Arazu

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Arazu
CornerT2h.png
Arazu
Gallente Federation
Gallente Federation
Recon Ships
Celestis Class
Highlight
Can Use Covert Ops Cloak
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
Victory requires the ability to act. Remove theirs.
– Duvolle Laboratories doctrinal white paper


Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.

Developer: Duvolle Labs

Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.

SHIP BONUSES

Gallente Cruiser bonuses (per skill level):
5% bonus to Medium Hybrid Turret damage
7.5% bonus to Remote Sensor Dampener effectiveness
Recon Ships bonuses (per skill level):
20% bonus to Warp Scrambler and Warp Disruptor optimal range
20% reduction in Cloaking Devices CPU requirement
Role Bonus:
80% reduction in Cynosural Field Generator liquid ozone consumption
50% reduction in Cynosural Field Generator duration
• Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
• Cloak reactivation delay reduced to 5 seconds

Required Skills
Training Time what's this?
61d 11h 23m 20s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Lachesis
Lachesis.jpg
CornerT2s.png
Lachesis
Recon Ships Celestis Class
Icon highlights.pngHigh Amount of Medium Slots
Icon hi slot.png4 (1/4) Icon mid slot.png7 Icon low slot.png4
Icon powergrid.png850 MW Icon cpu.png450 tf
Icon velocity.png220 m/sec
Icon capacity.png320 m³
,Celestis
Celestis.jpg
Celestis
Standard Cruisers Celestis Class
Icon hi slot.png3 (3/3) Icon mid slot.png5 Icon low slot.png5
Icon powergrid.png575 MW Icon cpu.png375 tf
Icon velocity.png210 m/sec
Icon capacity.png320 m³

Ship Attributes

Fittings
Powergrid
powergrid
750 MW
CPU
cpu output
420 tf
Capacitor
capacitor
1,290 GJ
High
high slots
4
Launchers
launcher slots
1
Turrets
turret slots
3
Medium
medium slots
6
Low
low slots
4
Rig
rigs
2
 
Medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
207 m/sec
Inertia Modifier
inertia modifier (agility)
0.59
Warp Speed
inertia modifier (agility)
4.5 AU/s
Base Time to Warp
base time to warp
9.53 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
40 m³
Drone Bandwidth
drone bandwidth
40 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
112.00 km
Max Locked Targets
max. locked targets
8
Magnetometric Sensor
Magnetometric sensor strength
26 points
Sig. Radius
signature radius
155 m
Scan Res.
scan resolution
231 mm
Structure
Structure Hitpoints
structure hitpoints
1,080 HP
Mass
ship mass
11,650,000 kg
Volume
ship volume
116,000 m³
Cargo Capacity
cargo capacity
315 m³
Armor
Armor Hitpoints
armor hitpoints
1,430 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
59.375
KIN
kinetic resistance
75.625
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
1,180 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
50
KIN
kinetic resistance
77.5
EXP
explosive resistance
50


Summary

The Arazu is a T2 version of the Celestis, with the same bonus to sensor dampening and an additional impressive bonus to warp disruptor range. This allows the Arazu to point an enemy from nearly 60k away while overheating. It can combine this with sensor range damping to bring an enemy's lock range down below the Arazu's point range, allowing it to hold an enemy and render them unable to do anything about it. On top of this already potent combination is the ability to warp in while cloaked so it can get in to position and do it with little warning.

The Arazu also has a 40m3 drone bay and a bonus to hybrids to allow it to do some damage, but this is almost an afterthought.

Skills

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

Tactics

The Arazu is most often used as either a long-range point during mixed fleet ops or an initial point during covert fleets.

For fleet ops, the Arazu's job is to keep distant enemies pointed, either until tacklers arrive or after tacklers have been shot down. Here, stealth is still key if you're following the bait ship. Just don't uncloak too soon or you'll alert your prey to the trap. If you're with the main fleet, keeping your stealth cloak up can still keep enemy scouts from getting an accurate number of your forces.

For covert fleets, your role is initial point on a single target. Getting into point range shouldn't be a problem. However, unlike stealth bombers, force recons don't have a reduction to unstealth lock penalties. This means you're sitting there waiting to start locking for at least 5 seconds. This makes communication with the rest of the fleet absolutely vital if you don't want to 1) have everyone else uncloak before you have a point and damp up, thus losing either your prey or your fleetmates' ships, or 2) not have your fleetmates come in on time and losing your prey and your ship.

Notes

The Arazu is named after an ancient Mesopotamian deity.

Patch History