'Azmaru' Electromagnetic Disruptive Lance
Type #77399
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.
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.
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Attributes
The item's base values, before skills, fittings and implants
Structure
- Mass
- 100 kg
- Structure Hitpoints
- 99,999 HP
- Volume
- 4,000 m³
Capacitor
- Activation Cost
- 30,000 GJ
Targeting
- Signature Radius
- 10 km
Fitting
- Can only be fitted to
- Bane
- CPU usage
- 100 tf
- Powergrid Usage
- 100,000 MW
Turrets
- EM damage
- 17,000 HP
- Optimal Range
- 50 km
Superweapons
- Applied Debuff Duration
- 60 s
- Beam Damage Cycle
- 1 s
- Beam Duration
- 15 s
- Beam Radius
- 2,500 m
- Disallow Cloaking While Fit
- Yes
- Immobility Duration
- 30 s
- Jump/Dock/Tether/Cloak restriction duration
- 120 s
- Warm-up Duration
- 15 s
- Warm-up Neutralization Amount
- 35,000 GJ
- Warm-up Neutralization Radius
- 10 km
- Warm-up Neutralization Signature Radius
- 20 km
EW - Webbing
- Maximum Velocity Bonus
- -100%
Miscellaneous
- Activation time / duration
- 300 s
- Cannot Auto Repeat
- Yes
- Consumption Quantity
- 20,000
- Consumption Type
- Helium Isotopes
- Disallow Docking
- Yes
- Disallow Tethering
- Yes
- Requires Active Siege Module
- Yes
- Tech Level
- Level 1
Required skills
To use this item, with the skills each of those needs first
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Fitting
What this needs to be fitted to a ship
Fitting requirements
- Slot
- High slot
- CPU
- 100 tf
- Powergrid
- 100,000 MW
Industry
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