Difference between revisions of "Impairor"

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==Fitting==
 
==Fitting==
  
{{ShipFitting|
+
For more info on fittings, please go [[Impairor/Fittings|here]]
ship=Impairor|
 
shipTypeID=596|
 
fitName=Tech I|
 
fitID=Tech-I|
 
high1name=Dual Modal Pulse Laser I|
 
high1typeID=5215|
 
high2name=Dual Modal Pulse Laser I|
 
high2typeID=5215|
 
mid1name=Cap Recharger I|
 
mid1typeID=1195|
 
mid2name=1MN Y-S8 Compact Afterburner|
 
mid2typeID=6001|
 
low1name=Small Armor Repairer I|
 
low1typeID=523|
 
low2name=Pseudoelectron Containment Field I|
 
low2typeID=5837|
 
drone1name=Hobgoblin I x1|
 
drone1typeID=2454|
 
charge1name=Multifrequency S x1|
 
charge1typeID=246|
 
charge2name=Multifrequency S x1|
 
charge2typeID=246|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
difficulty=0|
 
warsop=A|
 
warsopReason=|
 
version=ODY 1.0|
 
shipDNA=596:5215;2:1195;1:6001;1:523;1:5837;1:2454;1:246;2::|
 
skills=|
 
notes=A basic set-up, useful for running level 1 missions and tutorial.</li><li>This fit requires lvl V skills.</li><li>Before fleet boosts, this ship has 1.3 K EHP, flies at 893 m/s (1153 m/s with AB overheated) and align in 5 s (3.5 s with AB off). The capacitor will last for 1 min 1 s.</li><li>Damage is 58 dps at 3.1 + 1.9 km with Multifrequency crystals}}
 
  
 
==Fleet Up Fittings==
 
==Fleet Up Fittings==

Revision as of 20:42, 29 May 2016

EVE University Database
 
Ship Database
Impairor
Impairor
Amarr Empire
Amarr Empire
Standard Frigates
Impairor Class
RELATED UNI-WIKI REFERENCES

Development
The Impairor-class rookie ship has been mass-produced by the Amarr Empire for decades. It is the most common spacevessel sighted within the Amarrian boundaries, and is used both as a basic trade vessel and as a small-scale slave transport.

SHIP BONUSES

Role Bonus:
20% reduction in Small Energy Turret activation cost
10% bonus to Small Energy Turret damage
15% bonus to Tracking Disruptor effectiveness
8% bonus to all armor resistances

Required Skills
Training Time what's this?
8m 20s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
24 MW
CPU
cpu output
95 tf
Capacitor
capacitor
140 GJ
High
high slots
2
Launchers
launcher slots
1
Turrets
turret slots
2
Medium
medium slots
2
Low
low slots
2
Rig
rigs
3
 
?
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
300 m/sec
Inertia Modifier
inertia modifier (agility)
4.45
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
7.08 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
5 m³
Drone Bandwidth
drone bandwidth
5 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
25.50 km
Max Locked Targets
max. locked targets
3
RADAR Sensor
RADAR sensor strength
6 points
Sig. Radius
signature radius
50 m
Scan Res.
scan resolution
485 mm
Structure
Structure Hitpoints
structure hitpoints
200 HP
Mass
ship mass
1,148,000 kg
Volume
ship volume
28,100 m³
Cargo Capacity
cargo capacity
115 m³
Armor
Armor Hitpoints
armor hitpoints
200 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
125 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Impairor is the Amarr Rookie Ship. This ship is given free of charge to Amarr players who, while flying the pod, dock at a station at which they have no ship. It has no blueprint and cannot be manufactured or reprocessed.

As with all Rookie Ships, the Impairor is a cheap and disposable hull, but is outclassed in every regard by almost any other player-piloted ship. Amarr pilots wishing to advance into different hulls may want to upgrade to one of the following depending on their preferred piloting style:

  • Pilots focusing primarily on Energy Turrets may find both the Punisher and the Tormentor to be effective replacements.
  • Sadly, the Amarr ship line does not offer a Frigate hull designed for drone usage. If you're interested in focusing on drones, the Gallente Tristan frigate or the Amarr Dragoon destroyer may be worth looking at.
  • If you are looking to work with a fleet in a tackle role, the Executioner is likely your next step.
  • For pilots aspiring to be proficient at exploration, the Amarr Magnate-class exploration frigate is an excellent tool for the job.
  • Last but not least, the Inquisitor offers powerful remote repair capabilities to those who prefer to aid their allies instead of dealing damage themselves.

Skills

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

Fitting

For more info on fittings, please go here

Fleet Up Fittings

For more info on fittings, please click here

Notes

Non-Amarr ship collectors can obtain a copy of this ship by visiting an Amarr starting station and completing Aura's tutorial missions. Alternatively, it can be purchased from the market or obtained via contract from another player.

Ironically, rookie ships can be used for very important engagements. While not much of a threat in the field and without any tank, the Impairor can be Alpha'd (destroyed in one shot). The rookie ship can, however, be a very shiny enemy fleet's worst nightmare. Reason being its ability to hold a cyno and hot drop an entire allied fleet upon it. Beware if you are traveling with a fleet and you see a noob ship on grid with you. Try your best to blap it out of the sky (if it's a valid target) immediately or scatter. You don't want your entire fleet to be destroyed because this ship put you in a comfortable state.