recursal/Fanatic-Fandom huggingface dataset:
Tarpon

Faction
 Difficulty
 Type
 Spawn Chance
 Top Speed in m/s

* Twin-barreled 493mm Advanced Cannon (Hollow-point Sabot)
* x2 2000mm CRAM Cannons
* x8 Medium Guided Torpedoes (4 per spinblock mount)
* x2 166mm Side Advanced Cannons (Flak)
* x1 Huge Guided Bomb

Secondary weapons
* x1 Shard Cannon
* x2 100mm Rotatory Advanced Cannons
* x1 45mm Advanced Cannon CIWS (Flak)
* x2 Hull-mounted Medium Torpedoes
* x24 Small Radar Guided Missiles
* x32 Small Missiles Interceptors
 Armour
* Applique Panels
 Number of AIs
 Material Cost
 Other notes

The Tarpon is a Godly Deepwater Guard airship. Surprisingly fast, heavily-armed, and well armored for the faction's standards, it is the most expensive vehicle in their arsenal, making it incredibly rare to see in the campaign.

## General

As the faction's most expensive vehicle, it is highly unlikely that the Player will ever encounter it, even on Godly difficulty. Most of the time, the Player will not have to worry about encountering the Tarpon due to the simple fact that the Deepwater Guard are not as much of a threat as the rest of the factions on Neter, and can be held at bay with relative ease.

In combat, the Player's main concern should be the massive APS gun affixed to its front, because it is likely to cause the most damage to vehicles at its combat range. The Tarpon's heavily-armored front will not make this easy, so using kinetic APS shells, particle cannons, or lasers is a good start. CRAMs are very unlikely to hit a Tarpon reliably due to its "drunken square dance" maneuver routine, and it has a very reliable defense against missiles in the form of interceptor flares and a bottom-mounted CIWS.

## Gallery

* An older version of the Tarpon.
* A closeup of the Tarpon's huge bomb launcher.
* One of the Tarpon's huge bombs gliding towards a target after being launched upwards.
Vanguard

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

## Performance

The Vanguard's stability and speed is fairly normal, and it is made almost entirely out of wood, with little metal parts which are mainly decorations.

## Combat

The Vanguard's combat capability is laughable, with it's main gun having the potential to deal an insignificant 720 explosive damage.
Saab 340

**Operations Type** | commercial

The Saab 340 is a small aircraft. It requires a small stand and at least a small runway, and it supports commercial aviation operations.

## Usage

The following airlines operate the Saab 340 in their fleet:

Additionally, it is also operated by Ambulance Air during medical emergencies.
PredatorX

Faction
 Type
 Volume in m³
 Spawn Chance

## Summary

Denying claims that a new prototype jet built off the Predator frame intended for the Steel Striders was shot down by the Scarlet Dawn, ODCS Manufacturing has revealed their newest model the Predator X. The presentation to the Steel Striders top generals has shown the Predator X has been improved over the Predator Mk2 in every aspect. Top speed has more then doubled while increasing armor over critical areas of the jet as well as new state of the art energy shields. Dual cannons now have a larger elevation range with increased accuracy and power, missiles have increased range and maneuverability, and bombs are now effective against surface ships and submarines. Classified as a Multirole Combat Aircraft this will fill an important role as a Heavy fighter/bomber capable of decimating large aircraft and ships.
Version 1.95877

**Version chronology**

**External links**

Some more multiplayer fixes

Vehicles with batteries but no fuel engines can now gather resource when out of play

Vehicles on the receiving end of shared detections from other vehicles should now be filtering the speed correctly

Electric engines now 1) a little bit better (efficiency goes from 200% to 100% rather than 100% to 50%) and 2) Produce (when at full output) 1 power for one second for each unit of energy used.

A number of other bug fixes- see new replies in the bug reports forum.
Perforator

Faction
 Type
 Volume in m³
 Spawn Chance

 Armour
 Material Cost

## Performance

Perforator is one of the lighter battleships the game has to offer despite it's monstrous size. However it's armament isn't to be underestimated as in close range the Particle Cannon is known to be able to gut ships bow to stern.

## Trivia

* Perforator was introduced in 2015 as the flagship of the White Flayer Savaage shipline which was essentially very long narrow hulls with pointed symmetrical bows and a sharply angled superstructure adorned in red thorns. This aesthetic lasted nearly 5 years when the Neter KoTL Katze redesigned the aesthetic and with the help of Majyst rebuilt the WF Perforator.

## Links

https://forum.fromthedepthsgame.com/showthread.php?tid=6926&highlight=Perforator
Version 1.965

**Version chronology**

**External links**

Khaz will pop in later with the coding changes, I think it has to do with exhaust and Spinning barrels.

Content Update:

Mostly a bunch of Updates to AoTE tanks like OW craft and WF stuff.

Basically, if you saw a design horribly under-performing in a Lathrix video, then we fixed the mistakes (Rhino fixed and massively buffed)

SE "Bear" replaced

WFs 2 Elites spawn rate decreased

WF Smite spawn rate increased

DW has had their planes updated some more

Neter has had the WF Veles Replaced

Also

"A cold Loch Christmas" has been added to the built in section, you can now load the world and check over designs to work on them if you want but the campaign is unfinished (but technically playable).

This update was put through 12 hours ago so anything ive taken in the last 12 hours did not go in this patch.

Feel free to look over these designs and quality check them.

