Ship:ocello

| Ocello Class Command Cruiser | |
|---|---|
| Point Cost | 575 |
| Mass | 12000 tons |
| Armor Thickness | 30 cm[1] |
| Internal Density | 1.2 cm/m |
| Component DR | 40% |
| Max Repair | 15% |
| Dimensions | 210x50x75 m |
| Crew Vulnerability | 25% |
| Structural Integrity[2] | 6500 |
| Radar Signature | 15745.4 m[math]\displaystyle{ ^2 }[/math] |
| Slots | 11 Mounts 11 Compartments 12 Modules |

Modifiers
Missile Programming Channels: +2 Max Repair: +5% Powerplant Efficiency: +10%
Unlike every other OSP ship, the Ocello has access to ANS equipment. It has also been balanced around using the ANS equipment specifically, both as a hull and in what it can bring to the wider team comp, so in 90% of cases when you have a choice between the ANS equipment and the OSP equipment, you should be picking ANS.
Mounts

The Ocello has
* 3 Class 4 Mounts * 4 Class 2 Mounts * 4 Class 1 Mounts
Mounts 1 2 and 3
These C4 mounts should consist of your main battery.
Having access to ANS equipment becomes most important for your mount choices. Although the class 4 mounts of the Ocello can technically equip things like the T30 Cannons or T81 Plasma Cannons, you will notice it can fit far fewer of these turrets than other capital hulls on OSP can. In contrast, no other OSP hull can equip the Mk66 Cannons or even Mk65 Cannons. These ANS turrets will provide you the firepower you would normally expect out of an ANS capital, as opposed to merely bringing one Monitor's worth of fire power if you equip it with OSP turrets.
Point Defense
Given the Ocello's access to ANS equipment, it is the only OSP hull with access to the Mk90 'Aurora' continuous laser and the Mk95 'Sarissa' coilgun point defense turrets, which are very valuable for a team to have. Other OSP hulls have access to existing Flak (P20 'Bastion') and 20mm (P11 'Pavise') point defense turrets, and indeed the OSP versions of those tools are just better than their ANS equivalents in the Mk25 'Rebound' PDT/Mk29 'Stonewall' PDT and Mk20 'Defender' PDT.
Much like Cobalt Squadron, most double CC fleets can afford to dedicate 4 of their C2 and C1 mounts per ship to point defense.[3] Which exact 4 mounts you chose mostly boils down to what arcs you want them to have. Mounts 4 5 as the side C2 mounts, Mounts 8 9 as the side C1 mounts, and mounts 8 9 as the top and bottom C1 mounts. Any combination of these will provide 4 PDTs firing forward, but as you get into the side or top/bottom profile the arcs will differ. Cobalt Squadron chooses full side-mounted PD, in mounts 4 5 8 and 9. This provides 4 turrets forwards of course as well as up and down, but only 2 turrets can fire off to either side, which is the most common form of carrier or cruise missile attack. A diamond configuration, using mounts 8 9 paired with any two of the side mounts, compromises and allows 3 turrets to fire both to the sides and up/down.
Mounts 4 and 5
These are the only C2s with good forward arcs on the Ocello. While they can be greeded with side-arms as on Greedfords, the increase in anti-light firepower and DPS is not as significant.[4] These mounts are the only good ones for Mk95 'Sarissa' PDTs, a very powerful PDT that can shut down most craft attacks over open space as well as direct S3H strikes, such as the Linebacker Ocello killers that TF Birch carries. Since the Ocello is the only OSP hull that can take this turret, it is a very good pick. These mounts are also the only good ones for Mk29 'Stonewall' PDTs, which is a great opportunity to take anything other than the Mk29 'Stonewall' PDT. Do not take the Mk29 'Stonewall' PDT on your Ocellos.
Mounts 6 7
These C2 mounts are the Ocello's backpack mounts, and should consist of softkill equipment like a comms jammer,[5] VLS-1-46, or VLS-2 for Killjoy jammer decoys. Mount 7 is the safest Bullseye mount.
Mount 9
This nose C1 mount is the best position for a E55 'Floodlight' Illuminator, as it can easily point backward at mounts 10 and 11. As the furthest forward mount, it provides the best range and field of view for the RF101 'Bullseye' Radar, but is correspondingly vulnerable to fire. It is also an excellent spot for a PDT mount.
Compartments
The Ocello's compartments can be divided into 2 groups
The Nose-stack

