[AGENT] Update: ships/destroyers/faction/coercer-navy-issue

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2026-04-20 03:20:00 +00:00
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---
esi_data:
fitting_stats:
cpu_output: 172
high_slots: 7
low_slots: 4
med_slots: 2
powergrid_output: 73
rig_slots: 3
group: Destroyer
hull_stats:
hp_armor: 1350
hp_shield: 1050
hp_structure: 1200
name: Coercer Navy Issue
race: Unknown
skill_requirements:
- level: 2
skill_id: 33091
type_id: 73789
velocity: 260
faction: Amarr Empire
faction_group: Empire
image: /73789.png
last_updated: '2026-04-20T03:19:59.283719'
ship_class: Destroyer
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 1350
armorkin: 25
armortherm: 35
bandwidth: ''
bonuses: '''''''Amarr Destroyer bonuses (per skill level):''''''<br>
7.5% bonus to armor hitpoints<br>
7.5% bonus to Small Energy Turret damage<br>
10% reduction in Small Energy Turret and Energy Neutralizer activation cost<br>
10% bonus to Energy Neutralizer strength<br>
''''''Role Bonus:''''''<br>
50% bonus to Small Energy Turret optimal range and falloff'
capacitor: 700 GJ
cargohold: "375 m\xB3"
class: Destroyer
cpu: 172
dronebay: ''
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Amarr Empire
forumlinks: ''
grouping: Faction Destroyers
highlights1: High Amount of High Slots
highlights2: ''
highlights3: ''
highlights4: ''
highs: 7
hulltype: Coercer Class
inertia: 2.78
info: Imperial Navy ship design doctrine tends to return to the tried and tested
approach of heavy armor and high-efficiency energy weapons regardless of advances
in technology and experiments with tactics. The upgrade brief for the Coercer
Navy Issue certainly exemplified this tendency, notably calling for heavily upgraded
armor systems and significant improvements in the energy use and damage output
of its weapons. The Imperial Navy's continued fascination with energy neutralization
as a supplementary weapon system is the only deviation from the core emphasis
on fashioning a vessel as hard to crack and potently armed as possible.
launchers: 0
lows: 4
mass: 1650000
maxlockedtargets: 7
maxvelocity: 260
mediums: 2
powergrid: 73
quote: Put their weaknesses into the service of our strengths.
quote_attribution: Praeceptor Cephus Zafir
reqskills: '*{{RequiredSkill|Amarr Destroyer|II}}
** {{RequiredSkill|Amarr Frigate|III}}
*** {{RequiredSkill|Spaceship Command|I}}'
scanres: 475 mm
sensortype: RADAR
sensorvalue: 11 points
shieldem: 0
shieldexp: 50
shieldhp: 1050
shieldkin: 40
shieldtherm: 20
shipid: 73789
shipimg: Coercer Navy Issue.jpg
shipname: Coercer Navy Issue
sigradius: 65 m
structurehp: 1200
targetrange: 34 km
tech: F
totaltraintime: <!--9h 18m 20s-->
turrets: 6
variations: '{{Ship|Coercer}}, {{Ship|Heretic}}'
volume: 47000
warpspeed: 4.5 AU/s
warptime: 6.36 s
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Coercer Navy Issue
tech_level: Faction
title: Coercer Navy Issue
type_id: 73789
validation_score: 1.0
---
<img src="/73789.png" alt="Coercer Navy Issue" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Coercer Navy Issue is one of four faction destroyers added to the game in the 2022 Uprising expansion. As the most powerful ships allowed in small NVY complexes, they are very popular in low sec PVP. The Coercer Navy Issue sets itself apart from the T1 Coercer with new bonuses to armor hitpoints and energy neutralizers.
<div style="display: flow-root;">
## Skills
</div>
Further information about additional or recommended skills to pilot for a specific or its common role(s) can be written here.
<div style="display: flow-root;">
## Tactics
</div>
No sub-article about roles or piloting tactics. You can write them here.
<div style="display: flow-root;">
## Notes
</div>
You can add notes about here.
## Patch History