https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Caileane+heleneto&feedformat=atomEVE University Wiki - User contributions [en]2024-03-29T07:24:13ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=Damavik&diff=137029Damavik2018-07-13T00:34:22Z<p>Caileane heleneto: </p>
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<div>{{update|Missing: Skilltraining time and all the player made info (fits, summary, tactics etc.).}}<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
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* SHIP ATTRIBUTES SECTION (last update : 29/5/2018)<br />
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* on editing the attributes, please make sure that you don't<br />
* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
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| shipid=47269<br />
| shipimg=Damavik.jpg<br />
| shipname=Damavik<br />
| caption=Damavik<br />
| class=Frigate<br />
| grouping=Precursor Frigates<br />
| hulltype=Vedmak Class<br />
| faction=Triglavian Collective<br />
| race=Triglavian<br />
| roles=unspecified<br />
| variations=<br />
| tech=<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=50 MW<br />
| cpu=145 tf<br />
| capacitor=400 GJ<br />
| highs=3<br />
| turrets=1<br />
| launchers=0<br />
| mediums=2<br />
| lows=4<br />
| mass=950,000kg<br />
| volume=28,600m&#179;<br />
| cargohold=213 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=25 m&#179;<br />
| bandwidth=15 MBit/sec<br />
| info=A light craft that is evidently the Collective's equivalent of a frigate, the Damavik has proven adaptable to capsuleer technology along with the other Triglavian ship designs recovered from Abyssal Deadspace.<br><br><br />
<br />
The Damavik is capable of mounting Light Entropic Disintegrators and an array of support weapons such as energy neutralizers and pulse weapons. The ship also makes use of drones and has a long-range remote repair capability.<br><br><br />
<br />
''Damavik Subclade of Perun Clade revised adaptation schema for cladeship of the 3 tactical troika classification has been accepted for imprinting in advancing-time generations after cladistic glorification over Samovda Subclade. Tactical subrole dispersal is in the gift of strategic troika.'' – partial translation of data included in recovered design schematics of the Damavik<br />
| bonuses=<b>Precursor Frigate bonuses (per skill level):</b><br>5% bonus to Supratidal Entropic Disintegrator damage<br>5% bonus to Supratidal Entropic Disintegrator optimal range<br><b>Role Bonus:</b><br>100% bonus to Remote Armor Repairer range<br>50% bonus to Energy Neutralizer capacitor need<br>50% bonus to Remote Armor Repairer capacitor need<br>50% bonus to Smart Bomb capacitor need<br><br />
| structurehp=500 HP<br />
| shieldhp=200 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=720 HP<br />
| armorem=50<br />
| armorexp=0<br />
| armorkin=25<br />
| armortherm=35<br />
| maxvelocity=350 m/sec<br />
| inertia=3.00<br />
| warpspeed=5 AU/s<br />
| warptime=3.95 s<br />
| targetrange=42.00 km<br />
| sigradius=32 m<br />
| maxlockedtargets=5<br />
| sensortype=Radar<br />
| sensorvalue=13 points<br />
| scanres=640 mm<br />
| reqskills=*{{RequiredSkill|Precursor Frigate|I}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
<br />
<br />
| totaltraintime=TODO<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
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<br />
==Summary==<br />
The Damavik is a precursor ship. It was released in the Into The Abyss expansion on May the 29th 2018, alongside the two other precursor ships. <br />
<br />
Only the precursor ships can fit the Supratidal Entropic Disintegrator weapon. The new weapon system will occupy a single turret slot and only one can be fitted, limited to Triglavian ships. This opens many possibilities as a large number of utility highs remain free.<br />
<br />
The Entropic Disintegrator has unique characteristics such as increasing damage per cycle and no falloff. When a target is out of range of the weapon, or if any event causes the weapon to deactivate, the damage ramp-up is reset. The weapon system uses tracking mechanics and is impacted by tracking modules, using Entropic Radiation Sink modules as damage modules. The damage type is restricted to explosive and thermal. Ammunition is loaded into the Disintegrator like conventional weapon systems, has no reload time.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Damavik for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Damavik/Fittings|here]]<br />
<br />
==Tactics==<br />
As a part of Traglavian Collective lineup, Damavik possesses several unique attributes that incentivizes certain tactics. Spider-tanking fleets with other Traglavian ships or Logi is very effective, and its [[Smartbomb]] bonus can prove effective in PvE situations. Due to the nature of Entropic Disintegrators, staying and focusing on a single target without stopping is strongly recommended as the damage for entropic disintegrators slowly build up over time. It is strongly recommended to fit Energy Neutralizers in the surplus utility high-slots due to the strong bonus the ship receives for them.<br />
<br />
==Patch History==<br />
{{expansion past|<br />
'''Into The Abyss- 29.05.18'''<br />
