing it to destroy components much more easily on ships with a [[Component Damage|high damage resistance and damage threshold]] statistic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mine Body&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Cruise Speed (m/s)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! Networked&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Mine || 3750 || 250 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Cooperative Mine || 3750 || 250 || 6 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Mine || 3750 || 700 || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from the ML-9 Mine Launcher.&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
Bombs are an unguided dumb munition meant to either finish or disable ships. Mainly used by spacecraft such as fighters and bombers as finisher weapons, they utilize their high damage fragments similar to mines to break components with a high [[Component Damage|high damage resistance and damage threshold]]. Despite being in the bomb category, FBU-15 behaves like a rocket.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bomb Body&lt;br /&gt;
! Size&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Cruise Speed (m/s)&lt;br /&gt;
! Wall Thickness (m/s)&lt;br /&gt;
! Body Integrity (m/s)&lt;br /&gt;
! Component Damage (Hp)&lt;br /&gt;
! Damage per Ray (Hp)&lt;br /&gt;
! Armor Penetration (cm)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FBU-15.png|25px]] FBU-15 Fragmentation Bomb [[File:Alliance Roundel.png|25px]] || 1 || 3999 || 300 || 0.075 || 25 || 700 || 20 || 15 || 1 per 3 units || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt; &#039;&#039;&#039;Yes&#039;&#039;&#039; &amp;lt;/span&amp;gt;; Boosted bomb with Fragmentation effect similar to HE-RPF || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KBU-15.png|25px]] KBU-15 Bomb || 1 || 2000 || 200 || 0.075 || 25 || 500 || 75 || 40 || 1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KBU-22.png|25px]] KBU-22 Bomb || 2 || 2000 || 200 || 0.1 || 40 || 2500 || 100  || 60 || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CBU-40.png|25px]] CBU-40 Cluster Bomb || 3 || 2250 || 200 || 0.5 || 100 || 500 per submunition || 75 per subminition || 40 per submunition || 5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; Releases 10 KBU-15 Boosted Bomblets || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time. Rockets are used exclusively by OSP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rocket Body&lt;br /&gt;
! Size&lt;br /&gt;
! Body Integrity&lt;br /&gt;
! Wall Thickness&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Armor Penetration (cm)&lt;br /&gt;
! Component Damage (Hp)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-1_perch.png|25px]] R-1 &#039;Perch&#039; Rocket || 1 || 4 || 0.15 || 2975 || 350 || 15 || 300 || 1 per 6 units&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-2_pirhana.png|25px]] R-2 &#039;Piranha&#039; Rocket || 2 || 8 || 0.18 || 7000 || 350 || 38 || 850 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-3_spearfish.png|25px]] R-3 &#039;Spearfish&#039; Rocket || 3 || 4 || 0.15 || 6000 || 300 || 60 || 1500 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decoy Body&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Signatures&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| CM-4D1 Decoy Container (Clipper) || 12528 || 54 || RADAR; PSV RADAR || 4&lt;br /&gt;
|-&lt;br /&gt;
| CM-4D1 Decoy Container (Line Ship) || 10080 || 24 || RADAR; PSV RADAR || 6&lt;br /&gt;
|}&lt;br /&gt;
Decoy containers appear as a ship, similar to the effects of a masquerade. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. These containers also emit radar signals that appear similar to a search radar which will show up on ELINT and attract ARAD seekers. &lt;br /&gt;
&lt;br /&gt;
Decoy containers have 150hp, 2.0cm wall thickness, and unlike most other missiles, decoy containers can be hit and damaged by all weapons and projectiles.&amp;lt;ref&amp;gt;Oddly, damage types that emit multiple rays (HEI, frac blocks, HE-SH) will only hit decoy containers with one ray, which results in strange behavior such as HEI always dealing 50 damage per hit regardless of warhead size, or fracturing blocks taking ten hits to destroy decoy containers. Decoy containers will also be hit by RPF fragments, unlike every other missile.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
* [https://www.desmos.com/calculator/2w72bqixck Marion&#039;s Neb Missile Range Isoline Transform]&lt;br /&gt;
* [https://www.desmos.com/calculator/aiqqjgavfq TTGI Calculator]&lt;br /&gt;
* [https://www.desmos.com/calculator/nmjqnuqgtf Salvo Leapfrog Calculator]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=833</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=833"/>
		<updated>2026-09-09T06:12:41Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* 120mm 25px25px */&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;
&lt;br /&gt;
= Missiles &amp;amp; Munitions =&lt;br /&gt;
&lt;br /&gt;
Missiles and Munitions compromise the physical weapons fired and thrown around from both factions. From dedicated anti-ship missiles and Anti-Missile Missiles, to capital-grade shells and energy projectiles. Each faction has their own specific ammo types, but a lot of ammo types and calibres are shared between both.&lt;br /&gt;
&lt;br /&gt;
= Munitions =&lt;br /&gt;
&lt;br /&gt;
Munitions comprise mainly of unguided shells with a specific calibre attributed to them. Unlike their missile counterparts, these weapons are unsoftkillable and unhardkillable, and have a hardset statistics like speed and range. &lt;br /&gt;
&lt;br /&gt;
Some, but not all, craft can share munitions with ships, although this is limited to only a few calibres. &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;
== Ballistic ==&lt;br /&gt;
&lt;br /&gt;
Ballistic munitions make up the bulk of all ammo types found in the game, from 100mm grapeshot shells to 600mm HESH rounds, all of these shells serve to destroy and harm ships in some capacity.&lt;br /&gt;
&lt;br /&gt;
Many of the ability sections are summaries of how the shell preforms in-game, for more detailed descriptions reference the [[Component Damage|component damage page]].&lt;br /&gt;
&lt;br /&gt;
=== 100mm [[File:OSP Roundel.png|25px]] === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 100mm AP Shell || Ballistic/Chemical || Offensive || 25 || 7200 || 900 || 45 || 0.4 || 1/250 || None&lt;br /&gt;
|-&lt;br /&gt;
| 100mm Grape || Ballistic/Canister || Dual-Purpose || 25 || 7997 || 1100 || 16 || 0.4 || 1/250 || 12.5m Pellet Spread Radius; Increased crit chance and crew damage (500%)&lt;br /&gt;
|-&lt;br /&gt;
| 100mm HE-HC Shell || Ballistic/Chemical || Offensive || 70 || 7200 || 900 || 8 || 0.4 || 1/250 || None&lt;br /&gt;
|-&lt;br /&gt;
| 100mm HE Shell || Ballistic/Chemical || Offensive || 45 || 7200 || 900 || 30 || 0.4 || 1/250 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 120mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 120mm AP Shell || Ballistic/Chemical || Offensive || 30 || 7200 || 800 || 45 || 0.4 || 1/100 || None&lt;br /&gt;
|-&lt;br /&gt;
| 120mm HE-RPF Shell [[File:Alliance Roundel.png|25px]]|| Ballistic/Chemical || Dual-Purpose || 64/8 || 7200 || 800 || 30 || 0.2 || 1/100 || Once a target has been detected within a 37.5 meter zone infront of the shell (???), 8 fragments with 8 Hp worth of damage is sent towards the direction of the ship.&lt;br /&gt;
|-&lt;br /&gt;
| 120mm HE Shell || Ballistic/Chemical || Offensive || 50 || 7200 || 800 || 30 || 0.4 || 1/100 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 250mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 250mm AP Shell || Ballistic/Chemical || Offensive || 70 || 8000 || 800 || 60 || 0.8 || 1/50 || None&lt;br /&gt;
|-&lt;br /&gt;
| 250mm HE-RFP Shell [[File:Alliance Roundel.png|25px]] || Ballistic/Chemical || Dual-Purpose || 128/8 || 8000 || 800 || 20 || 0.3 || 1/50 || Once a target has been detected within a 45 meter zone infront of the shell (???), 8 fragments with 16 Hp worth of damage is sent towards the direction of the ship.&lt;br /&gt;
|-&lt;br /&gt;
| 250mm HE Shell || Ballistic/Chemical || Offensive || 80 || 8000 || 800 || 40 || 0.8 || 1/50 || None&lt;br /&gt;
|-&lt;br /&gt;
| 250mm Bombshell [[File:OSP Roundel.png|25px]] || Ballistic/Chemical/Timed || Dual-Purpose || 96 per target/6 || 8000 || 800 || 22 || 0.5 || 1/50 || For every target  in a 500 meter bubble around the shells activation range, 6 fragments will be launched at each target each with 16 Hp of damage per target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 450mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost ( pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 450mm AP Shell || Ballistic/Chemical || Offensive || 100 || 11240 || 800 || 120 || 1.25 || 1/25 || None&lt;br /&gt;
|-&lt;br /&gt;
| 450mm HE Shell || Ballistic/Chemical || Offensive || 150 || 11240 || 800 || 65 || 1.25 || 1/25 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 600mm [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 600mm Bomb Shell || Ballistic/Chemical/Timed || Offensive || 480 per target/12 || 9800 || 700 || 40 || 0.5 || 1/25 || For every target  in a 500 meter bubble around the shells activation range, 12 fragments will be launched at each target each with 40 Hp of damage per target.&lt;br /&gt;
|-&lt;br /&gt;
| 600mm HE-SH Shell || Ballistic/Chemical || Offensive || 420/7 || 9800 || 700 || 85 || 1.75 || 1/25 || Damage model similar to HEI missile warheads with 7x 60hp damage rays; Ignores armor angling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Energy Weapons (350mm / 400mm / 500mm) [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Role&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Armor strip radius (m)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 300mm AP Rail Sabot [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 80 || 21000 || 2000 || 200 || 1 || 1/25 || Crit chance of 10000%, specializes in creating fires and critical debuffs in a ship. &lt;br /&gt;
|-&lt;br /&gt;
| 400mm Plasma Ampoule [[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 60 || 7800 || 600 || 60 || 10 || 1/25 || Armor strip falls off with range.&lt;br /&gt;
|-&lt;br /&gt;
| 500mm Fracturing Block [[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 300/20 || 21000 || 2000 || 120 || 1.5 || 1/25 || Damage model similar to HEI missile warheads with 20x 15hp damage rays.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point Defense [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ==&lt;br /&gt;
&lt;br /&gt;
These munitions are specifically made for defensive work, to destroy targets such as craft, missiles, and some light ships. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shell classification &lt;br /&gt;
