Special module: Difference between revisions
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| width="20%" | [[File:Recon.png|50px]] '''[[Recon]]''' | | width="20%" | [[File:Recon.png|50px]] '''[[Recon]]''' | ||
| width="80%" | <table border="0" cellpadding="1" cellspacing="0"><tr><td>[[File:Microwarp.png]]</td><td>'''Microwarp engine'''<br />Charges up, then makes a long-range jump.< | | width="80%" | <table border="0" cellpadding="1" cellspacing="0"><tr><td>[[File:Microwarp.png]]</td><td>'''Microwarp engine'''<br />Charges up, then makes a long-range jump.<br><font size=1>Jump distance is based on ship velocity * 28 for 2 seconds, e.g. (ship speed 200m/sec * 28)*2 = 11,200m jump distance.</font></td></tr></table> | ||
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| [[File:Covert Ops.png|50px]] '''[[Covert Ops]]''' | | [[File:Covert Ops.png|50px]] '''[[Covert Ops]]''' |
Revision as of 22:27, 1 February 2014
Each role has a different special module built in to the ship. By default they are activated with F.
Interceptor Modules
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Fighter Modules
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Frigate Modules
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Comments
- ↑ Increased resistance is always on, 'using' the modules switches the damage type : Thermal > EM > Kinetic > Thermal ...