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'Azmaru' Electromagnetic Disruptive Lance |
Description
Like the other âBig 4â empires, the Amarr Empire claims to have independently developed âDisruptive Lanceâ 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 Empireâs âAzmaruâ 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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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
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