Difference between revisions of "Capital Ship Modules"
(→Industrial Core: changed skill requirement for heavy water reduction, from "Industrial Reconfiguration" to "Capital Industrial Reconfiguration", per December 2021 Version 19.11) |
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{{Update|Review for December 2021, Version 19.11 changes (Rorqual core module naming and other possible changes)}} | {{Update|Review for December 2021, Version 19.11 changes (Rorqual core module naming and other possible changes)}} | ||
− | In EVE Online, there are a set of '''Capital Ship Modules''' which have no direct subcapital analogue. This | + | In EVE Online, there are a set of '''Capital Ship Modules''' which have no direct subcapital analogue. This article gives a general overview of each module, and the stats for that item if the ship class page does not yet have a section that does so. Modules are categorized into ones that can be fit on more than one capital ship class, and ones for specific classes of Capital Ships. |
− | section that does so. Modules are categorized into ones that can be fit on more than one capital ship class, and ones for specific classes of Capital Ships. | ||
== General Modules == | == General Modules == | ||
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[[File:icon_reactive_armor_hardener.png|left|link=]] | [[File:icon_reactive_armor_hardener.png|left|link=]] | ||
''Flex Armor Hardeners contain advanced nanite membranes capable of being reprogrammed mid-flight using swappable scripts. When unscripted this module provides resistances to all four damage types, and when loaded with a script it provides greatly enhanced resistance to one specific damage type.'' | ''Flex Armor Hardeners contain advanced nanite membranes capable of being reprogrammed mid-flight using swappable scripts. When unscripted this module provides resistances to all four damage types, and when loaded with a script it provides greatly enhanced resistance to one specific damage type.'' | ||
− | + | {{Clear}} | |
[[File:Icon_resists.png|left|link=]] | [[File:Icon_resists.png|left|link=]] | ||
''Flex Shield Hardeners use powerful but bulky resonance coils to project a constructive interference pattern across a ship's shields. These patterns can increase shield resistances against all damage types, or to provide increased protection against one specific damage type with the aid of swappable scripts.'' | ''Flex Shield Hardeners use powerful but bulky resonance coils to project a constructive interference pattern across a ship's shields. These patterns can increase shield resistances against all damage types, or to provide increased protection against one specific damage type with the aid of swappable scripts.'' | ||
− | + | {{Clear}} | |
− | The '''Capital Flex Armor''' and '''Shield Hardeners''' are multi-purpose resistance modules. They can swap between being an omni resist module and resisting a single damage type through the use of scripts. Unscripted, both are inferior to T2 versions of the regular omni resist module (Energized | + | The '''Capital Flex Armor''' and '''Shield Hardeners''' are multi-purpose resistance modules. They can swap between being an omni resist module and resisting a single damage type through the use of scripts. Unscripted, both are inferior to T2 versions of the regular omni resist module (Multispectrum Energized Membrane II & Multispectrum Shield Hardener II), consuming much more cap and giving lower resists. Scripted, however, they exceed the resist bonus of even the best officer damage specific hardeners. Despite these downsides, the flex hardeners are situationally useful when engaging in fights where one particular damage type predominates, and that damage type wasn't known before the fight. |
=== Capital Emergency Hull Energizer === | === Capital Emergency Hull Energizer === | ||
− | + | [[File:Icon_capital_emergency_hull_energizer.png|left|link=]] ''Specialized damage control module that utilizes a combination of containment field emitters and electromagnetic molecular hull reinforcers to resist damage to the core structure of your ship. Burns out after a single use.'' | |
− | [[File:Icon_capital_emergency_hull_energizer.png|link=]] ''Specialized damage control module that utilizes a combination of containment field emitters and electromagnetic molecular hull reinforcers to resist damage to the core structure of your ship. Burns out after a single use.'' | + | {{Clear}} |
− | |||
An alternative to the Damage Control only available to capital ships, the '''Capital Emergency Hull Energizer''' (CEHE) offers a short burst of very high hull resistance (95% Omni resists), after which it burns out. A Damage Control and a CEHE cannot be fitted on the same ship, meaning that fitting a CEHE comes at the cost of the permanent EHP boost that a Damage Control would give. As such, the CEHE has its niche in mid size capital fights where the damage on field is high enough for the 15-20s of resists from a CEHE to be worthwhile, but without so much damage that a dread could be cleared off before the pilot can react and activate the CEHE under time dilation. | An alternative to the Damage Control only available to capital ships, the '''Capital Emergency Hull Energizer''' (CEHE) offers a short burst of very high hull resistance (95% Omni resists), after which it burns out. A Damage Control and a CEHE cannot be fitted on the same ship, meaning that fitting a CEHE comes at the cost of the permanent EHP boost that a Damage Control would give. As such, the CEHE has its niche in mid size capital fights where the damage on field is high enough for the 15-20s of resists from a CEHE to be worthwhile, but without so much damage that a dread could be cleared off before the pilot can react and activate the CEHE under time dilation. | ||
− | {| class="wikitable collapsible collapsed" style="font-size:90%;text-align:center;width:800px" | + | {| class="wikitable collapsible collapsed" style="font-size: 90%; text-align: center; width: 800px" |
− | + | |- style="background-color: #222222;" | |
− | ! | + | ! style="text-align: left;" | Module |
− | ! | + | ! Tech |
− | ! | + | ! Meta |
− | ! | + | ! [[File:Icon_cpu.png|26px|CPU required (tf)|link=]] |
− | ! | + | ! [[File:Icon_powergrid.png|26px|Powergrid required (MW)|link=]] |
− | ! | + | ! Activation cost (GJ) |
− | ! | + | ! Duration (s) |
+ | ! <span title="Skill required to use the module">[[File:Skill.png|26px|link=]] Skill</span> | ||
|- | |- | ||
− | | style="text-align:left;"| Capital Emergency Hull Energizer I | + | | style="text-align: left;" | Capital Emergency Hull Energizer I |
− | | style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span> | + | | style="background: #000000;" data-sort-value=1 | <span title="Tech 1 module">I</span> |
| 0 | | 0 | ||
| 80 | | 80 | ||
Line 40: | Line 39: | ||
| {{sk|Hull Upgrades|I}} | | {{sk|Hull Upgrades|I}} | ||
|- | |- | ||
− | | style="text-align:left;"| Capital Implacable Compact Emergency Hull Energizer | + | | style="text-align: left;" | Capital Implacable Compact Emergency Hull Energizer |
− | | style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span> | + | | style="background: #000000;" data-sort-value=1 | <span title="Tech 1 module">I</span> |
| 1 | | 1 | ||
| 60 | | 60 | ||
Line 49: | Line 48: | ||
| Hull Upgrades I | | Hull Upgrades I | ||
|- | |- | ||
− | | style="text-align:left;"| Capital Indefatigable Enduring Emergency Hull Energizer | + | | style="text-align: left;" | Capital Indefatigable Enduring Emergency Hull Energizer |
− | | style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span> | + | | style="background: #000000;" data-sort-value=1 | <span title="Tech 1 module">I</span> |
| 1 | | 1 | ||
| 80 | | 80 | ||
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| Hull Upgrades I | | Hull Upgrades I | ||
|- | |- | ||
− | | style="text-align:left;"| [[File:Icon tech2.png|16px|link=]] Capital Emergency Hull Energizer II | + | | style="text-align: left;" | [[File:Icon tech2.png|16px|link=]] Capital Emergency Hull Energizer II |