! Shell type&lt;br /&gt;
! Damage (Hp)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Penetration (cm)&lt;br /&gt;
! Cost (pts per X amount)&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 15mm Sandshot || Ballistic/Magnetic || 75 || 8000 || 2500 || 0.275 || 1/50 || Pellet Spread Radius: 7.5m &lt;br /&gt;
|-&lt;br /&gt;
| 20mm Slug || Ballistic/Chemical || 15 || 1750 || 700 || 0.3 || 1/2000 || None&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Slug || Ballistic/Chemical || 15 || 1750 || 700 || 4 || 1/1000 || Duel-Purpose craft shell.&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Flechette [[File:OSP Roundel.png|25px]]|| Ballistic/Chemical || 15 || 1750 || 700 || 0.1 || 1/250 || Pellet Spread Radius of 3.3m.&lt;br /&gt;
|-&lt;br /&gt;
| 50mm Flak Shell || Ballistic/Chemical/Timed || 15 || 2002 || 650 || 0.176 || 1/75 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Missiles =&lt;br /&gt;
&lt;br /&gt;
[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s missile programming channels.&lt;br /&gt;
&lt;br /&gt;
== Missile Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target.&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the time to impact is less than the seeker&#039;s  &#039;&#039;lock Target TTGI&amp;lt;ref&amp;gt;Stands for Time To Go to Intercept. This is measured using the missile&#039;s current speed. In addition, it&#039;s measured using the target&#039;s actual position, so direction only seekers will still benefit&amp;lt;/ref&amp;gt;&#039;&#039; stat (3.0 seconds for most vanilla seekers, 2.5s for ACT seekers, 2.0s for WAKE variants), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE variants). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the staging prevention comes from pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if the primary finds a target or the backup also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&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;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing or otherwise affect the missile. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers use an autoloader system, enabling each launcher to fire a certain amount of missiles on demand without using channels or programming time. However, MLS launchers require a lengthy reload once it runs out of missiles or when changing missile type.&lt;br /&gt;
&lt;br /&gt;
MLS launchers are not affected by programming channels or programming time, but ammunition elevators will speed up its reload time.&lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [[#Point_Defense_Missile_Setting | Point Defense Missile Setting]] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV),hybrid missiles only (HYBRID), and spacecraft (CRAFT). The threat types of some special missiles are listed below.&lt;br /&gt;
* SDM-1: Size 1 conventional&lt;br /&gt;
* SDM-2: Size 2 Conventional&lt;br /&gt;
* SGM-H-2: Size 2 Hybrid&lt;br /&gt;
* SGM-H-3: Size 3 Hybrid&lt;br /&gt;
* SGM-3: Size 3 Hybrid&lt;br /&gt;
* Containers: Size 3 conventional&lt;br /&gt;
* R-2 Rockets: Size 2 conventional&lt;br /&gt;
* Mines: Size 3 conventional&lt;br /&gt;
* Fighters: Size 2 spacecraft&lt;br /&gt;
* Bombers: Size 3 spacecraft&lt;br /&gt;
* SEWAC / Skiff / Scout: Size 1 spacecraft&lt;br /&gt;
&lt;br /&gt;
Alternatively, a more in-depth matrix targeting system can be used. This presents all of the same information above but allows for more defined behavior; for instance a missile can be targeted towards specific types of craft and missiles. Missiles using this matrix system, even if the information in it is otherwise identical to the above system, is easier for the game to read and allows for more reliable use of multiple types of defensive missiles on the same ship. &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 2026-09-08 143734.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
This setting appears to have been removed in favor of the NEZ setting in the carriers update&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;&#039;some of the missile body stats are exaggerated&#039;&#039;&#039;, specifically engine tunings like max speed. While it is possible to make a 15km range sdm-1, you will most likely be on the lower end or middle of the spectrum of range. These statistics where made with EXTREME values. &lt;br /&gt;
The missile body cost has engine cost considered as well, as while the SGM-H-200 Cyclone has a missile body cost of 3, the actual minimum cost is closer to 5 with no components added.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! Wall Thickness&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! width=1% | Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (Rounded, Minimum) (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDM-1 Icon.png|25px]] SDM-100 Lunge Missile || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 650-850 Boost&amp;lt;br&amp;gt;250-400 Main || 30-40 Boost&amp;lt;br&amp;gt;40-50 Main || 1844-3795 Boost&amp;lt;br&amp;gt;958-11911 Main || 153.1-204.1 Boost&amp;lt;br&amp;gt;3.9-13.3 Main || 0.3-0.6 Boost&amp;lt;br&amp;gt;0.3-1.1 Main || 6.5-17.5 Boost&amp;lt;br&amp;gt;3.9-13.3 Main || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SSM-1 Icon.png|25px]] SSM-100 Remise Missile || 1 || 10 || 0.05 || 0.33x || 6 || 4 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 35.7-76.5 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 0.05 || 1x || 8 || 4 || 150-350 || 30-40 || 2826-32284 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDM-2 Icon.png|25px]] SDM-200 Typhoon Missile || 2 || 25 || 0.05 || 1.25x || 10 || 4 || 650-850 Boost&amp;lt;br&amp;gt;225-150 Main || 30-40 Boost&amp;lt;br&amp;gt;150-225 Main || 4936-8098 Boost&amp;lt;br&amp;gt;1165-7130 Main || 61.2-81.6 Boost&amp;lt;br&amp;gt;16.3-32.7 Main || 1.4-0.8 Boost&amp;lt;br&amp;gt;1.4-0.5 Main || 4.4-12.8 Boost&amp;lt;br&amp;gt;2.8-8.2 Main || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-3 Icon.png|25px]] SGM-300 Flail || 3 || 60 || 0.05 || 1.5x || 16 || 5 || 125-200 || 20-35 || 7425-26888 Cruise&amp;lt;br&amp;gt;448-11125 Sprint || 10.2-15.3 Cruise&amp;lt;br&amp;gt;6.7-61.2 Sprint || 150-250 Cruise &amp;lt;br&amp;gt; 250-450 Sprint || 0.9-4 Cruise &amp;lt;br&amp;gt; 6.7-18.9 Sprint || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 4 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 160 || 0.25 || 3x || 3 || 4 || 175-300 || 20-35 || 814-10135 || 1.2-5.5 || 0.7-2.0 || 1.2-5.5 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.5 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 3 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 0.5 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 4 || 150 || 0.2 || 2x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 4-12.8 || 1.1-4.0 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-S-400 Container || 4 || 150 || 0.2 || 4x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 1.1-4.0 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile. It is measured in centimeters, i.e. 0.2 wall thickness is 0.2cm or 2mm.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&amp;lt;br&amp;gt;SDM-1 and SDM-2 missiles can only equip Blast Fragmentation and Blast Fragmentation EL warheads.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator [[File:Alliance Roundel.png|25px]] || Delayed Contact || None || 1.75 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
* STUN: When dazzled, EO seekers are &amp;quot;Stunned&amp;quot;, causing it to remain jammed for 1 second after leaving a dazzler&#039;s area of effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Pulsed Radar) || PSV PULSED || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2.50 / 2.50&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker [[File:Alliance Roundel.png|25px]] || EO (ANS only) || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker (THERM) [[File:OSP Roundel.png|25px]] || THERM (OSP only) || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 2500m; radiated power: 5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 5000m; radiated power: 5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector with an activation range of 2000m. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are similar to CMD but do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it. All mines have a wall thickness of 0.2, with a body integrity of 50, and are classified as size 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments, allowing it to destroy components much more easily on ships with a [[Component Damage|high damage resistance and damage threshold]] statistic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mine Body&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Cruise Speed (m/s)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! Networked&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Mine || 3750 || 250 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Cooperative Mine || 3750 || 250 || 6 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Mine || 3750 || 700 || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from the ML-9 Mine Launcher.&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
Bombs are an unguided dumb munition meant to either finish or disable ships. Mainly used by spacecraft such as fighters and bombers as finisher weapons, they utilize their high damage fragments similar to mines to break components with a high [[Component Damage|high damage resistance and damage threshold]]. Despite being in the bomb category, FBU-15 behaves like a rocket.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bomb Body&lt;br /&gt;
! Size&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Cruise Speed (m/s)&lt;br /&gt;
! Wall Thickness (m/s)&lt;br /&gt;
! Body Integrity (m/s)&lt;br /&gt;
! Component Damage (Hp)&lt;br /&gt;
! Damage per Ray (Hp)&lt;br /&gt;
! Armor Penetration (cm)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FBU-15.png|25px]] FBU-15 Fragmentation Bomb [[File:Alliance Roundel.png|25px]] || 1 || 3999 || 300 || 0.075 || 25 || 700 || 20 || 15 || 1 per 3 units || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt; &#039;&#039;&#039;Yes&#039;&#039;&#039; &amp;lt;/span&amp;gt;; Boosted bomb with Fragmentation effect similar to HE-RPF || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KBU-15.png|25px]] KBU-15 Bomb || 1 || 2000 || 200 || 0.075 || 25 || 500 || 75 || 40 || 1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KBU-22.png|25px]] KBU-22 Bomb || 2 || 2000 || 200 || 0.1 || 40 || 2500 || 100  || 60 || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CBU-40.png|25px]] CBU-40 Cluster Bomb || 3 || 2250 || 200 || 0.5 || 100 || 500 per submunition || 75 per subminition || 40 per submunition || 5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; Releases 10 KBU-15 Boosted Bomblets || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time. Rockets are used exclusively by OSP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rocket Body&lt;br /&gt;
