Difference between revisions of "Legion"

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* SHIP ATTRIBUTES SECTION (last update : 2020-04-15)
* 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).
* format below and edit only the values (after the = sign).
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| shipid=29986
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| shipimg=Legion.jpg
|shipid=29986
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| shipname=Legion
|shipimg=Legion.jpg
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| class=Strategic Cruiser
|shipname=Legion
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| grouping=Strategic Cruisers
|caption=Legion
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| hulltype=Legion Class
|class=Strategic Cruiser
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| faction=Amarr Empire  
|grouping=Strategic Cruisers
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| variations=<i>none</i>
|hulltype=Legion Class
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| tech=3  
|faction=Amarr Empire
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| powergrid=625 MW
|race=Amarr
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| cpu=200 tf
|roles=unspecified
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| capacitor=1,800 GJ
|variations=none
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| highs=0
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| turrets=0
|ecmprio=3 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
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| launchers=0
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| mediums=0
|powergrid=00 MW
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| lows=0
|cpu=00 tf
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| mass=14,500,000 kg
|capacitor=100 GJ
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| volume=118,000
|highs=0
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| cargohold=400 m³
|turrets=0
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| extrahold=120 m³
|launchers=0
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| extraholdtype=Subsystem Hold
|mediums=0
+
| dronebay=0-200 m³
|lows=0
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| bandwidth=0-50 Mbit/sec
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| quote=Devotion may take many forms, yet it is ever constant.
|mass=6,815,000 kg
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| quote_attribution=Empress Catiz Tash-Murkon I
|volume=118,000 m&#179;
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| 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>
|cargohold=00 m&#179;
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| bonuses=<b>Amarr Defensive Systems bonuses (per skill level):</b><br>•&nbsp;bonus to all Amarr Defensive Systems effectiveness<br>
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'''Amarr Offensive Systems bonuses (per skill level):'''<br>•&nbsp;bonus to all Amarr Offensive Systems effectiveness<br>
|dronebay=0 m&#179;
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'''Amarr Propulsion Systems bonuses (per skill level):'''<br>•&nbsp;bonus to all Amarr Propulsion Systems effectiveness<br>
|bandwidth=0 Mbit/sec
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'''Amarr Core Systems bonuses (per skill level):'''<br>•&nbsp;bonus to all Amarr Engineering Systems effectiveness<br>
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'''Amarr Strategic Cruiser bonuses (per skill level):'''<br>•&nbsp;5% reduction in module heat damage amount taken<br>•&nbsp;10% bonus to nanite repair paste repair speed<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>
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'''Role Bonus:'''<br>•&nbsp;99% reduction in Scan Probe Launcher CPU requirements<br>•&nbsp;Rigs may be removed from this ship without being destroyed
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| structurehp=1,800 HP
|bonuses=<b>Amarr Strategic Cruiser Skill Bonus:</b><br>5% Reduction in the amount of heat damage absorbed by modules per level.
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| shieldhp=1,800 HP
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| shieldem=0
|structurehp=1,954 HP
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| shieldtherm=20
|shieldhp=100 HP |shieldem=0 |shieldexp=0 |shieldkin=0 |shieldtherm=0
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| shieldkin=55
|armorhp=100 HP |armorem=0 |armorexp=0 |armorkin=0 |armortherm=0
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| shieldexp=75
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| armorhp=2,900 HP
|maxvelocity=10 m/s
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| armorem=50
|inertia=0.41
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| armortherm=35
|warpspeed=3 AU/s
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| armorkin=44
|warptime=3.87 s
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| armorexp=60
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| maxvelocity=185 m/sec
|targetrange=0 km
+
| inertia=0.52
|sigradius=150 m
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| warpspeed=4 AU/s
|maxlockedtargets=5
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| warptime=10.45 s
|sensortype=RADAR
+
| targetrange=70.00 km
|sensorvalue=0 points
+
| sigradius=170 m
|scanres=0 mm
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| maxlockedtargets=6
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| sensortype=RADAR
|reqskills=*Amarr Strategic Cruiser I<small>41m</small>
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| sensorvalue=17 points
**Amarr Cruiser V<small>29d 15h 6m</small>
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| scanres=230 mm
**Amarr Defensive Systems I<small>8m</small>
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| reqskills=*{{RequiredSkill|Amarr Strategic Cruiser|I}}
**Amarr Electronic Systems I<small>8m</small>
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** {{RequiredSkill|Amarr Cruiser|V}}
**Amarr Offensive Systems I<small>8m</small>
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*** {{RequiredSkill|Spaceship Command|II}}
**Amarr Propulsion Systems I<small>8m</small>
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*** {{RequiredSkill|Amarr Destroyer|III}}
**Amarr Engineering Systems I<small>8m</small>
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**** {{RequiredSkill|Amarr Frigate|III}}
|totaltraintime=29d 16h 30m
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***** {{RequiredSkill|Spaceship Command|I}}
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* {{RequiredSkill|Amarr Defensive Systems|I}}
|forumlinks=
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** {{RequiredSkill|Mechanics|V}}
|wikireferences=
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** {{RequiredSkill|Shield Operation|III}}
|externallinks=[http://wiki.eveonline.com/en/wiki/Legion Legion on Eve Online Wiki]<br>
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*** {{RequiredSkill|Power Grid Management|I}}
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* {{RequiredSkill|Amarr Core Systems|I}}
|highlights1=
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** {{RequiredSkill|Power Grid Management|V}}
|highlights2=
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* {{RequiredSkill|Amarr Offensive Systems|I}}
|highlights3=
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** {{RequiredSkill|Gunnery|V}}
|highlights4=
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** {{RequiredSkill|Drones|III}}
 +
* {{RequiredSkill|Amarr Propulsion Systems|I}}
 +
** {{RequiredSkill|Navigation|V}}
  
