Muninn

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Muninn
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Muninn
Minmatar Republic
Minmatar Republic
ECM PRIORITY
NORMAL
LADAR
what's this?

NORMAL 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.


Heavy Assault Cruisers
Rupture Class
FORUM DISCUSSION
RELATED UNI-WIKI REFERENCES

Commissioned by the Republic Fleet to create a powerful assault vessel for the strengthening of the Matari tribes as well as a commercial platform for the Howitzers and other guns produced by the Fleet, Boundless Creation came up with the Muninn. Heavily armored, laden with turret hardpoints and sporting the latest in projectile optimization technology, this is the very definition of a gunboat.

Developer: Boundless Creation
Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as is humanly possible. The Muninn is far from being an exception.

SHIP BONUSES

Minmatar Cruiser bonuses (per skill level):
5% bonus to Medium Projectile Turret rate of fire
5% bonus to Medium Projectile Turret damage
Heavy Assault Cruisers bonuses (per skill level):
5% bonus to Medium Projectile Turret optimal range
7.5% bonus to Medium Projectile Turret tracking speed
Role Bonus:
50% reduction in Microwarpdrive signature radius penalty
• Can fit Assault Damage Controls

Required Skills
Training Time what's this?
63d 9h 37m 40s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Role(s) unspecified
▪ Variations
Broadsword
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Broadsword
Broadsword
Heavy Interdiction CruisersRupture Class
high slots6
(3/5)
middle slots6
low slots4
powergrid1,010 MW
cpu output392 tf
max. velocity220 m/sec
cargo capacity452 m³
,
Rupture
Rupture
Rupture
Standard CruisersRupture Class
high slots5
(1/4)
middle slots4
low slots5
powergrid860 MW
cpu output350 tf
max. velocity210 m/sec
cargo capacity450 m³

Ship Attributes

Fittings
Powergrid
powergrid
1,160 MW
CPU
cpu output
355 tf
Capacitor
capacitor
1,300 GJ
High
high slots
5
Launchers
launcher slots
1
Turrets
turret slots
5
Medium
middle slots
4
Low
low slots
6
Rig
rigs
2
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
235 m/sec
Inertia Modifier
inertia modifier (agility)
0.571
Warp Speed
inertia modifier (agility)
4.5 AU/s
Base Time to Warp
base time to warp
8.71 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
25 m³
Drone Bandwidth
drone bandwidth
25 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
80.00 km
Max Locked Targets
max. locked targets
6
LADAR Sensor
LADAR sensor strength
21 points
Sig. Radius
ship signature radius
125 m
Scan Res.
scan resolution
294 mm
Structure
Structure Hitpoints
structure hitpoints
1,400 HP
Mass
ship mass
11,000,000 kg
Volume
ship volume
96,000 m³
Cargo Capacity
cargo capacity
515 m³
Shields
Shield Capacity
shields
1,580 HP
Shield Resistances
EM
shield electromagnetic resistance
75
THR
shield thermal resistance
60
KIN
shield kinetic resistance
40
EXP
shield explosive resistance
50
Armor
Armor Hitpoints
armor
2,150 HP
Armor Resistances
EM
shield electromagnetic resistance
90
THR
armor thermal resistance
67.5
KIN
armor kinetic resistance
25
EXP
armor explosive resistance
10


Summary

The Muninn is a very fast, durable, and powerful ship, and has become one of the mainline subcapital ships used in nullsec fleets. While more expensive than the also popular Ferox, the Muninn's shields naturally resist all forms of damage, and with an Assault Damage Control it can be nearly immortal in tight moments. Furthermore, as most Muninn fits use artillery, a fleet of Muninns can select damage to match weaknesses and collectively one-shot enemy cruisers and battlecruisers with ease, making them difficult to combat without quickly taking losses. However, the Muninn does have several flaws:

  • With only four Mid slots, it cannot effectively fit tackle or utility modules alongside its shields
  • While very durable for a shielded ship, its durability is not unlimited (as some of its defense is also its speed)
  • While hard-hitting, its artillery are slow-firing
  • Artillery do have a limit on their range

These last three points mean that the Muninn loses efficiency in very large fleets (where artillery volleys would result in significant overkill, the Muninn itself can be one-shotted, and fights can expand beyond artillery range); and in those situations, railgun-based ships like the Eagle and Ferox become more popular.


Because of its Minmatar design, it is also possible to Armor tank a Muninn. However, this is not a common practice, as while this opens the Mid slots for utilities, and the required Low slots are available, the 90-67-25-10 resistance profile is a bit overly specialized and difficult to correct for.

Skills

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

Fitting

For more info on fittings, please go here

Tactics

No sub-article about Muninn roles or piloting tactics. You can write them here.

Notes

In the norse mythology, Muninn is one of Odin's ravens.

Patch History


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