! Size&lt;br /&gt;
! Body Integrity&lt;br /&gt;
! Wall Thickness&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Armor Penetration (cm)&lt;br /&gt;
! Component Damage (Hp)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-1_perch.png|25px]] R-1 &#039;Perch&#039; Rocket || 1 || 4 || 0.15 || 2975 || 350 || 15 || 300 || 1 per 6 units&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-2_pirhana.png|25px]] R-2 &#039;Piranha&#039; Rocket || 2 || 8 || 0.18 || 7000 || 350 || 38 || 850 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-3_spearfish.png|25px]] R-3 &#039;Spearfish&#039; Rocket || 3 || 4 || 0.15 || 6000 || 300 || 60 || 1500 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers [[File:OSP Roundel.png|25px]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decoy Body&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Signatures&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| CM-4D1 Decoy Container (Clipper) || 12528 || 54 || RADAR; PSV RADAR || 4&lt;br /&gt;
|-&lt;br /&gt;
| CM-4D1 Decoy Container (Line Ship) || 10080 || 24 || RADAR; PSV RADAR || 6&lt;br /&gt;
|}&lt;br /&gt;
Decoy containers appear as a ship, similar to the effects of a masquerade. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. These containers also emit radar signals that appear similar to a search radar which will show up on ELINT and attract ARAD seekers. &lt;br /&gt;
&lt;br /&gt;
Decoy containers have 150hp, 2.0cm wall thickness, and unlike most other missiles, decoy containers can be hit and damaged by all weapons and projectiles.&amp;lt;ref&amp;gt;Oddly, damage types that emit multiple rays (HEI, frac blocks, HE-SH) will only hit decoy containers with one ray, which results in strange behavior such as HEI always dealing 50 damage per hit regardless of warhead size, or fracturing blocks taking ten hits to destroy decoy containers. Decoy containers will also be hit by RPF fragments, unlike every other missile.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
* [https://www.desmos.com/calculator/2w72bqixck Marion&#039;s Neb Missile Range Isoline Transform]&lt;br /&gt;
* [https://www.desmos.com/calculator/aiqqjgavfq TTGI Calculator]&lt;br /&gt;
* [https://www.desmos.com/calculator/nmjqnuqgtf Salvo Leapfrog Calculator]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=754</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=754"/>
		<updated>2026-09-08T20:08:26Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: &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;
&lt;br /&gt;
[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s missile programming channels.&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;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target.&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the time to impact is less than the seeker&#039;s  &#039;&#039;lock Target TTGI&amp;lt;ref&amp;gt;Stands for Time To Go to Intercept. This is measured using the missile&#039;s current speed. In addition, it&#039;s measured using the target&#039;s actual position, so direction only seekers will still benefit&amp;lt;/ref&amp;gt;&#039;&#039; stat (3.0 seconds for most vanilla seekers, 2.5s for ACT seekers, 2.0s for WAKE variants), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE variants). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the staging prevention comes from pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if the primary finds a target or the backup also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&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;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing or otherwise affect the missile. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers use an autoloader system, enabling each launcher to fire a certain amount of missiles on demand without using channels or programming time. However, MLS launchers require a lengthy reload once it runs out of missiles or when changing missile type.&lt;br /&gt;
&lt;br /&gt;
MLS launchers are not affected by programming channels or programming time, but ammunition elevators will speed up its reload time.&lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [[#Point_Defense_Missile_Setting | Point Defense Missile Setting]] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV),hybrid missiles only (HYBRID), and spacecraft (CRAFT). The threat types of some special missiles are listed below.&lt;br /&gt;
* SDM-1: Size 1 conventional&lt;br /&gt;
* SDM-2: Size 2 Conventional&lt;br /&gt;
* SGM-H-2: Size 2 Hybrid&lt;br /&gt;
* SGM-H-3: Size 3 Hybrid&lt;br /&gt;
* SGM-3: Size 3 Hybrid&lt;br /&gt;
* Containers: Size 3 conventional&lt;br /&gt;
* R-2 Rockets: Size 2 conventional&lt;br /&gt;
* Mines: Size 3 conventional&lt;br /&gt;
* Fighters: Size 2 spacecraft&lt;br /&gt;
* Bombers: Size 3 spacecraft&lt;br /&gt;
* SEWAC / Skiff / Scout: Size 1 spacecraft&lt;br /&gt;
&lt;br /&gt;
Alternatively, a more in-depth matrix targeting system can be used. This presents all of the same information above but allows for more defined behavior; for instance a missile can be targeted towards specific types of craft and missiles. Missiles using this matrix system, even if the information in it is otherwise identical to the above system, is easier for the game to read and allows for more reliable use of multiple types of defensive missiles on the same ship. &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 2026-09-08 143734.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
This setting appears to have been removed in favor of the NEZ setting in the carriers update&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;&#039;some of the missile body stats are exaggerated&#039;&#039;&#039;, specifically engine tunings like max speed. While it is possible to make a 15km range sdm-1, you will most likely be on the lower end or middle of the spectrum of range. These statistics where made with EXTREME values. &lt;br /&gt;
The missile body cost has engine cost considered as well, as while the SGM-H-200 Cyclone has a missile body cost of 3, the actual minimum cost is closer to 5 with no components added.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! Wall Thickness&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! width=1% | Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (Rounded, Minimum) (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDM-1 Icon.png|25px]] SDM-100 Lunge Missile || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 650-850 Boost&amp;lt;br&amp;gt;250-400 Main || 30-40 Boost&amp;lt;br&amp;gt;40-50 Main || 1844-3795 Boost&amp;lt;br&amp;gt;958-11911 Main || 153.1-204.1 Boost&amp;lt;br&amp;gt;3.9-13.3 Main || 0.3-0.6 Boost&amp;lt;br&amp;gt;0.3-1.1 Main || 6.5-17.5 Boost&amp;lt;br&amp;gt;3.9-13.3 Main || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SSM-1 Icon.png|25px]] SSM-100 Remise Missile || 1 || 10 || 0.05 || 0.33x || 6 || 4 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 35.7-76.5 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 0.05 || 1x || 8 || 4 || 150-350 || 30-40 || 2826-32284 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDM-2 Icon.png|25px]] SDM-200 Typhoon Missile || 2 || 25 || 0.05 || 1.25x || 10 || 4 || 650-850 Boost&amp;lt;br&amp;gt;225-150 Main || 30-40 Boost&amp;lt;br&amp;gt;150-225 Main || 4936-8098 Boost&amp;lt;br&amp;gt;1165-7130 Main || 61.2-81.6 Boost&amp;lt;br&amp;gt;16.3-32.7 Main || 1.4-0.8 Boost&amp;lt;br&amp;gt;1.4-0.5 Main || 4.4-12.8 Boost&amp;lt;br&amp;gt;2.8-8.2 Main || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-3 Icon.png|25px]] SGM-300 Flail || 3 || 60 || 0.05 || 1.5x || 16 || 5 || 125-200 || 20-35 || 7425-26888 Cruise&amp;lt;br&amp;gt;448-11125 Sprint || 10.2-15.3 Cruise&amp;lt;br&amp;gt;6.7-61.2 Sprint || 150-250 Cruise &amp;lt;br&amp;gt; 250-450 Sprint || 0.9-4 Cruise &amp;lt;br&amp;gt; 6.7-18.9 Sprint || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 4 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 160 || 0.25 || 3x || 3 || 4 || 175-300 || 20-35 || 814-10135 || 1.2-5.5 || 0.7-2.0 || 1.2-5.5 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.5 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 5 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 0.5 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 4 || 150 || 0.2 || 2x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 4-12.8 || 1.1-4.0 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-S-400 Container || 4 || 150 || 0.2 || 4x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 1.1-4.0 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile. It is measured in centimeters, i.e. 0.2 wall thickness is 0.2cm or 2mm.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 1.75 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
* STUN: When dazzled, EO seekers are &amp;quot;Stunned&amp;quot;, causing it to remain jammed for 1 second after leaving a dazzler&#039;s area of effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Pulsed Radar) || PSV PULSED || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2.50 / 2.50&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE/&amp;lt;br&amp;gt; THERM (OSP only) || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5 WAKE &amp;lt;br&amp;gt; 0.25 / 3 THERM &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 2500m; radiated power: 5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 5000m; radiated power: 5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector with an activation range of 2000m. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are similar to CMD but do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it. All mines have a wall thickness of 0.2, with a body integrity of 50, and are classified as size 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments, allowing it to destroy components much more easily on ships with a [[Component Damage|high damage resistance and damage threshold]] statistic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mine Body&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Cruise Speed (m/s)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! Networked&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Mine || 3750 || 250 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Cooperative Mine || 3750 || 250 || 6 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Mine || 3750 || 700 || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from the ML-9 Mine Launcher.&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
Bombs are an unguided dumb munition meant to either finish or disable ships. Mainly used by spacecraft such as fighters and bombers as finisher weapons, they utilize their high damage fragments similar to mines to break components with a high [[Component Damage|high damage resistance and damage threshold]]. Despite being in the bomb category, FBU-15 behaves like a rocket.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bomb Body&lt;br /&gt;
