https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Kazad+munthor&feedformat=atomEVE University Wiki - User contributions [en]2024-03-28T08:40:29ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=Revelation&diff=94542Revelation2016-04-27T01:11:03Z<p>Kazad munthor: </p>
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* SHIP ATTRIBUTES SECTION (last update : 5/30/2014)<br />
-------------------------------------------------------------<br />
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| shipid=19720<br />
| shipimg=Revelation.jpg<br />
| shipname=Revelation<br />
| caption=Revelation<br />
| class=Dreadnought<br />
| grouping=Dreadnoughts<br />
| hulltype=Revelation Class<br />
| faction=Amarr Empire<br />
| race=Amarr<br />
| roles=unspecified<br />
| variations=<i>none</i><br />
| tech=<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=650,000 MW<br />
| cpu=650 tf<br />
| capacitor=57,375 GJ<br />
| highs=4<br />
| turrets=3<br />
| launchers=0<br />
| mediums=4<br />
| lows=8<br />
| mass=1,237,500,000 kg<br />
| volume=18,500,000 m&#179;<br />
| cargohold=2,175 m&#179;<br />
| extrahold=8,000 m&#179;<br />
| extraholdtype=Fuel<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=The Revelation represents the pinnacle of Amarrian military technology. Maintaining their proud tradition of producing the strongest armor plating to be found anywhere, the Empire's engineers outdid themselves in creating what is arguably the most resilient dreadnought in existence.<br><br>Added to that, the Revelation's ability to fire capital beams makes its position on the battlefield a unique one. When extended sieges are the order of the day, this is the ship you call in.<br />
| bonuses=<b>Amarr Dreadnought bonuses (per skill level):</b><br>10% reduction in Capital Energy Turret activation cost<br>5% bonus to Capital Energy Turret rate of fire<br><b>Role Bonus:</b><br>&bull;&nbsp;Can fit Siege modules<br><br />
| structurehp=203,125 HP<br />
| shieldhp=140,625 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=203,125 HP<br />
| armorem=50<br />
| armorexp=20<br />
| armorkin=25<br />
| armortherm=35<br />
| maxvelocity=65 m/sec<br />
| inertia=0.046<br />
| warpspeed=1.5 AU/s<br />
| warptime=78.91 s<br />
| targetrange=97.50 km<br />
| sigradius=2,975 m<br />
| maxlockedtargets=7<br />
| sensortype=RADAR<br />
| sensorvalue=41 points<br />
| scanres=55 mm<br />
| reqskills=*{{RequiredSkill|Capital Ships|I}}<br />
**{{RequiredSkill|Advanced Spaceship Command|V}}<br />
***{{RequiredSkill|Spaceship Command|V}}<br />
*{{RequiredSkill|Amarr Dreadnought|I}}<br />
**{{RequiredSkill|Capital Ships|III}}<br />
***{{RequiredSkill|Advanced Spaceship Command|V}}<br />
****{{RequiredSkill|Spaceship Command|V}}<br />
**{{RequiredSkill|Amarr Battleship|III}}<br />
***{{RequiredSkill|Spaceship Command|IV}}<br />
***{{RequiredSkill|Amarr Battlecruiser|III}}<br />
****{{RequiredSkill|Spaceship Command|III}}<br />
****{{RequiredSkill|Amarr Cruiser|III}}<br />
*****{{RequiredSkill|Spaceship Command|II}}<br />
*****{{RequiredSkill|Amarr Destroyer|III}}<br />
******{{RequiredSkill|Amarr Frigate|III}}<br />
*******{{RequiredSkill|Spaceship Command|I}}<br />
**{{RequiredSkill|Tactical Weapon Reconfiguration|I}}<br />
***{{RequiredSkill|Advanced Weapon Upgrades|V}}<br />
****{{RequiredSkill|Weapon Upgrades|V}}<br />
*****{{RequiredSkill|Gunnery|II}}<br />
*{{RequiredSkill|Jump Drive Operation|I}}<br />
**{{RequiredSkill|Navigation|V}}<br />
**{{RequiredSkill|Warp Drive Operation|V}}<br />
***{{RequiredSkill|Navigation|I}}<br />
**{{RequiredSkill|Science|V}}<br />
<br />
| totaltraintime=107d 18h 28m 50s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Revelation Revelation on Eve Online Wiki]<br />
| highlights1=High Amount of Low Slots<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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==Summary==<br />
The Revelation is the Amarr Dreadnought-class capital ship and is designed for dealing damage to structures and other capitals. The Revelation is usually considered to be a substandard dreadnought compared to the Gallente [[Moros]] and Minmatar [[Naglfar]], but better than the Caldari [[Phoenix]]. Its main benefit comes from consuming no ammunition and being able to instantly switch ranges. Its weaknesses are its substandard damage and average tank.<br />
<br />
==Skills==<br />
* Amarr Dreadnought V<br />
* Capital Energy Turret IV<br />
* Perfect gunnery support skills<br />
* Perfect tank support skills<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Revelation/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Revelation roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Revelation here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Dreadnoughts]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=User_talk:Kazad_munthor&diff=94281User talk:Kazad munthor2016-04-23T01:35:41Z<p>Kazad munthor: Created page with "[color=#00FF00][size=150]==== Querious deployment -- seeding the market ====[/size][/color] For the Querious deployment starting at the end of next week we will try to seed ..."</p>
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<div>[color=#00FF00][size=150]==== Querious deployment -- seeding the market ====[/size][/color]<br />
<br />
<br />
For the Querious deployment starting at the end of next week we will try to seed the market at [http://evemaps.dotlan.net/outpost/ED-L9T ED-L9T I - The Slippery Kitty Freeport] in order to provide some flexibility for the fleets, we want to have various modules, ammo, drones and such available at the station. We will provide transportation from Amarr to ED-L9T on April 27th. If you are interested on helping, please contact me by forum PM preferable or by in game mail. <br />
<br />
A tentative list of the supplies is available at https://docs.google.com/spreadsheets/d/1SdrG7QbF-ipRSQLTSDwqe9AGemq2hked09ZIzSWqA18/edit?usp=sharing.<br />
Of course, suggestions to that list are more than welcomed.</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Aeon&diff=94082Aeon2016-04-16T00:07:53Z<p>Kazad munthor: </p>
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| shipid=23919<br />
| shipimg=Aeon.jpg<br />
| shipname=Aeon<br />
| caption=Aeon<br />
| class=Supercarrier<br />
| grouping=Supercarriers<br />
| hulltype=Aeon Class<br />
| faction=Amarr Empire<br />
| race=Amarr<br />
| roles=unspecified<br />
| variations=<i>none</i><br />
| tech=<br />
| ecmprio=0 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=925,000 MW<br />
| cpu=725 tf<br />
| capacitor=75,000 GJ<br />
| highs=6<br />
| turrets=0<br />
| launchers=0<br />
| mediums=4<br />
| lows=8<br />
| mass=1,546,875,000 kg<br />
| volume=62,000,000 m&#179;<br />
| cargohold=1,337 m&#179;<br />
| extrahold=5,000 m&#179;<br />
| extraholdtype=Fuel<br />
| dronebay=150,000 m&#179;<br />
| bandwidth=12,500 Mbit/sec<br />
| info=Ships like the Aeon have been with the Empire for a long time. They have remained a mainstay of Amarr expansion as, hopeful for a new beginning beyond the blasted horizon, whole cities of settlers sojourn from their time-worn homesteads to try their luck on infant worlds. The Aeon represents the largest ship of its kind in the history of the Empire, capable of functioning as a mobile citadel in addition to fielding powerful wings of fighter bombers.<br><br />
| bonuses=<b>Amarr Carrier bonuses (per skill level):</b><br>50% bonus to Capital Remote Capacitor Transmitter and Capital Remote Armor Repairer range<br>4% bonus to all armor resistances<br>&bull;&nbsp;Can deploy one additional Fighter or Fighter Bomber<br>&bull;&nbsp;Can fit 1 additional Warfare Link module<br><b>Role Bonus:</b><br>200% bonus to Fighter or Fighter Bomber control range<br>100% bonus to Fighter and Fighter Bomber hitpoints and damage<br>&bull;&nbsp;Can fit Remote ECM Burst<br>&bull;&nbsp;Immune to all forms of Electronic Warfare<br>&bull;&nbsp;This ship class is only capable of carrying Fighters and Fighter Bombers in its drone bay<br><br />
| structurehp=460,000 HP<br />
| shieldhp=392,000 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=880,000 HP<br />
| armorem=50<br />
| armorexp=20<br />
| armorkin=25<br />
| armortherm=35<br />
| maxvelocity=60 m/sec<br />
| inertia=0.04<br />
| warpspeed=1.5 AU/s<br />
| warptime=85.78 s<br />
| targetrange=146.25 km<br />
| sigradius=11,870 m<br />
| maxlockedtargets=6<br />
| sensortype=RADAR<br />
| sensorvalue=150 points<br />
| scanres=50 mm<br />
| reqskills=*{{RequiredSkill|Capital Ships|I}}<br />
**{{RequiredSkill|Advanced Spaceship Command|V}}<br />
***{{RequiredSkill|Spaceship Command|V}}<br />
*{{RequiredSkill|Amarr Carrier|I}}<br />
**{{RequiredSkill|Capital Ships|IV}}<br />
***{{RequiredSkill|Advanced Spaceship Command|V}}<br />
****{{RequiredSkill|Spaceship Command|V}}<br />
**{{RequiredSkill|Amarr Battleship|III}}<br />
***{{RequiredSkill|Spaceship Command|IV}}<br />
***{{RequiredSkill|Amarr Battlecruiser|III}}<br />
****{{RequiredSkill|Spaceship Command|III}}<br />
****{{RequiredSkill|Amarr Cruiser|III}}<br />
*****{{RequiredSkill|Spaceship Command|II}}<br />
*****{{RequiredSkill|Amarr Destroyer|III}}<br />
******{{RequiredSkill|Amarr Frigate|III}}<br />
*******{{RequiredSkill|Spaceship Command|I}}<br />
**{{RequiredSkill|Drone Interfacing|V}}<br />
***{{RequiredSkill|Drones|V}}<br />
**{{RequiredSkill|Jump Fuel Conservation|IV}}<br />
***{{RequiredSkill|Jump Drive Operation|III}}<br />
****{{RequiredSkill|Navigation|V}}<br />
****{{RequiredSkill|Warp Drive Operation|V}}<br />
*****{{RequiredSkill|Navigation|I}}<br />
****{{RequiredSkill|Science|V}}<br />
**{{RequiredSkill|Jump Drive Calibration|III}}<br />
***{{RequiredSkill|Jump Drive Operation|V}}<br />
****{{RequiredSkill|Navigation|V}}<br />
****{{RequiredSkill|Warp Drive Operation|V}}<br />
*****{{RequiredSkill|Navigation|I}}<br />
****{{RequiredSkill|Science|V}}<br />
<br />
| totaltraintime=147d 13h 43m 40s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Aeon Aeon on Eve Online Wiki]<br />
| highlights1=High Amount of Low Slots<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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==Summary==<br />
The Aeon is the Amarr supercarrier. With a 4% bonus to armor resistances per level allowing the Aeon to mount a tank upwards of 40 million EHP, the Aeon is immensly popular among null-sec and low-sec alliances. This, combined with its supportive capabilities make it a common sight in null-sec strike fleets.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Aeon for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Aeon/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Aeon roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Aeon here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Supercarriers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Loki&diff=94058Loki2016-04-15T23:44:02Z<p>Kazad munthor: </p>
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=29990<br />
| shipimg=Loki.jpg<br />
| shipname=Loki<br />
| caption=Loki<br />
| class=Strategic Cruiser<br />
| grouping=Strategic Cruisers<br />
| hulltype=Loki Class<br />
| faction=Minmatar Republic<br />
| race=Minmatar<br />
| roles=unspecified<br />
| variations=<i>none</i><br />
| tech=3<br />
| ecmprio=3 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=0 MW<br />
| cpu=0 tf<br />
| capacitor=100 GJ<br />
| highs=0<br />
| turrets=0<br />
| launchers=0<br />
| mediums=0<br />
| lows=0<br />
| mass=6,540,000 kg<br />
| volume=80,000 m&#179;<br />
| cargohold=0 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=For many Minmatar, the high mountains of Matar hold wonders unknown to the rest of New Eden: hidden glens, beautiful creatures, buried customs. Not surprisingly, the Krusual tribe lay claim to these mountains, their home for generations and base to their machinations.<br><br>Krusual elders whisper ancient tales among their huddled tribes, describing the glory of heroes past and enigmatic prophecies of old. On the darkest day, at the most hopeless moments, an elder may speak of <i>loki</i>, in reverent tones and excited hushes. In the ancient tongue, the <i>loki</i> are the crux of Krusual thought. There is no direct translation for this word; in fact, <i>loki</i> translates differently among the elders. It can mean “hidden wonder” or “secret passage”, “changing mask” or “unseen dagger”. Regardless of its context, <i>loki</i> has one meaning common to all its tales across all the elders: “hope”.<br><br />
| bonuses=<b>Minmatar Electronic Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Minmatar Electronic Systems effectiveness<br><b>Minmatar Defensive Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Minmatar Defensive Systems effectiveness<br><b>Minmatar Engineering Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Minmatar Engineering Systems effectiveness<br><b>Minmatar Offensive Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Minmatar Offensive Systems effectiveness<br><b>Minmatar Propulsion Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Minmatar Propulsion Systems effectiveness<br><b>Minmatar Strategic Cruiser bonuses (per skill level):</b><br>5% reduction in module heat damage amount taken<br><br />
| structurehp=1,611 HP<br />
| shieldhp=100 HP<br />
| shieldem=0<br />
| shieldexp=0<br />
| shieldkin=0<br />
| shieldtherm=0<br />
| armorhp=100 HP<br />
| armorem=0<br />
| armorexp=0<br />
| armorkin=0<br />
| armortherm=0<br />
| maxvelocity=10 m/sec<br />
| inertia=0.35<br />
| warpspeed=3 AU/s<br />
| warptime=3.17 s<br />
| targetrange=0.00 km<br />
| sigradius=150 m<br />
| maxlockedtargets=5<br />
| sensortype=LADAR<br />
| sensorvalue=0 points<br />
| scanres=0 mm<br />
| reqskills=*{{RequiredSkill|Minmatar Strategic Cruiser|I}}<br />
**{{RequiredSkill|Minmatar Cruiser|V}}<br />
***{{RequiredSkill|Spaceship Command|II}}<br />
***{{RequiredSkill|Minmatar Destroyer|III}}<br />
****{{RequiredSkill|Minmatar Frigate|III}}<br />
*****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Minmatar Defensive Systems|I}}<br />
**{{RequiredSkill|Mechanics|V}}<br />
**{{RequiredSkill|Shield Operation|III}}<br />
***{{RequiredSkill|Power Grid Management|I}}<br />
*{{RequiredSkill|Minmatar Electronic Systems|I}}<br />
**{{RequiredSkill|CPU Management|V}}<br />
*{{RequiredSkill|Minmatar Engineering Systems|I}}<br />
**{{RequiredSkill|Power Grid Management|V}}<br />
*{{RequiredSkill|Minmatar Offensive Systems|I}}<br />
**{{RequiredSkill|Gunnery|V}}<br />
**{{RequiredSkill|Missile Launcher Operation|III}}<br />
*{{RequiredSkill|Minmatar Propulsion Systems|I}}<br />
**{{RequiredSkill|Navigation|V}}<br />
<br />
| totaltraintime=60d 11h 3m 50s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Loki Loki on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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<br />
==Summary==<br />
The Loki is the Minmatar [[Strategic Cruiser]]. Strategic cruisers are made up of the hull and 5 subsystems that can be swapped to change the ship's role, making them very flexible. Some highlights of the Loki are:<br />
* Defensive subsystems for both armor and shield tanking - the only strategic cruiser to support this.<br />
* Covert Reconfiguration subsystem (also available to other strategic cruisers) allows the Loki to be configured as a capable combat cloaky.<br />
* Electronics subsystem for improved web range, allowing the Loki to be configured as a "super" [[Rapier]] or [[Huginn]].<br />
* Offensive subsystems to support autocannons or artillery.<br />
* Can be fit as a command ship specialising in Skirmish Warfare Links.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Loki for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Loki/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Loki roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Loki here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Strategic Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Proteus&diff=94056Proteus2016-04-15T23:43:02Z<p>Kazad munthor: </p>
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* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=29988<br />
| shipimg=Proteus.jpg<br />
| shipname=Proteus<br />
| caption=Proteus<br />
| class=Strategic Cruiser<br />
| grouping=Strategic Cruisers<br />
| hulltype=Proteus Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| roles=unspecified<br />
| variations=<i>none</i><br />
| tech=3<br />
| ecmprio=3 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=0 MW<br />
| cpu=0 tf<br />
| capacitor=100 GJ<br />
| highs=0<br />
| turrets=0<br />
| launchers=0<br />
| mediums=0<br />
| lows=0<br />
| mass=5,341,000 kg<br />
| volume=115,000 m&#179;<br />
| cargohold=0 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=Freedom is liquid, supple, mellifluous. It surrounds us, engulfs our bodies, drowns our fear. We plumb freedom's depths and consume the nourishment within. From these waters, we are born; when we die, we shall return to those waters. <br><br>Out there, among the stars, are the waters, freedom incarnate. That dark, endless void is our destiny, our path, our goal. We must not fear it, nor should we control it. Rather, we should embrace it, trust it, love it. Its ever-changing face, its protean existence, is our very essence. We are those stars, the void, the awesome waters of space: ancient, forever, free.<br><br> - Jinsente Parmen, <i>The Gallente in New Eden</i><br><br><br />
| bonuses=<b>Gallente Defensive Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Gallente Defensive Systems effectiveness<br><b>Gallente Electronic Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Gallente Electronic Systems effectiveness<br><b>Gallente Engineering Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Gallente Engineering Systems effectiveness<br><b>Gallente Offensive Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Gallente Offensive Systems effectiveness<br><b>Gallente Propulsion Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Gallente Propulsion Systems effectiveness<br><b>Gallente Strategic Cruiser bonuses (per skill level):</b><br>5% reduction in module heat damage amount taken<br><br />
| structurehp=1,856 HP<br />
| shieldhp=100 HP<br />
| shieldem=0<br />
| shieldexp=0<br />
| shieldkin=0<br />
| shieldtherm=0<br />
| armorhp=100 HP<br />
| armorem=0<br />
| armorexp=0<br />
| armorkin=0<br />
| armortherm=0<br />
| maxvelocity=10 m/sec<br />
| inertia=0.44<br />
| warpspeed=3 AU/s<br />
| warptime=3.26 s<br />
| targetrange=0.00 km<br />
| sigradius=150 m<br />
| maxlockedtargets=5<br />
| sensortype=Magnetometric<br />
| sensorvalue=0 points<br />
| scanres=0 mm<br />
| reqskills=*{{RequiredSkill|Gallente Strategic Cruiser|I}}<br />
**{{RequiredSkill|Gallente Cruiser|V}}<br />
***{{RequiredSkill|Spaceship Command|II}}<br />
***{{RequiredSkill|Gallente Destroyer|III}}<br />
****{{RequiredSkill|Gallente Frigate|III}}<br />
*****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Gallente Defensive Systems|I}}<br />
**{{RequiredSkill|Mechanics|V}}<br />
**{{RequiredSkill|Shield Operation|III}}<br />
***{{RequiredSkill|Power Grid Management|I}}<br />
*{{RequiredSkill|Gallente Electronic Systems|I}}<br />
**{{RequiredSkill|CPU Management|V}}<br />
*{{RequiredSkill|Gallente Engineering Systems|I}}<br />
**{{RequiredSkill|Power Grid Management|V}}<br />
*{{RequiredSkill|Gallente Offensive Systems|I}}<br />
**{{RequiredSkill|Gunnery|V}}<br />
**{{RequiredSkill|Drones|III}}<br />
*{{RequiredSkill|Gallente Propulsion Systems|I}}<br />
**{{RequiredSkill|Navigation|V}}<br />
<br />
| totaltraintime=60d 11h 3m 50s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Proteus Proteus on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
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| highlights4=<br />
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<br />
==Summary==<br />
The Proteus is the Gallente [[Strategic Cruiser]]. It is, by a wide margin, the least popular T3 cruiser in [[Known Space]]. This is due to a number of reasons, including limited mid slots (you can only fit a ''maximum'' of four), and the sometimes odd bonuses of its subsystems. Update: The Proteus has been gaining popularity since the changes to medium railguns as a mid range damage dealing brawler. However, in [[Wormhole Space]], it is one of the most popular T3 cruisers, as range doesn't matter as much and it has massive tank and DPS. Capable of putting out nearly 1200 DPS while still maintaining tank advantage over other armor brawling T3s, it is the king of W-space T3 PvP combat. With the correct subsystems and fitting skills, a Proteus can be a very tenacious opponent in PvP and can take on battleships in heated combat. <br />
<br />
It is not a good choice for [[missions]], due to its limited range with blasters and poor tracking with railguns. These attributes also prevent it from doing well in [[incursions]]. It has a small number of mid slots compared to other T3s like the [[Loki]] or [[Tengu]], so it has limited ability to fit utility modules like webs. In the hands of a skilled pilot who knows what they're doing, however, a Proteus can be an asset to whatever fleet picks it up. The Proteus has a good niche as a cloaky PvP ganker. Its ability to fit a Covert Ops cloak, high DPS blasters, and an extended range point or scram makes it excellent for decloaking on someone, annihilating them quickly, and escaping before their friends can respond.<br />
<br />
==Skills==<br />
To fly a Proteus (or any other Tech 3 Cruiser for that matter), you will want a strong set of core skills (Power Grid Management 5, CPU Management 5, Weapon Upgrades 5, Gunnery 5, etc). Some of these skills are already included in the prerequisites, but there are some skills that are not technically required to fly it that are HIGHLY recommended before flying. Among these are :<br />
<br />
*T2 Armor Tanking - Hull Upgrades 5, Armor Compensations at least to 3 (preferably 4) - ABSOLUTELY MANDATORY!<br />
<br />
*Fitting Skills - Power Grid Management and CPU Management 5 are prerequisites. It is also recommended to have Weapon Upgrades to 5 (for Advanced Weapon Upgrades[AWU]), and AWU to at least 3 or 4<br />
<br />
*Strat Cruiser Skills - Gallente Strategic Cruiser to 3 (if you overheat a lot, train this higher). Defensive subsystem should be at 5 with the others at 4 (5 is preferable, especially for offensive and electronic).<br />
<br />
*T2 Blasters - Medium Blasters 5, Medium Blaster Specialization 3 - Flying a T2 or T3 DD ship without T2 weapons will lead to mockery of your lossmails.<br />
<br />
*T2 Drones - To make use of your 75m3 Drone bay, having T2 drones is vital. Of course as a Gallente pilot you should definitely have at least some basic drone skills already<br />
<br />
*Gunnery Support Skills - Try to have all applicable gunnery supports up to at least 4, especially Controlled Bursts (Cap is life!) Again these are not necessarily needed, but highly recommended.<br />
<br />
*Other PvP Skills: Proteus is bonused to reduce heat damage, and requires Engineering 5. Thermodynamics up a few levels (at least 3) is a no brainer. Skills in the Navigation set such as Evasive Maneuvering, Acceleration Control, etc, are important for moving about the battlefield, and can help with tanking as well. In addition T2 warp disruption (including scrams) are a quick train and definitely worth the time if you haven't gotten them already<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Proteus/Fittings|here]]<br />
<br />
==Tactics==<br />
In PvP, the Proteus is normally a brawling ship. Get in close on your enemies, blast them with the high DPS of blasters and broadcast for reps if you're primaried. Use your range-bonused point to stop enemies escaping your grasp (if this is combined with [[Loki]] webs you make a very effective tackling pair). While you are not being shot it can be worth trying to lower your transversal to the target (keeping at range or sitting still) to apply full DPS with Void.<br />
<br />
==Notes==<br />
''You can write additional notes for Proteus here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Strategic Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Tengu&diff=94054Tengu2016-04-15T23:41:29Z<p>Kazad munthor: </p>
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<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 6/1/2014)<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=29984<br />
| shipimg=Tengu.jpg<br />
| shipname=Tengu<br />
| caption=Tengu<br />
| class=Strategic Cruiser<br />
| grouping=Strategic Cruisers<br />
| hulltype=Tengu Class<br />
| faction=Caldari State<br />
| race=Caldari<br />
| roles=unspecified<br />
| variations=<i>none</i><br />
| tech=3<br />
| ecmprio=3 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=0 MW<br />
| cpu=0 tf<br />
| capacitor=100 GJ<br />
| highs=0<br />
| turrets=0<br />
| launchers=0<br />
| mediums=0<br />
| lows=0<br />
| mass=8,201,000 kg<br />
| volume=92,000 m&#179;<br />
| cargohold=0 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=When we first saw the flock, we were surrounded, caught in a spectacle of stimuli. Brilliant colors, dancing lights, beautiful cacophonies, wafting ambrosia. Those birds surrounded us, each one a different shape, an altered species, a new wonder. I tried to follow a single bird, but my efforts were futile: Transformation is natural to their existence. Imagine it: an undulating mass, a changing mob, all those beasts partaking in wonderful transmogrification. <br><br>These were our augurs, our deliverers, our saviors. Standing amidst the flock, we should have feared their glory; instead, we drew hope. This moment is the first time I understood what it meant to be Caldari: Divinity in the flock, delivery in flux, one being, many changes.<br><br> - Janto Sitarbe, <i>The Legendary Flock</i><br><br />
| bonuses=<b>Caldari Electronic Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Caldari Electronic Systems effectiveness<br><b>Caldari Defensive Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Caldari Defensive Systems effectiveness<br><b>Caldari Engineering Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Caldari Engineering Systems effectiveness<br><b>Caldari Offensive Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Caldari Offensive Systems effectiveness<br><b>Caldari Propulsion Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Caldari Propulsion Systems effectiveness<br><b>Caldari Strategic Cruiser bonuses (per skill level):</b><br>5% reduction in module heat damage amount taken<br><br />
| structurehp=1,661 HP<br />
| shieldhp=100 HP<br />
| shieldem=0<br />
| shieldexp=0<br />
| shieldkin=0<br />
| shieldtherm=0<br />
| armorhp=100 HP<br />
| armorem=0<br />
| armorexp=0<br />
| armorkin=0<br />
| armortherm=0<br />
| maxvelocity=10 m/sec<br />
| inertia=0.31<br />
| warpspeed=3 AU/s<br />
| warptime=3.52 s<br />
| targetrange=0.00 km<br />
| sigradius=150 m<br />
| maxlockedtargets=5<br />
| sensortype=Gravimetric<br />
| sensorvalue=0 points<br />
| scanres=0 mm<br />
| reqskills=*{{RequiredSkill|Caldari Strategic Cruiser|I}}<br />
**{{RequiredSkill|Caldari Cruiser|V}}<br />
***{{RequiredSkill|Spaceship Command|II}}<br />
***{{RequiredSkill|Caldari Destroyer|III}}<br />
****{{RequiredSkill|Caldari Frigate|III}}<br />
*****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Caldari Defensive Systems|I}}<br />
**{{RequiredSkill|Shield Operation|V}}<br />
***{{RequiredSkill|Power Grid Management|I}}<br />
**{{RequiredSkill|Mechanics|III}}<br />
*{{RequiredSkill|Caldari Electronic Systems|I}}<br />
**{{RequiredSkill|CPU Management|V}}<br />
*{{RequiredSkill|Caldari Engineering Systems|I}}<br />
**{{RequiredSkill|Power Grid Management|V}}<br />
*{{RequiredSkill|Caldari Offensive Systems|I}}<br />
**{{RequiredSkill|Missile Launcher Operation|V}}<br />
**{{RequiredSkill|Gunnery|III}}<br />
*{{RequiredSkill|Caldari Propulsion Systems|I}}<br />
**{{RequiredSkill|Navigation|V}}<br />
<br />
| totaltraintime=60d 11h 3m 50s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Tengu Tengu on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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<br />
==Summary==<br />
The Tengu is the Caldari [[Strategic Cruiser]]. Strategic cruisers are made up of the hull and 5 subsystems that can be swapped for flexibility. The Tengu is a popular strategic cruiser for missioning because of its strong shield tank and long range missiles. It is not very popular in incursions because of the delayed damage of missiles, but its high number of mid slots allow a lot of utility modules like webs and target painters to make up for this. In PvP the Tengu is normally used as a kiter, but can be HAM fit for close range damage. Like all strategic cruisers the Tengu can be configured to fit a cloak.<br />
