Paladin

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Paladin
CornerT2h.png
Paladin
Amarr Empire
Amarr Empire
ECM PRIORITY
NORMAL
RADAR
what's this?

NORMAL 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.


Marauders
Apocalypse Class
first highlight
High Amount of High Slots
HIGHLIGHTS
structure hitpoints
High Amount of Low Slots
HIGHLIGHTS
EXTERNAL LINKS

Contents

Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today's warship technology. While being thick-skinned, hard-hitting monsters on their own, they are also able to use Bastion technology. Similar in effect to capital reconfiguration technology, when activated the Bastion module provides immunity to electronic warfare and the ability to withstand enormous amounts of punishment, at the cost of being stationary.

Developer: Carthum Conglomerate

Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense.

SHIP BONUSES

Amarr Battleship bonuses (per skill level):
5% bonus to ship capacitor capacity
7.5% bonus to Large Energy Turret optimal range
Marauders bonuses (per skill level):
7.5% bonus to Armor Repairer amount
5% bonus to Large Energy Turret damage
Role Bonus:
100% bonus to Large Energy Turret damage
100% bonus to Tractor Beams range and velocity
70% reduction in Micro Jump Drive reactivation delay
• Can fit Bastion modules

Required Skills
Training Time what's this?
115d 11h 59m 20s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Role(s) unspecified
▪ Variations
Apocalypse Imperial Issue
CornerTFs.png
Apocalypse Imperial Issue
Apocalypse Imperial Issue
Special Edition BattleshipsApocalypse Class
highlightsHigh Amount of High Slots
highlightsHigh Amount of Low Slots
high slots8
(0/8)
middle slots5
low slots8
powergrid23,400 MW
cpu output550 tf
max. velocity94 m/sec
cargo capacity675 m³
,
Apocalypse Navy Issue
CornerTFs.png
Apocalypse Navy Issue
Apocalypse Navy Issue
Faction BattleshipsApocalypse Class
highlightsHigh Amount of High Slots
highlightsHigh Amount of Low Slots
high slots8
(0/8)
middle slots4
low slots8
powergrid22,000 MW
cpu output580 tf
max. velocity120 m/sec
cargo capacity625 m³
,
Apocalypse
Apocalypse
Apocalypse
Standard BattleshipsApocalypse Class
highlightsHigh Amount of High Slots
highlightsHigh Amount of Low Slots
high slots8
(0/8)
middle slots4
low slots7
powergrid21,000 MW
cpu output540 tf
max. velocity113 m/sec
cargo capacity675 m³

Ship Attributes

Fittings
Powergrid
powergrid
16,000 MW
CPU
cpu output
530 tf
Capacitor
capacitor
7,500 GJ
High
high slots
8
Launchers
launcher slots
0
Turrets
turret slots
4
Medium
middle slots
4
Low
low slots
7
Rig
rigs
2
 
large
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
100 m/sec
Inertia Modifier
inertia modifier (agility)
0.119
Warp Speed
inertia modifier (agility)
2.2 AU/s
Base Time to Warp
base time to warp
15.22 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
75 m³
Drone Bandwith
drone bandwith
25 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
91.00 km
Max Locked Targets
max. locked targets
10
RADAR Sensor
RADAR sensor strength
12 points
Sig. Radius
ship signature radius
420 m
Scan Res.
scan resolution
120 mm
Structure
Structure Hitpoints
structure hitpoints
8,500 HP
Mass
ship mass
92,245,000 kg
Volume
ship volume
495,000 m³
Cargo Capacity
cargo capacity
1,125 m³
Shields
Shield Capacity
shields
6,900 HP
Shield Resistances
EM
shield electromagnetic resistance
0
THR
shield thermal resistance
20
KIN
shield kinetic resistance
47.5
EXP
shield explosive resistance
62.5
Armor
Armor Hitpoints
armor
8,800 HP
Armor Resistances
EM
shield electromagnetic resistance
50
THR
armor thermal resistance
35
KIN
armor kinetic resistance
34.375
EXP
armor explosive resistance
40


Summary

The Paladin is an immensely powerful mobile weapons platform, able to both tank and output huge amounts of damage.

Unlike other marauders, the Paladin receives a racial skill bonus to capacitor capacity, making it very resistant to neuting. It is also the only marauder to have its damage bonus tied to the Marauders skill, rather than the racial battleship skill, which makes the Paladin's performance much more reliant on the Marauders skill than the other ships in this class. The racial battleship skill also provides a bonus to optimal range, making the Paladin excellent for sniping. When used in conjunction with a Bastion module and Micro Jump Drive, the Paladin's sniping capabilities can render it virtually untouchable while still outputting enormous amounts of damage.

Like other ships of its size, Paladins can sometimes struggle to neutralize frigates. In particular, the Paladin is only able to field a full flight of light drones, so without tracking computers, even cruisers can be difficult for a Paladin to dispatch quickly. As stated above, however, a correctly equipped Paladin is able to utilize a Micro Jump Drive to outrange and snipe any frigates that get too close.

Skills

  • Advanced Weapon Upgrades V - Together with Energy Grid Upgrades V, this enables the use of the Bastion Module. High levels of this skill also help to maximize fitting options, particularly when fitting T2 weapons.
  • Energy Grid Upgrades V - Together with Advanced Weapon Upgrades V, this enables the use of the Bastion Module. High levels of the skill also help to maximize fitting options, as the modules affected by this skill can assist with capacitor stability.
  • Micro Jump Drive Operation - This skill enables the use of Micro Jump Drives, which can be used to travel quickly across the battlefield and position the Paladin for optimal sniping.
  • Science III - Enables the use of a Small Tractor Beam, useful for pilots who wish to salvage with the Paladin, or simply to pick up faraway canisters containing mission completion items.
  • Salvaging - Enables the use of a Salvager. Useful for pilots who wish to salvage with the Paladin. Also a prerequisite for Salvage Drone Operation.
    • Salvage Drone Operation - Enables the use of salvage drones. The Paladin is able to carry and launch a full flight of salvage drones while still having room for two flights of light combat drones. This can save a high slot for pilots who don't wish to use a Salvager.
  • Large Pulse Laser Specialization / Large Beam Laser Specialization - A pilot capable of flying marauders should ensure that they are able to make the most out of their weapons, and these skills enable the use of T2 ammunition, in addition to increasing the damage of large energy turrets overall.
  • Trajectory Analysis - Enables the use of Tracking Computers, which can be used to increase optimal range (for sniping) and tracking speed (to make it easier to hit small ships).

Fitting

For more info on fittings, please go here

Tactics

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

Notes

You can write additional notes for Paladin here.


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