* Initial release<br />
}}<br />
<br />
==Notes==<br />
''Notes can be added here''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Ship Database]][[Category:Precursor Frigates]]</div>Caileane helenetohttps://wiki.eveuniversity.org/index.php?title=Leshak&diff=137028Leshak2018-07-13T00:34:03Z<p>Caileane heleneto: </p>
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<div>{{update|Missing: Skilltraining time and all the player made info (fits, summary, tactics etc.).}}<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
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* SHIP ATTRIBUTES SECTION (last update : 29/5/2018)<br />
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* on editing the attributes, please make sure that you don't<br />
* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=47271<br />
| shipimg=Leshak.jpg<br />
| shipname=Leshak<br />
| caption=Leshak<br />
| class=Battleship<br />
| grouping=Precursor Battleships<br />
| hulltype=Leshak Class<br />
| faction=Triglavian Collective<br />
| race=Triglavian<br />
| roles=unspecified<br />
| variations=<br />
| tech=<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=17000 MW<br />
| cpu=625 tf<br />
| capacitor=6600 GJ<br />
| highs=5<br />
| turrets=1<br />
| launchers=0<br />
| mediums=4<br />
| lows=8<br />
| mass=63,000,000kg<br />
| volume=495,000m&#179;<br />
| cargohold=933 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=250 m&#179;<br />
| bandwidth=100 MBit/sec<br />
| info=A very heavy and well-armed warship that is clearly the Collective's frontline battleship, the Leshak has proven adaptable to capsuleer technology along with the other Triglavian ship designs recovered from Abyssal Deadspace.<br><br><br />
The Leshak is capable of mounting Supratidal Entropic Disintegrators and an array of support weapons such as energy neutralizers and pulse weapons. The ship also makes use of drones and has a long-range remote repair capability.<br><br><br />
''Leshak Subclade of Veles Clade scattered the adaptation schema of reverse-time reclaimed adapation schema of 729 tactical troika classification vessel into the cladeflow without proving after Convocation of Triglav Outside the Struggle. Convocations of the Commune Troika have now-time pressure for dispersal to strategic troika.'' – partial translation of data included in recovered design schematics of the Leshak<br />
| bonuses=<b>Precursor Battleship bonuses (per skill level):</b><br>5% bonus to Supratidal Entropic Disintegrator damage<br>5% bonus to Supratidal Entropic Disintegrator damage<br><b>Role Bonus:</b><br>100% bonus to Remote Armor Repairer range<br>50% bonus to Energy Neutralizer capacitor need<br>50% bonus to Remote Armor Repairer capacitor need<br>50% bonus to Smart Bomb capacitor need<br><br />
| structurehp=8,000 HP<br />
| shieldhp=3,500 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=10,500 HP<br />
| armorem=50<br />
| armorexp=0<br />
| armorkin=25<br />
| armortherm=35<br />
| maxvelocity=113 m/sec<br />
| inertia=0.163<br />
| warpspeed=2 AU/s<br />
| warptime=14.24 s<br />
| targetrange=87.00 km<br />
| sigradius=370 m<br />
| maxlockedtargets=7<br />
| sensortype=Radar<br />
| sensorvalue=28 points<br />
| scanres=100 mm<br />
| reqskills=*{{RequiredSkill|Precursor Battleship|I}}<br />
**{{RequiredSkill|Precursor Cruiser|III}}<br />
***{{RequiredSkill|Precursor Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
***{{RequiredSkill|Spaceship Command|IV}}<br />
**{{RequiredSkill|Spaceship Command|V}}<br />
<br />
| totaltraintime=TODO<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
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-------------------------------------------------------------------------------------------><br />
<br />
==Summary==<br />
The Leshak is a precursor ship. It was released in the Into The Abyss expansion on May the 29th 2018, alongside the two other precursor ships.<br />
<br />
Only the precurser ships can fit the Supratidal Entropic Disintegrator weapon. The new weapon system will occupy a single turret slot and only one can be fitted, limited to Triglavian ships. This opens many possibilities as a large number of utility highs remain free.<br />
<br />
The Entropic Disintegrator has unique characteristics such as increasing damage per cycle and no falloff. When a target is out of range of the weapon, or if any event causes the weapon to deactivate, the damage ramp-up is reset. The weapon system uses tracking mechanics and is impacted by tracking modules, using Entropic Radiation Sink modules as damage modules. The damage type is restricted to explosive and thermal. Ammunition is loaded into the Disintegrator like conventional weapon systems, has no reload time.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Leshak for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Leshak/Fittings|here]]<br />
<br />
==Tactics==<br />
As a part of Traglavian Collective lineup, Leshak possesses several unique attributes that incentivizes certain tactics. Spider-tanking fleets with other Traglavian ships or Logi is very effective, and its [[Smartbomb]] bonus can prove effective in PvE situations. Due to the nature of Entropic Disintegrators, staying and focusing on a single target without stopping is strongly recommended as the damage for entropic disintegrators slowly build up over time. It is strongly recommended to fit Energy Neutralizers in the surplus utility high-slots due to the strong bonus the ship receives for them.<br />
