Difference between revisions of "Bastion Module"

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(Created page with "An electronic interface designed to augment and enhance a marauder's siege abilities. Through a series of electromagnetic polarity field shifts, the bastion module diverts ene...")
 
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An electronic interface designed to augment and enhance a marauder's siege abilities. Through a series of electromagnetic polarity field shifts, the bastion module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive capabilities.
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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#The Siege Module|Siege Module]] found on [[Dreadnoughts]].
  
This results in a greatly increased rate of defensive self-sustenance and a boost to the ship's overall damage resistances. It also extends the reach of all the vessel's weapon systems, allowing it to engage targets at farther ranges. Due to the ionic field created by the bastion module, most electronic warfare effects - from friend or foe both - will not affect the ship while in bastion mode. All weapons, including energy nosferatus and destabilizers, are unaffected by this field leaving the ship capacitor as one of the only vulnerable points to be found.
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The Bastion Module has a 60 second cycle time and no re-activation delay. When activated, it grants the following effects:
As a side effect of the ionic field created by the bastion module, beneficial remote repair and capacitor transfer effects are ineffective against the fitted ship while the module is active.
 
  
In addition, the lack of power to mobility subsystems means that neither standard propulsion nor warp travel are available to the ship, nor is it allowed to dock or jump until out of bastion mode.
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* 30% Shield, Armor, and Structure Resistance to all damage (not affected by [[Stacking penalties]])
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* +100% Shield Booster and Armor Repairer amount
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* Maximum Target Lock Count increased to 13
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* +25% Missile Velocity, Turret Optimal Range, and Turret Falloff Range
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* Immunity to ECM, Tracking Disruptors, and Guidance Disruptors
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* +1000% Sensor Strength
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* 95% resistance to Remote Sensor Dampeners and Target Painters
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* 95% reduction to friendly Remote Sensor Booster and Remote Tracking Computer effects
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* -100% maximum velocity
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* Cannot dock, tether, or enter warp
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* Applies a 60 second [[Timers#Weapon Timer|Weapons Timer]]
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* Cannot receive remote repairs or capacitor transmission
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* Ship plays a short transformation animation, and stays visibly transformed until the module deactivates
  
Note: Only one bastion module can be fitted to a marauder-class ship. The increased shield boosting and armor repairing gained from the bastion module is subject to a stacking penalty when used with other modules that affect the same attribute on the ship.
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In effect, the module turns the Marauder into a stationary turret and one-ship army, making the Marauder a long ranged 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 [[Capacitor Warfare|Energy Neutralizers]], which can drain the ship's capacitor, shut down its local repair systems, and leave it dead in the water.
  
Attributes
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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.
 
 
Shield Boost Bonus:
 
100 %
 
 
 
Shield EM Damage Resistance:
 
30 %
 
 
 
Shield Explosive Damage Resistance:
 
30 %
 
 
 
Shield Kinetic Damage Resistance:
 
30 %
 
 
 
Shield Thermal Damage Resistance:
 
30 %
 
 
 
Armor EM Damage Resistance:
 
30 %
 
 
 
Armor Explosive Damage Resistance:
 
30 %
 
 
 
Armor Kinetic Damage Resistance:
 
30 %
 
 
 
Armor Thermal Damage Resistance:
 
30 %
 
 
 
Structure EM Damage Resistance:
 
30 %
 
 
 
Structure Explosive Damage Resistance:
 
30 %
 
 
 
Structure Kinetic Damage Resistance:
 
30 %
 
 
 
Structure Thermal Damage Resistance:
 
30 %
 
 
 
Maximum Locked Targets:
 
13
 
 
 
Armor Repair Bonus:
 
100 %
 
 
 
Disallow Activation In Warp:
 
True
 
 
 
Disallow Docking:
 
True
 
 
 
Disallow Tethering:
 
True
 
 
 
Gravimetric Strength:
 
1,000 %
 
 
 
Ladar Strength:
 
1,000 %
 
 
 
Magnetometric Strength:
 
1,000 %
 
 
 
Radar Strength:
 
1,000 %
 
 
 
Maximum Velocity Bonus:
 
-100 %
 
 
 
ECM Resistance:
 
99.999 %
 
 
 
Falloff Bonus:
 
25 %
 
 
 
Optimal Range Bonus:
 
25 %
 
 
 
Missile Velocity Bonus:
 
25 %
 
 
 
Remote Assistance Impedance Bonus:
 
-95 %
 
 
 
Remote Repair Impedance Bonus:
 
-99.9999 %
 
 
 
Sensor Dampener Resistance Bonus:
 
-95 %
 
 
 
Target Painter Resistance Bonus:
 
-95 %
 
 
 
Weapon Disruption Resistance Bonus:
 
-99.9999 %
 
 
 
 
 
 
Fitting
 
 
 
CPU:
 
10 tf
 
 
 
Powergrid:
 
100 MW
 
 
 
Duration:
 
60.0 sec
 
 
 
Slot:
 
Requires a high power slot
 
 
 
Max. Fitted:
 
1
 
 
 
Can be fitted to group:
 
Marauder
 

Revision as of 07:10, 25 January 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 60 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)
  • +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
  • Cannot receive remote repairs or capacitor transmission
  • Ship plays a short transformation animation, and stays visibly transformed until the module deactivates

In effect, the module turns the Marauder into a stationary turret and one-ship army, making the Marauder a long ranged 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.