 +
| totaltraintime=60d 11h 3m 50s
 +
| forumlinks=
 +
| wikireferences=
 +
| externallinks=
 +
| highlights1=
 +
| highlights2=
 +
| highlights3=
 +
| highlights4=
 
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==Summary==
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== Summary ==
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.
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The '''Legion''' is the Amarr [[Strategic Cruiser]]. Like other Tech 3 Strategic Cruisers, it is a highly flexible ship that can be reconfigured for a variety of roles. It can deal damage using lasers, missiles, or drones; it can mount an outsized armour tank for a cruiser-class hull; it can be configured to warp cloaked like a [[Covert Ops|covert ops]] ship or a [[Recon Ships|Force Recon]], and it can be given bonuses for [[capacitor warfare]] like those of the [[Curse]] and [[Pilgrim]].
  
==Skills==
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== Skills ==
To fly a Legion (or any other Tech 3 Cruiser for that matter), you will want a strong set of core skills (Engineering 5, Electronics 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 :
 
  
*T2 Armor Tanking - Hull Upgrades 5, Armor Compensations at least to 3 (preferably 4) - ABSOLUTELY MANDATORY!
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As an expensive, advanced ship, the Legion demands excellent general [[support skills]] and [[fitting skills]]. Pilots should seriously consider training {{sk|Amarr Strategic Cruiser}} and all of the [[Skills:Subsystems#Amarr Subsystems|relevant subsystem skills]] to at least IV before undocking the Legion. The subsystem skills are short trains, and getting them to V should be an early priority, and possibly something pilots should do before their first Legion. All Strategic Cruisers have hefty bonuses for [[overheating]], and polishing overheating skills up will help with this.
  
*Fitting Skills: Engineering and Electronics 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
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== Tactics ==
  
*Strat Cruiser Skills: Amarr Strat Cruiser to 4, all Subsystems at 4 is key, Subsystems to 5 is recommended
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Fitting and tactical approaches to the Legion vary wildly depending on the subsystem mix. For damage-dealing, energy turret and missile fits are very viable; though the Assault Optimization subsystem bonuses drones, drones are not normally used as the Legion's primary weapon, and this bonus should be treated as icing on the cake.
  
*T2 Lasers - Medium Pulse Lasers 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.
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== Subsystems ==
 +
Like other Strategic Cruisers, many of the stats of the Legion are determined by what subsystems are installed. The Legion requires one subsystem from each of the Core, Defensive, Offensive, and Propulsion subsystems. Each category has three options, offering different bonuses and stats to the Legion.
  
