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→Micro Jump Drives: Specified Marauder jump CD |
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The '''Micro Jump Drive''' (MJD) is a propulsion module which, rather than making the ship move faster, teleports the ship forward 100km in the direction it is facing. Upon arrival, the ship maintains its direction and velocity. Warp scramblers can be used to disrupt this module. | The '''Micro Jump Drive''' (MJD) is a propulsion module which, rather than making the ship move faster, teleports the ship forward 100km in the direction it is facing. Upon arrival, the ship maintains its direction and velocity. Warp scramblers can be used to disrupt this module. | ||
Micro jump drives can be used only on T1 and T2 [[Battleships]], [[Battlecruisers#Combat Battlecruisers|Combat Battlecruisers]], [[Battlecruisers#Command Ships|Command Ships]], and [[DST|Deep space transports]]. [[Marauders]] | Micro jump drives can be used only on T1 and T2 [[Battleships]], [[Battlecruisers#Combat Battlecruisers|Combat Battlecruisers]], [[Battlecruisers#Command Ships|Command Ships]], and [[DST|Deep space transports]]. [[Marauders]] have a significantly reduced cooldown for this module. | ||
Micro jump drives can be used offensively to close on a target or defensively to jump out. | Micro jump drives can be used offensively to close on a target or defensively to jump out. | ||
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After spool up period the ship jumps 100 km to the direction it is facing. The ship retains its velocity and locked targets through the jump. Other ships will also retain locks on the ship that jumped. | After spool up period the ship jumps 100 km to the direction it is facing. The ship retains its velocity and locked targets through the jump. Other ships will also retain locks on the ship that jumped. | ||
After the jump has been completed or aborted by scrambler the MJD module enters 180 seconds long cooldown period that must pass before the module can be used again. Even if the jump fails the module will enter cooldown period. | After the jump has been completed or aborted by scrambler the MJD module enters 180 seconds long cooldown period that must pass before the module can be used again. Even if the jump fails the module will enter cooldown period. This cooldown period is reduced to 54 seconds on Marauders. | ||
===Micro Jump Field Generator=== | ===Micro Jump Field Generator=== | ||