Ships

From NEBULOUS: Fleet Command Official Wiki

Posture controls

The posture controls

Posture controls determine how a ship will operate and maneuver and which sensor and defensive systems are enabled.

Display Full name Settings
THRTL Throttle Control
  • 1/3: Ship will move at 1/3 of max speed.
  • 2/3: Ship will move at 2/3 of max speed.
  • FULL: Ship will move at max speed.
  • FLANK: Ship will move above max speed. Causes damage to engines.
  • FQ (carriers only): speed is limited so spacecraft can take off and land. While heading and velocity stay within the green-deck angle (default 7.5 degrees) the cap is about one-third of max speed; otherwise it drops to a 5 m/s crawl.
MNVR Maneuvering Posture
  • DIRECT: Ship will move in a straight line.
  • EVADE: Ship will make random course changes to attempt to avoid incoming fire.
FORM Formation Positioning
  • REL: Ships will have the same orientation of the guide ship. The guide will wait for other ships to catch up.
  • TRU: Escorts keep the same true bearing and distance from the guide when the guide turns. They are still steered to the guide's heading. The guide will wait for other ships to catch up.
  • LOOSE: The guide will not wait for other ships to catch up.
BSHRT Battle-Short
  • OFF: Continuous-use equipment that honors battle short (beams, jammers, illuminators, dazzlers) shuts down for cooldown once its own burst duration is exceeded, at 7.5 seconds for the Mk600 and Mk610 beams and anywhere from 40 to 180 seconds for electronic-warfare sets.
  • ON: Continuous-use equipment that honors battle short (beams, jammers, illuminators, dazzlers) keeps running past its own burst duration; each second past the limit it has a per-component chance to take self-damage. The Mk610, for example, rolls a 60% chance of 20 damage starting after 7.5 seconds
RADAR Radar Emissions Control
  • ON: Ship sensors are active.
  • OFF: Ship sensors are inactive. -25% signature.
COMM Communications Emissions Control
  • XMIT: Ship comms are active.
  • RECV: Ship sensors are inactive. -10% signature.
ESUPT Electronic Support Modules
  • ON: Passive electronic-support sensors operate.
  • OFF: Passive sensors are switched off, so this ship generates no new passive tracks. This does not reduce signature. It can be used to cut clutter once a track is held.
WCON Weapons Control
  • FREE: Ship will automatically return fire with non-missile weapons on targets that are firing at them.
  • TIGHT: Ship will not attack except when given a target.
  • HOLD: Ship will not attack, and dual-purpose weapons hold fire. Dedicated point-defense turrets, defensive missiles, and decoys still operate. Turrets will still bear on any current target.
PDTRT Point Defenses - Turrets
  • AUTO: Dedicated point defense turrets and dual-purpose weapons will target the closest missiles.
  • DEDI: Dedicated point defense turrets will target the closest missiles.
  • MAN: Point defense turrets will only shoot at designated missiles.
PDSML Point Defenses - Missiles
  • Controls the firing of interceptor missiles. Click to open policy settings.
DECOY Point Defenses - Decoys
  • LEAST: Only the lowest-capability decoy necessary to defeat a given threat will be deployed. If the missile type is unknown all decoys will be fired.
  • BEST: Only the highest-capability decoy necessary to defeat a given threat will be deployed. If the missile type is unknown all decoys will be fired.
  • AUTO: All decoys compatible with the threat will be deployed. If the missile type is unknown all decoys will be fired.
  • MAN: Decoys can only be deployed manually via the Action Menu.
PDZNE Point Defense Zone
  • AREA: Point defenses will target all missiles, prioritizing the ones threatening the ship.
  • POINT: Point defenses will target only missiles threatening the ship.

Integrity rating

A ship's integrity directly affects how resistant its components are to damage. Lots of empty space means less structural members to absorb damage and protect components. A ship with at least 60% of its slots filled (mounts, compartments, and modules) gets the full hull Damage Reduction. From 60% down to 20% fill the protection falls linearly, and at 20% fill or less it is 25% of the hull value.

Ship hulls

Ship hulls determine a ship's base stats as well as how many components it can have.

