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Warp scrambling Warp disrupting Energy neutralizing Target painting Webbing Jamming

     

     

     

     

     

Jamming    

Scripts Sensor Boosters -

       

Hull Resists Damage

     

       

       

Hardeners DC Rigs

           

 

   

Template

Enemy Description
Jamming            Something Textaboutsomething

More icons

                   

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

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) [1]
28676_32.png Synth Exile Booster (+3% armour repairs) [2]
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)
  1. ^ Local shield boosting only, does not apply to remote shield transporters.
  2. ^ Local armour repairing only, does not apply to remote armour repairers.

Know your flags and timers

  NPC – This pilot has used offensive modules against an NPC. If a pilot logs off while this flag is active, their ship will remain in space until the timer expires.
  PVP – This pilot has recently attacked or been attacked by another pilot. If a pilot logs off while this flag is active, their ship will remain in space until the timer expires.
  Weapons - A pilot with this flag has recently used offensive modules against another pilot. The pilot will not be able to jump, dock or switch ships while this flag is active.
 
 

Suspect/Criminal - This pilot has recently committed criminal or suspicious acts in Empire space. This flag has two states – Suspect(yellow) and Criminal (red). The state is dependent on the severity of their actions and whether or not the actions were committed in Empire space. CONCORD will take action against pilots flagged as criminals in their space, but anyone with either state flagged is freely attackable by other capsuleers.

While at war

  When your corporation or alliance is at war, the PvP flag becomes deceptively dangerous because assisting anyone with a PvP flag who is at war will flag you as a suspect. As such, it's important to avoid accidentally shooting corporation members, since that is a legal action in and by itself, but it will give you both PvP flags which in turn will either flag the logistics directly or make them inherit the flag, spreading it around.
If you get _any_ other flag than an NPC flag, let your fleet commander know right away. You'll most likely be forced to dock up for safety.