− | | style="background:#9d6101;" data-sort-value=2 | <span title="Tech 2 module">II</span> | + | | style="background: #9d6101;" data-sort-value=2 | <span title="Tech 2 module">II</span> |
| 5 | | 5 | ||
| 80 | | 80 | ||
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| Hull Upgrades IV | | Hull Upgrades IV | ||
|- | |- | ||
− | | style="text-align:left;"| [[File:Icon faction.png|16px|link=]] Sisters Capital Emergency Hull Energizer | + | | style="text-align: left;"| [[File:Icon faction.png|16px|link=]] Sisters Capital Emergency Hull Energizer |
− | | style="background:#11470d;" data-sort-value="4" | <span title="Faction module"> | + | | style="background: #11470d;" data-sort-value="4" | <span title="Faction module">◇</span> |
| 8 | | 8 | ||
| 80 | | 80 | ||
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=== Clone Vat Bay === | === Clone Vat Bay === | ||
+ | [[File:Icon_clone_vat_bay.png|left|link=]] ''When activated, the Clone Vat Bay allows for the capital ship to receive transneural brain scan data from a capsule-mounted scanner into one of the bay's [[clones]], effectively turning the ship into a mobile clone station.'' | ||
+ | {{Clear}} | ||
+ | Fittable to [[Titans]] and [[Rorqual]]s, the '''Clone Vat Bay''' enables a ship to serve as a mobile jump clone station. To be a valid jump point, the clone bay has to be activated, which immobilizes the ship it's equipped to and costs 1 Liquid Ozone for 5 minutes. The number of clones that a ship can hold is decided by the hull rather than this module, which is 6 for a Rorqual and 75 for a Titan. The clone count can be improved through the {{Sk|Cloning Facility Operation|icon=yes}} skill. | ||
− | [[File: | + | === Jump Drive Economizer === |
− | + | [[File:Jump Drive Economizer.png|left|link=]] Fittable to [[Jump Freighters]] and the Rorqual, these modules reduce the isotope cost for using jump drives. There are three versions, which vary in power and cost. These modules are useful for pilots who make long jumps frequently, as they can significantly reduce the amount of fuel usage. | |
− | Fittable to [[ | + | {{Clear}} |
+ | {| class="wikitable collapsible collapsed" style="font-size: 90%; text-align: center; width: 800px" | ||
+ | |- style="background-color: #222222;" | ||
+ | ! style="text-align: left;" | Module | ||
+ | ! Isotope Reduction | ||
+ | ! Meta | ||
+ | ! [[File:Icon_powergrid.png|26px|Powergrid required (MW)|link=]] | ||
+ | ! <span title="Skill required to use the module">[[File:Skill.png|26px|link=]] Skill</span> | ||
+ | |- | ||
+ | | style="text-align: left;" | Experimental Jump Drive Economizer | ||
+ | | -7% | ||
+ | | 1 | ||
+ | | 1 | ||
+ | | Jump Fuel Conservation I | ||
+ | |- | ||
+ | | style="text-align: left;" | Limited Jump Drive Economizer | ||
+ | | -4% | ||
+ | | 1 | ||
+ | | 1 | ||
+ | | Jump Fuel Conservation I | ||
+ | |- | ||
+ | | style="text-align: left;" | Prototype Jump Drive Economizer | ||
+ | | -10% | ||
+ | | 1 | ||
+ | | 1 | ||
+ | | Jump Fuel Conservation I | ||
+ | |} | ||
== Dreadnoughts == | == Dreadnoughts == | ||
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[[File:Icon_siege.png|left|link=]] ''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.'' | [[File:Icon_siege.png|left|link=]] ''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.'' | ||
− | + | {{Clear}} | |
− | The '''Siege Module''' is the defining module of the Dreadnought, bringing the full force of their capital weaponry online, visibly extending the ship's weapon hardpoints, and turning the ship into a stationary gun tower and one-capsuleer army. While active, the siege module grants the dreadnought enormous bonuses to weapon damage and local repairs, and near-immunity to electronic warfare, at the cost of rendering the ship unable to move, warp, dock, jump, or receive remote repairs. The Siege Module consumes 250 Strontium Clathrates to activate | + | The '''Siege Module''' is the defining module of the Dreadnought, bringing the full force of their capital weaponry online, visibly extending the ship's weapon hardpoints, and turning the ship into a stationary gun tower and one-capsuleer army. While active, the siege module grants the dreadnought enormous bonuses to weapon damage and local repairs, and near-immunity to electronic warfare, at the cost of rendering the ship unable to move, warp, dock, jump, or receive remote repairs. The Siege Module consumes 250 Strontium Clathrates to activate and remains active for a 300-second (5-minute) cycle. Strontium Clathrate usage can be reduced through training the {{Sk|Tactical Weapon Reconfiguration|icon=yes}} skill, which is required to use the Siege Module. |
=== High-Angle Weapons === | === High-Angle Weapons === | ||
{{main|Turrets#Capital Ship Turrets|Turrets - Capital Ship Turrets}} | {{main|Turrets#Capital Ship Turrets|Turrets - Capital Ship Turrets}} | ||
<!-- Lists and images don't mix very well it turns out. --> | <!-- Lists and images don't mix very well it turns out. --> | ||
− | [[File:Icon_turret_autocannon_xl.png|frameless|left|link=]] | + | [[File:Icon_turret_autocannon_xl.png|frameless|left|link=]] |
<div style="overflow-x: hidden; margin-left: 0px; padding-left: 1px;"> | <div style="overflow-x: hidden; margin-left: 0px; padding-left: 1px;"> | ||
* Quad 800mm Repeating Cannon | * Quad 800mm Repeating Cannon | ||
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* Rapid Torpedo Launcher | * Rapid Torpedo Launcher | ||
</div> | </div> | ||
− | + | ||
− | Dreadnoughts have access to a unique set of capital ship weapons. Known as 'High-Angle Weapons', these are multiple battleship-sized weapons mounted to a capital hardpoint. They offer significantly lower damage than standard | + | Dreadnoughts have access to a unique set of capital ship weapons. Known as 'High-Angle Weapons', these are multiple battleship-sized weapons mounted to a capital hardpoint. They offer significantly lower damage than standard anti-capital weapons; however, in exchange, they offer high enough accuracy to allow a HAW Dreadnought to engage and destroy hostile battleships and battlecruisers. |
+ | |||
+ | === Disruptive Lance === | ||
+ | [[File:Disruptive Lance Icon.png|left|link=]] Fittable only to the new Tech 2 Lancer Dreadnoughts, these mini-doomsdays deal a third the damage of titan lances and disable docking, jumping, tethering, stargate use, and warping within their area of effect. They also reduce incoming remote repairs by 50% for all affected ships. The Disruptive Lance can only be activated when the dreadnought's siege module is active. Similar to Titan lances, the disruptive lance deals 10,000 energy neutralization to all nearby ships when activated. Activating the lance will make the dreadnought unable to jump, dock, tether, or cloak for 5 minutes. Unlike Titan lances, disruptive lances can be used in low-sec. Lancer Dreadnoughts with a Disruptive Lance fitted cannot activate cloaking devices. The skill {{sk|Disruptive Lance Operation}} is needed to operate disruptive lances and reduces capacitor usage by 5% per level. | ||
== Force Auxiliary == | == Force Auxiliary == | ||
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{{main|Force Auxiliaries#The Triage Module|Force Auxiliaries - The Triage Module}} | {{main|Force Auxiliaries#The Triage Module|Force Auxiliaries - The Triage Module}} | ||
[[File:Icon_triage.png|left|link=]] ''An electronic interface designed to augment and enhance a Force Auxiliary Ship's defenses and logistical abilities. Through a series of electromagnetic polarity field shifts, the triage module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive and logistical capabilities.'' | [[File:Icon_triage.png|left|link=]] ''An electronic interface designed to augment and enhance a Force Auxiliary Ship's defenses and logistical abilities. Through a series of electromagnetic polarity field shifts, the triage module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive and logistical capabilities.'' | ||
− | + | {{Clear}} | |
