Siege Module II

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.

Note: A siege module requires Strontium clathrates to run and operate effectively. 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.

  • fitting
  • 105000

    Powergrid Usage

  • 110

    Cpu Usage

  • structure
  • 1 kg

    Mass

  • 4000m³ packaged

    Volume

  • 999999

    Structure Hitpoints

  • miscellaneous
  • -100

    Maximum Velocity Bonus

  • 300000

    Activation Time / Duration

  • 2

    Tech Level

  • 5

    Meta Level

  • 16275

    Consumption Type

  • 250

    Consumption Quantity

  • 500

    Gravimetric Strength

  • 500

    Ladar Strength

  • 500

    Magnetometric Strength

  • 500

    Radar Strength

  • 1

    Disallow Activation In Warp

  • 485

    Can Be Fitted To

  • 10

    Mass Multiplier

  • 1

    Max Modules Of This Group Allowed

  • 150

    Torpedo Velocity Bonus

  • -80

    Xl Launcher Rof Bonus

  • 200

    Missile Damage Bonus

  • 840

    Turret Damage Bonus

  • -99.9999

    Remote Repair Impedance Bonus

  • 1

    Disallow Tethering

  • -50

    Armor Reparier / Shield Booster Duration Bonus

  • 100

    Armor Reparier / Shield Booster Amount Bonus

  • -80

    Sensor Dampener Resistance Bonus

  • -80

    Remote Assistance Impedance Bonus

  • -80

    Weapon Disruption Resistance Bonus

  • 1

    Disallow Docking

  • z 47 022 756.00

    Base Price

  • blueprint
  • Siege Module II Blueprint

  • manufacturing
  • base materials
  • 3 427 873

    Tritanium

  • 828 117

    Pyerite

  • 314 957

    Mexallon

  • 52 033

    Isogen

  • 15 823

    Nocxium

  • 4 534

    Zydrine

  • 2 266

    Megacyte

  • 165

    Miniature Electronics

  • 186

    Morphite

  • 165

    Quantum Microprocessor

  • extra materials and skills
  • V

    Industry

  • 35

    Miniature Electronics

  • I

    Mechanical Engineering

  • I

    Electronic Engineering

  • 1

    R.A.M.- Electronics

  • 35

    Quantum Microprocessor

  • 1

    Siege Module I

  • reprocessing
  • material/mineral
  • 3 427 873

    Tritanium

  • 828 117

    Pyerite

  • 314 957

    Mexallon

  • 52 033

    Isogen

  • 15 823

    Nocxium

  • 4 534

    Zydrine

  • 2 266

    Megacyte

  • 186

    Morphite

  • commodity/construction components
  • 165

    Quantum Microprocessor

  • other
  • 5

    Required Skill 1Level

  • 1

    Max Group Active

  • 100

    Siege Mode Warp Status

  • 1

    Disallow Early Deactivation