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'Iron Pike' Kinetic Lance (Caldari Superweapon)

Product discription

The Caldari Navy’s weapons scientists were slightly puzzled that their Amarr allies had not created a simplified, focused version of the ‘Reaper’ before the Federation but attributed this to the legendarily methodical and cautious approach of imperial scientists. There was some truth to this, as the Amarr had simply not yet managed to hold the beam reliably on a single target point. The State managed to independently solve the problem of holding a focused beam of the pseudo-stable energy and the modifications necessary to create the ‘Iron Pike’ Kinetic Lance were soon made.

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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$16.95

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'Iron Pike' Kinetic Lance (Caldari Superweapon)

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Details

'Iron Pike' Kinetic Lance (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: 5000 m
Banned in Empire Space: True
Optimal Range: 200,00 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: 15.00 s
Beam Radius: 2500 m
Beam Duration: 15.00 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


fitting:

CPU Usage: 100 tf

Powergrid Usage: 100.000 MW

Requires a hgh power slot.