Difference between revisions of "Comm Jammer"

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{{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}}
 
{{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]]).
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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]]).  Free to add to units with [[Probe Module]].
 
* When attacking, it also prevents the defender from [[disengaging]].
 
* When attacking, it also prevents the defender from [[disengaging]].
  

Revision as of 14:42, 28 March 2013

Comm Jammer
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). Free to add to units with Probe Module.

  • 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