--- 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):''''''
7.5% bonus to armor hitpoints
7.5% bonus to Small Energy Turret damage
10% reduction in Small Energy Turret and Energy Neutralizer activation cost
10% bonus to Energy Neutralizer strength
''''''Role Bonus:''''''
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: 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 --- Coercer Navy Issue
## Summary
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.
## Skills
Further information about additional or recommended skills to pilot for a specific or its common role(s) can be written here.
## Tactics
No sub-article about roles or piloting tactics. You can write them here.
## Notes
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