Ship:draugr: Difference between revisions

From NEBULOUS: Fleet Command Official Wiki
 
(17 intermediate revisions by 3 users not shown)
Line 26: Line 26:
|+ style="caption-side:bottom; background-color:#21252a;padding: 10px"|''These ships were designed for moving free-floating materials and ships around maintenance yards. They have excellent maneuverability and plenty of space to support a variety of different missions now that they've been pressed into military service.''
|+ style="caption-side:bottom; background-color:#21252a;padding: 10px"|''These ships were designed for moving free-floating materials and ships around maintenance yards. They have excellent maneuverability and plenty of space to support a variety of different missions now that they've been pressed into military service.''
|}
|}
[[File:Draugr Game Model.png|thumb|Draugr Game Model]]


== Modifiers ==
== Modifiers ==
     Missile Programming Channels: <span style="color:green;">'''+1'''</span><ref>This stat is to enable the operation of the [[component:tals-2-talisman-launcher|'''TALS-2 'Talisman' Launcher''']]</ref>
     Missile Programming Channels: <span style="color:#90EE90;">'''+1'''</span><ref>This stat is to enable the full offensive operation of the [[component:tals-2-talisman-launcher|'''TALS-2 'Talisman' Launcher''']]</ref>


== Mounts ==
== Mounts ==
Line 35: Line 36:
     * 1 Spinal Mount
     * 1 Spinal Mount
     * 1 Class 3 Mount
     * 1 Class 3 Mount
     * 1 Class 2 Mount
     * 1 Shallow Class 3 Mount
     * 2 Class 1 Mounts
     * 2 Class 1 Mounts


== Compartments ==
== Compartments ==
[[File:Draugr Compartments.png|thumb|alt=Draugr Compartments|Draugr Compartments]]
[[File:Draugr Compartments.png|thumb|alt=Draugr Compartments|Draugr Compartments]]
Compartments 4 and 5 is the most survivable mount, but is too small to hold a [[component:bcic|'''Basic CIC''']]. If you have a [[component:sdc|'''Small DC Locker''']] or two, it should go here. If compartments 1, 2, and 3 are already full due to double magging the ship for missile space, placing an [[component:aux|'''Auxiliary Steering''']] in the bridge will allow the ship to remain under command even under serious punishment.
Compartments 3 and 4 are the most survivable slots, but are too small to hold a [[component:bcic|'''Basic CIC''']]. If you have a [[component:sdc|'''Small DC Locker''']] or two, it should go here. If compartments 1, 2, and 3 are already full due to double magging the ship for missile space, placing an [[component:aux|'''Auxiliary Steering''']] in the bridge lets the ship keep maneuvering after its CICs are knocked out. Weapon orders and point defense stay offline until a CIC is working.


