Amarr T2 Ship Guide

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Contents

Frigates

Assault Ships

Vengeance

Vengeance
low slot
4
low
mid slot
3
mid
high slot
4
high
launcher hardpoints
4
launcher
high slot
3
turret
low slot
cargo 210 m3
drone capacity
0 m3
drone cap.
drone bandwith
0 Mbit/sec
drone b/w
Vengeance
Assault Ship
Ship's Role :Heavy Tackle

This Khanid Assault Ship is the 'tanky' assault frigate of the Amarr lineup and makes an excellent heavy tackler. It is low on effective DPS, but buffer tanked or dual active tanked it can sustain a lot of punishment.

For fits and further discussion see the E-Uni Forum Thread or the Failheap Challenge Thread.

Ship Bonuses :

Amarr Frigate Skill Bonus:
5% bonus to Rocket Damage per level

Assault Ships Skill Bonus:
5% bonus to Armor Resistances per level

5% bonus to Capacitor Recharge Rate per level
Variations : Punisher, Retribution
 


Retribution

Retribution
low slot
5
low
mid slot
1
mid
high slot
5
high
launcher hardpoints
0
launcher
high slot
4
turret
low slot
cargo 135 m3
drone capacity
0 m3
drone cap.
drone bandwith
0 Mbit/sec
drone b/w
Retribution
Assault Ship
Ship's Role :DD

This damage dealing Assault Ship is a DPS monster within the frigate class but it is unfortunately crippled for PvP use because of only having 1 mid-slot. It is a popular PvE frigate.

For fits and further discussion see the E-Uni Forum Thread.

Ship Bonuses :

Amarr Frigate Skill Bonus:
10% bonus to Small Energy Turret Cap Use per level

Assault Ships Skill Bonus:
10% bonus to Small Energy Turret Optimal Range per level

5% bonus to Small Energy Turret Damage per level
Variations : Punisher, Vengeance
 



Interceptors

Malediction

Malediction
low slot
3
low
mid slot
3
mid
high slot
4
high
launcher hardpoints
3
launcher
high slot
3
turret
low slot
cargo 135 m3
drone capacity
0 m3
drone cap.
drone bandwith
0 Mbit/sec
drone b/w
Malediction
Interceptor
Ship's Role :Fleet Interceptor

The Amarr fleet interceptor has an interesting set of bonuses being the only fleet interceptor with a bonus to tank. This 'free EANM' means a small armour rep can give it a decent active armour tank and opens up options to use it as a brawling inty. The slot layout also works well for typical inty setups with a MSE or un-tanked, making the malediction very versatile depending on the whim of the pilot.

For fits and further discussion see the E-Uni Forum Thread or the Failheap Challenge Thread.

Ship Bonuses :

Amarr Frigate Skill Bonus:
5% bonus to rocket damage per level
5% bonus to armor resistances per level

Interceptor Skill Bonus:
15% reduction in MicroWarpdrive signature radius penalty per level
5% bonus to Warp Scrambler and Warp Disruptor range per level

Role bonus: 80% reduction in Propulsion Jamming systems activation cost
Variations : Executioner, Crusader
 


Crusader

Crusader
low slot
4
low
mid slot
2
mid
high slot
4
high
launcher hardpoints
0
launcher
high slot
4
turret
low slot
cargo 135 m3
drone capacity
0 m3
drone cap.
drone bandwith
0 Mbit/sec
drone b/w
Crusader
Interceptor
Ship's Role :Combat Inty

The Amarr combat interceptor makes an excellent kiting DD ship taking advantage of the strengths of Scorch T2 ammo and lasers large optimal; however, the Imperial Navy Slicer overshadows it in exactly the same role. Brawler fits exist but are less popular.

For fits and further discussion see the E-Uni Forum Thread or the Failheap Challenge Thread.

Ship Bonuses :

Amarr Frigate Skill Bonus:
10% reduction in Small Energy Turret capacitor use per level
5% bonus to Small Energy Turret damage per level

Interceptors Skill Bonus:
15% reduction in MicroWarpdrive signature radius penalty per level
7.5% bonus to Small Energy Turret Tracking Speed per level

Role bonus: 80% reduction in Propulsion Jamming systems activation cost
Variations : Executioner, Malediction
 



Electronic Attack Ships

Sentinel

Sentinel
low slot
3
low
mid slot
4
mid
high slot
3
high
launcher hardpoints
0
launcher
high slot
2
turret
low slot
cargo 165 m3
drone capacity
60 m3
drone cap.
drone bandwith
20 Mbit/sec
drone b/w
Sentinel
Electronic Attack Ships
Ship's Role :Capacitor Warfare

The Sentinel is sometimes known as the 'mini-Curse'. It shares the range as well as the amount bonuses to cap warfare with its Combat Recon big brother, meaning that as far as small neuts go the Sentinel is unmatched in the frigate class. The other bonuses are 5% per level to TDs (the other factor in common with its Amarr Recon counterparts), and the EAS bonus to capacitor (which is particularly sweet on this hull).

