Difference between revisions of "Modules"
(Filled out the Weapons section, dividing weapons or weapon categories into their respective damage types.) |
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====[[Crew Modules|Crew]]==== | ====[[Crew Modules|Crew]]==== | ||
{| class="wikitable" | |||
|+Berth | |||
!Maintenance cost | |||
!Weight | |||
!HP | |||
!Supply required | |||
!Crew supplied | |||
!Cost | |||
|- | |||
!3 | |||
!15 | |||
!40 | |||
!1 | |||
!3 Airsailors | |||
!17 | |||
|} | |||
{| class="wikitable" | |||
|+Quarters | |||
!Maintenance cost | |||
!Weight | |||
!HP | |||
!Supply required | |||
!Crew supplied | |||
!cost | |||
|- | |||
|8 | |||
|40 | |||
|100 | |||
|3 | |||
|12 Airsailors | |||
|46 | |||
|} | |||
{| class="wikitable" | |||
|+Cultist Cell | |||
!Maintenance cost | |||
!Weight | |||
!HP | |||
!Supply required | |||
!Crew supplied | |||
!Cost | |||
|- | |||
|2 | |||
|15 | |||
|40 | |||
|1 | |||
|5 Cultists | |||
|17 | |||
|} | |||
{| class="wikitable" | |||
|+Cultist Quarters | |||
!Maintenance cost | |||
!Weight | |||
!HP | |||
!Supply required | |||
!Crew supplied | |||
!Cost | |||
|- | |||
|5 | |||
|40 | |||
|100 | |||
|3 | |||
|15 Cultists | |||
|46 | |||
|} | |||
====[[Command Modules|Command]]==== | ====[[Command Modules|Command]]==== | ||
{| class="wikitable" | |||
|+Bridge | |||
!Weight | |||
!HP | |||
!Command provided | |||
!Operators needed | |||
!Recommended crew | |||
!cost | |||
|- | |||
|50 | |||
|200 | |||
|6 | |||
|3 | |||
|3 | |||
|46 | |||
|} | |||
{| class="wikitable" | |||
|+Cockpit | |||
!Weight | |||
!HP | |||
!Command provided | |||
!Operators needed | |||
!Recommended crew | |||
!Cost | |||
|- | |||
|20 | |||
|80 | |||
|1 | |||
|1 | |||
|1 | |||
|12 | |||
|} | |||
{| class="wikitable" | |||
|+Command Center | |||
!Weight | |||
!HP | |||
!Command provided | |||
!Operators needed | |||
!Recommended crew | |||
!Additional effects | |||
!Stacks with | |||
!Cost | |||
|- | |||
|250 | |||
|800 | |||
|20 | |||
|12 | |||
|12 | |||
|Increases command of all ships by 30% | |||
|Targeting computer | |||
|278 | |||
|} | |||
====[[Targeting Modules|Targeting]]==== | ====[[Targeting Modules|Targeting]]==== |
Revision as of 16:29, 28 July 2023
Every Airship, Landship, and Building in the game is made up of different components called Modules that the player can place freely in the Ship Designer.
Command and Crew
Crew
Maintenance cost | Weight | HP | Supply required | Crew supplied | Cost |
---|---|---|---|---|---|
3 | 15 | 40 | 1 | 3 Airsailors | 17 |
Maintenance cost | Weight | HP | Supply required | Crew supplied | cost |
---|---|---|---|---|---|
8 | 40 | 100 | 3 | 12 Airsailors | 46 |
Maintenance cost | Weight | HP | Supply required | Crew supplied | Cost |
---|---|---|---|---|---|
2 | 15 | 40 | 1 | 5 Cultists | 17 |
Maintenance cost | Weight | HP | Supply required | Crew supplied | Cost |
---|---|---|---|---|---|
5 | 40 | 100 | 3 | 15 Cultists | 46 |
Command
Weight | HP | Command provided | Operators needed | Recommended crew | cost |
---|---|---|---|---|---|
50 | 200 | 6 | 3 | 3 | 46 |
Weight | HP | Command provided | Operators needed | Recommended crew | Cost |
---|---|---|---|---|---|
20 | 80 | 1 | 1 | 1 | 12 |
Weight | HP | Command provided | Operators needed | Recommended crew | Additional effects | Stacks with | Cost |
---|---|---|---|---|---|---|---|
250 | 800 | 20 | 12 | 12 | Increases command of all ships by 30% | Targeting computer | 278 |
Targeting
Medical
Lift
All airships require lift generating modules to remain airborne utilizing the power of Suspendium.
