Capsuleers.app logo CAPSULEERS.APP
'Azmaru' Electromagnetic Disruptive Lance

'Azmaru' Electromagnetic Disruptive Lance

Meta 0Superweapons · Amarr
Optimal Range50.000 m
Powergrid Usage100.000 MW
CPU usage100 tf
Activation Cost30.000 GJ
Activation time / duration5 min
Maximum Velocity Bonus-10.100%

Descrizione

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.

Tutti gli attributi

36 attributi · 1 effetti
Activation Cost30.000 GJ
Structure Hitpoints99.999 HP
Maximum Velocity Bonus-10.100%
Powergrid Usage100.000 MW
CPU usage100 tf
Optimal Range50.000 m
Activation time / duration5 min
EM damage17.000 HP
Explosive damage0 HP
Kinetic damage0 HP
Thermal damage0 HP
Primary Skill required#77739
Secondary Skill required#77738
Tech Level1 Level
Signature Radius10.000 m
Meta Level0 Level
Reactivation Delay0 s
Consumption Type#16274
Consumption Quantity20.000 units
Cannot Auto Repeat1 1=True 0=False
Can only be fitted to#77283
Max Modules Of This Group Allowed1
Warm-up Neutralization Radius10.000 m
Warm-up Neutralization Amount35.000 GJ
Warm-up Neutralization Signature Radius20.000 m
Warm-up Duration15 s
Beam Radius2500 m
Beam Duration15 s
Beam Damage Cycle1 s
Disallow Tethering1 1=True 0=False
Disallow Docking1 1=True 0=False
Jump/Dock/Tether/Cloak restriction duration2 min
Immobility Duration30 s
Applied Debuff Duration60 s
Disallow Cloaking While Fit1 1=True 0=False
Requires Active Siege Module1 1=True 0=False
Effetti
High power
hiPower · 12

Requires a high power slot

Statistiche

Activation Cost30.000 GJ
Structure Hitpoints99.999 HP
Maximum Velocity Bonus-10.100%
Powergrid Usage100.000 MW
CPU usage100 tf
Optimal Range50.000 m
Activation time / duration5 min
EM damage17.000 HP
Explosive damage0 HP
Kinetic damage0 HP
Thermal damage0 HP
Signature Radius10.000 m
Reactivation Delay0 s
Consumption Quantity20.000 units
Cannot Auto Repeat1 1=True 0=False
Max Modules Of This Group Allowed1
Warm-up Neutralization Radius10.000 m
Warm-up Neutralization Amount35.000 GJ
Warm-up Neutralization Signature Radius20.000 m
Warm-up Duration15 s
Beam Radius2500 m
Beam Duration15 s
Beam Damage Cycle1 s
Disallow Tethering1 1=True 0=False
Disallow Docking1 1=True 0=False
Jump/Dock/Tether/Cloak restriction duration2 min
Immobility Duration30 s
Applied Debuff Duration60 s
Disallow Cloaking While Fit1 1=True 0=False
Requires Active Siege Module1 1=True 0=False