Due to the Draugr's non-existent damage reduction, it gets no damage threshold benefit out of any especially tanky components except the [[component:bw800r-drive|'''BW800-R Drive''']], which has enough DT to resist HEI rays natively without support from the hull. However, the dense concentration of Mounts 1, 2, and 3, Compartments 1, 2, and 3, and Modules 1, 3, and 4 allows for effective damage splitting of HE/HEI damage across these components, allowing for decent if limited survivability. As such, investing into an [[component:rcic|'''Reinforced CIC''']] to compliment an [[component:rmag|'''Reinforced Magazine''']], [[component:aux|'''Auxiliary Steering''']], and [[component:bw800r-drive|'''BW800-R Drive''']] Drive is not a bad idea.
Due to the Draugr's non-existent damage reduction, it gets no damage threshold benefit out of any especially tanky components except the [[component:bw800r-drive|'''BW800-R Drive''']], which has enough DT to resist HEI rays natively without support from the hull. However, the dense concentration of Mounts 1, 2, and 3, Compartments 1, 2, and 3, and Modules 1, 3, and 4 allows for effective damage splitting of HE/HEI damage across these components, allowing for decent if limited survivability. As such, investing into an [[component:rcic|'''Reinforced CIC''']] to compliment an [[component:rmag|'''Reinforced Magazine''']], [[component:aux|'''Auxiliary Steering''']], and [[component:bw800r-drive|'''BW800-R Drive''']] Drive is not a bad idea.
Line 91: Line 92:
! colspan="2" | [[component:yard|'''CHI-777 Yard Drive''']]
! colspan="2" | [[component:yard|'''CHI-777 Yard Drive''']]
|-
|-
| Top Speed || 24.05 m/s (<span style="color:red;">'''-7.5%'''</span>)
| Top Speed || 24.05 m/s (<span style="color:#FF4040;">'''-7.5%'''</span>)
|-
|-
| Flank Speed || 36.08 m/s (<span style="color:red;">'''-7.5%'''</span>)
| Flank Speed || 36.08 m/s (<span style="color:#FF4040;">'''-7.5%'''</span>)
|-
|-
| Flank Damage Probability || 5%  
| Flank Damage Probability || 5%  
|-
|-
| Linear Thrust || 6.9 MN (<span style="color:green;">'''+15%'''</span>)
| Linear Thrust || 6.9 MN (<span style="color:#90EE90;">'''+15%'''</span>)
|-
|-
| - Side Thrusters || 75%
| - Side Thrusters || 75%
Line 107: Line 108:
| Acceleration Time || 12.53 s
| Acceleration Time || 12.53 s
|-
|-
| Angular Thrust || 2.1 MN (<span style="color:green;">'''+40%'''</span>)
| Angular Thrust || 2.1 MN (<span style="color:#90EE90;">'''+40%'''</span>)
|-
|-
| Theoretical Turn Rate || 8.31 deg/s (<span style="color:green;">'''+45%'''</span>)
| Theoretical Turn Rate || 8.31 deg/s (<span style="color:#90EE90;">'''+45%'''</span>)
|-
|-
| Actual Max Turn Rate || 8.31 deg/s (<span style="color:green;">'''+45%'''</span>)
| Actual Max Turn Rate || 8.31 deg/s (<span style="color:#90EE90;">'''+45%'''</span>)
|-
|-
| Estimated 180 deg Turn || 22 s (<span style="color:green;">'''-31.03%'''</span>)
| Estimated 180 deg Turn || 22 s (<span style="color:#90EE90;">'''-31.03%'''</span>)
|-
|-
| Estimated 180 deg Roll || 22 s (<span style="color:green;">'''-31.03%'''</span>)
| Estimated 180 deg Roll || 22 s (<span style="color:#90EE90;">'''-31.03%'''</span>)
|}
|}
{| class="wikitable"
{| class="wikitable"
! colspan="2" | [[component:sundrive|'''Sundrive''']]
! colspan="2" | [[component:sundrive|'''Sundrive''']]
|-
|-
| Top Speed || 32.5 m/s (<span style="color:green;">'''+25%'''</span>)
| Top Speed || 32.5 m/s (<span style="color:#90EE90;">'''+25%'''</span>)
|-
|-
| Flank Speed || 48.75 m/s (<span style="color:green;">'''+25%'''</span>)
| Flank Speed || 48.75 m/s (<span style="color:#90EE90;">'''+25%'''</span>)
|-
|-
| Flank Damage Probability || 4% (<span style="color:green;">'''-20%'''</span>)
| Flank Damage Probability || 4% (<span style="color:#90EE90;">'''-20%'''</span>)
|-
|-
| Linear Thrust || 6 MN
| Linear Thrust || 6 MN
Line 136: Line 137:
| Acceleration Time || 19.47 s
| Acceleration Time || 19.47 s
|-
|-
| Angular Thrust || 1.13 MN (<span style="color:red;">'''-25%'''</span>)
| Angular Thrust || 1.13 MN (<span style="color:#FF4040;">'''-25%'''</span>)
|-
|-
| Theoretical Turn Rate || 5.73 deg/s
| Theoretical Turn Rate || 5.73 deg/s
Line 142: Line 143:
| Actual Max Turn Rate || 5.73 deg/s
| Actual Max Turn Rate || 5.73 deg/s
|-
|-
| Estimated 180 deg Turn || 32 s (<span style="color:red;">'''+1.02%'''</span>)
| Estimated 180 deg Turn || 32 s (<span style="color:#FF4040;">'''+1.02%'''</span>)
|-
|-
| Estimated 180 deg Roll || 31 s
| Estimated 180 deg Roll || 31 s
Line 173: Line 174:
== Builds ==
== Builds ==
=== Sensor Tugs: ===
=== Sensor Tugs: ===
[[Starter_Fleet_Guide:Kyanite#LRT_Tug:_Until_The_End|Kyanite's LRT Tug]]<br>
[[Starter_Fleet_Guide:Zircon#Tyrannical_Gaze|Zircon's Sensor Tug]]<br>
[[Starter_Fleet_Guide:Azurite#Sensor_Draugr_Tug:_Constant_Alert|Azurite's Sensor Tug]]<br>
Main feature is bringing the EWR and/or LRT radar. When bringing the LRT, equip both 2x2 modules with track correlators to buff the tracks to be fireable. If bringing both EWR and LRT, requires Boosted Reactor and 3 PCCs to power.


