https://everef.net/type/20280Ship Equipment / Turrets & Bays / Weapon Upgrades / Siege Modules

Siege Module I

Defenses
Structure
Structure HP999999.0Hitpoints999,999 HP
Market
StationSellBuy
Jita
Amarr
Rens
Dodixie
Hek
Basic
Volume4000.0MTQ4,000.00 m3
Mass1.0KGM1.00 kg
Meta level0.0Level0 Level
Tech level1.0Level1 Level
 Base Price4.7022756E7Money47,022,756.00 ISK
 Published1.0BooleanTrue
Variations
Tech II
Tech I
  • Siege Module I
Fitting
CPU100.0Teraflops100.00 tf
Power100000.0MAW100,000 MW
Usage
Can fit ship group 1485.0groupIDDreadnought
Reprocessing
 Portion Size1.01
Output 
Tritanium1,713,936
Pyerite414,058
Mexallon157,478
Isogen26,016
Nocxium7,911
Zydrine2,267
Megacyte1,133
Basic reprocessing, not accounting for skills and other bonuses.
Industry
Other
RemoteAssistanceImpedanceBonus-80.0Modifier Relative Percent-80.00 %
RemoteRepairImpedanceBonus-99.9999Modifier Relative Percent-100.00 %
SensorDampenerResistanceBonus-60.0Modifier Relative Percent-60.00 %
SiegeLauncherROFBonus-80.0Percentage-80.00 %
SiegeLocalLogisticsAmountBonus100.0Percentage100.00 %
SiegeLocalLogisticsDurationBonus-50.0Percentage-50.00 %
SiegeMassMultiplier10.0Multiplier10.00 x
SiegeMissileDamageBonus165.0Percentage165.00 %
SiegeTorpedoVelocityBonus150.0Percentage150.00 %
SiegeTurretDamageBonus700.0Percentage700.00 %
WeaponDisruptionResistanceBonus-60.0Percentage-60.00 %
ECMResistance1.0E-5Inverse Absolute Percent100.00 %
SpeedFactor-100.0Modifier Relative Percent-100.00 %
ConsumptionQuantity250.0Units250.00 units
ConsumptionType16275.0typeIDStrontium Clathrates
DisallowActivateOnWarp1.0BooleanTrue
DisallowDocking1.0BooleanTrue
DisallowEarlyDeactivation1.01
DisallowTethering1.0BooleanTrue
Duration300000.0SEC300.00 s
MaxGroupActive1.01
SiegeModeWarpStatus100.0100
MaxGroupFitted1.01.00

Description

An electronic interface designed to augment and enhance a dreadnought's siege warfare abilities. Through a series of electromagnetic polarity field shifts, the siege module diverts energy from the ship's propulsion and warp systems to lend additional power to its offensive and defensive capabilities.

This results in a tremendous increase in damage, as well as a greatly increased rate of defensive self-sustenance. Defensive benefits include improved self-repair and shield boosting effectiveness, as well as increased resistance to most forms of electronic warfare. As a side effect of the ionic field created by the siege module, beneficial remote repair and capacitor transfer effects are ineffective against the fitted ship while the module is active.
In addition, the lack of power to locomotion systems means that neither standard propulsion nor warp travel are available to the ship nor are you allowed to dock until out of siege mode.

Notes:
- A siege module requires Strontium clathrates to run and operate effectively.
- Bonuses to the Shield Booster amount and duration are only applied to Capital sized boosters.
- Bonuses to the Armor Repairer amount and duration are only applied to Capital sized repairers.
- Only one siege module can be fitted to a dreadnought class ship. The increased shield boosting and armor repairing gained from the Siege Module is subject to a stacking penalty when used with other similar modules that affect the same attribute on the ship.