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Difference between revisions of "Category:Smoke Generators"

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==Mechanics==
 
==Mechanics==
<onlyinclude>{|align=right
+
<onlyinclude>{{Smoke}} '''[[Smoke Generator]]s''' can be used in combat to deploy a smoke screen.
|[[File:Smoke Button.png|thumb|220px|Smoke activation button next to the Formation ones.]]
+
<tabber>
|[[File:Deployed smoke large.png|thumb|220px|Example of a large smoke deployed.]]
+
|-|Generality=
|}
+
[[File:Deployed smoke large.png|thumb|220px|Example of a large smoke deployed.]]
{{Smoke}} '''[[Smoke Generator]]s''' can be used in combat to deploy a smoke screen.
+
*There are 3 smoke screen sizes, being '''Small < Medium < Large.
 +
**The maximum smoke size that can be generated is dependent on the number of smoke generators, being respectively 1/2/3.
 +
**Note that {{Star}} [[improvement]]s also affect the maximum smoke level possible.
 +
*It sharply reduces the accuracy of all fleets, proportionally to the smoke screen size (the hit rate is still capped at 11%).
 +
**This effect can be partially bypassed by using radars (both sides).
 +
*The effect will last for the day battle, even so the animation will fade before the battle's end.
 +
{{Clear}}
  
''{{Colour|red|This mechanic is still under investigation!}}
+
|-|Activation Requirements=
;Activation
+
[[File:Smoke Button.png|thumb|220px|Smoke activation button next to the Formation ones.]]
 
*If equipped, it can be activated with a specific button when [[Fleet Preview|selecting the formation]].
 
*If equipped, it can be activated with a specific button when [[Fleet Preview|selecting the formation]].
**It can be activated multiple times per sortie until it triggers, being triggerable once, in day battle.
+
**It can be activated multiple times per sortie until it triggers, '''being triggerable once''', in day battle only.
 
*It cannot be activated in [[Exercises]] in the current implementation.
 
*It cannot be activated in [[Exercises]] in the current implementation.
 
*The trigger rate is not 100% and depends on the fleet's flagship's luck {{Luck}}, as well as the amount and type of Smoke Generators used.
 
*The trigger rate is not 100% and depends on the fleet's flagship's luck {{Luck}}, as well as the amount and type of Smoke Generators used.
 
**For combined fleets, it is the luck of the main flagship.
 
**For combined fleets, it is the luck of the main flagship.
 +
**The size of the triggered smoke screen depends on how many smoke generators are used.
 
*It will only trigger at the beginning of the [[Shelling]] phase.
 
