notes=An arty kiting Claw. The power grid as shown is tight without good fitting skills (AWU 5); the howitzers can be downgraded to 250mm variants to avoid this issue. There are a range of options for the low slots; AAR active rep tanks are a common option, along with various combinations of tracking enhancers, gyrostabs, and ODs. </li><li>With all skills at V, the Claw shown here moves at 4456 m/s (6459 with heat), has 2.9K EHP, aligns in 2.6 s with prop mod off, and can target out to 35 km for cases where Tremor might be used. The cap is stable. DPS with faction ammo is 136 with a volley of 940.}}{{ShipFitting|
notes=This is a very lightly tanked Claw designed to chase down tacklers and burn them quickly. This fit takes advantage of the Claw's speed but has a minimal tank.</li><li>With all skills at V, this ship will move at 5010 m/s before overheating (7145 with heat). DPS is around 185 with faction ammo, and align time with MWD off is 3.3s. The tank is extremely thin, only 2.96k EHP. }}
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: Boundless Creation
The Boundless Creation ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as humanly possible. On the other hand, defense systems and "cheap tricks" like electronic warfare have never been a high priority.
SHIP BONUSES
Minmatar Frigate bonuses (per skill level): 5% bonus to Small Projectile Turret damage 7.5% bonus to Small Projectile Turret tracking speed Interceptors bonuses (per skill level): 15% reduction in Microwarpdrive signature radius penalty 5% bonus to Small Projectile Turret damage Role Bonus: 80% reduction in Propulsion Jamming systems activation cost • Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor
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
0 m³
Drone Bandwidth
0 Mbit/sec
Targeting
Max Tgt. Range
22.50 km
Max Locked Targets
5
LADAR Sensor
9 points
Sig. Radius
30 m
Scan Res.
1,000 mm
Structure
Structure Hitpoints
475 HP
Mass
1,100,000 kg
Volume
17,400 m³
Cargo Capacity
94 m³
Armor
Armor Hitpoints
500 HP
Armor Resistances
EM
70
THR
35
KIN
25
EXP
10
Shields
Shield Capacity
325 HP
Shield Resistances
EM
10
THR
20
KIN
40
EXP
50
Summary
Like the Crusader with its 4 highs and 4 lows the Claw is built for speed and/or damage dealing. It has only 2 mid slots, limiting its ability to tackle. The fitting requirements and poor tracking of artillery mean the Claw is normally fit with autocannons, but as an interceptor it is rather fragile to be used as a brawler unless equipped with an armor plate, which does not play to the Claw's strengths as an interceptor - speed and agility. A kiting fit with a Warp Disruptor and Barrage is possible, but not really the best ship at this role (see Crusader or Slicer).
All in all, while the Claw's mix of high firepower with high speed might appeal, it is a fragile combination. However, if you beef up the tank with a plate you'll probably find a Jaguar or Wolf a better choice for what you're trying to do.
Skills
Further information about additional or recommended skills to pilot Claw for a specific or it's common role(s) can be written here.