Purge redundant ship categories
This commit is contained in:
@@ -1,139 +0,0 @@
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---
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esi_data:
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||||
fitting_stats:
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cpu_output: 345
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||||
high_slots: 8
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||||
low_slots: 6
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||||
med_slots: 3
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||||
powergrid_output: 1375
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||||
rig_slots: 3
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group: Attack Battlecruiser
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hull_stats:
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hp_armor: 2160
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hp_shield: 1575
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hp_structure: 1980
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name: Oracle
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race: Unknown
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skill_requirements:
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- level: 1
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skill_id: 33095
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type_id: 4302
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velocity: 200
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image: /4302.png
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last_updated: '2026-04-19T17:42:01.344871'
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source: eve-university
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source_stats:
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armorem: 50
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||||
armorexp: 20
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armorhp: 2160
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armorkin: 25
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armortherm: 35
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bandwidth: ''
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bonuses: 105955050
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capacitor: 3500
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cargohold: 500
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class: Attack Battlecruiser
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cpu: 345
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dronebay: ''
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externallinks: ''
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extrahold: ''
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extraholdtype: ''
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faction: Amarr Empire
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forumlinks: ''
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grouping: Standard Battlecruisers
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highlights1: ''
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highlights2: ''
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highlights3: ''
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highlights4: ''
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highs: 8
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hulltype: Oracle Class
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inertia: 0.495
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info: In YC 113 Empress Jamyl Sarum I challenged Amarr ship manufacturers to build
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a new battlecruiser that would break the stalemate of the Empyrean War. Deviating
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from the doctrine of brute-force and heavy armor, the engineers at Viziam took
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inspiration from Caldari history.<br><br>During the Gallente-Caldari War, the
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Caldari developed light, maneuverable ships to counter the slow ships of the Gallente
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Federation. This philosophy, along with a cutting-edge powertrain and ultra-light
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alloy armor plating, led to the Oracle.<br><br>The Empire immediately ordered
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the ship into production. The Empress personally congratulated Viziam Chief Researcher
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Parud Vakirokiki, calling the ship "a work of Divine Grace for the Empire, and
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retribution to our enemies."
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launchers: 0
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lows: 6
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mass: 14760000
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maxlockedtargets: 6
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maxvelocity: 200
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mediums: 3
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powergrid: 1375
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quote: A work of Divine Grace for the Empire, and retribution to our enemies.
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quote_attribution: Empress Jamyl Sarum I
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reqskills: '*{{RequiredSkill|Amarr Battlecruiser|I}}
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** {{RequiredSkill|Spaceship Command|III}}
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** {{RequiredSkill|Amarr Cruiser|III}}
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*** {{RequiredSkill|Spaceship Command|II}}
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*** {{RequiredSkill|Amarr Destroyer|III}}
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**** {{RequiredSkill|Amarr Frigate|III}}
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***** {{RequiredSkill|Spaceship Command|I}}'
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scanres: 220
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sensortype: RADAR
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sensorvalue: 18
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shieldem: 0
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shieldexp: 50
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shieldhp: 1575
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shieldkin: 40
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shieldtherm: 20
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shipid: 4302
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shipimg: Oracle.jpg
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shipname: Oracle
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sigradius: 210
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structurehp: 1980
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targetrange: 65.0
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tech: ''
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totaltraintime: 1211640
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turrets: 8
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variations: <i>none</i>
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volume: 234000
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warpspeed: 3.5
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warptime: 10.13
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wikireferences: ''
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source_url: https://wiki.eveuniversity.org/Oracle
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title: Oracle
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type_id: 4302
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validation_score: 1.0
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---
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<img src="/4302.png" alt="Oracle" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
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<div style="display: flow-root;">
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## Summary
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</div>
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There's nothing quite like a face-melting barrage of lasers from 250km away, and judging by the Oracle, the Amarr Navy seems to agree. This Attack Battlecruiser has a weak tank, like its comrades, the Tornado, Naga and Talos. However, it has the guns to meet the damage and (most importantly) range of anything short of the capital-sized beasts of lowsec. Because of their weak tanks, the Oracle and its buddies are often sniper fit to avoid close quarters confrontations.
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Unlike the other attack BCs, the Oracle can also fit pulse lasers and use Scorch ammo and kite at 60km. This allows high damage and good tracking, while still remaining out of range of most ships with medium weapons. Loading Multifrequency and brawling is an option but usually a last resort for pulse Oracles, making a shield tank for speed the more usual choice for this setup, though pulse armor Oracles are not unknown.
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## Skills
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Further information about additional or recommended skills to pilot Oracle for a specific or its common role(s) can be written here.
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## Tactics
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### Shield Megapulse
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Mid range kiting, using Scorch this thing is a monster of applied DPS at ranges of about 60km down. Stay aligned to something at all times, the Shield Oracle is VERY Squishy. Try to stay as close to your optimal range with Scorch as possible, and switch to INMF or Conflag if something is getting quite close (30km or less)to burn them down ASAP. Getting tackled means death, so don't be afraid to pop that hero frigate your FC didn't notice that could screw up someone's day.
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This is the most common way to fit an Oracle, using the mid slots to mount a small shield tank and using Amarr ships' characteristic large amount of low slots to mount a mix of damage/application mods and mobility mods (such as the Nanofiber Internal Structure) to help stay as far from the enemy as possible while remaining within optimal.
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### Armor Megapulse
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Has higher tank than shield at the cost of mobility, and possibly range or tracking, depending on mid choices and loaded scripts. Theoretically a 2 TC Armor Oracle can have the same range OR better tracking (but at less range) than a Shield Oracle, however not using a cap booster negates another of the Armor Oracle's pros, the ability to use a cap booster for longer engagements. Armor Oracles are also much more flexible with tank, for example you could drop a heatsink for another EANM, then swap the Multispectrum Coating to a resist specific plating (Kinetic vs Drake heavy fleet, etc).
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### Beams/Tachs
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Less DPS than Megapulse counterparts at close to medium range, but more flexibility with falloff, and also able to go to huge range. Ideal engagement range is greater than 60km, vs 60km or lower ideal engagement range on Pulse. Again, stay aligned to something, as tank can end up quite flimsy with those big beam lasers hogging up a lot of fitting. Consider just going full range tank to maximize your beam's advantage at long ranges.
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## Notes
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The oracle was a contestant in create a starship contest.
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Ship-troduction: The Amarr Oracle
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An oracle is "a priest or priestess acting as a medium through whom advice or prophecy was sought from the gods in classical antiquity." An oracle is analagous to a prophet.
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## Patch History
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@@ -1,127 +0,0 @@
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---
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esi_data:
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fitting_stats:
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cpu_output: 560
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high_slots: 8
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low_slots: 7
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med_slots: 4
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powergrid_output: 21000
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rig_slots: 3
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group: Battleship
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hull_stats:
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hp_armor: 9350
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hp_shield: 7700
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hp_structure: 8800
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name: Abaddon
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race: Unknown
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skill_requirements:
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- level: 1
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skill_id: 3339
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type_id: 24692
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velocity: 89
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image: /24692.png
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last_updated: '2026-04-19T17:40:35.796824'
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source: eve-university
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source_stats:
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armorem: 50
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armorexp: 20
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armorhp: 9350
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armorkin: 25
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armortherm: 35
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bandwidth: 75
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bonuses: 7.54100505
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capacitor: 6375
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cargohold: 740
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class: Battleship
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cpu: 560
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dronebay: 75
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externallinks: ''
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extrahold: ''
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extraholdtype: ''
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faction: Amarr Empire
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forumlinks: ''
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grouping: Standard Battleships
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highlights1: High Amount of High Slots
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highlights2: High Amount of Low Slots
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highlights3: ''
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highlights4: ''
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highs: 8
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hulltype: Abaddon Class
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inertia: 0.14
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info: The Abaddon class ship is a celestial tool of destruction. It is designed
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to enter combat from the outset, targeting enemies at range and firing salvo after
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salvo at them, and to remain intact on the battlefield until every heretic in
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sight has been torn to shreds.
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launchers: 1
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lows: 7
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mass: 103200000
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maxlockedtargets: 7
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maxvelocity: 89
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mediums: 4
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powergrid: 21000
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quote: Undeniable strength is the ideal position from which to negotiate peace.
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quote_attribution: Royal Heir Hamideh Kador
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reqskills: '*{{RequiredSkill|Amarr Battleship|I}}
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** {{RequiredSkill|Spaceship Command|IV}}
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** {{RequiredSkill|Amarr Battlecruiser|III}}
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*** {{RequiredSkill|Spaceship Command|III}}
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*** {{RequiredSkill|Amarr Cruiser|III}}
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**** {{RequiredSkill|Spaceship Command|II}}
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**** {{RequiredSkill|Amarr Destroyer|III}}
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***** {{RequiredSkill|Amarr Frigate|III}}
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****** {{RequiredSkill|Spaceship Command|I}}'
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scanres: 111
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sensortype: RADAR
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sensorvalue: 22
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shieldem: 0
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shieldexp: 50
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shieldhp: 7700
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shieldkin: 40
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shieldtherm: 20
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shipid: 24692
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shipimg: Abaddon.jpg
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shipname: Abaddon
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sigradius: 470
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structurehp: 8800
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targetrange: 96.0
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tech: ''
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totaltraintime: 3205510
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turrets: 8
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variations: <i>none</i>
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volume: 470000
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||||
warpspeed: 3
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warptime: 20.03
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wikireferences: ''
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source_url: https://wiki.eveuniversity.org/Abaddon
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title: Abaddon
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type_id: 24692
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validation_score: 1.0
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---
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<img src="/24692.png" alt="Abaddon" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
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<div style="display: flow-root;">
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## Summary
|
||||
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</div>
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The Abaddon (or "'Baddon") is a Tech 1 Amarr battleship known for its strong potential armor buffer tank. It shares this trait with its lesser counterparts the Punisher and Maller. It has high base hitpoints, a bonus to armor damage resistance, and seven low slots for armor tanking modules. Its other bonus boosts the damage of large energy turrets which gives it not only more DPS, but also more volley damage (or "alpha strike").
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These two qualities, a strong armor buffer and high volley damage, make the Abaddon popular for large nullsec fights which favor ships with a lot of volley and buffer tank. In such a context, Abaddons have also been used with artillery turrets despite its energy turret bonus. In large battles, it is usually supported by Force Auxiliaries, and so its low speed (even for a battleship) doesn’t matter that much.
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## Skills
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Further information about additional or recommended skills to pilot Abaddon for a specific or its common role(s) can be written here.
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## Tactics
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No sub-article about Abaddon roles or piloting tactics. You can write them here.
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## Notes
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"Abaddon" comes from a Hebrew word meaning a place associated with destruction or with the dead. In the Greek text of Revelation 9:11 the Hebrew word is used to name a figure associated with destruction who has been variously interpreted as an angel, a fallen angel, another term for Satan, or the Antichrist.
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## Patch History
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@@ -1,133 +0,0 @@
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---
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esi_data:
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fitting_stats:
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cpu_output: 540
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high_slots: 8
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low_slots: 7
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med_slots: 4
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powergrid_output: 21000
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rig_slots: 3
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group: Battleship
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hull_stats:
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hp_armor: 7700
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hp_shield: 6600
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hp_structure: 7700
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name: Apocalypse
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race: Unknown
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skill_requirements:
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- level: 1
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skill_id: 3339
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type_id: 642
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velocity: 113
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image: /642.png
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||||
last_updated: '2026-04-19T17:46:51.486554'
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source: eve-university
|
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source_stats:
|
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armorem: 50
|
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armorexp: 20
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armorhp: 7700
|
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armorkin: 25
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armortherm: 35
|
||||
bandwidth: 50
|
||||
bonuses: 10105100505
|
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capacitor: 7000
|
||||
cargohold: 845
|
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class: Battleship
|
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cpu: 540
|
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dronebay: 75
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||||
externallinks: ''
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extrahold: ''
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extraholdtype: ''
|
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faction: Amarr Empire
|
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grouping: Standard Battleships
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highlights1: High Amount of High Slots
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highlights2: High Amount of Low Slots
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highlights3: ''
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highlights4: ''
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highs: 8
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hulltype: Apocalypse Class
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inertia: 0.119
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info: In days past, only those in high favor with the Emperor could hope to earn
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the reward of commanding one of the majestic and powerful Apocalypse class battleships.
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In latter years, even though now in full market circulation, these golden, metallic
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monstrosities are still feared and respected as enduring symbols of Amarrian might.
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launchers: 0
|
||||
lows: 7
|
||||
mass: 97100000
|
||||
maxlockedtargets: 7
|
||||
maxvelocity: 113
|
||||
mediums: 4
|
||||
powergrid: 21000
|
||||
quote: The Lord loosed upon them his fierce anger<br>All of his fury and rage.
|
||||
quote_attribution: 101
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reqskills: '* {{RequiredSkill|Amarr Battleship|I}}
|
||||
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** {{RequiredSkill|Spaceship Command|IV}}
|
||||
|
||||
** {{RequiredSkill|Amarr Battlecruiser|III}}
|
||||
|
||||
*** {{RequiredSkill|Spaceship Command|III}}
|
||||
|
||||
*** {{RequiredSkill|Amarr Cruiser|III}}
|
||||
|
||||
**** {{RequiredSkill|Spaceship Command|II}}
|
||||
|
||||
**** {{RequiredSkill|Amarr Destroyer|III}}
|
||||
|
||||
***** {{RequiredSkill|Amarr Frigate|III}}
|
||||
|
||||
****** {{RequiredSkill|Spaceship Command|I}}'
|
||||
scanres: 124
|
||||
sensortype: RADAR
|
||||
sensorvalue: 20
|
||||
shieldem: 0
|
||||
shieldexp: 50
|
||||
shieldhp: 6600
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 642
|
||||
shipimg: Apocalypse.jpg
|
||||
shipname: Apocalypse
|
||||
sigradius: 380
|
||||
structurehp: 7700
|
||||
targetrange: 87.6
|
||||
tech: ''
|
||||
totaltraintime: 3205510
|
||||
turrets: 8
|
||||
variations: '{{Ship|Apocalypse Imperial Issue}}, {{Ship|Apocalypse Navy Issue}},
|
||||
{{Ship|Paladin}}'
|
||||
volume: 470000
|
||||
warpspeed: 3
|
||||
warptime: 16.02
|
||||
wikireferences: ''
|
||||
source_url: https://wiki.eveuniversity.org/Apocalypse
|
||||
title: Apocalypse
|
||||
type_id: 642
|
||||
validation_score: 1.0
|
||||
---
|
||||
|
||||
<img src="/642.png" alt="Apocalypse" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
|
||||
|
||||
<div style="display: flow-root;">
|
||||
|
||||
## Summary
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
The Apocalypse (or "Apoc") is a Tech 1 Amarr battleship. It is the ultimate entry in the Amarr line of sniping laserboats after the Tormentor, Coercer, Omen, and Harbinger. It has bonuses to large energy turret optimal range and tracking speed. Together with the ability of energy turrets to switch crystals instantly, these bonuses make it perform well at different engagement ranges. Pulse laser Apocalypses with Tech 2 Scorch ammunition are able to deliver good damage at a decent distance. Apocalypses are also well suited to beam laser long-range fits.