! Size&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Cruise Speed (m/s)&lt;br /&gt;
! Wall Thickness (m/s)&lt;br /&gt;
! Body Integrity (m/s)&lt;br /&gt;
! Component Damage (Hp)&lt;br /&gt;
! Damage per Ray (Hp)&lt;br /&gt;
! Armor Penetration (cm)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FBU-15.png|25px]] FBU-15 Fragmentation Bomb || 1 || 3999 || 300 || 0.075 || 25 || 700 || 20 || 15 || 1 per 3 units || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt; &#039;&#039;&#039;Yes&#039;&#039;&#039; &amp;lt;/span&amp;gt;; Boosted bomb with Fragmentation effect similar to HE-RPF || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KBU-15.png|25px]] KBU-15 Bomb || 1 || 2000 || 200 || 0.075 || 25 || 500 || 75 || 40 || 1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KBU-22.png|25px]] KBU-22 Bomb || 2 || 2000 || 200 || 0.1 || 40 || 2500 || 100  || 60 || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CBU-40.png|25px]] CBU-40 Cluster Bomb || 3 || 2250 || 200 || 0.5 || 100 || 500 per submunition || 75 per subminition || 40 per submunition || 5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; Releases 10 KBU-15 Boosted Bomblets || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time. Rockets are used exclusively by OSP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rocket Body&lt;br /&gt;
! Size&lt;br /&gt;
! Body Integrity&lt;br /&gt;
! Wall Thickness&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Armor Penetration (cm)&lt;br /&gt;
! Component Damage (Hp)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-1_perch.png|25px]] R-1 &#039;Perch&#039; Rocket || 1 || 4 || 0.15 || 2975 || 350 || 15 || 300 || 1 per 6 units&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-2_pirhana.png|25px]] R-2 &#039;Piranha&#039; Rocket || 2 || 8 || 0.18 || 7000 || 350 || 38 || 850 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-3_spearfish.png|25px]] R-3 &#039;Spearfish&#039; Rocket || 3 || 4 || 0.15 || 6000 || 300 || 60 || 1500 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decoy Body&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Signatures&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| CM-4D1 Decoy Container (Clipper) || 12528 || 54 || RADAR; PSV RADAR || 4&lt;br /&gt;
|-&lt;br /&gt;
| CM-4D1 Decoy Container (Line Ship) || 10080 || 24 || RADAR; PSV RADAR || 6&lt;br /&gt;
|}&lt;br /&gt;
Decoy containers appear as a ship, similar to the effects of a masquerade. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. These containers also emit radar signals that appear similar to a search radar which will show up on ELINT and attract ARAD seekers. &lt;br /&gt;
&lt;br /&gt;
Decoy containers have 150hp, 2.0cm wall thickness, and unlike most other missiles, decoy containers can be hit and damaged by all weapons and projectiles.&amp;lt;ref&amp;gt;Oddly, damage types that emit multiple rays (HEI, frac blocks, HE-SH) will only hit decoy containers with one ray, which results in strange behavior such as HEI always dealing 50 damage per hit regardless of warhead size, or fracturing blocks taking ten hits to destroy decoy containers. Decoy containers will also be hit by RPF fragments, unlike every other missile.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
* [https://www.desmos.com/calculator/2w72bqixck Marion&#039;s Neb Missile Range Isoline Transform]&lt;br /&gt;
* [https://www.desmos.com/calculator/aiqqjgavfq TTGI Calculator]&lt;br /&gt;
* [https://www.desmos.com/calculator/nmjqnuqgtf Salvo Leapfrog Calculator]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=753</id>
		<title>Munitions &amp; Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Munitions_%26_Missiles&amp;diff=753"/>
		<updated>2026-09-08T20:03:53Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Seeker */&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;
&lt;br /&gt;
[[File:Missile Designer.png|thumb|400px|The missile designer]]&lt;br /&gt;
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship&#039;s maximum salvo 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;
== Missile Mechanics ==&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
==== Target Selection Cycle ====&lt;br /&gt;
Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the &amp;quot;current target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.&lt;br /&gt;
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile&#039;s view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target.&lt;br /&gt;
** For the EO seeker, ship size does not matter; ships give off the same &amp;quot;optical&amp;quot; power, modified only by their distance to the seeker.&lt;br /&gt;
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)&lt;br /&gt;
** If the missile has multiple validators, every validator will check each target.&amp;lt;ref&amp;gt; It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.&lt;br /&gt;
** If the seeker is set to reject unvalidated, invalid targets are always ignored.&lt;br /&gt;
* The scores of the targets are then modified based on a few factors&lt;br /&gt;
** If the missile has a current target, and that target appears in the list again, then: &lt;br /&gt;
*** If the time to impact is less than the seeker&#039;s  &#039;&#039;lock Target TTGI&amp;lt;ref&amp;gt;Stands for Time To Go to Intercept. This is measured using the missile&#039;s current speed. In addition, it&#039;s measured using the target&#039;s actual position, so direction only seekers will still benefit&amp;lt;/ref&amp;gt;&#039;&#039; stat (3.0 seconds for most vanilla seekers, 2.5s for ACT seekers, 2.0s for WAKE variants), the seeker is guaranteed to choose this target again.&lt;br /&gt;
*** Otherwise, its score is multiplied by the &#039;&#039;Target Affinity&#039;&#039; stat of the seeker (10x for most seekers, 3x for WAKE variants). &lt;br /&gt;
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.&lt;br /&gt;
* Select a random target weighted by the scores of the targets remaining in the list.&lt;br /&gt;
&lt;br /&gt;
CMD seekers do not undergo this process as their only target is the track they were fired on.&lt;br /&gt;
&lt;br /&gt;
If the seeker is under jamming, the target&#039;s [[Radar#Return_Power_Density |return power]] has to exceed the [[Electronic_Warfare |combined jamming power]] felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.&lt;br /&gt;
&lt;br /&gt;
If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.&lt;br /&gt;
&lt;br /&gt;
==== Validation ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 50%; padding: 20px&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SmolcakeBackupVsValidator.jpg|Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.]]&lt;br /&gt;
&#039;&#039;Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.&lt;br /&gt;
&lt;br /&gt;
The validator checks every track spotted by the targeting seekers, ignoring the validator&#039;s default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.&lt;br /&gt;
&lt;br /&gt;
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).&lt;br /&gt;
&lt;br /&gt;
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the staging prevention comes from pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker&#039;s ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.&lt;br /&gt;
&lt;br /&gt;
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.&lt;br /&gt;
&lt;br /&gt;
==== Backup Seeker ====&lt;br /&gt;
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if the primary finds a target or the backup also has another backup.&lt;br /&gt;
&lt;br /&gt;
Backups will also utilize any existing validators, regardless of position.&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;
=== Launching Missiles ===&lt;br /&gt;
&lt;br /&gt;
Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile&lt;br /&gt;
&lt;br /&gt;
==== Track mode (TRK) ====&lt;br /&gt;
Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.&lt;br /&gt;
&lt;br /&gt;
Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.&lt;br /&gt;
&lt;br /&gt;
Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.&lt;br /&gt;
&lt;br /&gt;
==== Position mode (POS) ====&lt;br /&gt;
To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It&#039;s possible to create a &amp;quot;spread fire&amp;quot; pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.&lt;br /&gt;
&lt;br /&gt;
* Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.&lt;br /&gt;
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.&lt;br /&gt;
&lt;br /&gt;
If the target is too close to the launcher, a &amp;quot;too close&amp;quot; warning will be shown. This warning does not prevent firing or otherwise affect the missile. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest &amp;quot;too close distance&amp;quot; for the warning.&lt;br /&gt;
&lt;br /&gt;
==== Programming ====&lt;br /&gt;
Missile launches out of VLS tubes are affected by &#039;&#039;Programming Time&#039;&#039; and &#039;&#039;Programming Channels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires. &lt;br /&gt;
&lt;br /&gt;
Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.&lt;br /&gt;
&lt;br /&gt;
==== Mixed Salvos ====&lt;br /&gt;
Ships with VLS can create and fire mixed salvos of missiles by pressing the &amp;quot;+&amp;quot; icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.&lt;br /&gt;
&lt;br /&gt;
==== MLS Launcher ====&lt;br /&gt;
MLS launchers use an autoloader system, enabling each launcher to fire a certain amount of missiles on demand without using channels or programming time. However, MLS launchers require a lengthy reload once it runs out of missiles or when changing missile type.&lt;br /&gt;
&lt;br /&gt;
MLS launchers are not affected by programming channels or programming time, but ammunition elevators will speed up its reload time.&lt;br /&gt;
&lt;br /&gt;
MLS will not fire defensive missiles automatically.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Missiles ===&lt;br /&gt;
Also known as anti-missile missiles, or AMMs. Missiles set to &amp;quot;defensive&amp;quot; in their avionics and placed in VLS tubes will be fired by the ship for point defense.&lt;br /&gt;
&lt;br /&gt;
When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships. &lt;br /&gt;
&lt;br /&gt;
Multiple ships with AMMs and comms on will communicate with each other to &amp;quot;deconflict&amp;quot; AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets&lt;br /&gt;
&lt;br /&gt;
==== Defensive Targeting Doctrine ====&lt;br /&gt;
Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the [[#Point_Defense_Missile_Setting | Point Defense Missile Setting]] if Fire Mode is switched away from DCTRN/D.&lt;br /&gt;
&lt;br /&gt;
===== Threat Size =====&lt;br /&gt;
