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Learn more about modules. 2 Mar 2021
Wows_icon_modernization_PCM030_MainWeapon_Mod_I.png
Modules in World of Warships are used to represent and assign performance characteristics to key components of a ship: engines, steering gear, anti-aircraft guns, torpedo tubes, main battery guns, and so on. Each module aboard ship has three possible states: functioning, damaged, or destroyed. A damaged module loses function until it is repaired; a destroyed module cannot regain function. Some modules can only be damaged but not destroyed, while other modules can only be destroyed but not damaged. 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

Hull

Module_wows_hull.png
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

Module_wows_engine.png
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 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 50% penalty instead of a 20% penalty. Additionally, the Engine Room Protection : -20% to the risk of incapacitation. / -20% to repair time. 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 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.

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 Engine Room Protection : -20% to the risk of incapacitation. / -20% to repair time. and Steering Gears Modification 2 : -40% rudder shift time. / -80% repair time. 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%.

Magazine

Main article: Detonation
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. The chance of this occurring can be reduced (or eliminated entirely) by equipping appropriate upgrades and/or signal flags, such as Magazine Modification 1 : -70% risk. or Juliet Charlie (-100% to the risk of your ship's magazine detonating.).

Sonar

Module_wows_Sonar.png
Found only on submarines, the sonar allows a submarine to ping a target, thereby enabling homing for homing torpedoes. When disabled, sonar pings are unable to be emitted. The Sonar Modification 1 -25% risk of incapacitation. / -25% repair time. upgrade reduces the risk of the sonar being disabled by 25%, as well as accelerating its repair by 25%.

Main Battery Guns

Main article: Gunnery and Aiming
Module_wows_artillery.png
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 510mm 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. Skills such as Preventative Maintenance and upgrades such as Main Armaments Modification 1 -20% to the risk of main battery becoming incapacitated. / +50% to main battery survivability. / -20% to main battery repair time. / -20% to the risk of torpedo tubes becoming incapacitated. / +50% to torpedo tubes survivability. / -20% to torpedo tubes repair time. reduce the chances of main battery turrets being incapacitated or destroyed, while the Basics of Survivability skill will accelerate the automatic repair by 15% when turrets are disabled.

Fire Control System

Module_wows_suo.png
The fire control system dictates the firing range of the main battery guns. Most tech tree ships offer an upgrade to this module that increases the range by 10%. This module cannot be damaged or destroyed in combat.

Anti-Aircraft Guns

Main article: Anti-Aircraft Fire
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; as such, the Preventative Maintenance commander skill has no effect on them. Only Auxiliary Armaments Modification 1 : +100% survivability to each. can help prevent their destruction by making each mount more resilient to incoming damage.

Secondary Battery Guns

Main article: Secondary Armament
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; as such, the Preventative Maintenance commander skill has no effect on them. Only Auxiliary Armaments Modification 1 : +100% survivability to each. can help prevent their destruction by making each mount more resilient to incoming damage.

Torpedoes

Main article: Torpedoes
Module_wows_torpedoes.png
The Torpedo module consists of both torpedo tubes and torpedoes, and is most commonly the primary weapon of destroyers and submarines (although they are found on other classes of ship). 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, or depth charges in the case of submarine torpedo tubes, but like other modules, this chance can be reduced through commander skills and upgrades, such as Main Armaments Modification 1 -20% to the risk of main battery becoming incapacitated. / +50% to main battery survivability. / -20% to main battery repair time. / -20% to the risk of torpedo tubes becoming incapacitated. / +50% to torpedo tubes survivability. / -20% to torpedo tubes repair time. and Preventative Maintenance. Conversely, other upgrades may make them more vulnerable to being disabled, such as Torpedo Tubes Modification 2 : -15% reload time. / +50% risk of incapacitation..

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.

Aircraft

Main article: Aircraft
Aircraft_modules_2.png
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:
  • attack aircraft, capable of showering an enemy target with a hail of unguided rockets;
  • torpedo bombers, that attack enemy ships with torpedoes;
  • dive bombers, that drop either high explosive or armor-piercing bombs on enemy ships from above.
This module, in fact, is the "ammunition" of an aircraft carrier; each carrier has a limited reserve of aircraft on its deck. The capacity of the deck varies between ships. Individual aircraft can be destroyed by enemy anti-aircraft defenses, but this module itself cannot be damaged or destroyed by the enemy.

