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Latest revision as of 20:44, 27 December 2019
Interceptors
Role Bonuses
All interceptors share the following role bonuses:
- 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
All interceptors share the following bonuses on the Interceptor skill (per skill level):
- 15% reduction in Microwarpdrive signature radius penalty
Interceptors of each faction are unofficially divided by players into two categories: combat and fleet.
Fleet Interceptor
Fleet interceptors get a bonus to propulsion jamming modules from the Interceptor skill (per skill level):
- 5% bonus to Warp Scrambler and Warp Disruptor optimal range
While any interceptor can act as a fleet interceptor the ones with bonus on Warp Scrambler and Warp Disruptor ranges tend to be preferred because of their ability to lock down targets and stay just outside of the opponent's propulsion jamming ranges. The ships with these bonuses also tend to have slightly higher base speed in comparison to the combat interceptor of the faction.
Combat Interceptor
Combat interceptors get a bonus to weapon damage/application (or resistances for the Raptor) from the Interceptor skill (per skill level):
- Crusader: 7.5% bonus to Small Energy Turret tracking speed
- Raptor: 4% bonus to all shield resistances
- Taranis: 7.5% bonus to Small Hybrid Turret tracking speed
- Claw: 5% bonus to Small Projectile Turret damage
Any interceptor can be used as a combat interceptor. The specialized interceptor bonuses above are better suited for combat interceptor fleets where there isn't a shortage of lock down but a need for higher damage throughput from a number of ships to break larger targets (See Blob).