Difference between revisions of "Malediction"

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(Added quote introduced in the Revenant expansion (2024-11-12). Removed manufacturer portion of info blurb that was taken out in the same expansion.)
 
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* SHIP ATTRIBUTES SECTION (last update : 2023-01-16)
* 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=11186
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| shipimg=Malediction.jpg
|shipid=11186
+
| shipname=Malediction
|shipimg=Malediction.jpg
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| class=Interceptor
|shipname=Malediction
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| grouping=Interceptors
|caption=Malediction
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| hulltype=Executioner Class
|class=Interceptor
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| faction=Amarr Empire  
|grouping=Interceptors
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| variations= {{Ship|Executioner}}, {{Ship|Crusader}}
|hulltype=Executioner Class
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| tech=2  
|faction=Amarr Empire
 
|race=Amarr
 
|roles=unspecified
 
|variations={{Ship|Executioner}}, {{Ship|Crusader}}
 
|tech=2
 
 
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
|powergrid=35 MW
 
|cpu=135 tf
 
|capacitor=343.8 GJ
 
|highs=4
 
|turrets=3
 
|launchers=3
 
|mediums=3
 
|lows=3
 
 
|mass=999,000 kg
 
|volume=28,100 m&#179;
 
|cargohold=135 m&#179;
 
 
|dronebay=0 m&#179;
 
|bandwidth=0 Mbit/sec
 
 
|info=Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius.  This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.<br><br>Developer: Khanid Innovations <br><br>In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
 
 
|bonuses=<b>Amarr Frigate Skill Bonus:</b><br>5% bonus to rocket damage and 4% bonus to armor resistances per level<br><b>Interceptor Skill Bonus:</b><br>15% reduction in MicroWarpdrive signature radius penalty and 5% bonus to Warp Scrambler and Warp Disruptor range per level<br><b>Role bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost
 
 
|structurehp=457 HP
 
|shieldhp=422 HP |shieldem=0 |shieldexp=60 |shieldkin=40 |shieldtherm=20
 
|armorhp=457 HP |armorem=50 |armorexp=30 |armorkin=25 |armortherm=35
 
 
|maxvelocity=435 m/s
 
|inertia=3.1
 
|warpspeed=13.5 AU/s
 
|warptime=4.29 s
 
 
|targetrange=22 km
 
|sigradius=33 m
 
|maxlockedtargets=4
 
|sensortype=RADAR
 
|sensorvalue=12 points
 
|scanres=900 mm
 
 
|reqskills=*Amarr Frigate V<small>11d 20h 26m</small>
 
**Spaceship Command I<small>8m</small>
 
*Interceptors I<small>33m</small>
 
**Spaceship Command III<small>4h 26m</small>
 
**Evasive Maneuvering V<small>11d 20h 26m</small>
 
|totaltraintime=23d 22h 1m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Malediction Malediction on Eve Online Wiki]<br>
 
 
|highlights1=Fast Target Locking Time
 
|highlights2=
 
|highlights3=
 
|highlights4=
 
  
 +
| powergrid=36 MW
 +
| cpu=150 tf
 +
| capacitor=355 GJ
 +
 +
| highs=3
 +
| turrets=3
 +
| launchers=3
 +
| mediums=3
 +
| lows=4
 +
 +
| mass=1,140,000 kg
 +
| volume=28,100 m³
 +
 +
| cargohold=98 m³
 +
 +
| dronebay=
 +
| bandwidth=
 +
 +
| quote=They think size is a strength, show them it is a curse.
 +
| quote_attribution=King Khanid II
 +
| info=Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius.  This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.
 +
| bonuses= <b>Amarr Frigate bonuses (per skill level):</b><br>
 +
5% bonus to Rocket Launcher rate of fire<br>
 +
4% bonus to all armor resistances<br>
 +
'''Interceptors bonuses (per skill level):'''<br>
 +
15% reduction in Microwarpdrive signature radius penalty<br>
 +
5% bonus to Warp Scrambler and Warp Disruptor optimal range<br>
 +
'''Role Bonus:'''<br>
 +
80% reduction in Propulsion Jamming systems activation cost<br>
 +
80% reduction in Interdiction Nullifier reactivation delay, max lock range penalty and scan resolution penalty<br>
 +
100% bonus to Interdiction Nullifier duration
 +
 +
| structurehp=425 HP
 +
 +
| armorhp=550 HP
 +
| armorem=50
 +
| armortherm=35
 +
| armorkin=25
 +
| armorexp=30
 +
 +
| shieldhp=325 HP
 +
| shieldem=0
 +
| shieldtherm=20
 +
| shieldkin=40
 +
| shieldexp=60
 +
 +
| maxvelocity=470 m/sec
 +
| inertia=3.05
 +
| warpspeed=8 AU/s
 +
| warptime=4.82 s
 +
 +
| targetrange=31.5 km
 +
| maxlockedtargets=5
 +
| sigradius=33 m
 +
| scanres=900 mm
 +
| sensortype=RADAR
 +
| sensorvalue=12 points
 +
 +
| reqskills= * {{RequiredSkill|Interceptors|I}}
 +
** {{RequiredSkill|Evasive Maneuvering|V}}
 +
*** {{RequiredSkill|Navigation|II}}
 +
** {{RequiredSkill|Spaceship Command|III}}
 +
* {{RequiredSkill|Amarr Frigate|V}}
 +
** {{RequiredSkill|Spaceship Command|I}}
 +
| totaltraintime=23d 22h 40m 30s
 +
 +
| externallinks=
 +
| highlights1=Fast Target Locking Time
 