*It will only trigger at the beginning of the [[Shelling]] phase.
 +
{{Clear}}
 +
 +
|-|Trigger Rate=
 +
[[File:Smoke Size.png|thumb|220px|The 3 different smoke size]]
 +
*The trigger rate depends on:
 +
**The number of "Smoke Generators" in the fleet,
 +
**The flagship [[Level]] and {{Luck}} '''Luck''' (secretary for [[Combined Fleet]]s),
 +
**{{Star}} [[improvement]]s of the generator.
 +
*Regarding the equipment:
 +
** Each {{Equipment/Link|Smoke Generator (Smoke Screen)}} counts as 1,
 +
** Each {{Equipment/Link|Smoke Generator Kai (Smoke Screen)}} counts as 2,
 +
** {{Star}} [[improvement]]s of the generator can also count as 1 ([https://twitter.com/Nanano88_/status/1777318858845749464][https://twitter.com/DjArpeggio/status/1777361218925420902?t=LadScMNhTupd4Gbj-LkZSw&s=19]).
 +
 +
Two formulas have been determined to approximate the trigger rate of smoke screens.
 +
*The 2nd formula is based on the 1st one with additional hypothesis,
 +
*A measurement of the trigger rate can be found ''[https://docs.google.com/spreadsheets/d/1I_HMplw81mR7g9_jUKRmI7ylhlhKkuvGKtrpj3DJ9zo/edit#gid=0 here]'',
 +
*Both formulas can be directly compared ''[https://docs.google.com/spreadsheets/d/1tEqI13g2LmzR0L8N-I39W6mgmAyc8DxJ-R0_qlEkjlQ/edit?gid=1505561028#gid=1505561028 here]''.
 +
*It is possible to have a total trigger rate for all 3 sizes of 100%, giving the FS has enough luck & enough generators are used.
 +
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!colspan=3|Trigger Rate Formula 1 [https://x.com/yukicacoon/status/1739481809375895854]
 +
|-
 +
|colspan=3|
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|<math>\text{P}_\text{0} = 3.2 - 0.2 \times \text{K} - \text{N}_\text{Generator}</math>
 +
|}
 +
*''If <math> \text{Luck}_\text{flag} ≥ 1 \text{ & } \text{N}_\text{Generator} ≥ 3</math>, then <math>\text{P}_\text{0} = 0</math>
 +
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\text{K} = \bigg\lceil \sqrt{ \text{Luck}_\text{flag} } + 0.3 \times \bigstar_\text{base} + 0.5 \times \bigstar_\text{Kai} \bigg\rceil</math>
 +
|}
 +
|-
 +
!<math>\text{N}_\text{Generator} = 1</math>
 +
!<math>\text{N}_\text{Generator} = 2</math>
 +
!<math>\text{N}_\text{Generator} ≥ 3</math>
 +
|-
 +
|
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\begin{align}
 +
\text{P}_\text{1} &= 1 - \text{P}_\text{0} \\
 +
\text{P}_\text{2} &= 0 \\
 +
\text{P}_\text{3} &= 0
 +
\end{align}</math>
 +
|}
 +
|
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\begin{align}
 +
\text{P}_\text{1} &= 1 - \text{P}_\text{0} - \text{P}_\text{2} \\
 +
\text{P}_\text{2} &= 0.05 \times ( 1 - \text{P}_\text{0} ) \times ( \text{K} + 2 ) \\
 +
\text{P}_\text{3} &= 0
 +
\end{align}</math>
 +
|}
 +
|
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\begin{align}
 +
\text{P}_\text{1} &= 1 - \text{P}_\text{2} - \text{P}_\text{3} \\
 +
\text{P}_\text{2} &= \min ( 0.3 ; 1 - \text{P}_\text{3}) \\
 +
\text{P}_\text{3} &= X \times \text{K} + 0.15 \times ( \text{N}_\text{Generator} - 3 )
 +
\end{align}</math>
 +
|}
 +
*''The X coefficient is unclear yet, being about 0.04~0.045.
 +
|-
 +
|colspan=3|
 +
;With
 +
*<math>\text{P}_\text{0}, \text{P}_\text{1}, \text{P}_\text{2}, \text{P}_\text{3}</math> the respective rates for the trigger of smokes levels 0 to 3,
 +
*<math>\text{N}_\text{Generator}</math> the amount of Smoke Generators:
 +
**Each [[Smoke Generator (Smoke Screen)|base generator]] count as 1,
 +
**Each [[Smoke Generator Kai (Smoke Screen)|Kai generator]] count as 2,
 +
**A very high [[improvement]] {{Star}} level (~ ≥ 17) counts as 1.
 +
*<math>\text{Luck}_\text{flag}</math> the flagship's luck,
 +
*<math>\bigstar_\text{base}</math> the total [[improvement]] {{Star}} level of the [[Smoke Generator (Smoke Screen)|base generators]],
 +
*<math>\bigstar_\text{Kai}</math> the total [[improvement]] {{Star}} level of the [[Smoke Generator Kai (Smoke Screen)|Kai generators]],
 +
|}
  
