RELATED UNI-WIKI REFERENCES
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Only united in faith can our Empire forge a path to salvation.
- – Royal Heir Arim Ardishapur
As the dust settled following the Warpath conflict of YC128, many smaller holdings on the fringes of the Amarr Empire fell into chaos. The constant onslaughts of Minmatar Republic strike teams had left these communities exposed to pirate attacks and vulnerable to internal revolt. Local holders sought a means to reimpose control while relying on their own fleets, which unlike the Imperial Navy, were largely made up of small and medium-sized ships.
They needed a way to improve the operational efficiency of these fleets while also demonstrating the awesome power of the Empire that backs them. Carthum Conglomerate’s solution to this problem was the Salvation. An advanced support carrier with robust command burst functions, it was capable of elevating a group of lesser vessels into an unstoppable armada.
SHIP BONUSES
Amarr Carrier bonuses (per skill level):
4% bonus to all armor resistances
20% bonus to Support Fighter shield hitpoints
10% bonus to Cenobite Support Fighter neutralization strength and optimal range
20% increas in Conduit Jump capacity
Command Carrier bonuses (per skill level):
5% bonus to Armor Command and Information Command burst strenght and duration
5% reduction in Capital Micro Jump Drive and Capital Micro Jump Field Generator spool up time
Role Bonus:
• Can fit Integrated Sensor Array
• Can fit Capital Micro Jump Drive And Capital Micro Jump Field Generator
• Can fit three Command Burst modules
200% bonus to Command Burst area of effect range
20% bonus to Capital Micro Jump Field Generator maximum ship jump cap
• Can launch Light and Support Fighters
• Can lock at extended ranges
• Conduit Jump capable
5x penalty to Endosis Link duration
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Required Skills
Training Time what's this?
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Grouping
▪ Variations Archon
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 High Amount of Low Slots  10,000 m³ Fleet Hangar  2,000,000 m³ Ship Maintenance Bay
 775,000 MW  625 tf
 80 m/sec
 2175 m³
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Ship Attributes
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| Navigation |
Base Time to Warp
71.62 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.
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| Fighters |
Fighter Bay Capacity
65,000 m3
Light Fighter Squad Limit
2
Support Fighter Squad Limit
4
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| Targeting |
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| Structure |
Structure Hitpoints
74,500 HP
Ship Maintenance Bay Capacity
2,000,000 m3
Fleet Hangar Capacity
10,000 m3
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| Armor |
Armor Hitpoints
70,000 HP
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| Shields |
Shield Capacity
51,500 HP
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