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->
 
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==Summary==
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== Summary ==
The Amarr fleet interceptor has an interesting set of bonuses being the only fleet interceptor with a bonus to tank. This 'free EANM' means a small armour rep can give it a decent active armour tank and opens up options to use it as a brawling inty. The slot layout also works well for typical inty setups with a MSE or un-tanked, making the malediction very versatile depending on the whim of the pilot.
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The Amarr fleet interceptor has an interesting set of bonuses being the only fleet interceptor with a bonus to tank. Though the Malediction's 4 low slots and resist bonus might suggest an armor plated fit, this is usually a bad idea since an interceptor's main strength is its speed. The resist bonus does however work well with an armor repairer in some circumstances.
 +
 
 +
The Malediction has 4 low slots and 3 mid slots, allowing it to fit the standard fleet tackler complement of either two tackle modules or a warp disruptor and a medium shield extender in its mids. The Malediction has a slightly above-average powergrid, making fitting a MSE slightly easier. The Malediction's 4 low slots and slightly higher base speed than the [[Ares]] means the Malediction can support the best speed fit among the fleet interceptors.
  
==Skills==
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The Malediction's armor resist bonus means a small armor rep can give it a decent active armor tank and opens up options to use it as a brawling inty. The Malediction's four lows allow it to be speed and agility fit.
''Further information about additional or recommended skills to pilot Malediction for a specific or it's common role(s) can be written here.''
 
  
==Fitting==
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== Skills ==
{{ShipFitting|
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''Further information about additional or recommended skills to pilot Malediction for a specific or its common role(s) can be written here.''
ship=Malediction|
 
shipTypeID=11186|
 
fitName=Fast Locking Tackle|
 
fitID=Fast-Locking-Tackle|
 
high1name=Rocket Launcher II|
 
high1typeID=10631|
 
high2name=Rocket Launcher II|
 
high2typeID=10631|
 
high3name=Rocket Launcher II|
 
high3typeID=10631|
 
high4name=open|
 
mid1name=Limited 1MN Microwarpdrive I|
 
mid1typeID=5973|
 
mid2name=Warp Disruptor II|
 
mid2typeID=3244|
 
mid3name=F-90 Positional Sensor Subroutines|
 
mid3typeID=6160|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=Overdrive Injector System II|
 
low2typeID=1236|
 
low3name=Nanofiber Internal Structure II|
 
low3typeID=2605|
 
charge1name=Scan Resolution Script x1|
 
charge1typeID=29011|
 
charge2name=Nova Rage Rocket x1|
 
charge2typeID=24473|
 
charge3name=Nova Javelin Rocket x1|
 
charge3typeID=24478|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Small Polycarbon Engine Housing I|
 
rig1typeID=31177|
 
rig2name=Small Ionic Field Projector I|
 
rig2typeID=31274|
 
difficulty=2|
 
warsop=A|
 
warsopReason=Covert ops ships are restricted to experienced pilots only|
 
version=PRE-RET 1.0|
 
shipDNA=11186:10631;3:3244;1:5973;1:6160;1:1236;1:2048;1:2605;1:31177;1:31274;1:24473;1:24478;1:29011;1::|
 
skills=|
 
notes=}}
 
  
==Tactics==
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== Tactics ==
 
''No sub-article about Malediction roles or piloting tactics. You can write them here.''
 
