Difference between revisions of "Bastion Module"

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(MJFGs actually do work with this thing)
(penalized with damage control and RAH)
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The Bastion Module has a 30 second cycle time and no re-activation delay. When activated, it grants the following effects:
 
The Bastion Module has a 30 second cycle time and no re-activation delay. When activated, it grants the following effects:
  
* 30% Shield, Armor, and Structure Resistance to all damage (not affected by [[Stacking penalties]]).
+
* 30% Shield, Armor, and Structure Resistance to all damage ([[Stacking penalties]] only with Damage Control and Reactive Armor Hardener).
 
* +100% Shield Booster and Armor Repairer amount.
 
* +100% Shield Booster and Armor Repairer amount.
 
* Maximum Target Lock Count increased to 13.
 
* Maximum Target Lock Count increased to 13.

Revision as of 15:47, 9 March 2021

The Bastion Module is a High-slot module which can only be used by Marauders. It acts similarly to a smaller and more defensive variant of the Siege Module found on Dreadnoughts.

The Bastion Module has a 30 second cycle time and no re-activation delay. When activated, it grants the following effects:

  • 30% Shield, Armor, and Structure Resistance to all damage (Stacking penalties only with Damage Control and Reactive Armor Hardener).
  • +100% Shield Booster and Armor Repairer amount.
  • Maximum Target Lock Count increased to 13.
  • +25% Missile Velocity, Turret Optimal Range, and Turret Falloff Range.
  • Immunity to ECM, Tracking Disruptors, and Guidance Disruptors.
  • +1000% Sensor Strength.
  • 95% resistance to Remote Sensor Dampeners and Target Painters.
  • 95% reduction to friendly Remote Sensor Booster and Remote Tracking Computer effects.
  • -100% maximum velocity.
  • Cannot dock, tether, or enter warp.
  • Applies a 60 second Weapons Timer. This timer is refreshed constantly during the bastion cycle so it will last 60 seconds after the cycle ends.
  • Cannot receive remote repairs or capacitor transmission.
  • Ship plays a short transformation animation, and stays visibly transformed until the module deactivates.
  • 50% reduction to turret and missile launcher cycle duration. This bonus is not stacking penalized.

In effect, the module turns the Marauder into a stationary turret and one-ship army, making the Marauder a long ranged, high damage output and extremely resilient platform to stand alone versus a small fleet. However, because it blocks all remote assistance, it forces the Marauder to stand and fight alone. Furthermore, while the Bastion Module makes the Marauder nearly immune to most forms of electronic warfare, it offers no resistance to Energy Neutralizers, which can drain the ship's capacitor, shut down its local repair systems, and leave it dead in the water.

The immobilization of the Bastion Module can be circumvented by using a Micro Jump Drive. As Marauders all feature reduced Micro Jump Drive cooldowns (54 seconds, versus the normal 180 seconds), a Marauder can activate their Micro Jump Drive as soon as its cooldown expires, allow the Bastion Module to de-activate, jump away, and then re-activate the Bastion module on arrival. This allows a Marauder to move and re-position, without losing Bastion's defensive bonuses. Interestingly, while a Micro Jump Drive will not function while the Bastion module is active, the Micro Jump Field Generator of a Command Destroyer is not blocked, and so Bastioned Marauders can still be forcibly moved around by friendly (or hostile) jump destroyers.