Consumables
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The tables below contain base values only. Commander skills, signal flags, and upgrades can change these values. For example, the signal flag November Foxtrot () reduces the cooldown times of all consumables by 5%. The Superintendent skill for cruisers and destroyers adds one additional charge for each consumable. Other skills and signals affect only certain consumables. The upgrades Ship Consumables Modification 1 and Squadron Consumables Modification 1 increase the action times of ship and squadron consumables, respectively. Finally, for some consumables, there is also a special upgrade that increases its action time.
Contents
- 1 Gunships
- 1.1 Damage Control Party
- 1.2 Repair Party
- 1.3 Catapult Fighter
- 1.4 Spotting Aircraft
- 1.5 Smoke Generator
- 1.6 Crawling Smoke Generator
- 1.7 Exhaust Smoke Generator
- 1.8 Engine Boost
- 1.9 Main Battery Reload Booster
- 1.10 Torpedo Reload Booster
- 1.11 Hydroacoustic Search
- 1.12 Defensive AA Fire
- 1.13 Surveillance Radar
- 1.14 Submarine Surveillance
- 2 Aircraft Carriers
- 3 Carrier Squadrons
- 4 Submarines
- 5 Notes
- 6 Links
Gunships
Damage Control Party
Damage Control Party is the basic consumable found on all ships. It instantly repairs all module incapacitations, extinguishes fires, and stops floods. While it is active enemy submarine-launched torpedoes cannot home.
Repair Party
The ship's Repair Party restores the ship's hit points by repairing damage.
Catapult Fighter
When activated, the Catapult Fighter consumable deploys a group of fighters from the ship's catapult to defend the ship against air attack.
Spotting Aircraft
Similar to the Catapult Fighter consumable, the Spotting Aircraft consumable launches a plane from the ship's catapult. The unarmed Spotting Aircraft increases the range of the ship's main battery and gives an "aerial" perspective when scoping.
Smoke Generator
The common Smoke Generator emits vision-obscuring smoke that can hide ships or block the view through a choke point.
Crawling Smoke Generator
With similarities to both the base Smoke Generator and the Exhaust Smoke Generator, the Crawler Smoke Generator deploys smoke to conceal the ship while the ship moves at up to 1/4 speed.
Exhaust Smoke Generator
Found exclusively on Italian ships, the Exhaust Smoke Generator deploys smoke to conceal the ship. What makes this type of generator unique is that it generates a screen that covers the ship while it moves at up to full speed. Other generators require that the ship move slowly or not at all to stay within the smoke screen.
Engine Boost
The Engine Boost consumable enhances the ship's engine power and top speed.
Main Battery Reload Booster
A Main Battery Reload Booster briefly reduces the reload time of the ship's main battery. The quick reload may allow the battery to fire one or more knockout salvos in a critical situation.
A similar thing is Burst Fire.
Torpedo Reload Booster
Activating a Torpedo Reload Booster instantly reduces the ship's torpedo reload time. (The Booster will not activate if a mount is not reloading.) A captain can use the Booster immediately after firing all of his torpedoes, then fire a full salvo again in short order. This often surprises an enemy who feels safe after dodging the first salvo.
Hydroacoustic Search
The Hydroacoustic Search consumable increases the ability of the ship to detect other ships and torpedoes. It detects submarines at maximum depth at a range of 2 km.
Defensive AA Fire
Defensive AA Fire temporarily increases the continuous damage of anti-aircraft guns.
Surveillance Radar
Surface-search or Surveillance Radar expands the range at which the ship can detect other ships, without regard to line-of-sight obstacles such as smoke, terrain, or weather.
Submarine Surveillance
The Submarine Surveillance consumable detects submarines that are at underwater and periscope depths, ignoring terrain and smoke.
SUBMARINE SURVEILLANCE | ||||||||
---|---|---|---|---|---|---|---|---|
Ship | Tier | Nation(s) | Submarine Detection Range | Action Time | Cooldown | Charges | ||
Tech-tree cruisers and their clones | V – VI | 5.00 km | 20 s | 120 s | 3 | |||
Delhi, Hobart | V - VI | 6.00 km | 20 s | 120 s | 3 | |||
Tech-tree cruisers and their clones | VII – VIII | 6.00 km | 20 s | 120 s | 3 | |||
Uganda, Auckland |
VII - VIII | 7.00 km | 20 s | 120 s | 3 | |||
Tech-tree cruisers and their clones | IX – X, ★ | 7.00 km | 20 s | 120 s | 3 | |||
Encounter, Cerberus |
IX – X | 8.00 km | 20 s | 120 s | 3 |
Aircraft Carriers
Aircraft carriers have only two consumables, neither of which can be activated by the player. They activate automatically at need.
Damage Control Party
Just as with gunships, a carrier's Damage Control Party extinguishes fires, halts flooding, repairs damaged modules, and clears sonar pings. It activates at need.
CAP Fighters
CAP Fighters are carrier-based fighters that orbit the ship and attack enemy aircraft that come within range. They are deployed automatically by the carrier in self-defense.
