'Sarissa' Thermal Disruptive Lance
Type #77401
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.
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.
Price history
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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
- Hubris
- CPU usage
- 100 tf
- Powergrid Usage
- 100,000 MW
Turrets
- Optimal Range
- 50 km
- Thermal damage
- 17,000 HP
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
- 33,750 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
- Oxygen 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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