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Warp scrambling Warp disrupting Energy neutralizing Target painting Webbing Jamming

     

     

     

     

     

Jamming    

Scripts Sensor Boosters -

       


Hull Resists

     

       

Template

Enemy Description
Jamming     Something Textaboutsomething

Sansha's Manual

Enemy Defensive Data Offensive Data
17924_256.png Eystur Rhomben

Jamming    

Ship Stats        
  2,500 HP
 60 %
 60 %
 60 %
60 %
  1,250 HP
 43 %
 43 %
 43 %
 43 %
  625 HP
 0 %
 0 %
 0 %
 0 %

  XX,XXX Effective Shield Hit Points

Damage / Volley        
  2,500 HP - - - -
  1,250 HP - - - -

  10km optimal + 1km falloff range
  0,4 tracking speed
 49 meter signature radius
  12km attack range

Shortlist

  Evil Sansha Frigate Jamming    
  Evil Sansha Cruiser Jamming    
  Evil Sansha Battleship Jamming    

Progression template

 67%

For resists:

 60 %
 43 %
 33 %
 90 %

Resists

       

Resist-table

Ship Stats        
  2,500 HP
 60 %
60 %
60 %
60 %
  1,250 HP
 43 %
 43 %
 43 %
 43 %
  625 HP
 0 %
 0 %
 0 %
 0 %

Synth boosters

The synth boosters are expensive and only lasts for 30 minutes, but they are legal and has no drawbacks. It's not a common practice to use boosters, but if you're looking for that extra edge and is willing to pay for it, you can.

The first slot offers the following legal boosters:

28670_32.png Synth Blue Pill Booster (+3% shield boost)
28676_32.png Synth Exile Booster (+3% armour repairs)
28680_32.png Synth Mindflood Booster (+3% capacitor capacity)
28682_32.png Synth X-Instinct Booster (-2,25% signature radius)

The second slot offers the following legal boosters:

28674_32.png Synth Drop Booster (+3% turret tracking speed)
28678_32.png Synth Frentix Booster (+3% optimal range)
28684_32.png Synth Sooth Sayer Booster (+3% falloff range)

The third slot offers the following legal booster:

28672_32.png Synth Crash Booster (+5% speed and +5% scan resolution)

Always bring faction ammunition

We always use faction ammunition in incursions for the added damage compared to regular tech one ammunition. Certain tech two ammunition is used for specific ships or roles, but most of the time you'll be using faction ammunition since it does not suffer the tracking or range penalties most short range tech two ammunitions do.

Projectile ammunition

21894_32.png Republic Fleet EMP L [1] (for both autocannons and artillery)

  1. ^ Republic Fleet Fusion L and Phased Plasma works too, any of the short range ammo is good. Get the cheapest available when you stock up.