<br />
==Skills==<br />
*[[Skills:Subsystems#Caldari_Offensive_Systems|Caldari Offensive Systems]] and [[Skills:Subsystems#Caldari_Defensive_Systems|Caldari Defensive Systems]] to V because they greatly improve the Tengu's performance. Electronics V is especially useful for ECMgus. The other subsystem skills should only be taken to V when needed to reduce SP loss when losing the ship in combat.<br />
*[[Skills:Missiles#Heavy Missiles|Heavy Missiles]] V, [[Skills:Missiles#Heavy Assault Missiles|Heavy Assault Missiles]] V, and [[Skills:Missiles#Heavy Missile Specialization|Heavy Missile Specialization]]/[[Skills:Missiles#Heavy Assault Missile Specialization|Heavy Assault Missile Specialization]] to at least I to fit T2 Launchers, which do more damage and are substantially cheaper than meta 4 variants, along with the ability to use T2 ammo types.<br />
*[[Skills:Missiles#Missile Launcher Operation|Missile Launcher Operation]], [[Skills:Missiles#Rapid Launch|Rapid Launch]], [[Skills:Missiles#Warhead Upgrades|Warhead Upgrades]], skills which increase DPS and are thus vital to all missile-based damage dealing ships, should all be trained to at least IV.<br />
*Along with the requisite [[Skills:Engineering#Engineering|Engineering]] and [[Skills:Electronics#Electronics|Electronics]] skills required for adequately fitting most ships. [[Skills:Gunnery#Weapon Upgrades|Weapon upgrades]] and [[Skills:Gunnery#Advanced Weapon upgrades|Advanced Weapon Upgrades]] should be trained to V and IV respectively to help alleviate fitting problems.<br />
*[[Skills:Missiles#Guided Missile Precision|Guided Missile Precision]] and [[Skills:Missiles#Target Navigation Prediction|Target Navigation Prediction]] to at least IV to combat smaller targets.<br />
*[[Skills:Missiles#Missile Projection|Missile Projection]] and [[Skills:Missiles#Missile Bombardment|Missile Bombardment]] to at least IV and ideally V to maximize the range at which all missiles travel.<br />
*[[Skills:Spaceship_Command#Caldari_Strategic_Cruiser|Caldari Strategic Cruiser]] to IV to reduce the damage incurred from overheating modules.<br />
*[[Skills:Shields#Shield Operation|Shield Operation]] and [[Skills:Shields#Shield Management|Shield Management]] should be trained to at least IV to improve shield capacity and recharge rate. While [[Skills:Shields#Tactical_Shield_Manipulation|Tactical Shield Manipulation]] should be trained to IV to lower shield penetration chance and [[Skills:Shields#Shield_Management|Shield Management]] to V to allow the use of the T2 [[Shield_Tanking#Shield_Boost_Amplifiers|Shield Boost Amplifier]] module.<br />
*[[Skills:Shields#Shield_Upgrades|Shield Upgrades]] should be trained to IV to allow the use of T2 [[Shield_Tanking#Shield_Hardeners|Shield Hardeners]], [[Shield_Tanking#Dampening_Amplifiers_and_Basic_Dampening_Amplifiers|Resistance Amplifiers]], [[Shield_Tanking#Shield_Boosters|Shield Boosters]], [[Shield_Tanking#Shield_Power_Relays|Shield Power Relays]], [[Shield_Tanking#Shield_Extenders|Shield Extenders]] and [[Shield_Tanking#Shield_Rechargers|Shield Rechargers]].<br />
*Finally, [[Skills:Armor#Hull Upgrades|Hull Upgrades]] should be trained to level IV to allow use of the T2 [[Shield_Tanking#Damage_Control|Damage Control]] module.<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Tengu/Fittings|here]]<br />
<br />
==Tactics==<br />
Tengus are one of the most popular T3 cruiser doctrines among both null-sec and low-sec alliances. They are usually flown in one of two configurations. Large groups will usually run a brick tanked, long range rail Tengu, which is used to snipe from long range. Smaller groups, with little or no logi support, will run a doctrine affectionately titled "Slippery Petes". These Tengus are run nullified to ignore bubbles, with ECCM in the low slots to make them difficult to probe down and tackle. In fact, you need a bonused ship and a full set of Virtue implants to probe Petes! Petes are also fit with railguns, and are designed to warp in at extreme ranges, take potshots at key ships such as logistics and the Fleet Commander, and warp out before they can be caught.<br />
<br />
==Notes==<br />
''You can write additional notes for Tengu here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Strategic Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Legion&diff=94053Legion2016-04-15T23:41:07Z<p>Kazad munthor: </p>
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<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 5/30/2014)<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=29986<br />
| shipimg=Legion.jpg<br />
| shipname=Legion<br />
| caption=Legion<br />
| class=Strategic Cruiser<br />
| grouping=Strategic Cruisers<br />
| hulltype=Legion Class<br />
| faction=Amarr Empire<br />
| race=Amarr<br />
| roles=unspecified<br />
| variations=<i>none</i><br />
| tech=3<br />
| ecmprio=3 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=0 MW<br />
| cpu=0 tf<br />
| capacitor=100 GJ<br />
| highs=0<br />
| turrets=0<br />
| launchers=0<br />
| mediums=0<br />
| lows=0<br />
| mass=6,815,000 kg<br />
| volume=118,000 m&#179;<br />
| cargohold=0 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=Revelation burrows through the material world, devours creation's soil, digests the thoughtless void, and produces significance with God's grace. From emptiness comes meaning, essence from existence, soul from matter.<br><br>Is God through the wormhole? Did God grant us this boon, this new technology, a revelation from on high? These weapons are God's new prophecy, domain, and blessing. Let us use God's grace and prepare New Eden. We are God's soldiers, weapons, glory. Our people are God's army. Together, we are the legion.<br><br> -<i>The Heresies of Hinketsu</i><br><br />
| bonuses=<b>Amarr Defensive Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Amarr Defensive Systems effectiveness<br><b>Amarr Electronic Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Amarr Electronic Systems effectiveness<br><b>Amarr Offensive Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Amarr Offensive Systems effectiveness<br><b>Amarr Propulsion Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Amarr Propulsion Systems effectiveness<br><b>Amarr Engineering Systems bonuses (per skill level):</b><br>&bull;&nbsp;bonus to all Amarr Engineering Systems effectiveness<br><b>Amarr Strategic Cruiser bonuses (per skill level):</b><br>5% reduction in module heat damage amount taken<br><br />
| structurehp=1,954 HP<br />
| shieldhp=100 HP<br />
| shieldem=0<br />
| shieldexp=0<br />
| shieldkin=0<br />
| shieldtherm=0<br />
| armorhp=100 HP<br />
| armorem=0<br />
| armorexp=0<br />
| armorkin=0<br />
| armortherm=0<br />
| maxvelocity=10 m/sec<br />
| inertia=0.41<br />
| warpspeed=3 AU/s<br />
| warptime=3.87 s<br />
| targetrange=0.00 km<br />
| sigradius=150 m<br />
| maxlockedtargets=5<br />
| sensortype=RADAR<br />
| sensorvalue=0 points<br />
| scanres=0 mm<br />
| reqskills=*{{RequiredSkill|Amarr Strategic Cruiser|I}}<br />
**{{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|Amarr Defensive Systems|I}}<br />
**{{RequiredSkill|Mechanics|V}}<br />
**{{RequiredSkill|Shield Operation|III}}<br />
***{{RequiredSkill|Power Grid Management|I}}<br />
*{{RequiredSkill|Amarr Electronic Systems|I}}<br />
**{{RequiredSkill|CPU Management|V}}<br />
*{{RequiredSkill|Amarr Engineering Systems|I}}<br />
**{{RequiredSkill|Power Grid Management|V}}<br />
*{{RequiredSkill|Amarr Offensive Systems|I}}<br />
**{{RequiredSkill|Gunnery|V}}<br />
**{{RequiredSkill|Drones|III}}<br />
*{{RequiredSkill|Amarr Propulsion Systems|I}}<br />
**{{RequiredSkill|Navigation|V}}<br />
<br />
| totaltraintime=60d 11h 3m 50s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Legion Legion on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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<br />
==Summary==<br />
The Legion is the Amarr [[Strategic Cruiser]]. The legion is very popular in incursions for its ability to do outstanding damage at well over 20km when fit with pulse lasers with scorch ammo. Like other Tech 3 Strategic Cruisers, it is also popular in wormholes because of its Battleship level tank and high damage in a cruiser sized package. Similar to other Amarr ships, it doesn't have the highest DPS, but its projection is higher than that of similar ships. For example, when compared to the Proteus, it does less damage, but it has nearly triple the optimal with short range ammo. Neuting Legion is also quite popular thanks to neuting subsystem and large Amarr cap.<br />
<br />
==Skills==<br />
To fly a Legion (or any other Tech 3 Cruiser for that matter), you will want a strong set of core skills (Power Grid Management 5, CPU Management 5, Weapon Upgrades 5, Gunnery 5, etc). Some of these skills are already included in the prerequisites, but there are some skills that are not technically required to fly it that are HIGHLY recommended before flying. Among these are :<br />
<br />
*T2 Armor Tanking - Hull Upgrades 5, Armor Compensations at least to 3 (preferably 4) - ABSOLUTELY MANDATORY!<br />
<br />
*Fitting Skills - Power Grid Management and CPU Management 5 are prerequisites. It is also recommended to have Weapon Upgrades to 5 (for Advanced Weapon Upgrades[AWU]), and AWU to at least 3 or 4<br />
<br />
*Strategic Cruiser Skills - Amarr Strategic Cruiser at least 3 and Defensive Subsystem 5 are essential. For DPS Legions Offensive Subsystem 5 is recommended, neut Legions should have Electronics Subsystem 5.<br />
<br />
*T2 Lasers - Medium Energy Turret 5, Medium Pulse Specialization 3 - This is not mandatory, but access to Scorch ammo could be very important to flying this ship effectively as a HAC style ship.<br />
<br />
*Cap Skills - In addition to being useful for lasers, these are good for neuting Legions as well. Capacitor Management 4 and Capacitor System Operation 5 are recommended. If you plan to do neuting Legion, look at having Capacitor Emission Systems to 4 or 5, and finishing off Capacitor Management 5.<br />
<br />
*Gunnery Support Skills - Try to have all applicable gunnery supports up to at least 4, especially Controlled Bursts (Cap is life!) Again these are not necessarily needed, but highly recommended.<br />
<br />
*Other PvP Skills: Legion is bonused to reduce heat damage, and requires Power Grid Management 5. Thermodynamics up a few levels (at least 3) is a no brainer. Skills in the Navigation set such as Evasive Maneuvering, Acceleration Control, etc, are important for moving about the battlefield, and can help with tanking as well. In addition T2 warp disruption (including scrams) are a quick train and definitely worth the time if you haven't gotten them already<br />
<br />
*If you want to do Missile Legion, you'll want good missile skills in addition to or instead of gunnery skills.<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Legion/Fittings|here]]<br />
<br />
==Tactics==<br />
<br />
AHAC Legion: <br />
<br />
*Your main advantage over other AHAC T3s is damage '''''projection''''', use this to your advantage to start applying damage immediately onto distant targets the fleet needs to burn to.<br />
<br />
*Try to stay somewhat at your optimal to make sure you don't have any tracking issues. For example if you are engaging a close by hostile, try to stay 7.5-10km away when possible to reduce the amount of tracking your guns need and ensure clean hits.<br />
<br />
Neuting Legion:<br />
<br />
*How you play this will depend on the situation and fit. Ideally, you want a guardian or carrier cap feeding you to free up midslots.<br />
<br />
*Remember to use the least amount of neuts possible. Once your target is dry, assuming they have no cap feed or injection, turn off about half of your neuts and place them somewhere else. Once someone is empty, it's much easier to keep them down unless they have a cap booster or ET going to them. This will allow you to not only keep down your primary neut target, but also be a nuisance to others as well.<br />
<br />
*Good neut targets are Logistics, boosting ships, HICs, caphungry DPS (Lasers, Blasters), EWAR when in range and tackle.<br />
<br />
*If you are without a cap feed, you will have to watch your cap extra carefully. Try to limit MWD use where at all possible, and keep an eye on your capacitor level.<br />
<br />
*Swap your drones depending on how things are going. Your FC will probably have orders regarding EC drones, otherwise DPS drones are useful for helping kill the damage primary. You may also want to swap to ECM or damage drones on someone harassing you depending on the situation.<br />
<br />
*Remember that if needed, you can neut out many types of small tackle so you can get out<br />
<br />
==Notes==<br />
''You can write additional notes for Legion here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Strategic Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Rapier&diff=94051Rapier2016-04-15T23:37:23Z<p>Kazad munthor: </p>
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* SHIP ATTRIBUTES SECTION (last update : 1/18/2015)<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=11963<br />
| shipimg=Rapier.jpg<br />
| shipname=Rapier<br />
| caption=Rapier<br />
| class=Force Recon Ship<br />
| grouping=Recon Ships<br />
| hulltype=Bellicose Class<br />
| faction=Minmatar Republic<br />
| race=Minmatar<br />
| variations={{Ship|Huginn}},{{Ship|Bellicose}}<br />
| tech=2<br />
| ecmprio=3<br />
| powergrid=750 MW<br />
| cpu=480 tf<br />
| capacitor=1,180 GJ<br />
| highs=4<br />
| turrets=1<br />
| launchers=3<br />
| mediums=6<br />
| lows=4<br />
| mass=11,040,000 kg<br />
| volume=85,000 m&#179;<br />
| cargohold=315 m&#179;<br />
| dronebay=40 m&#179;<br />
| bandwidth=40 Mbit/sec<br />
| info=Name: Rapier<br>Hull: Bellicose<br>Role: Force Recon Ship<br><br>Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.<br><br>Developer: Core Complexion Inc.<br><br>Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar. <br><br />
| bonuses=<b>Minmatar Cruiser bonuses (per skill level):</b><br>10% bonus to missile damage<br>10% bonus to Target Painter effectiveness<br><b>Recon Ships bonuses (per skill level):</b><br>60% bonus to Stasis Webifier optimal range<br>20% reduction in Cloaking Devices CPU requirement<br><b>Role Bonus:</b><br>80% reduction in Cynosural Field Generator liquid ozone consumption<br>50% reduction in Cynosural Field Generator duration<br>&bull;&nbsp;Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator<br>&bull;&nbsp;Cloak reactivation delay reduced to 5 seconds<br><br />
| structurehp=850 HP<br />
| shieldhp=1,480 HP<br />
| shieldem=62.5<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=50<br />
| armorhp=1,075 HP<br />
| armorem=85<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=59.375<br />
| maxvelocity=230 m/sec<br />
| inertia=0.59<br />
| warpspeed=3.3 AU/s<br />
| warptime=9.03 s<br />
| targetrange=100.00 km<br />
| sigradius=125 m<br />
| maxlockedtargets=8<br />
| sensortype=LADAR<br />
| sensorvalue=24 points<br />
| scanres=242 mm<br />
| reqskills=*{{RequiredSkill|Minmatar Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Minmatar Destroyer|III}}<br />
***{{RequiredSkill|Minmatar Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Recon Ships|I}}<br />
**{{RequiredSkill|Cloaking|IV}}<br />
***{{RequiredSkill|CPU Management|IV}}<br />
**{{RequiredSkill|Signature Analysis|V}}<br />
***{{RequiredSkill|CPU Management|I}}<br />
**{{RequiredSkill|Spaceship Command|V}}<br />
**{{RequiredSkill|Electronics Upgrades|V}}<br />
***{{RequiredSkill|CPU Management|II}}<br />
***{{RequiredSkill|Power Grid Management|II}}<br />
<br />
| totaltraintime=61d 11h 23m 20s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Rapier Rapier on Eve Online Wiki]<br />
| highlights1=Can Use Covert Ops Cloak<br />
| rigs_size=Medium<br />
| rigs_count=2<br />
| rigs_calibration=400<br />
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<br />
==Summary==<br />
Alongside its non cloaking brother, the [[Huginn]], the Rapier is a common feature in almost all shield tanked gangs, prized for its ability to web targets at a greater range than any other ship in the game (40k T2, up to 60k faction). A Loki can also be setup to fill a similar role, but at a much greater cost.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Rapier for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Rapier/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Rapier roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Rapier here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Recon Ships]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Huginn&diff=94049Huginn2016-04-15T23:36:54Z<p>Kazad munthor: </p>
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<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 1/18/2015)<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=11961<br />
| shipimg=Huginn.jpg<br />
| shipname=Huginn<br />
| caption=Huginn<br />
| class=Combat Recon Ship<br />
| grouping=Recon Ships<br />
| hulltype=Bellicose Class<br />
| faction=Minmatar Republic<br />
| race=Minmatar<br />
| variations={{Ship|Rapier}},{{Ship|Bellicose}}<br />
| tech=2<br />
| ecmprio=3<br />
| powergrid=750 MW<br />
| cpu=400 tf<br />
| capacitor=1,210 GJ<br />
| highs=5<br />
| turrets=4<br />
| launchers=1<br />
| mediums=6<br />
| lows=4<br />
| mass=11,550,000 kg<br />
| volume=85,000 m&#179;<br />
| cargohold=315 m&#179;<br />
| dronebay=40 m&#179;<br />
| bandwidth=40 Mbit/sec<br />
| info=Name: Huginn<br>Hull: Bellicose<br>Role: Combat Recon Ship<br><br>Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Filling a role next to their class counterpart, the heavy assault cruiser, combat recon ships are the state of the art when it comes to anti-support support. They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.<br><br>Developer: Boundless Creation<br><br>Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.<br />
| bonuses=<b>Minmatar Cruiser bonuses (per skill level):</b><br>5% bonus to Medium Projectile Turret rate of fire<br>10% bonus to Target Painter effectiveness<br><b>Recon Ships bonuses (per skill level):</b><br>60% bonus to Stasis Webifier optimal range<br>5% bonus to Medium Projectile Turret damage<br><b>Role Bonus:</b><br>&bull;&nbsp;Cannot be detected by directional scanners<br><br />
| structurehp=875 HP<br />
| shieldhp=1,550 HP<br />
| shieldem=62.5<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=50<br />
| armorhp=1,250 HP<br />
| armorem=85<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=59.375<br />
| maxvelocity=240 m/sec<br />
| inertia=0.57<br />
| warpspeed=3.3 AU/s<br />
| warptime=9.13 s<br />
| targetrange=125.00 km<br />
| sigradius=120 m<br />
| maxlockedtargets=10<br />
| sensortype=LADAR<br />
| sensorvalue=28 points<br />
| scanres=303 mm<br />
| reqskills=*{{RequiredSkill|Minmatar Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Minmatar Destroyer|III}}<br />
***{{RequiredSkill|Minmatar Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Recon Ships|I}}<br />
**{{RequiredSkill|Cloaking|IV}}<br />
***{{RequiredSkill|CPU Management|IV}}<br />
**{{RequiredSkill|Signature Analysis|V}}<br />
***{{RequiredSkill|CPU Management|I}}<br />
**{{RequiredSkill|Spaceship Command|V}}<br />
**{{RequiredSkill|Electronics Upgrades|V}}<br />
***{{RequiredSkill|CPU Management|II}}<br />
***{{RequiredSkill|Power Grid Management|II}}<br />
<br />
| totaltraintime=61d 11h 23m 20s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Huginn Huginn on Eve Online Wiki]<br />
| rigs_size=Medium<br />
| rigs_count=2<br />
| rigs_calibration=400<br />
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<br />
==Summary==<br />
Alongside its cloaking brother, the Rapier, the Huginn is a common feature in almost all shield tanked gangs, prized for its ability to web targets at a greater range than any other ship in the game (40k t2, up to 60k faction). A loki can also be setup to fill a similar role in armor fleets, but at a much greater cost.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Huginn for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Huginn/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Huginn roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Huginn here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Recon Ships]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Arazu&diff=94048Arazu2016-04-15T23:29:06Z<p>Kazad munthor: </p>
<hr />
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<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 1/18/2015)<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=11969<br />
| shipimg=Arazu.jpg<br />
| shipname=Arazu<br />
| caption=Arazu<br />
| class=Force Recon Ship<br />
| grouping=Recon Ships<br />
| hulltype=Celestis Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| variations={{Ship|Lachesis}},{{Ship|Celestis}}<br />
| tech=2<br />
| ecmprio=3<br />
| powergrid=750 MW<br />
| cpu=420 tf<br />
| capacitor=1,290 GJ<br />
| highs=4<br />
| turrets=3<br />
| launchers=1<br />
| mediums=6<br />
| lows=4<br />
| mass=11,650,000 kg<br />
| volume=116,000 m&#179;<br />
| cargohold=315 m&#179;<br />
| dronebay=40 m&#179;<br />
| bandwidth=40 Mbit/sec<br />
| info=Name: Arazu<br>Hull: Celestis<br>Role: Force Recon Ship<br><br>Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.<br><br>Developer: Duvolle Labs<br><br>Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.<br />
| bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>5% bonus to Medium Hybrid Turret damage<br>7.5% bonus to Remote Sensor Dampener effectiveness<br><b>Recon Ships bonuses (per skill level):</b><br>20% bonus to Warp Scrambler and Warp Disruptor optimal range<br>20% reduction in Cloaking Devices CPU requirement<br><b>Role Bonus:</b><br>80% reduction in Cynosural Field Generator liquid ozone consumption<br>50% reduction in Cynosural Field Generator duration<br>&bull;&nbsp;Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator<br>&bull;&nbsp;Cloak reactivation delay reduced to 5 seconds<br><br />
| structurehp=1,080 HP<br />
| shieldhp=1,180 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=77.5<br />
| shieldtherm=50<br />
| armorhp=1,430 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=75.625<br />
| armortherm=59.375<br />
| maxvelocity=207 m/sec<br />
| inertia=0.59<br />
| warpspeed=3.3 AU/s<br />
| warptime=9.53 s<br />
| targetrange=112.00 km<br />
| sigradius=155 m<br />
| maxlockedtargets=8<br />
| sensortype=Magnetometric<br />
| sensorvalue=26 points<br />
| scanres=231 mm<br />
| reqskills=*{{RequiredSkill|Gallente Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Gallente Destroyer|III}}<br />
***{{RequiredSkill|Gallente Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Recon Ships|I}}<br />
**{{RequiredSkill|Cloaking|IV}}<br />
***{{RequiredSkill|CPU Management|IV}}<br />
**{{RequiredSkill|Signature Analysis|V}}<br />
***{{RequiredSkill|CPU Management|I}}<br />
**{{RequiredSkill|Spaceship Command|V}}<br />
**{{RequiredSkill|Electronics Upgrades|V}}<br />
***{{RequiredSkill|CPU Management|II}}<br />
***{{RequiredSkill|Power Grid Management|II}}<br />
<br />
| totaltraintime=61d 11h 23m 20s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Arazu Arazu on Eve Online Wiki]<br />
| highlights1=Can Use Covert Ops Cloak<br />
| rigs_size=Medium<br />
| rigs_count=2<br />
| rigs_calibration=400<br />
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<br />
==Summary==<br />
The Arazu is a T2 version of the [[Celestis]], with the same bonus to sensor dampening and an additional impressive bonus to warp disruptor range. This allows the Arazu to point an enemy from nearly 60k away while overheating. It can combine this with sensor range damping to bring an enemy's lock range down below the Arazu's point range, allowing it to hold an enemy and render them unable to do anything about it. On top of this already potent combination is the ability to warp in while cloaked so it can get in to position and do it with little warning.<br />
<br />
The Arazu also has a 40m3 drone bay and a bonus to hybrids to allow it to do some damage, but this is almost an afterthought.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Arazu for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Arazu/Fittings|here]]<br />
<br />
==Tactics==<br />
The Arazu is most often used as either a long-range point during mixed fleet ops or initial point during covert fleets.<br />
<br />
For fleet ops, the Arazu's job is to keep distant enemies pointed, either until tacklers arrive or after tacklers have been shot down. Here, stealth is still key if you're following the bait ship. Just don't uncloak too soon or you'll alert your prey to the trap. If you're with the main fleet, keeping your stealth cloak up can still keep enemy scouts from getting an accurate number of your forces.<br />
<br />
For covert fleets, your role is initial point on a single target. Getting into point range shouldn't be a problem. However, unlike stealth bombers, force recons don't have a reduction to unstealth lock penalties. This means you're sitting there waiting to ''start'' locking for at least 5 seconds. This makes communication with the rest of the fleet ''absolutely vital'' if you don't want to 1) have everyone else uncloak before you have a point and damp up, thus losing either your prey or your fleetmates' ships, or 2) not have your fleetmates come in on time and losing your prey and ''your'' ship.<br />
<br />
==Notes==<br />
''You can write additional notes for Arazu here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Recon Ships]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Lachesis&diff=94046Lachesis2016-04-15T23:28:22Z<p>Kazad munthor: </p>
<hr />
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<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 1/18/2015)<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=11971<br />
| shipimg=Lachesis.jpg<br />
| shipname=Lachesis<br />
| caption=Lachesis<br />
| class=Combat Recon Ship<br />
| grouping=Recon Ships<br />
| hulltype=Celestis Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| variations={{Ship|Arazu}},{{Ship|Celestis}}<br />
| tech=2<br />
| ecmprio=3<br />
| powergrid=850 MW<br />
| cpu=450 tf<br />
| capacitor=1,315 GJ<br />
| highs=4<br />
| turrets=4<br />
| launchers=1<br />
| mediums=7<br />
| lows=4<br />
| mass=12,070,000 kg<br />
| volume=116,000 m&#179;<br />
| cargohold=320 m&#179;<br />
| dronebay=50 m&#179;<br />
| bandwidth=50 Mbit/sec<br />
| info=Name: Lachesis<br>Hull: Celestis<br>Role: Combat Recon Ship<br><br>Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Filling a role next to their class counterpart, the heavy assault cruiser, combat recon ships are the state of the art when it comes to anti-support support. They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.<br><br>Developer: Roden Shipyards<br><br>Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generally possess stronger armor. Their electronics capacity, however, tends to be weaker than that of their competitors'.<br />
| bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>10% bonus to Medium Hybrid Turret tracking<br>7.5% bonus to Remote Sensor Dampener effectiveness<br><b>Recon Ships bonuses (per skill level):</b><br>20% bonus to Warp Scrambler and Warp Disruptor optimal range<br>10% bonus to Medium Hybrid Turret optimal range<br><b>Role Bonus:</b><br>&bull;&nbsp;Cannot be detected by directional scanners<br><br />
| structurehp=1,120 HP<br />
| shieldhp=1,350 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=77.5<br />
| shieldtherm=50<br />
| armorhp=1,500 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=75.625<br />
| armortherm=59.375<br />
| maxvelocity=220 m/sec<br />
| inertia=0.56<br />
| warpspeed=3.3 AU/s<br />
| warptime=9.37 s<br />
| targetrange=140.00 km<br />
| sigradius=150 m<br />
| maxlockedtargets=10<br />
| sensortype=Magnetometric<br />
| sensorvalue=30 points<br />
| scanres=270 mm<br />
| reqskills=*{{RequiredSkill|Gallente Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Gallente Destroyer|III}}<br />
***{{RequiredSkill|Gallente Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Recon Ships|I}}<br />
**{{RequiredSkill|Cloaking|IV}}<br />
***{{RequiredSkill|CPU Management|IV}}<br />
**{{RequiredSkill|Signature Analysis|V}}<br />
***{{RequiredSkill|CPU Management|I}}<br />
**{{RequiredSkill|Spaceship Command|V}}<br />
**{{RequiredSkill|Electronics Upgrades|V}}<br />
***{{RequiredSkill|CPU Management|II}}<br />
***{{RequiredSkill|Power Grid Management|II}}<br />
<br />