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV),hybrid missiles only (HYBRID), and spacecraft (CRAFT). The threat types of some special missiles are listed below.&lt;br /&gt;
* SDM-1: Size 1 conventional&lt;br /&gt;
* SDM-2: Size 2 Conventional&lt;br /&gt;
* SGM-H-2: Size 2 Hybrid&lt;br /&gt;
* SGM-H-3: Size 3 Hybrid&lt;br /&gt;
* SGM-3: Size 3 Hybrid&lt;br /&gt;
* Containers: Size 3 conventional&lt;br /&gt;
* R-2 Rockets: Size 2 conventional&lt;br /&gt;
* Mines: Size 3 conventional&lt;br /&gt;
* Fighters: Size 2 spacecraft&lt;br /&gt;
* Bombers: Size 3 spacecraft&lt;br /&gt;
* SEWAC / Skiff / Scout: Size 1 spacecraft&lt;br /&gt;
&lt;br /&gt;
Alternatively, a more in-depth matrix targeting system can be used. This presents all of the same information above but allows for more defined behavior; for instance a missile can be targeted towards specific types of craft and missiles. Missiles using this matrix system, even if the information in it is otherwise identical to the above system, is easier for the game to read and allows for more reliable use of multiple types of defensive missiles on the same ship. &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 2026-09-08 143734.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
===== Size Ordering =====&lt;br /&gt;
The size ordering setting has three modes.&lt;br /&gt;
* &#039;&#039;&#039;DESCEND&#039;&#039;&#039;: The missile will be fired at the largest valid threat size first before firing against smaller threats. &lt;br /&gt;
* &#039;&#039;&#039;ASCEND&#039;&#039;&#039;: The missile will be fired at the smallest valid threat size first before firing against larger threats.&lt;br /&gt;
* &#039;&#039;&#039;EQUAL&#039;&#039;&#039;: The missile launch sequence will be unaffected by threat size so long as it is the correct size.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.&lt;br /&gt;
&lt;br /&gt;
===== Distance Priority =====&lt;br /&gt;
* &#039;&#039;&#039;NEAR-TO-FAR&#039;&#039;&#039;: The missile will be fired at the closest threats first before firing against further threats. &lt;br /&gt;
* &#039;&#039;&#039;FAR-TO-NEAR&#039;&#039;&#039;: The missile will be fired at the furthest threats first before firing against closer threats.&lt;br /&gt;
&lt;br /&gt;
==== Point Defense Missile Setting ====&lt;br /&gt;
The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships&#039; and formations&#039; AMMs and can override the AMMs&#039; defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship&#039;s control console (&#039;&#039;e.g.&#039;&#039; Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y). &lt;br /&gt;
&lt;br /&gt;
===== Firing Mode =====&lt;br /&gt;
The fire mode controls the logic that governs automatic launching of AMMs.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs will launch automatically according to their defensive targeting doctrine.&lt;br /&gt;
* &#039;&#039;&#039;ALL (A)&#039;&#039;&#039;: The AMMs will be indiscriminately launched against all nearby threats.&lt;br /&gt;
* &#039;&#039;&#039;MAN (M)&#039;&#039;&#039;: AMMs will only launch against prioritized threats (ones the player has &#039;Z&#039;+clicked on).&lt;br /&gt;
&lt;br /&gt;
===== Fire Policy =====&lt;br /&gt;
The fire policy controls the number of salvoes launched against a threat (not including last salvo).&lt;br /&gt;
* &#039;&#039;&#039;1 Salvo (1)&#039;&#039;&#039;: One salvo will be launched.&lt;br /&gt;
* &#039;&#039;&#039;2 Salvo (2)&#039;&#039;&#039;: Two salvoes will be launched.&lt;br /&gt;
* &#039;&#039;&#039;MAX DOF (M)&#039;&#039;&#039;: Follow-up salvoes will be launched after the previous salvo&#039;s India time (time to intercept) has elapsed until the threat is destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Salvo Size =====&lt;br /&gt;
Salvo size controls the number of AMMs launched in a single salvo against a threat.&lt;br /&gt;
* &#039;&#039;&#039;1 (1)&#039;&#039;&#039;: One AMM will be fired pre salvo.&lt;br /&gt;
* &#039;&#039;&#039;2 (2)&#039;&#039;&#039;: Two AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;3 (3)&#039;&#039;&#039;: Three AMMs will be fired per salvo.&lt;br /&gt;
* &#039;&#039;&#039;DCTRN (D)&#039;&#039;&#039;: The AMMs&#039; salvo size setting will be followed.&lt;br /&gt;
&lt;br /&gt;
===== Last Salvo =====&lt;br /&gt;
Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.&lt;br /&gt;
* &#039;&#039;&#039;YES (Y)&#039;&#039;&#039;: A last salvo will be fired.&lt;br /&gt;
* &#039;&#039;&#039;NO (N)&#039;&#039;&#039;: A last salvo will not be fired.&lt;br /&gt;
This setting appears to have been removed in favor of the NEZ setting in the carriers update&lt;br /&gt;
&lt;br /&gt;
== Missile Construction ==&lt;br /&gt;
Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.&lt;br /&gt;
&lt;br /&gt;
Selecting a missile&#039;s engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.&lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;&#039;some of the missile body stats are exaggerated&#039;&#039;&#039;, specifically engine tunings like max speed. While it is possible to make a 15km range sdm-1, you will most likely be on the lower end or middle of the spectrum of range. These statistics where made with EXTREME values. &lt;br /&gt;
The missile body cost has engine cost considered as well, as while the SGM-H-200 Cyclone has a missile body cost of 3, the actual minimum cost is closer to 5 with no components added.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Missile Body&lt;br /&gt;
! Size&lt;br /&gt;
! Integrity&lt;br /&gt;
! Wall Thickness&lt;br /&gt;
! width=1% | Socket Weight&lt;br /&gt;
! width=1% | Programming Time (s)&lt;br /&gt;
! width=1% | Components&lt;br /&gt;
! Main Speed (m/s)&lt;br /&gt;
! Thruster Speed (m/s)&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Acceleration (G)&lt;br /&gt;
! Top Speed (s)&lt;br /&gt;
! Turn Rate (G)&lt;br /&gt;
! Radar Cross Section (Front / Side)&lt;br /&gt;
! width=1% | Cost (Rounded, Minimum) (pts)&lt;br /&gt;
! width=1% | Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDM-1 Icon.png|25px]] SDM-100 Lunge Missile || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 650-850 Boost&amp;lt;br&amp;gt;250-400 Main || 30-40 Boost&amp;lt;br&amp;gt;40-50 Main || 1844-3795 Boost&amp;lt;br&amp;gt;958-11911 Main || 153.1-204.1 Boost&amp;lt;br&amp;gt;3.9-13.3 Main || 0.3-0.6 Boost&amp;lt;br&amp;gt;0.3-1.1 Main || 6.5-17.5 Boost&amp;lt;br&amp;gt;3.9-13.3 Main || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SSM-1 Icon.png|25px]] SSM-100 Remise Missile || 1 || 10 || 0.05 || 0.33x || 6 || 4 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 35.7-76.5 || 156m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 0.05 || 1x || 8 || 4 || 150-350 || 30-40 || 2826-32284 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDM-2 Icon.png|25px]] SDM-200 Typhoon Missile || 2 || 25 || 0.05 || 1.25x || 10 || 4 || 650-850 Boost&amp;lt;br&amp;gt;225-150 Main || 30-40 Boost&amp;lt;br&amp;gt;150-225 Main || 4936-8098 Boost&amp;lt;br&amp;gt;1165-7130 Main || 61.2-81.6 Boost&amp;lt;br&amp;gt;16.3-32.7 Main || 1.4-0.8 Boost&amp;lt;br&amp;gt;1.4-0.5 Main || 4.4-12.8 Boost&amp;lt;br&amp;gt;2.8-8.2 Main || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 2 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-3 Icon.png|25px]] SGM-300 Flail || 3 || 60 || 0.05 || 1.5x || 16 || 5 || 125-200 || 20-35 || 7425-26888 Cruise&amp;lt;br&amp;gt;448-11125 Sprint || 10.2-15.3 Cruise&amp;lt;br&amp;gt;6.7-61.2 Sprint || 150-250 Cruise &amp;lt;br&amp;gt; 250-450 Sprint || 0.9-4 Cruise &amp;lt;br&amp;gt; 6.7-18.9 Sprint || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 4 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 160 || 0.25 || 3x || 3 || 4 || 175-300 || 20-35 || 814-10135 || 1.2-5.5 || 0.7-2.0 || 1.2-5.5 || 900m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 2400m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.5 || 0.8x || 10 || 4 || 150-350 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 30-40 Cruise&amp;lt;br&amp;gt;500-1000 Sprint || 5930-19359 Cruise&amp;lt;br&amp;gt;1438-4875 Sprint || 8.2-16.3 Cruise&amp;lt;br&amp;gt;120.0-204.1 Sprint || 0.9-4.4 Cruise&amp;lt;br&amp;gt;0.3-1.0 Sprint || 0.7-2.8 Cruise&amp;lt;br&amp;gt;14.8-31.9 Sprint || 625m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 950m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 5 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 0.5 || 1.8x || 16 || 5 || 100-200 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 20-40 Cruise&amp;lt;br&amp;gt;550-1000 Sprint || 7944-24917 Cruise&amp;lt;br&amp;gt;2216-7361 Sprint || 6.1-9.2 Cruise&amp;lt;br&amp;gt;76.5-127.6 Sprint || 1.1-3-3 Cruise&amp;lt;br&amp;gt;0.4-1.3 Sprint || 0.5-2.5 Cruise&amp;lt;br&amp;gt;16.9-40.8 Sprint || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 8 || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 4 || 150 || 0.2 || 2x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 4-12.8 || 1.1-4.0 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rocket Container Icon.png|25px]] CM-S-400 Container || 4 || 150 || 0.2 || 4x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 1.1-4.0 || 0.1-3.3 || 1600m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 4000&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 || [[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall Thickness ====&lt;br /&gt;
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.&lt;br /&gt;
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile. It is measured in centimeters, i.e. 0.2 wall thickness is 0.2cm or 2mm.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Payload&lt;br /&gt;
! Fuze&lt;br /&gt;
! Area Damage Type&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 1.75 || Penetration depth depends on the missile&#039;s top speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Avionics Package ===&lt;br /&gt;
The avionics package determines how the missile is controlled. It has the following configuration options:&lt;br /&gt;
* &#039;&#039;&#039;Weapon Role&#039;&#039;&#039; sets how the missile may be launched:&lt;br /&gt;
** DEFENSIVE: Missiles can be launched manually and by the point defense system.&lt;br /&gt;
** OFFENSIVE: Missiles can be launched manually.&lt;br /&gt;
* &#039;&#039;&#039;Launch Type&#039;&#039;&#039; sets the behavior immediately after launching:&lt;br /&gt;
** HOT: The missile&#039;s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.&lt;br /&gt;
** COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.&lt;br /&gt;
* &#039;&#039;&#039;Target Lost Behavior&#039;&#039;&#039; sets what the missile will do if it loses the target:&lt;br /&gt;
** RESUME SEARCH: The missile will search for a new target.&lt;br /&gt;
** SELF DESTRUCT: The missile will self destruct.&lt;br /&gt;
* &#039;&#039;&#039;Terminal Maneuvers&#039;&#039;&#039; sets what evasive maneuvers the missile will perform on its terminal approach to the target:&lt;br /&gt;
