An electronic interface designed to augment and enhance a carrier's defenses and logistical 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 defensive and logistical capabilities.
This results in a great increase in the carrier's ability to provide aid to members of its fleet, as well as a greatly increased rate of defensive self-sustenance. Due to the ionic flux created by the triage module, remote effects like warp scrambling et al. will not affect the ship while in triage mode.
This also means that friendly remote effects will not work while in triage mode either. The flux only disrupts incoming effects, however, meaning the carrier can still provide aid to its cohorts. Sensor strength and targeting capabilities are also significantly boosted. In addition, the lack of power to locomotion systems means that neither standard propulsion nor warp travel are available to the ship, nor is the carrier able to dock until out of triage mode.
Note: A triage module requires Strontium clathrates to run and operate effectively. Only one triage module can be run at any given time, so fitting more than one has no practical use.
|
Max Velocity Bonus
-100 % |
Activation time / duration
600.00 sec |
Tech Level
1 |
Scan Resolution Bonus
900 % |
Consumption Type
Strontium Clathrates |
Consumption Quantity
500 |
Armor Repair Bonus
100 % |
Armor Repair Duration Bonus
-50 % |
Remote Armor Repair Bonus
100 % |
Remote Armor Repair Duration Bonus
-50 % |
EW Capacitor Need Bonus
9999900 % |
Max Active Drone Modifier
-100 % |
Remote Hull Repair Bonus
100 % |
Remote Hull Repair Duration Bonus
-50 % |
Energy Transfer Bonus
100 % |
Energy Transfer Duration Bonus
-50 % |
Disallow Activation In Warp
1 |
powergrid usage
100,000 MW |
CPU usage
10,000 tf |
Max Locked Targets Bonus
4 |
Shield Boost Bonus
100 % |
Shield Boost Duration Bonus
-50 % |
Shield Transport Duration Bonus
-50 % |
Shield Transport Amount Bonus
100 % |
Mass
1 kg |
Volume
4000 m3 |
| |
| Primary Skill required |
Tactical Logistics Reconfiguration I |
Logistics V |
Spaceship Command III |
Signature Analysis V |
Electronics I |
Long Range Targeting V |
Electronics II |
| Skill / Mechanic |
Capital Ship Construction 1 |
| Material / Mineral |
Tritanium 3,393,595 |
Pyerite 819,836 |
Mexallon 311,807 |
Isogen 51,513 |
Nocxium 15,665 |
Zydrine 2,244 |
Megacyte 1,122 |
| Waste |
Waste Factor 10%
|
| Material / Mineral |
Tritanium 3,085,086 |
Pyerite 745,305 |
Mexallon 283,461 |
Isogen 46,830 |
Nocxium 14,241 |
Zydrine 2,040 |
Megacyte 1,020 |
|
Accuracy: Accurate
This page was approved
This module allows a carrier pilot to extend the logistics support they are able to provide. Triage mode is seldom used in battle, however. Activating it virtually guarantees that by the time the pilot runs out of fuel, a large number of their adversaries will have converged on their location, leading to destruction of the carrier. It is especially rare for triage mode to be activated on motherships, as they are highly sought-after targets.
Triage is more commonly used for repairing starbase modules and outpost services.
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