Emergency jump: Difference between revisions

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'''For ship:''' [[Tai'Kin|<span style="color: #228B22;">Tai'Kin</span>]] {{Recon}}
'''For ship:''' [[Tai'Kin|<span style="color: #228B22;">Tai'Kin</span>]] {{Recon}}


==Description==
==Description==
:When at risk of destruction, the ship jumps forward.
:If the hull durability is below '''15'''%, the ship jumps forward.
:The ship can't use modules for teleportation and boosted movement for '''20''' s.
:The ship can't use modules for teleportation and boosted movement for '''20''' s.
:You can place only one modifier.
:You can place only one modifier.


==Characteristics==
==Characteristics==

Revision as of 09:54, 19 February 2022

Emergency jump
Emergency jump

Type: Ship modifier.

Group: Engine modifiers.

For ranks: 5-9, 8-12, 11-17.

For ship: Tai'Kin

Description

If the hull durability is below 15%, the ship jumps forward.
The ship can't use modules for teleportation and boosted movement for 20 s.
You can place only one modifier.

Characteristics

Parameters Emergency jump 9 Emergency jump 12 Emergency jump 17
Mk.1 Mk.2 Mk.3 Mk.4 Mk.1 Mk.2 Mk.3 Mk.4 Mk.1 Mk.2 Mk.3 Mk.4
Jump range 1000 m. +250 m. +150 m. +100 m. 1050 m. +250 m. +150 m. +100 m. 1100 m. +250 m. +150 m. +100 m.
Recharge 40 s. -3 s. -2 s. -3 s. 39 s. -3 s. -2 s. -3 s. 38 s. -3 s. -2 s. -3 s.
Cost Manufacturing 35600 71300 166300 Manufacturing 142500 285000 665000 Manufacturing 427500 855000 1995000


Weapons Missiles Special Modules Active Modules Ship Modifiers Munitions