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'Jormungandr' Explosive Reaper (Minmatar Superweapon)

Product discription

While the Minmatar Republic took a relaxed attitude to the initial Drifter incursions, particularly as these entities appeared focused on the Republic’s Amarr foes, the Minmatar military were extremely interested in developments in capital ship technology and weapons. Through one means or another the necessary acquisitions of data and exemplar technologies were made and the Minmatar developed an explosive energy variation of the ‘Reaper’ directed beam technology that the Amarr had first developed.

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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'Jormungandr' Explosive Reaper (Minmatar Superweapon)

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Details

'Jormungandr' Explosive Reaper (Minmatar Superweapon)

superweapon attributes:

Volume: 8.000 m3 (2.000 m3 Packaged)
Activation Cost: 31.000 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: Hydrogen Isotopes
Consumption Quantity: 50.000 units
Warm-up Neutralization Radius: 10,00 km
Warm-up Neutralization Amount: 31.000 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: Molok, Ragnarok, Vanquisher
EM damage: None
Thermal damage: None
Kinetic damage: None
Explosive damage: 100.000 HP