;Once activated
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
*The amount and type of Smoke Generators used affects the effect of the smoke screen.
+
!colspan=3|Trigger Rate Formula 2 [https://x.com/Xe_UCH/status/1767407602554855730]
*It sharply reduces the combat effectiveness of all fleets by decreasing their accuracy.
+
|-
**Enemies equipped with radar can bypass this effect.
+
|colspan=3|
*The effect will last for a limited duration.</onlyinclude>
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|<math>\text{Level 0}_\text{Rate %} = \max \big( 0 ; \min ( 100 ; 3.2 - 0.2 \times \text{K} - \text{N}_\text{Generator} ) \big)</math>
 +
|}
 +
*''If <math> \text{Luck}_\text{flag} ≥ 1 \text{ & } \text{N}_\text{Generator} ≥ 3</math>, then <math>\text{Level 0}_\text{Rate %} = 0</math>
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\text{K} = 5 \times \text{N}_\text{Generator} + 1.5 \times \sqrt{ \text{Luck}_\text{flag} } + 0.3 \times \bigstar_\text{base} + 0.5 \times \bigstar_\text{Kai}</math>
 +
|}
 +
 
 +
|-
 +
!<math>\text{N}_\text{Generator} = 1</math>
 +
!<math>\text{N}_\text{Generator} = 2</math>
 +
!<math>\text{N}_\text{Generator} ≥ 3</math>
 +
|-
 +
|
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\begin{align}
 +
\text{Level 1}_\text{Rate %} &= 100 - \text{Level 0}_\text{Rate %} \\
 +
\text{Level 2}_\text{Rate %} &= 0 \\
 +
\text{Level 3}_\text{Rate %} &= 0
 +
\end{align}</math>
 +
|}
 +
 
 +
|
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\begin{align}
 +
\text{Level 1}_\text{Rate %} &= ( 100 - \text{Level 2}_\text{Rate %} ) \times ( 1 - \text{Level 0}_\text{Rate %} ) \\
 +
\text{Level 2}_\text{Rate %} &= ( 3 \times \big\lceil \text{K} - 5 \big\rceil + 1 ) \times ( 1 - \text{Level 0}_\text{Rate %} ) \\
 +
\text{Level 3}_\text{Rate %} &= 0
 +
\end{align}</math>
 +
|}
 +
 
 +
|
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\begin{align}
 +
\text{Level 1}_\text{Rate %} &= \min ( 0 ; 100 - \text{Level 2}_\text{Rate %} - \text{Level 3}_\text{Rate %}) \\
 +
\text{Level 2}_\text{Rate %} &= \min ( 30 ; 100 - \text{Level 3}_\text{Rate %} ) \\
 +
\text{Level 3}_\text{Rate %} &= 3 \times \big\lceil \text{K} - 15 \big\rceil + 1
 +
\end{align}</math>
 +
|}
 +
 
 +
|-
 +
|colspan=3|
 +
;With
 +
*<math>\text{N}_\text{Generator}</math> the amount of Smoke Generators:
 +
**Each [[Smoke Generator (Smoke Screen)|base generator]] count as 1,
 +
**Each [[Smoke Generator Kai (Smoke Screen)|Kai generator]] count as 2,
 +
**A very high [[improvement]] {{Star}} level (~ ≥ 17) counts as 1.
 +
*<math>\text{Luck}_\text{flag}</math> the flagship's luck,
 +
*<math>\bigstar_\text{base}</math> the total [[improvement]] {{Star}} level of the [[Smoke Generator (Smoke Screen)|base generators]],
 +
*<math>\bigstar_\text{Kai}</math> the total [[improvement]] {{Star}} level of the [[Smoke Generator Kai (Smoke Screen)|Kai generators]],
 +
|}
 +
{{Clear}}
 +
 
