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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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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="background-color:#222222;text-align:left;" | Module | ! style="background-color:#222222;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 40: | ||
| {{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 49: | ||
| 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">◇</span> | | 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|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.'' | [[File:Icon_clone_vat_bay.png|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.'' | ||
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. | 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. | ||
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=== Jump Drive Economizer === | === 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. | 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. | ||
{| 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 | ||
! | ! 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 | | style="text-align: left;" | Experimental Jump Drive Economizer | ||
| -7% | | -7% | ||
| 1 | | 1 | ||
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| Jump Fuel Conservation I | | Jump Fuel Conservation I | ||
|- | |- | ||
| style="text-align:left;"| Limited Jump Drive Economizer | | style="text-align: left;" | Limited Jump Drive Economizer | ||
| -4% | | -4% | ||
| 1 | | 1 | ||
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| Jump Fuel Conservation I | | Jump Fuel Conservation I | ||
|- | |- | ||
| style="text-align:left;"| Prototype Jump Drive Economizer | | style="text-align: left;" | Prototype Jump Drive Economizer | ||
| -10% | | -10% | ||
| 1 | | 1 | ||
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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 | ||
| Line 180: | Line 182: | ||
| 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">◇</span> | | 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">★</span> | | 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">★</span> | | 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">★</span> | | 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">★</span> | | style="background: #340E73;" data-sort-value="3" | <span title="Officer module">★</span> | ||
| 14 | | 14 | ||
| 50 | | 50 | ||
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[[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. | ||
<br clear=all> | <br clear=all> | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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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. | ||
}} | }} | ||
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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 | ||