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Root / Module / Siege Module / Siege Module I
Siege Module I
Siege Module I 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. Due to the ionic field created by the siege module, remote effects like warp scrambling et al. will not affect the ship while in siege mode.

This also means that friendly remote effects will not work while in siege mode either. 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 run at any given time, so fitting more than one has no practical use.
published
Yes
Race
 
Structure
radius
1 m
mass
1 kg
volume
4000 m3 packaged
capacity
0m3
baseprice
47022756 ISK
Targeting
Max Locked Targets
2
Miscellaneous
Max Velocity Bonus
-100 %
powergrid usage
100000 MW
CPU usage
10000 tf
Activation time / duration
600000 ms
Speed Bonus
0 m/sec
Damage Multiplier Bonus
625 %
Tech Level
1
Shield Boost Bonus
100 %
Scan Resolution Bonus
0.25 %
Meta Level
0
Consumption Type
16275 typeID
Consumption Quantity
500
Tracking Speed Bonus
-92.5 %
Explosion Velocity Bonus
-92.5 %
Armor Repair Bonus
100 %
Armor Repair Duration Bonus
-50 %
Shield Boost Duration Bonus
-50 %
disallowActivateOnWarp
1
Not Published
hp
99999 HP
requiredSkill1Level
1
maxGroupActive
1
siegeModeWarpStatus
100
Disallows Assistance
1
Activation Target Loss
1
Velocity Falloff Bonus
-92.5 %
Disallows Offensive Modifiers
1
disallowEarlyDeactivation
1
Req. Skills
Primary Skill required
Tactical Weapon Reconfiguration
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