|
||||
|
||||
The Apocalypse lacks the raw firepower or tank of the Abaddon, but with its better tracking it can fight well against signature-tanking cruisers that would normally be difficult for battleships to hit.
|
||||
## Skills
|
||||
As a Tech 1 Battleship, the Apocalypse deserves good general support skills as well as all of the skills for a Tech 2 tank. Tech 2 weapons are very expensive to skill into and are not essential, but are very helpful, as they give a MASSIVE boost to DPS.
|
||||
EM Armor Compensation, Thermal Armor Compensation, Kinetic Armor Compensation, and Explosive Armor Compensation to at least III to boost your resists.
|
||||
Hull Upgrades to V to make use of the Tech 2 energized membranes, armor plates, armor hardeners, damage control, and armor coatings.
|
||||
Mechanics V to use the tech 2 armor repairers.
|
||||
Repair Systems to IV to use the tech 2 armor repairers and to reduce their capacitor use.
|
||||
All gunnery support skills to IV or higher.
|
||||
All of the basic fitting and capacitor skills.
|
||||
## Tactics
|
||||
No sub-article about Apocalypse roles or piloting tactics. You can write them here.
|
||||
## Notes
|
||||
"Apocalypse" comes from an early Greek word meaning "revelation". This word begins the Book of Revelation in the New Testament, and so the Book of Revelation sometimes came to be called the "Apocalypse". Since Revelation describes the end of the world, the word "apocalypse" gradually developed its modern association with doom and final endings.
|
||||
## Patch History
|
||||
@@ -1,135 +0,0 @@
|
||||
---
|
||||
esi_data:
|
||||
fitting_stats:
|
||||
cpu_output: 550
|
||||
high_slots: 7
|
||||
low_slots: 7
|
||||
med_slots: 4
|
||||
powergrid_output: 13500
|
||||
rig_slots: 3
|
||||
group: Battleship
|
||||
hull_stats:
|
||||
hp_armor: 9350
|
||||
hp_shield: 7480
|
||||
hp_structure: 8800
|
||||
name: Armageddon
|
||||
race: Unknown
|
||||
skill_requirements:
|
||||
- level: 1
|
||||
skill_id: 3339
|
||||
type_id: 643
|
||||
velocity: 100
|
||||
image: /643.png
|
||||
last_updated: '2026-04-19T17:45:20.476077'
|
||||
source: eve-university
|
||||
source_stats:
|
||||
armorem: 50
|
||||
armorexp: 20
|
||||
armorhp: 9350
|
||||
armorkin: 25
|
||||
armortherm: 35
|
||||
bandwidth: 125
|
||||
bonuses: 10105100505
|
||||
capacitor: 6200
|
||||
cargohold: 750
|
||||
class: Battleship
|
||||
cpu: 550
|
||||
dronebay: 375
|
||||
externallinks: ''
|
||||
extrahold: ''
|
||||
extraholdtype: ''
|
||||
faction: Amarr Empire
|
||||
forumlinks: ''
|
||||
grouping: Standard Battleships
|
||||
highlights1: High Amount of High Slots
|
||||
highlights2: High Amount of Low Slots
|
||||
highlights3: ''
|
||||
highlights4: ''
|
||||
highs: 7
|
||||
hulltype: Armageddon Class
|
||||
inertia: 0.13
|
||||
info: The mighty Armageddon class is one of the enduring warhorses of the Amarr
|
||||
Empire. Once a juggernaut that steamrolled its way into battle, it has now taken
|
||||
on a more stately and calculated approach, sending out a web of drones in its
|
||||
place while it drains the enemy from a distance.
|
||||
launchers: 5
|
||||
lows: 7
|
||||
mass: 105200000
|
||||
maxlockedtargets: 7
|
||||
maxvelocity: 100
|
||||
mediums: 4
|
||||
powergrid: 13500
|
||||
quote: Only unbelievers fear the end.
|
||||
quote_attribution: Royal Heir Arim Ardishapur
|
||||
reqskills: '*{{RequiredSkill|Amarr Battleship|I}}
|
||||
|
||||
** {{RequiredSkill|Spaceship Command|IV}}
|
||||
|
||||
** {{RequiredSkill|Amarr Battlecruiser|III}}
|
||||
|
||||
*** {{RequiredSkill|Spaceship Command|III}}
|
||||
|
||||
*** {{RequiredSkill|Amarr Cruiser|III}}
|
||||
|
||||
**** {{RequiredSkill|Spaceship Command|II}}
|
||||
|
||||
**** {{RequiredSkill|Amarr Destroyer|III}}
|
||||
|
||||
***** {{RequiredSkill|Amarr Frigate|III}}
|
||||
|
||||
****** {{RequiredSkill|Spaceship Command|I}}'
|
||||
scanres: 143
|
||||
sensortype: RADAR
|
||||
sensorvalue: 21
|
||||
shieldem: 0
|
||||
shieldexp: 50
|
||||
shieldhp: 7480
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 643
|
||||
shipimg: Armageddon.jpg
|
||||
shipname: Armageddon
|
||||
sigradius: 450
|
||||
structurehp: 8800
|
||||
targetrange: 82.5
|
||||
tech: ''
|
||||
totaltraintime: 3205510
|
||||
turrets: 5
|
||||
variations: '{{Ship|Redeemer}},<br>
|
||||
|
||||
{{Ship|Armageddon Navy Issue}},<br>
|
||||
|
||||
{{Ship|Bhaalgorn}},<br>
|
||||
|
||||
{{Ship|Armageddon Imperial Issue}}'
|
||||
volume: 470000
|
||||
warpspeed: 3
|
||||
warptime: 18.96
|
||||
wikireferences: ''
|
||||
source_url: https://wiki.eveuniversity.org/Armageddon
|
||||
title: Armageddon
|
||||
type_id: 643
|
||||
validation_score: 1.0
|
||||
---
|
||||
|
||||
<img src="/643.png" alt="Armageddon" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
|
||||
|
||||
<div style="display: flow-root;">
|
||||
|
||||
## Summary
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
The Armageddon (or "'Geddon") is a Tech 1 Amarr battleship with bonuses for drones and for the range of capacitor warfare modules. It is the final entry in the Amarr line of Ewar droneboats after the Dragoon, Arbitrator, and Prophecy.
|
||||
|
||||
The Armageddon's capacitor warfare bonuses increase the range but not the power of energy neutralizers, so for raw neutralizing power to drain really large capacitors the (more expensive) Bhaalgorn is often preferred. The Armageddon can, though, be a capable damage-dealing ship with additional and affordable neuting capability. Tech 2 heavy neutralizers on an Armageddon can have a range of 30 km, roughly corresponding to very costly deadspace heavy neuts mounted on an unbonused hull.
|
||||
|
||||
With bonused drones and long-range heavy neuts, the Armageddon can be more dangerous than most battleships to small and medium-sized targets. It also has the bandwidth to control a full flight of five heavy or sentry drones, offering strong DPS against large targets. Compared to the other notable Tech 1 drone battleship, the Dominix, the Armageddon has the same bandwidth and drone bay sizes, but lacks the Dominix's additional bonus to drone tracking and range which helps to apply its damage and to snipe with sentries.
|
||||
## Skills
|
||||
The Armageddon benefits even more than most Amarr battleships from strong capacitor support skills. Good drone skills are obviously important to its damage potential.
|
||||
## Tactics
|
||||
The Armageddon has five launcher and turret hardpoints and seven high slots in total. Often it is fitted with five Rapid Heavy Missile Launchers (RHMLs) and two heavy neutralizers. RHMLs don’t require capacitor and take up relatively little powergrid and CPU, making it easier to make the overall fit work.
|
||||
## Notes
|
||||
Although in present-day English "armageddon" has come to be used for any grand, apocalyptic, annihilating event, the word comes from the Hebrew place-name given in the Greek text of Revelation 16:16 for a place where armies will assemble for a battle at the world's end. Interpreters differ on whether the verse refers to a real place or is using a metaphor.
|
||||
## Patch History
|
||||
@@ -1,134 +0,0 @@
|
||||
---
|
||||
esi_data:
|
||||
fitting_stats:
|
||||
cpu_output: 375
|
||||
high_slots: 7
|
||||
low_slots: 6
|
||||
med_slots: 4
|
||||
powergrid_output: 1550
|
||||
rig_slots: 3
|
||||
group: Combat Battlecruiser
|
||||
hull_stats:
|
||||
hp_armor: 5250
|
||||
hp_shield: 3000
|
||||
hp_structure: 4500
|
||||
name: Harbinger
|
||||
race: Unknown
|
||||
skill_requirements:
|
||||
- level: 1
|
||||
skill_id: 33095
|
||||
type_id: 24696
|
||||
velocity: 175
|
||||
image: /24696.png
|
||||
last_updated: '2026-04-19T17:40:18.178623'
|
||||
source: eve-university
|
||||
source_stats:
|
||||
armorem: 50
|
||||
armorexp: 20
|
||||
armorhp: 5250
|
||||
armorkin: 25
|
||||
armortherm: 35
|
||||
bandwidth: 50
|
||||
bonuses: 10102550
|
||||
capacitor: 3500
|
||||
cargohold: 375
|
||||
class: Combat Battlecruiser
|
||||
cpu: 375
|
||||
dronebay: 75
|
||||
externallinks: ''
|
||||
extrahold: ''
|
||||
extraholdtype: ''
|
||||
faction: Amarr Empire
|
||||
forumlinks: ''
|
||||
grouping: Standard Battlecruisers
|
||||
highlights1: Can use Command Burst module
|
||||
highlights2: High Amount of High Slots
|
||||
highlights3: ''
|
||||
highlights4: ''
|
||||
highs: 7
|
||||
hulltype: Harbinger Class
|
||||
inertia: 0.57
|
||||
info: Right from its very appearance on a battlefield, the Harbinger proclaims its
|
||||
status as a massive weapon, a laser burning through the heart of the ungodly.
|
||||
Everything about it exhibits this focused intent, from the lights on its nose
|
||||
and wings that root out the infidels, to the large number of turreted high slots
|
||||
that serve to destroy them. Should any heathens be left alive after the Harbinger's
|
||||
initial assault, its drones will take care of them.
|
||||
launchers: 0
|
||||
lows: 6
|
||||
mass: 15500000
|
||||
maxlockedtargets: 7
|
||||
maxvelocity: 175
|
||||
mediums: 4
|
||||
powergrid: 1550
|
||||
quote: We can not fail, for we have the Emperor to lead us and destiny to follow.
|
||||
quote_attribution: The Scriptures, Second Letter of St. Junip of Aerui
|
||||
reqskills: '*{{RequiredSkill|Amarr Battlecruiser|I}}
|
||||
|
||||
** {{RequiredSkill|Spaceship Command|III}}
|
||||
|
||||
** {{RequiredSkill|Amarr Cruiser|III}}
|
||||
|
||||
*** {{RequiredSkill|Spaceship Command|II}}
|
||||
|
||||
*** {{RequiredSkill|Amarr Destroyer|III}}
|
||||
|
||||
**** {{RequiredSkill|Amarr Frigate|III}}
|
||||
|
||||
***** {{RequiredSkill|Spaceship Command|I}}'
|
||||
scanres: 210
|
||||
sensortype: RADAR
|
||||
sensorvalue: 17
|
||||
shieldem: 0
|
||||
shieldexp: 50
|
||||
shieldhp: 3000
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 24696
|
||||
shipimg: Harbinger.jpg
|
||||
shipname: Harbinger
|
||||
sigradius: 270
|
||||
structurehp: 4500
|
||||
targetrange: 65.0
|
||||
tech: ''
|
||||
totaltraintime: 1211640
|
||||
turrets: 6
|
||||
variations: '{{Ship|Absolution}},{{Ship|Harbinger Navy Issue}}'
|
||||
volume: 234000
|
||||
warpspeed: 3.5
|
||||
warptime: 12.25
|
||||
wikireferences: ''
|
||||
source_url: https://wiki.eveuniversity.org/Harbinger
|
||||
title: Harbinger
|
||||
type_id: 24696
|
||||
validation_score: 1.0
|
||||
---
|
||||
|
||||
<img src="/24696.png" alt="Harbinger" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
|
||||
|
||||
<div style="display: flow-root;">
|
||||
|
||||
## Summary
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
The Harbinger is a well rounded battlecruiser; it doesn't have the legendary tank of the Drake, the firepower of the Hurricane, or the range of the Ferox, but can be depended on to perform well in any role. It can be fit as either a mid-range brawler using Medium Pulse Lasers or a more snipe-capable platform using Medium Beam Lasers.
|
||||
|
||||
This battlecruiser is a shield tanked cruiser's nightmare, with the ability to wield six heavy pulse lasers and still have the CPU and powergrid left over to fit a respectable tank allowing it to wreak havoc on the battlefield. The Harbinger, even with a large tank, ironically has the ability to be rather agile within engagements. Its large CPU and Powergrid gives it the ability to fit a 50MN Microwarpdrive and burn towards many targets that are out of range, while the 75 m3 drone bay and bandwidth allows the Harbinger to field either a full flight of medium drones or a full flight of light drones, depending on circumstances.
|
||||
|
||||
Like many Amarr ships the Harbinger is not the easiest ship to fit, and much will be gained by training fitting skills to at least IV, and V is recommended. This particular battlecruiser is a great incentive to train the Amarr Battlecruiser skill to at least IV. Lastly, the Harbinger has the ability to be fit either a full armor or shield tank.
|
||||
## Skills
|
||||
Amarr Battlecruiser to at least IV to get more DPS out of the Harbinger's lasers and keep it cap stable.
|
||||
Gunnery V, Medium Energy Turret V and Medium Pulse Laser Specialization trained to at least I to fit T2 guns, which do more damage and are substantially cheaper than the meta 4 variants, and give the pilot the ability to use Scorch ammo.
|
||||
While Medium Beam Laser Specialization is not as common, there are a number of circumstances where the range of the Beam lasers is appreciated. As with Pulse lasers, the cost of the Tech II Beam Lasers is much lower than the Tech I meta 4.
|
||||
Controlled Bursts IV, Capacitor Management IV, and Capacitor Systems Operation IV are all important for cap management.
|
||||
Rapid Firing IV, Surgical Strike IV are skills that increase DPS and are thus vital to all turret-based damage dealing ships.
|
||||
Along with the obvious Power Grid Management V and CPU Management V fitting skills required for fitting most ships, Weapon Upgrades V should be trained to help with fitting. Advanced Weapon Upgrades is also an important skill for pilots wishing to armor tank.
|
||||
Sharpshooter IV increases the already impressive optimal range associated with lasers and should be trained as such.
|
||||
Drones V, Light Drone Operation IV, Drone Interfacing IV, and Gallente Drone Specialization II/Minmatar Drone Specialization II are all are important for getting as much DPS out of the 75 m3 dronebay as possible.
|
||||
Drone Navigation III, Drone Durability III and Drone Sharpshooting III are also useful support skills.
|
||||
The appropriate skills required for fitting a T2 Armour or Shield Tank.
|
||||
## Notes
|
||||
A harbinger is a "Person or thing that announces or signals the approach of another," analogous to a medieval herald.