=== Multi-Mission Tugs: ===
C30 or C53 Spinal, MLS-2 or 3, Bellbird Jammer, Pinpoint, Chaffbox, Huntress radar.


=== Multi-Mission Tugs: ===
=== TALs Tugs: ===
These can range from cheap bodies with a radar and TALS-2 to carry token SDM-2 ACMs to a dedicated MMT or Arsenal tug that trades an MLS-2 for the TALS-2.


=== Arsenal Tugs: ===
Same base as Multi-Mission Tug, but swaps the Bellbird Jammer for a 2nd MLS-2 or 3 mount. Sometimes also swaps the Spinal mount for a LRT radar.


=== Meat Tugs: ===
=== Meat Tugs: ===
A cheap Draugr that brings enough guns to reliably win against sprinters, forcing them off a cap.
[[Category:Ships|ODra]]
[[Category:OSP Ships|Dra]]

Latest revision as of 05:37, 6 October 2026

Draugr Hull Configuration
Draugr Class Clipper
Point Cost 100
Mass 3500 tons
Armor Thickness 5 cm[1]
Internal Density 0.5 cm/m
Component DR 0%
Max Repair 10%
Dimensions 87x53x40 m
Crew Vulnerability 60%
Structural Integrity[2] 1000
Radar Signature 4685.07 m[math]\displaystyle{ ^2 }[/math]
Slots 5 Mounts
5 Compartments
4 Modules
These ships were designed for moving free-floating materials and ships around maintenance yards. They have excellent maneuverability and plenty of space to support a variety of different missions now that they've been pressed into military service.
Draugr Game Model

Modifiers

    Missile Programming Channels: +1[3]

Mounts

Draugr Mounts
Draugr Mounts

The Draugr has

   * 1 Spinal Mount
   * 1 Class 3 Mount
   * 1 Shallow Class 3 Mount
   * 2 Class 1 Mounts

Compartments

Draugr Compartments
Draugr Compartments

Compartments 3 and 4 are the most survivable slots, but are too small to hold a Basic CIC. If you have a Small DC Locker or two, it should go here. If compartments 1, 2, and 3 are already full due to double magging the ship for missile space, placing an Auxiliary Steering in the bridge lets the ship keep maneuvering after its CICs are knocked out. Weapon orders and point defense stay offline until a CIC is working.

Due to the Draugr's non-existent damage reduction, it gets no damage threshold benefit out of any especially tanky components except the BW800-R Drive, which has enough DT to resist HEI rays natively without support from the hull. However, the dense concentration of Mounts 1, 2, and 3, Compartments 1, 2, and 3, and Modules 1, 3, and 4 allows for effective damage splitting of HE/HEI damage across these components, allowing for decent if limited survivability. As such, investing into an Reinforced CIC to compliment an Reinforced Magazine, Auxiliary Steering, and BW800-R Drive Drive is not a bad idea.