* khaz edit\*

* steam hull pipe
* slight railgun particle update
* barrels now rotate when RPM set and tickbox checked
* railgun magnets can now be set to not rotate with tickbox
* turbine fins double sided (probably not noticed at all by the public)
* copperhead prefab updated
* minor missile gui fix
* updated EMP and smoke particles
* APS beltfed now shows loading modifiers
* jet and ion trail widths by block size
* ion trail length added to the trail length options setting
* General purpose PID, altitude over terrain setting added
* ACB settings for patrol and fleet move added to mainframe options
* graviton self propulsion bug fixed (you knew it as coming Tongue)
Propeller

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 60

A **Propeller** is the most basic form of propulsion. It is a smaller but less efficient Huge Propeller.

## Use

Useful for when a Huge Propeller would either not fit, or be overkill. That is typically the case when using them with PIDs for active stability assist.

For main propulsion small propellers are rarely if ever worth it. Compared to Huge Propellers, they provide less thrust per volume, per area, per power used, and per build-cost.

## Stats

* Max force: 1200
* Max power use: 45
* Optimal empty space behind Propeller is 8 meters
* Top speed is 100m/s
* EMP Susceptibility: 20%
* EMP Damage Reduction: 10/m
Wood

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 1

**Wood** is one of the several natural blocks which you can utilise for your construction projects.

## Usage

Wood blocks have no restrictions set upon them. You can place them more or less anywhere you want.
It naturally floats on the water. Good for cheap and light vehicles. Also, it is one of the cheapest available blocks.

## Statistics

-EMP damage reduction: 100/m

All aesthetic 1m³ blocks share the simple block's stats.

## Game description

*Trusty wooden block. It floats!*

*This component is structurally sound and when placed in multiple layers of other structurally sound components it will provide a significant armour class bonus vs explosions and armour piercing projectiles.*
Quad 40mm Mk-I

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 1,500

The **40mm Quad AA Gun** is a low-damage simple weapon that will fit nearly anywhere. Fires explosive, time-fused rounds. Twice the shells compared to the twin version.

-Uses simple shells

-Kinetic damage: 300

-Armour piercing: 5

-Explosive damage: 89

-Explosive radius: 3.8

-Shot velocity [m/s]: 600

-Material use: 8

-Eff. Range [m]: 3000

-Dispersion [deg]: 0.25

-Reload time [s]: 0.225

-Magazine Capacity: 32

-Magazine Reload time [s]: 13

-Number of Barrels: 2

-Firing Pattern: Alternating

-Max Elevation: 70

-Min Elevation: -10

-Max Traverse: 360
Hangars

*This article is a stub. You can help Airport CEO Wiki by expanding it.*

 **Required?** | Mixed

Hangars were added in Alpha 36 and are used to repair aircraft. An aircraft occupying it may take anywhere from 15-30 hours while a repair is on-going. Aircraft park on them similarly to normal stands/gates. Both medium and large hangers will require a service road connection to push aircraft out of the hanger, while small aircraft will smash their wings in the small hanger to exit it.

## World Interaction

There are three sizes for hangars. Small, medium, and large.

* Options for hangars
	+ Small Hangars
		- Toggle for 'GA, Commercial, or Both'
		- Allow Specific Airline
	+ Medium Hangars
		- Allow Specific Airline
	+ Large Hangars
		- Allow Medium Aircraft
		- Allow Specific Airline

The Hanger Size are as follows:

* Small Hangers (5x5)
* Medium Hangers (10x8)
* Large Hangers (14x16)
Spear

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

## Trivia

The original design was much sleeker, and featured a drill on the bow. However, it got rebuilt into the wider cargo-vessel it is now before being accepted into the Onyx Watch.

Being part of Black Powder Antiques may be an error, as the style is much closer to Lochforge Industrial Marine's Castle-Ships.

## Links

Forum-entry: https://forum.fromthedepthsgame.com/showthread.php?tid=4806
Rat

## Summary

The rat is a incredibly small Deepwater Guard ship consisting of one medium, unprotected missle. In terms of defence, it has 0-1 layers of wood "armor", and some glass panels. The rat is the smallest ship by materal cost and volume, in the entire game.

## Peformance

The rat, with its incredibly weak everything, can be taken down with even the simplest weapons. The rat's singular medium missile isnt a threat to anything but the smallest of wooden armor, if the non-homing shell even lands.
Subvehicle Spawner

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 50

* Allows the selection of drones that will spawn and de-spawn with you.
* Drones must be in your fleet, and must not be the flagship
* Drones can only be selected by one sub-vehicle spawner
* If you vehicle is a drone, then you can not have drones of your own
* If the drone you select has an 'origin block' then the origin block will spawn exactly where your arrow marker is
* The drone-mothership link persists until the Sub-vehicle spawner is permanently removed from the design.

*This article is a stub. You can help From the Depths Wiki by expanding it.*

A **Subvehicle Spawner**
Multipurpose Laser

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 50

The multipurpose laser is the core of any laser. Laser Couplers connect to it and through the use of cavities provide it with power that can then be transferred to Laser Connectors through Laser Transceivers to locations throughout your design and power up laser turrets and laser anti munitions systems.

By looking at it in the build mode you can see the statistics of the laser, including range, damage in forms of pulsed laser (more powerful bursts of laser but slower) or constant laser beam.
Missile Rail Launcher

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 800

 Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 800

 Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 3200

A **Missile Rail Launcher** is the required base for the Rail Gantry. It is available in 3 sizes: Small features four missiles, providing four modules per metre length. Medium features one missile, and two modules. Large is a 2m x 2m x 1m block, and has a single module per metre length. See also Missile Launchers, for tougher and heavier launchers.

