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Caldari State |
ECM PRIORITY
NONE
Gravimetric
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.
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Transport Ships |
Tayra Class |
50,000 m³ Fleet Hangar
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
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Developer: Lai Dai
Deep space transports are designed with the depths of lawless space in mind. Possessing defensive capabilities far in excess of standard industrial ships, they provide great protection for whatever cargo is being transported in their massive holds. They are, however, some of the slowest ships to be found floating through space.
SHIP BONUSES
Caldari Industrial bonuses (per skill level): 7.5% bonus to Shield Booster amount 5% bonus to ship max velocity Transport Ships bonuses (per skill level): 5% bonus to fleet hangar capacity 4% bonus to all shield resistances Role Bonus: 2+ bonus to ship warp core strength 100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules 90% reduction to effective distance traveled for jump fatigue
Required Skills
Training Time what's this?29d 20h 23m 20s
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Grouping
▪ Role(s) |
Deep Space Transport |
▪ Variations
Tayra
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Ship Attributes
Fittings |
High 2
Launchers 2
Turrets 0
Rig
2
medium
Calibration 400
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Navigation |
Base Time to Warp 27.73 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.
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Drones |
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Fighters |
Light Fighter Squad Limit 0
Heavy Fighter Squad Limit 0
Support Fighter Squad Limit 0
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Targeting |
Gravimetric Sensor 20 points
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Structure |
Structure Hitpoints 4,000 HP
Frigate Escape Bay 1 Frigate
Fleet Hangar Capacity 50,000 m³
{{{extrahold2type}}} Capacity 0 m³
{{{extrahold3type}}} Capacity 0 m³
{{{extrahold4type}}} Capacity 0 m³
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Shields |
Shield Capacity 4,300 HP
Shield Resistances
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Armor |
Armor Hitpoints 2,300 HP
Armor Resistances
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Summary
The Bustard’s six mid slots allow for a huge shield tank. While it is strongly advised for any DST to fit a MWD for the Cloak/MWD trick, which reduces the available tanking slots to five, this is still top of the class. However, due to the relatively weak powergrid means some low slots are also to be sacrificed for a maximum shield tank. At a notable hit to tanking ability, these lows can be dropped to allow speed and agility modules to be fitted, on the other hand. Overall, the Bustard usually carries a slightly smaller tank in raw EHP terms than it's armour tanked peers, as well as having the lowest base speed and agility.
One of the natural advantages of a shield tank over an armor tank is the passive regeneration of shields over time, however this tends to be less of a factor when defending against gankers who generally rely on high Alpha damage rather than sustained damage over long engagements.
As with all DSTs, the Fleet Hanger can hold any item (not only ships) and is therefore the main cargo hold when hauling. It can only be expanded by training the Transport Ships skill (to a maximum of 62,500m3 at Level 5). As Cargo Expanders only affect the tiny main cargo hold which is rarely used they are of little use when fitting a DST.
Skills
Further information about additional or recommended skills to pilot Bustard for a specific or it's common role(s) can be written here.
Tactics
No sub-article about Bustard roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Bustard here.
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