‘Cold Wind’ Kinetic Reaper

‘Cold Wind’ Kinetic Reaper

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

100 kg 8,000 m³ 240,947,786 ISK

Attributes & capabilities

Fitting
2
Powergrid Usage 100000 MW
Cpu Usage 100 tf
Structure
1
Structure Hitpoints 99999 HP
Targeting
1
Signature Radius 3500 m
Miscellaneous
25
Activation Cost 32500 GJ
Maximum Velocity Bonus -100 %
Optimal Range 150000 m
Activation Time / Duration 300000 s
Kinetic Damage 100000 HP
Primary Skill Required 24563 typ
Secondary Skill Required 3346 typ
Tech Level 1 Lev
Consumption Type 17888 typ
Consumption Quantity 50000 uni
Cannot Auto Repeat 1 1=T
Banned In Empire Space 1 1=T
Jump Delay Duration 300 sec
Can Be Fitted To 3764 typ
Max Modules Of This Group Allowed 1
Warm-Up Neutralization Radius 10000 m
Warm-Up Neutralization Amount 32500 GJ
Warm-Up Neutralization Signature Radius 20000 m
Warm-Up Duration 10000 s
Beam Radius 5000 m
Beam Duration 10000 s
Beam Damage Cycle 1000 s
Disallow Docking 1 1=T
Immobility Duration 30000 s
Shape Of Superweapon Effect 2