 +
|-|Accuracy Effect=
 +
*The smoke gives an [[Accuracy]] malus to both fleets when used:
 +
**{{Color|red|Please note that these are initial estimations and are subject to change.}}
 +
** It is currently unknown if the airstrike accuracy is affected by the smoke.
 +
** Some modifiers are near {{Color|red|impossible}} to determine because the fleet hit the lower bound hit rate (11% hard cap).
 +
** There are some inconsistencies between "old" and "new" enemies.
 +
** Having a ([[Surface Radar|surface ?]]) [[radar]] equipped reduces the smoke effect for both fleets, but only for the shelling phase.
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=5|<math>\text{Mod}_\text{smoke}</math><ref>https://twitter.com/Divinity_123/status/1707331554228195746</ref>
 +
|-
 +
!colspan=5|Day Shelling
 +
|-
 +
!Fleet!!Radar Equipped!!Type 1!!Type 2!!Type 3
 +
|-
 +
|rowspan=2|Allied
 +
|No||< 0.3||< 0.33||< 0.37
 +
|-
 +
|Yes||0.35||0.25||< 0.37
 +
|-
 +
|rowspan=2|Enemy
 +
|No||< 0.69||< 0.7||< 0.7
 +
|-
 +
|Yes||0.91||0.83||0.75
 +
|-
 +
!colspan=5|[[Special Attack]]s<ref>https://x.com/matsu_class_dd/status/1810389374548443411?s=46&t=wqdHOiwZafhjQcIf6bODGA</ref>
 +
|-
 +
|colspan=2|Allied||colspan=3|1
 +
|-
 +
!colspan=5|Torpedo Phases
 +
|-
 +
!colspan=2|Fleet!!Type 1!!Type 2!!Type 3
 +
|-
 +
|colspan=2|Allied||0.45||0.42||0.42
 +
|-
 +
|colspan=2|Enemy||0.7||0.6||0.5
 +
|-
 +
!colspan=5|ASW
 +
|-
 +
|colspan=2|Allied||colspan=3|0.25
 +
|-
 +
|colspan=2|Enemy||colspan=3|1
 +
|}
 +
<references/>
  
==Listed by stats==
+
|-|AA Effect=
 +
*[[AA#Proportional and Fixed shootdowns|AA]] effects:
 +
**The smoke affects the allied shootdown but not the enemy shootdown.
 +
**No fixed shootdown above 2 has been observed under a smoke.
 +
**The guaranteed shootdown does not seem to be affected.
 +
**A modifier to the '''Adjusted AA''' is suspected but there is not enough data to confirm it.
 +
* The [[Smoke]] reduce the [[Anti-Air Rocket Barrage]] trigger rate either directly or by reducing the '''Adjusted AA'''.
 +
</tabber></onlyinclude>
  
 +
==Listed By Stats==
 
{{EquipmentComparisonKai
 
{{EquipmentComparisonKai
 
|iterator = equipmentByTypeAndIcon|type = 54|icon = 54
 
|iterator = equipmentByTypeAndIcon|type = 54|icon = 54

Latest revision as of 13:13, 15 August 2024

This category contains all equipment or equipment types classified as Smoke Generators.

This category is populated by Template:EquipmentCategoriesKai. Please do not manually add pages to this category.

Mechanics

Smoke Generator Smoke Generators can be used in combat to deploy a smoke screen.

Example of a large smoke deployed.
  • There are 3 smoke screen sizes, being Small < Medium < Large.
    • The maximum smoke size that can be generated is dependent on the number of smoke generators, being respectively 1/2/3.
    • Note that Improved improvements also affect the maximum smoke level possible.
  • It sharply reduces the accuracy of all fleets, proportionally to the smoke screen size (the hit rate is still capped at 11%).
    • This effect can be partially bypassed by using radars (both sides).
  • The effect will last for the day battle, even so the animation will fade before the battle's end.

Smoke activation button next to the Formation ones.
  • If equipped, it can be activated with a specific button when selecting the formation.
    • It can be activated multiple times per sortie until it triggers, being triggerable once, in day battle only.
  • It cannot be activated in Exercises in the current implementation.
  • The trigger rate is not 100% and depends on the fleet's flagship's luck Luck, as well as the amount and type of Smoke Generators used.
    • For combined fleets, it is the luck of the main flagship.
    • The size of the triggered smoke screen depends on how many smoke generators are used.
  • It will only trigger at the beginning of the Shelling phase.

The 3 different smoke size

Two formulas have been determined to approximate the trigger rate of smoke screens.

