'Azmaru' Electromagnetic Disruptive Lance
Meta 0ID 77399
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.
Specs
- Mass100 kg
- Volume4.00K m³
- Base price240.95M ISK
Attributes
[36]Activation Cost
30.00K GJ
Structure Hitpoints
100.00K HP
Maximum Velocity Bonus
-100 %
Powergrid Usage
100.00K MW
CPU usage
100 tf
Optimal Range
50.00K m
Activation time / duration
300.00K s
EM damage
17.00K HP
Explosive damage
0 HP
Kinetic damage
0 HP
Thermal damage
0 HP
Primary Skill required
77.74K typeID
Secondary Skill required
77.74K typeID
Tech Level
1 Level
Signature Radius
10.00K m
Meta Level
0 Level
Reactivation Delay
0 s
Consumption Type
16.27K typeID
Consumption Quantity
20.00K units
Cannot Auto Repeat
1 1=True 0=False
Can only be fitted to
77.28K typeID
Max Modules Of This Group Allowed
1
Warm-up Neutralization Radius
10.00K m
Warm-up Neutralization Amount
35.00K GJ
Warm-up Neutralization Signature Radius
20.00K m
Warm-up Duration
15.00K s
Beam Radius
2.50K m
Beam Duration
15.00K s
Beam Damage Cycle
1.00K s
Disallow Tethering
1 1=True 0=False
Disallow Docking
1 1=True 0=False
Jump/Dock/Tether/Cloak restriction duration
120.00K s
Immobility Duration
30.00K s
Applied Debuff Duration
60.00K s
Disallow Cloaking While Fit
1 1=True 0=False
Requires Active Siege Module
1 1=True 0=False
Effects
[1]High power
hiPower · id 12
Requires a high power slot