<br />
==Patch History==<br />
{{expansion past|<br />
'''Into The Abyss- 29.05.18'''<br />
* Initial release<br />
}}<br />
<br />
<br />
==Notes==<br />
''Notes can be added here''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Ship Database]][[Category:Precursor Battleships]]</div>Caileane helenetohttps://wiki.eveuniversity.org/index.php?title=Vedmak&diff=137027Vedmak2018-07-13T00:32:54Z<p>Caileane heleneto: </p>
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<div>{{update|Missing: Skilltraining time and all the player made info (fits, summary, tactics etc.).}}<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
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* SHIP ATTRIBUTES SECTION (last update : 29/5/2018)<br />
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* on editing the attributes, please make sure that you don't<br />
* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=47270<br />
| shipimg=Vedmak.jpg<br />
| shipname=Vedmak<br />
| caption=Vedmak<br />
| class=Cruiser<br />
| grouping=Precursor Cruisers<br />
| hulltype=Vedmak Class<br />
| faction=Triglavian Collective<br />
| race=Triglavian<br />
| roles=unspecified<br />
| variations=<br />
| tech=<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=1030 MW<br />
| cpu=365 tf<br />
| capacitor=1500 GJ<br />
| highs=4<br />
| turrets=1<br />
| launchers=0<br />
| mediums=4<br />
| lows=6<br />
| mass=9,530,000kg<br />
| volume=118,000m&#179;<br />
| cargohold=533 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=75 m&#179;<br />
| bandwidth=50 MBit/sec<br />
| info=A powerful strike craft that is the Collective's conception of a cruiser, the Vedmak has proven adaptable to capsuleer technology along with the other Triglavian ship designs recovered from Abyssal Deadspace.<br><br><br />
<br />
The Vedmak is capable of mounting Heavy Entropic Disintegrators and an array of support weapons such as energy neutralizers and pulse weapons. The ship also makes use of drones and has a long-range remote repair capability.<br><br><br />
<br />
''Vedmak Subclade of Svarog Clade relinquished the adaptation schema of reverse-time accepted 81 tactical troika classification into the cladeflow of Triglav after cladistic mortification by Dazhbog Subclade. Strategic troika have advancing-time pressure for adaptation into tactical subroles.'' – partial translation of data included in recovered design schematics of the Vedmak<br />
| bonuses=<b>Precursor Cruiser bonuses (per skill level):</b><br>5% bonus to Heavy Entropic Disintegrator damage<br>5% bonus to Heavy Entropic Disintegrator tracking speed<br><b>Role Bonus:</b><br>100% bonus to Remote Armor Repairer range<br>50% bonus to Energy Neutralizer capacitor need<br>50% bonus to Remote Armor Repairer capacitor need<br>50% bonus to Smart Bomb capacitor need<br><br />
| structurehp=2,000 HP<br />
| shieldhp=800 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=3,300 HP<br />
| armorem=50<br />
| armorexp=0<br />
| armorkin=25<br />
| armortherm=35<br />
| maxvelocity=240 m/sec<br />
| inertia=0.45<br />
| warpspeed=3 AU/s<br />
| warptime=6.08 s<br />
| targetrange=55.00 km<br />
| sigradius=300 m<br />
| maxlockedtargets=7<br />
| sensortype=Radar<br />
| sensorvalue=20 points<br />
| scanres=300 mm<br />
| reqskills=*{{RequiredSkill|Precursor Cruiser|I}}<br />
**{{RequiredSkill|Precursor Frigate|III}}<br />
***{{RequiredSkill|Spaceship Command|I}}<br />
**{{RequiredSkill|Spaceship Command|IV}}<br />
<br />
| totaltraintime=TODO<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
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<br />
==Summary==<br />
Summary<br />
The Vedmak is a precursor ship. It was released in the Into The Abyss expansion on May the 29th 2018, alongside the two other precursor ships.<br />
<br />
Only the precursor ships can fit the Supratidal Entropic Disintegrator weapon. The new weapon system will occupy a single turret slot and only one can be fitted, limited to Triglavian ships. This opens many possibilities as a large number of utility highs remain free.<br />
<br />
The Entropic Disintegrator has unique characteristics such as increasing damage per cycle and no falloff. When a target is out of range of the weapon, or if any event causes the weapon to deactivate, the damage ramp-up is reset. The weapon system uses tracking mechanics and is impacted by tracking modules, using Entropic Radiation Sink modules as damage modules. The damage type is restricted to explosive and thermal. Ammunition is loaded into the Disintegrator like conventional weapon systems, has no reload time.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Vedmak for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
<wikifit shipid="47270" doctrineid="35020" /><br />
<br />
==Tactics==<br />
