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 fitted to a dreadnought class ship.

Structure

Structure HitpointsStructure Hitpoints
99,999 HP
Mass multiplierMass multiplier
10 x
MassMass
1 kg
VolumeVolume
4000 m3

Miscellaneous

Max Velocity BonusMax Velocity Bonus
-100 %
Activation time / durationActivation time / duration
600 s
Damage Multiplier BonusDamage Multiplier Bonus
625 %
Tech LevelTech Level
1
Scan Resolution BonusScan Resolution Bonus
-75 %
Consumption TypeConsumption Type
Strontium Clathrates
Consumption QuantityConsumption Quantity
500
Tracking Speed BonusTracking Speed Bonus
-50 %
Explosion Velocity BonusExplosion Velocity Bonus
-60 %
Armor Repair BonusArmor Repair Bonus
100 %
Armor Repair Duration BonusArmor Repair Duration Bonus
-50 %
Disallow Activation In WarpDisallow Activation In Warp
1
Max Group FittedMax Group Fitted
1

Fitting

powergrid usagepowergrid usage
100,000 MW
CPU usageCPU usage
100 tf

Targeting

Max  Locked TargetsMax Locked Targets
2

Shield

Shield Boost BonusShield Boost Bonus
100 %
Shield Boost Duration BonusShield Boost Duration Bonus
-50 %
 

Blueprint

Siege Module I Blueprint i Siege Module I Blueprint

Required skills

Primary Skill required
Tactical Weapon Reconfiguration Tactical Weapon Reconfiguration I
Advanced Weapon UpgradesAdvanced Weapon Upgrades V
Weapon UpgradesWeapon Upgrades V
GunneryGunnery II

Material Requirements

Skill / Mechanic
Capital Ship Construction Capital Ship Construction
1
Skill / Industry
Industry Industry
1
Material / Mineral
Tritanium Tritanium
3,393,595
Pyerite Pyerite
819,836
Mexallon Mexallon
311,807
Isogen Isogen
51,513
Nocxium Nocxium
15,665
Zydrine Zydrine
2,244
Megacyte Megacyte
1,122
Waste
? Waste Factor
10%

A siege module allows a dread pilot to massively increase damage. This damage increase is essential for taking down POSs.

Siege mode has two main drawbacks: First, while siege mode is active, propulsion systems are disabled which renders the dreadnought unable to move or warp. Second, the ability to track moving targets with the dreadnought's turrets is severely crippled during siege mode.