Ship:keystone

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Revision as of 07:35, 15 September 2026 by Larcrivereagle (talk | contribs) (Propulsion Stats)
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Keystone Hull Configuration

Modifiers

    Overhead Damage Chance (Beam): -50%
    Powerplant Efficiency: +25%
    Missile Programming Channels: +1

Mounts

Keystone Mounts
Keystone Mounts

The Keystone has

   * 1 Spinal 
   * 2 C3
   * 2 C2
   * 2 C1

Mount 1

This C3 mount is the best spot for a PDT mount, as it sits directly above the CIC, and by default is rolled into line with the locked threat the ship is engaging, because it is right in front of the RF101 'Bullseye' Radar.

Mount 5

This C1 mount is the safest spot for your RF101 'Bullseye' Radar, as it can see through the bottom of the ship from this position.

Mount 7

This spinal mount is the reason you are using the Keystone hull. If you are not using a mount specific to this dedicated spinal, you should be using a Raines for this job instead. What mount you put here defines the roll of the ship, either a Mk600 Beam Cannon, referred to as a beam-stone/BDD or a Mk550 Railgun, referred to as a Rail-stone/RDD.

Compartments

Keystone Compartments
Keystone Compartments

The Keystone's compartments can be divided into 3 groups.

The Top-stack

Beam Keystones such as those found in TF Willow or TF Ash seek to achieve durability through redundancy, as the keystone hull does not have enough armor or damage reduction to survive any significant fire. As such, compartments 6 5 4 and 3 (in order from the front to the back), are the best way to achieve this due to their small hit-box. Typically the ship's free Reinforced Magazine is placed up front in slot 6, a Rapid DC Locker if desired is placed in Compartment 5, and the back two compartments are occupied with a Basic CIC and Small DC Locker.[1]

On Rail Keystones this is usually the bare minimum of Reinforced Magazine is placed up front in slot 6, a Rapid DC Locker if desired is placed in Compartment 5, and one of the back two compartments occupied with a Basic CIC.

The Center-stack

These slots, Compartments 1 and 2, is where 450mm HE fuzes. They are typically left empty, but if you have extra points, placing one or two Auxiliary Steering(s) here goes a long way to stiffen the keystone under HE fire by splitting damage. Additionally, placing a Rapid DC Locker team in either slot will make it the first team to be called upon, which is useful for hopefully repairing the beam faster and therefor firing for longer.

On Rail Keystones this is usually empty.

And The Bottom-stack

This slot, Compartment 7 is typically occupied by a backup Basic CIC in case the Keystone gets struck from the top.

On Rail Keystones this is usually empty.

Modules

Keystone Modules
Keystone Modules

The Keystone has

  • 2 Small Drive Modules
  • 3 3x3 Modules
  • 2 2x2 Modules

For Beam Keystones, one of the 3x3 Modules will typically be a FR3300 Micro Reactor to help power the ship, with two Focused Particle Accelerators to buff beam damage at range. For Rail Keystones, you may wish to cut a radar from the ship entirely, focusing on using all 3x3 slots to bring Energy Regulators.

The back 3x3s, Module 3 and 4, are the most likely of the 3 to survive as they split damage with both the drive slot and the reactor slot. As such, they should be where your FR3300 Micro Reactor is placed.

Your choice of frontline radar will end up in one of the front 2x2 modules under the beam, either modules 5 or 6, where it will help split damage with its high HP pool and damage threshold. For Rail Keystones, you may wish to use these 2x2 slots to bring less efficient but still valid Small Energy Regulator.

Drive Setup

There are many ways to set up a Keystone's drive, and the best way will depend on the role you are building the ship for.
Raider Drives provide the best lateral thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging. However, they provide no power, leaving you potentially mission-killed if you lose the reactors.
Whiplash Drives provide the best top speed, allowing you to reach different early-game beam positions in time to deny points on larger maps.
Dragonfly Drives provide the best angular thrust (AT), allowing your ship to pivot and change its heading and roll quickly, very important for getting the beam onto-target if you did not have time to set its heading to target correctly before.
Reinforced Drives prevents the drive from dying to HEI Missile damage, a very important characteristic for the Keystone's low survivability. This also allows you to swap the position of this drive and the FR4800 Reactor, further protecting the ship's internals.
Prowler Drives are a trap option here, as if you would like to play from stealth you should take a ship with a smaller radar cross section like a Raines or Sprinter
FR4800 Reactors fit into one of the small drive slots, critical to running the Mk600 Beam Cannon or Mk550 Railgun.

