Difference between revisions of "Crucifier"

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(Added a mega cheap/effective newbro T1 fit. Added a solid armor roam fit.)
(Added new flavor quote and attribution)
 
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  | shipimg=Crucifier.jpg
 
  | shipimg=Crucifier.jpg
 
  | shipname=Crucifier
 
  | shipname=Crucifier
| caption=Crucifier
 
 
  | class=Frigate
 
  | class=Frigate
 
  | grouping=Standard Frigates
 
  | grouping=Standard Frigates
 
  | hulltype=Crucifier Class
 
  | hulltype=Crucifier Class
  | faction=Amarr Empire
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  | faction=Amarr Empire  
  | race=Amarr
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  | variations={{Ship|Crucifier Navy Issue}}, {{Ship|Sentinel}}
| roles=Electronic Warfare
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  | tech=  
| variations={{Ship|Sentinel}}
 
  | tech=
 
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
  | powergrid=27 MW
 
  | powergrid=27 MW
 
  | cpu=235 tf
 
  | cpu=235 tf
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  | lows=3
 
  | lows=3
 
  | mass=1,064,000 kg
 
  | mass=1,064,000 kg
  | volume=28,100 m&#179;
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  | volume=28,100
  | cargohold=265 m&#179;
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  | cargohold=265
 
  | extrahold=
 
  | extrahold=
 
  | extraholdtype=
 
  | extraholdtype=
  | dronebay=45 m&#179;
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  | dronebay=45
 
  | bandwidth=15 Mbit/sec
 
  | bandwidth=15 Mbit/sec
| info=<b>Development</b><br>The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry.   
+
|quote=And they stood before Him,<br>bathed in His light.<br>Yet their eyes were blind.
  | bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>7.5% bonus to Tracking Disruptor effectiveness<br>10% bonus to Tracking Disruptor optimal range<br>
+
|quote_attribution=The Scriptures, Gheinok the First 1:3
 +
| info=The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry.   
 +
  | bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>7.5% bonus to Weapon Disruptor effectiveness<br>10% bonus to Weapon Disruptor optimal range<br>
 
  | structurehp=350 HP
 
  | structurehp=350 HP
 
  | shieldhp=250 HP
 
  | shieldhp=250 HP
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  | scanres=540 mm
 
  | scanres=540 mm
 
  | reqskills=*{{RequiredSkill|Amarr Frigate|I}}
 
  | reqskills=*{{RequiredSkill|Amarr Frigate|I}}
**{{RequiredSkill|Spaceship Command|I}}
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** {{RequiredSkill|Spaceship Command|I}}
  
 
  | totaltraintime=25m 0s
 
  | totaltraintime=25m 0s
 
  | forumlinks=
 
  | forumlinks=
 
  | wikireferences=
 
  | wikireferences=
  | externallinks=[http://wiki.eveonline.com/en/wiki/Crucifier Crucifier on Eve Online Wiki]
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  | externallinks=
 
  | highlights1=
 
  | highlights1=
 
  | highlights2=
 
  | highlights2=
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==Summary==
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== Summary ==
The Crucifier is the [[Amarr]] standard [[EWAR]] [[frigate]], with bonuses to tracking disruption effectiveness. Like the [[Vigil]] and target painters, the stacking penalties of tracking disruptors make having several of these ships in a fleet ineffective. Due to the ships inherent fragility, small capacitor and the large optimal range of tracking disruptors that allow the ship to operate from a far, pilots may be best using long range beam lasers or small artillery turrets, though for an EWAR frigate DPS isn't of great concern.
+
The Crucifier is the Amarr [[Frigates#Electronic Warfare|Electronic Warfare Frigate]], with bonuses to weapon disruption. There are two kinds of weapon disruptors, each of which has two effects: (i) tracking disruptors, which decrease the range and accuracy of enemy turrets; and (ii) guidance disruptors, which decrease the range and precision of enemy launchers (including missiles, rockets and torpedoes). Because Crucifier pilots have to make choices about which of these two types of disruptors to fit, the Crucifier is most effective when the enemy fleet composition and/or fits are known in advance. This makes the ship a bit better on defense than on offense. For new EVE players, flying the Crucifier only requires training {{sk|Amarr Frigate|I}} and {{sk|Weapon Disruption|I}}. Also, weapon disruptors have phenomenal range even at low skill levels. As a result, brand new pilots flying the Crucifier can stay at the edge of a fight, contribute with their EWAR, and get a good view of how fleet combat unfolds before bringing their damage dealer or tackle frigate on the next fleet.
  
