|
|
Line 70: |
Line 70: |
| |forumlinks= | | |forumlinks= |
| |wikireferences= | | |wikireferences= |
− | |externallinks=[http://wiki.eveonline.com/en/wiki/Paladin Paladin on Eve Online Wiki]<br>[http://www.google.com/search?sclient=psy-ab&hl=en&site=&source=hp&q=%22Paladin%22+site%3Aeve.battleclinic.com Battleclinic Paladin Fittings] | + | |externallinks=[http://wiki.eveonline.com/en/wiki/Paladin Paladin on Eve Online Wiki]<br> |
| | | |
| |highlights1=High Amount of High Slots | | |highlights1=High Amount of High Slots |
Revision as of 01:41, 29 October 2011
High Amount of High Slots
HIGHLIGHTS
High Amount of Low Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
|
Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today’s warship technology. While especially effective at support suppression and wreckage salvaging, they possess comparatively weak sensor strength and may find themselves at increased risk of sensor jamming. Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines.
Developer: Carthum Conglomerate
Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense.
SHIP BONUSES
Amarr Battleship Skill Bonus: 5% bonus to capacitor capacity and 10% bonus to the velocity factor of stasis webifiers per level Marauder Skill Bonus: 7.5% bonus to repair amount of armor repair systems and 5% bonus to large energy turret damage per level Role Bonus: 100% bonus to large energy weapon damage, 100% bonus to range and velocity of tractor beams
Required Skills
- Amarr Battleship V47d 9h 46m
- Spaceship Command IV1d 1h 8m
- Amarr Cruiser IV5d 5h 42m
- Marauders I1h 23m
- Spaceship Command V5d 22h 13m
- Energy Grid Upgrades V11d 20h 26m
- Advanced Weapon Upgrades V35d 13h 20m
Training Time what's this?107d 2h 1m
|
Grouping
▪ Variations Apocalypse
|
High Amount of High Slots High Amount of Low Slots
21,000 MW 540 tf
113 m/sec
845 m³
|
, Apocalypse Navy Issue
|
High Amount of High Slots High Amount of Low Slots
22,000 MW 580 tf
120 m/sec
790 m³
|
, Apocalypse Imperial Issue
|
High Amount of High Slots High Amount of Low Slots
23,400 MW 550 tf
94 m/sec
675 m³
|
|
Ship Attributes
Fittings |
High 7
Launchers 0
Turrets 4
Rig
3
large
Calibration 400
|
|
Navigation |
Base Time to Warp 18.67 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 Bandwidth 75 Mbit/sec
|
|
Targeting |
|
|
Structure |
Structure Hitpoints 7,300 HP
Frigate Escape Bay 1 Frigate
|
|
Armor |
Armor Hitpoints 8,200 HP
Armor Resistances
|
|
Shields |
Shield Capacity 6,800 HP
Shield Resistances
|
|
Summary
You can write a summary for Paladin here.
Skills
Further information about additional or recommended skills to pilot Paladin for a specific or it's common role(s) can be written here.
Fitting
No tagged fittings for Paladin.
Tactics
No sub-article about Paladin roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Paladin here.
show advanced ships |
Amarr |
Caldari |
Gallente |
Minmatar |
|