Difference between revisions of "Executioner"

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* SHIP ATTRIBUTES SECTION (last update : 2024-11-14)
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)
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* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't  
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* leave/mistype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
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* format below and edit only the values (after the = sign).
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| shipid=589
+
| shipimg=Executioner.jpg
|shipid=589
+
| shipname=Executioner
|shipimg=Executioner.jpg
+
| class=Frigate
|shipname=Executioner
+
| grouping=Standard Frigates
|caption=Executioner
+
| hulltype=Executioner Class
|class=Frigate
+
| faction=Amarr Empire  
|grouping=Standard Frigates
+
| variations={{Ship|Crusader}},{{Ship|Malediction}}
|hulltype=Executioner Class
+
| tech=  
|faction=Amarr Empire
+
| powergrid=45 MW
|race=Amarr
+
| cpu=140 tf
|roles=unspecified
+
| capacitor=360 GJ
|variations={{Ship|Crusader}}, {{Ship|Malediction}}
+
| highs=4
+
| turrets=3
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
+
| launchers=0
+
| mediums=3
|powergrid=45 MW
+
| lows=3
|cpu=140 tf
+
| mass=1,090,000 kg
|capacitor=360 GJ
+
| volume=28,100
|highs=4
+
| cargohold=115
|turrets=3
+
| extrahold=
|launchers=0
+
| extraholdtype=
|mediums=3
+
| dronebay=
|lows=3
+
| bandwidth=
 
|mass=1,090,000 kg
 
|volume=28,100 m&#179;
 
|cargohold=115 m&#179;
 
 
|dronebay=0 m&#179;
 
|bandwidth=0 Mbit/sec
 
 
|info=The Executioner is another newly commissioned ship of the Amarr Imperial Navy. The Executioner was designed specially to counter the small, fast raider frigates of the Minmatar Republic; thus it is different from most Amarr ships in favoring speed over defenses. With the Executioner, the Amarrians have expanded their tactical capabilities on the battlefield.
 
 
|bonuses=<b>Amarr Frigate skill bonus per level:</b><br>10% to Small Energy Turret capacitor use<br>5% Small Energy Turret damage
 
<br><br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost
 
 
|structurehp=350 HP
 
|shieldhp=250 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
 
|armorhp=400 HP |armorem=50 |armorexp=20 |armorkin=25 |armortherm=35
 
 
|maxvelocity=410 m/s
 
|inertia=2.85
 
|warpspeed=6 AU/s
 
|warptime=
 
 
|targetrange=27.5 km
 
|sigradius=31 m
 
|maxlockedtargets=4
 
|sensortype=RADAR
 
|sensorvalue=8 points
 
|scanres=920 mm
 
 
|reqskills=*Amarr Frigate I<small>1h 34m</small>
 
**Spaceship Command I<small>8m</small>
 
|totaltraintime=0d 1h 42m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Executioner Executioner on Eve Online Wiki]<br>
 
 
|highlights1=
 
|highlights2=
 
|highlights3=
 
|highlights4=
 
  
 +
| quote= Those who turn away from his light,<br>And reject his true word<br>Shall be struck down by his wrath
 +
| quote_attribution= The Scriptures, Book of Reclaiming 4:45
 +
| info=The Executioner is another newly commissioned ship of the Amarr Imperial Navy. The Executioner was designed specially to counter the small, fast raider frigates of the Minmatar Republic; thus it is different from most Amarr ships in favoring speed over defenses. With the Executioner, the Amarrians have expanded their tactical capabilities on the battlefield.
 +
| bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>10% reduction in Small Energy Turret activation cost<br>5% bonus to Small Energy Turret damage<br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost<br>
 +
| structurehp=350 HP
 +
| shieldhp=250 HP
 +
| shieldem=0
 +
| shieldexp=50
 +
| shieldkin=40
 +
| shieldtherm=20
 +
| armorhp=450 HP
 +
| armorem=50
 +
| armorexp=20
 +
| armorkin=25
 +
| armortherm=35
 +
| maxvelocity=410 m/sec
 +
| inertia=2.85
 +
| warpspeed=5 AU/s
 +
| warptime=4.31 s
 +
| targetrange=27.50 km
 +
| sigradius=31 m
 +
| maxlockedtargets=4
 +
| sensortype=RADAR
 +
| sensorvalue=8 points
 +
| scanres=920 mm
 +
| reqskills=*{{RequiredSkill|Amarr Frigate|I}}
 +
** {{RequiredSkill|Spaceship Command|I}}
 +
 +
| totaltraintime=25m 0s
 +
| forumlinks=
 +
| wikireferences=
 +
| externallinks=
 +
| highlights1=
 +
| highlights2=
 +
| highlights3=
 +
| highlights4=
 
