Each module on a ship has a certain amount of hit points. Every time that module is damaged by enemy fire, the game calculates a probability of it being damaged (that probability can often be lowered via commander skills or upgrades). The probability of a critical hit that leads to damage increases for lower module health values. Once a module reaches zero health, it is destroyed.
Types of Modules
Certain upgrades and commander skills can reduce the chance of a ship's engine being disabled. The Last Stand commander skill will allow a ship's engine to continue functioning — with a penalty — even while the module is disabled. Additionally, the Propulsion Modification 1 () upgrade reduces the chance of the engine becoming disabled and reduces the automatic repair time. The Preventative Maintenance skill will also reduce the probability of losing this module by 30%, while the Basics of Survivability skill will accelerate the automatic repair by 15%.
Steering GearFound near the stern of every ship, the steering gear controls the rudder of a ship and allows it to change direction. This module can only be disabled, not destroyed. While disabled, the ship's rudder will lock in whatever position it was in when the disabling damage was received; frequently, this locks a ship into a turn that it's unable to get out of until the damage is repaired.
The Last Stand commander skill will allow a ship's steering gear to continue functioning — with a penalty — even while the module is disabled. Additionally, the Steering Gears Modification 1 () and Steering Gears Modification 3 () upgrades reduce the chance of the steering gear becoming disabled and reduce the automatic repair time. The Preventative Maintenance skill will also reduce the probability of losing this module by 30%, while the Basics of Survivability skill will accelerate the automatic repair by 15%.
Main Battery Guns
Fire Control System
Anti-aircraft mounts cannot be disabled, only destroyed; as such, the Preventative Maintenance commander skill has no effect on them. Only Auxiliary Armaments Modification 1 () can help prevent their destruction by making each mount more resilient to incoming damage.
Secondary Battery Guns
Like anti-aircraft guns, secondary battery mounts cannot be disabled, only destroyed; as such, the Preventative Maintenance commander skill has no effect on them. Only Auxiliary Armaments Modification 1 () can help prevent their destruction by making each mount more resilient to incoming damage.
Torpedoes are also found on torpedo bombers — via flight modules — but in such cases only individual aircraft or aircraft carrier itself can be destroyed. The speed of both ship-launched and aerial torpedoes can be increased by the Torpedo Acceleration commander skill.
- attack aircraft, capable of showering an enemy target with a hail of unguided rockets;
- torpedo bombers, that attack enemy ships with torpedoes;
- dive bombers, which drop either high explosive or armor-piercing bombs on enemy ships from above.
Damage to Modules
Modules have three possible states:
- Undamaged (functions normally)
- Critically damaged or disabled (temporarily not functioning)
- Destroyed (does not function for the remainder of the battle)
Damage to a module can occur when a ship receives damage; the fewer surviving hit points a module has, the higher the chance of receiving critical damage. Modules that are already critically damaged that receive large additional amounts of damage are more likely to be destroyed. Any modules that are disabled will repair automatically, or they can be immediately repaired via the Damage Control Party () consumable. In both cases, only the disabled state of the module is corrected; any hit points lost by the module are not restored.
|Type||Can be Damaged||Can be Destroyed||Found on||Number of modules on the ship|
|Hull||-||✓||Ships of all classes||One|
|Engine||✓||-||Ships of all classes||One|
|Steering Gear||✓||-||Ships of all classes||One|
|Magazine||-||✓||Ships of all classes, except aircraft carriers||Several|
|Main Battery Guns||✓||✓||Ships of all classes, except aircraft carriers||Several|
|Fire Control System||-||-||Ships of all classes, except aircraft carriers||One|
|Anti-Aircraft Guns||-||✓||Ships of all classes, depending on tier||Several|
|Secondary Battery Guns||-||✓||Most ships of all classes and some destroyers||Several|
|Torpedoes||✓||✓||All destroyers, many cruisers, and some battleships||Several|
|Flight Control||-||-||Aircraft carriers||One|
|Aircraft (fighters, dive bombers, and torpedo bombers)||-||✓||Aircraft carriers||Several|
When their health points are exhausted, modules become destroyed and cease to function for the remainder of the current battle. They are automatically restored once a ship returns to port and are fully available in later battles with no direct action required by players.
It is worth noting that for engines and rudders:
- they can not be destroyed;
- as they take damage, the chance of further damage is reduced;
- players can invest in the Last Stand commander skill in order to retain most functionality of these modules even when they are disabled.
The following penalties apply while Last Stand is active:
- Maximum engine power is reduced by 20%.
- Maximum speed of the ship is reduced by 20-25% (depending on the ship).
- Rudder shift speed is reduced by 50.
At the same time, when combined, the coefficients of the modifiers are multiplied.
Most tech tree ships offer several options for each type of module: stock (available by default) and one or more upgrades. To equip the latter you need to:
- accumulate the appropriate amount of ship experience or free experience, although it is also possible to combine them;
- have the necessary amount of credits ().
At the same time, after researching a module, the sale of the ship and its repeated purchases, it is not necessary to pump this unit.
When upgrading a module, not all parameters necessarily improve when compared to the previous one. Sometimes, both positive and negative changes occur: for example, a ship's torpedoes may become faster, but their range decreases.