*Cap Skills - In addition to being useful for lasers, these are good for neuting Legions as well. Energy Management 4 and Operation 5 are recommended. If you plan to do neuting Legion, look at having Energy Emission Systems to 4 or 5, and finishing off Energy Management 5.
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==== [[File:Icon_core_subsystem.png|32px|link=]] Core ====
  
*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.
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{| class="wikitable collapsible collapsed"
 +
! Name !! Amarr Core Subsystems bonus (per skill level) !! Role Bonus !! Additional Base Stats
 +
|-
 +
|  '''{{co|wheat|Augmented Antimatter Reactor}}''' || '''5%''' bonus to capacitor recharge time<br>'''3%''' bonus to energy warfare resistance || 20% bonus to ship power output || +1 Mid Slot, +3 Low Slots<br>+50GJ Capacitor Capacity
 +
|-
 +
|  '''{{co|wheat|Dissolution Sequencer}}''' || '''15%''' bonus to ship sensor strength<br>'''5%''' bonus to max targeting range<br>'''15%''' bonus to scan resolution || || +2 Mid Slots, +2 Low Slots<br>+1 max locked target
 +
|-
 +
|  '''{{co|wheat|Energy Parasitic Complex}}''' || '''10%''' bonus to Energy Nosferatu and Energy Neutralizer drain amount<br>'''10%''' bonus to the benefits of overheating Energy Nosferatu and Energy Neutralizer modules<br>'''5%''' reduction in module damage from overheating || 50% reduction in the PWG and CPU requirements for Energy Nosferatu and Energy Neutralizer modules || +2 Mid Slots, +2 Low Slots<br>+50GJ Capacitor Capacity
 +
|}
  
*Other PvP Skills: Legion 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
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==== [[File:Icon_defensive_subsystem.png|32px|link=]] Defensive ====
  
*If you want to do Missile Legion, you'll want good missile skills in addition to or instead of gunnery skills.
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{| class="wikitable collapsible collapsed"
 +
! Name !! Amarr Defensive Subsystems bonus (per skill level) !! Role Bonus !! Additional Base Stats
 +
|-
 +
| '''{{co|wheat|Augmented Plating}} || '''5%''' bonus to all armor hitpoints<br>'''5%''' bonus to the benefits of overheating armor hardeners || || +1 Mid Slot, +3 Low Slots<br>+1000 Armor HP<br>+10m Signature Radius
 +
|-
 +
| '''{{co|wheat|Covert Reconfiguration}}''' || '''10%''' bonus to Core and Combat Scanner Probe strength<br>'''7.5%''' bonus to Armor Repairer effectiveness<br>'''7.5%''' bonus to the benefits of overheating Armor Repairers || 100% reduction in Cloaking Devices CPU requirement<br>10+ bonus to Relic and Data Analyzer virus strength<br>Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator<br>Cloak reactivation delay reduced to 5 seconds || +1 High Slot, +1 Mid Slot, +2 Low Slots<br>+300 Shield HP, +600 Hull HP<br>+200GJ Capacitor Capacity<br>+5m Signature Radius<br>+30m3 Cargo Capacity
 +
|-
 +
| '''{{co|wheat|Nanobot Injector}}''' || '''10%''' bonus to Armor Repairer effectiveness<br>'''10%''' bonus to the benefits of overheating Armor Repairers ||  || +2 Mid Slots, +2 Low Slots<br>+100 Shield HP, +500 Armor HP<br>+300GJ Capacitor Capacity
 +
|}
  
*Drone Legion also exists, for which you would need strong drone skills, however, many fits have 0 drone space/bandwidth so other than prerequisites, it is not necessary to have amazing drone skills unless your set up is calibrated that way.
+
==== [[File:Icon_offensive_subsystem.png|32px|link=]] Offensive ====
  
