Difference between revisions of "Sabre"
m (Remove roles= attribute) |
m (Remove ecmprio= attribute) |
||
Line 15: | Line 15: | ||
| faction=Minmatar Republic | | faction=Minmatar Republic | ||
| variations={{Ship|Thrasher}}, {{Ship|Thrasher Fleet Issue}} | | variations={{Ship|Thrasher}}, {{Ship|Thrasher Fleet Issue}} | ||
− | | tech=2 | + | | tech=2 |
− | |||
| powergrid=58 MW | | powergrid=58 MW | ||
| cpu=230 tf | | cpu=230 tf |
Revision as of 18:30, 4 April 2023
RELATED UNI-WIKI REFERENCES
|
Interdictors are destroyer-sized vessels built to fill a single important tactical niche: the breaching of enemy warp tunnels. Capable of launching warp-disrupting interdiction spheres, interdictors are of great value in locations of strategic importance where enemy movement must be restricted. Additionally, much like their destroyer-class progenitors, they are well-suited to offensive strikes against frigate-sized craft. SHIP BONUSES
Interdictors bonuses (per skill level):
Ship Attributes
|
Summary
The Sabre is the Minmatar Interdictor. As an Interdictor, its primary reason for existence is to launch warp disrupt probes and thereby to prevent the enemy fleet from warping. Its high speed and Minmatar Tech 2 shield damage resistance profile have long made it a popular option among the four light interdictors. In small gang PvP situations, the Sabre can also muster respectable DPS.
Skills
As a Tech 2 ship, the Sabre deserves strong support skills and fitting skills. Since it tends to be shield-tanked and is popular in part for its mobility, shield tanking skills and navigation skills particularly draw out its strengths.
Tactics
For more information on piloting an interdictor effectively, especially in a fleet situation, see the main article.
Notes
You can add notes here.