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 | + | 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]]. |
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− | + | When attacking, it also prevents the defender from [[Disengage|disengaging]]. | |
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− | + | Desc.: Type IX ECTS EMP pulse generator | |
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Latest revision as of 04:54, 6 May 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 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