Search the EVE Online Item Database
Super Weapon Group
'Atgeir' Explosive Disruptive Lance
typeID | 77398 |
Mass | 100.00 kg |
Volume | 4,000.00 m³ |
Base Price | 240,947,786.00 ISK |
Category | Super Weapon |
Produced By | 'Atgeir' Explosive Disruptive Lance Blueprint |
Description | The Minmatar Republic gives lip service to the standard claims of all ‘Big 4’ empires that it developed its own ‘Disruptive Lance’ technology independently but does not over-exert itself to insist on this point. The Republic Security Services have been highly active in acquiring any and all military intelligence, research, and technology specs available on the black market. The RSS as an organization rarely indulges itself in pretence that it operates above the dirtier side of the great game of empires. While the Thukker Tribe appears to have been developing an advanced dreadnought for some time, it is probable that intel from the RSS contributed significantly to the combination with new lance technology. The Minmatar Republic’s ‘Atgeir’ Explosive Disruptive Lance generates a stream of protons and energy in a beam that carries specific disruptive energy patterns at ultra-high intensities. This effect means the weapon will disrupt warp and jump drives, prevent docking guidance and tethering connections, and massively inhibit the effectiveness of external repair beams. This comes at the price of an attenuated and less focused explosive destructive effect but the tactical opportunities of the weapon are considered well worth that trade. Due to the extreme energies involved in the operation of this module, a disruptive lance can only be fired when in siege mode, and ships with this module fitted are unable to activate cloaking devices. Note: Activating this module triggers a massive capacitor disruption wave that impacts ships in the immediate vicinity, friend or foe. After firing, you will be immobile for thirty seconds and unable to dock, tether, cloak, or activate your jump drive for 2 minutes. |
'Aurora Ominae' Thermal Doomsday
typeID | 24554 |
Mass | 100.00 kg |
Volume | 8,000.00 m³ |
Base Price | 240,950,758.00 ISK |
Category | Super Weapon |
Produced By | 'Aurora Ominae' Thermal Doomsday Blueprint |
Description | By using reverse-engineered Sleeper technology and advances in focused magnetic fields, this weapon emits a beam of antimatter that is capable of obliterating an entire capital ship. Notes: This weapon can only fire on ships that are capital-sized or larger. After firing, you will be immobile for thirty seconds and unable to dock, tether, cloak, or activate your jump drive for five minutes. |
'Azmaru' Electromagnetic Disruptive Lance
typeID | 77399 |
Mass | 100.00 kg |
Volume | 4,000.00 m³ |
Base Price | 240,947,786.00 ISK |
Category | Super Weapon |
Produced By | 'Azmaru' Electromagnetic Disruptive Lance Blueprint |
Description | Like the other ‘Big 4’ empires, the Amarr Empire claims to have independently developed ‘Disruptive Lance’ technology but almost certainly gained some insights from Caldari State research data available on the technology black market, and perhaps also from its own highly-effective espionage operations. Amarr weapons research and development programs have been operating at a fever pitch since the Triglavian invasions, and an advanced dreadnought program was obviously well underway regardless of the combination with the new lance modifications. The Empire’s ‘Azmaru’ Electromagnetic Disruptive Lance uses an EM energy beam as a carrier of specific disruptive energy patterns at ultra-high intensity in order to disrupt warp and jump drives, prevent docking guidance and tethering connections, and massively inhibit the effectiveness of external repair beams. This comes at the price of an attenuated and less focused EM destructive effect but the tactical opportunities of the weapon are considered well worth that trade. Due to the extreme energies involved in the operation of this module, a disruptive lance can only be fired when in siege mode, and ships with this module fitted are unable to activate cloaking devices. Note: Activating this module triggers a massive capacitor disruption wave that impacts ships in the immediate vicinity, friend or foe. After firing, you will be immobile for thirty seconds and unable to dock, tether, cloak, or activate your jump drive for 2 minutes. |
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'Cold Wind' Kinetic Reaper
typeID | 41442 |
Mass | 100.00 kg |
Volume | 8,000.00 m³ |
Base Price | 240,947,786.00 ISK |
Category | Super Weapon |
Produced By | 'Cold Wind' Kinetic Reaper Blueprint |