## Application

It can placed almost everywhere on the constructable, including on Turrets and Spin/Turn Blocks.

## Requirement

All variants need connection to a Missile Controller, which also can be interconnected via a connector. Unlike their normal counterparts, all variants contain a gantry, allowing for slightly longer missiles.

## Modes

Q key - Allows to configure the missile's components, by accessing the sub menu. Each configuration can be also saved and the loaded, for other missiles.

## Notes

Unless locking rotation, it is placed in the direction of the camera, in edit mode. Therefore, the top of the block will be faced where camera's front is.
Sinner's Outpost

Faction
 Difficulty
 Type
 Spawn Chance
 Top Speed in m/s

## Summary

The **Sinner's Outpost** is the DWG's main material gathering structure. As with all DWG craft, the Sinner's Outpost is built out of mostly wood, with metal reinforcements. It has an uncovered fuel storage, unprotected batteries on the underside, and a slightly covered *Mainframe*.

## Combat

The Sinner's Outpost's combat capability is very lacking. The CRAM cannons can deal some damage, however any ship will destroy it quickly. The Ai is housed in a wooden room within direct line-of-fire, which means it'll get destroyed more often than not. The ammo is stored below the CRAM cannons, meaning a single shot can both damage the structure and destroy the turret.
Strategic Antenna

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 40

## Summary

The Strategic Antenna is part of the game's Detection system, and functions similar to low-frequency RADAR, providing long-range detection of out-of-play units.

In exchange for being able to detect anything in range, it lacks the bearing and range accuracy needed to produce firing solutions for most weapons, with the possible and highly technical exception of nuke-armed cruise missiles. No, not actual missiles, but very small airplanes built to function as disposable carriers for the "tactical nuke" simple weapon.

## Technical details

Default view range is

* Above sea level:

6
0.006
y

{\textstyle 6 + 0.006 y}
* Below sea level:

max

(

6
0.06
y
,
0.6

)

{\textstyle \max \left( 6 + 0.06 y, 0.6 \right)}

Antennas only function above sea level. The additional view range for

n

{\textstyle n}

 antenna pieces is

0.06

n

0.7

y

{\textstyle 0.06 n^{0.7} \sqrt{y}}

View range cannot exceed 60 map units, or about 3 grid cells.

## Trivia

* Although one might expect this thing to require a power source, it doesn't. It could perhaps be an entirely passive device, but then it wouldn't be able to identify islands and mountains. If nothing else, it could be a case of "keep it simple, stupid".
Version 1.95884

**Version chronology**

**External links**

Prefabs and sub objects show the blocks when you are placing them

New content updates (Majyst can tell you more)

New prefabs for refineries, electric engines, cannons (APS and CRAM) and lasers

You can now mod Tips of the Day and loading screen tips in to the game
T-Class 20mm AA Gun

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 1,000

The **20mm AA Gun** is a low-damage simple weapon. It inflicts purely kinetic damage and fires two-shot bursts at 375 RPM.

-Uses simple shells

-Kinetic damage: 200

-Armour piercing: 5

-Shot velocity [m/s]: 630

-Material use: 3

-Eff. Range [m]: 1260

-Dispersion [deg]: 1

-Reload time [s]: 0.16

-Magazine Capacity: 80

-Magazine Reload time [s]: 6

-Number of Barrels: 2 (yes this is the in game stat despite the model having 4)

-Firing Pattern: Alternating

-Max Elevation: 85

-Min Elevation: -20
Thunderchild

Faction
 Volume in m³
 Spawn Chance
 Top Speed in m/s

The Thunderchild is an Easy difficulty Steel Striders ship. It is an antique warship propelled by paddles and outfitted with a number of sizeable guns.

## Overview

As the old saying goes, "If it ain't broke, don't fix it". The Thunderchild is easily the oldest ship model in service to the Striders, possibly predating the Guernsey. Even though far past its "sell by" date, the old gal is still alive and kicking, likely due to her powerful guns. Rapromium has taken surprisingly good care of the model, updating it throughout the years and working out most of the kinks that the design came with. Her age shows in spades all the same, looking the part of an old steam ship.

She suffers the same weaknesses as the Guernsey, as the Thunderchild's prime was decades ago. Its prehistoric propulsion method (wooden paddles) only accelerate her to a pitifully-slow 7.9 m/s, which is not fitting for a light destroyer. Her armor layout is also lackluster; she may have had some of the strongest armor to be mounted on a ship back then, but certainly not anymore. She belongs in a museum more than a battlefield, and destroying her feels like destroying a part of history.
Laser Transceiver

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 100

Connects the laser-parts, just as the Laser Connector but over a distance. One Laser Transceiver is required on each end of the connection, but only the transceiver that is connected to the multipurpose laser (whether via laser connectors or other transceivers) must actually point at the other one. There is no limit on range, and the connection can even pass through other blocks.