Tracking disruptors work by reducing the optimal, falloff, and tracking speed of the target. You can load scripts into them, giving them twice the effectiveness against either (optimal and falloff) OR tracking speed, but losing the other effect entirely. With Amarr frigates at V, a single Meta 4 or Tech II tracking disruptor on a Crucifier will reduce the tracking speed or the (optimal and falloff ranges) of any turret-using ship you point it at by 66%. While this can cripple virtually any ship using turrets as their primary weapon, it's completely useless against missile and drone ships (like the Raven, Dominix, Myrmidon, Drake, et ceteras), cap warfare, other electronic warfare and logi ships, so choose your targets carefully.
+
The Crucifier is typically fit with three or four weapon disruptors in its mid slots. These can be all anti-turret tracking disruptors, all anti-missile guidance disruptors, or a mix of the two types. If you are flying a Crucifier as part of an E-UNI fleet, you will probably not have the opportunity to re-fit your ship along the way, so you will need to choose which disruptors you want to fit beforehand. (A mix works better than it sounds; you typically won’t want to aim all three disruptors at the same target anyway, due to [[stacking penalties]].) Each type of weapon disruptor can be loaded with scripts that double one effect of the disruptor at the expense of the other. For example, one unscripted guidance disruptor might reduce the range of an enemy missile launcher by 25%, and make a light missile do 25% less damage to a moving frigate. But with a range disruption script loaded, the disruptor could be made to reduce the enemy missile range by 50% instead, with no impact on missile damage to small ships. (Or vice versa, with a precision disruption script.) Scripts are extremely cheap, and they are not consumed by use, so pilots always carry one copy of each script for each disruptor. More information on the two types of weapon disruptors, the four associated scripts, and their effects, can be found in the [[Electronic Warfare#Weapon Disruption|UniWiki EWAR Guide]].
  
==Skills==
+
Rigs can be used to extend the Crucifier’s base lock range, or its weapon disruptor range, or both. In any case, it is important to make the ship’s lock range much longer than its disruptor modules’ optimal range, to maximize the practical operating range of the ship.
[[Skills:Navigation#Acceleration_Control|Acceleration Control]] II <br>
 
[[Skills:Navigation#Afterburner|Afterburner]] III <br>
 
[[Skills:Spaceship_Command#Amarr_Frigate|Amarr Frigate]] III <br>
 
[[Skills:Engineering#Capacitor_Management|Capacitor Management]] III <br>
 
[[Skills:Engineering#Capacitor_Systems_Operation|Capacitor Systems Operation]] III <br>
 
[[Skills:Drones#Combat_Drone_Operation|Combat Drone Operation]] III <br>
 
[[Skills:Gunnery#Controlled_Bursts|Controlled Bursts]] III <br>
 
[[Skills:Drones#Drones|Drones]] III <br>
 
[[Skills:Engineering#Electronics_Upgrades|Electronics Upgrades]] I <br>
 
[[Skills:Electronic_Systems#Electronic_Warfare|Electronic Warfare]] III <br>
 
[[Skills:Navigation#Evasive_Maneuvering|Evasive Maneuvering]] II <br>
 
[[Skills:Electronic_Systems#Frequency_Modulation|Frequency Modulation]] III <br>
 
[[Skills:Navigation#Fuel_Conservation|Fuel Conservation]] III <br>
 
[[Skills:Gunnery#Gunnery|Gunnery]] III <br>
 
[[Skills:Armor#Hull_Upgrades|Hull Upgrades]] III<br>
 
[[Skills:Electronic_Systems#Long_Distance_Jamming|Long Distance Jamming]] III<br>
 
