Executioner

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Executioner
Executioner
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
Executioner Class
EXTERNAL LINKS

Contents

The Executioner is another newly commissioned ship of the Amarr Imperial Navy. The Executioner was designed specially to counter the small, fast raider frigates of the Minmatar Republic; thus it is different from most Amarr ships in favoring speed over defenses. With the Executioner, the Amarrians have expanded their tactical capabilities on the battlefield.

SHIP BONUSES

Amarr Frigate bonuses (per skill level):
10% reduction in Small Energy Turret activation cost
5% bonus to Small Energy Turret damage
Role Bonus:
80% reduction in Propulsion Jamming systems activation cost

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) Attack Frigate
▪ Variations
Crusader
CornerT2s.png
Crusader
Crusader
InterceptorsExecutioner Class
highlightsFast Target Locking Time
high slots4
(0/4)
middle slots2
low slots4
powergrid48 MW
cpu output120 tf
max. velocity455 m/sec
cargo capacity90 m³
,
Malediction
CornerT2s.png
Malediction
Malediction
InterceptorsExecutioner Class
highlightsFast Target Locking Time
high slots3
(3/3)
middle slots3
low slots4
powergrid36 MW
cpu output150 tf
max. velocity470 m/sec
cargo capacity98 m³

Ship Attributes

Fittings
Powergrid
powergrid
45 MW
CPU
cpu output
140 tf
Capacitor
capacitor
360 GJ
High
high slots
4
Launchers
launcher slots
0
Turrets
turret slots
3
Medium
middle slots
3
Low
low slots
3
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
410 m/sec
Inertia Modifier
inertia modifier (agility)
2.85
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
4.31 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
No drone bay.
Targeting
Max Tgt. Range
max. targeting range
27.50 km
Max Locked Targets
max. locked targets
4
RADAR Sensor
RADAR sensor strength
8 points
Sig. Radius
ship signature radius
31 m
Scan Res.
scan resolution
920 mm
Structure
Structure Hitpoints
structure hitpoints
350 HP
Mass
ship mass
1,090,000 kg
Volume
ship volume
28,100 m³
Cargo Capacity
cargo capacity
115 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
450 HP
Armor Resistances
EM
shield electromagnetic resistance
50
THR
armor thermal resistance
35
KIN
armor kinetic resistance
25
EXP
armor explosive resistance
20


Summary

The Executioner is the Amarr Attack Frigate. The Executioner's extraordinary speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it a strong tackle frigate. The Executioner also has bonuses to energy turrets, which are useful when the Executioner is flown for solo PvP, but less useful in a tackler.

The Executioner is a good hull for new pilots interested in learning basic tackling skills, and how to serve as a fleet scout (or "+1"). Flying the Executioner provides good practice for eventually flying fleet interceptors (such as the Malediction), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Executioner isn't quite as effective as a Tech II Interceptor, it can still serve as a strong long-point tackle ship. E-UNI Executioner pilots are advised to read the UniWiki guide to tackling, and to attend a Tackling 101 practical.

Of the four racial Attack Frigates, the Executioner has the most armor HP, and the least shield. This makes it difficult to fit the tackle Executioner for tank, because armor modules and rigs carry penalties that counteract the ship's natural speed advantage. Tackle Executioners are more commonly fit for shield, which unfortunately does not provide as much benefit to this ship as it does to other Tech I tackle frigates. New Executioner pilots may need to train some shield skills in order to fly the ship in the tackle role. Other slots are typically filled with a warp disruptor ("point"), propulsion module (usually a microwarpdrive), modules that increase speed and agility, and shield modifiers. The Executioner's speed and thin tank make it best at the "first tackle" role, and so the ship is only rarely fit with a warp scrambler ("scram") or stasis webifier ("web"). The challenges of fitting the Executioner for fleet tackle, with its fewer mid slots and low shield HP, make the Executioner a bit worse than the other racial Attack Frigates at tackling, though it is still good. Omega characters who wish to fly fleet tackle may want to cross-train into the Atron or Slasher, or to quickly graduate into the Malediction Interceptor.

