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Flawless noob/sandbox/update modules

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Learn more about modules. 1 Mar 2024
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 critically 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 will become critically damaged and will become functional again after a fixed duration.

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 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 : -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%.

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 -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
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 critically damaged 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, while the Basics of Survivability skill will accelerate the automatic repair by 15% when turrets are disabled.

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

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 mounts 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
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 critically damaged by enemy shells, 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 the 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
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. Module HP values vary from ship to ship.

Damage to Modules

Modules have three possible states:

  1. Undamaged - module functions normally
  2. Damaged - module will automatically repair after a set time or can be restored immediately using Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration. consumable.
  3. Critically Damaged – works similarly to “Damaged” but cannot be repaired manually. It expires after a fixed duration, after which the module will automatically have a portion of its HP restored. The Module regeneration time varies from ship to ship.

When Anti-Aircraft or Secondary Battery Guns receive damage, their HP will automatically regenerate:

  • Secondary Battery Guns - after 90 seconds, HP is restored to 75% of the default maximum value
  • Anti-Aircraft Guns - after 150 seconds, HP is restored to 100% of the default maximum value

If a turret or torpedo launcher gets incapacitated while reloading, their reload will pause instead of being completely reset, reducing downtime during high-pressure moments.

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.
  • With the Last Stand commander skill when the engine or steering gears are incapacitated, they continue to operate (but with a penalty).

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.

Sources

Update 14.8 - Module damage rework section