==Fitting==
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{| class="wikitable collapsible collapsed"
{{FittingsTech3
+
! Name !! Amarr Offensive Subsystems bonus (per skill level) !! Role Bonus !! Additional Base Stats
|name=Legion, Neuting
+
|-
|high=Imperial Navy Medium Energy Neutralizer<br>Imperial Navy Medium Energy Neutralizer<br>Imperial Navy Medium Energy Neutralizer<br>Imperial Navy Medium Energy Neutralizer<br>Imperial Navy Medium Energy Neutralizer<br>Imperial Navy Medium Energy Neutralizer<br>Imperial Navy Medium Energy Neutralizer
+
| '''{{co|wheat|Assault Optimization}}''' || '''5%''' bonus to 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>'''10%''' bonus to Drone damage and hitpoints || 25% reduction in the PWG and CPU fitting costs of Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launchers || +7 High Slots, +5 Launcher Hardpoints<br>+200 PWG, +150 CPU<br>+50mbit Drone Bandwidth, +200m3 Drone Bay
|mid=Corelum C-Type 10MN MicroWarpdrive<br>Medium Capacitor Booster II<br>Medium Capacitor Booster II<br>Ship Scanner II
+
|-
|low=800mm Reinforced Steel Plates II<br>Armor Thermic Hardener II<br>Energized Adaptive Nano Membrane II<br>Energized Adaptive Nano Membrane II<br>Damage Control II
+
| '''{{co|wheat|Liquid Crystal Magnifiers}}''' || '''10%''' reduction in Medium Energy Turret activation cost<br>'''10%''' bonus to Medium Energy Turret damage<br>'''10%''' bonus to Medium Energy Turret optimal range || 25% reduction in the PWG and CPU fitting costs of Medium Energy Turrets || +7 High Slots, +6 Turret Hardpoints<br>+400 PWG, +90 CPU<br>+100GJ Capacitor Capacity
|charges=Navy Cap Booster 400<br>Navy Cap Booster 800
+
|-
|drones=Warrior II<br>Hobgoblin II<br>Hammerhead II<br>Hornet EC-300<br>Vespa EC-600
+
| '''{{co|wheat|Support Processor}}''' || '''2%''' bonus to Armored Command, Information Command, and Skirmish Command burst strength and duration<br>'''5%''' reduction in Remote Armor Repairer activation cost<br>'''10%''' bonus to the benefits of overheating Remote Armor Repairer modules || 75% reduction in the PWG and CPU fitting costs of Medium Remote Armor Repairer modules<br>95% reduction in the PWG and CPU fitting costs of Command Burst modules<br>20% bonus to Remote Armor Repairer optimal range<br>1150% bonus to Remote Armor Repairer falloff<br>Can use one Command Burst module<br>50% bonus to Command Burst area of effect range || +7 High Slots, +4 Turret Hardpoints<br>+100GJ Capacitor Capacity<br>+25mbit Drone Bandwidth, +75m3 Drone Bay<br>+1 max locked target
|rigs=Medium Trimark Armor Pump II<br>Medium Egress Port Maximizer II<br>Medium Ancillary Current Router I
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|}
|subsystems=Augmented Plating<br>Energy Parasitic Complex<br>Chassis Optimization<br>Drone Synthesis Projector<br>Power Core Multiplier
 
|recommended1=Amarr Offensive Systems V<br>Amarr Defensive Systems V<br>Amarr Propulsion Systems V<br>Amarr Engineering Systems V<br>Amarr Electronic Systems V
 
|recommended2=Advanced Weapon Upgrades V<br>Armor Rigging IV<br>Amarr Strategic Cruiser IV<br>Energy Emission Systems V<br> Thermodynamics III
 
|recommended3=
 
|notes=
 
*Deadspace MWD is key to help with cap stability/sig radius (when compared with standard MWDs) while still offering a way to get in close to apply neuts
 
*Neuts for 1890 every 12 seconds unheated (157 per second) and is cap stable
 
*Heated neuts 1890 every 10.2 seconds (about 185 per second) not cap stable, but you shouldn't be overheating long anyway
 
*92,769/97,693 EHP
 
*Resists (heated) 75.1/83.3(87.4)/81.3/90
 
*1539/2175 m/s
 
*Your ample bay has plenty to hold 2-3 flights of ECM drones to keep a nasty off you to get a few more cycles off and still have room for combat drones
 
*If no one is coming after you, you will range from about 120(Warrior IIs)-240(Hammer IIs) DPS for whoring on things besides your neut target
 