The '''Triage Module''' is a high slot module available only to [[Force Auxiliaries]] (FAX). Analogous to the Siege Module, it uses Strontium Clathrates to improve the FAX's remote and local repair capabilities, with a 300 second duration, and at the expense of movement and remote assistance capabilities. | The '''Triage Module''' is a high slot module available only to [[Force Auxiliaries]] (FAX). Analogous to the Siege Module, it uses Strontium Clathrates to improve the FAX's remote and local repair capabilities, with a 300 second duration, and at the expense of movement and remote assistance capabilities. | ||
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Fittable to [[Carriers]], [[Supercarriers]], and the [[Caiman]] and [[Komodo]] Guristas ships, the '''Fighter Support Unit''' (FSU) boosts the velocity, fire rate, shield and shield recharge rate of fighters controlled by the ship. While its effects are stacking penalized, they do not have a bonus to drone damage. This means that FSUs can offer a notable damage bonus on top of bonuses from Drone Damage Amplifiers. | Fittable to [[Carriers]], [[Supercarriers]], and the [[Caiman]] and [[Komodo]] Guristas ships, the '''Fighter Support Unit''' (FSU) boosts the velocity, fire rate, shield and shield recharge rate of fighters controlled by the ship. While its effects are stacking penalized, they do not have a bonus to drone damage. This means that FSUs can offer a notable damage bonus on top of bonuses from Drone Damage Amplifiers. | ||
− | {| class="wikitable collapsible collapsed" style="font-size:90%;text-align:center;width:800px" | + | {| class="wikitable collapsible collapsed" style="font-size: 90%; text-align: center; width: 800px" |
− | + | |- style="background-color:#222222;" | |
− | ! | + | ! style=";text-align: left;" | Module |
− | ! | + | ! Tech |
− | ! | + | ! Meta |
− | ! | + | ! [[File:Icon_cpu.png|26px|CPU required (tf)|link=]] |
− | ! | + | ! [[File:Icon_powergrid.png|26px|Powergrid required (MW)|link=]] |
− | ! | + | ! Fighter Velocity Bonus<br>Fighter ROF Bonus<br>Fighter Shield Recharge Bonus<br>Fighter Shield Bonus |
+ | ! <span title="Skill required to use the module">[[File:Skill.png|26px|link=]] Skill</span> | ||
|- | |- | ||
− | | style="text-align:left;" | Fighter Support Unit | + | | style="text-align: left;" | Fighter Support Unit |
− | | style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span> | + | | style="background: #000000;" data-sort-value=1 | <span title="Tech 1 module">I</span> |
| 0 | | 0 | ||
| 75 | | 75 | ||
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| {{sk|Fighter Hangar Management|I}} | | {{sk|Fighter Hangar Management|I}} | ||
|- | |- | ||
− | | style="text-align:left;" | Hermes Compact Fighter Support Unit | + | | style="text-align: left;" | Hermes Compact Fighter Support Unit |
− | | style="background:#000000;" data-sort-value=1 | <span title="Tech 1 meta module">I</span> | + | | style="background: #000000;" data-sort-value=1 | <span title="Tech 1 meta module">I</span> |
| 1 | | 1 | ||
| 60 | | 60 | ||
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| Fighter Hangar Management I | | Fighter Hangar Management I | ||
|- | |- | ||
− | | style="text-align:left;" | [[File:Icon tech2.png|16px|link=]] Fighter Support Unit II | + | | style="text-align: left;" | [[File:Icon tech2.png|16px|link=]] Fighter Support Unit II |
− | | style="background:#9d6101;" data-sort-value=2 | <span title="Tech 2 module">II</span> | + | | style="background: #9d6101;" data-sort-value=2 | <span title="Tech 2 module">II</span> |
| 5 | | 5 | ||
| 75 | | 75 | ||
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| Fighter Hangar Management IV | | Fighter Hangar Management IV | ||
|- | |- | ||
− | | style="text-align:left;" | [[File:Icon faction.png|16px|link=]] Sentient Fighter Support Unit | + | | style="text-align: left;" | [[File:Icon faction.png|16px|link=]] Sentient Fighter Support Unit |
− | | style="background:#11470d;" data-sort-value="3" | <span title="Faction module"> | + | | style="background: #11470d;" data-sort-value="3" | <span title="Faction module">◇</span> |
| 8 | | 8 | ||
| 80 | | 80 | ||
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| Fighter Hangar Management I | | Fighter Hangar Management I | ||
|- | |- | ||
− | | style="text-align:left;" | [[File:Icon officer.png|16px|link=]] Unit D-34343's Modified Fighter Support Unit | + | | style="text-align: left;" | [[File:Icon officer.png|16px|link=]] Unit D-34343's Modified Fighter Support Unit |
− | | style="background:#340E73;" data-sort-value="3" | <span title="Officer module"> | + | | style="background: #340E73;" data-sort-value="3" | <span title="Officer module">★</span> |
| 11 | | 11 | ||
| 62 | | 62 | ||
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| Fighter Hangar Management I | | Fighter Hangar Management I | ||
|- | |- | ||
− | | style="text-align:left;" | [[File:Icon officer.png|16px|link=]] Unit F-435454's Modified Fighter Support Unit | + | | style="text-align: left;" | [[File:Icon officer.png|16px|link=]] Unit F-435454's Modified Fighter Support Unit |
− | | style="background:#340E73;" data-sort-value="3" | <span title="Officer module"> | + | | style="background: #340E73;" data-sort-value="3" | <span title="Officer module">★</span> |
| 12 | | 12 | ||
| 59 | | 59 | ||
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| Fighter Hangar Management I | | Fighter Hangar Management I | ||
|- | |- | ||
− | | style="text-align:left;" | [[File:Icon officer.png|16px|link=]] Unit P-343554's Modified Fighter Support Unit | + | | style="text-align: left;" | [[File:Icon officer.png|16px|link=]] Unit P-343554's Modified Fighter Support Unit |
− | | style="background:#340E73;" data-sort-value="3" | <span title="Officer module"> | + | | style="background: #340E73;" data-sort-value="3" | <span title="Officer module">★</span> |
| 13 | | 13 | ||
| 53 | | 53 | ||
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| Fighter Hangar Management I | | Fighter Hangar Management I | ||
|- | |- | ||
− | | style="text-align:left;" | [[File:Icon officer.png|16px|link=]] Unit W-634's Modified Fighter Support Unit | + | | style="text-align: left;" | [[File:Icon officer.png|16px|link=]] Unit W-634's Modified Fighter Support Unit |
− | | style="background:#340E73;" data-sort-value="3" | <span title="Officer module"> | + | | style="background: #340E73;" data-sort-value="3" | <span title="Officer module">★</span> |
| 14 | | 14 | ||
| 50 | | 50 | ||
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=== Networked Sensor Array === | === Networked Sensor Array === | ||
− | + | [[File:Icon_signal_amplifier.png|left|link=]] The '''Networked Sensor Array''' is a module that greatly increases the scan resolution of a carrier or supercarrier and increases the sensor strength of the carrier and its fighters over a 60 second duration. This comes at the expense of being unable to warp or use electronic warfare modules while it is active. | |
− | [[File:Icon_signal_amplifier.png|link=]] | + | {{Clear}} |
− | |||
− | The '''Networked Sensor Array''' is a module that greatly increases the scan resolution of a carrier or supercarrier and increases the sensor strength of the carrier and its fighters over a 60 second duration. This comes at the expense of being unable to warp or use electronic warfare modules while it is active. | ||
− | |||
* 500% bonus to Scan Resolution | * 500% bonus to Scan Resolution | ||
* 50% bonus to sensor strength | * 50% bonus to sensor strength | ||
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=== Burst Projectors === | === Burst Projectors === | ||
− | |||
