'Azmaru' Electromagnetic Disruptive Lance

Defenses
Structure
99,999 HP
Market
StationSellBuy
Jita
Amarr
Rens
Dodixie
Hek
Maila
Basic
 Type ID77399
 PublishedTrue
Tech Level1
 Meta Level0 Level
Volume4,000 m3
Mass100 kg
radius1,000
 Base Price240,947,786 ISK
Offenses
Maximum Velocity Bonus-100 %
Module
Activation time / duration300.00 s
Max Modules Of This Group Allowed1
maxGroupActive1
disallowEarlyDeactivation1
Cannot Auto RepeatTrue
Reactivation Delay0.00 s
Cargo
Capacity0 m3
Fitting
CPU usage100 tf
Powergrid Usage100,000 MW
Activation Cost30,000 GJ
Targeting
Signature Radius10,000 m
Weapon
Optimal Range50,000 m
Ammunition
EM damage17,000 HP
Explosive damage0 HP
Kinetic damage0 HP
Thermal damage0 HP
Usage
Can be fitted toBane
Reprocessing
 Portion Size1
Output 
Tritanium750,000
Pyerite500,000
Mexallon20,000
Isogen10,000
Nocxium12,500
Zydrine10,000
Megacyte12,500
Basic reprocessing, not accounting for skills and other bonuses.
Industry
Other
Requires Active Siege ModuleTrue
Consumption Quantity20,000 units
Consumption TypeHelium Isotopes
Disallow DockingTrue
Disallow TetheringTrue
Capacity0 m3
Disallow Cloaking While FitTrue
 Shape of Superweapon Effect1
 Applied Debuff Duration60.00 s
Beam Damage Cycle1.00 s
Beam Duration15.00 s
Beam Radius2,500 m
Warm-up Neutralization Amount35,000 GJ
Warm-up Neutralization Radius10,000 m
 doomsdayEnergyNeutResistanceIDCapacitor Warfare Resistance
Warm-up Neutralization Signature Radius20,000 m
 Immobility Duration30.00 s
 Jump/Dock/Tether/Cloak restriction duration120.00 s
 doomsdayRangeIsFixed1
Warm-up Duration15.00 s
 isPointTargeted1
canCloak0
siegeModeWarpStatus100
Type Info
Type ID77399
Group IDSuper Weapon [588]
Race ID4

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.