}}{{FittingsTech3
 
|name=Legion, Neuting (Tanky w/Cap Feed)
 
|high=Imperial Navy Medium Energy Neutralizer<br>Imperial Navy Medium Energy Neutralizer<br>Imperial Navy Medium Energy Neutralizer<br>Imperial Navy Medium Energy Neutralizer<br>Imperial Navy Medium Energy Neutralizer<br>Imperial Navy Medium Energy Neutralizer<br>Imperial Navy Medium Energy Neutralizer
 
|mid=Corelum C-Type 10MN MicroWarpdrive<br>Balmer Series Tracking Disruptor I<br>Balmer Series Tracking Disruptor I<br>Balmer Series Tracking Disruptor I
 
|low=1600mm Reinforced Steel Plates II<br>Dark Blood Armor Thermic Hardener<br>Energized Adaptive Nano Membrane II<br>Energized Adaptive Nano Membrane II<br>Power Diagnostic System II
 
|charges=
 
|drones=Vespa EC-600 x 5<br>Vespa EC-600 x 5<br>Valkyrie II x 5<br>Hammerhead II x 5
 
|rigs=Medium Trimark Armor Pump II<br>Medium Trimark Armor Pump II<br>Medium Trimark Armor Pump II
 
|subsystems=Augmented Plating<br>Energy Parasitic Complex<br>Chassis Optimization<br>Drone Synthesis Projector<br>Power Core Multiplier
 
|recommended1=Amarr Offensive Systems V<br>Amarr Defensive Systems V<br>Amarr Propulsion Systems V<br>Amarr Engineering Systems V<br>Amarr Electronic Systems V
 
|recommended2=Advanced Weapon Upgrades V<br>Armor Rigging IV<br>Amarr Strategic Cruiser IV<br>Energy Emission Systems V<br> Thermodynamics III
 
|recommended3=
 
|notes=
 
*Deadspace MWD is key to help with cap /sig radius (when compared with standard MWDs) while still offering a way to get in close to apply neuts
 
*This is designed to be cap fed from a guardian, and as such its cap only lasts for 40 seconds or less without ET
 
*Neuts for 1890 every 12 seconds unheated (157 per second)
 
*Heated neuts 1890 every 10.2 seconds (about 185 per second)
 
*EHP: 144,074/152,416
 
*Resists (heated) 70.6/80.4(85.2)/78/88.3
 
*Your ample bay has plenty to hold 2-3 flights of ECM drones to keep a nasty off you to get a few more cycles off and still have room for combat drones
 
}}{{FittingsTech3
 
|name=Legion, PvP HAC
 
|high=Heavy Pulse Laser II<br>Heavy Pulse Laser II<br>Heavy Pulse Laser II<br>Heavy Pulse Laser II<br>Heavy Pulse Laser II<br>Heavy Pulse Laser II
 
|mid=Experimental 10MN MicroWarpdrive I<br>Federation Navy Stasis Webifier<br>Republic Fleet Warp Distruptor<br>Medium Capacitor Booster II
 
|low=1600mm Reinforced Steel Plates II<br>Heat Sink II<br>Heat Sink II<br>Heat Sink II<br>Energized Adaptive Nano Membrane II<br>Energized Adaptive Nano Membrane II
 
|charges=Conflagration M<br>Scorch M<br>Imperial Navy Multifrequency M<br>Navy Cap Booster 400
 
|drones=
 
|rigs=Medium Trimark Armor Pump II<br>Medium Anti-Thermic Pump II<br>Medium Ancillary Current Router II
 
|subsystems=Augmented Plating<br>Tactical Targeting Network<br>Chassis Optimization<br>Liquid Crystal Magnifiers<br>Powercore Multiplier
 
|recommended1=Amarr Offensive Systems V<br>Amarr Defensive Systems V<br>Amarr Propulsion Systems V<br>Amarr Engineering Systems V<br>Amarr Electronic Systems V
 
|recommended2=Advanced Weapon Upgrades V<br>Armor Rigging IV<br>Amarr Strategic Cruiser IV<br>Medium Pulse Laser Specialization IV<br> Thermodynamics III
 
|recommended3=
 
|notes=
 
*This fit is VERY powergrid tight requires a +3% PG Implant (Works with AWU 4). Shiny fit and AWU 5, no implants are required :)
 
