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.
Fast Target Locking Time
RELATED UNI-WIKI REFERENCES
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.
Developer: Khanid Innovations
In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Frigate bonuses (per skill level):
5% bonus to Rocket Launcher rate of fire
4% bonus to all armor resistances
Interceptors bonuses (per skill level):
15% reduction in Microwarpdrive signature radius penalty
5% bonus to Warp Scrambler and Warp Disruptor optimal range
80% reduction in Propulsion Jamming systems activation cost
• Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor
Base Time to Warp
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.
Light Fighter Squad Limit
Heavy Fighter Squad Limit
Support Fighter Squad Limit
Frigate Escape Bay
The Amarr fleet interceptor has an interesting set of bonuses being the only fleet interceptor with a bonus to tank. Though the Malediction's 4 low slots and resist bonus might suggest an armor plated fit, this is usually a bad idea since an interceptor's main strength is its speed. The resist bonus does however work well with an armor repairer in some circumstances.
The Malediction has 4 low slots and 3 mids, allowing it to fit the standard fleet tackler complement of either two tackle modules or a warp disruptor and a MSE in its mids. The Malediction has slightly above average grid, making fitting a MSE slightly easier. The Malediction's 4 low slots and slightly higher base speed than the Ares means the Malediction can support the best speed fit among the fleet interceptors.
The Malediction's armor resist bonus means a small armour rep can give it a decent active armour tank and opens up options to use it as a brawling inty. The Malediction's four lows allow it to be speed and agility fit.
Further information about additional or recommended skills to pilot Malediction for a specific or it's common role(s) can be written here.
No sub-article about Malediction roles or piloting tactics. You can write them here.
You can write additional notes for Malediction here.
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