Capital Ship Modules

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In EVE Online, there are a set of Capital Specific Modules, which have no direct subcapital analogue. Modules are categorized into modules that can be fit on more than one capital ship class, and modules for specific classes of Capital Ships.

General Modules

Capital Flex Hardeners

Icon reactive armor hardener.png
Icon resists.png

Flex Armor Hardeners contain advanced nanite membranes capable of being reprogrammed mid-flight using swappable scripts. When unscripted this module provides resistances to all four damage types, and when loaded with a script it provides greatly enhanced resistance to one specific damage type.

Flex Shield Hardeners use powerful but bulky resonance coils to project a constructive interference pattern across a ship's shields. These patterns can increase shield resistances against all damage types, or to provide increased protection against one specific damage type with the aid of swappable scripts.

The Capital Flex Armor and Shield hardeners are capital modules. They can swap between being an omni resist module and resisting a single damage type through the use of scripts. Unscripted, both are inferior to T2 versions of the regular omni resist module (Energized Adaptive Nano Membrane II & Adaptive Invulnerability Field II), consuming much more cap and giving lower resists. Scripted, they do not reach the resist values of A or X-Type active deadspace hardeners of a particular damage type while consuming much more capacitor. Despite these downsides, the flex hardeners are situationally useful when engaging in fights where one particular damage type predominates, and that damage type wasn't known before the fight.

Capital Emergency Hull Energizer

Icon capital emergency hull energizer.png Specialized damage control module that utilizes a combination of containment field emitters and electromagnetic molecular hull reinforcers to resist damage to the core structure of your ship. Burns out after a single use.

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 quickly cleared off.

Clone Vat Bay

Icon clone vat bay.png 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 Rorquals, 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 of time. 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 Icon skillbook2.png Cloning Facility Operation skill.

Dreadnoughts

Siege Module

Main article: Dreadnoughts - The Siege Module

Icon siege.png

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.

The siege module offers a variety of strong combat bonuses to dreadnoughts. This comes at the expense of being unable to move, warp, dock, jump, or receive remote assistance. The Siege Module has a base consumption of 250 Strontium Clathrates for a 300 second (5 minute) cycle. Strontium Clathrate usage can be reduced through training the Icon skillbook2.png Tactical Weapon Reconfiguration skill, which is require to use the Siege Module.

Force Auxiliary

Triage Module

Icon triage.png

An electronic interface designed to augment and enhance a Force Auxiliary Ship's defenses and logistical abilities. Through a series of electromagnetic polarity field shifts, the triage module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive and logistical capabilities.

The triage module is a high slot module available only to Force Auxiliaries (FAX). Similar to the siege module, it uses Strontium Clathrates to improve the FAX's remote repair bonuses over a 300 second period, at the expense of movement and remote assistance capabilities.

  • -100% maximum velocity
  • Disables the use of electronic warfare modules
  • -75% capital remote logistics duration
  • 400% capital remote logistics amount bonus (Tech II: 450%)
  • -50% armor repairer/shield booster duration
  • 100% armor repairer/shield booster amount bonus (Tech II: 120%)
  • 200% capital remote logistics range bonus
  • 60% sensor dampener resistance bonus (Tech II: 70%)
  • 80% remote assistance impedance
  • 900% scan resolution bonus
  • 100% remote repair impedance
  • -100% drone damage
  • +4 maximum locked targets bonus (Tech II: +5)

Carriers/Supercarriers

Fighter Support Unit

Icon fighter support unit.png A combination of additional fighter hangar support drones, fighter power transmitters and advanced sensor support, the Fighter Support Unit assist all areas of fighter operation.

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.

Networked Sensor Array

Icon signal amplifier.png

The Networked Sensor Array is a module that greatly increases the scan resolution of a carrier or supercarrier and increases the sensor strength of the carrier and its fighters over a 60 second duration. This comes at the expense of being unable to warp or use electronic warfare modules while it is active.

  • 500% bonus to Scan Resolution
  • 50% bonus to sensor strength
  • Disables the use of electronic warfare modules
  • Disables warp drive (applies 100 points of warp disruption)

Burst Projectors

Icon energy neutralization burst projector.png

Fittable only to supercarriers, Burst Projectors are area of effect generators that can apply a tackle or EWAR effect in a 10km AOE 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 Icon skillbook2.png Burst Projector Operation skill.

Type Effect AOE Duration (s) Module duration (s)
ECM Jammer Rainbow 5 strength jam 40 300
Energy Neutralization 3000 GJ Neutralization, 500m Signature Radius N/A 480
Sensor Dampening -18% Targeting Range, -18% Scan Resolution 60 300
Stasis Webification -55% Velocity 40 480
Target Illumination 35% Increased Signature Radius 60 300
Warp Disruption Infinite Point Bubble 40 480
Weapon Disruption -14% Explosion Velocity, +14% Explosion Radius, -11% Flight Time
-20% Optimal Range, -20% Falloff, -20% Tracking Speed
60 300

Notes:

  • Ships jammed by the ECM Jammer Burst Projector can not target the supercarrier that generated it.
  • The Warp Disruption Burst Projector generates a warp disruption bubble in the generated area for the listed duration.