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->
 
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->
 
 
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***************** ARTICLE SECTION :: ANYTHING BELOW IS SAFELY EDITABLE *******************
 
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==Summary==
+
== Summary ==
The Executioner is the Amarr fast frigate and the first step up for Amarrian pilots after the Impairor.
+
The Executioner is the Amarr [[Frigates#Fast Frigates|Attack Frigate]]. The Executioner's extraordinary speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it a strong tackle frigate. The Executioner also has bonuses to energy turrets, which are useful when the Executioner is flown for solo PvP, but less useful in a tackler.
  
==Skills==
+
The Executioner is a good hull for new pilots interested in learning basic tackling skills, and how to serve as a fleet scout (or "+1"). Flying the Executioner provides good practice for eventually flying fleet interceptors (such as the [[Malediction]]), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Executioner isn't quite as effective as a Tech II Interceptor, it can still serve as a strong long-point tackle ship. E-UNI Executioner pilots are advised to read the [[Tackling|UniWiki guide to tackling]].
''Further information about additional or recommended skills to pilot Executioner for a specific or it's common role(s) can be written here.''
 
  
==Fitting==
+
Of the four racial Attack Frigates, the Executioner has the most armor HP, and the least shield. This makes it difficult to fit the tackle Executioner for tank, because armor modules and rigs carry penalties that counteract the ship's natural speed advantage. Tackle Executioners are more commonly fit for shield, which unfortunately does not provide as much benefit to this ship as it does to other Tech I tackle frigates. New Executioner pilots may need to train some shield skills in order to fly the ship in the tackle role. Other slots are typically filled with a warp disruptor ("point"), propulsion module (usually a microwarpdrive), modules that increase speed and agility, and shield modifiers. The Executioner's speed and thin tank make it best at the "first tackle" role, and so the ship is only rarely fit with a warp scrambler ("scram") or stasis webifier ("web"). The challenges of fitting the Executioner for fleet tackle, with its fewer mid slots and low shield HP, make the Executioner a bit worse than the other racial Attack Frigates at tackling, though it is still good. Omega characters who wish to fly fleet tackle may want to cross-train into the [[Atron]] or [[Slasher]], or to quickly graduate into the [[Malediction]] Interceptor.
{{Fittings
 
|name=Executioner, PvE Mission Basic
 
  
|low=
+
On the other hand, the Executioner is better than other racial Attack Frigates at delivering and taking damage, especially when fit with an armor tank and energy turrets. PvE-fit Executioners are good at completing Level 1 missions (though maybe not as good as the [[Tormentor]] or [[Punisher]], the Amarr Combat Frigates). The armor Executioner is also a good PvP ship, especially against enemy frigates and drones. Executioner pilots can often fill an "anti-tackle" role in fleets, eliminating enemy tackle frigates. In this way, flying the Executioner is good practice for the [[Imperial Navy Slicer]], an Amarr faction frigate that is also suited to this role. Anti-tackle pilots need to have excellent Gunnery skills in order to make sure their lasers—which have the worst tracking of all turrets—can hit their small targets.
Damage Control I<br>
 
