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Siege Modules

Parent groups: Market > Ship Equipment > Turrets & Bays > Weapon Upgrades
Sister groups: Ballistic Control Systems | Entropic Radiation Sinks | Gyrostabilizers | Heat Sinks | Magnetic Field Stabilizers | Missile Guidance Computers | Missile Guidance Enhancers | Remote Tracking Computers | Siege Modules | Tracking Computers | Tracking Enhancers

Market Items

Image Name Slot CPU Powergrid Market Price
Bastion Module I
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.

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.
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.

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.

High 10 tf 100 MW 5.718.807
Industrial Core I
An electronic interface designed to facilitate the deployment of the Rorqual into its industrial configuration. Whilst in the deployed configuration, energy from the Rorqual's engines is channeled into incredible shield defenses, improved mining foreman bursts and significantly enhanced mining drone coordination. Deployed Rorquals also gain access to special assembly lines which can compress asteroid ore and ice.

Benefits of using this module alongside other modules that affect the same attributes will be subject to diminishing returns.
Note: Can only be fitted on the Rorqual ORE capital ship.

High 50 tf 50,000 MW 48.619.319
Industrial Core II
An electronic interface designed to facilitate the deployment of the Rorqual into its industrial configuration. Whilst in the deployed configuration, energy from the Rorqual's engines is channeled into incredible shield defenses, improved mining foreman bursts and significantly enhanced mining drone coordination. Deployed Rorquals also gain access to special assembly lines which can compress asteroid ore and ice.

Benefits of using this module alongside other modules that affect the same attributes will be subject to diminishing returns.
Note: Can only be fitted on the Rorqual ORE capital ship.

High 55 tf 55,000 MW 74.430.293
Siege Module I
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.

This results in a tremendous increase in damage, as well as a greatly increased rate of defensive self-sustenance. Defensive benefits include improved self-repair and shield boosting effectiveness, as well as increased resistance to most forms of electronic warfare. As a side effect of the ionic field created by the siege 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 locomotion systems means that neither standard propulsion nor warp travel are available to the ship nor are you allowed to dock until out of siege mode.

Notes:
- A siege module requires Strontium clathrates to run and operate effectively.
- Bonuses to the Shield Booster amount and duration are only applied to Capital sized boosters.
- Bonuses to the Armor Repairer amount and duration are only applied to Capital sized repairers.
- Only one siege module can be fitted to a dreadnought class ship. The increased shield boosting and armor repairing gained from the Siege Module is subject to a stacking penalty when used with other similar modules that affect the same attribute on the ship.

High 100 tf 100,000 MW 50.153.289
Siege Module II
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.

This results in a tremendous increase in damage, as well as a greatly increased rate of defensive self-sustenance. Defensive benefits include improved self-repair and shield boosting effectiveness, as well as increased resistance to most forms of electronic warfare. As a side effect of the ionic field created by the siege 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 locomotion systems means that neither standard propulsion nor warp travel are available to the ship nor are you allowed to dock until out of siege mode.

Notes:
- A siege module requires Strontium clathrates to run and operate effectively.
- Bonuses to the Shield Booster amount and duration are only applied to Capital sized boosters.
- Bonuses to the Armor Repairer amount and duration are only applied to Capital sized repairers.
- Only one siege module can be fitted to a dreadnought class ship. The increased shield boosting and armor repairing gained from the Siege Module is subject to a stacking penalty when used with other similar modules that affect the same attribute on the ship.

High 110 tf 105,000 MW 70.936.755
Triage Module I
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.

This results in a great increase in the Force Auxiliary's ability to provide aid to members of its fleet, as well as a greatly increased rate of defensive self-sustenance. Defensive benefits include improved self-repair and shield boosting effectiveness, as well as increased resistance to most forms of electronic warfare. As a side effect of the ionic flux created by the triage module, beneficial remote repair and capacitor transfer effects are ineffective against the fitted ship while the module is active.

The flux only disrupts incoming effects, however, meaning the Force Auxiliary can still provide aid to its cohorts. Sensor strength and targeting capabilities are also significantly boosted. In addition, the lack of power to locomotion systems means that neither standard propulsion nor warp travel are available to the ship, nor is the Force Auxiliary able to dock until out of triage mode. Finally, any drones currently in space will be unable to deal damage when the module is activated.

Note: A triage module requires Strontium Clathrates to run and operate effectively. Only one triage module can be run at any given time, so fitting more than one has no practical use. The remote repair module bonuses are only applied to capital sized modules. The increased shield boosting and armor repairing gained from the Triage Module is subject to a stacking penalty when used with other similar modules that affect the same attribute on the ship.

This module can only be fit on Force Auxiliary Ships.

High 100 tf 100,000 MW 35.205.751
Triage Module II
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.

This results in a great increase in the Force Auxiliary's ability to provide aid to members of its fleet, as well as a greatly increased rate of defensive self-sustenance. Defensive benefits include improved self-repair and shield boosting effectiveness, as well as increased resistance to most forms of electronic warfare. As a side effect of the ionic flux created by the triage module, beneficial remote repair and capacitor transfer effects are ineffective against the fitted ship while the module is active.

The flux only disrupts incoming effects, however, meaning the Force Auxiliary can still provide aid to its cohorts. Sensor strength and targeting capabilities are also significantly boosted. In addition, the lack of power to locomotion systems means that neither standard propulsion nor warp travel are available to the ship, nor is the Force Auxiliary able to dock until out of triage mode. Finally, any drones currently in space will be unable to deal damage when the module is activated.

Note: A triage module requires Strontium Clathrates to run and operate effectively. Only one triage module can be run at any given time, so fitting more than one has no practical use. The remote repair module bonuses are only applied to capital sized modules. The increased shield boosting and armor repairing gained from the Triage Module is subject to a stacking penalty when used with other similar modules that affect the same attribute on the ship.

This module can only be fit on Force Auxiliary Ships.

High 110 tf 105,000 MW 61.612.294


Database: Invasion (2019-11-12)

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