The Sentinel is missing any sort of drone bonus and this means that, since the highs are usually dedicated to cap warfare mods, the damage output is low at best. Again in Amarr drone boat fashion the drone bay is huge (60 m3 - the largest on a frigate in game), but this is balanced by only a 20 Mbit/sec bandwidth. The total then is 3 flights of 4 light drones (most fits are 2 flights of damage and 1 of ECM).

When you add ~20km small neuts, the damage mitigation of bonused TDs, and the ability to bring EWAR drones without sacrificing flexibilty you get an extremely versitile package. This leads to a reputation as a solopwnmobile, which is only mitigated by the poor reputation of the underflown EAS class as a whole. When exceptions are made to statements about EAS, usually the Sentinel is mentioned.

This is a ship that really needs its applicable command skill to V to be functional, and which benefits more than normal from the addition of a few meta 7+ modules.

For fits and discussion see the E-Uni Forum Post or the Failheap Challenge Thread. If you are generally interested in Cap Warfare and this and other ships that excell at it you can check out the Capacitor Warfare Guide in this wiki.

Ship Bonuses :

Amarr Frigate Skill Bonus:
20% bonus to energy vampire and energy neutralizer transfer amount per level
5% bonus to effectiveness of tracking disruptors per level

Electronic Attack Ships Skill Bonus:
40% bonus to energy vampire and energy neutralizer range per level

5% reduction in capacitor recharge time per level
Variations : Crucifier
 



Covert Ops

Anathema

Anathema
low slot
3
low
mid slot
4
mid
high slot
3
high
launcher hardpoints
2
launcher
high slot
2
turret
low slot
cargo 190 m3
drone capacity
0 m3
drone cap.
drone bandwith
0 Mbit/sec
drone b/w
Anathema
Covert Ops
Ship's Role :Covert Ops

This Khanid Covert Ops is completely capable in its role. It is easy to fit allowing to a bit of flexibility when fitting a cyno, for example, and it has an excellent capacitor but has one of the slowest base speeds in its class.

For fits and discussion see the E-Uni Forum Thread.

Ship Bonuses :

Amarr Frigate Skill Bonus:
5% bonus to rocket damage per level
5% reduction of capacitor recharge time per level

Covert Ops Skill Bonus:
-97.5% to -100% reduced CPU need for cloaking device
10% increase to scan strength of probes per level
-10% bonus to survey probe flight time per level

Note:

can fit covert cynosural field generators
Variations : Magnate
 


Purifier

Purifier
low slot
3
low
mid slot
3
mid
high slot
5
high
launcher hardpoints
3
launcher
high slot
2
turret
low slot
cargo 260 m3
drone capacity
0 m3
drone cap.
drone bandwith
0 Mbit/sec
drone b/w
Purifier
Covert Ops
Ship's Role :Stealth Bomber

The Purifier stealth bomber is an excellent bomber and has many fits and uses in both PvE and PvP.

For fits and further discussion see the E-Uni Forum Thread or the Failheap Challenge Thread.

Ship Bonuses :

Amarr Frigate Skill Bonus:
10% bonus to torpedo explosion velocity and flight time per level
20% bonus to torpedo velocity per level

Covert Ops Skill Bonus:
5% bonus to bomb EM damage per level
15% bonus to Torpedo EM damage per level

Role Bonus:
-99.65% reduction in Siege Missile Launcher powergrid needs
-99.5% reduction in Cloak CPU Use
-100% targeting delay after decloaking

Note:

can fit covert cynosural field generators, covert ops cloaks and bomb launchers
Variations : Inquisitor
 


Destroyers

Interdictors

Heretic

Heretic
Heretic
Bonuses Amarr Destroyer Skill Bonus:

5% bonus to rocket damage per level
10% bonus to rocket and missile explosion velocity per level

Interdictors Skill Bonus:
10% bonus to missile velocity per level
10% bonus to Interdiction Sphere Launcher rate of fire per level

Role Bonus:
Interdiction Sphere Launchers require 99% less CPU when fitted on this ship

High Slots 8
 » Turrets 4
 » Launchers 6
Medium Slots 3
Low Slots 3
Drone Capacity 0 m3
Drone Bandwidth 0 Mbit/sec
Cargohold 300 m3
Information This interdictor may become the new FotM due to the recent rocket changes. It has the ability to put out a lot of DPS but is generally a glass cannon even within a class known for that.