|
||||
## Patch History
|
||||
@@ -1,126 +0,0 @@
|
||||
---
|
||||
esi_data:
|
||||
fitting_stats:
|
||||
cpu_output: 415
|
||||
high_slots: 5
|
||||
low_slots: 7
|
||||
med_slots: 4
|
||||
powergrid_output: 1100
|
||||
rig_slots: 3
|
||||
group: Combat Battlecruiser
|
||||
hull_stats:
|
||||
hp_armor: 5500
|
||||
hp_shield: 3000
|
||||
hp_structure: 4000
|
||||
name: Prophecy
|
||||
race: Unknown
|
||||
skill_requirements:
|
||||
- level: 1
|
||||
skill_id: 33095
|
||||
type_id: 16233
|
||||
velocity: 170
|
||||
image: /16233.png
|
||||
last_updated: '2026-04-19T17:38:55.193438'
|
||||
source: eve-university
|
||||
source_stats:
|
||||
armorem: 50
|
||||
armorexp: 20
|
||||
armorhp: 5500
|
||||
armorkin: 25
|
||||
armortherm: 35
|
||||
bandwidth: 75
|
||||
bonuses: 10412.55
|
||||
capacitor: 3000
|
||||
cargohold: 400
|
||||
class: Combat Battlecruiser
|
||||
cpu: 415
|
||||
dronebay: 225
|
||||
externallinks: ''
|
||||
extrahold: ''
|
||||
extraholdtype: ''
|
||||
faction: Amarr Empire
|
||||
forumlinks: ''
|
||||
grouping: Standard Battlecruisers
|
||||
highlights1: Can use Command Burst module
|
||||
highlights2: ''
|
||||
highlights3: ''
|
||||
highlights4: ''
|
||||
highs: 5
|
||||
hulltype: Prophecy Class
|
||||
inertia: 0.57
|
||||
info: The Prophecy is built on an ancient Amarrian warship design dating back to
|
||||
the earliest days of starship combat. Originally intended as a full-fledged battleship,
|
||||
it was determined after mixed fleet engagements with early prototypes that the
|
||||
Prophecy would be more effective as a slightly smaller, more mobile form of artillery
|
||||
support.
|
||||
launchers: 4
|
||||
lows: 7
|
||||
mass: 15300000
|
||||
maxlockedtargets: 7
|
||||
maxvelocity: 170
|
||||
mediums: 4
|
||||
powergrid: 1100
|
||||
quote: Even the humblest proxy is elevated by a divine purpose.
|
||||
quote_attribution: Lord Lucretio Kor-Azor
|
||||
reqskills: '*{{RequiredSkill|Amarr Battlecruiser|I}}
|
||||
|
||||
** {{RequiredSkill|Spaceship Command|III}}
|
||||
|
||||
** {{RequiredSkill|Amarr Cruiser|III}}
|
||||
|
||||
*** {{RequiredSkill|Spaceship Command|II}}
|
||||
|
||||
*** {{RequiredSkill|Amarr Destroyer|III}}
|
||||
|
||||
**** {{RequiredSkill|Amarr Frigate|III}}
|
||||
|
||||
***** {{RequiredSkill|Spaceship Command|I}}'
|
||||
scanres: 210
|
||||
sensortype: RADAR
|
||||
sensorvalue: 17
|
||||
shieldem: 0
|
||||
shieldexp: 50
|
||||
shieldhp: 3000
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 16233
|
||||
shipimg: Prophecy.jpg
|
||||
shipname: Prophecy
|
||||
sigradius: 270
|
||||
structurehp: 4000
|
||||
targetrange: 50.0
|
||||
tech: ''
|
||||
totaltraintime: 1211640
|
||||
turrets: 4
|
||||
variations: '{{Ship|Damnation}}, {{Ship|Prophecy Navy Issue}}'
|
||||
volume: 234000
|
||||
warpspeed: 3.5
|
||||
warptime: 12.09
|
||||
wikireferences: ''
|
||||
source_url: https://wiki.eveuniversity.org/Prophecy
|
||||
title: Prophecy
|
||||
type_id: 16233
|
||||
validation_score: 1.0
|
||||
---
|
||||
|
||||
<img src="/16233.png" alt="Prophecy" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
|
||||
|
||||
<div style="display: flow-root;">
|
||||
|
||||
## Summary
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
The Prophecy is a battlecruiser droneboat. It is similar to the Gallente Myrmidon, but has lower drone bandwidth and a larger drone bay, However, the bandwidth difference you would only ever notice if using heavy or sentry drones. It also has a bonus to armor resistances rather than the Myrmidon's bonus to repair amount. The Prophecy has no bonus to any weapon system other than drones and it has both turret and launcher slots. This allows it free choice of weaponry, but it won't do stellar damage with any of them, so a valid choice is also to forego weapons in some or all of the highs in favour of NOSes or energy neutralizers or utility modules.
|
||||
|
||||
As the Prophecy has bonus to armour resistance and seven low slots, it is more likely to be armour tanked than shield tanked.
|
||||
|
||||
Before its revamp in Retribution 1.1 the Prophecy was almost entirely overshadowed by the Harbinger. Due to its historically poor performance and vague resemblance to a fat bird, the Prophecy is also known as the "space turkey".
|
||||
## Skills
|
||||
The standard Power Grid Management V and CPU Management V.
|
||||
As the Prophecy is a droneboat, Training Drones V, Light Drone Operation V, Drone Interfacing IV, and Gallente Drone Specialization I/Minmatar Drone Specialization I are all are important to improve your primary source of damage.
|
||||
The necessary Hull Upgrades V, Mechanics IV, Repair Systems IV For active armour tanking only) to be able to fit a Full T2 Armor Tank
|
||||
## Notes
|
||||
A prophecy is simply a prediction of what will happen in the future, often in a religious context. The name "prophecy" comes from the fact that prophecies were almost always given by prophets.
|
||||
## Patch History
|
||||
@@ -1,132 +0,0 @@
|
||||
---
|
||||
esi_data:
|
||||
fitting_stats:
|
||||
cpu_output: 370
|
||||
high_slots: 4
|
||||
low_slots: 5
|
||||
med_slots: 4
|
||||
powergrid_output: 695
|
||||
rig_slots: 3
|
||||
group: Cruiser
|
||||
hull_stats:
|
||||
hp_armor: 1500
|
||||
hp_shield: 1100
|
||||
hp_structure: 1600
|
||||
name: Arbitrator
|
||||
race: Unknown
|
||||
skill_requirements:
|
||||
- level: 1
|
||||
skill_id: 3335
|
||||
type_id: 628
|
||||
velocity: 200
|
||||
image: /628.png
|
||||
last_updated: '2026-04-19T17:45:12.650369'
|
||||
source: eve-university
|
||||
source_stats:
|
||||
armorem: 50
|
||||
armorexp: 20
|
||||
armorhp: 1500
|
||||
armorkin: 25
|
||||
armortherm: 35
|
||||
bandwidth: 50
|
||||
bonuses: 7.51
|
||||
capacitor: 1375
|
||||
cargohold: 345
|
||||
class: Cruiser
|
||||
cpu: 370
|
||||
dronebay: 150
|
||||
externallinks: ''
|
||||
extrahold: ''
|
||||
extraholdtype: ''
|
||||
faction: Amarr Empire
|
||||
forumlinks: ''
|
||||
grouping: Standard Cruisers
|
||||
highlights1: ''
|
||||
highlights2: ''
|
||||
highlights3: ''
|
||||
highlights4: ''
|
||||
highs: 4
|
||||
hulltype: Arbitrator Class
|
||||
inertia: 0.56
|
||||
info: The Arbitrator is unusual for Amarr ships in that it's primarily a drone carrier.
|
||||
While it is not the best carrier around, it has superior armor that gives it greater
|
||||
durability than most ships in its class.
|
||||
launchers: 3
|
||||
lows: 5
|
||||
mass: 11200000
|
||||
maxlockedtargets: 7
|
||||
maxvelocity: 200
|
||||
mediums: 4
|
||||
powergrid: 695
|
||||
quote: Without the truth of the soul, the faithless stumble blind.
|
||||
quote_attribution: Emperor Doriam Kor-Azor II
|
||||
reqskills: '*{{RequiredSkill|Amarr Cruiser|I}}
|
||||
|
||||
** {{RequiredSkill|Spaceship Command|II}}
|
||||
|
||||
** {{RequiredSkill|Amarr Destroyer|III}}
|
||||
|
||||
*** {{RequiredSkill|Amarr Frigate|III}}
|
||||
|
||||
**** {{RequiredSkill|Spaceship Command|I}}'
|
||||
scanres: 285
|
||||
sensortype: RADAR
|
||||
sensorvalue: 15
|
||||
shieldem: 0
|
||||
shieldexp: 50
|
||||
shieldhp: 1100
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 628
|
||||
shipimg: Arbitrator.jpg
|
||||
shipname: Arbitrator
|
||||
sigradius: 130
|
||||
structurehp: 1600
|
||||
targetrange: 70.0
|
||||
tech: ''
|
||||
totaltraintime: 191530
|
||||
turrets: 2
|
||||
variations: '{{Ship|Pilgrim}},{{Ship|Curse}}'
|
||||
volume: 120000
|
||||
warpspeed: 4
|
||||
warptime: 8.69
|
||||
wikireferences: ''
|
||||
source_url: https://wiki.eveuniversity.org/Arbitrator
|
||||
title: Arbitrator
|
||||
type_id: 628
|
||||
validation_score: 1.0
|
||||
---
|
||||
|
||||
<img src="/628.png" alt="Arbitrator" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
|
||||
|
||||
<div style="display: flow-root;">
|
||||
|
||||
## Summary
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
The Arbitrator (or "Arby") is the Tech 1 Amarr electronic warfare cruiser, with a bonus to weapon disruption. As it also has a bonus to drone damage and durability, the Arbitrator can contribute some DPS to a PvP group, or even function on its own as an unusual solo PvP ship. Although the selectable damage of drones gives it some greater PvE flexibility than the Omen and Maller, the Arbitrator is not typically used for PvE combat.
|
||||
|
||||
As weapon disruption is ineffective against drones or other EWAR ships, doesn't affect logistics ships, and works only on either turrets or missiles depending on the module used, it lacks some of the power of ECM and sensor dampening. However, one or two bonused weapon disruptors can still remove a ship's ability to apply its damage.
|
||||
|
||||
Moreover, while the Arbitrator cannot deal the full DPS of a dedicated damage-dealing cruiser, it has significant flexibility thanks to its very large drone bay, the largest drone bay of any Tech 1 cruiser (though the Vexor has more drone bandwidth). The Arbitrator can field a full flight of medium drones for reasonable DPS or a flight of light drones as a serious threat to small targets, and it can have several flights in reserve to cover other damage types and to replace losses.
|
||||
## Skills
|
||||
The Arbitrator is slightly more SP-intensive than some other Tech 1 cruisers, as it really deserves Drones level V to take advantage of its ample drone bay. General support skills and fitting skills help. In particular, drone support skills boost the ship's DPS potential, and pilots planning to fit energy neutralizers or nosferatus will also want to prioritize capacitor support skills. In the longer term, Tech 2 drones further improve the Arbitrator's power.
|
||||
## Tactics
|
||||
EWAR
|
||||
|
||||
Tracking disruptors cut the enemy's optimal range and fall off by the same percent. They also reduce enemy tracking. Both can be scripted to increase the effect and to reduce the stacking penalties when using more than one. Tracking disruptors are ineffective against missile and drone damage.
|
||||
|
||||
Missile disruptors make enemy missile launchers less effective by cutting missile range and precision. You can load scripts into them, giving them twice the effectiveness against either range or precision while losing the other effect entirely. Disrupting precision will make it difficult for a missile ship to hit small targets such as frigates. Missile disruptors are ineffective against turret and drone damage.
|
||||
|
||||
Both types of weapon disruption are subject to stacking penalties. In a fleet situation, weapon disruptors should be applied to enemy damage-dealing ships which are not the primary target (as that will, with luck, be dying shortly anyway).
|
||||
|
||||
PvP
|
||||
|
||||
The Arbitrator has a balanced slot layout of mid slots and low slots and can be fitted in a variety of ways. For electronic warfare use, it is often armor-tanked to allow the mids to be used for tracking disruptors and/or guidance disruptors.
|
||||
|
||||
For the high slots, the Arbitrator has no bonuses to any hull-mounted weapon type, and so can use any weapons. Projectile turrets and missile launchers have the advantage of not draining the capacitor. The ship can also forego weapons entirely in favor of energy neutralizers and/or nosferatus for capacitor warfare. As the Arbitrator has no bonuses to energy neutralizers, a capacitor booster can really help a neutralizer fit, and the neutralizers will only have their normal, short range.
|
||||
## Notes
|
||||
You can add notes here.
|
||||
## Patch History
|
||||
@@ -1,133 +0,0 @@
|
||||
---
|
||||
esi_data:
|
||||
fitting_stats:
|
||||
cpu_output: 275
|
||||
high_slots: 5
|
||||
low_slots: 5
|
||||
med_slots: 3
|
||||
powergrid_output: 650
|
||||
rig_slots: 3
|
||||
group: Cruiser
|
||||
hull_stats:
|
||||
hp_armor: 1650
|
||||
hp_shield: 1000
|
||||
hp_structure: 1550
|
||||
name: Augoror
|
||||
race: Unknown
|
||||
skill_requirements:
|
||||
- level: 1
|
||||
skill_id: 3335
|
||||
type_id: 625
|
||||
velocity: 235
|
||||
image: /625.png
|
||||
last_updated: '2026-04-19T17:50:28.178090'
|
||||
source: eve-university
|
||||
source_stats:
|
||||
armorem: 50
|
||||
armorexp: 20
|
||||
armorhp: 1650
|
||||
armorkin: 25
|
||||
armortherm: 35
|
||||
bandwidth: 20
|
||||
bonuses: 12.55100020043
|
||||
capacitor: 2250
|
||||
cargohold: 465
|
||||
class: Cruiser
|
||||
cpu: 275
|
||||
dronebay: 20
|
||||
externallinks: ''
|
||||
extrahold: ''
|
||||
extraholdtype: ''
|
||||
faction: Amarr Empire
|
||||
forumlinks: ''
|
||||
grouping: Standard Cruisers
|
||||
highlights1: ''
|
||||
highlights2: ''
|
||||
highlights3: ''
|
||||
highlights4: ''
|
||||
highs: 5
|
||||
hulltype: Augoror Class
|
||||
inertia: 0.56
|
||||
info: In YC114 each major empire faction, having been embroiled in a harrowing,
|
||||
extensive, long-term war, recognized the growing need for support and logistics
|
||||
functionality in their vessels during the kind of protracted interstellar warfare
|
||||
that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class
|
||||
ships were put under the microscope, and in the Amarr Empire the outcome of the
|
||||
re-evaluation process led, among other developments, to a redesign and redeployment
|
||||
of the Augoror.<br><br>The Augoror-class cruiser is one of the old warhorses of
|
||||
the Amarr Empire, having seen action in both the Jovian War and the Minmatar Rebellion.
|
||||
Like most Amarr vessels, the Augoror depended first and foremost on its resilience
|
||||
and heavy armor to escape unscathed from unfriendly encounters. After its overhaul,
|
||||
it had some of the armor stripped off to make room for equipment allowing it to
|
||||
focus on the armor of other vessels, along with energy transfers.
