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 conferring a +50% defense bonus against [[Speeders]] and [[Hovertanks]].  Free to add to units with [[Probe Module]].
 
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
+
When attacking, it also prevents the defender from [[Disengage|disengaging]].
*Effect: +50% vs. fast units
+
 
*Limits: Combat, non-Psi units only
+
Desc.: Type IX ECTS EMP pulse generator

Latest revision as of 04:54, 6 May 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