The transceiver can also link laser systems across subobjects, if one transceiver is placed under the turret pointing directly at it, and another transceiver is placed on the turret any number of blocks directly above the turret. Note that the transceiver on the turret does not actually have to point down - it can point in any direction.
Slasher

Faction
 Type

## Performance

The Slasher is incredibly tanky for a WF ship, it is fully air-gapped, armed with smoke and is purpose built for countering submarines. It's armament is quite easy to negate but it is very hard to disable all of the weapons before it goes down. Against submarines it charges at them to slice them with it's dorsal Particle Melee which has a range of about 100 meters and generally kills submarines in a single blow regardless of armor. It's also heavily shielded with max strength shielding which use ACBs to swap between laser and kinetic resistance. Overall the ship lives up to it's name and size very well and is quite easily able to be seen as a Heavy Cruiser.

## Trivia

* Slasher was originally built in 2015 as part of the Savaage series of White Flayer Vessels, it was rebuilt in 2019 by Neter KoTL Katze as part of their aesthetic overhaul of the White Flayers. The Bridge was built by R4V3-0N.

* Slasher is the only White Flayers vessel to feature it's unique hull shape, it was originally intended to replace an existing vehicle but was chosen to replace the old Slasher.

## Links

https://forum.fromthedepthsgame.com/archive/index.php?thread-6869.html
Player

Player is the current term for the player's nation. If a nation has negative relations with Player, expect that nation to attack player creations in game. Currently, the only diplomatic option is to insult, which will decrease diplomatic relations by 10. Because there is no cooldown to this ability, this can be used to rapidly sour relations to the point of hatred, which would rest at -100. The only way to improve relations with a faction is to worsen relations with their enemies.

## Lore

The **Player**'s lore is defined by the campaign, so there isn't any "set lore", so *Quest for Neter*'s lore will be used instead.

One day, your mother was kidnapped in your slumber, making you alone and afraid. In a turn of lucky events, you were encountered by Captain Sal, a notorious pirate captain of Eriwick's waters. Driven to hunt down your mother's kidnapper, he took you on his boat, taught you all he knew, all until the day he sent you into a trap and took the lives of your finally-found mother and father. He left you in the remains of the dilapidated fortress of a fallen pirate lord and the time has come to plot your revenge with a massive expanse of knowledge at your disposal. Will you stop at Captain Sal or will you see much further? You've heard through the world's grapevine about the various factions of Neter and their behaviors. Perhaps this whole world needs to be changed, the sources of power pulled out by their roots. With a new slate to work with, a new, greater world could rise with your crusade as you embark on your quest for Neter.

## Relations

Vary depending on the planet, *Quest for Neter*'s will be used.

* Deepwater Guard: Approval [13] -> At war (This has a 100% chance to happen, due to the player taking over a base. War is declared automaticaly after a set timer. More info is found by playing the story campaign.)
* Onyx Watch: Like [40]
* White Flayers: Approval [20]
* Twin Guard: Approval [22]
* Lightning Hoods: Approval [13]
* Steel Striders: Like [30]
* Gray Talons: Neutral+ [10]
* Scarlet Dawn: Approval [12]

## In-game Designs

While the player can make their own designs, they always have a selection of usable preset craft.

 Dredge | Ship
 Flashheart | Plane
 OWL | Heli

 Hammer | Ship
 Orcinus | Ship

 Cutlass | Ship
 Gnat | Plane
 Sentinel

 Barnacle
 Forlorn Outpost
Surge Protector

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 30

A **Surge Protector** is a block that absorbs EMP, and only takes 10% of the damage any other block would've taken.

-EMP susceptibility: 100% (meaning the full EMP charge will affect this block)

-EMP damage taken: 10% (meaning when an EMP charge affects this block it takes 10 EMP charge to deal 1 damage. This allows a single Surge protector to absorb up to 3,500 EPM charge assuming it is not damaged by any other damage type.)

-EMP damage reduction: 0/m (meaning any left over EMP charge after passing though this block is not reduced any further)
Steel Empire

The **Steel Empire** was dominant faction on Neter before war tore it apart into a number of smaller factions, including the Steel Striders.

## Lore

The Steel Empire was a globe-encompassing government, minus the Gray Talons. The Empire ruled until the Scarlet Dawn came, prompting a war that lasted for 50 years. In that time period or after, the Steel Empire was weakened by internal strife. The Onyx Watch were the first group to separate. They had been leaders of economical matters, followed by the White Flayers, who generally were a decent amount of the population, and by taking control of the heartlands of the Empire the Flayers captured a more technologically advanced set of ships which the Flayers use or have used, from the players perspective. The final group was the Lightning Hoods, who consisted of most of the Empires Top scientists. This very weak empire could no longer be called an empire. The loyalists became the Steel Striders.

Their ships were a probably of similar strength to the current Striders' or Flayer's ships, albeit less technologically advanced.
SMG

Type
 Skill points

The **SMG** weapon fires weak individual rounds at a moderate rate. The rounds have a noticeable spread after ~15 metres, and fall rapidly after ~45 metres. It takes roughly 1 second of sustained fire to destroy a wood block, and 2 or 3 seconds to destroy blocks of Light-Weight Alloy and metal, respectively. After that, its effectiveness against materials drops rapidly, with even a wooden beam taking nearly 4 seconds of fire to destroy.
Ring Shield

**Ring Shields** provide an armour boost to the craft. This boost depends on the sizes of both the ring shield, and the craft. The boost is applied to 1 dimension only, determined by the orientation of the Shield Generator block.

## Components

* Shield Generator: The core of the ring shield.

* Ring Pipe: Pipes are used to connect the shield ring into a continuous ring.

* Ring Corner: Corners are used to connect the shield ring into a continuous ring.