On the other hand, the Executioner is better than other racial Attack Frigates at delivering and taking damage, especially when fit with an armor tank and energy turrets. PvE-fit Executioners are good at completing Level 1 missions (though maybe not as good as the Tormentor or Punisher, the Amarr Combat Frigates). The armor Executioner is also a good PvP ship, especially against enemy frigates and drones. Executioner pilots can often fill an "anti-tackle" role in fleets, eliminating enemy tackle frigates. In this way, flying the Executioner is good practice for the Imperial Navy Slicer, an Amarr faction frigate that is also suited to this role. Anti-tackle pilots need to have excellent Gunnery skills in order to make sure their lasers—which have the worst tracking of all turrets—can hit their small targets.

Skills

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

Fitting

Fleet PvP - Suicide Tackle
Executioner: Fleet PvP - Suicide Tackle
EFT
[Executioner, Fleet PvP - Suicide Tackle]
Small Ghoul Compact Energy Nosferatu
125mm Gatling AutoCannon I
125mm Gatling AutoCannon I
125mm Gatling AutoCannon I

5MN Quad LiF Restrained Microwarpdrive
Medium Shield Extender I
J5b Enduring Warp Scrambler

Damage Control I
Type-D Restrained Nanofiber Structure
Type-D Restrained Nanofiber Structure

Small Anti-EM Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I



Fitting template high slot label.png
5141_64.png
484_64.png
484_64.png
484_64.png
Fitting template mid slots label.png
35658_64.png
3829_64.png
5439_64.png
Fitting template low slots label.png
2046_64.png
5599_64.png
5599_64.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Fitting template rig slots label.png
31716_64.png
31716_64.png
31752_64.png
FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
FLEET-UP
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • High slots are optional and can be substituted to match pilot skills
  • Priority for this fit is to land tackle. It is better to maintain safe distance while waiting for your fleet. The DPS of tackle fits is usually too low to apply any significant damage.
  • Modules can be upgraded to meta variants to slightly improve performance at the cost of higher price
Gang PvP - Newbie Tackle
Executioner: Gang PvP - Newbie Tackle
EFT
[Executioner, Gang PvP - Newbie Tackle]
Gatling Modulated Energy Beam I
Gatling Modulated Energy Beam I
Gatling Modulated Energy Beam I

5MN Cold-Gas Enduring Microwarpdrive
J5 Enduring Warp Disruptor
Medium Azeotropic Restrained Shield Extender

Damage Control I
Type-D Restrained Nanofiber Structure
Micro Auxiliary Power Core I

Small Core Defense Field Extender I
Small Anti-Thermal Screen Reinforcer I
Small Anti-EM Screen Reinforcer I



Multifrequency S x3
Standard S x3
Radio S x3

Fitting template high slot label.png
5179_64.png
5179_64.png
5179_64.png
Fitting template mid slots label.png
5971_64.png
5399_64.png
8433_64.png
Fitting template low slots label.png
2046_64.png
5599_64.png
11563_64.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
246_64.png
242_64.png
239_64.png
Fitting template rig slots label.png
31788_64.png
31752_64.png
31716_64.png
FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
FLEET-UP
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Upgrading to faction laser crystals (f.ex. Imperial Navy Multifrequency S) is recommended for a cheap DPS increase
  • Carry some Nanite Repair Paste to repair heat damage after overheating modules. The opportunity to dock up may not come often enough in hostile space.
Solo PvP - Beam Advanced
Executioner: Solo PvP - Beam Advanced
EFT
[Executioner, Solo PvP - Beam Advanced]
Small Focused Beam Laser II
Small Focused Beam Laser II
Small Focused Beam Laser II

Faint Scoped Warp Disruptor
Small F-S9 Regolith Compact Shield Extender
5MN Y-T8 Compact Microwarpdrive