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:

  1. Engine: Similar to the ship's maximum HP
  2. Rudder: Roughly equivalent to 30% of the ship's maximum HP
  3. Magazine: Roughly equivalent to 50% of the ship's maximum HP
  4. Main Battery Guns: Depends on caliber; the table below lists the range of values and specific ship exceptions:
Caliber/Ship Main Battery Module HP
130 mm or less 2,000
131-160 mm 3,750
161-200 mm 5,000
211-379 mm 7,500
380 mm or greater 10,000
Sovetsky Soyuz,
AL Sov. Rossiya,
Kremlin,
Grosser Kurfürst
20,000
Stalingrad 10,000

For torpedo tubes, secondary guns, AA and sonar, their HP is randomized. The formula for their HP is as follows:

ModHP = MHP • R • (1 - RModHP, 1 + RModHP)

Where:

  • ModHP - The HP of the module
  • MHP - The base HP of the module, which can be increased by upgrades
  • R - Indicates that the final value will be randomized
  • RModHP - The range of the RNG that modifies the module's HP
  • 1± - Indicates that this value will be the highest/lowest modifiers respectively

The table below lists the RModHP, base HP, and minimum and maximum HP values for each module:

Module RModHP Base HP Minimum Possible HP Maximum Possible HP
Torpedoes 0.75 1,200 300 2,100
Secondaries 0.75 1,200[1] 300 2,100
AA 0.8 600[2] 300 1,080
Sonar --- --- --- ---

Damage to Modules

Modules have three possible states:

  1. Undamaged (functions normally)
  2. Critically damaged or disabled (temporarily not functioning)
  3. 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 PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration. consumable. In both cases, only the disabled state of the module is corrected; any hit points lost by the module are not restored.

If a turret or torpedo launcher gets incapacitated while reloading, it starts a full reload when the incapacitation ends.

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 and submarines Several
Sonar - All submarines One
Main Battery Guns Ships of all classes, except aircraft carriers and nearly all submarines Several
Fire Control System - - Ships of all classes, except aircraft carriers and submarines One
ASW mounts - - Nearly all destroyers and several cruisers Several
Anti-Aircraft Guns - Ships of all classes, depending on tier, except for submarines Several
Secondary Battery Guns - Most ships of all classes, some submarines and rarely on destroyers Several
Torpedoes All submarines, nearly all destroyers, many cruisers, and on a few battleships Several
Aircraft (attack planes, dive bombers, skip bombers, torpedo bombers, land-based aircraft) - Attack planes, dive bombers, skip bombers, torpedo bombers: Aircraft carriers and several hybrid ships (Ise, Tone, Kearsarge, Nebraska, Delaware, Louisiana and Halford); Land-Based Aircraft: All battleships and many cruisers without ASW mounts (ASW planes), tech tree Dutch cruisers, premium Dutch cruiser Van Speijk and premium Dutch destroyer Tromp (Airstrike) 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%.

Protecting Modules

There are various upgrades, flags, and commander skills that increase the efficiency or survivability of modules.

For example: The Main Armaments Modification 1 -20% to the risk of main battery becoming incapacitated. / +50% to main battery survivability. / -20% to main battery repair time. / -20% to the risk of torpedo tubes becoming incapacitated. / +50% to torpedo tubes survivability. / -20% to torpedo tubes repair time. upgrade reduces the risk of the main battery and torpedo tubes being incapacitated by 20%, reduces the repair time of the aforementioned modules by 20%, adds a 50% survivability bonus to the main battery and torpedo tubes.

Upgrading Modules

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 (Credits).

Once unlocked, an upgrade module need never be unlocked again. The stock module can be sold to recover some of the cost of the new.

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 decrease.

References

  1. Kremlin's secondary guns have half the base HP, at 600.
  2. Kremlin's AA guns have half the base HP, at 300.
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