[[Skills:Targeting#Long_Range_Targeting|Long Range Targeting]] III<br>
 
[[Skills:Armor#Mechanics|Mechanics]] III<br>
 
[[Skills:Gunnery#Motion_Prediction|Motion Prediction]] III<br>
 
[[Skills:Navigation#Navigation|Navigation]] III<br>
 
[[Skills:Gunnery#Rapid_Firing|Rapid Firing]] III<br>
 
[[Skills:Drones#Scout_Drone_Operation|Scout Drone Operation]] III<br>
 
[[Skills:Gunnery#Sharpshooter|Sharpshooter]] III<br>
 
[[Skills:Targeting#Signature_Analysis|Signature Analysis]] III<br>
 
[[Skills:Gunnery#Small_Energy_Turret|Small Energy Turret]] III<br>
 
[[Skills:Targeting#Target_Management|Target Management]] III<br>
 
[[Skills:Electronic_Systems#Weapon_Disruption|Weapon Disruption]] III<br>
 
[[Skills:Navigation#Warp_Drive_Operation|Warp Drive Operation]] III<br>
 
  
==Fitting==
+
The Crucifier is a capable combat ship. It fits an armor tank well, and can control 3 light combat drones at a time. However, no frigate weapons system or drone has an engagement range equal to a weapon disruptor, so the Crucifier must close range in order to do damage. Even when fit for combat, the Crucifier can’t win most direct engagements, and so pilots should expect to warp away from approaching enemies rather than engaging them.
{{ShipFitting
 
| ship=Crucifier
 
| shipTypeID=2161
 
| fitName=Fleet T1 Range
 
| fitID=Fleet-T1-Range
 
| low1name=Damage Control I
 
| low1typeID=2046
 
| low2name=Nanofiber Internal Structure I
 
| low2typeID=2603
 
| low3name=Mark I Generator Refitting: Capacitor Power Relay
 
| low3typeID=8177
 
| mid1name=Limited 1MN Microwarpdrive I
 
| mid1typeID=5973
 
| mid2name=DDO Photometry Tracking Disruptor I, Tracking Speed Disruption Script
 
| mid2typeID=5322
 
| charge1name=Tracking Speed Disruption Script x4
 
| charge1typeID=29007
 
| mid3name=DDO Photometry Tracking Disruptor I, Tracking Speed Disruption Script
 
| mid3typeID=5322
 
| mid4name=DDO Photometry Tracking Disruptor I, Tracking Speed Disruption Script
 
| mid4typeID=5322
 
| high1name=Drone Link Augmentor I
 
| high1typeID=23527
 
| high2name=Drone Link Augmentor I
 
| high2typeID=23527
 
| rig1name=Small Particle Dispersion Projector I
 
| rig1typeID=31298
 
| rig2name=Small Particle Dispersion Projector I
 
| rig2typeID=31298
 
| rig3name=Small Ionic Field Projector I
 
| rig3typeID=31274
 
| drone1name=Hornet EC-300 x3
 
| drone1typeID=23707
 
| drone2name=Warrior I x6
 
| drone2typeID=2486
 
| charge2name=Optimal Range Disruption Script x3
 
| charge2typeID=29005
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=These are force multipliers in a fleet. Stay far off the fight, like 50+km. No need to tech2 fit anything.</li><li>Spread tracking disruptors among the enemy Damage Dealers. Use Optimal Range Disruption Scripts on ships that are kiting away, off of the fleet. Use Tracking Speed Disruption Scripts on ships that are in close to the fleet</li><li>Warp off anytime you get redboxed.</li><li>The drones are just to whore on killmails, don't worry about them.
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=PHOEBE 1.0
 