As a part of Traglavian Collective lineup, Vedmak possesses several unique attributes that incentivizes certain tactics. Spider-tanking fleets with other Traglavian ships or Logi is very effective, and its [[Smartbomb]] bonus can prove effective in PvE situations. Due to the nature of Entropic Disintegrators, staying and focusing on a single target without stopping is strongly recommended as the damage for entropic disintegrators slowly build up over time. It is strongly recommended to fit Energy Neutralizers in the surplus utility high-slots due to the strong bonus the ship receives for them.<br />
<br />
==Patch History==<br />
{{expansion past|<br />
'''Into The Abyss- 29.05.18'''<br />
* Initial release<br />
}}<br />
<br />
<br />
==Notes==<br />
''Notes can be added here''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Ship Database]][[Category:Precursor Cruisers]]</div>Caileane helenetohttps://wiki.eveuniversity.org/index.php?title=Zealot&diff=137026Zealot2018-07-13T00:31:39Z<p>Caileane heleneto: </p>
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<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 2/25/2018)<br />
-------------------------------------------------------------<br />
* on editing the attributes, please make sure that you don't<br />
* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=12003<br />
| shipimg=Zealot.jpg<br />
| shipname=Zealot<br />
| caption=Zealot<br />
| class=Heavy Assault Cruiser<br />
| grouping=Heavy Assault Cruisers<br />
| hulltype=Omen Class<br />
| faction=Amarr Empire<br />
| race=Amarr<br />
| variations={{Ship|Omen Navy Issue}},{{Ship|Omen}}<br />
| tech=2<br />
| ecmprio=2<br />
| powergrid=1,180 MW<br />
| cpu=340 tf<br />
| capacitor=1,500 GJ<br />
| highs=5<br />
| turrets=5<br />
| launchers=0<br />
| mediums=3<br />
| lows=7<br />
| mass=12,580,000 kg<br />
| volume=118,000 m&#179;<br />
| cargohold=440 m&#179;<br />
| dronebay=50 m&#179;<br />
| bandwidth=25 Mbit/sec<br />
| info=The Zealot is built almost exclusively as a laser platform, designed to wreak as much havoc as its energy beams can be made to. As a vanguard vessel, its thick armor and dazzling destructive power make it capable of cutting through enemy fleets with striking ease. Zealots are currently being mass-produced by Viziam for the Imperial Navy. <br><br>Developer: Viziam <br>For their first production-ready starship design, Viziam opted to focus on their core proficiencies - heavy armor and highly optimized weaponry. The result is an extremely focused design that, when used correctly, can go toe-to-toe with any contemporary cruiser design.<br />
| bonuses=<b>Amarr Cruiser bonuses (per skill level):</b><br>10% reduction in Medium Energy Turret activation cost<br>5% bonus to Medium Energy Turret rate of fire<br><b>Heavy Assault Cruisers bonuses (per skill level):</b><br>10% bonus to Medium Energy Turret optimal range<br>5% bonus to Medium Energy Turret damage<br><b>Role Bonus:</b><br>50% reduction in Microwarpdrive signature radius penalty<br>&bull;&nbsp;Can fit Assault Damage Controls<br><br />
| structurehp=1,670 HP<br />
| shieldhp=980 HP<br />
| shieldem=0<br />
| shieldexp=87.5<br />
| shieldkin=70<br />
| shieldtherm=20<br />
| armorhp=2,250 HP<br />
| armorem=50<br />
| armorexp=80<br />
| armorkin=62.5<br />
| armortherm=35<br />
| maxvelocity=210 m/sec<br />
| inertia=0.553<br />
| warpspeed=3.3 AU/s<br />
| warptime=9.64 s<br />
| targetrange=75.00 km<br />
| sigradius=125 m<br />
| maxlockedtargets=6<br />
| sensortype=RADAR<br />
| sensorvalue=21 points<br />
| scanres=306 mm<br />
| reqskills=*{{RequiredSkill|Amarr Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Amarr Destroyer|III}}<br />
***{{RequiredSkill|Amarr Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Heavy Assault Cruisers|I}}<br />
**{{RequiredSkill|Energy Grid Upgrades|V}}<br />
***{{RequiredSkill|Power Grid Management|II}}<br />
***{{RequiredSkill|Science|I}}<br />
**{{RequiredSkill|Weapon Upgrades|V}}<br />
***{{RequiredSkill|Gunnery|II}}<br />
**{{RequiredSkill|Spaceship Command|V}}<br />
**{{RequiredSkill|Capacitor Management|IV}}<br />
***{{RequiredSkill|Power Grid Management|III}}<br />
<br />
| totaltraintime=63d 9h 37m 40s<br />
| externallinks=<br />
| highlights1=High Amount of Low Slots<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
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<br />
==Summary==<br />
The Zealot is known as a good all round HAC. Its optimal range bonus is easy to convert to a damage bonus due to the good optimal of lasers and instant crystal switching. The optimal bonus is usually put to use with pulse lasers loaded with T2 Scorch ammunition to have good damage at a very respectable optimal range, but also makes it suitable for fitting as a sniper. With 7 low slots it is designed to be armor tanked, and can still fit several damage modules there as well.<br />
<br />
The Zealot is the most commonly used ship in the doctrine known as "Armor HACs", a fleet of low signature, afterburning, armor tanked ships with medium range guns.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Zealot for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Zealot/Fittings|here]]<br />
<br />
==Notes==<br />
<br />
The Zealot follows the HAC model of having somewhat lower DPS and tank than a Battlecruiser, but making up for it with greater range and speed. This results in a ship that can outrun anything it can't outgun.<br />
Generally, a Zealot can take on larger ships if flown correctly. Versus battleships and tier 3 battlecruisers with large guns, emphasise angular velocity by orbiting or manual piloting.<br />