Shelter Alliance hulls

Shelter Alliance ships scale linearly. Larger ships are more resilient and carry more components but are slower and more expensive.

Name Mass (tonnes) Armor Thickness (cm) Component DR (%) Crew Crew Vulnerability (%) Structural Integrity Radar Signature (m2) Slots Modifiers Point Cost
Sprinter Corvette Class
3000 8 0 55 60 1000 2890 4 Mounts
4 Compartments
4 Modules
-20% Flank Damage Probability
+20% Sensitivity
-15% Positional Error
75
Raines Frigate Class
5000 15 5 50 60 3000 3783 4 Mounts
5 Compartments
5 Modules
-15% Flank Damage Probability
+1 Missile Programming Channels
125
Keystone Destroyer Class
8000 22 10 50 45 4000 6282 7 Mounts
7 Compartments
7 Modules
+1 Missile Programming Channels
-50% Overheat Damage Chance (Beam)
+25% Powerplant Efficiency
200
Vauxhall Light Cruiser Class
10000 26 20 75 25 5500 11727 10 Mounts
9 Compartments
9 Modules
+2 Missile Programming Channels 350
Axford Heavy Cruiser Class
13000 40 40 90 25 6500 14332 11 Mounts
11 Compartments
12 Modules
+2 Missile Programming Channels
+10% Max Repair
+20% Spacecraft Arming Speed
600
Levy Escort Carrier Class
12000 15 25 100 25 6500 16516 4 Mounts
10 Compartments
8 Modules
+50 Spacecraft Arming Speed 500
Solomon Battleship Class
21000 56 40 150 30 8000 27876 14 Mounts
16 Compartments
15 Modules
+20% Reload Time (Energy)
+20% Spacecraft Arming Speed
1000
Worden Fleet Carrier Class
19000 30 30 250 40 5000 34357 13 Mounts
20 Compartments
14 Modules
+20% Spacecraft Arming Speed 3000
Mercator Replenishment Oiler Class
18000 15 5 50 60 3000 3783 3 Mounts
8 Compartments
4 Modules
3000

Worden Fleet Carrier and Mercator Replenishment Oiler are hidden from the skirmish fleet editor. They show up when editing a campaign fleet, or after the FleetEditorShowHidden console command, which tags them HIDDEN.

Outlying Systems Protectorate hulls

Outlying Systems Protectorate are more specialized, with each ship hull being made for different roles.

Name Mass (tonnes) Armor Thickness (cm) Component DR (%) Crew Crew Vulnerability (%) Structural Integrity Radar Signature (m2) Slots Modifiers Point Cost
Ferryman Clipper Class
1500 5 0 55 60 1000 2890 3 Mounts
3 Compartments
4 Modules
-20% Flank Damage Probability 50
Draugr Clipper Class
3500 5 0 40 60 1000 4685 5 Mounts
5 Compartments
4 Modules
+1 Missile Programming Channels 100
Flathead Monitor Class
5000 48 20 40 60 1000 9869 6 Mounts
6 Compartments
7 Modules
+1 Missile Programming Channels 200
Journeyman Light Carrier Class
3000 12 20 40 60 1000 14182 3 Mounts
8 Compartments
6 Modules
300
Ocello Command Cruiser Class
12000 30 40 80 25 6500 15745 11 Mounts
9 Compartments
10 Modules
+2 Missile Programming Channels
+5% Max Repair
+10% Powerplant Efficiency
575
Marauder Line Ship Class
15000 20 35 100 75 4000 31,045–47,400 m[math]\displaystyle{ ^2 }[/math][1] 17 Mounts
9 Compartments
8 Modules
+20% Team Move Speed
+1 Missile Programming Channel
375
Moorline Line Ship Class
15000 20 20 100 75 3000 33,781–50,424 m[math]\displaystyle{ ^2 }[/math][2] 10 Mounts
9 Compartments
6 Modules
+1 Missile Programming Channels 600
  1. ↑ Fleet editor shows a placeholder 15,745.41 m² (Ocello box) before segments assemble; detection uses the assembled hull.
  2. ↑ Fleet editor shows a placeholder 15,745.41 m² (Ocello box) before segments assemble; detection uses the assembled hull.