Crucifier

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Ship Database
Crucifier
Crucifier
Amarr Empire
Amarr Empire
ECM PRIORITY
LOW
RADAR
what's this?

LOW 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.


Standard Frigates
Crucifier Class
EXTERNAL LINKS

Contents

The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry.

SHIP BONUSES

Amarr Frigate bonuses (per skill level):
7.5% bonus to Weapon Disruptor effectiveness
10% bonus to Weapon Disruptor optimal range

Required Skills
Training Time what's this?
25m 0s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Role(s) Electronic Warfare
▪ Variations
Crucifier Navy Issue
CornerTFs.png
Crucifier Navy Issue
Crucifier Navy Issue
Faction FrigatesCrucifier Class
high slots3
(0/2)
middle slots4
low slots3
powergrid42 MW
cpu output160 tf
max. velocity340 m/sec
cargo capacity165 m³
,
Sentinel
CornerT2s.png
Sentinel
Sentinel
Electronic Attack FrigatesCrucifier Class
high slots3
(0/2)
middle slots4
low slots3
powergrid40 MW
cpu output195 tf
max. velocity340 m/sec
cargo capacity165 m³

Ship Attributes

Fittings
Powergrid
powergrid
27 MW
CPU
cpu output
235 tf
Capacitor
capacitor
330 GJ
High
high slots
2
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
middle slots
4
Low
low slots
3
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
350 m/sec
Inertia Modifier
inertia modifier (agility)
3.35
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
4.94 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
45 m³
Drone Bandwith
drone bandwith
15 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
64.00 km
Max Locked Targets
max. locked targets
6
RADAR Sensor
RADAR sensor strength
14 points
Sig. Radius
ship signature radius
38 m
Scan Res.
scan resolution
540 mm
Structure
Structure Hitpoints
structure hitpoints
350 HP
Mass
ship mass
1,064,000 kg
Volume
ship volume
28,100 m³
Cargo Capacity
cargo capacity
265 m³
Shields
Shield Capacity
shields
250 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
400 HP
Armor Resistances
EM
shield electromagnetic resistance
50
THR
armor thermal resistance
35
KIN
armor kinetic resistance
25
EXP
armor explosive resistance
20

Subscript text


Summary

The Crucifier is the Amarr standard EWAR frigate, with bonuses to weapon disruption effectiveness. There are two kinds of weapon disruptors. Like the Vigil and target painters, the stacking penalties of weapon disruptors make having several of these ships in a fleet ineffective. Due to the ships inherent fragility, small capacitor and the large optimal range of weapon disruptors that allow the ship to operate from a far, pilots may be best using long range beam lasers or small artillery turrets, though for an EWAR frigate DPS isn't of great concern.

Tracking disruptors make enemy turrets less effective by reducing the optimal, falloff, and tracking speed of the target. You can load scripts into them, giving them twice the effectiveness against either (optimal and falloff) OR tracking speed, but losing the other effect entirely. With Amarr frigates at V, a single Meta 4 or Tech II tracking disruptor on a Crucifier will reduce the tracking speed or the (optimal and falloff ranges) of any turret-using ship you point it at by 66%. While this can cripple virtually any ship using turrets as their primary weapon, it's completely useless against missile and drone ships (like the Raven, Dominix, Myrmidon, Drake, et ceteras), cap warfare, other electronic warfare and logi ships, so choose your targets carefully.

Missile disruptors make enemy missile launchers less effective by reducing missile velocity, flight time, and explosion velocity while increasing explosion radius. You can load scripts into them, giving them twice the effectiveness against either range (missile velocity and flight time) or precision (explosion velocity and explosion radius) while losing the other effect entirely. Disrupting precision will make it difficult for a missile ship to hit small targets such as frigates. Missile disruptors are useless against turret and drone damage.