| totaltraintime=61d 11h 23m 20s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Lachesis Lachesis on Eve Online Wiki]<br />
| highlights1=High Amount of Medium Slots<br />
| rigs_size=Medium<br />
| rigs_count=2<br />
| rigs_calibration=400<br />
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<br />
==Summary==<br />
The Lachesis is a T2 version of the [[Celestis]]. It retains the sensor damping bonus, but more importantly, it gains a large bonus to point range. The Lachesis is used in larger fleets as a long range heavy tackler, where its sensor damping bonus is ignored and its high number of mid slots allow it to field a strong shield tank.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Lachesis for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Lachesis/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Lachesis roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Lachesis here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Recon Ships]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Magus&diff=94044Magus2016-04-15T22:35:09Z<p>Kazad munthor: </p>
<hr />
<div>{{Work in Progress}}<br />
<br />
<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 6/1/2014)<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=37483<br />
| shipimg=Magus.jpg<br />
| shipname=Magus<br />
| caption=Magus<br />
| class=Destroyer<br />
| grouping=Command Destroyers<br />
| hulltype=Algos Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| roles=Support/Command<br />
| variations={{ship|Algos}}<br />
| tech=2<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=59 MW<br />
| cpu=210 tf<br />
| capacitor=700 GJ<br />
| highs=5<br />
| turrets=3<br />
| launchers=1<br />
| mediums=4<br />
| lows=4<br />
| mass=1,115,000 kg<br />
| volume=55,000 m&#179;<br />
| cargohold=350 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=60 m&#179;<br />
| bandwidth=35 Mbit/sec<br />
| info=Command Destroyers represent a versatile addition to fleets of all sizes. Being the smallest and most agile platforms for gang link technology positions them as the premier support option for fast-moving wolf packs. Unique access to Micro Jump Field Generators also allows them to perform maneuvers that rapidly reposition other ships, be they friend or foe.<br />
| bonuses=<b>Command Destroyers bonuses (per skill level):</b><br>5% reduction in Micro Jump Field Generator spool up time<br>2% bonus to Armored Warfare and Skirmish Warfare Links effectiveness<br><b>Gallente Destroyer bonuses (per skill level):</b><br>10% bonus to Drone hitpoints and damage<br>4% bonus to all armor resistances<br><b>Role Bonus:</b> <br>95% Reduction in Powergrid Requirements for Warfare Links<br />
<br>50% Reduction in MWD Penalty Signature Bloom<br />
<br>• Can fit Micro Jump Field Generators<br />
<br>• Can fit one Warfare Link<br><br><br />
| structurehp=830 HP<br />
| shieldhp=650 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=70<br />
| shieldtherm=40<br />
| armorhp=800 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=67.5<br />
| armortherm=51.2<br />
| maxvelocity=325 m/sec<br />
| inertia=3.2<br />
| warpspeed=5.5 AU/s<br />
| warptime=5.1 s<br />
| targetrange=55.00 km<br />
| sigradius=67 m<br />
| maxlockedtargets=7<br />
| sensortype=Magnetometric<br />
| sensorvalue=13 points<br />
| scanres=500 mm<br />
| reqskills=*{{RequiredSkill|Gallente Destroyer|V}}<br />
**{{RequiredSkill|Gallente Frigate|III}}<br />
***{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Command Destroyers|I}}<br />
**{{RequiredSkill|Warfare Link Specialist|IV}}<br />
***{{RequiredSkill|Leadership|V}}<br />
**{{RequiredSkill|Spaceship Command|V}}<br />
<br />
| totaltraintime=30d 9h 34m<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Magus Magus on Eve Online Wiki]<br />
| highlights1=Can fit Warfare Links<br />
| highlights2=Can fit a Micro Jump Field Generator<br />
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<br />
==Summary==<br />
{{Cleanup|needs updating after Frostline Patch}}<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Magus for a specific or its common role(s) can be written here.''<br />
<br />
==Fittings==<br />
For more info on fittings, please go [[Magus/Fittings|here]]<br />
<br />
==Tactics==<br />
{{Cleanup|needs updating after Frostline Patch}}<br />
"Warp to 20" - this is the Algos' pilot motto. Take the official description of this destroyer to heart and fly it that way. You might have more EHP and tank than a frigate but you are still not a brawler and not as nimble as a frigate. In PVE and PVP your damage is best done at range where you can tactically evaluate the situation and direct your drones to where they are most needed and manage your ship's propulsion mods and defense mods as necessary.<br />
<br />
PvP: Fit a Microwarpdrive, Cap Boosters or anything that will keep your cap topped off in combat. If you happen to be squad/wing/fleet warped right on top of the enemy - turn and burn away, set your drones to do their thing on the Primary and make sure they are set to Passive mode. This means they will not agress anything that you don't purposefully tell them to. (This applies to PvE as well). Keeping your situational awareness as a droneboat pilot is doubly as important as for a gunboat pilot; he won't lose his primary dps if the FC orders a fast retreat and you're forced to leave your drones behind. It doesn't hurt to keep a flight of spare drones (or different variants) in your cargo hold to swap out if you dock up. <br />
<br />
PVE: Level 1 missions are a breeze with the Algos. Level 2 are more of a challenge, but still possible once you have experience and EVE Survival website opened on your ingame browser and start fitting for specific missions. Level 3, you will need to fleet up with big friends - these are meant for Cruisers and Cruiser gangs. If you are at this point, leave the Algos behind and graduate to the Vexor.<br />
<br />
==Notes==<br />
{{Cleanup|needs updating after Frostline Patch}}<br />
*This vessel qualifies for the University [[Ship Replacement Program]], [[PYOS]], and [[BYOM]].<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Command Destroyers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Rook&diff=94041Rook2016-04-15T22:03:21Z<p>Kazad munthor: </p>
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=11959<br />
| shipimg=Rook.jpg<br />
| shipname=Rook<br />
| caption=Rook<br />
| class=Combat Recon Ship<br />
| grouping=Recon Ships<br />
| hulltype=Blackbird Class<br />
| faction=Caldari State<br />
| race=Caldari<br />
| variations={{Ship|Falcon}},{{Ship|Blackbird}}<br />
| tech=2<br />
| ecmprio=3<br />
| powergrid=680 MW<br />
| cpu=600 tf<br />
| capacitor=1,250 GJ<br />
| highs=5<br />
| turrets=2<br />
| launchers=5<br />
| mediums=7<br />
| lows=3<br />
| mass=12,730,000 kg<br />
| volume=96,000 m&#179;<br />
| cargohold=305 m&#179;<br />
| dronebay=25 m&#179;<br />
| bandwidth=25 Mbit/sec<br />
| info=Name: Rook<br>Hull: Blackbird<br>Role: Combat Recon Ship<br><br>Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Filling a role next to their class counterpart, the heavy assault cruiser, combat recon ships are the state of the art when it comes to anti-support support. They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.<br><br>Developer: Kaalakiota<br><br>As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.<br />
| bonuses=<b>Caldari Cruiser bonuses (per skill level):</b><br>7.5% bonus to kinetic Light Missile, Heavy Missile and Heavy Assault Missile damage<br>10% reduction in ECM Target Jammer activation cost<br><b>Recon Ships bonuses (per skill level):</b><br>30% bonus to ECM Target Jammer strength<br>10% bonus to Heavy Missile and Heavy Assault Missile max velocity<br><b>Role Bonus:</b><br>&bull;&nbsp;Cannot be detected by directional scanners<br><br />
| structurehp=960 HP<br />
| shieldhp=2,050 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=62.5<br />
| shieldtherm=70<br />
| armorhp=965 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=53.125<br />
| armortherm=79.375<br />
| maxvelocity=194 m/sec<br />
| inertia=0.61<br />
| warpspeed=3.3 AU/s<br />
| warptime=10.76 s<br />
| targetrange=150.00 km<br />
| sigradius=170 m<br />
| maxlockedtargets=10<br />
| sensortype=Gravimetric<br />
| sensorvalue=32 points<br />
| scanres=259 mm<br />
| reqskills=*{{RequiredSkill|Caldari Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Caldari Destroyer|III}}<br />
***{{RequiredSkill|Caldari Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Recon Ships|I}}<br />
**{{RequiredSkill|Cloaking|IV}}<br />
***{{RequiredSkill|CPU Management|IV}}<br />
**{{RequiredSkill|Signature Analysis|V}}<br />
***{{RequiredSkill|CPU Management|I}}<br />
**{{RequiredSkill|Spaceship Command|V}}<br />
**{{RequiredSkill|Electronics Upgrades|V}}<br />
***{{RequiredSkill|CPU Management|II}}<br />
***{{RequiredSkill|Power Grid Management|II}}<br />
<br />
| totaltraintime=61d 11h 23m 20s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Rook Rook on Eve Online Wiki]<br />
| highlights1=High Amount of Medium Slots<br />
| rigs_size=Medium<br />
| rigs_count=2<br />
| rigs_calibration=400<br />
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<br />
==Summary==<br />
The Rook is the Caldari combat recon. While other races' combat recons support 2 types of EWAR and often suffer from split weapons systems, the Rook is totally dedicated to ECM and missiles. It has a very respectable 7 mid slots, so is almost always shield tanked, but it must share these between ECM and tank. The Rook's low slots can either be used for Ballistic Control Systems to boost damage or Signal Distortion Amps to improve ECM.<br />
<br />
The Rook suffers rather from being a jack-of-all-trades and master of none. When focused for ECM its damage is poor and it becomes an expensive [[Blackbird]] with much more tank but also a much shorter range. When fit for missile damage it loses a lot of ECM effectiveness and still falls far short of a HAC for dps.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Rook for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Rook/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Rook roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Rook here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Recon Ships]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Falcon&diff=94039Falcon2016-04-15T22:00:20Z<p>Kazad munthor: </p>
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=11957<br />
| shipimg=Falcon.jpg<br />
| shipname=Falcon<br />
| caption=Falcon<br />
| class=Force Recon Ship<br />
| grouping=Recon Ships<br />
| hulltype=Blackbird Class<br />
| faction=Caldari State<br />
| race=Caldari<br />
| variations={{Ship|Rook}},{{Ship|Blackbird}}<br />
| tech=2<br />
| ecmprio=4<br />
| powergrid=700 MW<br />
| cpu=500 tf<br />
| capacitor=1,190 GJ<br />
| highs=4<br />
| turrets=3<br />
| launchers=1<br />
| mediums=7<br />
| lows=3<br />
| mass=12,230,000 kg<br />
| volume=96,000 m&#179;<br />
| cargohold=315 m&#179;<br />
| dronebay=10 m&#179;<br />
| bandwidth=10 Mbit/sec<br />
| info=Name: Falcon<br>Hull: Blackbird<br>Role: Force Recon Ship<br><br>Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.<br><br>Developer: Ishukone<br><br>Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.<br><br><br />
| bonuses=<b>Caldari Cruiser bonuses (per skill level):</b><br>5% bonus to Medium Hybrid Turret damage<br>10% reduction in ECM Target Jammer activation cost<br><b>Recon Ships bonuses (per skill level):</b><br>30% bonus to ECM Target Jammer strength<br>20% reduction in Cloaking Devices CPU requirement<br><b>Role Bonus:</b><br>80% reduction in Cynosural Field Generator liquid ozone consumption<br>50% reduction in Cynosural Field Generator duration<br>&bull;&nbsp;Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator<br>&bull;&nbsp;Cloak reactivation delay reduced to 5 seconds<br><br />
| structurehp=945 HP<br />
| shieldhp=1,750 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=62.5<br />
| shieldtherm=70<br />
| armorhp=940 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=53.125<br />
| armortherm=79.375<br />
| maxvelocity=192 m/sec<br />
| inertia=0.64<br />
| warpspeed=3.3 AU/s<br />
| warptime=10.85 s<br />
| targetrange=120.00 km<br />
| sigradius=175 m<br />
| maxlockedtargets=8<br />
| sensortype=Gravimetric<br />
| sensorvalue=28 points<br />
| scanres=220 mm<br />
| reqskills=*{{RequiredSkill|Caldari Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Caldari Destroyer|III}}<br />
***{{RequiredSkill|Caldari Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Recon Ships|I}}<br />
**{{RequiredSkill|Cloaking|IV}}<br />
***{{RequiredSkill|CPU Management|IV}}<br />
**{{RequiredSkill|Signature Analysis|V}}<br />
***{{RequiredSkill|CPU Management|I}}<br />
**{{RequiredSkill|Spaceship Command|V}}<br />
**{{RequiredSkill|Electronics Upgrades|V}}<br />
***{{RequiredSkill|CPU Management|II}}<br />
***{{RequiredSkill|Power Grid Management|II}}<br />
<br />
| totaltraintime=61d 11h 23m 20s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Falcon Falcon on Eve Online Wiki]<br />
| highlights1=Can Use Covert Ops Cloak<br />
| highlights2=High Amount of Medium Slots<br />
| rigs_size=Medium<br />
| rigs_count=2<br />
| rigs_calibration=400<br />
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<br />
==Summary==<br />
The Falcon is the caldari force recon, designed to fit a covert ops cloaking device and ECM jammers. It lacks the ECM range bonus of the blackbird, but has a superior jam strength bonus. While the Falcon has a medium hybrid damage bonus this is often completely ignored in favour of utility modules or anti-drone weapons in the high slots, since the falcon's damage is negligible at best.<br />
<br />
The Falcon can support a shield or armor tank, usually a single plate or large shield extender. A falcon's primary defense is to pre-align and decloak at optimal jammer range, do its work and warp out and recloak if targeted by more than it can handle with its jammers.<br />
<br />
The ability for the Falcon to suddenly decloak and cause a big swing in small fights has led many to call it overpowered in small gang warfare.<br />
<br />
==Skills==<br />
Train cloaking skill to lvl 5 to minimise sensor recalibration time. See cloaking wiki for more information<br />
[[Cloaking#Sensor_Recalibration_Delay]]<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Falcon/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Falcon roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
When something goes horribly wrong in fleet and/or you suffer a loss due to a terribly lopsided mechanic, it is customary to exclaim, "Because of Falcon!", regardless if there was any involvement of a Falcon, or any ECM ship, for that matter.<br />
<br />
Example: "My dog ran away and my house burned down BECAUSE OF FALCON!"<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Recon Ships]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Pilgrim&diff=94038Pilgrim2016-04-15T21:59:19Z<p>Kazad munthor: </p>
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=11965<br />
| shipimg=Pilgrim.jpg<br />
| shipname=Pilgrim<br />
| caption=Pilgrim<br />
| class=Force Recon Ship<br />
| grouping=Recon Ships<br />
| hulltype=Arbitrator Class<br />
| faction=Amarr Empire<br />
| race=Amarr<br />
| variations={{Ship|Curse}},{{Ship|Arbitrator}}<br />
| tech=2<br />
| ecmprio=3<br />
| powergrid=1,000 MW<br />
| cpu=370 tf<br />
| capacitor=1,440 GJ<br />
| highs=4<br />
| turrets=3<br />
| launchers=0<br />
| mediums=5<br />
| lows=5<br />
| mass=11,370,000 kg<br />
| volume=120,000 m&#179;<br />
| cargohold=315 m&#179;<br />
| dronebay=150 m&#179;<br />
| bandwidth=50 Mbit/sec<br />
| info=Name: Pilgrim<br>Hull: Arbitrator<br>Role: Force Recon Ship<br><br>Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.<br><br>Developer: Carthum Conglomerate<br><br>Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense. On the other hand, their electronic and shield systems tend to be rather limited. <br><br><br />
| bonuses=<b>Amarr Cruiser bonuses (per skill level):</b><br>7.5% bonus to Tracking Disruptor effectiveness<br>10% bonus to Drone hitpoints and damage<br><b>Recon Ships bonuses (per skill level):</b><br>10% bonus to Energy Vampire and Energy Neutralizer transfer amount<br>20% reduction in Cloaking Devices CPU requirement<br>20% bonus to Energy Vampire and Energy Neutralizer range<br><b>Role Bonus:</b><br>80% reduction in Cynosural Field Generator liquid ozone consumption<br>50% reduction in Cynosural Field Generator duration<br>&bull;&nbsp;Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator<br>&bull;&nbsp;Cloak reactivation delay reduced to 5 seconds<br><br />
| structurehp=1,050 HP<br />
| shieldhp=850 HP<br />
| shieldem=0<br />
| shieldexp=81.25<br />
| shieldkin=62.5<br />
| shieldtherm=20<br />
| armorhp=1,800 HP<br />
| armorem=50<br />
| armorexp=70<br />
| armorkin=53.125<br />
| armortherm=35<br />
| maxvelocity=198 m/sec<br />
| inertia=0.61<br />
| warpspeed=3.3 AU/s<br />
| warptime=9.61 s<br />
| targetrange=104.00 km<br />
| sigradius=150 m<br />
| maxlockedtargets=8<br />
| sensortype=RADAR<br />
| sensorvalue=26 points<br />
| scanres=237 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|Recon Ships|I}}<br />
**{{RequiredSkill|Cloaking|IV}}<br />
***{{RequiredSkill|CPU Management|IV}}<br />
**{{RequiredSkill|Signature Analysis|V}}<br />
***{{RequiredSkill|CPU Management|I}}<br />
**{{RequiredSkill|Spaceship Command|V}}<br />
**{{RequiredSkill|Electronics Upgrades|V}}<br />
***{{RequiredSkill|CPU Management|II}}<br />
***{{RequiredSkill|Power Grid Management|II}}<br />
<br />
| totaltraintime=61d 11h 23m 20s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Pilgrim Pilgrim on Eve Online Wiki]<br />
| highlights1=Can Use Covert Ops Cloak<br />
| rigs_size=Medium<br />
| rigs_count=2<br />
| rigs_calibration=400<br />
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==Summary==<br />
This Force Recon is the 'U-Boat' of EVE. Able to select, stalk, and engage its targets at will without them knowing until too late, it is the ultimate solo recon if you seek a slow and deliberate way of delivering death.<br />
<br />
The Pilgrim and Curse share the neut amount bonus together with the TD and Drone bonus, but the neut range bonus is reduced in favour of the Force recon covert ops cloak bonus. This leaves the ship designed to get in close, demolish the cap of its opponent, and then go to work with its drones while the TD mitigates damage from turret ships. The short range of the Pilgrim's neuts means that once engaged the ship is usually committed.<br />
<br />
There are variations of Pilgrim fits out there but much less variation than with the Sentinel or Curse. Generally the fitting will follow roles like the Covert Cyno / Scout role, Solo PvP, Probing Pilgrim etc. There is no point nano/shield fitting a Pilgrim as your cloak and target selection are the key to survivability rather than speed and ability to control range; in a solo or skirmish role you shouldn't decloak until you are in web and scram range of a ship you know you can defeat or disable. There is very little reason to use a Pilgrim over a Curse in normal gang support.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Pilgrim for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Pilgrim/Fittings|here]]<br />
<br />
==Tactics==<br />
When you find an appropriate target, ram his ship with yours to decloak. The bump will prevent him from warping off in the time it takes to lock and point him.<br />
<br />
==Notes==<br />
For more information about capacitor warfare and other capacitor warfare using ships see the [[Capacitor Warfare Guide]].<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Recon Ships]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Curse&diff=94037Curse2016-04-15T21:57:26Z<p>Kazad munthor: </p>
<hr />
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=20125<br />
| shipimg=Curse.jpg<br />
| shipname=Curse<br />
| caption=Curse<br />
| class=Combat Recon Ship<br />
| grouping=Recon Ships<br />
| hulltype=Arbitrator Class<br />
| faction=Amarr Empire<br />
| race=Amarr<br />
| variations={{Ship|Pilgrim}},{{Ship|Arbitrator}}<br />
| tech=2<br />
| ecmprio=3<br />
| powergrid=900 MW<br />
| cpu=380 tf<br />
| capacitor=1,470 GJ<br />
| highs=5<br />
| turrets=2<br />
| launchers=4<br />
| mediums=6<br />
| lows=4<br />
| mass=11,810,000 kg<br />
| volume=120,000 m&#179;<br />
| cargohold=345 m&#179;<br />
| dronebay=150 m&#179;<br />
| bandwidth=50 Mbit/sec<br />
| info=Name: Curse<br>Hull: Arbitrator<br>Role: Combat Recon Ship<br><br>Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Filling a role next to their class counterpart, the heavy assault cruiser, combat recon ships are the state of the art when it comes to anti-support support. They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.<br><br>Developer: Khanid Innovation<br><br>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.<br />
| bonuses=<b>Amarr Cruiser bonuses (per skill level):</b><br>7.5% bonus to Tracking Disruptor effectiveness<br>10% bonus to Drone hitpoints and damage<br><b>Recon Ships bonuses (per skill level):</b><br>40% bonus to Energy Vampire and Energy Neutralizer transfer range<br>20% bonus to Energy Vampire and Energy Neutralizer transfer amount<br><b>Role Bonus:</b><br>&bull;&nbsp;Cannot be detected by directional scanners<br><br />
| structurehp=1,075 HP<br />
| shieldhp=1,210 HP<br />
| shieldem=0<br />
| shieldexp=81.25<br />
| shieldkin=62.5<br />
| shieldtherm=20<br />
| armorhp=1,650 HP<br />
| armorem=50<br />
| armorexp=70<br />
| armorkin=53.125<br />
| armortherm=35<br />
| maxvelocity=205 m/sec<br />
| inertia=0.61<br />
| warpspeed=3.3 AU/s<br />
| warptime=9.99 s<br />
| targetrange=130.00 km<br />
| sigradius=145 m<br />
| maxlockedtargets=10<br />
| sensortype=RADAR<br />
| sensorvalue=28 points<br />
| scanres=281 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|Recon Ships|I}}<br />
**{{RequiredSkill|Cloaking|IV}}<br />
***{{RequiredSkill|CPU Management|IV}}<br />
**{{RequiredSkill|Signature Analysis|V}}<br />
***{{RequiredSkill|CPU Management|I}}<br />
**{{RequiredSkill|Spaceship Command|V}}<br />
**{{RequiredSkill|Electronics Upgrades|V}}<br />
***{{RequiredSkill|CPU Management|II}}<br />
***{{RequiredSkill|Power Grid Management|II}}<br />
<br />
| totaltraintime=61d 11h 23m 20s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Curse Curse on Eve Online Wiki]<br />
| rigs_size=Medium<br />
| rigs_count=2<br />
| rigs_calibration=400<br />
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<br />
==Summary==<br />
This Combat Recon is the undisputed king of capacitor warfare. Its range bonuses allow its hefty neuting capacity to reach out to an obscene range. This synergizes well with the standard Amarr TD bonus allowing excellent mitigation of any turret boat DPS, and the standard drone bonus gives cap free, high slot free, selectable and flexible DPS/utility. <br />
Expect to be called primary in this ship when flying in gangs; this ship is universally recognized as a huge force multiplier. No one wants to fight a Curse solo as the various advantages allows control of the fight to stay within grasp of a decent Curse pilot, and no one likes feeling useless and impotent for the duration of a fight. <br />
<br />
The most common flavour is a shield tanked curse due to the six mid slots and the desire to be able to have the flexibilty of speed and the ability to range. Armour Curses are ridiculed by some but as gang support, backed up with Guardian logistics, they are incredible additions to the capabilities of the fleet. Curses are a great counter to logistics chains, both for RRBS and logistics ships themselves, and the added pressure of their neuts can mitigate or neutralize any practical cap transfer setup. <br />
<br />
This is a ship that really needs its applicable command skill to V to be fully functional.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Curse for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Curse/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Curse roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
For more information about capacitor warfare and other capacitor warfare using ships see the [[Capacitor Warfare Guide]].<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Recon Ships]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Scimitar&diff=94036Scimitar2016-04-15T21:55:08Z<p>Kazad munthor: </p>
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=11978<br />
| shipimg=Scimitar.jpg<br />
| shipname=Scimitar<br />
| caption=Scimitar<br />
| class=Logistics Cruiser<br />
| grouping=Logistics Cruisers<br />
| hulltype=Scythe Class<br />
| faction=Minmatar Republic<br />
| race=Minmatar<br />
| roles=unspecified<br />
| variations={{Ship|Scythe Fleet Issue}},{{Ship|Scythe}}<br />
| tech=2<br />
| ecmprio=3 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=735 MW<br />
| cpu=445 tf<br />
| capacitor=1,750 GJ<br />
| highs=4<br />
| turrets=2<br />
| launchers=1<br />
| mediums=5<br />
| lows=4<br />
| mass=12,090,000 kg<br />
| volume=89,000 m&#179;<br />
| cargohold=440 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=45 m&#179;<br />
| bandwidth=45 Mbit/sec<br />
| info=Name: Scimitar<br>Hull: Scythe Class<br>Role: Support Cruiser<br><br>Built with special tracking support arrays, the Scimitar was designed in large part to assist heavy combat vessels in tracking fast-moving targets. Relatively nimble for a support cruiser, it can often be found ducking between battleships, protecting its own back while lending the behemoths the support they need to take out their enemies.<br><br>Developer: Core Complexion Inc.<br><br>Core Complexions ships are unusual in that they favor electronics and defense over the "Lots of guns" approach traditionally favored by the Minmatar. Being a support cruiser, the Scimitar therefore fits ideally into their design scheme.<br><br><br />
| bonuses=<b>Minmatar Cruiser bonuses (per skill level):</b><br>150% bonus to Remote Tracking Computer range<br>20% bonus to Shield Maintenance Bot transfer amount<br>60% bonus to Remote Shield Booster optimal range and falloff<br><b>Logistics bonuses (per skill level):</b><br>10% bonus to Remote Tracking Computer effectiveness<br>15% reduction in Remote Shield Booster activation cost<br><b>Role Bonus:</b><br>50% reduction in Remote Shield Booster CPU requirement<br><br />
| structurehp=1,434 HP<br />
| shieldhp=1,618 HP<br />
| shieldem=75<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=60<br />
| armorhp=1,681 HP<br />
| armorem=90<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=67.5<br />
| maxvelocity=253 m/sec<br />
| inertia=0.55<br />
| warpspeed=3.3 AU/s<br />
| warptime=9.22 s<br />
| targetrange=60.00 km<br />
| sigradius=65 m<br />
| maxlockedtargets=10<br />
| sensortype=LADAR<br />
| sensorvalue=17 points<br />
| scanres=400 mm<br />
| reqskills=*{{RequiredSkill|Minmatar Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Minmatar Destroyer|III}}<br />
***{{RequiredSkill|Minmatar Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Logistics Cruisers|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Signature Analysis|V}}<br />
***{{RequiredSkill|CPU Management|I}}<br />
**{{RequiredSkill|Long Range Targeting|V}}<br />
***{{RequiredSkill|CPU Management|II}}<br />
<br />
| totaltraintime=48d 9h 37m 10s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Scimitar Scimitar on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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==Summary==<br />
The Scimitar is a specialised logistics ship, bonused for shield transfer and tracking links. The ship's primary use is shield repair, and the tracking link bonus is generally considered a secondary benefit or ignored. Unlike its caldari counterpart the [[Basilisk]], the scimitar does not transfer capacitor with other logistics ships and is fit to cover its own capacitor needs. This tends to make scimitar fits very tight and require careful trade-offs between repping power, capacitor regen and tank if the pilot has less than perfect skills.<br />
<br />