** NONE: No evasive maneuvers.&lt;br /&gt;
** WEAVE: Missile will weave from side to side.&lt;br /&gt;
** CORKSCREW: Missile will spiral towards the target.&lt;br /&gt;
* &#039;&#039;&#039;Trajectory Preference&#039;&#039;&#039; sets the approach angle the guidance system will try to maintain.&lt;br /&gt;
** FREE APPRAOCH: Missile will fly directly towards the target.&lt;br /&gt;
** MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Avionics Package&lt;br /&gt;
! Description&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile&#039;s seeker. || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:&lt;br /&gt;
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.&lt;br /&gt;
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.&lt;br /&gt;
* STUN: When dazzled, EO seekers are &amp;quot;Stunned&amp;quot;, causing it to remain jammed for 1 second after leaving a dazzler&#039;s area of effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Seeker&lt;br /&gt;
! Type&lt;br /&gt;
! Range (M)&lt;br /&gt;
! FOV (deg)&lt;br /&gt;
! Validator Reliability (%)&lt;br /&gt;
! Steerable&lt;br /&gt;
! Position Trageting&lt;br /&gt;
! Measures Position&lt;br /&gt;
! Measures Velocity&lt;br /&gt;
! Base Cost / Validator Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 1.5 / 0.25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 3 / 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 / 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &amp;amp;infin; || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.5 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Pulsed Radar) || PSV PULSED || 3000 || 50 || 93 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2.50 / 2.50&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 8 / 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE/&amp;lt;br&amp;gt; THERM (OSP only) || 1500 || 120 || 100 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Direction Only&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 0.25 / 0.5 WAKE &amp;lt;br&amp;gt; 0.25 / 3 THERM &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Auxiliary ===&lt;br /&gt;
Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Auxiliary&lt;br /&gt;
! Modifiers&lt;br /&gt;
! Base Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+150%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Strafe&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Boost-Phase Turn Rate || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys.png|25px]] Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Decoys Fired || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support fastboot.png|25px]] Fast Startup Module || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-66%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Programming Time&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;_20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Failure Rate || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support armor.png|25px]] Hardened Skin || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Body Integrity || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Radar Signature Bonus || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 2500m; radiated power: 5 kW; gain: 2 dB || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;RADAR&#039;&#039;&#039;&amp;lt;/span&amp;gt; - range: 5000m; radiated power: 5 kW; gain: 4 dB; beam width: 10 deg || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Missiles ==&lt;br /&gt;
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.&lt;br /&gt;
&lt;br /&gt;
=== Mines ===&lt;br /&gt;
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement&lt;br /&gt;
&lt;br /&gt;
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector with an activation range of 2000m. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (&#039;&#039;e.g.&#039;&#039; manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer&amp;lt;ref&amp;gt;Mine comms are similar to CMD but do not check for same jammer cone&amp;lt;/ref&amp;gt;) the mine will not be able to identify the friendly ship and will trigger on it. All mines have a wall thickness of 0.2, with a body integrity of 50, and are classified as size 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.&lt;br /&gt;
&lt;br /&gt;
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments, allowing it to destroy components much more easily on ships with a [[Component Damage|high damage resistance and damage threshold]] statistic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mine Body&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Cruise Speed (m/s)&lt;br /&gt;
! width=1% | Cost (pts)&lt;br /&gt;
! Networked&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Mine || 3750 || 250 || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Cooperative Mine || 3750 || 250 || 6 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| M-30 &#039;Mattock&#039; Mine || 3750 || 700 || 10 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from the ML-9 Mine Launcher.&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
Bombs are an unguided dumb munition meant to either finish or disable ships. Mainly used by spacecraft such as fighters and bombers as finisher weapons, they utilize their high damage fragments similar to mines to break components with a high [[Component Damage|high damage resistance and damage threshold]]. Despite being in the bomb category, FBU-15 behaves like a rocket.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bomb Body&lt;br /&gt;
! Size&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Cruise Speed (m/s)&lt;br /&gt;
! Wall Thickness (m/s)&lt;br /&gt;
! Body Integrity (m/s)&lt;br /&gt;
! Component Damage (Hp)&lt;br /&gt;
! Damage per Ray (Hp)&lt;br /&gt;
! Armor Penetration (cm)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
! Ability&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FBU-15.png|25px]] FBU-15 Fragmentation Bomb || 1 || 3999 || 300 || 0.075 || 25 || 700 || 20 || 15 || 1 per 3 units || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt; &#039;&#039;&#039;Yes&#039;&#039;&#039; &amp;lt;/span&amp;gt;; Boosted bomb with Fragmentation effect similar to HE-RPF || [[File:Alliance Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KBU-15.png|25px]] KBU-15 Bomb || 1 || 2000 || 200 || 0.075 || 25 || 500 || 75 || 40 || 1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KBU-22.png|25px]] KBU-22 Bomb || 2 || 2000 || 200 || 0.1 || 40 || 2500 || 100  || 60 || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CBU-40.png|25px]] CBU-40 Cluster Bomb || 3 || 2250 || 200 || 0.5 || 100 || 500 per submunition || 75 per subminition || 40 per submunition || 5 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;; Releases 10 KBU-15 Boosted Bomblets || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time. Rockets are used exclusively by OSP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rocket Body&lt;br /&gt;
! Size&lt;br /&gt;
! Body Integrity&lt;br /&gt;
! Wall Thickness&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Armor Penetration (cm)&lt;br /&gt;
! Component Damage (Hp)&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-1_perch.png|25px]] R-1 &#039;Perch&#039; Rocket || 1 || 4 || 0.15 || 2975 || 350 || 15 || 300 || 1 per 6 units&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-2_pirhana.png|25px]] R-2 &#039;Piranha&#039; Rocket || 2 || 8 || 0.18 || 7000 || 350 || 38 || 850 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:R-3_spearfish.png|25px]] R-3 &#039;Spearfish&#039; Rocket || 3 || 4 || 0.15 || 6000 || 300 || 60 || 1500 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decoy Containers ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Decoy Body&lt;br /&gt;
! Range (m)&lt;br /&gt;
! Speed (m/s)&lt;br /&gt;
! Signatures&lt;br /&gt;
! Cost (pts)&lt;br /&gt;
|-&lt;br /&gt;
| CM-4D1 Decoy Container (Clipper) || 12528 || 54 || RADAR; PSV RADAR || 4&lt;br /&gt;
|-&lt;br /&gt;
| CM-4D1 Decoy Container (Line Ship) || 10080 || 24 || RADAR; PSV RADAR || 6&lt;br /&gt;
|}&lt;br /&gt;
Decoy containers appear as a ship, similar to the effects of a masquerade. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. These containers also emit radar signals that appear similar to a search radar which will show up on ELINT and attract ARAD seekers. &lt;br /&gt;
&lt;br /&gt;
Decoy containers have 150hp, 2.0cm wall thickness, and unlike most other missiles, decoy containers can be hit and damaged by all weapons and projectiles.&amp;lt;ref&amp;gt;Oddly, damage types that emit multiple rays (HEI, frac blocks, HE-SH) will only hit decoy containers with one ray, which results in strange behavior such as HEI always dealing 50 damage per hit regardless of warhead size, or fracturing blocks taking ten hits to destroy decoy containers. Decoy containers will also be hit by RPF fragments, unlike every other missile.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy&#039;s online missile engine tuner]&lt;br /&gt;
* [https://www.desmos.com/calculator/2w72bqixck Marion&#039;s Neb Missile Range Isoline Transform]&lt;br /&gt;
* [https://www.desmos.com/calculator/aiqqjgavfq TTGI Calculator]&lt;br /&gt;
* [https://www.desmos.com/calculator/nmjqnuqgtf Salvo Leapfrog Calculator]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=751</id>
		<title>Spacecraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=751"/>
		<updated>2026-09-08T19:57:38Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Stance Controls */&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;
&lt;br /&gt;
[[File:Craft Editor.png|thumb|alt=A screenshot of the spacecraft designer in the fleet editor.|The spacecraft designer]]&lt;br /&gt;
Spacecraft (or craft for short) are aircraft-like small vehicles that can be launched from hangars on larger ships. They can perform a number of roles, including scouting, electronic warfare, anti-missile and anti-craft fire, and anti-ship strikes. Their ability to receive orders after launch makes them more flexible than other tools such as cruise missiles.&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;
== Spacecraft Mechanics ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Right-Click Commands ====&lt;br /&gt;
Craft are controlled similarly to ships, but with context-sensitive actions depending on the item the cursor is pointing at when right-clicked. Where multiple valid controls exist, additional commands may be accessed by holding Shift.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Right-click commands&lt;br /&gt;
|-&lt;br /&gt;
