[AGENT] Update: ships/amarr-empire/f/destroyers/coercer-navy-issue
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content/ships/amarr-empire/f/destroyers/coercer-navy-issue.md
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content/ships/amarr-empire/f/destroyers/coercer-navy-issue.md
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---
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esi_data:
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fitting_stats:
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cpu_output: 172
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high_slots: 7
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low_slots: 4
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med_slots: 2
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powergrid_output: 73
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rig_slots: 3
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group: Destroyer
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hull_stats:
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hp_armor: 1350
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hp_shield: 1050
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hp_structure: 1200
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name: Coercer Navy Issue
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race: Unknown
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skill_requirements:
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- level: 2
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skill_id: 33091
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type_id: 73789
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velocity: 260
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image: /73789.png
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last_updated: '2026-04-19T19:09:43.777050'
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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: 1350
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armorkin: 25
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armortherm: 35
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bandwidth: ''
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bonuses: '''''''Amarr Destroyer bonuses (per skill level):''''''<br>
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7.5% bonus to armor hitpoints<br>
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7.5% bonus to Small Energy Turret damage<br>
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10% reduction in Small Energy Turret and Energy Neutralizer activation cost<br>
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10% bonus to Energy Neutralizer strength<br>
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''''''Role Bonus:''''''<br>
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50% bonus to Small Energy Turret optimal range and falloff'
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capacitor: 700 GJ
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cargohold: "375 m\xB3"
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class: Destroyer
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cpu: 172
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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: Faction Destroyers
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highlights1: High Amount of High Slots
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highlights2: ''
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highlights3: ''
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highlights4: ''
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highs: 7
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hulltype: Coercer Class
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inertia: 2.78
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info: Imperial Navy ship design doctrine tends to return to the tried and tested
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approach of heavy armor and high-efficiency energy weapons regardless of advances
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in technology and experiments with tactics. The upgrade brief for the Coercer
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Navy Issue certainly exemplified this tendency, notably calling for heavily upgraded
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armor systems and significant improvements in the energy use and damage output
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of its weapons. The Imperial Navy's continued fascination with energy neutralization
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as a supplementary weapon system is the only deviation from the core emphasis
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on fashioning a vessel as hard to crack and potently armed as possible.
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launchers: 0
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lows: 4
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mass: 1650000
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maxlockedtargets: 7
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maxvelocity: 260
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mediums: 2
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powergrid: 73
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quote: Put their weaknesses into the service of our strengths.
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quote_attribution: Praeceptor Cephus Zafir
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reqskills: '*{{RequiredSkill|Amarr Destroyer|II}}
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** {{RequiredSkill|Amarr Frigate|III}}
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*** {{RequiredSkill|Spaceship Command|I}}'
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scanres: 475 mm
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sensortype: RADAR
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sensorvalue: 11 points
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shieldem: 0
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shieldexp: 50
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shieldhp: 1050
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shieldkin: 40
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shieldtherm: 20
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shipid: 73789
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shipimg: Coercer Navy Issue.jpg
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shipname: Coercer Navy Issue
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sigradius: 65 m
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structurehp: 1200
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targetrange: 34 km
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tech: F
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totaltraintime: <!--9h 18m 20s-->
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turrets: 6
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variations: '{{Ship|Coercer}}, {{Ship|Heretic}}'
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volume: 47000
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warpspeed: 4.5 AU/s
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warptime: 6.36 s
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wikireferences: ''
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source_url: https://wiki.eveuniversity.org/Coercer Navy Issue
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title: Coercer Navy Issue
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type_id: 73789
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validation_score: 1.0
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---
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<img src="/73789.png" alt="Coercer Navy Issue" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
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<div style="display: flow-root;">
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## Summary
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</div>
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The Coercer Navy Issue is one of four faction destroyers added to the game in the 2022 Uprising expansion. As the most powerful ships allowed in small NVY complexes, they are very popular in low sec PVP. The Coercer Navy Issue sets itself apart from the T1 Coercer with new bonuses to armor hitpoints and energy neutralizers.
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## Skills
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Further information about additional or recommended skills to pilot for a specific or its common role(s) can be written here.
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## Tactics
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No sub-article about roles or piloting tactics. You can write them here.
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## Notes
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You can add notes about here.
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## Patch History
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Reference in New Issue
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