[[File:Icon_energy_neutralization_burst_projector.png|left|link=]] Fittable only to Supercarriers, '''Burst Projectors''' are area of effect generators that can apply a tackle or EWAR effect in a 10km radius anywhere within a 500km range (200km for Energy Neutralization and Stasis Webification), after a 10 second spool up. They consume Heavy Water to operate. Each projector's AOE effect has a shorter duration than that of the module itself. The module duration can be reduced through the {{Sk|Burst Projector Operation|icon=yes}} skill. | [[File:Icon_energy_neutralization_burst_projector.png|left|link=]] Fittable only to Supercarriers, '''Burst Projectors''' are area of effect generators that can apply a tackle or EWAR effect in a 10km radius anywhere within a 500km range (200km for Energy Neutralization and Stasis Webification), after a 10 second spool up. They consume Heavy Water to operate. Each projector's AOE effect has a shorter duration than that of the module itself. The module duration can be reduced through the {{Sk|Burst Projector Operation|icon=yes}} skill. | ||
− | + | {{Clear}} | |
− | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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=== Tactical Capsuleer Recloner === | === Tactical Capsuleer Recloner === | ||
− | |||
{| | {| | ||
| [[File:Icon tactical capsuleer recloner.png|link=]] || ''The Tactical Capsuleer Recloner allows pilots of capsules destroyed in the local system to reclone at a supercarrier equipped with an active recloner. To overcome the limitations of standard capsuleer cloning, particularly the need to pre-install compatible clone blanks at a cloning location, the system relies on capsuleers using a special augmentation: the Nanoheuristic Clone Mapper.'' | | [[File:Icon tactical capsuleer recloner.png|link=]] || ''The Tactical Capsuleer Recloner allows pilots of capsules destroyed in the local system to reclone at a supercarrier equipped with an active recloner. To overcome the limitations of standard capsuleer cloning, particularly the need to pre-install compatible clone blanks at a cloning location, the system relies on capsuleers using a special augmentation: the Nanoheuristic Clone Mapper.'' | ||
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=== Superweapons === | === Superweapons === | ||
− | + | [[File:Icon_doomsday.png|left|link=]] Titans have access to a set of extremely large special weapons, known as '''superweapons'''. A titan can only fit one superweapon at any given time. Firing a superweapon will deal immense damage to one or more enemy ships, but will immobilize the titan for 30 seconds, and disable its ability to dock, tether, cloak, or use its jump drive for 5 minutes. Superweapons have firing delays, during which time their target(s) are given very clear warning of their impending doom. Using a superweapon either costs racial isotopes for racial-specific superweapons, or Strontium Clathrates for non-racial superweapons. | |
− | [[File:Icon_doomsday.png|link=]] | ||
− | |||
− | Titans have access to a set of extremely large special weapons, known as '''superweapons'''. A titan can only fit one superweapon at any given time. Firing a superweapon will deal immense damage to one or more enemy ships, but will immobilize the titan for 30 seconds, and disable its ability to dock, tether, cloak, or use its jump drive for 5 minutes. Superweapons have firing delays, during which time their target(s) are given very clear warning of their impending doom. Using a superweapon either costs racial isotopes for racial-specific superweapons, or Strontium Clathrates for non-racial superweapons. | ||
Area-of-Effect Damage-over-Time superweapons (Lances, Reapers, and the Bosonic Field Generator) all target a line or area of space rather than a single ship, and all have a Signature Radius attribute. Ships hit by these weapons' fire, whose signature radii are smaller than said attribute, will take reduced damage, corresponding to the ratio of the two. Furthermore, all Area-of-Effect superweapons also release a 10km radius, 35,000GJ energy neutralizing pulse when they begin charging to fire. (This neutralization pulse has a 20km signature radius, and thus only applies its full effect to other titans.) Area-of-Effect superweapons cannot be activated in [[Lowsec]]. | Area-of-Effect Damage-over-Time superweapons (Lances, Reapers, and the Bosonic Field Generator) all target a line or area of space rather than a single ship, and all have a Signature Radius attribute. Ships hit by these weapons' fire, whose signature radii are smaller than said attribute, will take reduced damage, corresponding to the ratio of the two. Furthermore, all Area-of-Effect superweapons also release a 10km radius, 35,000GJ energy neutralizing pulse when they begin charging to fire. (This neutralization pulse has a 20km signature radius, and thus only applies its full effect to other titans.) Area-of-Effect superweapons cannot be activated in [[Lowsec]]. | ||
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==== Doomsdays ==== | ==== Doomsdays ==== | ||
− | + | '''Doomsdays''' (DD) are single-target, high damage weapons. Each empire has its own damage variant that can only be fitted to that faction (or an associated pirate faction)'s titan, which can only target capital ships and, after a 9-second delay, deals 2,000,000<ref>https://www.eveonline.com/news/view/equinox-expansion-notes Balance Changes - Targeted Doomsday Weapons</ref> damage in its one shot. Doomsdays can only fire at capital ships, and others targets like sub-capitals, structures, collidable objects are not valid targets. Doomsdays have no attributed range limit, and their only range limit is the target lock range. | |
− | '''Doomsdays''' (DD) are single-target, high damage weapons. Each empire has its own damage variant that can only be fitted to that faction (or an associated pirate faction)'s titan, which can only target capital ships and, after a 9-second delay, deals | ||
==== Lances ==== | ==== Lances ==== | ||
− | |||
'''Lances''' target a 2.5km-radius, 200km long line, and, after a 15-second delay, deal up to 50,000 damage per second for 15 seconds to all ships within the beam. Lances have a damage signature radius of 5km. Similar to Doomsdays, each empire has a variant of the lance with a different damage type, and restricted to their own faction or pirate faction's titan. | '''Lances''' target a 2.5km-radius, 200km long line, and, after a 15-second delay, deal up to 50,000 damage per second for 15 seconds to all ships within the beam. Lances have a damage signature radius of 5km. Similar to Doomsdays, each empire has a variant of the lance with a different damage type, and restricted to their own faction or pirate faction's titan. | ||
==== Reapers ==== | ==== Reapers ==== | ||
− | + | Similar to Lances, '''Reapers''' deal up to 100,000 damage per second, with a signature radius of 3500m, to ships within a 5 km radius lance over a 10 second period, after a 10-second firing delay. However, the beam fired is not stationary, and will sweep between two targeted points in space. The Reaper has a range of 150 km, and each empire has a variant of the reaper for their respective titans. | |
− | Similar to Lances, '''Reapers''' deal up to 100,000 damage per second, with a signature radius of 3500m, to ships within a 5 km radius lance over a 10 second period, after a 10-second firing delay. However, the beam | ||
==== Bosonic Field Generator ==== | ==== Bosonic Field Generator ==== | ||
− | |||
The '''Bosonic Field Generator''' (or '''Boson''') is a non-racial superweapon that, after a 10 second delay, deals up to 40,000 Omni damage per second, with a signature radius of 10km, in a wide, 30km-long cone over 20 seconds. The exact width of this cone is not specified in-game. The Boson can be used by any titan. | The '''Bosonic Field Generator''' (or '''Boson''') is a non-racial superweapon that, after a 10 second delay, deals up to 40,000 Omni damage per second, with a signature radius of 10km, in a wide, 30km-long cone over 20 seconds. The exact width of this cone is not specified in-game. The Boson can be used by any titan. | ||
− | {{expansion past| | + | {{expansion past|width= 50%| |
