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Start > Ship Equipment > Turrets & Launchers > Superweapons > Amarr > 'Azmaru' Electromagnetic Disruptive Lance
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'Azmaru' Electromagnetic Disruptive Lance

Description

Like the other ‘Big 4’ empires, the Amarr Empire claims to have independently developed ‘Disruptive Lance’ technology but almost certainly gained some insights from Caldari State research data available on the technology black market, and perhaps also from its own highly-effective espionage operations. Amarr weapons research and development programs have been operating at a fever pitch since the Triglavian invasions, and an advanced dreadnought program was obviously well underway regardless of the combination with the new lance modifications.

The Empire’s ‘Azmaru’ Electromagnetic Disruptive Lance uses an EM energy beam as a carrier of specific disruptive energy patterns at ultra-high intensity in order to disrupt warp and jump drives, prevent docking guidance and tethering connections, and massively inhibit the effectiveness of external repair beams. This comes at the price of an attenuated and less focused EM destructive effect but the tactical opportunities of the weapon are considered well worth that trade.

Due to the extreme energies involved in the operation of this module, a disruptive lance can only be fired when in siege mode, and ships with this module fitted are unable to activate cloaking devices.

Note: Activating this module triggers a massive capacitor disruption wave that impacts ships in the immediate vicinity, friend or foe. After firing, you will be immobile for thirty seconds and unable to dock, tether, cloak, or activate your jump drive for 2 minutes.
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SkillRequired level
Industry1
Capital Ship Construction4
Materials
ME: TE:
API invTypes URLs
LMeve API api.php?key=TESTAPIKEY99TESTAPIKEY&endpoint=INVTYPES&typeID=77399
ESI https://esi.evetech.net/inventory/types/77399/
Attributes
Mass:100 kg
Volume (unpacked):4,000 m3
Cargohold:0.00 m3
Baseprice:240,947,786.00 ISK
Portion size:1 item
Blueprint: look up
Activation Cost
30000
Structure Hitpoints
99999
Maximum Velocity Bonus
-100
Powergrid Usage
100000 MW
CPU usage
100 tf
Optimal Range
50000
Activation time / duration
300 s
EM damage
17000
Explosive damage
0
Kinetic damage
0
Thermal damage
0
Primary Skill required
Disruptive Lance Operation
Secondary Skill required
Lancer Dreadnoughts
Tech Level
1
Signature Radius
10000
Meta Level
0
Reactivation Delay
0
Consumption Type
Helium Isotopes
Consumption Quantity
20000
Cannot Auto Repeat
1
Can be fitted to
Bane
Max Modules Of This Group Allowed
1
Warm-up Neutralization Radius
10000
Warm-up Neutralization Amount
35000
Warm-up Neutralization Signature Radius
20000
Warm-up Duration
15 s
Beam Radius
2500
Beam Duration
15 s
Beam Damage Cycle
1000
Disallow Tethering
1
Disallow Docking
1
Jump/Dock/Tether/Cloak restriction duration
120 s
Immobility Duration
30 s
Shape of Superweapon Effect
1
Applied Debuff Duration
60 s
Disallow Cloaking While Fit
1
Requires Active Siege Module
1
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