User:Drebin 679/Sandbox 5

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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.

Capital Emergency Hull Energizer

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.

Dreadnoughts

Siege Module

Force Auxiliary

Triage Module

Carriers/Supercarriers

Networked Sensor Array

Titans

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

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.

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.

Supercarrier

Burst Projectors

Rorqual

Industrial Core

Pulse Activated Nexus Invulnerability Core