Alongside the Beat About the Boosh Update on November 12, 2019, the Boson's damage signature radius was increased from 2km to 10km, greatly weakening its ability to damage supcapital ships. Prior to this update, the Boson saw popularity as a tool for ratting, being able to blow through several waves of a combat anomaly with one use. It was also used for gatecamps to catch small ships as they warped in. However, both of these use cases were only favorable to use when the titan was within jump range of a staging point for friendly titans (for protection), and both of these uses cases have been largely invalidated by the change. | Alongside the Beat About the Boosh Update on November 12, 2019, the Boson's damage signature radius was increased from 2km to 10km, greatly weakening its ability to damage supcapital ships. Prior to this update, the Boson saw popularity as a tool for ratting, being able to blow through several waves of a combat anomaly with one use. It was also used for gatecamps to catch small ships as they warped in. However, both of these use cases were only favorable to use when the titan was within jump range of a staging point for friendly titans (for protection), and both of these uses cases have been largely invalidated by the change. | ||
}} | }} | ||
==== Gravitational Transportation Field Oscillator ==== | ==== Gravitational Transportation Field Oscillator ==== | ||
− | |||
Unlike the other superweapons above, the '''Gravitational Transportation Field Oscillator''' (GTFO) does no damage. Instead, after a 15-second delay, it teleports all subcapital ships in a 10km radius sphere to a random location somewhere else in the system. Those ships will then be unable to warp for 60 seconds. | Unlike the other superweapons above, the '''Gravitational Transportation Field Oscillator''' (GTFO) does no damage. Instead, after a 15-second delay, it teleports all subcapital ships in a 10km radius sphere to a random location somewhere else in the system. Those ships will then be unable to warp for 60 seconds. | ||
+ | Capital and Super-Capital ships will not be transported but they will still be unable to warp for 60 seconds. | ||
− | + | === Phenomena Generators === | |
− | + | [[File:Icon_gallente_phenomena_generator.png|left|link=]] '''Phenomena Generators''' are battlefield-wide aura generators, providing significant changes to multiple attributes of all ships (friendly or hostile) within 20,000km of the titan using one. Unlike superweapons, Phenomena Generators do not immobilize the titan using them (although they do disallow Docking and Tethering). Each empire has their own Phenomena Generator, with its own list of special effects. | |
− | [[File:Icon_gallente_phenomena_generator.png|link=]] | + | {{Clear}} |
− | |||
− | '''Phenomena Generators''' are battlefield-wide aura generators, providing significant changes to multiple attributes of all ships (friendly or hostile) within 20,000km of the titan using one. Unlike | ||
− | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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{{main|Jump drives#Bridging|Jump Drives - Bridging}} | {{main|Jump drives#Bridging|Jump Drives - Bridging}} | ||
[[File:Icon jump portal generator.png|left|link=]] ''A piece of machinery designed to allow a capital vessel to create a bridge between systems without the use of a stargate, allowing its companions access through vast tracts of space to join it on the battlefield.'' | [[File:Icon jump portal generator.png|left|link=]] ''A piece of machinery designed to allow a capital vessel to create a bridge between systems without the use of a stargate, allowing its companions access through vast tracts of space to join it on the battlefield.'' | ||
− | + | {{Clear}} | |
The '''Jump Portal Generator''' is a high slot module that enables a Titan to generate a portal to a cynosural field, enabling ships without a jump drive to jump to the beacon. It costs 500 Strontium Clathrates to activate for 1 minute, and consumes Isotopes from the titan's fuel bay based on the mass of ships jumping through. | The '''Jump Portal Generator''' is a high slot module that enables a Titan to generate a portal to a cynosural field, enabling ships without a jump drive to jump to the beacon. It costs 500 Strontium Clathrates to activate for 1 minute, and consumes Isotopes from the titan's fuel bay based on the mass of ships jumping through. | ||
== [[Rorqual]] == | == [[Rorqual]] == | ||
− | === Industrial Core === | + | === Capital Industrial Core === |
− | + | [[File:Module_icon_industrial_core_i.png|left|link=]] The '''Capital Industrial Core''' is the Siege Module of the Rorqual, granting massive mining, [[Command Bursts|foreman bursting]], shield boosting, and drone combat capabilities. Activating the core rotates the Rorqual from a mobile ship into a vertical stationary tower. Rorquals with an active core can activate compression modules, which allow the Rorqual pilot and all pilots within 144 kilometers to compress ore, ice, and gas, depending on the type of compressor active. There are five different types of compressors; Ice, Asteroid ore, Moon ore, Mercoxit, and Gas. All the compressors have a 60-second duration. This ability essentially eliminates all concerns about cargo space because compressed ores can take as little as a hundredth the space of uncompressed ore. 1000 Heavy Water is used to activate the industrial core for 5 minutes. The amount of heavy water used can be reduced using the {{Sk|Capital Industrial Reconfiguration|icon=yes}} skill. | |
− | [[File:Module_icon_industrial_core_i.png|link=]] | ||
− | |||
− | The '''Industrial Core''' is the Siege Module of the Rorqual, granting massive mining, [[Command Bursts|foreman bursting]], shield boosting, and drone combat capabilities. Activating the core rotates the Rorqual from a mobile ship into a vertical stationary tower | ||
When activated, it has the following effects: | When activated, it has the following effects: | ||
− | + | * 80% bonus to Drone damage and hitpoints ({{Co|yellow|Tech II: 100%}}) | |
− | * 80% bonus to Drone damage and hitpoints ( | + | * 25% bonus to Drone velocity ({{Co|yellow|Tech II: 30%}}) |
− | * 25% bonus to Drone velocity ( | + | * 400% bonus to Drone ore mining yield ({{Co|yellow|Tech II: 500%}}) |
− | * 400% bonus to Drone ore mining yield ( | + | * -75% bonus to Ice harvesting speed ({{Co|yellow|Tech II: -80%}}) |
− | * -75% bonus to Ice harvesting speed ( | + | * 30% bonus to Mining Foreman Burst strength ({{Co|yellow|Tech II: 36%}}) |
− | * 30% bonus to Mining Foreman Burst strength ( | + | * 150% bonus to Command Burst range ({{Co|yellow|Tech II: 200%}}) |
− | * 150% bonus to Command Burst range ( | + | * 100% bonus to Capital Remote Shield Booster range ({{Co|yellow|Tech II: 120%}}) |
− | * 100% bonus to Capital Remote Shield Booster range ( | ||
* -75% bonus to Capital Remote Shield Booster duration and capacitor use | * -75% bonus to Capital Remote Shield Booster duration and capacitor use | ||
− | * -60% bonus to Shield Booster duration ( | + | * -60% bonus to Shield Booster duration ({{Co|yellow|Tech II: 75%}}) |
* 60% bonus to Shield Booster amount | * 60% bonus to Shield Booster amount | ||
− | * 100% bonus to Scan Resolution ( | + | * 100% bonus to Scan Resolution ({{Co|yellow|Tech II: 120%}}) |
* Immunity to ECM | * Immunity to ECM | ||
− | * 75% Remote Sensor Dampener resistance ( | + | * 75% Remote Sensor Dampener resistance ({{Co|yellow|Tech II: 80%}}) |
* 80% remote assistance impedance (remote Sensor and Tracking boosters) | * 80% remote assistance impedance (remote Sensor and Tracking boosters) | ||
* 10x ship mass | * 10x ship mass | ||
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=== Pulse Activated Nexus Invulnerability Core === | === Pulse Activated Nexus Invulnerability Core === | ||
− | + | [[File:Icon_panic.png|left|link=]] | |
− | [[File:Icon_panic.png|left|link=]] | ||
''Adapted from technology originally released with Citadels, the Pulse Activated Nexus Invulnerability Core is the result of Upwell's tireless research into advanced shielding. This powerful module allows a Rorqual to make itself and industrial fleetmates nearly invulnerable for a short time.'' | ''Adapted from technology originally released with Citadels, the Pulse Activated Nexus Invulnerability Core is the result of Upwell's tireless research into advanced shielding. This powerful module allows a Rorqual to make itself and industrial fleetmates nearly invulnerable for a short time.'' | ||