If you have an AB fitted then you are golden. When fighting a battlecruiser with medium weapons or cruiser, you most likely outrange and outspeed them so kite and fight. If you have been flying Amarr exclusively up to this point, it might be a good idea to practice your kiting skills.<br />
<br />
The zealot has no drones, nor space for an energy neutraliser, so it is very vulnerable to any fast frigates if they get within tackle range.<br />
<br />
Useful footage of experienced Zealot piloting can be seen [https://www.youtube.com/watch?v=UnJT9-9A7ag[here]]<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Ship Database]][[Category:Heavy Assault Cruisers]]</div>Caileane helenetohttps://wiki.eveuniversity.org/index.php?title=Smartbombs&diff=137025Smartbombs2018-07-13T00:30:39Z<p>Caileane heleneto: </p>
<hr />
<div>[[File:Icon_smartbomb.png|left]]<br />
{{Weapon Systems Links}}<br />
'''Smartbombs''' are point-blank area-of-effect weapons. When fired, they do damage to ''everything'' in a short distance (~10km) around the activating ship, friend or foe. They fill a very niche role within EVE, since they have very specific characteristics that limit their usefulness as a general weapon system. <br />
<br />
There are very few ways to improve their performance outside of good piloting.<br />
<br />
== Fitting ==<br />
A smartbomb is a ship module that is fitted in a high slot. They come in micro, small, medium, and large sizes, with each size using more power grid and CPU, with increased range and damage output. Smartbombs use considerably more CPU than most turret weapons for the same sized ship, but do not take up a turret or missile hardpoint. This means that they fall under the 'utility' category for high slot modules, meaning that they are most sometimes used in an extra high slot available on a ship when all of its turret and missile hardpoints are used.<br />
<br />
== Characteristics ==<br />
Smartbombs are different than most damage-dealing ship modules for three reasons. As already mentioned, smartbombs do not use [[hardpoint]]s, like turrets or missile launchers. Secondly, they are not targeted, much like [[bombs]]. However, unlike bombs, the explosion they create originates from the ship, rather than a launched warhead. They damage all ships within the explosion radius apart from the ship which used the smartbomb. Finally, the damage that smartbombs inflict is not affected by the damaged ships signature radius or speed. Smartbomb damage is only mitigated by resistances and simply not being in the blast radius.<br />
<br />
Both friends and foes are damaged by smartbombs. Care must be taken in high and low security space not to unintentionally damage structures or ships protected by CONCORD, since this will affect the user's security status, and in high security will result in CONCORD intervention (ie. the destruction of the offending ship). Your own drones, if they are within range, will also be damaged by a smartbomb. In order to activate smartbombs in high security space, you need to set your [[safety settings]] to red.<br />
<br />
== Usage ==<br />
The main use of smartbombs is by larger ships, such as battleships, to destroy small, weak targets, like capsules or drones. These small targets are very difficult to hit with large turrets or missiles due to explosion radius and tracking problems, and take a very long time to lock up in the first place. See [[Gunnery Guide#Tracking|Tracking]] and [[Missiles#Missile Characteristics|Missile Characteristics]] if you are unfamiliar with these problems. Pilots will fit one or more smartbombs, which will be able to hit with perfect accuracy and damage so long as the targets are within range. For smaller ships, like frigates, destroyers, and to a lesser degree cruisers and battlecruisers, their turrets and missiles can track and hit these small, fast-moving targets better, so pilots will save the steep CPU costs of smartbombs to fit other or better modules.<br />
<br />
Some organizations like Rooks and Kings have used smartbombs to great effect by [[Pipe Bombing|pipe bombing]], which consists of using a titan to jump bridge a fleet of smartbomb equipped battleships while an enemy fleet is in warp. The enemy fleet lands in the newly bridged battleships, which activate all their smart bombs, dealing massive damage to the whole fleet at once with no lock on time.<br />
<br />
== Modules ==<br />
Smartbombs are categorized by size (Micro, Small, Medium, and Large), and damage type (EM, Thermal, Kinetic, and Explosive). The means to acquire new micro smartbombs were removed long ago, and they exist today only as collector's items, and so will not be listed here.<br />
<br />
Tech 1 and Tech 2 smartbombs have identical stats across their size class, regardless of damage type; a Large EMP Smartbomb has the same stats as a Large Concussive Smartbomb, except for the damage type. Additionally, all Faction smartbombs are identical within their size and damage type; Medium Amarr Navy EMP Smartbombs are identical to Medium Dark Blood EMP Smartbombs. <br />
<br />
All smartbombs have a cycle time of 10 seconds. [[Overheating]] a smartbomb reduces its cycle time by 15%.<br />
<br />
=== Naming convention ===<br />