! Object clicked !! Modifier !! Requirements !! Action !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Space ||  || None || Move || Opens the dial widget to allow movement. Holding Shift will allow placement of waypoints as normal.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target ship. If it has anti-craft/missile armaments, it will be slaved to the ship&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship || Shift || Landing Pad || Land || Craft will line up and attempt to land on the target ship. It will orbit the ship until a landing pad is free and the ship is within flight quarters speeds.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target craft. If it has anti-craft/missile armaments, it will be slaved to the craft&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft || Shift || Target of same craft type || Merge flight || Craft will join with the target craft/flight to form a unified flight.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship ||  || None || Attack Ship || Craft will move towards the target ship and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm ships when given an attack ship order.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship || Shift || Craft has standoff illuminator/EO module || Illuminate/Scan || Craft will move into range of the target with its module and enter a holding pattern, attempting to keep the target illuminated.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Craft ||  || None || Attack Craft || Craft will move toward the target craft/flight and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm craft when given an attack craft order.&lt;br /&gt;
|}&lt;br /&gt;
==== Stance Controls ====&lt;br /&gt;
[[File:Craft Stance Controls.png|thumb|alt=A screenshot of the in-game craft stance control board.|The craft stance controls]]&lt;br /&gt;
Spacecraft behaviour is controlled by toggling behaviors in the craft stance control board, similarly to ship postures. Spacecraft launch with the default stances shown on the right. The stances are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ HBURN (Engine Hard Burn)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| OFF || Craft will fly at their cruise speed, using the regular amount of fuel.&lt;br /&gt;
|-&lt;br /&gt;
| ON || Craft will fly at their hard-burn speed, (usually 1.5x cruise speed) and increased fuel consumption (XXXX%)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ FORM (Formation Type)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| WEDGE || Craft flights will fly in a wedge-shaped pattern, pointing in the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| LINE || Craft flights will fly in a line-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| CROSS || Craft flights will fly in a cross-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| ECHE || Craft flights will fly in an echelon (diagonal line) shaped pattern.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ MNVR (Maneuvering posture)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| DIRECT || Craft will fly straight towards their destination, and remain still when loitering.&lt;br /&gt;
|-&lt;br /&gt;
| JUKE || Craft will constantly make small directional changes as they fly or loiter.&lt;br /&gt;
|-&lt;br /&gt;
| EVADE || Craft will constantly make large directional changes as they fly or loiter.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ STNCE (Stance)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| PSV || Craft will follow orders normally, unless dogfighting AI is triggered due to an enemy craft.&lt;br /&gt;
|-&lt;br /&gt;
| AGRSV || Craft will receive an attack order on craft and missiles in close proximity.&lt;br /&gt;
|-&lt;br /&gt;
| EVASV || Craft will run away from nearby enemy craft.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ WRTB (Return To Base, by Weapon Status)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| SKOSH || Craft will automatically return to base once all missiles in the flight are expended.&lt;br /&gt;
|-&lt;br /&gt;
| WINCH || Craft will automatically return to base once all ammo, including guns, in the flight is expended.&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || Craft will not automatically return to base.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ COHER (Combat Coherence)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will attack multiple different targets if assigned to attack a craft/missile but will attack the selected target if ordered to attack a ship.&lt;br /&gt;
|-&lt;br /&gt;
| FOCUS || Craft will always attack the selected target.&lt;br /&gt;
|-&lt;br /&gt;
| SPLIT || Craft will always attack multiple different targets.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SALVO (Missile/Bomb Salvo Size)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will fire as if on UNLIM against ships but will reduce missile amounts against craft/missiles.&lt;br /&gt;
|-&lt;br /&gt;
| ONE || Craft will not fire more missiles against a target if one missile is already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| TWO || Craft will not fire more missiles against a target if two missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| THREE || Craft will not fire more missiles against a target if three missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| FOUR || Craft will not fire more missiles against a target if four missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| UNLIM || Craft will fire missiles regardless of missiles already in flight.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RANGE (Attack Range)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| STND-IN || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| STND-OF || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| GUN || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ATGT (Attack Target)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| ENGINE || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| DEFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| SENSOR || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RADAR (Radar Emissions Control)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ON || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFF || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DEFND (Missile Self-Defense)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| MAN || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DFTAC (Missiles Self-Defense Tactics)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO ||&lt;br /&gt;
|- &lt;br /&gt;
| NOTCH ||&lt;br /&gt;
|-&lt;br /&gt;
| SCRAM ||&lt;br /&gt;
|-&lt;br /&gt;
| OUT-G ||&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ CMSR (Countermeasure Usage)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|- &lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || TO DO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Launching Craft ====&lt;br /&gt;
=== Craft Stats ===&lt;br /&gt;
(Size, HP, etc.)&lt;br /&gt;
==== Fuel ====&lt;br /&gt;
=== Designing Craft ===&lt;br /&gt;
(Different types of craft, ships that can carry craft, etc.)&lt;br /&gt;
==== Craft Carrying Ships ====&lt;br /&gt;
==== Loadouts ====&lt;br /&gt;
===== Fixed Modules =====&lt;br /&gt;
===== Variable Modules =====&lt;br /&gt;
==== Arming/disarming time ====&lt;br /&gt;
==== Craft Repair ====&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=750</id>
		<title>Spacecraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=750"/>
		<updated>2026-09-08T19:57:12Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Stance Controls */&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;
&lt;br /&gt;
[[File:Craft Editor.png|thumb|alt=A screenshot of the spacecraft designer in the fleet editor.|The spacecraft designer]]&lt;br /&gt;
Spacecraft (or craft for short) are aircraft-like small vehicles that can be launched from hangars on larger ships. They can perform a number of roles, including scouting, electronic warfare, anti-missile and anti-craft fire, and anti-ship strikes. Their ability to receive orders after launch makes them more flexible than other tools such as cruise missiles.&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;
== Spacecraft Mechanics ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Right-Click Commands ====&lt;br /&gt;
Craft are controlled similarly to ships, but with context-sensitive actions depending on the item the cursor is pointing at when right-clicked. Where multiple valid controls exist, additional commands may be accessed by holding Shift.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Right-click commands&lt;br /&gt;
|-&lt;br /&gt;
! Object clicked !! Modifier !! Requirements !! Action !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Space ||  || None || Move || Opens the dial widget to allow movement. Holding Shift will allow placement of waypoints as normal.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target ship. If it has anti-craft/missile armaments, it will be slaved to the ship&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship || Shift || Landing Pad || Land || Craft will line up and attempt to land on the target ship. It will orbit the ship until a landing pad is free and the ship is within flight quarters speeds.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target craft. If it has anti-craft/missile armaments, it will be slaved to the craft&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft || Shift || Target of same craft type || Merge flight || Craft will join with the target craft/flight to form a unified flight.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship ||  || None || Attack Ship || Craft will move towards the target ship and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm ships when given an attack ship order.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship || Shift || Craft has standoff illuminator/EO module || Illuminate/Scan || Craft will move into range of the target with its module and enter a holding pattern, attempting to keep the target illuminated.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Craft ||  || None || Attack Craft || Craft will move toward the target craft/flight and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm craft when given an attack craft order.&lt;br /&gt;
|}&lt;br /&gt;
==== Stance Controls ====&lt;br /&gt;
[[File:Craft Stance Controls.png|thumb|alt=A screenshot of the in-game craft stance control board.|The craft stance controls]]&lt;br /&gt;
Spacecraft behaviour is controlled by toggling behaviors in the craft stance control board, similarly to ship postures. Spacecraft launch with the default stances shown on the right. The stances are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ HBURN (Engine Hard Burn)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| OFF || Craft will fly at their cruise speed, using the regular amount of fuel.&lt;br /&gt;
|-&lt;br /&gt;