Cruisers

Recons

Curse

Curse
Curse
Bonuses Amarr Cruiser Skill Bonus:

5% bonus to Tracking Disruptor effectiveness per level
10% bonus to drone hit points and damage per level

Recon Ships Skill Bonus:
40% bonus to Energy Vampire and Energy Neutralizer range per level
20% bonus to Energy Vampire and Energy Neutralizer transfer amount per level

High Slots 5
 » Turrets 2
 » Launchers 4
Medium Slots 6
Low Slots 4
Drone Capacity 150 m3
Drone Bandwidth 50 Mbit/sec
Cargohold 345 m3
Information This Combat Recon is the undisputed king of cap warfare. Its range bonuses allow its hefty neuting capacity to reach out to an obscene range. This synergizes well with the standard Amarr TD bonus allowing excellent mitigation of any turret boat DPS, and the standard drone bonus gives cap free, high slot free, selectable and flexible DPS/utility.

Expect to be called primary in this ship when flying in gangs; this ship is universally recognized as a huge force multiplier. No one wants to fight a Curse solo as the various advantages allows control of the fight to stay within grasp of a decent Curse pilot, and no one likes feeling useless and impotent for the duration of a fight.

The most common flavour is a shield tanked curse due to the six mid slots and the desire to be able to have the flexibilty of speed and the ability to range. Armour Curses are ridiculed by some but as gang support, backed up with Guardian logistics, they are incredible additions to the capabilities of the fleet. Curses are a great counter to logistics chains, both for RRBS and logistics ships themselves, and the added pressure of their neuts can mitigate or neutralize any practical cap transfer setup.

This is a ship that really needs its applicable command skill to V to be fully functional.

For information and details on fits see the E-Uni Forum Post and the Scrapheap Challenge thread. For more information on Cap Warfare and other ships of the same type you can refer to the Capacitor Warfare Guide in this wiki.


Pilgrim

Pilgrim
Pilgrim
Bonuses Amarr Cruiser Skill Bonus:

5% bonus to Tracking Disruptor effectiveness per level
10% bonus to drone hit points and damage per level

Recon Ships Skill Bonus:
20% bonus to Energy Vampire and Energy Neutralizer transfer amount per level
-96% to -100% reduction in Cloaking Device CPU use per level

Role Bonus:
80% reduction in liquid ozone consumption for cynosural field generation
50% reduction in cynosural field duration

Note:
can fit covert cynosural field generators

High Slots 4
 » Turrets 3
 » Launchers 0
Medium Slots 5
Low Slots 5
Drone Capacity 150 m3
Drone Bandwidth 50 Mbit/sec
Cargohold 315 m3
Information This Force Recon, the Pilgrim, is the 'U-Boat' of EVE. Able to select, stalk, and engage its targets at will without them knowing until too late, it is the ultimate solo recon if you seek a slow and deliberate way of delivering death. Once a target is engaged this ship is commited to the fight and generally someone is going to die.

The Pilgrim and Curse share the neut amount bonus together with the TD and Drone bonus, but the neut range bonus is dropped in favour of the Force recon covert ops cloak bonus. This leaves the ship designed to get in close, demolish the cap of its opponent, and then go to work with its drones while the TD mitigates damage from turret ships.

There are variations of Pilgrim fits out there but much less variation than with the Sentinel or Curse. Generally the fitting will follow roles like the Covert Cyno / Scout role, Solo PvP, Probing Pilgrim etc. There is no point nano/shield fitting a Pilgrim as your target selection and cloak are the surviability rather than speed and ability to control range. In a solo role you don't decloak until you are in web and scram range anyways, scout and skirmish Pilgrims apply the same principle, and there is very little to no reason to use a Pilgrim over a Curse in normal gang support.

For tips and fitting options read through the E-Uni Forum Post and the Scrapheap Challenge thread. For more information specifically on Cap Warfare and other ships that fulfill this role see the Capacitor Warfare Guide also in the Uni-wiki.


Heavy Assault Ships

Zealot

Zealot
Zealot
Bonuses Amarr Cruiser Skill Bonus:

10% bonus to Medium Energy Turret capacitor use per level
5% bonus to Medium Energy Turret rate of fire per level

Heavy Assault Ships Skill Bonus:
10% bonus to Medium Energy Turret optimal range per level
5% bonus to Medium Energy Turret damage per level

High Slots 5
 » Turrets 5
 » Launchers 0
Medium Slots 3
Low Slots 7
Drone Capacity 0 m3
Drone Bandwidth 0 Mbit/sec
Cargohold 240 m3
Information This HAC is pretty much THE Armour HAC and sees extensive use in FotM fleets.