| showTOC=Y
 
| shipDNA=2161:2046;1:2603;1:8177;1:5973;1:5322;3:29007;4:23527;2:31298;2:31274;1:23707;3:2486;6:29005;3::
 
| fleetup=
 
}}{{ShipFitting
 
| ship=Crucifier
 
| shipTypeID=2161
 
| fitName=Armor Fleet
 
| fitID=Armor-Fleet
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=200mm Reinforced Steel Plates II
 
| low2typeID=20347
 
| low3name=Energized Adaptive Nano Membrane II
 
| low3typeID=11269
 
| mid1name=Limited 1MN Microwarpdrive I
 
| mid1typeID=5973
 
| mid2name=Balmer Series Tracking Disruptor I, Tracking Speed Disruption Script
 
| mid2typeID=5320
 
| charge1name=Tracking Speed Disruption Script x4
 
| charge1typeID=29007
 
| mid3name=Balmer Series Tracking Disruptor I, Tracking Speed Disruption Script
 
| mid3typeID=5320
 
| mid4name=Balmer Series Tracking Disruptor I, Tracking Speed Disruption Script
 
| mid4typeID=5320
 
| high1name=125mm Gatling AutoCannon II, Republic Fleet EMP S
 
| high1typeID=2873
 
| charge2name=Republic Fleet EMP S x1
 
| charge2typeID=21898
 
| rig1name=Small Trimark Armor Pump I
 
| rig1typeID=30987
 
| rig2name=Small Trimark Armor Pump I
 
| rig2typeID=30987
 
| rig3name=Small Trimark Armor Pump I
 
| rig3typeID=30987
 
| drone1name=Warrior II x6
 
| drone1typeID=2488
 
| drone2name=Hornet EC-300 x3
 
| drone2typeID=23707
 
| charge3name=Optimal Range Disruption Script x3
 
| charge3typeID=29005
 
| high2name=open
 
| charge4name=open
 
| charge5name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=Great for armor frig/dessie roams. Stay with your logi. Spread Tracking Disruptors among the enemy Damage Dealers. Use Optimal Range Disruption Scripts on ships that are kiting away, off of the fleet. Use Tracking Speed Disruption Scripts on ships that are in close to the fleet</li><li>If fighting a turret based cruiser or larger, Tracking Speed Disruption will really mess up their day.</li><li>Switch out the MWD for an AB if its an AB fleet.</li><li>The autocannons are just for shooting drones/whoring on kills. Not necessary.
 
| showNOTES=N
 
| difficulty=1
 
| warsop=A
 
| warsopReason=
 
| version=PHOEBE 1.0
 
| showTOC=Y
 
| shipDNA=2161:2048;1:20347;1:11269;1:5973;1:5320;3:29007;4:2873;1:21898;1:30987;3:2488;6:23707;3:29005;3::
 
| fleetup=
 
}}
 
  
==Tactics==
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== Skills ==
Optimal is >110k even with low skills.
+
* {{sk|Weapon Disruption}} - Weapon disruption is the Crucifier's specialty. Higher levels of this will reduce the capacitor need of Weapon Disruptors and aid in capacitor stability.
 +
* {{sk|Drones|III}} - The Crucifier is able to launch three light drones at a time, and can carry nine. Particularly for solo builds, drones are the Crucifier's primary weapon system.
 +
** {{sk|Light Drone Operation}} - While the Crucifier can technically field one medium and one light drone simultaneously, a flight of three light drones is most effective and hardest to hit.
 +
** {{sk|Drone Avionics}} - The farther away the Crucifier is from its target, the more easily it can dodge an opponent's attacks. Because drones are the heart of the Crucifier's offense, drone control range is a top priority.
 +
** {{sk|Drone Navigation}} - The faster drones move, they harder they are to hit. When combined with weapon disruption, this skill can make it difficult for even frigates to successfully hit a Crucifier's drones.
 +
** {{sk|Drone Durability}} - Even if an opponent manages to land a hit on a Crucifier's drones, this skill ensures that the drones can take more punishment before being destroyed.
 +
** {{sk|Drone Interfacing}} - More drone damage means shorter engagements and a more effective ship.
 +
* {{sk|Navigation}} - Increasing a ship's speed makes it more difficult to track when orbiting, which goes well with weapon disruption.
 +
** {{sk|High Speed Maneuvering}} - Microwarpdrives are very effective for keeping up transversal velocity, and higher levels will improve capacitor stability.
  
