Siege Module II
Variations
Type | ||
---|---|---|
Siege Module I | Tech I | |
Siege Module II | Tech II | |
Abyssal Siege Module | Abyssal |
Market
Basic
- Mass:
- 1 kg
- Packaged volume:
- 1,000 m3
- Portion size:
- 1
- Tech Level:
- 2
- Meta Level:
- 5
- Structure Hitpoints:
- 999,999 HP
- Capacity:
- 0 m3
- Volume:
- 4,000 m3
- Mass:
- 1 kg
- radius:
- 1 m
Offenses
- Maximum Velocity Bonus:
- -100 %
Module
Cargo
- Capacity:
- 0 m3
Fitting
- CPU usage:
- 110 tf
- Powergrid Usage:
- 105,000 MW
Required Skills
Structure
- Structure Hitpoints:
- 999,999 HP
Manufacturing
- Blueprint:
- Siege Module II Blueprint
Engineering Rig
- Source rigs:
Reprocessing
- Portion size:
- 1
Output | Quantity |
---|---|
Tritanium | 3,427,873 |
Pyerite | 828,117 |
Mexallon | 314,957 |
Isogen | 52,033 |
Nocxium | 15,823 |
Zydrine | 4,534 |
Megacyte | 2,266 |
Miniature Electronics | 165 |
Morphite | 186 |
Quantum Microprocessor | 165 |
Industry
Adam4Eve Material InfluenceOther
- Consumption Quantity:
- 250 units
- siegeModeWarpStatus:
- 100
- Mass multiplier:
- 10 x
- ECM Resistance:
- 99.999%
- speedFactorFloor:
- -100 %
- Torpedo Velocity Bonus:
- 150 %
- XL Launcher ROF Bonus:
- -80 %
- Siege Missile Damage Bonus:
- 200 %
- Turret Damage Bonus:
- 840 %
- Remote Repair Impedance Bonus:
- -99.9999 %
- Disallow Tethering:
- true
- Disallow Docking:
- true
- Rapid Torpedo Launcher Bonus:
- -80 %
Type Info
- Type ID:
- 4292
- Base price:
- 47.02m ISK
- Group ID:
- Siege Module
- Icon ID:
- 2851
- Market group ID:
- Siege Modules
- Meta group ID:
- 2
- Published:
- true
- Race ID:
- 1
- Radius:
- 1 m
- Volume:
- 4,000 m3
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.