Skills

  • Weapon Disruption - Weapon disruption is the Crucifier's specialty. Higher levels of this will reduce the capacitor need of Weapon Disruptors and aid in capacitor stability.
  • Drones III - The Crucifier is able to launch three light drones at a time, and can carry nine. Particularly for solo builds, drones are the Crucifier's primary weapon system.
    • Light Drone Operation - While the Crucifier can technically field one medium and one light drone simultaneously, a flight of three light drones is most effective and hardest to hit.
    • Drone Avionics - The farther away the Crucifier is from its target, the more easily it can dodge an opponent's attacks. Because drones are the heart of the Crucifier's offense, drone control range is a top priority.
    • Drone Navigation - The faster drones move, they harder they are to hit. When combined with weapon disruption, this skill can make it difficult for even frigates to successfully hit a Crucifier's drones.
    • Drone Durability - Even if an opponent manages to land a hit on a Crucifier's drones, this skill ensures that the drones can take more punishment before being destroyed.
    • Drone Interfacing - More drone damage means shorter engagements and a more effective ship.
  • Navigation - Increasing a ship's speed makes it more difficult to track when orbiting, which goes well with weapon disruption.
    • High Speed Maneuvering - Microwarpdrives are very effective for keeping up transversal velocity, and higher levels will improve capacitor stability.

Fitting

Gang PvP
Crucifier: Gang PvP
EFT
[Crucifier, Gang PvP]

5MN Cold-Gas Enduring Microwarpdrive
Baker Nunn Enduring Tracking Disruptor I
A-211 Enduring Guidance Disruptor
Baker Nunn Enduring Tracking Disruptor I

Damage Control I
200mm Crystalline Carbonide Restrained Plates
'Refuge' Adaptive Nano Plating I

Small Tracking Diagnostic Subroutines I
Small Particle Dispersion Projector I
Small Ionic Field Projector I


Warrior I x3
Hobgoblin I x3
Acolyte I x3

Optimal Range Disruption Script x2
Tracking Speed Disruption Script x2
Missile Range Disruption Script x1
Missile Precision Disruption Script x1

Fitting template high slot label.png
Fitting template mid slots label.png
5971_64.png
5319_64.png
37545_64.png
5319_64.png
Fitting template low slots label.png
2046_64.png
11351_64.png
16311_64.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
2486_64.png
2454_64.png
2203_64.png
Fitting template drone slots label.png
Fitting template charge slots label.png
29005_64.png
29007_64.png
40334_64.png
40335_64.png
Fitting template rig slots label.png
31346_64.png
31298_64.png
31274_64.png
FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
FLEET-UP
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The preferred fit for situations where close range is forced (such as FW complexes)
  • Optimal + Falloff as a new character = 57.6km + 20km
  • A little buffer and resists to catch some reps if the volleys aren't too hard ( 2.97k EHP on explosive resistance hole ).
  • MWD to reposition in fights quickly
  • Cap stable with prop and one disruptor or all disruptors and no prop mod. Can be cap stable with prop mod if we switch to any 1MN afterburner
  • Drone Link Augmentors in highslots when Drone Avionics III has been trained will allow drones to fly at TD optimal range
Fleet PvP
Crucifier: Fleet PvP
EFT
[Crucifier, Fleet PvP]

Highstroke Scoped Guidance Disruptor
DDO Scoped Tracking Disruptor I
Highstroke Scoped Guidance Disruptor
DDO Scoped Tracking Disruptor I

Damage Control I
F-89 Compact Signal Amplifier
F-89 Compact Signal Amplifier

Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I


Warrior I x3
Hobgoblin I x3
Acolyte I x3

Optimal Range Disruption Script x2
Tracking Speed Disruption Script x2
Missile Range Disruption Script x2
Missile Precision Disruption Script x2

Fitting template high slot label.png
Fitting template mid slots label.png
37544_64.png
5322_64.png
37544_64.png
5322_64.png
Fitting template low slots label.png
2046_64.png
6296_64.png
6296_64.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
2486_64.png
2454_64.png
2203_64.png
Fitting template drone slots label.png
Fitting template charge slots label.png
29005_64.png
29007_64.png
40334_64.png
40335_64.png
Fitting template rig slots label.png
31298_64.png
31298_64.png
31298_64.png
FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
FLEET-UP
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Works best in environments where range can be dictated
  • Optimal + Falloff as a new character = 89.2km + 22km
  • Squishy with 1.88k EHP on Kinetic resistance hole


Tactics

Optimal is >110k even with low skills.

Uses meta4 TDs, and cheapish meta 2-3 in other slots, but has the CPU open to downgrade if you want to go even cheaper (at the expense of range).

Drones to taste, on the understanding that if you are ever in drone range of more than one hostile ship, you are dead. Guns likewise basically irrelevant.

Your only tank is range. Don't even wait for them to yellowbox - bounce if your position feels a bit dubious.

Works very well to counter the many snipers who like to sit at 100km - three damps stacked, with pretty low skills, will reduce optimal range to 5% of its starting value.


Notes

You can add notes here.


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