Emergency reboot: Difference between revisions

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(Created page with "__NOTOC__ Emergency reboot|100px|left '''Type:''' Active combat module. '''Group:''' Gunship modules. '''For ranks:''' 15-17. '''For sh...")
 
(Balance 1.12.7a)
 
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==Description==
==Description==
:Interrupts all negative effects and prevents new negative effects. The ship can only be damaged by collisions.  
:Interrupts all negative effects and prevents new negative effects. The ship can only be damaged by collisions.  
:Regenerates hull, but for the next '''10''' s. decreases the incoming shield and hull regeneration by '''60'''%.
:Regenerates hull, but for the next '''5''' s. decreases the incoming shield and hull regeneration by '''60'''%.
:Blocks the use of the “[[Combat Reboot]]” module until the cooldown is complete.
:Blocks the use of the “[[Combat Reboot]]” module until the cooldown is complete.


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|-align="center"
|-align="center"
|Cost
|Cost
|[[Workshop#Gunship|Manufacturing]]
| [[Workshop#Gunship|Manufacturing]]
|1228500{{CR}}
| 1228500{{CR}}
|2457000{{CR}}
| 2457000{{CR}}
|5733000{{CR}}
| 5733000{{CR}}
|-
|-
|}
|}

Latest revision as of 22:04, 2 July 2024

Emergency reboot
Emergency reboot

Type: Active combat module.

Group: Gunship modules.

For ranks: 15-17.

For ship: Typhon

Description

Interrupts all negative effects and prevents new negative effects. The ship can only be damaged by collisions.
Regenerates hull, but for the next 5 s. decreases the incoming shield and hull regeneration by 60%.
Blocks the use of the “Combat Reboot” module until the cooldown is complete.

Characteristics

Parameters Emergency reboot 17
Mk.1 Mk.2 Mk.3 Mk.4
Active time 1.5 s. +0.1 s. +0.2 s. +0.2 s.
Hull repair 3200 pts. +480 pts. +110 pts. +114 pts.
Energy consumption 220 en.
Recharge 51 s. -3 s. -2 s. -1 s.
Cost Manufacturing 1228500 2457000 5733000


Weapons Missiles Special Modules Active Modules Ship Modifiers Munitions