Frontline Ocellos such as those found in Cobalt Squadron seek to reinforce the nose with high DT components to be as durable under gunfire as possible. While this can be done by stacking Reinforced DC Lockers, the cheaper and almost as effective option is filling it with a your pick of Auxiliary Steering(s), Reinforced CIC, Reinforced Magazine, Damage Control Central, and Reinforced DC Locker, depending on what compartments you want to place in the safe-stack. Compartments 8 and 9 are the safest of this stack, and sometimes live longer than compartments 1 and 4 in the Safe-stack. As such, they are a good spot for reinforced components that are still important for your ship's operation, like Reinforced CIC and Reinforced Magazine.
And The Safe-stack

The Safe stack consists of the hardest to reach compartments on an Ocello. Of these, Compartments 2 and 3 are the safest, typically Large DC Locker/Basic CIC/Bulk Magazine[6] components to take advantage of the safety of the compartments. Obviously you can't fit all 3 in those two compartments, so some compromise will have to be found. Compartments 1 and 4 split damage with their respective turrets and compartment 5 being exposed in the bridge. These less-safe slots should contain your useful but non-essential components, such as a Gun Plotting Center, Small DC Locker, or a redundant Basic CIC. Additionally, placing a Rapid DC Locker team in slot 1 will make it the first team to be called upon.
Modules