*You can change the heat sinks and EANMs to Imperial Navy faction ones for more EHP and DPS at not much extra cost. (Relative, given that you are purchasing a T3 Cruiser)
 
*All 5s Approx 90k EHP 690/794 DPS Non-Shiny, with Navy Sinks and EANMS 100k EHP 730/839 DPS
 
*The main advantage of this fit over the other is 1100-1300 m/s and higher EHP/DPS, however it doesn't have as high of range or scan res
 
*Already cap stable, but you can run a deadspace MWD for better cap and lower sig radius
 
*Shiny Fit with Navy EANMS, Sinks, and Corelum C-Type 10MN MWD and AWU 5, requires no implants
 
*You can have a friend who can also pilot the Legion but has better rigging skills drop in T2 rigs if needed
 
}}{{FittingsTech3
 
|name=Legion, Exploration
 
|high=Heavy Pulse Laser II<br>Heavy Pulse Laser II<br>Heavy Pulse Laser II<br>Heavy Pulse Laser II<br>Covert Ops Cloaking Device II<br>Sisters Expanded Probe Launcher<br>Salvager II
 
|mid=Corelum C-Type 10MN Afterburner<br>Codebreaker II<br>Cap Recharger II<br>Cap Recharger II
 
|low=Centum B-Type Medium Armor Repairer<br>Centum B-Type Medium Armor Repairer<br>Imperial Navy Heat Sink<br>Imperial Navy Heat Sink<br>Imperial Navy Energized Adaptive Nano Membrane
 
|charges=Scorch M<br>Imperial Navy Multifrequency M<br>Sisters Core Scanner Probe<br>Sisters Combat Scanner Probe
 
|drones=
 
|rigs=Medium Energy Locus Coordinator II<br>Medium Anti-Thermic Pump II<br>Medium Auxillary Nano Pump II
 
|subsystems=Emergent Locus Analyzer<br>Covert Reconfiguration<br>Nanobot Injector<br>Augmented Capacitor Reservoir<br>Fuel Catalyst
 
|recommended1=Amarr Offensive Systems V<br>Amarr Defensive Systems V<br>Amarr Propulsion Systems V<br>Amarr Engineering Systems V<br>Amarr Electronic Systems V
 
|recommended2=Advanced Weapon Upgrades V<br>Armor Rigging IV<br>Amarr Strategic Cruiser IV<br>Medium Pulse Laser Specialization IV<br> Thermodynamics III
 
|recommended3=
 
|notes=
 
*All-In-One Exploration Legion! This specific fit is designed to also help out in a possible PvP situation via cloaky scouting
 
*This fit can be fiddled with quite a bit
 
*You can drop a cap recharger for an analyzer if you would like, but you will lose a lot of sustainable tank
 
*All V's tanks about 600 dps sustained omni and does 200-300 dps depending on ammo choice (stats listed with t2 rigs, even without the T2 rigs it should still tank a good chunk of listed stats)
 
*If you want more damage and don't mind T1 cloak, you could change to Liquid Crystal Magnifiers and then adjust your lows and lose a cap recharger in the mid. You may need to drop to a core probe launcher in this case though
 
}}{{:Incursion Fitting|LegionArmor}}
 
  
==Tactics==
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==== [[File:Icon_propulsion_subsystem.png|32px|link=]] Propulsion ====
''No sub-article about Legion roles or piloting tactics. You can write them here.''
 
  
==Notes==
+
{| class="wikitable collapsible collapsed"
''You can write additional notes for Legion here.''
+
! Name !! Amarr Propulsion Subsystems bonus (per skill level) !! Role Bonus !! Additional Base Stats
 +
|-
 +
| '''{{co|wheat|Intercalated Nanofibers}}''' || '''5%''' bonus to ship agility<br>'''5%''' bonus to max velocity || || +2 Low Slots
 +
|-
 +
| '''{{co|wheat|Interdiction Nullifier}}''' || '''10%''' bonus to warp velocity and acceleration<br>'''15%''' reduction in capacitor need when initiating warp || 80% reduction in Interdiction Nullifier reactivation delay and max lock range penalty<br>100% bonus to Interdiction Nullifier duration || +1 Low Slot<br>+0.1 Inertia Modifier<br>-20km Max Targeting Range<br>+20m Signature Radius
 +
|-
 +
| '''{{co|wheat|Wake Limiter}}''' || '''10%''' bonus to Afterburner velocity bonus<br>'''10%''' reduction in Microwarpdrive signature radius penalty || || +1 Mid Slot, +1 Low Slot
 +
|}
  
