Difference between revisions of "Comm Jammer"
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− | {{abilityinfobox|cost= | + | {{abilityinfobox|cost={{tt|Extra cost: weapon divided by armor rounded down times 25% (maxes out at 50%).|More with high weapon/armor}}|desc=+50% vs. fast units|preq=Subat|notpsi=1|noncombatallowed=1|terraformerallowed=1|combatallowed=1|land=1|id=9}} |
The '''Comm Jammer''' ability interferes with enemy tactical command and control, thus throwing enemy mobile offensives into confusion. A Comm Jammer confers a +50% defense bonus against ground units with more than one move ([[Speeders]] and [[Hovertanks]]). | The '''Comm Jammer''' ability interferes with enemy tactical command and control, thus throwing enemy mobile offensives into confusion. A Comm Jammer confers a +50% defense bonus against ground units with more than one move ([[Speeders]] and [[Hovertanks]]). | ||
* When attacking, it also prevents the defender from [[disengaging]]. | * When attacking, it also prevents the defender from [[disengaging]]. |
Revision as of 14:22, 25 February 2013
Comm Jammer | |
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Allowed for Land units | |
Cost | More with high weapon/armor |
Requires | Advanced Subatomic Theory |
Not allowed for psi units | |
Allowed for Noncombat units (excluding terraformers) | |
Allowed for Terraformer units | |
Allowed for Combat units |
The Comm Jammer ability interferes with enemy tactical command and control, thus throwing enemy mobile offensives into confusion. A Comm Jammer confers a +50% defense bonus against ground units with more than one move (Speeders and Hovertanks).
- When attacking, it also prevents the defender from disengaging.
- Desc: Type IX ECTS EMP pulse generator
- Effect: +50% vs. fast units
- Limits: Combat, non-Psi units only
- Domain: Land