## Mechanics

### Bonus

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0.3

{\displaystyle armourBonus=12\*((drive\*totalModifiedRingArea)/vehicleArea)^{0.3}}

When calculating the armour bonus in a direction the ring area of all the shields facing that direction are added together into the total modified ring area.

### Power Draw

p
o
w
e
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# d
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{\displaystyle powerUsed=30\*ringLength\*drive^{2}}

The ring length is the length of Ring Pipes and Ring Corners in metres. Squares lead to the greatest area per ring length.

When ever a component in a ring shield is destroyed the charged energy in the ring will be released as a powerful laser beam with a high amount of attenuation.

## Strategy

Ring shields are most energy-efficient as large, square rings. At time of writing, it is possible to fill an area with pipes,
but filling an enclosed area with pipes draws additional power for no gain.
Sail Main Block

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 15

The **Sail Main Block** is an integral part of the Sail, which allows the construction of Oceanic Spritsail (triangular) sails.

## Application

It can be placed where the vertical and horizontal parts of the mast connect (in the corner), facing the corner.

<> = = = = =

- || - Vertical Mast

- = - Horizontal Mast

- M - Sail Main Block

- A - Sail Attachment

- W - Sail Winch

- <> - Mast corner

It's recommended to place the mast on a Spin/Turn Block.

## Requirement

This block must be only placed below and behind Sail Attachment.

## Limitations

This block only spawns triangular sails. For rectangles, see Sail Main Block(Square Rig)
Mobula

The Mobula-class of airborne cruisers are large flying boats in service with the Steel Striders Navy.

 Faction
 Corporation
 Difficulty
 Type
 Spawn Chance

 Number of AIs
 Material Cost

## Summary

With a wingspan of over 150m not including the wingtip vortex reducers, these are fairly large aircraft, and are primarily geared towards the anti-surface role. The armament consists mainly of M4 rocket-boosted glide bombs and an octette of L8 torpedoes, with a pair of defensive railgun turrets, a belly-mounted PAC, and a close-range self-defence suite of dorsal octuple S2 launchers and ventral quad simple laser turrets.

## Trivia

* Although configured as a giant flying boat, with wide sponsons for on-water stability, it is not capable of water operations.

* While being far smaller and featuring several design changes to the wing structure, the belly of the hull, and the empennage, the Mobula-class was almost certainly inspired by the P-1114 'Gyges' class of aerial battleships from the game Ace Combat 6.
Wireless Camera

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 20

* EMP susceptibility: 100%
* EMP damage taken: 60%
* EMP damage reduction 10/m ***Does not perform AI detection of enemy vehicles.***

*This article is a stub. You can help From the Depths Wiki by expanding it.*

Video Screens on the same vehicle can connect to it as well, displaying whatever the camera sees.
Octuple 40mm Mk-S

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 4,000

The **40mm Octuple AA Gun** is a low-damage simple weapon that will fit nearly anywhere. Fires explosive, time-fused rounds.

-Uses simple shells

-Kinetic damage: 300

-Armour piercing: 5

-Explosive damage: 89

-Explosive radius: 3.8

-Shot velocity [m/s]: 600

-Material use: 50

-Eff. Range [m]: 2400

-Dispersion [deg]: 0.38

-Reload time [s]: 0.5

-Magazine Capacity: 200

-Magazine Reload time [s]: 30

-Max Elevation: 80

-Min Elevation: -5

-Max Traverse: 360
Ship's Wheel

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 20

The **Ship's Wheel** allows a player to control a ship, while said player is near the block. The ship's wheel allows the player to control water thrust, yaw, and any spinblocks rotating along the craft's vertical axis – The latter can be used to control sailing craft.

In multiplayer modes Ship's wheels you have control over will be marked "Mine" on your screen. This shows no other player has access to the controller until you move away from it. Access is on a first come first server basis.

## Controls

 J
 T + G
 H
 K
 Y
 I
Twin 40mm Mk-H

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 1,000

The **40mm Twin AA Gun** is a low-damage simple weapon that will fit nearly anywhere. Fires explosive, time-fused rounds.

-Uses simple shells

-Kinetic damage: 300

-Armour piercing: 5

-Explosive damage: 89

-Explosive radius: 3.8

-Shot velocity [m/s]: 600

-Material use: 4

-Eff. Range [m]: 3000

-Dispersion [deg]: 0.25

-Reload time [s]: 0.225

-Magazine Capacity: 16

-Magazine Reload time [s]: 9

-Number of Barrels: 2

-Firing Pattern: Alternating

-Max Elevation: 70

-Min Elevation: -10

-Max Traverse: 360
Spot Light Fitting

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 3

A **Spot Light Fitting** provides directional lighting at a greater range than Light Fittings or Neon Lights. Colour, intensity, range, cone-angle, -azimuth, and -elevation can be set in the Q-menu. Currently, it cannot be controlled by AI, but it could be placed on a Two Axis Turret for decorative target-illumination.

## Statistics

* Health loss from one meter of HEAT penetration is 100%.
* EMP susceptibility 60%. Protective drainage 50 damage units.
Spin/Turn Block

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 70

A **Spin/Turn block** can house subconstructs just like turrets, but unlike turrets, it is controllable by Automated Control Blocks and custom controls instead of player control and Local Weapon Controllers. They are often used for decorations and pop-up weapon systems. They are also used on paddle-wheel boats.

