---
esi_data:
  fitting_stats:
    cpu_output: 235
    high_slots: 2
    low_slots: 3
    med_slots: 4
    powergrid_output: 27
    rig_slots: 3
  group: Frigate
  hull_stats:
    hp_armor: 400
    hp_shield: 250
    hp_structure: 350
  name: Crucifier
  race: Unknown
  skill_requirements:
  - level: 1
    skill_id: 3331
  type_id: 2161
  velocity: 350
faction: Amarr Empire
faction_group: Empire
image: /2161.png
last_updated: '2026-04-20T01:47:00.032105'
ship_class: Frigate
source: eve-university
source_stats:
  armorem: 50
  armorexp: 20
  armorhp: 400
  armorkin: 25
  armortherm: 35
  bandwidth: 15 Mbit/sec
  bonuses: <b>Amarr Frigate bonuses (per skill level):</b><br>7.5% bonus to Weapon
    Disruptor effectiveness<br>10% bonus to Weapon Disruptor optimal range<br>
  capacitor: 330 GJ
  cargohold: "265 m\xB3"
  class: Frigate
  cpu: 235
  dronebay: "45 m\xB3"
  externallinks: ''
  extrahold: ''
  extraholdtype: ''
  faction: Amarr Empire
  forumlinks: ''
  grouping: Standard Frigates
  highlights1: ''
  highlights2: ''
  highlights3: ''
  highlights4: ''
  highs: 2
  hulltype: Crucifier Class
  inertia: 3.35
  info: The Crucifier was first designed as an explorer/scout, but the current version
    employs the electronic equipment originally intended for scientific studies for
    more offensive purposes. The Crucifier's electronic and computer systems take
    up a large portion of the internal space leaving limited room for cargo or traditional
    weaponry.
  launchers: 0
  lows: 3
  mass: 1064000
  maxlockedtargets: 6
  maxvelocity: 350
  mediums: 4
  powergrid: 27
  quote: And they stood before Him,<br>bathed in His light.<br>Yet their eyes were
    blind.
  quote_attribution: The Scriptures, Gheinok the First 1:3
  reqskills: '*{{RequiredSkill|Amarr Frigate|I}}

    ** {{RequiredSkill|Spaceship Command|I}}'
  scanres: 540 mm
  sensortype: RADAR
  sensorvalue: 14 points
  shieldem: 0
  shieldexp: 50
  shieldhp: 250
  shieldkin: 40
  shieldtherm: 20
  shipid: 2161
  shipimg: Crucifier.jpg
  shipname: Crucifier
  sigradius: 38 m
  structurehp: 350
  targetrange: 64.00 km
  tech: ''
  totaltraintime: 25m 0s
  turrets: 2
  variations: '{{Ship|Crucifier Navy Issue}}, {{Ship|Sentinel}}'
  volume: 28100
  warpspeed: 5 AU/s
  warptime: 4.94 s
  wikireferences: ''
source_url: https://wiki.eveuniversity.org/Crucifier
tech_level: Unknown
title: Crucifier
type_id: 2161
validation_score: 1.0
---

<img src="/2161.png" alt="Crucifier" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />

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

## Summary

</div>
The Crucifier is the Amarr Electronic Warfare Frigate, with bonuses to weapon disruption. There are two kinds of weapon disruptors, each of which has two effects: (i) tracking disruptors, which decrease the range and accuracy of enemy turrets; and (ii) guidance disruptors, which decrease the range and precision of enemy launchers (including missiles, rockets and torpedoes). Because Crucifier pilots have to make choices about which of these two types of disruptors to fit, the Crucifier is most effective when the enemy fleet composition and/or fits are known in advance. This makes the ship a bit better on defense than on offense. For new EVE players, flying the Crucifier only requires training Amarr Frigate I and Weapon Disruption I. Also, weapon disruptors have phenomenal range even at low skill levels. As a result, brand new pilots flying the Crucifier can stay at the edge of a fight, contribute with their EWAR, and get a good view of how fleet combat unfolds before bringing their damage dealer or tackle frigate on the next fleet.

The Crucifier is typically fit with three or four weapon disruptors in its mid slots. These can be all anti-turret tracking disruptors, all anti-missile guidance disruptors, or a mix of the two types. If you are flying a Crucifier as part of an E-UNI fleet, you will probably not have the opportunity to re-fit your ship along the way, so you will need to choose which disruptors you want to fit beforehand. (A mix works better than it sounds; you typically won’t want to aim all three disruptors at the same target anyway, due to stacking penalties.) Each type of weapon disruptor can be loaded with scripts that double one effect of the disruptor at the expense of the other. For example, one unscripted guidance disruptor might reduce the range of an enemy missile launcher by 25%, and make a light missile do 25% less damage to a moving frigate. But with a range disruption script loaded, the disruptor could be made to reduce the enemy missile range by 50% instead, with no impact on missile damage to small ships. (Or vice versa, with a precision disruption script.) Scripts are extremely cheap, and they are not consumed by use, so pilots always carry one copy of each script for each disruptor. More information on the two types of weapon disruptors, the four associated scripts, and their effects, can be found in the UniWiki EWAR article.