Smartbombs follow a naming convention of ''(size) (damage-descriptor) Smartbomb'', with an optional ''(faction)'' preceding the name.<br />
<br />
{| class="wikitable sortable collapsible" style="font-size:90%;text-align:center;"<br />
! style="background-color:#222222;" | Damage<br/>type<br />
! style="background-color:#222222;" | T1 & 2<br />
! style="background-color:#222222;" | Meta 1 <br />
! style="background-color:#222222;" | Factions<br />
|-<br />
| {{icon|em damage|26}} EM<br />
| EMP<br />
| 'Vehemance' Shockwave Charge<br />
| Amarr Navy,<br/>Ammatar Navy,<br/>Dark Blood,<br/>Khanid Navy,<br/>True Sansha<br />
|-<br />
| {{icon|th damage|26}} Thermal<br />
| Plasma<br />
| YF-12a Smartbomb<br />
| Gallente Navy,<br/>Shadow Serpentis<br />
|-<br />
| {{icon|ki damage|26}} Kinetic<br />
| Graviton<br />
| Rudimentary Concussion Bomb<br />
| Caldari Navy,<br/>Dread Guristas<br />
|-<br />
| {{icon|ex damage|26}} Explosive<br />
| Proton<br />
| 'Notos' Explosive Charge<br />
| Republic Fleet,<br/>Domination<br />
|}<br />
<br />
=== Small smartbombs ===<br />
{| class="wikitable sortable collapsible" style="font-size:90%;text-align:center;"<br />
! style="background-color:#222222;text-align:left;" | Name/Category<br />
! style="background-color:#222222;" | Tech<br />
! style="background-color:#222222;" | Meta <br />
! style="background-color:#222222;" | {{icon|cpu|26|CPU required (TF)}}<br />
! style="background-color:#222222;" | {{icon|pg|26|Powergrid required (MW)}}<br />
! style="background-color:#222222;" | Capacitor<br/>Use<br />
! style="background-color:#222222;" | <span title="Range (km) of effect, from activating ship">{{icon|range|26}} Range</span><br />
! style="background-color:#222222;" | <span title="Damage of module type">Damage</span><br />
|-<br />
| style="text-align:left;" | <span title="All T1 smartbombs have the same stats">All small T1 smartbombs</span><br />
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span><br />
| 0 <br />
| 30<br />
| 8<br />
| 30<br />
| 3<br />
| 50<br />
|-<br />
| style="text-align:left;" | Small 'Vehemence' Shockwave Charge<br />
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span><br />
| rowspan=4 | 1<br />
| 24<br />
| rowspan=4 | 8<br />
| rowspan=4 | 30<br />
| rowspan=4 | 3<br />
| 60{{icon|em damage|16px|EM damage}}<br />
|-<br />
| style="text-align:left;" | Small YF-12a Smartbomb<br />
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span><br />
| 25<br />
| 60{{icon|th damage|16px|Thermal damage}}<br />
|-<br />
| style="text-align:left;" | Small Rudimentary Concussion Bomb<br />
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span><br />
| 27<br />
| 60{{icon|ki damage|16px|Kinetic damage}}<br />
|-<br />
| style="text-align:left;" | Small 'Notos' Explosive Charge<br />
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span><br />
| 28<br />
| 60{{icon|ex damage|16px|Explosive damage}}<br />
|-<br />
| style="text-align:left;" | <span title="All T2 smartbombs have the same stats">[[File:Icon tech2.png|16px]] All small T2 smartbombs</span><ref name="t2">Requires {{sk|Energy Pulse Weapons|III}} to use.</ref><br />
| style="background:#9d6101;" data-sort-value=2 | <span title="Tech 2 module">II</span><br />
| 5<br />
| 30<br />
| 8<br />
| 30<br />
| 3<br />
| 70<br />
|-<br />
| style="text-align:left;" | [[File:Icon storyline.png|16px]]'Pike' Small EMP Smartbomb<br />
| style="background:#446e1e;" data-sort-value="3" | <span title="Storyline module">&#x25EF;</span><br />
| 6<br />
| 24<br />
| 7<br />
| 30<br />
| 3<br />
| 60{{icon|em damage|16px|EM damage}}<br />
|-<br />
| style="text-align:left;" | [[File:Icon storyline.png|16px]]Small Degenerative Concussion Bomb<br />
| style="background:#446e1e;" data-sort-value="3" | <span title="Storyline module">&#x25EF;</span><br />
| 6<br />
| 17<br />
| 5<br />
| 15<br />
| 2.4<br />
| 25{{icon|ex damage|16px|Explosive damage}}<br />
|-<br />
| style="text-align:left;" | [[File:Icon faction.png|16px]]Faction small EM smartbombs<ref name="emFaction">Includes Amarr Navy, Ammatar Navy, Dark Blood, Khanid Navy, and True Sansha modules</ref><br />
| style="background:#446e1e;" data-sort-value="4" | <span title="Faction module">&#x25C7;</span><br />
| rowspan=4 | 9<br />
| rowspan=4 | 30<br />
| rowspan=4 | 8<br />
| 20<br />
| 4.5<br />
| 75{{icon|em damage|16px|EM damage}}<br />
|-<br />
| style="text-align:left;" | [[File:Icon faction.png|16px]]Faction small thermal smartbombs<ref name="thermalFaction">Includes Gallente Navy and Shadow Serpentis modules</ref><br />
| style="background:#446e1e;" data-sort-value="4" | <span title="Faction module">&#x25C7;</span><br />
| 21<br />
| 4.05<br />
| 68{{icon|th damage|16px|Thermal damage}}<br />
|-<br />
| style="text-align:left;" | [[File:Icon faction.png|16px]]Faction small kinetic smartbombs<ref name="kineticFaction">Includes Caldari Navy and Dread Guristas modules</ref><br />
| style="background:#446e1e;" data-sort-value="4" | <span title="Faction module">&#x25C7;</span><br />
| 24<br />
| 3.75<br />
| 63{{icon|ki damage|16px|Kinetic damage}}<br />
|-<br />
| style="text-align:left;" | [[File:Icon faction.png|16px]]Faction small explosive smartbombs<ref name="explosiveFaction">Includes Republic Fleet and Domination modules</ref><br />