See also: Spin Block Controller
Plunderer

Faction
 Corporation
 Difficulty
 Type
 Spawn Chance

* Anti-Aircraft APS cannons
* Shaped Charge Missiles
 Armour
 Number of AIs

The Plunderer is a Hard Deepwater Guard design. Made by Pirate Lord Pathos, it is their second-largest and third most expensive ship.

## Background

Pirate Lord Pathos was struggling to find a way to fight off the Onyx Watch menace when a crew under his command returned to port with a captured Steel Striders shipwright. Seizing upon this stroke of luck, he "convinced" the shipwright to create the blueprint of a modern battleship that could be built out of readily-available Deepwater Guard supplies and weaponry. Utilizing stolen Onyx Watch CRAM cannons for main batteries and a few anti-aircraft guns that were lying around, the Plunderer Class is a menacing flagship that is more than capable of giving the Watch a taste of their own medicine.

## Aesthetic

The Plunderer looks the part of a proper battleship, similar to the Pilferer and Crossbones also made by Pirate Lord Pathos. Like all Deepwater Guard craft, it is made mostly of wood, with metal used to reinforce vital parts of the ship. Unlike most of their other craft, however, it has a sleeker, more compact superstructure which is comparable to Steel Striders ships.

## Combat

Despite the laughable protection provided by its oaken hull, the appearance of a Plunderer on the high seas is not to be taken lightly. Its combined firepower is the third best on the Deepwater Guard, being surpassed by the Crossbones and Kraken. It carries 9 CRAM cannons (Composing most of its firepower) and flares on its main hull, as well as anti-air guns and shapoed charge dumbfire missiles (with one-turns) on its pontoons.

Additional mainframes located within its pontoons are perhaps one of its greatest strengths aside from its garden variety of notably dangerous weaponry. If a player boards the Plunderer, they will have to locate and destroy all 3 mainframes on board, which can be easier said than done. This also makes it less vulnerable to EMP in the sense that if one mainframe gets taken out, it still has two more.

## Appearances

A Plunderer appears in the story mission "The King of Eriwick", where it serves as the final boss of the story.
Rudder

*This article is a stub. You can help From the Depths Wiki by expanding it.*

 Health
 Armour Class
 Structural
 Relative Buoyancy
 Material Cost | 10

A boat **Rudder** allows the vehicle to turn in the water, while on the move.

## Application

It is typically placed on the back of the water vehicles, allowing them to turn. However, other combinations are also permitted.

Since a boat rudder does not use power, it is recommended for sail based water crafts.

Rudders placed directly in front of a Huge Propeller will not function.

To function correctly when placed in the front of a vehicle, it either needs to be turned upside down, or the input reversed in the edit menu for the block after being placed.

-EMP damage reduction: 100/m

-Thrust per mass: 1

-Optimal empty space behind rudder is 8 blocks. Function will be reduced if less empty space is available.

## Output

Provides rotation force in horizontal plane, with respect to the speed.

## Water Controls

H - Left

K - Right

## Limitations

A Boat rudder cannot be placed on Turrets or Spin/Turn Blocks.
PID

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 8

*This article is a stub. You can help From the Depths Wiki by expanding it.*

The **PID** (proportional integral derivative) controller helps the AI control movement. The difference between these and general purpose PIDs is that the AI changes the fake set point instead of being a pre-determined value.

The AI-PID is obsolete, as all 6 PID axis can now be configured without the need to add any PID blocks. The block has consequently been removed from the AI blocks tab.

For information on how to set up PIDs, please consult the general purpose PID's page.

## Stats

* EMP susceptibility: 60%.
* EMP damage reduction: 10/m.
* Must be connected to the AI ​​block.
Raptor

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

## Summary

The Raptor is a retired Steel Striders plane.

## Combat

The Raptor has a medium speed for an aircraft, and is quite fast for it's size. The wings are constructed mostly out of fuel tanks, rendering them weak spots capable of downing the entire plane, and the ammo storage is completely uncovered. It's missiles only carry a single frag warhead, making them quite ineffective against most targets.
XF-04 Hake

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

## Summary

The Hake is technology demonstrator designed to explore the concepts of supermaneuverability, being designed with both relaxed stability, all-moving canards and tail surfaces, and thrust vectoring motorjet propulsion. Although its existence have been known of for some time, it is unclear whether the effort is considered a success or failure by the Steel Striders. However, the addition of missile rails under the fuselage suggests that the XF-04 may itself be put into series production.

## Specifications

General Characteristics

* Length: 25m
* Wingspan: 18,5m
* Height: 6m
* Mass: 144t
* Weight: 5'433kg
* Powerplant:
	+ 1x Otto-engine, 1556,7 Power (stable)
	+ 3x Large motorjets (two of which feature thrust-vectoring nozzles), 13'500 kgf thrust total.
	+ 4x Small motorjets with thrust-vectoring nozzles, 2'000 kgf thrust total.