− | + | {{Clear}} | |
The '''Pulse Activated Nexus Invulnerability Core''' (or '''PANIC''' Module) is a high slot module only usable by the Rorqual. In order to activate it, the Rorqual must have an Asteroid or Ice Asteroid targeted, but when activated, it grants complete invulnerability to the Rorqual and all mining barges and industrial ships within 200km and in the same fleet as the Rorqual (not including other Rorquals). However, all of the ships protected by the PANIC's shield are unable to move, deal damage, enter warp, cloak, dock, tether, or jump out of the system. The PANIC burns out after a single use. It has a 4-minute base duration, which can be increased with levels in {{Sk|Invulnerability Core Operation|icon=yes}} up to 6 minutes. | The '''Pulse Activated Nexus Invulnerability Core''' (or '''PANIC''' Module) is a high slot module only usable by the Rorqual. In order to activate it, the Rorqual must have an Asteroid or Ice Asteroid targeted, but when activated, it grants complete invulnerability to the Rorqual and all mining barges and industrial ships within 200km and in the same fleet as the Rorqual (not including other Rorquals). However, all of the ships protected by the PANIC's shield are unable to move, deal damage, enter warp, cloak, dock, tether, or jump out of the system. The PANIC burns out after a single use. It has a 4-minute base duration, which can be increased with levels in {{Sk|Invulnerability Core Operation|icon=yes}} up to 6 minutes. | ||
+ | |||
+ | === Industrial Jump Portal Generator === | ||
+ | {{main|Jump drives#Bridging|Jump Drives - Bridging}} | ||
+ | [[File:Icon jump portal generator.png|left|link=]] ''A piece of machinery that allows an industrial capital ship to create a bridge between systems without the use of a stargate, allowing its companion vessels to travel across cast tracts of space to join it on the battlefield.'' | ||
+ | {{Clear}} | ||
+ | The Industrial Jump Portal Generator is a modified version of the Titan and Black-Ops generators. The Industrial version can be linked to both hard and industrial cynos, and it allows both bridging and conduit jumping. The catch is that the only ships that can use this bridge are Exhumers, Mining Barges, Mining Frigates, Expedition Frigates, and the Porpoise. Orcas cannot use the bridge. | ||
+ | |||
+ | == References == | ||
+ | <references /> | ||
+ | |||
[[Category:Fitting]] | [[Category:Fitting]] |
Latest revision as of 22:35, 11 October 2024
Reason: Review for December 2021, Version 19.11 changes (Rorqual core module naming and other possible changes)
In EVE Online, there are a set of Capital Ship Modules which have no direct subcapital analogue. This article gives a general overview of each module, and the stats for that item if the ship class page does not yet have a section that does so. Modules are categorized into ones that can be fit on more than one capital ship class, and ones for specific classes of Capital Ships.
General Modules
Capital Flex Hardeners
Flex Armor Hardeners contain advanced nanite membranes capable of being reprogrammed mid-flight using swappable scripts. When unscripted this module provides resistances to all four damage types, and when loaded with a script it provides greatly enhanced resistance to one specific damage type.
Flex Shield Hardeners use powerful but bulky resonance coils to project a constructive interference pattern across a ship's shields. These patterns can increase shield resistances against all damage types, or to provide increased protection against one specific damage type with the aid of swappable scripts.
The Capital Flex Armor and Shield Hardeners are multi-purpose resistance modules. They can swap between being an omni resist module and resisting a single damage type through the use of scripts. Unscripted, both are inferior to T2 versions of the regular omni resist module (Multispectrum Energized Membrane II & Multispectrum Shield Hardener II), consuming much more cap and giving lower resists. Scripted, however, they exceed the resist bonus of even the best officer damage specific hardeners. Despite these downsides, the flex hardeners are situationally useful when engaging in fights where one particular damage type predominates, and that damage type wasn't known before the fight.
Capital Emergency Hull Energizer
Specialized damage control module that utilizes a combination of containment field emitters and electromagnetic molecular hull reinforcers to resist damage to the core structure of your ship. Burns out after a single use.
An alternative to the Damage Control only available to capital ships, the Capital Emergency Hull Energizer (CEHE) offers a short burst of very high hull resistance (95% Omni resists), after which it burns out. A Damage Control and a CEHE cannot be fitted on the same ship, meaning that fitting a CEHE comes at the cost of the permanent EHP boost that a Damage Control would give. As such, the CEHE has its niche in mid size capital fights where the damage on field is high enough for the 15-20s of resists from a CEHE to be worthwhile, but without so much damage that a dread could be cleared off before the pilot can react and activate the CEHE under time dilation.
Module | Tech | Meta | Activation cost (GJ) | Duration (s) | Skill | ||
---|---|---|---|---|---|---|---|
Capital Emergency Hull Energizer I | I | 0 | 80 | 100,000 | 10,000 | 14.0 | Hull Upgrades I |
Capital Implacable Compact Emergency Hull Energizer | I | 1 | 60 | 80,000 | 10,000 | 16.5 | Hull Upgrades I |
Capital Indefatigable Enduring Emergency Hull Energizer | I | 1 | 80 | 100,000 | 8,000 | 16.5 | Hull Upgrades I |
Capital Emergency Hull Energizer II | II | 5 | 80 | 120,000 | 12,000 | 16.5 | Hull Upgrades IV |
Sisters Capital Emergency Hull Energizer | ◇ | 8 | 80 | 100,000 | 8,000 | 19.0 | Hull Upgrades I |
Clone Vat Bay
When activated, the Clone Vat Bay allows for the capital ship to receive transneural brain scan data from a capsule-mounted scanner into one of the bay's clones, effectively turning the ship into a mobile clone station.
Fittable to Titans and Rorquals, the Clone Vat Bay enables a ship to serve as a mobile jump clone station. To be a valid jump point, the clone bay has to be activated, which immobilizes the ship it's equipped to and costs 1 Liquid Ozone for 5 minutes. The number of clones that a ship can hold is decided by the hull rather than this module, which is 6 for a Rorqual and 75 for a Titan. The clone count can be improved through the Cloning Facility Operation skill.
Jump Drive Economizer
Fittable to Jump Freighters and the Rorqual, these modules reduce the isotope cost for using jump drives. There are three versions, which vary in power and cost. These modules are useful for pilots who make long jumps frequently, as they can significantly reduce the amount of fuel usage.
Module | Isotope Reduction | Meta | Skill | |
---|---|---|---|---|
Experimental Jump Drive Economizer | -7% | 1 | 1 | Jump Fuel Conservation I |
Limited Jump Drive Economizer | -4% | 1 | 1 | Jump Fuel Conservation I |
Prototype Jump Drive Economizer | -10% | 1 | 1 | Jump Fuel Conservation I |
Dreadnoughts
Siege Module
- Main article: Dreadnoughts - The Siege Module
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.
The Siege Module is the defining module of the Dreadnought, bringing the full force of their capital weaponry online, visibly extending the ship's weapon hardpoints, and turning the ship into a stationary gun tower and one-capsuleer army. While active, the siege module grants the dreadnought enormous bonuses to weapon damage and local repairs, and near-immunity to electronic warfare, at the cost of rendering the ship unable to move, warp, dock, jump, or receive remote repairs. The Siege Module consumes 250 Strontium Clathrates to activate and remains active for a 300-second (5-minute) cycle. Strontium Clathrate usage can be reduced through training the Tactical Weapon Reconfiguration skill, which is required to use the Siege Module.