Energized Suspendium
Suspendium chambers are coal fed internal modules that come in various sizes, generally the most durable and compact means of generating lift
Supendium Dust Tanks
Suspendium Dust Tanks are cheap, but bulky and vulnerable external modules and are the only option available in Tier 0
Pressurized Suspendium Dust Tanks
A more compact, maintenance free means of producing lift that can be armored but is fragile and vulnerable to explosions.
Moon Disk Fragments
A rare reward for defeating Moon Disks. A very large, expensive but efficient lift generating module
Propulsion
Airships and Landships require different modules to move.
Airship Propulsion
Propellers & Engines
Propellers and External engines provide large quantities of propulsion at the expense of requiring coal.
Sails
Sails come in external and internal variations and provide a cheap but crew and space intensive way of generating lift.
Landship Propulsion
Tracks
Mech Legs
Resources
Ammunition
Weapons need to be supplied with ammunition that is carried from Ammo Stores by crewmen. Each store provides a limited amount of ammunition for use over the course of a battle
Coal Stores
Some modules (such as Engines and Suspendium Chambers) require coal for operation, crew will carry coal from these stores to keep these modules operational, each store provides a limited amount of coal for use over the course of a battle
Repairs
Repair modules house parts that crew will use to repair damaged modules, each repair module houses a limited stock of parts to be used over the course of a battle
Supplies and Cargo
Airships and Landships require a certain amount of supplies to operate on the campaign map and deploy to battle based on the modules used in their construction, supply hatches and cargo door modules are used to meet that need and cargo holds can be used to expand the total supply of a fleet.
Fire Suppression
Vessels that have been set on fire in combat require crew to source water from Fire Points or Fire Extinguishers to put out the blaze
Weapons
Armaments for vessels come in many shapes and sizes, dealing either Piercing or Blast damage
Piercing Weapons
The most common weapon types within Airships: Conquer the Skies, all of them deal varying amounts of Piercing damage with modest or slow fire rates.
Rapid-fire weapons that deal high DPS to exposed modules but are weak against armor.
Simple, small arms fitted onto the ship, one of the earliest weapons empires will have access to.
Simple torsion weapon that launches large bolts. Also one of the earliest weapons empires will have.
Heavy objects attached to the bottom of your ship, with the intent of dropping them on your enemy.
Powerful weapons that harness the power of Suspendium.
Long, metal tentacles that grab sailors through windows or open holes within the armor.
Blast Weapons
Inaccurate but powerful blast weapons.
Slow but extremely devastating to anything immobile or slower than a snail.
Powerful weapons that spew fire onto ships at close range.
Drops bombs from above onto ships below.
Slow moving explosive charges that rise up to explode on enemy ships.
Large and very close range weapon, good at shredding anything it comes into contact.
Mixed Damage
Unlike the majority of weapons, these armaments deal both Piercing and Blast damage.
A large cannon that deals a little Piercing damage and a lot of Blast damage.
Anti-air weapon that's good at shooting troops and lightly-armored ships alike.
Other Damage
A couple other weapons use special damage types unique to them.
Deals both Blast damage and Direct damage to armor.
Uses a special damage type that attacks and disables Suspendium-reliant modules specifically.
Has a unique 'Hardness' value that makes them good for ramming enemy ships.
Troops
Guards
Low Cost defensive troops that are incapable of boarding but can fight off boarders
Boarding Troops
Boarding troops are capable of assaulting and capturing other vessels through various means while also defending their parent vessel from enemy boarders.
Aircraft
Airships can host various forms of smaller craft that can harrass or destroy enemies from long range and outside the vessel's typical service cieling.
Hussars
Low Tech miniature airships housing a heavy-rifle wielding Hussar.
Fighters
Triplanes and Biplanes are primarily used to shoot down other aircraft but are capable of damaging larger vessels in a pinch.
Bombers
Bomber aircraft can deliver bombs or torpedos that are very damaging against larger enemy vessels.