'Azmaru' Electromagnetic Disruptive Lance
Market
Basic
- Mass:
- 100 kg
- Packaged volume:
- 4,000 m3
- Portion size:
- 1
- Tech Level:
- 1
- Meta Level:
- 0
- Structure Hitpoints:
- 99,999 HP
- Capacity:
- 0 m3
- Volume:
- 4,000 m3
- Mass:
- 100 kg
- radius:
- 1,000 m
Offenses
- Maximum Velocity Bonus:
- -100 %
Module
- Cannot Auto Repeat:
- true
Cargo
- Capacity:
- 0 m3
Fitting
- CPU usage:
- 100 tf
- Powergrid Usage:
- 100,000 MW
- Activation Cost:
- 30,000 GJ
Targeting
- Signature Radius:
- 10,000 m
Weapon
- Optimal Range:
- 50,000 m
Ammunition
- EM damage:
- 17,000 HP
- Explosive damage:
- 0 HP
- Kinetic damage:
- 0 HP
- Thermal damage:
- 0 HP
Required Skills
Structure
- Structure Hitpoints:
- 99,999 HP
Usage
Reprocessing
- Portion size:
- 1
Output | Quantity |
---|---|
Tritanium | 1,500,000 |
Pyerite | 1,000,000 |
Mexallon | 40,000 |
Isogen | 20,000 |
Nocxium | 25,000 |
Zydrine | 20,000 |
Megacyte | 25,000 |
Manufacturing
Industry
Adam4Eve Material InfluenceOther
- Consumption Quantity:
- 20,000 units
- siegeModeWarpStatus:
- 100
- canCloak:
- 0
- Warm-up Neutralization Radius:
- 10,000 m
- Warm-up Neutralization Amount:
- 35,000 GJ
- Warm-up Neutralization Signature Radius:
- 20,000 m
- Warm-up Duration:
- 15s
- Beam Radius:
- 2,500 m
- Beam Duration:
- 15s
- Disallow Tethering:
- true
- Disallow Docking:
- true
- Immobility Duration:
- 30s
- doomsdayEnergyNeutResistanceID:
- Capacitor Warfare Resistance
Type Info
- Type ID:
- 77399
- Base price:
- 240.95m ISK
- Group ID:
- Super Weapon
- Icon ID:
- 25621
- Market group ID:
- Amarr
- Published:
- true
- Race ID:
- 4
- Radius:
- 1,000 m
- Volume:
- 4,000 m3
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.