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eve-wiki-content/content/ships/frigates/faction/crucifier-navy-issue.md

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esi_data, faction, faction_group, image, last_updated, ship_class, source, source_stats, source_url, tech_level, title, type_id, validation_score
esi_data faction faction_group image last_updated ship_class source source_stats source_url tech_level title type_id validation_score
fitting_stats group hull_stats name race skill_requirements type_id velocity
cpu_output high_slots low_slots med_slots powergrid_output rig_slots
160 3 3 4 42 3
Frigate
hp_armor hp_shield hp_structure
700 375 525
Crucifier Navy Issue Unknown
level skill_id
2 3331
37453 340
Amarr Empire Empire /37453.png 2026-04-21T00:54:58.502107 Frigate eve-university
armorem armorexp armorhp armorkin armortherm bandwidth bonuses capacitor cargohold class cpu dronebay externallinks extrahold extraholdtype faction forumlinks grouping highlights1 highlights2 highlights3 highlights4 highs hulltype inertia info launchers lows mass maxlockedtargets maxvelocity mediums powergrid quote quote_attribution reqskills scanres sensortype sensorvalue shieldem shieldexp shieldhp shieldkin shieldtherm shipid shipimg shipname sigradius structurehp targetrange tech totaltraintime turrets variations volume warpspeed warptime wikireferences
50 20 700 25 35 10 Mbit/sec <b>Amarr Frigate bonuses (per skill level):</b><br> 7.5% bonus to Weapon Disruptor effectiveness<br> 20% bonus to Small Energy Turret damage<br> <b>Role Bonus</b><br> -85% penalty to Weapon Disruptor optimal range and falloff<br> -85% reduction to Weapon Disruptor activation cost and CPU requirements 500 GJ 165 m³ Frigate 160 20 m³ Amarr Empire Faction Frigates 3 Crucifier Class 3.35 As YC117 came to a close, the Imperial Navy found itself facing the most significant series of crises in over seven years. The loss of Empress Jamyl Sarum to the hostile and enigmatic Drifter fleet followed by further Drifter incursions into the Empire left the Navy stretched thin and barely able to keep up with the demands of defending the throne worlds. In response to these challenges, the Empire has turned to their Capsuleer allies for support in their time of need. The Crucifier Navy Issue is the first Navy vessel to be designed for Capsuleer use first and traditional navy use second. It combines powerful laser systems with overwhelming weapon disruption at close ranges, designed to meet the realities of capsuleer combat in the contested low security regions where the Empire's borders are in most need of bolstering. 0 3 1064000 5 340 4 42 Oh Lord, lend us your guidance as your deny them theirs. Amar pilot's prayer * {{RequiredSkill|Amarr Frigate|II}} ** {{RequiredSkill|Spaceship Command|I}} 640 mm RADAR 14 points 0 50 375 40 20 37453 Crucifier Navy Issue.jpg Crucifier Navy Issue 38 m 525 64.00 km F 25m 0s 2 {{Ship|Crucifier}}, {{Ship|Sentinel}} 28100 5 AU/s 4.94 s
https://wiki.eveuniversity.org/Crucifier Navy Issue Faction Crucifier Navy Issue 37453 1.0
Crucifier Navy Issue

Summary

The Crucifier Navy Issue (CNI) is the Amarr faction EWAR frigate, and is a heavier, more combat-oriented version of the Crucifier. When CCP introduced navy faction EWAR frigates in December 2015, the ships were intended to bring electronic warfare tactics into solo and small-gang combat. The CNI has bonuses that should work well in close-range combat. Like the Crucifier, the CNI has a bonus to weapon disruption effectiveness, which allows it to escape damage from turrets or missiles; and it has a bonus to small laser damage, which helps its two fitted lasers do the damage of four. The ship also has enough CPU, powergrid, and mid slots to fit a warp scrambler and stasis webifier, which allows the ship to be flown as a close-range brawler. (Weapons disruptors fitted to the CNI have a 85% range penalty, which limits them to short engagement distances anyway.)

Strategically, however, the CNI doesn't do anything uniquely better than other frigates. When fit with a propulsion module, scram and web, it has fitting room for just one weapon disruptor, which is not enough to mitigate damage from opponents with small turrets or rockets; the Tech I Crucifier is much better at weapon disruption. The CNI is slower than other tackling frigates, so it has a tough time keeping up with kiting opponents, even when it manages to get into webbing range. And even with the bonus to laser damage, the fact that the CNI can only fit two lasers means that its DPS is not great. Solo, there isn't a lot that a CNI can handle. And in most small gangs, a Crucifier or a Sentinel would make a better partner. The CNI can do okay as second tackle against cruiser and battlecruiser targets, but light drones will take the CNI tackler out quickly.

Skills

The CNI demands good Navigation skills to speed up its slow base speed, EWAR skills to improve weapons disruption performance, and energy turret skills to reduce the capacitor and fitting demand of fitted weapons.

Tactics

The Crucifier Navy Issue (CNI) is typically fit with pulse lasers, which have short optimal ranges, and the CNI's role "bonus" limits the range of the ship's tracking disruptors. As a result, the CNI has a very short engagement range. The ship works best as second tackle—as a tackler that can apply scram and web to a target that has already been pointed by the first tackle. But because the CNI isn't very fast, the best way for it to get into tackle range is to warp in to the first tackle. If you find yourself unable to fly into the fight, you might need to warp out to a tactical bookmark and warp back in again.

Once you are within scram range, activate scram and web, and send out your two drones. Be judicious about activating your lasers, however. If your opponent has sent drones after you, target those before attacking the opposing ship. If the opponent is applying medium-sized neuts, don't run your lasers at all, in order to conserve capacitor.

Notes