Modules

Draugr Modules
Draugr Modules

The Draugr has

   * 2 Small Drive Modules
   * 2 2x2 Modules

Drive Setup

There are many ways to set up a Draugr's drive, and the best way will depend on the role you are building the ship for.
CHI-777 Yard Drives provide the best linear thrust (LT) and angular thrust (AT), allowing you to quickly accelerate in any direction; this is best for dodging. The AT, while nice to have, is not very important on a Draugr, which naturally has one of the highest AT in the game.
Sundrives provide the best top speed, allowing you to reposition even faster.
BW800-R Drives prevents the drive from dying to HEI Missile damage, a very important characteristic for the Draugr's low survivability. This also allows you to swap the position of this drive and the Civilian Reactor/Boosted Reactor, further protecting the ship's internals.
BW800 Drives, to save costs.
Civilian Reactor/Boosted Reactors fit into one of the small drive slots, which gives the Draugr a lot more power to play around with than a

Propulsion Stats

Base Stats
Top Speed 26 m/s
Flank Speed 39 m/s
Flank Damage Probability 5%
Linear Thrust 6 MN
- Side Thrusters 75%
- Fore Thrusters 80%
- Main Thrusters 100%
Acceleration Time 15.58 s
Angular Thrust 1.5 MN
Theoretical Turn Rate 5.73 deg/s
Actual Max Turn Rate 5.73 deg/s
Estimated 180 deg Turn 31 s
Estimated 180 deg Roll 31 s
CHI-777 Yard Drive
Top Speed 24.05 m/s (-7.5%)
Flank Speed 36.08 m/s (-7.5%)
Flank Damage Probability 5%
Linear Thrust 6.9 MN (+15%)
- Side Thrusters 75%
- Fore Thrusters 80%
- Main Thrusters 100%
Acceleration Time 12.53 s
Angular Thrust 2.1 MN (+40%)
Theoretical Turn Rate 8.31 deg/s (+45%)
Actual Max Turn Rate 8.31 deg/s (+45%)
Estimated 180 deg Turn 22 s (-31.03%)
Estimated 180 deg Roll 22 s (-31.03%)
Sundrive
Top Speed 32.5 m/s (+25%)
Flank Speed 48.75 m/s (+25%)
Flank Damage Probability 4% (-20%)
Linear Thrust 6 MN
- Side Thrusters 75%
- Fore Thrusters 80%
- Main Thrusters 100%
Acceleration Time 19.47 s
Angular Thrust 1.13 MN (-25%)
Theoretical Turn Rate 5.73 deg/s
Actual Max Turn Rate 5.73 deg/s
Estimated 180 deg Turn 32 s (+1.02%)
Estimated 180 deg Roll 31 s

Radar Signature: 4685.07 m[math]\displaystyle{ ^2 }[/math]

Detected by Detection Range (km)
R400 'Bloodhound' LRT Radar 14 km
R550 Early Warning Radar 12.68 km
Bulwark Huntress 9.21 km
Ithaca Bridgemaster 6.86 km
RM50 'Parallax' Radar 8.96 km
RS41 'Spyglass' Radar 10.8 km
RS35 'Frontline' Radar 6.38 km
Wake Signature Strength 100
Fore-Aspect Validated by THERM SAFE

Builds

Sensor Tugs:

Kyanite's LRT Tug
Zircon's Sensor Tug
Azurite's Sensor Tug
Main feature is bringing the EWR and/or LRT radar. When bringing the LRT, equip both 2x2 modules with track correlators to buff the tracks to be fireable. If bringing both EWR and LRT, requires Boosted Reactor and 3 PCCs to power.

Multi-Mission Tugs:

C30 or C53 Spinal, MLS-2 or 3, Bellbird Jammer, Pinpoint, Chaffbox, Huntress radar.

TALs Tugs:

These can range from cheap bodies with a radar and TALS-2 to carry token SDM-2 ACMs to a dedicated MMT or Arsenal tug that trades an MLS-2 for the TALS-2.

Arsenal Tugs:

Same base as Multi-Mission Tug, but swaps the Bellbird Jammer for a 2nd MLS-2 or 3 mount. Sometimes also swaps the Spinal mount for a LRT radar.

Meat Tugs:

A cheap Draugr that brings enough guns to reliably win against sprinters, forcing them off a cap.

  1. ↑ With the maximum 2.5 angling multiplier, this reaches 12.5 cm
  2. ↑ Damage to Structure hitbox required to break structure
  3. ↑ This stat is to enable the full offensive operation of the TALS-2 'Talisman' Launcher