High-Angle Weapons
- Main article: Turrets - Capital Ship Turrets
Dreadnoughts have access to a unique set of capital ship weapons. Known as 'High-Angle Weapons', these are multiple battleship-sized weapons mounted to a capital hardpoint. They offer significantly lower damage than standard anti-capital weapons; however, in exchange, they offer high enough accuracy to allow a HAW Dreadnought to engage and destroy hostile battleships and battlecruisers.
Disruptive Lance
Fittable only to the new Tech 2 Lancer Dreadnoughts, these mini-doomsdays deal a third the damage of titan lances and disable docking, jumping, tethering, stargate use, and warping within their area of effect. They also reduce incoming remote repairs by 50% for all affected ships. The Disruptive Lance can only be activated when the dreadnought's siege module is active. Similar to Titan lances, the disruptive lance deals 10,000 energy neutralization to all nearby ships when activated. Activating the lance will make the dreadnought unable to jump, dock, tether, or cloak for 5 minutes. Unlike Titan lances, disruptive lances can be used in low-sec. Lancer Dreadnoughts with a Disruptive Lance fitted cannot activate cloaking devices. The skill Disruptive Lance Operation is needed to operate disruptive lances and reduces capacitor usage by 5% per level.
Force Auxiliary
Triage Module
- Main article: Force Auxiliaries - The Triage Module
An electronic interface designed to augment and enhance a Force Auxiliary Ship's defenses and logistical abilities. Through a series of electromagnetic polarity field shifts, the triage module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive and logistical capabilities.
The Triage Module is a high slot module available only to Force Auxiliaries (FAX). Analogous to the Siege Module, it uses Strontium Clathrates to improve the FAX's remote and local repair capabilities, with a 300 second duration, and at the expense of movement and remote assistance capabilities.
Carriers/Supercarriers
Fighter Support Unit
- Main article: Fighters - Fighter Improving Modules
A combination of additional fighter hangar support drones, fighter power transmitters and advanced sensor support, the Fighter Support Unit assist all areas of fighter operation.
Fittable to Carriers, Supercarriers, and the Caiman and Komodo Guristas ships, the Fighter Support Unit (FSU) boosts the velocity, fire rate, shield and shield recharge rate of fighters controlled by the ship. While its effects are stacking penalized, they do not have a bonus to drone damage. This means that FSUs can offer a notable damage bonus on top of bonuses from Drone Damage Amplifiers.
Module | Tech | Meta | Fighter Velocity Bonus Fighter ROF Bonus Fighter Shield Recharge Bonus Fighter Shield Bonus |
Skill | ||
---|---|---|---|---|---|---|
Fighter Support Unit | I | 0 | 75 | 75,000 | 5.0% | Fighter Hangar Management I |
Hermes Compact Fighter Support Unit | I | 1 | 60 | 60,000 | 5.5% | Fighter Hangar Management I |
Fighter Support Unit II | II | 5 | 75 | 90,000 | 6.0% | Fighter Hangar Management IV |
Sentient Fighter Support Unit | ◇ | 8 | 80 | 80,000 | 6.5% | Fighter Hangar Management I |
Unit D-34343's Modified Fighter Support Unit | ★ | 11 | 62 | 75,000 | 7.0% | Fighter Hangar Management I |
Unit F-435454's Modified Fighter Support Unit | ★ | 12 | 59 | 75,000 | 7.2% | Fighter Hangar Management I |
Unit P-343554's Modified Fighter Support Unit | ★ | 13 | 53 | 75,000 | 7.4% | Fighter Hangar Management I |
Unit W-634's Modified Fighter Support Unit | ★ | 14 | 50 | 75,000 | 7.6% | Fighter Hangar Management I |
Networked Sensor Array
The Networked Sensor Array is a module that greatly increases the scan resolution of a carrier or supercarrier and increases the sensor strength of the carrier and its fighters over a 60 second duration. This comes at the expense of being unable to warp or use electronic warfare modules while it is active.
- 500% bonus to Scan Resolution
- 50% bonus to sensor strength
- Disables the use of electronic warfare modules
- Disables warp drive (applies 100 points of warp disruption)
Burst Projectors
Fittable only to Supercarriers, Burst Projectors are area of effect generators that can apply a tackle or EWAR effect in a 10km radius anywhere within a 500km range (200km for Energy Neutralization and Stasis Webification), after a 10 second spool up. They consume Heavy Water to operate. Each projector's AOE effect has a shorter duration than that of the module itself. The module duration can be reduced through the Burst Projector Operation skill.
Type | Effect | AOE Duration (s) | Module duration (s) |
---|---|---|---|
ECM Jammer | Rainbow 5 strength jam | 40 | 300 |
Energy Neutralization | 3000 GJ Neutralization, 500m Signature Radius | N/A | 480 |
Sensor Dampening | -18% Targeting Range, -18% Scan Resolution | 60 | 300 |
Stasis Webification | -55% Velocity | 40 | 480 |
Target Illumination | 35% Increased Signature Radius | 60 | 300 |
Warp Disruption | Infinite Point Bubble | 40 | 480 |
Weapon Disruption | -14% Explosion Velocity, +14% Explosion Radius, -11% Flight Time -20% Optimal Range, -20% Falloff, -20% Tracking Speed |
60 | 300 |
Notes:
- Ships jammed by the ECM Jammer Burst Projector can not target the supercarrier that generated it.
- The Warp Disruption Burst Projector generates a warp disruption bubble in the targeted area for the listed duration. See Tackle for more details on interdiction bubble mechanics.
Tactical Capsuleer Recloner
The Tactical Capsuleer Recloner allows pilots of capsules destroyed in the local system to reclone at a supercarrier equipped with an active recloner. To overcome the limitations of standard capsuleer cloning, particularly the need to pre-install compatible clone blanks at a cloning location, the system relies on capsuleers using a special augmentation: the Nanoheuristic Clone Mapper. |
Introduced in November 2020, the Tactical Capsuleer Recloner acts similarly to a Clone Vat Bay, but instead of servicing as a regular jump clone location, this module turns a Supercarrier into a mobile respawn location for capsuleers. The module can be activated in one-minute cycles, consuming 10 fuel blocks per cycle. Capsuleers who have taken a Nanoheuristic Clone Mapper booster and die in a system with one of these active in their fleet will respawn in a supercarrier with one of these modules, instead of their normal medical clone location.
Titans
Superweapons
Titans have access to a set of extremely large special weapons, known as superweapons. A titan can only fit one superweapon at any given time. Firing a superweapon will deal immense damage to one or more enemy ships, but will immobilize the titan for 30 seconds, and disable its ability to dock, tether, cloak, or use its jump drive for 5 minutes. Superweapons have firing delays, during which time their target(s) are given very clear warning of their impending doom. Using a superweapon either costs racial isotopes for racial-specific superweapons, or Strontium Clathrates for non-racial superweapons.
Area-of-Effect Damage-over-Time superweapons (Lances, Reapers, and the Bosonic Field Generator) all target a line or area of space rather than a single ship, and all have a Signature Radius attribute. Ships hit by these weapons' fire, whose signature radii are smaller than said attribute, will take reduced damage, corresponding to the ratio of the two. Furthermore, all Area-of-Effect superweapons also release a 10km radius, 35,000GJ energy neutralizing pulse when they begin charging to fire. (This neutralization pulse has a 20km signature radius, and thus only applies its full effect to other titans.) Area-of-Effect superweapons cannot be activated in Lowsec.