The Ocello has
* 1 Large Drive Module * 2 Small Drive Modules * 3 3x3 Modules * 4 2x2 Modules
Given the Ocello's access to ANS equipment, it is the only OSP hull with access to ANS Drives and reactors. Generally, ANS small drives are better than their OSP equivalents, and the Ocello's Large Drive slot is not large enough to equip OSP's large drives. On the other hand, ANS ships do not have access to the Boosted Reactor, a piece of kit they dearly wish they had.
For Frontline combat ships, the 3x3 Modules will typically be FR3300 Micro Reactors to power the ship. On Ambush combatants, they may be Missile Programming Bus Arrays to increase missile salvo size.
Your choice of radar will end up in one of the front 2x2 modules under the Nose-stack, either modules 8 9 and 10, where it will help split damage with its high HP pool and damage threshold, protecting the 2x2 modules behind it. Alternatively, if you can afford the power generation loss, the 3x3 Module 6 has the best damage splitting potential.
For Frontline combatants, your Ocello will need an appropriate amount of Ammunition Elevators, between 4-5. All or all but one of these will be in the 2x2 modules.
Drive Setup
There are many ways to set up an Ocello's drive, and the best way will depend on the role you are building the ship for.
Raider Drives provide the best linear thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging.
Whiplash Drives provide the best top speed, allowing you to reposition across the map quickly. The Sundrive, while slightly faster, is extremely fragile and hurts your angular thrust enough to matter.
Yard Drives provide the best angular thrust (AT) and also a small bump to linear thrust, allowing your ship to pivot and change its heading and roll quickly.
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 Draugr or Ferryman
FR4800 Reactors/Boosted Reactor fit into the small drive slots, allowing you to reclaim 3x3 modules for other uses if needed, instead of those modules containing FR3300 Micro Reactors.
For Frontline combat ships, the two best drive setups are Raider-whip for more mobile ships and Raider-raider for less mobile but tankier combatants. Ships that need to save costs will sometimes drop one of these drives for another FR4800 Reactors/Boosted Reactor, taking a corresponding drop in capability.
Ambush combatants may find themselves appreciating the Whip for its large power generation and high speed.
Propulsion Stats
| Base Stats | |
|---|---|
| Top Speed | 20 m/s |
| Flank Speed | 30 m/s |
| Flank Damage Probability | 5% |
| Linear Thrust | 14 MN |
| - Side Thrusters | 75% |
| - Fore Thrusters | 85% |
| - Main Thrusters | 100% |
| Acceleration Time | 17.34 s |
| Angular Thrust | 2.2 MN |
| Theoretical Turn Rate | 5.73 deg/s |
| Actual Max Turn Rate | 1.06 deg/s |
| Estimated 180 deg Turn | 180 s |
| Estimated 180 deg Roll | 40 s |
| Raider-whip | |
|---|---|
| Top Speed | 24 m/s (+20%) |
| Flank Speed | 36 m/s (+20%) |
| Flank Damage Probability | 6.81% (+36.18%) |
| Linear Thrust | 18.2 MN (+30%) |
| - Side Thrusters | 75% |
| - Fore Thrusters | 85% |
| - Main Thrusters | 100% |
| Acceleration Time | 16.05 s |
| Angular Thrust | 1.76 MN (-20%) |
| Theoretical Turn Rate | 4.87 deg/s (-15%) |
| Actual Max Turn Rate | 0.84 deg/s (-20%) |
| Estimated 180 deg Turn | 223 s (+23.62%) |
| Estimated 180 deg Roll | 48 s (+18.8%) |
| Raider-raider | |
|---|---|
| Top Speed | 20 m/s |
| Flank Speed | 30 m/s |
| Flank Damage Probability | 9.8% (+96.08%) |
| Linear Thrust | 22.07 MN (+57.65%) |
| - Side Thrusters | 75% |
| - Fore Thrusters | 85% |
| - Main Thrusters | 100% |
| Acceleration Time | 11.03 s |
| Angular Thrust | 2.2 MN |
| Theoretical Turn Rate | 5.73 deg/s |
| Actual Max Turn Rate | 1.06 deg/s |
| Estimated 180 deg Turn | 181 s |
| Estimated 180 deg Roll | 40 s |
Radar Signature: 15745.4 m[math]\displaystyle{ ^2 }[/math]
| Detected by | Detection Range (km) |
|---|---|
| R400 'Bloodhound' LRT Radar | 14 km |
| R550 Early Warning Radar | 17.17 km |
| Bulwark Huntress | 10 km |
| Ithaca Bridgemaster | 8.5 km |
| RM50 'Parallax' Radar | 9.5 km |
| RS41 'Spyglass' Radar | 11.5 km |
| RS35 'Frontline' Radar | 8 km |
| Wake Signature Strength | 350 |
| Fore-Aspect Validated by THERM | VALIDATED |
| Validated After Main Engine Shutoff | 7.5 s[7] |
Builds
450mm Ocello:
250mm Ocello & Light Raid Cruiser:
Direct S2 Missile Ocello & S2cello:
These command/backup straight-runners for the majority of their missiles, and lean much more into the ambush role
Direct S3 Missile Ocello & Torpcello:
Azurite's Torpcello
These command/backup straight-runners for the majority of their missiles, and lean much more into the ambush role.
- ↑ With the maximum 2.5 angling multiplier, this reaches 75 cm
- ↑ Damage to Structure hitbox required to break structure
- ↑ Or 3, depending on which mount you cut to place the L50 'Blackjack' Laser Dazzler
- ↑ due to not getting 120mm HE-RPF Shell and ANS having heavier armor on average, respectively.
- ↑ Either the E70 'Interruption' Jammer or J75 'Warbler' Jammer works; the increased range of the Interrupt makes it stronger against longer ranged weaker antenna attacks like Ocello Killers from TF Birch, while the Warbler's increased power is stronger against threats already in range like Claymore Bombers or threats with stronger antennas, like Axford's with their integrated CR75
- ↑ A Gun Ocello should be able to fit its entire combat load into one ref mag and one bulk mag
- ↑ When equipped with the single FM580 'Raider' Drive, such as in Cobalt Squadron, the Ocello is validated for 9.0 seconds after main engine shutoff. When equipped with a more standard Raider-raider setup, an Ocello is validated for 9.77 seconds.


