Difference between revisions of "User:Drebin 679/Sandbox 5"

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''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.''
 
''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 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.
+
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 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 ===
 
=== Capital Emergency Hull Energizer ===
 +
[[File:Icon_capital_emergency_hull_energizer.png|left|link=]]
  
 
''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.''
 
''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, 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 large capital fights where the damage on field is high enough for the 15-20s of resists from a CEHE to be worthwhile.
+
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 large capital fights where the damage on field is high enough for the 15-20s of resists from a CEHE to be worthwhile.
  
 
== Dreadnoughts ==
 
== Dreadnoughts ==
  
 
=== Siege Module ===
 
=== Siege Module ===
 +
 +
[[File:Icon_siege.png|left|link=]]
 +
 +
''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 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 {{Sk|Tactical Weapon Reconfiguration|icon=yes}} skill, which is require to use the Siege Module.
 +
 +
* 150% Torpedo velocity bonus
 +
* 80% bonus to XL Launcher rate of fire
 +
* 90% bonus to Rapid Torpedo Launcher rate of fire
 +
* 165% missile damage bonus (<span style="color:yellow">Tech II: 200%</span>)
 +
* 700% turret damage bonus (<span style="color:yellow">Tech II: 840%</span>)
 +
* -100% maximum velocity
 +
* 100% shield booster/armor repairer amount bonus
 +
* -50% shield booster/armor repairer duration
 +
* 60% sensor dampener resistance bonus (<span style="color:yellow">Tech II: 70%</span>)
 +
* 80% remote assistance impedance
 +
* 60% weapon disruption resistance bonus (<span style="color:yellow">Tech II: 70%</span>)
 +
* 100% remote repair impedance
 +
* 100% bonus to High Angle Turret damage
  
 
== Force Auxiliary ==
 
== Force Auxiliary ==
  
 
=== Triage Module ===
 
=== Triage Module ===
 +
 +
[[File:Icon_triage.png|left|link=]]
 +
 +
''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 (<span style="color:yellow">Tech II: 450%</span>)
 +
* -50% armor repairer/shield booster duration
 +
* 100% armor repairer/shield booster amount bonus (<span style="color:yellow">Tech II: 120%</span>)
 +
* 200% capital remote logistics range bonus
 +
* 60% sensor dampener resistance bonus (<span style="color:yellow">Tech II: 70%</span>)
 +
* 80% remote assistance impedance
 +
* 900% scan resolution bonus
 +
* 100% remote repair impedance
 +
* -100% drone damage
 +
* +4 maximum locked targets bonus (<span style="color:yellow">Tech II: +5</span>)
  
 
== Carriers/Supercarriers ==
 
== Carriers/Supercarriers ==
  
 
=== Networked Sensor Array ===
 
=== Networked Sensor Array ===
 +
 +
[[File:Icon_signal_amplifier.png|left|link=]]
 +
 +
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)
  
 
== Titans ==
 
== Titans ==
  
=== Doomsdays ===
+
=== Superweapons ===
 +
 
 +
[[File:Icon_doomsday.png|left|link=]]
 +
 
 +
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. 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.
 
'''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 ====
  
 
'''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.
 
'''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 ===
+
==== 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.
 
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.
  
=== Phenomena Generator ===
+
==== Phenomena Generator ====
 +
 
 +
[[File:Icon_gallente_phenomena_generator.png|left|link=]]
 +
 
 +
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:
  
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.
+
{| class="wikitable"
 +
|-
 +
! 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
 +
|}
  
=== Bosonic Field Generator ===
+
==== 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.
 
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 ===
+
==== 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.
+
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.
  
 
== Supercarrier ==
 
== Supercarrier ==
  
 
=== Burst Projectors ===
 
=== Burst Projectors ===
 +
 +
[[File:Icon_energy_neutralization_burst_projector.png|left|link=]]
 +
 +
'''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 {{Sk|Burst Projector Operation|icon=yes}} skill.
 +
 +
{| class="wikitable"
 +
|-
 +
! 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? || 40 || 480
 +
|-
 +
| Weapon Disruption || -14% Explosion Velocity, +14% Explosion Radius, -11% Flight Time<br>-20% Optimal Range, -20% Falloff, -20% Tracking Speed || 60 || 300
 +
|}
 +
  
 
== Rorqual ==
 
== Rorqual ==
  
 
=== Industrial Core ===
 
=== Industrial Core ===
 +
 +
[[File:Module_icon_industrial_core_i.png|left|link=]]
 +
 +
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 {{Sk|Industrial Reconfiguration|icon=yes}} 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 ===
 
=== Pulse Activated Nexus Invulnerability Core ===
 +
 +
[[File:Icon_panic.png|left|link=]]
 +
 +
''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.''
 +
 +
''Due to the immense stresses involved in the sustained shield pulse, the Rorqual must have an active target lock on an ore or ice asteroid when activating this module. This module burns out completely after a single activation and will need to be repaired to be used in the future.''
 +
 +
''The effect from this module applies to subcapital mining and hauling ships in the same fleet as the activating Rorqual. Does not apply to other Rorquals. Affected ships gain incredible shield resistances, but lose the ability to deal damage, cloak, warp, dock, tether, or jump. Other effects include increased mass, decreased velocity and decreased scan resolution.''
 +
 +
 +
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 {{Sk|Invulnerability Core Operation|icon=yes}} up to 6 minutes.

Revision as of 07:03, 12 June 2019

Drebin 679 Sandbox 5 - Capital-specific 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 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 large capital fights where the damage on field is high enough for the 15-20s of resists from a CEHE to be worthwhile.

Dreadnoughts

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 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.

  • 150% Torpedo velocity bonus
  • 80% bonus to XL Launcher rate of fire
  • 90% bonus to Rapid Torpedo Launcher rate of fire
  • 165% missile damage bonus (Tech II: 200%)
  • 700% turret damage bonus (Tech II: 840%)
  • -100% maximum velocity
  • 100% shield booster/armor repairer amount bonus
  • -50% shield booster/armor repairer duration
  • 60% sensor dampener resistance bonus (Tech II: 70%)
  • 80% remote assistance impedance
  • 60% weapon disruption resistance bonus (Tech II: 70%)
  • 100% remote repair impedance
  • 100% bonus to High Angle Turret damage

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

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)

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. 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.

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

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.

Supercarrier

Burst Projectors

Icon energy neutralization burst projector.png

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? 40 480
Weapon Disruption -14% Explosion Velocity, +14% Explosion Radius, -11% Flight Time
-20% Optimal Range, -20% Falloff, -20% Tracking Speed
60 300


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.

Due to the immense stresses involved in the sustained shield pulse, the Rorqual must have an active target lock on an ore or ice asteroid when activating this module. This module burns out completely after a single activation and will need to be repaired to be used in the future.

The effect from this module applies to subcapital mining and hauling ships in the same fleet as the activating Rorqual. Does not apply to other Rorquals. Affected ships gain incredible shield resistances, but lose the ability to deal damage, cloak, warp, dock, tether, or jump. Other effects include increased mass, decreased velocity and decreased scan resolution.


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.