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'Azmaru' Electromagnetic Disruptive Lance

Basic

Mass:
100 kg
Packaged volume:
4,000 m3
Portion size:
1
Capacity:
0 m3
Volume:
4,000 m3
Mass:
100 kg
radius:
1,000 m

Offenses

Cargo

Capacity:
0 m3

Fitting

CPU usage:
100 tf
Powergrid Usage:
100,000 MW
Activation Cost:
30,000 GJ

Targeting

Weapon

Optimal Range:
50,000 m

Ammunition

EM damage:
17,000 HP

Structure

Manufacturing

Manufacturing time:
20h
Copy time:
16h
Material research:
7h
Time research:
7h

Reprocessing

Portion size:
1
OutputQuantity
Tritanium1,500,000
Pyerite1,000,000
Mexallon40,000
Isogen20,000
Nocxium25,000
Zydrine20,000
Megacyte25,000
Basic reprocessing, not accounting for skills and other bonuses.

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.