  • The 2nd formula is based on the 1st one with additional hypothesis,
  • A measurement of the trigger rate can be found here,
  • Both formulas can be directly compared here.
  • It is possible to have a total trigger rate for all 3 sizes of 100%, giving the FS has enough luck & enough generators are used.
Trigger Rate Formula 1 [3]
[math]\displaystyle{ \text{P}_\text{0} = 3.2 - 0.2 \times \text{K} - \text{N}_\text{Generator} }[/math]
  • If [math]\displaystyle{ \text{Luck}_\text{flag} ≥ 1 \text{ & } \text{N}_\text{Generator} ≥ 3 }[/math], then [math]\displaystyle{ \text{P}_\text{0} = 0 }[/math]
[math]\displaystyle{ \text{K} = \bigg\lceil \sqrt{ \text{Luck}_\text{flag} } + 0.3 \times \bigstar_\text{base} + 0.5 \times \bigstar_\text{Kai} \bigg\rceil }[/math]
[math]\displaystyle{ \text{N}_\text{Generator} = 1 }[/math] [math]\displaystyle{ \text{N}_\text{Generator} = 2 }[/math] [math]\displaystyle{ \text{N}_\text{Generator} ≥ 3 }[/math]
[math]\displaystyle{ \begin{align} \text{P}_\text{1} &= 1 - \text{P}_\text{0} \\ \text{P}_\text{2} &= 0 \\ \text{P}_\text{3} &= 0 \end{align} }[/math]
[math]\displaystyle{ \begin{align} \text{P}_\text{1} &= 1 - \text{P}_\text{0} - \text{P}_\text{2} \\ \text{P}_\text{2} &= 0.05 \times ( 1 - \text{P}_\text{0} ) \times ( \text{K} + 2 ) \\ \text{P}_\text{3} &= 0 \end{align} }[/math]
[math]\displaystyle{ \begin{align} \text{P}_\text{1} &= 1 - \text{P}_\text{2} - \text{P}_\text{3} \\ \text{P}_\text{2} &= \min ( 0.3 ; 1 - \text{P}_\text{3}) \\ \text{P}_\text{3} &= X \times \text{K} + 0.15 \times ( \text{N}_\text{Generator} - 3 ) \end{align} }[/math]
  • The X coefficient is unclear yet, being about 0.04~0.045.
With
  • [math]\displaystyle{ \text{P}_\text{0}, \text{P}_\text{1}, \text{P}_\text{2}, \text{P}_\text{3} }[/math] the respective rates for the trigger of smokes levels 0 to 3,
  • [math]\displaystyle{ \text{N}_\text{Generator} }[/math] the amount of Smoke Generators:
  • [math]\displaystyle{ \text{Luck}_\text{flag} }[/math] the flagship's luck,
  • [math]\displaystyle{ \bigstar_\text{base} }[/math] the total improvement Improved level of the base generators,
  • [math]\displaystyle{ \bigstar_\text{Kai} }[/math] the total improvement Improved level of the Kai generators,
Trigger Rate Formula 2 [4]
[math]\displaystyle{ \text{Level 0}_\text{Rate %} = \max \big( 0 ; \min ( 100 ; 3.2 - 0.2 \times \text{K} - \text{N}_\text{Generator} ) \big) }[/math]
  • If [math]\displaystyle{ \text{Luck}_\text{flag} ≥ 1 \text{ & } \text{N}_\text{Generator} ≥ 3 }[/math], then [math]\displaystyle{ \text{Level 0}_\text{Rate %} = 0 }[/math]
[math]\displaystyle{ \text{K} = 5 \times \text{N}_\text{Generator} + 1.5 \times \sqrt{ \text{Luck}_\text{flag} } + 0.3 \times \bigstar_\text{base} + 0.5 \times \bigstar_\text{Kai} }[/math]
[math]\displaystyle{ \text{N}_\text{Generator} = 1 }[/math] [math]\displaystyle{ \text{N}_\text{Generator} = 2 }[/math] [math]\displaystyle{ \text{N}_\text{Generator} ≥ 3 }[/math]
[math]\displaystyle{ \begin{align} \text{Level 1}_\text{Rate %} &= 100 - \text{Level 0}_\text{Rate %} \\ \text{Level 2}_\text{Rate %} &= 0 \\ \text{Level 3}_\text{Rate %} &= 0 \end{align} }[/math]
[math]\displaystyle{ \begin{align} \text{Level 1}_\text{Rate %} &= ( 100 - \text{Level 2}_\text{Rate %} ) \times ( 1 - \text{Level 0}_\text{Rate %} ) \\ \text{Level 2}_\text{Rate %} &= ( 3 \times \big\lceil \text{K} - 5 \big\rceil + 1 ) \times ( 1 - \text{Level 0}_\text{Rate %} ) \\ \text{Level 3}_\text{Rate %} &= 0 \end{align} }[/math]
[math]\displaystyle{ \begin{align} \text{Level 1}_\text{Rate %} &= \min ( 0 ; 100 - \text{Level 2}_\text{Rate %} - \text{Level 3}_\text{Rate %}) \\ \text{Level 2}_\text{Rate %} &= \min ( 30 ; 100 - \text{Level 3}_\text{Rate %} ) \\ \text{Level 3}_\text{Rate %} &= 3 \times \big\lceil \text{K} - 15 \big\rceil + 1 \end{align} }[/math]
With
  • [math]\displaystyle{ \text{N}_\text{Generator} }[/math] the amount of Smoke Generators:
  • [math]\displaystyle{ \text{Luck}_\text{flag} }[/math] the flagship's luck,
  • [math]\displaystyle{ \bigstar_\text{base} }[/math] the total improvement Improved level of the base generators,
  • [math]\displaystyle{ \bigstar_\text{Kai} }[/math] the total improvement Improved level of the Kai generators,