Description | 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 unable to dock, tether, cloak, or activate your jump drive for five minutes. |
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'Divine Harvest' Electromagnetic Reaper
typeID | 40632 |
Mass | 100.00 kg |
Volume | 8,000.00 m³ |
Base Price | 240,947,786.00 ISK |
Category | Super Weapon |
Produced By | 'Divine Harvest' Electromagnetic Reaper Blueprint |
Description | The Amarr Empire’s crash program of capital ship development included an intense effort to reverse-engineer recovered Drifter technology. While falling short of a full understanding of the weapons used by the inscrutable Drifters, the research did bear fruit in a new form of directed energy beam that weapons scientists began calling the ‘Reaper’. The Imperial Navy designated the device ‘Divine Harvest’ but the tag stuck to this weapon type when, inevitably, other empires acquired the basic concept and developed their own variations. 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 unable to dock, tether, cloak, or activate your jump drive for five minutes. |
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'Geiravor' Explosive Lance
typeID | 41441 |
Mass | 100.00 kg |
Volume | 8,000.00 m³ |
Base Price | 240,947,786.00 ISK |
Category | Super Weapon |
Produced By | 'Geiravor' Explosive Lance Blueprint |
Description | The Republic Security Services were so concerned by reports of major advances in directed and focused capital energy weapons development in the other empires that they recommended a covert acquisition program to Sanmatar Maleatu Shakor. In contrast to this aggressive approach, the Sanmatar tasked the Republic Justice Department to use its considerable contacts with the Gallente Federation to overcome the hesitancy created by past tensions and border encounters between the two empires. As a result of this open policy, President Jacus Roden directed the Federation Navy to share its ‘Lance’ technology with the Republic Fleet and the ‘Geiravor’ Explosive Lance variant was quickly 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 and unable to dock, tether, cloak, or activate your jump drive for five minutes. |
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'Gjallarhorn' Explosive Doomsday
typeID | 23674 |
Mass | 100.00 kg |
Volume | 8,000.00 m³ |
Base Price | 240,435,272.00 ISK |
Category | Super Weapon |
Produced By | 'Gjallarhorn' Explosive Doomsday Blueprint |
Description | Righteous fury given form, this weapon system rains a firestorm of unmatched raw destruction upon its target. Notes: This weapon can only fire on ships that are capital-sized or larger. After firing, you will be immobile for thirty seconds and unable to dock, tether, cloak, or activate your jump drive for five minutes. |
'Guillotine' Thermal Reaper
typeID | 41443 |
Mass | 100.00 kg |
Volume | 8,000.00 m³ |
Base Price | 240,947,786.00 ISK |
Category | Super Weapon |
Produced By | 'Guillotine' Thermal Reaper Blueprint |
Description | Gallente Federation intelligence agencies were not slow in responding to the massive efforts of the Amarr Empire to develop capital ships and weapons fit to meet the threat of the Drifters, and any other emergent threats that might use similar weapons and battle doctrines. Consequently, the Federation Navy soon acquired the basic principles of the ‘Reaper’ beam technology and developed their own thermal energy variation. This weapon was designated ‘Guillotine’ in reference to the bladed execution weapon once used by the Gallente Federation’s homeworld precursor, the Garoun Empire. 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 unable to dock, tether, cloak, or activate your jump drive for five minutes. |
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'Holy Destiny' Electromagnetic Lance
typeID | 40631 |
Mass | 100.00 kg |
Volume | 8,000.00 m³ |
Base Price | 240,947,786.00 ISK |
Category | Super Weapon |
Produced By | 'Holy Destiny' Electromagnetic Lance Blueprint |
Description | 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 unable to dock, tether, cloak, or activate your jump drive for five minutes. |
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'Iron Pike' Kinetic Lance
typeID | 41439 |
Mass | 100.00 kg |
Volume | 8,000.00 m³ |
Base Price | 240,947,786.00 ISK |
Category | Super Weapon |
Produced By | 'Iron Pike' Kinetic Lance Blueprint |
Description | 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 and unable to dock, tether, cloak, or activate your jump drive for five minutes. |
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'Jormungandr' Explosive Reaper
typeID | 41444 |
Mass | 100.00 kg |
Volume | 8,000.00 m³ |
Base Price | 240,947,786.00 ISK |
Category | Super Weapon |