The Scimitar is known as the fastest of the logistics ships by quite a way (since the Basilisk has a low base speed and the [[Oneiros]] fits armor plates), and is prized as the logistics ship of choice for fast shield gangs.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Scimitar for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Scimitar/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Scimitar roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Scimitar here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Logistics Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Oneiros&diff=94034Oneiros2016-04-15T21:53:37Z<p>Kazad munthor: </p>
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-------------------------------------------------------------><br />
| shipid=11989<br />
| shipimg=Oneiros.jpg<br />
| shipname=Oneiros<br />
| caption=Oneiros<br />
| class=Logistics Cruiser<br />
| grouping=Logistics Cruisers<br />
| hulltype=Exequror Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| roles=unspecified<br />
| variations={{Ship|Exequror Navy Issue}},{{Ship|Exequror}}<br />
| tech=2<br />
| ecmprio=3 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=1,050 MW<br />
| cpu=370 tf<br />
| capacitor=1,925 GJ<br />
| highs=4<br />
| turrets=2<br />
| launchers=0<br />
| mediums=4<br />
| lows=5<br />
| mass=13,160,000 kg<br />
| volume=113,000 m&#179;<br />
| cargohold=600 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=50 m&#179;<br />
| bandwidth=50 Mbit/sec<br />
| info=Name: Oneiros<br>Hull: Exequror Class<br>Role: Support Cruiser<br><br>Designed specifically as an armor augmenter, the Oneiros provides added defensive muscle to fighters on the front lines. Additionally, its own formidable defenses make it a tough nut to crack. Breaking through a formation supported by an Oneiros is no mean feat.<br><br>Developer: Roden Shipyards<br><br>Deciding that added defensive capabilities would serve to strengthen the overall effectiveness of Gallente ships, who traditionally have favored pure firepower over other aspects, Roden Shipyards came up with the Oneiros. Intrigued, Gallente Navy officials are reportedly considering incorporating this powerful defender into their fleet formations.<br><br><br />
| bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>150% bonus to Remote Tracking Computer range<br>20% bonus to Armor Maintenance Bot transfer amount<br>60% bonus to Remote Armor Repairer optimal range and falloff<br><b>Logistics bonuses (per skill level):</b><br>15% reduction in Remote Armor Repairer activation cost<br>10% bonus to Remote Tracking Computer effectiveness<br><b>Role Bonus:</b><br>65% reduction in Remote Armor Repairer powergrid requirement<br><br />
| structurehp=2,285 HP<br />
| shieldhp=1,280 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=85<br />
| shieldtherm=60<br />
| armorhp=1,758 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=83.75<br />
| armortherm=67.5<br />
| maxvelocity=230 m/sec<br />
| inertia=0.615<br />
| warpspeed=3.3 AU/s<br />
| warptime=11.22 s<br />
| targetrange=70.00 km<br />
| sigradius=70 m<br />
| maxlockedtargets=10<br />
| sensortype=Magnetometric<br />
| sensorvalue=20 points<br />
| scanres=365 mm<br />
| reqskills=*{{RequiredSkill|Gallente Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Gallente Destroyer|III}}<br />
***{{RequiredSkill|Gallente Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Logistics Cruisers|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Signature Analysis|V}}<br />
***{{RequiredSkill|CPU Management|I}}<br />
**{{RequiredSkill|Long Range Targeting|V}}<br />
***{{RequiredSkill|CPU Management|II}}<br />
<br />
| totaltraintime=48d 9h 37m 10s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Oneiros Oneiros on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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==Summary==<br />
The Oneiros was previously considered by far the weakest of the logistic boats because of a lack of low slots and low power grid that severely restricted its tank, however that changed with a rebalance in late 2011. In contrast to the [[Guardian]], the Oneiros does not cap transfer with other logistics ships and is fit to cover its own capacitor needs. This makes an Oneiros more vulnerable to neuting than a Guardian and have more exacting skill requirements to fit for cap stability. To make up for this the Oneiros is quite a bit faster than the Guardian and has an expanded drone bay.<br />
<br />
==Skills==<br />
As with any T2 cruiser hull, the Oneiros is skill intensive and is not recomended for low skill pilots.<br />
<br />
<br />
The ship description itself gives an excellent starting point: <br />
<br />
<br />
* Core Competency - Standard [Certificate]<br><br />
* Armor Tanking - Standard [Certificate]<br><br />
* Logistics Chief - Standard [Certificate]<br> <br><br />
<br />
It is highly recommended that you acquire a few more skill sets before committing a 150 million-isk ship into a combat situation:<br><br><br />
* {{sk|Logistics Cruisers|IV}} – The heavy capacitor use of remote repair modules are difficult to overcome without this. <br><br />
* Core Capacitor Elite [Certificate] – Capacitor skills are critical to logi pilots <br><br />
* High Velocity Helmsman Standard [Certificate] – Allows for the use of Afterburners and ensures good align times <br><br><br />
<br />
<br />
Additional Tanking / Fitting skills: <br><br><br />
* {{sk|CPU Management|V}} - To maximize available CPU <br><br />
* {{sk|Power Grid Management|V}} - To maximize available powergrid <br><br />
* {{sk|Hull Upgrades|V}} – To Fit T2 armor tank modules<br><br />
* Armor Compensation skills to IV: EM, Thermal, Kenetic and Explosive <br><br />
* {{sk|Jury Rigging|III}} – To fit Cap Control Rigs and Ancillary Current Routers <br><br />
* {{sk|Armor Rigging|III}} – To fit Armor Rigs and diminish their speed drawbacks <br><br><br />
<br />
Utility Skills: <br><br><br />
* {{sk|Electronic Warfare|IV}} – To Fit T2 ECCM modules <br><br />
* {{sk|Sensor Linking|IV}} – To fit Tracking Links (uncommon fits) <br><br />
* {{sk|Drones|V}} – To enable a full flight of five drones <br><br />
* {{sk|Advanced Drone Avionics|II}} – To use ECCM Drones <br><br />
* {{sk|Repair Drone Operation}} IV or V – To field T1 or T2 repair Drones<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Oneiros/Fittings|here]]<br />
<br />
== Fitting Theory: ==<br />
<br><br> The following is aimed at helping logistics cruisers level IV pilots get up and running and avoid common mistakes. Fitting a ship using logistics cruisers V is a very different animal since you no longer have to bend over backwards to solve cap issues. By the time you reach Logistics Cruisers Level V you should have a good idea about what works or understand which fits from battle clinic are solid fits, and which ones are EFT theory crafting. <br><br> <br />
The oneros simply doesn't have a set universal fitting like its cousin the dual gardian setup. When putting kit on your ship you need to figure out what exactly you're going to be doing with the ship. Also ask yourself: Should I bring this, or another Damage Ship? Would ECM be a stronger choice to mitigate damage? A good rule of thumb is that if your hull is the most expensive ship in the fleet composition, go home and get another boat.<br><br> <br />
* Large Fleet Support: <br><br> You're not a guardian. Don't try to be a guardian. However, you have to match a guardian on the range it sports with their large armor reppers. That means you have to fit large armor reppers as well. No way to get around that. FC's like to park battleships or heavy interdictors out at range from the core of the fleet. The 'anchor' may be positioning fleet logi in range at 60 km and you have to be able to apply reps to those ships the same as a guardian. If you know you're going to be in a close quaters fleet, try to fit 1 large and 3 medium reppers if your powergrid will allow. <br><br> <br />
* 800mm Vs 1600mm plate:<br><br> There is a debate here whether you want to fit an 800mm plate to squeeze a 4th Large Remote Rep into that last high slot. This is not recomended unless you have logistics V. It increases the likely hood that you will be alpha'd (Instantly killed by a coodinated attack) and oneiros logistics IV pilots have no hope of running that 4th repper for more than 20 seconds before going cap dead, requiring them to break a guardian cap chain to get back in the action. <br><br><br />
* Fit a propulsion module and keep moving: <br><br> The oneros has a relatively small signature radius and strong resistances. Because of that, as long as the boat is moving it is taking less damage from all forms of damage. Some players will forgo their prop module in favor of an additional cap recharger or to save on PG to fit that last large repper. That is a good way to be killed very quickly, making all four of your repair modules inactive. You're not a guardian, you can't fit your boat that way. <br><br><br />
* Remote Repair Augmentors VS Cap Control Circuts: <br><br> A lot of newer players try to use remote repair - cap reduction rigs on their logistics. This is a valid strategy for '''battleships''' not logistics pilots. It is mathmatically easier to get a logistics ship cap stable using cap rigs, cap rechargers, cap batteries or cap boosters. Remote Repair Augmentors also slow your ship down, hurting your speed / signature tank, while doing nothing to improve your defensive capabilities. <br><br><br />
* Cap Batteries VS Cap Boosters: <br><br> Cap Batteries and Cap Boosters on the other hand is a difference of playstyle. Cap Battaries are great for increasing overall cap, which can easily push a logi cruiser into cap stability with all reppers going. This is for when you are expexting prolonged and continual fleet operations and you may or may not be able to refil on those space hogging cap booster 800's. Cap Boosters on the other hand are great to load up if you are expecting to be neuted, or you are trying to run a large remote armor rep fit. As a logi IV pilot it is one of the very few ways to keep all four of those LAR's running and still keep some defensive modules in your lows to stay alive. The big drawback to a fit utilizing Cap Boosters is that once you are out, you are done repping.<br />
<br />
==Tactics==<br />
The tactics you use will depend on the fit and the fleet composition that you are flying in.<br><br><br />
* Large Fleets (30-255 pilots): <br><br> If you are in a large fleet using an oneiros, you are there as a supplemental pilot to the guardians. Ensure that you are NOT part of the cap transfer chains those pilots will be setting up, you don’t need it as much as they do. Remember to add two other logi pilots and the fleet commander to your watch list and have your broadcast window open so you know who to start repping when the fight starts. FC’s will have their logis stay with the fleet at all times, so pay attention to warp and jump orders. Most fleet commanders in this situation will tell you to ‘anchor’ down on someone at a set distance. This means whenever you are on grid with that person you orbit them at the specified distance. The anchor will ensure that all the logistics pilots are in the right place to rep the fleet, you just concentrate on keeping everyone alive. <br><br> <br />
* Micro Fleets (5-30 pilots): <br><br> You have a lot to juggle with this. If your fleet is small enough, add everyone to your watch list and lock up everyone when you are on grid, whether or not you are in combat. If anyone automatically locks you back, have them shut off their auto targeting option to prevent a blue on blue misshap. Your Squad leader will either have you stay on grid with the group, or in an ambush situation, you will be the last person to warp in. Warp to your fleet at 30-40km. You need range from your targets to keep you safe. Put your ECM drones on the highest DPS target out there and do your best to stay out of web range.<br><br> It takes a lot of courage to fly in a small gang as a solo oneiros pilot as you will be primaried in every engagement by the enemy fleet and ewar. If done correctly you can allow your squad to take on fleets larger / more powerful than what your squad composition would suggest.<br><br><br />
* PVE: <br><br> This is a lot easier than the PVP situations. Your biggest threat in PVE are NPC’s that web and scramble you. Use your broadcast target command to flag any ship that has a web or scram and have your fleet take those out asap. Keep your ship moving. Your small signature radius and high resistances allow you to tank most level IV’s solo if you fly correctly. Make sure your squad mates are all on your watch list and keep them in range. Know your agro spawns and if you do start taking damage, tell your fleet over com’s and warp away. Take a minute to rep up then re-join the fight.<br />
<br />
==Notes==<br />
There are indications that the Oneiros will change significantly in the next expansion.<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Logistics Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Guardian&diff=94033Guardian2016-04-15T21:39:41Z<p>Kazad munthor: </p>
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| shipid=11987<br />
| shipimg=Guardian.jpg<br />
| shipname=Guardian<br />
| caption=Guardian<br />
| class=Logistics Cruiser<br />
| grouping=Logistics Cruisers<br />
| hulltype=Augoror Class<br />
| faction=Amarr Empire<br />
| race=Amarr<br />
| roles=unspecified<br />
| variations={{Ship|Augoror Navy Issue}},{{Ship|Augoror}}<br />
| tech=2<br />
| ecmprio=3 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=1,075 MW<br />
| cpu=310 tf<br />
| capacitor=2,250 GJ<br />
| highs=6<br />
| turrets=3<br />
| launchers=0<br />
| mediums=2<br />
| lows=5<br />
| mass=11,980,000 kg<br />
| volume=115,000 m&#179;<br />
| cargohold=465 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=25 m&#179;<br />
| bandwidth=25 Mbit/sec<br />
| info=Name: Guardian<br>Hull: Augoror Class<br>Role: Support Cruiser<br><br>The Guardian is the first vessel to feature Carthum Conglomerate's brand new capacitor flow maximization system, allowing for greater amounts of energy to be stored in the capacitor as well as providing increased facilities for transporting that energy to other ships.<br><br>Developer: Carthum Conglomerate<br><br>While featuring Carthum's trademark armor and hull strength, the Guardian, being a support ship, has limited room for armaments. Its intended main function is to serve as an all-round support vessel, providing the raw energy for fleet compatriots to do what they need to do in order to achieve victory.<br><br><br />
| bonuses=<b>Amarr Cruiser bonuses (per skill level):</b><br>150% bonus to Remote Capacitor Transmitter range<br>20% bonus to Armor Maintenance Bot transfer amount<br>60% bonus to Remote Armor Repairer optimal range and falloff<br><b>Logistics Cruiser bonuses (per skill level):</b><br>15% reduction in Remote Capacitor Transmitter activation cost<br>15% reduction in Remote Armor Repairer activation cost<br><b>Role Bonus:</b><br>65% reduction in Remote Armor Repairer powergrid requirement<br>50% reduction in Remote Capacitor Transmitter powergrid requirement<br><br />
| structurehp=2,004 HP<br />
| shieldhp=1,055 HP<br />
| shieldem=0<br />
| shieldexp=87.5<br />
| shieldkin=70<br />
| shieldtherm=20<br />
| armorhp=2,109 HP<br />
| armorem=50<br />
| armorexp=80<br />
| armorkin=62.5<br />
| armortherm=35<br />
| maxvelocity=209 m/sec<br />
| inertia=0.61<br />
| warpspeed=3.3 AU/s<br />
| warptime=10.13 s<br />
| targetrange=65.00 km<br />
| sigradius=70 m<br />
| maxlockedtargets=10<br />
| sensortype=RADAR<br />
| sensorvalue=19 points<br />
| scanres=385 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|Logistics Cruisers|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Signature Analysis|V}}<br />
***{{RequiredSkill|CPU Management|I}}<br />
**{{RequiredSkill|Long Range Targeting|V}}<br />
***{{RequiredSkill|CPU Management|II}}<br />
<br />
| totaltraintime=48d 9h 37m 10s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Guardian Guardian on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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<br />
==Summary==<br />
The Guardian is a ship designed for capacitor transfer and remote armor repair. The capacitor transfer is usually put to use trading with another guardian to create capacitor out of thin air, fulfilling the capacitor needs of both ships. Because of its reliance on cap transfer with other ships the guardian is almost exclusively used partnered with other guardians and never alone. The use of cap transfer to fulfill its cap needs means the guardian can fit a stronger tank, but leaves it more vulnerable to jamming, because if one logistics ship is jammed then the cap chain must be adjusted or soon all will be out of capacitor.<br />
<br />
==Skills==<br />
Like most T2 ships, it is highly recommended to have {{sk|Logistics Cruisers|IV}} in order to fly logistic ships. This is especially important for the Guardian as otherwise while following a standard two incoming, two outgoing energy transfer setup, you will not be able to run 4 large remote reps.<br />
Logistics Cruisers V also allows you to be cap stable with only one incoming energy transfer while still maintaining two outgoing and the full bank of reps, which allows one of the other logis to provide cap to the rest of the fleet if needed, normally the cap hungry laser ships such as [[Abaddon]]s and [[Nightmare]]s.<br />
<br />
Other skills that should be considered required would be the ability to fit a T2 armour tank with compensation skills at 3 or 4, {{sk|Capacitor Systems Operation|IV}} and {{sk|Capacitor Management|IV}}, as well as {{sk|Remote Armor Repair Systems|IV}}. The ability to field drones, either logistics, damage, or ECM, is also recommended, the type depending on individual fleet requirements. Good navigation skills and {{sk|Advanced Target Management|III}} are highly recommended, but not required to fly the ship.<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Guardian/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Guardian roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Guardian here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Logistics Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Basilisk&diff=94032Basilisk2016-04-15T21:39:27Z<p>Kazad munthor: </p>
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=11985<br />
| shipimg=Basilisk.jpg<br />
| shipname=Basilisk<br />
| caption=Basilisk<br />
| class=Logistics Cruiser<br />
| grouping=Logistics Cruisers<br />
| hulltype=Osprey Class<br />
| faction=Caldari State<br />
| race=Caldari<br />
| roles=unspecified<br />
| variations={{Ship|Osprey Navy Issue}},{{Ship|Osprey}}<br />
| tech=2<br />
| ecmprio=3 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=1,050 MW<br />
| cpu=460 tf<br />
| capacitor=2,100 GJ<br />
| highs=6<br />
| turrets=1<br />
| launchers=2<br />
| mediums=5<br />
| lows=2<br />
| mass=13,130,000 kg<br />
| volume=107,000 m&#179;<br />
| cargohold=485 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=25 m&#179;<br />
| bandwidth=25 Mbit/sec<br />
| info=Name: Basilisk<br>Hull: Osprey Class<br>Role: Support Cruiser<br><br>Following in the time-honored Caldari spaceship design tradition, the Basilisk sports top-of-the-line on-board computer systems specially designed to facilitate shield transporting arrays, while sacrificing some of the structural strength commonly found in vessels of its class.<br><br>Developer: Lai Dai<br><br>Lai Dai have always favored a balanced approach to their mix of on-board systems, leading to a line-up of versatile ships but providing very little in terms of tactical specialization. With the Basilisk, their aim was to continue pushing forward the development of cutting-edge defense optimization systems while providing powerful support capability.<br><br><br />
| bonuses=<b>Caldari Cruiser bonuses (per skill level):</b><br>150% bonus to Remote Capacitor Transmitter range<br>20% bonus to Shield Maintenance Bot transfer amount<br>60% bonus to Remote Shield Booster optimal range and falloff<br><b>Logistics Cruisers bonuses (per skill level):</b><br>15% reduction in Remote Capacitor Transmitter activation cost<br>15% reduction in Remote Shield Booster activation cost<br><b>Role Bonus:</b><br>50% reduction in Remote Shield Booster CPU requirement<br>50% reduction in Remote Capacitor Transmitter powergrid requirement<br><br />
| structurehp=1,287 HP<br />
| shieldhp=2,109 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=70<br />
| shieldtherm=80<br />
| armorhp=1,125 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=62.5<br />
| armortherm=86.25<br />
| maxvelocity=192 m/sec<br />
| inertia=0.505<br />
| warpspeed=3.3 AU/s<br />
| warptime=9.19 s<br />
| targetrange=80.00 km<br />
| sigradius=90 m<br />
| maxlockedtargets=10<br />
| sensortype=Gravimetric<br />
| sensorvalue=22 points<br />
| scanres=350 mm<br />
| reqskills=*{{RequiredSkill|Caldari Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Caldari Destroyer|III}}<br />
***{{RequiredSkill|Caldari Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Logistics Cruisers|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Signature Analysis|V}}<br />
***{{RequiredSkill|CPU Management|I}}<br />
**{{RequiredSkill|Long Range Targeting|V}}<br />
***{{RequiredSkill|CPU Management|II}}<br />
<br />
| totaltraintime=48d 9h 37m 10s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Basilisk Basilisk on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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<br />
==Summary==<br />
The Basilisk is a ship designed for shield and capacitor transfer. The capacitor transfer is usually put to use trading with another basilisk to create capacitor out of thin air, fulfilling the capacitor needs of both ships. Because of its reliance on cap transfer with other ships the basilisk is almost exclusively used partnered with other basilisks and never alone. The use of cap transfer to fulfill its cap needs means the basilisk can fit a stronger tank, but leaves it more vulnerable to jamming, because if one logistics ship is jammed then the cap chain must be adjusted or soon all will be out of capacitor.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Basilisk for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Basilisk/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Basilisk roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Basilisk here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Logistics Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Broadsword&diff=94028Broadsword2016-04-15T21:37:09Z<p>Kazad munthor: </p>
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* SHIP ATTRIBUTES SECTION (last update : 11/4/2014)<br />
-------------------------------------------------------------<br />
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* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=12013<br />
| shipimg=Broadsword.jpg<br />
| shipname=Broadsword<br />
| caption=Broadsword<br />
| class=Heavy Interdiction Cruiser<br />
| grouping=Heavy Interdiction Cruisers<br />
| hulltype=Rupture Class<br />
| faction=Minmatar Republic<br />
| race=Minmatar<br />
| variations={{Ship|Muninn}},{{Ship|Rupture}}<br />
| tech=2<br />
| ecmprio=1<br />
| powergrid=1,010 MW<br />
| cpu=392 tf<br />
| capacitor=1,250 GJ<br />
| highs=6<br />
| turrets=5<br />
| launchers=3<br />
| mediums=6<br />
| lows=4<br />
| mass=15,000,000 kg<br />
| volume=96,000 m&#179;<br />
| cargohold=452 m&#179;<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=Name: Broadsword<br>Hull: Rupture Class<br>Role: Heavy Interdiction Cruiser<br><br>Effectively combining the trapping power of interdictors with the defensive capabilities of heavy assault cruisers, the heavy interdiction cruiser is an invaluable addition to any skirmish force, offensive or defensive. Heavy interdiction cruisers are the only ships able to use the warp disruption field generator, a module which creates a warp disruption field that moves with the origin ship wherever it goes. <br><br>Developer: Core Complexion Inc.<br><br>Core Complexion's ships are unusual in that they favor electronics and defense over the “lots of guns” approach traditionally favored by the Minmatar.<br><br><br />
| bonuses=<b>Minmatar Cruiser bonuses (per skill level):</b><br>5% bonus to Medium Projectile Turret rate of fire<br>5% bonus to Medium Projectile Turret damage<br><b>Heavy Interdiction Cruisers bonuses (per skill level):</b><br>10% bonus to Medium Projectile Turret falloff<br>5% bonus to Warp Disruption Field Generator scramble range<br><b>Role Bonus:</b><br>&bull;&nbsp;Can fit Warp Disruption Field Generator<br>20% bonus to all shield resistances<br><br />
| structurehp=1,400 HP<br />
| shieldhp=2,000 HP<br />
| shieldem=75<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=60<br />
| armorhp=1,600 HP<br />
| armorem=90<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=67.5<br />
| maxvelocity=220 m/sec<br />
| inertia=0.55<br />
| warpspeed=3.3 AU/s<br />
| warptime=11.44 s<br />
| targetrange=55.00 km<br />
| sigradius=130 m<br />
| maxlockedtargets=6<br />
| sensortype=LADAR<br />
| sensorvalue=14 points<br />
| scanres=255 mm<br />
| reqskills=*{{RequiredSkill|Minmatar Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Minmatar Destroyer|III}}<br />
***{{RequiredSkill|Minmatar Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Heavy Interdiction Cruisers|I}}<br />
**{{RequiredSkill|Propulsion Jamming|V}}<br />
***{{RequiredSkill|CPU Management|III}}<br />
***{{RequiredSkill|Navigation|II}}<br />
**{{RequiredSkill|Graviton Physics|IV}}<br />
***{{RequiredSkill|Science|V}}<br />
***{{RequiredSkill|Power Grid Management|V}}<br />
**{{RequiredSkill|Spaceship Command|V}}<br />
<br />
| totaltraintime=71d 9h 59m 40s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Broadsword Broadsword on Eve Online Wiki]<br />
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<br />
==Summary==<br />
The Broadsword is the Minmatar Heavy Interdiction Cruiser. It is designed to be heavily shield tanked, and has a large number of mid slots and a hull bonus to help this. The main purpose of the Broadsword is to carry the Warp Disruption Field Generator module, which produces a warp disruption bubble around the ship.<br />
<br />
The Broadsword and the Caldari [[Onyx]] have the same slot layouts and are almost identical ships, however the shield resist profile on the Onyx is less even than the Broadsword, making it vulnerable to EM damage. As such the Broadsword is slightly preferred, but the Onyx performs almost as well. While the armor tanked [[Devoter]] can field a larger tank in terms of raw EHP, a shield tank benefits from passive regeneration, which is important because a HIC using a Warp Disruption Field Generator cannot be remotely repaired and the passive regeneration over the duration of a bubble cycle can amount to tens of thousands of EHP.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Broadsword for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Broadsword/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Broadsword roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Broadsword here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Heavy Interdiction Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Phobos&diff=94026Phobos2016-04-15T21:36:22Z<p>Kazad munthor: </p>
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* SHIP ATTRIBUTES SECTION (last update : 11/4/2014)<br />
-------------------------------------------------------------<br />
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* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=12021<br />
| shipimg=Phobos.jpg<br />
| shipname=Phobos<br />
| caption=Phobos<br />
| class=Heavy Interdiction Cruiser<br />
| grouping=Heavy Interdiction Cruisers<br />
| hulltype=Thorax Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| variations={{Ship|Deimos}},{{Ship|Vigilant}},{{Ship|Thorax}}<br />
| tech=2<br />
| ecmprio=2<br />
| powergrid=1,165 MW<br />
| cpu=375 tf<br />
| capacitor=1,375 GJ<br />
| highs=6<br />
| turrets=5<br />
| launchers=0<br />
| mediums=4<br />
| lows=6<br />
| mass=14,000,000 kg<br />
| volume=112,000 m&#179;<br />
| cargohold=400 m&#179;<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=Name: Phobos<br>Hull: Thorax Class<br>Role: Heavy Interdiction Cruiser<br><br>Effectively combining the trapping power of interdictors with the defensive capabilities of heavy assault cruisers, the heavy interdiction cruiser is an invaluable addition to any skirmish force, offensive or defensive. Heavy interdiction cruisers are the only ships able to use the warp disruption field generator, a module which creates a warp disruption field that moves with the origin ship wherever it goes. <br><br>Developer: Roden Shipyards <br><br>Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generally possess stronger armor. Their electronics capacity, however, tends to be weaker than ships from their competitors.<br><br />
| bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>5% bonus to Medium Hybrid Turret rate of fire<br>10% bonus to Medium Hybrid Turret tracking speed<br><b>Heavy Interdiction Cruisers bonuses (per skill level):</b><br>10% bonus to Medium Hybrid Turret optimal range<br>5% bonus to Warp Disruption Field Generator scramble range<br><b>Role Bonus:</b><br>&bull;&nbsp;Can fit Warp Disruption Field Generator<br>20% bonus to all armor resistances<br><br />
| structurehp=2,500 HP<br />
| shieldhp=1,300 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=85<br />
| shieldtherm=60<br />
| armorhp=2,200 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=83.75<br />
| armortherm=67.5<br />
| maxvelocity=205 m/sec<br />
| inertia=0.58<br />
| warpspeed=3.3 AU/s<br />
| warptime=11.26 s<br />
| targetrange=70.00 km<br />
| sigradius=160 m<br />
| maxlockedtargets=6<br />
| sensortype=Magnetometric<br />
| sensorvalue=17 points<br />
| scanres=250 mm<br />
| reqskills=*{{RequiredSkill|Gallente Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Gallente Destroyer|III}}<br />
***{{RequiredSkill|Gallente Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Heavy Interdiction Cruisers|I}}<br />
**{{RequiredSkill|Propulsion Jamming|V}}<br />
***{{RequiredSkill|CPU Management|III}}<br />
***{{RequiredSkill|Navigation|II}}<br />
**{{RequiredSkill|Graviton Physics|IV}}<br />
***{{RequiredSkill|Science|V}}<br />
***{{RequiredSkill|Power Grid Management|V}}<br />
**{{RequiredSkill|Spaceship Command|V}}<br />
<br />
| totaltraintime=71d 9h 59m 40s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Phobos Phobos on Eve Online Wiki]<br />
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<br />
==Summary==<br />
The Phobos is the Gallente Heavy Interdictor. It is designed to be heavily armor tanked, and has a large number of low slots and a hull bonus to help this. The main purpose of the Phobos is to carry the Warp Disruption Field Generator module, which produces a warp disruption bubble around the ship.<br />
<br />
The Phobos has one less low slot and one more mid compared to the Amarr [[Devoter]], meaning it can field less tank. This makes the Devoter the preferred tackler for capitals (though the Phobos can also perform this role adequately), however the Phobos is often used in low sec gate camps to tackle ships that are equipped with warp core stabilisers due to its extra mid allowing it to carry an extra sensor booster.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Phobos for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Phobos/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Phobos roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Phobos here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Heavy Interdiction Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Devoter&diff=94025Devoter2016-04-15T21:35:59Z<p>Kazad munthor: </p>
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-------------------------------------------------------------<br />
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* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=12017<br />
| shipimg=Devoter.jpg<br />
| shipname=Devoter<br />
| caption=Devoter<br />
| class=Heavy Interdiction Cruiser<br />
| grouping=Heavy Interdiction Cruisers<br />
| hulltype=Maller Class<br />
| faction=Amarr Empire<br />
| race=Amarr<br />
| variations={{Ship|Sacrilege}},{{Ship|Maller}}<br />
| tech=2<br />
| ecmprio=1<br />
| powergrid=1,265 MW<br />
| cpu=368 tf<br />
| capacitor=1,625 GJ<br />
| highs=6<br />
| turrets=5<br />
| launchers=0<br />
| mediums=3<br />
| lows=7<br />
| mass=16,200,000 kg<br />
| volume=118,000 m&#179;<br />
| cargohold=375 m&#179;<br />
| dronebay=50 m&#179;<br />
| bandwidth=25 Mbit/sec<br />
| info=Name: Devoter<br>Hull: Maller Class<br>Role: Heavy Interdiction Cruiser<br><br>Effectively combining the trapping power of interdictors with the defensive capabilities of heavy assault cruisers, the heavy interdiction cruiser is an invaluable addition to any skirmish force, offensive or defensive. Heavy interdiction cruisers are the only ships able to use the warp disruption field generator, a module which creates a warp disruption field that moves with the origin ship wherever it goes. <br><br>Developer: Viziam<br><br>Viziam ships are quite possibly the most durable ships money can buy. Their armor is second to none and that, combined with superior shields, makes them hard nuts to crack. Of course this does mean they are rather slow and possess somewhat more limited weapons and electronics options.<br><br><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 damage<br><b>Heavy Interdiction Cruisers bonuses (per skill level):</b><br>10% bonus to Medium Energy Turret optimal range<br>5% bonus to Warp Disruption Field Generator scramble range<br><b>Role Bonus:</b><br>&bull;&nbsp;Can fit Warp Disruption Field Generator<br>20% bonus to all armor resistances<br><br />
| structurehp=1,800 HP<br />
| shieldhp=1,100 HP<br />
| shieldem=0<br />
| shieldexp=87.5<br />
| shieldkin=70<br />
| shieldtherm=20<br />
| armorhp=2,400 HP<br />
| armorem=50<br />
| armorexp=80<br />
| armorkin=62.5<br />
| armortherm=35<br />
| maxvelocity=215 m/sec<br />
| inertia=0.51<br />
| warpspeed=3.3 AU/s<br />
| warptime=11.45 s<br />
| targetrange=65.00 km<br />
| sigradius=140 m<br />
| maxlockedtargets=6<br />
| sensortype=RADAR<br />
| sensorvalue=15 points<br />
| scanres=250 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 Interdiction Cruisers|I}}<br />
**{{RequiredSkill|Propulsion Jamming|V}}<br />
***{{RequiredSkill|CPU Management|III}}<br />
***{{RequiredSkill|Navigation|II}}<br />
**{{RequiredSkill|Graviton Physics|IV}}<br />
***{{RequiredSkill|Science|V}}<br />
***{{RequiredSkill|Power Grid Management|V}}<br />
**{{RequiredSkill|Spaceship Command|V}}<br />
<br />
| totaltraintime=71d 9h 59m 40s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Devoter Devoter on Eve Online Wiki]<br />
| highlights1=High Amount of Low Slots<br />
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==Summary==<br />
The Devoter is the Amarr Heavy Interdiction Cruiser. It is designed to be heavily armor tanked, and has a large number of low slots and a hull bonus to help this. The main purpose of the Devoter is to carry the Warp Disruption Field Generator module, which produces a warp disruption bubble around the ship.<br />
<br />
The Devoter is the heavy interdictor able to fit the largest raw buffer tank, because it is armor tanked and has more low slots than the Gallente Phobos. Because of this it the preferred armor HIC for tackling capitals in null sec.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Devoter for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Devoter/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Devoter roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Devoter here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Heavy Interdiction Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Onyx&diff=94023Onyx2016-04-15T21:34:39Z<p>Kazad munthor: </p>
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=11995<br />
| shipimg=Onyx.jpg<br />
| shipname=Onyx<br />
| caption=Onyx<br />
| class=Heavy Interdiction Cruiser<br />
| grouping=Heavy Interdiction Cruisers<br />
| hulltype=Moa Class<br />
| faction=Caldari State<br />
| race=Caldari<br />
| variations={{Ship|Eagle}},{{Ship|Gila}},{{Ship|Moa}}<br />
| tech=2<br />
| ecmprio=2<br />
| powergrid=900 MW<br />
| cpu=560 tf<br />
| capacitor=1,250 GJ<br />
| highs=6<br />
| turrets=0<br />
| launchers=5<br />
| mediums=6<br />
| lows=4<br />
| mass=15,400,000 kg<br />
| volume=92,000 m&#179;<br />
| cargohold=450 m&#179;<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=Name: Onyx<br>Hull: Moa Class<br>Role: Heavy Interdiction Cruiser<br><br>Effectively combining the trapping power of interdictors with the defensive capabilities of heavy assault cruisers, the heavy interdiction cruiser is an invaluable addition to any skirmish force, offensive or defensive. Heavy interdiction cruisers are the only ships able to use the warp disruption field generator, a module which creates a warp disruption field that moves with the origin ship wherever it goes. <br><br>Developer: Kaalakiota <br><br>As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.<br><br><br />
| bonuses=<b>Caldari Cruiser bonuses (per skill level):</b><br>5% bonus to kinetic Light Missile, Heavy Missile and Heavy Assault Missile damage<br>5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire<br><b>Heavy Interdiction Cruisers bonuses (per skill level):</b><br>10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity<br>5% bonus to Warp Disruption Field Generator scramble range<br><b>Role Bonus:</b><br>&bull;&nbsp;Can fit Warp Disruption Field Generator<br>20% bonus to all shield resistances<br><br />
| structurehp=1,400 HP<br />
| shieldhp=2,700 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=70<br />
| shieldtherm=80<br />
| armorhp=1,200 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=62.5<br />
| armortherm=86.25<br />
| maxvelocity=200 m/sec<br />
| inertia=0.55<br />
| warpspeed=3.3 AU/s<br />
| warptime=11.74 s<br />
| targetrange=80.00 km<br />
| sigradius=150 m<br />
| maxlockedtargets=7<br />
| sensortype=Gravimetric<br />
| sensorvalue=19 points<br />
| scanres=240 mm<br />
| reqskills=*{{RequiredSkill|Caldari Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Caldari Destroyer|III}}<br />
***{{RequiredSkill|Caldari Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Heavy Interdiction Cruisers|I}}<br />
**{{RequiredSkill|Propulsion Jamming|V}}<br />
***{{RequiredSkill|CPU Management|III}}<br />
***{{RequiredSkill|Navigation|II}}<br />
**{{RequiredSkill|Graviton Physics|IV}}<br />
***{{RequiredSkill|Science|V}}<br />
***{{RequiredSkill|Power Grid Management|V}}<br />
**{{RequiredSkill|Spaceship Command|V}}<br />
<br />
| totaltraintime=71d 9h 59m 40s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Onyx Onyx on Eve Online Wiki]<br />
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<br />
==Summary==<br />
The Onyx is the Caldari Heavy Interdictor. It is designed to be heavily shield tanked, and has a large number of mid slots and a hull bonus to help this. The main purpose of the Onyx is to carry the Warp Disruption Field Generator module, which produces a warp disruption bubble around the ship.<br />
<br />
The Onyx and the Minmatar [[Broadsword]] have the same slot layouts and are almost identical ships, however the shield resist profile on the Onyx is less even than the Broadsword, making it vulnerable to EM damage. As such the Broadsword is slightly preferred, but the Onyx performs almost as well. While the armor tanked [[Devoter]] can field a larger tank in terms of raw EHP, a shield tank benefits from passive regeneration, which is important because a HIC using a Warp Disruption Field Generator cannot be remotely repaired and the passive regeneration over the duration of a bubble cycle can amount to tens of thousands of EHP<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Onyx for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Onyx/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Onyx roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Onyx here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Heavy Interdiction Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Muninn&diff=94021Muninn2016-04-15T21:32:46Z<p>Kazad munthor: </p>
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=12015<br />
| shipimg=Muninn.jpg<br />
| shipname=Muninn<br />
| caption=Muninn<br />
| class=Heavy Assault Cruiser<br />
| grouping=Heavy Assault Cruisers<br />
| hulltype=Rupture Class<br />
| faction=Minmatar Republic<br />
| race=Minmatar<br />
| variations={{Ship|Broadsword}},{{Ship|Rupture}}<br />
| tech=2<br />
| ecmprio=2<br />
| powergrid=1,160 MW<br />
| cpu=355 tf<br />
| capacitor=1,300 GJ<br />
| highs=6<br />
| turrets=5<br />
| launchers=1<br />
| mediums=3<br />
| lows=6<br />
| mass=11,750,000 kg<br />
| volume=96,000 m&#179;<br />
| cargohold=515 m&#179;<br />
| dronebay=25 m&#179;<br />
| bandwidth=25 Mbit/sec<br />
| info=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. <br><br>Developer: Boundless Creation <br>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.<br />
| bonuses=<b>Minmatar Cruiser bonuses (per skill level):</b><br>5% bonus to Medium Projectile Turret rate of fire<br>5% bonus to Medium Projectile Turret damage<br><b>Heavy Assault Cruisers bonuses (per skill level):</b><br>10% bonus to Medium Projectile Turret optimal range<br>7.5% bonus to Medium Projectile Turret tracking speed<br><b>Role Bonus:</b><br>50% reduction in Microwarpdrive signature radius penalty<br><br />
| structurehp=1,400 HP<br />
| shieldhp=1,580 HP<br />
| shieldem=75<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=60<br />
| armorhp=2,000 HP<br />
| armorem=90<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=67.5<br />
| maxvelocity=230 m/sec<br />
| inertia=0.571<br />
| warpspeed=3.3 AU/s<br />
| warptime=9.3 s<br />
| targetrange=80.00 km<br />
| sigradius=125 m<br />
| maxlockedtargets=6<br />
| sensortype=LADAR<br />
| sensorvalue=21 points<br />
| scanres=294 mm<br />
| reqskills=*{{RequiredSkill|Minmatar Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Minmatar Destroyer|III}}<br />
***{{RequiredSkill|Minmatar 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=[http://wiki.eveonline.com/en/wiki/Muninn Muninn on Eve Online Wiki]<br />
| highlights1=High Amount of High Slots<br />
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<br />
==Summary==<br />
''You can write a summary for Muninn here.''<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Muninn for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Muninn/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Muninn roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Muninn here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Heavy Assault Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Vagabond&diff=94019Vagabond2016-04-15T21:32:01Z<p>Kazad munthor: </p>
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=11999<br />
| shipimg=Vagabond.jpg<br />
| shipname=Vagabond<br />
| caption=Vagabond<br />
| class=Heavy Assault Cruiser<br />
| grouping=Heavy Assault Cruisers<br />
| hulltype=Stabber Class<br />
| faction=Minmatar Republic<br />
| race=Minmatar<br />
| variations={{Ship|Stabber Fleet Issue}},{{Ship|Stabber}}<br />
| tech=2<br />
| ecmprio=2<br />
| powergrid=900 MW<br />
| cpu=400 tf<br />
| capacitor=1,200 GJ<br />
| highs=6<br />
| turrets=5<br />
| launchers=1<br />
| mediums=4<br />
| lows=5<br />
| mass=11,590,000 kg<br />
| volume=80,000 m&#179;<br />
| cargohold=460 m&#179;<br />
| dronebay=25 m&#179;<br />
| bandwidth=25 Mbit/sec<br />
| info=The fastest cruiser invented to date, this vessel is ideal for hit-and-run ops where both speed and firepower are required. Its on-board power core may not be strong enough to handle some of the larger weapons out there, but when it comes to guerilla work, the Vagabond can't be beat. <br><br>Developer: Thukker Mix <br>Improving on the original Stabber design, Thukker Mix created the Vagabond as a cruiser-sized skirmish vessel equally suited to defending mobile installations and executing lightning strikes at their enemies. Honoring their tradition of building the fastest vessels to ply the space lanes, they count the Vagabond as one of their crowning achievements.<br />
| bonuses=<b>Minmatar Cruiser bonuses (per skill level):</b><br>5% bonus to Medium Projectile Turret rate of fire<br>7.5% bonus to Shield Booster amount<br><b>Heavy Assault Cruisers bonuses (per skill level):</b><br>10% bonus to Medium Projectile Turret falloff<br>5% bonus to Medium Projectile Turret damage<br><b>Role Bonus:</b><br>50% reduction in Microwarpdrive signature radius penalty<br><br />
| structurehp=980 HP<br />
| shieldhp=1,800 HP<br />
| shieldem=75<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=60<br />
| armorhp=1,400 HP<br />
| armorem=90<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=67.5<br />
| maxvelocity=295 m/sec<br />
| inertia=0.504<br />
| warpspeed=3.3 AU/s<br />
| warptime=8.1 s<br />
| targetrange=70.00 km<br />
| sigradius=115 m<br />
| maxlockedtargets=6<br />
| sensortype=LADAR<br />
| sensorvalue=21 points<br />
| scanres=330 mm<br />
| reqskills=*{{RequiredSkill|Minmatar Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Minmatar Destroyer|III}}<br />
***{{RequiredSkill|Minmatar 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=[http://wiki.eveonline.com/en/wiki/Vagabond Vagabond on Eve Online Wiki]<br />
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==Summary==<br />
The Vagabond is the fastest cruiser in the game. It is bonused for autocannons, which between its velocity and falloff bonuses it has no trouble getting in to range with. The naturally good tracking on autocannons means the vagabond can make short work of frigates as well as cruisers, making the vagabond a popular HAC for solo pvp. The relatively low grid on the Vagabond makes artillery difficult to fit.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Vagabond for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Vagabond/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Vagabond roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Vagabond here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Heavy Assault Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Deimos&diff=94017Deimos2016-04-15T21:30:41Z<p>Kazad munthor: </p>
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=12023<br />
| shipimg=Deimos.jpg<br />
| shipname=Deimos<br />
| caption=Deimos<br />
| class=Heavy Assault Cruiser<br />
| grouping=Heavy Assault Cruisers<br />
| hulltype=Thorax Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| variations={{Ship|Phobos}},{{Ship|Vigilant}},{{Ship|Thorax}}<br />
| tech=2<br />
| ecmprio=2<br />
| powergrid=1,050 MW<br />
| cpu=360 tf<br />
| capacitor=1,400 GJ<br />
| highs=5<br />
| turrets=5<br />
| launchers=0<br />
| mediums=4<br />
| lows=6<br />
| mass=11,460,000 kg<br />
| volume=112,000 m&#179;<br />
| cargohold=415 m&#179;<br />
| dronebay=50 m&#179;<br />
| bandwidth=50 Mbit/sec<br />
| info=Sharing more tactical elements with smaller vessels than with its size-class counterparts, the Deimos represents the final word in up-close-and-personal cruiser combat. Venture too close to this one, and swift death is your only guarantee. <br><br>Developer: Duvolle Labs <br>Rumor has it Duvolle was contracted by parties unknown to create the ultimate close-range blaster cruiser. In this their engineers and designers haven't failed; but the identity of the company's client remains to be discovered.<br />
| bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>5% bonus to Medium Hybrid Turret damage<br>7.5% bonus to Armor Repairer amount<br><b>Heavy Assault Cruisers bonuses (per skill level):</b><br>10% bonus to Medium Hybrid Turret falloff<br>5% bonus to Medium Hybrid Turret damage<br><b>Role Bonus:</b><br>50% reduction in Microwarpdrive signature radius penalty<br><br />
| structurehp=2,550 HP<br />
| shieldhp=1,200 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=85<br />
| shieldtherm=60<br />
| armorhp=2,100 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=83.75<br />
| armortherm=67.5<br />
| maxvelocity=230 m/sec<br />
| inertia=0.475<br />
| warpspeed=3.3 AU/s<br />
| warptime=7.55 s<br />
| targetrange=85.00 km<br />
| sigradius=150 m<br />
| maxlockedtargets=6<br />
| sensortype=Magnetometric<br />
| sensorvalue=22 points<br />
| scanres=270 mm<br />
| reqskills=*{{RequiredSkill|Gallente Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Gallente Destroyer|III}}<br />
***{{RequiredSkill|Gallente 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=[http://wiki.eveonline.com/en/wiki/Deimos Deimos on Eve Online Wiki]<br />
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==Summary==<br />
A logical progression of the [[Thorax]], the Deimos is designed as a hybrid turret (blasters and rails) boat. It can fit a Microwarpdrive and burn towards the enemy to melts them at close range, or it can use its considerable speed and MWD bonus to kite enemies.<br />
<br />
Previously commonly fitted with both MWD and AB to mitigate damage burning in to Attack Battlecruisers, the advent of the 50% reduction in MWD sig bloom for HACs means this is no longer really necessary. The Deimos has enjoyed a new life as a kiting ship with 250mm Railguns - replacing the Talos for some due to its enhanced speed and tank pared with comparable DPS at the ~20-30km engagement ranges common for kiting ships.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Deimos for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Deimos/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Deimos roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Deimos here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Heavy Assault Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Ishtar&diff=94015Ishtar2016-04-15T21:30:00Z<p>Kazad munthor: </p>
<hr />
<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
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-------------------------------------------------------------<br />
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* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=12005<br />
| shipimg=Ishtar.jpg<br />
| shipname=Ishtar<br />
| caption=Ishtar<br />
| class=Heavy Assault Cruiser<br />
| grouping=Heavy Assault Cruisers<br />
| hulltype=Vexor Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| roles=Droneboat<br />
| variations={{Ship|Guardian-Vexor}},{{Ship|Vexor Navy Issue}},{{Ship|Vexor}}<br />
| tech=2<br />
| ecmprio=2<br />
| powergrid=740 MW<br />
| cpu=340 tf<br />
| capacitor=1,400 GJ<br />
| highs=4<br />
| turrets=4<br />
| launchers=0<br />
| mediums=4<br />
| lows=6<br />
| mass=10,600,000 kg<br />
| volume=115,000 m&#179;<br />
| cargohold=560 m&#179;<br />
| dronebay=375 m&#179;<br />
| bandwidth=125 Mbit/sec<br />
| info=While not endowed with as much pure firepower as other ships of its category, the Ishtar is more than able to hold its own by virtue of its tremendous capacity for drones and its unique hard-coded drone-control subroutines. <br><br>Developer: CreoDron <br>Touted as "the Ishkur's big brother," the Ishtar design is the furthest CreoDron have ever gone towards creating a completely dedicated drone carrier. At various stages in its development process plans were made to strengthen the vessel in other areas, but ultimately the CreoDron engineers' fascination with pushing the drone carrier envelope overrode all other concerns.<br />
| bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>7.5% bonus to Heavy Drone max velocity and tracking speed<br>10% bonus to Light, Medium, and Heavy Drone hit points and damage, 5% bonus to Sentry Drone hit points and damage<br><b>Heavy Assault Cruisers bonuses (per skill level):</b><br>5000m bonus to Drone operation range<br>5% bonus to Sentry Drone optimal range and tracking speed<br><b>Role Bonus:</b><br>50% reduction in Microwarpdrive signature radius penalty<br><br />
| structurehp=2,300 HP<br />
| shieldhp=1,400 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=85<br />
| shieldtherm=60<br />
| armorhp=1,600 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=83.75<br />
| armortherm=67.5<br />
| maxvelocity=175 m/sec<br />
| inertia=0.565<br />
| warpspeed=3.3 AU/s<br />
| warptime=8 s<br />
| targetrange=80.00 km<br />
| sigradius=145 m<br />
| maxlockedtargets=7<br />
| sensortype=Magnetometric<br />
| sensorvalue=23 points<br />
| scanres=294 mm<br />
| reqskills=*{{RequiredSkill|Gallente Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Gallente Destroyer|III}}<br />
***{{RequiredSkill|Gallente 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=[http://wiki.eveonline.com/en/wiki/Ishtar Ishtar on Eve Online Wiki]<br />
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<br />
==Summary==<br />
One of the best cruiser class ships, the Ishtar can deal some serious damage with drones with a good tank. The Ishtar has the bandwidth to field a full flight of heavy or sentry drones, and it has a 325m3 drone bay, allowing it to carry several different drone flights. Without refitting the Ishtar can deploy sentry drones and snipe, or heavy drones and brawl up close, while carrying light and medium drones to deal with smaller ships. The Ishtar has no bonuses to weapons, so its highs are free to use drone link augmentors, cap warfare, or guns to add DPS.<br />
<br />
The Ishtar is currently one of the most popular kiting ships due to good speed and tank combined with the excellent damage projection native to Sentry Drones. It is widely used in small - medium sized gangs with great success - the kiting fit below is quite standard. The ability to deal damage at good range without using high slots allows you to fit Neuts to combat tacklers that manage to get a grip on you.<br />
<br />
The Aegis release in July 2015 has substantially changed the slot layout of the Ishtar: While previously it had 5 mid and 5 low slots, after the Aegis release these were changed to 4 mid and 6 low slots. This means that previously popular shield fits cannot be used anymore while armor fits gained a buff. Note that any pre-Aegis fits posted below have to be adapted.<br />
<br />
==Skills==<br />
The Ishtar is primarily a drone boat. Since most of its DPS comes from drones, [[Drones#Skills|decent drone skills]] are required to fly the ship to its full potential. Decent drone skills might look like so:<br />
<br />
*{{sk|Drones|V|icon=yes|mult=yes}} - Required to unlock most of the following skills; allows control of 5 drones.<br />
*{{sk|Light Drone Operation|V|icon=yes|mult=yes}} - Required for Tech II light drones; 5% bonus to light drone damage per level.<br />
*{{sk|Medium Drone Operation|V|icon=yes|mult=yes}} - Required for Tech II medium drones; 5% bonus to medium drone damage per level.<br />
*{{sk|Heavy Drone Operation|V|icon=yes|mult=yes}} - Required for Tech II heavy drones; 5% bonus to heavy drone damage per level.<br />
*{{sk|Sentry Drone Interfacing|V|icon=yes|mult=yes}} - Required for Tech II sentry drones; 5% bonus to sentry drone damage per level. <br />
*{{sk|Gallente Drone Specialization|IV|icon=yes|mult=yes}} - Or other racial drone specialization skill. Required for racial Tech II light, medium, heavy, and sentry drones; 2% bonus per level to racial drones requiring this skill.<br />
*{{sk|Drone Interfacing|IV|icon=yes|mult=yes}} - 10% bonus per level to drone damage; a very important skill for maximizing DPS.<br />
*{{sk|Drone Navigation|IV|icon=yes|mult=yes}} - 5% bonus per level to drone max velocity; drone reach targets and return faster.<br />
*{{sk|Drone Sharpshooting|IV|icon=yes|mult=yes}} - 5% bonus per level to drone optimal range; especially important for sentry drones.<br />
*{{sk|Drone Durability|IV|icon=yes|mult=yes}} - 5% bonus per level to drone shield, armor, and hull hit points; drones last longer.<br />
<br />
The Ishtar is difficult to fit without the proper fitting skills. Consider having the following [[Support_Skills#Fitting|fitting skills]] trained:<br />
<br />
*{{sk|Power Grid Management|V|icon=yes|mult=yes}}<br />
*{{sk|CPU Management|V|icon=yes|mult=yes}}<br />
*{{sk|Weapon Upgrades|V|icon=yes|mult=yes}}<br />
*{{sk|Advanced Weapon Upgrades|IV|icon=yes|mult=yes}}<br />
<br />
Finally, the Ishtar is a Tech II ship and should be fitted with a Tech II tank. Depending on your preferred fit, you can use a [[Tanking#Shield_Tanking_Basic_Skill_Summary|Tech II shield tank]] or a [[Tanking#Armor_Tanking_Basic_Skill_Summary|Tech II armor tank]].<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Ishtar/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Ishtar roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
In Mesopotamian mythology, Ishtar was the goddess of love and war. Also known as [[Astarte]].<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Heavy Assault Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Cerberus&diff=94013Cerberus2016-04-15T21:15:12Z<p>Kazad munthor: </p>
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-------------------------------------------------------------><br />
| shipid=11993<br />
