[AGENT] Update: ships/minmatar-republic/f/cruisers/scythe-fleet-issue

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2026-04-19 22:14:40 +00:00
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---
esi_data:
fitting_stats:
cpu_output: 400
high_slots: 5
low_slots: 5
med_slots: 5
powergrid_output: 745
rig_slots: 3
group: Cruiser
hull_stats:
hp_armor: 1950
hp_shield: 2400
hp_structure: 1950
name: Scythe Fleet Issue
race: Unknown
skill_requirements:
- level: 2
skill_id: 3333
type_id: 29336
velocity: 280
image: /29336.png
last_updated: '2026-04-19T22:14:38.500618'
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 1950
armorkin: 25
armortherm: 35
bandwidth: 25 Mbit/sec
bonuses: <b>Minmatar Cruiser bonuses (per skill level):</b><br>10% bonus to Medium
Projectile Turret rate of fire<br>10% bonus to Light Missile, Heavy Missile and
Heavy Assault Missile damage<br>
capacitor: 1,275 GJ
cargohold: "440 m\xB3"
class: Cruiser
cpu: 400
dronebay: "25 m\xB3"
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Minmatar Republic
forumlinks: ''
grouping: Faction Cruisers
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 5
hulltype: Scythe Class
inertia: 0.44
info: The Scythe Fleet Issue is a throwback to earlier days of Minmatar ship design,
when the scarcity of resources meant that a single ship needed to be able to do
almost everything. While often dubbed a "mini-Typhoon" for this reason, this versatile
gunboat nonetheless has nowhere near the defensive capabilities of its larger
ancestor. What it does bring to the table, however, is unparalleled agility and
unpredictability. A squadron of these ships can be an immense thorn in the side
of even the most able and well-equipped fleet commander.
launchers: 4
lows: 5
mass: 10910000
maxlockedtargets: 7
maxvelocity: 280
mediums: 5
powergrid: 745
quote: Our many perspectives will always triumph over those who accept only one.
quote_attribution: Hetman General Kanth Filmir
reqskills: '*{{RequiredSkill|Minmatar Cruiser|II}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Minmatar Destroyer|III}}
*** {{RequiredSkill|Minmatar Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}'
scanres: 345 mm
sensortype: LADAR
sensorvalue: 16 points
shieldem: 0
shieldexp: 50
shieldhp: 2400
shieldkin: 40
shieldtherm: 20
shipid: 29336
shipimg: Scythe Fleet Issue.jpg
shipname: Scythe Fleet Issue
sigradius: 90 m
structurehp: 1950
targetrange: 50.00 km
tech: F
totaltraintime: 22h 29m 40s
turrets: 4
variations: '{{Ship|Scimitar}},{{Ship|Scythe}}'
volume: 89000
warpspeed: 4 AU/s
warptime: 6.65 s
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Scythe Fleet Issue
title: Scythe Fleet Issue
type_id: 29336
validation_score: 1.0
---
<img src="/29336.png" alt="Scythe Fleet Issue" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Scythe Fleet Issue is, unlike its basic form, not a logistics ship. It has so-called "split bonuses", with one bonus for projectile turrets and one for missiles, and an equal number of turret and launcher highpoints, 4, in a 5-high-slot ship. This means that to extract its maximum possible DPS, a pilot must have good projectile and missile skills, or else forego one of the bonuses and use a utility high slot for something else.
The SFI is also fast and agile, and it has a subtle but powerful advantage in its very, very small signature radius for a damage-dealing cruiser. These characteristics lend themselves to kiting tactics.
## Skills
Further information about additional or recommended skills to pilot Scythe Fleet Issue for a specific or its common role(s) can be written here.
## Tactics
Fast kiting is usually the name of the game with a Scythe Fleet Issue. Pilots can consider whether missiles or turrets serve their purposes best.
In some applications and fittings, it might be possible to take advantage of the tiny signature radius (for a cruiser) by fitting an afterburner or dual propulsion.
## Patch History
## Notes
You can write additional notes for Scythe Fleet Issue here.