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.
Miscellaneous
Max Velocity Bonus Max Velocity Bonus
-100 %
Activation time / duration Activation time / duration
600.00 sec
Damage Multiplier Bonus Damage Multiplier Bonus
625 %
Tech Level Tech Level
1
Scan Resolution Bonus Scan Resolution Bonus
-75 %
Consumption Type Consumption Type
Strontium Clathrates
Consumption Quantity Consumption Quantity
500
Tracking Speed Bonus Tracking Speed Bonus
-92.5 %
Explosion Velocity Bonus Explosion Velocity Bonus
-92.5 %
Armor Repair Bonus Armor Repair Bonus
100 %
Armor Repair Duration Bonus Armor Repair Duration Bonus
-50 %
Disallow Activation In Warp Disallow Activation In Warp
1
Fitting
powergrid usage powergrid usage
100,000 MW
CPU usage CPU usage
10,000 tf
Targeting
Max  Locked Targets Max Locked Targets
2
Shield
Shield Boost Bonus Shield Boost Bonus
100 %
Shield Boost Duration Bonus Shield Boost Duration Bonus
-50 %
Structure
Mass Mass
1 kg
Volume Volume
4000 m3
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
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%
Reprocess
Material / Mineral
Tritanium Tritanium
3,085,086
Pyerite Pyerite
745,305
Mexallon Mexallon
283,461
Isogen Isogen
46,830
Nocxium Nocxium
14,241
Zydrine Zydrine
2,040
Megacyte Megacyte
1,020

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

The drawbacks are that the propulsion is disable, so you can not move or warp while in siege mode, as well as severely crippling it's ability to track moving targets with it's Turrets.

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