Carrier Squadrons
These consumables are accessed from carrier-based strike squadrons. They are all player-controlled.
Engine Cooling
Activating the Engine Cooling consumable extends the engine boost time of aircraft. It is found on all strike aircraft.
Patrol Fighters
Patrol Fighters are carrier-based fighters identical to CAP Fighters but with a different mission — to defend a strike squadron.
Aircraft Repair
Similarly to the Repair Party on gunships, the Repair consumable on aircraft carrier squadrons partially restores squadron aircraft HP.
Smoke Curtain Generator
The Smoke Curtain Generator on aircraft carriers works the same as with smoke generators on surface ships, but uses the aircraft to direct the smoke screen.
Submarines
Damage Control Party
The Damage Control Party consumable immediately stops fires and floods and repairs damaged modules. While it is active enemy submarine-launched torpedoes cannot home, and the fuel system cannot leak oil.
DAMAGE CONTROL PARTY | |||||
---|---|---|---|---|---|
Submarine | Tier | Nation(s) | Action Time | Cooldown (seconds) | Charges |
All | VI - X | 15 sec | 60 | 3 | |
All | VI - X | 5 sec | 60 | 3 | |
U-4501 | X | 15 sec | 60 | 3 |
Hydrophone
The Hydrophone consumable allows submarines to immediately reveal (but not detect) ships in range, also through land and smoke. The consumable can be activated at any depth; however, it only reveals ships and submarines that are at periscope depth or on the surface (not maximum depth). When a submarine player activates it, this happens:
- the player sees static (non-moving), flashing circles at the enemies' positions for a very short time. If the enemy is on the surface and in the line of sight, the player also sees the enemy's silhouette for about 6 seconds.
- the last known positions of the revealed enemies are updated on the minimap for the submarine player's team.
The revealed enemies are not informed. So it does not detect but "semi-detects" enemies.
HYDROPHONE | |||||||||
---|---|---|---|---|---|---|---|---|---|
Submarine | Tier | Nation(s) | Ship Bearing Range | Reveals ships' positions | Action Time | Cooldown | Charges | ||
All | VI - VIII | 8.00 km | 6 s | 1 s | 60 s | Unlimited | |||
All | X | 9.00 km | 6 s | 1 s | 60 s | Unlimited | |||
I-56 | VIII | 7.00 km | 6 s | 1 s | 80 s | 1 | |||
All | VI - VIII | 7.00 km | 6 s | 1 s | 80 s | Unlimited | |||
K-1 | X | 7.00 km | 6 s | 1 s | 80 s | Unlimited | |||
All | X | 8.00 km | 6 s | 1 s | 80 s | Unlimited | |||
Undine | VI | 6.00 km | 6 s | 1 s | 30 s | 4 | |||
Sturdy, Alliance |
VIII | 6.00 km | 6 s | 1 s | 30 s | 5 | |||
Thrasher | X | 6.00 km | 6 s | 1 s | 30 s | 6 |
Submarine Surveillance
The Submarine Surveillance consumable detects submarines that are at underwater and periscope depths, and goes through land and smoke. For submarines, the consumable is unvailable at the start of the match. It becomes ready only after the preparation time.
SUBMARINE SURVEILLANCE | |||||||||
---|---|---|---|---|---|---|---|---|---|
Submarine | Tier | Nation(s) | Submarines' Spotting Range | Preparation Time | Action Time | Cooldown | Charges | ||
All | VI - X | 6.00 km | 330 s | 60 s | 120 s | Unlimited | |||
All | VI - X | 9.00 km | 330 s | 60 s | 120 s | Unlimited | |||
U-4501 | X | 6.00 km | 330 s | 60 s | 120 s | Unlimited | |||
S-1 | VI | 7.00 km | 290 s | 20 s | 80 s | Unlimited | |||
L-20 | VIII | 9.00 km | 290 s | 25 s | 80 s | Unlimited | |||
S-189 | VIII | 9.00 km | 290 s | 60 s | 80 s | Unlimited | |||
K-1 | X | 10.00 km | 275 s | 30 s | 60 s | Unlimited |
Enhanced Rudder Gears
The Enhanced Rudder Gears consumable decreases the diving plane shift time and thus the dive and ascent times.
Reserve Battery Unit
The Reserve Battery Unit consumable preserves dive capacity. While active, dive capacity does not decrease.
Repair Party
Like the one found on gunships, a submarine's Repair Party restores the submarine's hit points by repairing damage. However, it can only be used when the submarine is on the surface.
Notes
With Update 0.9.4 all base consumables were removed from the game and all "premium" consumable became free.
As of Update 0.8.0, aircraft can no longer spot enemy torpedoes and players controlling aircraft carriers (not including the strike aircraft) do not have to (i.e. cannot) manually activate their consumables. Aircraft characteristics.
- ↑ Heal rate is the percentage of the ship's full Health Points repaired per second.
- ↑ Ship HP restore is the percentage of normal damage taken (full penetrations and torpedo hits that don't hit the torpedo protection) that can be repaired.
Links
- Shiptool.st: Ships and their consumables.