Modules
Contents
Types of Modules
Hull
A ship's hull characterizes the strength of the ship and determines the size of its health pool. It contains a variety of important sub-modules such as anti-aircraft guns, secondary battery guns, and the steering gear. In the event of a damage, health points are reduced and when they reach zero, the ship will be destroyed.Engine
The engine propels the ship, and is rated by horsepower. Some ships offer an upgraded, more powerful version, which increases the speed and dynamics of acceleration/deceleration. The engine can receive critical damage and be disabled; while disabled, it will only operate at 20% power. Certain commander skills can reduce the chance of a ship's engine being disabled.Steering Gear
Found 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.Magazine
Buried within a ship's citadel spaces are the magazines, where ammunition is stored. They are typically located directly underneath main battery turrets, below the waterline. Magazines cannot be disabled, they can only be destroyed. They are sensitive modules; when one of a ship's magazines is destroyed, so is the ship itself.Main Battery Guns
The main battery guns are artillery units under the control of the player. The shell diameter of the main battery varies by class. Destroyers have main battery guns up to 150mm; cruisers vary between 102mm and 240mm; battleships start at 283mm and go as high as 460mm diameter shells. For the latter two classes the main battery guns are their primary weapons, but main battery turrets can potentially be damaged or destroyed under enemy fire.Fire Control System
The fire control system dictates the firing range of the main battery guns. Most high-tier destroyers and cruisers offer the possibility to equip this module that increases the main battery range by 5%. This module cannot be damaged or destroyed in combat.Anti-Aircraft Guns
Anti-aircraft guns serve to defend a ship from hostile aircraft, primarily enemy bombers. They are not controlled by the player, and will automatically fire upon enemy aircraft within range. Anti-aircraft guns may include machine guns, small caliber cannons (20mm - 40mm), or larger caliber guns (76mm - 155mm). Many types of anti-aircraft mount are exposed and highly vulnerable to incoming fire, and can be destroyed by shells or bombs. Anti-aircraft mounts cannot be disabled, only destroyed.Secondary Battery Guns
A ship's secondary battery typically consists of a series of guns mounted along the sides of the superstructure that are smaller than the main battery. They are commonly found on battleships, aircraft carriers and most cruisers, but even a few destroyers have some. These guns are not controlled by the player; instead, they fire automatically at ship(s) that enter their range, assisting in the destruction of enemy vessels. They are generally short-ranged weapons that are highly inaccurate — though their range and accuracy can be buffed through a variety of upgrades and skills — and can be destroyed by shells or bombs. Like anti-aircraft guns, secondary battery mounts cannot be disabled, only destroyed.Torpedoes
The Torpedo module consists of both torpedo tubes and torpedoes, and is most commonly the primary weapon of destroyers (although they are found on other ship classes). The characteristics of this module include not only damage, speed, and range, but also reload time and traverse speed. A torpedo tube can be disabled or destroyed by enemy shells or bombs, but like other modules, this chance can be reduced through commander skills and upgrades.Aircraft
Player-controlled aircraft are only available for aircraft carriers; subsequently, this module type is exclusive to that class of ship. The module provides access to three types of aircraft:- skip bombers, that drop high explosive from a low altitude which bounce off of the water
- torpedo bombers, that attack enemy ships with torpedoes;
- dive bombers, that drop either high explosive or armor-piercing bombs on enemy ships from above.
Module HP
Every module has an HP value assigned to it. For the engine, rudder, magazine and main battery guns, their HP is fixed, and is as follows:
- Engine: Similar to the ship's maximum HP
- Rudder: Roughly equivalent to 30% of the ship's maximum HP
- Magazine: Roughly equivalent to 50% of the ship's maximum HP
- Main Battery Guns: Depends on caliber
For torpedo tubes, secondary guns and AA their HP is randomized.
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, which takes a certain amount of time, or they can be immediately repaired via the Damage Control Partyconsumable. In both cases, only the disabled state of the module is corrected; any hit points lost by the module are not restored.
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;
- for destroyers, players can invest in the Unstoppable legendary commander skill in order to retain most functionality of these modules even when they are disabled.
Protecting Modules
There are various upgrades and commander skills that increase the efficiency or survivability of modules. For example, the Armament Durability Mod. 1 module (available in the first slot for french battleships) reduces the risk of main battery, secondary and AA guns being incapacitated.
Upgrading Modules
Most tech tree ships offer several options for each type of module: stock (available by default) and one upgrade. 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
Epic and Legendary Modifications
Some modifications can be ugraded to the Epic or Legendary status. If a modification has one these statuses, it will provide significant bonuses to the ship it is equipped on during battle. Currently, only the following modifications can be upgraded:
- Main Battery Mod. 3
- Secondary Battery Mod. 3
- Torpedo Launchers Mod. 3
- Gun Fire Control Mod. 2
- Artillery Plotting Room Mod. 2
A modification upgrade applies to only one copy, which means that if one wants to get multiple ships with an Epic Main Battery Mod. 2 module, they will have to upgrade them individually. They can only be upgraded using Steel. To upgrade a modification, first install it onto the ship of your choice. Then, you can upgrade it like you would upgrade a crafted camouflage.
Epic
Normal modifications can be upgraded to Epic for 500 Steel each. Once in battle, they provide an additional bonus for every 30 000 damage dealt to enemy (can stack up to 5 times per battle, so 150 000 damage for a maximum bonus).
Legendary
Epic modifications can be upgraded to Legendary for 2000 Steel each. Once in battle, the provide an additional bonus for every enemy ship destroyed (can stack up to 5 times per battle, so 5 kills for a maximum bonus). Legendary modifications provide both the Epic and Legendary bonuses.
Modification | Epic (per stack) | Legendary (per stack) |
---|---|---|
Gun Fire Control System Mod. 2 | +2% to main battery range | +5% to main battery damage |
Artillery Plotting Room Mod. 2 | −2% to dispersion of main battery shells | +5% to main battery damage |
Main Battery Mod. 3 | −2% to main battery reload time | +5% to main battery damage |
Secondary Battery Mod. 3 | −5% to secondary battery reload time | +5% to secondary battery damage |
Torpedo Launchers Mod. 3 | −2% to torpedo reload time | +5% to torpedo damage |