|
||||
launchers: 0
|
||||
lows: 5
|
||||
mass: 12870000
|
||||
maxlockedtargets: 8
|
||||
maxvelocity: 235
|
||||
mediums: 3
|
||||
powergrid: 650
|
||||
quote: The word of the Lord is pure,<br>It is a shield for the faithful
|
||||
quote_attribution: 815
|
||||
reqskills: '*{{RequiredSkill|Amarr Cruiser|I}}
|
||||
|
||||
** {{RequiredSkill|Spaceship Command|II}}
|
||||
|
||||
** {{RequiredSkill|Amarr Destroyer|III}}
|
||||
|
||||
*** {{RequiredSkill|Amarr Frigate|III}}
|
||||
|
||||
**** {{RequiredSkill|Spaceship Command|I}}'
|
||||
scanres: 300
|
||||
sensortype: RADAR
|
||||
sensorvalue: 13
|
||||
shieldem: 0
|
||||
shieldexp: 50
|
||||
shieldhp: 1000
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 625
|
||||
shipimg: Augoror.jpg
|
||||
shipname: Augoror
|
||||
sigradius: 90
|
||||
structurehp: 1550
|
||||
targetrange: 60.0
|
||||
tech: ''
|
||||
totaltraintime: 191530
|
||||
turrets: 3
|
||||
variations: '{{Ship|Guardian}},{{Ship|Augoror Navy Issue}}'
|
||||
volume: 115000
|
||||
warpspeed: 4
|
||||
warptime: 9.99
|
||||
wikireferences: ''
|
||||
source_url: https://wiki.eveuniversity.org/Augoror
|
||||
title: Augoror
|
||||
type_id: 625
|
||||
validation_score: 1.0
|
||||
---
|
||||
|
||||
<img src="/625.png" alt="Augoror" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
|
||||
|
||||
<div style="display: flow-root;">
|
||||
|
||||
## Summary
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
The Augoror is the Tech 1 Amarr logistics cruiser, with bonuses to remote armor repairs and energy transfers.
|
||||
|
||||
Like the Gallente Exequror, the Augoror is designed to repair other ships' armor. However, unlike the Exequror and instead like the Caldari shield-boosting Osprey, the Augoror is designed to trade capacitor with other Augorors in a "capacitor chain". Because of their 200% bonus to energy transfer amount, Augorors trading energy transfers to each other effectively create a large amount of capacitor out of nothing. A cap-chained Augoror can be capacitor-stable with lower skills than its sister ship the Exequror, and will also more easily resist energy neutralization. On the downside, a cap-chain team of logistics ships is more vulnerable to ECM, because a jammed Augoror not only can't repair its fellows, but also can't transfer capacitor, reducing its teammates' remote repair capacity. Cap-chained logistics ships also demand more coordination from their pilots.
|
||||
|
||||
The Augoror is piloted in a similar fashion to the more powerful Tech 2 Guardian.
|
||||
## Skills
|
||||
An Augoror can make a battlefield difference with relatively limited pilot skills, but good general support skills will boost its impact.
|
||||
|
||||
Capacitor Management and Capacitor Systems Operation, important for any pilot flying Amarr ships, are doubly important for logistics ships. Training in Remote Armor Repair Systems reduces the capacitor burden of remote armor repairers, as Capacitor Emission Systems does for remote capacitor transfer modules. Several skills in the Targeting category are also helpful: Signature Analysis and Target Management make it easier to shuttle between repairing different allies, while Radar Sensor Compensation raises the Augoror's sensor strength, reducing its vulnerability to ECM.
|
||||
## Tactics
|
||||
The Augoror is typically fitted with a mixture of remote armor repairers and remote capacitor transferrers in its high slots; propulsion, capacitor battery, and potentially ECCM for jam resistance in the mid slots; and an armor tank in the low slots. The exact mixture of modules can be tuned to different character skill levels. The drone bay can be used for logistics drones (unbonused, unlike those of the Exequror), or for damage or ECM drones.
|
||||
|
||||
The pilots of Augorors in a capacitor chain must coordinate carefully before battle, and might benefit from their own logistics comms channel and/or their own logistics commander.
|
||||
## Notes
|
||||
You can add notes here.
|
||||
## Patch History
|
||||
@@ -1,125 +0,0 @@
|
||||
---
|
||||
esi_data:
|
||||
fitting_stats:
|
||||
cpu_output: 300
|
||||
high_slots: 5
|
||||
low_slots: 6
|
||||
med_slots: 3
|
||||
powergrid_output: 1150
|
||||
rig_slots: 3
|
||||
group: Cruiser
|
||||
hull_stats:
|
||||
hp_armor: 2300
|
||||
hp_shield: 1000
|
||||
hp_structure: 1700
|
||||
name: Maller
|
||||
race: Unknown
|
||||
skill_requirements:
|
||||
- level: 1
|
||||
skill_id: 3335
|
||||
type_id: 624
|
||||
velocity: 205
|
||||
image: /624.png
|
||||
last_updated: '2026-04-19T17:43:34.045550'
|
||||
source: eve-university
|
||||
source_stats:
|
||||
armorem: 50
|
||||
armorexp: 20
|
||||
armorhp: 2300
|
||||
armorkin: 25
|
||||
armortherm: 35
|
||||
bandwidth: 15
|
||||
bonuses: 54
|
||||
capacitor: 1625
|
||||
cargohold: 480
|
||||
class: Cruiser
|
||||
cpu: 300
|
||||
dronebay: 15
|
||||
externallinks: ''
|
||||
extrahold: ''
|
||||
extraholdtype: ''
|
||||
faction: Amarr Empire
|
||||
forumlinks: ''
|
||||
grouping: Standard Cruisers
|
||||
highlights1: ''
|
||||
highlights2: ''
|
||||
highlights3: ''
|
||||
highlights4: ''
|
||||
highs: 5
|
||||
hulltype: Maller Class
|
||||
inertia: 0.476
|
||||
info: Quite possibly the toughest cruiser in the galaxy, the Maller is a common
|
||||
sight in Amarrian Imperial Navy operations. It is mainly used for military duty,
|
||||
although a few can be found in the private sector acting as escort ships for very
|
||||
important dispatches.
|
||||
launchers: 0
|
||||
lows: 6
|
||||
mass: 13150000
|
||||
maxlockedtargets: 6
|
||||
maxvelocity: 205
|
||||
mediums: 3
|
||||
powergrid: 1150
|
||||
quote: In troubled times, conviction is your best armor.
|
||||
quote_attribution: Emperor Heideran Kador VII
|
||||
reqskills: '*{{RequiredSkill|Amarr Cruiser|I}}
|
||||
|
||||
** {{RequiredSkill|Spaceship Command|II}}
|
||||
|
||||
** {{RequiredSkill|Amarr Destroyer|III}}
|
||||
|
||||
*** {{RequiredSkill|Amarr Frigate|III}}
|
||||
|
||||
**** {{RequiredSkill|Spaceship Command|I}}'
|
||||
scanres: 280
|
||||
sensortype: RADAR
|
||||
sensorvalue: 16
|
||||
shieldem: 0
|
||||
shieldexp: 50
|
||||
shieldhp: 1000
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 624
|
||||
shipimg: Maller.jpg
|
||||
shipname: Maller
|
||||
sigradius: 130
|
||||
structurehp: 1700
|
||||
targetrange: 47.5
|
||||
tech: ''
|
||||
totaltraintime: 191530
|
||||
turrets: 5
|
||||
variations: '{{Ship|Devoter}},{{Ship|Sacrilege}}'
|
||||
volume: 118000
|
||||
warpspeed: 4
|
||||
warptime: 8.68
|
||||
wikireferences: ''
|
||||
source_url: https://wiki.eveuniversity.org/Maller
|
||||
title: Maller
|
||||
type_id: 624
|
||||
validation_score: 1.0
|
||||
---
|
||||
|
||||
<img src="/624.png" alt="Maller" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
|
||||
|
||||
<div style="display: flow-root;">
|
||||
|
||||
## Summary
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
The Maller is the toughest Tech 1 Cruiser, bar none, capable of mounting a tank equal to or better than HACs or battlecruisers. It is, however, fairly slow, and even more than most Amarr ships, difficult to fit for a new pilot. For Level 2 security missions or basic PvP damage dealing the Omen might sometimes be an easier choice.
|
||||
|
||||
The Maller's armor resist and medium laser damage bonuses suit it for "heavy tackle" roles, in which it holds the enemy down to relieve lighter tackle that do not have the tank to withstand damage for long. It can also perform well as a brawling damage-dealing ship, especially if supported by logistics ships such as its sibling the Augoror.
|
||||
|
||||
Thanks to its tanking potential, the Maller has often been used as a bait ship, getting enemies to aggress on gates or stations so that its allies can catch them. Its only substantial drawback in this role is its obviousness, and foes might be more willing to engage less well-tanked but less notorious bait ships.
|
||||
## Skills
|
||||
Further information about additional or recommended skills to pilot Maller for a specific or its common role(s) can be written here.
|
||||
## Tactics
|
||||
A typical sticky tackle Maller fit mounts a Damage Control, armor plating, and modules to boost further its already-impressive armor resistances in its low slots. With decent skills, the Maller can achieve well over 50,000 effective hit points.
|
||||
|
||||
Some kind of tackle module must go in the mid slots, and with only two other slots available there is a trade-off to be made between propulsion, dual propulsion, dual tackle (i.e. point and scram), and a web.
|
||||
|
||||
One or two Nosferatus in the high slots provide some help against enemies with neuts.
|
||||
## Notes
|
||||
You can add notes here.
|
||||
## Patch History
|
||||
@@ -1,125 +0,0 @@
|
||||
---
|
||||
esi_data:
|
||||
fitting_stats:
|
||||
cpu_output: 330
|
||||
high_slots: 5
|
||||
low_slots: 6
|
||||
med_slots: 3
|
||||
powergrid_output: 1000
|
||||
rig_slots: 3
|
||||
group: Cruiser
|
||||
hull_stats:
|
||||
hp_armor: 1700
|
||||
hp_shield: 1200
|
||||
hp_structure: 1500
|
||||
name: Omen
|
||||
race: Unknown
|
||||
skill_requirements:
|
||||
- level: 1
|
||||
skill_id: 3335
|
||||
type_id: 2006
|
||||
velocity: 260
|
||||
image: /2006.png
|
||||
last_updated: '2026-04-19T17:50:03.213965'
|
||||
source: eve-university
|
||||
source_stats:
|
||||
armorem: 50
|
||||
armorexp: 20
|
||||
armorhp: 1700
|
||||
armorkin: 25
|
||||
armortherm: 35
|
||||
bandwidth: 40
|
||||
bonuses: 105
|
||||
capacitor: 1600
|
||||
cargohold: 400
|
||||
class: Cruiser
|
||||
cpu: 330
|
||||
dronebay: 40
|
||||
externallinks: ''
|
||||
extrahold: ''
|
||||
extraholdtype: ''
|
||||
faction: Amarr Empire
|
||||
forumlinks: ''
|
||||
grouping: Standard Cruisers
|
||||
highlights1: ''
|
||||
highlights2: ''
|
||||
highlights3: ''
|
||||
highlights4: ''
|
||||
highs: 5
|
||||
hulltype: Omen Class
|
||||
inertia: 0.43
|
||||
info: 'The Omen is a stereotypical example of the Amarrian School of thinking when
|
||||
it comes to ship design: thick armor and hard hitting lasers. Advancements in
|
||||
heat dissipation allow the Omen to fire its lasers faster than other ships without
|
||||
this technology.'
|
||||
launchers: 0
|
||||
lows: 6
|
||||
mass: 13000000
|
||||
maxlockedtargets: 6
|
||||
maxvelocity: 260
|
||||
mediums: 3
|
||||
powergrid: 1000
|
||||
quote: Light your path through the heavens with holy fire.
|
||||
quote_attribution: Royal Heir Arrach Sarum
|
||||
reqskills: '*{{RequiredSkill|Amarr Cruiser|I}}
|
||||
|
||||
** {{RequiredSkill|Spaceship Command|II}}
|
||||
|
||||
** {{RequiredSkill|Amarr Destroyer|III}}
|
||||
|
||||
*** {{RequiredSkill|Amarr Frigate|III}}
|
||||
|
||||
**** {{RequiredSkill|Spaceship Command|I}}'
|
||||
scanres: 300
|
||||
sensortype: RADAR
|
||||
sensorvalue: 15
|
||||
shieldem: 0
|
||||
shieldexp: 50
|
||||
shieldhp: 1200
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 2006
|
||||
shipimg: Omen.jpg
|
||||
shipname: Omen
|
||||
sigradius: 115
|
||||
structurehp: 1500
|
||||
targetrange: 55.0
|
||||
tech: ''
|
||||
totaltraintime: 191530
|
||||
turrets: 5
|
||||
variations: '{{Ship|Zealot}},{{Ship|Omen Navy Issue}}'
|
||||
volume: 118000
|
||||
warpspeed: 4
|
||||
warptime: 7.75
|
||||
wikireferences: ''
|
||||
source_url: https://wiki.eveuniversity.org/Omen
|
||||
title: Omen
|
||||
type_id: 2006
|
||||
validation_score: 1.0
|
||||
---
|
||||
|
||||
<img src="/2006.png" alt="Omen" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
|
||||
|
||||
<div style="display: flow-root;">
|
||||
|
||||
## Summary
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
The Omen is the Amarr attack cruiser, with bonuses for medium energy turret capacitor use and rate of fire. With 6 low slots and 3 mids, it is a natural armor tanker.
|
||||
|
||||
The Omen makes an excellent Level 2 security mission ship and can cope with some Level 3 missions too. In PvP, the Omen is a reliable and balanced damage-dealer. With its decent tank, above-average drone bandwidth and the ability to swap laser crystals on the fly, it can adapt to combat at many ranges. However, at skirmishing ranges (20–30 km) it excels. In general, the Maller is preferred for brawling-range combat because of its superior tank. The Omen Navy Issue is even better at skirmishing, but costs considerably more, making it a choice for more experienced PvP pilots.
|
||||
## Skills
|
||||
The Omen is often one of an Amarr pilot's first steps into cruiser-sized hulls and can be basically functional with limited training. Its performance can still, though, be significantly boosted by training.
|
||||
|
||||
General support skills and fitting skills will be useful. Gunnery and capacitor support skills make a big difference to the Omen's capacity to deal damage, navigation skills help with skirmishing tactics, and armor tanking skills bolster the ship's defenses.
|
||||
|
||||
The Omen has a substantial drone capacity, and Amarr ships, in general, include some bonused drone platforms such as the Dragoon and Arbitrator, so stepping into Amarr cruisers is a good point for a new pilot to think about drone skills. Drones level V will require a little patience but will pay off in piloting many ships, and is a good medium-term goal. Other drone support skills will be useful.
|
||||
|
||||
In the long term, a pilot flying the Omen often will want to consider training for Tech 2 medium lasers, which deal a little more damage and open up more tactical options through Tech 2 crystals. Tech 2 Scorch crystals, in particular, make pulse lasers able to project damage out further, helping the Omen skirmish well.
|
||||
## Tactics
|
||||
In PvP, the Omen is usually armor tanked, with either a 1600mm plate and focused medium pulse lasers or a 400mm plate and a full rack of heavy pulse lasers.
