StellarisDB

Reload Jammer

point defence weapon component

Reload Jammer is a point defence weapon component in Stellaris 4.5.2. It deals 0–0 damage every 3 days (30 combat ticks) at range 40, accuracy 90% and tracking 50%. It costs 5 Alloys, 35 Food, 0 Volatile Motes, 0 Dark Matter and uses 5 power. Unlocked by Reload Jammer.

Cost
5Alloys35Food0Volatile Motes0Dark Matter
Power
-5
Damage
0–0
Cooldown
3 days
Range
40
ID
ANTI_FIRE_RATE_GUN_1

Weapon stats

From weapon_components.csv (in common/component_templates), base values before technologies and modifiers.

How it's counted

Damage multipliers against hull, shields and armor are shares of the damage. Cooldown and windup are combat ticks in the CSV, 10 a day (our reading of the defines); damage a day = (min + max) ÷ 2 ÷ cooldown in days.

Damage
0–0
Cooldown
3 days (30 ticks)
Damage a day
0
Range
40
Accuracy
90%
Tracking
50%
Hull damage
100%
Shield damage
100%
Armor damage
100%
Shield penetration
0%
Armor penetration
0%
Windup
0.5–2 days

Cost and upkeep

Cost
5Alloys35Food0Volatile Motes0Dark Matter
Upkeep a month
0.1Food0.02Alloys

Upgrade line

upgrades_to in the files: a design auto-upgrades to the next one when it is researched.

  1. Reload Jammer
  2. →Fire Disrupter

How to get it

  • Ship uses weaver components
  • Empire
    • Uses bio-ships

In the game

Launches organic projectiles that release specialized enzymes, interfering with enemy weapon reloading systems and reducing their rate of fire.

ID

ANTI_FIRE_RATE_GUN_1

Source: common/component_templates/00_biogenesis_weapons.txt and weapon_components.csv, Stellaris Cygnus v4.5.2 (9776).

Spotted a mistake on this page?