''No sub-article about Malediction roles or piloting tactics. You can write them here.''
  
==Notes==
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== Notes ==
 
''You can write additional notes for Malediction here.''
 
''You can write additional notes for Malediction here.''
  
{{ShipsMatrix}}
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== Patch History ==
[[Category:Database]][[Category:Ship Database]][[Category:Interceptors]]
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{{Expansion past|
 +
'''Version 19.06 Release 2021-07-13.1''' [https://www.eveonline.com/news/view/patch-notes-version-19-06#2021-07-13.1 Patch notes]
 +
 
 +
''Ship balance:''
 +
* Role bonus for fleet interceptors (Ares, Crow, Malediction, Stiletto) has been changed to include a reduction in scan resolution penalty while using Interdiction Nullifiers, the role bonus is now:
 +
** 80% reduction in Interdiction Nullifier reactivation delay, max lock range penalty, and scan resolution penalty.
 +
}}
 +
 
 +
{{ShipsMatrix|expgroup= frigates}}
 +
 
 +
[[Category:Ship Database]]
 +
[[Category:Interceptors]]

Latest revision as of 22:49, 16 November 2024

EVE University Database
 
Ship Database
Malediction
CornerT2h.png
Malediction
Amarr Empire
Amarr Empire
Interceptors
Executioner Class
Highlight
Fast Target Locking Time
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
They think size is a strength, show them it is a curse.
– King Khanid II


Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.

SHIP BONUSES

Amarr Frigate bonuses (per skill level):
5% bonus to Rocket Launcher rate of fire
4% bonus to all armor resistances
Interceptors bonuses (per skill level):
15% reduction in Microwarpdrive signature radius penalty
5% bonus to Warp Scrambler and Warp Disruptor optimal range
Role Bonus:
80% reduction in Propulsion Jamming systems activation cost
80% reduction in Interdiction Nullifier reactivation delay, max lock range penalty and scan resolution penalty
100% bonus to Interdiction Nullifier duration

Required Skills
Training Time what's this?
23d 22h 40m 30s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Executioner
Executioner.jpg
Executioner
Standard Frigates Executioner Class
Icon hi slot.png4 (0/3) Icon mid slot.png3 Icon low slot.png3
Icon powergrid.png45 MW Icon cpu.png140 tf
Icon velocity.png410 m/sec
Icon capacity.png115 m³
, 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

Ship Attributes

Fittings
Powergrid
powergrid
36 MW
CPU
cpu output
150 tf
Capacitor
capacitor
355 GJ
High
high slots
3
Launchers
launcher slots
3
Turrets
turret slots
3
Medium
medium slots
3
Low
low slots
4
Rig
rigs
2
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
470 m/sec
Inertia Modifier
inertia modifier (agility)
3.05
Warp Speed
inertia modifier (agility)
8 AU/s
Base Time to Warp
base time to warp
4.82 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
31.5 km
Max Locked Targets
max. locked targets
5
RADAR Sensor
RADAR sensor strength
12 points
Sig. Radius
signature radius
33 m
Scan Res.
scan resolution
900 mm
Structure
Structure Hitpoints
structure hitpoints
425 HP
Mass
ship mass
1,140,000 kg
Volume
ship volume
28,100 m³
Cargo Capacity
cargo capacity
98 m³
Armor
Armor Hitpoints
armor hitpoints
550 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
30
Shields
Shield Capacity
shield hitpoints
325 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
60


Summary

The Amarr fleet interceptor has an interesting set of bonuses being the only fleet interceptor with a bonus to tank. Though the Malediction's 4 low slots and resist bonus might suggest an armor plated fit, this is usually a bad idea since an interceptor's main strength is its speed. The resist bonus does however work well with an armor repairer in some circumstances.

The Malediction has 4 low slots and 3 mid slots, allowing it to fit the standard fleet tackler complement of either two tackle modules or a warp disruptor and a medium shield extender in its mids. The Malediction has a slightly above-average powergrid, making fitting a MSE slightly easier. The Malediction's 4 low slots and slightly higher base speed than the Ares means the Malediction can support the best speed fit among the fleet interceptors.

The Malediction's armor resist bonus means a small armor rep can give it a decent active armor tank and opens up options to use it as a brawling inty. The Malediction's four lows allow it to be speed and agility fit.

Skills

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

Tactics

No sub-article about Malediction roles or piloting tactics. You can write them here.

Notes

You can write additional notes for Malediction here.

Patch History