Uses meta4 TDs, and cheapish meta 2-3 in other slots, but has the CPU open to downgrade if you want to go even cheaper (at the expense of range).
+
== Tactics ==
 +
New Crucifier pilots should read the [[Electronic warfare#EWAR Tactics|tactics section of the EWAR guide]], and attend an [[EWAR (CORE class)]]; these will provide some details on how to fly EWAR frigates. Specific tips on flying the Crucifier:
  
Drones to taste, on the understanding that if you are ever in drone range of more than one hostile ship, you are dead. Guns likewise basically irrelevant.
+
* '''Warp into an engagement after your fleetmates.''' If you land on grid with the main fleet, you give your opponents early warning that they will have to deal with EWAR. A better strategy is to warp in after your opponents have already committed to focusing on your fleet’s tankier damage dealers.
  
Your only tank is range. Don't even wait for them to yellowbox - bounce if your position feels a bit dubious.
+
* '''Know your operating range, and keep that distance from your opponents.''' Weapon disruptors work best inside their optimal range. That range is typically so long, you should be able to stay within your optimal. But even at a range of (optimal + ½ falloff), a disruptor is still 85% effective. Feel free to fly beyond your optimal range if you need.
  
Works very well to counter the many snipers who like to sit at 100km - three damps stacked, with pretty low skills, will reduce optimal range to 5% of its starting value.
+
* '''Use the right disruptors, and the right scripts, on the right targets.''' One tricky part about flying the Crucifier is knowing which disruptor will work best against each opponent ship. Crucifier pilots should get to know the ships of EVE, and whether they typically use turrets, or missiles, or neither. (The [[Ship type quick reference|UniWiki ship quick reference]] can help you learn, but you shouldn’t expect to have time to use it in combat.) Likewise, use the best script for the job. If you are trying to keep your tackle frigate fleetmate alive, disrupt turret tracking or missile precision. By contrast, if you are trying to shut down a long-range sniper, disrupt weapon range.
  
 +
* '''If you get into trouble, warp away.''' Once your weapon disruptors start to take effect, your opponents may respond by sending an interceptor or some drones after you. The Crucifier is too slow to outrun any of these threats, and too fragile to survive them (even if you are fitted for tank). If danger comes your way, warp out, and warp back in again somewhere else.
  
==Notes==
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:”But wait,” you may ask, “what impact can my disruptors have if I just have to run at the first sign of danger?” EWAR only represents half of the Crucifier’s threat to opposing fleets. Just as important is distracting opponents from their strategic goals—making it so that, instead of following the plan that their fleet composition was built around, opponents must commit resources to deal with a pesky Crucifier pilot.
This vessel qualifies for the University [[Ship Replacement Program]], [[PYOS]], and [[BYOM]].
+
 
 +
More information on EWAR tactics, and specifically on weapon disruption, is available in the [[Electronic Warfare|EWAR Guide]].
 +
 
 +
== Notes ==
 +
''You can add notes here.''
  
 
{{ShipsMatrix}}
 
{{ShipsMatrix}}
[[Category:Database]][[Category:Ship Database]][[Category:Standard Frigates]]
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[[Category:WikiContest]]
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[[Category:Ship Database]]
 +
[[Category:Standard Frigates]]

Latest revision as of 05:25, 16 November 2024

EVE University Database
 
Ship Database
Crucifier
Crucifier
Amarr Empire
Amarr Empire
Standard Frigates
Crucifier Class
RELATED UNI-WIKI REFERENCES
And they stood before Him,
bathed in His light.
Yet their eyes were blind.
– The Scriptures, Gheinok the First 1:3


The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry.