|
||||
## Notes
|
||||
You can add notes here.
|
||||
## Patch History
|
||||
@@ -1,111 +0,0 @@
|
||||
---
|
||||
esi_data:
|
||||
fitting_stats:
|
||||
cpu_output: 168
|
||||
high_slots: 8
|
||||
low_slots: 3
|
||||
med_slots: 2
|
||||
powergrid_output: 85
|
||||
rig_slots: 3
|
||||
group: Destroyer
|
||||
hull_stats:
|
||||
hp_armor: 900
|
||||
hp_shield: 700
|
||||
hp_structure: 800
|
||||
name: Coercer
|
||||
race: Unknown
|
||||
skill_requirements:
|
||||
- level: 1
|
||||
skill_id: 33091
|
||||
type_id: 16236
|
||||
velocity: 255
|
||||
image: /16236.png
|
||||
last_updated: '2026-04-19T17:46:55.257434'
|
||||
source: eve-university
|
||||
source_stats:
|
||||
armorem: 50
|
||||
armorexp: 20
|
||||
armorhp: 900
|
||||
armorkin: 25
|
||||
armortherm: 35
|
||||
bandwidth: ''
|
||||
bonuses: 101050
|
||||
capacitor: 700
|
||||
cargohold: 375
|
||||
class: Destroyer
|
||||
cpu: 168
|
||||
dronebay: ''
|
||||
externallinks: ''
|
||||
extrahold: ''
|
||||
extraholdtype: ''
|
||||
faction: Amarr Empire
|
||||
forumlinks: ''
|
||||
grouping: Standard Destroyers
|
||||
highlights1: High Amount of High Slots
|
||||
highlights2: ''
|
||||
highlights3: ''
|
||||
highlights4: ''
|
||||
highs: 8
|
||||
hulltype: Coercer Class
|
||||
inertia: 2.77
|
||||
info: Noticing the alarming increase in Minmatar frigate fleets, the Imperial Navy
|
||||
made its plans for the Coercer, a vessel designed specifically to seek and destroy
|
||||
the droves of fast-moving frigate rebels.
|
||||
launchers: 0
|
||||
lows: 3
|
||||
mass: 1650000
|
||||
maxlockedtargets: 6
|
||||
maxvelocity: 255
|
||||
mediums: 2
|
||||
powergrid: 85
|
||||
quote: Faith is your fire and with it, burn away his evil.
|
||||
quote_attribution: 103
|
||||
reqskills: '*{{RequiredSkill|Amarr Destroyer|I}}
|
||||
|
||||
** {{RequiredSkill|Amarr Frigate|III}}
|
||||
|
||||
*** {{RequiredSkill|Spaceship Command|I}}'
|
||||
scanres: 525
|
||||
sensortype: RADAR
|
||||
sensorvalue: 10
|
||||
shieldem: 0
|
||||
shieldexp: 50
|
||||
shieldhp: 700
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 16236
|
||||
shipimg: Coercer.jpg
|
||||
shipname: Coercer
|
||||
sigradius: 62
|
||||
structurehp: 800
|
||||
targetrange: 30.0
|
||||
tech: ''
|
||||
totaltraintime: 91820
|
||||
turrets: 8
|
||||
variations: '{{Ship|Coercer Navy Issue}}, {{Ship|Heretic}}'
|
||||
volume: 47000
|
||||
warpspeed: 4.5
|
||||
warptime: 6.34
|
||||
wikireferences: ''
|
||||
source_url: https://wiki.eveuniversity.org/Coercer
|
||||
title: Coercer
|
||||
type_id: 16236
|
||||
validation_score: 1.0
|
||||
---
|
||||
|
||||
<img src="/16236.png" alt="Coercer" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
|
||||
|
||||
<div style="display: flow-root;">
|
||||
|
||||
## Summary
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
The Coercer is an Amarr T1 Destroyer. It uses lasers as its weapon system. With the Retribution patch, it gained a much needed 2nd mid slot and lost a low. The extra mid slot makes it better for kiting in solo/small gang PvP (before it could do it, but either someone needed to point the target, or they had to die before they realized they weren't pointed). The Coercer is great for applying ranged DPS in comparison to the other gun based destroyers, especially with T2 pulse. It can't do quite as much raw DPS as a Catalyst, for example, but it applies its damage at a much greater range. It doesn't have as high of alpha as a thrasher, but at the same range, it applies much higher DPS.
|
||||
## Skills
|
||||
Being a Tech 1 destroyer and potentially a pilot's first step up from frigate hulls, the Coercer is quite forgiving. Basic fitting skills and support skills are desirable.
|
||||
## Tactics
|
||||
No sub-article about Coercer roles or piloting tactics. You can write them here.
|
||||
## Notes
|
||||
You can add notes here.
|
||||
@@ -1,129 +0,0 @@
|
||||
---
|
||||
esi_data:
|
||||
fitting_stats:
|
||||
cpu_output: 155
|
||||
high_slots: 5
|
||||
low_slots: 4
|
||||
med_slots: 3
|
||||
powergrid_output: 58
|
||||
rig_slots: 3
|
||||
group: Destroyer
|
||||
hull_stats:
|
||||
hp_armor: 950
|
||||
hp_shield: 750
|
||||
hp_structure: 850
|
||||
name: Dragoon
|
||||
race: Unknown
|
||||
skill_requirements:
|
||||
- level: 1
|
||||
skill_id: 33091
|
||||
type_id: 32874
|
||||
velocity: 240
|
||||
image: /32874.png
|
||||
last_updated: '2026-04-19T17:46:47.593614'
|
||||
source: eve-university
|
||||
source_stats:
|
||||
armorem: 50
|
||||
armorexp: 20
|
||||
armorhp: 950
|
||||
armorkin: 25
|
||||
armortherm: 35
|
||||
bandwidth: 25
|
||||
bonuses: 10201025
|
||||
capacitor: 600
|
||||
cargohold: 300
|
||||
class: Destroyer
|
||||
cpu: 155
|
||||
dronebay: 75
|
||||
externallinks: ''
|
||||
extrahold: ''
|
||||
extraholdtype: ''
|
||||
faction: Amarr Empire
|
||||
forumlinks: ''
|
||||
grouping: Standard Destroyers
|
||||
highlights1: ''
|
||||
highlights2: ''
|
||||
highlights3: ''
|
||||
highlights4: ''
|
||||
highs: 5
|
||||
hulltype: Dragoon Class
|
||||
inertia: 2.87
|
||||
info: The Dragoon follows old religious tenets - ones thought rather dark by the
|
||||
majority of the cluster, but found perfectly normal by Amarr minds - that to exist
|
||||
as God's chosen people means fulfilling a very definite and often forceful role.
|
||||
This includes not only imposing the will of God, often through the time-honored
|
||||
methods of mindless proxies, but also profiting, even being nourished, off the
|
||||
energies of others.<br><br>As such, the Dragoon focuses on sending out a mass
|
||||
of drones, ones capable not only of swiftly hunting down their targets but also
|
||||
of inflicting tons of damage once contact is made. Moreover, the Dragoon is able
|
||||
to drain the target's energy in the meanwhile, all with the aim of leaving it
|
||||
little more than a trembling husk.
|
||||
launchers: 3
|
||||
lows: 4
|
||||
mass: 1700000
|
||||
maxlockedtargets: 6
|
||||
maxvelocity: 240
|
||||
mediums: 3
|
||||
powergrid: 58
|
||||
quote: Waste neither energy nor effort on unworthy labor.
|
||||
quote_attribution: Royal Heir Arim Ardishapur
|
||||
reqskills: '*{{RequiredSkill|Amarr Destroyer|I}}
|
||||
|
||||
** {{RequiredSkill|Amarr Frigate|III}}
|
||||
|
||||
*** {{RequiredSkill|Spaceship Command|I}}'
|
||||
scanres: 525
|
||||
sensortype: RADAR
|
||||
sensorvalue: 10
|
||||
shieldem: 0
|
||||
shieldexp: 50
|
||||
shieldhp: 750
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 32874
|
||||
shipimg: Dragoon.jpg
|
||||
shipname: Dragoon
|
||||
sigradius: 66
|
||||
structurehp: 850
|
||||
targetrange: 39.0
|
||||
tech: ''
|
||||
totaltraintime: 91820
|
||||
turrets: 3
|
||||
variations: <i>{{Ship|Pontifex}}</i>
|
||||
volume: 47000
|
||||
warpspeed: 4.5
|
||||
warptime: 6.76
|
||||
wikireferences: ''
|
||||
source_url: https://wiki.eveuniversity.org/Dragoon
|
||||
title: Dragoon
|
||||
type_id: 32874
|
||||
validation_score: 1.0
|
||||
---
|
||||
|
||||
<img src="/32874.png" alt="Dragoon" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
|
||||
|
||||
<div style="display: flow-root;">
|
||||
|
||||
## Summary
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
The Dragoon is an Amarr destroyer with bonuses towards drones and energy neutralizer range. Like its cousins, the Sentinel and Curse, the Dragoon is designed to cap out the enemy, rendering them helpless while its drones do the hard work of dealing damage.
|
||||
|
||||
Although drones offer fully-selectable damage, the Dragoon is not typically used for PvE combat, because its hull bonus to energy neutralizers is useless against NPCs. However, the Dragoon's 5 high slots, makes it a good potential PVE ship with salvage capability while keeping its full complement of launchers or turrets.
|
||||
## Skills
|
||||
The Dragoon can field a full flight of drones, which makes Drones V an immediately desirable skill for piloting it; Amarr pilots will want to have Drones trained to V as they move up to cruiser hulls in any case, so it's worth getting this core skill out of the way. Drone support skills make a big difference to the Dragoon's potential DPS, and for serious PvP work T2 light drones are strongly desirable.
|
||||
|
||||
Like other Amarr ships, the Dragoon lives by its capacitor, and capacitor skills—notably Capacitor Management and Capacitor Systems Operation—really help it, as does the skill which reduces the capacitor burden of energy neutralizers, Capacitor Emission Systems. It's good to have these trained to at least IV.
|
||||
## Tactics
|
||||
Range-bonused energy neutralizers from the Dragoon can present a serious threat to frigates. Note that the amount of energy drained is not bonused, and that the Dragoon's capacitor must sustain the burden of running energy neutralizers. Several things can help with this. One is remembering that once a capacitor is drained past its point of peak recharge (c. 25% to 33% capacitor left), its recharge rate collapses, and so a single neut can keep a target at nearly zero capacitor once several neuts have "broken" its capacitor recharge.
|
||||
|
||||
Another is using nosferatu modules to recharge energy from any larger enemy ships nearby. Since a nosferatu transfers capacitor to your capacitor if you have less raw capacitor than your target, not if your percentage of capacitor is lower, the Dragoon can run its own capacitor off the energy of an opposing cruiser or battleship for some time. A third help can be giving up one of the Dragoon's sparse mid slots for a capacitor booster. Advanced pilots can also consider the Mindflood combat drug: none of this drug's potential side-effects inconvenience the Dragoon. If its own capacitor can be sustained, the Dragoon can "cap out" other destroyers and cruisers.
|
||||
|
||||
With T2 drones and decent support skills, the Dragoon's drones can make short work of most frigates too slow to outrun them, and can add DPS to a gang's efforts against larger targets.
|
||||
|
||||
In PVE, the Dragoon's relatively low tank limits its ability to take on particularly large targets or large combat sites, but a capsuleer can with relative ease take on level 3 combat sites by taking advantage of the drones and extending their control range letting you kite out of range of missile batteries and other defence platforms. The extra 2 high slots lets you use these for quicker salvage instead of capacitor warfare.
|
||||
## Notes
|
||||
The word dragoon was initially used to refer to some early firearms, by analogy to fire-breathing dragons. Through transference from weapon to user (a kind of metonymy), it became associated with mounted infantry who used horses for mobility but dismounted to fire, and then later came to be used to mean some types of cavalry soldier.
|
||||
## Patch History
|
||||
@@ -1,138 +0,0 @@
|
||||
---
|
||||
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
|
||||
image: /2161.png
|
||||
last_updated: '2026-04-19T17:41:52.868102'
|
||||
source: eve-university
|
||||
source_stats:
|
||||
armorem: 50
|
||||
armorexp: 20
|
||||
armorhp: 400
|
||||
armorkin: 25
|
||||
armortherm: 35
|
||||
bandwidth: 15
|
||||
bonuses: 7.51
|
||||
capacitor: 330
|
||||
cargohold: 265
|
||||
class: Frigate
|
||||
cpu: 235
|
||||
dronebay: 45
|
||||
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: 13
|
||||
reqskills: '*{{RequiredSkill|Amarr Frigate|I}}
|
||||
|
||||
** {{RequiredSkill|Spaceship Command|I}}'
|
||||
scanres: 540
|
||||
sensortype: RADAR
|
||||
sensorvalue: 14
|
||||
shieldem: 0
|
||||
shieldexp: 50
|
||||
shieldhp: 250
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 2161
|
||||
shipimg: Crucifier.jpg
|
||||
shipname: Crucifier
|
||||
sigradius: 38
|
||||
structurehp: 350
|
||||
targetrange: 64.0
|
||||
tech: ''
|
||||
totaltraintime: 250
|
||||
turrets: 2
|
||||
variations: '{{Ship|Crucifier Navy Issue}}, {{Ship|Sentinel}}'
|
||||
volume: 28100
|
||||
warpspeed: 5
|
||||
warptime: 4.94
|
||||
wikireferences: ''
|
||||
source_url: https://wiki.eveuniversity.org/Crucifier
|
||||
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.
|
||||
## Skills
|
||||
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.
|
||||
## Tactics
|
||||
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.
|
||||
## Notes
|
||||
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.
|
||||
@@ -1,130 +0,0 @@
|
||||
---
|
||||
esi_data:
|
||||
fitting_stats:
|
||||
cpu_output: 140
|
||||
high_slots: 4
|
||||
low_slots: 3
|
||||
med_slots: 3
|
||||
powergrid_output: 45
|
||||
rig_slots: 3
|
||||
group: Frigate
|
||||
hull_stats:
|
||||
hp_armor: 450
|
||||
hp_shield: 250
|
||||
hp_structure: 350
|
||||
name: Executioner
|
||||
race: Unknown
|
||||
skill_requirements:
|
||||
- level: 1
|
||||
skill_id: 3331
|
||||
type_id: 589
|
||||
velocity: 410
|
||||
image: /589.png
|
||||
last_updated: '2026-04-19T17:38:32.261354'
|
||||
source: eve-university
|
||||
source_stats:
|
||||
armorem: 50
|
||||
armorexp: 20
|
||||
armorhp: 450
|
||||
armorkin: 25
|
||||
armortherm: 35
|
||||
bandwidth: ''
|
||||
bonuses: 10580
|
||||
capacitor: 360
|
||||
cargohold: 115
|
||||
class: Frigate
|
||||
cpu: 140
|
||||
dronebay: ''
|
||||
externallinks: ''
|
||||
extrahold: ''
|
||||
extraholdtype: ''
|
||||
faction: Amarr Empire
|
||||
forumlinks: ''
|
||||
grouping: Standard Frigates
|
||||
highlights1: ''
|
||||
highlights2: ''
|
||||
highlights3: ''
|
||||
highlights4: ''
|
||||
highs: 4
|
||||
hulltype: Executioner Class
|
||||
inertia: 2.85
|
||||
info: The Executioner is another newly commissioned ship of the Amarr Imperial Navy.
