---
esi_data:
  fitting_stats:
    cpu_output: 172
    high_slots: 7
    low_slots: 4
    med_slots: 2
    powergrid_output: 73
    rig_slots: 3
  group: Destroyer
  hull_stats:
    hp_armor: 1350
    hp_shield: 1050
    hp_structure: 1200
  name: Coercer Navy Issue
  race: Unknown
  skill_requirements:
  - level: 2
    skill_id: 33091
  type_id: 73789
  velocity: 260
faction: Amarr Empire
faction_group: Empire
image: /73789.png
last_updated: '2026-04-21T00:53:58.536608'
ship_class: Destroyer
source: eve-university
source_stats:
  armorem: 50
  armorexp: 20
  armorhp: 1350
  armorkin: 25
  armortherm: 35
  bandwidth: ''
  bonuses: '''''''Amarr Destroyer bonuses (per skill level):''''''<br>

    7.5% bonus to armor hitpoints<br>

    7.5% bonus to Small Energy Turret damage<br>

    10% reduction in Small Energy Turret and Energy Neutralizer activation cost<br>

    10% bonus to Energy Neutralizer strength<br>

    ''''''Role Bonus:''''''<br>

    50% bonus to Small Energy Turret optimal range and falloff'
  capacitor: 700 GJ
  cargohold: "375 m\xB3"
  class: Destroyer
  cpu: 172
  dronebay: ''
  externallinks: ''
  extrahold: ''
  extraholdtype: ''
  faction: Amarr Empire
  forumlinks: ''
  grouping: Faction Destroyers
  highlights1: High Amount of High Slots
  highlights2: ''
  highlights3: ''
  highlights4: ''
  highs: 7
  hulltype: Coercer Class
  inertia: 2.78
  info: Imperial Navy ship design doctrine tends to return to the tried and tested
    approach of heavy armor and high-efficiency energy weapons regardless of advances
    in technology and experiments with tactics. The upgrade brief for the Coercer
    Navy Issue certainly exemplified this tendency, notably calling for heavily upgraded
    armor systems and significant improvements in the energy use and damage output
    of its weapons. The Imperial Navy's continued fascination with energy neutralization
    as a supplementary weapon system is the only deviation from the core emphasis
    on fashioning a vessel as hard to crack and potently armed as possible.
  launchers: 0
  lows: 4
  mass: 1650000
  maxlockedtargets: 7
  maxvelocity: 260
  mediums: 2
  powergrid: 73
  quote: Put their weaknesses into the service of our strengths.
  quote_attribution: Praeceptor Cephus Zafir
  reqskills: '*{{RequiredSkill|Amarr Destroyer|II}}

    ** {{RequiredSkill|Amarr Frigate|III}}

    *** {{RequiredSkill|Spaceship Command|I}}'
  scanres: 475 mm
  sensortype: RADAR
  sensorvalue: 11 points
  shieldem: 0
  shieldexp: 50
  shieldhp: 1050
  shieldkin: 40
  shieldtherm: 20
  shipid: 73789
  shipimg: Coercer Navy Issue.jpg
  shipname: Coercer Navy Issue
  sigradius: 65 m
  structurehp: 1200
  targetrange: 34 km
  tech: F
  totaltraintime: <!--9h 18m 20s-->
  turrets: 6
  variations: '{{Ship|Coercer}}, {{Ship|Heretic}}'
  volume: 47000
  warpspeed: 4.5 AU/s
  warptime: 6.36 s
  wikireferences: ''
source_url: https://wiki.eveuniversity.org/Coercer Navy Issue
tech_level: Faction
title: Coercer Navy Issue
type_id: 73789
validation_score: 1.0
---

<img src="/73789.png" alt="Coercer Navy Issue" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />

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## Summary

</div>
The Coercer Navy Issue is one of four faction destroyers added to the game in the 2022 Uprising expansion. As the most powerful ships allowed in small NVY complexes, they are very popular in low sec PVP. The Coercer Navy Issue sets itself apart from the T1 Coercer with new bonuses to armor hitpoints and energy neutralizers.
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## Skills

</div>
Further information about additional or recommended skills to pilot  for a specific or its common role(s) can be written here.
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## Tactics

</div>
No sub-article about  roles or piloting tactics. You can write them here.
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## Notes

</div>
You can add notes about  here.
## Patch History