  • The smoke gives an Accuracy malus to both fleets when used:
    • Please note that these are initial estimations and are subject to change.
    • It is currently unknown if the airstrike accuracy is affected by the smoke.
    • Some modifiers are near impossible to determine because the fleet hit the lower bound hit rate (11% hard cap).
    • There are some inconsistencies between "old" and "new" enemies.
    • Having a (surface ?) radar equipped reduces the smoke effect for both fleets, but only for the shelling phase.
[math]\displaystyle{ \text{Mod}_\text{smoke} }[/math][1]
Day Shelling
Fleet Radar Equipped Type 1 Type 2 Type 3
Allied No < 0.3 < 0.33 < 0.37
Yes 0.35 0.25 < 0.37
Enemy No < 0.69 < 0.7 < 0.7
Yes 0.91 0.83 0.75
Special Attacks[2]
Allied 1
Torpedo Phases
Fleet Type 1 Type 2 Type 3
Allied 0.45 0.42 0.42
Enemy 0.7 0.6 0.5
ASW
Allied 0.25
Enemy 1

  • AA effects:
    • The smoke affects the allied shootdown but not the enemy shootdown.
    • No fixed shootdown above 2 has been observed under a smoke.
    • The guaranteed shootdown does not seem to be affected.
    • A modifier to the Adjusted AA is suspected but there is not enough data to confirm it.
  • The Smoke reduce the Anti-Air Rocket Barrage trigger rate either directly or by reducing the Adjusted AA.

Listed By Stats

No. Rarity Name Equipment Type Evasion Refittable Types Craftable Improvable Notes
500
Smoke Generator (Smoke Screen)Equipment Card Smoke Generator (Smoke Screen).png
Smoke Generator.png 発煙装置(煙幕)
Surface Ship Equipment 1 DE, DD, CL, CLT, CA, CAV, FBB (Only: Richelieu Deux), BBV (Only: Fusou Kai Ni, Yamashiro Kai Ni), AV (Only: Mikuma Kai Ni Toku), CT, AO (Only: Souya (AGB), Souya (AGL), Souya (AGS)) ✔️ ✔️
501

Smoke Generator Kai (Smoke Screen)Equipment Card Smoke Generator Kai (Smoke Screen).png
Smoke Generator.png 発煙装置改(煙幕)
3
No. Rarity Name Equipment Type Evasion Refittable Types Craftable Improvable Notes

Pages in category "Smoke Generators"

The following 2 pages are in this category, out of 2 total.