Ashimmu

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Ashimmu
CornerTFh.png
Ashimmu
Blood Raiders
Blood Raiders
Pirate Faction Cruisers
Ashimmu Class
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In those of the Empire's regions where naughty children are frightened into submission with tales of the Blood Raiders and their gallery of horrors, the terrible spear of the Ashimmu is known by all as a bringer of things worse than death. This is one of the few things that small children and capsule pilots generally agree upon.

SHIP BONUSES

Minmatar Cruiser bonuses (per skill level):
20% bonus to Stasis Webifier range
Amarr Cruiser bonuses (per skill level):
15% bonus to Energy Nosferatu and Energy Neutralizer drain amount
Role Bonus:
100% bonus to Medium Energy Turret damage
• Energy Vampires fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level

Required Skills
Training Time what's this?
1d 20h 12m 10s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
1,300 MW
CPU
cpu output
350 tf
Capacitor
capacitor
1,850 GJ
High
high slots
5
Launchers
launcher slots
0
Turrets
turret slots
3
Medium
medium slots
4
Low
low slots
6
Rig
rigs
3
 
medium
Calibration
calibration
350
Navigation
Max Velocity
max. velocity
208 m/sec
Inertia Modifier
inertia modifier (agility)
0.58
Warp Speed
inertia modifier (agility)
4 AU/s
Base Time to Warp
base time to warp
8.85 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
55 km
Max Locked Targets
max. locked targets
7
RADAR Sensor
RADAR sensor strength
19 points
Sig. Radius
signature radius
130 m
Scan Res.
scan resolution
340 mm
Structure
Structure Hitpoints
structure hitpoints
2,325 HP
Mass
ship mass
11,010,000 kg
Volume
ship volume
118,000 m³
Cargo Capacity
cargo capacity
430 m³
Armor
Armor Hitpoints
armor hitpoints
2,950 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
2,290 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Ashimmu suffers from much the same problems as the Cruor although at least it can fit the essential 4 modules to makes its design work: propulsion, tackle, web and cap booster. The problem arises however that you can't tank it enough to make the resulting tank acceptable, but you also can't tank it enough to make the resulting tank respectable.

Skills

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

Tactics

The Ashimmu is much cheaper than a neuting Legion and has a better Neuting/Mass ratio except for the eight neut version of the Legion with perfect skills. Its energy vampire bonus also makes it the perfect ship for webbing in w-space capital escalations.

Notes

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

Patch History