Produced By | 'Jormungandr' Explosive Reaper Blueprint |
Description | 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 and unable to dock, tether, cloak, or activate your jump drive for five minutes. |
'Judgment' Electromagnetic Doomsday
typeID | 24550 |
Mass | 100.00 kg |
Volume | 8,000.00 m³ |
Base Price | 240,727,880.00 ISK |
Category | Super Weapon |
Produced By | 'Judgment' Electromagnetic Doomsday Blueprint |
Description | The ultimate expression of God's Divine wrath, this weapon projects a beam of the Lord's holy light, designed to put sinners in their proper place. Notes: This weapon can only fire on ships that are capital-sized or larger. After firing, you will be immobile for thirty seconds and unable to dock, tether, cloak, or activate your jump drive for five minutes. |
'Oblivion' Kinetic Doomsday
typeID | 24552 |
Mass | 100.00 kg |
Volume | 8,000.00 m³ |
Base Price | 240,947,786.00 ISK |
Category | Super Weapon |
Produced By | 'Oblivion' Kinetic Doomsday Blueprint |
Description | Using a targeting and tracking control system more advanced than any other in existence, this weapon launches and controls a storm of missile fire capable of neutralizing almost any target. Notes: This weapon can only fire on ships that are capital-sized or larger. After firing, you will be immobile for thirty seconds and unable to dock, tether, cloak, or activate your jump drive for five minutes. |
'Phalarica' Thermal Lance
typeID | 41440 |
Mass | 100.00 kg |
Volume | 8,000.00 m³ |
Base Price | 240,947,786.00 ISK |
Category | Super Weapon |
Produced By | 'Phalarica' Thermal Lance Blueprint |
Description | The Gallente Federation was the first of the other empires to acquire the ‘Reaper’ directed energy beam technology developed principally by the Amarr Empire. Seeing an opportunity to modify the device into a powerful variant focused along a specific target line, the Federation’s weapon labs came up with a capital level ‘Thermal Lance’ that they dubbed the ‘Phalarica’. The Amarr were quick to see the potential and, after analyzing the focusing method used by the Gallente, quickly created their own variant of the weapon, followed swiftly by the other empires. 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 unable to dock, tether, cloak, or activate your jump drive for five minutes. |
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'Sarissa' Thermal Disruptive Lance
typeID | 77401 |
Mass | 100.00 kg |
Volume | 4,000.00 m³ |
Base Price | 240,947,786.00 ISK |
Category | Super Weapon |
Produced By | 'Sarissa' Thermal Disruptive Lance Blueprint |
Description | The Gallente Federation follows the other ‘Big 4’ empires in claiming that it independently developed its ‘Disruptive Lance’ technology but no doubt obtained a great deal of useful material from black market sources trading in stole Caldari State capital research program data. Federation military-industrial efforts have been strongly focused on upgrading and expanding their already impressive capital ship fleets, perhaps to the exclusion of other areas such as Stellar Transmuter technology, and an advanced dreadnought development program was certainly already in progress. The Federation’s ‘Sarissa’ Thermal Disruptive Lance emits a supercharged plasma energy beam as a carrier of specific disruptive energy patterns at ultra-high intensity and will disrupt warp and jump drives, prevent docking guidance and tethering connections, and massively inhibit the effectiveness of external repair beams. This comes at the price of an attenuated and less focused thermal destructive effect but the tactical opportunities of the weapon are considered well worth that trade. Due to the extreme energies involved in the operation of this module, a disruptive lance can only be fired when in siege mode, and ships with this module fitted are unable to activate cloaking devices. Note: Activating this module triggers a massive capacitor disruption wave that impacts ships in the immediate vicinity, friend or foe. After firing, you will be immobile for thirty seconds and unable to dock, tether, cloak, or activate your jump drive for 2 minutes. |
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'Steel Yari' Kinetic Disruptive Lance
typeID | 77400 |
Mass | 100.00 kg |
Volume | 4,000.00 m³ |
Base Price | 240,947,786.00 ISK |
Category | Super Weapon |
Produced By | 'Steel Yari' Kinetic Disruptive Lance Blueprint |
