Difference between revisions of "Comm Jammer"
m (Slightly simplified) |
m (Fullstop for abbreviation) |
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Line 3: | Line 3: | ||
* When attacking, it also prevents the defender from [[disengaging]]. | * When attacking, it also prevents the defender from [[disengaging]]. | ||
− | *Desc: Type IX ECTS EMP pulse generator | + | *Desc.: Type IX ECTS EMP pulse generator |
*Effect: +50% vs. fast units | *Effect: +50% vs. fast units | ||
*Limits: Combat, non-Psi units only | *Limits: Combat, non-Psi units only | ||
*Domain: Land | *Domain: Land |
Revision as of 05:15, 9 April 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 conferring a +50% defense bonus against 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