| shipimg=Cerberus.jpg<br />
| shipname=Cerberus<br />
| caption=Cerberus<br />
| class=Heavy Assault Cruiser<br />
| grouping=Heavy Assault Cruisers<br />
| hulltype=Caracal Class<br />
| faction=Caldari State<br />
| race=Caldari<br />
| variations={{Ship|Caracal Navy Issue}},{{Ship|Caracal}}<br />
| tech=2<br />
| ecmprio=2<br />
| powergrid=800 MW<br />
| cpu=520 tf<br />
| capacitor=1,200 GJ<br />
| highs=6<br />
| turrets=0<br />
| launchers=6<br />
| mediums=5<br />
| lows=4<br />
| mass=12,720,000 kg<br />
| volume=92,000 m&#179;<br />
| cargohold=650 m&#179;<br />
| dronebay=15 m&#179;<br />
| bandwidth=15 Mbit/sec<br />
| info=No cruiser currently in existence can match the superiority of the Cerberus's onboard missile system. With a well-trained pilot jacked in, this fanged horror is capable of unleashing a hail of missiles to send even the most seasoned armor tankers running for cover. <br><br>Developer: Lai Dai <br>Moving away from their traditionally balanced all-round designs, Lai Dai have created a very specialized - and dangerous - missile boat in the Cerberus. Many have speculated that due to recent friction between Caldari megacorporations, LD may be looking to beef up their own police force with these missile-spewing monstrosities.<br />
| bonuses=<b>Caldari Cruiser bonuses (per skill level):</b><br>5% bonus to kinetic Light Missile, Heavy Missile and Heavy Assault Missile damage<br>10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity<br><b>Heavy Assault Cruisers bonuses (per skill level):</b><br>10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max flight time<br>5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire<br><b>Role Bonus:</b><br>50% reduction in Microwarpdrive signature radius penalty<br><br />
| structurehp=1,400 HP<br />
| shieldhp=2,000 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=70<br />
| shieldtherm=80<br />
| armorhp=1,200 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=62.5<br />
| armortherm=86.25<br />
| maxvelocity=220 m/sec<br />
| inertia=0.463<br />
| warpspeed=3.3 AU/s<br />
| warptime=8.16 s<br />
| targetrange=95.00 km<br />
| sigradius=135 m<br />
| maxlockedtargets=6<br />
| sensortype=Gravimetric<br />
| sensorvalue=24 points<br />
| scanres=282 mm<br />
| reqskills=*{{RequiredSkill|Caldari Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Caldari Destroyer|III}}<br />
***{{RequiredSkill|Caldari 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=[http://wiki.eveonline.com/en/wiki/Cerberus Cerberus on Eve Online Wiki]<br />
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==Summary==<br />
The Cerberus is a missile ship with extended range. It is normally equipped with heavy missiles and can sling them at a very impressive range. Heavy assault missile fits are also viable for solo and small gang pvp work, with the hull bonus making the range on HAMs more reasonable.<br />
<br />
The Cerberus can also be put to good use in PvE content, and can easily handle level 4 missions.<br />
<br />
==Skills==<br />
*[[Skills:Spaceship Command#Heavy_Assault_Cruisers|Heavy Assault Cruisers]] to at least IV to take advantage of the DPS and range Buffs that come with every extra level in the skill.<br />
*[[Skills:Missiles#Heavy Missiles|Heavy Missiles]] V, [[Skills:Missiles#Heavy Assault Missiles|Heavy Assault Missiles]] V, and [[Skills:Missiles#Heavy Missile Specialization|Heavy Missile Specialization]]/[[Skills:Missiles#Heavy Assault Missile Specialization|Heavy Assault Missile Specialization]] to at least I to fit T2 Launchers, which do more damage and are substantially cheaper than meta 4 variants, along with the ability to use T2 ammo types.<br />
*[[Skills:Missiles#Missile Launcher Operation|Missile Launcher Operation]], [[Skills:Missiles#Rapid Launch|Rapid Launch]], [[Skills:Missiles#Warhead Upgrades|Warhead Upgrades]], skills which increase DPS and are thus vital to all missile-based damage dealing ships, should all be trained to at least IV.<br />
*Along with the requisite [[Skills:Engineering#Power Grid Management|Power Grid Management]] and [[Skills:Engineering#CPU Management|CPU Management]] skills required for adequately fitting most ships. [[Skills:Engineering#Weapon Upgrades|Weapon Upgrades]] and [[Skills:Engineering#Advanced Weapon Upgrades|Advanced Weapon Upgrades]] should be trained to V and IV respectively to help alleviate fitting problems.<br />
*[[Skills:Missiles#Guided Missile Precision|Guided Missile Precision]], [[Skills:Missiles#Target Navigation Prediction|Target Navigation Prediction]] and [[Skills:Electronic_Systems#Target Painting|Target Painting]] to at least IV to combat smaller targets and gain access to the T2 [[Target Painter]] module.<br />
*[[Skills:Missiles#Missile Projection|Missile Projection]] and [[Skills:Missiles#Missile Bombardment|Missile Bombardment]] to at least IV and ideally V to maximize the range at which all missiles travel.<br />
*[[Skills:Shields#Shield Operation|Shield Operation]] and [[Skills:Shields#Shield Management|Shield Management]] should be trained to at least IV to improve shield capacity and recharge rate. While [[Skills:Shields#Tactical Shield Manipulation|Tactical Shield Manipulation]] should be trained to IV to allow the use of the T2 [[Shield_Tanking#Shield Hardeners|Shield Hardening]] modules as well as the T2 [[Shield Tanking#Adaptive Invulnerability Field|Adaptive Invulnerability Field]].<br />
*[[Skills:Shields#Shield Upgrades|Shield Upgrades]] should be trained to IV to allow the use of T2 [[Shield_Tanking#Shield_Hardeners|Shield Hardeners]], [[Shield_Tanking#Dampening_Amplifiers_and_Basic_Dampening_Amplifiers|Resistance Amplifiers]], [[Shield_Tanking#Shield_Boosters|Shield Boosters]], [[Shield_Tanking#Shield_Power_Relays|Shield Power Relays]], [[Shield_Tanking#Shield_Extenders|Shield Extenders]] and [[Shield_Tanking#Shield_Rechargers|Shield Rechargers]].<br />
*[[Skills:Shields#EM Shield Compensation|EM Shield Compensation]], [[Skills:Shields#Thermic Shield Compensation|Thermic Shield Compensation]], [[Skills:Shields#Kinetic Shield Compensation|Kinetic Shield Compensation]], and [[Skills:Shields#Explosive Shield Compensation|Explosive Shield Compensation]] should be trained to level IV if using the [[Shield Tanking#Resistance Amplifiers|Shield Resistance Amplifiers]].<br />
*Finally, [[Skills:Armor#Hull Upgrades|Hull Upgrades]] should be trained to level IV to allow use of the T2 [[Shield_Tanking#Damage_Control|Damage Control]] module.<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Cerberus/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Cerberus roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Cerberus here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Heavy Assault Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Zealot&diff=94012Zealot2016-04-15T21:14:27Z<p>Kazad munthor: </p>
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-------------------------------------------------------------><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=0 m&#179;<br />
| bandwidth=0 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><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=[http://wiki.eveonline.com/en/wiki/Zealot Zealot on Eve Online Wiki]<br />
| highlights1=High Amount of Low Slots<br />
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==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 [http://www.youtube.com/watch?v=UnJT9-9A7ag[here]]<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Heavy Assault Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Eagle&diff=94010Eagle2016-04-15T21:13:16Z<p>Kazad munthor: </p>
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=12011<br />
| shipimg=Eagle.jpg<br />
| shipname=Eagle<br />
| caption=Eagle<br />
| class=Heavy Assault Cruiser<br />
| grouping=Heavy Assault Cruisers<br />
| hulltype=Moa Class<br />
| faction=Caldari State<br />
| race=Caldari<br />
| variations={{Ship|Onyx}},{{Ship|Gila}},{{Ship|Moa}}<br />
| tech=2<br />
| ecmprio=2<br />
| powergrid=990 MW<br />
| cpu=440 tf<br />
| capacitor=1,350 GJ<br />
| highs=5<br />
| turrets=5<br />
| launchers=1<br />
| mediums=6<br />
| lows=4<br />
| mass=11,720,000 kg<br />
| volume=101,000 m&#179;<br />
| cargohold=550 m&#179;<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=Built on the shoulders of the sturdy Moa and improving on its durability and range, the Eagle is the next generation in Caldari gunboats. Able to fire accurately and do tremendous damage at ranges considered extreme by any cruiser pilot, this powerhouse will be the bane of anyone careless enough to think himself out of its range. <br><br>Developer: Ishukone <br>Caldari starship design is showing a growing trend towards armaments effective at high ranges, and in this arena, as in others, Ishukone do not let themselves get left behind; the Eagle was intended by them as a counter to the fearsome long-range capabilities of Lai Dai's Cerberus ship.<br />
| bonuses=<b>Caldari Cruiser bonuses (per skill level):</b><br>10% bonus to Medium Hybrid Turret optimal range<br>4% bonus to all shield resistances<br><b>Heavy Assault Cruisers bonuses (per skill level):</b><br>10% bonus to Medium Hybrid Turret optimal range<br>5% bonus to Medium Hybrid Turret damage<br><b>Role Bonus:</b><br>50% reduction in Microwarpdrive signature radius penalty<br><br />
| structurehp=1,550 HP<br />
| shieldhp=2,500 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=70<br />
| shieldtherm=80<br />
| armorhp=1,250 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=62.5<br />
| armortherm=86.25<br />
| maxvelocity=190 m/sec<br />
| inertia=0.576<br />
| warpspeed=3.3 AU/s<br />
| warptime=9.36 s<br />
| targetrange=90.00 km<br />
| sigradius=140 m<br />
| maxlockedtargets=8<br />
| sensortype=Gravimetric<br />
| sensorvalue=25 points<br />
| scanres=252 mm<br />
| reqskills=*{{RequiredSkill|Caldari Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Caldari Destroyer|III}}<br />
***{{RequiredSkill|Caldari 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=[http://wiki.eveonline.com/en/wiki/Eagle Eagle on Eve Online Wiki]<br />
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<br />
==Summary==<br />
The big brother of the [[Harpy]]. Its optimal range bonuses stack multiplicatively for a maximum 125% increase in optimal range. With the innate long range of rail guns this gives the eagle a range that sniper battleships can be proud of. Unfortunately the Eagle is rather specialised and doesn't perform very well in any other role than sniper, making it unpopular overall.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Eagle for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Eagle/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Eagle roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Eagle here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Heavy Assault Cruisers]]<br />
<br />
In the EVE Online Rhea release, the Onyx and Eagle ship models have been redesigned so that they and the Moa no longer look so much the same.<br />
<br />
For further information, please see the Rhea Release Notes issued on 09 December 2014:<br />
<br />
[http://community.eveonline.com/news/dev-blogs/coming-to-eve-online-in-the-rhea-release-on-december-9th/ EVE Online Rhea Release December 9th]<br />
<br />
<br />
<gallery><br />
File:OnyxAndEagle.jpg|Eagle Variant<br />
File:OnyxAndEagle.jpg| Onyx Variant<br />
</gallery></div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Sacrilege&diff=94009Sacrilege2016-04-15T21:12:57Z<p>Kazad munthor: </p>
<hr />
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=12019<br />
| shipimg=Sacrilege.jpg<br />
| shipname=Sacrilege<br />
| caption=Sacrilege<br />
| class=Heavy Assault Cruiser<br />
| grouping=Heavy Assault Cruisers<br />
| hulltype=Maller Class<br />
| faction=Amarr Empire<br />
| race=Amarr<br />
| variations={{Ship|Devoter}},{{Ship|Maller}}<br />
| tech=2<br />
| ecmprio=2<br />
| powergrid=1,100 MW<br />
| cpu=420 tf<br />
| capacitor=1,700 GJ<br />
| highs=6<br />
| turrets=1<br />
| launchers=5<br />
| mediums=4<br />
| lows=5<br />
| mass=11,750,000 kg<br />
| volume=118,000 m&#179;<br />
| cargohold=615 m&#179;<br />
| dronebay=100 m&#179;<br />
| bandwidth=50 Mbit/sec<br />
| info=Khanid's engineers have spent months perfecting the Sacrilege's on-board missile launcher optimization systems, making it a very effective assault missile platform. In addition, its supremely advanced capacitor systems make it one of the most dangerous ships in its class. <br><br>Developer: Khanid Innovation <br>In an effort to maintain the fragile peace with the old empire through force of deterrence, Khanid Innovation have taken the Maller blueprint and morphed it into a monster. State-of-the-art armor alloys, along with missile systems developed from the most advanced Caldari designs, mean the Sacrilege may be well on its way to becoming the Royal Khanid Navy's flagship cruiser.<br />
| bonuses=<b>Amarr Cruiser bonuses (per skill level):</b><br>5% bonus to Heavy Missile and Heavy Assault Missile damage<br>4% bonus to all armor resistances<br><b>Heavy Assault Cruisers bonuses (per skill level):</b><br>10% bonus to Heavy Missile and Heavy Assault Missile max velocity<br>5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire<br><b>Role Bonus:</b><br>50% reduction in Microwarpdrive signature radius penalty<br><br />
| structurehp=1,690 HP<br />
| shieldhp=1,100 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=200 m/sec<br />
| inertia=0.567<br />
| warpspeed=3.3 AU/s<br />
| warptime=9.24 s<br />
| targetrange=70.00 km<br />
| sigradius=135 m<br />
| maxlockedtargets=7<br />
| sensortype=RADAR<br />
| sensorvalue=22 points<br />
| scanres=312 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=[http://wiki.eveonline.com/en/wiki/Sacrilege Sacrilege on Eve Online Wiki]<br />
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<br />
==Summary==<br />
Like other Khanid vessels, the Sacrilege fuses Amarr armor tanking with Caldari missile weapons, providing a rare combination which is difficult to skill into -- Amarr pilots will generally prefer to fly a [[Zealot]] since they will already have strong energy turret skills, while Caldari pilots will need to train up armor tanking. However, a pilot who has strong missile skills but weak gunnery skills and finds themselves in need of an armor tanked damage-dealing ship for fleet ops will find themselves short on options. Thus, the Sacrilege fills a very niche spot in Eve's catalog of ships, along with its siblings the [[Vengeance]] and [[Damnation]].<br />
<br />
In terms of hull bonuses, the Sacrilege is most comparable to a [[Cerberus]]. It trades some range, DPS, and speed for tank, signature radius, a 50m3 drone bay, a potential energy neutralizer, and a choice of any damage type. These differences (particularly the tank) make the Sacrilege far more suited to brawling than the Cerberus.<br />
<br />
The Sacrilege performs admirably whether flown solo or in a fleet, able to fit either dual reps to tank as much damage as it dishes out or a buffer tank to maximize survivability when primaried. Notably, HAM [[Legion]] fits strongly resemble those for the Sacrilege in much the same way a HM [[Tengu]] represents a more powerful Cerberus, so depending on a player's goals, skills, and budget they may opt to fly a Legion instead.<br />
<br />
Due to the ubiquity of brawling armor fleets in wormhole space, the Sacrilege is ultimately the only real choice for a missile boat suitable for a typical WH fleet outside of the Legion. It is also perfectly suited to [[Fleet_and_Gang_Types#AHAC_-_Armor-Heavy_Assault_Cruisers|AHAC]] fleets, particularly by offering greater capability for close-range combat than the Zealot while still hitting out to a respectable range with HAMs.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Sacrilege for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Sacrilege/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Sacrilege roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Sacrilege here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Heavy Assault Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Stabber_Fleet_Issue&diff=94002Stabber Fleet Issue2016-04-15T21:07:41Z<p>Kazad munthor: </p>
<hr />
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* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=17713<br />
| shipimg=Stabber Fleet Issue.jpg<br />
| shipname=Stabber Fleet Issue<br />
| caption=Stabber Fleet Issue<br />
| class=Cruiser<br />
| grouping=Faction Cruisers<br />
| hulltype=Stabber Class<br />
| faction=Minmatar Republic<br />
| race=Minmatar<br />
| roles=unspecified<br />
| variations={{Ship|Vagabond}},{{Ship|Stabber}}<br />
| tech=F<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=950 MW<br />
| cpu=310 tf<br />
| capacitor=1,275 GJ<br />
| highs=5<br />
| turrets=5<br />
| launchers=3<br />
| mediums=4<br />
| lows=6<br />
| mass=10,810,000 kg<br />
| volume=101,000 m&#179;<br />
| cargohold=450 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=40 m&#179;<br />
| bandwidth=40 Mbit/sec<br />
| info=<b>Development</b><br>Responding to voices stating that the Stabber needed an upgrade to be viable as a fleet vessel of military standards, the Republic Fleet commissioned the creation of the Fleet Issue Stabber; a slower, hardier version of the original that packs quite a bit more firepower. Being as new as it is on the battlefield, the Fleet Issue Stabber hasn't seen many large engagements yet, but its engineers as well as Fleet command are very optimistic about its performance.<br />
| bonuses=<b>Minmatar Cruiser bonuses (per skill level):</b><br>5% bonus to Medium Projectile Turret rate of fire<br>10% bonus to Medium Projectile Turret tracking speed<br><br />
| structurehp=2,250 HP<br />
| shieldhp=2,250 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=2,700 HP<br />
| armorem=60<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=35<br />
| maxvelocity=250 m/sec<br />
| inertia=0.465<br />
| warpspeed=3 AU/s<br />
| warptime=6.97 s<br />
| targetrange=40.00 km<br />
| sigradius=100 m<br />
| maxlockedtargets=6<br />
| sensortype=LADAR<br />
| sensorvalue=18 points<br />
| scanres=305 mm<br />
| reqskills=*{{RequiredSkill|Minmatar Cruiser|II}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Minmatar Destroyer|III}}<br />
***{{RequiredSkill|Minmatar Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=22h 29m 40s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Stabber%20Fleet%20Issue Stabber Fleet Issue on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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==Summary==<br />
Often shortened 'SFI', the Stabber Fleet Issue is a {{Ship|Stabber}} with a considerably increased tank and extra low slots. It has one fewer high slots but unlike the Stabber can use all of its highs for projectiles. Its tracking bonus makes it especially effective at tearing up frigates with autocannons. Popular SFI fits are a fast shield autocannon platform for destroying frigates and cruisers, or a heavy tackler for gangs with armor logistics. With a signature radius of only 100mm, the stabber fleet issue is tied with it's younger brother the Stabber for the lowest signature radius among non-logistics cruisers.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Stabber Fleet Issue for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Stabber_Fleet_Issue/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Stabber Fleet Issue roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Stabber Fleet Issue here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Faction Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Scythe_Fleet_Issue&diff=94001Scythe Fleet Issue2016-04-15T21:07:33Z<p>Kazad munthor: </p>
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-------------------------------------------------------------<br />
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* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=29336<br />
| shipimg=Scythe Fleet Issue.jpg<br />
| shipname=Scythe Fleet Issue<br />
| caption=Scythe Fleet Issue<br />
| class=Cruiser<br />
| grouping=Faction Cruisers<br />
| hulltype=Scythe Class<br />
| faction=Minmatar Republic<br />
| race=Minmatar<br />
| roles=unspecified<br />
| variations={{Ship|Scimitar}},{{Ship|Scythe}}<br />
| tech=F<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=745 MW<br />
| cpu=400 tf<br />
| capacitor=1,275 GJ<br />
| highs=5<br />
| turrets=4<br />
| launchers=4<br />
| mediums=5<br />
| lows=5<br />
| mass=10,910,000 kg<br />
| volume=89,000 m&#179;<br />
| cargohold=440 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=25 m&#179;<br />
| bandwidth=25 Mbit/sec<br />
| info=<b>Development</b><br>The Scythe Fleet Issue is a throwback to earlier days of Minmatar ship design, when the scarcity of resources meant that a single ship needed to be able to do almost everything. While often dubbed a "mini-Typhoon" for this reason, this versatile gunboat nonetheless has nowhere near the defensive capabilities of its larger ancestor. What it does bring to the table, however, is unparalleled agility and unpredictability. A squadron of these ships can be an immense thorn in the side of even the most able and well-equipped fleet commander.<br />
| bonuses=<b>Minmatar Cruiser bonuses (per skill level):</b><br>10% bonus to Medium Projectile Turret rate of fire<br>10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile damage<br><br />
| structurehp=1,950 HP<br />
| shieldhp=2,400 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=1,950 HP<br />
| armorem=60<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=35<br />
| maxvelocity=280 m/sec<br />
| inertia=0.44<br />
| warpspeed=3 AU/s<br />
| warptime=6.65 s<br />
| targetrange=50.00 km<br />
| sigradius=90 m<br />
| maxlockedtargets=7<br />
| sensortype=LADAR<br />
| sensorvalue=16 points<br />
| scanres=345 mm<br />
| reqskills=*{{RequiredSkill|Minmatar Cruiser|II}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Minmatar Destroyer|III}}<br />
***{{RequiredSkill|Minmatar Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=22h 29m 40s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Scythe%20Fleet%20Issue Scythe Fleet Issue on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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==Summary==<br />
The Scythe Fleet Issue is one of the fastest cruisers around, but also fairly weak as far as tank is concerned. Its split between turrets and missiles also make it hard to skill efficiently into one. Its main advantage over T1 cruisers is its speed. It can kite very well, and put out more DPS than a Stabber. The Scythe Fleet Issue is a very rare ship, however, due to its expense and role.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Scythe Fleet Issue for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Scythe_Fleet_Issue/Fittings|here]]<br />
<br />
==Tactics==<br />
Kiting is the name of the game with a Scythe Fleet Issue. Shield tank it, fit a MWD, and guns that will keep you out of scram range. It's a pretty weak ship, so not getting pinned down while you fight is key.<br />
<br />
==Notes==<br />
''You can write additional notes for Scythe Fleet Issue here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Faction Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Vexor_Navy_Issue&diff=94000Vexor Navy Issue2016-04-15T21:07:02Z<p>Kazad munthor: </p>
<hr />
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<!-----------------------------------------------------------<br />
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-------------------------------------------------------------<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=17843<br />
| shipimg=Vexor Navy Issue.jpg<br />
| shipname=Vexor Navy Issue<br />
| caption=Vexor Navy Issue<br />
| class=Cruiser<br />
| grouping=Faction Cruisers<br />
| hulltype=Vexor Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| roles=Droneboat<br />
| variations={{Ship|Guardian-Vexor}},{{Ship|Ishtar}},{{Ship|Vexor}}<br />
| tech=F<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=800 MW<br />
| cpu=310 tf<br />
| capacitor=1,500 GJ<br />
| highs=4<br />
| turrets=2<br />
| launchers=0<br />
| mediums=4<br />
| lows=6<br />
| mass=11,310,000 kg<br />
| volume=112,000 m&#179;<br />
| cargohold=460 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=200 m&#179;<br />
| bandwidth=125 Mbit/sec<br />
| info=<b>Development</b><br>The Vexor Navy-Issued cruiser was originally designed to carry advanced on-board technologies requiring a great deal of skill to operate, but at the last moment the Federation Navy decided to scrap the more complex designs in favor of simple upgrades to the standard Vexor's armor, shields, hull and drone bandwidth. The result: a monster of a combat cruiser.<br><br />
| bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>5% bonus to Drone max velocity and tracking speed<br>10% bonus to Drone hitpoints, damage and mining yield<br><br />
| structurehp=3,000 HP<br />
| shieldhp=1,650 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=3,000 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=35<br />
| armortherm=35<br />
| maxvelocity=220 m/sec<br />
| inertia=0.44<br />
| warpspeed=3 AU/s<br />
| warptime=6.9 s<br />
| targetrange=52.50 km<br />
| sigradius=135 m<br />
| maxlockedtargets=7<br />
| sensortype=Magnetometric<br />
| sensorvalue=20 points<br />
| scanres=285 mm<br />
| reqskills=*{{RequiredSkill|Gallente Cruiser|II}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Gallente Destroyer|III}}<br />
***{{RequiredSkill|Gallente Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=22h 29m 40s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Vexor%20Navy%20Issue Vexor Navy Issue on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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==Summary==<br />
The Vexor Navy Issue is the best cruiser-size drone platform out there, save perhaps for the [[Gila]]. Compared to the [[Vexor]], the bandwidth has been increased from 75 to 125 Mbit/s and the drone bay from 125 to 200 m3 while the medium hybrid turret damage bonus has been replaced by a drone speed bonus. This allows the Vexor Navy Issue to carry and fly a full set of small, medium and large drones. With good drone skills this ship can out damage many of its rivals, using large drones against large targets, and small drones against frigates.<br />
<br />
The main problem, especially against small ships, is the danger of getting your drones picked off one after the other. Consider using a tracking disruptor with a tracking speed script to minimize this risk. Also, if the targets are expected to be far, consider replacing the large drones by Sentry Drones.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Vexor Navy Issue for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Vexor_Navy_Issue/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Vexor Navy Issue roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Vexor Navy Issue here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Faction Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Exequror_Navy_Issue&diff=93999Exequror Navy Issue2016-04-15T21:06:51Z<p>Kazad munthor: </p>
<hr />
<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 6/2/2014)<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=29344<br />
| shipimg=Exequror Navy Issue.jpg<br />
| shipname=Exequror Navy Issue<br />
| caption=Exequror Navy Issue<br />
| class=Cruiser<br />
| grouping=Faction Cruisers<br />
| hulltype=Exequror Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| roles=unspecified<br />
| variations={{Ship|Oneiros}},{{Ship|Exequror}}<br />
| tech=F<br />
| ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=830 MW<br />
| cpu=340 tf<br />
| capacitor=1,500 GJ<br />
| highs=5<br />
| turrets=5<br />
| launchers=0<br />
| mediums=4<br />
| lows=6<br />
| mass=11,280,000 kg<br />
| volume=112,000 m&#179;<br />
| cargohold=465 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=25 m&#179;<br />
| bandwidth=25 Mbit/sec<br />
| info=<b>Development</b><br>The Exequror Navy Issue was commissioned by Federation Navy High Command in response to the proliferation of close-range blaster vessels on the modern stellar battlefield. While it doesn't boast the speed of some of its class counterparts, this up-close-and-personal gunboat nonetheless possesses some of the more advanced hybrid plasma-coil compression subsystems available, making it a lethal adversary in any upfront engagement.<br />
| bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>5% bonus to Medium Hybrid Turret damage<br>5% bonus to Medium Hybrid Turret rate of fire<br><br />
| structurehp=2,550 HP<br />
| shieldhp=1,800 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=1,950 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=35<br />
| armortherm=35<br />
| maxvelocity=255 m/sec<br />
| inertia=0.4<br />
| warpspeed=3 AU/s<br />
| warptime=6.25 s<br />
| targetrange=47.50 km<br />
| sigradius=110 m<br />
| maxlockedtargets=7<br />
| sensortype=Magnetometric<br />
| sensorvalue=18 points<br />
| scanres=325 mm<br />
| reqskills=*{{RequiredSkill|Gallente Cruiser|II}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Gallente Destroyer|III}}<br />
***{{RequiredSkill|Gallente Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=22h 29m 40s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Exequror%20Navy%20Issue Exequror Navy Issue on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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<br />
==Summary==<br />
Normally considered not worth the extra ISK over a [[Thorax]], the Exequror Navy Issue's main improvement is its higher speed. Even when armor tanked it can be faster than other cruisers. With its bonused damage, it is a better cruiser than one might expect. However, that's damning with faint praise, as it is still an expensive hull for what you get.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Exequror Navy Issue for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Exequror_Navy_Issue/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Exequror Navy Issue roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Exequror Navy Issue here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Faction Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Osprey_Navy_Issue&diff=93998Osprey Navy Issue2016-04-15T21:06:41Z<p>Kazad munthor: </p>
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* SHIP ATTRIBUTES SECTION (last update : 12/08/2015)<br />
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* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=29340<br />
| shipimg=Osprey Navy Issue.jpg<br />
| shipname=Osprey Navy Issue<br />
| caption=Osprey Navy Issue<br />
| class=Cruiser<br />
| grouping=Faction Cruisers<br />
| hulltype=Osprey Class<br />
| faction=Caldari State<br />
| race=Caldari<br />
| roles=unspecified<br />
| variations={{Ship|Basilisk}},{{Ship|Osprey}}<br />
| tech=F<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=730 MW<br />
| cpu=450 tf<br />
| capacitor=1,450 GJ<br />
| highs=5<br />
| turrets=2<br />
| launchers=3<br />
| mediums=6<br />
| lows=4<br />
| mass=11,780,000 kg<br />
| volume=107,000 m&#179;<br />
| cargohold=460 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=25 m&#179;<br />
| bandwidth=25 Mbit/sec<br />
| info=<b>Development</b><br>Caldari ships have never been renowned for their speed. With this in mind, Caldari Navy engineers set about designing the Osprey Navy Issue. The fastest Caldari cruiser in existence and a formidable missile boat, this vessel gives Navy personnel and State loyalists alike greater opportunities to conduct true skirmish warfare than ever before.<br />
| bonuses=<b>Caldari Cruiser bonuses (per skill level):</b><br>10% bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity<br>25% bonus to kinetic Light Missile, Heavy Missile and Heavy Assault Missile damage<br>20% bonus to EM, explosive, thermal Light Missile, Heavy Missile and Heavy Assault Missile damage<br><br />
| structurehp=2,100 HP<br />
| shieldhp=2,550 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=1,800 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=45<br />
| maxvelocity=260 m/sec<br />
| inertia=0.385<br />
| warpspeed=3 AU/s<br />
| warptime=6.29 s<br />
| targetrange=60.00 km<br />
| sigradius=115 m<br />
| maxlockedtargets=8<br />
| sensortype=Gravimetric<br />
| sensorvalue=19 points<br />
| scanres=310 mm<br />
| reqskills=*{{RequiredSkill|Caldari Cruiser|II}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Caldari Destroyer|III}}<br />
***{{RequiredSkill|Caldari Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=22h 29m 40s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Osprey%20Navy%20Issue Osprey Navy Issue on Eve Online Wiki]<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 Osprey Navy Issue is similar to a [[Caracal]]. It is a shield-tanked missile cruiser, but it is significantly faster than a Caracal. Because of its boosted speed, it can be quite effective at kiting. It is important to note that the ONI's bonuses are geared towards kinetic missiles: it can use other damage type missiles also, although gets a reduced bonus whilst using them. These ships are rare to see, though, because the Caracal does almost all the same things, for much less ISK.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Osprey Navy Issue for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Osprey_Navy_Issue/Fittings|here]]<br />
<br />
==Tactics==<br />
The Osprey Navy Issue, because of its speed and missile velocity bonuses, is great for kiting. It can be either HML or HAM fit to take advantage of its bonuses. It is also a viable missile sniper using HMLs.<br />
<br />
==Notes==<br />
With Caldari Cruiser V, the ship will have 6 effective turrets whilst using Scourge missiles, and 5 effective turrets whilst using any other damage type. <br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Faction Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Caracal_Navy_Issue&diff=93997Caracal Navy Issue2016-04-15T21:06:00Z<p>Kazad munthor: </p>
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* SHIP ATTRIBUTES SECTION (last update : 6/1/2014)<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=17634<br />
| shipimg=Caracal Navy Issue.jpg<br />
| shipname=Caracal Navy Issue<br />
| caption=Caracal Navy Issue<br />
| class=Cruiser<br />
| grouping=Faction Cruisers<br />
| hulltype=Caracal Class<br />
| faction=Caldari State<br />
| race=Caldari<br />
| roles=unspecified<br />
| variations={{Ship|Cerberus}},{{Ship|Caracal}}<br />
| tech=F<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=715 MW<br />
| cpu=465 tf<br />
| capacitor=1,450 GJ<br />
| highs=6<br />
| turrets=0<br />
| launchers=6<br />
| mediums=5<br />
| lows=4<br />
| mass=9,600,000 kg<br />
| volume=101,000 m&#179;<br />
| cargohold=450 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=<b>Development</b><br>Created specifically in order to counter the ever-increasing numbers of pirate invaders in Caldari territories, the Navy Issue Caracal has performed admirably in its task. Sporting added defensive capability as well as increased fitting potential, it is seeing ever greater use in defense of the homeland.<br />
| bonuses=<b>Caldari Cruiser bonuses (per skill level):</b><br>5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire<br>5% bonus to Heavy Missile and Heavy Assault Missile explosion radius<br><br />
| structurehp=2,250 HP<br />
| shieldhp=3,000 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=1,950 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=45<br />
| maxvelocity=210 m/sec<br />
| inertia=0.51<br />
| warpspeed=3 AU/s<br />
| warptime=6.79 s<br />
| targetrange=57.50 km<br />
| sigradius=125 m<br />
| maxlockedtargets=7<br />
| sensortype=Gravimetric<br />
| sensorvalue=21 points<br />
| scanres=270 mm<br />
| reqskills=*{{RequiredSkill|Caldari Cruiser|II}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Caldari Destroyer|III}}<br />
***{{RequiredSkill|Caldari Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=22h 29m 40s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Caracal%20Navy%20Issue Caracal Navy Issue on Eve Online Wiki]<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 Caracal Navy Issue is the {{Ship|Cerberus}}'s baby brother. It's a missile sniper boat that can kite well and is fit very similarly. It is certainly an improvement over the standard Caracal, but it has a high price tag (on par with a Drake) for less survivability, so it is not often seen in PvP. It can be a good high-sec site runner, though, being equally adept at killing frigates or NPC battlecruisers, depending on fitting.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Caracal Navy Issue for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Caracal_Navy_Issue/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Caracal Navy Issue roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Caracal Navy Issue here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Faction Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Omen_Navy_Issue&diff=93996Omen Navy Issue2016-04-15T21:05:33Z<p>Kazad munthor: </p>
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* SHIP ATTRIBUTES SECTION (last update : 5/30/2014)<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=17709<br />
| shipimg=Omen Navy Issue.jpg<br />
| shipname=Omen Navy Issue<br />
| caption=Omen Navy Issue<br />
| class=Cruiser<br />
| grouping=Faction Cruisers<br />
| hulltype=Omen Class<br />
| faction=Amarr Empire<br />
| race=Amarr<br />
| roles=unspecified<br />
| variations={{Ship|Zealot}},{{Ship|Omen}}<br />
| tech=F<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=960 MW<br />
| cpu=335 tf<br />
| capacitor=1,650 GJ<br />
| highs=5<br />
| turrets=4<br />
| launchers=0<br />
| mediums=3<br />
| lows=7<br />
| mass=10,850,000 kg<br />
| volume=101,000 m&#179;<br />
| cargohold=400 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=50 m&#179;<br />
| bandwidth=50 Mbit/sec<br />
| info=<b>Development</b><br>The Omen Navy Issue was originally conceived as a multipurpose search and rescue vessel with strong combat capabilities. In response to the increasing need for ships capable of countering frigate swarms, its designers additionally included a drone bay intended to give the ship a greater range of options when faced with mixed enemy squadrons. The end result is a somewhat more flexible offering than Amarr design philosophy generally dictates, but don't be fooled: this crusher still packs all the punch one would expect from a ship of the golden fleet.<br />
| bonuses=<b>Amarr Cruiser bonuses (per skill level):</b><br>10% bonus to Medium Energy Turret damage<br>10% bonus to Medium Energy Turret optimal range<br><br />
| structurehp=2,250 HP<br />
| shieldhp=1,800 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=2,550 HP<br />
| armorem=50<br />
| armorexp=20<br />
| armorkin=25<br />
| armortherm=35<br />
| maxvelocity=265 m/sec<br />
| inertia=0.43<br />
| warpspeed=3 AU/s<br />
| warptime=6.47 s<br />
| targetrange=57.50 km<br />
| sigradius=100 m<br />
| maxlockedtargets=7<br />
| sensortype=RADAR<br />
| sensorvalue=17 points<br />
| scanres=320 mm<br />
| reqskills=*{{RequiredSkill|Amarr Cruiser|II}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Amarr Destroyer|III}}<br />
***{{RequiredSkill|Amarr Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=22h 29m 40s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Omen%20Navy%20Issue Omen Navy Issue on Eve Online Wiki]<br />
| highlights1=High Amount of Low Slots<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
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<br />
==Summary==<br />
The Omen Navy Issue is very similar in purpose to the {{Ship|Zealot}} and arguably processes the best turret based projection of any non-pirate T1 cruiser. With bonuses towards turret damage and optimal range, the Omen Navy Issue is essentially an oversized [[Imperial Navy Slicer]]; with Scorch loaded this ship can easy hit ships hard at range due to a whooping 35km optimal with good skills. <br />
<br />
The Omen Navy Issue also has a 50m<sup>3</sup> drone bay and bandwidth. While a full flight of medium drones may increase its DPS against cruisers, the dronebay is not big enough to carry a seperate flight of light drones and, combined with a relatively small tank for an armor tanked ship, leaves this ship vulnerable to smaller frigates.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Omen Navy Issue for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Omen_Navy_Issue/Fittings|here]]<br />
<br />
==Tactics==<br />
*In a T1 armor cruiser fleet, you are going to be the primary ranged damage dealer, with great dps projection at range relative to other T1 armor cruisers. Try to maintain range: once scrambled and webbed, the weak tank of the Omen Navy Issue makes it unlikely you will survive.<br />
<br />
*As a support ship to an armor HAC fleet, your job will depend on the situation. Most situations it would be a good idea to put your guns on the primary target while letting your drones take out enemy drones or other small ships. You may be called to use your guns and drones on small ships to get tackle off, or even put drones on primary and guns on small ships.<br />
<br />
*The mid slots are relatively flexible, however a point is by far the most common choice. A damp is uncommon but can be a solid choice if your fleet has plenty of tacklers.<br />
<br />
*The weak capacitor of the Omen Navy Issue normally makes a cap booster necessary<br />
<br />
==Notes==<br />
''You can write additional notes for Omen Navy Issue here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Faction Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Augoror_Navy_Issue&diff=93995Augoror Navy Issue2016-04-15T21:05:03Z<p>Kazad munthor: </p>
<hr />
<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 5/30/2014)<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=29337<br />
| shipimg=Augoror Navy Issue.jpg<br />
| shipname=Augoror Navy Issue<br />
| caption=Augoror Navy Issue<br />
| class=Cruiser<br />
| grouping=Faction Cruisers<br />
| hulltype=Augoror Class<br />
| faction=Amarr Empire<br />
| race=Amarr<br />
| roles=unspecified<br />
| variations={{Ship|Guardian}},{{Ship|Augoror}}<br />
| tech=F<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=1,150 MW<br />
| cpu=320 tf<br />
| capacitor=1,500 GJ<br />
| highs=5<br />
| turrets=3<br />
| launchers=0<br />
| mediums=3<br />
| lows=7<br />
| mass=10,650,000 kg<br />
| volume=101,000 m&#179;<br />
| cargohold=480 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=15 m&#179;<br />
| bandwidth=15 Mbit/sec<br />
| info=The Navy-issued version of the Augoror cruiser is an extremely resilient piece of hardware able to provide very good support in fleet battles, but it is also a relatively nimble cruiser ideally suited for escort duties as well as smaller skirmishes. Created to fill a void within the ranks of the traditionally slow and lumbering Amarrian fleet, this vessel has fit in perfectly.<br />
| bonuses=<b>Amarr Cruiser bonuses (per skill level):</b><br>25% bonus to Medium Energy Turret damage<br>10% bonus to ship armor hitpoints<br><br />
| structurehp=2,800 HP<br />
| shieldhp=1,600 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=3,100 HP<br />
| armorem=50<br />
| armorexp=20<br />
| armorkin=25<br />
| armortherm=35<br />
| maxvelocity=215 m/sec<br />
| inertia=0.48<br />
| warpspeed=3 AU/s<br />
| warptime=7.09 s<br />
| targetrange=42.50 km<br />
| sigradius=120 m<br />
| maxlockedtargets=7<br />
| sensortype=RADAR<br />
| sensorvalue=19 points<br />
| scanres=300 mm<br />
| reqskills=*{{RequiredSkill|Amarr Cruiser|II}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Amarr Destroyer|III}}<br />
***{{RequiredSkill|Amarr Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=22h 29m 40s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Augoror%20Navy%20Issue Augoror Navy Issue on Eve Online Wiki]<br />
| highlights1=High Amount of Low Slots<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
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<br />
==Summary==<br />
The Augoror Navy Issue is arguably the best Navy Issue cruiser built on a logistics hull. It is extremely tanky, and a bait fit can reach 130k EHP easily. It can match the damage of most T1 cruisers, and with two to three times the tank and two utility highs, it brawls very effectively.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Augoror Navy Issue for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Augoror_Navy_Issue/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Augoror Navy Issue roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Augoror Navy Issue here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Faction Cruisers]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Scalpel&diff=93987Scalpel2016-04-15T20:26:46Z<p>Kazad munthor: </p>
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* SHIP ATTRIBUTES SECTION (last update : 12/09/2015)<br />
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=37460<br />
| shipimg=Scalpel.jpg<br />
| shipname=Scalpel<br />
| caption=Scalpel<br />
| class=Logistics Frigate<br />
| grouping=Logistics Frigates<br />
| hulltype=Burst Class<br />
| faction=Minmatar Republic<br />
| race=Minmatar<br />
| roles=Logistics<br />
| variations={{Ship|Burst}}<br />
| tech=2<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=42 MW<br />
| cpu=200 tf<br />
| capacitor=560 GJ<br />
| highs=3<br />
| turrets=2<br />
| launchers=2<br />
| mediums=4<br />
| lows=3<br />
| mass=1,420,000 kg<br />
| volume=28,700 m&#179;<br />
| cargohold=260 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=5 m&#179;<br />
| bandwidth=5 Mbit/sec<br />
| info=Thukker Tribe caravans have made use of jury-rigged repair frigates for years, mastering the art of optimizing remote shield booster systems for a fast and light frame. With the Scalpel Logistics Frigate, Thukker Mix has built upon the foundation of this experience to release an incredibly fast repair platform that can keep up with all kinds of mobile frigate and destroyer fleets. Upgrading the common Burst hull with increased shield resistances, more powerful remote shield boosters and improved agility, the engineers at Thukker Mix have developed a ship that is sure to become a common sight in New Eden's conflict zones.<br><br>Developer: Thukker Mix<br><br>Thukkers spend their entire lives forever wandering the infinite in their vast caravans. As such their technology is based as much upon necessity as their ingenious ability to tinker. Their ship designs therefore tend to based upon the standard empire templates but extensively modified for the Thukkers unique needs.<br />
| bonuses=<b>Minmatar Frigate bonuses (per skill level):</b><br>10% bonus to Remote Shield Booster amount<br>10% reduction in Remote Shield Booster activation cost<br><b>Logistics Frigates bonuses (per skill level):</b><br>5% reduction in Remote Shield Booster duration and activation cost<br>4% reduction in signature radius<br><b>Role Bonus:</b><br>300% bonus to Remote Shield Booster falloff<br />
| structurehp=350 HP<br />
| shieldhp=450 HP<br />
| shieldem=50<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=40<br />
| armorhp=300 HP<br />
| armorem=80<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=51.25<br />
| maxvelocity=415 m/sec<br />
| inertia=3.85<br />
| warpspeed=5.5 AU/s<br />
| warptime=7.58 s<br />
| targetrange=40.00 km<br />
| sigradius=33 m<br />
| maxlockedtargets=8<br />
| sensortype=LADAR<br />
| sensorvalue=13 points<br />
| scanres=940 mm<br />
| reqskills=*{{RequiredSkill|Minmatar Frigate|V}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Logistics Frigates|I}}<br />
**{{RequiredSkill|Signature Analysis|V}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Long Range Targeting|IV}}<br />
***{{RequiredSkill|CPU Management|II}}<br />
<br />
| totaltraintime=19d 6h 50m<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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==Summary==<br />
''You can write a summary for the Scalpel here.''<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot the Scalpel for a specific or its common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please click [[Scalpel/Fittings|here]]<br />
<br />
==Tactics==<br />
''You can add any notes on tactics here.''<br />
<br />
==Notes==<br />
''You can write additional notes for the Scalpel here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Logistics Frigates]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Thalia&diff=93984Thalia2016-04-15T20:25:11Z<p>Kazad munthor: </p>
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=37459<br />
| shipimg=Thalia.jpg<br />
| shipname=Thalia<br />
| caption=Thalia<br />
| class=Logistics Frigate<br />
| grouping=Logistics Frigates<br />
| hulltype=Navitas Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| roles=Logistics<br />
| variations={{Ship|Navitas}}<br />
| tech=2<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=55 MW<br />
| cpu=155 tf<br />
| capacitor=595 GJ<br />
| highs=3<br />
| turrets=2<br />
| launchers=0<br />
| mediums=3<br />
| lows=4<br />
| mass=1,450,000 kg<br />
| volume=28,700 m&#179;<br />
| cargohold=280 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=5 m&#179;<br />
| bandwidth=5 Mbit/sec<br />
| info=The Thalia-class Logistics Frigate was developed by Roden Shipyards as a more mobile counterpart to their wildly successful Oneiros Logistics Cruiser. Able to keep pace with frigate and destroyer wings, the Thalia boasts excellent armor support capabilities in a compact and reasonably-priced form factor. In late YC117, news that the Federation Navy had placed a massive order for Thalia-class frigates brought Roden Shipyards stock to a seven year high.<br><br>Developer: Roden Shipyards<br><br>Roden Shipyards is the fastest growing ship manufacturer in the Federation, thanks to an extremely aggressive R&D division and extensive connections in government and military procurement communities. Roden ships are distinguished by strong armor defenses and excellent electronic capabilities. They also tend towards gunboats with exceptional range and tracking systems, and less reliance on drones than the average Federation warship.<br />
| bonuses=<b>Gallente Frigate bonuses (per skill level):</b><br>10% bonus to Remote Armor Repairer amount<br>10% reduction in Remote Armor Repairer activation cost<br><b>Logistics Frigates bonuses (per skill level):</b><br>5% reduction in Remote Armor Repairer duration and activation cost<br>4% reduction in signature radius<br><b>Role Bonus:</b><br>50% bonus to Remote Armor Repairer optimal range<br>600% bonus to Remote Armor Repairer falloff<br />
| structurehp=425 HP<br />
| shieldhp=300 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=70<br />
| shieldtherm=40<br />
| armorhp=450 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=67.5<br />
| armortherm=51.25<br />
| maxvelocity=410 m/sec<br />
| inertia=3.7<br />
| warpspeed=5.5 AU/s<br />
| warptime=7.44 s<br />
| targetrange=43.00 km<br />
| sigradius=36 m<br />
| maxlockedtargets=8<br />
| sensortype=MAGNETOMETRIC<br />
| sensorvalue=14 points<br />
| scanres=890 mm<br />
| reqskills=*{{RequiredSkill|Gallente Frigate|V}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Logistics Frigates|I}}<br />
**{{RequiredSkill|Signature Analysis|V}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Long Range Targeting|IV}}<br />
***{{RequiredSkill|CPU Management|II}}<br />
<br />
| totaltraintime=19d 6h 50m<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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==Summary==<br />
''You can write a summary for the Thalia here.''<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot the Thalia for a specific or its common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please click [[Thalia/Fittings|here]]<br />
<br />
==Tactics==<br />
''You can add any notes on tactics here.''<br />
<br />
==Notes==<br />
''You can write additional notes for the Thalia here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Logistics Frigates]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Kirin&diff=93983Kirin2016-04-15T20:24:06Z<p>Kazad munthor: </p>
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=37458<br />
| shipimg=Kirin.jpg<br />
| shipname=Kirin<br />
| caption=Kirin<br />
| class=Logistics Frigate<br />
| grouping=Logistics Frigates<br />
| hulltype=Bantam Class<br />
| faction=Caldari State<br />
| race=Caldari<br />
| roles=Logistics<br />
| variations={{Ship|Bantam}}<br />
| tech=2<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=42 MW<br />
| cpu=215 tf<br />
| capacitor=615 GJ<br />
| highs=3<br />
| turrets=2<br />
| launchers=2<br />
| mediums=5<br />
| lows=2<br />
| mass=1,480,000 kg<br />
| volume=28,700 m&#179;<br />
| cargohold=270 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=5 m&#179;<br />
| bandwidth=5 Mbit/sec<br />
| info=The Kirin-class Logistics Frigate represents the latest development from Lai Dai's venerable research division. Making use of their deep experience in remote shield booster technology obtained from the larger Basilisk cruiser, Lai Dai managed to create an extremely powerful shield boosting platform on a small and mobile Bantam hull. The Kirin development has also benefited from an extensive knowledge sharing agreement with the Carthum Conglomerate.<br><br>Developer: Lai Dai<br><br>Lai Dai have always favored a balanced approach to their mix of on-board systems, leading to a line-up of versatile ships but providing very little in terms of tactical specialization. With the Kirin, their aim was to continue pushing forward the development of cutting-edge defense optimization systems while providing powerful and mobile support capability.<br />
| bonuses=<b>Caldari Frigate bonuses (per skill level):</b><br>10% bonus to Remote Shield Booster amount<br>10% reduction in Remote Shield Booster activation cost<br><b>Logistics Frigates bonuses (per skill level):</b><br>5% reduction in Remote Shield Booster duration and activation cost<br>7.5% bonus to all shield hitpoints<br><b>Role Bonus:</b><br>300% bonus to Remote Shield Booster falloff<br />
| structurehp=375 HP<br />
| shieldhp=550 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=55<br />
| shieldtherm=60<br />
| armorhp=300 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=43.5<br />
| armortherm=72.5<br />
| maxvelocity=370 m/sec<br />
| inertia=3.95<br />
| warpspeed=5.5 AU/s<br />
| warptime=8.1 s<br />
| targetrange=50.00 km<br />
| sigradius=35 m<br />
| maxlockedtargets=8<br />
| sensortype=GRAVIMETRIC<br />
| sensorvalue=16 points<br />
| scanres=870 mm<br />
| reqskills=*{{RequiredSkill|Caldari Frigate|V}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Logistics Frigates|I}}<br />
**{{RequiredSkill|Signature Analysis|V}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Long Range Targeting|IV}}<br />
***{{RequiredSkill|CPU Management|II}}<br />
<br />
| totaltraintime=19d 6h 50m<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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<br />
==Summary==<br />
''You can write a summary for the Kirin here.''<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot the Kirin for a specific or its common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please click [[Kirin/Fittings|here]]<br />
<br />
==Tactics==<br />
''You can add any notes on tactics here.''<br />
<br />
==Notes==<br />
''You can write additional notes for the Kirin here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Logistics Frigates]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Deacon&diff=93981Deacon2016-04-15T20:22:10Z<p>Kazad munthor: </p>
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=37457<br />
| shipimg=Deacon.jpg<br />
| shipname=Deacon<br />
| caption=Deacon<br />
| class=Logistics Frigate<br />
| grouping=Logistics Frigates<br />
| hulltype=Inquisitor Class<br />
| faction=Amarr Empire<br />
| race=Amarr<br />
| roles=Logistics<br />
| variations={{Ship|Inquisitor}},{{Ship|Purifier}}<br />
| tech=2<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=57 MW<br />
| cpu=145 tf<br />
| capacitor=675 GJ<br />
| highs=3<br />
| turrets=2<br />
| launchers=0<br />
| mediums=2<br />
| lows=5<br />
| mass=1,630,000 kg<br />
| volume=28,700 m&#179;<br />
| cargohold=250 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=5 m&#179;<br />
| bandwidth=5 Mbit/sec<br />
| info=The Deacon is the latest success from the engineers at Carthum Conglomerate, designed as a remote repairing ship that can keep up with fast moving fleets including those containing the extremely popular Confessor-class Tactical Destroyer. Managing to miniaturize the powerful remote armor repairing systems from their best-selling Guardian Logistics Cruiser onto a frigate-sized hull was no simple task, but Carthum was able to release the Deacon in nearly record time and under-budget thanks in part to extensive cooperation with researchers from the Lai Dai megacorp.<br><br>Developer: Carthum Conglomerate<br><br>Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.<br />
| bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>10% bonus to Remote Armor Repairer amount<br>10% reduction in Remote Armor Repairer activation cost<br><b>Logistics Frigates bonuses (per skill level):</b><br>5% reduction in Remote Armor Repairer duration and activation cost<br>7.5% bonus to all armor hitpoints<br><b>Role Bonus:</b><br>50% bonus to Remote Armor Repairer optimal range<br>600% bonus to Remote Armor Repairer falloff<br />
| structurehp=400 HP<br />
| shieldhp=300 HP<br />
| shieldem=0<br />
| shieldexp=75<br />
| shieldkin=55<br />
| shieldtherm=20<br />
| armorhp=550 HP<br />
| armorem=50<br />
| armorexp=60<br />
| armorkin=43.5<br />
| armortherm=35<br />
| maxvelocity=405 m/sec<br />
| inertia=3.5<br />
| warpspeed=5.5 AU/s<br />
| warptime=7.91 s<br />
| targetrange=45.00 km<br />
| sigradius=34 m<br />
| maxlockedtargets=8<br />
| sensortype=RADAR<br />
| sensorvalue=15 points<br />
| scanres=920 mm<br />
| reqskills=*{{RequiredSkill|Amarr Frigate|V}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Logistics Frigates|I}}<br />
**{{RequiredSkill|Signature Analysis|V}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Long Range Targeting|IV}}<br />
***{{RequiredSkill|CPU Management|II}}<br />
<br />
| totaltraintime=19d 6h 50m<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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==Summary==<br />
''You can write a summary for the Deacon here.''<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot the Deacon for a specific or its common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please click [[Deacon/Fittings|here]]<br />
<br />
==Tactics==<br />
''You can add any notes on tactics here.''<br />
<br />
==Notes==<br />
''You can write additional notes for the Deacon here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Logistics Frigates]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Stiletto&diff=93978Stiletto2016-04-15T20:20:02Z<p>Kazad munthor: </p>
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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=11198<br />
| shipimg=Stiletto.jpg<br />
| shipname=Stiletto<br />
| caption=Stiletto<br />
| class=Interceptor<br />
| grouping=Interceptors<br />
| hulltype=Slasher Class<br />
| faction=Minmatar Republic<br />
| race=Minmatar<br />
| roles=Fleet Interceptor<br />
| variations={{Ship|Claw}},{{Ship|Slasher}}<br />
| tech=2<br />
| ecmprio=1<br />
| powergrid=30 MW<br />
| cpu=150 tf<br />
| capacitor=250 GJ<br />
| highs=3<br />
| turrets=2<br />
| launchers=1<br />
| mediums=4<br />
| lows=3<br />
| mass=1,010,000 kg<br />
| volume=17,400 m&#179;<br />
| cargohold=92 m&#179;<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=Name: Stiletto<br>Hull: Slasher Class<br>Role: Interceptor<br><br>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. <br><br>Developer: Core Complexion Inc.<br><br>Core Complexion's ships are unusual in that they favor electronics and defense over the "Lots of guns" approach traditionally favored by the Minmatar. <br><br><br />
| bonuses=<b>Minmatar Frigate bonuses (per skill level):</b><br>5% bonus to Small Projectile Turret damage<br>7.5% bonus to Small Projectile Turret tracking speed<br><b>Interceptors bonuses (per skill level):</b><br>15% reduction in Microwarpdrive signature radius penalty<br>5% bonus to Warp Scrambler and Warp Disruptor optimal range<br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost<br>&bull;&nbsp;Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor<br><br />
| structurehp=500 HP<br />
| shieldhp=400 HP<br />
| shieldem=10<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=400 HP<br />
| armorem=70<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=35<br />
| maxvelocity=435 m/sec<br />
| inertia=3.5<br />
| warpspeed=8 AU/s<br />
| warptime=4.9 s<br />
| targetrange=29.50 km<br />
| sigradius=31 m<br />
| maxlockedtargets=5<br />
| sensortype=LADAR<br />
| sensorvalue=10 points<br />
| scanres=970 mm<br />
| reqskills=*{{RequiredSkill|Minmatar Frigate|V}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Interceptors|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Evasive Maneuvering|V}}<br />
***{{RequiredSkill|Navigation|II}}<br />
<br />
| totaltraintime=23d 22h 40m 30s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Stiletto Stiletto on Eve Online Wiki]<br />
| highlights1=Fast Target Locking Time<br />
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==Summary==<br />
The Stiletto is a popular interceptor; its 4 mids make it preferred by many over the Malediction and Ares, and it has a slightly better speed and agility than the Crow, making it superior for some fits.<br />
<br />
==Skills==<br />
''Required Skills<br />
*'''{{sk|Minmatar Frigate|V}}'''<br />
*'''{{sk|Spaceship Command|III}}'''<br />
*'''{{sk|Interceptors|I}}'''<br />
*'''{{sk|Evasive Maneuvering|V}}'''<br />
*'''{{sk|Navigation|II}}'''<br />
<br />
<br />
''Recommended/Helpful Skills<br />
<br />
The Stiletto has tight fitting so you are going to want high fitting skills either 4's or 5's<br />
*'''{{sk|Navigation|IV/V}}''' Increases Speed by 5% per level very handy for catching another ship (1x) short train time about 4 days<br />
*'''{{sk|Signature Analysis|IV/V}}''' Increases targeting speed by 5% (1x about 4 day to V) Allows to quickly lock and point a target trying to get away.<br />
*'''{{sk|Propulsion Jamming|II/III}}''' Reduces cost of Point/Web; allows the T2 versions at II<br />
*'''{{sk|Acceleration Control|III/IV}}''' Boosts to MWD/AB speed.<br />
*'''{{sk|High Speed Maneuvering|III/IV}}''' Allows T2 MWD at III and for each level decreases cap cost of MWD by 5%<br />
*'''{{sk|Spaceship Command|V}}''' 2% agility per level; short train and allows tighter turns, to keep Angular Velocity high.<br />
''<br />
<br />
==Fitting==<br />
For more info on fittings, please click [[Stiletto/Fittings|here]]<br />
<br />
<br />
==Tactics==<br />
''No sub-article about Stiletto roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Stiletto here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Interceptors]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Claw&diff=93977Claw2016-04-15T20:18:38Z<p>Kazad munthor: </p>
<hr />
<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 10/1/2014)<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=11196<br />
| shipimg=Claw.jpg<br />
| shipname=Claw<br />
| caption=Claw<br />
| class=Interceptor<br />
| grouping=Interceptors<br />
| hulltype=Slasher Class<br />
| faction=Minmatar Republic<br />
| race=Minmatar<br />
| roles=Combat Interceptor<br />
| variations={{Ship|Stiletto}},{{Ship|Slasher}}<br />
| tech=2<br />
| ecmprio=1<br />
| powergrid=45 MW<br />
| cpu=125 tf<br />
| capacitor=285 GJ<br />
| highs=4<br />
| turrets=3<br />
| launchers=1<br />
| mediums=2<br />
| lows=4<br />
| mass=1,100,000 kg<br />
| volume=17,400 m&#179;<br />
| cargohold=94 m&#179;<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=Name: Claw<br>Hull: Slasher Class<br>Role: Interceptor<br><br>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. <br><br>Developer: Boundless Creation<br><br>The Boundless Creation ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as humanly possible. On the other hand, defense systems and "cheap tricks" like electronic warfare have never been a high priority.<br><br><br />
| bonuses=<b>Minmatar Frigate bonuses (per skill level):</b><br>5% bonus to Small Projectile Turret damage<br>7.5% bonus to Small Projectile Turret tracking speed<br><b>Interceptors bonuses (per skill level):</b><br>15% reduction in Microwarpdrive signature radius penalty<br>5% bonus to Small Projectile Turret damage<br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost<br>&bull;&nbsp;Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor<br><br />
| structurehp=475 HP<br />
| shieldhp=325 HP<br />
| shieldem=10<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=500 HP<br />
| armorem=70<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=35<br />
| maxvelocity=480 m/sec<br />
| inertia=3.15<br />
| warpspeed=8 AU/s<br />
| warptime=4.8 s<br />
| targetrange=22.50 km<br />
| sigradius=30 m<br />
| maxlockedtargets=5<br />
| sensortype=LADAR<br />
| sensorvalue=9 points<br />
| scanres=1,000 mm<br />
| reqskills=*{{RequiredSkill|Minmatar Frigate|V}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Interceptors|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Evasive Maneuvering|V}}<br />
***{{RequiredSkill|Navigation|II}}<br />
<br />
| totaltraintime=23d 22h 40m 30s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Claw Claw on Eve Online Wiki]<br />
| highlights1=Fast Target Locking Time<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------------------------------------<br />
***************** ARTICLE SECTION :: ANYTHING BELOW IS SAFELY EDITABLE *******************<br />
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<br />
==Summary==<br />
Like the [[Crusader]] with its 4 highs and 4 lows the Claw is built for speed and/or damage dealing. It has only 2 mid slots, limiting its ability to tackle. The fitting requirements and poor tracking of artillery mean the Claw is normally fit with autocannons, but as an interceptor it is rather fragile to be used as a brawler unless equipped with an armor plate, which does not play to the Claw's strengths as an interceptor - speed and agility. A kiting fit with a Warp Disruptor and Barrage is possible, but not really the best ship at this role (see [[Crusader]] or [[Slicer]]).<br />
<br />
All in all, while the Claw's mix of high firepower with high speed might appeal, it is a fragile combination. However, if you beef up the tank with a plate you'll probably find a [[Jaguar]] or [[Wolf]] a better choice for what you're trying to do.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Claw for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please click [[Claw/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Claw roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Claw here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Interceptors]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Claw&diff=93976Claw2016-04-15T20:18:07Z<p>Kazad munthor: </p>
<hr />
<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 10/1/2014)<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=11196<br />
| shipimg=Claw.jpg<br />
| shipname=Claw<br />
| caption=Claw<br />
| class=Interceptor<br />
| grouping=Interceptors<br />
| hulltype=Slasher Class<br />
| faction=Minmatar Republic<br />
| race=Minmatar<br />
| roles=Combat Interceptor<br />
| variations={{Ship|Stiletto}},{{Ship|Slasher}}<br />
| tech=2<br />
| ecmprio=1<br />
| powergrid=45 MW<br />
| cpu=125 tf<br />
| capacitor=285 GJ<br />
| highs=4<br />
| turrets=3<br />
| launchers=1<br />
| mediums=2<br />
| lows=4<br />
| mass=1,100,000 kg<br />
| volume=17,400 m&#179;<br />
| cargohold=94 m&#179;<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=Name: Claw<br>Hull: Slasher Class<br>Role: Interceptor<br><br>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. <br><br>Developer: Boundless Creation<br><br>The Boundless Creation ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as humanly possible. On the other hand, defense systems and "cheap tricks" like electronic warfare have never been a high priority.<br><br><br />
| bonuses=<b>Minmatar Frigate bonuses (per skill level):</b><br>5% bonus to Small Projectile Turret damage<br>7.5% bonus to Small Projectile Turret tracking speed<br><b>Interceptors bonuses (per skill level):</b><br>15% reduction in Microwarpdrive signature radius penalty<br>5% bonus to Small Projectile Turret damage<br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost<br>&bull;&nbsp;Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor<br><br />
| structurehp=475 HP<br />
| shieldhp=325 HP<br />
| shieldem=10<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=500 HP<br />
| armorem=70<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=35<br />
| maxvelocity=480 m/sec<br />
| inertia=3.15<br />
| warpspeed=8 AU/s<br />
| warptime=4.8 s<br />
| targetrange=22.50 km<br />
| sigradius=30 m<br />
| maxlockedtargets=5<br />
| sensortype=LADAR<br />
| sensorvalue=9 points<br />
| scanres=1,000 mm<br />
| reqskills=*{{RequiredSkill|Minmatar Frigate|V}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Interceptors|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Evasive Maneuvering|V}}<br />
***{{RequiredSkill|Navigation|II}}<br />
<br />
| totaltraintime=23d 22h 40m 30s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Claw Claw on Eve Online Wiki]<br />
| highlights1=Fast Target Locking Time<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
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<br />
==Summary==<br />
Like the [[Crusader]] with its 4 highs and 4 lows the Claw is built for speed and/or damage dealing. It has only 2 mid slots, limiting its ability to tackle. The fitting requirements and poor tracking of artillery mean the Claw is normally fit with autocannons, but as an interceptor it is rather fragile to be used as a brawler unless equipped with an armor plate, which does not play to the Claw's strengths as an interceptor - speed and agility. A kiting fit with a Warp Disruptor and Barrage is possible, but not really the best ship at this role (see [[Crusader]] or [[Slicer]]).<br />
<br />
All in all, while the Claw's mix of high firepower with high speed might appeal, it is a fragile combination. However, if you beef up the tank with a plate you'll probably find a [[Jaguar]] or [[Wolf]] a better choice for what you're trying to do.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Claw for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please click [[Ares/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Claw roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Claw here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Interceptors]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Ares&diff=93973Ares2016-04-15T20:16:06Z<p>Kazad munthor: </p>
<hr />
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<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 10/1/2014)<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=11202<br />
| shipimg=Ares.jpg<br />
| shipname=Ares<br />
| caption=Ares<br />
| class=Interceptor<br />
| grouping=Interceptors<br />
| hulltype=Atron Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| roles=Fleet Interceptor<br />
| variations={{Ship|Taranis}},{{Ship|Atron}}<br />
| tech=2<br />
| ecmprio=1<br />
| powergrid=33 MW<br />
| cpu=145 tf<br />
| capacitor=355 GJ<br />
| highs=3<br />
| turrets=3<br />
| launchers=1<br />
| mediums=3<br />
| lows=4<br />
| mass=950,000 kg<br />
| volume=22,500 m&#179;<br />
| cargohold=96 m&#179;<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=Name: Ares<br>Hull: Atron Class<br>Role: Interceptor<br><br>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. <br><br>Developer: Roden Shipyards <br><br>Unlike most Gallente ship manufacturers, Roden Shipyards tends to favor missiles over drones and their ships are generally faster than other Gallente ships in their class. They generally have a substantial amount of hull modification options but limited electronic systems. <br><br><br />
| bonuses=<b>Gallente Frigate bonuses (per skill level):</b><br>10% bonus to Small Hybrid Turret optimal range<br>10% bonus to Small Hybrid Turret tracking speed<br><b>Interceptors bonuses (per skill level):</b><br>15% reduction in Microwarpdrive signature radius penalty<br>5% bonus to Warp Scrambler and Warp Disruptor optimal range<br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost<br>&bull;&nbsp;Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor<br><br />
| structurehp=625 HP<br />
| shieldhp=300 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=50<br />
| shieldtherm=20<br />
| armorhp=400 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=45<br />
| armortherm=35<br />
| maxvelocity=425 m/sec<br />
| inertia=3.45<br />
| warpspeed=8 AU/s<br />
| warptime=4.54 s<br />
| targetrange=30.50 km<br />
| sigradius=35 m<br />
| maxlockedtargets=5<br />
| sensortype=Magnetometric<br />
| sensorvalue=11 points<br />
| scanres=955 mm<br />
| reqskills=*{{RequiredSkill|Gallente Frigate|V}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Interceptors|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Evasive Maneuvering|V}}<br />
***{{RequiredSkill|Navigation|II}}<br />
<br />
| totaltraintime=23d 22h 40m 30s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Ares Ares on Eve Online Wiki]<br />
| highlights1=Fast Target Locking Time<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
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<br />
==Summary==<br />
The Ares previously held the title of Fastest Fleet Inty, but in Rubicon this is no longer the case. The Ares shares a 4/3/3 slot layout with the Malediction, allowing it to fit a good speed fit, only slightly slower than the Malediction's. It still has 3 mids to fit two tackle modules or a tackle module and tank module for a fleet fit.<br />
<br />
The Ares is competent at its role, but has no really distinguishing features. The Malediction is generally superior with the same slot layout, being slightly faster and having a more flexible weapon system.<br />
<br />
==Skills==<br />
''Required Skills<br />
*'''[[Skills:Spaceship Command#Gallente Frigate|Gallente Frigate]]''' V<br />
*'''[[Skills:Spaceship Command#Spaceship Command|Spaceship Command]]''' III<br />
*'''[[Skills:Spaceship Command#Interceptors|Interceptors]]''' I<br />
*'''[[Skills:Navigation#Evasive Maneuvering|Evasive Maneuvering]]''' V<br />
*'''[[Skills:Navigation#Navigation|Navigation]]''' II<br />
<br />
<br />
''Recommended skills: (Medium)<br />
<br />
* [[Skills:Spaceship Command#Interceptors|Interceptors]] IV '''***It is highly recommended NOT to fly any Interceptor before your Interceptors skill is at least 4***'''<br />
<br />
<br />
* [[Skills:Engineering#Power_Grid_Management|Power Grid Management]] V<br />
<br />
* [[Skills:Engineering#Capacitor_Management|Capacitor Management]] IV (important for capacitor stability)<br />
<br />
* [[Skills:Engineering#Capacitor_Systems_Operation|Capacitor Systems Operation]] V (important for capacitor stability)<br />
<br />
* [[Skills:Engineering#Thermodynamics|Thermodynamics]] IV (important for sustained overheating of MWD or Point)<br />
<br />
<br />
* [[Skills:Shields#Shield_Operation|Shield Operation]] III<br />
<br />
* [[Skills:Shields#Shield_Management|Shield Management]] III<br />
<br />
* [[Skills:Shields#Shield_Upgrades|Shield Upgrades]] IV <br />
<br />
<br />
* [[Skills:Engineering#CPU_Management|CPU Management]] IV<br />
<br />
* [[Skills:Electronics#Propulsion_Jamming|Propulsion Jamming]] III<br />
<br />
* [[Skills:Targeting#Signature_Analysis|Signature Analysis]] V<br />
<br />
<br />
* [[Skills:Targeting#Long_Range_Targeting|Long Range Targeting]] IV <br />
<br />
<br />
* [[Skills:Armor#Mechanics|Mechanics]] IV<br />
<br />
* [[Skills:Armor#Hull_Upgrades|Hull Upgrades]] IV<br />
<br />
<br />
* [[Skills:Rigging#Jury_Rigging|Jury Rigging]] III<br />
<br />
* [[Skills:Rigging#Astronautics_Rigging|Astronautics Rigging]] III<br />
<br />
* [[Skills:Rigging#Electronic_Superiority_Rigging|Electronic Superiority Rigging]] III<br />
<br />
<br />
* [[Skills:Navigation#Navigation|Navigation]] V<br />
<br />
* [[Skills:Navigation#High_Speed_Maneuvering|High Speed Maneuvering]] IV (important for capacitor stability)<br />
<br />
* [[Skills:Navigation#Acceleration_Control|Acceleration Control]] IV<br />
<br />
* [[Skills:Navigation#Evasive_Maneuvering|Evasive Maneuvering]] V<br />
<br />
* [[Skills:Navigation#Warp_Drive_Operation|Warp Drive Operation]] IV<br />
<br />
==Fitting==<br />
For more info on fittings, please click [[Ares/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Ares roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Interceptors]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Taranis&diff=93972Taranis2016-04-15T20:14:40Z<p>Kazad munthor: </p>
<hr />
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<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 10/1/2014)<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=11200<br />
| shipimg=Taranis.jpg<br />
| shipname=Taranis<br />
| caption=Taranis<br />
| class=Interceptor<br />
| grouping=Interceptors<br />
| hulltype=Atron Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| roles=Combat Interceptor<br />
| variations={{Ship|Ares}},{{Ship|Atron}}<br />
| tech=2<br />
| ecmprio=1<br />
| powergrid=35 MW<br />
| cpu=150 tf<br />
| capacitor=355 GJ<br />
| highs=4<br />
| turrets=3<br />
| launchers=0<br />
| mediums=3<br />
| lows=3<br />
| mass=1,060,000 kg<br />
| volume=22,500 m&#179;<br />
| cargohold=92 m&#179;<br />
| dronebay=10 m&#179;<br />
| bandwidth=10 Mbit/sec<br />
| info=Name: Taranis<br>Hull: Atron Class<br>Role: Interceptor <br><br>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.<br><br>Developer: Duvolle Labs<br><br>Duvolle labs manufactures sturdy ships with a good mix of offensive and defensive capacities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.<br><br><br />
| bonuses=<b>Gallente Frigate bonuses (per skill level):</b><br>10% bonus to Small Hybrid Turret damage<br><b>Interceptors bonuses (per skill level):</b><br>15% reduction in Microwarpdrive signature radius penalty<br>7.5% bonus to Small Hybrid Turret tracking speed<br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost<br>&bull;&nbsp;Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor<br><br />
| structurehp=675 HP<br />
| shieldhp=275 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=50<br />
| shieldtherm=20<br />
| armorhp=425 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=45<br />
| armortherm=35<br />
| maxvelocity=420 m/sec<br />
| inertia=3.25<br />
| warpspeed=8 AU/s<br />
| warptime=4.78 s<br />
| targetrange=22.50 km<br />
| sigradius=36 m<br />
| maxlockedtargets=5<br />
| sensortype=Magnetometric<br />
| sensorvalue=10 points<br />
| scanres=880 mm<br />
| reqskills=*{{RequiredSkill|Gallente Frigate|V}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Interceptors|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Evasive Maneuvering|V}}<br />
***{{RequiredSkill|Navigation|II}}<br />
<br />
| totaltraintime=23d 22h 40m 30s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Taranis Taranis on Eve Online Wiki]<br />
| highlights1=Fast Target Locking Time<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
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<br />
==Summary==<br />
The Taranis is a very popular combat interceptor. Its high structure HP means it gets a considerable amount of [[EHP]] just by fitting a Damage Control. It has 3 mid slots, so it can field a scram and web to prevent other interceptors from getting away. It has a 10m3 drone bay, unique among interceptors. Taranises are commonly fit with blasters, which along with T2 drones, gives them DPS far higher than other interceptors can manage. On the downside due to its mass it is the slowest and least agile interceptor.<br />
<br />
==Skills==<br />
''Required Skills<br />
*'''{{sk|Gallente Frigate|V}}'''<br />
*'''{{sk|Spaceship Command|III}}'''<br />
*'''{{sk|Interceptors|I}}'''<br />
*'''{{sk|Evasive Maneuvering|V}}'''<br />
*'''{{sk|Navigation|II}}'''<br />
<br />
<br />
''Recommended skills: (Medium)<br />
<br />
* {{sk|Interceptors|IV}}'''***It is highly recommended NOT to fly any Interceptor before your Interceptors skill is at least 4***'''<br />
<br />
<br />
* {{sk|Power Grid Management|V}}<br />
* {{sk|Capacitor Management|IV}} (important for capacitor stability)<br />
* {{sk|Capacitor Systems Operation|V}} (important for capacitor stability)<br />
* {{sk|Shield Operation|III}}<br />
* {{sk|Shield Management|III}}<br />
* {{sk|Shield Upgrades|IV}}<br />
<br />
<br />
* {{sk|CPU Management|IV}}<br />
* {{sk|Propulsion Jamming|III}}<br />
* {{sk|Signature Analysis|V}}<br />
* {{sk|Long Range Targeting|IV}}<br />
<br />
<br />
* {{sk|Mechanics|IV}}<br />
* {{sk|Hull Upgrades|IV}}<br />
* {{sk|Jury Rigging|III}}<br />
* {{sk|Astronautics Rigging|III}}<br />
* {{sk|Electronic Superiority Rigging|III}}<br />
<br />
<br />
* {{sk|Navigation|V}}<br />
* {{sk|High Speed Maneuvering|IV}} (important for capacitor stability)<br />
* {{sk|Acceleration Control|IV}}<br />
* {{sk|Evasive Maneuvering|V}}<br />
* {{sk|Warp Drive Operation|IV}}<br />
<br />
<br />
* {{sk|Thermodynamics|IV}} (important for sustained overheating of MWD or Point)<br />
<br />
==Fitting==<br />
For more info on fittings, please click [[Taranis/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Taranis roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Taranis here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Interceptors]]</div>Kazad munthorhttps://wiki.eveuniversity.org/index.php?title=Raptor&diff=93969Raptor2016-04-15T20:12:07Z<p>Kazad munthor: </p>
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* leave/misstype any tags required. please follow the same<br />
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| shipid=11178<br />
| shipimg=Raptor.jpg<br />
| shipname=Raptor<br />
| caption=Raptor<br />
| class=Interceptor<br />
| grouping=Interceptors<br />
| hulltype=Condor Class<br />
| faction=Caldari State<br />
| race=Caldari<br />
| roles=Fleet Interceptor<br />
| variations={{Ship|Crow}},{{Ship|Condor}}<br />
| tech=2<br />
| ecmprio=1<br />
| powergrid=38 MW<br />
| cpu=160 tf<br />
| capacitor=355 GJ<br />
| highs=3<br />
| turrets=3<br />
| launchers=1<br />
| mediums=4<br />
| lows=3<br />
| mass=1,050,000 kg<br />
| volume=18,000 m&#179;<br />
| cargohold=92 m&#179;<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=Name: Raptor<br>Hull: Condor Class<br>Role: Interceptor<br><br>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. <br><br>Developer: Lai Dai<br><br>Lai Dai ships favor a balanced mix of ship systems, making them very versatile but also less powerful when it comes to specific tactics.<br><br><br />
| bonuses=<b>Caldari Frigate bonuses (per skill level):</b><br>5% bonus to Small Hybrid Turret damage<br>10% bonus to Small Hybrid Turret optimal range<br><b>Interceptors bonuses (per skill level):</b><br>15% reduction in Microwarpdrive signature radius penalty<br>4% bonus to all shield resistances<br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost<br>&bull;&nbsp;Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor<br><br />
| structurehp=425 HP<br />
| shieldhp=525 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=30<br />
| armorhp=350 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=55<br />
| maxvelocity=420 m/sec<br />
| inertia=3.4<br />
| warpspeed=8 AU/s<br />
| warptime=4.95 s<br />
| targetrange=27.50 km<br />
| sigradius=34 m<br />
| maxlockedtargets=5<br />
| sensortype=Gravimetric<br />
| sensorvalue=14 points<br />
| scanres=940 mm<br />
| reqskills=*{{RequiredSkill|Caldari Frigate|V}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Interceptors|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Evasive Maneuvering|V}}<br />
***{{RequiredSkill|Navigation|II}}<br />
<br />
| totaltraintime=23d 22h 40m 30s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Raptor Raptor on Eve Online Wiki]<br />
| highlights1=Fast Target Locking Time<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
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<br />
==Summary==<br />
The Raptor is the Caldari combat interceptor. It is bonused for small hybrid damage and optimal and shield resists. When blaster fit its DPS is far below that of the {{ship|Taranis}}, but its 4 mids allow it more tackle or [[EWAR]] modules, or to leverage its shield bonus with extra tank. The Raptor can also be rail fit, but its DPS isn't much higher than the {{ship|Crow}} in this role, while the Crow also benefits from higher speed and a tackle range bonus.<br />
<br />
In Oceanus 1.0 the Raptor lost a high slot and gained a mid slot, as well as increased CPU and power grid.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Raptor for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please click [[Raptor/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Raptor roles or piloting tactics. You can write them here.''<br />
==Notes==<br />
''You can write additional notes for Raptor here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Interceptors]]</div>Kazad munthor