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'Cold Wind' Kinetic Reaper (Caldari Superweapon)

Product discription

Through weapons technology agreements long maintained in the mutual interests of the Caldari State and Amarr Empire, the ‘Reaper’ device created by the Amarr’s weapons scientists was soon passed on to the Caldari, for a suitable quid pro quo, and the State modified the specific energy output so as to produce their own favored kinetic effect at the impact point. In an allusion to Caldari mythology, the weapon was designated ‘Cold Wind’ for the powerful animistic spirit that was said to cut down trees and soldiers alike when it blew at its fiercest.

Note: Activating this module triggers a massive capacitor disruption wave that impacts ships in the immediate vicinity of the Titan, friend or foe. After firing, you will be immobile for thirty seconds, unable to activate your jump drive or cloaking device for 300 seconds, and prevented from docking until the module cycle completes.

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$12.95

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'Cold Wind' Kinetic Reaper (Caldari Superweapon)

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Details

'Cold Wind' Kinetic Reaper (Caldari Superweapon)

superweapon attributes:

Volume: 8.000 m3 (2.000 m3 Packaged)
Activation Cost: 32.500 GJ
Max Modules Of This Group Allowed: 1
Structure Hitpoints: 99.999 HP
Maximum Velocity Bonus: -100 %
Signature Radius: 3500 m
Banned in Empire Space: True
Optimal Range: 150,00 km
Activation time / duration: 300.00 s
Consumption Type: Nitrogen Isotopes
Consumption Quantity: 50.000 units
Warm-up Neutralization Radius: 10,00 km
Warm-up Neutralization Amount: 32.500 GJ
Warm-up Neutralization Signature Radius: 20,00 km
Warm-up Duration: 10.00 s
Beam Radius: 5000 m
Beam Duration: 10.00 s
Beam Damage Cycle: 1.00 s
Disallow Docking: True
Jumping and Cloaking restriction duration: 300.00 s
Immobility Duration: 30.00 s
Tech Level: Level 1
Cannot Auto Repeat: True
Can be fitted to: Leviathan
EM damage: None
Thermal damage: None
Kinetic damage: 100.000 HP
Explosive damage: None


fitting:

CPU Usage: 100 tf

Powergrid Usage: 100.000 MW

Requires a hgh power slot.