Description | Although each of the ‘Big 4’ empires claims to have independently developed ‘Disruptive Lance’ technology, it appears likely that the Caldari were the first to combine research into wider use of lance weapons with the advanced technology of ‘Lancer Dreadnoughts’. The severe breach of security caused by the Guristas espionage ring that penetrated State capital ship research and development is believed to have given the other empires vital insights and accelerated their own advanced dreadnought programs. Nevertheless, the ‘Steel Yari’ Kinetic Disruptive Lance is a major achievement for State military science. The breakthrough of using a graviton energy beam as a carrier of specific disruptive energy patterns at ultra-high intensity means the weapon will disrupt warp and jump drives, prevent docking guidance and tethering connections, and massively inhibit the effectiveness of external repair beams. This comes at the price of an attenuated and less focused kinetic destructive effect but the tactical opportunities of the weapon are considered well worth that trade. Due to the extreme energies involved in the operation of this module, a disruptive lance can only be fired when in siege mode, and ships with this module fitted are unable to activate cloaking devices. Note: Activating this module triggers a massive capacitor disruption wave that impacts ships in the immediate vicinity, friend or foe. After firing, you will be immobile for thirty seconds and unable to dock, tether, cloak, or activate your jump drive for 2 minutes. |
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Bosonic Field Generator
typeID | 40633 |
Mass | 100.00 kg |
Volume | 8,000.00 m³ |
Base Price | 240,947,786.00 ISK |
Category | Super Weapon |
Produced By | Bosonic Field Generator Blueprint |
Description | The Society of Conscious Thought has long been at the forefront of making new technologies available to capsuleers but their decision to release certain types of spacetime weaponry on the open market represents a significant escalation in the level of power that the Society is willing to place in the hands of independent pilots. The Bosonic Field Generator provides a means to massively distort localized spacetime at short ranges, placing enormous stresses on any object in the affected area. In practical terms, the device is a weapon that can literally tear apart ships caught in its kill zone. 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 unable to dock, tether, cloak, or activate your jump drive for five minutes. |
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Gravitational Transportation Field Oscillator
typeID | 40634 |
Mass | 100.00 kg |
Volume | 8,000.00 m³ |
Base Price | 500,000,000.00 ISK |
Category | Super Weapon |
Produced By | Gravitational Transportation Field Oscillator Blueprint |
Description | The Society of Conscious Thought has long been at the forefront of making new technologies available to capsuleers but their decision to release certain types of spacetime weaponry on the open market represents a significant escalation in the level of power that the Society is willing to place in the hands of independent pilots. The Gravitational Transportation Field Oscillator is a remarkable device that can move capsuleer vessels involuntarily through a localized wormhole created by setting up gravitational field resonances at the origin and destination target points. Note: Due to their increased mass, this module is unable to transport capital sized ships, but the residual effects of its localised wormhole will prevent them from warping for 60 seconds. 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 unable to dock, tether, cloak, or activate your jump drive for five minutes. |
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Pulse Activated Nexus Invulnerability Core
typeID | 42522 |
Volume | 8,000.00 m³ |
Base Price | 240,947,786.00 ISK |
Category | Super Weapon |
Produced By | Pulse Activated Nexus Invulnerability Core Blueprint |
Description | Adapted from technology originally released with Citadels, the Pulse Activated Nexus Invulnerability Core is the result of Upwell's tireless research into advanced shielding. This powerful module allows a Rorqual to make itself and industrial fleetmates nearly invulnerable for a short time. Due to the immense stresses involved in the sustained shield pulse, the Rorqual must have an active target lock on an ore or ice asteroid when activating this module. This module burns out completely after a single activation and will need to be repaired to be used in the future. The effect from this module applies to subcapital mining and hauling ships in the same fleet as the activating Rorqual. Does not apply to other Rorquals. Affected ships gain incredible shield resistances, but lose the ability to deal damage, cloak, warp, dock, tether, or jump. Other effects include increased mass, decreased velocity and decreased scan resolution. |