{{ShipsMatrix}}
+
== Notes ==
[[Category:Database]][[Category:Ship Database]][[Category:Strategic Cruisers]]
+
 
 +
The Legion might just be named after the legions of Imperial Rome, but given the many-formed characteristics of the ship, CCP's staff might also have taken the name from the multitude of demons exorcised by Jesus in the story of the Gerasene demoniac, who say "My name is Legion: for we are many" (Mark 5:9). This is consistent with the religious theme of Amarr ships.
 +
 
 +
== Patch History ==
 +
{{Expansion past|width= 45%
 +
|'''Version 19.04 - Build: 1903677 - 2021-05-18.1''' - ''Great Escape Update'' ([https://www.eveonline.com/news/view/patch-notes-version-19-04 Patch Notes])
 +
* All configurations gain access to active interdiction with the new Interdiction Nullifer module
 +
*[[File:Icon_propulsion_subsystem.png|32px|link=]] '''Interdiction Nullifier'''
 +
** Passive interdiction nullification removed
 +
** New role bonuses:
 +
*** 80% reduction in Interdiction Nullifier reactivation delay and max lock range penalty
 +
*** 100% bonus to Interdiction Nullifier duration
 +
 
 +
'''18.04 Release - Build: 1706308 - 2020-04-15''' - ''"Surgical Strike" Update'' ([https://www.eveonline.com/news/view/patch-notes-for-18-04-release Patch Notes])
 +
* Powergrid reduced from 700 MW to 625 MW (-75 MW)
 +
 
 +
'''October 2019 Release - 2019-10-15.1'''
 +
 
 +
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
 +
 
 +
* Warp Speed increased from 3 AU/s to 4 AU/s (+1 AU/s)
 +
 
 +
'''July 2017 Release - Released 2017-07-11'''
 +
* Tech 3 Strategic Cruisers have been rebalanced. Details of the goals behind this change can be found in this [https://www.eveonline.com/news/view/strategic-cruisers-and-you devblog].
 +
* The available subsystems have been condensed into a smaller number of more powerful and useful choices.
 +
* Strategic Cruisers now have four subsystem slots (reduced from five) with three choices in each slot (reduced from 4)
 +
* Rigs can now be freely removed from Strategic Cruisers without destroying them.
 +
* All Strategic Cruisers have received a dedicated subsystem bay so they can carry alternate configurations along with them on their adventures
 +
* Each of the Strategic Cruiser hulls and subsystems have been rebalanced. All the details can be found in the following forum thread: https://meta.eveonline.com/t/july-release-strategic-cruisers/8414/3
 +
* New Base Stats:
 +
:*Slot layout: 0H, 0M, 0L; 0 turrets, 0 launchers
 +
:*3 Rig Slots, 400 Calibration
 +
:*Fittings: 700 PWG, 220 CPU
 +
:*Defense (shields / armor / hull) : 1800 / 2900 / 1800
 +
:*Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 55 / 75
 +
:*Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 43.75 / 60
 +
:*Capacitor (amount / recharge rate / average cap per second) : 1800 / 450 / 4
 +
:*Mobility (max velocity / agility / mass / align time): 185 / 0.52 / 14,500,000 / 10.45s
 +
:*Warp Speed: 3 au/s
 +
:*Drones (bandwidth / bay): 0 / 0
 +
:*Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 230 / 6
 +
:*Sensor strength: 17 Radar
 +
:*Signature radius: 170
 +
:*Cargo capacity: 400
 +
:*Subsystem Bay: 120
 +
}}
 +
 
 +
{{ShipsMatrix|expgroup=cruisers}}
 +
 
 +
[[Category:Ship Database]]
 +
[[Category:Strategic Cruisers]]

Latest revision as of 22:32, 16 November 2024

EVE University Database
 
Ship Database
Legion
CornerT3h.png
Legion
Amarr Empire
Amarr Empire
Strategic Cruisers
Legion Class
RELATED UNI-WIKI REFERENCES
Devotion may take many forms, yet it is ever constant.
– Empress Catiz Tash-Murkon I


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.

