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Capital Ship Modules: Difference between revisions

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{{Update|Review for December 2021, Version 19.11 changes (Rorqual core module naming and other possible changes)}}
{{Update|[[Has update description::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 page gives a general overview of each module, and the stats for that item if the ship class page does not yet have a  
In EVE Online, there are a set of '''Capital Ship Modules''' which have no direct subcapital analogue. This page 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.


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! style="background-color:#222222;" | Activation cost (GJ)
! style="background-color:#222222;" | Activation cost (GJ)
! style="background-color:#222222;" | Duration (s)
! style="background-color:#222222;" | Duration (s)
! style="background-color:#222222;" | <span title="Skill required to use the module">[[Image:Skill.png|26px|link=]] Skill</span>
! style="background-color:#222222;" | <span title="Skill required to use the module">[[File:Skill.png|26px|link=]] Skill</span>
|-
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| style="text-align:left;"| Capital Emergency Hull Energizer I
| style="text-align:left;"| Capital Emergency Hull Energizer I
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|-
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| 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">&#x25C7;</span>
| style="background:#11470d;" data-sort-value="4" | <span title="Faction module"></span>
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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.''
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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 require to use the Siege Module.
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 require to use the Siege Module.


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{{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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! style="background-color:#222222;" | [[File:Icon_powergrid.png|26px|Powergrid required (MW)|link=]]
! style="background-color:#222222;" | [[File:Icon_powergrid.png|26px|Powergrid required (MW)|link=]]
! style="background-color:#222222;" | Fighter Velocity Bonus<br>Fighter ROF Bonus<br>Fighter Shield Recharge Bonus<br>Fighter Shield Bonus
! style="background-color:#222222;" | Fighter Velocity Bonus<br>Fighter ROF Bonus<br>Fighter Shield Recharge Bonus<br>Fighter Shield Bonus
! style="background-color:#222222;" | <span title="Skill required to use the module">[[Image:Skill.png|26px|link=]] Skill</span>
! style="background-color:#222222;" | <span title="Skill required to use the module">[[File:Skill.png|26px|link=]] Skill</span>
|-
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| style="text-align:left;" | Fighter Support Unit  
| style="text-align:left;" | Fighter Support Unit  
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|-
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| 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">&#x25C7;</span>
| style="background:#11470d;" data-sort-value="3" | <span title="Faction module"></span>
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|-
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| 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">&#x2605;</span>
| style="background:#340E73;" data-sort-value="3" | <span title="Officer module"></span>
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|-
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| 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">&#x2605;</span>
| style="background:#340E73;" data-sort-value="3" | <span title="Officer module"></span>
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|-
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| 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">&#x2605;</span>
| style="background:#340E73;" data-sort-value="3" | <span title="Officer module"></span>
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|-
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| 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">&#x2605;</span>
| style="background:#340E73;" data-sort-value="3" | <span title="Officer module"></span>
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[[File:Icon_doomsday.png|link=]]
[[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.  
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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==== 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 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 ====
==== Bosonic Field Generator ====
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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.''
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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.


[[Category:Fitting]]
[[Category:Fitting]]