|
||||
The Executioner was designed specially to counter the small, fast raider frigates
|
||||
of the Minmatar Republic; thus it is different from most Amarr ships in favoring
|
||||
speed over defenses. With the Executioner, the Amarrians have expanded their tactical
|
||||
capabilities on the battlefield.
|
||||
launchers: 0
|
||||
lows: 3
|
||||
mass: 1090000
|
||||
maxlockedtargets: 4
|
||||
maxvelocity: 410
|
||||
mediums: 3
|
||||
powergrid: 45
|
||||
quote: Those who turn away from his light,<br>And reject his true word<br>Shall
|
||||
be struck down by his wrath
|
||||
quote_attribution: 445
|
||||
reqskills: '*{{RequiredSkill|Amarr Frigate|I}}
|
||||
|
||||
** {{RequiredSkill|Spaceship Command|I}}'
|
||||
scanres: 920
|
||||
sensortype: RADAR
|
||||
sensorvalue: 8
|
||||
shieldem: 0
|
||||
shieldexp: 50
|
||||
shieldhp: 250
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 589
|
||||
shipimg: Executioner.jpg
|
||||
shipname: Executioner
|
||||
sigradius: 31
|
||||
structurehp: 350
|
||||
targetrange: 27.5
|
||||
tech: ''
|
||||
totaltraintime: 250
|
||||
turrets: 3
|
||||
variations: '{{Ship|Crusader}},{{Ship|Malediction}}'
|
||||
volume: 28100
|
||||
warpspeed: 5
|
||||
warptime: 4.31
|
||||
wikireferences: ''
|
||||
source_url: https://wiki.eveuniversity.org/Executioner
|
||||
title: Executioner
|
||||
type_id: 589
|
||||
validation_score: 1.0
|
||||
---
|
||||
|
||||
<img src="/589.png" alt="Executioner" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
|
||||
|
||||
<div style="display: flow-root;">
|
||||
|
||||
## Summary
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
The Executioner is the Amarr Attack Frigate. The Executioner's extraordinary speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it a strong tackle frigate. The Executioner also has bonuses to energy turrets, which are useful when the Executioner is flown for solo PvP, but less useful in a tackler.
|
||||
|
||||
The Executioner is a good hull for new pilots interested in learning basic tackling skills, and how to serve as a fleet scout (or "+1"). Flying the Executioner provides good practice for eventually flying fleet interceptors (such as the Malediction), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Executioner isn't quite as effective as a Tech II Interceptor, it can still serve as a strong long-point tackle ship. E-UNI Executioner pilots are advised to read the UniWiki guide to tackling.
|
||||
|
||||
Of the four racial Attack Frigates, the Executioner has the most armor HP, and the least shield. This makes it difficult to fit the tackle Executioner for tank, because armor modules and rigs carry penalties that counteract the ship's natural speed advantage. Tackle Executioners are more commonly fit for shield, which unfortunately does not provide as much benefit to this ship as it does to other Tech I tackle frigates. New Executioner pilots may need to train some shield skills in order to fly the ship in the tackle role. Other slots are typically filled with a warp disruptor ("point"), propulsion module (usually a microwarpdrive), modules that increase speed and agility, and shield modifiers. The Executioner's speed and thin tank make it best at the "first tackle" role, and so the ship is only rarely fit with a warp scrambler ("scram") or stasis webifier ("web"). The challenges of fitting the Executioner for fleet tackle, with its fewer mid slots and low shield HP, make the Executioner a bit worse than the other racial Attack Frigates at tackling, though it is still good. Omega characters who wish to fly fleet tackle may want to cross-train into the Atron or Slasher, or to quickly graduate into the Malediction Interceptor.
|
||||
|
||||
On the other hand, the Executioner is better than other racial Attack Frigates at delivering and taking damage, especially when fit with an armor tank and energy turrets. PvE-fit Executioners are good at completing Level 1 missions (though maybe not as good as the Tormentor or Punisher, the Amarr Combat Frigates). The armor Executioner is also a good PvP ship, especially against enemy frigates and drones. Executioner pilots can often fill an "anti-tackle" role in fleets, eliminating enemy tackle frigates. In this way, flying the Executioner is good practice for the Imperial Navy Slicer, an Amarr faction frigate that is also suited to this role. Anti-tackle pilots need to have excellent Gunnery skills in order to make sure their lasers—which have the worst tracking of all turrets—can hit their small targets.
|
||||
## Skills
|
||||
Further information about additional or recommended skills to pilot Executioner for a specific or its common role(s) can be written here.
|
||||
## Tactics
|
||||
Fleet Executioner pilots should read the UniWiki articles on Scouting and Tackling; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Some tips on flying the long-point Executioner:
|
||||
|
||||
Target larger ships. The Executioner is especially effective against large ships, because they have trouble tracking the Executioner with their larger weapons systems. Try to tackle cruisers and up.
|
||||
|
||||
Keep your distance. Check the optimal range of your fitted warp disruptor, and subtract 4 km from that number; this is the distance at which you’ll want to orbit your target. (This gives you 4 km of wiggle room.) If you stray too far below this distance, you will be within range of your opponent’s shorter-range scram, web and/or neuts. You can set your ship’s custom default orbit by right-clicking on the Orbit button in the Selected Item window; you should set your default 2 km less than the number you calculated above, because of overshoot at high speeds.
|
||||
|
||||
Spiral in. Because the Executioner is poorly tanked, the Executioner pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Executioner pilots should just fly straight at these targets.
|
||||
|
||||
Anticipate your opponent. Try and determine your opponent’s direction of flight, and cut them off. Your opponent may try to "slingshot" you by flying towards you and making you overshoot the target. Be ready to change directions quickly.
|
||||
|
||||
Call your point in comms. Let your fleetmates know when they should warp to you!
|
||||
|
||||
Piloting an Executioner in solo or small-gang PvP is challenging. Executioner pilots need to watch their capacitor closely, because lasers are cap-intensive, and it is all too easy to fire away capacitor that is needed to operate the ship's microwarpdrive and warp disruptor. Executioner pilots have to be familiar with their laser ammo (crystals), and know when to switch it based on target range. The pilot may also need to micromanage their trajectory, in order to match their transversal to their laser pulses. If the pilot can manage all of these things, the Executioner can theoretically apply the most damage out of all the Tech I Attack Frigates.
|
||||
## Notes
|
||||
You can add notes here.
|
||||
@@ -1,131 +0,0 @@
|
||||
---
|
||||
esi_data:
|
||||
fitting_stats:
|
||||
cpu_output: 135
|
||||
high_slots: 3
|
||||
low_slots: 4
|
||||
med_slots: 2
|
||||
powergrid_output: 51
|
||||
rig_slots: 3
|
||||
group: Frigate
|
||||
hull_stats:
|
||||
hp_armor: 500
|
||||
hp_shield: 225
|
||||
hp_structure: 330
|
||||
name: Inquisitor
|
||||
race: Unknown
|
||||
skill_requirements:
|
||||
- level: 1
|
||||
skill_id: 3331
|
||||
type_id: 590
|
||||
velocity: 405
|
||||
image: /590.png
|
||||
last_updated: '2026-04-19T17:48:49.577247'
|
||||
source: eve-university
|
||||
source_stats:
|
||||
armorem: 50
|
||||
armorexp: 20
|
||||
armorhp: 500
|
||||
armorkin: 25
|
||||
armortherm: 35
|
||||
bandwidth: 5
|
||||
bonuses: 101050600
|
||||
capacitor: 675
|
||||
cargohold: 250
|
||||
class: Frigate
|
||||
cpu: 135
|
||||
dronebay: 5
|
||||
externallinks: ''
|
||||
extrahold: ''
|
||||
extraholdtype: ''
|
||||
faction: Amarr Empire
|
||||
forumlinks: ''
|
||||
grouping: Standard Frigates
|
||||
highlights1: ''
|
||||
highlights2: ''
|
||||
highlights3: ''
|
||||
highlights4: ''
|
||||
highs: 3
|
||||
hulltype: Inquisitor Class
|
||||
inertia: 3.55
|
||||
info: In YC114 each major empire faction, having been embroiled in a harrowing,
|
||||
extensive, long-term war, recognized the growing need for support and logistics
|
||||
functionality in their vessels during the kind of protracted interstellar warfare
|
||||
that might otherwise prove exhausting for its participants. In the Amarr Empire,
|
||||
this led to the redesign and redeployment of the Inquisitor.<br><br>The Inquisitor
|
||||
was originally an example of how the Amarr Imperial Navy modeled their design
|
||||
to counter specific tactics employed by the other empires. After its redesign,
|
||||
it was exclusively devoted to the role of a support frigate, and its formerly
|
||||
renowned missile capabilities gave way to a focus on remote armor repair.<br>
|
||||
launchers: 0
|
||||
lows: 4
|
||||
mass: 1630000
|
||||
maxlockedtargets: 7
|
||||
maxvelocity: 405
|
||||
mediums: 2
|
||||
powergrid: 51
|
||||
quote: We are the shepherds in the darkness, His Angels of Mercy.
|
||||
quote_attribution: 445
|
||||
reqskills: '*{{RequiredSkill|Amarr Frigate|I}}
|
||||
|
||||
** {{RequiredSkill|Spaceship Command|I}}'
|
||||
scanres: 900
|
||||
sensortype: RADAR
|
||||
sensorvalue: 10
|
||||
shieldem: 0
|
||||
shieldexp: 50
|
||||
shieldhp: 225
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 590
|
||||
shipimg: Inquisitor.jpg
|
||||
shipname: Inquisitor
|
||||
sigradius: 34
|
||||
structurehp: 330
|
||||
targetrange: 36.0
|
||||
tech: ''
|
||||
totaltraintime: 250
|
||||
turrets: 2
|
||||
variations: '{{Ship|Deacon}}, {{Ship|Purifier}}'
|
||||
volume: 28700
|
||||
warpspeed: 5
|
||||
warptime: 8.02
|
||||
wikireferences: ''
|
||||
source_url: https://wiki.eveuniversity.org/Inquisitor
|
||||
title: Inquisitor
|
||||
type_id: 590
|
||||
validation_score: 1.0
|
||||
---
|
||||
|
||||
<img src="/590.png" alt="Inquisitor" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
|
||||
|
||||
<div style="display: flow-root;">
|
||||
|
||||
## Summary
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
The Inquisitor is the Amarr Logistics Frigate; Inquisitor pilots repair their fleetmates’ ships during battle. The Inquisitor is bonused for remote armor repair, which matches the Amarr racial focus on armor tanking. The ship’s bonuses to remote armor repairer amount, activation, and range make the underwhelming base stats of small remote armor repairers practically useful. Flying the Inquisitor is a great first step in learning about Logistics. Inquisitor pilots often go on train into heavier Tech I logistics cruisers (such as the Amarr Augoror), and then Tech II logistics ships (including the Deacon and Guardian). But the Inquisitor is also effective all on its own, especially as a component of frigate or destroyer gangs, where speed is key.
|
||||
|
||||
One defining challenge of flying Tech I logistics frigates in general, and the Inquisitor in particular, is sustaining enough capacitor to run the ship. Remote repair modules are extremely cap-intensive, so the Inquisitor is typically fit to boost available capacitor—with a cap recharger or booster in a mid slot, capacitor control circuit or remote repair augmentor rigs, and, if necessary, “Enduring” remote armor repairers (which consume less cap). Training character skills that boost capacitor will also help. It might seem that fitting the Inquisitor with an afterburner instead of a microwarpdrive (MWD) could spare some capacitor. But the Inquisitor needs to keep up with its small-ship fleetmates in order to repair them, so it usually needs an MWD. Pilots fitting the Inquisitor should use the in-game fitting simulation window, or an out-of-game tool like Pyfa, to match any fit to their specific skills and to gauge the ship’s cap stability. (This also means you may need to swap out modules on any pre-fit Inquisitor hulls that you purchase on corp contracts, to make them work with your skills.)
|
||||
|
||||
The Inquisitor has more tank and more native capacitor than any other Tech I logistics frigate, which make it a particularly effective logistics frigate. The Inquisitor and the Deacon, its Tech II cousin, are favored over the other racial frigates in gangs of small armor-focused damage-dealers (such as the Confessor, Coercer or Punisher). The Inquisitor is also a great ship for younger players to participate in small-ship shattered wormhole (C13) PvE.
|
||||
## Skills
|
||||
The Inquisitor, like the other T1 Logistics Frigates, is not very skill intensive. The basic skills to fly a doctrine fitting along with Amarr Frigate III are not a bad starting point.
|
||||
|
||||
Amarr Frigate to increase repair amount and reduce capacitor use to run more repair modules for longer.
|
||||
Remote Armor Repair Systems to further reduce capacitor use on repair modules.
|
||||
Hull Upgrades to fit stronger tank modules. This is important as the highest resistances your ship has, the stronger repairs on you from the other logistics pilots will be.
|
||||
## Tactics
|
||||
New Inquisitor pilots should read the Tactics section of the UniWiki’s Logistics guide, and attend a Logistics (CORE class); these will provide some details on how to fly logistics frigates. Some tips on flying the Inquisitor:
|
||||
|
||||
Watch your capacitor, and activate modules only when needed. As explained above, you may not have enough capacitor to run every module, all the time. When you first land at an engagement, you’ll need to use your MWD to position yourself relative to the fleet. But then, once you are in position, you won’t need your MWD any more. Remember to turn it off!
|
||||
|
||||
Likewise, as your fleetmates start to take damage, it’s easy to overreact by activating all three repairers at once. Instead, try to activate them gradually, one by one, to see if you can spare capacitor by running just one or two. And if you need to switch targets—say, because the enemy fleet has changed their primary—again, switch gradually.
|
||||
|
||||
Stay moving, behind your fleetmates. One advantage of the Inquisitor is its small signature radius, which makes the ship difficult to hit. But this is only an advantage if you aren’t sitting still, so always be moving. Given this, you might be tempted to right-click your repair target and “Orbit at…” your optimal range. Keep in mind, though, that this will sometimes send your fragile frigate closer to the enemy than the damage dealers. Better, instead, to manually fly in a ring orbit behind the fleet, so that you keep range and stay out of the action.
|
||||
## Notes
|
||||
While both Amarr logistics cruisers—the Augoror and the Guardian—are designed to fly as part of a cap chain, the Inquisitor frigate is designed to be self-sufficient when it comes to capacitor usage.
|
||||
|
||||
When comparing remote repair modules and self-repair modules, be aware that EFT reports self-repair rates in EHP/s, while the remote repair are reported as HP/s. The EHP/s is the hp/s divided by the average damage resistance.
