components/Weapons/Electronic Warfare
/E-War/ Warp Disrupter
By overloading the electronic navigation systems onboard an enemy ship, it is possible to temporarily disable its' warping capabilities. This is extremely vital in 'trapping' an enemy target in a grid-sec for subsequent annihilation.
Effective Range: <8km
Effect: Applies a -1 warp strength modifier to the enemy ship
Duration: 5s
Cooldown: 8s
/E-War/ Warp Jammer
A closer range variant of the Disrupter, provides more effective disruption at the cost of an increased cooldown and the necessity to be much closer to the target.
Effective Range: <3km
Effect: Applies a -2.5 warp strength modifier to the enemy ship
Duration: 5s
Cooldown: 10s
/E-War/ Weapon Malfunction Inducer
A similar technology to warp jamming, the Inducer has a chance to cause enemy weapon cooldowns to malfunction in various ways.
Effective Range: <8km
Effect 1: 20% chance to cause all weapon cooldowns to trigger.
Effect 2: 5% chance to cause all weapons to target friendlies
Effect 3: 13% chance to cause 1 single weapon to completely malfunction.
Duration: Between 5 and 20 seconds
Cooldown: 15s
/E-War/ Electronic Magnetic Pulse
Shielding is the ultimate way to make a ship 'survive' longer. Unfortunately shielding cannot withstand a barrage of sustained electronic energy and depletes extremely quickly.
Effective Range: <8km
Effect 1: Reduces target shield armour by -5
Effect 2: Reduces target shields by 500 over 5 seconds.
Cooldown: 20s
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