Small Armor Repairer I<br>
 
|mid=
 
1MN Afterburner I<br>
 
Cap Recharger I<br>
 
Cap Recharger I<br>
 
|high=
 
Gatling Pulse Laser I<br>
 
Gatling Pulse Laser I<br>
 
Gatling Pulse Laser I<br>
 
  
|charges=
+
== Skills ==
Multifrequency S<br>
+
''Further information about additional or recommended skills to pilot Executioner for a specific or its common role(s) can be written here.''
  
|rigs=
+
== Tactics ==
[empty rig slot]<br>
+
Fleet Executioner pilots should read the UniWiki articles on [[Scouting]] and [[Tackling]]; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Some tips on flying the long-point Executioner:
[empty rig slot]<br>
 
[empty rig slot]<br>
 
  
|recommended1=
+
* '''Target larger ships.''' The Executioner is especially effective against large ships, because they have trouble tracking the Executioner with their larger weapons systems. Try to tackle cruisers and up.
Afterburner LVL I<br>
 
Amarr Frigate LVL II<br>
 
Controlled Bursts LVL III<br>
 
  
|recommended2=
+
* '''Keep your distance.''' Check the optimal range of your fitted warp disruptor, and subtract 4 km from that number; this is the distance at which you’ll want to orbit your target. (This gives you 4 km of wiggle room.) If you stray too far below this distance, you will be within range of your opponent’s shorter-range scram, web and/or neuts. You can set your ship’s custom default orbit by right-clicking on the Orbit button in the Selected Item window; you should set your default 2 km less than the number you calculated above, because of overshoot at high speeds.
Energy Grid Upgrades LVL II<br>
 
Hull Upgrades LVL I<br>
 
Rapid Firing LVL I<br>
 
  
|recommended3=
+
* '''Spiral in.''' Because the Executioner is poorly tanked, the Executioner pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Executioner pilots should just fly straight at these targets.
Repair Systems LVL I<br>
 
Sharpshooter LVL I<br>
 
Small Laser Turret LVL II<br>
 
  
|notes=* With low fitting skills you'll drain your cap in under 2 minutes running the armor repairer, but since the Executioner can hit 900m/s with the AB permanently running, you shouldn't need it too often.
+
* '''Anticipate your opponent.''' Try and determine your opponent’s direction of flight, and cut them off. Your opponent may try to "slingshot" you by flying towards you and making you overshoot the target. Be ready to change directions quickly.
}}{{Fittings
 
|name=Executioner, PvP Tackler Basic
 
  
|low=
+
* '''Call your point in comms.''' Let your fleetmates know when they should warp to you!
Damage Control I<br>
 
Overdrive Injector System I<br>
 
Overdrive Injector System I<br>
 
|mid=
 
1MN MicroWarpdrive I<br>
 
1MN Afterburner I<br>
 
Warp Disruptor I<br>
 
|high=
 
Gatling Pulse Laser I<br>
 
Gatling Pulse Laser I<br>
 
Gatling Pulse Laser I<br>
 
  
|charges=
+
Piloting an Executioner in solo or small-gang PvP is challenging. Executioner pilots need to watch their capacitor closely, because lasers are cap-intensive, and it is all too easy to fire away capacitor that is needed to operate the ship's microwarpdrive and warp disruptor. Executioner pilots have to be familiar with their laser ammo (crystals), and know when to switch it based on target range. The pilot may also need to micromanage their trajectory, in order to match their transversal to their laser pulses. If the pilot can manage all of these things, the Executioner can theoretically apply the most damage out of all the Tech I Attack Frigates.
Standard S<br>
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
  
|recommended1=
+
== Notes ==
Acceleration Control LVL III<br>
+
''You can add notes here.''
Afterburner LVL III<br>
 