| ON || Craft will fly at their hard-burn speed, (usually 1.5x cruise speed) and increased fuel consumption (XXXX%)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ FORM (Formation Type)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| WEDGE || Craft flights will fly in a wedge-shaped pattern, pointing in the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| LINE || Craft flights will fly in a line-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| CROSS || Craft flights will fly in a cross-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| ECHE || Craft flights will fly in an echelon (diagonal line) shaped pattern.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ MNVR (Maneuvering posture)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| DIRECT || Craft will fly straight towards their destination, and remain still when loitering.&lt;br /&gt;
|-&lt;br /&gt;
| JUKE || Craft will constantly make small directional changes as they fly or loiter.&lt;br /&gt;
|-&lt;br /&gt;
| EVADE || Craft will constantly make large directional changes as they fly or loiter.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ STNCE (Stance)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| PSV || Craft will follow orders normally, unless dogfighting AI is triggered due to an enemy craft.&lt;br /&gt;
|-&lt;br /&gt;
| AGRSV || Craft will receive an attack order on craft and missiles in close proximity.&lt;br /&gt;
|-&lt;br /&gt;
| EVASV || Craft will run away from nearby enemy craft.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ WRTB (Return To Base, by Weapon Status)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|- &lt;br /&gt;
| SKOSH || Craft will automatically return to base once all missiles in the flight are expended.&lt;br /&gt;
|-&lt;br /&gt;
| WINCH || Craft will automatically return to base once all ammo, including guns, in the flight is expended.&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || Craft will not automatically return to base.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ COHER (Combat Coherence)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will attack multiple different targets if assigned to attack a craft/missile but will attack the selected target if ordered to attack a ship.&lt;br /&gt;
|-&lt;br /&gt;
| FOCUS || Craft will always attack the selected target.&lt;br /&gt;
|-&lt;br /&gt;
| SPLIT || Craft will always attack multiple different targets.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SALVO (Missile/Bomb Salvo Size)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || Craft will fire as if on UNLIM against ships but will reduce missile amounts against craft/missiles.&lt;br /&gt;
|-&lt;br /&gt;
| ONE || Craft will not fire more missiles against a target if one missile is already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| TWO || Craft will not fire more missiles against a target if two missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| THREE || Craft will not fire more missiles against a target if three missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| FOUR || Craft will not fire more missiles against a target if four missiles are already in flight for that target. Resets on re-issuing attack order.&lt;br /&gt;
|-&lt;br /&gt;
| UNLIM || Craft will fire missiles regardless of missiles already in flight.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RANGE (Attack Range)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| STND-IN || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| STND-OF || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| GUN || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ATGT (Attack Target&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| ENGINE || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| DEFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFFWEP || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| SENSOR || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ RADAR (Radar Emissions Control)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| ON || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| OFF || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DEFND (Missile Self-Defense)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| MAN || TO DO&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ DFTAC (Missiles Self-Defense Tactics)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO ||&lt;br /&gt;
|- &lt;br /&gt;
| NOTCH ||&lt;br /&gt;
|-&lt;br /&gt;
| SCRAM ||&lt;br /&gt;
|-&lt;br /&gt;
| OUT-G ||&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ CMSR (Countermeasure Usage)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| AUTO || TO DO&lt;br /&gt;
|- &lt;br /&gt;
| ALL || TO DO&lt;br /&gt;
|-&lt;br /&gt;
| NEVER || TO DO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Launching Craft ====&lt;br /&gt;
=== Craft Stats ===&lt;br /&gt;
(Size, HP, etc.)&lt;br /&gt;
==== Fuel ====&lt;br /&gt;
=== Designing Craft ===&lt;br /&gt;
(Different types of craft, ships that can carry craft, etc.)&lt;br /&gt;
==== Craft Carrying Ships ====&lt;br /&gt;
==== Loadouts ====&lt;br /&gt;
===== Fixed Modules =====&lt;br /&gt;
===== Variable Modules =====&lt;br /&gt;
==== Arming/disarming time ====&lt;br /&gt;
==== Craft Repair ====&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=737</id>
		<title>Spacecraft</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/index.php?title=Spacecraft&amp;diff=737"/>
		<updated>2026-09-08T19:05:10Z</updated>

		<summary type="html">&lt;p&gt;76561199528474320: /* Stance Controls */&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;
&lt;br /&gt;
[[File:Craft Editor.png|thumb|alt=A screenshot of the spacecraft designer in the fleet editor.|The spacecraft designer]]&lt;br /&gt;
Spacecraft (or craft for short) are aircraft-like small vehicles that can be launched from hangars on larger ships. They can perform a number of roles, including scouting, electronic warfare, anti-missile and anti-craft fire, and anti-ship strikes. Their ability to receive orders after launch makes them more flexible than other tools such as cruise missiles.&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;
== Spacecraft Mechanics ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Right-Click Commands ====&lt;br /&gt;
Craft are controlled similarly to ships, but with context-sensitive actions depending on the item the cursor is pointing at when right-clicked. Where multiple valid controls exist, additional commands may be accessed by holding Shift.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Right-click commands&lt;br /&gt;
|-&lt;br /&gt;
! Object clicked !! Modifier !! Requirements !! Action !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Space ||  || None || Move || Opens the dial widget to allow movement. Holding Shift will allow placement of waypoints as normal.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target ship. If it has anti-craft/missile armaments, it will be slaved to the ship&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Ship || Shift || Landing Pad || Land || Craft will line up and attempt to land on the target ship. It will orbit the ship until a landing pad is free and the ship is within flight quarters speeds.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft ||  || None || Guard/Orbit || Craft will move into a holding pattern moving around the target craft. If it has anti-craft/missile armaments, it will be slaved to the craft&#039;s PD controller and will attack incoming threats.&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Craft || Shift || Target of same craft type || Merge flight || Craft will join with the target craft/flight to form a unified flight.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship ||  || None || Attack Ship || Craft will move towards the target ship and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm ships when given an attack ship order.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Ship || Shift || Craft has standoff illuminator/EO module || Illuminate/Scan || Craft will move into range of the target with its module and enter a holding pattern, attempting to keep the target illuminated.&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Craft ||  || None || Attack Craft || Craft will move toward the target craft/flight and attempt to attack it with appropriate weapons. Behaviour is dependent on the craft&#039;s set stance toggles. Craft will automatically deauthorise weapons that cannot harm craft when given an attack craft order.&lt;br /&gt;
|}&lt;br /&gt;
==== Stance Controls ====&lt;br /&gt;
[[File:Craft Stance Controls.png|thumb|alt=A screenshot of the in-game craft stance control board.|The craft stance controls]]&lt;br /&gt;
Spacecraft behaviour is controlled by toggling behaviors in the craft stance control board, similarly to ship postures. Spacecraft launch with the default stances shown on the right. The stances are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ HBURN (Engine Hard Burn)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| OFF || Craft will fly at their cruise speed, using the regular amount of fuel.&lt;br /&gt;
|-&lt;br /&gt;
| ON || Craft will fly at their hard-burn speed, (usually 1.5x cruise speed) and increased fuel consumption (XXXX%)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ FORM (Formation Type)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| WEDGE || Craft flights will fly in a wedge-shaped pattern, pointing in the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| LINE || Craft flights will fly in a line-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| CROSS || Craft flights will fly in a cross-shaped pattern, perpendicular to the direction of travel.&lt;br /&gt;
|-&lt;br /&gt;
| ECHE || Craft flights will fly in an echelon (diagonal line) shaped pattern.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ MNVR (Maneuvering posture)&lt;br /&gt;
|-&lt;br /&gt;
! State !! Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| DIRECT || Craft will fly straight towards their destination, and remain still when loitering.&lt;br /&gt;
|-&lt;br /&gt;
| JUKE || Craft will constantly make small directional changes as they fly or loiter.&lt;br /&gt;
|-&lt;br /&gt;
| EVADE || Craft will constantly make large directional changes as they fly or loiter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Launching Craft ====&lt;br /&gt;
=== Craft Stats ===&lt;br /&gt;
(Size, HP, etc.)&lt;br /&gt;
==== Fuel ====&lt;br /&gt;
=== Designing Craft ===&lt;br /&gt;
(Different types of craft, ships that can carry craft, etc.)&lt;br /&gt;
==== Craft Carrying Ships ====&lt;br /&gt;
==== Loadouts ====&lt;br /&gt;
===== Fixed Modules =====&lt;br /&gt;
===== Variable Modules =====&lt;br /&gt;
==== Arming/disarming time ====&lt;br /&gt;
==== Craft Repair ====&lt;/div&gt;</summary>
		<author><name>76561199528474320</name></author>
	</entry>
</feed>