Inquisitor

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Ship Database
Inquisitor
Inquisitor
Amarr Empire
Amarr Empire
Standard Frigates
Inquisitor Class
RELATED UNI-WIKI REFERENCES

In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Amarr Empire, this led to the redesign and redeployment of the Inquisitor.

The Inquisitor was originally an example of how the Amarr Imperial Navy modeled their design to counter specific tactics employed by the other empires. After its redesign, it was exclusively devoted to the role of a support frigate, and its formerly renowned missile capabilities gave way to a focus on remote armor repair.

SHIP BONUSES

Amarr Frigate bonuses (per skill level):
10% bonus to Remote Armor Repairer amount
10% reduction in Remote Armor Repairer activation cost
Role Bonus:
50% bonus to Remote Armor Repairer optimal range
600% bonus to Remote Armor Repairer falloff

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
▪ Variations
Deacon
Deacon.jpg
CornerT2s.png
Deacon
Logistics Frigates Inquisitor Class
Icon hi slot.png3 (0/2) Icon mid slot.png2 Icon low slot.png5
Icon powergrid.png57 MW Icon cpu.png145 tf
Icon velocity.png405 m/sec
Icon capacity.png250 m³
, Purifier
Purifier.jpg
CornerT2s.png
Purifier
Covert Ops Inquisitor Class
Icon highlights.pngCan Use Covert Ops Cloak
Icon hi slot.png5 (3/2) Icon mid slot.png3 Icon low slot.png3
Icon powergrid.png45 MW Icon cpu.png305 tf
Icon velocity.png300 m/sec
Icon capacity.png260 m³

Ship Attributes

Fittings
Powergrid
powergrid
51 MW
CPU
cpu output
135 tf
Capacitor
capacitor
675 GJ
High
high slots
3
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
medium slots
2
Low
low slots
4
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
405 m/sec
Inertia Modifier
inertia modifier (agility)
3.55
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
8.02 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
5 m³
Drone Bandwidth
drone bandwidth
5 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
36.00 km
Max Locked Targets
max. locked targets
7
RADAR Sensor
RADAR sensor strength
10 points
Sig. Radius
signature radius
34 m
Scan Res.
scan resolution
900 mm
Structure
Structure Hitpoints
structure hitpoints
330 HP
Mass
ship mass
1,630,000 kg
Volume
ship volume
28,700 m³
Cargo Capacity
cargo capacity
250 m³
Armor
Armor Hitpoints
armor hitpoints
500 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
225 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Inquisitor is the Amarr Logistics Frigate; Inquisitor pilots repair their fleetmates’ ships during battle. The Inquisitor is bonused for remote armor repair, which matches the Amarr racial focus on armor tanking. The ship’s bonuses to remote armor repairer amount, activation, and range make the underwhelming base stats of small remote armor repairers practically useful. Flying the Inquisitor is a great first step in learning about Logistics. Inquisitor pilots often go on train into heavier Tech I logistics cruisers (such as the Amarr Augoror), and then Tech II logistics ships (including the Deacon and Guardian). But the Inquisitor is also effective all on its own, especially as a component of frigate or destroyer gangs, where speed is key.

One defining challenge of flying Tech I logistics frigates in general, and the Inquisitor in particular, is sustaining enough capacitor to run the ship. Remote repair modules are extremely cap-intensive, so the Inquisitor is typically fit to boost available capacitor—with a cap recharger or booster in a mid slot, capacitor control circuit or remote repair augmentor rigs, and, if necessary, “Enduring” remote armor repairers (which consume less cap). Training character skills that boost capacitor will also help. It might seem that fitting the Inquisitor with an afterburner instead of a microwarpdrive (MWD) could spare some capacitor. But the Inquisitor needs to keep up with its small-ship fleetmates in order to repair them, so it usually needs an MWD. Pilots fitting the Inquisitor should use the in-game fitting simulation window, or an out-of-game tool like Pyfa, to match any fit to their specific skills and to gauge the ship’s cap stability. (This also means you may need to swap out modules on any pre-fit Inquisitor hulls that you purchase on corp contracts, to make them work with your skills.)

The Inquisitor has more tank and more native capacitor than any other Tech I logistics frigate, which make it a particularly effective logistics frigate. The Inquisitor and the Deacon, its Tech II cousin, are favored over the other racial frigates in gangs of small armor-focused damage-dealers (such as the Confessor, Coercer or Punisher). The Inquisitor is also a great ship for younger players to participate in small-ship shattered wormhole (C13) PvE.

Skills

The Inquisitor, like the other T1 Logistics Frigates, is not very skill intensive. The basic skills to fly a doctrine fitting along with Amarr Frigate III are not a bad starting point.

  • Amarr Frigate to increase repair amount and reduce capacitor use to run more repair modules for longer.
  • Remote Armor Repair Systems to further reduce capacitor use on repair modules.
  • Hull Upgrades to fit stronger tank modules. This is important as the highest resistances your ship has, the stronger repairs on you from the other logistics pilots will be.

Tactics

New Inquisitor pilots should read the Tactics section of the UniWiki’s Logistics guide, and attend a Logistics (CORE class); these will provide some details on how to fly logistics frigates. Some tips on flying the Inquisitor:

  • Watch your capacitor, and activate modules only when needed. As explained above, you may not have enough capacitor to run every module, all the time. When you first land at an engagement, you’ll need to use your MWD to position yourself relative to the fleet. But then, once you are in position, you won’t need your MWD any more. Remember to turn it off!
Likewise, as your fleetmates start to take damage, it’s easy to overreact by activating all three repairers at once. Instead, try to activate them gradually, one by one, to see if you can spare capacitor by running just one or two. And if you need to switch targets—say, because the enemy fleet has changed their primary—again, switch gradually.
  • Stay moving, behind your fleetmates. One advantage of the Inquisitor is its small signature radius, which makes the ship difficult to hit. But this is only an advantage if you aren’t sitting still, so always be moving. Given this, you might be tempted to right-click your repair target and “Orbit at…” your optimal range. Keep in mind, though, that this will sometimes send your fragile frigate closer to the enemy than the damage dealers. Better, instead, to manually fly in a ring orbit behind the fleet, so that you keep range and stay out of the action.

Notes

While both Amarr logistics cruisers—the Augoror and the Guardian—are designed to fly as part of a cap chain, the Inquisitor frigate is designed to be self-sufficient when it comes to capacitor usage.

When comparing remote repair modules and self-repair modules, be aware that EFT reports self-repair rates in EHP/s, while the remote repair are reported as HP/s. The EHP/s is the hp/s divided by the average damage resistance.