| style="background:#446e1e;" data-sort-value="4" | <span title="Faction module">&#x25C7;</span><br />
| 23<br />
| 3.9<br />
| 65{{icon|ex damage|16px|Explosive damage}}<br />
|}<br />
<small><references></references></small><br />
<br />
=== Medium smartbombs ===<br />
{| class="wikitable sortable collapsible" style="font-size:90%;text-align:center;"<br />
! style="background-color:#222222;text-align:left;" | Name/Category<br />
! style="background-color:#222222;" | Tech<br />
! style="background-color:#222222;" | Meta <br />
! style="background-color:#222222;" | {{icon|cpu|26|CPU required (TF)}}<br />
! style="background-color:#222222;" | {{icon|pg|26|Powergrid required (MW)}}<br />
! style="background-color:#222222;" | Capacitor<br/>Use<br />
! style="background-color:#222222;" | <span title="Range (km) of effect, from activating ship">{{icon|range|26}} Range</span><br />
! style="background-color:#222222;" | <span title="Damage of module type">Damage</span><br />
|-<br />
| style="text-align:left;" | <span title="All T1 smartbombs have the same stats">All medium T1 smartbombs</span><br />
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span><br />
| 0 <br />
| 50<br />
| 200<br />
| 200<br />
| 4<br />
| 100<br />
|-<br />
| style="text-align:left;" | Medium 'Vehemence' Shockwave Charge<br />
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span><br />
| rowspan=4 | 1<br />
| 40<br />
| rowspan=4 | 200<br />
| rowspan=4 | 200<br />
| rowspan=4 | 4<br />
| 120{{icon|em damage|16px|EM damage}}<br />
|-<br />
| style="text-align:left;" | Medium YF-12a Smartbomb<br />
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span><br />
| 42<br />
| 120{{icon|th damage|16px|Thermal damage}}<br />
|-<br />
| style="text-align:left;" | Medium Rudimentary Concussion Bomb<br />
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span><br />
| 45<br />
| 120{{icon|ki damage|16px|Kinetic damage}}<br />
|-<br />
| style="text-align:left;" | Medium 'Notos' Explosive Charge<br />
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span><br />
| 47<br />
| 120{{icon|ex damage|16px|Explosive damage}}<br />
|-<br />
| style="text-align:left;" | <span title="All T2 smartbombs have the same stats">[[File:Icon tech2.png|16px]] All medium T2 smartbombs</span><ref name="t2">Requires {{sk|Energy Pulse Weapons|IV}} to use.</ref><br />
| style="background:#9d6101;" data-sort-value=2 | <span title="Tech 2 module">II</span><br />
| 5<br />
| 50<br />
| 200<br />
| 200<br />
| 4<br />
| 140<br />
|-<br />
| style="text-align:left;" | [[File:Icon storyline.png|16px]]'Lancer' Medium EMP Smartbomb<br />
| style="background:#446e1e;" data-sort-value="3" | <span title="Storyline module">&#x25EF;</span><br />
| 6<br />
| 40<br />
| 180<br />
| 75<br />
| 4.8<br />
| 140{{icon|em damage|16px|EM damage}}<br />
|-<br />
| style="text-align:left;" | [[File:Icon storyline.png|16px]]Medium Degenerative Concussion Bomb<br />
| style="background:#446e1e;" data-sort-value="3" | <span title="Storyline module">&#x25EF;</span><br />
| 6<br />
| 43<br />
| 180<br />
| 75<br />
| 4.8<br />
| 100{{icon|ex damage|16px|Explosive damage}}<br />
|-<br />
| style="text-align:left;" | [[File:Icon faction.png|16px]]Faction medium EM smartbombs<ref name="emFaction">Includes Amarr Navy, Ammatar Navy, Dark Blood, Khanid Navy, and True Sansha modules</ref><br />
| style="background:#446e1e;" data-sort-value="4" | <span title="Faction module">&#x25C7;</span><br />
| rowspan=4 | 9<br />
| rowspan=4 | 50<br />
| rowspan=4 | 200<br />
| 49<br />
| 6<br />
| 150{{icon|em damage|16px|EM damage}}<br />
|-<br />
| style="text-align:left;" | [[File:Icon faction.png|16px]]Faction medium thermal smartbombs<ref name="thermalFaction">Includes Gallente Navy and Shadow Serpentis modules</ref><br />
| style="background:#446e1e;" data-sort-value="4" | <span title="Faction module">&#x25C7;</span><br />
| 53<br />
| 5.4<br />
| 135{{icon|th damage|16px|Thermal damage}}<br />
|-<br />
| style="text-align:left;" | [[File:Icon faction.png|16px]]Faction medium kinetic smartbombs<ref name="kineticFaction">Includes Caldari Navy and Dread Guristas modules</ref><br />
| style="background:#446e1e;" data-sort-value="4" | <span title="Faction module">&#x25C7;</span><br />
| 60<br />
| 5<br />
| 125{{icon|ki damage|16px|Kinetic damage}}<br />
|-<br />
| style="text-align:left;" | [[File:Icon faction.png|16px]]Faction medium explosive smartbombs<ref name="explosiveFaction">Includes Republic Fleet and Domination modules</ref><br />
| style="background:#446e1e;" data-sort-value="4" | <span title="Faction module">&#x25C7;</span><br />
| 56<br />
| 5.2<br />
| 130{{icon|ex damage|16px|Explosive damage}}<br />
|}<br />
<small><references></references></small><br />
<br />
=== Large smartbombs ===<br />
{| class="wikitable sortable collapsible" style="font-size:90%;text-align:center;"<br />
! style="background-color:#222222;text-align:left;" | Name/Category<br />
! style="background-color:#222222;" | Tech<br />
! style="background-color:#222222;" | Meta <br />
! style="background-color:#222222;" | {{icon|cpu|26|CPU required (TF)}}<br />
! style="background-color:#222222;" | {{icon|pg|26|Powergrid required (MW)}}<br />
! style="background-color:#222222;" | Capacitor<br/>Use<br />