Titans

Superweapons

Icon doomsday.png

Titans have a variety of superweapons to choose from. A titan can only fit one superweapon at any given time. Aside from the Phenomena Generators, all Superweapons will leave the titan immobile for 30 seconds after their use. Using a superweapon either costs racial isotopes for racial-specific superweapons, or Strontium Clathrates for non-racial superweapons. Titans will also be unable to dock, tether, or use their jump drive for 5 minutes.

Doomsdays

Doomsdays (DD) are single-target, high damage weapons. Each empire has its own damage variant that can only be fitted to that faction's titan, which deals 1,000,000 damage to a capital ship.

Lances

Lances deal up to 50,000 damage to ships within a 2.5km radius lance over 15 seconds. The lances have a range of 200km.

Reapers

Similar to Lances, Reapers deal up to 100,000 damage to ships within a 5km radius lance over a 10 second period. The beam however is not stationary, and will sweep between two points in space. The reaper has a range of 150km.

Bosonic Field Generator

The Bosonic Field Generator (Boson) is a non-racial superweapon that deals 40,000 Omni damage in a large cone over 20 seconds. It has seen popularity as a tool for ratting, being able to blow through several waves of a combat anomaly with one use. It can also be used for gatecamps to catch small ships. Either use case would want a strong capital umbrella to back it up, though.

Gravitational Transportation Field Oscillator

Unlike the other superweapons above, the Gravitational Transportation Field Oscillator (GTFO) does no damage. Instead, it teleports all subcapital ships in a 10km bubble somewhere else in the system. Those ships will then be unable to warp for 60 seconds.

Phenomena Generator

Icon gallente phenomena generator.png

Replacing the passive stat bonuses that Titans gave prior to the Ascension Update, Phenomena Generators are empire-specific modules that give all ships within a 20,000 km range a set of buffs and debuffs. These vary based on race, and are listed below:

Amarr Caldari Gallente Minmatar
+30% capacitor recharge rate +30% shield hitpoints +30% armor hitpoints -30% signature radius
+10% kinetic resistances +10% EM resistances +10% explosive resistances +10% thermal resistances
-15% EM resistances -15% kinetic resistances -15% thermal resistances -15% explosive resistances
-10% velocity -10% remote armor repairer effectiveness -10% remote shield booster effectiveness -10% hybrid turret and energy turret optimal range

Jump Portal Generator

Icon jump portal generator.png

A piece of machinery designed to allow a capital vessel to create a bridge between systems without the use of a stargate, allowing its companions access through vast tracts of space to join it on the battlefield.

The Jump Portal Generator is a high slot module that enables a Titan to generate a portal to a cynosural field, enabling ships without a jump drive to jump to the beacon. The module disables remote assistance on the titan (testing needed). It costs 500 Strontium Clathrates to activate for 1 minute, and additional isotopes based on the size of the ships being portaled.

Rorqual

Industrial Core

Module icon industrial core i.png

The Industrial Core confers strong mining, boosting, and shield boosting capabilities onto a Rorqual. 1000 Heavy Water is used to activate the industrial core to run the Industrial Core over a 5 minute period. The amount of heavy water used can be reduced using the Icon skillbook2.png Industrial Reconfiguration skill.

When activated, it has the following effects:

  • -100% maximum velocity
  • 80% bonus to Drone damage and hitpoints (T2: 100%)
  • 25% bonus to Drone velocity (T2: 30%)
  • 400% bonus to Drone ore mining yield (T2: 500%)
  • -75% bonus to Ice harvesting speed (T2: -80%)
  • 30% bonus to Mining Foreman Burst strength (T2: 36%)
  • 150% bonus to Command Burst range (T2: 200%)
  • 100% bonus to Capital Remote Shield Booster range (T2: 120%)
  • -75% bonus to Capital Remote Shield Booster duration and capacitor use
  • -60% bonus to Shield Booster duration (T2: 75%)
  • 60% bonus to Shield Booster amount
  • -75% bonus to Sensor Dampener Resistance (T2: 80%)
  • 100% bonus to Scan Resolution (T2: 120%)
  • Immune to ECM
  • -80% malus to Remote Assistance
  • Cannot receive remote repairs

Pulse Activated Nexus Invulnerability Core

Icon panic.png 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.

The Pulse Activated Nexus Invulnerability Core (or PANIC) is a high slot module only usable by the Rorqual. It confers invulnerability to the fitted Rorqual and nearby barges and industrial ships (although not other Rorquals), but the invulnerable ships are unable to move, do damage, or warp. The PANIC burns out after a single use. It has a 4-minute base duration, which can be increased with levels in Icon skillbook2.png Invulnerability Core Operation up to 6 minutes.