Cruor

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Cruor
CornerTFh.png
Cruor
Amarr Empire
Amarr Empire
ECM PRIORITY
NONE
RADAR
what's this?

NO/UNKNOWN Priority Target

Refer to your best judgement or the FC instructions on jamming targets. The priority displayed here is meant only as a basic guideline for prioritizing targets on a theoretical level, actual field priority may differ depending on the circumstances.


Pirate Faction Ships
Cruor Class
EXTERNAL LINKS

Contents

Mottled, dark red, and shaped like a leech, the Cruor presents a fitting metaphor for the Blood Raiders' philosophy. Designed almost solely to engage in their disturbingly effective tactic of energy draining and stasis webbing, this ship is a cornerstone in any effective Blood Raider fleet - and could play an intriguing role in more standard ones.

SHIP BONUSES

Special Ability:
100% bonus to Small Energy Turret damage
Amarr Frigate Skill Bonus:
15% bonus to Energy Vampire and Energy Neutralizer drain amount per level
Minmatar Frigate Skill Bonus:
10% bonus to the velocity factor of stasis webifiers per level

Required Skills
  • Amarr Frigate III8h 53m
    • Spaceship Command I8m
  • Minmatar Frigate III8h 53m
    • Spaceship Command I8m
Training Time what's this?
0d 18h 3m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Role(s) unspecified
▪ Variations

none

Ship Attributes

Fittings
Powergrid
powergrid
57 MW
CPU
cpu output
137 tf
Capacitor
capacitor
470 GJ
High
high slots
4
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
middle slots
3
Low
low slots
3
Navigation
Max Velocity
max. velocity
308 m/s
Inertia Modifier
inertia modifier (agility)
3.6
Warp Speed
inertia modifier (agility)
6 AU/s
Base Time to Warp
base time to warp
5.01 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
0 m³
Drone Bandwith
drone bandwith
0 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
25 km
Max Locked Targets
max. locked targets
6
RADAR Sensor
RADAR sensor strength
12 points
Sig. Radius
ship signature radius
35 m
Scan Res.
scan resolution
763 mm
Structure
Structure Hitpoints
structure hitpoints
582 HP
Mass
ship mass
1,003,000 kg
Volume
ship volume
28,600 m³
Capacity
cargo capacity
135 m³
Shields
Shield Capacity
shields
583 HP
Shield Resistances
EM
shield electromagnetic resistance
0
THR
shield thermal resistance
20
KIN
shield kinetic resistance
40
EXP
shield explosive resistance
50
Armor
Armor Hitpoints
armor
657 HP
Armor Resistances
EM
shield electromagnetic resistance
50
THR
armor thermal resistance
35
KIN
armor kinetic resistance
25
EXP
armor explosive resistance
20


Summary

The Cruor combines the Minmatar love of webs with the Amarr love of neuts with its bonuses. It is almost always armor fit so that the mid slots can be split between prop/tackle/web. Note that the neut bonus is to neut amount and not neut range, so you will still have to close to within 6km or so of your target to be effective. Once you get within neut range, however, any small ship should be quickly relieved of its cap, shutting off tackle mods, some guns, and any active repair/hardeners.

The Cruor isn't really known as a solo boat, as it is slower than most frigates due to its armor tank. It can be quite potent in a fleet, though, and quickly cap out even larger ships.

Skills

Further information about additional or recommended skills to pilot Cruor for a specific or it's common role(s) can be written here.

Fitting

No tagged fittings for Cruor.

Tactics

No sub-article about Cruor roles or piloting tactics. You can write them here.

Notes

For more information about capacitor warfare and other capacitor warfare using ships see the Capacitor Warfare Guide.


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