Amarr Frigate LVL II<br>
 
Controlled Bursts LVL III<br>
 
Energy Management LVL III<br>
 
Energy Systems Operation LVL III<br>
 
Evasive Maneuvering LVL III<br>
 
  
|recommended2=
+
{{ShipsMatrix}}
Gunnery LVL III<br>
 
High Speed Maneuvering LVL III<br>
 
Hull Upgrades LVL III<br>
 
Mechanic LVL III<br>
 
Motion Prediction LVL III<br>
 
Propulsion Jamming LVL III<br>
 
Rapid Firing LVL III<br>
 
 
 
|recommended3=
 
Sharpshooter LVL III<br>
 
Signature Analysis LVL III<br>
 
Small Energy Turret LVL III<br>
 
Targeting LVL III<br>
 
Warp Drive Operation LVL III<br>
 
 
 
|notes=
 
* Thanks to the updates to the Executioner, this fit is cap stable with Energy Management and Energy Systems Operation at LVL III
 
}}
 
 
 
{{Fittings
 
|name=
 
Executioner, Fast Tackle T1
 
|high=
 
125mm Gatling AutoCannon I<br>
 
125mm Gatling AutoCannon I<br>
 
125mm Gatling AutoCannon I<br>
 
[empty high slot]
 
|mid=
 
1MN Microwarpdrive I<br>
 
Warp Disruptor I <br>
 
Medium Shield Extender I
 
|low=
 
Damage Control I<br>
 
Overdrive Injector System I<br>
 
Overdrive Injector System I
 
|charges=
 
EMP S
 
|drones=
 
<br>
 
|rigs=
 
Small Anti-EM Screen Reinforcer I<br>
 
Small Anti-Thermal Screen Reinforcer I<br>
 
Small Anti-Kinetic Screen Reinforcer I
 
|notes=
 
*
 
}}  {{Fittings
 
|name=
 
Executioner, Fast Tackle T2
 
|high=
 
Gatling Modulated Energy Beam I<br>
 
Gatling Modulated Energy Beam I<br>
 
Gatling Modulated Energy Beam I<br>
 
[empy high slot]
 
|mid=
 
Limited 1MN Microwarpdrive I<br>
 
Warp Disruptor II<br>
 
Medium Shield Extender II
 
|low=
 
Damage Control II<br>
 
Overdrive Injector System II<br>
 
Overdrive Injector System II
 
|charges=
 
Imperial Navy Multifrequency S
 
|drones=
 
<br>
 
|rigs=
 
Small Anti-EM Screen Reinforcer I<br>
 
Small Core Defense Field Extender I<br>
 
Small Core Defense Field Extender I
 
|notes=
 
*
 
}}
 
  
{{Fittings
+
[[Category:Ship Database]]
|name=
+
[[Category:Standard Frigates]]
Executioner, Close Tackle T1
 
|high=
 
Gatling Pulse Laser I<br>
 
Gatling Pulse Laser I<br>
 
Gatling Pulse Laser I<br>
 
[empty high slot]
 
|mid=
 
1MN Microwarpdrive I<br>
 
Warp Scrambler I <br>
 
Medium Shield Extender I
 
|low=
 
Damage Control I<br>
 
Overdrive Injector System I<br>
 
Micro Auxiliary Power Core I
 
|charges=
 
Multifrequency S
 
|drones=
 
<br>
 
|rigs=
 
Small Anti-EM Screen Reinforcer I<br>
 
Small Anti-Thermal Screen Reinforcer I<br>
 
Small Anti-Kinetic Screen Reinforcer I
 
|notes=
 
*
 
}}  {{Fittings
 
|name=
 
Executioner, Close Tackle T2
 
|high=
 
Gatling Pulse Laser II<br>
 
Gatling Pulse Laser II<br>
 
Gatling Pulse Laser II<br>
 
Small Diminishing Power System Drain I
 
|mid=
 
Limited 1MN Microwarpdrive I<br>
 
Faint Epsilon Warp Scrambler I<br>
 
Medium Shield Extender II
 
|low=
 
Damage Control II<br>
 
Overdrive Injector System II<br>
 
Micro Auxiliary Power Core II
 
|charges=
 
Imperial Navy Multifrequency S
 
|drones=
 
<br>
 
|rigs=
 
Small Anti-EM Screen Reinforcer I<br>
 
Small Core Defense Field Extender I<br>
 
Small Core Defense Field Extender I
 
|notes=
 
*
 
}}
 
 
 