! style="background-color:#222222;" | <span title="Range (km) of effect, from activating ship">{{icon|range|26}} Range</span><br />
! style="background-color:#222222;" | <span title="Damage of module type">Damage</span><br />
|-<br />
| style="text-align:left;" | <span title="All T1 smartbombs have the same stats">All large T1 smartbombs</span><br />
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span><br />
| 0 <br />
| 80<br />
| 1000<br />
| 200<br />
| 5<br />
| 250<br />
|-<br />
| style="text-align:left;" | Large 'Vehemence' Shockwave Charge<br />
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span><br />
| rowspan=4 | 1<br />
| 64<br />
| rowspan=4 | 1000<br />
| rowspan=4 | 200<br />
| rowspan=4 | 5<br />
| 300{{icon|em damage|16px|EM damage}}<br />
|-<br />
| style="text-align:left;" | Large YF-12a Smartbomb<br />
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span><br />
| 68<br />
| 300{{icon|th damage|16px|Thermal damage}}<br />
|-<br />
| style="text-align:left;" | Large Rudimentary Concussion Bomb<br />
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span><br />
| 72<br />
| 300{{icon|ki damage|16px|Kinetic damage}}<br />
|-<br />
| style="text-align:left;" | Large 'Notos' Explosive Charge<br />
| style="background:#000000;" data-sort-value=1 | <span title="Tech 1 module">I</span><br />
| 76<br />
| 300{{icon|ex damage|16px|Explosive damage}}<br />
|-<br />
| style="text-align:left;" | <span title="All T2 smartbombs have the same stats">[[File:Icon tech2.png|16px]] All large T2 smartbombs</span><ref name="t2">Requires {{sk|Energy Pulse Weapons|V}} to use.</ref><br />
| style="background:#9d6101;" data-sort-value=2 | <span title="Tech 2 module">II</span><br />
| 5<br />
| 80<br />
| 1100<br />
| 220<br />
| 6<br />
| 300<br />
|-<br />
| style="text-align:left;" | [[File:Icon storyline.png|16px]]'Warhammer' Large EMP Smartbomb<br />
| style="background:#446e1e;" data-sort-value="3" | <span title="Storyline module">&#x25EF;</span><br />
| 6<br />
| 64<br />
| 900<br />
| 200<br />
| 6<br />
| 350{{icon|em damage|16px|EM damage}}<br />
|-<br />
| style="text-align:left;" | [[File:Icon storyline.png|16px]]Large Degenerative Concussion Bomb<br />
| style="background:#446e1e;" data-sort-value="3" | <span title="Storyline module">&#x25EF;</span><br />
| 6<br />
| 68<br />
| 900<br />
| 200<br />
| 6<br />
| 250{{icon|ex damage|16px|Explosive damage}}<br />
|-<br />
| style="text-align:left;" | [[File:Icon faction.png|16px]]Faction medium EM smartbombs<ref name="emFaction">Includes Amarr Navy, Ammatar Navy, Dark Blood, Khanid Navy, and True Sansha modules</ref><br />
| style="background:#446e1e;" data-sort-value="4" | <span title="Faction module">&#x25C7;</span><br />
| rowspan=4 | 9<br />
| rowspan=4 | 80<br />
| rowspan=4 | 1000<br />
| 130<br />
| 7.5<br />
| 375{{icon|em damage|16px|EM damage}}<br />
|-<br />
| style="text-align:left;" | [[File:Icon faction.png|16px]]Faction medium thermal smartbombs<ref name="thermalFaction">Includes Gallente Navy and Shadow Serpentis modules</ref><br />
| style="background:#446e1e;" data-sort-value="4" | <span title="Faction module">&#x25C7;</span><br />
| 140<br />
| 6.75<br />
| 338{{icon|th damage|16px|Thermal damage}}<br />
|-<br />
| style="text-align:left;" | [[File:Icon faction.png|16px]]Faction medium kinetic smartbombs<ref name="kineticFaction">Includes Caldari Navy and Dread Guristas modules</ref><br />
| style="background:#446e1e;" data-sort-value="4" | <span title="Faction module">&#x25C7;</span><br />
| 160<br />
| 6.25<br />
| 313{{icon|ki damage|16px|Kinetic damage}}<br />
|-<br />
| style="text-align:left;" | [[File:Icon faction.png|16px]]Faction medium explosive smartbombs<ref name="explosiveFaction">Includes Republic Fleet and Domination modules</ref><br />
| style="background:#446e1e;" data-sort-value="4" | <span title="Faction module">&#x25C7;</span><br />
| 150<br />
| 6.5<br />
| 325{{icon|ex damage|16px|Explosive damage}}<br />
|}<br />
<small><references></references></small><br />
<br />
Additionally, large smartbombs have various [[Faction Modules and You#Officer|officer]] modules which have increased performance at the cost of increased fitting stats.<br />
<br />
== Skills ==<br />
'''Basic Skills'''<br />
* {{sk|Energy Pulse Weapons|mult=yes|price=yes}}: Allows you to equip smartbombs, and reduces their cycle time by 5% per level, which increases both DPS and cap usage.<br />
<br />
'''Fitting Skills'''<br />
* {{sk|Weapon Upgrades|mult=yes|price=yes}}: Decreases the CPU needs of smartbomb modules by 5% per level. A fairly important skill, as smartbombs are very cpu intensive. Note that {{sk|Advanced Weapon Upgrades}} does not affect smartbombs, only turrets and launchers.<br />
* Basic fitting skills are important when working with smartbombs, due to their high fitting requirements. Make sure you train {{sk|CPU Management}}, and less importantly for smartbombs, {{sk|Power Grid Management}} to V.<br />
<br />
== Implants ==<br />
The '''{{co|wheat|Inherent Implants 'Squire' Energy Pulse Weapons}}''' [[List of Skill Hardwiring Implants|implant range]] is the only way to improve the performance of smartbombs. These plug in to slot 7, and decrease the cycle time of smartbombs by 1-6%. They are available from various military LP stores.</div>Caileane heleneto