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Start > Ship Equipment > Turrets & Launchers > Superweapons > Minmatar > 'Jormungandr' Explosive Reaper
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'Jormungandr' Explosive Reaper

Description

While the Minmatar Republic took a relaxed attitude to the initial Drifter incursions, particularly as these entities appeared focused on the Republic’s Amarr foes, the Minmatar military were extremely interested in developments in capital ship technology and weapons. Through one means or another the necessary acquisitions of data and exemplar technologies were made and the Minmatar developed an explosive energy variation of the ‘Reaper’ directed beam technology that the Amarr had first developed.

Note: Activating this module triggers a massive capacitor disruption wave that impacts ships in the immediate vicinity of the Titan, friend or foe. After firing, you will be immobile for thirty seconds and unable to dock, tether, cloak, or activate your jump drive for five minutes.
ESI average price data (updated: )
Adjusted Price Average Price
240,231,814.63281,772,720.85
External price checks
» Check on evemarketer.com
SkillRequired level
Industry1
Capital Ship Construction1
Materials
ME: TE:
API invTypes URLs
LMeve API api.php?key=TESTAPIKEY99TESTAPIKEY&endpoint=INVTYPES&typeID=41444
ESI https://esi.evetech.net/inventory/types/41444/
Attributes
Mass:100 kg
Volume (unpacked):8,000 m3
Cargohold:0.00 m3
Baseprice:240,947,786.00 ISK
Portion size:1 item
Blueprint: look up
Activation Cost
31000
Structure Hitpoints
99999
Maximum Velocity Bonus
-100
Powergrid Usage
100000 MW
CPU usage
100 tf
Optimal Range
150000
Activation time / duration
300 s
EM damage
0
Explosive damage
100000
Kinetic damage
0
Thermal damage
0
Primary Skill required
Doomsday Operation
Secondary Skill required
Minmatar Titan
Tech Level
1
Signature Radius
3500
Meta Level
0
Reactivation Delay
0
Consumption Type
Hydrogen Isotopes
Consumption Quantity
50000
Cannot Auto Repeat
1
Banned in Empire Space
1
Can be fitted to
Ragnarok
Can be fitted to
Vanquisher
Can be fitted to
Molok
Max Modules Of This Group Allowed
1
Warm-up Neutralization Radius
10000
Warm-up Neutralization Amount
31000
Warm-up Neutralization Signature Radius
20000
Warm-up Duration
10 s
Beam Radius
5000
Beam Duration
10 s
Beam Damage Cycle
1000
Disallow Tethering
1
Disallow Docking
1
Jump/Dock/Tether/Cloak restriction duration
300 s
Immobility Duration
30 s
Shape of Superweapon Effect
2
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