SHIP BONUSES

Amarr Frigate bonuses (per skill level):
7.5% bonus to Weapon Disruptor effectiveness
10% bonus to Weapon Disruptor optimal range

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
Crucifier Navy Issue
Crucifier Navy Issue.jpg
CornerTFs.png
Crucifier Navy Issue
Faction Frigates Crucifier Class
Icon hi slot.png3 (0/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png42 MW Icon cpu.png160 tf
Icon velocity.png340 m/sec
Icon capacity.png165 m³
, Sentinel
Sentinel.jpg
CornerT2s.png
Sentinel
Electronic Attack Frigates Crucifier Class
Icon hi slot.png3 (0/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png40 MW Icon cpu.png195 tf
Icon velocity.png340 m/sec
Icon capacity.png165 m³

Ship Attributes

Fittings
Powergrid
powergrid
27 MW
CPU
cpu output
235 tf
Capacitor
capacitor
330 GJ
High
high slots
2
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
medium slots
4
Low
low slots
3
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
350 m/sec
Inertia Modifier
inertia modifier (agility)
3.35
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
4.94 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
Drone Capacity
drone capacity
45 m³
Drone Bandwidth
drone bandwidth
15 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
64.00 km
Max Locked Targets
max. locked targets
6
RADAR Sensor
RADAR sensor strength
14 points
Sig. Radius
signature radius
38 m
Scan Res.
scan resolution
540 mm
Structure
Structure Hitpoints
structure hitpoints
350 HP
Mass
ship mass
1,064,000 kg
Volume
ship volume
28,100 m³
Cargo Capacity
cargo capacity
265 m³
Armor
Armor Hitpoints
armor hitpoints
400 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 Crucifier is the Amarr Electronic Warfare Frigate, with bonuses to weapon disruption. There are two kinds of weapon disruptors, each of which has two effects: (i) tracking disruptors, which decrease the range and accuracy of enemy turrets; and (ii) guidance disruptors, which decrease the range and precision of enemy launchers (including missiles, rockets and torpedoes). Because Crucifier pilots have to make choices about which of these two types of disruptors to fit, the Crucifier is most effective when the enemy fleet composition and/or fits are known in advance. This makes the ship a bit better on defense than on offense. For new EVE players, flying the Crucifier only requires training Amarr Frigate I and Weapon Disruption I. Also, weapon disruptors have phenomenal range even at low skill levels. As a result, brand new pilots flying the Crucifier can stay at the edge of a fight, contribute with their EWAR, and get a good view of how fleet combat unfolds before bringing their damage dealer or tackle frigate on the next fleet.

The Crucifier is typically fit with three or four weapon disruptors in its mid slots. These can be all anti-turret tracking disruptors, all anti-missile guidance disruptors, or a mix of the two types. If you are flying a Crucifier as part of an E-UNI fleet, you will probably not have the opportunity to re-fit your ship along the way, so you will need to choose which disruptors you want to fit beforehand. (A mix works better than it sounds; you typically won’t want to aim all three disruptors at the same target anyway, due to stacking penalties.) Each type of weapon disruptor can be loaded with scripts that double one effect of the disruptor at the expense of the other. For example, one unscripted guidance disruptor might reduce the range of an enemy missile launcher by 25%, and make a light missile do 25% less damage to a moving frigate. But with a range disruption script loaded, the disruptor could be made to reduce the enemy missile range by 50% instead, with no impact on missile damage to small ships. (Or vice versa, with a precision disruption script.) Scripts are extremely cheap, and they are not consumed by use, so pilots always carry one copy of each script for each disruptor. More information on the two types of weapon disruptors, the four associated scripts, and their effects, can be found in the UniWiki EWAR Guide.