|
||||
@@ -1,123 +0,0 @@
|
||||
---
|
||||
esi_data:
|
||||
fitting_stats:
|
||||
cpu_output: 230
|
||||
high_slots: 3
|
||||
low_slots: 4
|
||||
med_slots: 3
|
||||
powergrid_output: 26
|
||||
rig_slots: 3
|
||||
group: Frigate
|
||||
hull_stats:
|
||||
hp_armor: 350
|
||||
hp_shield: 250
|
||||
hp_structure: 250
|
||||
name: Magnate
|
||||
race: Unknown
|
||||
skill_requirements:
|
||||
- level: 1
|
||||
skill_id: 3331
|
||||
type_id: 29248
|
||||
velocity: 350
|
||||
image: /29248.png
|
||||
last_updated: '2026-04-19T17:40:10.491075'
|
||||
source: eve-university
|
||||
source_stats:
|
||||
armorem: 50
|
||||
armorexp: 20
|
||||
armorhp: 350
|
||||
armorkin: 25
|
||||
armortherm: 35
|
||||
bandwidth: 15
|
||||
bonuses: 7.555
|
||||
capacitor: 325
|
||||
cargohold: 400
|
||||
class: Frigate
|
||||
cpu: 230
|
||||
dronebay: 40
|
||||
externallinks: ''
|
||||
extrahold: ''
|
||||
extraholdtype: ''
|
||||
faction: Amarr Empire
|
||||
forumlinks: ''
|
||||
grouping: Standard Frigates
|
||||
highlights1: ''
|
||||
highlights2: ''
|
||||
highlights3: ''
|
||||
highlights4: ''
|
||||
highs: 3
|
||||
hulltype: Magnate Class
|
||||
inertia: 3.8
|
||||
info: "This Magnate-class frigate is one of the most decoratively designed ship\
|
||||
\ classes in the Amarr Empire, considered to be a pet project for a small, elite\
|
||||
\ group of royal ship engineers for over a decade. The frigate's design has gone\
|
||||
\ through several stages over the past decade, and new models of the Magnate appear\
|
||||
\ every few years. The most recent versions of this ship \u2013 the Silver Magnate\
|
||||
\ and the Gold Magnate \u2013 debuted as rewards in the Amarr Championships in\
|
||||
\ YC105, though the original Magnate design is still a popular choice among Amarr\
|
||||
\ pilots."
|
||||
launchers: 2
|
||||
lows: 4
|
||||
mass: 1072000
|
||||
maxlockedtargets: 4
|
||||
maxvelocity: 350
|
||||
mediums: 3
|
||||
powergrid: 26
|
||||
quote: Bring its message to every planet of every star in the heavens.
|
||||
quote_attribution: 2213
|
||||
reqskills: '*{{RequiredSkill|Amarr Frigate|I}}
|
||||
|
||||
** {{RequiredSkill|Spaceship Command|I}}'
|
||||
scanres: 445
|
||||
sensortype: RADAR
|
||||
sensorvalue: 10
|
||||
shieldem: 0
|
||||
shieldexp: 50
|
||||
shieldhp: 250
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 29248
|
||||
shipimg: Magnate.jpg
|
||||
shipname: Magnate
|
||||
sigradius: 39
|
||||
structurehp: 250
|
||||
targetrange: 34.0
|
||||
tech: ''
|
||||
totaltraintime: 250
|
||||
turrets: 2
|
||||
variations: '{{Ship|Anathema}}, {{Ship|Magnate Navy Issue}}, {{Ship|Gold Magnate}},
|
||||
{{Ship|Silver Magnate}}'
|
||||
volume: 22100
|
||||
warpspeed: 5
|
||||
warptime: 5.65
|
||||
wikireferences: ''
|
||||
source_url: https://wiki.eveuniversity.org/Magnate
|
||||
title: Magnate
|
||||
type_id: 29248
|
||||
validation_score: 1.0
|
||||
---
|
||||
|
||||
<img src="/29248.png" alt="Magnate" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
|
||||
|
||||
<div style="display: flow-root;">
|
||||
|
||||
## Summary
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
The Magnate is the Amarr Exploration Frigate. Like all Tech I exploration frigates, the Magnate receives skill-dependent bonuses to scanner probe strength. The Magnate excels at probing cosmic signatures in all security levels of space. The Magnate also receives a role bonus (independent of pilot skill level) to relic and data analyzer virus strength, which helps the Magnate pilot crack exploration sites. With these two bonuses, the Magnate is a strong starter frigate for Amarr pilots interested in Exploration. And while Magnate pilots eventually skill into Tech II Covert Ops exploration ships (like the Anathema), there isn’t much non-combat exploration content that the Magnate can’t complete.
|
||||
|
||||
The Magnate has just three mid slots—the fewest of any exploration frigate—to fit exploration and propulsion modules. These slots are typically filled with a microwarpdrive and a data and relic analyzer, leaving no room for the scanning upgrade arrays that other racial exploration frigates can fit. This is not a critical failing, and a Magnate pilot can compensate with Gravity Capacitor Upgrade rigs and improved Astrometrics skills. (There are single modules that do both data and relic analysis and that would make room, but those come at a cost, both performance- and ISK-wise.) The Magnate does have the advantage of being the strongest tank of any Tech I explorer, and plenty of low slots to reinforce this tank. But it’s not a great advantage, because nearly any tackled explorer is a dead explorer, and so the low slots are a better fit with inertial stabilizers and/or a warp stabilizer for faster escapes. (Keep in mind that warp stabilizers reduce lock range and speed. Having more than one makes locking sites uncomfortably slow.)
|
||||
|
||||
The exploration Magnate is also commonly fitted with a Compact or Improved Cloaking Device so that the ship can cloak while probing signatures in unsafe space. The Magnate cannot, however, fit a Covert Ops Cloaking Device. So, when cloaked, it cannot warp and suffers a significant penalty to speed.
|
||||
|
||||
Tech I exploration frigates have the largest cargo capacity of any frigate. This makes the Magnate a speedy freight courier and distribution mission runner. By fitting the ship with expanded cargohold modules and cargohold optimization rigs, it is possible to build a Magnate that can carry just over 1600 m3 of cargo, the most of any frigate. Or, by exchanging some of these for warp stabs, the Magnate can be made into a low-sec courier that can evade insta-pointing gate camps.
|
||||
|
||||
The Magnate can be fit for combat probing, by using an Expanded Probe Launcher in place of the standard Core Probe Launcher. However, combat probing requires considerably greater in-game and pilot skill than site probing. Successful combat probers need to be able to locate targets in a single quick scan, or at most two. Pilots that have the Astrometrics skill levels required to do this, and have the experience necessary to use D-Scan intelligence to pinpoint those targets before scanning, are typically already trained into Covert Ops frigates anyway.
|
||||
## Skills
|
||||
While it is possible to explore with very minimal skills, having at least Astrometrics III, Astrometric Rangefinding II, Archaeology II, and Hacking II will make exploring much more enjoyable. Power Grid Management III and Jury Rigging I will help with getting a basic functional fit. The author does not recommend a serious attempt at exploration without these minimum skills. Also, keep in mind that training the racial frigate skill will significantly improve your probe scanning strength.
|
||||
## Tactics
|
||||
New exploration Magnate pilots should read the UniWiki guides to Exploration and Bookmarks, as well as attend Bookmarks (CORE class) and Exploration (CORE class), to learn tips and tricks from veteran explorers.
|
||||
## Notes
|
||||
You can add notes here.
|
||||
@@ -1,120 +0,0 @@
|
||||
---
|
||||
esi_data:
|
||||
fitting_stats:
|
||||
cpu_output: 140
|
||||
high_slots: 4
|
||||
low_slots: 5
|
||||
med_slots: 2
|
||||
powergrid_output: 67
|
||||
rig_slots: 3
|
||||
group: Frigate
|
||||
hull_stats:
|
||||
hp_armor: 500
|
||||
hp_shield: 350
|
||||
hp_structure: 450
|
||||
name: Punisher
|
||||
race: Unknown
|
||||
skill_requirements:
|
||||
- level: 1
|
||||
skill_id: 3331
|
||||
type_id: 597
|
||||
velocity: 355
|
||||
image: /597.png
|
||||
last_updated: '2026-04-19T17:51:45.568350'
|
||||
source: eve-university
|
||||
source_stats:
|
||||
armorem: 50
|
||||
armorexp: 20
|
||||
armorhp: 500
|
||||
armorkin: 25
|
||||
armortherm: 35
|
||||
bandwidth: ''
|
||||
bonuses: 104
|
||||
capacitor: 400
|
||||
cargohold: 135
|
||||
class: Frigate
|
||||
cpu: 140
|
||||
dronebay: ''
|
||||
externallinks: '[https://drive.google.com/file/d/1SV_sWWIinoheBaGZgL2nUVJGYwnsNJqJ/view
|
||||
T Sky''s T1 Frigate Balance Report]'
|
||||
extrahold: ''
|
||||
extraholdtype: ''
|
||||
faction: Amarr Empire
|
||||
forumlinks: ''
|
||||
grouping: Standard Frigates
|
||||
highlights1: ''
|
||||
highlights2: ''
|
||||
highlights3: ''
|
||||
highlights4: ''
|
||||
highs: 4
|
||||
hulltype: Punisher Class
|
||||
inertia: 2.9
|
||||
info: The Punisher is considered by many to be one of the best Amarr frigates in
|
||||
existence. As evidenced by its heavy armaments, the Punisher is mainly intended
|
||||
for large-scale military operations, acting in coordination with larger military
|
||||
vessels. With its damage output, however, it is also perfectly capable of punching
|
||||
its way right through unwary opponents.
|
||||
launchers: 0
|
||||
lows: 5
|
||||
mass: 1190000
|
||||
maxlockedtargets: 4
|
||||
maxvelocity: 355
|
||||
mediums: 2
|
||||
powergrid: 67
|
||||
quote: Harness the Good and punish the Evil.
|
||||
quote_attribution: 114
|
||||
reqskills: '*{{RequiredSkill|Amarr Frigate|I}}
|
||||
|
||||
** {{RequiredSkill|Spaceship Command|I}}'
|
||||
scanres: 640
|
||||
sensortype: RADAR
|
||||
sensorvalue: 10
|
||||
shieldem: 0
|
||||
shieldexp: 50
|
||||
shieldhp: 350
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 597
|
||||
shipimg: Punisher.jpg
|
||||
shipname: Punisher
|
||||
sigradius: 37
|
||||
structurehp: 450
|
||||
targetrange: 25.0
|
||||
tech: ''
|
||||
totaltraintime: 250
|
||||
turrets: 4
|
||||
variations: '{{Ship|Vengeance}},{{Ship|Retribution}}'
|
||||
volume: 28600
|
||||
warpspeed: 5
|
||||
warptime: 4.78
|
||||
wikireferences: '[[Frigates]]<br>'
|
||||
source_url: https://wiki.eveuniversity.org/Punisher
|
||||
title: Punisher
|
||||
type_id: 597
|
||||
validation_score: 1.0
|
||||
---
|
||||
|
||||
<img src="/597.png" alt="Punisher" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
|
||||
|
||||
<div style="display: flow-root;">
|
||||
|
||||
## Summary
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
The Punisher is an Amarr Combat Frigate. The Punisher has the most base hit points, turret hardpoints and powergrid of any Tech I frigate. The ship’s bonuses to armor resistances and laser capacitor cost reinforce these advantages, making it possible to fit the Punisher for extraordinary tank and damage output. Unfortunately, the Punisher is also unique among combat frigates in having only two mid slots, which means the ship can only fit a single tackle module alongside a propulsion module. The Punisher is also very slow (especially when fitted for armor tank). As a result, the Punisher is not a strong solo PvP ship; opponents can easily keep the Punisher pilot at a distance and escape tackle. Novice Amarr solo pilots are probably better served flying the Tormentor. On the other hand, the Punisher is popular in small-ship gangs and frigate fleets where it can play the role of general damage dealer or bait, and where fleetmates can provide tackle. The Punisher is also a durable PvE frigate for Level 1 missions and for the Sisters of EVE epic arc. As a result, the Punisher is a great first frigate for new Unistas who want to learn about fitting, weapons, and defensive systems.
|
||||
|
||||
The Punisher is typically fit with small beam lasers, so that it can hit opponents at any range. By swapping crystal ammo on the fly, Punisher pilots can tune their optimal beam laser range between 8 and 25 km. A Punisher’s low slots are often filled with active or passive armor defense modules, and rig slots with armor rigs. The Punisher’s bonus to armor resistances pairs extremely well with frigate logistics, and a gang of Punishers and Inquisitors can be tough to break.
|
||||
## Skills
|
||||
Amarr Frigate for the armor resist bonus and Hull Upgrades to fit a strong armor tank synergize very well. Higher resists make your logi's repairs on you stronger in fleets.
|
||||
Armor Compensation skills for each damage type to make armor resistance modules even more effective.
|
||||
Capacitor Management, Controlled Bursts, Fuel Conservation, and Amarr Frigate will all help with capacitor, as the Punisher is a very cap-hungry ship.
|
||||
## Tactics
|
||||
PvE-fitted Punishers follow the same basic pattern as other PvE frigates: fit a minimal active tank, an afterburner, and the biggest bonused guns you can. The Punisher’s tank and damage output make it a great beginner's PvE ship, except for one problem: the ship consumes cap like there is no tomorrow, especially when using an armor repairer. Novice Punisher pilots can address this by focusing their skill training on capacitor skills, and especially Capacitor Management, Controlled Bursts, Fuel Conservation, and Amarr Frigate.
|
||||
|
||||
PvP Punishers can play a variety of different roles in fleets and gangs--as traditional damage-dealers, as bait, as anti-support or anti-drone techs, just to name a few. Check with your FC on how your PvP Punisher fits into your fleet’s strategy. One thing to note is that the Punisher lacks a damage bonus for any particular weapons system, so counterintuitively it is not uncommon to see autocannons or blasters fitted onto Punishers in a fleet.
|
||||
|
||||
In solo PvP, you will almost always lack range control given you only have 2 mid-slots (no room for a web) so your initial positioning is everything.
|
||||
## Notes
|
||||
You can add notes here.
|
||||
@@ -1,121 +0,0 @@
|
||||
---
|
||||
esi_data:
|
||||
fitting_stats:
|
||||
cpu_output: 130
|
||||
high_slots: 3
|
||||
low_slots: 4
|
||||
med_slots: 3
|
||||
powergrid_output: 50
|
||||
rig_slots: 3
|
||||
group: Frigate
|
||||
hull_stats:
|
||||
hp_armor: 500
|
||||
hp_shield: 350
|
||||
hp_structure: 400
|
||||
name: Tormentor
|
||||
race: Unknown
|
||||
skill_requirements:
|
||||
- level: 1
|
||||
skill_id: 3331
|
||||
type_id: 591
|
||||
velocity: 335
|
||||
image: /591.png
|
||||
last_updated: '2026-04-19T17:40:31.122975'
|
||||
source: eve-university
|
||||
source_stats:
|
||||
armorem: 50
|
||||
armorexp: 20
|
||||
armorhp: 500
|
||||
armorkin: 25
|
||||
armortherm: 35
|
||||
bandwidth: 10
|
||||
bonuses: 105
|
||||
capacitor: 425
|
||||
cargohold: 130
|
||||
class: Frigate
|
||||
cpu: 130
|
||||
dronebay: 20
|
||||
externallinks: ''
|
||||
extrahold: ''
|
||||
extraholdtype: ''
|
||||
faction: Amarr Empire
|
||||
forumlinks: ''
|
||||
grouping: Standard Frigates
|
||||
highlights1: ''
|
||||
highlights2: ''
|
||||
highlights3: ''
|
||||
highlights4: ''
|
||||
highs: 3
|
||||
hulltype: Tormentor Class
|
||||
inertia: 3.1
|
||||
info: The Tormentor has been in service for many decades. For most of that time
|
||||
it saw service as a mining ship, its size barring it from making any kind of impact
|
||||
on the battlefield. As with most Amarr ships, however, its strong defenses always
|
||||
made it a tough opponent to crack, and with recent advances in turret capacitor
|
||||
use and damage output, its lasers have now stopped digging into dead ore and are
|
||||
instead focused on boring through the hulls of hapless vessels in combat.
