Item Database:Ship Equipment:Gang Assist Modules
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NOTE: These modules all use high slots, except for Command Processors which use mid slots.
Gang assist modules can be broken down into 3 general categories:
- These active modules can be used by the fleet booster to give a passive buff to all ships in the unit.
- Only the following ships can equip these modules, due to their role bonuses and CPU fitting requirements: Battlecruisers, Command ships, Capital industrial ships, Carriers and Titans. Command ships and Capital industrial ships receive bonuses to certain types of warfare links.
- Battlecruisers, carriers and field command ships can only fit 1 module. Fleet command ships and capital industrial ships can fit 3. A titan can fit up to 5, depending on level. Each Command Processor allows for one additional link.
- Warfare links can be broken down into 5 different types, each having an associated skill and ship type:
- Armoured. These modules buff armour tanking and are affected by the Armored Warfare Specialist skill. The Damnation is best used with these modules.
- Information. These modules buff targeting and EW and are affected by the Information Warfare Specialist skill. The Eos is best used with these modules.
- Siege. These modules buff shield tanking and are affected by the Siege Warfare Specialist skill. The Vulture is best used with these modules.
- Skirmish. These modules buff tackling and are affected by the Skirmish Warfare Specialist skill. The Claymore is best used with these modules.
- Mining. These modules buff mining and are affected by the Mining Director skill. Both ORE capital industrial ships are best used with these modules.
- The formula for working out buff received from a module is: Skill bonus X Ship bonus X Implant bonus.
- (Command bonus of module) X (warfare specialist skill level (i.e. skirmish warfare specialist for a skirmish module)) X (( warfare link specialist skill level X 0.1) +1 )
- A command ship or capital industrial ship give additional bonuses to certain warfare link types. If you are using the right module type for the ship, then use the calculation: (Ship skill level (i.e. Command Ships for a command ship) X 0.03 (0.05 for a Rorqual)) + 1)
- Additionally, a warfare mind-link can be plugged into implant slot 10 giving a buff to a particular warfare link type. If you have one, then multiply by 1.5.
Capital ship modules
- Cynosural Field generator I creates a cynosural beacon for capital ships in your gang to use as a destination for their jump drives.
- Clone vat bay I allow pilots to jump to the capital ship as if it were a station, assuming they have a jump clone installed in the ship
- Jump portal generator I allow nearby gang members to follow a Titan as it uses its jump drive.
Covert ship modules
- Covert Cynosural Field Generator I creates a covert cynosural beacon for Black Ops ships in your gang to use as a destination for their jump drives.
- Covert Jump Portal Generator I can be used by a Black Ops ship to allow nearby gang members in covert ships (black ops, covert ops, and recon ships) to follow the black ops as it uses its jump drive.