�Holy Destiny� Electromagnetic Lance

While the Amarr Empire had first developed the Reaper directed energy device, the Gallente were the first to modify the concept into a focused, static energy beam they called a Lance. In truth, the Amarr had not entirely cracked the problem of holding this particular form of pseudo-stable energy on a single point before the Gallente came up with a method of focusing the beam reliably. The Amarr were quite taken with the solution the Federation had developed and at once produced their own electromagnetic variation codenamed Holy Destiny.

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 and will be unable to dock, activate your jump drive or cloaking device until the module cycle completes.

  • fitting
  • 100000

    Powergrid Usage

  • 100

    Cpu Usage

  • structure
  • 100 kg

    Mass

  • 8000m³ packaged

    Volume

  • 99999

    Structure Hitpoints

  • targeting
  • 5000

    Signature Radius

  • miscellaneous
  • 35000

    Activation Cost

  • -100

    Maximum Velocity Bonus

  • 200000

    Optimal Range

  • 300000

    Activation Time / Duration

  • 50000

    Em Damage

  • 1

    Tech Level

  • 16274

    Consumption Type

  • 50000

    Consumption Quantity

  • 1

    Cannot Auto Repeat

  • 1

    Banned In Empire Space

  • 300

    Jump Delay Duration

  • 11567

    Can Be Fitted To

  • 1

    Max Modules Of This Group Allowed

  • 10000

    Warm-Up Neutralization Radius

  • 35000

    Warm-Up Neutralization Amount

  • 20000

    Warm-Up Neutralization Signature Radius

  • 15000

    Warm-Up Duration

  • 2500

    Beam Radius

  • 15000

    Beam Duration

  • 1000

    Beam Damage Cycle

  • 1

    Disallow Docking

  • 30000

    Immobility Duration

  • 1

    Shape Of Superweapon Effect

  • z 240 947 786.00

    Base Price

  • blueprint
  • �Holy Destiny� Electromagnetic Lance Blueprint

  • Required Skills
  • Doomsday Operation I
    • Science V
    • Energy Pulse Weapons V
      • Power Grid Management II
      • Science II
    • Advanced Weapon Upgrades V
      • Weapon Upgrades V
        • Gunnery II
  • Amarr Titan I
    • Capital Ships V
      • Advanced Spaceship Command V
        • Spaceship Command V
    • Amarr Battleship III
      • Spaceship Command IV
      • Amarr Battlecruiser III
        • Spaceship Command III
        • Amarr Cruiser III
          • Spaceship Command II
          • Amarr Destroyer III
            • Amarr Frigate III
              • Spaceship Command I
    • Leadership V
    • Jump Portal Generation I
      • Science V
      • Astrometrics V
        • Science III
      • Jump Drive Operation V
        • Navigation V
        • Warp Drive Operation V
          • Navigation I
        • Science V
  • manufacturing
  • base materials
  • 1 708 629

    Tritanium

  • 1 272 573

    Pyerite

  • 465 954

    Mexallon

  • 243 716

    Isogen

  • 353 314

    Nocxium

  • 43 638

    Zydrine

  • 48 181

    Megacyte

  • reprocessing
  • material/mineral
  • 1 708 629

    Tritanium

  • 1 272 573

    Pyerite

  • 465 954

    Mexallon

  • 243 716

    Isogen

  • 353 314

    Nocxium

  • 43 638

    Zydrine

  • 48 181

    Megacyte

  • other
  • 0

    Explosive Damage

  • 0

    Kinetic Damage

  • 0

    Thermal Damage

  • 1

    Required Skill 1Level

  • 1

    Required Skill 2Level

  • 0

    Meta Level

  • 0

    Module Reactivation Delay

  • 1

    Max Group Active

  • 100

    Siege Mode Warp Status

  • 1

    Disallow Early Deactivation

  • 1

    Max Group Online

  • 0

    Can Cloak

  • 1

    Is Point Targeted

  • 0

    Doomsday No Jump Or Cloak Duration

  • 1

    Doomsday Range Is Fixed