Doomsday weapons all have 5 minute cycle times, however the skill Doomsday Rapid Firing reduces this by 12 seconds per level down to at minimum 4 minutes. Furthermore, the damage of doomsday weapons can be increased by the Doomsday Operation skill by 10% per level.
Doomsdays
Doomsdays (DD) are single-target, high damage weapons. Each empire has its own damage variant that can only be fitted to that faction (or an associated pirate faction)'s titan, which can only target capital ships and, after a 9-second delay, deals 2,000,000[1] damage in its one shot. Doomsdays can only fire at capital ships, and others targets like sub-capitals, structures, collidable objects are not valid targets. Doomsdays have no attributed range limit, and their only range limit is the target lock range.
Lances
Lances target a 2.5km-radius, 200km long line, and, after a 15-second delay, deal up to 50,000 damage per second for 15 seconds to all ships within the beam. Lances have a damage signature radius of 5km. Similar to Doomsdays, each empire has a variant of the lance with a different damage type, and restricted to their own faction or pirate faction's titan.
Reapers
Similar to Lances, Reapers deal up to 100,000 damage per second, with a signature radius of 3500m, to ships within a 5 km radius lance over a 10 second period, after a 10-second firing delay. However, the beam fired is not stationary, and will sweep between two targeted points in space. The Reaper has a range of 150 km, and each empire has a variant of the reaper for their respective titans.
Bosonic Field Generator
The Bosonic Field Generator (or Boson) is a non-racial superweapon that, after a 10 second delay, deals up to 40,000 Omni damage per second, with a signature radius of 10km, in a wide, 30km-long cone over 20 seconds. The exact width of this cone is not specified in-game. The Boson can be used by any titan.
A long, long time ago... |
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Alongside the Beat About the Boosh Update on November 12, 2019, the Boson's damage signature radius was increased from 2km to 10km, greatly weakening its ability to damage supcapital ships. Prior to this update, the Boson saw popularity as a tool for ratting, being able to blow through several waves of a combat anomaly with one use. It was also used for gatecamps to catch small ships as they warped in. However, both of these use cases were only favorable to use when the titan was within jump range of a staging point for friendly titans (for protection), and both of these uses cases have been largely invalidated by the change. |
Gravitational Transportation Field Oscillator
Unlike the other superweapons above, the Gravitational Transportation Field Oscillator (GTFO) does no damage. Instead, after a 15-second delay, it teleports all subcapital ships in a 10km radius sphere to a random location somewhere else in the system. Those ships will then be unable to warp for 60 seconds. Capital and Super-Capital ships will not be transported but they will still be unable to warp for 60 seconds.
Phenomena Generators
Phenomena Generators are battlefield-wide aura generators, providing significant changes to multiple attributes of all ships (friendly or hostile) within 20,000km of the titan using one. Unlike superweapons, Phenomena Generators do not immobilize the titan using them (although they do disallow Docking and Tethering). Each empire has their own Phenomena Generator, with its own list of special effects.
Amarr | Caldari | Gallente | Minmatar |
---|---|---|---|
+30% capacitor recharge rate | +30% shield hitpoints | +30% armor hitpoints | -30% signature radius |
+10% kinetic resistances | +10% EM resistances | +10% explosive resistances | +10% thermal resistances |
-15% EM resistances | -15% kinetic resistances | -15% thermal resistances | -15% explosive resistances |
-10% velocity | -10% remote armor repairer effectiveness | -10% remote shield booster effectiveness | -10% hybrid turret and energy turret optimal range |
While the empire titans are limited to their respective empire's Phenomena Generator, pirate faction titans (Komodo, Molok, and Vanquisher) can choose between two Phenomena Generators based on their hull bonus (e.g. the Molok can choose between the Amarr and Minmatar Phenomena Generator)
Jump Portal Generator
- Main article: Jump Drives - Bridging
A piece of machinery designed to allow a capital vessel to create a bridge between systems without the use of a stargate, allowing its companions access through vast tracts of space to join it on the battlefield.
The Jump Portal Generator is a high slot module that enables a Titan to generate a portal to a cynosural field, enabling ships without a jump drive to jump to the beacon. It costs 500 Strontium Clathrates to activate for 1 minute, and consumes Isotopes from the titan's fuel bay based on the mass of ships jumping through.
Rorqual
Capital Industrial Core
The Capital Industrial Core is the Siege Module of the Rorqual, granting massive mining, foreman bursting, shield boosting, and drone combat capabilities. Activating the core rotates the Rorqual from a mobile ship into a vertical stationary tower. Rorquals with an active core can activate compression modules, which allow the Rorqual pilot and all pilots within 144 kilometers to compress ore, ice, and gas, depending on the type of compressor active. There are five different types of compressors; Ice, Asteroid ore, Moon ore, Mercoxit, and Gas. All the compressors have a 60-second duration. This ability essentially eliminates all concerns about cargo space because compressed ores can take as little as a hundredth the space of uncompressed ore. 1000 Heavy Water is used to activate the industrial core for 5 minutes. The amount of heavy water used can be reduced using the Capital Industrial Reconfiguration skill.
When activated, it has the following effects:
- 80% bonus to Drone damage and hitpoints (Tech II: 100%)
- 25% bonus to Drone velocity (Tech II: 30%)
- 400% bonus to Drone ore mining yield (Tech II: 500%)
- -75% bonus to Ice harvesting speed (Tech II: -80%)
- 30% bonus to Mining Foreman Burst strength (Tech II: 36%)
- 150% bonus to Command Burst range (Tech II: 200%)
- 100% bonus to Capital Remote Shield Booster range (Tech II: 120%)
- -75% bonus to Capital Remote Shield Booster duration and capacitor use
- -60% bonus to Shield Booster duration (Tech II: 75%)
- 60% bonus to Shield Booster amount
- 100% bonus to Scan Resolution (Tech II: 120%)
- Immunity to ECM
- 75% Remote Sensor Dampener resistance (Tech II: 80%)
- 80% remote assistance impedance (remote Sensor and Tracking boosters)
- 10x ship mass
- -100% maximum velocity
- Cannot receive remote repairs
Pulse Activated Nexus Invulnerability Core
Adapted from technology originally released with Citadels, the Pulse Activated Nexus Invulnerability Core is the result of Upwell's tireless research into advanced shielding. This powerful module allows a Rorqual to make itself and industrial fleetmates nearly invulnerable for a short time.
The Pulse Activated Nexus Invulnerability Core (or PANIC Module) is a high slot module only usable by the Rorqual. In order to activate it, the Rorqual must have an Asteroid or Ice Asteroid targeted, but when activated, it grants complete invulnerability to the Rorqual and all mining barges and industrial ships within 200km and in the same fleet as the Rorqual (not including other Rorquals). However, all of the ships protected by the PANIC's shield are unable to move, deal damage, enter warp, cloak, dock, tether, or jump out of the system. The PANIC burns out after a single use. It has a 4-minute base duration, which can be increased with levels in Invulnerability Core Operation up to 6 minutes.
Industrial Jump Portal Generator
- Main article: Jump Drives - Bridging
A piece of machinery that allows an industrial capital ship to create a bridge between systems without the use of a stargate, allowing its companion vessels to travel across cast tracts of space to join it on the battlefield.
The Industrial Jump Portal Generator is a modified version of the Titan and Black-Ops generators. The Industrial version can be linked to both hard and industrial cynos, and it allows both bridging and conduit jumping. The catch is that the only ships that can use this bridge are Exhumers, Mining Barges, Mining Frigates, Expedition Frigates, and the Porpoise. Orcas cannot use the bridge.
References
- ^ https://www.eveonline.com/news/view/equinox-expansion-notes Balance Changes - Targeted Doomsday Weapons