Rigs can be used to extend the Crucifier’s base lock range, or its weapon disruptor range, or both. In any case, it is important to make the ship’s lock range much longer than its disruptor modules’ optimal range, to maximize the practical operating range of the ship.

The Crucifier is a capable combat ship. It fits an armor tank well, and can control 3 light combat drones at a time. However, no frigate weapons system or drone has an engagement range equal to a weapon disruptor, so the Crucifier must close range in order to do damage. Even when fit for combat, the Crucifier can’t win most direct engagements, and so pilots should expect to warp away from approaching enemies rather than engaging them.
<div style="display: flow-root;">

## Skills

</div>
 Weapon Disruption - Weapon disruption is the Crucifier's specialty. Higher levels of this will reduce the capacitor need of Weapon Disruptors and aid in capacitor stability.
 Drones III - The Crucifier is able to launch three light drones at a time, and can carry nine. Particularly for solo builds, drones are the Crucifier's primary weapon system.
 Light Drone Operation - While the Crucifier can technically field one medium and one light drone simultaneously, a flight of three light drones is most effective and hardest to hit.
 Drone Avionics - The farther away the Crucifier is from its target, the more easily it can dodge an opponent's attacks. Because drones are the heart of the Crucifier's offense, drone control range is a top priority.
 Drone Navigation - The faster drones move, they harder they are to hit. When combined with weapon disruption, this skill can make it difficult for even frigates to successfully hit a Crucifier's drones.
 Drone Durability - Even if an opponent manages to land a hit on a Crucifier's drones, this skill ensures that the drones can take more punishment before being destroyed.
 Drone Interfacing - More drone damage means shorter engagements and a more effective ship.
 Navigation - Increasing a ship's speed makes it more difficult to track when orbiting, which goes well with weapon disruption.
 High Speed Maneuvering - Microwarpdrives are very effective for keeping up transversal velocity, and higher levels will improve capacitor stability.
<div style="display: flow-root;">

## Tactics

</div>
New Crucifier pilots should read the tactics section of the EWAR article, and attend an EWAR (CORE class); these will provide some details on how to fly EWAR frigates. Specific tips on flying the Crucifier:

 Warp into an engagement after your fleetmates. If you land on grid with the main fleet, you give your opponents early warning that they will have to deal with EWAR. A better strategy is to warp in after your opponents have already committed to focusing on your fleet’s tankier damage dealers.

 Know your operating range, and keep that distance from your opponents. Weapon disruptors work best inside their optimal range. That range is typically so long, you should be able to stay within your optimal. But even at a range of (optimal + ½ falloff), a disruptor is still 85% effective. Feel free to fly beyond your optimal range if you need.

 Use the right disruptors, and the right scripts, on the right targets. One tricky part about flying the Crucifier is knowing which disruptor will work best against each opponent ship. Crucifier pilots should get to know the ships of EVE, and whether they typically use turrets, or missiles, or neither. (The UniWiki ship quick reference can help you learn, but you shouldn’t expect to have time to use it in combat.) Likewise, use the best script for the job. If you are trying to keep your tackle frigate fleetmate alive, disrupt turret tracking or missile precision. By contrast, if you are trying to shut down a long-range sniper, disrupt weapon range.

 If you get into trouble, warp away. Once your weapon disruptors start to take effect, your opponents may respond by sending an interceptor or some drones after you. The Crucifier is too slow to outrun any of these threats, and too fragile to survive them (even if you are fitted for tank). If danger comes your way, warp out, and warp back in again somewhere else.

”But wait,” you may ask, “what impact can my disruptors have if I just have to run at the first sign of danger?” EWAR only represents half of the Crucifier’s threat to opposing fleets. Just as important is distracting opponents from their strategic goals—making it so that, instead of following the plan that their fleet composition was built around, opponents must commit resources to deal with a pesky Crucifier pilot.

More information on EWAR tactics, and specifically on weapon disruption, is available in the Electronic Warfare article.
<div style="display: flow-root;">

## Notes

</div>
The Crucifier was the first ship to receive a warp transformation animation when its model its updated - however, although it was shown off, it was never implement in the game - the animation involved the wings folding down, which would cover the engines with armored plates, and the engine cannot dynamically turn those on or off. Every ship created or updated since the Crucifier has had a warp animation.