==Tactics==
 
Meet the new and improved Executioner: three mid slots and cap cost reduction on scrams, points and webs. Since it was the fastest of the Amarr frigates to begin with, the Executioner is now a prime fast tackle for Amarr pilots. Be careful how you tank it, though: it can't match the armor tanking capabilities of the [[Tormentor]] or [[Punisher]], so you're much safer fitting for speed than bulk.
 
 
 
==Notes==
 
This vessel qualifies for the University [[Ship Replacement Program]], [[PYOS]], and [[BYOM]].
 
 
 
{{ShipsMatrix}}
 
[[Category:Database]][[Category:Ship Database]][[Category:Standard Frigates]]
 

Latest revision as of 19:09, 14 November 2024

EVE University Database
 
Ship Database
Executioner
Executioner
Amarr Empire
Amarr Empire
Standard Frigates
Executioner Class
RELATED UNI-WIKI REFERENCES
Those who turn away from his light,
And reject his true word
Shall be struck down by his wrath
– The Scriptures, Book of Reclaiming 4:45


The Executioner is another newly commissioned ship of the Amarr Imperial Navy. The Executioner was designed specially to counter the small, fast raider frigates of the Minmatar Republic; thus it is different from most Amarr ships in favoring speed over defenses. With the Executioner, the Amarrians have expanded their tactical capabilities on the battlefield.

SHIP BONUSES

Amarr Frigate bonuses (per skill level):
10% reduction in Small Energy Turret activation cost
5% bonus to Small Energy Turret damage
Role Bonus:
80% reduction in Propulsion Jamming systems activation cost

Required Skills
Training Time what's this?
25m 0s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Crusader
Crusader.jpg
CornerT2s.png
Crusader
Interceptors Executioner Class
Icon highlights.pngFast Target Locking Time
Icon hi slot.png4 (0/4) Icon mid slot.png2 Icon low slot.png4
Icon powergrid.png48 MW Icon cpu.png145 tf
Icon velocity.png455 m/sec
Icon capacity.png90 m³
,Malediction
Malediction.jpg
CornerT2s.png
Malediction
Interceptors Executioner Class
Icon highlights.pngFast Target Locking Time
Icon hi slot.png3 (3/3) Icon mid slot.png3 Icon low slot.png4
Icon powergrid.png36 MW Icon cpu.png150 tf
Icon velocity.png470 m/sec
Icon capacity.png98 m³

Ship Attributes

Fittings
Powergrid
powergrid
45 MW
CPU
cpu output
140 tf
Capacitor
capacitor
360 GJ
High
high slots
4
Launchers
launcher slots
0
Turrets
turret slots
3
Medium
medium slots
3
Low
low slots
3
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
410 m/sec
Inertia Modifier
inertia modifier (agility)
2.85
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
4.31 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
No drone bay.
Targeting
Max Tgt. Range
max. targeting range
27.50 km
Max Locked Targets
max. locked targets
4
RADAR Sensor
RADAR sensor strength
8 points
Sig. Radius
signature radius
31 m
Scan Res.
scan resolution
920 mm
Structure
Structure Hitpoints
structure hitpoints
350 HP
Mass
ship mass
1,090,000 kg
Volume
ship volume
28,100 m³
Cargo Capacity
cargo capacity
115 m³
Armor
Armor Hitpoints
armor hitpoints
450 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
250 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Executioner is the Amarr Attack Frigate. The Executioner's extraordinary speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it a strong tackle frigate. The Executioner also has bonuses to energy turrets, which are useful when the Executioner is flown for solo PvP, but less useful in a tackler.

