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 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 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 and Steering Gears Modification 2 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
Sonar
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 upgrade reduces the risk of the sonar being disabled by 25%, as well as accelerating its repair by 25%.Main Battery Guns
Fire Control System
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
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
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
- 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.
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; 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:
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:
- 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 Party 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 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 ().
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.