Hector - Commonwealth Tier IX Premium Light Cruiser 1945 (Research Points)

hector header image

 Hector Commonwealth Tier IX Premium Light Cruiser 1945

A ship project, which is an enlarged version of the Dido-class light cruiser. Compared with her prototype, she was armed with more powerful artillery and torpedo armament.
 
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Changes to  IX Hector - October 28, 2022
  • Turning circle radius increased: 690 to 760 m.
 
Hector flag
Hector Commemorative Flag
Hector is the heir to the throne of Troy and the hero of the Trojan War. He was the leader of the Trojans and their allies in battle. The Trojan people revered Hector as a god, his exploits are sung in Homer's Iliad.
 
Key Features
Hector is armed with fourteen (14) 133 mm guns positioned seven (7) turrets, as well as (4) four-tube torpedo launchers, similar in characteristics to those aboard cruiser Neptune. Her torpedoes can be launched one at a time.
The main battery has a high rate of fire yet low damage and armor penetration values; the torpedoes have comfortable torpedo launching angles.
The cruiser has good concealment and maneuverability, but low HP and weak armor.
Consumables: Damage Control Party and Repair Party with standard settings, a Crawler Smoke Generator, and the choice between Defensive AA Fire and Hydroacoustic Search.
 
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HECTOR INFO:

hector_birdseye
Ship Name:  IX Hector
Tier: 9
Paper Ship: Yes
Class: Project Dido-class Light Cruiser
WG Introduction: September 8, 2022
Status during Testing:  Special Ship
Status when Final:  Premium Ship
Estimated Release: 0.11.11/0.12.0
Base Value: 8200  Doubloons
Estimated Resource Cost: RESEARCH BUREAU45,000 - 50,000 Research Points
Nation:  Commonwealth

HECTOR ARMOUR:

hector_armor
Hit Points:   34,400
Torpedo Protection, damage reduction:  4%
Overall:  13-114 mm
Fore Athwartships:  25 mm
Aft Athwartships:  25 mm
Citadel  Fore Athwartships:  63 mm
Citadel  Aft Athwartships:  63 mm
Plating:  19-114 mm
Armor Belt:  25-114 mm
Citadel Plating:  25 mm
Citadel Deck:  16-76 mm
Superstructure:  13 mm
Citadel Bottom:  40 mm
Turrets:  51-102 mm
Tonnage:  11,954 t

MAIN BATTERY:

7 x 2 133 mm/50 QF Mk.I on a RP10 Mk.I* mount:
Max Range: 15.6 km
Reload: 6.7 s
180° Turn Time: 9.0 s
Dispersion at Max Range: 140 m
Sigma: 2.05Οƒ

SHELL TYPES

HE SHELLS:
14 x 133 mm AP Mk IC:
Maximum HE shell damage:  1900
Alpha Piercing HE:  22.0 mm
Shell Air Drag:  0.3209
Shell Always Ricochet At:  60.0°
Normalization:  68.0°
Shell Detonator:  0.001
Shell Detonator Threshold:  2.0
Shell Diameter:  133 mm
Shell Krupp:  1.0
Shell Mass:  36.3
Shell Ricochet At:  91.0°
HE Shell initial velocity:  792.0 m/s
Chance of causing fire:  8.0%
AP SHELLS: 
14 x 133 mm AP Mk IC:
Maximum AP shell damage: 2550
Shell Air Drag:    0.3209
Shell Always Ricochet At: 60.0°
Normalization:  10.0°
Shell Detonator:  0.033
Shell Detonator Threshold: 22.0 mm
Shell Diametr: 133 mm
Shell Krupp:   2882.0
Shell Mass: 36.3
Shell Ricochet At: 45.0°
AP Shell initial velocity: 792.0 m/s

DEPTH CHARGES:

Max damage: 5000
Number of charges: 2
Bombs per charges: 8
Reload time: 40 s

TORPEDOES:

4 × 4 533 mm Mk VII:
Range: 10.0 km
Reload: 96 s
Alpha Damage: 16,767
Speed: 62 kts
180 degree turn time: 7.2 s
Torpedo detectability: 1.3 km
Instead of choosing between wide and narrow spreads, you can select to fire off individual torpedoes or expend the entire launcher at once.

AA DEFENCE:

LONG RANGE:
7 x 2 133 mm/50 QF Mk.I on a RP10 Mk.I* mount:
Action Zone: 3.5-6.0 km
Hit Probability: 90 %
Damage Within an Explosion: 1540
Continuous Damage Per Second: 77
Continuous Damage: 216
Number of Explosions Per Salvo: 4
MID RANGE:
8 x 1 40 mm/56 OQF Mk.III on a Mk.VII mount:
4 x 4 40 mm/39 Vickers QF Mk.VIII on a Mk.VII mount:
Action Zone: 3.5 km
Hit Probability: 90 %
Continuous Damage Per Second: 221
SHORT RANGE:
8 x 2 20 mm Oerlikon Mk.II on a Mk.V mount:
Action Zone: 2.0 km
Hit Probability: 90 %
Continuous Damage Per Second: 109

MOBILITY:

Maximum Speed: 34.0 kts
Turning Circle Radius: 760 m
Rudder Shift Time: 9.0 s
Propulsion: 82,500 hp

VISIBILITY:

Surface Detectability: 10.5 km
Air Detectability: 7.4 km
Detectability after Firing Main Guns in Smoke: 4.6 km
Detectability by enemy Subs: 0~7.4 km

CONSUMABLES:

Slot 1: Damage Control Party:
Work Time: 5 s
Reload Time: 60 s
Slot 2: Repair Party:
Charges: 3
Action time: 28 s
Reload time: 80 s
Regeneration per second: +142 hp/s
Slot 3: Defensive AA Fire:
Charges: 3
Action Time: 40 s
Reload Time: 80 s
Continuous Damage: +50%
Shell Explosion Damage: +300%
Slot 3: Hydroacoustic Search:
Charges: 3
Action Time: 100 s
Reload Time: 120 s
Submarine Spotting Range at Max Depth: 2.0 km
Torpedo Detection Range: 3.5 km
Ship Detection Range: 5.0 km
Slot 4: Crawling Smoke Generator:
Charges: 3
Action time: 90 s
Smoke screen dispersion time: 10 s
Reload time: 160 s
Radius: 0.45 km
 
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change at any time.
 
Please note! that all information in this post is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published stated as Released on our WGB website.
 

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