Sacrilege

Sacrilege
Sacrilege
Bonuses Amarr Cruiser Skill Bonus:

5% bonus to Heavy Assault Missile damage per level
5% bonus to all armor resistances per level

Heavy Assault Ships Skill Bonus:
5% reduction of capacitor recharge time per level
5% bonus to Missile Launcher rate of fire per level

High Slots 6
 » Turrets 4
 » Launchers 5
Medium Slots 4
Low Slots 5
Drone Capacity 15 m3
Drone Bandwidth 15 Mbit/sec
Cargohold 615 m3
Information This is an interesting HAC that basically adds up to the Armour tanking equivalent of a HAM Drake. This is essentially the epitome for those few that are fanatics of the Khanid lineup.



Logistics

Guardian

Guardian
Guardian
Bonuses Amarr Cruiser Skill Bonus:

150% bonus to Energy Transfer Array and Remote Armor Repair System range per level
20% bonus to Armor Maintenance Bot transfer amount per level

Logistics Skill Bonus:
15% reduction in Energy Transfer Array and Remote Armor Repair System capacitor use per level

Role Bonus:
-65% power need for Remote Armor Repair Systems
-50% power need for Energy Transfer Arrays

High Slots 6
 » Turrets 3
 » Launchers 0
Medium Slots 2
Low Slots 5
Drone Capacity 25 m3
Drone Bandwidth 25 Mbit/sec
Cargohold 465 m3
Information The Guardian is an outstanding Armour logistics ship, that sees heavy use all through New Eden.



Heavy Interdictors

Devoter

Devoter
Devoter
Bonuses Amarr Cruiser Skill Bonus:

10% reduction in medium energy turret capacitor use per level
5% bonus to armor resistances per level

Heavy Interdictors Skill Bonus:
5% bonus to medium energy turret rate of fire per level
5% bonus to range of warp disruption fields per level

Note:
can fit warp disruption field generators

High Slots 6
 » Turrets 4
 » Launchers 0
Medium Slots 3
Low Slots 7
Drone Capacity 15 m3
Drone Bandwidth 15 Mbit/sec
Cargohold 615 m3
Information This HIC has the best tank of any of the heavy interdictors and depending on the desired use, that could be the overwhelming (only) factor.


Battlecruisers

Command Ships

Absolution

Absolution
Absolution
Bonuses Battlecruiser Skill Bonus:

10% reduction in Medium Energy Turret capacitor use per level
5% bonus to all armor resistances per level

Command Ships Skill Bonus:
5% bonus to Medium Energy Turret damage per level
5% bonus to Medium Energy Turret rate of fire per level

Role Bonus:
99% reduction in Warfare Link module CPU need

High Slots 7
 » Turrets 6
 » Launchers 1
Medium Slots 3
Low Slots 7
Drone Capacity 25 m3
Drone Bandwidth 25 Mbit/sec
Cargohold 350 m3
Information The Absolution.



Damnation

Damnation
Damnation
Bonuses Battlecruiser Skill Bonus:

10% bonus to Heavy Assault Missile and Heavy Missile velocity per level
5% bonus to all armor resistances per level

Command Ships Skill Bonus:
10% bonus to armor hitpoints per level
3% bonus to effectiveness of Armored Warfare Links per level

Role Bonus:
99% reduction in Warfare Link module CPU need
Can use 3 Warfare Link modules simultaneously

High Slots 7
 » Turrets 4
 » Launchers 5
Medium Slots 4
Low Slots 6
Drone Capacity 25 m3
Drone Bandwidth 25 Mbit/sec
Cargohold 645 m3
Information The .



Battleships

Marauders

Paladin

Paladin
Paladin
Bonuses Amarr Battleship Skill Bonus:

5% bonus to capacitor capacity use per level
10% bonus to the velocity factor of stasis webifiers per level

Marauders Skill Bonus:
7.5% bonus to repair amount of armor repair systems per level
5% bonus to large energy turret damage per level

Role Bonus:
100% bonus to large energy weapon damage
100% bonus to range and velocity of tractor beams

High Slots 7
 » Turrets 4
 » Launchers 0
Medium Slots 4
Low Slots 7
Drone Capacity 75 m3
Drone Bandwidth 75 Mbit/sec
Cargohold 1,125 m3
Information The .



Black Ops Battleships

Redeemer

Redeemer
Redeemer
Bonuses Amarr Battleship Skill Bonus:

10% reduction in large energy turret capacitor use per level
5% bonus to large energy turret rate of fire per level

Black Ops Skill Bonus:
7.5% bonus to large energy turret tracking per level
Multiplies the cloaked velocity by 125% per level

Note:
Can fit covert cynosural field generators and covert jump portal generators
No targeting delay after decloaking

High Slots 8
 » Turrets 6
 » Launchers 0
Medium Slots 4
Low Slots 7
Drone Capacity 125 m3
Drone Bandwidth 125 Mbit/sec
Cargohold 600 m3
Information The .


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