|
||||
launchers: 0
|
||||
lows: 4
|
||||
mass: 1080000
|
||||
maxlockedtargets: 4
|
||||
maxvelocity: 335
|
||||
mediums: 3
|
||||
powergrid: 50
|
||||
quote: Bring forth the light of faith.
|
||||
quote_attribution: 445
|
||||
reqskills: '*{{RequiredSkill|Amarr Frigate|I}}
|
||||
|
||||
** {{RequiredSkill|Spaceship Command|I}}'
|
||||
scanres: 620
|
||||
sensortype: RADAR
|
||||
sensorvalue: 9
|
||||
shieldem: 0
|
||||
shieldexp: 50
|
||||
shieldhp: 350
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 591
|
||||
shipimg: Tormentor.jpg
|
||||
shipname: Tormentor
|
||||
sigradius: 35
|
||||
structurehp: 400
|
||||
targetrange: 40.0
|
||||
tech: ''
|
||||
totaltraintime: 250
|
||||
turrets: 3
|
||||
variations: <i>none</i>
|
||||
volume: 24398
|
||||
warpspeed: 5
|
||||
warptime: 4.64
|
||||
wikireferences: ''
|
||||
source_url: https://wiki.eveuniversity.org/Tormentor
|
||||
title: Tormentor
|
||||
type_id: 591
|
||||
validation_score: 1.0
|
||||
---
|
||||
|
||||
<img src="/591.png" alt="Tormentor" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
|
||||
|
||||
<div style="display: flow-root;">
|
||||
|
||||
## Summary
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
The Tormentor is an Amarr Combat Frigate. It is an exceptional frigate for solo PvP, and is very commonly used in low-security faction warfare combat sites. The Tormentor’s bonuses to small laser damage and capacitor cost, coupled with the versatility of laser crystal ammo, allow it to apply damage at a variety of PvP ranges. In fleets, the Tormentor can also be used as a “second tackle” frigate, following up the initial tackler by applying a warp scrambler (“scram”) and stasis webifier (“web”) to targets. Overall, the Tormentor is a versatile combat ship, especially for new Amarr pilots.
|
||||
|
||||
The Tormentor is an excellent platform for learning about PvP, and especially solo and small-gang PvP in low-sec space. The ship is frequently fit as a scram-kiter, with the scram and web modules used to keep frigate opponents 8 km away while the pilot hits them with bonused beam lasers. The Tormentor can also be fit as a short-range brawler with pulse lasers, though it is not as tanky as other frigates that are commonly used in this role. The ship has the largest capacitor of any Tech I combat frigate, and this makes it especially good at holding tackle against opponents with neutralizers. It can also field two light combat drones (and carry four).
|
||||
|
||||
The Tormentor is a good PvE ship for low-level missions, but the sturdier Punisher may be a better PvE frigate for novice Amarr pilots. The Punisher’s two mid slots, however, make it substantially more difficult to fit for tackle than the Tormentor.
|
||||
## Skills
|
||||
Amarr Frigate for bonuses to both damage and capacitor. Capacitor is also used for armor repairer tank, so this helps your tank indirectly.
|
||||
Small Energy Turret V is very helpful when flying PvP Tormentors with Pulse Lasers. The T2 Scorch ammo used with T2 Pulse Lasers projects damage extremely well to scram kiting ranges, making the Tormentor much more flexible to fight at farther ranges.
|
||||
## Tactics
|
||||
The Tormentor has fairly mediocre speed especially when fitted with armor plates as it often is. For solo or small-scale PvP this makes your initial positioning very important. If you are fit with pulse lasers you may want to start close, and if you are beam fit you may want to start farther away (though this varies somewhat depending on your opponent). Good initial position (for example, waiting at a good distance inside a Faction Warfare Complex for your opponents to come to you) gives you time to apply damage before an opponent can position themselves well.
|
||||
|
||||
In a beam Tormentor fit for scram kiting (scram, web, afterburner) the most common risk is that your opponent will get in a close orbit around your ship where your beams cannot track them. Ideally, you want to stay around your optimal range with Multifrequency ammo loaded.
|
||||
|
||||
In a pulse Tormentor, you need to decide whether to brawl in closer with Multifrequency or kite farther with Scorch. Which to choose depends on your opponent's ship and fit, you should try to maximize your damage while minimizing theirs. Keep in mind that even pulse lasers have worse tracking than blasters and autocannons, so there is still a risk opponents may orbit close to mitigate your damage.
|
||||
## Notes
|
||||
You can add notes here.
|
||||
@@ -1,127 +0,0 @@
|
||||
---
|
||||
esi_data:
|
||||
fitting_stats:
|
||||
cpu_output: 145
|
||||
high_slots: 4
|
||||
low_slots: 4
|
||||
med_slots: 2
|
||||
powergrid_output: 48
|
||||
rig_slots: 2
|
||||
group: Interceptor
|
||||
hull_stats:
|
||||
hp_armor: 575
|
||||
hp_shield: 225
|
||||
hp_structure: 525
|
||||
name: Crusader
|
||||
race: Unknown
|
||||
skill_requirements:
|
||||
- level: 5
|
||||
skill_id: 3331
|
||||
- level: 1
|
||||
skill_id: 12092
|
||||
type_id: 11184
|
||||
velocity: 455
|
||||
image: /11184.png
|
||||
last_updated: '2026-04-19T17:45:24.181064'
|
||||
source: eve-university
|
||||
source_stats:
|
||||
armorem: 50
|
||||
armorexp: 30
|
||||
armorhp: 575
|
||||
armorkin: 25
|
||||
armortherm: 35
|
||||
bandwidth: ''
|
||||
bonuses: 157.51010801006
|
||||
capacitor: 415
|
||||
cargohold: 90
|
||||
class: Interceptor
|
||||
cpu: 145
|
||||
dronebay: ''
|
||||
externallinks: ''
|
||||
extrahold: ''
|
||||
extraholdtype: ''
|
||||
faction: Amarr Empire
|
||||
forumlinks: ''
|
||||
grouping: Interceptors
|
||||
highlights1: Fast Target Locking Time
|
||||
highlights2: ''
|
||||
highlights3: ''
|
||||
highlights4: ''
|
||||
highs: 4
|
||||
hulltype: Executioner Class
|
||||
inertia: 3.2
|
||||
info: 'Interceptors utilize a combination of advanced alloys and electronics to
|
||||
reduce their effective signature radius. This, along with superior maneuverability
|
||||
and speed, makes them very hard to target and track, particularly for high caliber
|
||||
turrets. <br><br>Developer: Carthum Conglomerate<br><br>Carthum ships are the
|
||||
very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and
|
||||
advanced weapon systems, they provide a nice mix of offense and defense. On the
|
||||
other hand, their electronic and shield systems tend to be rather limited. <br><br>'
|
||||
launchers: 0
|
||||
lows: 4
|
||||
mass: 1050000
|
||||
maxlockedtargets: 5
|
||||
maxvelocity: 455
|
||||
mediums: 2
|
||||
powergrid: 48
|
||||
quote: As swift as the judgement of the righteous.
|
||||
quote_attribution: CEO Tarai Nakid
|
||||
reqskills: '*{{RequiredSkill|Amarr Frigate|V}}
|
||||
|
||||
** {{RequiredSkill|Spaceship Command|I}}
|
||||
|
||||
* {{RequiredSkill|Interceptors|I}}
|
||||
|
||||
** {{RequiredSkill|Spaceship Command|III}}
|
||||
|
||||
** {{RequiredSkill|Evasive Maneuvering|V}}
|
||||
|
||||
*** {{RequiredSkill|Navigation|II}}'
|
||||
scanres: 975
|
||||
sensortype: RADAR
|
||||
sensorvalue: 10
|
||||
shieldem: 0
|
||||
shieldexp: 60
|
||||
shieldhp: 225
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 11184
|
||||
shipimg: Crusader.jpg
|
||||
shipname: Crusader
|
||||
sigradius: 32
|
||||
structurehp: 525
|
||||
targetrange: 25.0
|
||||
tech: 2
|
||||
totaltraintime: 23224030
|
||||
turrets: 4
|
||||
variations: '{{Ship|Malediction}},{{Ship|Executioner}}'
|
||||
volume: 28100
|
||||
warpspeed: 5
|
||||
warptime: 4.66
|
||||
wikireferences: ''
|
||||
source_url: https://wiki.eveuniversity.org/Crusader
|
||||
title: Crusader
|
||||
type_id: 11184
|
||||
validation_score: 1.0
|
||||
---
|
||||
|
||||
<img src="/11184.png" alt="Crusader" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
|
||||
|
||||
<div style="display: flow-root;">
|
||||
|
||||
## Summary
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
Being the Amarr Combat Interceptor, the Crusader is a fierce ship to many other Frigates thanks to its incredible bonuses. Flown mostly as a Scram-kiter, the Crusader has the ability to keep an opponent at range, thanks to its raw speed, and plink away at the enemy's eHP with T2 Scorch ammo, or come in, orbit closely and fry them with IN Multifrequency or IN Gamma with little to no tracking problems.
|
||||
|
||||
The Crusader is an excellent ship to fly, for those wishing to take a step up from a Pulse Imperial Navy Slicer or a Pulse Executioner.
|
||||
## Skills
|
||||
Further information about additional or recommended skills to pilot Crusader for a specific or its common role(s) can be written here.
|
||||
## Tactics
|
||||
No sub-article about Crusader roles or piloting tactics. You can write them here.
|
||||
## Patch History
|
||||
|
||||
## Notes
|
||||
You can write additional notes for Crusader here.
|
||||
@@ -1,118 +0,0 @@
|
||||
---
|
||||
esi_data:
|
||||
fitting_stats:
|
||||
cpu_output: 150
|
||||
high_slots: 3
|
||||
low_slots: 4
|
||||
med_slots: 3
|
||||
powergrid_output: 36
|
||||
rig_slots: 2
|
||||
group: Interceptor
|
||||
hull_stats:
|
||||
hp_armor: 550
|
||||
hp_shield: 325
|
||||
hp_structure: 425
|
||||
name: Malediction
|
||||
race: Unknown
|
||||
skill_requirements:
|
||||
- level: 5
|
||||
skill_id: 3331
|
||||
- level: 1
|
||||
skill_id: 12092
|
||||
type_id: 11186
|
||||
velocity: 470
|
||||
image: /11186.png
|
||||
last_updated: '2026-04-19T17:41:49.021086'
|
||||
source: eve-university
|
||||
source_stats:
|
||||
armorem: 50
|
||||
armorexp: 30
|
||||
armorhp: 550
|
||||
armorkin: 25
|
||||
armortherm: 35
|
||||
bandwidth: ''
|
||||
bonuses: 54155808010060
|
||||
capacitor: 355
|
||||
cargohold: 98
|
||||
class: Interceptor
|
||||
cpu: 150
|
||||
dronebay: ''
|
||||
externallinks: ''
|
||||
faction: Amarr Empire
|
||||
grouping: Interceptors
|
||||
highlights1: Fast Target Locking Time
|
||||
highs: 3
|
||||
hulltype: Executioner Class
|
||||
inertia: 3.05
|
||||
info: Interceptors utilize a combination of advanced alloys and electronics to reduce
|
||||
their effective signature radius. This, along with superior maneuverability and
|
||||
speed, makes them very hard to target and track, particularly for high caliber
|
||||
turrets.
|
||||
launchers: 3
|
||||
lows: 4
|
||||
mass: 1140000
|
||||
maxlockedtargets: 5
|
||||
maxvelocity: 470
|
||||
mediums: 3
|
||||
powergrid: 36
|
||||
quote: They think size is a strength, show them it is a curse.
|
||||
quote_attribution: King Khanid II
|
||||
reqskills: '* {{RequiredSkill|Interceptors|I}}
|
||||
|
||||
** {{RequiredSkill|Evasive Maneuvering|V}}
|
||||
|
||||
*** {{RequiredSkill|Navigation|II}}
|
||||
|
||||
** {{RequiredSkill|Spaceship Command|III}}
|
||||
|
||||
* {{RequiredSkill|Amarr Frigate|V}}
|
||||
|
||||
** {{RequiredSkill|Spaceship Command|I}}'
|
||||
scanres: 900
|
||||
sensortype: RADAR
|
||||
sensorvalue: 12
|
||||
shieldem: 0
|
||||
shieldexp: 60
|
||||
shieldhp: 325
|
||||
shieldkin: 40
|
||||
shieldtherm: 20
|
||||
shipid: 11186
|
||||
shipimg: Malediction.jpg
|
||||
shipname: Malediction
|
||||
sigradius: 33
|
||||
structurehp: 425
|
||||
targetrange: 31.5
|
||||
tech: 2
|
||||
totaltraintime: 23224030
|
||||
turrets: 3
|
||||
variations: '{{Ship|Executioner}}, {{Ship|Crusader}}'
|
||||
volume: 28100
|
||||
warpspeed: 5
|
||||
warptime: 4.82
|
||||
source_url: https://wiki.eveuniversity.org/Malediction
|
||||
title: Malediction
|
||||
type_id: 11186
|
||||
validation_score: 1.0
|
||||
---
|
||||
|
||||
<img src="/11186.png" alt="Malediction" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
|
||||
|
||||
<div style="display: flow-root;">
|
||||
|
||||
## Summary
|
||||
|
||||
</div>
|
||||
|
||||
|
||||
The Amarr fleet interceptor has an interesting set of bonuses being the only fleet interceptor with a bonus to tank. Though the Malediction's 4 low slots and resist bonus might suggest an armor plated fit, this is usually a bad idea since an interceptor's main strength is its speed. The resist bonus does however work well with an armor repairer in some circumstances.
|
||||
|
||||
The Malediction has 4 low slots and 3 mid slots, allowing it to fit the standard fleet tackler complement of either two tackle modules or a warp disruptor and a medium shield extender in its mids. The Malediction has a slightly above-average powergrid, making fitting a MSE slightly easier. The Malediction's 4 low slots and slightly higher base speed than the Ares means the Malediction can support the best speed fit among the fleet interceptors.
|
||||
|
||||
The Malediction's armor resist bonus means a small armor rep can give it a decent active armor tank and opens up options to use it as a brawling inty. The Malediction's four lows allow it to be speed and agility fit.
|
||||
## Skills
|
||||
Further information about additional or recommended skills to pilot Malediction for a specific or its common role(s) can be written here.
|
||||
## Tactics
|
||||
No sub-article about Malediction roles or piloting tactics. You can write them here.
|
||||
## Notes
|
||||
You can write additional notes for Malediction here.
|
||||
## Patch History
|
||||
Reference in New Issue
Block a user