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.

-The Heresies of Hinketsu

SHIP BONUSES

Amarr Defensive Systems bonuses (per skill level):
• bonus to all Amarr Defensive Systems effectiveness
Amarr Offensive Systems bonuses (per skill level):
• bonus to all Amarr Offensive Systems effectiveness
Amarr Propulsion Systems bonuses (per skill level):
• bonus to all Amarr Propulsion Systems effectiveness
Amarr Core Systems bonuses (per skill level):
• bonus to all Amarr Engineering Systems effectiveness
Amarr Strategic Cruiser bonuses (per skill level):
• 5% reduction in module heat damage amount taken
• 10% bonus to nanite repair paste repair speed
Role Bonus:
• 99% reduction in Scan Probe Launcher CPU requirements
• Rigs may be removed from this ship without being destroyed

Required Skills
Training Time what's this?
60d 11h 3m 50s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
625 MW
CPU
cpu output
200 tf
Capacitor
capacitor
1,800 GJ
High
high slots
0
Launchers
launcher slots
0
Turrets
turret slots
0
Medium
medium slots
0
Low
low slots
0
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
185 m/sec
Inertia Modifier
inertia modifier (agility)
0.52
Warp Speed
inertia modifier (agility)
4 AU/s
Base Time to Warp
base time to warp
10.45 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
0-200 m³
Drone Bandwidth
drone bandwidth
0-50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
70.00 km
Max Locked Targets
max. locked targets
6
RADAR Sensor
RADAR sensor strength
17 points
Sig. Radius
signature radius
170 m
Scan Res.
scan resolution
230 mm
Structure
Structure Hitpoints
structure hitpoints
1,800 HP
Mass
ship mass
14,500,000 kg
Volume
ship volume
118,000 m³
Cargo Capacity
cargo capacity
400 m³
Subsystem Hold Capacity
capacity
120 m³
Armor
Armor Hitpoints
armor hitpoints
2,900 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
44
EXP
explosive resistance
60
Shields
Shield Capacity
shield hitpoints
1,800 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
55
EXP
explosive resistance
75


Summary

The Legion is the Amarr Strategic Cruiser. Like other Tech 3 Strategic Cruisers, it is a highly flexible ship that can be reconfigured for a variety of roles. It can deal damage using lasers, missiles, or drones; it can mount an outsized armour tank for a cruiser-class hull; it can be configured to warp cloaked like a covert ops ship or a Force Recon, and it can be given bonuses for capacitor warfare like those of the Curse and Pilgrim.

Skills

As an expensive, advanced ship, the Legion demands excellent general support skills and fitting skills. Pilots should seriously consider training Amarr Strategic Cruiser and all of the relevant subsystem skills to at least IV before undocking the Legion. The subsystem skills are short trains, and getting them to V should be an early priority, and possibly something pilots should do before their first Legion. All Strategic Cruisers have hefty bonuses for overheating, and polishing overheating skills up will help with this.

Tactics

Fitting and tactical approaches to the Legion vary wildly depending on the subsystem mix. For damage-dealing, energy turret and missile fits are very viable; though the Assault Optimization subsystem bonuses drones, drones are not normally used as the Legion's primary weapon, and this bonus should be treated as icing on the cake.

Subsystems

Like other Strategic Cruisers, many of the stats of the Legion are determined by what subsystems are installed. The Legion requires one subsystem from each of the Core, Defensive, Offensive, and Propulsion subsystems. Each category has three options, offering different bonuses and stats to the Legion.

Icon core subsystem.png Core

Icon defensive subsystem.png Defensive

Icon offensive subsystem.png Offensive

Icon propulsion subsystem.png Propulsion

Notes

The Legion might just be named after the legions of Imperial Rome, but given the many-formed characteristics of the ship, CCP's staff might also have taken the name from the multitude of demons exorcised by Jesus in the story of the Gerasene demoniac, who say "My name is Legion: for we are many" (Mark 5:9). This is consistent with the religious theme of Amarr ships.

Patch History