---
esi_data:
  fitting_stats:
    cpu_output: 160
    high_slots: 3
    low_slots: 3
    med_slots: 4
    powergrid_output: 42
    rig_slots: 3
  group: Frigate
  hull_stats:
    hp_armor: 700
    hp_shield: 375
    hp_structure: 525
  name: Crucifier Navy Issue
  race: Unknown
  skill_requirements:
  - level: 2
    skill_id: 3331
  type_id: 37453
  velocity: 340
faction: Amarr Empire
faction_group: Empire
image: /37453.png
last_updated: '2026-04-21T00:54:58.502107'
ship_class: Frigate
source: eve-university
source_stats:
  armorem: 50
  armorexp: 20
  armorhp: 700
  armorkin: 25
  armortherm: 35
  bandwidth: 10 Mbit/sec
  bonuses: '<b>Amarr Frigate bonuses (per skill level):</b><br>

    7.5% bonus to Weapon Disruptor effectiveness<br>

    20% bonus to Small Energy Turret damage<br>

    <b>Role Bonus</b><br>

    -85% penalty to Weapon Disruptor optimal range and falloff<br>

    -85% reduction to Weapon Disruptor activation cost and CPU requirements'
  capacitor: 500 GJ
  cargohold: "165 m\xB3"
  class: Frigate
  cpu: 160
  dronebay: "20 m\xB3"
  externallinks: ''
  extrahold: ''
  extraholdtype: ''
  faction: Amarr Empire
  forumlinks: ''
  grouping: Faction Frigates
  highlights1: ''
  highlights2: ''
  highlights3: ''
  highlights4: ''
  highs: 3
  hulltype: Crucifier Class
  inertia: 3.35
  info: 'As YC117 came to a close, the Imperial Navy found itself facing the most
    significant series of crises in over seven years. The loss of Empress Jamyl Sarum
    to the hostile and enigmatic Drifter fleet followed by further Drifter incursions
    into the Empire left the Navy stretched thin and barely able to keep up with the
    demands of defending the throne worlds. In response to these challenges, the Empire
    has turned to their Capsuleer allies for support in their time of need.


    The Crucifier Navy Issue is the first Navy vessel to be designed for Capsuleer
    use first and traditional navy use second. It combines powerful laser systems
    with overwhelming weapon disruption at close ranges, designed to meet the realities
    of capsuleer combat in the contested low security regions where the Empire''s
    borders are in most need of bolstering.'
  launchers: 0
  lows: 3
  mass: 1064000
  maxlockedtargets: 5
  maxvelocity: 340
  mediums: 4
  powergrid: 42
  quote: Oh Lord, lend us your guidance as your deny them theirs.
  quote_attribution: Amar pilot's prayer
  reqskills: '* {{RequiredSkill|Amarr Frigate|II}}

    ** {{RequiredSkill|Spaceship Command|I}}'
  scanres: 640 mm
  sensortype: RADAR
  sensorvalue: 14 points
  shieldem: 0
  shieldexp: 50
  shieldhp: 375
  shieldkin: 40
  shieldtherm: 20
  shipid: 37453
  shipimg: Crucifier Navy Issue.jpg
  shipname: Crucifier Navy Issue
  sigradius: 38 m
  structurehp: 525
  targetrange: 64.00 km
  tech: F
  totaltraintime: 25m 0s
  turrets: 2
  variations: '{{Ship|Crucifier}}, {{Ship|Sentinel}}'
  volume: 28100
  warpspeed: 5 AU/s
  warptime: 4.94 s
  wikireferences: ''
source_url: https://wiki.eveuniversity.org/Crucifier Navy Issue
tech_level: Faction
title: Crucifier Navy Issue
type_id: 37453
validation_score: 1.0
---

<img src="/37453.png" alt="Crucifier Navy Issue" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />

<div style="display: flow-root;">

## Summary

</div>
The Crucifier Navy Issue (CNI) is the Amarr faction EWAR frigate, and is a heavier, more combat-oriented version of the Crucifier. When CCP introduced navy faction EWAR frigates in December 2015, the ships were intended to bring electronic warfare tactics into solo and small-gang combat. The CNI has bonuses that should work well in close-range combat. Like the Crucifier, the CNI has a bonus to weapon disruption effectiveness, which allows it to escape damage from turrets or missiles; and it has a bonus to small laser damage, which helps its two fitted lasers do the damage of four. The ship also has enough CPU, powergrid, and mid slots to fit a warp scrambler and stasis webifier, which allows the ship to be flown as a close-range brawler. (Weapons disruptors fitted to the CNI have a 85% range penalty, which limits them to short engagement distances anyway.)

Strategically, however, the CNI doesn't do anything uniquely better than other frigates. When fit with a propulsion module, scram and web, it has fitting room for just one weapon disruptor, which is not enough to mitigate damage from opponents with small turrets or rockets; the Tech I Crucifier is much better at weapon disruption. The CNI is slower than other tackling frigates, so it has a tough time keeping up with kiting opponents, even when it manages to get into webbing range. And even with the bonus to laser damage, the fact that the CNI can only fit two lasers means that its DPS is not great. Solo, there isn't a lot that a CNI can handle. And in most small gangs, a Crucifier or a Sentinel would make a better partner. The CNI can do okay as second tackle against cruiser and battlecruiser targets, but light drones will take the CNI tackler out quickly.
<div style="display: flow-root;">

## Skills

</div>
The CNI demands good Navigation skills to speed up its slow base speed, EWAR skills to improve weapons disruption performance, and energy turret skills to reduce the capacitor and fitting demand of fitted weapons.
<div style="display: flow-root;">

## Tactics

</div>
The Crucifier Navy Issue (CNI) is typically fit with pulse lasers, which have short optimal ranges, and the CNI's role "bonus" limits the range of the ship's tracking disruptors. As a result, the CNI has a very short engagement range. The ship works best as second tackle—as a tackler that can apply scram and web to a target that has already been pointed by the first tackle. But because the CNI isn't very fast, the best way for it to get into tackle range is to warp in to the first tackle. If you find yourself unable to fly into the fight, you might need to warp out to a tactical bookmark and warp back in again.

Once you are within scram range, activate scram and web, and send out your two drones. Be judicious about activating your lasers, however. If your opponent has sent drones after you, target those before attacking the opposing ship. If the opponent is applying medium-sized neuts, don't run your lasers at all, in order to conserve capacitor.
## Notes