### Performance

* Top speed: 111m/s
* Range: 265km
* Endurance: 1hr 19min
* Max altitude: 500m

### Armament

* Guns: None
* Hardpoints: 5 under the fuselage, with provisions for:
	+ Missiles: 5x M4-IR

## Trivia

**•** The Hake is named after a type of fish called a Hake
Version 1.9572

**Version chronology**

**External links**

[bug fix] Warp drives no longer placeable on spin blocks or turrets (or structures or fortresses)

COM, Buoyancy and drag markers more clearly pinpointed in the UI

Heavy armour mass reduced to 50% of what it was

[bug fix] Some issues with spin blocks on warping vehicles fixed

Max low LOD distance increased to 1500m from 500m

[bug fix] RTG body temperature decrease on RTG removal fixed

Perhaps a few other things I have forgotten to mention
Version 1.964

**Version chronology**

**External links**

* Post processing (much more vibrant)
* Shields no longer cast shadows
* Shield spike follows colour changers settings
* Low level detail blocks no longer receive/cast shadows (fps boost)
* ERA armour now reduces all explosive damage and radius to 20% of original
* Tactical nuke damage increased significantly
* Torpedo propeller thrust doubled, fuel use increased by 50%
* Missile magnet range and force doubled

bugs:

* Material per second instead of fuel per second in v menu power tab for steam engines
* Custom jet error that prevents spawning in campaign
* Fleet manager error fix (probably not a noticeable difference for players)
* Fuel engine NaN fuel information error fix
* Torpedo buoyancy and depth (rather than one or the other)
* Gauge cooler particle system tied to firing piece instead of coolers (minor fps upgrade)
* Fixed APS proxy bug that ignores shields for fragments (proxy EMP bug still exists)
* Cram cannons taking ammo even if full bug fixed
* APS barrels sometimes not returning to non fire position fixed
* Exhaust and steam empty space bug fixed if node destroyed
* Docking port rotation reapplys on docking after being undocked
* Oil drills now use the same power as resource gathers
* Missile underwater null reference error fixed
* Inertial fuse defaulting to 10 bug fixed
One Axis Turret (3m)

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 630

A **One Axis Turret (3m)** is a useful place to put many large weapon-types. It can turn through the azimuth, but not elevation. It is significantly tougher than the 1m One Axis Turret, and turns heavy turrets faster (light turrets at the same speed). The rotational speed is calculated as the MIN(12000/SQRT(Mass of sub object), 400) in degrees per second regardless of where the mass is located.
Redeemer

Faction
 Corporation
 Type
 Spawn Chance
 Top Speed in m/s

* x1 50mm Dual-purpose CIWS
* x10 Vertical Lense Particle Cannons
* x8 Large Remote-Guided Missiles
* x4 Large Torpedoes
 Armour
* Metal
 Number of AIs
 Material Cost

The Redeemer is a Godly White Flayers ship. While slow and unwieldy, its massive array of missiles, particle cannons, and other weaponry make the Redeemer an extremely dangerous adversary to those unfortunate enough to block its warpath.

## Design

Similar to other vehicles belonging to the High Priests of the Flayed God, the Redeemer features a bladed bow (as opposed to a bulbous one), railguns, particle cannons, and spiked arches signifying their status as both combat vessels and places of worship for the Flayed Ones privileged to crew them.

## Overview

The Redeemer is a blunt hammer in the White Flayers' arsenal of surgical knives and particle whips. Her 271mm advanced cannons are not built for continuous fire and most of her particle cannons are fixed to the hull, meaning they can only fire from a broadside position. Her rams are only dangerous for anything attempting to ram into her and she chugs materials like a man chugs beer during Oktoberfest. She does, however, have copious amounts of redundant systems; two mainframes, a number of extra propellers, and particle cannons on both sides of the ship. This can make it very difficult to disarm her and/or kill her mobility for a quick capture, supplemented by the extremely long ranges she can attack from.

## Gallery

* The view from inside the Redeemer's cockpit.
* A Flayed One falling into the ship's crucible to be redeemed for their sins.
* A small chapel located within the ship.
Red Tuna

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

The **Red Tuna** is a Deepwater Guard naval vessel.

## Overview

The Red Tuna is a ship employed by the Deepwater Guard. While not having much armour, she can pack a punch to unprepared players and prepared ones alike.

## Armament

The Red Tuna is armed with 2 missile launchers and 2 torpedo launchers. The missiles are heatseeking, and the torpedoes are equipped with standard sonar. She also has 4 small cannons, but these face to the side, so they rarely fire.

## Defence

While having good missiles, the Red Tuna is not protected from fire herself. She is primarily constructed of wood, offering little protection. The "fin" on the top is actually semi-comprised of AI 6-way connectors. These can easily be shot off, and with the radar system on top, you can render her missile guidance systems inoperable.

While having wood, it is not located in every place. Her engine is situated directly next to the rather large ammunition stockpile she carries, which itself is not protected, leaving it very exposed.

## Combat

### Defending

The Red Tuna's missiles are heatseeking, so with a flare, you can distract them. The torpedoes can be fooled with a sonar buoy.

### Attacking

With the ammunition exposed, one well placed shot can detonate this, rendering her nonfunctional if not destroying her.
If you are nearby, you can capture her very easily.
Space

**Space** is the uppermost domain in From the Depths.

## Gravity

Gravity starts decreasing linearly at 700m altitude an reaches zero at 1300m. For balance-reasons, gravity re-enables above 1800m altitude, reaching sea-level strength at 2500m, and further increasing with altitude.

## Air

Air density starts decreasing exponentially at 275m, and reaches zero at 1200m. Jet engine thrust between these altitudes decreases as 0.995^y.

Despite the lack of atmosphere, there is still drag in space.

