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.
Maximum Velocity Bonus
Activation Time / Duration
Disallow Activation In Warp
Can Be Fitted To
Max Modules Of This Group Allowed
Torpedo Velocity Bonus
Xl Launcher Rof Bonus
Missile Damage Bonus
Turret Damage Bonus
Remote Repair Impedance Bonus
Armor Reparier / Shield Booster Duration Bonus
Armor Reparier / Shield Booster Amount Bonus
Sensor Dampener Resistance Bonus
Remote Assistance Impedance Bonus
Weapon Disruption Resistance Bonus
Required Skill 1Level
Max Group Active
Siege Mode Warp Status
Disallow Early Deactivation