The Executioner is a good hull for new pilots interested in learning basic tackling skills, and how to serve as a fleet scout (or "+1"). Flying the Executioner provides good practice for eventually flying fleet interceptors (such as the Malediction), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Executioner isn't quite as effective as a Tech II Interceptor, it can still serve as a strong long-point tackle ship. E-UNI Executioner pilots are advised to read the UniWiki guide to tackling.

Of the four racial Attack Frigates, the Executioner has the most armor HP, and the least shield. This makes it difficult to fit the tackle Executioner for tank, because armor modules and rigs carry penalties that counteract the ship's natural speed advantage. Tackle Executioners are more commonly fit for shield, which unfortunately does not provide as much benefit to this ship as it does to other Tech I tackle frigates. New Executioner pilots may need to train some shield skills in order to fly the ship in the tackle role. Other slots are typically filled with a warp disruptor ("point"), propulsion module (usually a microwarpdrive), modules that increase speed and agility, and shield modifiers. The Executioner's speed and thin tank make it best at the "first tackle" role, and so the ship is only rarely fit with a warp scrambler ("scram") or stasis webifier ("web"). The challenges of fitting the Executioner for fleet tackle, with its fewer mid slots and low shield HP, make the Executioner a bit worse than the other racial Attack Frigates at tackling, though it is still good. Omega characters who wish to fly fleet tackle may want to cross-train into the Atron or Slasher, or to quickly graduate into the Malediction Interceptor.

On the other hand, the Executioner is better than other racial Attack Frigates at delivering and taking damage, especially when fit with an armor tank and energy turrets. PvE-fit Executioners are good at completing Level 1 missions (though maybe not as good as the Tormentor or Punisher, the Amarr Combat Frigates). The armor Executioner is also a good PvP ship, especially against enemy frigates and drones. Executioner pilots can often fill an "anti-tackle" role in fleets, eliminating enemy tackle frigates. In this way, flying the Executioner is good practice for the Imperial Navy Slicer, an Amarr faction frigate that is also suited to this role. Anti-tackle pilots need to have excellent Gunnery skills in order to make sure their lasers—which have the worst tracking of all turrets—can hit their small targets.

Skills

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

Tactics

Fleet Executioner pilots should read the UniWiki articles on Scouting and Tackling; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Some tips on flying the long-point Executioner:

  • Target larger ships. The Executioner is especially effective against large ships, because they have trouble tracking the Executioner with their larger weapons systems. Try to tackle cruisers and up.
  • Keep your distance. Check the optimal range of your fitted warp disruptor, and subtract 4 km from that number; this is the distance at which you’ll want to orbit your target. (This gives you 4 km of wiggle room.) If you stray too far below this distance, you will be within range of your opponent’s shorter-range scram, web and/or neuts. You can set your ship’s custom default orbit by right-clicking on the Orbit button in the Selected Item window; you should set your default 2 km less than the number you calculated above, because of overshoot at high speeds.
  • Spiral in. Because the Executioner is poorly tanked, the Executioner pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Executioner pilots should just fly straight at these targets.
  • Anticipate your opponent. Try and determine your opponent’s direction of flight, and cut them off. Your opponent may try to "slingshot" you by flying towards you and making you overshoot the target. Be ready to change directions quickly.
  • Call your point in comms. Let your fleetmates know when they should warp to you!

Piloting an Executioner in solo or small-gang PvP is challenging. Executioner pilots need to watch their capacitor closely, because lasers are cap-intensive, and it is all too easy to fire away capacitor that is needed to operate the ship's microwarpdrive and warp disruptor. Executioner pilots have to be familiar with their laser ammo (crystals), and know when to switch it based on target range. The pilot may also need to micromanage their trajectory, in order to match their transversal to their laser pulses. If the pilot can manage all of these things, the Executioner can theoretically apply the most damage out of all the Tech I Attack Frigates.

Notes

You can add notes here.