Difference between revisions of "Malediction"

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==Summary==
 
==Summary==
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.
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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 mids, allowing it to fit the standard fleet tackler complement of either two tackle modules or a warp disruptor and a MSE in its mids. The Malediction has slightly above average grid, 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 has 4 low slots and 3 mids, allowing it to fit the standard fleet tackler complement of either two tackle modules or a warp disruptor and a MSE in its mids. The Malediction has slightly above average grid, 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.

Revision as of 12:47, 25 February 2014

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

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.

Developer: Khanid Innovations

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.

SHIP BONUSES

Amarr Frigate Skill Bonus:
5% bonus to Rocket and Light Missile rate of fire per level and 4% bonus to armor resistances per level
Interceptor Skill Bonus:
15% reduction in MicroWarpdrive signature radius penalty and 5% bonus to Warp Scrambler and Warp Disruptor range per level
Role bonus:
80% reduction in Propulsion Jamming systems activation cost, immunity to non-targeted interdiction

Required Skills
  • Amarr Frigate V11d 20h 26m
    • Spaceship Command I8m
  • Interceptors I33m
    • Spaceship Command III4h 26m
    • Evasive Maneuvering V11d 20h 26m
      • Navigation II47m
Training Time what's this?
23d 22h 40m
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
35 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
435 m/s
Inertia Modifier
inertia modifier (agility)
3.1
Warp Speed
inertia modifier (agility)
8 AU/s
Base Time to Warp
base time to warp
4.29 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 m³
Drone Bandwidth
drone bandwidth
0 Mbit/sec
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
999,000 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 mids, allowing it to fit the standard fleet tackler complement of either two tackle modules or a warp disruptor and a MSE in its mids. The Malediction has slightly above average grid, 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 armour rep can give it a decent active armour tank and opens up options to use it as a brawling inty. In Rubicon 1.0 the Malediction's previously rocket-only bonus has been broadened to light missiles as well, making an LML kiting fit very viable, where the armor bonus can be put to use with an armor repairer, or its four lows allow it to be speed and agility fit to be almost uncatchable.

Skills

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

Fitting

Malediction general fit
Malediction: Malediction general fit
EFT
[Malediction, Malediction general fit]
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II

Medium F-S9 Regolith Shield Induction
Warp Disruptor II
Limited 1MN Microwarpdrive I

Internal Force Field Array I
Overdrive Injector System II
Overdrive Injector System II
Micro Auxiliary Power Core II

Small Auxiliary Thrusters I
Small Polycarbon Engine Housing I



Caldari Navy Mjolnir Light Missile x1

Fitting template high slot label.png
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icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
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FITTING DIFFICULTY
EVE VERSION
RUBI 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • All-round fleet interceptor fitting for the Malediction.
  • Targeting range is 39 km.
  • Overdrives in the low slots and the rigs are up to personal preference.
  • Missile launchers can project up to 63 dps out to 42.2 km.
  • Velocity: 5203m/s
  • Tank: 5124EHP
  • 4 s align time


Tactics

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

Notes

You can write additional notes for Malediction here.