| 50 |
20 |
1350 |
25 |
35 |
|
'''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 |
700 GJ |
375 m³ |
Destroyer |
172 |
|
|
|
|
Amarr Empire |
|
Faction Destroyers |
High Amount of High Slots |
|
|
|
7 |
Coercer Class |
2.78 |
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. |
0 |
4 |
1650000 |
7 |
260 |
2 |
73 |
Put their weaknesses into the service of our strengths. |
Praeceptor Cephus Zafir |
*{{RequiredSkill|Amarr Destroyer|II}}
** {{RequiredSkill|Amarr Frigate|III}}
*** {{RequiredSkill|Spaceship Command|I}} |
475 mm |
RADAR |
11 points |
0 |
50 |
1050 |
40 |
20 |
73789 |
Coercer Navy Issue.jpg |
Coercer Navy Issue |
65 m |
1200 |
34 km |
F |
<!--9h 18m 20s--> |
6 |
{{Ship|Coercer}}, {{Ship|Heretic}} |
47000 |
4.5 AU/s |
6.36 s |
|