Propulsion Stats

Base Stats
Top Speed 20 m/s
Flank Speed 30 m/s
Flank Damage Probability 5%
Linear Thrust 9 MN
- Side Thrusters 80%
- Fore Thrusters 90%
- Main Thrusters 100%
Acceleration Time 17.86 s
Angular Thrust 1.2 MN
Theoretical Turn Rate 4.58 deg/s
Actual Max Turn Rate 2.09 deg/s
Estimated 180 deg Turn 96 s
Estimated 180 deg Roll 39 s
Raider Drive
Top Speed 20 m/s
Flank Speed 30 m/s
Flank Damage Probability 7.5% (+50%)
Linear Thrust 11.7 MN (+30%)
- Side Thrusters 80%
- Fore Thrusters 90%
- Main Thrusters 100%
Acceleration Time 13.74 s
Angular Thrust 1.2 MN
Theoretical Turn Rate 4.58 deg/s
Actual Max Turn Rate 2.09 deg/s
Estimated 180 deg Turn 96 s
Estimated 180 deg Roll 39 s
Whiplash Drive
Top Speed 24 m/s (+20%)
Flank Speed 36 m/s (+20%)
Flank Damage Probability 4.25% (-15%)
Linear Thrust 9 MN
- Side Thrusters 80%
- Fore Thrusters 90%
- Main Thrusters 100%
Acceleration Time 21.43 s
Angular Thrust 0.96 MN
Theoretical Turn Rate 3.9 deg/s
Actual Max Turn Rate 1.67 deg/s
Estimated 180 deg Turn 117 s
Estimated 180 deg Roll 46 s
Dragonfly Drive
Top Speed 18.5 m/s (-7.5%)
Flank Speed 27.75 m/s (-7.5%)
Flank Damage Probability 5%
Linear Thrust 9 MN
- Side Thrusters 80%
- Fore Thrusters 90%
- Main Thrusters 100%
Acceleration Time 16.52 s
Angular Thrust 1.56 MN (+30%)
Theoretical Turn Rate 6.42 deg/s (+40%)
Actual Max Turn Rate 2.72 deg/s (+30%)
Estimated 180 deg Turn 76 s (+20.67%)
Estimated 180 deg Roll 28 s (+28.57%)

Radar Signature: 6281.85 m[math]\displaystyle{ ^2 }[/math]

Detected by Detection Range (km)
R400 'Bloodhound' LRT Radar 14 km
R550 Early Warning Radar 13.64 km
Bulwark Huntress 9.91 km
Ithaca Bridgemaster 7.38 km
RM50 'Parallax' Radar 9.5 km
RS41 'Spyglass' Radar 11.5 km
RS35 'Frontline' Radar 6.86 km
Wake Signature Strength 150
Fore-Aspect Validated by THERM SAFE[2]

Generic Stats

Keystone Class Destroyer
Point Cost 200
Mass 8000 tons
Armor Thickness 22 cm[3]
Internal Density 0.5 cm/m
Component DR 10%
Max Repair 10%
Dimensions 130x50x45 m
Crew Vulnerability 45%
Structural Integrity[4] 4000
Identification Difficulty 200
Time Unidentified vs Basic CIC 200 s
Time Unidentified vs Citadel CIC 50 s
Time Unidentified vs Intelligence Center 13 s
  1. or 2 SDCs with the BCIC in the center-stack, as seen in Willow
  2. A Keystone with a Raider Drive is validated by THERM for 0.83 seconds after main engine shutoff
  3. With the maximum 2.5 angling multiplier, this reaches 55 cm
  4. Damage to Structure hitbox required to break structure