## Components

### Ion Thruster

Please help improve this if you can. The Discussion page may contain suggestions.Reason: "*Stats were almost certainly changed since, though they still work in space, air, and under water.*"

**This article may need updating to the game's current version. Use information provided here with care.**
Please help improve this if you can. The Discussion page may contain suggestions.
Reason: "*Stats were almost certainly changed since, though they still work in space, air, and under water.*"

The Ion Thruster (under the Air category) is one of only two types of thruster to work in space, the other being the steam jet (found in steam). They can also work in the atmosphere and underwater, but are less efficient than other thrusters for doing so. Compared to (simple) Jet Engines, Ion Thrusters have 60% of the power efficiency and 30% of the thrust density, which correspond to a a break-even altitude of 380 m and 440 m respectively. They produce no heat in comparison to jets meaning that they are an option for stealth planes. Due to their low power output it is recommended to only use them on lightweight craft.

Steam Jet (Link to engine)

The most power dense thruster in the game, working equally well in all environments, water, air, and space, producing 10000 thrust while consuming 5000 steam/sec at max power, making it the most fuel inefficient thruster in the game as well.
Type-E 60mm Grenade Launcher

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 250

The **60mm Grenade Launcher** is a simple weapon that will fit nearly anywhere. Fires custom shells (5 modules).

-Using customized shells

-Max shell length: 0.3

-Caliber: 60

-Barrel Length: 2

-Reload time [s]: 2

-Magazine Capacity: 20

-Magazine Reload time [s]: 60

-Max Elevation: 50

-Min Elevation: 0

-Max Traverse: 360
Missile Laser Emitter

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 100

The **Laser Emitter** creates a targeting laser that missiles can follow.

## Application

Can be used to guide beam riders or laser designator missiles. Both have the advantage that they can be assigned a target more reliably than with IR-, radar-, or sonar-seekers. Smoke may stop the laser beam, and it relies on the vehicle having accurate detection.

An emitter can even designate targets for other Missile Controllers and vehicles. However, this does not work for beamrider missiles, only for laser designated ones.

## Requirement

The emitter should be placed next to a Missile 6 Way Connector.

Emitters *do not* require laser cavities, laser generators or even power to function.
The missile needs to be fitted with a Laser Beam Rider Receiver, or a Laser Designator Receiver.

## Limitations

Laser beam can be easily obstructed by the objects on the path, including the ground.
Type L(E) Casemated Gun

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 3,500

The **150mm Casemate** is a large simple weapon. Fires custom shells – Calibre is 150mm, max shell-length 1.8m (i.e. 12 modules).

-Using customized shells

-Max shell length: 1.8

-Caliber: 150

-Barrel Length: 7

-Reload time [s]: 8

-No magazine

-Number of Barrels: 2

-Firing Pattern: Simultaneous

-Max Elevation: 28

-Min Elevation: -15

-Max Traverse: 360
Type A(L) 3.7'' Gun

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 2,500

The **0.00103° Gun Shield** is a large simple weapon. Fires custom shells – Calibre is 94mm, max shell-length 0.76m (i.e. 8 modules, or 9 modules where 1 propellent is set to 0.09). Slightly tougher than the Type A 3.7'' Gun, but slightly more expensive and slightly heavier.

-Using customized shells

-Max shell length: 0.76

-Caliber: 94

-Barrel Length: 4.5

-Reload time [s]: 3

-No magazine

-Max Elevation: 75

-Min Elevation: -7

-Max Traverse: 360
Sail Winch

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 1.5

The **Sail Winch** is an integral part of the Sail, which allows you to construct an Oceanic Spritsail (triangle) type of sails. It is required for lowering and rising sails.

## Application

<> = = = = =

- || - Vertical Mast

- = - Horizontal Mast

- M - Sail Main Block

- A - Sail Attachment

- W - Sail Winch

- <> - Mast corner

## Requirement

It should be placed at the end of a vertical and horizontal mast, next to the Sail Attachment.

To make Winches work, you access Interaction Information. Then in the Control section, you need to select Winches UJ Hydrofoils TG.

## Limitations

Currently only triangle shaped sails may be created with this block.

## Water Controls

U - Rise Sail

J - Lower Sail
XB-42 Lynx

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

## Summary

The Lynx is an ASW torpedo bomber being developed for the Steel Striders Navy. As its "XB" designation suggests, it is currently in the experimental stage of development, but may soon enter service.

Armed with a quartette of torpedoes, and dropping sonobouys with regular intervals, the Lynx poses a credible threat to submarines and surface vessels, and carries a small number of air-to-air missiles for self-defence.

## Specifications (v.32)

### General characteristics

* Length: 30m
* Wingspan: 23m
* Height: 8m
* Mass: 295t
* Weight: 11'094kg (Neter standard gravity)
* Powerplant: 1x GT-5L monopropellant (non-airbreathing) gas turbine, 27'394 kgf thrust.

### Performance

* Top speed: 124m/s
* Range: 35km
* Endurance: 1hr 10min
* Service ceiling: 200m
* Thrust/weight: 2,47

### Armament

* Guns: None
* Hardpoints: 6, with provisions for:
	+ Missiles: 8x S2-IR anti-air missiles. 4 per hardpoint.
	+ Torpedoes: 4x M5-TS ASW torpedoes (ballasted to neutral bouyancy)
Tyr

Faction
 Type
 Volume in m³
 Spawn Chance

## Other Notes

* Although the in-game description suggests a displacement of 15842 tonnes, the actual weight of the Tyr (as of version v1117, using standard 2019 physical constants) equates to a displacement of 38 041 cubic metres of Neter water.
* The Tyr is named for the germanic war god Tyr.