Rigs can be used to extend the Crucifier’s base lock range, or its weapon disruptor range, or both. In any case, it is important to make the ship’s lock range much longer than its disruptor modules’ optimal range, to maximize the practical operating range of the ship.

The Crucifier is a capable combat ship. It fits an armor tank well, and can control 3 light combat drones at a time. However, no frigate weapons system or drone has an engagement range equal to a weapon disruptor, so the Crucifier must close range in order to do damage. Even when fit for combat, the Crucifier can’t win most direct engagements, and so pilots should expect to warp away from approaching enemies rather than engaging them.

Skills

  • Weapon Disruption - Weapon disruption is the Crucifier's specialty. Higher levels of this will reduce the capacitor need of Weapon Disruptors and aid in capacitor stability.
  • Drones III - The Crucifier is able to launch three light drones at a time, and can carry nine. Particularly for solo builds, drones are the Crucifier's primary weapon system.
    • Light Drone Operation - While the Crucifier can technically field one medium and one light drone simultaneously, a flight of three light drones is most effective and hardest to hit.
    • Drone Avionics - The farther away the Crucifier is from its target, the more easily it can dodge an opponent's attacks. Because drones are the heart of the Crucifier's offense, drone control range is a top priority.
    • Drone Navigation - The faster drones move, they harder they are to hit. When combined with weapon disruption, this skill can make it difficult for even frigates to successfully hit a Crucifier's drones.
    • Drone Durability - Even if an opponent manages to land a hit on a Crucifier's drones, this skill ensures that the drones can take more punishment before being destroyed.
    • Drone Interfacing - More drone damage means shorter engagements and a more effective ship.
  • Navigation - Increasing a ship's speed makes it more difficult to track when orbiting, which goes well with weapon disruption.
    • High Speed Maneuvering - Microwarpdrives are very effective for keeping up transversal velocity, and higher levels will improve capacitor stability.

Tactics

New Crucifier pilots should read the tactics section of the EWAR guide, and attend an EWAR (CORE class); these will provide some details on how to fly EWAR frigates. Specific tips on flying the Crucifier:

  • Warp into an engagement after your fleetmates. If you land on grid with the main fleet, you give your opponents early warning that they will have to deal with EWAR. A better strategy is to warp in after your opponents have already committed to focusing on your fleet’s tankier damage dealers.
  • Know your operating range, and keep that distance from your opponents. Weapon disruptors work best inside their optimal range. That range is typically so long, you should be able to stay within your optimal. But even at a range of (optimal + ½ falloff), a disruptor is still 85% effective. Feel free to fly beyond your optimal range if you need.
  • Use the right disruptors, and the right scripts, on the right targets. One tricky part about flying the Crucifier is knowing which disruptor will work best against each opponent ship. Crucifier pilots should get to know the ships of EVE, and whether they typically use turrets, or missiles, or neither. (The UniWiki ship quick reference can help you learn, but you shouldn’t expect to have time to use it in combat.) Likewise, use the best script for the job. If you are trying to keep your tackle frigate fleetmate alive, disrupt turret tracking or missile precision. By contrast, if you are trying to shut down a long-range sniper, disrupt weapon range.
  • If you get into trouble, warp away. Once your weapon disruptors start to take effect, your opponents may respond by sending an interceptor or some drones after you. The Crucifier is too slow to outrun any of these threats, and too fragile to survive them (even if you are fitted for tank). If danger comes your way, warp out, and warp back in again somewhere else.
”But wait,” you may ask, “what impact can my disruptors have if I just have to run at the first sign of danger?” EWAR only represents half of the Crucifier’s threat to opposing fleets. Just as important is distracting opponents from their strategic goals—making it so that, instead of following the plan that their fleet composition was built around, opponents must commit resources to deal with a pesky Crucifier pilot.

More information on EWAR tactics, and specifically on weapon disruption, is available in the EWAR Guide.

Notes

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