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'Sarissa' Thermal 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:
0 HP
Thermal 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:
77401
Base price:
240.95m ISK
Group ID:
Super Weapon
Icon ID:
25624
Market group ID:
Gallente
Published:
true
Race ID:
8
Radius:
1,000 m
Volume:
4,000 m3

Description

The Gallente Federation follows the other ‘Big 4’ empires in claiming that it independently developed its ‘Disruptive Lance’ technology but no doubt obtained a great deal of useful material from black market sources trading in stolen Caldari State capital research program data. Federation military-industrial efforts have been strongly focused on upgrading and expanding their already impressive capital ship fleets, perhaps to the exclusion of other areas such as Stellar Transmuter technology, and an advanced dreadnought development program was certainly already in progress.

The Federation’s ‘Sarissa’ Thermal Disruptive Lance emits a supercharged plasma energy beam as a carrier of specific disruptive energy patterns at ultra-high intensity and will 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 thermal 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.