Extruded Compact Heat Sink
Heat Sink II
Nanofiber Internal Structure II

Small Energy Locus Coordinator I
Small Ancillary Current Router I
Small Energy Locus Coordinator I



Imperial Navy Standard S x3
Gleam S x3
Aurora S x3
Nanite Repair Paste x75

Fitting template high slot label.png
3033_64.png
3033_64.png
3033_64.png
Fitting template mid slots label.png
5403_64.png
8521_64.png
5973_64.png
Fitting template low slots label.png
5849_64.png
2364_64.png
2605_64.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
23079_64.png
12557_64.png
12559_64.png
28668_64.png
Fitting template rig slots label.png
31478_64.png
31358_64.png
31478_64.png
FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
FLEET-UP
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Extremely tight on fitting resources
  • Manual piloting is key to optimizing applied DPS
  • Standard S lets you apply from point range
  • If caught, try to switch to Gleam S - try to avoid this
Solo PvP - Pulse Advanced
Executioner: Solo PvP - Pulse Advanced
EFT
[Executioner, Solo PvP - Pulse Advanced]
Small Ghoul Compact Energy Nosferatu
Dual Light Pulse Laser II
Dual Light Pulse Laser II
Dual Light Pulse Laser II

5MN Quad LiF Restrained Microwarpdrive
J5b Enduring Warp Scrambler
X5 Enduring Stasis Webifier

Damage Control II
Heat Sink II
Small Ancillary Armor Repairer

Small Energy Burst Aerator I
Small Energy Collision Accelerator I



Scorch S x3
Imperial Navy Multifrequency S x3
Conflagration S x3
Nanite Repair Paste x75

Fitting template high slot label.png
5141_64.png
3001_64.png
3001_64.png
3001_64.png
Fitting template mid slots label.png
35658_64.png
5439_64.png
4025_64.png
Fitting template low slots label.png
2048_64.png
2364_64.png
33076_64.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
12563_64.png
23071_64.png
12565_64.png
28668_64.png
Fitting template rig slots label.png
31442_64.png
31454_64.png
FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
FLEET-UP
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Extremely tight on fitting resources
  • Against super-short range targets, Scorch S can allow you to stay outside their effective range


Tactics

Fleet Executioner pilots should read the UniWiki articles on Scouting and Tackling; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Some tips on flying the long-point Executioner:

  • Target larger ships. The Executioner is especially effective against large ships, because they have trouble tracking the Executioner with their larger weapons systems. Try to tackle cruisers and up.
  • Keep your distance. Check the optimal range of your fitted warp disruptor, and subtract 4 km from that number; this is the distance at which you’ll want to orbit your target. (This gives you 4 km of wiggle room.) If you stray too far below this distance, you will be within range of your opponent’s shorter-range scram, web and/or neuts. You can set your ship’s custom default orbit by right-clicking on the Orbit button in the Selected Item window; you should set your default 2 km less than the number you calculated above, because of overshoot at high speeds.
  • Spiral in. Because the Executioner is poorly tanked, the Executioner pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Executioner pilots should just fly straight at these targets.
  • Anticipate your opponent. Try and determine your opponent’s direction of flight, and cut them off. Your opponent may try to "slingshot" you by flying towards you, and making you overshoot the target. Be ready to change directions quickly.
  • Call your point in comms. Let your fleetmates know when they should warp to you!

Executioner pilots can learn more about tackling by attending Tackling 101.

Piloting an Executioner in solo or small-gang PVP is challenging. Executioner pilots need to watch their capacitor closely, because lasers are cap-intensive, and it is all too easy to fire away capacitor that is needed to operate the ship's microwarpdrive and warp disruptor. Executioner pilots have to be familiar with their laser ammo (crystals), and know when to switch it based on target range. The pilot may also need to micromanage their trajectory, in order to match their transversal to their laser pulses. If the pilot can manage all of these things, the Executioner can theoretically apply the most damage out of all the Tech I Attack Frigates.

Notes

You can add notes here.


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