Siege Module II

Defenses
Structure
999,999 HP
Market
StationSellBuy
Jita
Amarr
Rens
Dodixie
Hek
Maila
Basic
Volume4,000.00 m3
Mass1.00 kg
Tech Level2.00 Level
 Base Price47,022,756.00 ISK
 PublishedTrue
Variations
Tech I
Tech II
  • Siege Module II
Cargo
Capacity0.00 m3
Fitting
CPU usage110.00 tf
Powergrid Usage105,000.00 MW
Usage
Can be fitted toDreadnought
Reprocessing
 Portion Size1.00
Output 
Tritanium1,713,936
Pyerite414,058
Mexallon157,478
Isogen26,016
Nocxium7,911
Zydrine2,267
Megacyte1,133
Miniature Electronics82
Morphite93
Quantum Microprocessor82
Basic reprocessing, not accounting for skills and other bonuses.
Industry
Produced by
Siege Module II Blueprint (Manufacturing)
Other
Remote Assistance Impedance Bonus-80.00 %
Remote Repair Impedance Bonus-100.00 %
Sensor Dampener Resistance Bonus-70.00 %
Rapid Torpedo Launcher Bonus-80.00 %
XL Launcher ROF Bonus-80.00 %
Armor Repairer / Shield Booster Amount Bonus100.00 %
Armor Repairer / Shield Booster Duration Bonus-50.00 %
Mass multiplier10.00 x
Missile Damage Bonus200.00 %
Torpedo Velocity Bonus150.00 %
Turret Damage Bonus840.00 %
Weapon Disruption Resistance Bonus-70.00 %
ECM Resistance100.00 %
Maximum Velocity Bonus-100.00 %
Consumption Quantity250.00 units
Consumption TypeStrontium Clathrates
Disallow Activation In WarpTrue
Disallow DockingTrue
disallowEarlyDeactivation1.00
Disallow TetheringTrue
Activation time / duration300.00 s
 Meta Level5.00 Level
Capacity0.00 m3
Mass1.00 kg
Volume4,000.00 m3
Max Modules Of This Group Allowed1.00
siegeModeWarpStatus100.00
maxGroupActive1.00
radius1.00

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.